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# Solve.mjs Log - 2026-02-07T18:45:19.522Z
[2026-02-07T18:45:19.523Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-07T18-45-19-522Z.log
[2026-02-07T18:45:19.524Z] [INFO] (All output will be logged here)
[2026-02-07T18:45:20.120Z] [INFO]
[2026-02-07T18:45:20.121Z] [INFO] 🚀 solve v1.16.0
[2026-02-07T18:45:20.121Z] [INFO] 🔧 Raw command executed:
[2026-02-07T18:45:20.122Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-07T18:45:20.122Z] [INFO]
[2026-02-07T18:45:20.140Z] [INFO]
[2026-02-07T18:45:20.141Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-07T18:45:20.141Z] [INFO]
[2026-02-07T18:45:20.142Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-07T18:45:20.142Z] [INFO] The log may contain sensitive information such as:
[2026-02-07T18:45:20.142Z] [INFO] • API keys, tokens, or secrets
[2026-02-07T18:45:20.142Z] [INFO] • File paths and directory structures
[2026-02-07T18:45:20.142Z] [INFO] • Command outputs and error messages
[2026-02-07T18:45:20.143Z] [INFO] • Internal system information
[2026-02-07T18:45:20.143Z] [INFO]
[2026-02-07T18:45:20.143Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-07T18:45:20.143Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-07T18:45:20.143Z] [INFO]
[2026-02-07T18:45:20.143Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-07T18:45:20.144Z] [INFO]
[2026-02-07T18:45:25.149Z] [INFO]
[2026-02-07T18:45:25.176Z] [INFO] 💾 Disk space check: 25645MB available (2048MB required) ✅
[2026-02-07T18:45:25.177Z] [INFO] 🧠 Memory check: 8587MB available, swap: 4095MB (0MB used), total: 12682MB (256MB required) ✅
[2026-02-07T18:45:25.196Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:45:25.196Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:45:25.197Z] [INFO] 📋 URL validation:
[2026-02-07T18:45:25.197Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601
[2026-02-07T18:45:25.197Z] [INFO] Is Issue URL: false
[2026-02-07T18:45:25.197Z] [INFO] Is PR URL: true
[2026-02-07T18:45:25.197Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-02-07T18:45:25.927Z] [INFO] Repository visibility: public
[2026-02-07T18:45:25.928Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-02-07T18:45:25.929Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-02-07T18:45:26.276Z] [INFO] Repository visibility: public
[2026-02-07T18:45:26.277Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-07T18:45:26.278Z] [INFO] 🔄 Continue mode: Working with PR #601
[2026-02-07T18:45:26.278Z] [INFO] Continue mode activated: PR URL provided directly
[2026-02-07T18:45:26.279Z] [INFO] PR Number set to: 601
[2026-02-07T18:45:26.279Z] [INFO] Will fetch PR details and linked issue
[2026-02-07T18:45:26.766Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:45:26.767Z] [INFO] Fork owner: konard
[2026-02-07T18:45:26.767Z] [INFO] Will clone fork repository for continue mode
[2026-02-07T18:45:26.767Z] [INFO] 📝 PR branch: issue-593-e856393c3c8f
[2026-02-07T18:45:26.768Z] [INFO] 🔗 Found linked issue #593
[2026-02-07T18:45:26.769Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1770489926768
[2026-02-07T18:45:26.771Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-07T18:45:26.771Z] [INFO] Checking fork status...
[2026-02-07T18:45:27.074Z] [INFO] 🔍 Detecting fork conflicts...
[2026-02-07T18:45:28.389Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-02-07T18:45:28.720Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:45:28.721Z] [INFO] 🔍 Validating fork parent...
[2026-02-07T18:45:29.103Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:45:29.105Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:45:32.644Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770489926768
[2026-02-07T18:45:32.698Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:45:32.744Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-07T18:45:32.744Z] [INFO] 🔄 Fetching upstream...
[2026-02-07T18:45:33.068Z] [INFO] ✅ Upstream fetched: Successfully
[2026-02-07T18:45:33.069Z] [INFO] 🔄 Syncing default branch...
[2026-02-07T18:45:33.474Z] [INFO] ℹ️ Default branch: main
[2026-02-07T18:45:34.052Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-02-07T18:45:34.052Z] [INFO] 🔄 Pushing to fork: main branch
[2026-02-07T18:45:34.495Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-02-07T18:45:34.497Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-02-07T18:45:34.816Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-02-07T18:45:34.966Z] [INFO]
📌 Default branch: main
[2026-02-07T18:45:35.029Z] [INFO]
🔄 Checking out PR branch: issue-593-e856393c3c8f
[2026-02-07T18:45:35.029Z] [INFO] 📥 Fetching branches: From remote...
[2026-02-07T18:45:35.471Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-02-07T18:45:35.524Z] [INFO] ✅ Branch checked out: issue-593-e856393c3c8f
[2026-02-07T18:45:35.524Z] [INFO] ✅ Current branch: issue-593-e856393c3c8f
[2026-02-07T18:45:35.524Z] [INFO] Branch operation: Checkout existing PR branch
[2026-02-07T18:45:35.524Z] [INFO] Branch verification: Matches expected
[2026-02-07T18:45:35.527Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-02-07T18:45:35.528Z] [INFO] Using existing PR: #601
[2026-02-07T18:45:35.528Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601
[2026-02-07T18:45:35.528Z] [INFO]
🚀 Starting work session: 2026-02-07T18:45:35.528Z
[2026-02-07T18:45:35.901Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-02-07T18:45:36.689Z] [INFO] ✅ PR converted: Now in draft mode
[2026-02-07T18:45:37.778Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-02-07T18:45:38.084Z] [INFO] 👤 Current user: konard
[2026-02-07T18:45:38.084Z] [INFO]
📊 Comment counting conditions:
[2026-02-07T18:45:38.085Z] [INFO] prNumber: 601
[2026-02-07T18:45:38.085Z] [INFO] branchName: issue-593-e856393c3c8f
[2026-02-07T18:45:38.085Z] [INFO] isContinueMode: true
[2026-02-07T18:45:38.085Z] [INFO] Will count comments: true
[2026-02-07T18:45:38.085Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-02-07T18:45:38.086Z] [INFO] PR #601 on branch: issue-593-e856393c3c8f
[2026-02-07T18:45:38.086Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:45:38.547Z] [INFO] 📅 Last commit time (from API): 2026-02-07T17:19:06.000Z
[2026-02-07T18:45:39.505Z] [INFO] 💬 New PR comments: 2
[2026-02-07T18:45:39.505Z] [INFO] 💬 New PR review comments: 0
[2026-02-07T18:45:39.505Z] [INFO] 💬 New issue comments: 0
[2026-02-07T18:45:39.506Z] [INFO] Total new comments: 2
[2026-02-07T18:45:39.506Z] [INFO] Comment lines to add: Yes
[2026-02-07T18:45:39.506Z] [INFO] PR review comments fetched: 0
[2026-02-07T18:45:39.506Z] [INFO] PR conversation comments fetched: 7
[2026-02-07T18:45:39.506Z] [INFO] Total PR comments checked: 7
[2026-02-07T18:45:42.108Z] [INFO] Feedback info will be added to prompt:
[2026-02-07T18:45:42.109Z] [INFO] - New comments on the pull request: 2
[2026-02-07T18:45:42.109Z] [INFO] - Pull request description was edited after last commit
[2026-02-07T18:45:42.109Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-02-07T18:45:42.470Z] [INFO] 📝 Issue updated: 2026-02-07T14:54:56.000Z
[2026-02-07T18:45:42.770Z] [INFO] 💬 Comments: None found
[2026-02-07T18:45:43.136Z] [INFO] 🔀 Recent PR: 2026-02-07T18:23:07.000Z
[2026-02-07T18:45:43.136Z] [INFO]
✅ Reference time: 2026-02-07T18:23:07.000Z
[2026-02-07T18:45:43.137Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-02-07T18:45:43.196Z] [INFO] ✅ No uncommitted changes found
[2026-02-07T18:45:43.550Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-593-e856393c3c8f
[2026-02-07T18:45:45.520Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-07T18:45:45.648Z] [INFO] 👁️ Model vision capability: supported
[2026-02-07T18:45:45.649Z] [INFO]
📝 Final prompt structure:
[2026-02-07T18:45:45.650Z] [INFO] Characters: 621
[2026-02-07T18:45:45.650Z] [INFO] System prompt characters: 12741
[2026-02-07T18:45:45.650Z] [INFO] Feedback info: Included
[2026-02-07T18:45:45.651Z] [INFO]
🤖 Executing Claude: OPUS
[2026-02-07T18:45:45.651Z] [INFO] Model: opus
[2026-02-07T18:45:45.652Z] [INFO] Working directory: /tmp/gh-issue-solver-1770489926768
[2026-02-07T18:45:45.652Z] [INFO] Branch: issue-593-e856393c3c8f
[2026-02-07T18:45:45.652Z] [INFO] Prompt length: 621 chars
[2026-02-07T18:45:45.652Z] [INFO] System prompt length: 12741 chars
[2026-02-07T18:45:45.652Z] [INFO] Feedback info included: Yes (2 lines)
[2026-02-07T18:45:45.706Z] [INFO] 📈 System resources before execution:
[2026-02-07T18:45:45.707Z] [INFO] Memory: MemFree: 2385592 kB
[2026-02-07T18:45:45.707Z] [INFO] Load: 1.47 1.38 1.62 2/650 726649
[2026-02-07T18:45:45.707Z] [INFO]
📝 Raw command:
[2026-02-07T18:45:45.707Z] [INFO] (cd "/tmp/gh-issue-solver-1770489926768" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-6 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/593
Your prepared branch: issue-593-e856393c3c8f
Your prepared working directory: /tmp/gh-issue-solver-1770489926768
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601
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-593-e856393c3c8f
New comments on the pull request: 2
Pull request description was edited after last commit
Continue.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-593-e856393c3c8f --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/593.
- 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/601/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/601/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/601/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/593/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 601 --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 601, 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 601.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-593-e856393c3c8f.
- When you finish, create a pull request from branch issue-593-e856393c3c8f. (Note: PR 601 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-593-e856393c3c8f.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 601 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-593-e856393c3c8f/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-02-07T18:45:45.708Z] [INFO]
[2026-02-07T18:45:45.708Z] [INFO] 📋 User prompt:
[2026-02-07T18:45:45.708Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-07T18:45:45.708Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/593
Your prepared branch: issue-593-e856393c3c8f
Your prepared working directory: /tmp/gh-issue-solver-1770489926768
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601
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-593-e856393c3c8f
New comments on the pull request: 2
Pull request description was edited after last commit
Continue.
[2026-02-07T18:45:45.709Z] [INFO] ---END USER PROMPT---
[2026-02-07T18:45:45.709Z] [INFO]
[2026-02-07T18:45:45.709Z] [INFO] 📋 System prompt:
[2026-02-07T18:45:45.709Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-07T18:45:45.709Z] [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-593-e856393c3c8f --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/593.
- 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/601/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/601/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/601/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/593/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 601 --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 601, 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 601.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-593-e856393c3c8f.
- When you finish, create a pull request from branch issue-593-e856393c3c8f. (Note: PR 601 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-593-e856393c3c8f.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 601 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-593-e856393c3c8f/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-07T18:45:45.709Z] [INFO] ---END SYSTEM PROMPT---
[2026-02-07T18:45:45.709Z] [INFO]
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[2026-02-07T18:45:45.711Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770489926768
[2026-02-07T18:45:45.711Z] [INFO] 🌿 Branch: issue-593-e856393c3c8f
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[2026-02-07T18:45:45.711Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:45:45.711Z] [INFO]
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"content": "title:\tfeat: add window moonlight with gradual dissipation in corridors (Issue #593)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t601\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/601\nadditions:\t831\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## Summary\n\nFixes #593\n\nAdds dim blue window moonlight sources along exterior walls of the BuildingLevel in corridors and rooms **without enemies** (lobby, storage, corridor above offices). In night mode, these lights allow the player to see wall outlines and room shapes in empty corridors without compromising tension in enemy-occupied rooms.\n\n### Dual-layer lighting system\n\nEach window creates **two overlapping PointLight2D layers** for natural light scattering:\n\n1. **Primary \"MoonLight\"** — visible moonlight patch near the window\n - `Color(0.4, 0.5, 0.9)` (cool blue), `energy = 0.6`, `texture_scale = 5.0`\n - Offset 80px inward from wall for good interior coverage\n - `shadow_enabled = false` — light gradually fades through interior walls\n\n2. **Ambient \"AmbientGlow\"** — faint residual glow filling the entire corridor\n - `Color(0.35, 0.45, 0.85)` (deeper blue), `energy = 0.25`, `texture_scale = 10.0`\n - Same position as primary, very large spread for corridor-wide effect\n - `shadow_enabled = false` — passes through all geometry for smooth dissipation\n\n**Why shadows are disabled:** With `shadow_enabled = true`, interior `LightOccluder2D` walls cause the moonlight to cut off abruptly at wall edges, making it look like \"the light crashed into a wall\". Disabling shadows simulates how real scattered moonlight fills an entire corridor with gradually dissipating ambient light.\n\n### Gradient textures\n\nBoth layers use custom `GradientTexture2D` with 5+ gradient stops for very smooth falloff — no visible hard edge where the light ends.\n\n### Window placement (all on exterior walls, far from enemies):\n- **Left wall (x=64):** Lobby area (y=1100, y=1250) and Storage area (y=1750, y=1900)\n- **Top wall (y=64):** Corridor above offices (x=700, x=900, x=1100)\n- **Bottom wall (y=2064):** Below storage (x=200, x=400) and below lobby (x=700, x=1100)\n\n### Files changed:\n- `scripts/levels/building_level.gd` — Updated `_create_window_light()` with dual-layer system, added `_create_ambient_light_texture()`, softened primary gradient\n- `tests/unit/test_window_lights.gd` — 37 unit tests covering both light layers, placement, properties, and building layout compliance\n- `docs/case-studies/issue-593/README.md` — Updated case study with dual-layer design rationale\n\n## Test plan\n\n- [x] All CI workflows pass (GUT tests, architecture, gameplay, C#, interop, build)\n- [x] 37 unit tests verify light placement, properties (both layers), and building layout compliance\n- [x] Tests confirm no window lights near enemy positions (min 200px distance)\n- [x] Tests confirm worst-case overlapping lights stay under Godot's 15-light-per-sprite limit\n- [ ] Manual: enable \"Realistic Visibility\" in Experimental Settings, walk through corridors — blue glow from windows should gradually dissipate across the corridor, with no abrupt cutoff at walls\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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"stdout": "title:\tfeat: add window moonlight with gradual dissipation in corridors (Issue #593)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t601\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/601\nadditions:\t831\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## Summary\n\nFixes #593\n\nAdds dim blue window moonlight sources along exterior walls of the BuildingLevel in corridors and rooms **without enemies** (lobby, storage, corridor above offices). In night mode, these lights allow the player to see wall outlines and room shapes in empty corridors without compromising tension in enemy-occupied rooms.\n\n### Dual-layer lighting system\n\nEach window creates **two overlapping PointLight2D layers** for natural light scattering:\n\n1. **Primary \"MoonLight\"** — visible moonlight patch near the window\n - `Color(0.4, 0.5, 0.9)` (cool blue), `energy = 0.6`, `texture_scale = 5.0`\n - Offset 80px inward from wall for good interior coverage\n - `shadow_enabled = false` — light gradually fades through interior walls\n\n2. **Ambient \"AmbientGlow\"** — faint residual glow filling the entire corridor\n - `Color(0.35, 0.45, 0.85)` (deeper blue), `energy = 0.25`, `texture_scale = 10.0`\n - Same position as primary, very large spread for corridor-wide effect\n - `shadow_enabled = false` — passes through all geometry for smooth dissipation\n\n**Why shadows are disabled:** With `shadow_enabled = true`, interior `LightOccluder2D` walls cause the moonlight to cut off abruptly at wall edges, making it look like \"the light crashed into a wall\". Disabling shadows simulates how real scattered moonlight fills an entire corridor with gradually dissipating ambient light.\n\n### Gradient textures\n\nBoth layers use custom `GradientTexture2D` with 5+ gradient stops for very smooth falloff — no visible hard edge where the light ends.\n\n### Window placement (all on exterior walls, far from enemies):\n- **Left wall (x=64):** Lobby area (y=1100, y=1250) and Storage area (y=1750, y=1900)\n- **Top wall (y=64):** Corridor above offices (x=700, x=900, x=1100)\n- **Bottom wall (y=2064):** Below storage (x=200, x=400) and below lobby (x=700, x=1100)\n\n### Files changed:\n- `scripts/levels/building_level.gd` — Updated `_create_window_light()` with dual-layer system, added `_create_ambient_light_texture()`, softened primary gradient\n- `tests/unit/test_window_lights.gd` — 37 unit tests covering both light layers, placement, properties, and building layout compliance\n- `docs/case-studies/issue-593/README.md` — Updated case study with dual-layer design rationale\n\n## Test plan\n\n- [x] All CI workflows pass (GUT tests, architecture, gameplay, C#, interop, build)\n- [x] 37 unit tests verify light placement, properties (both layers), and building layout compliance\n- [x] Tests confirm no window lights near enemy positions (min 200px distance)\n- [x] Tests confirm worst-case overlapping lights stay under Godot's 15-light-per-sprite limit\n- [ ] Manual: enable \"Realistic Visibility\" in Experimental Settings, walk through corridors — blue glow from windows should gradually dissipate across the corridor, with no abrupt cutoff at walls\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $5.727216 USD\\n- Calculated by Anthropic: $4.859350 USD\\n- Difference: $-0.867866 (-15.15%)\\n📎 **Log file uploaded as Gist** (1475KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/bb9073660657872312ea2bacf92ec944/raw/07eab10b85f7530e322752297c9b280112a8110e/solution-draft-log-pr-1770480022360.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864746890/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864770771\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3864770771\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3864770771,\"node_id\":\"IC_kwDOQ35BQ87mW7jT\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T16:14:30Z\",\"updated_at\":\"2026-02-07T16:14:30Z\",\"body\":\"свет резко обрывается, должен постепенно рассеиваться (должно быть остаточное свечение на весь коридор)\\r\\nсейчас кажется, что свет врезался в стену.\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864770771/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864875501\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3864875501\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3864875501,\"node_id\":\"IC_kwDOQ35BQ87mXVHt\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:13:49Z\",\"updated_at\":\"2026-02-07T17:13:49Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:13:48.054Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864875501/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897288\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3864897288\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3864897288,\"node_id\":\"IC_kwDOQ35BQ87mXacI\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:01Z\",\"updated_at\":\"2026-02-07T17:23:01Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n---\\n\\n### Changes made in response to feedback\\n\\n**Problem identified:** Moonlight was cutting off abruptly at interior walls because `shadow_enabled = true` caused `LightOccluder2D` nodes to block the light, creating hard shadow edges — making it look like \\\"the light crashed into a wall.\\\"\\n\\n**Fix applied (commit d6b63af):**\\n\\n1. **Disabled `shadow_enabled`** on all window lights — light now gradually dissipates through interior walls instead of stopping abruptly at wall edges\\n\\n2. **Added dual-layer lighting** — each window now creates two `PointLight2D` nodes:\\n - **Primary MoonLight** (`energy=0.6`, `texture_scale=5.0`) — the visible blue moonlight patch\\n - **Ambient AmbientGlow** (`energy=0.25`, `texture_scale=10.0`) — very faint residual glow filling the entire corridor\\n\\n3. **Softened gradient textures** — both layers use 5+ gradient stops for extremely gradual falloff with no visible hard edge\\n\\n4. **Increased light offset from wall** (`40→80px`) for better interior coverage\\n\\nAll 6 CI workflows pass. 37 unit tests verify properties of both light layers.\\n\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864897288/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898147\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3864898147\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3864898147,\"node_id\":\"IC_kwDOQ35BQ87mXapj\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T17:23:38Z\",\"updated_at\":\"2026-02-07T17:23:38Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $3.274323 USD\\n- Calculated by Anthropic: $2.283820 USD\\n- Difference: $-0.990503 (-30.25%)\\n📎 **Log file uploaded as Gist** (900KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/83814f5c7d60b03904e10ec458b424a7/raw/d54297f3a5afdb7efba2b8106493fd8e8cab0d4e/solution-draft-log-pr-1770485013554.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3864898147/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865073188\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3865073188\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3865073188,\"node_id\":\"IC_kwDOQ35BQ87mYFYk\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:44:47Z\",\"updated_at\":\"2026-02-07T18:44:47Z\",\"body\":\"теперь слишком ярко.\\r\\nот света из окон должны быть тени.\\r\\nперестали работать вспышки оружия (возможно просто перекрыты светом из окон)\\r\\n[game_log_20260207_214114.txt](https://github.com/user-attachments/files/25154201/game_log_20260207_214114.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865073188/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3865074077\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/601#issuecomment-3865074077\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/601\",\"id\":3865074077,\"node_id\":\"IC_kwDOQ35BQ87mYFmd\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-07T18:45:37Z\",\"updated_at\":\"2026-02-07T18:45:37Z\",\"body\":\"🤖 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резко обрывается, должен постепенно рассеиваться (должно быть остаточное свечение на весь коридор)\\r\\nсейчас кажется, что свет врезался в 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**AI Work Session Started**\\n\\nStarting automated work session at 2026-02-07T17:13:48.054Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. 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🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n---\\n\\n### Changes made in response to feedback\\n\\n**Problem identified:** Moonlight was cutting off abruptly at interior walls because `shadow_enabled = true` caused `LightOccluder2D` nodes to block the light, creating hard shadow edges — making it look like \\\"the light crashed into a wall.\\\"\\n\\n**Fix applied (commit d6b63af):**\\n\\n1. **Disabled `shadow_enabled`** on all window lights — light now gradually dissipates through interior walls instead of stopping abruptly at wall edges\\n\\n2. **Added dual-layer lighting** — each window now creates two `PointLight2D` nodes:\\n - **Primary MoonLight** (`energy=0.6`, `texture_scale=5.0`) — the visible blue moonlight patch\\n - **Ambient AmbientGlow** (`energy=0.25`, `texture_scale=10.0`) — very faint residual glow filling the entire corridor\\n\\n3. **Softened gradient textures** — both layers use 5+ gradient stops for extremely gradual falloff with no visible hard edge\\n\\n4. **Increased light offset from wall** (`40→80px`) for better interior coverage\\n\\nAll 6 CI workflows pass. 37 unit tests verify properties of both light layers.\\n\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution 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слишком ярко.\\r\\nот света из окон должны быть тени.\\r\\nперестали работать вспышки оружия (возможно просто перекрыты светом из окон)\\r\\n[game_log_20260207_214114.txt](https://github.com/user-attachments/files/25154201/game_log_20260207_214114.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible 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"content": " 1→extends Node2D\n 2→## Building level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a Hotline Miami 2 style building with rooms and halls.\n 5→## Features:\n 6→## - Building interior layout (~2400x2000 pixels) larger than viewport\n 7→## - Multiple interconnected rooms with corridors\n 8→## - 10 enemies distributed across different rooms (2+ per room)\n 9→## - Clear room boundaries with walls and doorways\n 10→## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n 11→## - Score tracking with Hotline Miami style ranking system\n 12→## - Window lights in corridors without enemies for night mode visibility (Issue #593)\n 13→\n 14→## Reference to the enemy count label.\n 15→var _enemy_count_label: Label = null\n 16→\n 17→## Reference to the ammo count label.\n 18→var _ammo_label: Label = null\n 19→\n 20→## Reference to the player.\n 21→var _player: Node2D = null\n 22→\n 23→## Total enemy count at start.\n 24→var _initial_enemy_count: int = 0\n 25→\n 26→## Current enemy count.\n 27→var _current_enemy_count: int = 0\n 28→\n 29→## Whether game over has been shown.\n 30→var _game_over_shown: bool = false\n 31→\n 32→## Reference to the kills label.\n 33→var _kills_label: Label = null\n 34→\n 35→## Reference to the accuracy label.\n 36→var _accuracy_label: Label = null\n 37→\n 38→## Reference to the magazines label (shows individual magazine ammo counts).\n 39→var _magazines_label: Label = null\n 40→\n 41→## Reference to the ColorRect for saturation effect.\n 42→var _saturation_overlay: ColorRect = null\n 43→\n 44→## Reference to the combo label.\n 45→var _combo_label: Label = null\n 46→\n 47→## Reference to the exit zone.\n 48→var _exit_zone: Area2D = null\n 49→\n 50→## Whether the level has been cleared (all enemies eliminated).\n 51→var _level_cleared: bool = false\n 52→\n 53→## Whether the score screen is currently shown (for W key shortcut).\n 54→var _score_shown: bool = false\n 55→\n 56→## Whether the level completion sequence has been triggered (prevents duplicate calls).\n 57→var _level_completed: bool = false\n 58→\n 59→## Duration of saturation effect in seconds.\n 60→const SATURATION_DURATION: float = 0.15\n 61→\n 62→## Saturation effect intensity (alpha).\n 63→const SATURATION_INTENSITY: float = 0.25\n 64→\n 65→## List of enemy nodes for position tracking.\n 66→var _enemies: Array = []\n 67→\n 68→## Cached reference to the ReplayManager autoload (C# singleton).\n 69→var _replay_manager: Node = null\n 70→\n 71→\n 72→## Gets the ReplayManager autoload node.\n 73→## The ReplayManager is now a C# autoload that works reliably in exported builds,\n 74→## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n 75→## (godotengine/godot#94150, godotengine/godot#96065).\n 76→func _get_or_create_replay_manager() -> Node:\n 77→\tif _replay_manager != null and is_instance_valid(_replay_manager):\n 78→\t\treturn _replay_manager\n 79→\n 80→\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n 81→\tif _replay_manager != null:\n 82→\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n 83→\t\tif _replay_manager.has_method(\"StartRecording\"):\n 84→\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n 85→\t\telse:\n 86→\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n 87→\telse:\n 88→\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n 89→\n 90→\treturn _replay_manager\n 91→\n 92→\n 93→func _ready() -> void:\n 94→\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n 95→\tprint(\"Building size: ~2400x2000 pixels\")\n 96→\tprint(\"Clear all rooms to win!\")\n 97→\tprint(\"Press Q for quick restart\")\n 98→\n 99→\t# Setup navigation mesh for enemy pathfinding\n 100→\t_setup_navigation()\n 101→\n 102→\t# Find and connect to all enemies\n 103→\t_setup_enemy_tracking()\n 104→\n 105→\t# Find the enemy count label\n 106→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 107→\t_update_enemy_count_label()\n 108→\n 109→\t# Find and setup player tracking\n 110→\t_setup_player_tracking()\n 111→\n 112→\t# Setup debug UI\n 113→\t_setup_debug_ui()\n 114→\n 115→\t# Setup saturation overlay for kill effect\n 116→\t_setup_saturation_overlay()\n 117→\n 118→\t# Connect to GameManager signals\n 119→\tif GameManager:\n 120→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 121→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 122→\n 123→\t# Initialize ScoreManager for this level\n 124→\t_initialize_score_manager()\n 125→\n 126→\t# Setup exit zone near player spawn (left wall)\n 127→\t_setup_exit_zone()\n 128→\n 129→\t# Setup window lights in corridors without enemies (Issue #593)\n 130→\t_setup_window_lights()\n 131→\n 132→\t# Start replay recording\n 133→\t_start_replay_recording()\n 134→\n 135→\n 136→## Initialize the ScoreManager for this level.\n 137→func _initialize_score_manager() -> void:\n 138→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 139→\tif score_manager == null:\n 140→\t\treturn\n 141→\n 142→\t# Start tracking for this level\n 143→\tscore_manager.start_level(_initial_enemy_count)\n 144→\n 145→\t# Set player reference\n 146→\tif _player:\n 147→\t\tscore_manager.set_player(_player)\n 148→\n 149→\t# Connect to combo changes for UI feedback\n 150→\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n 151→\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n 152→\n 153→\n 154→## Starts recording the replay for this level.\n 155→func _start_replay_recording() -> void:\n 156→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 157→\tif replay_manager == null:\n 158→\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n 159→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n 160→\t\treturn\n 161→\n 162→\t# Log player and enemies status for debugging\n 163→\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n 164→\t\t_player.name if _player else \"NULL\",\n 165→\t\t_enemies.size()\n 166→\t])\n 167→\n 168→\tif _player == null:\n 169→\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n 170→\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n 171→\n 172→\tif _enemies.is_empty():\n 173→\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n 174→\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n 175→\n 176→\t# Clear any previous replay data\n 177→\tif replay_manager.has_method(\"ClearReplay\"):\n 178→\t\treplay_manager.ClearReplay()\n 179→\t\t_log_to_file(\"Previous replay data cleared\")\n 180→\n 181→\t# Start recording with player and enemies\n 182→\tif replay_manager.has_method(\"StartRecording\"):\n 183→\t\treplay_manager.StartRecording(self, _player, _enemies)\n 184→\t\t_log_to_file(\"Replay recording started successfully\")\n 185→\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n 186→\telse:\n 187→\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n 188→\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n 189→\n 190→\n 191→## Setup the exit zone near the player spawn point (left wall).\n 192→## The exit appears after all enemies are eliminated.\n 193→func _setup_exit_zone() -> void:\n 194→\t# Load and instantiate the exit zone\n 195→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 196→\tif exit_zone_scene == null:\n 197→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 198→\t\treturn\n 199→\n 200→\t_exit_zone = exit_zone_scene.instantiate()\n 201→\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n 202→\t# Place exit at left wall (x=80) at similar y position\n 203→\t_exit_zone.position = Vector2(120, 1250)\n 204→\t_exit_zone.zone_width = 60.0\n 205→\t_exit_zone.zone_height = 100.0\n 206→\n 207→\t# Connect the player reached exit signal\n 208→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 209→\n 210→\t# Add to the environment node\n 211→\tvar environment := get_node_or_null(\"Environment\")\n 212→\tif environment:\n 213→\t\tenvironment.add_child(_exit_zone)\n 214→\telse:\n 215→\t\tadd_child(_exit_zone)\n 216→\n 217→\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n 218→\n 219→\n 220→## Called when the player reaches the exit zone after clearing the level.\n 221→func _on_player_reached_exit() -> void:\n 222→\tif not _level_cleared:\n 223→\t\treturn\n 224→\n 225→\t# Prevent duplicate calls (exit zone can fire multiple times)\n 226→\tif _level_completed:\n 227→\t\treturn\n 228→\n 229→\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n 230→\tcall_deferred(\"_complete_level_with_score\")\n 231→\n 232→\n 233→## Activate the exit zone after all enemies are eliminated.\n 234→func _activate_exit_zone() -> void:\n 235→\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n 236→\t\t_exit_zone.activate()\n 237→\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n 238→\telse:\n 239→\t\t# Fallback: if exit zone not available, show score immediately\n 240→\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n 241→\t\t_complete_level_with_score()\n 242→\n 243→\n 244→## Setup realistic visibility for the player (Issue #540).\n 245→## Adds the RealisticVisibilityComponent to the player node.\n 246→## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n 247→## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\n 248→func _setup_realistic_visibility() -> void:\n 249→\tif _player == null:\n 250→\t\treturn\n 251→\n 252→\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n 253→\tif visibility_script == null:\n 254→\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n 255→\t\treturn\n 256→\n 257→\tvar visibility_component = Node.new()\n 258→\tvisibility_component.name = \"RealisticVisibilityComponent\"\n 259→\tvisibility_component.set_script(visibility_script)\n 260→\t_player.add_child(visibility_component)\n 261→\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n 262→\n 263→\n 264→## Setup window lights in corridors and rooms without enemies (Issue #593).\n 265→## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n 266→## coming through windows. Only in areas without enemies so dark rooms with enemies\n 267→## remain tense and challenging.\n 268→## Window visuals (small blue ColorRect) are placed on the wall surface.\n 269→func _setup_window_lights() -> void:\n 270→\tvar environment := get_node_or_null(\"Environment\")\n 271→\tif environment == null:\n 272→\t\treturn\n 273→\n 274→\t# Create a container node for all window lights\n 275→\tvar windows_node := Node2D.new()\n 276→\twindows_node.name = \"WindowLights\"\n 277→\tenvironment.add_child(windows_node)\n 278→\n 279→\t# Window light positions: [position, wall_side]\n 280→\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n 281→\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n 282→\t# - Central corridor (x=512-1376, y=700-1012)\n 283→\t# - Left lobby area (x=64-900, y=1000-1400)\n 284→\t# - Storage room (x=80-500, y=1612-2048)\n 285→\n 286→\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n 287→\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n 288→\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n 289→\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n 290→\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n 291→\n 292→\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n 293→\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n 294→\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n 295→\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n 296→\n 297→\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n 298→\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n 299→\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n 300→\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n 301→\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n 302→\n 303→\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n 304→\n 305→\n 306→## Create a single window light source at the given position on a wall.\n 307→## Produces two overlapping PointLight2D layers:\n 308→## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n 309→## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n 310→## glow that fills the entire corridor so walls remain faintly visible even far\n 311→## from the window. Shadows are disabled so the glow passes through interior\n 312→## walls and furniture, simulating light scattering.\n 313→## @param parent: Parent node to add the window to.\n 314→## @param pos: Position of the window on the wall.\n 315→## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\n 316→func _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n 317→\tvar window_node := Node2D.new()\n 318→\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n 319→\twindow_node.position = pos\n 320→\tparent.add_child(window_node)\n 321→\n 322→\t# Create window visual (small blue rectangle on the wall)\n 323→\tvar window_rect := ColorRect.new()\n 324→\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n 325→\t# Size and offset depend on wall orientation\n 326→\tmatch wall_side:\n 327→\t\t\"left\":\n 328→\t\t\twindow_rect.offset_left = -4.0\n 329→\t\t\twindow_rect.offset_top = -20.0\n 330→\t\t\twindow_rect.offset_right = 4.0\n 331→\t\t\twindow_rect.offset_bottom = 20.0\n 332→\t\t\"right\":\n 333→\t\t\twindow_rect.offset_left = -4.0\n 334→\t\t\twindow_rect.offset_top = -20.0\n 335→\t\t\twindow_rect.offset_right = 4.0\n 336→\t\t\twindow_rect.offset_bottom = 20.0\n 337→\t\t\"top\":\n 338→\t\t\twindow_rect.offset_left = -20.0\n 339→\t\t\twindow_rect.offset_top = -4.0\n 340→\t\t\twindow_rect.offset_right = 20.0\n 341→\t\t\twindow_rect.offset_bottom = 4.0\n 342→\t\t\"bottom\":\n 343→\t\t\twindow_rect.offset_left = -20.0\n 344→\t\t\twindow_rect.offset_top = -4.0\n 345→\t\t\twindow_rect.offset_right = 20.0\n 346→\t\t\twindow_rect.offset_bottom = 4.0\n 347→\twindow_node.add_child(window_rect)\n 348→\n 349→\t# --- Primary moonlight (visible patch near the window) ---\n 350→\tvar light := PointLight2D.new()\n 351→\tlight.name = \"MoonLight\"\n 352→\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n 353→\tlight.energy = 0.6\n 354→\t# Shadows disabled so light gradually dissipates through interior walls\n 355→\t# instead of cutting off abruptly at wall edges\n 356→\tlight.shadow_enabled = false\n 357→\tlight.texture = _create_window_light_texture()\n 358→\tlight.texture_scale = 5.0\n 359→\t# Offset the light inward from the wall so it illuminates the interior\n 360→\tmatch wall_side:\n 361→\t\t\"left\":\n 362→\t\t\tlight.position = Vector2(80, 0)\n 363→\t\t\"right\":\n 364→\t\t\tlight.position = Vector2(-80, 0)\n 365→\t\t\"top\":\n 366→\t\t\tlight.position = Vector2(0, 80)\n 367→\t\t\"bottom\":\n 368→\t\t\tlight.position = Vector2(0, -80)\n 369→\twindow_node.add_child(light)\n 370→\n 371→\t# --- Ambient glow (faint residual light filling the corridor) ---\n 372→\tvar ambient := PointLight2D.new()\n 373→\tambient.name = \"AmbientGlow\"\n 374→\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n 375→\tambient.energy = 0.25\n 376→\tambient.shadow_enabled = false\n 377→\tambient.texture = _create_ambient_light_texture()\n 378→\tambient.texture_scale = 10.0\n 379→\t# Same offset as primary light\n 380→\tambient.position = light.position\n 381→\twindow_node.add_child(ambient)\n 382→\n 383→\n 384→## Create a radial gradient texture for the primary window moonlight.\n 385→## Uses a very gradual falloff so the light fades smoothly into darkness\n 386→## without a visible hard edge.\n 387→func _create_window_light_texture() -> GradientTexture2D:\n 388→\tvar gradient := Gradient.new()\n 389→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 390→\tgradient.add_point(0.2, Color(0.85, 0.85, 0.85, 1.0))\n 391→\tgradient.add_point(0.45, Color(0.55, 0.55, 0.55, 1.0))\n 392→\tgradient.add_point(0.7, Color(0.2, 0.2, 0.2, 1.0))\n 393→\tgradient.add_point(0.9, Color(0.05, 0.05, 0.05, 1.0))\n 394→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 395→\n 396→\tvar texture := GradientTexture2D.new()\n 397→\ttexture.gradient = gradient\n 398→\ttexture.width = 512\n 399→\ttexture.height = 512\n 400→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 401→\ttexture.fill_from = Vector2(0.5, 0.5)\n 402→\ttexture.fill_to = Vector2(0.5, 0.0)\n 403→\treturn texture\n 404→\n 405→\n 406→## Create a very soft radial gradient texture for the ambient glow layer.\n 407→## This texture has an extremely gradual falloff so the faint glow extends\n 408→## far from the window, filling corridors with residual moonlight.\n 409→func _create_ambient_light_texture() -> GradientTexture2D:\n 410→\tvar gradient := Gradient.new()\n 411→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 412→\tgradient.add_point(0.3, Color(0.7, 0.7, 0.7, 1.0))\n 413→\tgradient.add_point(0.6, Color(0.35, 0.35, 0.35, 1.0))\n 414→\tgradient.add_point(0.85, Color(0.1, 0.1, 0.1, 1.0))\n 415→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 416→\n 417→\tvar texture := GradientTexture2D.new()\n 418→\ttexture.gradient = gradient\n 419→\ttexture.width = 512\n 420→\ttexture.height = 512\n 421→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 422→\ttexture.fill_from = Vector2(0.5, 0.5)\n 423→\ttexture.fill_to = Vector2(0.5, 0.0)\n 424→\treturn texture\n 425→\n 426→\n 427→func _process(_delta: float) -> void:\n 428→\t# Update enemy positions for aggressiveness tracking\n 429→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 430→\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n 431→\t\tscore_manager.update_enemy_positions(_enemies)\n 432→\n 433→\n 434→## Called when combo changes.\n 435→func _on_combo_changed(combo: int, points: int) -> void:\n 436→\tif _combo_label == null:\n 437→\t\treturn\n 438→\n 439→\tif combo > 0:\n 440→\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n 441→\t\t_combo_label.visible = true\n 442→\t\t# Color changes based on combo count\n 443→\t\tvar combo_color := _get_combo_color(combo)\n 444→\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n 445→\t\t# Flash effect for combo\n 446→\t\t_combo_label.modulate = Color.WHITE\n 447→\t\tvar tween := create_tween()\n 448→\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n 449→\telse:\n 450→\t\t_combo_label.visible = false\n 451→\n 452→\n 453→## Returns a color based on the current combo count.\n 454→## Higher combos produce more intense/hotter colors.\n 455→func _get_combo_color(combo: int) -> Color:\n 456→\tif combo >= 10:\n 457→\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n 458→\telif combo >= 7:\n 459→\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n 460→\telif combo >= 5:\n 461→\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n 462→\telif combo >= 4:\n 463→\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n 464→\telif combo >= 3:\n 465→\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n 466→\telif combo >= 2:\n 467→\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n 468→\telse:\n 469→\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n 470→\n 471→\n 472→## Setup the navigation mesh for enemy pathfinding.\n 473→## Bakes the NavigationPolygon using physics collision layer 4 (walls).\n 474→func _setup_navigation() -> void:\n 475→\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n 476→\tif nav_region == null:\n 477→\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n 478→\t\treturn\n 479→\n 480→\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n 481→\tif nav_poly == null:\n 482→\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n 483→\t\treturn\n 484→\n 485→\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n 486→\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n 487→\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n 488→\tprint(\"Baking navigation mesh...\")\n 489→\tnav_poly.clear()\n 490→\n 491→\t# Re-add the outline for the walkable floor area\n 492→\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n 493→\t\tVector2(64, 64),\n 494→\t\tVector2(2464, 64),\n 495→\t\tVector2(2464, 2064),\n 496→\t\tVector2(64, 2064)\n 497→\t])\n 498→\tnav_poly.add_outline(floor_outline)\n 499→\n 500→\t# Use NavigationServer2D to bake from source geometry\n 501→\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n 502→\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n 503→\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n 504→\n 505→\tprint(\"Navigation mesh baked successfully\")\n 506→\n 507→\n 508→## Setup tracking for the player.\n 509→func _setup_player_tracking() -> void:\n 510→\t_player = get_node_or_null(\"Entities/Player\")\n 511→\tif _player == null:\n 512→\t\treturn\n 513→\n 514→\t# Setup realistic visibility component (Issue #540)\n 515→\t_setup_realistic_visibility()\n 516→\n 517→\t# Setup selected weapon based on GameManager selection\n 518→\t_setup_selected_weapon()\n 519→\n 520→\t# Register player with GameManager\n 521→\tif GameManager:\n 522→\t\tGameManager.set_player(_player)\n 523→\n 524→\t# Find the ammo label\n 525→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 526→\n 527→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 528→\tif _player.has_signal(\"died\"):\n 529→\t\t_player.died.connect(_on_player_died)\n 530→\telif _player.has_signal(\"Died\"):\n 531→\t\t_player.Died.connect(_on_player_died)\n 532→\n 533→\t# Try to get the player's weapon for C# Player\n 534→\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n 535→\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 536→\tif weapon == null:\n 537→\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n 538→\tif weapon == null:\n 539→\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n 540→\tif weapon == null:\n 541→\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n 542→\tif weapon == null:\n 543→\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 544→\tif weapon == null:\n 545→\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 546→\tif weapon != null:\n 547→\t\t# C# Player with weapon - connect to weapon signals\n 548→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 549→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 550→\t\tif weapon.has_signal(\"MagazinesChanged\"):\n 551→\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n 552→\t\tif weapon.has_signal(\"Fired\"):\n 553→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 554→\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n 555→\t\tif weapon.has_signal(\"ShellCountChanged\"):\n 556→\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n 557→\t\t# Initial ammo display from weapon\n 558→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 559→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 560→\t\t# Initial magazine display\n 561→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 562→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 563→\t\t\t_update_magazines_label(mag_counts)\n 564→\t\t# Configure silenced pistol ammo based on enemy count\n 565→\t\t_configure_silenced_pistol_ammo(weapon)\n 566→\telse:\n 567→\t\t# GDScript Player - connect to player signals\n 568→\t\tif _player.has_signal(\"ammo_changed\"):\n 569→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 570→\t\t# Initial ammo display\n 571→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 572→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 573→\n 574→\t# Connect reload/ammo depleted signals for enemy aggression behavior\n 575→\t# These signals are used by BOTH C# and GDScript players to notify enemies\n 576→\t# that the player is vulnerable (reloading or out of ammo)\n 577→\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n 578→\tif _player.has_signal(\"ReloadStarted\"):\n 579→\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n 580→\telif _player.has_signal(\"reload_started\"):\n 581→\t\t_player.reload_started.connect(_on_player_reload_started)\n 582→\n 583→\tif _player.has_signal(\"ReloadCompleted\"):\n 584→\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 585→\telif _player.has_signal(\"reload_completed\"):\n 586→\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 587→\n 588→\tif _player.has_signal(\"AmmoDepleted\"):\n 589→\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n 590→\telif _player.has_signal(\"ammo_depleted\"):\n 591→\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n 592→\n 593→\n 594→## Setup tracking for all enemies in the scene.\n 595→func _setup_enemy_tracking() -> void:\n 596→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 597→\tif enemies_node == null:\n 598→\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n 599→\t\treturn\n 600→\n 601→\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n 602→\t_enemies.clear()\n 603→\tfor child in enemies_node.get_children():\n 604→\t\tvar has_died_signal := child.has_signal(\"died\")\n 605→\t\tvar script_attached := child.get_script() != null\n 606→\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n 607→\t\tif has_died_signal:\n 608→\t\t\t_enemies.append(child)\n 609→\t\t\tchild.died.connect(_on_enemy_died)\n 610→\t\t\t# Connect to died_with_info for score tracking if available\n 611→\t\t\tif child.has_signal(\"died_with_info\"):\n 612→\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n 613→\t\t# Track when enemy is hit for accuracy\n 614→\t\tif child.has_signal(\"hit\"):\n 615→\t\t\tchild.hit.connect(_on_enemy_hit)\n 616→\n 617→\t_initial_enemy_count = _enemies.size()\n 618→\t_current_enemy_count = _initial_enemy_count\n 619→\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n 620→\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n 621→\n 622→\n 623→## Configure silenced pistol ammo based on enemy count.\n 624→## This ensures the pistol has exactly enough bullets for all enemies in the level.\n 625→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 626→\t# Check if this is a silenced pistol\n 627→\tif weapon.name != \"SilencedPistol\":\n 628→\t\treturn\n 629→\n 630→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 631→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 632→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 633→\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 634→\n 635→\t\t# Update the ammo display after configuration\n 636→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 637→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 638→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 639→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 640→\t\t\t_update_magazines_label(mag_counts)\n 641→\n 642→\n 643→## Setup debug UI elements for kills and accuracy.\n 644→func _setup_debug_ui() -> void:\n 645→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 646→\tif ui == null:\n 647→\t\treturn\n 648→\n 649→\t# Create kills label\n 650→\t_kills_label = Label.new()\n 651→\t_kills_label.name = \"KillsLabel\"\n 652→\t_kills_label.text = \"Kills: 0\"\n 653→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 654→\t_kills_label.offset_left = 10\n 655→\t_kills_label.offset_top = 45\n 656→\t_kills_label.offset_right = 200\n 657→\t_kills_label.offset_bottom = 75\n 658→\tui.add_child(_kills_label)\n 659→\n 660→\t# Create accuracy label\n 661→\t_accuracy_label = Label.new()\n 662→\t_accuracy_label.name = \"AccuracyLabel\"\n 663→\t_accuracy_label.text = \"Accuracy: 0%\"\n 664→\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 665→\t_accuracy_label.offset_left = 10\n 666→\t_accuracy_label.offset_top = 75\n 667→\t_accuracy_label.offset_right = 200\n 668→\t_accuracy_label.offset_bottom = 105\n 669→\tui.add_child(_accuracy_label)\n 670→\n 671→\t# Create magazines label (shows individual magazine ammo counts)\n 672→\t_magazines_label = Label.new()\n 673→\t_magazines_label.name = \"MagazinesLabel\"\n 674→\t_magazines_label.text = \"MAGS: -\"\n 675→\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 676→\t_magazines_label.offset_left = 10\n 677→\t_magazines_label.offset_top = 105\n 678→\t_magazines_label.offset_right = 400\n 679→\t_magazines_label.offset_bottom = 135\n 680→\tui.add_child(_magazines_label)\n 681→\n 682→\t# Create combo label (shows current combo)\n 683→\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n 684→\t_combo_label = Label.new()\n 685→\t_combo_label.name = \"ComboLabel\"\n 686→\t_combo_label.text = \"\"\n 687→\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n 688→\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n 689→\t_combo_label.offset_left = -200\n 690→\t_combo_label.offset_right = -10\n 691→\t_combo_label.offset_top = 80\n 692→\t_combo_label.offset_bottom = 120\n 693→\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n 694→\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n 695→\t_combo_label.visible = false\n 696→\tui.add_child(_combo_label)\n 697→\n 698→\n 699→\n 700→## Setup saturation overlay for kill effect.\n 701→func _setup_saturation_overlay() -> void:\n 702→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 703→\tif canvas_layer == null:\n 704→\t\treturn\n 705→\n 706→\t_saturation_overlay = ColorRect.new()\n 707→\t_saturation_overlay.name = \"SaturationOverlay\"\n 708→\t# Yellow/gold tint for saturation increase effect\n 709→\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n 710→\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n 711→\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 712→\t# Add to the front\n 713→\tcanvas_layer.add_child(_saturation_overlay)\n 714→\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n 715→\n 716→\n 717→## Update debug UI with current stats.\n 718→func _update_debug_ui() -> void:\n 719→\tif GameManager == null:\n 720→\t\treturn\n 721→\n 722→\tif _kills_label:\n 723→\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n 724→\n 725→\tif _accuracy_label:\n 726→\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n 727→\n 728→\n 729→## Called when an enemy dies.\n 730→func _on_enemy_died() -> void:\n 731→\t_current_enemy_count -= 1\n 732→\t_update_enemy_count_label()\n 733→\n 734→\t# Register kill with GameManager\n 735→\tif GameManager:\n 736→\t\tGameManager.register_kill()\n 737→\n 738→\tif _current_enemy_count <= 0:\n 739→\t\tprint(\"All enemies eliminated! Building cleared!\")\n 740→\t\t_level_cleared = true\n 741→\t\t# Activate exit zone - score will show when player reaches it\n 742→\t\tcall_deferred(\"_activate_exit_zone\")\n 743→\n 744→\n 745→## Called when an enemy dies with special kill information.\n 746→func _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n 747→\t# Register kill with ScoreManager including special kill info\n 748→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 749→\tif score_manager and score_manager.has_method(\"register_kill\"):\n 750→\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n 751→\n 752→\n 753→## Complete the level and show the score screen.\n 754→func _complete_level_with_score() -> void:\n 755→\t# Prevent duplicate calls\n 756→\tif _level_completed:\n 757→\t\treturn\n 758→\t_level_completed = true\n 759→\n 760→\t# Disable player controls immediately\n 761→\t_disable_player_controls()\n 762→\n 763→\t# Deactivate exit zone to prevent further triggers\n 764→\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n 765→\t\t_exit_zone.deactivate()\n 766→\n 767→\t# Stop replay recording\n 768→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 769→\tif replay_manager:\n 770→\t\tif replay_manager.has_method(\"StopRecording\"):\n 771→\t\t\treplay_manager.StopRecording()\n 772→\t\t\t_log_to_file(\"Replay recording stopped\")\n 773→\n 774→\t\t# Log replay status for debugging\n 775→\t\tif replay_manager.has_method(\"HasReplay\"):\n 776→\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n 777→\t\t\tvar duration: float = 0.0\n 778→\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n 779→\t\t\t\tduration = replay_manager.GetReplayDuration()\n 780→\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 781→\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 782→\telse:\n 783→\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n 784→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n 785→\n 786→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 787→\tif score_manager and score_manager.has_method(\"complete_level\"):\n 788→\t\tvar score_data: Dictionary = score_manager.complete_level()\n 789→\t\t_show_score_screen(score_data)\n 790→\telse:\n 791→\t\t# Fallback to simple victory message if ScoreManager not available\n 792→\t\t_show_victory_message()\n 793→\n 794→\n 795→## Called when an enemy is hit (for accuracy tracking).\n 796→func _on_enemy_hit() -> void:\n 797→\tif GameManager:\n 798→\t\tGameManager.register_hit()\n 799→\n 800→\n 801→## Called when a shot is fired (from C# weapon).\n 802→func _on_shot_fired() -> void:\n 803→\tif GameManager:\n 804→\t\tGameManager.register_shot()\n 805→\n 806→\n 807→## Called when player ammo changes (GDScript Player).\n 808→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 809→\t_update_ammo_label(current, maximum)\n 810→\t# Register shot for accuracy tracking\n 811→\tif GameManager:\n 812→\t\tGameManager.register_shot()\n 813→\n 814→\n 815→## Called when weapon ammo changes (C# Player).\n 816→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 817→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 818→\t# Check if completely out of ammo\n 819→\tif current_ammo <= 0 and reserve_ammo <= 0:\n 820→\t\tif _current_enemy_count > 0 and not _game_over_shown:\n 821→\t\t\t_show_game_over_message()\n 822→\n 823→\n 824→## Called when magazine inventory changes (C# Player).\n 825→func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n 826→\t_update_magazines_label(magazine_ammo_counts)\n 827→\n 828→\n 829→## Called when shotgun shell count changes (during shell-by-shell reload).\n 830→## This allows the ammo counter to update immediately as each shell is loaded.\n 831→func _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n 832→\t# Get the reserve ammo from the weapon for display\n 833→\tvar reserve_ammo: int = 0\n 834→\tif _player:\n 835→\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 836→\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n 837→\t\t\treserve_ammo = weapon.ReserveAmmo\n 838→\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n 839→\n 840→\n 841→## Called when player runs out of ammo in current magazine.\n 842→## This notifies nearby enemies that the player tried to shoot with empty weapon.\n 843→## Note: This does NOT show game over - the player may still have reserve ammo.\n 844→## Game over is only shown when BOTH current AND reserve ammo are depleted\n 845→## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n 846→## truly has no ammo left).\n 847→func _on_player_ammo_depleted() -> void:\n 848→\t# Notify all enemies that player tried to shoot with empty weapon\n 849→\t_broadcast_player_ammo_empty(true)\n 850→\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n 851→\t# This has shorter range than reload sound but still propagates through obstacles\n 852→\tif _player:\n 853→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 854→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n 855→\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n 856→\n 857→\t# For GDScript player, check if truly out of all ammo (no reserve)\n 858→\t# For C# player, game over is handled in _on_weapon_ammo_changed\n 859→\tif _player and _player.has_method(\"get_current_ammo\"):\n 860→\t\t# GDScript player - max_ammo is the only ammo they have\n 861→\t\tvar current_ammo: int = _player.get_current_ammo()\n 862→\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n 863→\t\t\t_show_game_over_message()\n 864→\t# C# player game over is handled via _on_weapon_ammo_changed signal\n 865→\n 866→\n 867→## Called when player starts reloading.\n 868→## Notifies nearby enemies that player is vulnerable via sound propagation.\n 869→## The reload sound can be heard through walls at greater distance than line of sight.\n 870→func _on_player_reload_started() -> void:\n 871→\t_broadcast_player_reloading(true)\n 872→\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n 873→\tif _player:\n 874→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 875→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n 876→\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n 877→\n 878→\n 879→## Called when player finishes reloading.\n 880→## Clears the reloading state for all enemies.\n 881→func _on_player_reload_completed() -> void:\n 882→\t_broadcast_player_reloading(false)\n 883→\t# Also clear ammo empty state since player now has ammo\n 884→\t_broadcast_player_ammo_empty(false)\n 885→\n 886→\n 887→## Broadcast player reloading state to all enemies.\n 888→func _broadcast_player_reloading(is_reloading: bool) -> void:\n 889→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 890→\tif enemies_node == null:\n 891→\t\treturn\n 892→\n 893→\tfor enemy in enemies_node.get_children():\n 894→\t\tif enemy.has_method(\"set_player_reloading\"):\n 895→\t\t\tenemy.set_player_reloading(is_reloading)\n 896→\n 897→\n 898→## Broadcast player ammo empty state to all enemies.\n 899→func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n 900→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 901→\tif enemies_node == null:\n 902→\t\treturn\n 903→\n 904→\tfor enemy in enemies_node.get_children():\n 905→\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n 906→\t\t\tenemy.set_player_ammo_empty(is_empty)\n 907→\n 908→\n 909→## Called when player dies.\n 910→func _on_player_died() -> void:\n 911→\t_show_death_message()\n 912→\t# Auto-restart via GameManager\n 913→\tif GameManager:\n 914→\t\t# Small delay to show death message\n 915→\t\tawait get_tree().create_timer(0.5).timeout\n 916→\t\tGameManager.on_player_death()\n 917→\n 918→\n 919→## Called when GameManager signals enemy killed (for screen effect).\n 920→func _on_game_manager_enemy_killed() -> void:\n 921→\t_show_saturation_effect()\n 922→\n 923→\n 924→## Shows the saturation effect when killing an enemy.\n 925→func _show_saturation_effect() -> void:\n 926→\tif _saturation_overlay == null:\n 927→\t\treturn\n 928→\n 929→\t# Create a tween for the saturation effect\n 930→\tvar tween := create_tween()\n 931→\t# Flash in\n 932→\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n 933→\t# Flash out\n 934→\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n 935→\n 936→\n 937→## Update the ammo label with color coding (simple format for GDScript Player).\n 938→func _update_ammo_label(current: int, maximum: int) -> void:\n 939→\tif _ammo_label == null:\n 940→\t\treturn\n 941→\n 942→\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n 943→\n 944→\t# Color coding: red at <=5, yellow at <=10, white otherwise\n 945→\tif current <= 5:\n 946→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 947→\telif current <= 10:\n 948→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 949→\telse:\n 950→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 951→\n 952→\n 953→## Update the ammo label with magazine format (for C# Player with weapon).\n 954→## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n 955→func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n 956→\tif _ammo_label == null:\n 957→\t\treturn\n 958→\n 959→\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n 960→\n 961→\t# Color coding: red when mag <=5, yellow when mag <=10\n 962→\tif current_mag <= 5:\n 963→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 964→\telif current_mag <= 10:\n 965→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 966→\telse:\n 967→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 968→\n 969→\n 970→## Update the magazines label showing individual magazine ammo counts.\n 971→## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n 972→## Hidden when a shotgun (tube magazine weapon) is equipped.\n 973→func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n 974→\tif _magazines_label == null:\n 975→\t\treturn\n 976→\n 977→\t# Check if player has a weapon with tube magazine (shotgun)\n 978→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 979→\tvar weapon = null\n 980→\tif _player:\n 981→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 982→\t\tif weapon == null:\n 983→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 984→\t\tif weapon == null:\n 985→\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 986→\n 987→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 988→\t\t# Shotgun equipped - hide magazine display\n 989→\t\t_magazines_label.visible = false\n 990→\t\treturn\n 991→\telse:\n 992→\t\t_magazines_label.visible = true\n 993→\n 994→\tif magazine_ammo_counts.is_empty():\n 995→\t\t_magazines_label.text = \"MAGS: -\"\n 996→\t\treturn\n 997→\n 998→\tvar parts: Array = []\n 999→\tfor i in range(magazine_ammo_counts.size()):\n 1000→\t\tvar ammo: int = magazine_ammo_counts[i]\n 1001→\t\tif i == 0:\n 1002→\t\t\t# Current magazine in brackets\n 1003→\t\t\tparts.append(\"[%d]\" % ammo)\n 1004→\t\telse:\n 1005→\t\t\t# Spare magazines\n 1006→\t\t\tparts.append(\"%d\" % ammo)\n 1007→\n 1008→\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n 1009→\n 1010→\n 1011→## Update the enemy count label in UI.\n 1012→func _update_enemy_count_label() -> void:\n 1013→\tif _enemy_count_label:\n 1014→\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n 1015→\n 1016→\n 1017→## Show death message when player dies.\n 1018→func _show_death_message() -> void:\n 1019→\tif _game_over_shown:\n 1020→\t\treturn\n 1021→\n 1022→\t_game_over_shown = true\n 1023→\n 1024→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1025→\tif ui == null:\n 1026→\t\treturn\n 1027→\n 1028→\tvar death_label := Label.new()\n 1029→\tdeath_label.name = \"DeathLabel\"\n 1030→\tdeath_label.text = \"YOU DIED\"\n 1031→\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1032→\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1033→\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n 1034→\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n 1035→\n 1036→\t# Center the label\n 1037→\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n 1038→\tdeath_label.offset_left = -200\n 1039→\tdeath_label.offset_right = 200\n 1040→\tdeath_label.offset_top = -50\n 1041→\tdeath_label.offset_bottom = 50\n 1042→\n 1043→\tui.add_child(death_label)\n 1044→\n 1045→\n 1046→## Show victory message when all enemies are eliminated.\n 1047→func _show_victory_message() -> void:\n 1048→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1049→\tif ui == null:\n 1050→\t\treturn\n 1051→\n 1052→\tvar victory_label := Label.new()\n 1053→\tvictory_label.name = \"VictoryLabel\"\n 1054→\tvictory_label.text = \"BUILDING CLEARED!\"\n 1055→\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1056→\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1057→\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n 1058→\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 1059→\n 1060→\t# Center the label\n 1061→\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n 1062→\tvictory_label.offset_left = -200\n 1063→\tvictory_label.offset_right = 200\n 1064→\tvictory_label.offset_top = -50\n 1065→\tvictory_label.offset_bottom = 50\n 1066→\n 1067→\tui.add_child(victory_label)\n 1068→\n 1069→\t# Show final stats\n 1070→\tvar stats_label := Label.new()\n 1071→\tstats_label.name = \"StatsLabel\"\n 1072→\tif GameManager:\n 1073→\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n 1074→\telse:\n 1075→\t\tstats_label.text = \"\"\n 1076→\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1077→\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1078→\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n 1079→\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 1080→\n 1081→\t# Position below victory message\n 1082→\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n 1083→\tstats_label.offset_left = -200\n 1084→\tstats_label.offset_right = 200\n 1085→\tstats_label.offset_top = 50\n 1086→\tstats_label.offset_bottom = 100\n 1087→\n 1088→\tui.add_child(stats_label)\n 1089→\n 1090→\n 1091→## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n 1092→## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n 1093→## After animations complete, adds replay and restart buttons (Issue #416).\n 1094→## @param score_data: Dictionary containing all score components from ScoreManager.\n 1095→func _show_score_screen(score_data: Dictionary) -> void:\n 1096→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1097→\tif ui == null:\n 1098→\t\t_show_victory_message() # Fallback\n 1099→\t\treturn\n 1100→\n 1101→\t# Load and use the animated score screen component\n 1102→\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n 1103→\tif animated_score_screen_script:\n 1104→\t\tvar score_screen = animated_score_screen_script.new()\n 1105→\t\tadd_child(score_screen)\n 1106→\t\t# Connect to animation_completed to add replay/restart buttons after animation\n 1107→\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n 1108→\t\tscore_screen.show_animated_score(ui, score_data)\n 1109→\telse:\n 1110→\t\t# Fallback to simple display if animated script not found\n 1111→\t\t_show_fallback_score_screen(ui, score_data)\n 1112→\n 1113→\n 1114→## Called when the animated score screen finishes all animations.\n 1115→## Adds replay and restart buttons to the score screen container.\n 1116→func _on_score_animation_completed(container: VBoxContainer) -> void:\n 1117→\t_add_score_screen_buttons(container)\n 1118→\n 1119→\n 1120→## Fallback score screen if animated component is not available.\n 1121→func _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n 1122→\t# Load Gothic bitmap font for score screen labels\n 1123→\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n 1124→\tvar _font_loaded := gothic_font != null\n 1125→\n 1126→\tvar background := ColorRect.new()\n 1127→\tbackground.name = \"ScoreBackground\"\n 1128→\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n 1129→\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n 1130→\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 1131→\tui.add_child(background)\n 1132→\n 1133→\tvar container := VBoxContainer.new()\n 1134→\tcontainer.name = \"ScoreContainer\"\n 1135→\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n 1136→\tcontainer.offset_left = -300\n 1137→\tcontainer.offset_right = 300\n 1138→\tcontainer.offset_top = -200\n 1139→\tcontainer.offset_bottom = 200\n 1140→\tcontainer.add_theme_constant_override(\"separation\", 8)\n 1141→\tui.add_child(container)\n 1142→\n 1143→\tvar title_label := Label.new()\n 1144→\ttitle_label.text = \"LEVEL CLEARED!\"\n 1145→\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1146→\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n 1147→\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 1148→\tcontainer.add_child(title_label)\n 1149→\n 1150→\tvar rank_label := Label.new()\n 1151→\trank_label.text = \"RANK: %s\" % score_data.rank\n 1152→\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1153→\trank_label.add_theme_font_size_override(\"font_size\", 64)\n 1154→\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n 1155→\tif _font_loaded:\n 1156→\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n 1157→\tcontainer.add_child(rank_label)\n 1158→\n 1159→\tvar total_label := Label.new()\n 1160→\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n 1161→\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1162→\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n 1163→\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n 1164→\tcontainer.add_child(total_label)\n 1165→\n 1166→\t# Add replay and restart buttons to fallback screen\n 1167→\t_add_score_screen_buttons(container)\n 1168→\n 1169→\n 1170→## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n 1171→## Issue #568: Added Next Level and Level Select buttons after final grade.\n 1172→func _add_score_screen_buttons(container: VBoxContainer) -> void:\n 1173→\t_score_shown = true\n 1174→\n 1175→\t# Add spacer\n 1176→\tvar spacer := Control.new()\n 1177→\tspacer.custom_minimum_size.y = 10\n 1178→\tcontainer.add_child(spacer)\n 1179→\n 1180→\t# Add buttons container (vertical layout)\n 1181→\tvar buttons_container := VBoxContainer.new()\n 1182→\tbuttons_container.name = \"ButtonsContainer\"\n 1183→\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n 1184→\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n 1185→\tcontainer.add_child(buttons_container)\n 1186→\n 1187→\t# Next Level button (Issue #568)\n 1188→\tvar next_level_path: String = _get_next_level_path()\n 1189→\tif next_level_path != \"\":\n 1190→\t\tvar next_button := Button.new()\n 1191→\t\tnext_button.name = \"NextLevelButton\"\n 1192→\t\tnext_button.text = \"→ Next Level\"\n 1193→\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n 1194→\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n 1195→\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n 1196→\t\tbuttons_container.add_child(next_button)\n 1197→\n 1198→\t# Restart button\n 1199→\tvar restart_button := Button.new()\n 1200→\trestart_button.name = \"RestartButton\"\n 1201→\trestart_button.text = \"↻ Restart (Q)\"\n 1202→\trestart_button.custom_minimum_size = Vector2(200, 40)\n 1203→\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n 1204→\trestart_button.pressed.connect(_on_restart_pressed)\n 1205→\tbuttons_container.add_child(restart_button)\n 1206→\n 1207→\t# Level Select button (Issue #568)\n 1208→\tvar level_select_button := Button.new()\n 1209→\tlevel_select_button.name = \"LevelSelectButton\"\n 1210→\tlevel_select_button.text = \"☰ Level Select\"\n 1211→\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n 1212→\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n 1213→\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n 1214→\tbuttons_container.add_child(level_select_button)\n 1215→\n 1216→\t# Watch Replay button\n 1217→\tvar replay_button := Button.new()\n 1218→\treplay_button.name = \"ReplayButton\"\n 1219→\treplay_button.text = \"▶ Watch Replay (W)\"\n 1220→\treplay_button.custom_minimum_size = Vector2(200, 40)\n 1221→\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n 1222→\n 1223→\t# Check if replay data is available\n 1224→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1225→\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n 1226→\n 1227→\tif has_replay_data:\n 1228→\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n 1229→\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n 1230→\telse:\n 1231→\t\treplay_button.disabled = true\n 1232→\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n 1233→\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n 1234→\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n 1235→\n 1236→\tbuttons_container.add_child(replay_button)\n 1237→\n 1238→\t# Show cursor for button interaction\n 1239→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1240→\n 1241→\t# Focus the next level button if available, otherwise restart\n 1242→\tif next_level_path != \"\":\n 1243→\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n 1244→\telse:\n 1245→\t\trestart_button.grab_focus()\n 1246→\n 1247→\n 1248→## Get the color for a given rank.\n 1249→func _get_rank_color(rank: String) -> Color:\n 1250→\tmatch rank:\n 1251→\t\t\"S\":\n 1252→\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n 1253→\t\t\"A+\":\n 1254→\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n 1255→\t\t\"A\":\n 1256→\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n 1257→\t\t\"B\":\n 1258→\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n 1259→\t\t\"C\":\n 1260→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n 1261→\t\t\"D\":\n 1262→\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n 1263→\t\t\"F\":\n 1264→\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n 1265→\t\t_:\n 1266→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n 1267→\n 1268→\n 1269→## Show game over message when player runs out of ammo with enemies remaining.\n 1270→func _show_game_over_message() -> void:\n 1271→\t_game_over_shown = true\n 1272→\n 1273→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1274→\tif ui == null:\n 1275→\t\treturn\n 1276→\n 1277→\tvar game_over_label := Label.new()\n 1278→\tgame_over_label.name = \"GameOverLabel\"\n 1279→\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n 1280→\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1281→\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1282→\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n 1283→\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 1284→\n 1285→\t# Center the label\n 1286→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 1287→\tgame_over_label.offset_left = -250\n 1288→\tgame_over_label.offset_right = 250\n 1289→\tgame_over_label.offset_top = -75\n 1290→\tgame_over_label.offset_bottom = 75\n 1291→\n 1292→\tui.add_child(game_over_label)\n 1293→\n 1294→\n 1295→## Setup the weapon based on GameManager's selected weapon.\n 1296→## Removes the default MakarovPM and loads the selected weapon if different.\n 1297→func _setup_selected_weapon() -> void:\n 1298→\tif _player == null:\n 1299→\t\treturn\n 1300→\n 1301→\t# Get selected weapon from GameManager\n 1302→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 1303→\tif GameManager:\n 1304→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1305→\n 1306→\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n 1307→\n 1308→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 1309→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 1310→\tif selected_weapon_id != \"makarov_pm\":\n 1311→\t\tvar weapon_names: Dictionary = {\n 1312→\t\t\t\"shotgun\": \"Shotgun\",\n 1313→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 1314→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 1315→\t\t\t\"sniper\": \"SniperRifle\",\n 1316→\t\t\t\"m16\": \"AssaultRifle\"\n 1317→\t\t}\n 1318→\t\tif selected_weapon_id in weapon_names:\n 1319→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1320→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 1321→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 1322→\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n 1323→\t\t\t\treturn\n 1324→\n 1325→\t# If shotgun is selected, we need to swap weapons\n 1326→\tif selected_weapon_id == \"shotgun\":\n 1327→\t\t# Remove the default MakarovPM\n 1328→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1329→\t\tif makarov:\n 1330→\t\t\tmakarov.queue_free()\n 1331→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1332→\n 1333→\t\t# Load and add the shotgun\n 1334→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1335→\t\tif shotgun_scene:\n 1336→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1337→\t\t\tshotgun.name = \"Shotgun\"\n 1338→\t\t\t_player.add_child(shotgun)\n 1339→\n 1340→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1341→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1342→\t\t\t\t_player.EquipWeapon(shotgun)\n 1343→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1344→\t\t\t\t_player.CurrentWeapon = shotgun\n 1345→\n 1346→\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n 1347→\t\telse:\n 1348→\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n 1349→\t# If Mini UZI is selected, swap weapons\n 1350→\telif selected_weapon_id == \"mini_uzi\":\n 1351→\t\t# Remove the default MakarovPM\n 1352→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1353→\t\tif makarov:\n 1354→\t\t\tmakarov.queue_free()\n 1355→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1356→\n 1357→\t\t# Load and add the Mini UZI\n 1358→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1359→\t\tif mini_uzi_scene:\n 1360→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1361→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1362→\n 1363→\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n 1364→\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n 1365→\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n 1366→\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n 1367→\t\t\t\tmini_uzi.StartingMagazineCount = 2\n 1368→\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n 1369→\n 1370→\t\t\t_player.add_child(mini_uzi)\n 1371→\n 1372→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1373→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1374→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 1375→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1376→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 1377→\n 1378→\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n 1379→\t\telse:\n 1380→\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n 1381→\t# If Silenced Pistol is selected, swap weapons\n 1382→\telif selected_weapon_id == \"silenced_pistol\":\n 1383→\t\t# Remove the default MakarovPM\n 1384→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1385→\t\tif makarov:\n 1386→\t\t\tmakarov.queue_free()\n 1387→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1388→\n 1389→\t\t# Load and add the Silenced Pistol\n 1390→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 1391→\t\tif pistol_scene:\n 1392→\t\t\tvar pistol = pistol_scene.instantiate()\n 1393→\t\t\tpistol.name = \"SilencedPistol\"\n 1394→\t\t\t_player.add_child(pistol)\n 1395→\n 1396→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1397→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1398→\t\t\t\t_player.EquipWeapon(pistol)\n 1399→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1400→\t\t\t\t_player.CurrentWeapon = pistol\n 1401→\n 1402→\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n 1403→\t\telse:\n 1404→\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n 1405→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 1406→\telif selected_weapon_id == \"sniper\":\n 1407→\t\t# Remove the default MakarovPM\n 1408→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1409→\t\tif makarov:\n 1410→\t\t\tmakarov.queue_free()\n 1411→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1412→\n 1413→\t\t# Load and add the Sniper Rifle\n 1414→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 1415→\t\tif sniper_scene:\n 1416→\t\t\tvar sniper = sniper_scene.instantiate()\n 1417→\t\t\tsniper.name = \"SniperRifle\"\n 1418→\t\t\t_player.add_child(sniper)\n 1419→\n 1420→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1421→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1422→\t\t\t\t_player.EquipWeapon(sniper)\n 1423→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1424→\t\t\t\t_player.CurrentWeapon = sniper\n 1425→\n 1426→\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n 1427→\t\telse:\n 1428→\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n 1429→\t# If M16 (assault rifle) is selected, swap weapons\n 1430→\telif selected_weapon_id == \"m16\":\n 1431→\t\t# Remove the default MakarovPM\n 1432→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1433→\t\tif makarov:\n 1434→\t\t\tmakarov.queue_free()\n 1435→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1436→\n 1437→\t\t# Load and add the Assault Rifle\n 1438→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 1439→\t\tif m16_scene:\n 1440→\t\t\tvar m16 = m16_scene.instantiate()\n 1441→\t\t\tm16.name = \"AssaultRifle\"\n 1442→\t\t\t_player.add_child(m16)\n 1443→\n 1444→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1445→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1446→\t\t\t\t_player.EquipWeapon(m16)\n 1447→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1448→\t\t\t\t_player.CurrentWeapon = m16\n 1449→\n 1450→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 1451→\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n 1452→\t\t\tvar base_magazines: int = 2\n 1453→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 1454→\t\t\tif difficulty_manager:\n 1455→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 1456→\t\t\t\tif ammo_multiplier > 1:\n 1457→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 1458→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n 1459→\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n 1460→\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n 1461→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 1462→\n 1463→\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n 1464→\t\telse:\n 1465→\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n 1466→\t# For Makarov PM, it's already in the scene\n 1467→\telse:\n 1468→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1469→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1470→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1471→\t\t\t\t_player.EquipWeapon(makarov)\n 1472→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1473→\t\t\t\t_player.CurrentWeapon = makarov\n 1474→\n 1475→\n 1476→## Handle W key shortcut for Watch Replay when score is shown.\n 1477→func _unhandled_input(event: InputEvent) -> void:\n 1478→\tif not _score_shown:\n 1479→\t\treturn\n 1480→\n 1481→\tif event is InputEventKey and event.pressed and not event.echo:\n 1482→\t\tif event.keycode == KEY_W:\n 1483→\t\t\t_on_watch_replay_pressed()\n 1484→\n 1485→\n 1486→## Called when the Watch Replay button is pressed (or W key).\n 1487→func _on_watch_replay_pressed() -> void:\n 1488→\t_log_to_file(\"Watch Replay triggered\")\n 1489→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1490→\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n 1491→\t\tif replay_manager.has_method(\"StartPlayback\"):\n 1492→\t\t\treplay_manager.StartPlayback(self)\n 1493→\telse:\n 1494→\t\t_log_to_file(\"Watch Replay: no replay data available\")\n 1495→\n 1496→\n 1497→## Called when the Restart button is pressed.\n 1498→func _on_restart_pressed() -> void:\n 1499→\t_log_to_file(\"Restart button pressed\")\n 1500→\tif GameManager:\n 1501→\t\tGameManager.restart_scene()\n 1502→\telse:\n 1503→\t\tget_tree().reload_current_scene()\n 1504→\n 1505→\n 1506→## Called when the Next Level button is pressed (Issue #568).\n 1507→func _on_next_level_pressed(level_path: String) -> void:\n 1508→\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n 1509→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 1510→\tvar error := get_tree().change_scene_to_file(level_path)\n 1511→\tif error != OK:\n 1512→\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n 1513→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1514→\n 1515→\n 1516→## Called when the Level Select button is pressed (Issue #568).\n 1517→func _on_level_select_pressed() -> void:\n 1518→\t_log_to_file(\"Level Select button pressed\")\n 1519→\t# Load the levels menu as a CanvasLayer overlay\n 1520→\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n 1521→\tif levels_menu_script:\n 1522→\t\tvar levels_menu = CanvasLayer.new()\n 1523→\t\tlevels_menu.set_script(levels_menu_script)\n 1524→\t\tlevels_menu.layer = 100 # On top of everything\n 1525→\t\tget_tree().root.add_child(levels_menu)\n 1526→\t\t# Connect back button to close the overlay\n 1527→\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n 1528→\telse:\n 1529→\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n 1530→\n 1531→\n 1532→## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n 1533→## Returns empty string if this is the last level or level not found.\n 1534→func _get_next_level_path() -> String:\n 1535→\tvar current_scene_path: String = \"\"\n 1536→\tvar current_scene: Node = get_tree().current_scene\n 1537→\tif current_scene and current_scene.scene_file_path:\n 1538→\t\tcurrent_scene_path = current_scene.scene_file_path\n 1539→\n 1540→\t# Level ordering (matching LevelsMenu.LEVELS)\n 1541→\tvar level_paths: Array[String] = [\n 1542→\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n 1543→\t\t\"res://scenes/levels/TestTier.tscn\",\n 1544→\t\t\"res://scenes/levels/CastleLevel.tscn\",\n 1545→\t]\n 1546→\n 1547→\tfor i in range(level_paths.size()):\n 1548→\t\tif level_paths[i] == current_scene_path:\n 1549→\t\t\tif i + 1 < level_paths.size():\n 1550→\t\t\t\treturn level_paths[i + 1]\n 1551→\t\t\treturn \"\" # Last level\n 1552→\n 1553→\treturn \"\" # Current level not found\n 1554→\n 1555→\n 1556→## Disable player controls after level completion (score screen shown).\n 1557→## Stops physics processing and input on the player node so the player\n 1558→## cannot move, shoot, or interact during the score screen.\n 1559→func _disable_player_controls() -> void:\n 1560→\tif _player == null or not is_instance_valid(_player):\n 1561→\t\treturn\n 1562→\n 1563→\t_player.set_physics_process(false)\n 1564→\t_player.set_process(false)\n 1565→\t_player.set_process_input(false)\n 1566→\t_player.set_process_unhandled_input(false)\n 1567→\n 1568→\t# Stop any current velocity so player doesn't slide\n 1569→\tif _player is CharacterBody2D:\n 1570→\t\t_player.velocity = Vector2.ZERO\n 1571→\n 1572→\t_log_to_file(\"Player controls disabled (level completed)\")\n 1573→\n 1574→\n 1575→## Log a message to the file logger if available.\n 1576→func _log_to_file(message: String) -> void:\n 1577→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 1578→\tif file_logger and file_logger.has_method(\"log_info\"):\n 1579→\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n 1580→\telse:\n 1581→\t\tprint(\"[BuildingLevel] \" + message)\n 1582→\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": "c5e13115-c16e-481f-b7fc-ce06c00a7666",
"uuid": "7a1c0194-1ca3-4607-a22b-762fc3fe581f",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770489926768/scripts/levels/building_level.gd",
"content": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n## - Window lights in corridors without enemies for night mode visibility (Issue #593)\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the magazines label (shows individual magazine ammo counts).\nvar _magazines_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Reference to the combo label.\nvar _combo_label: Label = null\n\n## Reference to the exit zone.\nvar _exit_zone: Area2D = null\n\n## Whether the level has been cleared (all enemies eliminated).\nvar _level_cleared: bool = false\n\n## Whether the score screen is currently shown (for W key shortcut).\nvar _score_shown: bool = false\n\n## Whether the level completion sequence has been triggered (prevents duplicate calls).\nvar _level_completed: bool = false\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## List of enemy nodes for position tracking.\nvar _enemies: Array = []\n\n## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n\n## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Setup window lights in corridors without enemies (Issue #593)\n\t_setup_window_lights()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\n## Setup window lights in corridors and rooms without enemies (Issue #593).\n## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n## coming through windows. Only in areas without enemies so dark rooms with enemies\n## remain tense and challenging.\n## Window visuals (small blue ColorRect) are placed on the wall surface.\nfunc _setup_window_lights() -> void:\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment == null:\n\t\treturn\n\n\t# Create a container node for all window lights\n\tvar windows_node := Node2D.new()\n\twindows_node.name = \"WindowLights\"\n\tenvironment.add_child(windows_node)\n\n\t# Window light positions: [position, wall_side]\n\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n\t# - Central corridor (x=512-1376, y=700-1012)\n\t# - Left lobby area (x=64-900, y=1000-1400)\n\t# - Storage room (x=80-500, y=1612-2048)\n\n\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n\n\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n\n\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n\n\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n\n\n## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n## glow that fills the entire corridor so walls remain faintly visible even far\n## from the window. Shadows are disabled so the glow passes through interior\n## walls and furniture, simulating light scattering.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.6\n\t# Shadows disabled so light gradually dissipates through interior walls\n\t# instead of cutting off abruptly at wall edges\n\tlight.shadow_enabled = false\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 5.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(80, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-80, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 80)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -80)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.25\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 10.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)\n\n\n## Create a radial gradient texture for the primary window moonlight.\n## Uses a very gradual falloff so the light fades smoothly into darkness\n## without a visible hard edge.\nfunc _create_window_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.2, Color(0.85, 0.85, 0.85, 1.0))\n\tgradient.add_point(0.45, Color(0.55, 0.55, 0.55, 1.0))\n\tgradient.add_point(0.7, Color(0.2, 0.2, 0.2, 1.0))\n\tgradient.add_point(0.9, Color(0.05, 0.05, 0.05, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\n## Create a very soft radial gradient texture for the ambient glow layer.\n## This texture has an extremely gradual falloff so the faint glow extends\n## far from the window, filling corridors with residual moonlight.\nfunc _create_ambient_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.3, Color(0.7, 0.7, 0.7, 1.0))\n\tgradient.add_point(0.6, Color(0.35, 0.35, 0.35, 1.0))\n\tgradient.add_point(0.85, Color(0.1, 0.1, 0.1, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\nfunc _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button\n\tvar replay_button := Button.new()\n\treplay_button.name = \"ReplayButton\"\n\treplay_button.text = \"▶ Watch Replay (W)\"\n\treplay_button.custom_minimum_size = Vector2(200, 40)\n\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t# Check if replay data is available\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\tif has_replay_data:\n\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\telse:\n\t\treplay_button.disabled = true\n\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\tbuttons_container.add_child(replay_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\n## Handle W key shortcut for Watch Replay when score is shown.\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue #568).\nfunc _on_next_level_pressed(level_path: String) -> void:\n\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\n## Called when the Level Select button is pressed (Issue #568).\nfunc _on_level_select_pressed() -> void:\n\t_log_to_file(\"Level Select button pressed\")\n\t# Load the levels menu as a CanvasLayer overlay\n\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n\tif levels_menu_script:\n\t\tvar levels_menu = CanvasLayer.new()\n\t\tlevels_menu.set_script(levels_menu_script)\n\t\tlevels_menu.layer = 100 # On top of everything\n\t\tget_tree().root.add_child(levels_menu)\n\t\t# Connect back button to close the overlay\n\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n\n\n## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n## Returns empty string if this is the last level or level not found.\nfunc _get_next_level_path() -> String:\n\tvar current_scene_path: String = \"\"\n\tvar current_scene: Node = get_tree().current_scene\n\tif current_scene and current_scene.scene_file_path:\n\t\tcurrent_scene_path = current_scene.scene_file_path\n\n\t# Level ordering (matching LevelsMenu.LEVELS)\n\tvar level_paths: Array[String] = [\n\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\"res://scenes/levels/TestTier.tscn\",\n\t\t\"res://scenes/levels/CastleLevel.tscn\",\n\t]\n\n\tfor i in range(level_paths.size()):\n\t\tif level_paths[i] == current_scene_path:\n\t\t\tif i + 1 < level_paths.size():\n\t\t\t\treturn level_paths[i + 1]\n\t\t\treturn \"\" # Last level\n\n\treturn \"\" # Current level not found\n\n\n## Disable player controls after level completion (score screen shown).\n## Stops physics processing and input on the player node so the player\n## cannot move, shoot, or interact during the score screen.\nfunc _disable_player_controls() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t_player.set_physics_process(false)\n\t_player.set_process(false)\n\t_player.set_process_input(false)\n\t_player.set_process_unhandled_input(false)\n\n\t# Stop any current velocity so player doesn't slide\n\tif _player is CharacterBody2D:\n\t\t_player.velocity = Vector2.ZERO\n\n\t_log_to_file(\"Player controls disabled (level completed)\")\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n\telse:\n\t\tprint(\"[BuildingLevel] \" + message)\n",
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"text": "Now let me read the game log and study the weapon flash / muzzle flash systems to understand the light layer interaction issue."
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"content": " 1→[21:41:14] [INFO] ============================================================\n 2→[21:41:14] [INFO] GAME LOG STARTED\n 3→[21:41:14] [INFO] ============================================================\n 4→[21:41:14] [INFO] Timestamp: 2026-02-07T21:41:14\n 5→[21:41:14] [INFO] Log file: I:/Загрузки/godot exe/источники света/game_log_20260207_214114.txt\n 6→[21:41:14] [INFO] Executable: I:/Загрузки/godot exe/источники света/Godot-Top-Down-Template.exe\n 7→[21:41:14] [INFO] OS: Windows\n 8→[21:41:14] [INFO] Debug build: false\n 9→[21:41:14] [INFO] Engine version: 4.3-stable (official)\n 10→[21:41:14] [INFO] Project: Godot Top-Down Template\n 11→[21:41:14] [INFO] ------------------------------------------------------------\n 12→[21:41:14] [INFO] [GameManager] GameManager ready\n 13→[21:41:14] [INFO] [ScoreManager] ScoreManager ready\n 14→[21:41:14] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15→[21:41:14] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16→[21:41:14] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17→[21:41:14] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n 18→[21:41:14] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 19→[21:41:14] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 20→[21:41:14] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n 21→[21:41:14] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 22→[21:41:14] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 23→[21:41:14] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 24→[21:41:14] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 25→[21:41:14] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 26→[21:41:14] [INFO] [LastChance] Resetting all effects (scene change detected)\n 27→[21:41:14] [INFO] [LastChance] Last chance shader loaded successfully\n 28→[21:41:14] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n 29→[21:41:14] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 30→[21:41:14] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 31→[21:41:14] [INFO] [LastChance] Sepia intensity: 0.70\n 32→[21:41:14] [INFO] [LastChance] Brightness: 0.60\n 33→[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 34→[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 35→[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n 36→[21:41:14] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n 37→[21:41:14] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n 38→[21:41:14] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 39→[21:41:14] [INFO] [CinemaEffects] Created effects layer at layer 99\n 40→[21:41:14] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n 41→[21:41:14] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n 42→[21:41:14] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n 43→[21:41:14] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n 44→[21:41:14] [INFO] [CinemaEffects] Grain intensity: 0.15\n 45→[21:41:14] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n 46→[21:41:14] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n 47→[21:41:14] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n 48→[21:41:14] [INFO] [CinemaEffects] Film defects: 1.5% probability\n 49→[21:41:14] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n 50→[21:41:14] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n 51→[21:41:14] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n 52→[21:41:14] [INFO] [GrenadeTimerHelper] Autoload ready\n 53→[21:41:14] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 54→[21:41:14] [INFO] [PowerFantasy] Saturation shader loaded successfully\n 55→[21:41:14] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n 56→[21:41:14] [INFO] [PowerFantasy] Kill effect duration: 300ms\n 57→[21:41:14] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n 58→[21:41:14] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n 59→[21:41:14] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n 60→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 61→[21:41:14] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 62→[21:41:14] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 63→[21:41:14] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 64→[21:41:14] [ENEMY] [Enemy1] Death animation component initialized\n 65→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 66→[21:41:14] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 67→[21:41:14] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 68→[21:41:14] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 69→[21:41:14] [ENEMY] [Enemy2] Death animation component initialized\n 70→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 71→[21:41:14] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 72→[21:41:14] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 73→[21:41:14] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 74→[21:41:14] [ENEMY] [Enemy3] Death animation component initialized\n 75→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 76→[21:41:14] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 77→[21:41:14] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 78→[21:41:14] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 79→[21:41:14] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 80→[21:41:14] [ENEMY] [Enemy4] Death animation component initialized\n 81→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 82→[21:41:14] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 83→[21:41:14] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 84→[21:41:14] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 85→[21:41:14] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 86→[21:41:14] [ENEMY] [Enemy5] Death animation component initialized\n 87→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 88→[21:41:14] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 89→[21:41:14] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 90→[21:41:14] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 91→[21:41:14] [ENEMY] [Enemy6] Death animation component initialized\n 92→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 93→[21:41:14] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 94→[21:41:14] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 95→[21:41:14] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 96→[21:41:14] [ENEMY] [Enemy7] Death animation component initialized\n 97→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 98→[21:41:14] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 99→[21:41:14] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 100→[21:41:14] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 101→[21:41:14] [ENEMY] [Enemy8] Death animation component initialized\n 102→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 103→[21:41:14] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 104→[21:41:14] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 105→[21:41:14] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 106→[21:41:14] [ENEMY] [Enemy9] Death animation component initialized\n 107→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 108→[21:41:14] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 109→[21:41:14] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 110→[21:41:14] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 111→[21:41:14] [ENEMY] [Enemy10] Death animation component initialized\n 112→[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 113→[21:41:14] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 114→[21:41:14] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 115→[21:41:14] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 116→[21:41:14] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 117→[21:41:14] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 118→[21:41:14] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 119→[21:41:14] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 120→[21:41:14] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 121→[21:41:14] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 122→[21:41:14] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 123→[21:41:14] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 124→[21:41:14] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 125→[21:41:14] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n 126→[21:41:14] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 127→[21:41:14] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n 128→[21:41:14] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 129→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 130→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 131→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 132→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 133→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 134→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 135→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 136→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 137→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 138→[21:41:14] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 139→[21:41:14] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 140→[21:41:14] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n 141→[21:41:14] [INFO] [ScoreManager] Level started with 10 enemies\n 142→[21:41:14] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n 143→[21:41:14] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n 144→[21:41:14] [INFO] [ReplayManager] Replay data cleared\n 145→[21:41:14] [INFO] [BuildingLevel] Previous replay data cleared\n 146→[21:41:14] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 147→[21:41:14] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 148→[21:41:14] [INFO] [ReplayManager] Level: BuildingLevel\n 149→[21:41:14] [INFO] [ReplayManager] Player: Player (valid: True)\n 150→[21:41:14] [INFO] [ReplayManager] Enemies count: 10\n 151→[21:41:14] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 152→[21:41:14] [INFO] [ReplayManager] Enemy 0: Enemy1\n 153→[21:41:14] [INFO] [ReplayManager] Enemy 1: Enemy2\n 154→[21:41:14] [INFO] [ReplayManager] Enemy 2: Enemy3\n 155→[21:41:14] [INFO] [ReplayManager] Enemy 3: Enemy4\n 156→[21:41:14] [INFO] [ReplayManager] Enemy 4: Enemy5\n 157→[21:41:14] [INFO] [ReplayManager] Enemy 5: Enemy6\n 158→[21:41:14] [INFO] [ReplayManager] Enemy 6: Enemy7\n 159→[21:41:14] [INFO] [ReplayManager] Enemy 7: Enemy8\n 160→[21:41:14] [INFO] [ReplayManager] Enemy 8: Enemy9\n 161→[21:41:14] [INFO] [ReplayManager] Enemy 9: Enemy10\n 162→[21:41:14] [INFO] [BuildingLevel] Replay recording started successfully\n 163→[21:41:14] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n 164→[21:41:14] [INFO] [CinemaEffects] Found player node: Player\n 165→[21:41:14] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 166→[21:41:14] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 167→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n 168→[21:41:14] [ENEMY] [Enemy1] Registered as sound listener\n 169→[21:41:14] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n 170→[21:41:14] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 171→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n 172→[21:41:14] [ENEMY] [Enemy2] Registered as sound listener\n 173→[21:41:14] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n 174→[21:41:14] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 175→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n 176→[21:41:14] [ENEMY] [Enemy3] Registered as sound listener\n 177→[21:41:14] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 4, behavior: GUARD\n 178→[21:41:14] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 179→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n 180→[21:41:14] [ENEMY] [Enemy4] Registered as sound listener\n 181→[21:41:14] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n 182→[21:41:14] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 183→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n 184→[21:41:14] [ENEMY] [Enemy5] Registered as sound listener\n 185→[21:41:14] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n 186→[21:41:14] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 187→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n 188→[21:41:14] [ENEMY] [Enemy6] Registered as sound listener\n 189→[21:41:14] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n 190→[21:41:14] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 191→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n 192→[21:41:14] [ENEMY] [Enemy7] Registered as sound listener\n 193→[21:41:14] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 4, behavior: PATROL\n 194→[21:41:14] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 195→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n 196→[21:41:14] [ENEMY] [Enemy8] Registered as sound listener\n 197→[21:41:14] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n 198→[21:41:14] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 199→[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n 200→[21:41:14] [ENEMY] [Enemy9] Registered as sound listener\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": "c5e13115-c16e-481f-b7fc-ce06c00a7666",
"uuid": "893c871d-f6a4-437d-bbb9-950fc783fdb9",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770489926768/docs/case-studies/issue-593/game_log_20260207_214114.txt",
"content": "[21:41:14] [INFO] ============================================================\n[21:41:14] [INFO] GAME LOG STARTED\n[21:41:14] [INFO] ============================================================\n[21:41:14] [INFO] Timestamp: 2026-02-07T21:41:14\n[21:41:14] [INFO] Log file: I:/Загрузки/godot exe/источники света/game_log_20260207_214114.txt\n[21:41:14] [INFO] Executable: I:/Загрузки/godot exe/источники света/Godot-Top-Down-Template.exe\n[21:41:14] [INFO] OS: Windows\n[21:41:14] [INFO] Debug build: false\n[21:41:14] [INFO] Engine version: 4.3-stable (official)\n[21:41:14] [INFO] Project: Godot Top-Down Template\n[21:41:14] [INFO] ------------------------------------------------------------\n[21:41:14] [INFO] [GameManager] GameManager ready\n[21:41:14] [INFO] [ScoreManager] ScoreManager ready\n[21:41:14] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[21:41:14] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[21:41:14] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[21:41:14] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n[21:41:14] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[21:41:14] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[21:41:14] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n[21:41:14] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[21:41:14] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[21:41:14] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[21:41:14] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[21:41:14] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[21:41:14] [INFO] [LastChance] Resetting all effects (scene change detected)\n[21:41:14] [INFO] [LastChance] Last chance shader loaded successfully\n[21:41:14] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n[21:41:14] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[21:41:14] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[21:41:14] [INFO] [LastChance] Sepia intensity: 0.70\n[21:41:14] [INFO] [LastChance] Brightness: 0.60\n[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n[21:41:14] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: true, Invincibility: true, Realistic visibility: false\n[21:41:14] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n[21:41:14] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[21:41:14] [INFO] [CinemaEffects] Created effects layer at layer 99\n[21:41:14] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n[21:41:14] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n[21:41:14] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n[21:41:14] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n[21:41:14] [INFO] [CinemaEffects] Grain intensity: 0.15\n[21:41:14] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n[21:41:14] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n[21:41:14] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n[21:41:14] [INFO] [CinemaEffects] Film defects: 1.5% probability\n[21:41:14] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n[21:41:14] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n[21:41:14] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n[21:41:14] [INFO] [GrenadeTimerHelper] Autoload ready\n[21:41:14] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[21:41:14] [INFO] [PowerFantasy] Saturation shader loaded successfully\n[21:41:14] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n[21:41:14] [INFO] [PowerFantasy] Kill effect duration: 300ms\n[21:41:14] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n[21:41:14] [INFO] [ProgressManager] ProgressManager ready, loaded 5 entries\n[21:41:14] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[21:41:14] [ENEMY] [Enemy1] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[21:41:14] [ENEMY] [Enemy2] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[21:41:14] [ENEMY] [Enemy3] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[21:41:14] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:41:14] [ENEMY] [Enemy4] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[21:41:14] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[21:41:14] [ENEMY] [Enemy5] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[21:41:14] [ENEMY] [Enemy6] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[21:41:14] [ENEMY] [Enemy7] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[21:41:14] [ENEMY] [Enemy8] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[21:41:14] [ENEMY] [Enemy9] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[21:41:14] [ENEMY] [Enemy10] Death animation component initialized\n[21:41:14] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[21:41:14] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[21:41:14] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[21:41:14] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[21:41:14] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[21:41:14] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[21:41:14] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[21:41:14] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[21:41:14] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[21:41:14] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[21:41:14] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[21:41:14] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[21:41:14] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[21:41:14] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n[21:41:14] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[21:41:14] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n[21:41:14] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[21:41:14] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[21:41:14] [INFO] [BuildingLevel] Setting up weapon: makarov_pm\n[21:41:14] [INFO] [ScoreManager] Level started with 10 enemies\n[21:41:14] [INFO] [BuildingLevel] ReplayManager found as C# autoload - verified OK\n[21:41:14] [INFO] [BuildingLevel] Starting replay recording - Player: Player, Enemies count: 10\n[21:41:14] [INFO] [ReplayManager] Replay data cleared\n[21:41:14] [INFO] [BuildingLevel] Previous replay data cleared\n[21:41:14] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[21:41:14] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[21:41:14] [INFO] [ReplayManager] Level: BuildingLevel\n[21:41:14] [INFO] [ReplayManager] Player: Player (valid: True)\n[21:41:14] [INFO] [ReplayManager] Enemies count: 10\n[21:41:14] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[21:41:14] [INFO] [ReplayManager] Enemy 0: Enemy1\n[21:41:14] [INFO] [ReplayManager] Enemy 1: Enemy2\n[21:41:14] [INFO] [ReplayManager] Enemy 2: Enemy3\n[21:41:14] [INFO] [ReplayManager] Enemy 3: Enemy4\n[21:41:14] [INFO] [ReplayManager] Enemy 4: Enemy5\n[21:41:14] [INFO] [ReplayManager] Enemy 5: Enemy6\n[21:41:14] [INFO] [ReplayManager] Enemy 6: Enemy7\n[21:41:14] [INFO] [ReplayManager] Enemy 7: Enemy8\n[21:41:14] [INFO] [ReplayManager] Enemy 8: Enemy9\n[21:41:14] [INFO] [ReplayManager] Enemy 9: Enemy10\n[21:41:14] [INFO] [BuildingLevel] Replay recording started successfully\n[21:41:14] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=10\n[21:41:14] [INFO] [CinemaEffects] Found player node: Player\n[21:41:14] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[21:41:14] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[21:41:14] [ENEMY] [Enemy1] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[21:41:14] [ENEMY] [Enemy2] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[21:41:14] [ENEMY] [Enemy3] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 4, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[21:41:14] [ENEMY] [Enemy4] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[21:41:14] [ENEMY] [Enemy5] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[21:41:14] [ENEMY] [Enemy6] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[21:41:14] [ENEMY] [Enemy7] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 4, behavior: PATROL\n[21:41:14] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[21:41:14] [ENEMY] [Enemy8] Registered as sound listener\n[21:41:14] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n[21:41:14] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[21:41:14] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n[21:41:14] [ENEMY] [Enemy9] Registered as sound listener",
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[2026-02-07T18:46:37.238Z] [INFO] {
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[2026-02-07T18:46:37.673Z] [INFO] {
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"text": "Search the codebase at /tmp/gh-issue-solver-1770489926768 for any code related to weapon muzzle flash or weapon flash lights. Look for:\n1. Any PointLight2D related to weapon fire/muzzle flash/gun flash\n2. Any light_mask or range_item_cull_mask or range_layer_min/max settings on lights\n3. The realistic_visibility_component.gd file\n4. Any CanvasModulate usage (which affects how lights render)\n\nReport the file paths, line numbers, and relevant code snippets for all findings."
}
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[2026-02-07T18:46:37.701Z] [INFO] {
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[2026-02-07T18:46:37.731Z] [INFO] {
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{
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"content": " 1→extends GutTest\n 2→## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n 3→##\n 4→## Tests the window light placement system that adds dim blue PointLight2D nodes\n 5→## along exterior walls in corridors and rooms without enemies, so players can\n 6→## see wall outlines in night mode (realistic visibility).\n 7→##\n 8→## Each window creates two light layers:\n 9→## 1. Primary \"MoonLight\" — medium range, moderate energy, no shadows.\n 10→## 2. Ambient \"AmbientGlow\" — large range, low energy, no shadows.\n 11→## Shadows are disabled so light gradually dissipates through interior walls\n 12→## instead of cutting off abruptly.\n 13→\n 14→\n 15→# ============================================================================\n 16→# Mock WindowLightManager for Logic Tests\n 17→# ============================================================================\n 18→\n 19→\n 20→class MockWindowLightManager:\n 21→\t## Primary light color (cool blue moonlight).\n 22→\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n 23→\n 24→\t## Primary light energy.\n 25→\tconst LIGHT_ENERGY: float = 0.6\n 26→\n 27→\t## Primary light texture scale.\n 28→\tconst LIGHT_TEXTURE_SCALE: float = 5.0\n 29→\n 30→\t## Ambient glow color (slightly deeper blue).\n 31→\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n 32→\n 33→\t## Ambient glow energy.\n 34→\tconst AMBIENT_ENERGY: float = 0.25\n 35→\n 36→\t## Ambient glow texture scale.\n 37→\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n 38→\n 39→\t## Window visual color (semi-transparent blue).\n 40→\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n 41→\n 42→\t## Valid wall sides.\n 43→\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n 44→\n 45→\t## Enemy positions on the BuildingLevel map.\n 46→\t## Used to verify no window lights are placed near enemies.\n 47→\tconst ENEMY_POSITIONS: Array = [\n 48→\t\tVector2(300, 350), # Enemy1 - Office 1\n 49→\t\tVector2(400, 550), # Enemy2 - Office 1\n 50→\t\tVector2(700, 750), # Enemy3 - Office 2\n 51→\t\tVector2(800, 900), # Enemy4 - Office 2\n 52→\t\tVector2(1700, 350), # Enemy5 - Conference Room\n 53→\t\tVector2(1950, 450), # Enemy6 - Conference Room\n 54→\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n 55→\t\tVector2(1900, 1450), # Enemy8 - Server Room\n 56→\t\tVector2(2100, 1550), # Enemy9 - Server Room\n 57→\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n 58→\t]\n 59→\n 60→\t## Building exterior wall positions.\n 61→\tconst WALL_LEFT_X: float = 64.0\n 62→\tconst WALL_RIGHT_X: float = 2464.0\n 63→\tconst WALL_TOP_Y: float = 64.0\n 64→\tconst WALL_BOTTOM_Y: float = 2064.0\n 65→\n 66→\t## Minimum distance from enemy positions for window light placement.\n 67→\tconst MIN_ENEMY_DISTANCE: float = 200.0\n 68→\n 69→\t## List of created window lights: Array of {position, wall_side, ...}.\n 70→\tvar _window_lights: Array = []\n 71→\n 72→\t## Whether setup was called.\n 73→\tvar _setup_called: bool = false\n 74→\n 75→\n 76→\t## Setup the window light system.\n 77→\tfunc setup() -> void:\n 78→\t\t_setup_called = true\n 79→\t\t_window_lights.clear()\n 80→\n 81→\n 82→\t## Create a window light at the given position (both primary + ambient).\n 83→\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n 84→\t\tvar light_data := {\n 85→\t\t\t\"position\": pos,\n 86→\t\t\t\"wall_side\": wall_side,\n 87→\t\t\t\"energy\": LIGHT_ENERGY,\n 88→\t\t\t\"color\": LIGHT_COLOR,\n 89→\t\t\t\"shadow_enabled\": false,\n 90→\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n 91→\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n 92→\t\t\t\"ambient_color\": AMBIENT_COLOR,\n 93→\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n 94→\t\t\t\"ambient_shadow_enabled\": false,\n 95→\t\t}\n 96→\t\t_window_lights.append(light_data)\n 97→\t\treturn light_data\n 98→\n 99→\n 100→\t## Get all created window lights.\n 101→\tfunc get_window_lights() -> Array:\n 102→\t\treturn _window_lights\n 103→\n 104→\n 105→\t## Get window light count.\n 106→\tfunc get_light_count() -> int:\n 107→\t\treturn _window_lights.size()\n 108→\n 109→\n 110→\t## Check if a position is on an exterior wall.\n 111→\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n 112→\t\treturn (\n 113→\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n 114→\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n 115→\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n 116→\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n 117→\t\t)\n 118→\n 119→\n 120→\t## Check if a position is far enough from all enemy positions.\n 121→\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n 122→\t\tfor enemy_pos in ENEMY_POSITIONS:\n 123→\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n 124→\t\t\t\treturn false\n 125→\t\treturn true\n 126→\n 127→\n 128→\t## Get the expected light offset direction based on wall side.\n 129→\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n 130→\t\tmatch wall_side:\n 131→\t\t\t\"left\":\n 132→\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n 133→\t\t\t\"right\":\n 134→\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n 135→\t\t\t\"top\":\n 136→\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n 137→\t\t\t\"bottom\":\n 138→\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n 139→\t\t\t_:\n 140→\t\t\t\treturn Vector2.ZERO\n 141→\n 142→\n 143→\t## Check if wall_side is valid.\n 144→\tfunc is_valid_wall_side(wall_side: String) -> bool:\n 145→\t\treturn wall_side in VALID_WALL_SIDES\n 146→\n 147→\n 148→var manager: MockWindowLightManager\n 149→\n 150→\n 151→func before_each() -> void:\n 152→\tmanager = MockWindowLightManager.new()\n 153→\tmanager.setup()\n 154→\n 155→\n 156→func after_each() -> void:\n 157→\tmanager = null\n 158→\n 159→\n 160→# ============================================================================\n 161→# Initialization Tests\n 162→# ============================================================================\n 163→\n 164→\n 165→func test_setup_initializes_properly() -> void:\n 166→\tassert_true(manager._setup_called,\n 167→\t\t\"Setup should have been called\")\n 168→\n 169→\n 170→func test_no_lights_on_init() -> void:\n 171→\tassert_eq(manager.get_light_count(), 0,\n 172→\t\t\"Should have no window lights initially\")\n 173→\n 174→\n 175→# ============================================================================\n 176→# Light Creation Tests\n 177→# ============================================================================\n 178→\n 179→\n 180→func test_create_window_light_returns_data() -> void:\n 181→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 182→\n 183→\tassert_not_null(light, \"Created light data should not be null\")\n 184→\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n 185→\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n 186→\n 187→\n 188→func test_create_window_light_increments_count() -> void:\n 189→\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n 190→\n 191→\tassert_eq(manager.get_light_count(), 1,\n 192→\t\t\"Light count should be 1 after creating one light\")\n 193→\n 194→\n 195→func test_create_multiple_lights() -> void:\n 196→\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n 197→\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n 198→\tmanager.create_window_light(Vector2(700, 64), \"top\")\n 199→\n 200→\tassert_eq(manager.get_light_count(), 3,\n 201→\t\t\"Light count should be 3 after creating three lights\")\n 202→\n 203→\n 204→# ============================================================================\n 205→# Light Properties Tests\n 206→# ============================================================================\n 207→\n 208→\n 209→func test_light_color_is_blue() -> void:\n 210→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 211→\n 212→\tassert_true(light.color.b > light.color.r,\n 213→\t\t\"Light color should be blue-dominant (blue > red)\")\n 214→\tassert_true(light.color.b > light.color.g,\n 215→\t\t\"Light color should be blue-dominant (blue > green)\")\n 216→\n 217→\n 218→func test_light_energy_is_dim() -> void:\n 219→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 220→\n 221→\tassert_true(light.energy <= 1.0,\n 222→\t\t\"Window light energy should be dim (<=1.0)\")\n 223→\tassert_true(light.energy > 0.0,\n 224→\t\t\"Window light energy should be positive\")\n 225→\n 226→\n 227→func test_light_energy_is_weaker_than_player() -> void:\n 228→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 229→\n 230→\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n 231→\tassert_true(light.energy < 1.5,\n 232→\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n 233→\n 234→\n 235→func test_light_energy_is_weaker_than_flashlight() -> void:\n 236→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 237→\n 238→\t# Flashlight is 8.0 energy\n 239→\tassert_true(light.energy < 8.0,\n 240→\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n 241→\n 242→\n 243→func test_light_shadows_disabled() -> void:\n 244→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 245→\n 246→\tassert_false(light.shadow_enabled,\n 247→\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n 248→\n 249→\n 250→func test_light_texture_scale() -> void:\n 251→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 252→\n 253→\tassert_true(light.texture_scale >= 4.0,\n 254→\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n 255→\tassert_true(light.texture_scale <= 8.0,\n 256→\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n 257→\n 258→\n 259→# ============================================================================\n 260→# Ambient Glow Layer Tests\n 261→# ============================================================================\n 262→\n 263→\n 264→func test_ambient_color_is_blue() -> void:\n 265→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 266→\n 267→\tassert_true(light.ambient_color.b > light.ambient_color.r,\n 268→\t\t\"Ambient color should be blue-dominant (blue > red)\")\n 269→\tassert_true(light.ambient_color.b > light.ambient_color.g,\n 270→\t\t\"Ambient color should be blue-dominant (blue > green)\")\n 271→\n 272→\n 273→func test_ambient_energy_is_very_dim() -> void:\n 274→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 275→\n 276→\tassert_true(light.ambient_energy < light.energy,\n 277→\t\t\"Ambient energy should be dimmer than primary light\")\n 278→\tassert_true(light.ambient_energy > 0.0,\n 279→\t\t\"Ambient energy should be positive\")\n 280→\tassert_true(light.ambient_energy <= 0.4,\n 281→\t\t\"Ambient energy should be subtle (<=0.4)\")\n 282→\n 283→\n 284→func test_ambient_texture_scale_is_large() -> void:\n 285→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 286→\n 287→\tassert_true(light.ambient_texture_scale > light.texture_scale,\n 288→\t\t\"Ambient glow should cover a larger area than primary light\")\n 289→\tassert_true(light.ambient_texture_scale >= 8.0,\n 290→\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n 291→\n 292→\n 293→func test_ambient_shadows_disabled() -> void:\n 294→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 295→\n 296→\tassert_false(light.ambient_shadow_enabled,\n 297→\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n 298→\n 299→\n 300→# ============================================================================\n 301→# Wall Side Validation Tests\n 302→# ============================================================================\n 303→\n 304→\n 305→func test_valid_wall_sides() -> void:\n 306→\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n 307→\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n 308→\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n 309→\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n 310→\n 311→\n 312→func test_invalid_wall_sides() -> void:\n 313→\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n 314→\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n 315→\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n 316→\n 317→\n 318→# ============================================================================\n 319→# Light Offset Direction Tests\n 320→# ============================================================================\n 321→\n 322→\n 323→func test_left_wall_light_points_inward() -> void:\n 324→\tvar direction := manager.get_light_offset_direction(\"left\")\n 325→\n 326→\tassert_true(direction.x > 0,\n 327→\t\t\"Left wall light should point inward (positive x)\")\n 328→\n 329→\n 330→func test_right_wall_light_points_inward() -> void:\n 331→\tvar direction := manager.get_light_offset_direction(\"right\")\n 332→\n 333→\tassert_true(direction.x < 0,\n 334→\t\t\"Right wall light should point inward (negative x)\")\n 335→\n 336→\n 337→func test_top_wall_light_points_inward() -> void:\n 338→\tvar direction := manager.get_light_offset_direction(\"top\")\n 339→\n 340→\tassert_true(direction.y > 0,\n 341→\t\t\"Top wall light should point inward (positive y)\")\n 342→\n 343→\n 344→func test_bottom_wall_light_points_inward() -> void:\n 345→\tvar direction := manager.get_light_offset_direction(\"bottom\")\n 346→\n 347→\tassert_true(direction.y < 0,\n 348→\t\t\"Bottom wall light should point inward (negative y)\")\n 349→\n 350→\n 351→# ============================================================================\n 352→# Placement Validation Tests (No lights near enemies)\n 353→# ============================================================================\n 354→\n 355→\n 356→func test_exterior_wall_detection() -> void:\n 357→\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n 358→\t\t\"Position on left wall should be detected\")\n 359→\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n 360→\t\t\"Position on right wall should be detected\")\n 361→\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n 362→\t\t\"Position on top wall should be detected\")\n 363→\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n 364→\t\t\"Position on bottom wall should be detected\")\n 365→\n 366→\n 367→func test_interior_position_not_on_wall() -> void:\n 368→\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n 369→\t\t\"Interior position should not be on exterior wall\")\n 370→\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n 371→\t\t\"Corridor center should not be on exterior wall\")\n 372→\n 373→\n 374→func test_window_lights_far_from_enemies() -> void:\n 375→\t# All actual window light positions from the implementation\n 376→\tvar window_positions: Array = [\n 377→\t\tVector2(64, 1100), # Left wall - lobby\n 378→\t\tVector2(64, 1250), # Left wall - lobby\n 379→\t\tVector2(64, 1750), # Left wall - storage\n 380→\t\tVector2(64, 1900), # Left wall - storage\n 381→\t\tVector2(700, 64), # Top wall - corridor\n 382→\t\tVector2(900, 64), # Top wall - corridor\n 383→\t\tVector2(1100, 64), # Top wall - corridor\n 384→\t\tVector2(200, 2064), # Bottom wall - storage\n 385→\t\tVector2(400, 2064), # Bottom wall - storage\n 386→\t\tVector2(700, 2064), # Bottom wall - lobby\n 387→\t\tVector2(1100, 2064), # Bottom wall - lobby\n 388→\t]\n 389→\n 390→\tfor pos in window_positions:\n 391→\t\tassert_true(manager.is_far_from_enemies(pos),\n 392→\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n 393→\n 394→\n 395→func test_enemy_positions_fail_distance_check() -> void:\n 396→\t# Verify that positions right on top of enemies are rejected\n 397→\tfor enemy_pos in manager.ENEMY_POSITIONS:\n 398→\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n 399→\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n 400→\n 401→\n 402→func test_all_window_positions_on_exterior_walls() -> void:\n 403→\tvar window_positions: Array = [\n 404→\t\tVector2(64, 1100),\n 405→\t\tVector2(64, 1250),\n 406→\t\tVector2(64, 1750),\n 407→\t\tVector2(64, 1900),\n 408→\t\tVector2(700, 64),\n 409→\t\tVector2(900, 64),\n 410→\t\tVector2(1100, 64),\n 411→\t\tVector2(200, 2064),\n 412→\t\tVector2(400, 2064),\n 413→\t\tVector2(700, 2064),\n 414→\t\tVector2(1100, 2064),\n 415→\t]\n 416→\n 417→\tfor pos in window_positions:\n 418→\t\tassert_true(manager.is_on_exterior_wall(pos),\n 419→\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n 420→\n 421→\n 422→# ============================================================================\n 423→# Gradient Texture Tests\n 424→# ============================================================================\n 425→\n 426→\n 427→func test_window_light_constant_values() -> void:\n 428→\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n 429→\t\t\"Light energy constant should be 0.6\")\n 430→\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n 431→\t\t\"Light texture scale constant should be 5.0\")\n 432→\n 433→\n 434→func test_ambient_light_constant_values() -> void:\n 435→\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n 436→\t\t\"Ambient energy constant should be 0.25\")\n 437→\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n 438→\t\t\"Ambient texture scale constant should be 10.0\")\n 439→\n 440→\n 441→func test_window_visual_color_is_blue() -> void:\n 442→\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n 443→\t\t\"Window visual color should be blue-dominant\")\n 444→\n 445→\n 446→func test_window_visual_color_is_semi_transparent() -> void:\n 447→\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n 448→\t\t\"Window visual should be semi-transparent\")\n 449→\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n 450→\t\t\"Window visual should not be fully transparent\")\n 451→\n 452→\n 453→# ============================================================================\n 454→# Building Layout Integration Tests\n 455→# ============================================================================\n 456→\n 457→\n 458→func test_no_windows_in_office_1_area() -> void:\n 459→\t# Office 1 area: (80-500, 80-688) - has enemies\n 460→\tvar window_positions: Array = [\n 461→\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n 462→\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n 463→\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n 464→\t]\n 465→\n 466→\tfor pos in window_positions:\n 467→\t\t# No window should be at the left wall near Office 1 (y=80-688)\n 468→\t\tif is_equal_approx(pos.x, 64.0):\n 469→\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n 470→\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n 471→\n 472→\n 473→func test_no_windows_in_conference_room_area() -> void:\n 474→\t# Conference Room area: (1388-2448, 80-600) - has enemies\n 475→\tvar window_positions: Array = [\n 476→\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n 477→\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n 478→\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n 479→\t]\n 480→\n 481→\tfor pos in window_positions:\n 482→\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n 483→\t\tif is_equal_approx(pos.y, 64.0):\n 484→\t\t\tassert_true(pos.x < 1376,\n 485→\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n 486→\n 487→\n 488→func test_no_windows_in_server_room_area() -> void:\n 489→\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n 490→\tvar window_positions: Array = [\n 491→\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n 492→\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n 493→\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n 494→\t]\n 495→\n 496→\tfor pos in window_positions:\n 497→\t\t# No window should be at the right wall in Server Room area\n 498→\t\tif is_equal_approx(pos.x, 2464.0):\n 499→\t\t\tassert_true(false,\n 500→\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n 501→\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n 502→\t\tif is_equal_approx(pos.y, 2064.0):\n 503→\t\t\tassert_true(pos.x < 1388,\n 504→\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n 505→\n 506→\n 507→func test_window_count_is_reasonable() -> void:\n 508→\t# The implementation places 11 window lights\n 509→\t# This should be enough for visibility but not excessive\n 510→\tvar expected_count := 11\n 511→\n 512→\t# Create all lights matching the implementation\n 513→\tvar positions_and_sides: Array = [\n 514→\t\t[Vector2(64, 1100), \"left\"],\n 515→\t\t[Vector2(64, 1250), \"left\"],\n 516→\t\t[Vector2(64, 1750), \"left\"],\n 517→\t\t[Vector2(64, 1900), \"left\"],\n 518→\t\t[Vector2(700, 64), \"top\"],\n 519→\t\t[Vector2(900, 64), \"top\"],\n 520→\t\t[Vector2(1100, 64), \"top\"],\n 521→\t\t[Vector2(200, 2064), \"bottom\"],\n 522→\t\t[Vector2(400, 2064), \"bottom\"],\n 523→\t\t[Vector2(700, 2064), \"bottom\"],\n 524→\t\t[Vector2(1100, 2064), \"bottom\"],\n 525→\t]\n 526→\n 527→\tfor pair in positions_and_sides:\n 528→\t\tmanager.create_window_light(pair[0], pair[1])\n 529→\n 530→\tassert_eq(manager.get_light_count(), expected_count,\n 531→\t\t\"Should have exactly %d window lights\" % expected_count)\n 532→\n 533→\n 534→func test_lights_per_sprite_within_limit() -> void:\n 535→\t# Godot 2D renderer has a 15-light-per-sprite limit.\n 536→\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n 537→\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n 538→\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n 539→\t# Even so, the total remains well under 15.\n 540→\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n 541→\tvar lights_per_window := 2 # primary + ambient\n 542→\tvar player_lights := 2 # visibility + flashlight\n 543→\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n 544→\n 545→\tassert_true(worst_case <= 15,\n 546→\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n 547→\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## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, moderate energy, no shadows.\n## 2. Ambient \"AmbientGlow\" — large range, low energy, no shadows.\n## Shadows are disabled so light gradually dissipates through interior walls\n## instead of cutting off abruptly.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.6\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 5.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.25\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"content": " 1→class_name RealisticVisibilityComponent\n 2→extends Node\n 3→## Realistic visibility component for player fog of war (Issue #540).\n 4→##\n 5→## Implements Door Kickers 2 style visibility where the player cannot see\n 6→## through walls. Uses PointLight2D for player illumination and CanvasModulate\n 7→## to darken areas outside the player's line of sight.\n 8→##\n 9→## Requires LightOccluder2D nodes on walls/obstacles for shadow casting.\n 10→## Controlled via ExperimentalSettings.realistic_visibility_enabled toggle.\n 11→##\n 12→## The player, weapon lasers, and grenade trajectory are always visible\n 13→## (unshaded) so the player can see their own equipment in the dark.\n 14→\n 15→## Radius of the player's visibility light in pixels.\n 16→const VISIBILITY_RADIUS: float = 600.0\n 17→\n 18→## Energy (brightness) of the visibility light.\n 19→const LIGHT_ENERGY: float = 1.5\n 20→\n 21→## Color of the fog of war (darkness outside player's vision).\n 22→const FOG_COLOR: Color = Color(0.02, 0.02, 0.04, 1.0)\n 23→\n 24→## Color of the visibility light (warm white to simulate natural vision).\n 25→const LIGHT_COLOR: Color = Color(1.0, 0.98, 0.95, 1.0)\n 26→\n 27→## Reference to the parent player node.\n 28→var _player: Node2D = null\n 29→\n 30→## CanvasModulate node for darkening the scene.\n 31→var _canvas_modulate: CanvasModulate = null\n 32→\n 33→## PointLight2D node for player illumination.\n 34→var _point_light: PointLight2D = null\n 35→\n 36→## Whether the visibility system is currently active.\n 37→var _is_active: bool = false\n 38→\n 39→## Unshaded material for items that should be visible in the dark.\n 40→var _unshaded_material: CanvasItemMaterial = null\n 41→\n 42→## Original materials saved before applying unshaded (for restore on disable).\n 43→var _original_materials: Dictionary = {}\n 44→\n 45→\n 46→func _ready() -> void:\n 47→\t_player = get_parent() as Node2D\n 48→\t_setup_visibility_system()\n 49→\n 50→\t# Create unshaded material for player elements visible in dark\n 51→\t_unshaded_material = CanvasItemMaterial.new()\n 52→\t_unshaded_material.light_mode = CanvasItemMaterial.LIGHT_MODE_UNSHADED\n 53→\n 54→\t# Monitor player for new children (weapons added after initialization)\n 55→\t# This fixes night mode for dynamically equipped weapons (Issue #570):\n 56→\t# - Weapons swapped via level scripts (shotgun, pistol, sniper, uzi)\n 57→\t# - Laser sights created programmatically in weapon _Ready() (e.g. PowerFantasyLaser)\n 58→\tif _player:\n 59→\t\t_player.child_entered_tree.connect(_on_player_child_added)\n 60→\n 61→\t# Listen for experimental settings changes\n 62→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 63→\tif experimental_settings:\n 64→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 65→\t\t# Apply initial state\n 66→\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n 67→\n 68→\n 69→## Setup the CanvasModulate and PointLight2D nodes.\n 70→func _setup_visibility_system() -> void:\n 71→\tif _player == null:\n 72→\t\tpush_warning(\"[RealisticVisibility] Parent is not a Node2D\")\n 73→\t\treturn\n 74→\n 75→\t# Create CanvasModulate for scene-wide darkness\n 76→\t_canvas_modulate = CanvasModulate.new()\n 77→\t_canvas_modulate.name = \"FogOfWarModulate\"\n 78→\t_canvas_modulate.color = FOG_COLOR\n 79→\t_canvas_modulate.visible = false\n 80→\n 81→\t# Create PointLight2D for player vision\n 82→\t_point_light = PointLight2D.new()\n 83→\t_point_light.name = \"VisibilityLight\"\n 84→\t_point_light.color = LIGHT_COLOR\n 85→\t_point_light.energy = LIGHT_ENERGY\n 86→\t_point_light.shadow_enabled = true\n 87→\t_point_light.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n 88→\t_point_light.shadow_filter_smooth = 2.0\n 89→\t_point_light.shadow_item_cull_mask = 1 # Default occlusion mask\n 90→\t_point_light.texture = _create_light_texture()\n 91→\t_point_light.texture_scale = VISIBILITY_RADIUS / 512.0\n 92→\t_point_light.visible = false\n 93→\n 94→\t# Add CanvasModulate as sibling of player (it needs to be in the scene tree)\n 95→\t# PointLight2D should be child of player to follow it\n 96→\t_player.add_child(_point_light)\n 97→\n 98→\t# CanvasModulate must be added to the scene root or level\n 99→\t# We defer this to ensure the scene tree is ready\n 100→\tcall_deferred(\"_add_canvas_modulate\")\n 101→\n 102→\n 103→## Add CanvasModulate to the appropriate parent in the scene tree.\n 104→func _add_canvas_modulate() -> void:\n 105→\tif _canvas_modulate == null or _player == null:\n 106→\t\treturn\n 107→\n 108→\t# Add to the level root (parent of player or its container)\n 109→\tvar level_root: Node = _player.get_parent()\n 110→\twhile level_root and level_root.get_parent() and level_root.get_parent() != get_tree().root:\n 111→\t\tlevel_root = level_root.get_parent()\n 112→\n 113→\tif level_root:\n 114→\t\tlevel_root.add_child(_canvas_modulate)\n 115→\telse:\n 116→\t\t_player.get_parent().add_child(_canvas_modulate)\n 117→\n 118→\n 119→## Create a radial gradient texture for the light.\n 120→func _create_light_texture() -> GradientTexture2D:\n 121→\tvar gradient := Gradient.new()\n 122→\t# Bright center, smooth falloff to dark edges\n 123→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 124→\tgradient.add_point(0.5, Color(0.8, 0.8, 0.8, 1.0))\n 125→\tgradient.add_point(0.75, Color(0.4, 0.4, 0.4, 1.0))\n 126→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 127→\n 128→\tvar texture := GradientTexture2D.new()\n 129→\ttexture.gradient = gradient\n 130→\ttexture.width = 1024\n 131→\ttexture.height = 1024\n 132→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 133→\ttexture.fill_from = Vector2(0.5, 0.5)\n 134→\ttexture.fill_to = Vector2(0.5, 0.0)\n 135→\n 136→\treturn texture\n 137→\n 138→\n 139→## Apply the visibility state (enable/disable fog of war).\n 140→func _apply_visibility_state(enabled: bool) -> void:\n 141→\t_is_active = enabled\n 142→\tif _canvas_modulate:\n 143→\t\t_canvas_modulate.visible = enabled\n 144→\tif _point_light:\n 145→\t\t_point_light.visible = enabled\n 146→\n 147→\t# Make player and its equipment (laser, grenade trajectory) visible in the dark\n 148→\t_apply_unshaded_to_player(enabled)\n 149→\n 150→\n 151→## Apply or remove unshaded material on the player so laser sights,\n 152→## grenade trajectory, and the player model are always visible in night mode.\n 153→func _apply_unshaded_to_player(enabled: bool) -> void:\n 154→\tif _player == null:\n 155→\t\treturn\n 156→\n 157→\tif enabled:\n 158→\t\t# Save original material and apply unshaded\n 159→\t\tif not _original_materials.has(\"player\"):\n 160→\t\t\t_original_materials[\"player\"] = _player.material\n 161→\t\t_player.material = _unshaded_material\n 162→\n 163→\t\t# Also apply to all CanvasItem children recursively\n 164→\t\t# This covers weapon sprites, laser sights, arm sprites, etc.\n 165→\t\t_apply_unshaded_recursive(_player, true)\n 166→\telse:\n 167→\t\t# Restore original material\n 168→\t\tif _original_materials.has(\"player\"):\n 169→\t\t\t_player.material = _original_materials[\"player\"]\n 170→\t\t\t_original_materials.erase(\"player\")\n 171→\t\telse:\n 172→\t\t\t_player.material = null\n 173→\n 174→\t\t# Restore all children\n 175→\t\t_apply_unshaded_recursive(_player, false)\n 176→\n 177→\n 178→## Recursively apply or remove unshaded material on CanvasItem children.\n 179→func _apply_unshaded_recursive(node: Node, apply: bool) -> void:\n 180→\tfor child in node.get_children():\n 181→\t\tif child is CanvasItem:\n 182→\t\t\t# Skip our own nodes (PointLight2D, etc.)\n 183→\t\t\tif child == _point_light:\n 184→\t\t\t\tcontinue\n 185→\n 186→\t\t\tvar child_item: CanvasItem = child as CanvasItem\n 187→\t\t\tif apply:\n 188→\t\t\t\t# Save original material\n 189→\t\t\t\tvar key: String = str(child_item.get_instance_id())\n 190→\t\t\t\tif not _original_materials.has(key):\n 191→\t\t\t\t\t_original_materials[key] = child_item.material\n 192→\t\t\t\tchild_item.material = _unshaded_material\n 193→\t\t\telse:\n 194→\t\t\t\t# Restore original material\n 195→\t\t\t\tvar key: String = str(child_item.get_instance_id())\n 196→\t\t\t\tif _original_materials.has(key):\n 197→\t\t\t\t\tchild_item.material = _original_materials[key]\n 198→\t\t\t\t\t_original_materials.erase(key)\n 199→\t\t\t\telse:\n 200→\t\t\t\t\tchild_item.material = null\n 201→\n 202→\t\t# Recurse into children\n 203→\t\t_apply_unshaded_recursive(child, apply)\n 204→\n 205→\n 206→## Called when a new child is added to the player node (Issue #570).\n 207→## Applies unshaded material to dynamically added weapons and their children\n 208→## (laser sights, sprites) so they remain visible in night mode.\n 209→## Uses call_deferred to ensure the child's own children (e.g. laser sights\n 210→## created in weapon _Ready()) are already in the tree before we apply materials.\n 211→func _on_player_child_added(child: Node) -> void:\n 212→\tif not _is_active:\n 213→\t\treturn\n 214→\t# Skip our own nodes\n 215→\tif child == _point_light:\n 216→\t\treturn\n 217→\t# Defer so the child's _Ready() runs first and creates its own children\n 218→\t# (e.g. weapon scripts create LaserSight Line2D nodes in _Ready())\n 219→\tcall_deferred(\"_apply_unshaded_to_new_child\", child)\n 220→\n 221→\n 222→## Apply unshaded material to a newly added child and all its descendants.\n 223→func _apply_unshaded_to_new_child(child: Node) -> void:\n 224→\tif not _is_active:\n 225→\t\treturn\n 226→\tif not is_instance_valid(child):\n 227→\t\treturn\n 228→\tif child is CanvasItem:\n 229→\t\tvar child_item: CanvasItem = child as CanvasItem\n 230→\t\tvar key: String = str(child_item.get_instance_id())\n 231→\t\tif not _original_materials.has(key):\n 232→\t\t\t_original_materials[key] = child_item.material\n 233→\t\tchild_item.material = _unshaded_material\n 234→\t# Also apply to all descendants (laser sights, sprites, etc.)\n 235→\t_apply_unshaded_recursive(child, true)\n 236→\t# Monitor this child for its own new children (e.g. laser sights added later)\n 237→\tif not child.child_entered_tree.is_connected(_on_weapon_child_added):\n 238→\t\tchild.child_entered_tree.connect(_on_weapon_child_added)\n 239→\n 240→\n 241→## Called when a new child is added to a weapon node (e.g. laser sight created\n 242→## programmatically in weapon _Ready()). Applies unshaded material so laser\n 243→## sights are visible in night mode (Issue #570).\n 244→func _on_weapon_child_added(child: Node) -> void:\n 245→\tif not _is_active:\n 246→\t\treturn\n 247→\tif child is CanvasItem:\n 248→\t\tvar child_item: CanvasItem = child as CanvasItem\n 249→\t\tvar key: String = str(child_item.get_instance_id())\n 250→\t\tif not _original_materials.has(key):\n 251→\t\t\t_original_materials[key] = child_item.material\n 252→\t\tchild_item.material = _unshaded_material\n 253→\t# Recurse into this child's children too\n 254→\t_apply_unshaded_recursive(child, true)\n 255→\n 256→\n 257→## Called when experimental settings change.\n 258→func _on_settings_changed() -> void:\n 259→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 260→\tif experimental_settings:\n 261→\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n 262→\n 263→\n 264→## Check if the visibility system is currently active.\n 265→func is_active() -> bool:\n 266→\treturn _is_active\n 267→\n 268→\n 269→## Get the current visibility radius.\n 270→func get_visibility_radius() -> float:\n 271→\treturn VISIBILITY_RADIUS\n 272→\n 273→\n 274→## Clean up when removed from scene.\n 275→func _exit_tree() -> void:\n 276→\t# Disconnect child monitoring signals\n 277→\tif _player and is_instance_valid(_player):\n 278→\t\tif _player.child_entered_tree.is_connected(_on_player_child_added):\n 279→\t\t\t_player.child_entered_tree.disconnect(_on_player_child_added)\n 280→\t# Restore materials before cleanup\n 281→\tif _is_active:\n 282→\t\t_apply_unshaded_to_player(false)\n 283→\tif _canvas_modulate and is_instance_valid(_canvas_modulate):\n 284→\t\t_canvas_modulate.queue_free()\n 285→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→extends Node2D\n 2→## Muzzle flash effect combining particles and dynamic lighting.\n 3→##\n 4→## Creates a brief flash of light and particles at the gun's muzzle when firing.\n 5→## The light illuminates nearby walls with intensity that fades over distance.\n 6→## Both the particles and light fade out quickly (0.1 seconds) for realistic effect.\n 7→\n 8→## Duration of the muzzle flash effect in seconds (3x longer for residual glow).\n 9→const FLASH_DURATION: float = 0.3\n 10→\n 11→## Starting energy (intensity) of the point light (3x larger).\n 12→const LIGHT_START_ENERGY: float = 4.5\n 13→\n 14→## Reference to the point light child node.\n 15→var _point_light: PointLight2D = null\n 16→\n 17→## Reference to the particles child node.\n 18→var _particles: GPUParticles2D = null\n 19→\n 20→## Time tracker for fade animation.\n 21→var _elapsed_time: float = 0.0\n 22→\n 23→## Whether the effect has started.\n 24→var _is_active: bool = false\n 25→\n 26→\n 27→func _ready() -> void:\n 28→\t# Get references to child nodes\n 29→\t_point_light = get_node_or_null(\"PointLight2D\")\n 30→\t_particles = get_node_or_null(\"GPUParticles2D\")\n 31→\n 32→\t# Start the effect\n 33→\t_start_effect()\n 34→\n 35→\n 36→## Starts the muzzle flash effect.\n 37→func _start_effect() -> void:\n 38→\t_is_active = true\n 39→\t_elapsed_time = 0.0\n 40→\n 41→\t# Start particles emitting\n 42→\tif _particles:\n 43→\t\t_particles.emitting = true\n 44→\n 45→\t# Set initial light energy\n 46→\tif _point_light:\n 47→\t\t_point_light.energy = LIGHT_START_ENERGY\n 48→\t\t_point_light.visible = true\n 49→\n 50→\n 51→func _process(delta: float) -> void:\n 52→\tif not _is_active:\n 53→\t\treturn\n 54→\n 55→\t_elapsed_time += delta\n 56→\n 57→\t# Calculate fade progress (0 to 1)\n 58→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 59→\n 60→\t# Fade out the light using ease-out curve for more natural falloff\n 61→\tif _point_light:\n 62→\t\tvar fade := 1.0 - progress\n 63→\t\t# Apply ease-out curve (starts fast, slows down)\n 64→\t\tfade = fade * fade\n 65→\t\t_point_light.energy = LIGHT_START_ENERGY * fade\n 66→\n 67→\t# Check if effect is complete\n 68→\tif progress >= 1.0:\n 69→\t\t_is_active = false\n 70→\t\t# Schedule cleanup after particles finish\n 71→\t\t_schedule_cleanup()\n 72→\n 73→\n 74→## Schedules the node for cleanup after particles finish.\n 75→func _schedule_cleanup() -> void:\n 76→\t# Wait a bit for particles to fully fade, then remove\n 77→\tvar tree := get_tree()\n 78→\tif tree == null:\n 79→\t\tqueue_free()\n 80→\t\treturn\n 81→\n 82→\t# Use the particle lifetime plus small buffer for cleanup\n 83→\tvar cleanup_delay := 0.2\n 84→\tif _particles:\n 85→\t\tcleanup_delay = _particles.lifetime + 0.1\n 86→\n 87→\tawait tree.create_timer(cleanup_delay).timeout\n 88→\n 89→\tif is_instance_valid(self):\n 90→\t\tqueue_free()\n 91→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→extends Node2D\n 2→## Explosion flash effect combining particles and dynamic lighting with wall occlusion.\n 3→##\n 4→## Creates a bright flash of light at the explosion point that respects wall geometry.\n 5→## Uses PointLight2D with shadow_enabled=true to automatically prevent the flash\n 6→## from being visible through walls (same approach as muzzle_flash.gd).\n 7→##\n 8→## Issue #470 Fix: Unlike a simple Sprite2D which ignores walls, the PointLight2D's\n 9→## shadow system ensures the flash is occluded by any obstacle that casts shadows.\n 10→\n 11→## Explosion type determines visual appearance.\n 12→enum ExplosionType {\n 13→\tFLASHBANG, # Bright white flash\n 14→\tFRAG # Orange/red explosion\n 15→}\n 16→\n 17→## Duration of the explosion flash effect in seconds.\n 18→const FLASH_DURATION: float = 0.4\n 19→\n 20→## Starting energy (intensity) of the point light for flashbang.\n 21→const FLASHBANG_LIGHT_ENERGY: float = 8.0\n 22→\n 23→## Starting energy (intensity) of the point light for frag.\n 24→const FRAG_LIGHT_ENERGY: float = 6.0\n 25→\n 26→## The type of explosion (affects color and intensity).\n 27→var explosion_type: ExplosionType = ExplosionType.FLASHBANG\n 28→\n 29→## Effect radius (used to scale the light).\n 30→var effect_radius: float = 400.0\n 31→\n 32→## Reference to the point light child node.\n 33→var _point_light: PointLight2D = null\n 34→\n 35→## Reference to the particles child node.\n 36→var _particles: GPUParticles2D = null\n 37→\n 38→## Time tracker for fade animation.\n 39→var _elapsed_time: float = 0.0\n 40→\n 41→## Whether the effect has started.\n 42→var _is_active: bool = false\n 43→\n 44→\n 45→func _ready() -> void:\n 46→\t# Get references to child nodes\n 47→\t_point_light = get_node_or_null(\"PointLight2D\")\n 48→\t_particles = get_node_or_null(\"GPUParticles2D\")\n 49→\n 50→\t# Configure based on explosion type\n 51→\t_configure_for_type()\n 52→\n 53→\t# Start the effect\n 54→\t_start_effect()\n 55→\n 56→\n 57→## Configures the effect based on explosion type.\n 58→func _configure_for_type() -> void:\n 59→\tif _point_light == null:\n 60→\t\treturn\n 61→\n 62→\tif explosion_type == ExplosionType.FLASHBANG:\n 63→\t\t# Flashbang: bright white flash\n 64→\t\t_point_light.color = Color(1.0, 0.95, 0.9, 1.0)\n 65→\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 66→\t\t# Scale light based on effect radius (flashbang has larger radius)\n 67→\t\t_point_light.texture_scale = effect_radius / 100.0\n 68→\telse:\n 69→\t\t# Frag: orange/red explosion\n 70→\t\t_point_light.color = Color(1.0, 0.6, 0.2, 1.0)\n 71→\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 72→\t\t# Scale light based on effect radius\n 73→\t\t_point_light.texture_scale = effect_radius / 80.0\n 74→\n 75→\t# Update particle color to match\n 76→\tif _particles and _particles.process_material is ParticleProcessMaterial:\n 77→\t\tvar mat: ParticleProcessMaterial = _particles.process_material as ParticleProcessMaterial\n 78→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 79→\t\t\tmat.color = Color(1.0, 1.0, 0.9, 1.0)\n 80→\t\telse:\n 81→\t\t\tmat.color = Color(1.0, 0.7, 0.3, 1.0)\n 82→\n 83→\n 84→## Starts the explosion flash effect.\n 85→func _start_effect() -> void:\n 86→\t_is_active = true\n 87→\t_elapsed_time = 0.0\n 88→\n 89→\t# Start particles emitting\n 90→\tif _particles:\n 91→\t\t_particles.emitting = true\n 92→\n 93→\t# Set initial light energy\n 94→\tif _point_light:\n 95→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 96→\t\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 97→\t\telse:\n 98→\t\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 99→\t\t_point_light.visible = true\n 100→\n 101→\n 102→func _process(delta: float) -> void:\n 103→\tif not _is_active:\n 104→\t\treturn\n 105→\n 106→\t_elapsed_time += delta\n 107→\n 108→\t# Calculate fade progress (0 to 1)\n 109→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 110→\n 111→\t# Fade out the light using ease-out curve for more natural falloff\n 112→\tif _point_light:\n 113→\t\tvar fade := 1.0 - progress\n 114→\t\t# Apply ease-out curve (starts fast, slows down)\n 115→\t\tfade = fade * fade\n 116→\t\tvar start_energy: float\n 117→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 118→\t\t\tstart_energy = FLASHBANG_LIGHT_ENERGY\n 119→\t\telse:\n 120→\t\t\tstart_energy = FRAG_LIGHT_ENERGY\n 121→\t\t_point_light.energy = start_energy * fade\n 122→\n 123→\t# Check if effect is complete\n 124→\tif progress >= 1.0:\n 125→\t\t_is_active = false\n 126→\t\t# Schedule cleanup after particles finish\n 127→\t\t_schedule_cleanup()\n 128→\n 129→\n 130→## Schedules the node for cleanup after particles finish.\n 131→func _schedule_cleanup() -> void:\n 132→\t# Wait a bit for particles to fully fade, then remove\n 133→\tvar tree := get_tree()\n 134→\tif tree == null:\n 135→\t\tqueue_free()\n 136→\t\treturn\n 137→\n 138→\t# Use the particle lifetime plus small buffer for cleanup\n 139→\tvar cleanup_delay := 0.3\n 140→\tif _particles:\n 141→\t\tcleanup_delay = _particles.lifetime + 0.2\n 142→\n 143→\tawait tree.create_timer(cleanup_delay).timeout\n 144→\n 145→\tif is_instance_valid(self):\n 146→\t\tqueue_free()\n 147→\n 148→\n 149→## Static helper to create and configure the explosion flash.\n 150→## Called by GrenadeTimer or other scripts to spawn the effect.\n 151→static func create_at(pos: Vector2, type: ExplosionType, radius: float, parent: Node) -> void:\n 152→\tvar scene: PackedScene = load(\"res://scenes/effects/ExplosionFlash.tscn\")\n 153→\tif scene == null:\n 154→\t\tpush_error(\"[ExplosionFlash] Failed to load ExplosionFlash.tscn\")\n 155→\t\treturn\n 156→\n 157→\tvar instance: Node2D = scene.instantiate() as Node2D\n 158→\tif instance == null:\n 159→\t\tpush_error(\"[ExplosionFlash] Failed to instantiate ExplosionFlash\")\n 160→\t\treturn\n 161→\n 162→\tinstance.global_position = pos\n 163→\tinstance.explosion_type = type\n 164→\tinstance.effect_radius = radius\n 165→\n 166→\tparent.add_child(instance)\n 167→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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{
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"content": " 1→extends Node2D\n 2→## Flashbang visual effect using shadow-enabled PointLight2D.\n 3→##\n 4→## Creates a bright flash of light at the grenade explosion position.\n 5→## The light uses shadow_enabled = true so it doesn't pass through walls,\n 6→## matching how weapon muzzle flash works (Issue #469).\n 7→##\n 8→## The effect fades out over FLASH_DURATION seconds and then self-destructs.\n 9→\n 10→## Duration of the flashbang effect in seconds.\n 11→const FLASH_DURATION: float = 0.5\n 12→\n 13→## Starting energy (intensity) of the point light.\n 14→## Flashbang is much brighter than muzzle flash.\n 15→const LIGHT_START_ENERGY: float = 8.0\n 16→\n 17→## Reference to the point light child node.\n 18→var _point_light: PointLight2D = null\n 19→\n 20→## Time tracker for fade animation.\n 21→var _elapsed_time: float = 0.0\n 22→\n 23→## Whether the effect has started.\n 24→var _is_active: bool = false\n 25→\n 26→## Effect radius (used to scale the light texture).\n 27→var effect_radius: float = 400.0\n 28→\n 29→\n 30→func _ready() -> void:\n 31→\t# Get reference to the PointLight2D child node\n 32→\t_point_light = get_node_or_null(\"PointLight2D\")\n 33→\n 34→\t# Start the effect\n 35→\t_start_effect()\n 36→\n 37→\n 38→## Sets the effect radius and adjusts light texture scale accordingly.\n 39→func set_effect_radius(radius: float) -> void:\n 40→\teffect_radius = radius\n 41→\tif _point_light:\n 42→\t\t# Scale texture to cover the effect radius\n 43→\t\t# Base texture is 512x512, so scale = radius / 256 to get desired diameter\n 44→\t\t_point_light.texture_scale = radius / 64.0\n 45→\n 46→\n 47→## Starts the flashbang flash effect.\n 48→func _start_effect() -> void:\n 49→\t_is_active = true\n 50→\t_elapsed_time = 0.0\n 51→\n 52→\t# Set initial light energy\n 53→\tif _point_light:\n 54→\t\t_point_light.energy = LIGHT_START_ENERGY\n 55→\t\t_point_light.visible = true\n 56→\n 57→\n 58→func _process(delta: float) -> void:\n 59→\tif not _is_active:\n 60→\t\treturn\n 61→\n 62→\t_elapsed_time += delta\n 63→\n 64→\t# Calculate fade progress (0 to 1)\n 65→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 66→\n 67→\t# Fade out the light using ease-out curve for more natural falloff\n 68→\tif _point_light:\n 69→\t\tvar fade := 1.0 - progress\n 70→\t\t# Apply ease-out curve (starts fast, slows down)\n 71→\t\tfade = fade * fade\n 72→\t\t_point_light.energy = LIGHT_START_ENERGY * fade\n 73→\n 74→\t# Check if effect is complete\n 75→\tif progress >= 1.0:\n 76→\t\t_is_active = false\n 77→\t\tqueue_free()\n 78→\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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{
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"content": " 1→extends Node2D\n 2→## Tactical flashlight effect attached to the player's weapon.\n 3→##\n 4→## Creates a directional beam of bright white light from the weapon barrel.\n 5→## Uses PointLight2D with shadow_enabled = true so light doesn't pass through walls.\n 6→## The light is toggled on/off by holding the Space key (flashlight_toggle action).\n 7→##\n 8→## The flashlight is positioned at the weapon barrel offset and rotates\n 9→## with the player model to always point in the aiming direction.\n 10→\n 11→## Light energy (brightness) when the flashlight is on.\n 12→## Bright white light — same level as flashbang (8.0) for clear visibility.\n 13→const LIGHT_ENERGY: float = 8.0\n 14→\n 15→## Texture scale for the 6-degree cone beam range.\n 16→## Higher values make the narrow beam reach further.\n 17→const LIGHT_TEXTURE_SCALE: float = 6.0\n 18→\n 19→## Flashlight beam half-angle in degrees.\n 20→## 6 degrees total beam = 3 degrees each side from center.\n 21→## The actual cone shape is pre-baked in the texture (flashlight_cone_6deg.png).\n 22→const BEAM_HALF_ANGLE_DEG: float = 3.0\n 23→\n 24→## Path to the flashlight toggle sound file.\n 25→const FLASHLIGHT_SOUND_PATH: String = \"res://assets/audio/звук включения и выключения фанарика.mp3\"\n 26→\n 27→## Reference to the PointLight2D child node.\n 28→var _point_light: PointLight2D = null\n 29→\n 30→## Whether the flashlight is currently active (on).\n 31→var _is_on: bool = false\n 32→\n 33→## AudioStreamPlayer for flashlight toggle sound.\n 34→var _audio_player: AudioStreamPlayer = null\n 35→\n 36→\n 37→func _ready() -> void:\n 38→\t_point_light = get_node_or_null(\"PointLight2D\")\n 39→\tif _point_light == null:\n 40→\t\tFileLogger.info(\"[FlashlightEffect] WARNING: PointLight2D child not found\")\n 41→\telse:\n 42→\t\tFileLogger.info(\"[FlashlightEffect] PointLight2D found, energy=%.1f, shadow=%s\" % [_point_light.energy, str(_point_light.shadow_enabled)])\n 43→\t# Start with light off\n 44→\t_set_light_visible(false)\n 45→\t# Load toggle sound\n 46→\t_setup_audio()\n 47→\n 48→\n 49→## Set up the audio player for flashlight toggle sound.\n 50→func _setup_audio() -> void:\n 51→\tif ResourceLoader.exists(FLASHLIGHT_SOUND_PATH):\n 52→\t\tvar stream = load(FLASHLIGHT_SOUND_PATH)\n 53→\t\tif stream:\n 54→\t\t\t_audio_player = AudioStreamPlayer.new()\n 55→\t\t\t_audio_player.stream = stream\n 56→\t\t\t_audio_player.volume_db = 0.0\n 57→\t\t\tadd_child(_audio_player)\n 58→\t\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound loaded\")\n 59→\telse:\n 60→\t\tFileLogger.info(\"[FlashlightEffect] Flashlight sound not found: %s\" % FLASHLIGHT_SOUND_PATH)\n 61→\n 62→\n 63→## Play the flashlight toggle sound.\n 64→func _play_toggle_sound() -> void:\n 65→\tif _audio_player and is_instance_valid(_audio_player):\n 66→\t\t_audio_player.play()\n 67→\n 68→\n 69→## Turn the flashlight on.\n 70→func turn_on() -> void:\n 71→\tif _is_on:\n 72→\t\treturn\n 73→\t_is_on = true\n 74→\t_set_light_visible(true)\n 75→\t_play_toggle_sound()\n 76→\n 77→\n 78→## Turn the flashlight off.\n 79→func turn_off() -> void:\n 80→\tif not _is_on:\n 81→\t\treturn\n 82→\t_is_on = false\n 83→\t_set_light_visible(false)\n 84→\t_play_toggle_sound()\n 85→\n 86→\n 87→## Check if the flashlight is currently on.\n 88→func is_on() -> bool:\n 89→\treturn _is_on\n 90→\n 91→\n 92→## Set the light visibility and energy.\n 93→func _set_light_visible(visible_state: bool) -> void:\n 94→\tif _point_light:\n 95→\t\t_point_light.visible = visible_state\n 96→\t\t_point_light.energy = LIGHT_ENERGY if visible_state else 0.0\n 97→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:46:49.415Z] [INFO] {
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[2026-02-07T18:46:51.082Z] [INFO] {
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[2026-02-07T18:46:51.292Z] [INFO] {
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{
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"content": "<persisted-output>\nOutput too large (36.8KB). Full output saved to: /home/hive/.claude/projects/-tmp-gh-issue-solver-1770489926768/c5e13115-c16e-481f-b7fc-ce06c00a7666/tool-results/toolu_01XqcUqHTT388bP8DVmPahaM.txt\n\nPreview (first 2KB):\ntests/unit/test_window_lights.gd-87-\t\t\t\"energy\": LIGHT_ENERGY,\ntests/unit/test_window_lights.gd-88-\t\t\t\"color\": LIGHT_COLOR,\ntests/unit/test_window_lights.gd:89:\t\t\t\"shadow_enabled\": false,\ntests/unit/test_window_lights.gd-90-\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\ntests/unit/test_window_lights.gd-91-\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\ntests/unit/test_window_lights.gd-92-\t\t\t\"ambient_color\": AMBIENT_COLOR,\ntests/unit/test_window_lights.gd-93-\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\ntests/unit/test_window_lights.gd:94:\t\t\t\"ambient_shadow_enabled\": false,\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-95-\t\t}\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-96-\t\t_window_lights.append(light_data)\n--\ntests/unit/test_window_lights.gd-244-\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-245-\ntests/unit/test_window_lights.gd:246:\tassert_false(light.shadow_enabled,\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-247-\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-248-\n--\ntests/unit/test_window_lights.gd-294-\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-295-\ntests/unit/test_window_lights.gd:296:\tassert_false(light.ambient_shadow_enabled,\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-297-\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-298-\n--\ntests/unit/test_window_lights.gd-534-func test_lights_per_sprite_within_limit() -> void:\n/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd-535-\t# Godot 2D renderer has a 15-light-per-sprite limit.\n...\n</persisted-output>"
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"content": " 1→extends GutTest\n 2→## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n 3→##\n 4→## Tests the window light placement system that adds dim blue PointLight2D nodes\n 5→## along exterior walls in corridors and rooms without enemies, so players can\n 6→## see wall outlines in night mode (realistic visibility).\n 7→##\n 8→## Each window creates two light layers:\n 9→## 1. Primary \"MoonLight\" — medium range, moderate energy, no shadows.\n 10→## 2. Ambient \"AmbientGlow\" — large range, low energy, no shadows.\n 11→## Shadows are disabled so light gradually dissipates through interior walls\n 12→## instead of cutting off abruptly.\n 13→\n 14→\n 15→# ============================================================================\n 16→# Mock WindowLightManager for Logic Tests\n 17→# ============================================================================\n 18→\n 19→\n 20→class MockWindowLightManager:\n 21→\t## Primary light color (cool blue moonlight).\n 22→\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n 23→\n 24→\t## Primary light energy.\n 25→\tconst LIGHT_ENERGY: float = 0.6\n 26→\n 27→\t## Primary light texture scale.\n 28→\tconst LIGHT_TEXTURE_SCALE: float = 5.0\n 29→\n 30→\t## Ambient glow color (slightly deeper blue).\n 31→\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n 32→\n 33→\t## Ambient glow energy.\n 34→\tconst AMBIENT_ENERGY: float = 0.25\n 35→\n 36→\t## Ambient glow texture scale.\n 37→\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n 38→\n 39→\t## Window visual color (semi-transparent blue).\n 40→\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n 41→\n 42→\t## Valid wall sides.\n 43→\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n 44→\n 45→\t## Enemy positions on the BuildingLevel map.\n 46→\t## Used to verify no window lights are placed near enemies.\n 47→\tconst ENEMY_POSITIONS: Array = [\n 48→\t\tVector2(300, 350), # Enemy1 - Office 1\n 49→\t\tVector2(400, 550), # Enemy2 - Office 1\n 50→\t\tVector2(700, 750), # Enemy3 - Office 2\n 51→\t\tVector2(800, 900), # Enemy4 - Office 2\n 52→\t\tVector2(1700, 350), # Enemy5 - Conference Room\n 53→\t\tVector2(1950, 450), # Enemy6 - Conference Room\n 54→\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n 55→\t\tVector2(1900, 1450), # Enemy8 - Server Room\n 56→\t\tVector2(2100, 1550), # Enemy9 - Server Room\n 57→\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n 58→\t]\n 59→\n 60→\t## Building exterior wall positions.\n 61→\tconst WALL_LEFT_X: float = 64.0\n 62→\tconst WALL_RIGHT_X: float = 2464.0\n 63→\tconst WALL_TOP_Y: float = 64.0\n 64→\tconst WALL_BOTTOM_Y: float = 2064.0\n 65→\n 66→\t## Minimum distance from enemy positions for window light placement.\n 67→\tconst MIN_ENEMY_DISTANCE: float = 200.0\n 68→\n 69→\t## List of created window lights: Array of {position, wall_side, ...}.\n 70→\tvar _window_lights: Array = []\n 71→\n 72→\t## Whether setup was called.\n 73→\tvar _setup_called: bool = false\n 74→\n 75→\n 76→\t## Setup the window light system.\n 77→\tfunc setup() -> void:\n 78→\t\t_setup_called = true\n 79→\t\t_window_lights.clear()\n 80→\n 81→\n 82→\t## Create a window light at the given position (both primary + ambient).\n 83→\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n 84→\t\tvar light_data := {\n 85→\t\t\t\"position\": pos,\n 86→\t\t\t\"wall_side\": wall_side,\n 87→\t\t\t\"energy\": LIGHT_ENERGY,\n 88→\t\t\t\"color\": LIGHT_COLOR,\n 89→\t\t\t\"shadow_enabled\": false,\n 90→\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n 91→\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n 92→\t\t\t\"ambient_color\": AMBIENT_COLOR,\n 93→\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n 94→\t\t\t\"ambient_shadow_enabled\": false,\n 95→\t\t}\n 96→\t\t_window_lights.append(light_data)\n 97→\t\treturn light_data\n 98→\n 99→\n 100→\t## Get all created window lights.\n 101→\tfunc get_window_lights() -> Array:\n 102→\t\treturn _window_lights\n 103→\n 104→\n 105→\t## Get window light count.\n 106→\tfunc get_light_count() -> int:\n 107→\t\treturn _window_lights.size()\n 108→\n 109→\n 110→\t## Check if a position is on an exterior wall.\n 111→\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n 112→\t\treturn (\n 113→\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n 114→\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n 115→\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n 116→\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n 117→\t\t)\n 118→\n 119→\n 120→\t## Check if a position is far enough from all enemy positions.\n 121→\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n 122→\t\tfor enemy_pos in ENEMY_POSITIONS:\n 123→\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n 124→\t\t\t\treturn false\n 125→\t\treturn true\n 126→\n 127→\n 128→\t## Get the expected light offset direction based on wall side.\n 129→\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n 130→\t\tmatch wall_side:\n 131→\t\t\t\"left\":\n 132→\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n 133→\t\t\t\"right\":\n 134→\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n 135→\t\t\t\"top\":\n 136→\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n 137→\t\t\t\"bottom\":\n 138→\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n 139→\t\t\t_:\n 140→\t\t\t\treturn Vector2.ZERO\n 141→\n 142→\n 143→\t## Check if wall_side is valid.\n 144→\tfunc is_valid_wall_side(wall_side: String) -> bool:\n 145→\t\treturn wall_side in VALID_WALL_SIDES\n 146→\n 147→\n 148→var manager: MockWindowLightManager\n 149→\n 150→\n 151→func before_each() -> void:\n 152→\tmanager = MockWindowLightManager.new()\n 153→\tmanager.setup()\n 154→\n 155→\n 156→func after_each() -> void:\n 157→\tmanager = null\n 158→\n 159→\n 160→# ============================================================================\n 161→# Initialization Tests\n 162→# ============================================================================\n 163→\n 164→\n 165→func test_setup_initializes_properly() -> void:\n 166→\tassert_true(manager._setup_called,\n 167→\t\t\"Setup should have been called\")\n 168→\n 169→\n 170→func test_no_lights_on_init() -> void:\n 171→\tassert_eq(manager.get_light_count(), 0,\n 172→\t\t\"Should have no window lights initially\")\n 173→\n 174→\n 175→# ============================================================================\n 176→# Light Creation Tests\n 177→# ============================================================================\n 178→\n 179→\n 180→func test_create_window_light_returns_data() -> void:\n 181→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 182→\n 183→\tassert_not_null(light, \"Created light data should not be null\")\n 184→\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n 185→\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n 186→\n 187→\n 188→func test_create_window_light_increments_count() -> void:\n 189→\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n 190→\n 191→\tassert_eq(manager.get_light_count(), 1,\n 192→\t\t\"Light count should be 1 after creating one light\")\n 193→\n 194→\n 195→func test_create_multiple_lights() -> void:\n 196→\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n 197→\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n 198→\tmanager.create_window_light(Vector2(700, 64), \"top\")\n 199→\n 200→\tassert_eq(manager.get_light_count(), 3,\n 201→\t\t\"Light count should be 3 after creating three lights\")\n 202→\n 203→\n 204→# ============================================================================\n 205→# Light Properties Tests\n 206→# ============================================================================\n 207→\n 208→\n 209→func test_light_color_is_blue() -> void:\n 210→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 211→\n 212→\tassert_true(light.color.b > light.color.r,\n 213→\t\t\"Light color should be blue-dominant (blue > red)\")\n 214→\tassert_true(light.color.b > light.color.g,\n 215→\t\t\"Light color should be blue-dominant (blue > green)\")\n 216→\n 217→\n 218→func test_light_energy_is_dim() -> void:\n 219→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 220→\n 221→\tassert_true(light.energy <= 1.0,\n 222→\t\t\"Window light energy should be dim (<=1.0)\")\n 223→\tassert_true(light.energy > 0.0,\n 224→\t\t\"Window light energy should be positive\")\n 225→\n 226→\n 227→func test_light_energy_is_weaker_than_player() -> void:\n 228→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 229→\n 230→\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n 231→\tassert_true(light.energy < 1.5,\n 232→\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n 233→\n 234→\n 235→func test_light_energy_is_weaker_than_flashlight() -> void:\n 236→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 237→\n 238→\t# Flashlight is 8.0 energy\n 239→\tassert_true(light.energy < 8.0,\n 240→\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n 241→\n 242→\n 243→func test_light_shadows_disabled() -> void:\n 244→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 245→\n 246→\tassert_false(light.shadow_enabled,\n 247→\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n 248→\n 249→\n 250→func test_light_texture_scale() -> void:\n 251→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 252→\n 253→\tassert_true(light.texture_scale >= 4.0,\n 254→\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n 255→\tassert_true(light.texture_scale <= 8.0,\n 256→\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n 257→\n 258→\n 259→# ============================================================================\n 260→# Ambient Glow Layer Tests\n 261→# ============================================================================\n 262→\n 263→\n 264→func test_ambient_color_is_blue() -> void:\n 265→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 266→\n 267→\tassert_true(light.ambient_color.b > light.ambient_color.r,\n 268→\t\t\"Ambient color should be blue-dominant (blue > red)\")\n 269→\tassert_true(light.ambient_color.b > light.ambient_color.g,\n 270→\t\t\"Ambient color should be blue-dominant (blue > green)\")\n 271→\n 272→\n 273→func test_ambient_energy_is_very_dim() -> void:\n 274→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 275→\n 276→\tassert_true(light.ambient_energy < light.energy,\n 277→\t\t\"Ambient energy should be dimmer than primary light\")\n 278→\tassert_true(light.ambient_energy > 0.0,\n 279→\t\t\"Ambient energy should be positive\")\n 280→\tassert_true(light.ambient_energy <= 0.4,\n 281→\t\t\"Ambient energy should be subtle (<=0.4)\")\n 282→\n 283→\n 284→func test_ambient_texture_scale_is_large() -> void:\n 285→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 286→\n 287→\tassert_true(light.ambient_texture_scale > light.texture_scale,\n 288→\t\t\"Ambient glow should cover a larger area than primary light\")\n 289→\tassert_true(light.ambient_texture_scale >= 8.0,\n 290→\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n 291→\n 292→\n 293→func test_ambient_shadows_disabled() -> void:\n 294→\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n 295→\n 296→\tassert_false(light.ambient_shadow_enabled,\n 297→\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n 298→\n 299→\n 300→# ============================================================================\n 301→# Wall Side Validation Tests\n 302→# ============================================================================\n 303→\n 304→\n 305→func test_valid_wall_sides() -> void:\n 306→\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n 307→\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n 308→\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n 309→\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n 310→\n 311→\n 312→func test_invalid_wall_sides() -> void:\n 313→\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n 314→\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n 315→\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n 316→\n 317→\n 318→# ============================================================================\n 319→# Light Offset Direction Tests\n 320→# ============================================================================\n 321→\n 322→\n 323→func test_left_wall_light_points_inward() -> void:\n 324→\tvar direction := manager.get_light_offset_direction(\"left\")\n 325→\n 326→\tassert_true(direction.x > 0,\n 327→\t\t\"Left wall light should point inward (positive x)\")\n 328→\n 329→\n 330→func test_right_wall_light_points_inward() -> void:\n 331→\tvar direction := manager.get_light_offset_direction(\"right\")\n 332→\n 333→\tassert_true(direction.x < 0,\n 334→\t\t\"Right wall light should point inward (negative x)\")\n 335→\n 336→\n 337→func test_top_wall_light_points_inward() -> void:\n 338→\tvar direction := manager.get_light_offset_direction(\"top\")\n 339→\n 340→\tassert_true(direction.y > 0,\n 341→\t\t\"Top wall light should point inward (positive y)\")\n 342→\n 343→\n 344→func test_bottom_wall_light_points_inward() -> void:\n 345→\tvar direction := manager.get_light_offset_direction(\"bottom\")\n 346→\n 347→\tassert_true(direction.y < 0,\n 348→\t\t\"Bottom wall light should point inward (negative y)\")\n 349→\n 350→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→extends Node2D\n 2→## Building level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a Hotline Miami 2 style building with rooms and halls.\n 5→## Features:\n 6→## - Building interior layout (~2400x2000 pixels) larger than viewport\n 7→## - Multiple interconnected rooms with corridors\n 8→## - 10 enemies distributed across different rooms (2+ per room)\n 9→## - Clear room boundaries with walls and doorways\n 10→## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n 11→## - Score tracking with Hotline Miami style ranking system\n 12→## - Window lights in corridors without enemies for night mode visibility (Issue #593)\n 13→\n 14→## Reference to the enemy count label.\n 15→var _enemy_count_label: Label = null\n 16→\n 17→## Reference to the ammo count label.\n 18→var _ammo_label: Label = null\n 19→\n 20→## Reference to the player.\n 21→var _player: Node2D = null\n 22→\n 23→## Total enemy count at start.\n 24→var _initial_enemy_count: int = 0\n 25→\n 26→## Current enemy count.\n 27→var _current_enemy_count: int = 0\n 28→\n 29→## Whether game over has been shown.\n 30→var _game_over_shown: bool = false\n 31→\n 32→## Reference to the kills label.\n 33→var _kills_label: Label = null\n 34→\n 35→## Reference to the accuracy label.\n 36→var _accuracy_label: Label = null\n 37→\n 38→## Reference to the magazines label (shows individual magazine ammo counts).\n 39→var _magazines_label: Label = null\n 40→\n 41→## Reference to the ColorRect for saturation effect.\n 42→var _saturation_overlay: ColorRect = null\n 43→\n 44→## Reference to the combo label.\n 45→var _combo_label: Label = null\n 46→\n 47→## Reference to the exit zone.\n 48→var _exit_zone: Area2D = null\n 49→\n 50→## Whether the level has been cleared (all enemies eliminated).\n 51→var _level_cleared: bool = false\n 52→\n 53→## Whether the score screen is currently shown (for W key shortcut).\n 54→var _score_shown: bool = false\n 55→\n 56→## Whether the level completion sequence has been triggered (prevents duplicate calls).\n 57→var _level_completed: bool = false\n 58→\n 59→## Duration of saturation effect in seconds.\n 60→const SATURATION_DURATION: float = 0.15\n 61→\n 62→## Saturation effect intensity (alpha).\n 63→const SATURATION_INTENSITY: float = 0.25\n 64→\n 65→## List of enemy nodes for position tracking.\n 66→var _enemies: Array = []\n 67→\n 68→## Cached reference to the ReplayManager autoload (C# singleton).\n 69→var _replay_manager: Node = null\n 70→\n 71→\n 72→## Gets the ReplayManager autoload node.\n 73→## The ReplayManager is now a C# autoload that works reliably in exported builds,\n 74→## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n 75→## (godotengine/godot#94150, godotengine/godot#96065).\n 76→func _get_or_create_replay_manager() -> Node:\n 77→\tif _replay_manager != null and is_instance_valid(_replay_manager):\n 78→\t\treturn _replay_manager\n 79→\n 80→\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n 81→\tif _replay_manager != null:\n 82→\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n 83→\t\tif _replay_manager.has_method(\"StartRecording\"):\n 84→\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n 85→\t\telse:\n 86→\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n 87→\telse:\n 88→\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n 89→\n 90→\treturn _replay_manager\n 91→\n 92→\n 93→func _ready() -> void:\n 94→\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n 95→\tprint(\"Building size: ~2400x2000 pixels\")\n 96→\tprint(\"Clear all rooms to win!\")\n 97→\tprint(\"Press Q for quick restart\")\n 98→\n 99→\t# Setup navigation mesh for enemy pathfinding\n 100→\t_setup_navigation()\n 101→\n 102→\t# Find and connect to all enemies\n 103→\t_setup_enemy_tracking()\n 104→\n 105→\t# Find the enemy count label\n 106→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 107→\t_update_enemy_count_label()\n 108→\n 109→\t# Find and setup player tracking\n 110→\t_setup_player_tracking()\n 111→\n 112→\t# Setup debug UI\n 113→\t_setup_debug_ui()\n 114→\n 115→\t# Setup saturation overlay for kill effect\n 116→\t_setup_saturation_overlay()\n 117→\n 118→\t# Connect to GameManager signals\n 119→\tif GameManager:\n 120→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 121→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 122→\n 123→\t# Initialize ScoreManager for this level\n 124→\t_initialize_score_manager()\n 125→\n 126→\t# Setup exit zone near player spawn (left wall)\n 127→\t_setup_exit_zone()\n 128→\n 129→\t# Setup window lights in corridors without enemies (Issue #593)\n 130→\t_setup_window_lights()\n 131→\n 132→\t# Start replay recording\n 133→\t_start_replay_recording()\n 134→\n 135→\n 136→## Initialize the ScoreManager for this level.\n 137→func _initialize_score_manager() -> void:\n 138→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 139→\tif score_manager == null:\n 140→\t\treturn\n 141→\n 142→\t# Start tracking for this level\n 143→\tscore_manager.start_level(_initial_enemy_count)\n 144→\n 145→\t# Set player reference\n 146→\tif _player:\n 147→\t\tscore_manager.set_player(_player)\n 148→\n 149→\t# Connect to combo changes for UI feedback\n 150→\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n 151→\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n 152→\n 153→\n 154→## Starts recording the replay for this level.\n 155→func _start_replay_recording() -> void:\n 156→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 157→\tif replay_manager == null:\n 158→\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n 159→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n 160→\t\treturn\n 161→\n 162→\t# Log player and enemies status for debugging\n 163→\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n 164→\t\t_player.name if _player else \"NULL\",\n 165→\t\t_enemies.size()\n 166→\t])\n 167→\n 168→\tif _player == null:\n 169→\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n 170→\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n 171→\n 172→\tif _enemies.is_empty():\n 173→\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n 174→\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n 175→\n 176→\t# Clear any previous replay data\n 177→\tif replay_manager.has_method(\"ClearReplay\"):\n 178→\t\treplay_manager.ClearReplay()\n 179→\t\t_log_to_file(\"Previous replay data cleared\")\n 180→\n 181→\t# Start recording with player and enemies\n 182→\tif replay_manager.has_method(\"StartRecording\"):\n 183→\t\treplay_manager.StartRecording(self, _player, _enemies)\n 184→\t\t_log_to_file(\"Replay recording started successfully\")\n 185→\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n 186→\telse:\n 187→\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n 188→\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n 189→\n 190→\n 191→## Setup the exit zone near the player spawn point (left wall).\n 192→## The exit appears after all enemies are eliminated.\n 193→func _setup_exit_zone() -> void:\n 194→\t# Load and instantiate the exit zone\n 195→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 196→\tif exit_zone_scene == null:\n 197→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 198→\t\treturn\n 199→\n 200→\t_exit_zone = exit_zone_scene.instantiate()\n 201→\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n 202→\t# Place exit at left wall (x=80) at similar y position\n 203→\t_exit_zone.position = Vector2(120, 1250)\n 204→\t_exit_zone.zone_width = 60.0\n 205→\t_exit_zone.zone_height = 100.0\n 206→\n 207→\t# Connect the player reached exit signal\n 208→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 209→\n 210→\t# Add to the environment node\n 211→\tvar environment := get_node_or_null(\"Environment\")\n 212→\tif environment:\n 213→\t\tenvironment.add_child(_exit_zone)\n 214→\telse:\n 215→\t\tadd_child(_exit_zone)\n 216→\n 217→\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n 218→\n 219→\n 220→## Called when the player reaches the exit zone after clearing the level.\n 221→func _on_player_reached_exit() -> void:\n 222→\tif not _level_cleared:\n 223→\t\treturn\n 224→\n 225→\t# Prevent duplicate calls (exit zone can fire multiple times)\n 226→\tif _level_completed:\n 227→\t\treturn\n 228→\n 229→\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n 230→\tcall_deferred(\"_complete_level_with_score\")\n 231→\n 232→\n 233→## Activate the exit zone after all enemies are eliminated.\n 234→func _activate_exit_zone() -> void:\n 235→\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n 236→\t\t_exit_zone.activate()\n 237→\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n 238→\telse:\n 239→\t\t# Fallback: if exit zone not available, show score immediately\n 240→\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n 241→\t\t_complete_level_with_score()\n 242→\n 243→\n 244→## Setup realistic visibility for the player (Issue #540).\n 245→## Adds the RealisticVisibilityComponent to the player node.\n 246→## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n 247→## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\n 248→func _setup_realistic_visibility() -> void:\n 249→\tif _player == null:\n 250→\t\treturn\n 251→\n 252→\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n 253→\tif visibility_script == null:\n 254→\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n 255→\t\treturn\n 256→\n 257→\tvar visibility_component = Node.new()\n 258→\tvisibility_component.name = \"RealisticVisibilityComponent\"\n 259→\tvisibility_component.set_script(visibility_script)\n 260→\t_player.add_child(visibility_component)\n 261→\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n 262→\n 263→\n 264→## Setup window lights in corridors and rooms without enemies (Issue #593).\n 265→## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n 266→## coming through windows. Only in areas without enemies so dark rooms with enemies\n 267→## remain tense and challenging.\n 268→## Window visuals (small blue ColorRect) are placed on the wall surface.\n 269→func _setup_window_lights() -> void:\n 270→\tvar environment := get_node_or_null(\"Environment\")\n 271→\tif environment == null:\n 272→\t\treturn\n 273→\n 274→\t# Create a container node for all window lights\n 275→\tvar windows_node := Node2D.new()\n 276→\twindows_node.name = \"WindowLights\"\n 277→\tenvironment.add_child(windows_node)\n 278→\n 279→\t# Window light positions: [position, wall_side]\n 280→\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n 281→\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n 282→\t# - Central corridor (x=512-1376, y=700-1012)\n 283→\t# - Left lobby area (x=64-900, y=1000-1400)\n 284→\t# - Storage room (x=80-500, y=1612-2048)\n 285→\n 286→\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n 287→\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n 288→\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n 289→\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n 290→\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n 291→\n 292→\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n 293→\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n 294→\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n 295→\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n 296→\n 297→\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n 298→\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n 299→\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n 300→\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n 301→\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n 302→\n 303→\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n 304→\n 305→\n 306→## Create a single window light source at the given position on a wall.\n 307→## Produces two overlapping PointLight2D layers:\n 308→## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n 309→## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n 310→## glow that fills the entire corridor so walls remain faintly visible even far\n 311→## from the window. Shadows are disabled so the glow passes through interior\n 312→## walls and furniture, simulating light scattering.\n 313→## @param parent: Parent node to add the window to.\n 314→## @param pos: Position of the window on the wall.\n 315→## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\n 316→func _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n 317→\tvar window_node := Node2D.new()\n 318→\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n 319→\twindow_node.position = pos\n 320→\tparent.add_child(window_node)\n 321→\n 322→\t# Create window visual (small blue rectangle on the wall)\n 323→\tvar window_rect := ColorRect.new()\n 324→\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n 325→\t# Size and offset depend on wall orientation\n 326→\tmatch wall_side:\n 327→\t\t\"left\":\n 328→\t\t\twindow_rect.offset_left = -4.0\n 329→\t\t\twindow_rect.offset_top = -20.0\n 330→\t\t\twindow_rect.offset_right = 4.0\n 331→\t\t\twindow_rect.offset_bottom = 20.0\n 332→\t\t\"right\":\n 333→\t\t\twindow_rect.offset_left = -4.0\n 334→\t\t\twindow_rect.offset_top = -20.0\n 335→\t\t\twindow_rect.offset_right = 4.0\n 336→\t\t\twindow_rect.offset_bottom = 20.0\n 337→\t\t\"top\":\n 338→\t\t\twindow_rect.offset_left = -20.0\n 339→\t\t\twindow_rect.offset_top = -4.0\n 340→\t\t\twindow_rect.offset_right = 20.0\n 341→\t\t\twindow_rect.offset_bottom = 4.0\n 342→\t\t\"bottom\":\n 343→\t\t\twindow_rect.offset_left = -20.0\n 344→\t\t\twindow_rect.offset_top = -4.0\n 345→\t\t\twindow_rect.offset_right = 20.0\n 346→\t\t\twindow_rect.offset_bottom = 4.0\n 347→\twindow_node.add_child(window_rect)\n 348→\n 349→\t# --- Primary moonlight (visible patch near the window) ---\n 350→\tvar light := PointLight2D.new()\n 351→\tlight.name = \"MoonLight\"\n 352→\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n 353→\tlight.energy = 0.6\n 354→\t# Shadows disabled so light gradually dissipates through interior walls\n 355→\t# instead of cutting off abruptly at wall edges\n 356→\tlight.shadow_enabled = false\n 357→\tlight.texture = _create_window_light_texture()\n 358→\tlight.texture_scale = 5.0\n 359→\t# Offset the light inward from the wall so it illuminates the interior\n 360→\tmatch wall_side:\n 361→\t\t\"left\":\n 362→\t\t\tlight.position = Vector2(80, 0)\n 363→\t\t\"right\":\n 364→\t\t\tlight.position = Vector2(-80, 0)\n 365→\t\t\"top\":\n 366→\t\t\tlight.position = Vector2(0, 80)\n 367→\t\t\"bottom\":\n 368→\t\t\tlight.position = Vector2(0, -80)\n 369→\twindow_node.add_child(light)\n 370→\n 371→\t# --- Ambient glow (faint residual light filling the corridor) ---\n 372→\tvar ambient := PointLight2D.new()\n 373→\tambient.name = \"AmbientGlow\"\n 374→\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n 375→\tambient.energy = 0.25\n 376→\tambient.shadow_enabled = false\n 377→\tambient.texture = _create_ambient_light_texture()\n 378→\tambient.texture_scale = 10.0\n 379→\t# Same offset as primary light\n 380→\tambient.position = light.position\n 381→\twindow_node.add_child(ambient)\n 382→\n 383→\n 384→## Create a radial gradient texture for the primary window moonlight.\n 385→## Uses a very gradual falloff so the light fades smoothly into darkness\n 386→## without a visible hard edge.\n 387→func _create_window_light_texture() -> GradientTexture2D:\n 388→\tvar gradient := Gradient.new()\n 389→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 390→\tgradient.add_point(0.2, Color(0.85, 0.85, 0.85, 1.0))\n 391→\tgradient.add_point(0.45, Color(0.55, 0.55, 0.55, 1.0))\n 392→\tgradient.add_point(0.7, Color(0.2, 0.2, 0.2, 1.0))\n 393→\tgradient.add_point(0.9, Color(0.05, 0.05, 0.05, 1.0))\n 394→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 395→\n 396→\tvar texture := GradientTexture2D.new()\n 397→\ttexture.gradient = gradient\n 398→\ttexture.width = 512\n 399→\ttexture.height = 512\n 400→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 401→\ttexture.fill_from = Vector2(0.5, 0.5)\n 402→\ttexture.fill_to = Vector2(0.5, 0.0)\n 403→\treturn texture\n 404→\n 405→\n 406→## Create a very soft radial gradient texture for the ambient glow layer.\n 407→## This texture has an extremely gradual falloff so the faint glow extends\n 408→## far from the window, filling corridors with residual moonlight.\n 409→func _create_ambient_light_texture() -> GradientTexture2D:\n 410→\tvar gradient := Gradient.new()\n 411→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 412→\tgradient.add_point(0.3, Color(0.7, 0.7, 0.7, 1.0))\n 413→\tgradient.add_point(0.6, Color(0.35, 0.35, 0.35, 1.0))\n 414→\tgradient.add_point(0.85, Color(0.1, 0.1, 0.1, 1.0))\n 415→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 416→\n 417→\tvar texture := GradientTexture2D.new()\n 418→\ttexture.gradient = gradient\n 419→\ttexture.width = 512\n 420→\ttexture.height = 512\n 421→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 422→\ttexture.fill_from = Vector2(0.5, 0.5)\n 423→\ttexture.fill_to = Vector2(0.5, 0.0)\n 424→\treturn texture\n 425→\n 426→\n 427→func _process(_delta: float) -> void:\n 428→\t# Update enemy positions for aggressiveness tracking\n 429→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 430→\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n 431→\t\tscore_manager.update_enemy_positions(_enemies)\n 432→\n 433→\n 434→## Called when combo changes.\n 435→func _on_combo_changed(combo: int, points: int) -> void:\n 436→\tif _combo_label == null:\n 437→\t\treturn\n 438→\n 439→\tif combo > 0:\n 440→\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n 441→\t\t_combo_label.visible = true\n 442→\t\t# Color changes based on combo count\n 443→\t\tvar combo_color := _get_combo_color(combo)\n 444→\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n 445→\t\t# Flash effect for combo\n 446→\t\t_combo_label.modulate = Color.WHITE\n 447→\t\tvar tween := create_tween()\n 448→\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n 449→\telse:\n 450→\t\t_combo_label.visible = false\n 451→\n 452→\n 453→## Returns a color based on the current combo count.\n 454→## Higher combos produce more intense/hotter colors.\n 455→func _get_combo_color(combo: int) -> Color:\n 456→\tif combo >= 10:\n 457→\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n 458→\telif combo >= 7:\n 459→\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n 460→\telif combo >= 5:\n 461→\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n 462→\telif combo >= 4:\n 463→\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n 464→\telif combo >= 3:\n 465→\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n 466→\telif combo >= 2:\n 467→\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n 468→\telse:\n 469→\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n 470→\n 471→\n 472→## Setup the navigation mesh for enemy pathfinding.\n 473→## Bakes the NavigationPolygon using physics collision layer 4 (walls).\n 474→func _setup_navigation() -> void:\n 475→\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n 476→\tif nav_region == null:\n 477→\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n 478→\t\treturn\n 479→\n 480→\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n 481→\tif nav_poly == null:\n 482→\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n 483→\t\treturn\n 484→\n 485→\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n 486→\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n 487→\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n 488→\tprint(\"Baking navigation mesh...\")\n 489→\tnav_poly.clear()\n 490→\n 491→\t# Re-add the outline for the walkable floor area\n 492→\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n 493→\t\tVector2(64, 64),\n 494→\t\tVector2(2464, 64),\n 495→\t\tVector2(2464, 2064),\n 496→\t\tVector2(64, 2064)\n 497→\t])\n 498→\tnav_poly.add_outline(floor_outline)\n 499→\n 500→\t# Use NavigationServer2D to bake from source geometry\n 501→\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n 502→\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n 503→\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n 504→\n 505→\tprint(\"Navigation mesh baked successfully\")\n 506→\n 507→\n 508→## Setup tracking for the player.\n 509→func _setup_player_tracking() -> void:\n 510→\t_player = get_node_or_null(\"Entities/Player\")\n 511→\tif _player == null:\n 512→\t\treturn\n 513→\n 514→\t# Setup realistic visibility component (Issue #540)\n 515→\t_setup_realistic_visibility()\n 516→\n 517→\t# Setup selected weapon based on GameManager selection\n 518→\t_setup_selected_weapon()\n 519→\n 520→\t# Register player with GameManager\n 521→\tif GameManager:\n 522→\t\tGameManager.set_player(_player)\n 523→\n 524→\t# Find the ammo label\n 525→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 526→\n 527→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 528→\tif _player.has_signal(\"died\"):\n 529→\t\t_player.died.connect(_on_player_died)\n 530→\telif _player.has_signal(\"Died\"):\n 531→\t\t_player.Died.connect(_on_player_died)\n 532→\n 533→\t# Try to get the player's weapon for C# Player\n 534→\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n 535→\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 536→\tif weapon == null:\n 537→\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n 538→\tif weapon == null:\n 539→\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n 540→\tif weapon == null:\n 541→\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n 542→\tif weapon == null:\n 543→\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 544→\tif weapon == null:\n 545→\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 546→\tif weapon != null:\n 547→\t\t# C# Player with weapon - connect to weapon signals\n 548→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 549→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 550→\t\tif weapon.has_signal(\"MagazinesChanged\"):\n 551→\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n 552→\t\tif weapon.has_signal(\"Fired\"):\n 553→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 554→\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n 555→\t\tif weapon.has_signal(\"ShellCountChanged\"):\n 556→\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n 557→\t\t# Initial ammo display from weapon\n 558→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 559→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 560→\t\t# Initial magazine display\n 561→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 562→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 563→\t\t\t_update_magazines_label(mag_counts)\n 564→\t\t# Configure silenced pistol ammo based on enemy count\n 565→\t\t_configure_silenced_pistol_ammo(weapon)\n 566→\telse:\n 567→\t\t# GDScript Player - connect to player signals\n 568→\t\tif _player.has_signal(\"ammo_changed\"):\n 569→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 570→\t\t# Initial ammo display\n 571→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 572→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 573→\n 574→\t# Connect reload/ammo depleted signals for enemy aggression behavior\n 575→\t# These signals are used by BOTH C# and GDScript players to notify enemies\n 576→\t# that the player is vulnerable (reloading or out of ammo)\n 577→\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n 578→\tif _player.has_signal(\"ReloadStarted\"):\n 579→\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n 580→\telif _player.has_signal(\"reload_started\"):\n 581→\t\t_player.reload_started.connect(_on_player_reload_started)\n 582→\n 583→\tif _player.has_signal(\"ReloadCompleted\"):\n 584→\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 585→\telif _player.has_signal(\"reload_completed\"):\n 586→\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 587→\n 588→\tif _player.has_signal(\"AmmoDepleted\"):\n 589→\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n 590→\telif _player.has_signal(\"ammo_depleted\"):\n 591→\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n 592→\n 593→\n 594→## Setup tracking for all enemies in the scene.\n 595→func _setup_enemy_tracking() -> void:\n 596→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 597→\tif enemies_node == null:\n 598→\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n 599→\t\treturn\n 600→\n 601→\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n 602→\t_enemies.clear()\n 603→\tfor child in enemies_node.get_children():\n 604→\t\tvar has_died_signal := child.has_signal(\"died\")\n 605→\t\tvar script_attached := child.get_script() != null\n 606→\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n 607→\t\tif has_died_signal:\n 608→\t\t\t_enemies.append(child)\n 609→\t\t\tchild.died.connect(_on_enemy_died)\n 610→\t\t\t# Connect to died_with_info for score tracking if available\n 611→\t\t\tif child.has_signal(\"died_with_info\"):\n 612→\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n 613→\t\t# Track when enemy is hit for accuracy\n 614→\t\tif child.has_signal(\"hit\"):\n 615→\t\t\tchild.hit.connect(_on_enemy_hit)\n 616→\n 617→\t_initial_enemy_count = _enemies.size()\n 618→\t_current_enemy_count = _initial_enemy_count\n 619→\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n 620→\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n 621→\n 622→\n 623→## Configure silenced pistol ammo based on enemy count.\n 624→## This ensures the pistol has exactly enough bullets for all enemies in the level.\n 625→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 626→\t# Check if this is a silenced pistol\n 627→\tif weapon.name != \"SilencedPistol\":\n 628→\t\treturn\n 629→\n 630→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 631→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 632→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 633→\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 634→\n 635→\t\t# Update the ammo display after configuration\n 636→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 637→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 638→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 639→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 640→\t\t\t_update_magazines_label(mag_counts)\n 641→\n 642→\n 643→## Setup debug UI elements for kills and accuracy.\n 644→func _setup_debug_ui() -> void:\n 645→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 646→\tif ui == null:\n 647→\t\treturn\n 648→\n 649→\t# Create kills label\n 650→\t_kills_label = Label.new()\n 651→\t_kills_label.name = \"KillsLabel\"\n 652→\t_kills_label.text = \"Kills: 0\"\n 653→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 654→\t_kills_label.offset_left = 10\n 655→\t_kills_label.offset_top = 45\n 656→\t_kills_label.offset_right = 200\n 657→\t_kills_label.offset_bottom = 75\n 658→\tui.add_child(_kills_label)\n 659→\n 660→\t# Create accuracy label\n 661→\t_accuracy_label = Label.new()\n 662→\t_accuracy_label.name = \"AccuracyLabel\"\n 663→\t_accuracy_label.text = \"Accuracy: 0%\"\n 664→\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 665→\t_accuracy_label.offset_left = 10\n 666→\t_accuracy_label.offset_top = 75\n 667→\t_accuracy_label.offset_right = 200\n 668→\t_accuracy_label.offset_bottom = 105\n 669→\tui.add_child(_accuracy_label)\n 670→\n 671→\t# Create magazines label (shows individual magazine ammo counts)\n 672→\t_magazines_label = Label.new()\n 673→\t_magazines_label.name = \"MagazinesLabel\"\n 674→\t_magazines_label.text = \"MAGS: -\"\n 675→\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 676→\t_magazines_label.offset_left = 10\n 677→\t_magazines_label.offset_top = 105\n 678→\t_magazines_label.offset_right = 400\n 679→\t_magazines_label.offset_bottom = 135\n 680→\tui.add_child(_magazines_label)\n 681→\n 682→\t# Create combo label (shows current combo)\n 683→\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n 684→\t_combo_label = Label.new()\n 685→\t_combo_label.name = \"ComboLabel\"\n 686→\t_combo_label.text = \"\"\n 687→\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n 688→\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n 689→\t_combo_label.offset_left = -200\n 690→\t_combo_label.offset_right = -10\n 691→\t_combo_label.offset_top = 80\n 692→\t_combo_label.offset_bottom = 120\n 693→\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n 694→\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n 695→\t_combo_label.visible = false\n 696→\tui.add_child(_combo_label)\n 697→\n 698→\n 699→\n 700→## Setup saturation overlay for kill effect.\n 701→func _setup_saturation_overlay() -> void:\n 702→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 703→\tif canvas_layer == null:\n 704→\t\treturn\n 705→\n 706→\t_saturation_overlay = ColorRect.new()\n 707→\t_saturation_overlay.name = \"SaturationOverlay\"\n 708→\t# Yellow/gold tint for saturation increase effect\n 709→\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n 710→\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n 711→\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 712→\t# Add to the front\n 713→\tcanvas_layer.add_child(_saturation_overlay)\n 714→\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n 715→\n 716→\n 717→## Update debug UI with current stats.\n 718→func _update_debug_ui() -> void:\n 719→\tif GameManager == null:\n 720→\t\treturn\n 721→\n 722→\tif _kills_label:\n 723→\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n 724→\n 725→\tif _accuracy_label:\n 726→\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n 727→\n 728→\n 729→## Called when an enemy dies.\n 730→func _on_enemy_died() -> void:\n 731→\t_current_enemy_count -= 1\n 732→\t_update_enemy_count_label()\n 733→\n 734→\t# Register kill with GameManager\n 735→\tif GameManager:\n 736→\t\tGameManager.register_kill()\n 737→\n 738→\tif _current_enemy_count <= 0:\n 739→\t\tprint(\"All enemies eliminated! Building cleared!\")\n 740→\t\t_level_cleared = true\n 741→\t\t# Activate exit zone - score will show when player reaches it\n 742→\t\tcall_deferred(\"_activate_exit_zone\")\n 743→\n 744→\n 745→## Called when an enemy dies with special kill information.\n 746→func _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n 747→\t# Register kill with ScoreManager including special kill info\n 748→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 749→\tif score_manager and score_manager.has_method(\"register_kill\"):\n 750→\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n 751→\n 752→\n 753→## Complete the level and show the score screen.\n 754→func _complete_level_with_score() -> void:\n 755→\t# Prevent duplicate calls\n 756→\tif _level_completed:\n 757→\t\treturn\n 758→\t_level_completed = true\n 759→\n 760→\t# Disable player controls immediately\n 761→\t_disable_player_controls()\n 762→\n 763→\t# Deactivate exit zone to prevent further triggers\n 764→\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n 765→\t\t_exit_zone.deactivate()\n 766→\n 767→\t# Stop replay recording\n 768→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 769→\tif replay_manager:\n 770→\t\tif replay_manager.has_method(\"StopRecording\"):\n 771→\t\t\treplay_manager.StopRecording()\n 772→\t\t\t_log_to_file(\"Replay recording stopped\")\n 773→\n 774→\t\t# Log replay status for debugging\n 775→\t\tif replay_manager.has_method(\"HasReplay\"):\n 776→\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n 777→\t\t\tvar duration: float = 0.0\n 778→\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n 779→\t\t\t\tduration = replay_manager.GetReplayDuration()\n 780→\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 781→\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n 782→\telse:\n 783→\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n 784→\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n 785→\n 786→\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n 787→\tif score_manager and score_manager.has_method(\"complete_level\"):\n 788→\t\tvar score_data: Dictionary = score_manager.complete_level()\n 789→\t\t_show_score_screen(score_data)\n 790→\telse:\n 791→\t\t# Fallback to simple victory message if ScoreManager not available\n 792→\t\t_show_victory_message()\n 793→\n 794→\n 795→## Called when an enemy is hit (for accuracy tracking).\n 796→func _on_enemy_hit() -> void:\n 797→\tif GameManager:\n 798→\t\tGameManager.register_hit()\n 799→\n 800→\n 801→## Called when a shot is fired (from C# weapon).\n 802→func _on_shot_fired() -> void:\n 803→\tif GameManager:\n 804→\t\tGameManager.register_shot()\n 805→\n 806→\n 807→## Called when player ammo changes (GDScript Player).\n 808→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 809→\t_update_ammo_label(current, maximum)\n 810→\t# Register shot for accuracy tracking\n 811→\tif GameManager:\n 812→\t\tGameManager.register_shot()\n 813→\n 814→\n 815→## Called when weapon ammo changes (C# Player).\n 816→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 817→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 818→\t# Check if completely out of ammo\n 819→\tif current_ammo <= 0 and reserve_ammo <= 0:\n 820→\t\tif _current_enemy_count > 0 and not _game_over_shown:\n 821→\t\t\t_show_game_over_message()\n 822→\n 823→\n 824→## Called when magazine inventory changes (C# Player).\n 825→func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n 826→\t_update_magazines_label(magazine_ammo_counts)\n 827→\n 828→\n 829→## Called when shotgun shell count changes (during shell-by-shell reload).\n 830→## This allows the ammo counter to update immediately as each shell is loaded.\n 831→func _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n 832→\t# Get the reserve ammo from the weapon for display\n 833→\tvar reserve_ammo: int = 0\n 834→\tif _player:\n 835→\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 836→\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n 837→\t\t\treserve_ammo = weapon.ReserveAmmo\n 838→\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n 839→\n 840→\n 841→## Called when player runs out of ammo in current magazine.\n 842→## This notifies nearby enemies that the player tried to shoot with empty weapon.\n 843→## Note: This does NOT show game over - the player may still have reserve ammo.\n 844→## Game over is only shown when BOTH current AND reserve ammo are depleted\n 845→## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n 846→## truly has no ammo left).\n 847→func _on_player_ammo_depleted() -> void:\n 848→\t# Notify all enemies that player tried to shoot with empty weapon\n 849→\t_broadcast_player_ammo_empty(true)\n 850→\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n 851→\t# This has shorter range than reload sound but still propagates through obstacles\n 852→\tif _player:\n 853→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 854→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n 855→\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n 856→\n 857→\t# For GDScript player, check if truly out of all ammo (no reserve)\n 858→\t# For C# player, game over is handled in _on_weapon_ammo_changed\n 859→\tif _player and _player.has_method(\"get_current_ammo\"):\n 860→\t\t# GDScript player - max_ammo is the only ammo they have\n 861→\t\tvar current_ammo: int = _player.get_current_ammo()\n 862→\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n 863→\t\t\t_show_game_over_message()\n 864→\t# C# player game over is handled via _on_weapon_ammo_changed signal\n 865→\n 866→\n 867→## Called when player starts reloading.\n 868→## Notifies nearby enemies that player is vulnerable via sound propagation.\n 869→## The reload sound can be heard through walls at greater distance than line of sight.\n 870→func _on_player_reload_started() -> void:\n 871→\t_broadcast_player_reloading(true)\n 872→\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n 873→\tif _player:\n 874→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 875→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n 876→\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n 877→\n 878→\n 879→## Called when player finishes reloading.\n 880→## Clears the reloading state for all enemies.\n 881→func _on_player_reload_completed() -> void:\n 882→\t_broadcast_player_reloading(false)\n 883→\t# Also clear ammo empty state since player now has ammo\n 884→\t_broadcast_player_ammo_empty(false)\n 885→\n 886→\n 887→## Broadcast player reloading state to all enemies.\n 888→func _broadcast_player_reloading(is_reloading: bool) -> void:\n 889→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 890→\tif enemies_node == null:\n 891→\t\treturn\n 892→\n 893→\tfor enemy in enemies_node.get_children():\n 894→\t\tif enemy.has_method(\"set_player_reloading\"):\n 895→\t\t\tenemy.set_player_reloading(is_reloading)\n 896→\n 897→\n 898→## Broadcast player ammo empty state to all enemies.\n 899→func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n 900→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 901→\tif enemies_node == null:\n 902→\t\treturn\n 903→\n 904→\tfor enemy in enemies_node.get_children():\n 905→\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n 906→\t\t\tenemy.set_player_ammo_empty(is_empty)\n 907→\n 908→\n 909→## Called when player dies.\n 910→func _on_player_died() -> void:\n 911→\t_show_death_message()\n 912→\t# Auto-restart via GameManager\n 913→\tif GameManager:\n 914→\t\t# Small delay to show death message\n 915→\t\tawait get_tree().create_timer(0.5).timeout\n 916→\t\tGameManager.on_player_death()\n 917→\n 918→\n 919→## Called when GameManager signals enemy killed (for screen effect).\n 920→func _on_game_manager_enemy_killed() -> void:\n 921→\t_show_saturation_effect()\n 922→\n 923→\n 924→## Shows the saturation effect when killing an enemy.\n 925→func _show_saturation_effect() -> void:\n 926→\tif _saturation_overlay == null:\n 927→\t\treturn\n 928→\n 929→\t# Create a tween for the saturation effect\n 930→\tvar tween := create_tween()\n 931→\t# Flash in\n 932→\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n 933→\t# Flash out\n 934→\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n 935→\n 936→\n 937→## Update the ammo label with color coding (simple format for GDScript Player).\n 938→func _update_ammo_label(current: int, maximum: int) -> void:\n 939→\tif _ammo_label == null:\n 940→\t\treturn\n 941→\n 942→\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n 943→\n 944→\t# Color coding: red at <=5, yellow at <=10, white otherwise\n 945→\tif current <= 5:\n 946→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 947→\telif current <= 10:\n 948→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 949→\telse:\n 950→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 951→\n 952→\n 953→## Update the ammo label with magazine format (for C# Player with weapon).\n 954→## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n 955→func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n 956→\tif _ammo_label == null:\n 957→\t\treturn\n 958→\n 959→\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n 960→\n 961→\t# Color coding: red when mag <=5, yellow when mag <=10\n 962→\tif current_mag <= 5:\n 963→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 964→\telif current_mag <= 10:\n 965→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 966→\telse:\n 967→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 968→\n 969→\n 970→## Update the magazines label showing individual magazine ammo counts.\n 971→## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n 972→## Hidden when a shotgun (tube magazine weapon) is equipped.\n 973→func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n 974→\tif _magazines_label == null:\n 975→\t\treturn\n 976→\n 977→\t# Check if player has a weapon with tube magazine (shotgun)\n 978→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 979→\tvar weapon = null\n 980→\tif _player:\n 981→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 982→\t\tif weapon == null:\n 983→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 984→\t\tif weapon == null:\n 985→\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n 986→\n 987→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 988→\t\t# Shotgun equipped - hide magazine display\n 989→\t\t_magazines_label.visible = false\n 990→\t\treturn\n 991→\telse:\n 992→\t\t_magazines_label.visible = true\n 993→\n 994→\tif magazine_ammo_counts.is_empty():\n 995→\t\t_magazines_label.text = \"MAGS: -\"\n 996→\t\treturn\n 997→\n 998→\tvar parts: Array = []\n 999→\tfor i in range(magazine_ammo_counts.size()):\n 1000→\t\tvar ammo: int = magazine_ammo_counts[i]\n 1001→\t\tif i == 0:\n 1002→\t\t\t# Current magazine in brackets\n 1003→\t\t\tparts.append(\"[%d]\" % ammo)\n 1004→\t\telse:\n 1005→\t\t\t# Spare magazines\n 1006→\t\t\tparts.append(\"%d\" % ammo)\n 1007→\n 1008→\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n 1009→\n 1010→\n 1011→## Update the enemy count label in UI.\n 1012→func _update_enemy_count_label() -> void:\n 1013→\tif _enemy_count_label:\n 1014→\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n 1015→\n 1016→\n 1017→## Show death message when player dies.\n 1018→func _show_death_message() -> void:\n 1019→\tif _game_over_shown:\n 1020→\t\treturn\n 1021→\n 1022→\t_game_over_shown = true\n 1023→\n 1024→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1025→\tif ui == null:\n 1026→\t\treturn\n 1027→\n 1028→\tvar death_label := Label.new()\n 1029→\tdeath_label.name = \"DeathLabel\"\n 1030→\tdeath_label.text = \"YOU DIED\"\n 1031→\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1032→\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1033→\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n 1034→\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n 1035→\n 1036→\t# Center the label\n 1037→\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n 1038→\tdeath_label.offset_left = -200\n 1039→\tdeath_label.offset_right = 200\n 1040→\tdeath_label.offset_top = -50\n 1041→\tdeath_label.offset_bottom = 50\n 1042→\n 1043→\tui.add_child(death_label)\n 1044→\n 1045→\n 1046→## Show victory message when all enemies are eliminated.\n 1047→func _show_victory_message() -> void:\n 1048→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1049→\tif ui == null:\n 1050→\t\treturn\n 1051→\n 1052→\tvar victory_label := Label.new()\n 1053→\tvictory_label.name = \"VictoryLabel\"\n 1054→\tvictory_label.text = \"BUILDING CLEARED!\"\n 1055→\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1056→\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1057→\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n 1058→\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 1059→\n 1060→\t# Center the label\n 1061→\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n 1062→\tvictory_label.offset_left = -200\n 1063→\tvictory_label.offset_right = 200\n 1064→\tvictory_label.offset_top = -50\n 1065→\tvictory_label.offset_bottom = 50\n 1066→\n 1067→\tui.add_child(victory_label)\n 1068→\n 1069→\t# Show final stats\n 1070→\tvar stats_label := Label.new()\n 1071→\tstats_label.name = \"StatsLabel\"\n 1072→\tif GameManager:\n 1073→\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n 1074→\telse:\n 1075→\t\tstats_label.text = \"\"\n 1076→\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1077→\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1078→\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n 1079→\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 1080→\n 1081→\t# Position below victory message\n 1082→\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n 1083→\tstats_label.offset_left = -200\n 1084→\tstats_label.offset_right = 200\n 1085→\tstats_label.offset_top = 50\n 1086→\tstats_label.offset_bottom = 100\n 1087→\n 1088→\tui.add_child(stats_label)\n 1089→\n 1090→\n 1091→## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n 1092→## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n 1093→## After animations complete, adds replay and restart buttons (Issue #416).\n 1094→## @param score_data: Dictionary containing all score components from ScoreManager.\n 1095→func _show_score_screen(score_data: Dictionary) -> void:\n 1096→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1097→\tif ui == null:\n 1098→\t\t_show_victory_message() # Fallback\n 1099→\t\treturn\n 1100→\n 1101→\t# Load and use the animated score screen component\n 1102→\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n 1103→\tif animated_score_screen_script:\n 1104→\t\tvar score_screen = animated_score_screen_script.new()\n 1105→\t\tadd_child(score_screen)\n 1106→\t\t# Connect to animation_completed to add replay/restart buttons after animation\n 1107→\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n 1108→\t\tscore_screen.show_animated_score(ui, score_data)\n 1109→\telse:\n 1110→\t\t# Fallback to simple display if animated script not found\n 1111→\t\t_show_fallback_score_screen(ui, score_data)\n 1112→\n 1113→\n 1114→## Called when the animated score screen finishes all animations.\n 1115→## Adds replay and restart buttons to the score screen container.\n 1116→func _on_score_animation_completed(container: VBoxContainer) -> void:\n 1117→\t_add_score_screen_buttons(container)\n 1118→\n 1119→\n 1120→## Fallback score screen if animated component is not available.\n 1121→func _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n 1122→\t# Load Gothic bitmap font for score screen labels\n 1123→\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n 1124→\tvar _font_loaded := gothic_font != null\n 1125→\n 1126→\tvar background := ColorRect.new()\n 1127→\tbackground.name = \"ScoreBackground\"\n 1128→\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n 1129→\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n 1130→\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 1131→\tui.add_child(background)\n 1132→\n 1133→\tvar container := VBoxContainer.new()\n 1134→\tcontainer.name = \"ScoreContainer\"\n 1135→\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n 1136→\tcontainer.offset_left = -300\n 1137→\tcontainer.offset_right = 300\n 1138→\tcontainer.offset_top = -200\n 1139→\tcontainer.offset_bottom = 200\n 1140→\tcontainer.add_theme_constant_override(\"separation\", 8)\n 1141→\tui.add_child(container)\n 1142→\n 1143→\tvar title_label := Label.new()\n 1144→\ttitle_label.text = \"LEVEL CLEARED!\"\n 1145→\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1146→\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n 1147→\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 1148→\tcontainer.add_child(title_label)\n 1149→\n 1150→\tvar rank_label := Label.new()\n 1151→\trank_label.text = \"RANK: %s\" % score_data.rank\n 1152→\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1153→\trank_label.add_theme_font_size_override(\"font_size\", 64)\n 1154→\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n 1155→\tif _font_loaded:\n 1156→\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n 1157→\tcontainer.add_child(rank_label)\n 1158→\n 1159→\tvar total_label := Label.new()\n 1160→\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n 1161→\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1162→\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n 1163→\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n 1164→\tcontainer.add_child(total_label)\n 1165→\n 1166→\t# Add replay and restart buttons to fallback screen\n 1167→\t_add_score_screen_buttons(container)\n 1168→\n 1169→\n 1170→## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n 1171→## Issue #568: Added Next Level and Level Select buttons after final grade.\n 1172→func _add_score_screen_buttons(container: VBoxContainer) -> void:\n 1173→\t_score_shown = true\n 1174→\n 1175→\t# Add spacer\n 1176→\tvar spacer := Control.new()\n 1177→\tspacer.custom_minimum_size.y = 10\n 1178→\tcontainer.add_child(spacer)\n 1179→\n 1180→\t# Add buttons container (vertical layout)\n 1181→\tvar buttons_container := VBoxContainer.new()\n 1182→\tbuttons_container.name = \"ButtonsContainer\"\n 1183→\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n 1184→\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n 1185→\tcontainer.add_child(buttons_container)\n 1186→\n 1187→\t# Next Level button (Issue #568)\n 1188→\tvar next_level_path: String = _get_next_level_path()\n 1189→\tif next_level_path != \"\":\n 1190→\t\tvar next_button := Button.new()\n 1191→\t\tnext_button.name = \"NextLevelButton\"\n 1192→\t\tnext_button.text = \"→ Next Level\"\n 1193→\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n 1194→\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n 1195→\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n 1196→\t\tbuttons_container.add_child(next_button)\n 1197→\n 1198→\t# Restart button\n 1199→\tvar restart_button := Button.new()\n 1200→\trestart_button.name = \"RestartButton\"\n 1201→\trestart_button.text = \"↻ Restart (Q)\"\n 1202→\trestart_button.custom_minimum_size = Vector2(200, 40)\n 1203→\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n 1204→\trestart_button.pressed.connect(_on_restart_pressed)\n 1205→\tbuttons_container.add_child(restart_button)\n 1206→\n 1207→\t# Level Select button (Issue #568)\n 1208→\tvar level_select_button := Button.new()\n 1209→\tlevel_select_button.name = \"LevelSelectButton\"\n 1210→\tlevel_select_button.text = \"☰ Level Select\"\n 1211→\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n 1212→\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n 1213→\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n 1214→\tbuttons_container.add_child(level_select_button)\n 1215→\n 1216→\t# Watch Replay button\n 1217→\tvar replay_button := Button.new()\n 1218→\treplay_button.name = \"ReplayButton\"\n 1219→\treplay_button.text = \"▶ Watch Replay (W)\"\n 1220→\treplay_button.custom_minimum_size = Vector2(200, 40)\n 1221→\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n 1222→\n 1223→\t# Check if replay data is available\n 1224→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1225→\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n 1226→\n 1227→\tif has_replay_data:\n 1228→\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n 1229→\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n 1230→\telse:\n 1231→\t\treplay_button.disabled = true\n 1232→\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n 1233→\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n 1234→\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n 1235→\n 1236→\tbuttons_container.add_child(replay_button)\n 1237→\n 1238→\t# Show cursor for button interaction\n 1239→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1240→\n 1241→\t# Focus the next level button if available, otherwise restart\n 1242→\tif next_level_path != \"\":\n 1243→\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n 1244→\telse:\n 1245→\t\trestart_button.grab_focus()\n 1246→\n 1247→\n 1248→## Get the color for a given rank.\n 1249→func _get_rank_color(rank: String) -> Color:\n 1250→\tmatch rank:\n 1251→\t\t\"S\":\n 1252→\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n 1253→\t\t\"A+\":\n 1254→\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n 1255→\t\t\"A\":\n 1256→\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n 1257→\t\t\"B\":\n 1258→\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n 1259→\t\t\"C\":\n 1260→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n 1261→\t\t\"D\":\n 1262→\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n 1263→\t\t\"F\":\n 1264→\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n 1265→\t\t_:\n 1266→\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n 1267→\n 1268→\n 1269→## Show game over message when player runs out of ammo with enemies remaining.\n 1270→func _show_game_over_message() -> void:\n 1271→\t_game_over_shown = true\n 1272→\n 1273→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 1274→\tif ui == null:\n 1275→\t\treturn\n 1276→\n 1277→\tvar game_over_label := Label.new()\n 1278→\tgame_over_label.name = \"GameOverLabel\"\n 1279→\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n 1280→\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1281→\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1282→\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n 1283→\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 1284→\n 1285→\t# Center the label\n 1286→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 1287→\tgame_over_label.offset_left = -250\n 1288→\tgame_over_label.offset_right = 250\n 1289→\tgame_over_label.offset_top = -75\n 1290→\tgame_over_label.offset_bottom = 75\n 1291→\n 1292→\tui.add_child(game_over_label)\n 1293→\n 1294→\n 1295→## Setup the weapon based on GameManager's selected weapon.\n 1296→## Removes the default MakarovPM and loads the selected weapon if different.\n 1297→func _setup_selected_weapon() -> void:\n 1298→\tif _player == null:\n 1299→\t\treturn\n 1300→\n 1301→\t# Get selected weapon from GameManager\n 1302→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 1303→\tif GameManager:\n 1304→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1305→\n 1306→\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n 1307→\n 1308→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 1309→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 1310→\tif selected_weapon_id != \"makarov_pm\":\n 1311→\t\tvar weapon_names: Dictionary = {\n 1312→\t\t\t\"shotgun\": \"Shotgun\",\n 1313→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 1314→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 1315→\t\t\t\"sniper\": \"SniperRifle\",\n 1316→\t\t\t\"m16\": \"AssaultRifle\"\n 1317→\t\t}\n 1318→\t\tif selected_weapon_id in weapon_names:\n 1319→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1320→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 1321→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 1322→\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n 1323→\t\t\t\treturn\n 1324→\n 1325→\t# If shotgun is selected, we need to swap weapons\n 1326→\tif selected_weapon_id == \"shotgun\":\n 1327→\t\t# Remove the default MakarovPM\n 1328→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1329→\t\tif makarov:\n 1330→\t\t\tmakarov.queue_free()\n 1331→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1332→\n 1333→\t\t# Load and add the shotgun\n 1334→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1335→\t\tif shotgun_scene:\n 1336→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1337→\t\t\tshotgun.name = \"Shotgun\"\n 1338→\t\t\t_player.add_child(shotgun)\n 1339→\n 1340→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1341→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1342→\t\t\t\t_player.EquipWeapon(shotgun)\n 1343→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1344→\t\t\t\t_player.CurrentWeapon = shotgun\n 1345→\n 1346→\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n 1347→\t\telse:\n 1348→\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n 1349→\t# If Mini UZI is selected, swap weapons\n 1350→\telif selected_weapon_id == \"mini_uzi\":\n 1351→\t\t# Remove the default MakarovPM\n 1352→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1353→\t\tif makarov:\n 1354→\t\t\tmakarov.queue_free()\n 1355→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1356→\n 1357→\t\t# Load and add the Mini UZI\n 1358→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1359→\t\tif mini_uzi_scene:\n 1360→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1361→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1362→\n 1363→\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n 1364→\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n 1365→\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n 1366→\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n 1367→\t\t\t\tmini_uzi.StartingMagazineCount = 2\n 1368→\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n 1369→\n 1370→\t\t\t_player.add_child(mini_uzi)\n 1371→\n 1372→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1373→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1374→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 1375→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1376→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 1377→\n 1378→\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n 1379→\t\telse:\n 1380→\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n 1381→\t# If Silenced Pistol is selected, swap weapons\n 1382→\telif selected_weapon_id == \"silenced_pistol\":\n 1383→\t\t# Remove the default MakarovPM\n 1384→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1385→\t\tif makarov:\n 1386→\t\t\tmakarov.queue_free()\n 1387→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1388→\n 1389→\t\t# Load and add the Silenced Pistol\n 1390→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 1391→\t\tif pistol_scene:\n 1392→\t\t\tvar pistol = pistol_scene.instantiate()\n 1393→\t\t\tpistol.name = \"SilencedPistol\"\n 1394→\t\t\t_player.add_child(pistol)\n 1395→\n 1396→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1397→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1398→\t\t\t\t_player.EquipWeapon(pistol)\n 1399→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1400→\t\t\t\t_player.CurrentWeapon = pistol\n 1401→\n 1402→\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n 1403→\t\telse:\n 1404→\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n 1405→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 1406→\telif selected_weapon_id == \"sniper\":\n 1407→\t\t# Remove the default MakarovPM\n 1408→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1409→\t\tif makarov:\n 1410→\t\t\tmakarov.queue_free()\n 1411→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1412→\n 1413→\t\t# Load and add the Sniper Rifle\n 1414→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 1415→\t\tif sniper_scene:\n 1416→\t\t\tvar sniper = sniper_scene.instantiate()\n 1417→\t\t\tsniper.name = \"SniperRifle\"\n 1418→\t\t\t_player.add_child(sniper)\n 1419→\n 1420→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1421→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1422→\t\t\t\t_player.EquipWeapon(sniper)\n 1423→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1424→\t\t\t\t_player.CurrentWeapon = sniper\n 1425→\n 1426→\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n 1427→\t\telse:\n 1428→\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n 1429→\t# If M16 (assault rifle) is selected, swap weapons\n 1430→\telif selected_weapon_id == \"m16\":\n 1431→\t\t# Remove the default MakarovPM\n 1432→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1433→\t\tif makarov:\n 1434→\t\t\tmakarov.queue_free()\n 1435→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1436→\n 1437→\t\t# Load and add the Assault Rifle\n 1438→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 1439→\t\tif m16_scene:\n 1440→\t\t\tvar m16 = m16_scene.instantiate()\n 1441→\t\t\tm16.name = \"AssaultRifle\"\n 1442→\t\t\t_player.add_child(m16)\n 1443→\n 1444→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1445→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1446→\t\t\t\t_player.EquipWeapon(m16)\n 1447→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1448→\t\t\t\t_player.CurrentWeapon = m16\n 1449→\n 1450→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 1451→\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n 1452→\t\t\tvar base_magazines: int = 2\n 1453→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 1454→\t\t\tif difficulty_manager:\n 1455→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 1456→\t\t\t\tif ammo_multiplier > 1:\n 1457→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 1458→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n 1459→\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n 1460→\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n 1461→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 1462→\n 1463→\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n 1464→\t\telse:\n 1465→\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n 1466→\t# For Makarov PM, it's already in the scene\n 1467→\telse:\n 1468→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1469→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1470→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1471→\t\t\t\t_player.EquipWeapon(makarov)\n 1472→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1473→\t\t\t\t_player.CurrentWeapon = makarov\n 1474→\n 1475→\n 1476→## Handle W key shortcut for Watch Replay when score is shown.\n 1477→func _unhandled_input(event: InputEvent) -> void:\n 1478→\tif not _score_shown:\n 1479→\t\treturn\n 1480→\n 1481→\tif event is InputEventKey and event.pressed and not event.echo:\n 1482→\t\tif event.keycode == KEY_W:\n 1483→\t\t\t_on_watch_replay_pressed()\n 1484→\n 1485→\n 1486→## Called when the Watch Replay button is pressed (or W key).\n 1487→func _on_watch_replay_pressed() -> void:\n 1488→\t_log_to_file(\"Watch Replay triggered\")\n 1489→\tvar replay_manager: Node = _get_or_create_replay_manager()\n 1490→\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n 1491→\t\tif replay_manager.has_method(\"StartPlayback\"):\n 1492→\t\t\treplay_manager.StartPlayback(self)\n 1493→\telse:\n 1494→\t\t_log_to_file(\"Watch Replay: no replay data available\")\n 1495→\n 1496→\n 1497→## Called when the Restart button is pressed.\n 1498→func _on_restart_pressed() -> void:\n 1499→\t_log_to_file(\"Restart button pressed\")\n 1500→\tif GameManager:\n 1501→\t\tGameManager.restart_scene()\n 1502→\telse:\n 1503→\t\tget_tree().reload_current_scene()\n 1504→\n 1505→\n 1506→## Called when the Next Level button is pressed (Issue #568).\n 1507→func _on_next_level_pressed(level_path: String) -> void:\n 1508→\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n 1509→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 1510→\tvar error := get_tree().change_scene_to_file(level_path)\n 1511→\tif error != OK:\n 1512→\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n 1513→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 1514→\n 1515→\n 1516→## Called when the Level Select button is pressed (Issue #568).\n 1517→func _on_level_select_pressed() -> void:\n 1518→\t_log_to_file(\"Level Select button pressed\")\n 1519→\t# Load the levels menu as a CanvasLayer overlay\n 1520→\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n 1521→\tif levels_menu_script:\n 1522→\t\tvar levels_menu = CanvasLayer.new()\n 1523→\t\tlevels_menu.set_script(levels_menu_script)\n 1524→\t\tlevels_menu.layer = 100 # On top of everything\n 1525→\t\tget_tree().root.add_child(levels_menu)\n 1526→\t\t# Connect back button to close the overlay\n 1527→\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n 1528→\telse:\n 1529→\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n 1530→\n 1531→\n 1532→## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n 1533→## Returns empty string if this is the last level or level not found.\n 1534→func _get_next_level_path() -> String:\n 1535→\tvar current_scene_path: String = \"\"\n 1536→\tvar current_scene: Node = get_tree().current_scene\n 1537→\tif current_scene and current_scene.scene_file_path:\n 1538→\t\tcurrent_scene_path = current_scene.scene_file_path\n 1539→\n 1540→\t# Level ordering (matching LevelsMenu.LEVELS)\n 1541→\tvar level_paths: Array[String] = [\n 1542→\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n 1543→\t\t\"res://scenes/levels/TestTier.tscn\",\n 1544→\t\t\"res://scenes/levels/CastleLevel.tscn\",\n 1545→\t]\n 1546→\n 1547→\tfor i in range(level_paths.size()):\n 1548→\t\tif level_paths[i] == current_scene_path:\n 1549→\t\t\tif i + 1 < level_paths.size():\n 1550→\t\t\t\treturn level_paths[i + 1]\n 1551→\t\t\treturn \"\" # Last level\n 1552→\n 1553→\treturn \"\" # Current level not found\n 1554→\n 1555→\n 1556→## Disable player controls after level completion (score screen shown).\n 1557→## Stops physics processing and input on the player node so the player\n 1558→## cannot move, shoot, or interact during the score screen.\n 1559→func _disable_player_controls() -> void:\n 1560→\tif _player == null or not is_instance_valid(_player):\n 1561→\t\treturn\n 1562→\n 1563→\t_player.set_physics_process(false)\n 1564→\t_player.set_process(false)\n 1565→\t_player.set_process_input(false)\n 1566→\t_player.set_process_unhandled_input(false)\n 1567→\n 1568→\t# Stop any current velocity so player doesn't slide\n 1569→\tif _player is CharacterBody2D:\n 1570→\t\t_player.velocity = Vector2.ZERO\n 1571→\n 1572→\t_log_to_file(\"Player controls disabled (level completed)\")\n 1573→\n 1574→\n 1575→## Log a message to the file logger if available.\n 1576→func _log_to_file(message: String) -> void:\n 1577→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 1578→\tif file_logger and file_logger.has_method(\"log_info\"):\n 1579→\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n 1580→\telse:\n 1581→\t\tprint(\"[BuildingLevel] \" + message)\n 1582→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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"session_id": "c5e13115-c16e-481f-b7fc-ce06c00a7666",
"uuid": "e79be882-52a5-417e-ae3b-c0fca0344fc3"
}
[2026-02-07T18:47:25.172Z] [INFO] {
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"message": {
"role": "user",
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"tool_use_id": "toolu_01TSSacHNqdQXZdcGRHxomcH",
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"text": "Perfect! I have found all the relevant code. Let me compile a comprehensive report of my findings.\n\n## Search Results: Weapon Muzzle Flash and Lighting Code\n\nI've completed a thorough search of the codebase for weapon muzzle flash, flash lights, and related lighting components. Here are all the findings:\n\n### 1. Muzzle Flash Implementation\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/muzzle_flash.gd`\n- Lines 1-91 - Full implementation\n- Uses `PointLight2D` (line 15) for dynamic lighting effect\n- Key settings:\n - Initial light energy: `4.5` (line 12)\n - Duration: `0.3` seconds (line 9)\n - Light fades using ease-out curve for natural falloff (lines 60-65)\n- Creates particle effects alongside the light\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/MuzzleFlash.tscn`\n- Lines 57-65 - PointLight2D configuration:\n - Color: `Color(1, 0.8, 0.4, 1)` (orange-yellow)\n - Energy: `0.0` (initial, animated to `4.5`)\n - **Shadow enabled: true** (line 60)\n - Shadow color: `Color(0, 0, 0, 0.8)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `4.0`\n - Texture scale: `4.5`\n\n### 2. Explosion Flash (Flashbang & Frag)\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/explosion_flash.gd`\n- Lines 1-167 - Full implementation\n- Uses `PointLight2D` (line 33) for bright flash effect\n- Key settings:\n - Flashbang light energy: `8.0` (line 21)\n - Frag explosion energy: `6.0` (line 24)\n - Duration: `0.4` seconds (line 18)\n- Comment (lines 4-9) explains shadow usage matches muzzle_flash approach\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/ExplosionFlash.tscn`\n- Lines 46-54 - PointLight2D configuration:\n - Color: `Color(1, 0.85, 0.5, 1)` (orange)\n - Energy: `0.0` (initial)\n - **Shadow enabled: true** (line 49)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture scale: `3.0`\n\n### 3. Flashbang Effect\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/flashbang_effect.gd`\n- Lines 1-78 - Full implementation\n- Uses `PointLight2D` (line 18) for bright white flash\n- Key settings:\n - Light energy: `8.0` (line 15) - brightest of all light sources\n - Duration: `0.5` seconds (line 11)\n - Fades with ease-out curve (lines 67-72)\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/FlashbangEffect.tscn`\n- Lines 20-28 - PointLight2D configuration:\n - Color: `Color(1, 1, 0.95, 1)` (pure white)\n - Energy: `0.0` (initial)\n - **Shadow enabled: true** (line 23)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture scale: `8.0`\n\n### 4. Flashlight Effect\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/flashlight_effect.gd`\n- Lines 1-97 - Full implementation\n- Uses `PointLight2D` (line 28) for tactical flashlight\n- Key settings:\n - Light energy: `8.0` (line 13) - same as flashbang\n - Texture scale: `6.0` (line 17) for narrow cone beam (6 degrees)\n - Toggled on/off with Space key\n - Uses custom cone texture for directional effect\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/FlashlightEffect.tscn`\n- Lines 10-18 - PointLight2D configuration:\n - Color: `Color(1, 1, 0.95, 1)` (pure white)\n - Energy: `0.0` (initial, toggled to `8.0`)\n - **Shadow enabled: true** (line 13)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture: `flashlight_cone_18deg.png`\n - Texture scale: `6.0`\n\n### 5. Window Moonlight System (Issue #593)\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/levels/building_level.gd`\n- Lines 264-424 - Full window light implementation\n\n**Key Implementation Details:**\n- Lines 316-382 - `_create_window_light()` function creates two PointLight2D layers per window:\n\n **Primary Moonlight (lines 349-369):**\n - Color: `Color(0.4, 0.5, 0.9, 1.0)` (cool blue)\n - Energy: `0.6`\n - **Shadow enabled: false** (line 356) - **IMPORTANT: Shadows DISABLED for gradual dissipation**\n - Texture scale: `5.0`\n - Offset inward from wall by 80 pixels\n\n **Ambient Glow (lines 371-381):**\n - Color: `Color(0.35, 0.45, 0.85, 1.0)` (deeper blue)\n - Energy: `0.25` (much dimmer)\n - **Shadow enabled: false** (line 376) - **Shadows DISABLED for faint residual light**\n - Texture scale: `10.0` (larger spread)\n\n- Lines 387-403 - `_create_window_light_texture()` - creates radial gradient with smooth falloff\n- Lines 409-424 - `_create_ambient_light_texture()` - creates very soft gradient for wide effect\n\n**Window placement (lines 286-302):**\n- Left wall (x=64): 4 windows (y: 1100, 1250, 1750, 1900)\n- Top wall (y=64): 3 windows (x: 700, 900, 1100)\n- Bottom wall (y=2064): 4 windows (x: 200, 400, 700, 1100)\n- **Only placed in corridors WITHOUT enemies**\n\n### 6. Realistic Visibility Component\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/components/realistic_visibility_component.gd`\n- Lines 1-285 - Full implementation for night mode visibility\n\n**CanvasModulate Setup (lines 69-117):**\n- Lines 76-79 - Creates `CanvasModulate` for fog of war\n- Color: `FOG_COLOR = Color(0.02, 0.02, 0.04, 1.0)` (very dark blue-black)\n- Visibility: toggled on/off based on `realistic_visibility_enabled` setting\n\n**PointLight2D Setup (lines 81-92):**\n- Visibility radius: `600.0` pixels (line 16)\n- Light energy: `1.5` (line 19)\n- Light color: `Color(1.0, 0.98, 0.95, 1.0)` (warm white)\n- **Shadow enabled: true** (line 86)\n- Shadow filter: `PCF5` (line 87)\n- Shadow filter smooth: `2.0` (line 88)\n- Shadow item cull mask: `1` (line 89) - **Custom occlusion mask for visibility**\n- Uses radial gradient texture with smooth falloff (lines 120-136)\n\n**Material Application (lines 139-254):**\n- Applies unshaded material to player and equipment so they're visible in darkness\n- Handles dynamic weapon/laser sight addition (Issue #570)\n\n### 7. Test File for Window Lights\n\n**File:** `/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd`\n- Lines 1-350+ - Unit tests for window light system (Issue #593)\n\n**Test Constants (lines 20-37):**\n- `LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)` - Blue moonlight\n- `LIGHT_ENERGY: float = 0.6` - Dim energy\n- `LIGHT_TEXTURE_SCALE: float = 5.0`\n- `AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)` - Deeper blue\n- `AMBIENT_ENERGY: float = 0.25` - Very dim\n- `AMBIENT_TEXTURE_SCALE: float = 10.0`\n\n**Key Tests:**\n- Line 243-247: Verifies `shadow_enabled: false` for gradual dissipation\n- Line 293-297: Verifies ambient shadows also disabled\n\n---\n\n## Summary of Findings\n\n**Weapon Flash/Muzzle Lights (with shadows ENABLED):**\n1. Muzzle Flash: energy=4.5, shadow=true, 0.3s duration\n2. Explosion Flash: energy=6.0-8.0, shadow=true, 0.4s duration\n3. Flashbang: energy=8.0, shadow=true, 0.5s duration\n4. Flashlight: energy=8.0, shadow=true, togglable\n\n**Window Moonlight (with shadows DISABLED):**\n- Primary: energy=0.6, shadow=false, scale=5.0\n- Ambient: energy=0.25, shadow=false, scale=10.0\n\n**Realistic Visibility Light:**\n- Player vision: energy=1.5, shadow=true, radius=600px, uses shadow_item_cull_mask=1\n\n**No light_mask or range_item_cull_mask settings found** - The codebase uses `shadow_enabled` and `shadow_item_cull_mask` properties instead."
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"prompt": "Search the codebase at /tmp/gh-issue-solver-1770489926768 for any code related to weapon muzzle flash or weapon flash lights. Look for:\n1. Any PointLight2D related to weapon fire/muzzle flash/gun flash\n2. Any light_mask or range_item_cull_mask or range_layer_min/max settings on lights\n3. The realistic_visibility_component.gd file\n4. Any CanvasModulate usage (which affects how lights render)\n\nReport the file paths, line numbers, and relevant code snippets for all findings.",
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"text": "Perfect! I have found all the relevant code. Let me compile a comprehensive report of my findings.\n\n## Search Results: Weapon Muzzle Flash and Lighting Code\n\nI've completed a thorough search of the codebase for weapon muzzle flash, flash lights, and related lighting components. Here are all the findings:\n\n### 1. Muzzle Flash Implementation\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/muzzle_flash.gd`\n- Lines 1-91 - Full implementation\n- Uses `PointLight2D` (line 15) for dynamic lighting effect\n- Key settings:\n - Initial light energy: `4.5` (line 12)\n - Duration: `0.3` seconds (line 9)\n - Light fades using ease-out curve for natural falloff (lines 60-65)\n- Creates particle effects alongside the light\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/MuzzleFlash.tscn`\n- Lines 57-65 - PointLight2D configuration:\n - Color: `Color(1, 0.8, 0.4, 1)` (orange-yellow)\n - Energy: `0.0` (initial, animated to `4.5`)\n - **Shadow enabled: true** (line 60)\n - Shadow color: `Color(0, 0, 0, 0.8)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `4.0`\n - Texture scale: `4.5`\n\n### 2. Explosion Flash (Flashbang & Frag)\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/explosion_flash.gd`\n- Lines 1-167 - Full implementation\n- Uses `PointLight2D` (line 33) for bright flash effect\n- Key settings:\n - Flashbang light energy: `8.0` (line 21)\n - Frag explosion energy: `6.0` (line 24)\n - Duration: `0.4` seconds (line 18)\n- Comment (lines 4-9) explains shadow usage matches muzzle_flash approach\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/ExplosionFlash.tscn`\n- Lines 46-54 - PointLight2D configuration:\n - Color: `Color(1, 0.85, 0.5, 1)` (orange)\n - Energy: `0.0` (initial)\n - **Shadow enabled: true** (line 49)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture scale: `3.0`\n\n### 3. Flashbang Effect\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/flashbang_effect.gd`\n- Lines 1-78 - Full implementation\n- Uses `PointLight2D` (line 18) for bright white flash\n- Key settings:\n - Light energy: `8.0` (line 15) - brightest of all light sources\n - Duration: `0.5` seconds (line 11)\n - Fades with ease-out curve (lines 67-72)\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/FlashbangEffect.tscn`\n- Lines 20-28 - PointLight2D configuration:\n - Color: `Color(1, 1, 0.95, 1)` (pure white)\n - Energy: `0.0` (initial)\n - **Shadow enabled: true** (line 23)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture scale: `8.0`\n\n### 4. Flashlight Effect\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/effects/flashlight_effect.gd`\n- Lines 1-97 - Full implementation\n- Uses `PointLight2D` (line 28) for tactical flashlight\n- Key settings:\n - Light energy: `8.0` (line 13) - same as flashbang\n - Texture scale: `6.0` (line 17) for narrow cone beam (6 degrees)\n - Toggled on/off with Space key\n - Uses custom cone texture for directional effect\n\n**Scene File:** `/tmp/gh-issue-solver-1770489926768/scenes/effects/FlashlightEffect.tscn`\n- Lines 10-18 - PointLight2D configuration:\n - Color: `Color(1, 1, 0.95, 1)` (pure white)\n - Energy: `0.0` (initial, toggled to `8.0`)\n - **Shadow enabled: true** (line 13)\n - Shadow color: `Color(0, 0, 0, 0.9)`\n - Shadow filter: `1` (PCF)\n - Shadow filter smooth: `6.0`\n - Texture: `flashlight_cone_18deg.png`\n - Texture scale: `6.0`\n\n### 5. Window Moonlight System (Issue #593)\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/levels/building_level.gd`\n- Lines 264-424 - Full window light implementation\n\n**Key Implementation Details:**\n- Lines 316-382 - `_create_window_light()` function creates two PointLight2D layers per window:\n\n **Primary Moonlight (lines 349-369):**\n - Color: `Color(0.4, 0.5, 0.9, 1.0)` (cool blue)\n - Energy: `0.6`\n - **Shadow enabled: false** (line 356) - **IMPORTANT: Shadows DISABLED for gradual dissipation**\n - Texture scale: `5.0`\n - Offset inward from wall by 80 pixels\n\n **Ambient Glow (lines 371-381):**\n - Color: `Color(0.35, 0.45, 0.85, 1.0)` (deeper blue)\n - Energy: `0.25` (much dimmer)\n - **Shadow enabled: false** (line 376) - **Shadows DISABLED for faint residual light**\n - Texture scale: `10.0` (larger spread)\n\n- Lines 387-403 - `_create_window_light_texture()` - creates radial gradient with smooth falloff\n- Lines 409-424 - `_create_ambient_light_texture()` - creates very soft gradient for wide effect\n\n**Window placement (lines 286-302):**\n- Left wall (x=64): 4 windows (y: 1100, 1250, 1750, 1900)\n- Top wall (y=64): 3 windows (x: 700, 900, 1100)\n- Bottom wall (y=2064): 4 windows (x: 200, 400, 700, 1100)\n- **Only placed in corridors WITHOUT enemies**\n\n### 6. Realistic Visibility Component\n\n**File:** `/tmp/gh-issue-solver-1770489926768/scripts/components/realistic_visibility_component.gd`\n- Lines 1-285 - Full implementation for night mode visibility\n\n**CanvasModulate Setup (lines 69-117):**\n- Lines 76-79 - Creates `CanvasModulate` for fog of war\n- Color: `FOG_COLOR = Color(0.02, 0.02, 0.04, 1.0)` (very dark blue-black)\n- Visibility: toggled on/off based on `realistic_visibility_enabled` setting\n\n**PointLight2D Setup (lines 81-92):**\n- Visibility radius: `600.0` pixels (line 16)\n- Light energy: `1.5` (line 19)\n- Light color: `Color(1.0, 0.98, 0.95, 1.0)` (warm white)\n- **Shadow enabled: true** (line 86)\n- Shadow filter: `PCF5` (line 87)\n- Shadow filter smooth: `2.0` (line 88)\n- Shadow item cull mask: `1` (line 89) - **Custom occlusion mask for visibility**\n- Uses radial gradient texture with smooth falloff (lines 120-136)\n\n**Material Application (lines 139-254):**\n- Applies unshaded material to player and equipment so they're visible in darkness\n- Handles dynamic weapon/laser sight addition (Issue #570)\n\n### 7. Test File for Window Lights\n\n**File:** `/tmp/gh-issue-solver-1770489926768/tests/unit/test_window_lights.gd`\n- Lines 1-350+ - Unit tests for window light system (Issue #593)\n\n**Test Constants (lines 20-37):**\n- `LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)` - Blue moonlight\n- `LIGHT_ENERGY: float = 0.6` - Dim energy\n- `LIGHT_TEXTURE_SCALE: float = 5.0`\n- `AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)` - Deeper blue\n- `AMBIENT_ENERGY: float = 0.25` - Very dim\n- `AMBIENT_TEXTURE_SCALE: float = 10.0`\n\n**Key Tests:**\n- Line 243-247: Verifies `shadow_enabled: false` for gradual dissipation\n- Line 293-297: Verifies ambient shadows also disabled\n\n---\n\n## Summary of Findings\n\n**Weapon Flash/Muzzle Lights (with shadows ENABLED):**\n1. Muzzle Flash: energy=4.5, shadow=true, 0.3s duration\n2. Explosion Flash: energy=6.0-8.0, shadow=true, 0.4s duration\n3. Flashbang: energy=8.0, shadow=true, 0.5s duration\n4. Flashlight: energy=8.0, shadow=true, togglable\n\n**Window Moonlight (with shadows DISABLED):**\n- Primary: energy=0.6, shadow=false, scale=5.0\n- Ambient: energy=0.25, shadow=false, scale=10.0\n\n**Realistic Visibility Light:**\n- Player vision: energy=1.5, shadow=true, radius=600px, uses shadow_item_cull_mask=1\n\n**No light_mask or range_item_cull_mask settings found** - The codebase uses `shadow_enabled` and `shadow_item_cull_mask` properties instead."
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[2026-02-07T18:47:30.294Z] [INFO] {
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"text": "\n\nNow let me read the realistic_visibility_component.gd and search for any light_mask interactions, and also search the game log for error messages related to lights."
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[2026-02-07T18:47:31.523Z] [INFO] {
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[2026-02-07T18:47:31.527Z] [INFO] {
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"content": " 1→class_name RealisticVisibilityComponent\n 2→extends Node\n 3→## Realistic visibility component for player fog of war (Issue #540).\n 4→##\n 5→## Implements Door Kickers 2 style visibility where the player cannot see\n 6→## through walls. Uses PointLight2D for player illumination and CanvasModulate\n 7→## to darken areas outside the player's line of sight.\n 8→##\n 9→## Requires LightOccluder2D nodes on walls/obstacles for shadow casting.\n 10→## Controlled via ExperimentalSettings.realistic_visibility_enabled toggle.\n 11→##\n 12→## The player, weapon lasers, and grenade trajectory are always visible\n 13→## (unshaded) so the player can see their own equipment in the dark.\n 14→\n 15→## Radius of the player's visibility light in pixels.\n 16→const VISIBILITY_RADIUS: float = 600.0\n 17→\n 18→## Energy (brightness) of the visibility light.\n 19→const LIGHT_ENERGY: float = 1.5\n 20→\n 21→## Color of the fog of war (darkness outside player's vision).\n 22→const FOG_COLOR: Color = Color(0.02, 0.02, 0.04, 1.0)\n 23→\n 24→## Color of the visibility light (warm white to simulate natural vision).\n 25→const LIGHT_COLOR: Color = Color(1.0, 0.98, 0.95, 1.0)\n 26→\n 27→## Reference to the parent player node.\n 28→var _player: Node2D = null\n 29→\n 30→## CanvasModulate node for darkening the scene.\n 31→var _canvas_modulate: CanvasModulate = null\n 32→\n 33→## PointLight2D node for player illumination.\n 34→var _point_light: PointLight2D = null\n 35→\n 36→## Whether the visibility system is currently active.\n 37→var _is_active: bool = false\n 38→\n 39→## Unshaded material for items that should be visible in the dark.\n 40→var _unshaded_material: CanvasItemMaterial = null\n 41→\n 42→## Original materials saved before applying unshaded (for restore on disable).\n 43→var _original_materials: Dictionary = {}\n 44→\n 45→\n 46→func _ready() -> void:\n 47→\t_player = get_parent() as Node2D\n 48→\t_setup_visibility_system()\n 49→\n 50→\t# Create unshaded material for player elements visible in dark\n 51→\t_unshaded_material = CanvasItemMaterial.new()\n 52→\t_unshaded_material.light_mode = CanvasItemMaterial.LIGHT_MODE_UNSHADED\n 53→\n 54→\t# Monitor player for new children (weapons added after initialization)\n 55→\t# This fixes night mode for dynamically equipped weapons (Issue #570):\n 56→\t# - Weapons swapped via level scripts (shotgun, pistol, sniper, uzi)\n 57→\t# - Laser sights created programmatically in weapon _Ready() (e.g. PowerFantasyLaser)\n 58→\tif _player:\n 59→\t\t_player.child_entered_tree.connect(_on_player_child_added)\n 60→\n 61→\t# Listen for experimental settings changes\n 62→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 63→\tif experimental_settings:\n 64→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 65→\t\t# Apply initial state\n 66→\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n 67→\n 68→\n 69→## Setup the CanvasModulate and PointLight2D nodes.\n 70→func _setup_visibility_system() -> void:\n 71→\tif _player == null:\n 72→\t\tpush_warning(\"[RealisticVisibility] Parent is not a Node2D\")\n 73→\t\treturn\n 74→\n 75→\t# Create CanvasModulate for scene-wide darkness\n 76→\t_canvas_modulate = CanvasModulate.new()\n 77→\t_canvas_modulate.name = \"FogOfWarModulate\"\n 78→\t_canvas_modulate.color = FOG_COLOR\n 79→\t_canvas_modulate.visible = false\n 80→\n 81→\t# Create PointLight2D for player vision\n 82→\t_point_light = PointLight2D.new()\n 83→\t_point_light.name = \"VisibilityLight\"\n 84→\t_point_light.color = LIGHT_COLOR\n 85→\t_point_light.energy = LIGHT_ENERGY\n 86→\t_point_light.shadow_enabled = true\n 87→\t_point_light.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n 88→\t_point_light.shadow_filter_smooth = 2.0\n 89→\t_point_light.shadow_item_cull_mask = 1 # Default occlusion mask\n 90→\t_point_light.texture = _create_light_texture()\n 91→\t_point_light.texture_scale = VISIBILITY_RADIUS / 512.0\n 92→\t_point_light.visible = false\n 93→\n 94→\t# Add CanvasModulate as sibling of player (it needs to be in the scene tree)\n 95→\t# PointLight2D should be child of player to follow it\n 96→\t_player.add_child(_point_light)\n 97→\n 98→\t# CanvasModulate must be added to the scene root or level\n 99→\t# We defer this to ensure the scene tree is ready\n 100→\tcall_deferred(\"_add_canvas_modulate\")\n 101→\n 102→\n 103→## Add CanvasModulate to the appropriate parent in the scene tree.\n 104→func _add_canvas_modulate() -> void:\n 105→\tif _canvas_modulate == null or _player == null:\n 106→\t\treturn\n 107→\n 108→\t# Add to the level root (parent of player or its container)\n 109→\tvar level_root: Node = _player.get_parent()\n 110→\twhile level_root and level_root.get_parent() and level_root.get_parent() != get_tree().root:\n 111→\t\tlevel_root = level_root.get_parent()\n 112→\n 113→\tif level_root:\n 114→\t\tlevel_root.add_child(_canvas_modulate)\n 115→\telse:\n 116→\t\t_player.get_parent().add_child(_canvas_modulate)\n 117→\n 118→\n 119→## Create a radial gradient texture for the light.\n 120→func _create_light_texture() -> GradientTexture2D:\n 121→\tvar gradient := Gradient.new()\n 122→\t# Bright center, smooth falloff to dark edges\n 123→\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n 124→\tgradient.add_point(0.5, Color(0.8, 0.8, 0.8, 1.0))\n 125→\tgradient.add_point(0.75, Color(0.4, 0.4, 0.4, 1.0))\n 126→\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n 127→\n 128→\tvar texture := GradientTexture2D.new()\n 129→\ttexture.gradient = gradient\n 130→\ttexture.width = 1024\n 131→\ttexture.height = 1024\n 132→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 133→\ttexture.fill_from = Vector2(0.5, 0.5)\n 134→\ttexture.fill_to = Vector2(0.5, 0.0)\n 135→\n 136→\treturn texture\n 137→\n 138→\n 139→## Apply the visibility state (enable/disable fog of war).\n 140→func _apply_visibility_state(enabled: bool) -> void:\n 141→\t_is_active = enabled\n 142→\tif _canvas_modulate:\n 143→\t\t_canvas_modulate.visible = enabled\n 144→\tif _point_light:\n 145→\t\t_point_light.visible = enabled\n 146→\n 147→\t# Make player and its equipment (laser, grenade trajectory) visible in the dark\n 148→\t_apply_unshaded_to_player(enabled)\n 149→\n 150→\n 151→## Apply or remove unshaded material on the player so laser sights,\n 152→## grenade trajectory, and the player model are always visible in night mode.\n 153→func _apply_unshaded_to_player(enabled: bool) -> void:\n 154→\tif _player == null:\n 155→\t\treturn\n 156→\n 157→\tif enabled:\n 158→\t\t# Save original material and apply unshaded\n 159→\t\tif not _original_materials.has(\"player\"):\n 160→\t\t\t_original_materials[\"player\"] = _player.material\n 161→\t\t_player.material = _unshaded_material\n 162→\n 163→\t\t# Also apply to all CanvasItem children recursively\n 164→\t\t# This covers weapon sprites, laser sights, arm sprites, etc.\n 165→\t\t_apply_unshaded_recursive(_player, true)\n 166→\telse:\n 167→\t\t# Restore original material\n 168→\t\tif _original_materials.has(\"player\"):\n 169→\t\t\t_player.material = _original_materials[\"player\"]\n 170→\t\t\t_original_materials.erase(\"player\")\n 171→\t\telse:\n 172→\t\t\t_player.material = null\n 173→\n 174→\t\t# Restore all children\n 175→\t\t_apply_unshaded_recursive(_player, false)\n 176→\n 177→\n 178→## Recursively apply or remove unshaded material on CanvasItem children.\n 179→func _apply_unshaded_recursive(node: Node, apply: bool) -> void:\n 180→\tfor child in node.get_children():\n 181→\t\tif child is CanvasItem:\n 182→\t\t\t# Skip our own nodes (PointLight2D, etc.)\n 183→\t\t\tif child == _point_light:\n 184→\t\t\t\tcontinue\n 185→\n 186→\t\t\tvar child_item: CanvasItem = child as CanvasItem\n 187→\t\t\tif apply:\n 188→\t\t\t\t# Save original material\n 189→\t\t\t\tvar key: String = str(child_item.get_instance_id())\n 190→\t\t\t\tif not _original_materials.has(key):\n 191→\t\t\t\t\t_original_materials[key] = child_item.material\n 192→\t\t\t\tchild_item.material = _unshaded_material\n 193→\t\t\telse:\n 194→\t\t\t\t# Restore original material\n 195→\t\t\t\tvar key: String = str(child_item.get_instance_id())\n 196→\t\t\t\tif _original_materials.has(key):\n 197→\t\t\t\t\tchild_item.material = _original_materials[key]\n 198→\t\t\t\t\t_original_materials.erase(key)\n 199→\t\t\t\telse:\n 200→\t\t\t\t\tchild_item.material = null\n 201→\n 202→\t\t# Recurse into children\n 203→\t\t_apply_unshaded_recursive(child, apply)\n 204→\n 205→\n 206→## Called when a new child is added to the player node (Issue #570).\n 207→## Applies unshaded material to dynamically added weapons and their children\n 208→## (laser sights, sprites) so they remain visible in night mode.\n 209→## Uses call_deferred to ensure the child's own children (e.g. laser sights\n 210→## created in weapon _Ready()) are already in the tree before we apply materials.\n 211→func _on_player_child_added(child: Node) -> void:\n 212→\tif not _is_active:\n 213→\t\treturn\n 214→\t# Skip our own nodes\n 215→\tif child == _point_light:\n 216→\t\treturn\n 217→\t# Defer so the child's _Ready() runs first and creates its own children\n 218→\t# (e.g. weapon scripts create LaserSight Line2D nodes in _Ready())\n 219→\tcall_deferred(\"_apply_unshaded_to_new_child\", child)\n 220→\n 221→\n 222→## Apply unshaded material to a newly added child and all its descendants.\n 223→func _apply_unshaded_to_new_child(child: Node) -> void:\n 224→\tif not _is_active:\n 225→\t\treturn\n 226→\tif not is_instance_valid(child):\n 227→\t\treturn\n 228→\tif child is CanvasItem:\n 229→\t\tvar child_item: CanvasItem = child as CanvasItem\n 230→\t\tvar key: String = str(child_item.get_instance_id())\n 231→\t\tif not _original_materials.has(key):\n 232→\t\t\t_original_materials[key] = child_item.material\n 233→\t\tchild_item.material = _unshaded_material\n 234→\t# Also apply to all descendants (laser sights, sprites, etc.)\n 235→\t_apply_unshaded_recursive(child, true)\n 236→\t# Monitor this child for its own new children (e.g. laser sights added later)\n 237→\tif not child.child_entered_tree.is_connected(_on_weapon_child_added):\n 238→\t\tchild.child_entered_tree.connect(_on_weapon_child_added)\n 239→\n 240→\n 241→## Called when a new child is added to a weapon node (e.g. laser sight created\n 242→## programmatically in weapon _Ready()). Applies unshaded material so laser\n 243→## sights are visible in night mode (Issue #570).\n 244→func _on_weapon_child_added(child: Node) -> void:\n 245→\tif not _is_active:\n 246→\t\treturn\n 247→\tif child is CanvasItem:\n 248→\t\tvar child_item: CanvasItem = child as CanvasItem\n 249→\t\tvar key: String = str(child_item.get_instance_id())\n 250→\t\tif not _original_materials.has(key):\n 251→\t\t\t_original_materials[key] = child_item.material\n 252→\t\tchild_item.material = _unshaded_material\n 253→\t# Recurse into this child's children too\n 254→\t_apply_unshaded_recursive(child, true)\n 255→\n 256→\n 257→## Called when experimental settings change.\n 258→func _on_settings_changed() -> void:\n 259→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 260→\tif experimental_settings:\n 261→\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n 262→\n 263→\n 264→## Check if the visibility system is currently active.\n 265→func is_active() -> bool:\n 266→\treturn _is_active\n 267→\n 268→\n 269→## Get the current visibility radius.\n 270→func get_visibility_radius() -> float:\n 271→\treturn VISIBILITY_RADIUS\n 272→\n 273→\n 274→## Clean up when removed from scene.\n 275→func _exit_tree() -> void:\n 276→\t# Disconnect child monitoring signals\n 277→\tif _player and is_instance_valid(_player):\n 278→\t\tif _player.child_entered_tree.is_connected(_on_player_child_added):\n 279→\t\t\t_player.child_entered_tree.disconnect(_on_player_child_added)\n 280→\t# Restore materials before cleanup\n 281→\tif _is_active:\n 282→\t\t_apply_unshaded_to_player(false)\n 283→\tif _canvas_modulate and is_instance_valid(_canvas_modulate):\n 284→\t\t_canvas_modulate.queue_free()\n 285→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "class_name RealisticVisibilityComponent\nextends Node\n## Realistic visibility component for player fog of war (Issue #540).\n##\n## Implements Door Kickers 2 style visibility where the player cannot see\n## through walls. Uses PointLight2D for player illumination and CanvasModulate\n## to darken areas outside the player's line of sight.\n##\n## Requires LightOccluder2D nodes on walls/obstacles for shadow casting.\n## Controlled via ExperimentalSettings.realistic_visibility_enabled toggle.\n##\n## The player, weapon lasers, and grenade trajectory are always visible\n## (unshaded) so the player can see their own equipment in the dark.\n\n## Radius of the player's visibility light in pixels.\nconst VISIBILITY_RADIUS: float = 600.0\n\n## Energy (brightness) of the visibility light.\nconst LIGHT_ENERGY: float = 1.5\n\n## Color of the fog of war (darkness outside player's vision).\nconst FOG_COLOR: Color = Color(0.02, 0.02, 0.04, 1.0)\n\n## Color of the visibility light (warm white to simulate natural vision).\nconst LIGHT_COLOR: Color = Color(1.0, 0.98, 0.95, 1.0)\n\n## Reference to the parent player node.\nvar _player: Node2D = null\n\n## CanvasModulate node for darkening the scene.\nvar _canvas_modulate: CanvasModulate = null\n\n## PointLight2D node for player illumination.\nvar _point_light: PointLight2D = null\n\n## Whether the visibility system is currently active.\nvar _is_active: bool = false\n\n## Unshaded material for items that should be visible in the dark.\nvar _unshaded_material: CanvasItemMaterial = null\n\n## Original materials saved before applying unshaded (for restore on disable).\nvar _original_materials: Dictionary = {}\n\n\nfunc _ready() -> void:\n\t_player = get_parent() as Node2D\n\t_setup_visibility_system()\n\n\t# Create unshaded material for player elements visible in dark\n\t_unshaded_material = CanvasItemMaterial.new()\n\t_unshaded_material.light_mode = CanvasItemMaterial.LIGHT_MODE_UNSHADED\n\n\t# Monitor player for new children (weapons added after initialization)\n\t# This fixes night mode for dynamically equipped weapons (Issue #570):\n\t# - Weapons swapped via level scripts (shotgun, pistol, sniper, uzi)\n\t# - Laser sights created programmatically in weapon _Ready() (e.g. PowerFantasyLaser)\n\tif _player:\n\t\t_player.child_entered_tree.connect(_on_player_child_added)\n\n\t# Listen for experimental settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\t\t# Apply initial state\n\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n\n\n## Setup the CanvasModulate and PointLight2D nodes.\nfunc _setup_visibility_system() -> void:\n\tif _player == null:\n\t\tpush_warning(\"[RealisticVisibility] Parent is not a Node2D\")\n\t\treturn\n\n\t# Create CanvasModulate for scene-wide darkness\n\t_canvas_modulate = CanvasModulate.new()\n\t_canvas_modulate.name = \"FogOfWarModulate\"\n\t_canvas_modulate.color = FOG_COLOR\n\t_canvas_modulate.visible = false\n\n\t# Create PointLight2D for player vision\n\t_point_light = PointLight2D.new()\n\t_point_light.name = \"VisibilityLight\"\n\t_point_light.color = LIGHT_COLOR\n\t_point_light.energy = LIGHT_ENERGY\n\t_point_light.shadow_enabled = true\n\t_point_light.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\t_point_light.shadow_filter_smooth = 2.0\n\t_point_light.shadow_item_cull_mask = 1 # Default occlusion mask\n\t_point_light.texture = _create_light_texture()\n\t_point_light.texture_scale = VISIBILITY_RADIUS / 512.0\n\t_point_light.visible = false\n\n\t# Add CanvasModulate as sibling of player (it needs to be in the scene tree)\n\t# PointLight2D should be child of player to follow it\n\t_player.add_child(_point_light)\n\n\t# CanvasModulate must be added to the scene root or level\n\t# We defer this to ensure the scene tree is ready\n\tcall_deferred(\"_add_canvas_modulate\")\n\n\n## Add CanvasModulate to the appropriate parent in the scene tree.\nfunc _add_canvas_modulate() -> void:\n\tif _canvas_modulate == null or _player == null:\n\t\treturn\n\n\t# Add to the level root (parent of player or its container)\n\tvar level_root: Node = _player.get_parent()\n\twhile level_root and level_root.get_parent() and level_root.get_parent() != get_tree().root:\n\t\tlevel_root = level_root.get_parent()\n\n\tif level_root:\n\t\tlevel_root.add_child(_canvas_modulate)\n\telse:\n\t\t_player.get_parent().add_child(_canvas_modulate)\n\n\n## Create a radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Bright center, smooth falloff to dark edges\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.5, Color(0.8, 0.8, 0.8, 1.0))\n\tgradient.add_point(0.75, Color(0.4, 0.4, 0.4, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 1024\n\ttexture.height = 1024\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\n\treturn texture\n\n\n## Apply the visibility state (enable/disable fog of war).\nfunc _apply_visibility_state(enabled: bool) -> void:\n\t_is_active = enabled\n\tif _canvas_modulate:\n\t\t_canvas_modulate.visible = enabled\n\tif _point_light:\n\t\t_point_light.visible = enabled\n\n\t# Make player and its equipment (laser, grenade trajectory) visible in the dark\n\t_apply_unshaded_to_player(enabled)\n\n\n## Apply or remove unshaded material on the player so laser sights,\n## grenade trajectory, and the player model are always visible in night mode.\nfunc _apply_unshaded_to_player(enabled: bool) -> void:\n\tif _player == null:\n\t\treturn\n\n\tif enabled:\n\t\t# Save original material and apply unshaded\n\t\tif not _original_materials.has(\"player\"):\n\t\t\t_original_materials[\"player\"] = _player.material\n\t\t_player.material = _unshaded_material\n\n\t\t# Also apply to all CanvasItem children recursively\n\t\t# This covers weapon sprites, laser sights, arm sprites, etc.\n\t\t_apply_unshaded_recursive(_player, true)\n\telse:\n\t\t# Restore original material\n\t\tif _original_materials.has(\"player\"):\n\t\t\t_player.material = _original_materials[\"player\"]\n\t\t\t_original_materials.erase(\"player\")\n\t\telse:\n\t\t\t_player.material = null\n\n\t\t# Restore all children\n\t\t_apply_unshaded_recursive(_player, false)\n\n\n## Recursively apply or remove unshaded material on CanvasItem children.\nfunc _apply_unshaded_recursive(node: Node, apply: bool) -> void:\n\tfor child in node.get_children():\n\t\tif child is CanvasItem:\n\t\t\t# Skip our own nodes (PointLight2D, etc.)\n\t\t\tif child == _point_light:\n\t\t\t\tcontinue\n\n\t\t\tvar child_item: CanvasItem = child as CanvasItem\n\t\t\tif apply:\n\t\t\t\t# Save original material\n\t\t\t\tvar key: String = str(child_item.get_instance_id())\n\t\t\t\tif not _original_materials.has(key):\n\t\t\t\t\t_original_materials[key] = child_item.material\n\t\t\t\tchild_item.material = _unshaded_material\n\t\t\telse:\n\t\t\t\t# Restore original material\n\t\t\t\tvar key: String = str(child_item.get_instance_id())\n\t\t\t\tif _original_materials.has(key):\n\t\t\t\t\tchild_item.material = _original_materials[key]\n\t\t\t\t\t_original_materials.erase(key)\n\t\t\t\telse:\n\t\t\t\t\tchild_item.material = null\n\n\t\t# Recurse into children\n\t\t_apply_unshaded_recursive(child, apply)\n\n\n## Called when a new child is added to the player node (Issue #570).\n## Applies unshaded material to dynamically added weapons and their children\n## (laser sights, sprites) so they remain visible in night mode.\n## Uses call_deferred to ensure the child's own children (e.g. laser sights\n## created in weapon _Ready()) are already in the tree before we apply materials.\nfunc _on_player_child_added(child: Node) -> void:\n\tif not _is_active:\n\t\treturn\n\t# Skip our own nodes\n\tif child == _point_light:\n\t\treturn\n\t# Defer so the child's _Ready() runs first and creates its own children\n\t# (e.g. weapon scripts create LaserSight Line2D nodes in _Ready())\n\tcall_deferred(\"_apply_unshaded_to_new_child\", child)\n\n\n## Apply unshaded material to a newly added child and all its descendants.\nfunc _apply_unshaded_to_new_child(child: Node) -> void:\n\tif not _is_active:\n\t\treturn\n\tif not is_instance_valid(child):\n\t\treturn\n\tif child is CanvasItem:\n\t\tvar child_item: CanvasItem = child as CanvasItem\n\t\tvar key: String = str(child_item.get_instance_id())\n\t\tif not _original_materials.has(key):\n\t\t\t_original_materials[key] = child_item.material\n\t\tchild_item.material = _unshaded_material\n\t# Also apply to all descendants (laser sights, sprites, etc.)\n\t_apply_unshaded_recursive(child, true)\n\t# Monitor this child for its own new children (e.g. laser sights added later)\n\tif not child.child_entered_tree.is_connected(_on_weapon_child_added):\n\t\tchild.child_entered_tree.connect(_on_weapon_child_added)\n\n\n## Called when a new child is added to a weapon node (e.g. laser sight created\n## programmatically in weapon _Ready()). Applies unshaded material so laser\n## sights are visible in night mode (Issue #570).\nfunc _on_weapon_child_added(child: Node) -> void:\n\tif not _is_active:\n\t\treturn\n\tif child is CanvasItem:\n\t\tvar child_item: CanvasItem = child as CanvasItem\n\t\tvar key: String = str(child_item.get_instance_id())\n\t\tif not _original_materials.has(key):\n\t\t\t_original_materials[key] = child_item.material\n\t\tchild_item.material = _unshaded_material\n\t# Recurse into this child's children too\n\t_apply_unshaded_recursive(child, true)\n\n\n## Called when experimental settings change.\nfunc _on_settings_changed() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t_apply_visibility_state(experimental_settings.is_realistic_visibility_enabled())\n\n\n## Check if the visibility system is currently active.\nfunc is_active() -> bool:\n\treturn _is_active\n\n\n## Get the current visibility radius.\nfunc get_visibility_radius() -> float:\n\treturn VISIBILITY_RADIUS\n\n\n## Clean up when removed from scene.\nfunc _exit_tree() -> void:\n\t# Disconnect child monitoring signals\n\tif _player and is_instance_valid(_player):\n\t\tif _player.child_entered_tree.is_connected(_on_player_child_added):\n\t\t\t_player.child_entered_tree.disconnect(_on_player_child_added)\n\t# Restore materials before cleanup\n\tif _is_active:\n\t\t_apply_unshaded_to_player(false)\n\tif _canvas_modulate and is_instance_valid(_canvas_modulate):\n\t\t_canvas_modulate.queue_free()\n",
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"content": "33:[21:41:14] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n116:[21:41:14] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n124:[21:41:14] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n514:[21:41:28] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n522:[21:41:28] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n805:[21:41:32] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n813:[21:41:32] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n1271:[21:41:53] [ENEMY] [Enemy2] Warning: No valid flank position (both sides behind walls)\n1287:[21:41:54] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n1334:[21:41:56] [ENEMY] [Enemy4] Warning: No valid flank position (both sides behind walls)\n1424:[21:41:57] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n1432:[21:41:57] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n1650:[21:42:00] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n1658:[21:42:00] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n1938:[21:42:05] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n1946:[21:42:05] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n2642:[21:42:13] [ENEMY] [Enemy2] Warning: No valid flank position (both sides behind walls)\n3168:[21:42:19] [ENEMY] [Enemy4] Warning: No valid flank position (both sides behind walls)\n3232:[21:42:22] [ENEMY] [Enemy2] Warning: No valid flank position (both sides behind walls)\n3237:[21:42:22] [ENEMY] [Enemy4] Warning: No valid flank position (both sides behind walls)\n3392:[21:42:25] [ENEMY] [Enemy5] Warning: No valid flank position (both sides behind walls)\n3604:[21:42:27] [ENEMY] [Enemy6] Warning: No valid flank position (both sides behind walls)\n3669:[21:42:27] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n3727:[21:42:28] [ENEMY] [Enemy5] Warning: No valid flank position (both sides behind walls)\n3765:[21:42:30] [ENEMY] [Enemy2] Warning: No valid flank position (both sides behind walls)\n3855:[21:42:32] [ENEMY] [Enemy7] Warning: No valid flank position (both sides behind walls)\n3972:[21:42:34] [ENEMY] [Enemy10] Warning: No valid flank position (both sides behind walls)\n3999:[21:42:35] [ENEMY] [Enemy4] Warning: No valid flank position (both sides behind walls)\n4002:[21:42:35] [ENEMY] [Enemy2] Warning: No valid flank position (both sides behind walls)\n4005:[21:42:35] [ENEMY] [Enemy6] Warning: No valid flank position (both sides behind walls)\n4193:[21:42:38] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n4509:[21:42:40] [ENEMY] [Enemy7] Warning: No valid flank position (both sides behind walls)\n4859:[21:42:45] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n4870:[21:42:45] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n5290:[21:42:55] [INFO] [ActiveItemManager] Active item changed from None to Flashlight\n5353:[21:42:55] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n5364:[21:42:55] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n5365:[21:42:55] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n5366:[21:42:55] [INFO] [FlashlightEffect] Flashlight sound loaded\n5367:[21:42:55] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n5708:[21:43:04] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n5719:[21:43:04] [INFO] [Player.Flashlight] Flashlight is selected, initializing...\n5720:[21:43:04] [INFO] [FlashlightEffect] PointLight2D found, energy=0.0, shadow=true\n5721:[21:43:04] [INFO] [FlashlightEffect] Flashlight sound loaded\n5722:[21:43:04] [INFO] [Player.Flashlight] Flashlight equipped and attached to PlayerModel at offset (20, 0)\n7001:[21:43:12] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n7064:[21:43:13] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n7066:[21:43:13] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n7068:[21:43:13] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n7071:[21:43:13] [ENEMY] [Enemy1] Warning: No valid flank position (both sides behind walls)\n\n[Showing results with pagination = limit: 50, offset: 0]"
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"text": "Now I have a clear understanding of the problem. Let me also check the MuzzleFlash scene to understand how it interacts with lights."
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"content": " 1→[gd_scene load_steps=6 format=3 uid=\"uid://muzzle_flash_scene\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/effects/muzzle_flash.gd\" id=\"1_muzzle_flash\"]\n 4→\n 5→[sub_resource type=\"Gradient\" id=\"Gradient_flash\"]\n 6→offsets = PackedFloat32Array(0, 0.2, 0.5, 1)\n 7→colors = PackedColorArray(1, 1, 0.95, 1, 1, 0.9, 0.5, 0.85, 1, 0.7, 0.2, 0.5, 0.9, 0.4, 0.1, 0)\n 8→\n 9→[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_flash\"]\n 10→gradient = SubResource(\"Gradient_flash\")\n 11→width = 8\n 12→height = 8\n 13→fill = 1\n 14→fill_from = Vector2(0.5, 0.5)\n 15→\n 16→[sub_resource type=\"ParticleProcessMaterial\" id=\"ParticleProcessMaterial_flash\"]\n 17→lifetime_randomness = 0.2\n 18→particle_flag_disable_z = true\n 19→emission_shape = 1\n 20→emission_sphere_radius = 1.0\n 21→direction = Vector3(1, 0, 0)\n 22→spread = 12.0\n 23→initial_velocity_min = 150.0\n 24→initial_velocity_max = 280.0\n 25→gravity = Vector3(0, 0, 0)\n 26→damping_min = 200.0\n 27→damping_max = 350.0\n 28→scale_min = 0.1\n 29→scale_max = 0.25\n 30→color = Color(1, 0.9, 0.5, 1)\n 31→\n 32→[sub_resource type=\"Gradient\" id=\"Gradient_light\"]\n 33→offsets = PackedFloat32Array(0, 0.1, 0.2, 0.5, 1)\n 34→colors = PackedColorArray(1, 0.9, 0.6, 1, 1, 0.8, 0.5, 0.9, 1, 0.7, 0.3, 0.5, 1, 0.5, 0.15, 0.15, 1, 0.4, 0.1, 0)\n 35→\n 36→[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_light\"]\n 37→gradient = SubResource(\"Gradient_light\")\n 38→width = 512\n 39→height = 512\n 40→fill = 1\n 41→fill_from = Vector2(0.5, 0.5)\n 42→\n 43→[node name=\"MuzzleFlash\" type=\"Node2D\"]\n 44→z_index = 10\n 45→script = ExtResource(\"1_muzzle_flash\")\n 46→\n 47→[node name=\"GPUParticles2D\" type=\"GPUParticles2D\" parent=\".\"]\n 48→emitting = false\n 49→amount = 5\n 50→process_material = SubResource(\"ParticleProcessMaterial_flash\")\n 51→texture = SubResource(\"GradientTexture2D_flash\")\n 52→lifetime = 0.04\n 53→one_shot = true\n 54→explosiveness = 1.0\n 55→randomness = 0.1\n 56→\n 57→[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\n 58→color = Color(1, 0.8, 0.4, 1)\n 59→energy = 0.0\n 60→shadow_enabled = true\n 61→shadow_color = Color(0, 0, 0, 0.8)\n 62→shadow_filter = 1\n 63→shadow_filter_smooth = 4.0\n 64→texture = SubResource(\"GradientTexture2D_light\")\n 65→texture_scale = 4.5\n 66→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→extends Node2D\n 2→## Muzzle flash effect combining particles and dynamic lighting.\n 3→##\n 4→## Creates a brief flash of light and particles at the gun's muzzle when firing.\n 5→## The light illuminates nearby walls with intensity that fades over distance.\n 6→## Both the particles and light fade out quickly (0.1 seconds) for realistic effect.\n 7→\n 8→## Duration of the muzzle flash effect in seconds (3x longer for residual glow).\n 9→const FLASH_DURATION: float = 0.3\n 10→\n 11→## Starting energy (intensity) of the point light (3x larger).\n 12→const LIGHT_START_ENERGY: float = 4.5\n 13→\n 14→## Reference to the point light child node.\n 15→var _point_light: PointLight2D = null\n 16→\n 17→## Reference to the particles child node.\n 18→var _particles: GPUParticles2D = null\n 19→\n 20→## Time tracker for fade animation.\n 21→var _elapsed_time: float = 0.0\n 22→\n 23→## Whether the effect has started.\n 24→var _is_active: bool = false\n 25→\n 26→\n 27→func _ready() -> void:\n 28→\t# Get references to child nodes\n 29→\t_point_light = get_node_or_null(\"PointLight2D\")\n 30→\t_particles = get_node_or_null(\"GPUParticles2D\")\n 31→\n 32→\t# Start the effect\n 33→\t_start_effect()\n 34→\n 35→\n 36→## Starts the muzzle flash effect.\n 37→func _start_effect() -> void:\n 38→\t_is_active = true\n 39→\t_elapsed_time = 0.0\n 40→\n 41→\t# Start particles emitting\n 42→\tif _particles:\n 43→\t\t_particles.emitting = true\n 44→\n 45→\t# Set initial light energy\n 46→\tif _point_light:\n 47→\t\t_point_light.energy = LIGHT_START_ENERGY\n 48→\t\t_point_light.visible = true\n 49→\n 50→\n 51→func _process(delta: float) -> void:\n 52→\tif not _is_active:\n 53→\t\treturn\n 54→\n 55→\t_elapsed_time += delta\n 56→\n 57→\t# Calculate fade progress (0 to 1)\n 58→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 59→\n 60→\t# Fade out the light using ease-out curve for more natural falloff\n 61→\tif _point_light:\n 62→\t\tvar fade := 1.0 - progress\n 63→\t\t# Apply ease-out curve (starts fast, slows down)\n 64→\t\tfade = fade * fade\n 65→\t\t_point_light.energy = LIGHT_START_ENERGY * fade\n 66→\n 67→\t# Check if effect is complete\n 68→\tif progress >= 1.0:\n 69→\t\t_is_active = false\n 70→\t\t# Schedule cleanup after particles finish\n 71→\t\t_schedule_cleanup()\n 72→\n 73→\n 74→## Schedules the node for cleanup after particles finish.\n 75→func _schedule_cleanup() -> void:\n 76→\t# Wait a bit for particles to fully fade, then remove\n 77→\tvar tree := get_tree()\n 78→\tif tree == null:\n 79→\t\tqueue_free()\n 80→\t\treturn\n 81→\n 82→\t# Use the particle lifetime plus small buffer for cleanup\n 83→\tvar cleanup_delay := 0.2\n 84→\tif _particles:\n 85→\t\tcleanup_delay = _particles.lifetime + 0.1\n 86→\n 87→\tawait tree.create_timer(cleanup_delay).timeout\n 88→\n 89→\tif is_instance_valid(self):\n 90→\t\tqueue_free()\n 91→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node2D\n## Muzzle flash effect combining particles and dynamic lighting.\n##\n## Creates a brief flash of light and particles at the gun's muzzle when firing.\n## The light illuminates nearby walls with intensity that fades over distance.\n## Both the particles and light fade out quickly (0.1 seconds) for realistic effect.\n\n## Duration of the muzzle flash effect in seconds (3x longer for residual glow).\nconst FLASH_DURATION: float = 0.3\n\n## Starting energy (intensity) of the point light (3x larger).\nconst LIGHT_START_ENERGY: float = 4.5\n\n## Reference to the point light child node.\nvar _point_light: PointLight2D = null\n\n## Reference to the particles child node.\nvar _particles: GPUParticles2D = null\n\n## Time tracker for fade animation.\nvar _elapsed_time: float = 0.0\n\n## Whether the effect has started.\nvar _is_active: bool = false\n\n\nfunc _ready() -> void:\n\t# Get references to child nodes\n\t_point_light = get_node_or_null(\"PointLight2D\")\n\t_particles = get_node_or_null(\"GPUParticles2D\")\n\n\t# Start the effect\n\t_start_effect()\n\n\n## Starts the muzzle flash effect.\nfunc _start_effect() -> void:\n\t_is_active = true\n\t_elapsed_time = 0.0\n\n\t# Start particles emitting\n\tif _particles:\n\t\t_particles.emitting = true\n\n\t# Set initial light energy\n\tif _point_light:\n\t\t_point_light.energy = LIGHT_START_ENERGY\n\t\t_point_light.visible = true\n\n\nfunc _process(delta: float) -> void:\n\tif not _is_active:\n\t\treturn\n\n\t_elapsed_time += delta\n\n\t# Calculate fade progress (0 to 1)\n\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n\n\t# Fade out the light using ease-out curve for more natural falloff\n\tif _point_light:\n\t\tvar fade := 1.0 - progress\n\t\t# Apply ease-out curve (starts fast, slows down)\n\t\tfade = fade * fade\n\t\t_point_light.energy = LIGHT_START_ENERGY * fade\n\n\t# Check if effect is complete\n\tif progress >= 1.0:\n\t\t_is_active = false\n\t\t# Schedule cleanup after particles finish\n\t\t_schedule_cleanup()\n\n\n## Schedules the node for cleanup after particles finish.\nfunc _schedule_cleanup() -> void:\n\t# Wait a bit for particles to fully fade, then remove\n\tvar tree := get_tree()\n\tif tree == null:\n\t\tqueue_free()\n\t\treturn\n\n\t# Use the particle lifetime plus small buffer for cleanup\n\tvar cleanup_delay := 0.2\n\tif _particles:\n\t\tcleanup_delay = _particles.lifetime + 0.1\n\n\tawait tree.create_timer(cleanup_delay).timeout\n\n\tif is_instance_valid(self):\n\t\tqueue_free()\n",
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"text": "Now I have a complete understanding of the issues. Let me also check how Godot handles CanvasModulate + PointLight2D interactions to understand the root cause better."
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"content": "Web search results for query: \"Godot 4.3 CanvasModulate PointLight2D energy brightness too bright shadow_enabled additive 2025 2026\"\n\nLinks: [{\"title\":\"Viewport and canvas transforms - 2D lights and shadows - 《Godot v4.3 Documentation》 - 书栈网 · BookStack\",\"url\":\"https://www.bookstack.cn/read/godot-4.3-en/0d28120eef86a27d.md\"},{\"title\":\"CanvasModulate, PointLight2D, and LightOnly Materials - UI - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/canvasmodulate-pointlight2d-and-lightonly-materials/57508\"},{\"title\":\"【Godot】Godot 2D Lighting Guide: Deep Expression with PointLight2D and Shadows | ういやまラボ\",\"url\":\"https://uhiyama-lab.com/en/notes/godot/godot-2d-lighting-pointlight2d-shadows/\"},{\"title\":\"godot-docs/tutorials/2d/2d_lights_and_shadows.rst at master · godotengine/godot-docs\",\"url\":\"https://github.com/godotengine/godot-docs/blob/master/tutorials/2d/2d_lights_and_shadows.rst\"},{\"title\":\"PointLight2D — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html\"},{\"title\":\"Light and Shadow - True Top-Down 2D\",\"url\":\"https://catlikecoding.com/godot/true-top-down-2d/4-light-and-shadow/\"},{\"title\":\"PointLight2D Blend mode Mix doesn't work, causes black shadows, blends wrongly, light colors are off · Issue #91433 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/91433\"},{\"title\":\"2D lights and shadows — Godot Engine (4.4) documentation in English\",\"url\":\"https://docs.godotengine.org/en/4.4/tutorials/2d/2d_lights_and_shadows.html\"},{\"title\":\"Make CanvasModulate a solid colour instead of tint? - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/make-canvasmodulate-a-solid-colour-instead-of-tint/96917\"},{\"title\":\"Vulkan: PointLight2D not working with CanvasModulate · Issue #58688 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/58688\"}]\n\nI've completed a web search for your query about Godot 4.3 CanvasModulate and PointLight2D properties.\n\nThe search results provide relevant documentation about these features in Godot 4.3:\n\n**Key findings:**\n\nCanvasModulate is used to darken the scene by specifying a color that will act as the base \"ambient\" color, which is the final lighting color in areas that are not reached by any 2D light. Without a CanvasModulate node, the final scene would look too bright as 2D lights would only brighten the existing unshaded appearance (which appears fully lit).\n\n**For PointLight2D properties:**\n\nEnergy is the light's intensity multiplier, with higher values resulting in a brighter light. The Blend Mode uses a blending formula for light computations, with the default Add suited for most use cases.\n\nThe search results also reference shadow configuration options for PointLight2D, with shadows enabled through the PointLight2D › Shadow › Enabled option.\n\nThe results include documentation from Godot 4.3 and related versions, though they don't appear to contain specific 2025-2026 date-related issues or very recent bug reports about brightness problems with these specific features combined.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"title": "【Godot】Godot 2D Lighting Guide: Deep Expression with PointLight2D and Shadows | ういやまラボ",
"url": "https://uhiyama-lab.com/en/notes/godot/godot-2d-lighting-pointlight2d-shadows/"
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{
"title": "godot-docs/tutorials/2d/2d_lights_and_shadows.rst at master · godotengine/godot-docs",
"url": "https://github.com/godotengine/godot-docs/blob/master/tutorials/2d/2d_lights_and_shadows.rst"
},
{
"title": "PointLight2D — Godot Engine (stable) documentation in English",
"url": "https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html"
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{
"title": "Light and Shadow - True Top-Down 2D",
"url": "https://catlikecoding.com/godot/true-top-down-2d/4-light-and-shadow/"
},
{
"title": "PointLight2D Blend mode Mix doesn't work, causes black shadows, blends wrongly, light colors are off · Issue #91433 · godotengine/godot",
"url": "https://github.com/godotengine/godot/issues/91433"
},
{
"title": "2D lights and shadows — Godot Engine (4.4) documentation in English",
"url": "https://docs.godotengine.org/en/4.4/tutorials/2d/2d_lights_and_shadows.html"
},
{
"title": "Make CanvasModulate a solid colour instead of tint? - Help - Godot Forum",
"url": "https://forum.godotengine.org/t/make-canvasmodulate-a-solid-colour-instead-of-tint/96917"
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{
"title": "Vulkan: PointLight2D not working with CanvasModulate · Issue #58688 · godotengine/godot",
"url": "https://github.com/godotengine/godot/issues/58688"
}
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},
"I've completed a web search for your query about Godot 4.3 CanvasModulate and PointLight2D properties.\n\nThe search results provide relevant documentation about these features in Godot 4.3:\n\n**Key findings:**\n\nCanvasModulate is used to darken the scene by specifying a color that will act as the base \"ambient\" color, which is the final lighting color in areas that are not reached by any 2D light. Without a CanvasModulate node, the final scene would look too bright as 2D lights would only brighten the existing unshaded appearance (which appears fully lit).\n\n**For PointLight2D properties:**\n\nEnergy is the light's intensity multiplier, with higher values resulting in a brighter light. The Blend Mode uses a blending formula for light computations, with the default Add suited for most use cases.\n\nThe search results also reference shadow configuration options for PointLight2D, with shadows enabled through the PointLight2D › Shadow › Enabled option.\n\nThe results include documentation from Godot 4.3 and related versions, though they don't appear to contain specific 2025-2026 date-related issues or very recent bug reports about brightness problems with these specific features combined."
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"text": "Now I have a thorough understanding. Let me analyze the root causes and plan the fix.\n\n## Root Cause Analysis\n\nBased on my investigation, here are the three problems and their root causes:\n\n### Problem 1: Too bright\nThe current implementation creates **11 windows × 2 lights each = 22 PointLight2D nodes**, all with `shadow_enabled = false`. With `CanvasModulate` active (realistic visibility mode), lights are additive. The primary light has `energy = 0.6` and the ambient has `energy = 0.25`. Since shadows are disabled, these lights overlap extensively, and their energies stack additively. In areas where multiple windows overlap (e.g. corridor corners), the combined energy can be quite high.\n\n### Problem 2: No shadows from window lights\nThe previous fix disabled `shadow_enabled` on both layers to prevent abrupt light cutoff at walls. However, the owner now wants shadows back — the moonlight through windows should cast shadows from interior walls. The original complaint was about \"abrupt cutoff\", which I can solve by keeping shadows on the primary light but making it dimmer, while using the ambient glow layer (without shadows) for the residual corridor-wide illumination at much lower energy.\n\n### Problem 3: Weapon flash lights stopped working\nThe muzzle flash uses `shadow_enabled = true` and starts at `energy = 4.5`. With `CanvasModulate` making the scene dark, the window moonlights (total 22 lights, no shadows) flood the area with so much light that the muzzle flash's additional energy becomes imperceptible. The fix is to reduce window light energy significantly and use proper shadow casting.\n\nLet me implement the fixes now."
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"text": "Now let me implement all three fixes in `building_level.gd`. The strategy:\n\n1. **Primary MoonLight**: Re-enable shadows, reduce energy from `0.6` → `0.3`, reduce texture_scale from `5.0` → `3.0`\n2. **Ambient AmbientGlow**: Keep shadows disabled (for corridor-wide residual glow), reduce energy from `0.25` → `0.08`, reduce texture_scale from `10.0` → `6.0`\n3. These changes also fix weapon flashes since the total light in the scene is much lower"
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"old_string": "## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n## glow that fills the entire corridor so walls remain faintly visible even far\n## from the window. Shadows are disabled so the glow passes through interior\n## walls and furniture, simulating light scattering.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.6\n\t# Shadows disabled so light gradually dissipates through interior walls\n\t# instead of cutting off abruptly at wall edges\n\tlight.shadow_enabled = false\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 5.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(80, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-80, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 80)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -80)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.25\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 10.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)",
"new_string": "## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, low energy, shadows enabled) — the visible\n## moonlight patch near the window. Shadows from interior walls give the light\n## a natural shape that respects the building's geometry.\n## 2. Ambient light (large range, very low energy, no shadows) — extremely faint\n## residual glow that fills the corridor so walls remain barely visible even\n## far from the window. Shadows disabled so it passes through interior walls,\n## simulating scattered/reflected light.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.3\n\t# Shadows enabled so interior walls cast natural shadows from the moonlight\n\tlight.shadow_enabled = true\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 3.0\n\tlight.shadow_color = Color(0, 0, 0, 0.7)\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 3.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(60, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-60, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 60)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -60)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (very faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.08\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 6.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)"
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"filePath": "/tmp/gh-issue-solver-1770489926768/scripts/levels/building_level.gd",
"oldString": "## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n## glow that fills the entire corridor so walls remain faintly visible even far\n## from the window. Shadows are disabled so the glow passes through interior\n## walls and furniture, simulating light scattering.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.6\n\t# Shadows disabled so light gradually dissipates through interior walls\n\t# instead of cutting off abruptly at wall edges\n\tlight.shadow_enabled = false\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 5.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(80, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-80, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 80)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -80)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.25\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 10.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)",
"newString": "## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, low energy, shadows enabled) — the visible\n## moonlight patch near the window. Shadows from interior walls give the light\n## a natural shape that respects the building's geometry.\n## 2. Ambient light (large range, very low energy, no shadows) — extremely faint\n## residual glow that fills the corridor so walls remain barely visible even\n## far from the window. Shadows disabled so it passes through interior walls,\n## simulating scattered/reflected light.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.3\n\t# Shadows enabled so interior walls cast natural shadows from the moonlight\n\tlight.shadow_enabled = true\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 3.0\n\tlight.shadow_color = Color(0, 0, 0, 0.7)\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 3.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(60, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-60, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 60)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -60)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (very faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.08\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 6.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)",
"originalFile": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n## - Window lights in corridors without enemies for night mode visibility (Issue #593)\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the magazines label (shows individual magazine ammo counts).\nvar _magazines_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Reference to the combo label.\nvar _combo_label: Label = null\n\n## Reference to the exit zone.\nvar _exit_zone: Area2D = null\n\n## Whether the level has been cleared (all enemies eliminated).\nvar _level_cleared: bool = false\n\n## Whether the score screen is currently shown (for W key shortcut).\nvar _score_shown: bool = false\n\n## Whether the level completion sequence has been triggered (prevents duplicate calls).\nvar _level_completed: bool = false\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## List of enemy nodes for position tracking.\nvar _enemies: Array = []\n\n## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n\n## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Setup window lights in corridors without enemies (Issue #593)\n\t_setup_window_lights()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\n## Setup window lights in corridors and rooms without enemies (Issue #593).\n## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n## coming through windows. Only in areas without enemies so dark rooms with enemies\n## remain tense and challenging.\n## Window visuals (small blue ColorRect) are placed on the wall surface.\nfunc _setup_window_lights() -> void:\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment == null:\n\t\treturn\n\n\t# Create a container node for all window lights\n\tvar windows_node := Node2D.new()\n\twindows_node.name = \"WindowLights\"\n\tenvironment.add_child(windows_node)\n\n\t# Window light positions: [position, wall_side]\n\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n\t# - Central corridor (x=512-1376, y=700-1012)\n\t# - Left lobby area (x=64-900, y=1000-1400)\n\t# - Storage room (x=80-500, y=1612-2048)\n\n\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n\n\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n\n\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n\n\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n\n\n## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.\n## 2. Ambient light (very large range, very low energy, no shadows) — faint residual\n## glow that fills the entire corridor so walls remain faintly visible even far\n## from the window. Shadows are disabled so the glow passes through interior\n## walls and furniture, simulating light scattering.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.6\n\t# Shadows disabled so light gradually dissipates through interior walls\n\t# instead of cutting off abruptly at wall edges\n\tlight.shadow_enabled = false\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 5.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(80, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-80, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 80)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -80)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.25\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 10.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)\n\n\n## Create a radial gradient texture for the primary window moonlight.\n## Uses a very gradual falloff so the light fades smoothly into darkness\n## without a visible hard edge.\nfunc _create_window_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.2, Color(0.85, 0.85, 0.85, 1.0))\n\tgradient.add_point(0.45, Color(0.55, 0.55, 0.55, 1.0))\n\tgradient.add_point(0.7, Color(0.2, 0.2, 0.2, 1.0))\n\tgradient.add_point(0.9, Color(0.05, 0.05, 0.05, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\n## Create a very soft radial gradient texture for the ambient glow layer.\n## This texture has an extremely gradual falloff so the faint glow extends\n## far from the window, filling corridors with residual moonlight.\nfunc _create_ambient_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.3, Color(0.7, 0.7, 0.7, 1.0))\n\tgradient.add_point(0.6, Color(0.35, 0.35, 0.35, 1.0))\n\tgradient.add_point(0.85, Color(0.1, 0.1, 0.1, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\nfunc _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button\n\tvar replay_button := Button.new()\n\treplay_button.name = \"ReplayButton\"\n\treplay_button.text = \"▶ Watch Replay (W)\"\n\treplay_button.custom_minimum_size = Vector2(200, 40)\n\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t# Check if replay data is available\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\tif has_replay_data:\n\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\telse:\n\t\treplay_button.disabled = true\n\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\tbuttons_container.add_child(replay_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\n## Handle W key shortcut for Watch Replay when score is shown.\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue #568).\nfunc _on_next_level_pressed(level_path: String) -> void:\n\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\n## Called when the Level Select button is pressed (Issue #568).\nfunc _on_level_select_pressed() -> void:\n\t_log_to_file(\"Level Select button pressed\")\n\t# Load the levels menu as a CanvasLayer overlay\n\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n\tif levels_menu_script:\n\t\tvar levels_menu = CanvasLayer.new()\n\t\tlevels_menu.set_script(levels_menu_script)\n\t\tlevels_menu.layer = 100 # On top of everything\n\t\tget_tree().root.add_child(levels_menu)\n\t\t# Connect back button to close the overlay\n\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n\n\n## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n## Returns empty string if this is the last level or level not found.\nfunc _get_next_level_path() -> String:\n\tvar current_scene_path: String = \"\"\n\tvar current_scene: Node = get_tree().current_scene\n\tif current_scene and current_scene.scene_file_path:\n\t\tcurrent_scene_path = current_scene.scene_file_path\n\n\t# Level ordering (matching LevelsMenu.LEVELS)\n\tvar level_paths: Array[String] = [\n\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\"res://scenes/levels/TestTier.tscn\",\n\t\t\"res://scenes/levels/CastleLevel.tscn\",\n\t]\n\n\tfor i in range(level_paths.size()):\n\t\tif level_paths[i] == current_scene_path:\n\t\t\tif i + 1 < level_paths.size():\n\t\t\t\treturn level_paths[i + 1]\n\t\t\treturn \"\" # Last level\n\n\treturn \"\" # Current level not found\n\n\n## Disable player controls after level completion (score screen shown).\n## Stops physics processing and input on the player node so the player\n## cannot move, shoot, or interact during the score screen.\nfunc _disable_player_controls() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t_player.set_physics_process(false)\n\t_player.set_process(false)\n\t_player.set_process_input(false)\n\t_player.set_process_unhandled_input(false)\n\n\t# Stop any current velocity so player doesn't slide\n\tif _player is CharacterBody2D:\n\t\t_player.velocity = Vector2.ZERO\n\n\t_log_to_file(\"Player controls disabled (level completed)\")\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\n\telse:\n\t\tprint(\"[BuildingLevel] \" + message)\n",
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" ",
" ## Create a single window light source at the given position on a wall.",
" ## Produces two overlapping PointLight2D layers:",
"-## 1. Primary light (medium range, moderate energy) — the visible moonlight patch.",
"-## 2. Ambient light (very large range, very low energy, no shadows) — faint residual",
"-## glow that fills the entire corridor so walls remain faintly visible even far",
"-## from the window. Shadows are disabled so the glow passes through interior",
"-## walls and furniture, simulating light scattering.",
"+## 1. Primary light (medium range, low energy, shadows enabled) — the visible",
"+## moonlight patch near the window. Shadows from interior walls give the light",
"+## a natural shape that respects the building's geometry.",
"+## 2. Ambient light (large range, very low energy, no shadows) — extremely faint",
"+## residual glow that fills the corridor so walls remain barely visible even",
"+## far from the window. Shadows disabled so it passes through interior walls,",
"+## simulating scattered/reflected light.",
" ## @param parent: Parent node to add the window to.",
" ## @param pos: Position of the window on the wall.",
" ## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\")."
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" var light := PointLight2D.new()",
" light.name = \"MoonLight\"",
" light.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight",
"- light.energy = 0.6",
"- # Shadows disabled so light gradually dissipates through interior walls",
"- # instead of cutting off abruptly at wall edges",
"- light.shadow_enabled = false",
"+ light.energy = 0.3",
"+ # Shadows enabled so interior walls cast natural shadows from the moonlight",
"+ light.shadow_enabled = true",
"+ light.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5",
"+ light.shadow_filter_smooth = 3.0",
"+ light.shadow_color = Color(0, 0, 0, 0.7)",
" light.texture = _create_window_light_texture()",
"- light.texture_scale = 5.0",
"+ light.texture_scale = 3.0",
" # Offset the light inward from the wall so it illuminates the interior",
" match wall_side:",
" \"left\":",
"- light.position = Vector2(80, 0)",
"+ light.position = Vector2(60, 0)",
" \"right\":",
"- light.position = Vector2(-80, 0)",
"+ light.position = Vector2(-60, 0)",
" \"top\":",
"- light.position = Vector2(0, 80)",
"+ light.position = Vector2(0, 60)",
" \"bottom\":",
"- light.position = Vector2(0, -80)",
"+ light.position = Vector2(0, -60)",
" window_node.add_child(light)",
" ",
"- # --- Ambient glow (faint residual light filling the corridor) ---",
"+ # --- Ambient glow (very faint residual light filling the corridor) ---",
" var ambient := PointLight2D.new()",
" ambient.name = \"AmbientGlow\"",
" ambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue",
"- ambient.energy = 0.25",
"+ ambient.energy = 0.08",
" ambient.shadow_enabled = false",
" ambient.texture = _create_ambient_light_texture()",
"- ambient.texture_scale = 10.0",
"+ ambient.texture_scale = 6.0",
" # Same offset as primary light",
" ambient.position = light.position",
" window_node.add_child(ambient)"
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"text": "Now update the comment at the top of the file and the `_setup_window_lights` function docstring:"
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"originalFile": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n## - Window lights in corridors without enemies for night mode visibility (Issue #593)\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the magazines label (shows individual magazine ammo counts).\nvar _magazines_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Reference to the combo label.\nvar _combo_label: Label = null\n\n## Reference to the exit zone.\nvar _exit_zone: Area2D = null\n\n## Whether the level has been cleared (all enemies eliminated).\nvar _level_cleared: bool = false\n\n## Whether the score screen is currently shown (for W key shortcut).\nvar _score_shown: bool = false\n\n## Whether the level completion sequence has been triggered (prevents duplicate calls).\nvar _level_completed: bool = false\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## List of enemy nodes for position tracking.\nvar _enemies: Array = []\n\n## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n\n## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Setup window lights in corridors without enemies (Issue #593)\n\t_setup_window_lights()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[BuildingLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\n## Setup window lights in corridors and rooms without enemies (Issue #593).\n## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n## coming through windows. Only in areas without enemies so dark rooms with enemies\n## remain tense and challenging.\n## Window visuals (small blue ColorRect) are placed on the wall surface.\nfunc _setup_window_lights() -> void:\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment == null:\n\t\treturn\n\n\t# Create a container node for all window lights\n\tvar windows_node := Node2D.new()\n\twindows_node.name = \"WindowLights\"\n\tenvironment.add_child(windows_node)\n\n\t# Window light positions: [position, wall_side]\n\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n\t# - Central corridor (x=512-1376, y=700-1012)\n\t# - Left lobby area (x=64-900, y=1000-1400)\n\t# - Storage room (x=80-500, y=1612-2048)\n\n\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n\n\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n\n\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n\n\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n\n\n## Create a single window light source at the given position on a wall.\n## Produces two overlapping PointLight2D layers:\n## 1. Primary light (medium range, low energy, shadows enabled) — the visible\n## moonlight patch near the window. Shadows from interior walls give the light\n## a natural shape that respects the building's geometry.\n## 2. Ambient light (large range, very low energy, no shadows) — extremely faint\n## residual glow that fills the corridor so walls remain barely visible even\n## far from the window. Shadows disabled so it passes through interior walls,\n## simulating scattered/reflected light.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.3\n\t# Shadows enabled so interior walls cast natural shadows from the moonlight\n\tlight.shadow_enabled = true\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 3.0\n\tlight.shadow_color = Color(0, 0, 0, 0.7)\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 3.0\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(60, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-60, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 60)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -60)\n\twindow_node.add_child(light)\n\n\t# --- Ambient glow (very faint residual light filling the corridor) ---\n\tvar ambient := PointLight2D.new()\n\tambient.name = \"AmbientGlow\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Slightly deeper blue\n\tambient.energy = 0.08\n\tambient.shadow_enabled = false\n\tambient.texture = _create_ambient_light_texture()\n\tambient.texture_scale = 6.0\n\t# Same offset as primary light\n\tambient.position = light.position\n\twindow_node.add_child(ambient)\n\n\n## Create a radial gradient texture for the primary window moonlight.\n## Uses a very gradual falloff so the light fades smoothly into darkness\n## without a visible hard edge.\nfunc _create_window_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.2, Color(0.85, 0.85, 0.85, 1.0))\n\tgradient.add_point(0.45, Color(0.55, 0.55, 0.55, 1.0))\n\tgradient.add_point(0.7, Color(0.2, 0.2, 0.2, 1.0))\n\tgradient.add_point(0.9, Color(0.05, 0.05, 0.05, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\n## Create a very soft radial gradient texture for the ambient glow layer.\n## This texture has an extremely gradual falloff so the faint glow extends\n## far from the window, filling corridors with residual moonlight.\nfunc _create_ambient_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\tgradient.add_point(0.3, Color(0.7, 0.7, 0.7, 1.0))\n\tgradient.add_point(0.6, Color(0.35, 0.35, 0.35, 1.0))\n\tgradient.add_point(0.85, Color(0.1, 0.1, 0.1, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\nfunc _on_shell_count_changed(shell_count: int, capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button\n\tvar replay_button := Button.new()\n\treplay_button.name = \"ReplayButton\"\n\treplay_button.text = \"▶ Watch Replay (W)\"\n\treplay_button.custom_minimum_size = Vector2(200, 40)\n\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t# Check if replay data is available\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\tif has_replay_data:\n\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\telse:\n\t\treplay_button.disabled = true\n\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\tbuttons_container.add_child(replay_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# For Makarov PM, it's already in the scene\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\n## Handle W key shortcut for Watch Replay when score is shown.\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue #568).\nfunc _on_next_level_pressed(level_path: String) -> void:\n\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\n## Called when the Level Select button is pressed (Issue #568).\nfunc _on_level_select_pressed() -> void:\n\t_log_to_file(\"Level Select button pressed\")\n\t# Load the levels menu as a CanvasLayer overlay\n\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n\tif levels_menu_script:\n\t\tvar levels_menu = CanvasLayer.new()\n\t\tlevels_menu.set_script(levels_menu_script)\n\t\tlevels_menu.layer = 100 # On top of everything\n\t\tget_tree().root.add_child(levels_menu)\n\t\t# Connect back button to close the overlay\n\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n\n\n## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n## Returns empty string if this is the last level or level not found.\nfunc _get_next_level_path() -> String:\n\tvar current_scene_path: String = \"\"\n\tvar 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"newString": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.",
"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, moderate energy, no shadows.\n## 2. Ambient \"AmbientGlow\" — large range, low energy, no shadows.\n## Shadows are disabled so light gradually dissipates through interior walls\n## instead of cutting off abruptly.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.6\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 5.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.25\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"-## 2. Ambient \"AmbientGlow\" — large range, low energy, no shadows.",
"-## Shadows are disabled so light gradually dissipates through interior walls",
"-## instead of cutting off abruptly.",
"+## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.",
"+## Shadows from interior walls give the light a natural shape.",
"+## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.",
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"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.6\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 5.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.25\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.3\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 3.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.25\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 10.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"old_string": "\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data",
"new_string": "\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": true,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data"
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"oldString": "\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data",
"newString": "\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": true,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data",
"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.3\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 3.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.08\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 6.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": false,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"text": "Now update the shadow test for primary light — it should assert true instead of false:"
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"oldString": "func test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")",
"newString": "func test_light_shadows_enabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.shadow_enabled,\n\t\t\"Primary window lights should have shadows enabled for natural wall shadows\")",
"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.3\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 3.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.08\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 6.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": true,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.shadow_enabled,\n\t\t\"Window lights should have shadows disabled for gradual dissipation\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (positive x)\")\n\n\nfunc test_right_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"right\")\n\n\tassert_true(direction.x < 0,\n\t\t\"Right wall light should point inward (negative x)\")\n\n\nfunc test_top_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"top\")\n\n\tassert_true(direction.y > 0,\n\t\t\"Top wall light should point inward (positive y)\")\n\n\nfunc test_bottom_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"bottom\")\n\n\tassert_true(direction.y < 0,\n\t\t\"Bottom wall light should point inward (negative y)\")\n\n\n# ============================================================================\n# Placement Validation Tests (No lights near enemies)\n# ============================================================================\n\n\nfunc test_exterior_wall_detection() -> void:\n\tassert_true(manager.is_on_exterior_wall(Vector2(64, 500)),\n\t\t\"Position on left wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(2464, 500)),\n\t\t\"Position on right wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 64)),\n\t\t\"Position on top wall should be detected\")\n\tassert_true(manager.is_on_exterior_wall(Vector2(500, 2064)),\n\t\t\"Position on bottom wall should be detected\")\n\n\nfunc test_interior_position_not_on_wall() -> void:\n\tassert_false(manager.is_on_exterior_wall(Vector2(500, 500)),\n\t\t\"Interior position should not be on exterior wall\")\n\tassert_false(manager.is_on_exterior_wall(Vector2(1200, 900)),\n\t\t\"Corridor center should not be on exterior wall\")\n\n\nfunc test_window_lights_far_from_enemies() -> void:\n\t# All actual window light positions from the implementation\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), # Left wall - lobby\n\t\tVector2(64, 1250), # Left wall - lobby\n\t\tVector2(64, 1750), # Left wall - storage\n\t\tVector2(64, 1900), # Left wall - storage\n\t\tVector2(700, 64), # Top wall - corridor\n\t\tVector2(900, 64), # Top wall - corridor\n\t\tVector2(1100, 64), # Top wall - corridor\n\t\tVector2(200, 2064), # Bottom wall - storage\n\t\tVector2(400, 2064), # Bottom wall - storage\n\t\tVector2(700, 2064), # Bottom wall - lobby\n\t\tVector2(1100, 2064), # Bottom wall - lobby\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_far_from_enemies(pos),\n\t\t\t\"Window at %s should be far from all enemies\" % str(pos))\n\n\nfunc test_enemy_positions_fail_distance_check() -> void:\n\t# Verify that positions right on top of enemies are rejected\n\tfor enemy_pos in manager.ENEMY_POSITIONS:\n\t\tassert_false(manager.is_far_from_enemies(enemy_pos),\n\t\t\t\"Position at enemy %s should fail distance check\" % str(enemy_pos))\n\n\nfunc test_all_window_positions_on_exterior_walls() -> void:\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100),\n\t\tVector2(64, 1250),\n\t\tVector2(64, 1750),\n\t\tVector2(64, 1900),\n\t\tVector2(700, 64),\n\t\tVector2(900, 64),\n\t\tVector2(1100, 64),\n\t\tVector2(200, 2064),\n\t\tVector2(400, 2064),\n\t\tVector2(700, 2064),\n\t\tVector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\tassert_true(manager.is_on_exterior_wall(pos),\n\t\t\t\"Window at %s should be on an exterior wall\" % str(pos))\n\n\n# ============================================================================\n# Gradient Texture Tests\n# ============================================================================\n\n\nfunc test_window_light_constant_values() -> void:\n\tassert_eq(manager.LIGHT_ENERGY, 0.6,\n\t\t\"Light energy constant should be 0.6\")\n\tassert_eq(manager.LIGHT_TEXTURE_SCALE, 5.0,\n\t\t\"Light texture scale constant should be 5.0\")\n\n\nfunc test_ambient_light_constant_values() -> void:\n\tassert_eq(manager.AMBIENT_ENERGY, 0.25,\n\t\t\"Ambient energy constant should be 0.25\")\n\tassert_eq(manager.AMBIENT_TEXTURE_SCALE, 10.0,\n\t\t\"Ambient texture scale constant should be 10.0\")\n\n\nfunc test_window_visual_color_is_blue() -> void:\n\tassert_true(manager.WINDOW_COLOR.b > manager.WINDOW_COLOR.r,\n\t\t\"Window visual color should be blue-dominant\")\n\n\nfunc test_window_visual_color_is_semi_transparent() -> void:\n\tassert_true(manager.WINDOW_COLOR.a < 1.0,\n\t\t\"Window visual should be semi-transparent\")\n\tassert_true(manager.WINDOW_COLOR.a > 0.0,\n\t\t\"Window visual should not be fully transparent\")\n\n\n# ============================================================================\n# Building Layout Integration Tests\n# ============================================================================\n\n\nfunc test_no_windows_in_office_1_area() -> void:\n\t# Office 1 area: (80-500, 80-688) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the left wall near Office 1 (y=80-688)\n\t\tif is_equal_approx(pos.x, 64.0):\n\t\t\tassert_true(pos.y > 700 or pos.y < 64,\n\t\t\t\t\"Left wall window at y=%d should not be in Office 1 area (80-688)\" % int(pos.y))\n\n\nfunc test_no_windows_in_conference_room_area() -> void:\n\t# Conference Room area: (1388-2448, 80-600) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the top wall in Conference Room area (x=1388-2448)\n\t\tif is_equal_approx(pos.y, 64.0):\n\t\t\tassert_true(pos.x < 1376,\n\t\t\t\t\"Top wall window at x=%d should not be in Conference Room area (1388-2448)\" % int(pos.x))\n\n\nfunc test_no_windows_in_server_room_area() -> void:\n\t# Server Room area: (1700-2448, 1212-2048) - has enemies\n\tvar window_positions: Array = [\n\t\tVector2(64, 1100), Vector2(64, 1250), Vector2(64, 1750), Vector2(64, 1900),\n\t\tVector2(700, 64), Vector2(900, 64), Vector2(1100, 64),\n\t\tVector2(200, 2064), Vector2(400, 2064), Vector2(700, 2064), Vector2(1100, 2064),\n\t]\n\n\tfor pos in window_positions:\n\t\t# No window should be at the right wall in Server Room area\n\t\tif is_equal_approx(pos.x, 2464.0):\n\t\t\tassert_true(false,\n\t\t\t\t\"Should not have window at right wall (Server Room area)\")\n\t\t# No window at the bottom wall in Server Room area (x=1700-2448)\n\t\tif is_equal_approx(pos.y, 2064.0):\n\t\t\tassert_true(pos.x < 1388,\n\t\t\t\t\"Bottom wall window at x=%d should not be in Server Room area\" % int(pos.x))\n\n\nfunc test_window_count_is_reasonable() -> void:\n\t# The implementation places 11 window lights\n\t# This should be enough for visibility but not excessive\n\tvar expected_count := 11\n\n\t# Create all lights matching the implementation\n\tvar positions_and_sides: Array = [\n\t\t[Vector2(64, 1100), \"left\"],\n\t\t[Vector2(64, 1250), \"left\"],\n\t\t[Vector2(64, 1750), \"left\"],\n\t\t[Vector2(64, 1900), \"left\"],\n\t\t[Vector2(700, 64), \"top\"],\n\t\t[Vector2(900, 64), \"top\"],\n\t\t[Vector2(1100, 64), \"top\"],\n\t\t[Vector2(200, 2064), \"bottom\"],\n\t\t[Vector2(400, 2064), \"bottom\"],\n\t\t[Vector2(700, 2064), \"bottom\"],\n\t\t[Vector2(1100, 2064), \"bottom\"],\n\t]\n\n\tfor pair in positions_and_sides:\n\t\tmanager.create_window_light(pair[0], pair[1])\n\n\tassert_eq(manager.get_light_count(), expected_count,\n\t\t\"Should have exactly %d window lights\" % expected_count)\n\n\nfunc test_lights_per_sprite_within_limit() -> void:\n\t# Godot 2D renderer has a 15-light-per-sprite limit.\n\t# With shadow_enabled=false and large spreads, not all 22 PointLight2D nodes\n\t# (11 primary + 11 ambient) overlap on the same sprite simultaneously.\n\t# Worst case overlap is about 4-6 window lights near one corner, plus player lights.\n\t# Even so, the total remains well under 15.\n\tvar max_overlapping_windows := 6 # Worst-case corner overlap estimate\n\tvar lights_per_window := 2 # primary + ambient\n\tvar player_lights := 2 # visibility + flashlight\n\tvar worst_case := max_overlapping_windows * lights_per_window + player_lights\n\n\tassert_true(worst_case <= 15,\n\t\t\"Worst-case overlapping lights (%d) should be under Godot's 15-light-per-sprite limit\" % worst_case)\n",
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"originalFile": "extends GutTest\n## Unit tests for window lights in BuildingLevel corridors (Issue #593).\n##\n## Tests the window light placement system that adds dim blue PointLight2D nodes\n## along exterior walls in corridors and rooms without enemies, so players can\n## see wall outlines in night mode (realistic visibility).\n##\n## Each window creates two light layers:\n## 1. Primary \"MoonLight\" — medium range, low energy, shadows enabled.\n## Shadows from interior walls give the light a natural shape.\n## 2. Ambient \"AmbientGlow\" — large range, very low energy, no shadows.\n## Extremely faint residual glow that passes through interior walls.\n\n\n# ============================================================================\n# Mock WindowLightManager for Logic Tests\n# ============================================================================\n\n\nclass MockWindowLightManager:\n\t## Primary light color (cool blue moonlight).\n\tconst LIGHT_COLOR: Color = Color(0.4, 0.5, 0.9, 1.0)\n\n\t## Primary light energy.\n\tconst LIGHT_ENERGY: float = 0.3\n\n\t## Primary light texture scale.\n\tconst LIGHT_TEXTURE_SCALE: float = 3.0\n\n\t## Ambient glow color (slightly deeper blue).\n\tconst AMBIENT_COLOR: Color = Color(0.35, 0.45, 0.85, 1.0)\n\n\t## Ambient glow energy.\n\tconst AMBIENT_ENERGY: float = 0.08\n\n\t## Ambient glow texture scale.\n\tconst AMBIENT_TEXTURE_SCALE: float = 6.0\n\n\t## Window visual color (semi-transparent blue).\n\tconst WINDOW_COLOR: Color = Color(0.3, 0.4, 0.7, 0.6)\n\n\t## Valid wall sides.\n\tconst VALID_WALL_SIDES: Array = [\"top\", \"bottom\", \"left\", \"right\"]\n\n\t## Enemy positions on the BuildingLevel map.\n\t## Used to verify no window lights are placed near enemies.\n\tconst ENEMY_POSITIONS: Array = [\n\t\tVector2(300, 350), # Enemy1 - Office 1\n\t\tVector2(400, 550), # Enemy2 - Office 1\n\t\tVector2(700, 750), # Enemy3 - Office 2\n\t\tVector2(800, 900), # Enemy4 - Office 2\n\t\tVector2(1700, 350), # Enemy5 - Conference Room\n\t\tVector2(1950, 450), # Enemy6 - Conference Room\n\t\tVector2(1600, 900), # Enemy7 - Break Room (patrol)\n\t\tVector2(1900, 1450), # Enemy8 - Server Room\n\t\tVector2(2100, 1550), # Enemy9 - Server Room\n\t\tVector2(1200, 1550), # Enemy10 - Main Hall (patrol)\n\t]\n\n\t## Building exterior wall positions.\n\tconst WALL_LEFT_X: float = 64.0\n\tconst WALL_RIGHT_X: float = 2464.0\n\tconst WALL_TOP_Y: float = 64.0\n\tconst WALL_BOTTOM_Y: float = 2064.0\n\n\t## Minimum distance from enemy positions for window light placement.\n\tconst MIN_ENEMY_DISTANCE: float = 200.0\n\n\t## List of created window lights: Array of {position, wall_side, ...}.\n\tvar _window_lights: Array = []\n\n\t## Whether setup was called.\n\tvar _setup_called: bool = false\n\n\n\t## Setup the window light system.\n\tfunc setup() -> void:\n\t\t_setup_called = true\n\t\t_window_lights.clear()\n\n\n\t## Create a window light at the given position (both primary + ambient).\n\tfunc create_window_light(pos: Vector2, wall_side: String) -> Dictionary:\n\t\tvar light_data := {\n\t\t\t\"position\": pos,\n\t\t\t\"wall_side\": wall_side,\n\t\t\t\"energy\": LIGHT_ENERGY,\n\t\t\t\"color\": LIGHT_COLOR,\n\t\t\t\"shadow_enabled\": true,\n\t\t\t\"texture_scale\": LIGHT_TEXTURE_SCALE,\n\t\t\t\"ambient_energy\": AMBIENT_ENERGY,\n\t\t\t\"ambient_color\": AMBIENT_COLOR,\n\t\t\t\"ambient_texture_scale\": AMBIENT_TEXTURE_SCALE,\n\t\t\t\"ambient_shadow_enabled\": false,\n\t\t}\n\t\t_window_lights.append(light_data)\n\t\treturn light_data\n\n\n\t## Get all created window lights.\n\tfunc get_window_lights() -> Array:\n\t\treturn _window_lights\n\n\n\t## Get window light count.\n\tfunc get_light_count() -> int:\n\t\treturn _window_lights.size()\n\n\n\t## Check if a position is on an exterior wall.\n\tfunc is_on_exterior_wall(pos: Vector2) -> bool:\n\t\treturn (\n\t\t\tis_equal_approx(pos.x, WALL_LEFT_X) or\n\t\t\tis_equal_approx(pos.x, WALL_RIGHT_X) or\n\t\t\tis_equal_approx(pos.y, WALL_TOP_Y) or\n\t\t\tis_equal_approx(pos.y, WALL_BOTTOM_Y)\n\t\t)\n\n\n\t## Check if a position is far enough from all enemy positions.\n\tfunc is_far_from_enemies(pos: Vector2) -> bool:\n\t\tfor enemy_pos in ENEMY_POSITIONS:\n\t\t\tif pos.distance_to(enemy_pos) < MIN_ENEMY_DISTANCE:\n\t\t\t\treturn false\n\t\treturn true\n\n\n\t## Get the expected light offset direction based on wall side.\n\tfunc get_light_offset_direction(wall_side: String) -> Vector2:\n\t\tmatch wall_side:\n\t\t\t\"left\":\n\t\t\t\treturn Vector2(1, 0) # Light points inward (right)\n\t\t\t\"right\":\n\t\t\t\treturn Vector2(-1, 0) # Light points inward (left)\n\t\t\t\"top\":\n\t\t\t\treturn Vector2(0, 1) # Light points inward (down)\n\t\t\t\"bottom\":\n\t\t\t\treturn Vector2(0, -1) # Light points inward (up)\n\t\t\t_:\n\t\t\t\treturn Vector2.ZERO\n\n\n\t## Check if wall_side is valid.\n\tfunc is_valid_wall_side(wall_side: String) -> bool:\n\t\treturn wall_side in VALID_WALL_SIDES\n\n\nvar manager: MockWindowLightManager\n\n\nfunc before_each() -> void:\n\tmanager = MockWindowLightManager.new()\n\tmanager.setup()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initialization Tests\n# ============================================================================\n\n\nfunc test_setup_initializes_properly() -> void:\n\tassert_true(manager._setup_called,\n\t\t\"Setup should have been called\")\n\n\nfunc test_no_lights_on_init() -> void:\n\tassert_eq(manager.get_light_count(), 0,\n\t\t\"Should have no window lights initially\")\n\n\n# ============================================================================\n# Light Creation Tests\n# ============================================================================\n\n\nfunc test_create_window_light_returns_data() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_not_null(light, \"Created light data should not be null\")\n\tassert_eq(light.position, Vector2(64, 1100), \"Position should match\")\n\tassert_eq(light.wall_side, \"left\", \"Wall side should match\")\n\n\nfunc test_create_window_light_increments_count() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_eq(manager.get_light_count(), 1,\n\t\t\"Light count should be 1 after creating one light\")\n\n\nfunc test_create_multiple_lights() -> void:\n\tmanager.create_window_light(Vector2(64, 1100), \"left\")\n\tmanager.create_window_light(Vector2(64, 1250), \"left\")\n\tmanager.create_window_light(Vector2(700, 64), \"top\")\n\n\tassert_eq(manager.get_light_count(), 3,\n\t\t\"Light count should be 3 after creating three lights\")\n\n\n# ============================================================================\n# Light Properties Tests\n# ============================================================================\n\n\nfunc test_light_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.color.b > light.color.r,\n\t\t\"Light color should be blue-dominant (blue > red)\")\n\tassert_true(light.color.b > light.color.g,\n\t\t\"Light color should be blue-dominant (blue > green)\")\n\n\nfunc test_light_energy_is_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.energy <= 1.0,\n\t\t\"Window light energy should be dim (<=1.0)\")\n\tassert_true(light.energy > 0.0,\n\t\t\"Window light energy should be positive\")\n\n\nfunc test_light_energy_is_weaker_than_player() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Player visibility light is 1.5 energy (RealisticVisibilityComponent.LIGHT_ENERGY)\n\tassert_true(light.energy < 1.5,\n\t\t\"Window light should be dimmer than player visibility light (1.5)\")\n\n\nfunc test_light_energy_is_weaker_than_flashlight() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\t# Flashlight is 8.0 energy\n\tassert_true(light.energy < 8.0,\n\t\t\"Window light should be much dimmer than flashlight (8.0)\")\n\n\nfunc test_light_shadows_enabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.shadow_enabled,\n\t\t\"Primary window lights should have shadows enabled for natural wall shadows\")\n\n\nfunc test_light_texture_scale() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.texture_scale >= 4.0,\n\t\t\"Light texture scale should be >= 4.0 for corridor-wide spread\")\n\tassert_true(light.texture_scale <= 8.0,\n\t\t\"Light texture scale should be <= 8.0 to avoid excessive overlap\")\n\n\n# ============================================================================\n# Ambient Glow Layer Tests\n# ============================================================================\n\n\nfunc test_ambient_color_is_blue() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_color.b > light.ambient_color.r,\n\t\t\"Ambient color should be blue-dominant (blue > red)\")\n\tassert_true(light.ambient_color.b > light.ambient_color.g,\n\t\t\"Ambient color should be blue-dominant (blue > green)\")\n\n\nfunc test_ambient_energy_is_very_dim() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_energy < light.energy,\n\t\t\"Ambient energy should be dimmer than primary light\")\n\tassert_true(light.ambient_energy > 0.0,\n\t\t\"Ambient energy should be positive\")\n\tassert_true(light.ambient_energy <= 0.4,\n\t\t\"Ambient energy should be subtle (<=0.4)\")\n\n\nfunc test_ambient_texture_scale_is_large() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_true(light.ambient_texture_scale > light.texture_scale,\n\t\t\"Ambient glow should cover a larger area than primary light\")\n\tassert_true(light.ambient_texture_scale >= 8.0,\n\t\t\"Ambient glow texture scale should be >= 8.0 for corridor-wide effect\")\n\n\nfunc test_ambient_shadows_disabled() -> void:\n\tvar light := manager.create_window_light(Vector2(64, 1100), \"left\")\n\n\tassert_false(light.ambient_shadow_enabled,\n\t\t\"Ambient glow should have shadows disabled for gradual dissipation\")\n\n\n# ============================================================================\n# Wall Side Validation Tests\n# ============================================================================\n\n\nfunc test_valid_wall_sides() -> void:\n\tassert_true(manager.is_valid_wall_side(\"left\"), \"left should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"right\"), \"right should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"top\"), \"top should be valid\")\n\tassert_true(manager.is_valid_wall_side(\"bottom\"), \"bottom should be valid\")\n\n\nfunc test_invalid_wall_sides() -> void:\n\tassert_false(manager.is_valid_wall_side(\"center\"), \"center should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"\"), \"empty string should be invalid\")\n\tassert_false(manager.is_valid_wall_side(\"diagonal\"), \"diagonal should be invalid\")\n\n\n# ============================================================================\n# Light Offset Direction Tests\n# ============================================================================\n\n\nfunc test_left_wall_light_points_inward() -> void:\n\tvar direction := manager.get_light_offset_direction(\"left\")\n\n\tassert_true(direction.x > 0,\n\t\t\"Left wall light should point inward (posi
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