Created
February 6, 2026 17:29
-
-
Save konard/99c47dddc670e38e27bfda8567abe4be to your computer and use it in GitHub Desktop.
Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521
This file has been truncated, but you can view the full file.
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| # Solve.mjs Log - 2026-02-06T17:21:17.741Z | |
| [2026-02-06T17:21:17.742Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-06T17-21-17-741Z.log | |
| [2026-02-06T17:21:17.743Z] [INFO] (All output will be logged here) | |
| [2026-02-06T17:21:18.196Z] [INFO] | |
| [2026-02-06T17:21:18.197Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-06T17:21:18.197Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-06T17:21:18.197Z] [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/521 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-06T17:21:18.198Z] [INFO] | |
| [2026-02-06T17:21:18.210Z] [INFO] | |
| [2026-02-06T17:21:18.211Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-06T17:21:18.211Z] [INFO] | |
| [2026-02-06T17:21:18.212Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-06T17:21:18.212Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-06T17:21:18.212Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-06T17:21:18.212Z] [INFO] • File paths and directory structures | |
| [2026-02-06T17:21:18.212Z] [INFO] • Command outputs and error messages | |
| [2026-02-06T17:21:18.213Z] [INFO] • Internal system information | |
| [2026-02-06T17:21:18.213Z] [INFO] | |
| [2026-02-06T17:21:18.213Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-06T17:21:18.213Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-06T17:21:18.213Z] [INFO] | |
| [2026-02-06T17:21:18.213Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-06T17:21:18.213Z] [INFO] | |
| [2026-02-06T17:21:23.220Z] [INFO] | |
| [2026-02-06T17:21:23.250Z] [INFO] 💾 Disk space check: 41552MB available (2048MB required) ✅ | |
| [2026-02-06T17:21:23.252Z] [INFO] 🧠 Memory check: 9455MB available, swap: 4095MB (145MB used), total: 13405MB (256MB required) ✅ | |
| [2026-02-06T17:21:23.273Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T17:21:23.274Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T17:21:23.274Z] [INFO] 📋 URL validation: | |
| [2026-02-06T17:21:23.275Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| [2026-02-06T17:21:23.275Z] [INFO] Is Issue URL: false | |
| [2026-02-06T17:21:23.275Z] [INFO] Is PR URL: true | |
| [2026-02-06T17:21:23.275Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-06T17:21:24.180Z] [INFO] Repository visibility: public | |
| [2026-02-06T17:21:24.181Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-06T17:21:24.182Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-06T17:21:24.575Z] [INFO] Repository visibility: public | |
| [2026-02-06T17:21:24.576Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-06T17:21:24.577Z] [INFO] 🔄 Continue mode: Working with PR #521 | |
| [2026-02-06T17:21:24.577Z] [INFO] Continue mode activated: PR URL provided directly | |
| [2026-02-06T17:21:24.577Z] [INFO] PR Number set to: 521 | |
| [2026-02-06T17:21:24.578Z] [INFO] Will fetch PR details and linked issue | |
| [2026-02-06T17:21:25.135Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T17:21:25.135Z] [INFO] Fork owner: konard | |
| [2026-02-06T17:21:25.136Z] [INFO] Will clone fork repository for continue mode | |
| [2026-02-06T17:21:25.136Z] [INFO] 📝 PR branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:25.137Z] [INFO] 🔗 Found linked issue #520 | |
| [2026-02-06T17:21:25.138Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770398485138 | |
| [2026-02-06T17:21:25.141Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-06T17:21:25.142Z] [INFO] Checking fork status... | |
| [2026-02-06T17:21:25.447Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-06T17:21:26.518Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-06T17:21:26.901Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T17:21:26.902Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-06T17:21:27.308Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T17:21:27.310Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T17:21:30.603Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770398485138 | |
| [2026-02-06T17:21:30.651Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T17:21:30.696Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-06T17:21:30.697Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-06T17:21:31.029Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-06T17:21:31.029Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-06T17:21:31.446Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-06T17:21:31.721Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-06T17:21:31.721Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-06T17:21:32.200Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-06T17:21:32.202Z] [INFO] | |
| 🔍 Checking PR fork: Determining if branch is in another fork... | |
| [2026-02-06T17:21:32.519Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote | |
| [2026-02-06T17:21:32.656Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-06T17:21:32.717Z] [INFO] | |
| 🔄 Checking out PR branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:32.718Z] [INFO] 📥 Fetching branches: From remote... | |
| [2026-02-06T17:21:33.207Z] [INFO] 🔍 Verifying: Branch checkout... | |
| [2026-02-06T17:21:33.256Z] [INFO] ✅ Branch checked out: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:33.257Z] [INFO] ✅ Current branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:33.258Z] [INFO] Branch operation: Checkout existing PR branch | |
| [2026-02-06T17:21:33.258Z] [INFO] Branch verification: Matches expected | |
| [2026-02-06T17:21:33.261Z] [INFO] | |
| 🔄 Continue mode: ACTIVE | |
| [2026-02-06T17:21:33.261Z] [INFO] Using existing PR: #521 | |
| [2026-02-06T17:21:33.262Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| [2026-02-06T17:21:33.262Z] [INFO] | |
| 🚀 Starting work session: 2026-02-06T17:21:33.262Z | |
| [2026-02-06T17:21:33.611Z] [INFO] 📝 Converting PR: Back to draft mode... | |
| [2026-02-06T17:21:34.421Z] [INFO] ✅ PR converted: Now in draft mode | |
| [2026-02-06T17:21:35.297Z] [INFO] 💬 Posted: AI Work Session Started comment | |
| [2026-02-06T17:21:35.632Z] [INFO] 👤 Current user: konard | |
| [2026-02-06T17:21:35.633Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-06T17:21:35.633Z] [INFO] prNumber: 521 | |
| [2026-02-06T17:21:35.633Z] [INFO] branchName: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:35.633Z] [INFO] isContinueMode: true | |
| [2026-02-06T17:21:35.633Z] [INFO] Will count comments: true | |
| [2026-02-06T17:21:35.634Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-06T17:21:35.634Z] [INFO] PR #521 on branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:35.634Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T17:21:36.106Z] [INFO] 📅 Last commit time (from API): 2026-02-06T17:04:45.000Z | |
| [2026-02-06T17:21:37.092Z] [INFO] 💬 New PR comments: 2 | |
| [2026-02-06T17:21:37.093Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-06T17:21:37.093Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-06T17:21:37.093Z] [INFO] Total new comments: 2 | |
| [2026-02-06T17:21:37.093Z] [INFO] Comment lines to add: Yes | |
| [2026-02-06T17:21:37.094Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-06T17:21:37.094Z] [INFO] PR conversation comments fetched: 3 | |
| [2026-02-06T17:21:37.094Z] [INFO] Total PR comments checked: 3 | |
| [2026-02-06T17:21:40.084Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-06T17:21:40.085Z] [INFO] - New comments on the pull request: 2 | |
| [2026-02-06T17:21:40.085Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-06T17:21:40.085Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-06T17:21:40.465Z] [INFO] 📝 Issue updated: 2026-02-06T16:48:37.000Z | |
| [2026-02-06T17:21:40.781Z] [INFO] 💬 Last comment: 2026-02-06T16:48:37.000Z | |
| [2026-02-06T17:21:41.209Z] [INFO] 🔀 Recent PR: 2026-02-06T16:49:59.000Z | |
| [2026-02-06T17:21:41.209Z] [INFO] | |
| ✅ Reference time: 2026-02-06T16:49:59.000Z | |
| [2026-02-06T17:21:41.210Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-06T17:21:41.269Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-06T17:21:41.613Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-520-a11002b682e7 | |
| [2026-02-06T17:21:43.764Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-06T17:21:43.906Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-06T17:21:43.907Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-06T17:21:43.907Z] [INFO] Characters: 621 | |
| [2026-02-06T17:21:43.907Z] [INFO] System prompt characters: 12741 | |
| [2026-02-06T17:21:43.908Z] [INFO] Feedback info: Included | |
| [2026-02-06T17:21:43.909Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-06T17:21:43.910Z] [INFO] Model: opus | |
| [2026-02-06T17:21:43.910Z] [INFO] Working directory: /tmp/gh-issue-solver-1770398485138 | |
| [2026-02-06T17:21:43.910Z] [INFO] Branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:43.910Z] [INFO] Prompt length: 621 chars | |
| [2026-02-06T17:21:43.910Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-06T17:21:43.911Z] [INFO] Feedback info included: Yes (2 lines) | |
| [2026-02-06T17:21:43.967Z] [INFO] 📈 System resources before execution: | |
| [2026-02-06T17:21:43.968Z] [INFO] Memory: MemFree: 7843748 kB | |
| [2026-02-06T17:21:43.968Z] [INFO] Load: 1.82 1.47 1.48 2/539 630045 | |
| [2026-02-06T17:21:43.968Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-06T17:21:43.968Z] [INFO] (cd "/tmp/gh-issue-solver-1770398485138" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-6 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| Your prepared branch: issue-520-a11002b682e7 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770398485138 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-520-a11002b682e7 | |
| 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-520-a11002b682e7 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/521/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/reviews --paginate | |
| IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/520/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 521 --body \"your message\" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 521, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 521. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-520-a11002b682e7. | |
| - When you finish, create a pull request from branch issue-520-a11002b682e7. (Note: PR 521 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-520-a11002b682e7. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 521 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-520-a11002b682e7/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .) | |
| [2026-02-06T17:21:43.969Z] [INFO] | |
| [2026-02-06T17:21:43.969Z] [INFO] 📋 User prompt: | |
| [2026-02-06T17:21:43.969Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-06T17:21:43.969Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520 | |
| Your prepared branch: issue-520-a11002b682e7 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770398485138 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521 | |
| Your forked repository: konard/Jhon-Crow-godot-topdown-MVP | |
| Original repository (upstream): Jhon-Crow/godot-topdown-MVP | |
| GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-520-a11002b682e7 | |
| New comments on the pull request: 2 | |
| Pull request description was edited after last commit | |
| Continue. | |
| [2026-02-06T17:21:43.970Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-06T17:21:43.970Z] [INFO] | |
| [2026-02-06T17:21:43.971Z] [INFO] 📋 System prompt: | |
| [2026-02-06T17:21:43.971Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-06T17:21:43.971Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-520-a11002b682e7 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/520. | |
| - When you need related code, use gh search code --owner Jhon-Crow [keywords]. | |
| - When you need repo context, read files in your working directory. | |
| - When you study related work, study the most recent related pull requests. | |
| - When issue is not defined enough, write a comment to ask clarifying questions. | |
| - When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication. | |
| - When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed. | |
| - When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default. | |
| - When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints: | |
| 1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/521/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/reviews --paginate | |
| IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments! | |
| - When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/520/comments --paginate. | |
| Solution development and testing. | |
| - When issue is solvable, implement code with tests. | |
| - When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch. | |
| - When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request. | |
| - When you test: | |
| start from testing of small functions using separate scripts; | |
| write unit tests with mocks for easy and quick start. | |
| - When you test integrations, use existing framework. | |
| - When you test solution draft, include automated checks in pr. | |
| - When issue is unclear, write comment on issue asking questions. | |
| - When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help. | |
| - When you need human help, use gh pr comment 521 --body "your message" to comment on existing PR. | |
| Preparing pull request. | |
| - When you code, follow contributing guidelines. | |
| - When you commit, write clear message. | |
| - When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords]. | |
| - When you open pr, describe solution draft and include tests. | |
| - When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release. | |
| - When you update existing pr 521, use gh pr edit to modify title and description. | |
| - When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing. | |
| - When you finalize the pull request: | |
| follow style from merged prs for code, title, and description, | |
| make sure no uncommitted changes corresponding to the original requirements are left behind, | |
| make sure the default branch is merged to the pull request's branch, | |
| make sure all CI checks passing if they exist before you finish, | |
| check for latest comments on the issue and pull request to ensure no recent feedback was missed, | |
| double-check that all changes in the pull request answer to original requirements of the issue, | |
| make sure no new new bugs are introduced in pull request by carefully reading gh pr diff, | |
| make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments. | |
| - When you finish implementation, use gh pr ready 521. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-520-a11002b682e7. | |
| - When you finish, create a pull request from branch issue-520-a11002b682e7. (Note: PR 521 already exists, update it instead) | |
| - When you organize workflow, use pull requests instead of direct merges to default branch (main or master). | |
| - When you manage commits, preserve commit history for later analysis. | |
| - When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed. | |
| - When you face conflict that you cannot resolve yourself, ask for help. | |
| - When you collaborate, respect branch protections by working only on issue-520-a11002b682e7. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 521 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-520-a11002b682e7/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-02-06T17:21:43.971Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-02-06T17:21:43.972Z] [INFO] | |
| [2026-02-06T17:21:43.973Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 128000 | |
| [2026-02-06T17:21:43.973Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup) | |
| [2026-02-06T17:21:43.973Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution) | |
| [2026-02-06T17:21:43.973Z] [INFO] 📋 Command details: | |
| [2026-02-06T17:21:43.974Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1770398485138 | |
| [2026-02-06T17:21:43.974Z] [INFO] 🌿 Branch: issue-520-a11002b682e7 | |
| [2026-02-06T17:21:43.974Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-02-06T17:21:43.974Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T17:21:43.974Z] [INFO] | |
| ▶️ Streaming output: | |
| [2026-02-06T17:21:46.297Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1770398485138", | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
| "Grep", | |
| "ExitPlanMode", | |
| "Read", | |
| "Edit", | |
| "Write", | |
| "NotebookEdit", | |
| "WebFetch", | |
| "TodoWrite", | |
| "WebSearch", | |
| "TaskStop", | |
| "AskUserQuestion", | |
| "Skill", | |
| "EnterPlanMode", | |
| "ToolSearch", | |
| "mcp__playwright__browser_close", | |
| "mcp__playwright__browser_resize", | |
| "mcp__playwright__browser_console_messages", | |
| "mcp__playwright__browser_handle_dialog", | |
| "mcp__playwright__browser_evaluate", | |
| "mcp__playwright__browser_file_upload", | |
| "mcp__playwright__browser_fill_form", | |
| "mcp__playwright__browser_install", | |
| "mcp__playwright__browser_press_key", | |
| "mcp__playwright__browser_type", | |
| "mcp__playwright__browser_navigate", | |
| "mcp__playwright__browser_navigate_back", | |
| "mcp__playwright__browser_network_requests", | |
| "mcp__playwright__browser_run_code", | |
| "mcp__playwright__browser_take_screenshot", | |
| "mcp__playwright__browser_snapshot", | |
| "mcp__playwright__browser_click", | |
| "mcp__playwright__browser_drag", | |
| "mcp__playwright__browser_hover", | |
| "mcp__playwright__browser_select_option", | |
| "mcp__playwright__browser_tabs", | |
| "mcp__playwright__browser_wait_for" | |
| ], | |
| "mcp_servers": [ | |
| { | |
| "name": "playwright", | |
| "status": "connected" | |
| } | |
| ], | |
| "model": "claude-opus-4-6", | |
| "permissionMode": "bypassPermissions", | |
| "slash_commands": [ | |
| "keybindings-help", | |
| "debug", | |
| "compact", | |
| "context", | |
| "cost", | |
| "init", | |
| "pr-comments", | |
| "release-notes", | |
| "review", | |
| "security-review", | |
| "insights" | |
| ], | |
| "apiKeySource": "none", | |
| "claude_code_version": "2.1.33", | |
| "output_style": "default", | |
| "agents": [ | |
| "Bash", | |
| "general-purpose", | |
| "statusline-setup", | |
| "Explore", | |
| "Plan" | |
| ], | |
| "skills": [ | |
| "keybindings-help", | |
| "debug" | |
| ], | |
| "plugins": [], | |
| "uuid": "986e109c-75cf-442e-bb00-b6660d3bfc57" | |
| } | |
| [2026-02-06T17:21:46.297Z] [INFO] 📌 Session ID: 2a53b605-80a3-42d5-b8c0-a5b9f4226220 | |
| [2026-02-06T17:21:46.298Z] [INFO] 📁 Log renamed to: /home/hive/2a53b605-80a3-42d5-b8c0-a5b9f4226220.log | |
| [2026-02-06T17:21:49.512Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "\n\nI'll start by reviewing the current state of the PR, the issue, and any new comments to understand what needs to be done." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "00bf74a6-8aed-49a0-8c5a-28764410d788" | |
| } | |
| [2026-02-06T17:21:50.207Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Uy1Fp3THsVF2qWPuxUT2SN", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh issue view 520 --repo Jhon-Crow/godot-topdown-MVP", | |
| "description": "View the issue details" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "010ad16c-e97f-436f-bf11-660eb88db74f" | |
| } | |
| [2026-02-06T17:21:50.830Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01ShnzX4DKo3pjmd2wW56cyf", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh pr view 521 --repo Jhon-Crow/godot-topdown-MVP", | |
| "description": "View the PR details" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b00f4ccb-c86d-4773-9f7c-264acbdac424" | |
| } | |
| [2026-02-06T17:21:51.584Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Uy1Fp3THsVF2qWPuxUT2SN", | |
| "type": "tool_result", | |
| "content": "title:\tдобавь снайперскую винтовку\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t1\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t520\n--\nназвание винтовки АСВК \nреференс модели:\n<img width=\"400\" height=\"151\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/a8c7db80-8709-43ee-b5bf-3df39d297cb7\" />\n\nпатроны 12,7×108 мм - должны наносить 50 урона и игнорировать 2 стены, пробивать насквозь врагов, выстрел - рассеивающийся дымный трассер (как от самолёта) до конца карты, то есть скорость пули бесконечная.\nчувствительность поворота - очень высокая.\nмагазин = 5 патронов.\nрежим стрельбы - однозарядная.\nперезарядка - новый магазин заряжается так же, как у m16, но есть зарядка перед каждым выстрелом.\nзарядка перед выстрелом = стрелка вниз (отвести затвор) -> стрелка влево (открыть затвор) -> стрелка вниз (закрыть затвор) -> стрелка вверх (дослать патрон)\n\nПункт ниже не делай, пока не получишь прямое задание:\nтак же должно быть прицеливание на RMB - при прицеливании на экран накладывается \"прицел\":\n<img width=\"820\" height=\"654\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/a1228111-e4f4-4e3c-8457-9d1a1ae3bd29\" />\nпри этом прицеливание происходит по зоне за вьюпортом в том направлении, куда смотрел игрок (позволяет заглянуть дальше, но не позволяет целиться близко).\nпри прицеливании можно целиться в рамках вьюпорта и вращением колёсика двигать зону прицеливания (ещё дальше чем за вьюпорт).\nчем дальше от игрока зона прицеливания - тем сильнее раскачивается прицел (на расстоянии одного вьюпорта - не сильно, на расстоянии 2 в 2 раза сильнее).", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d0cf2a1e-4865-41e5-b69f-e8ff1825c067", | |
| "tool_use_result": { | |
| "stdout": "title:\tдобавь снайперскую винтовку\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t1\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t520\n--\nназвание винтовки АСВК \nреференс модели:\n<img width=\"400\" height=\"151\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/a8c7db80-8709-43ee-b5bf-3df39d297cb7\" />\n\nпатроны 12,7×108 мм - должны наносить 50 урона и игнорировать 2 стены, пробивать насквозь врагов, выстрел - рассеивающийся дымный трассер (как от самолёта) до конца карты, то есть скорость пули бесконечная.\nчувствительность поворота - очень высокая.\nмагазин = 5 патронов.\nрежим стрельбы - однозарядная.\nперезарядка - новый магазин заряжается так же, как у m16, но есть зарядка перед каждым выстрелом.\nзарядка перед выстрелом = стрелка вниз (отвести затвор) -> стрелка влево (открыть затвор) -> стрелка вниз (закрыть затвор) -> стрелка вверх (дослать патрон)\n\nПункт ниже не делай, пока не получишь прямое задание:\nтак же должно быть прицеливание на RMB - при прицеливании на экран накладывается \"прицел\":\n<img width=\"820\" height=\"654\" alt=\"Image\" src=\"https://github.com/user-attachments/assets/a1228111-e4f4-4e3c-8457-9d1a1ae3bd29\" />\nпри этом прицеливание происходит по зоне за вьюпортом в том направлении, куда смотрел игрок (позволяет заглянуть дальше, но не позволяет целиться близко).\nпри прицеливании можно целиться в рамках вьюпорта и вращением колёсика двигать зону прицеливания (ещё дальше чем за вьюпорт).\nчем дальше от игрока зона прицеливания - тем сильнее раскачивается прицел (на расстоянии одного вьюпорта - не сильно, на расстоянии 2 в 2 раза сильнее).", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:21:51.598Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01SyHeBX8QVknSyNPQRoXhbw", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh api repos/Jhon-Crow/godot-topdown-MVP/issues/521/comments --paginate", | |
| "description": "Get PR conversation comments" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b1da17e6-bb34-452f-8818-185e2b32d820" | |
| } | |
| [2026-02-06T17:21:52.205Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01BXJtuwXJAxznRfB14KMTkZ", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/comments --paginate", | |
| "description": "Get PR review comments" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3bdf64a5-5408-40b9-ad74-1323058c6ae7" | |
| } | |
| [2026-02-06T17:21:52.696Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_0151UEjG3yuCauoeYGbNQ4Qu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_014NTkhiL2CM3WAfgC92rP3e", | |
| "name": "Bash", | |
| "input": { | |
| "command": "gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/521/reviews --paginate", | |
| "description": "Get PR reviews" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 2, | |
| "cache_creation_input_tokens": 7098, | |
| "cache_read_input_tokens": 18845, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 7098 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b7134592-36cf-46d2-a148-853704e75258" | |
| } | |
| [2026-02-06T17:21:53.339Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01ShnzX4DKo3pjmd2wW56cyf", | |
| "type": "tool_result", | |
| "content": "title:\tfeat: add ASVK sniper rifle weapon\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t521\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/521\nadditions:\t1511\ndeletions:\t5\nauto-merge:\tdisabled\n--\n## Summary\n\nAdds the АSVК (АСВК) anti-materiel sniper rifle as requested in #520. Implements the main functionality without scoping (as per the issue comment).\n\n### Features Implemented\n\n- **Caliber**: 12.7×108mm — 50 damage per shot, penetrates through 2 walls and through enemies\n- **Bullet**: Custom `SniperBullet` projectile that passes through enemies (deals damage but continues flying) and penetrates through walls (count-based: max 2 walls)\n- **Tracer**: Smoky dissipating tracer trail effect extending to the map edge (fades out over 2 seconds simulating smoke/contrail)\n- **Sensitivity**: Very high turn sensitivity (8.0) for smooth aiming\n- **Magazine**: 5-round magazine with M16-style magazine swap reload\n- **Fire mode**: Single-shot (bolt-action)\n- **Bolt charging**: Manual 4-step sequence before each shot: Down → Left → Down → Up (using movement keys)\n- **Laser sight**: Red laser sight for aiming (same system as M16/Pistol)\n- **Sound**: Loud gunshot (3000px propagation range), heavy screen shake, shell casing sounds\n- **Recoil**: Heavy recoil offset (~15 degrees max) with slow recovery\n\n### Files Added\n\n| File | Description |\n|------|-------------|\n| `Scripts/Weapons/SniperRifle.cs` | Weapon logic with bolt-action state machine, laser sight, smoky tracer |\n| `Scripts/Projectiles/SniperBullet.cs` | Custom bullet that penetrates enemies and walls (count-based) |\n| `scenes/weapons/csharp/SniperRifle.tscn` | Weapon scene |\n| `scenes/projectiles/csharp/SniperBullet.tscn` | Bullet scene with larger collision and trail |\n| `resources/weapons/SniperRifleData.tres` | Weapon stats (50 dmg, 5 mag, 10000 speed, 8.0 sensitivity) |\n| `resources/calibers/caliber_127x108.tres` | 12.7x108mm caliber data (no ricochet, high penetration) |\n| `assets/sprites/weapons/asvk_topdown.png` | Placeholder sprite (80x16 pixels) |\n\n### Files Modified\n\n| File | Change |\n|------|--------|\n| `scripts/ui/armory_menu.gd` | Added ASVK to weapon selection menu (unlocked) |\n| `scripts/levels/test_tier.gd` | Added ASVK weapon spawning logic |\n| `scripts/characters/player.gd` | Added sniper rifle detection for arm pose |\n\n### Bolt-Action Charging Sequence\n\nAfter each shot, the player must complete a 4-step bolt-action sequence using movement keys:\n\n1. **↓ Down** — Pull bolt back\n2. **← Left** — Open bolt \n3. **↓ Down** — Close bolt\n4. **↑ Up** — Chamber round\n\nThe first shot can be fired immediately (bolt starts in ready state).\n\n### Not Implemented (as per issue instructions)\n\n- **Scoping/aiming** — The issue explicitly says \"don't implement this until given a direct task\" (RMB scope overlay, zoomed viewport, scope sway)\n\n## Test Plan\n\n- [ ] Select ASVK from armory menu and verify it loads correctly\n- [ ] Verify laser sight appears and follows mouse with sensitivity lag\n- [ ] Fire and verify 50 damage is dealt to enemies\n- [ ] Verify bullet passes through enemies (hits multiple enemies in a line)\n- [ ] Verify bullet penetrates through up to 2 walls\n- [ ] Verify smoky tracer trail appears and fades out\n- [ ] Verify bolt-action sequence (Down→Left→Down→Up) is required between shots\n- [ ] Verify magazine reload works (R→F→R sequence)\n- [ ] Verify 5-round magazine capacity\n- [ ] Verify heavy screen shake and recoil on firing\n\nFixes #520\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "92be4d6d-c050-413a-8d63-fd5a71880524", | |
| "tool_use_result": { | |
| "stdout": "title:\tfeat: add ASVK sniper rifle weapon\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t521\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/521\nadditions:\t1511\ndeletions:\t5\nauto-merge:\tdisabled\n--\n## Summary\n\nAdds the АSVК (АСВК) anti-materiel sniper rifle as requested in #520. Implements the main functionality without scoping (as per the issue comment).\n\n### Features Implemented\n\n- **Caliber**: 12.7×108mm — 50 damage per shot, penetrates through 2 walls and through enemies\n- **Bullet**: Custom `SniperBullet` projectile that passes through enemies (deals damage but continues flying) and penetrates through walls (count-based: max 2 walls)\n- **Tracer**: Smoky dissipating tracer trail effect extending to the map edge (fades out over 2 seconds simulating smoke/contrail)\n- **Sensitivity**: Very high turn sensitivity (8.0) for smooth aiming\n- **Magazine**: 5-round magazine with M16-style magazine swap reload\n- **Fire mode**: Single-shot (bolt-action)\n- **Bolt charging**: Manual 4-step sequence before each shot: Down → Left → Down → Up (using movement keys)\n- **Laser sight**: Red laser sight for aiming (same system as M16/Pistol)\n- **Sound**: Loud gunshot (3000px propagation range), heavy screen shake, shell casing sounds\n- **Recoil**: Heavy recoil offset (~15 degrees max) with slow recovery\n\n### Files Added\n\n| File | Description |\n|------|-------------|\n| `Scripts/Weapons/SniperRifle.cs` | Weapon logic with bolt-action state machine, laser sight, smoky tracer |\n| `Scripts/Projectiles/SniperBullet.cs` | Custom bullet that penetrates enemies and walls (count-based) |\n| `scenes/weapons/csharp/SniperRifle.tscn` | Weapon scene |\n| `scenes/projectiles/csharp/SniperBullet.tscn` | Bullet scene with larger collision and trail |\n| `resources/weapons/SniperRifleData.tres` | Weapon stats (50 dmg, 5 mag, 10000 speed, 8.0 sensitivity) |\n| `resources/calibers/caliber_127x108.tres` | 12.7x108mm caliber data (no ricochet, high penetration) |\n| `assets/sprites/weapons/asvk_topdown.png` | Placeholder sprite (80x16 pixels) |\n\n### Files Modified\n\n| File | Change |\n|------|--------|\n| `scripts/ui/armory_menu.gd` | Added ASVK to weapon selection menu (unlocked) |\n| `scripts/levels/test_tier.gd` | Added ASVK weapon spawning logic |\n| `scripts/characters/player.gd` | Added sniper rifle detection for arm pose |\n\n### Bolt-Action Charging Sequence\n\nAfter each shot, the player must complete a 4-step bolt-action sequence using movement keys:\n\n1. **↓ Down** — Pull bolt back\n2. **← Left** — Open bolt \n3. **↓ Down** — Close bolt\n4. **↑ Up** — Chamber round\n\nThe first shot can be fired immediately (bolt starts in ready state).\n\n### Not Implemented (as per issue instructions)\n\n- **Scoping/aiming** — The issue explicitly says \"don't implement this until given a direct task\" (RMB scope overlay, zoomed viewport, scope sway)\n\n## Test Plan\n\n- [ ] Select ASVK from armory menu and verify it loads correctly\n- [ ] Verify laser sight appears and follows mouse with sensitivity lag\n- [ ] Fire and verify 50 damage is dealt to enemies\n- [ ] Verify bullet passes through enemies (hits multiple enemies in a line)\n- [ ] Verify bullet penetrates through up to 2 walls\n- [ ] Verify smoky tracer trail appears and fades out\n- [ ] Verify bolt-action sequence (Down→Left→Down→Up) is required between shots\n- [ ] Verify magazine reload works (R→F→R sequence)\n- [ ] Verify 5-round magazine capacity\n- [ ] Verify heavy screen shake and recoil on firing\n\nFixes #520\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:21:54.332Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01SyHeBX8QVknSyNPQRoXhbw", | |
| "type": "tool_result", | |
| "content": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3861588871\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861588871\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861588871,\"node_id\":\"IC_kwDOQ35BQ87mKyuH\",\"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\":\"2026-02-06T17:04:54Z\",\"updated_at\":\"2026-02-06T17:04:54Z\",\"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: $9.417573 USD\\n- Calculated by Anthropic: $6.243955 USD\\n- Difference: $-3.173617 (-33.70%)\\n📎 **Log file uploaded as Gist** (1674KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6ccb8e011ef9d714ebf2ecff03e48d17/raw/730454c065f2883fedbfe3aca7a1824379da9e01/solution-draft-log-pr-1770397488819.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/3861588871/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/3861675340\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861675340\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861675340,\"node_id\":\"IC_kwDOQ35BQ87mLH1M\",\"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\":\"2026-02-06T17:20:57Z\",\"updated_at\":\"2026-02-06T17:20:57Z\",\"body\":\"сделай значок винтовки в армори более похожим на референс\\r\\n<img width=\\\"400\\\" height=\\\"151\\\" alt=\\\"image\\\" src=\\\"https://github.com/user-attachments/assets/84ee662d-5a45-462e-9e99-5f4509d5ae61\\\" />\\r\\n\\r\\nсейчас не возможно выбрать винтовку, при выборе в руках игрока остаётся то же оружие.\\r\\n[game_log_20260206_201853.txt](https://github.com/user-attachments/files/25133641/game_log_20260206_201853.txt)\\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/3861675340/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/3861677953\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861677953\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861677953,\"node_id\":\"IC_kwDOQ35BQ87mLIeB\",\"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\":\"2026-02-06T17:21:35Z\",\"updated_at\":\"2026-02-06T17:21:35Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-06T17:21:33.262Z\\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/3861677953/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}]", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "053eaf94-32c6-4cc5-ae5c-a2791cfe149e", | |
| "tool_use_result": { | |
| "stdout": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3861588871\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861588871\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861588871,\"node_id\":\"IC_kwDOQ35BQ87mKyuH\",\"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\":\"2026-02-06T17:04:54Z\",\"updated_at\":\"2026-02-06T17:04:54Z\",\"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: $9.417573 USD\\n- Calculated by Anthropic: $6.243955 USD\\n- Difference: $-3.173617 (-33.70%)\\n📎 **Log file uploaded as Gist** (1674KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6ccb8e011ef9d714ebf2ecff03e48d17/raw/730454c065f2883fedbfe3aca7a1824379da9e01/solution-draft-log-pr-1770397488819.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/3861588871/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/3861675340\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861675340\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861675340,\"node_id\":\"IC_kwDOQ35BQ87mLH1M\",\"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\":\"2026-02-06T17:20:57Z\",\"updated_at\":\"2026-02-06T17:20:57Z\",\"body\":\"сделай значок винтовки в армори более похожим на референс\\r\\n<img width=\\\"400\\\" height=\\\"151\\\" alt=\\\"image\\\" src=\\\"https://github.com/user-attachments/assets/84ee662d-5a45-462e-9e99-5f4509d5ae61\\\" />\\r\\n\\r\\nсейчас не возможно выбрать винтовку, при выборе в руках игрока остаётся то же оружие.\\r\\n[game_log_20260206_201853.txt](https://github.com/user-attachments/files/25133641/game_log_20260206_201853.txt)\\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/3861675340/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/3861677953\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/521#issuecomment-3861677953\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/521\",\"id\":3861677953,\"node_id\":\"IC_kwDOQ35BQ87mLIeB\",\"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\":\"2026-02-06T17:21:35Z\",\"updated_at\":\"2026-02-06T17:21:35Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-06T17:21:33.262Z\\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/3861677953/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}]", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:21:55.278Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01BXJtuwXJAxznRfB14KMTkZ", | |
| "type": "tool_result", | |
| "content": "[]", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "66a9973a-2d7c-4ef8-932c-5e766db22cf0", | |
| "tool_use_result": { | |
| "stdout": "[]", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:21:56.334Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_014NTkhiL2CM3WAfgC92rP3e", | |
| "type": "tool_result", | |
| "content": "[]", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "871ecd5c-5384-4839-ae31-cccee73281ed", | |
| "tool_use_result": { | |
| "stdout": "[]", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:22:01.440Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01YaqZRTL5qKXedDmc3reRK1", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I understand the situation. The PR owner (Jhon-Crow) left feedback with two main issues:\n\n1. **The weapon icon in the armory should look more like the reference image** (ASVK rifle)\n2. **Cannot select the rifle - when choosing it, the player keeps the same weapon they had before** - with a game log attached\n\nLet me download the log file, the reference image, and examine the current code to understand the root causes." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4775, | |
| "cache_read_input_tokens": 25943, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4775 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "53d96a9e-d2f6-4da5-94d7-4adfb9728e8d" | |
| } | |
| [2026-02-06T17:22:05.249Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01YaqZRTL5qKXedDmc3reRK1", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01A86P27aBMoVQ5vvrPKz8sc", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "in_progress", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "pending", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug", | |
| "status": "pending", | |
| "activeForm": "Fixing weapon selection bug" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Test fixes and verify everything works", | |
| "status": "pending", | |
| "activeForm": "Testing fixes and verifying" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4775, | |
| "cache_read_input_tokens": 25943, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4775 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d43cd3d9-237c-4285-9f71-cd3a9bcee935" | |
| } | |
| [2026-02-06T17:22:05.253Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01A86P27aBMoVQ5vvrPKz8sc", | |
| "type": "tool_result", | |
| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b1fa8adc-d23d-4e7b-912a-2c80d0792ee7", | |
| "tool_use_result": { | |
| "oldTodos": [], | |
| "newTodos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "in_progress", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "pending", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug", | |
| "status": "pending", | |
| "activeForm": "Fixing weapon selection bug" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Test fixes and verify everything works", | |
| "status": "pending", | |
| "activeForm": "Testing fixes and verifying" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| [2026-02-06T17:22:09.477Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01SABi87UPA4Z7W6F2KH5z28", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_012Q8o9ZJ5fqNh7iqxbBxKM8", | |
| "name": "Bash", | |
| "input": { | |
| "command": "mkdir -p docs/case-studies/issue-520", | |
| "description": "Create case study directory" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 433, | |
| "cache_read_input_tokens": 30718, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 433 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "7dd1d9f8-9089-4f43-aa41-c8cd8ee69651" | |
| } | |
| [2026-02-06T17:22:10.400Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_012Q8o9ZJ5fqNh7iqxbBxKM8", | |
| "type": "tool_result", | |
| "content": "", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "67b647de-fbff-483c-909d-692973775b6b", | |
| "tool_use_result": { | |
| "stdout": "", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:22:10.858Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01SABi87UPA4Z7W6F2KH5z28", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01DvgCpkESwywmFYQJDwGUpQ", | |
| "name": "Bash", | |
| "input": { | |
| "command": "curl -L \"https://github.com/user-attachments/files/25133641/game_log_20260206_201853.txt\" -o docs/case-studies/issue-520/game_log_20260206_201853.txt 2>&1", | |
| "description": "Download game log from PR comment" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 433, | |
| "cache_read_input_tokens": 30718, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 433 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d7a76b8f-a72d-4a3e-9855-f32da6b2494d" | |
| } | |
| [2026-02-06T17:22:13.605Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01DvgCpkESwywmFYQJDwGUpQ", | |
| "type": "tool_result", | |
| "content": " % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\n\r 0 0 0 0 0 0 0 0 0\r100 54199 100 54199 0 0 80769 0 0\r100 54199 100 54199 0 0 80754 0 0\r100 54199 100 54199 0 0 80742 0 0", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b63ed33a-c92b-4129-99ca-9e5a02c39238", | |
| "tool_use_result": { | |
| "stdout": " % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\n\r 0 0 0 0 0 0 0 0 0\r100 54199 100 54199 0 0 80769 0 0\r100 54199 100 54199 0 0 80754 0 0\r100 54199 100 54199 0 0 80742 0 0", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:22:17.649Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01YDXi1mxrDiZBkQGkQYVWfG", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01L6fcy2NHzx1SjmppvRFoTn", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/docs/case-studies/issue-520/game_log_20260206_201853.txt" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 450, | |
| "cache_read_input_tokens": 31151, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 450 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8683c0f6-3a7b-4bad-9afb-5e897972ed6e" | |
| } | |
| [2026-02-06T17:22:17.860Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01L6fcy2NHzx1SjmppvRFoTn", | |
| "type": "tool_result", | |
| "content": " 1→[20:18:53] [INFO] ============================================================\n 2→[20:18:53] [INFO] GAME LOG STARTED\n 3→[20:18:53] [INFO] ============================================================\n 4→[20:18:53] [INFO] Timestamp: 2026-02-06T20:18:53\n 5→[20:18:53] [INFO] Log file: I:/Загрузки/godot exe/снайперка/game_log_20260206_201853.txt\n 6→[20:18:53] [INFO] Executable: I:/Загрузки/godot exe/снайперка/Godot-Top-Down-Template.exe\n 7→[20:18:53] [INFO] OS: Windows\n 8→[20:18:53] [INFO] Debug build: false\n 9→[20:18:53] [INFO] Engine version: 4.3-stable (official)\n 10→[20:18:53] [INFO] Project: Godot Top-Down Template\n 11→[20:18:53] [INFO] ------------------------------------------------------------\n 12→[20:18:53] [INFO] [GameManager] GameManager ready\n 13→[20:18:53] [INFO] [ScoreManager] ScoreManager ready\n 14→[20:18:53] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15→[20:18:53] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16→[20:18:53] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17→[20:18:53] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n 18→[20:18:53] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 19→[20:18:53] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 20→[20:18:53] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n 21→[20:18:53] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 22→[20:18:53] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 23→[20:18:53] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 24→[20:18:53] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 25→[20:18:53] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 26→[20:18:53] [INFO] [LastChance] Resetting all effects (scene change detected)\n 27→[20:18:53] [INFO] [LastChance] Last chance shader loaded successfully\n 28→[20:18:53] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n 29→[20:18:53] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 30→[20:18:53] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 31→[20:18:53] [INFO] [LastChance] Sepia intensity: 0.70\n 32→[20:18:53] [INFO] [LastChance] Brightness: 0.60\n 33→[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 34→[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 35→[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n 36→[20:18:53] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV enabled: true, Complex grenade throwing: false\n 37→[20:18:53] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n 38→[20:18:53] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 39→[20:18:53] [INFO] [CinemaEffects] Created effects layer at layer 99\n 40→[20:18:53] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n 41→[20:18:53] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n 42→[20:18:53] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n 43→[20:18:53] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n 44→[20:18:53] [INFO] [CinemaEffects] Grain intensity: 0.15\n 45→[20:18:53] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n 46→[20:18:53] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n 47→[20:18:53] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n 48→[20:18:53] [INFO] [CinemaEffects] Film defects: 1.5% probability\n 49→[20:18:53] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n 50→[20:18:53] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n 51→[20:18:53] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n 52→[20:18:53] [INFO] [GrenadeTimerHelper] Autoload ready\n 53→[20:18:53] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 54→[20:18:53] [INFO] [PowerFantasy] Saturation shader loaded successfully\n 55→[20:18:53] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n 56→[20:18:53] [INFO] [PowerFantasy] Kill effect duration: 300ms\n 57→[20:18:53] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n 58→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 59→[20:18:53] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 60→[20:18:53] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 61→[20:18:53] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 62→[20:18:53] [ENEMY] [Enemy1] Death animation component initialized\n 63→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 64→[20:18:53] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 65→[20:18:53] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 66→[20:18:53] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 67→[20:18:53] [ENEMY] [Enemy2] Death animation component initialized\n 68→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 69→[20:18:53] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 70→[20:18:53] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 71→[20:18:53] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 72→[20:18:53] [ENEMY] [Enemy3] Death animation component initialized\n 73→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 74→[20:18:53] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 75→[20:18:53] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 76→[20:18:53] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 77→[20:18:53] [ENEMY] [Enemy4] Death animation component initialized\n 78→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 79→[20:18:53] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 80→[20:18:53] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 81→[20:18:53] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 82→[20:18:53] [ENEMY] [Enemy5] Death animation component initialized\n 83→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 84→[20:18:53] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 85→[20:18:53] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 86→[20:18:53] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 87→[20:18:53] [ENEMY] [Enemy6] Death animation component initialized\n 88→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 89→[20:18:53] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 90→[20:18:53] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 91→[20:18:53] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 92→[20:18:53] [ENEMY] [Enemy7] Death animation component initialized\n 93→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 94→[20:18:53] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 95→[20:18:53] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 96→[20:18:53] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 97→[20:18:53] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 98→[20:18:53] [ENEMY] [Enemy8] Death animation component initialized\n 99→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 100→[20:18:53] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 101→[20:18:53] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 102→[20:18:53] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 103→[20:18:53] [ENEMY] [Enemy9] Death animation component initialized\n 104→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 105→[20:18:53] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 106→[20:18:53] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 107→[20:18:53] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 108→[20:18:53] [ENEMY] [Enemy10] Death animation component initialized\n 109→[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 110→[20:18:53] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 111→[20:18:53] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 112→[20:18:53] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 113→[20:18:53] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 114→[20:18:53] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 115→[20:18:53] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 116→[20:18:53] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 117→[20:18:53] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 118→[20:18:53] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 119→[20:18:53] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 120→[20:18:53] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 121→[20:18:53] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 122→[20:18:53] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 123→[20:18:53] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n 124→[20:18:53] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 125→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 126→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 127→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 128→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 129→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 130→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 131→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 132→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 133→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 134→[20:18:53] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 135→[20:18:53] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 136→[20:18:53] [INFO] [ScoreManager] Level started with 10 enemies\n 137→[20:18:53] [INFO] [CinemaEffects] Found player node: Player\n 138→[20:18:53] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 139→[20:18:53] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 140→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n 141→[20:18:53] [ENEMY] [Enemy1] Registered as sound listener\n 142→[20:18:53] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n 143→[20:18:53] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 144→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n 145→[20:18:53] [ENEMY] [Enemy2] Registered as sound listener\n 146→[20:18:53] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n 147→[20:18:53] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 148→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n 149→[20:18:53] [ENEMY] [Enemy3] Registered as sound listener\n 150→[20:18:53] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n 151→[20:18:53] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 152→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n 153→[20:18:53] [ENEMY] [Enemy4] Registered as sound listener\n 154→[20:18:53] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n 155→[20:18:53] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 156→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n 157→[20:18:53] [ENEMY] [Enemy5] Registered as sound listener\n 158→[20:18:53] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n 159→[20:18:53] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 160→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n 161→[20:18:53] [ENEMY] [Enemy6] Registered as sound listener\n 162→[20:18:53] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n 163→[20:18:53] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 164→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n 165→[20:18:53] [ENEMY] [Enemy7] Registered as sound listener\n 166→[20:18:53] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 2, behavior: PATROL\n 167→[20:18:53] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 168→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n 169→[20:18:53] [ENEMY] [Enemy8] Registered as sound listener\n 170→[20:18:53] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n 171→[20:18:53] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 172→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n 173→[20:18:53] [ENEMY] [Enemy9] Registered as sound listener\n 174→[20:18:53] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n 175→[20:18:53] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 176→[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n 177→[20:18:53] [ENEMY] [Enemy10] Registered as sound listener\n 178→[20:18:53] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n 179→[20:18:53] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 180→[20:18:53] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 181→[20:18:53] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 182→[20:18:53] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 183→[20:18:53] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 184→[20:18:53] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 185→[20:18:53] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 186→[20:18:53] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 187→[20:18:53] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 188→[20:18:53] [INFO] [Player] Detecting weapon pose (frame 3)...\n 189→[20:18:53] [INFO] [Player] Detected weapon: Rifle (default pose)\n 190→[20:18:53] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 191→[20:18:53] [INFO] [PenultimateHit] Shader warmup complete in 255 ms\n 192→[20:18:53] [INFO] [LastChance] Shader warmup complete in 253 ms\n 193→[20:18:53] [INFO] [CinemaEffects] Cinema shader warmup complete in 206 ms\n 194→[20:18:53] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 195→[20:18:53] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 196→[20:18:53] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 197→[20:18:53] [INFO] [LastChance] Found player: Player\n 198→[20:18:53] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 199→[20:18:53] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 200→[20:18:53] [INFO] [LastChance] Connected to player Died signal (C#)\n 201→[20:18:53] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 202→[20:18:53] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 546 ms\n 203→[20:18:57] [INFO] [PauseMenu] Armory button pressed\n 204→[20:18:57] [INFO] [PauseMenu] Creating new armory menu instance\n 205→[20:18:57] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 206→[20:18:57] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 207→[20:18:57] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 208→[20:18:57] [INFO] [PauseMenu] back_pressed signal exists on instance\n 209→[20:18:57] [INFO] [PauseMenu] back_pressed signal connected\n 210→[20:18:57] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 211→[20:18:57] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 212→[20:19:03] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 213→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 214→[20:19:03] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 215→[20:19:03] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 216→[20:19:03] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 217→[20:19:03] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 218→[20:19:03] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 219→[20:19:03] [INFO] [LastChance] Resetting all effects (scene change detected)\n 220→[20:19:03] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 221→[20:19:03] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 222→[20:19:03] [ENEMY] [Enemy1] Death animation component initialized\n 223→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 224→[20:19:03] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 225→[20:19:03] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 226→[20:19:03] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 227→[20:19:03] [ENEMY] [Enemy2] Death animation component initialized\n 228→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 229→[20:19:03] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 230→[20:19:03] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 231→[20:19:03] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 232→[20:19:03] [ENEMY] [Enemy3] Death animation component initialized\n 233→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 234→[20:19:03] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 235→[20:19:03] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 236→[20:19:03] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 237→[20:19:03] [ENEMY] [Enemy4] Death animation component initialized\n 238→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 239→[20:19:03] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 240→[20:19:03] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 241→[20:19:03] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 242→[20:19:03] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 243→[20:19:03] [ENEMY] [Enemy5] Death animation component initialized\n 244→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 245→[20:19:03] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 246→[20:19:03] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 247→[20:19:03] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 248→[20:19:03] [ENEMY] [Enemy6] Death animation component initialized\n 249→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 250→[20:19:03] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 251→[20:19:03] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 252→[20:19:03] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 253→[20:19:03] [ENEMY] [Enemy7] Death animation component initialized\n 254→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 255→[20:19:03] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 256→[20:19:03] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 257→[20:19:03] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 258→[20:19:03] [ENEMY] [Enemy8] Death animation component initialized\n 259→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 260→[20:19:03] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 261→[20:19:03] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 262→[20:19:03] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 263→[20:19:03] [ENEMY] [Enemy9] Death animation component initialized\n 264→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 265→[20:19:03] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 266→[20:19:03] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 267→[20:19:03] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 268→[20:19:03] [ENEMY] [Enemy10] Death animation component initialized\n 269→[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 270→[20:19:03] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 271→[20:19:03] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 272→[20:19:03] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 273→[20:19:03] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 274→[20:19:03] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 275→[20:19:03] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 276→[20:19:03] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 277→[20:19:03] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 278→[20:19:03] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 279→[20:19:03] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 280→[20:19:03] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 281→[20:19:03] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 282→[20:19:03] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 283→[20:19:03] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 284→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 285→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 286→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 287→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 288→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 289→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 290→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 291→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 292→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 293→[20:19:03] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 294→[20:19:03] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 295→[20:19:03] [INFO] [ScoreManager] Level started with 10 enemies\n 296→[20:19:03] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 297→[20:19:03] [INFO] [CinemaEffects] Found player node: Player\n 298→[20:19:03] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 299→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n 300→[20:19:03] [ENEMY] [Enemy1] Registered as sound listener\n 301→[20:19:03] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n 302→[20:19:03] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 303→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n 304→[20:19:03] [ENEMY] [Enemy2] Registered as sound listener\n 305→[20:19:03] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n 306→[20:19:03] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 307→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n 308→[20:19:03] [ENEMY] [Enemy3] Registered as sound listener\n 309→[20:19:03] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n 310→[20:19:03] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 311→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n 312→[20:19:03] [ENEMY] [Enemy4] Registered as sound listener\n 313→[20:19:03] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n 314→[20:19:03] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 315→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n 316→[20:19:03] [ENEMY] [Enemy5] Registered as sound listener\n 317→[20:19:03] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 3, behavior: GUARD\n 318→[20:19:03] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 319→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n 320→[20:19:03] [ENEMY] [Enemy6] Registered as sound listener\n 321→[20:19:03] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n 322→[20:19:03] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 323→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n 324→[20:19:03] [ENEMY] [Enemy7] Registered as sound listener\n 325→[20:19:03] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n 326→[20:19:03] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 327→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n 328→[20:19:03] [ENEMY] [Enemy8] Registered as sound listener\n 329→[20:19:03] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n 330→[20:19:03] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 331→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n 332→[20:19:03] [ENEMY] [Enemy9] Registered as sound listener\n 333→[20:19:03] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n 334→[20:19:03] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 335→[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n 336→[20:19:03] [ENEMY] [Enemy10] Registered as sound listener\n 337→[20:19:03] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n 338→[20:19:03] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 339→[20:19:03] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 340→[20:19:03] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 341→[20:19:03] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 342→[20:19:03] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 343→[20:19:03] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 344→[20:19:03] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 345→[20:19:03] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=78.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 346→[20:19:03] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 347→[20:19:03] [INFO] [Player] Detecting weapon pose (frame 3)...\n 348→[20:19:03] [INFO] [Player] Detected weapon: Rifle (default pose)\n 349→[20:19:03] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 350→[20:19:03] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 351→[20:19:03] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 352→[20:19:03] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 353→[20:19:03] [INFO] [LastChance] Found player: Player\n 354→[20:19:03] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 355→[20:19:03] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 356→[20:19:03] [INFO] [LastChance] Connected to player Died signal (C#)\n 357→[20:19:03] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 358→[20:19:05] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 359→[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 360→[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n 361→[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n 362→[20:19:05] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=20\n 363→[20:19:05] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n 364→[20:19:05] [ENEMY] [Enemy4] Heard gunshot at (450, 1256), source_type=0, intensity=0.01, distance=499\n 365→[20:19:05] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n 366→[20:19:05] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=135.0°, current=-67.5°, player=(450,1250), corner_timer=0.00\n 367→[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1250), corner_timer=-0.02\n 368→[20:19:05] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 369→[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1250), corner_timer=-0.02\n 370→[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n 371→[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1250), corner_timer=0.30\n 372→[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1250), corner_timer=0.30\n 373→[20:19:05] [ENEMY] [Enemy3] Memory: medium confidence (0.61) - transitioning to PURSUING\n 374→[20:19:05] [ENEMY] [Enemy3] State: IDLE -> PURSUING\n 375→[20:19:05] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=116.6°, current=11.3°, player=(450,1250), corner_timer=0.00\n 376→[20:19:05] [ENEMY] [Enemy3] PURSUING corner check: angle -129.3°\n 377→[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,1250), corner_timer=-0.02\n 378→[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n 379→[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,1250), corner_timer=0.30\n 380→[20:19:05] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n 381→[20:19:05] [ENEMY] [Enemy3] PURSUING corner check: angle -161.0°\n 382→[20:19:06] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,1250), corner_timer=-0.02\n 383→[20:19:06] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n 384→[20:19:06] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,1250), corner_timer=0.30\n 385→[20:19:06] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(450, 1256), shooter_id=119889988700, bullet_pos=(2495.1099, 1087.9724)\n 386→[20:19:06] [INFO] [Bullet] Using shooter_position, distance=2052,0007\n 387→[20:19:06] [INFO] [Bullet] Distance to wall: 2052,0007 (139,7245% of viewport)\n 388→[20:19:06] [INFO] [Bullet] Distance-based penetration chance: 22,0551%\n 389→[20:19:06] [INFO] [Bullet] Penetration failed (distance roll)\n 390→[20:19:07] [INFO] [PauseMenu] Armory button pressed\n 391→[20:19:07] [INFO] [PauseMenu] Creating new armory menu instance\n 392→[20:19:07] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 393→[20:19:07] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 394→[20:19:07] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 395→[20:19:07] [INFO] [PauseMenu] back_pressed signal exists on instance\n 396→[20:19:07] [INFO] [PauseMenu] back_pressed signal connected\n 397→[20:19:07] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 398→[20:19:07] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 399→[20:19:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 400→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 401→[20:19:09] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 402→[20:19:09] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 403→[20:19:09] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 404→[20:19:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 405→[20:19:09] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 406→[20:19:09] [INFO] [LastChance] Resetting all effects (scene change detected)\n 407→[20:19:09] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n 408→[20:19:09] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 409→[20:19:09] [ENEMY] [Enemy1] Death animation component initialized\n 410→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 411→[20:19:09] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 412→[20:19:09] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 413→[20:19:09] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 414→[20:19:09] [ENEMY] [Enemy2] Death animation component initialized\n 415→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 416→[20:19:09] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 417→[20:19:09] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 418→[20:19:09] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 419→[20:19:09] [ENEMY] [Enemy3] Death animation component initialized\n 420→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 421→[20:19:09] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 422→[20:19:09] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 423→[20:19:09] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 424→[20:19:09] [ENEMY] [Enemy4] Death animation component initialized\n 425→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 426→[20:19:09] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 427→[20:19:09] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 428→[20:19:09] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 429→[20:19:09] [ENEMY] [Enemy5] Death animation component initialized\n 430→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 431→[20:19:09] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 432→[20:19:09] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n 433→[20:19:09] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 434→[20:19:09] [ENEMY] [Enemy6] Death animation component initialized\n 435→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 436→[20:19:09] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 437→[20:19:09] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n 438→[20:19:09] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 439→[20:19:09] [ENEMY] [Enemy7] Death animation component initialized\n 440→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 441→[20:19:09] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 442→[20:19:09] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n 443→[20:19:09] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 444→[20:19:09] [ENEMY] [Enemy8] Death animation component initialized\n 445→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 446→[20:19:09] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 447→[20:19:09] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n 448→[20:19:09] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 449→[20:19:09] [ENEMY] [Enemy9] Death animation component initialized\n 450→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 451→[20:19:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 452→[20:19:09] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n 453→[20:19:09] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 454→[20:19:09] [ENEMY] [Enemy10] Death animation component initialized\n 455→[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 456→[20:19:09] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 457→[20:19:09] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 458→[20:19:09] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 459→[20:19:09] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 460→[20:19:09] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 461→[20:19:09] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 462→[20:19:09] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 463→[20:19:09] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 464→[20:19:09] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 465→[20:19:09] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 466→[20:19:09] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 467→[20:19:09] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n 468→[20:19:09] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 469→[20:19:09] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 470→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 471→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 472→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 473→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 474→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 475→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 476→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 477→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 478→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 479→[20:19:09] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 480→[20:19:09] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 481→[20:19:09] [INFO] [ScoreManager] Level started with 10 enemies\n 482→[20:19:09] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 483→[20:19:09] [INFO] [CinemaEffects] Found player node: Player\n 484→[20:19:09] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 485→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n 486→[20:19:09] [ENEMY] [Enemy1] Registered as sound listener\n 487→[20:19:09] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n 488→[20:19:09] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 489→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n 490→[20:19:09] [ENEMY] [Enemy2] Registered as sound listener\n 491→[20:19:09] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n 492→[20:19:09] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 493→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n 494→[20:19:09] [ENEMY] [Enemy3] Registered as sound listener\n 495→[20:19:09] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n 496→[20:19:09] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 497→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n 498→[20:19:09] [ENEMY] [Enemy4] Registered as sound listener\n 499→[20:19:09] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n 500→[20:19:09] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 501→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n 502→[20:19:09] [ENEMY] [Enemy5] Registered as sound listener\n 503→[20:19:09] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n 504→[20:19:09] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n 505→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n 506→[20:19:09] [ENEMY] [Enemy6] Registered as sound listener\n 507→[20:19:09] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n 508→[20:19:09] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n 509→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n 510→[20:19:09] [ENEMY] [Enemy7] Registered as sound listener\n 511→[20:19:09] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 2, behavior: PATROL\n 512→[20:19:09] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n 513→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n 514→[20:19:09] [ENEMY] [Enemy8] Registered as sound listener\n 515→[20:19:09] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n 516→[20:19:09] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n 517→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n 518→[20:19:09] [ENEMY] [Enemy9] Registered as sound listener\n 519→[20:19:09] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 4, behavior: GUARD\n 520→[20:19:09] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n 521→[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n 522→[20:19:09] [ENEMY] [Enemy10] Registered as sound listener\n 523→[20:19:09] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n 524→[20:19:09] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 525→[20:19:09] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 526→[20:19:09] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n 527→[20:19:09] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 528→[20:19:09] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 529→[20:19:09] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n 530→[20:19:09] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 531→[20:19:09] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=157.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n 532→[20:19:09] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n 533→[20:19:09] [INFO] [Player] Detecting weapon pose (frame 3)...\n 534→[20:19:09] [INFO] [Player] Detected weapon: Rifle (default pose)\n 535→[20:19:09] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 536→[20:19:09] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 537→[20:19:09] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 538→[20:19:09] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 539→[20:19:09] [INFO] [LastChance] Found player: Player\n 540→[20:19:09] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 541→[20:19:09] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 542→[20:19:09] [INFO] [LastChance] Connected to player Died signal (C#)\n 543→[20:19:09] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 544→[20:19:09] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=20\n 545→[20:19:09] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n 546→[20:19:09] [ENEMY] [Enemy4] Heard gunshot at (450, 1256), source_type=0, intensity=0.01, distance=499\n 547→[20:19:09] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n 548→[20:19:09] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=135.0°, current=-101.3°, player=(450,1250), corner_timer=0.00\n 549→[20:19:10] [ENEMY] [Enemy3] Memory: medium confidence (0.62) - transitioning to PURSUING\n 550→[20:19:10] [ENEMY] [Enemy3] State: IDLE -> PURSUING\n 551→[20:19:10] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=116.6°, current=-78.7°, player=(450,1250), corner_timer=0.00\n 552→[20:19:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=10\n 553→[20:19:10] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n 554→[20:19:10] [ENEMY] [Enemy3] PURSUING corner check: angle -129.3°\n 555→[20:19:10] [ENEMY] [Enemy3] PURSUING corner check: angle -161.0°\n 556→[20:19:10] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n 557→[20:19:10] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n 558→[20:19:10] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n 559→[20:19:10] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n 560→[20:19:10] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n 561→[20:19:13] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 562→[20:19:13] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 563→[20:19:13] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 564→[20:19:13] [INFO] [LastChance] Resetting all effects (scene change detected)\n 565→[20:19:13] [INFO] [CinemaEffects] Scene changed to: TestTier\n 566→[20:19:13] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 567→[20:19:13] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 568→[20:19:13] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 569→[20:19:13] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 570→[20:19:13] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 571→[20:19:13] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 572→[20:19:13] [INFO] [Player.Grenade] Tutorial level detected - infinite grenades enabled\n 573→[20:19:13] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 574→[20:19:13] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 575→[20:19:13] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 576→[20:19:13] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 577→[20:19:13] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 578→[20:19:13] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 579→[20:19:13] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 3/3, Health: 10/10\n 580→[20:19:13] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 581→[20:19:13] [INFO] [CinemaEffects] Found player node: Player\n 582→[20:19:13] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 583→[20:19:13] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 584→[20:19:14] [INFO] [Player] Detecting weapon pose (frame 3)...\n 585→[20:19:14] [INFO] [Player] Detected weapon: Rifle (default pose)\n 586→[20:19:14] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 587→[20:19:14] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 588→[20:19:14] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 589→[20:19:14] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 590→[20:19:14] [INFO] [LastChance] Found player: Player\n 591→[20:19:14] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 592→[20:19:14] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 593→[20:19:14] [INFO] [LastChance] Connected to player Died signal (C#)\n 594→[20:19:14] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 595→[20:19:16] [INFO] [PauseMenu] Armory button pressed\n 596→[20:19:16] [INFO] [PauseMenu] Creating new armory menu instance\n 597→[20:19:16] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 598→[20:19:16] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 599→[20:19:16] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 600→[20:19:16] [INFO] [PauseMenu] back_pressed signal exists on instance\n 601→[20:19:16] [INFO] [PauseMenu] back_pressed signal connected\n 602→[20:19:16] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 603→[20:19:16] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 604→[20:19:22] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 605→[20:19:22] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 606→[20:19:22] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 607→[20:19:22] [INFO] [LastChance] Resetting all effects (scene change detected)\n 608→[20:19:22] [INFO] [CinemaEffects] Scene changed to: TestTier\n 609→[20:19:22] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 610→[20:19:22] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 611→[20:19:22] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 612→[20:19:22] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 613→[20:19:22] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 614→[20:19:22] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 615→[20:19:22] [INFO] [Player.Grenade] Tutorial level detected - infinite grenades enabled\n 616→[20:19:22] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 617→[20:19:22] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 618→[20:19:22] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 619→[20:19:22] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 620→[20:19:22] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 621→[20:19:22] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 622→[20:19:22] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 3/3, Health: 10/10\n 623→[20:19:22] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 624→[20:19:22] [INFO] [CinemaEffects] Found player node: Player\n 625→[20:19:22] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 626→[20:19:22] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 627→[20:19:22] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=10\n 628→[20:19:22] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n 629→[20:19:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n 630→[20:19:22] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 631→[20:19:22] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 632→[20:19:22] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 633→[20:19:22] [INFO] [LastChance] Found player: Player\n 634→[20:19:22] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 635→[20:19:22] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 636→[20:19:22] [INFO] [LastChance] Connected to player Died signal (C#)\n 637→[20:19:22] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 638→[20:19:22] [INFO] [Player] Detecting weapon pose (frame 3)...\n 639→[20:19:22] [INFO] [Player] Detected weapon: Rifle (default pose)\n 640→[20:19:22] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 641→[20:19:22] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(493.66663, 366)\n 642→[20:19:22] [INFO] [Bullet] Using shooter_position, distance=343,66663\n 643→[20:19:22] [INFO] [Bullet] Distance to wall: 343,66663 (23,400894% of viewport)\n 644→[20:19:22] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 645→[20:19:22] [INFO] [Bullet] Starting wall penetration at (493.66663, 366)\n 646→[20:19:22] [INFO] [Bullet] No longer inside obstacle - raycasts found no collision with penetrating body\n 647→[20:19:22] [INFO] [Bullet] Exiting penetration at (540.3333, 366) after traveling 41,666668 pixels through wall\n 648→[20:19:22] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n 649→[20:19:23] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n 650→[20:19:23] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n 651→[20:19:23] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n 652→[20:19:23] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n 653→[20:19:23] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1630.1013, 65.31903)\n 654→[20:19:23] [INFO] [Bullet] Using shooter_position, distance=1510,3341\n 655→[20:19:23] [INFO] [Bullet] Distance to wall: 1510,3341 (102,84142% of viewport)\n 656→[20:19:24] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n 657→[20:19:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n 658→[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1810.7467, 88.15603)\n 659→[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1683,828\n 660→[20:19:24] [INFO] [Bullet] Distance to wall: 1683,828 (114,654945% of viewport)\n 661→[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,069012%\n 662→[20:19:24] [INFO] [Bullet] Starting wall penetration at (1810.7467, 88.15603)\n 663→[20:19:24] [INFO] [Bullet] Raycast backward hit penetrating body at distance 18,994225\n 664→[20:19:24] [INFO] [Bullet] Body exited signal received for penetrating body\n 665→[20:19:24] [INFO] [Bullet] Exiting penetration at (1850.8442, 93.22511) after traveling 35,41667 pixels through wall\n 666→[20:19:24] [INFO] [Bullet] Damage multiplier after penetration: 0,45\n 667→[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1801.7637, 76.15898)\n 668→[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1677,0006\n 669→[20:19:24] [INFO] [Bullet] Distance to wall: 1677,0006 (114,190056% of viewport)\n 670→[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,161991%\n 671→[20:19:24] [INFO] [Bullet] Starting wall penetration at (1801.7637, 76.15898)\n 672→[20:19:24] [INFO] [Bullet] Raycast backward hit penetrating body at distance 15,968459\n 673→[20:19:24] [INFO] [Bullet] Body exited signal received for penetrating body\n 674→[20:19:24] [INFO] [Bullet] Exiting penetration at (1847.7281, 68.09344) after traveling 41,66667 pixels through wall\n 675→[20:19:24] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n 676→[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1802.2083, 78.7126)\n 677→[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1676,9991\n 678→[20:19:24] [INFO] [Bullet] Distance to wall: 1676,9991 (114,18996% of viewport)\n 679→[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,16201%\n 680→[20:19:24] [INFO] [Bullet] Penetration failed (distance roll)\n 681→[20:19:25] [INFO] ------------------------------------------------------------\n 682→[20:19:25] [INFO] GAME LOG ENDED: 2026-02-06T20:19:25\n 683→[20:19:25] [INFO] ============================================================\n 684→\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "9493cf62-54e0-4999-a6ef-4668ed908530", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/docs/case-studies/issue-520/game_log_20260206_201853.txt", | |
| "content": "[20:18:53] [INFO] ============================================================\n[20:18:53] [INFO] GAME LOG STARTED\n[20:18:53] [INFO] ============================================================\n[20:18:53] [INFO] Timestamp: 2026-02-06T20:18:53\n[20:18:53] [INFO] Log file: I:/Загрузки/godot exe/снайперка/game_log_20260206_201853.txt\n[20:18:53] [INFO] Executable: I:/Загрузки/godot exe/снайперка/Godot-Top-Down-Template.exe\n[20:18:53] [INFO] OS: Windows\n[20:18:53] [INFO] Debug build: false\n[20:18:53] [INFO] Engine version: 4.3-stable (official)\n[20:18:53] [INFO] Project: Godot Top-Down Template\n[20:18:53] [INFO] ------------------------------------------------------------\n[20:18:53] [INFO] [GameManager] GameManager ready\n[20:18:53] [INFO] [ScoreManager] ScoreManager ready\n[20:18:53] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[20:18:53] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[20:18:53] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[20:18:53] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n[20:18:53] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[20:18:53] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[20:18:53] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n[20:18:53] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[20:18:53] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[20:18:53] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[20:18:53] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[20:18:53] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[20:18:53] [INFO] [LastChance] Resetting all effects (scene change detected)\n[20:18:53] [INFO] [LastChance] Last chance shader loaded successfully\n[20:18:53] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n[20:18:53] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[20:18:53] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[20:18:53] [INFO] [LastChance] Sepia intensity: 0.70\n[20:18:53] [INFO] [LastChance] Brightness: 0.60\n[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[20:18:53] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n[20:18:53] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV enabled: true, Complex grenade throwing: false\n[20:18:53] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n[20:18:53] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[20:18:53] [INFO] [CinemaEffects] Created effects layer at layer 99\n[20:18:53] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n[20:18:53] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n[20:18:53] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n[20:18:53] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n[20:18:53] [INFO] [CinemaEffects] Grain intensity: 0.15\n[20:18:53] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n[20:18:53] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n[20:18:53] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n[20:18:53] [INFO] [CinemaEffects] Film defects: 1.5% probability\n[20:18:53] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n[20:18:53] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n[20:18:53] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n[20:18:53] [INFO] [GrenadeTimerHelper] Autoload ready\n[20:18:53] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[20:18:53] [INFO] [PowerFantasy] Saturation shader loaded successfully\n[20:18:53] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n[20:18:53] [INFO] [PowerFantasy] Kill effect duration: 300ms\n[20:18:53] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[20:18:53] [ENEMY] [Enemy1] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[20:18:53] [ENEMY] [Enemy2] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[20:18:53] [ENEMY] [Enemy3] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[20:18:53] [ENEMY] [Enemy4] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[20:18:53] [ENEMY] [Enemy5] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[20:18:53] [ENEMY] [Enemy6] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[20:18:53] [ENEMY] [Enemy7] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[20:18:53] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[20:18:53] [ENEMY] [Enemy8] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[20:18:53] [ENEMY] [Enemy9] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[20:18:53] [ENEMY] [Enemy10] Death animation component initialized\n[20:18:53] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:18:53] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[20:18:53] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[20:18:53] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[20:18:53] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[20:18:53] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[20:18:53] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[20:18:53] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[20:18:53] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[20:18:53] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[20:18:53] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[20:18:53] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[20:18:53] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[20:18:53] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[20:18:53] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n[20:18:53] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[20:18:53] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[20:18:53] [INFO] [ScoreManager] Level started with 10 enemies\n[20:18:53] [INFO] [CinemaEffects] Found player node: Player\n[20:18:53] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[20:18:53] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[20:18:53] [ENEMY] [Enemy1] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 2, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[20:18:53] [ENEMY] [Enemy2] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[20:18:53] [ENEMY] [Enemy3] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[20:18:53] [ENEMY] [Enemy4] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[20:18:53] [ENEMY] [Enemy5] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 4, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[20:18:53] [ENEMY] [Enemy6] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 4, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[20:18:53] [ENEMY] [Enemy7] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy7] Spawned at (1606.114, 893.8859), hp: 2, behavior: PATROL\n[20:18:53] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[20:18:53] [ENEMY] [Enemy8] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n[20:18:53] [ENEMY] [Enemy9] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 3, behavior: GUARD\n[20:18:53] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[20:18:53] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n[20:18:53] [ENEMY] [Enemy10] Registered as sound listener\n[20:18:53] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 2, behavior: PATROL\n[20:18:53] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[20:18:53] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=326.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:18:53] [INFO] [Player] Detecting weapon pose (frame 3)...\n[20:18:53] [INFO] [Player] Detected weapon: Rifle (default pose)\n[20:18:53] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[20:18:53] [INFO] [PenultimateHit] Shader warmup complete in 255 ms\n[20:18:53] [INFO] [LastChance] Shader warmup complete in 253 ms\n[20:18:53] [INFO] [CinemaEffects] Cinema shader warmup complete in 206 ms\n[20:18:53] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[20:18:53] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[20:18:53] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[20:18:53] [INFO] [LastChance] Found player: Player\n[20:18:53] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[20:18:53] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[20:18:53] [INFO] [LastChance] Connected to player Died signal (C#)\n[20:18:53] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[20:18:53] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 546 ms\n[20:18:57] [INFO] [PauseMenu] Armory button pressed\n[20:18:57] [INFO] [PauseMenu] Creating new armory menu instance\n[20:18:57] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[20:18:57] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[20:18:57] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[20:18:57] [INFO] [PauseMenu] back_pressed signal exists on instance\n[20:18:57] [INFO] [PauseMenu] back_pressed signal connected\n[20:18:57] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[20:18:57] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[20:19:03] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[20:19:03] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:03] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[20:19:03] [INFO] [LastChance] Resetting all effects (scene change detected)\n[20:19:03] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[20:19:03] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[20:19:03] [ENEMY] [Enemy1] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[20:19:03] [ENEMY] [Enemy2] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[20:19:03] [ENEMY] [Enemy3] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[20:19:03] [ENEMY] [Enemy4] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[20:19:03] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[20:19:03] [ENEMY] [Enemy5] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[20:19:03] [ENEMY] [Enemy6] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[20:19:03] [ENEMY] [Enemy7] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[20:19:03] [ENEMY] [Enemy8] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[20:19:03] [ENEMY] [Enemy9] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[20:19:03] [ENEMY] [Enemy10] Death animation component initialized\n[20:19:03] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:03] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[20:19:03] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[20:19:03] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[20:19:03] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[20:19:03] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[20:19:03] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[20:19:03] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[20:19:03] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[20:19:03] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[20:19:03] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[20:19:03] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[20:19:03] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[20:19:03] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[20:19:03] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[20:19:03] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[20:19:03] [INFO] [ScoreManager] Level started with 10 enemies\n[20:19:03] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[20:19:03] [INFO] [CinemaEffects] Found player node: Player\n[20:19:03] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n[20:19:03] [ENEMY] [Enemy1] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n[20:19:03] [ENEMY] [Enemy2] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 4, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n[20:19:03] [ENEMY] [Enemy3] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 2, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n[20:19:03] [ENEMY] [Enemy4] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 2, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n[20:19:03] [ENEMY] [Enemy5] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 3, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n[20:19:03] [ENEMY] [Enemy6] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n[20:19:03] [ENEMY] [Enemy7] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 4, behavior: PATROL\n[20:19:03] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n[20:19:03] [ENEMY] [Enemy8] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n[20:19:03] [ENEMY] [Enemy9] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 2, behavior: GUARD\n[20:19:03] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[20:19:03] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n[20:19:03] [ENEMY] [Enemy10] Registered as sound listener\n[20:19:03] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n[20:19:03] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[20:19:03] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=292.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=11.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=78.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=180.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:03] [INFO] [Player] Detecting weapon pose (frame 3)...\n[20:19:03] [INFO] [Player] Detected weapon: Rifle (default pose)\n[20:19:03] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[20:19:03] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[20:19:03] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[20:19:03] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[20:19:03] [INFO] [LastChance] Found player: Player\n[20:19:03] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[20:19:03] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[20:19:03] [INFO] [LastChance] Connected to player Died signal (C#)\n[20:19:03] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[20:19:05] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n[20:19:05] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=20\n[20:19:05] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n[20:19:05] [ENEMY] [Enemy4] Heard gunshot at (450, 1256), source_type=0, intensity=0.01, distance=499\n[20:19:05] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n[20:19:05] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=135.0°, current=-67.5°, player=(450,1250), corner_timer=0.00\n[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=4.3°, current=58.7°, player=(450,1250), corner_timer=-0.02\n[20:19:05] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=50.4°, player=(450,1250), corner_timer=-0.02\n[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle 14.3°\n[20:19:05] [ENEMY] [Enemy7] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=94.3°, current=55.9°, player=(450,1250), corner_timer=0.30\n[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=14.3°, current=52.7°, player=(450,1250), corner_timer=0.30\n[20:19:05] [ENEMY] [Enemy3] Memory: medium confidence (0.61) - transitioning to PURSUING\n[20:19:05] [ENEMY] [Enemy3] State: IDLE -> PURSUING\n[20:19:05] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=116.6°, current=11.3°, player=(450,1250), corner_timer=0.00\n[20:19:05] [ENEMY] [Enemy3] PURSUING corner check: angle -129.3°\n[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=14.0°, player=(450,1250), corner_timer=-0.02\n[20:19:05] [ENEMY] [Enemy10] PATROL corner check: angle 7.0°\n[20:19:05] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=7.0°, current=16.7°, player=(450,1250), corner_timer=0.30\n[20:19:05] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n[20:19:05] [ENEMY] [Enemy3] PURSUING corner check: angle -161.0°\n[20:19:06] [ENEMY] [Enemy10] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=180.0°, current=6.9°, player=(450,1250), corner_timer=-0.02\n[20:19:06] [ENEMY] [Enemy10] PATROL corner check: angle 3.5°\n[20:19:06] [ENEMY] [Enemy10] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=3.5°, current=9.6°, player=(450,1250), corner_timer=0.30\n[20:19:06] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(450, 1256), shooter_id=119889988700, bullet_pos=(2495.1099, 1087.9724)\n[20:19:06] [INFO] [Bullet] Using shooter_position, distance=2052,0007\n[20:19:06] [INFO] [Bullet] Distance to wall: 2052,0007 (139,7245% of viewport)\n[20:19:06] [INFO] [Bullet] Distance-based penetration chance: 22,0551%\n[20:19:06] [INFO] [Bullet] Penetration failed (distance roll)\n[20:19:07] [INFO] [PauseMenu] Armory button pressed\n[20:19:07] [INFO] [PauseMenu] Creating new armory menu instance\n[20:19:07] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[20:19:07] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[20:19:07] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[20:19:07] [INFO] [PauseMenu] back_pressed signal exists on instance\n[20:19:07] [INFO] [PauseMenu] back_pressed signal connected\n[20:19:07] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[20:19:07] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[20:19:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[20:19:09] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:09] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[20:19:09] [INFO] [LastChance] Resetting all effects (scene change detected)\n[20:19:09] [INFO] [CinemaEffects] Scene changed to: BuildingLevel\n[20:19:09] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[20:19:09] [ENEMY] [Enemy1] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[20:19:09] [ENEMY] [Enemy2] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[20:19:09] [ENEMY] [Enemy3] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[20:19:09] [ENEMY] [Enemy4] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[20:19:09] [ENEMY] [Enemy5] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy6] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[20:19:09] [ENEMY] [Enemy6] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy7] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[20:19:09] [ENEMY] [Enemy7] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy8] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[20:19:09] [ENEMY] [Enemy8] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy9] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[20:19:09] [ENEMY] [Enemy9] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Enemy10] Found EnemyModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[20:19:09] [ENEMY] [Enemy10] Death animation component initialized\n[20:19:09] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:09] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[20:19:09] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[20:19:09] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[20:19:09] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[20:19:09] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[20:19:09] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[20:19:09] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[20:19:09] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[20:19:09] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[20:19:09] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[20:19:09] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[20:19:09] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 10/10\n[20:19:09] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[20:19:09] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[20:19:09] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[20:19:09] [INFO] [ScoreManager] Level started with 10 enemies\n[20:19:09] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[20:19:09] [INFO] [CinemaEffects] Found player node: Player\n[20:19:09] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 11)\n[20:19:09] [ENEMY] [Enemy1] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy1] Spawned at (300, 350), hp: 3, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 12)\n[20:19:09] [ENEMY] [Enemy2] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy2] Spawned at (400, 550), hp: 2, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 13)\n[20:19:09] [ENEMY] [Enemy3] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy3] Spawned at (700, 750), hp: 3, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 14)\n[20:19:09] [ENEMY] [Enemy4] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy4] Spawned at (800, 900), hp: 3, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 15)\n[20:19:09] [ENEMY] [Enemy5] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy5] Spawned at (1700, 350), hp: 2, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy6] Blood detector created and attached to Enemy6\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 16)\n[20:19:09] [ENEMY] [Enemy6] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy6] Spawned at (1950, 450), hp: 3, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy7] Blood detector created and attached to Enemy7\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 17)\n[20:19:09] [ENEMY] [Enemy7] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy7] Spawned at (1600, 900), hp: 2, behavior: PATROL\n[20:19:09] [INFO] [BloodyFeet:Enemy8] Blood detector created and attached to Enemy8\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 18)\n[20:19:09] [ENEMY] [Enemy8] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy8] Spawned at (1900, 1450), hp: 3, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy9] Blood detector created and attached to Enemy9\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 19)\n[20:19:09] [ENEMY] [Enemy9] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy9] Spawned at (2100, 1550), hp: 4, behavior: GUARD\n[20:19:09] [INFO] [BloodyFeet:Enemy10] Blood detector created and attached to Enemy10\n[20:19:09] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 20)\n[20:19:09] [ENEMY] [Enemy10] Registered as sound listener\n[20:19:09] [ENEMY] [Enemy10] Spawned at (1200, 1550), hp: 3, behavior: PATROL\n[20:19:09] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[20:19:09] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy3] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=258.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy6] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=101.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy8] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=157.5°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [ENEMY] [Enemy9] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=56.3°, current=0.0°, player=(450,1250), corner_timer=0.00\n[20:19:09] [INFO] [Player] Detecting weapon pose (frame 3)...\n[20:19:09] [INFO] [Player] Detected weapon: Rifle (default pose)\n[20:19:09] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[20:19:09] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[20:19:09] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[20:19:09] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[20:19:09] [INFO] [LastChance] Found player: Player\n[20:19:09] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[20:19:09] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[20:19:09] [INFO] [LastChance] Connected to player Died signal (C#)\n[20:19:09] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[20:19:09] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=20\n[20:19:09] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n[20:19:09] [ENEMY] [Enemy4] Heard gunshot at (450, 1256), source_type=0, intensity=0.01, distance=499\n[20:19:09] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n[20:19:09] [ENEMY] [Enemy4] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=COMBAT, target=135.0°, current=-101.3°, player=(450,1250), corner_timer=0.00\n[20:19:10] [ENEMY] [Enemy3] Memory: medium confidence (0.62) - transitioning to PURSUING\n[20:19:10] [ENEMY] [Enemy3] State: IDLE -> PURSUING\n[20:19:10] [ENEMY] [Enemy3] ROT_CHANGE: P5:idle_scan -> P2:combat_state, state=PURSUING, target=116.6°, current=-78.7°, player=(450,1250), corner_timer=0.00\n[20:19:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(450, 1256), source=PLAYER (AssaultRifle), range=1469, listeners=10\n[20:19:10] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=6\n[20:19:10] [ENEMY] [Enemy3] PURSUING corner check: angle -129.3°\n[20:19:10] [ENEMY] [Enemy3] PURSUING corner check: angle -161.0°\n[20:19:10] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n[20:19:10] [ENEMY] [Enemy7] PATROL corner check: angle 94.3°\n[20:19:10] [ENEMY] [Enemy10] PATROL corner check: angle -0.0°\n[20:19:10] [ENEMY] [Enemy7] ROT_CHANGE: none -> P3:corner, state=IDLE, target=94.3°, current=4.3°, player=(450,1250), corner_timer=0.30\n[20:19:10] [ENEMY] [Enemy10] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-0.0°, current=90.0°, player=(450,1250), corner_timer=0.30\n[20:19:13] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:13] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:13] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[20:19:13] [INFO] [LastChance] Resetting all effects (scene change detected)\n[20:19:13] [INFO] [CinemaEffects] Scene changed to: TestTier\n[20:19:13] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[20:19:13] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:13] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[20:19:13] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[20:19:13] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[20:19:13] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[20:19:13] [INFO] [Player.Grenade] Tutorial level detected - infinite grenades enabled\n[20:19:13] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[20:19:13] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[20:19:13] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[20:19:13] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[20:19:13] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[20:19:13] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[20:19:13] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 3/3, Health: 10/10\n[20:19:13] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[20:19:13] [INFO] [CinemaEffects] Found player node: Player\n[20:19:13] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[20:19:13] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[20:19:14] [INFO] [Player] Detecting weapon pose (frame 3)...\n[20:19:14] [INFO] [Player] Detected weapon: Rifle (default pose)\n[20:19:14] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[20:19:14] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[20:19:14] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[20:19:14] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[20:19:14] [INFO] [LastChance] Found player: Player\n[20:19:14] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[20:19:14] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[20:19:14] [INFO] [LastChance] Connected to player Died signal (C#)\n[20:19:14] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[20:19:16] [INFO] [PauseMenu] Armory button pressed\n[20:19:16] [INFO] [PauseMenu] Creating new armory menu instance\n[20:19:16] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[20:19:16] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[20:19:16] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[20:19:16] [INFO] [PauseMenu] back_pressed signal exists on instance\n[20:19:16] [INFO] [PauseMenu] back_pressed signal connected\n[20:19:16] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[20:19:16] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[20:19:22] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:22] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[20:19:22] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[20:19:22] [INFO] [LastChance] Resetting all effects (scene change detected)\n[20:19:22] [INFO] [CinemaEffects] Scene changed to: TestTier\n[20:19:22] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[20:19:22] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[20:19:22] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[20:19:22] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[20:19:22] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[20:19:22] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[20:19:22] [INFO] [Player.Grenade] Tutorial level detected - infinite grenades enabled\n[20:19:22] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[20:19:22] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[20:19:22] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[20:19:22] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[20:19:22] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[20:19:22] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[20:19:22] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 3/3, Health: 10/10\n[20:19:22] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[20:19:22] [INFO] [CinemaEffects] Found player node: Player\n[20:19:22] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[20:19:22] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[20:19:22] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=10\n[20:19:22] [INFO] [SoundPropagation] Cleaned up 10 invalid listeners\n[20:19:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n[20:19:22] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[20:19:22] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[20:19:22] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[20:19:22] [INFO] [LastChance] Found player: Player\n[20:19:22] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[20:19:22] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[20:19:22] [INFO] [LastChance] Connected to player Died signal (C#)\n[20:19:22] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[20:19:22] [INFO] [Player] Detecting weapon pose (frame 3)...\n[20:19:22] [INFO] [Player] Detected weapon: Rifle (default pose)\n[20:19:22] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[20:19:22] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(493.66663, 366)\n[20:19:22] [INFO] [Bullet] Using shooter_position, distance=343,66663\n[20:19:22] [INFO] [Bullet] Distance to wall: 343,66663 (23,400894% of viewport)\n[20:19:22] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[20:19:22] [INFO] [Bullet] Starting wall penetration at (493.66663, 366)\n[20:19:22] [INFO] [Bullet] No longer inside obstacle - raycasts found no collision with penetrating body\n[20:19:22] [INFO] [Bullet] Exiting penetration at (540.3333, 366) after traveling 41,666668 pixels through wall\n[20:19:22] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n[20:19:23] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n[20:19:23] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n[20:19:23] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n[20:19:23] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n[20:19:23] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1630.1013, 65.31903)\n[20:19:23] [INFO] [Bullet] Using shooter_position, distance=1510,3341\n[20:19:23] [INFO] [Bullet] Distance to wall: 1510,3341 (102,84142% of viewport)\n[20:19:24] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 366), source=PLAYER (AssaultRifle), range=1469, listeners=0\n[20:19:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=0, self=0, below_threshold=0\n[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1810.7467, 88.15603)\n[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1683,828\n[20:19:24] [INFO] [Bullet] Distance to wall: 1683,828 (114,654945% of viewport)\n[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,069012%\n[20:19:24] [INFO] [Bullet] Starting wall penetration at (1810.7467, 88.15603)\n[20:19:24] [INFO] [Bullet] Raycast backward hit penetrating body at distance 18,994225\n[20:19:24] [INFO] [Bullet] Body exited signal received for penetrating body\n[20:19:24] [INFO] [Bullet] Exiting penetration at (1850.8442, 93.22511) after traveling 35,41667 pixels through wall\n[20:19:24] [INFO] [Bullet] Damage multiplier after penetration: 0,45\n[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1801.7637, 76.15898)\n[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1677,0006\n[20:19:24] [INFO] [Bullet] Distance to wall: 1677,0006 (114,190056% of viewport)\n[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,161991%\n[20:19:24] [INFO] [Bullet] Starting wall penetration at (1801.7637, 76.15898)\n[20:19:24] [INFO] [Bullet] Raycast backward hit penetrating body at distance 15,968459\n[20:19:24] [INFO] [Bullet] Body exited signal received for penetrating body\n[20:19:24] [INFO] [Bullet] Exiting penetration at (1847.7281, 68.09344) after traveling 41,66667 pixels through wall\n[20:19:24] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n[20:19:24] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(150, 366), shooter_id=280078846646, bullet_pos=(1802.2083, 78.7126)\n[20:19:24] [INFO] [Bullet] Using shooter_position, distance=1676,9991\n[20:19:24] [INFO] [Bullet] Distance to wall: 1676,9991 (114,18996% of viewport)\n[20:19:24] [INFO] [Bullet] Distance-based penetration chance: 27,16201%\n[20:19:24] [INFO] [Bullet] Penetration failed (distance roll)\n[20:19:25] [INFO] ------------------------------------------------------------\n[20:19:25] [INFO] GAME LOG ENDED: 2026-02-06T20:19:25\n[20:19:25] [INFO] ============================================================\n", | |
| "numLines": 684, | |
| "startLine": 1, | |
| "totalLines": 684 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:22.602Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01StoESZ8zZfoTWVahGuYuGm", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I can see the key insight from the log. When the user selects ASVK from the armory, the scene reloads but the player always gets `AssaultRifle` - never the sniper rifle. The log shows `source=PLAYER (AssaultRifle)` every time after armory selection. Let me now examine the relevant code files." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 23618, | |
| "cache_read_input_tokens": 31601, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 23618 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "7332e33f-0aec-463a-8128-d6e0aad88027" | |
| } | |
| [2026-02-06T17:22:23.719Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01StoESZ8zZfoTWVahGuYuGm", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017rroVwFKQUHdfMKqQ8S9LW", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/ui/armory_menu.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 23618, | |
| "cache_read_input_tokens": 31601, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 23618 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d91bd5b5-9d87-4ab2-a3df-b77849635810" | |
| } | |
| [2026-02-06T17:22:23.723Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_017rroVwFKQUHdfMKqQ8S9LW", | |
| "type": "tool_result", | |
| "content": " 1→extends CanvasLayer\n 2→## Armory menu for viewing unlocked and locked weapons.\n 3→##\n 4→## Displays a grid of weapons showing which are unlocked (available) and\n 5→## which are locked (coming in future updates). Also shows available grenades.\n 6→## Selecting a different grenade will restart the level.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Signal emitted when a weapon is selected.\n 12→signal weapon_selected(weapon_id: String)\n 13→\n 14→## Dictionary of all weapons with their data.\n 15→## Keys: weapon_id, Values: dictionary with name, icon_path, unlocked status\n 16→const WEAPONS: Dictionary = {\n 17→\t\"m16\": {\n 18→\t\t\"name\": \"M16\",\n 19→\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n 20→\t\t\"unlocked\": true,\n 21→\t\t\"description\": \"Standard assault rifle\",\n 22→\t\t\"is_grenade\": false\n 23→\t},\n 24→\t\"flashbang\": {\n 25→\t\t\"name\": \"Flashbang\",\n 26→\t\t\"icon_path\": \"res://assets/sprites/weapons/flashbang.png\",\n 27→\t\t\"unlocked\": true,\n 28→\t\t\"description\": \"Stun grenade - blinds enemies for 12s, stuns for 6s. Press G + RMB drag to throw.\",\n 29→\t\t\"is_grenade\": true,\n 30→\t\t\"grenade_type\": 0\n 31→\t},\n 32→\t\"frag_grenade\": {\n 33→\t\t\"name\": \"Frag Grenade\",\n 34→\t\t\"icon_path\": \"res://assets/sprites/weapons/frag_grenade.png\",\n 35→\t\t\"unlocked\": true,\n 36→\t\t\"description\": \"Offensive grenade - explodes on impact, releases 4 shrapnel pieces that ricochet. Press G + RMB drag to throw.\",\n 37→\t\t\"is_grenade\": true,\n 38→\t\t\"grenade_type\": 1\n 39→\t},\n 40→\t\"defensive_grenade\": {\n 41→\t\t\"name\": \"F-1 Grenade\",\n 42→\t\t\"icon_path\": \"res://assets/sprites/weapons/defensive_grenade.png\",\n 43→\t\t\"unlocked\": true,\n 44→\t\t\"description\": \"Defensive grenade (F-1) - 4 second fuse, 40 shrapnel pieces, 700px damage radius. Press G + RMB drag to throw.\",\n 45→\t\t\"is_grenade\": true,\n 46→\t\t\"grenade_type\": 2\n 47→\t},\n 48→\t\"ak47\": {\n 49→\t\t\"name\": \"???\",\n 50→\t\t\"icon_path\": \"\",\n 51→\t\t\"unlocked\": false,\n 52→\t\t\"description\": \"Coming soon\",\n 53→\t\t\"is_grenade\": false\n 54→\t},\n 55→\t\"shotgun\": {\n 56→\t\t\"name\": \"Shotgun\",\n 57→\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n 58→\t\t\"unlocked\": true,\n 59→\t\t\"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread, no wall penetration. Press LMB to fire.\",\n 60→\t\t\"is_grenade\": false\n 61→\t},\n 62→\t\"mini_uzi\": {\n 63→\t\t\"name\": \"Mini UZI\",\n 64→\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n 65→\t\t\"unlocked\": true,\n 66→\t\t\"description\": \"Submachine gun - 15 shots/sec, 9mm bullets (0.5 damage), high spread, ricochets at ≤20°, no wall penetration. Press LMB to fire.\",\n 67→\t\t\"is_grenade\": false\n 68→\t},\n 69→\t\"silenced_pistol\": {\n 70→\t\t\"name\": \"Silenced Pistol\",\n 71→\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n 72→\t\t\"unlocked\": true,\n 73→\t\t\"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds, silent shots, enemies stunned on hit (can't move/shoot until next shot). Press LMB to fire.\",\n 74→\t\t\"is_grenade\": false\n 75→\t},\n 76→\t\"smg\": {\n 77→\t\t\"name\": \"???\",\n 78→\t\t\"icon_path\": \"\",\n 79→\t\t\"unlocked\": false,\n 80→\t\t\"description\": \"Coming soon\",\n 81→\t\t\"is_grenade\": false\n 82→\t},\n 83→\t\"sniper\": {\n 84→\t\t\"name\": \"ASVK\",\n 85→\t\t\"icon_path\": \"res://assets/sprites/weapons/asvk_topdown.png\",\n 86→\t\t\"unlocked\": true,\n 87→\t\t\"description\": \"ASVK anti-materiel sniper rifle - 12.7x108mm, 50 damage, penetrates 2 walls and enemies, bolt-action (Down→Left→Down→Up). 5-round magazine.\",\n 88→\t\t\"is_grenade\": false\n 89→\t},\n 90→\t\"pistol\": {\n 91→\t\t\"name\": \"???\",\n 92→\t\t\"icon_path\": \"\",\n 93→\t\t\"unlocked\": false,\n 94→\t\t\"description\": \"Coming soon\",\n 95→\t\t\"is_grenade\": false\n 96→\t}\n 97→}\n 98→\n 99→## Reference to UI elements.\n 100→@onready var weapon_grid: GridContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/WeaponGrid\n 101→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 102→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 103→\n 104→## Currently selected weapon slot (for visual highlighting).\n 105→var _selected_slot: PanelContainer = null\n 106→\n 107→## Map of weapon slots by weapon ID.\n 108→var _weapon_slots: Dictionary = {}\n 109→\n 110→## Reference to GrenadeManager autoload.\n 111→var _grenade_manager: Node = null\n 112→\n 113→\n 114→func _ready() -> void:\n 115→\t# Connect button signals\n 116→\tback_button.pressed.connect(_on_back_pressed)\n 117→\n 118→\t# Get GrenadeManager reference\n 119→\t_grenade_manager = get_node_or_null(\"/root/GrenadeManager\")\n 120→\n 121→\t# Populate weapon grid\n 122→\t_populate_weapon_grid()\n 123→\n 124→\t# Set process mode to allow input while paused\n 125→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 126→\n 127→\n 128→func _populate_weapon_grid() -> void:\n 129→\t# Clear existing children and slot tracking\n 130→\tfor child in weapon_grid.get_children():\n 131→\t\tchild.queue_free()\n 132→\t_weapon_slots.clear()\n 133→\t_selected_slot = null\n 134→\n 135→\t# Count unlocked weapons for status\n 136→\tvar unlocked_count: int = 0\n 137→\tvar total_count: int = WEAPONS.size()\n 138→\n 139→\t# Create a slot for each weapon\n 140→\tfor weapon_id in WEAPONS:\n 141→\t\tvar weapon_data: Dictionary = WEAPONS[weapon_id]\n 142→\t\tvar slot := _create_weapon_slot(weapon_id, weapon_data)\n 143→\t\tweapon_grid.add_child(slot)\n 144→\t\t_weapon_slots[weapon_id] = slot\n 145→\n 146→\t\tif weapon_data[\"unlocked\"]:\n 147→\t\t\tunlocked_count += 1\n 148→\n 149→\t# Update status label\n 150→\tstatus_label.text = \"Unlocked: %d / %d\" % [unlocked_count, total_count]\n 151→\n 152→\t# Highlight currently selected weapon and grenade from managers\n 153→\t_highlight_selected_items()\n 154→\n 155→\n 156→func _create_weapon_slot(weapon_id: String, weapon_data: Dictionary) -> PanelContainer:\n 157→\tvar slot := PanelContainer.new()\n 158→\tslot.name = weapon_id + \"_slot\"\n 159→\tslot.custom_minimum_size = Vector2(100, 100)\n 160→\n 161→\t# Store weapon_id in slot's metadata for click handling\n 162→\tslot.set_meta(\"weapon_id\", weapon_id)\n 163→\n 164→\tvar vbox := VBoxContainer.new()\n 165→\tvbox.alignment = BoxContainer.ALIGNMENT_CENTER\n 166→\tslot.add_child(vbox)\n 167→\n 168→\t# Weapon icon or placeholder\n 169→\tvar icon_container := CenterContainer.new()\n 170→\ticon_container.custom_minimum_size = Vector2(64, 64)\n 171→\tvbox.add_child(icon_container)\n 172→\n 173→\tif weapon_data[\"unlocked\"] and weapon_data[\"icon_path\"] != \"\":\n 174→\t\tvar texture_rect := TextureRect.new()\n 175→\t\ttexture_rect.custom_minimum_size = Vector2(64, 64)\n 176→\t\ttexture_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL\n 177→\t\ttexture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED\n 178→\n 179→\t\tvar texture: Texture2D = load(weapon_data[\"icon_path\"])\n 180→\t\tif texture:\n 181→\t\t\ttexture_rect.texture = texture\n 182→\n 183→\t\ticon_container.add_child(texture_rect)\n 184→\telse:\n 185→\t\t# Locked weapon - show lock icon (using text for now)\n 186→\t\tvar lock_label := Label.new()\n 187→\t\tlock_label.text = \"🔒\"\n 188→\t\tlock_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 189→\t\tlock_label.add_theme_font_size_override(\"font_size\", 32)\n 190→\t\ticon_container.add_child(lock_label)\n 191→\n 192→\t# Weapon name\n 193→\tvar name_label := Label.new()\n 194→\tname_label.text = weapon_data[\"name\"]\n 195→\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 196→\n 197→\tif not weapon_data[\"unlocked\"]:\n 198→\t\tname_label.modulate = Color(0.5, 0.5, 0.5)\n 199→\n 200→\tvbox.add_child(name_label)\n 201→\n 202→\t# Add tooltip\n 203→\tslot.tooltip_text = weapon_data[\"description\"]\n 204→\n 205→\t# Make unlocked weapons clickable\n 206→\tif weapon_data[\"unlocked\"]:\n 207→\t\tslot.mouse_filter = Control.MOUSE_FILTER_STOP\n 208→\t\tslot.gui_input.connect(_on_slot_gui_input.bind(slot, weapon_id))\n 209→\t\t# Change cursor on hover for clickable slots\n 210→\t\tslot.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n 211→\telse:\n 212→\t\tslot.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 213→\n 214→\treturn slot\n 215→\n 216→\n 217→## Handle click on weapon slot.\n 218→func _on_slot_gui_input(event: InputEvent, slot: PanelContainer, weapon_id: String) -> void:\n 219→\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n 220→\t\tvar weapon_data: Dictionary = WEAPONS.get(weapon_id, {})\n 221→\t\tvar is_grenade: bool = weapon_data.get(\"is_grenade\", false)\n 222→\n 223→\t\tif is_grenade:\n 224→\t\t\t_select_grenade(weapon_id, weapon_data)\n 225→\t\telse:\n 226→\t\t\t_select_weapon(weapon_id)\n 227→\n 228→\t\t# Play click sound via AudioManager\n 229→\t\tvar audio_manager = get_node_or_null(\"/root/AudioManager\")\n 230→\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n 231→\t\t\taudio_manager.play_ui_click()\n 232→\n 233→\n 234→## Select a weapon and update GameManager.\n 235→## This will restart the level if a different weapon is selected.\n 236→func _select_weapon(weapon_id: String) -> void:\n 237→\t# Check if already selected\n 238→\tvar current_weapon_id: String = \"m16\" # Default\n 239→\tif GameManager:\n 240→\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n 241→\n 242→\tif weapon_id == current_weapon_id:\n 243→\t\treturn # Already selected, no need to restart\n 244→\n 245→\t# Update selection in GameManager\n 246→\tif GameManager:\n 247→\t\tGameManager.set_selected_weapon(weapon_id)\n 248→\n 249→\t# Emit signal for external listeners\n 250→\tweapon_selected.emit(weapon_id)\n 251→\n 252→\t# Update visual highlighting\n 253→\t_highlight_selected_items()\n 254→\n 255→\t# Restart the level to apply the new weapon (like grenades do)\n 256→\tif GameManager:\n 257→\t\t# IMPORTANT: Unpause the game before restarting\n 258→\t\t# This prevents the game from getting stuck in paused state when\n 259→\t\t# changing weapons from the armory menu while the game is paused\n 260→\t\tget_tree().paused = false\n 261→\n 262→\t\t# Restore hidden cursor for gameplay (confined and hidden)\n 263→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 264→\n 265→\t\tGameManager.restart_scene()\n 266→\n 267→\n 268→## Select a grenade and update GrenadeManager.\n 269→## This will restart the level.\n 270→func _select_grenade(weapon_id: String, weapon_data: Dictionary) -> void:\n 271→\tif _grenade_manager == null:\n 272→\t\treturn\n 273→\n 274→\tvar grenade_type: int = weapon_data.get(\"grenade_type\", 0)\n 275→\n 276→\t# Check if already selected\n 277→\tif _grenade_manager.is_selected(grenade_type):\n 278→\t\treturn\n 279→\n 280→\t# Set new grenade type - this will restart the level\n 281→\t_grenade_manager.set_grenade_type(grenade_type, true)\n 282→\n 283→\n 284→## Highlight the currently selected weapon and grenade slots.\n 285→func _highlight_selected_items() -> void:\n 286→\tvar current_weapon_id: String = \"m16\" # Default\n 287→\tif GameManager:\n 288→\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n 289→\n 290→\t# Get currently selected grenade type\n 291→\tvar current_grenade_type: int = 0 # Default to flashbang\n 292→\tif _grenade_manager:\n 293→\t\tcurrent_grenade_type = _grenade_manager.current_grenade_type\n 294→\n 295→\t# Reset all slots to default style\n 296→\tfor wid in _weapon_slots:\n 297→\t\tvar slot: PanelContainer = _weapon_slots[wid]\n 298→\t\t# Create default style (transparent/subtle background)\n 299→\t\tvar default_style := StyleBoxFlat.new()\n 300→\t\tdefault_style.bg_color = Color(0.2, 0.2, 0.2, 0.5)\n 301→\t\tdefault_style.corner_radius_top_left = 4\n 302→\t\tdefault_style.corner_radius_top_right = 4\n 303→\t\tdefault_style.corner_radius_bottom_left = 4\n 304→\t\tdefault_style.corner_radius_bottom_right = 4\n 305→\t\tslot.add_theme_stylebox_override(\"panel\", default_style)\n 306→\n 307→\t# Highlight selected weapon slot (non-grenade)\n 308→\tif current_weapon_id in _weapon_slots:\n 309→\t\tvar weapon_data: Dictionary = WEAPONS.get(current_weapon_id, {})\n 310→\t\tif not weapon_data.get(\"is_grenade\", false):\n 311→\t\t\t_apply_selected_style(_weapon_slots[current_weapon_id])\n 312→\n 313→\t# Highlight selected grenade slot\n 314→\tfor wid in WEAPONS:\n 315→\t\tvar weapon_data: Dictionary = WEAPONS[wid]\n 316→\t\tif weapon_data.get(\"is_grenade\", false):\n 317→\t\t\tvar grenade_type: int = weapon_data.get(\"grenade_type\", -1)\n 318→\t\t\tif grenade_type == current_grenade_type and wid in _weapon_slots:\n 319→\t\t\t\t_apply_selected_style(_weapon_slots[wid])\n 320→\n 321→\n 322→## Apply the selected (green highlight) style to a slot.\n 323→func _apply_selected_style(slot: PanelContainer) -> void:\n 324→\tvar selected_style := StyleBoxFlat.new()\n 325→\tselected_style.bg_color = Color(0.3, 0.5, 0.3, 0.8) # Green highlight\n 326→\tselected_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n 327→\tselected_style.border_width_left = 2\n 328→\tselected_style.border_width_right = 2\n 329→\tselected_style.border_width_top = 2\n 330→\tselected_style.border_width_bottom = 2\n 331→\tselected_style.corner_radius_top_left = 4\n 332→\tselected_style.corner_radius_top_right = 4\n 333→\tselected_style.corner_radius_bottom_left = 4\n 334→\tselected_style.corner_radius_bottom_right = 4\n 335→\tslot.add_theme_stylebox_override(\"panel\", selected_style)\n 336→\t_selected_slot = slot\n 337→\n 338→\n 339→func _on_back_pressed() -> void:\n 340→\tback_pressed.emit()\n 341→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8b0b648f-5f3a-4721-8eff-e15261aa3c1e", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/ui/armory_menu.gd", | |
| "content": "extends CanvasLayer\n## Armory menu for viewing unlocked and locked weapons.\n##\n## Displays a grid of weapons showing which are unlocked (available) and\n## which are locked (coming in future updates). Also shows available grenades.\n## Selecting a different grenade will restart the level.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Signal emitted when a weapon is selected.\nsignal weapon_selected(weapon_id: String)\n\n## Dictionary of all weapons with their data.\n## Keys: weapon_id, Values: dictionary with name, icon_path, unlocked status\nconst WEAPONS: Dictionary = {\n\t\"m16\": {\n\t\t\"name\": \"M16\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Standard assault rifle\",\n\t\t\"is_grenade\": false\n\t},\n\t\"flashbang\": {\n\t\t\"name\": \"Flashbang\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/flashbang.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Stun grenade - blinds enemies for 12s, stuns for 6s. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 0\n\t},\n\t\"frag_grenade\": {\n\t\t\"name\": \"Frag Grenade\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/frag_grenade.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Offensive grenade - explodes on impact, releases 4 shrapnel pieces that ricochet. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 1\n\t},\n\t\"defensive_grenade\": {\n\t\t\"name\": \"F-1 Grenade\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/defensive_grenade.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Defensive grenade (F-1) - 4 second fuse, 40 shrapnel pieces, 700px damage radius. Press G + RMB drag to throw.\",\n\t\t\"is_grenade\": true,\n\t\t\"grenade_type\": 2\n\t},\n\t\"ak47\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t},\n\t\"shotgun\": {\n\t\t\"name\": \"Shotgun\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Pump-action shotgun - 6-12 pellets per shot, 15° spread, no wall penetration. Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"mini_uzi\": {\n\t\t\"name\": \"Mini UZI\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Submachine gun - 15 shots/sec, 9mm bullets (0.5 damage), high spread, ricochets at ≤20°, no wall penetration. Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"silenced_pistol\": {\n\t\t\"name\": \"Silenced Pistol\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"Beretta M9 with suppressor - semi-auto, 9mm, 13 rounds, silent shots, enemies stunned on hit (can't move/shoot until next shot). Press LMB to fire.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"smg\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t},\n\t\"sniper\": {\n\t\t\"name\": \"ASVK\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/asvk_topdown.png\",\n\t\t\"unlocked\": true,\n\t\t\"description\": \"ASVK anti-materiel sniper rifle - 12.7x108mm, 50 damage, penetrates 2 walls and enemies, bolt-action (Down→Left→Down→Up). 5-round magazine.\",\n\t\t\"is_grenade\": false\n\t},\n\t\"pistol\": {\n\t\t\"name\": \"???\",\n\t\t\"icon_path\": \"\",\n\t\t\"unlocked\": false,\n\t\t\"description\": \"Coming soon\",\n\t\t\"is_grenade\": false\n\t}\n}\n\n## Reference to UI elements.\n@onready var weapon_grid: GridContainer = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/ScrollContainer/WeaponGrid\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Currently selected weapon slot (for visual highlighting).\nvar _selected_slot: PanelContainer = null\n\n## Map of weapon slots by weapon ID.\nvar _weapon_slots: Dictionary = {}\n\n## Reference to GrenadeManager autoload.\nvar _grenade_manager: Node = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Get GrenadeManager reference\n\t_grenade_manager = get_node_or_null(\"/root/GrenadeManager\")\n\n\t# Populate weapon grid\n\t_populate_weapon_grid()\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _populate_weapon_grid() -> void:\n\t# Clear existing children and slot tracking\n\tfor child in weapon_grid.get_children():\n\t\tchild.queue_free()\n\t_weapon_slots.clear()\n\t_selected_slot = null\n\n\t# Count unlocked weapons for status\n\tvar unlocked_count: int = 0\n\tvar total_count: int = WEAPONS.size()\n\n\t# Create a slot for each weapon\n\tfor weapon_id in WEAPONS:\n\t\tvar weapon_data: Dictionary = WEAPONS[weapon_id]\n\t\tvar slot := _create_weapon_slot(weapon_id, weapon_data)\n\t\tweapon_grid.add_child(slot)\n\t\t_weapon_slots[weapon_id] = slot\n\n\t\tif weapon_data[\"unlocked\"]:\n\t\t\tunlocked_count += 1\n\n\t# Update status label\n\tstatus_label.text = \"Unlocked: %d / %d\" % [unlocked_count, total_count]\n\n\t# Highlight currently selected weapon and grenade from managers\n\t_highlight_selected_items()\n\n\nfunc _create_weapon_slot(weapon_id: String, weapon_data: Dictionary) -> PanelContainer:\n\tvar slot := PanelContainer.new()\n\tslot.name = weapon_id + \"_slot\"\n\tslot.custom_minimum_size = Vector2(100, 100)\n\n\t# Store weapon_id in slot's metadata for click handling\n\tslot.set_meta(\"weapon_id\", weapon_id)\n\n\tvar vbox := VBoxContainer.new()\n\tvbox.alignment = BoxContainer.ALIGNMENT_CENTER\n\tslot.add_child(vbox)\n\n\t# Weapon icon or placeholder\n\tvar icon_container := CenterContainer.new()\n\ticon_container.custom_minimum_size = Vector2(64, 64)\n\tvbox.add_child(icon_container)\n\n\tif weapon_data[\"unlocked\"] and weapon_data[\"icon_path\"] != \"\":\n\t\tvar texture_rect := TextureRect.new()\n\t\ttexture_rect.custom_minimum_size = Vector2(64, 64)\n\t\ttexture_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL\n\t\ttexture_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED\n\n\t\tvar texture: Texture2D = load(weapon_data[\"icon_path\"])\n\t\tif texture:\n\t\t\ttexture_rect.texture = texture\n\n\t\ticon_container.add_child(texture_rect)\n\telse:\n\t\t# Locked weapon - show lock icon (using text for now)\n\t\tvar lock_label := Label.new()\n\t\tlock_label.text = \"🔒\"\n\t\tlock_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t\tlock_label.add_theme_font_size_override(\"font_size\", 32)\n\t\ticon_container.add_child(lock_label)\n\n\t# Weapon name\n\tvar name_label := Label.new()\n\tname_label.text = weapon_data[\"name\"]\n\tname_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\n\tif not weapon_data[\"unlocked\"]:\n\t\tname_label.modulate = Color(0.5, 0.5, 0.5)\n\n\tvbox.add_child(name_label)\n\n\t# Add tooltip\n\tslot.tooltip_text = weapon_data[\"description\"]\n\n\t# Make unlocked weapons clickable\n\tif weapon_data[\"unlocked\"]:\n\t\tslot.mouse_filter = Control.MOUSE_FILTER_STOP\n\t\tslot.gui_input.connect(_on_slot_gui_input.bind(slot, weapon_id))\n\t\t# Change cursor on hover for clickable slots\n\t\tslot.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND\n\telse:\n\t\tslot.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\treturn slot\n\n\n## Handle click on weapon slot.\nfunc _on_slot_gui_input(event: InputEvent, slot: PanelContainer, weapon_id: String) -> void:\n\tif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:\n\t\tvar weapon_data: Dictionary = WEAPONS.get(weapon_id, {})\n\t\tvar is_grenade: bool = weapon_data.get(\"is_grenade\", false)\n\n\t\tif is_grenade:\n\t\t\t_select_grenade(weapon_id, weapon_data)\n\t\telse:\n\t\t\t_select_weapon(weapon_id)\n\n\t\t# Play click sound via AudioManager\n\t\tvar audio_manager = get_node_or_null(\"/root/AudioManager\")\n\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n\t\t\taudio_manager.play_ui_click()\n\n\n## Select a weapon and update GameManager.\n## This will restart the level if a different weapon is selected.\nfunc _select_weapon(weapon_id: String) -> void:\n\t# Check if already selected\n\tvar current_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n\n\tif weapon_id == current_weapon_id:\n\t\treturn # Already selected, no need to restart\n\n\t# Update selection in GameManager\n\tif GameManager:\n\t\tGameManager.set_selected_weapon(weapon_id)\n\n\t# Emit signal for external listeners\n\tweapon_selected.emit(weapon_id)\n\n\t# Update visual highlighting\n\t_highlight_selected_items()\n\n\t# Restart the level to apply the new weapon (like grenades do)\n\tif GameManager:\n\t\t# IMPORTANT: Unpause the game before restarting\n\t\t# This prevents the game from getting stuck in paused state when\n\t\t# changing weapons from the armory menu while the game is paused\n\t\tget_tree().paused = false\n\n\t\t# Restore hidden cursor for gameplay (confined and hidden)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\n\t\tGameManager.restart_scene()\n\n\n## Select a grenade and update GrenadeManager.\n## This will restart the level.\nfunc _select_grenade(weapon_id: String, weapon_data: Dictionary) -> void:\n\tif _grenade_manager == null:\n\t\treturn\n\n\tvar grenade_type: int = weapon_data.get(\"grenade_type\", 0)\n\n\t# Check if already selected\n\tif _grenade_manager.is_selected(grenade_type):\n\t\treturn\n\n\t# Set new grenade type - this will restart the level\n\t_grenade_manager.set_grenade_type(grenade_type, true)\n\n\n## Highlight the currently selected weapon and grenade slots.\nfunc _highlight_selected_items() -> void:\n\tvar current_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\n\n\t# Get currently selected grenade type\n\tvar current_grenade_type: int = 0 # Default to flashbang\n\tif _grenade_manager:\n\t\tcurrent_grenade_type = _grenade_manager.current_grenade_type\n\n\t# Reset all slots to default style\n\tfor wid in _weapon_slots:\n\t\tvar slot: PanelContainer = _weapon_slots[wid]\n\t\t# Create default style (transparent/subtle background)\n\t\tvar default_style := StyleBoxFlat.new()\n\t\tdefault_style.bg_color = Color(0.2, 0.2, 0.2, 0.5)\n\t\tdefault_style.corner_radius_top_left = 4\n\t\tdefault_style.corner_radius_top_right = 4\n\t\tdefault_style.corner_radius_bottom_left = 4\n\t\tdefault_style.corner_radius_bottom_right = 4\n\t\tslot.add_theme_stylebox_override(\"panel\", default_style)\n\n\t# Highlight selected weapon slot (non-grenade)\n\tif current_weapon_id in _weapon_slots:\n\t\tvar weapon_data: Dictionary = WEAPONS.get(current_weapon_id, {})\n\t\tif not weapon_data.get(\"is_grenade\", false):\n\t\t\t_apply_selected_style(_weapon_slots[current_weapon_id])\n\n\t# Highlight selected grenade slot\n\tfor wid in WEAPONS:\n\t\tvar weapon_data: Dictionary = WEAPONS[wid]\n\t\tif weapon_data.get(\"is_grenade\", false):\n\t\t\tvar grenade_type: int = weapon_data.get(\"grenade_type\", -1)\n\t\t\tif grenade_type == current_grenade_type and wid in _weapon_slots:\n\t\t\t\t_apply_selected_style(_weapon_slots[wid])\n\n\n## Apply the selected (green highlight) style to a slot.\nfunc _apply_selected_style(slot: PanelContainer) -> void:\n\tvar selected_style := StyleBoxFlat.new()\n\tselected_style.bg_color = Color(0.3, 0.5, 0.3, 0.8) # Green highlight\n\tselected_style.border_color = Color(0.4, 0.8, 0.4, 1.0)\n\tselected_style.border_width_left = 2\n\tselected_style.border_width_right = 2\n\tselected_style.border_width_top = 2\n\tselected_style.border_width_bottom = 2\n\tselected_style.corner_radius_top_left = 4\n\tselected_style.corner_radius_top_right = 4\n\tselected_style.corner_radius_bottom_left = 4\n\tselected_style.corner_radius_bottom_right = 4\n\tslot.add_theme_stylebox_override(\"panel\", selected_style)\n\t_selected_slot = slot\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n", | |
| "numLines": 341, | |
| "startLine": 1, | |
| "totalLines": 341 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:24.156Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01StoESZ8zZfoTWVahGuYuGm", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JwQc4MQ9k6tnhLtHR7G1eA", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 23618, | |
| "cache_read_input_tokens": 31601, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 23618 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b76b0b3e-5dad-442f-9db2-a76889cc92bc" | |
| } | |
| [2026-02-06T17:22:24.623Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01StoESZ8zZfoTWVahGuYuGm", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017UxSRV4b43LFmJc7nwnkQ1", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/characters/player.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 23618, | |
| "cache_read_input_tokens": 31601, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 23618 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3d869cb5-efb6-4d1f-af0a-645afaaef1d7" | |
| } | |
| [2026-02-06T17:22:24.857Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "File content (34703 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.", | |
| "is_error": true, | |
| "tool_use_id": "toolu_017UxSRV4b43LFmJc7nwnkQ1" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "c070d7e7-4726-4446-a03f-e6ffa812bd22", | |
| "tool_use_result": "Error: File content (34703 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content." | |
| } | |
| [2026-02-06T17:22:24.861Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "<tool_use_error>Sibling tool call errored</tool_use_error>", | |
| "is_error": true, | |
| "tool_use_id": "toolu_01JwQc4MQ9k6tnhLtHR7G1eA" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "7fb23369-e7da-418e-b99d-05e5844b25e3", | |
| "tool_use_result": "Sibling tool call errored" | |
| } | |
| [2026-02-06T17:22:27.685Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NS1i6CDq1NqxbQr4orSee2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me read the test_tier.gd and the relevant sections of player.gd." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 73, | |
| "cache_creation_input_tokens": 5355, | |
| "cache_read_input_tokens": 55219, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 5355 | |
| }, | |
| "output_tokens": 5, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d15a65fb-eccf-449d-8949-0d34c19aeca1" | |
| } | |
| [2026-02-06T17:22:28.138Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NS1i6CDq1NqxbQr4orSee2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01QK3yHXyW2jZxmfLrQzmSqt", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "scripts/levels/test_tier.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 73, | |
| "cache_creation_input_tokens": 5355, | |
| "cache_read_input_tokens": 55219, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 5355 | |
| }, | |
| "output_tokens": 5, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "31613467-4958-48ae-8190-f79390ea1c8a" | |
| } | |
| [2026-02-06T17:22:28.367Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01QK3yHXyW2jZxmfLrQzmSqt", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "41af7109-edff-4a44-9715-08bf18162815", | |
| "tool_use_result": { | |
| "filenames": [ | |
| "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| ], | |
| "durationMs": 18, | |
| "numFiles": 1, | |
| "truncated": false | |
| } | |
| } | |
| [2026-02-06T17:22:28.381Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NS1i6CDq1NqxbQr4orSee2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_013M7MjXaGMyrRmL9FGpY6wj", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "scripts/levels/*.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 73, | |
| "cache_creation_input_tokens": 5355, | |
| "cache_read_input_tokens": 55219, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 5355 | |
| }, | |
| "output_tokens": 5, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "e452d62e-a216-4699-9774-0e5650528eb9" | |
| } | |
| [2026-02-06T17:22:28.402Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013M7MjXaGMyrRmL9FGpY6wj", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd\n/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd\n/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd\n/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "fc767390-98ea-4b06-b193-5c38f84054c2", | |
| "tool_use_result": { | |
| "filenames": [ | |
| "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| ], | |
| "durationMs": 17, | |
| "numFiles": 4, | |
| "truncated": false | |
| } | |
| } | |
| [2026-02-06T17:22:31.269Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_012928bkbG6YxkXSzmcUAK4P", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01L5HqSZUAd475PXxPdxhGw7", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 607, | |
| "cache_read_input_tokens": 60574, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 607 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "2e5a4151-4ccd-4deb-b13f-b06584dcfe77" | |
| } | |
| [2026-02-06T17:22:32.062Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01L5HqSZUAd475PXxPdxhGw7", | |
| "type": "tool_result", | |
| "content": " 1→extends Node2D\n 2→## Test tier/level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene serves as a tactical combat arena for testing game mechanics.\n 5→## Features:\n 6→## - Large map (4000x2960 playable area) with multiple combat zones\n 7→## - Various cover types (low walls, barricades, crates, pillars)\n 8→## - 10 enemies in strategic positions (6 guards, 4 patrols)\n 9→## - Enemies do not respawn after death\n 10→## - Visual indicators for cover positions\n 11→## - Ammo counter with color-coded warnings\n 12→## - Kill counter and accuracy display\n 13→## - Screen saturation effect on enemy kills\n 14→## - Death/victory messages\n 15→## - Quick restart with Q key\n 16→\n 17→## Reference to the enemy count label.\n 18→var _enemy_count_label: Label = null\n 19→\n 20→## Reference to the ammo count label.\n 21→var _ammo_label: Label = null\n 22→\n 23→## Reference to the player.\n 24→var _player: Node2D = null\n 25→\n 26→## Total enemy count at start.\n 27→var _initial_enemy_count: int = 0\n 28→\n 29→## Current enemy count.\n 30→var _current_enemy_count: int = 0\n 31→\n 32→## Whether game over has been shown.\n 33→var _game_over_shown: bool = false\n 34→\n 35→## Reference to the kills label.\n 36→var _kills_label: Label = null\n 37→\n 38→## Reference to the accuracy label.\n 39→var _accuracy_label: Label = null\n 40→\n 41→## Reference to the magazines label (shows individual magazine ammo counts).\n 42→var _magazines_label: Label = null\n 43→\n 44→## Reference to the ColorRect for saturation effect.\n 45→var _saturation_overlay: ColorRect = null\n 46→\n 47→## Duration of saturation effect in seconds.\n 48→const SATURATION_DURATION: float = 0.15\n 49→\n 50→## Saturation effect intensity (alpha).\n 51→const SATURATION_INTENSITY: float = 0.25\n 52→\n 53→## Reference to the exit zone.\n 54→var _exit_zone: Area2D = null\n 55→\n 56→## Whether the level has been cleared (all enemies eliminated).\n 57→var _level_cleared: bool = false\n 58→\n 59→\n 60→func _ready() -> void:\n 61→\tprint(\"TestTier loaded - Tactical Combat Arena\")\n 62→\tprint(\"Map size: 4000x2960 pixels\")\n 63→\tprint(\"Clear all zones to win!\")\n 64→\tprint(\"Press Q for quick restart\")\n 65→\n 66→\t# Setup navigation mesh for enemy pathfinding\n 67→\t_setup_navigation()\n 68→\n 69→\t# Find and connect to all enemies\n 70→\t_setup_enemy_tracking()\n 71→\n 72→\t# Find the enemy count label\n 73→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 74→\t_update_enemy_count_label()\n 75→\n 76→\t# Find and setup player tracking\n 77→\t_setup_player_tracking()\n 78→\n 79→\t# Setup debug UI\n 80→\t_setup_debug_ui()\n 81→\n 82→\t# Setup saturation overlay for kill effect\n 83→\t_setup_saturation_overlay()\n 84→\n 85→\t# Connect to GameManager signals\n 86→\tif GameManager:\n 87→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 88→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 89→\n 90→\t# Setup exit zone near player spawn (left wall)\n 91→\t_setup_exit_zone()\n 92→\n 93→\n 94→func _process(_delta: float) -> void:\n 95→\tpass\n 96→\n 97→\n 98→## Setup the navigation mesh for enemy pathfinding.\n 99→## Bakes the NavigationPolygon using physics collision layer 4 (walls).\n 100→func _setup_navigation() -> void:\n 101→\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n 102→\tif nav_region == null:\n 103→\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n 104→\t\treturn\n 105→\n 106→\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n 107→\tif nav_poly == null:\n 108→\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n 109→\t\treturn\n 110→\n 111→\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n 112→\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n 113→\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n 114→\tprint(\"Baking navigation mesh...\")\n 115→\tnav_poly.clear()\n 116→\n 117→\t# Re-add the outline for the walkable floor area\n 118→\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n 119→\t\tVector2(64, 64),\n 120→\t\tVector2(4064, 64),\n 121→\t\tVector2(4064, 3024),\n 122→\t\tVector2(64, 3024)\n 123→\t])\n 124→\tnav_poly.add_outline(floor_outline)\n 125→\n 126→\t# Use NavigationServer2D to bake from source geometry\n 127→\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n 128→\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n 129→\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n 130→\n 131→\tprint(\"Navigation mesh baked successfully\")\n 132→\n 133→\n 134→## Setup tracking for the player.\n 135→func _setup_player_tracking() -> void:\n 136→\t_player = get_node_or_null(\"Entities/Player\")\n 137→\tif _player == null:\n 138→\t\treturn\n 139→\n 140→\t# Setup selected weapon based on GameManager selection\n 141→\t_setup_selected_weapon()\n 142→\n 143→\t# Register player with GameManager\n 144→\tif GameManager:\n 145→\t\tGameManager.set_player(_player)\n 146→\n 147→\t# Find the ammo label\n 148→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 149→\n 150→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 151→\tif _player.has_signal(\"died\"):\n 152→\t\t_player.died.connect(_on_player_died)\n 153→\telif _player.has_signal(\"Died\"):\n 154→\t\t_player.Died.connect(_on_player_died)\n 155→\n 156→\t# Try to get the player's weapon for C# Player\n 157→\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle\n 158→\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 159→\tif weapon == null:\n 160→\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n 161→\tif weapon == null:\n 162→\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n 163→\tif weapon == null:\n 164→\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 165→\tif weapon != null:\n 166→\t\t# C# Player with weapon - connect to weapon signals\n 167→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 168→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 169→\t\tif weapon.has_signal(\"MagazinesChanged\"):\n 170→\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n 171→\t\tif weapon.has_signal(\"Fired\"):\n 172→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 173→\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n 174→\t\tif weapon.has_signal(\"ShellCountChanged\"):\n 175→\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n 176→\t\t# Initial ammo display from weapon\n 177→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 178→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 179→\t\t# Initial magazine display\n 180→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 181→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 182→\t\t\t_update_magazines_label(mag_counts)\n 183→\t\t# Configure silenced pistol ammo based on enemy count\n 184→\t\t_configure_silenced_pistol_ammo(weapon)\n 185→\telse:\n 186→\t\t# GDScript Player - connect to player signals\n 187→\t\tif _player.has_signal(\"ammo_changed\"):\n 188→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 189→\t\t# Initial ammo display\n 190→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 191→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 192→\n 193→\t# Connect reload/ammo depleted signals for enemy aggression behavior\n 194→\t# These signals are used by BOTH C# and GDScript players to notify enemies\n 195→\t# that the player is vulnerable (reloading or out of ammo)\n 196→\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n 197→\tif _player.has_signal(\"ReloadStarted\"):\n 198→\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n 199→\telif _player.has_signal(\"reload_started\"):\n 200→\t\t_player.reload_started.connect(_on_player_reload_started)\n 201→\n 202→\tif _player.has_signal(\"ReloadCompleted\"):\n 203→\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 204→\telif _player.has_signal(\"reload_completed\"):\n 205→\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 206→\n 207→\tif _player.has_signal(\"AmmoDepleted\"):\n 208→\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n 209→\telif _player.has_signal(\"ammo_depleted\"):\n 210→\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n 211→\n 212→\n 213→## Setup tracking for all enemies in the scene.\n 214→func _setup_enemy_tracking() -> void:\n 215→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 216→\tif enemies_node == null:\n 217→\t\treturn\n 218→\n 219→\tvar enemies := []\n 220→\tfor child in enemies_node.get_children():\n 221→\t\tif child.has_signal(\"died\"):\n 222→\t\t\tenemies.append(child)\n 223→\t\t\tchild.died.connect(_on_enemy_died)\n 224→\t\t# Track when enemy is hit for accuracy\n 225→\t\tif child.has_signal(\"hit\"):\n 226→\t\t\tchild.hit.connect(_on_enemy_hit)\n 227→\n 228→\t_initial_enemy_count = enemies.size()\n 229→\t_current_enemy_count = _initial_enemy_count\n 230→\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n 231→\n 232→\n 233→## Setup the exit zone near the player spawn point (left wall).\n 234→## The exit appears after all enemies are eliminated.\n 235→func _setup_exit_zone() -> void:\n 236→\t# Load and instantiate the exit zone\n 237→\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n 238→\tif exit_zone_scene == null:\n 239→\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n 240→\t\treturn\n 241→\n 242→\t_exit_zone = exit_zone_scene.instantiate()\n 243→\t# Position exit on the left wall near player spawn (player starts at 264, 1544)\n 244→\t# Place exit at left wall (x=80) at similar y position\n 245→\t_exit_zone.position = Vector2(120, 1544)\n 246→\t_exit_zone.zone_width = 60.0\n 247→\t_exit_zone.zone_height = 100.0\n 248→\n 249→\t# Connect the player reached exit signal\n 250→\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n 251→\n 252→\t# Add to the environment node\n 253→\tvar environment := get_node_or_null(\"Environment\")\n 254→\tif environment:\n 255→\t\tenvironment.add_child(_exit_zone)\n 256→\telse:\n 257→\t\tadd_child(_exit_zone)\n 258→\n 259→\tprint(\"[TestTier] Exit zone created at position (120, 1544)\")\n 260→\n 261→\n 262→## Called when the player reaches the exit zone after clearing the level.\n 263→func _on_player_reached_exit() -> void:\n 264→\tif not _level_cleared:\n 265→\t\treturn\n 266→\n 267→\tprint(\"[TestTier] Player reached exit - showing score!\")\n 268→\t_show_victory_message()\n 269→\n 270→\n 271→## Activate the exit zone after all enemies are eliminated.\n 272→func _activate_exit_zone() -> void:\n 273→\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n 274→\t\t_exit_zone.activate()\n 275→\t\tprint(\"[TestTier] Exit zone activated - go to exit to see score!\")\n 276→\telse:\n 277→\t\t# Fallback: if exit zone not available, show score immediately\n 278→\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n 279→\t\t_show_victory_message()\n 280→\n 281→\n 282→## Configure silenced pistol ammo based on enemy count.\n 283→## This ensures the pistol has exactly enough bullets for all enemies in the level.\n 284→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 285→\t# Check if this is a silenced pistol\n 286→\tif weapon.name != \"SilencedPistol\":\n 287→\t\treturn\n 288→\n 289→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 290→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 291→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 292→\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 293→\n 294→\t\t# Update the ammo display after configuration\n 295→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 296→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 297→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 298→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 299→\t\t\t_update_magazines_label(mag_counts)\n 300→\n 301→\n 302→## Setup debug UI elements for kills and accuracy.\n 303→func _setup_debug_ui() -> void:\n 304→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 305→\tif ui == null:\n 306→\t\treturn\n 307→\n 308→\t# Create kills label\n 309→\t_kills_label = Label.new()\n 310→\t_kills_label.name = \"KillsLabel\"\n 311→\t_kills_label.text = \"Kills: 0\"\n 312→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 313→\t_kills_label.offset_left = 10\n 314→\t_kills_label.offset_top = 45\n 315→\t_kills_label.offset_right = 200\n 316→\t_kills_label.offset_bottom = 75\n 317→\tui.add_child(_kills_label)\n 318→\n 319→\t# Create accuracy label\n 320→\t_accuracy_label = Label.new()\n 321→\t_accuracy_label.name = \"AccuracyLabel\"\n 322→\t_accuracy_label.text = \"Accuracy: 0%\"\n 323→\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 324→\t_accuracy_label.offset_left = 10\n 325→\t_accuracy_label.offset_top = 75\n 326→\t_accuracy_label.offset_right = 200\n 327→\t_accuracy_label.offset_bottom = 105\n 328→\tui.add_child(_accuracy_label)\n 329→\n 330→\t# Create magazines label (shows individual magazine ammo counts)\n 331→\t_magazines_label = Label.new()\n 332→\t_magazines_label.name = \"MagazinesLabel\"\n 333→\t_magazines_label.text = \"MAGS: -\"\n 334→\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 335→\t_magazines_label.offset_left = 10\n 336→\t_magazines_label.offset_top = 105\n 337→\t_magazines_label.offset_right = 400\n 338→\t_magazines_label.offset_bottom = 135\n 339→\tui.add_child(_magazines_label)\n 340→\n 341→\n 342→\n 343→## Setup saturation overlay for kill effect.\n 344→func _setup_saturation_overlay() -> void:\n 345→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 346→\tif canvas_layer == null:\n 347→\t\treturn\n 348→\n 349→\t_saturation_overlay = ColorRect.new()\n 350→\t_saturation_overlay.name = \"SaturationOverlay\"\n 351→\t# Yellow/gold tint for saturation increase effect\n 352→\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n 353→\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n 354→\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 355→\t# Add to the front\n 356→\tcanvas_layer.add_child(_saturation_overlay)\n 357→\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n 358→\n 359→\n 360→## Update debug UI with current stats.\n 361→func _update_debug_ui() -> void:\n 362→\tif GameManager == null:\n 363→\t\treturn\n 364→\n 365→\tif _kills_label:\n 366→\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n 367→\n 368→\tif _accuracy_label:\n 369→\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n 370→\n 371→\n 372→## Called when an enemy dies.\n 373→func _on_enemy_died() -> void:\n 374→\t_current_enemy_count -= 1\n 375→\t_update_enemy_count_label()\n 376→\n 377→\t# Register kill with GameManager\n 378→\tif GameManager:\n 379→\t\tGameManager.register_kill()\n 380→\n 381→\tif _current_enemy_count <= 0:\n 382→\t\tprint(\"All enemies eliminated! Arena cleared!\")\n 383→\t\t_level_cleared = true\n 384→\t\t# Activate exit zone - score will show when player reaches it\n 385→\t\tcall_deferred(\"_activate_exit_zone\")\n 386→\n 387→\n 388→## Called when an enemy is hit (for accuracy tracking).\n 389→func _on_enemy_hit() -> void:\n 390→\tif GameManager:\n 391→\t\tGameManager.register_hit()\n 392→\n 393→\n 394→## Called when a shot is fired (from C# weapon).\n 395→func _on_shot_fired() -> void:\n 396→\tif GameManager:\n 397→\t\tGameManager.register_shot()\n 398→\n 399→\n 400→## Called when player ammo changes (GDScript Player).\n 401→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 402→\t_update_ammo_label(current, maximum)\n 403→\t# Register shot for accuracy tracking\n 404→\tif GameManager:\n 405→\t\tGameManager.register_shot()\n 406→\n 407→\n 408→## Called when weapon ammo changes (C# Player).\n 409→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 410→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 411→\t# Check if completely out of ammo\n 412→\tif current_ammo <= 0 and reserve_ammo <= 0:\n 413→\t\tif _current_enemy_count > 0 and not _game_over_shown:\n 414→\t\t\t_show_game_over_message()\n 415→\n 416→\n 417→## Called when magazine inventory changes (C# Player).\n 418→func _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n 419→\t_update_magazines_label(magazine_ammo_counts)\n 420→\n 421→\n 422→## Called when shotgun shell count changes (during shell-by-shell reload).\n 423→## This allows the ammo counter to update immediately as each shell is loaded.\n 424→func _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\n 425→\t# Get the reserve ammo from the weapon for display\n 426→\tvar reserve_ammo: int = 0\n 427→\tif _player:\n 428→\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n 429→\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n 430→\t\t\treserve_ammo = weapon.ReserveAmmo\n 431→\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n 432→\n 433→\n 434→## Called when player runs out of ammo in current magazine.\n 435→## This notifies nearby enemies that the player tried to shoot with empty weapon.\n 436→## Note: This does NOT show game over - the player may still have reserve ammo.\n 437→## Game over is only shown when BOTH current AND reserve ammo are depleted\n 438→## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n 439→## truly has no ammo left).\n 440→func _on_player_ammo_depleted() -> void:\n 441→\t# Notify all enemies that player tried to shoot with empty weapon\n 442→\t_broadcast_player_ammo_empty(true)\n 443→\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n 444→\t# This has shorter range than reload sound but still propagates through obstacles\n 445→\tif _player:\n 446→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 447→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n 448→\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n 449→\n 450→\t# For GDScript player, check if truly out of all ammo (no reserve)\n 451→\t# For C# player, game over is handled in _on_weapon_ammo_changed\n 452→\tif _player and _player.has_method(\"get_current_ammo\"):\n 453→\t\t# GDScript player - max_ammo is the only ammo they have\n 454→\t\tvar current_ammo: int = _player.get_current_ammo()\n 455→\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n 456→\t\t\t_show_game_over_message()\n 457→\t# C# player game over is handled via _on_weapon_ammo_changed signal\n 458→\n 459→\n 460→## Called when player starts reloading.\n 461→## Notifies nearby enemies that player is vulnerable via sound propagation.\n 462→## The reload sound can be heard through walls at greater distance than line of sight.\n 463→func _on_player_reload_started() -> void:\n 464→\t_broadcast_player_reloading(true)\n 465→\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n 466→\tif _player:\n 467→\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 468→\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n 469→\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n 470→\n 471→\n 472→## Called when player finishes reloading.\n 473→## Clears the reloading state for all enemies.\n 474→func _on_player_reload_completed() -> void:\n 475→\t_broadcast_player_reloading(false)\n 476→\t# Also clear ammo empty state since player now has ammo\n 477→\t_broadcast_player_ammo_empty(false)\n 478→\n 479→\n 480→## Broadcast player reloading state to all enemies.\n 481→func _broadcast_player_reloading(is_reloading: bool) -> void:\n 482→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 483→\tif enemies_node == null:\n 484→\t\treturn\n 485→\n 486→\tfor enemy in enemies_node.get_children():\n 487→\t\tif enemy.has_method(\"set_player_reloading\"):\n 488→\t\t\tenemy.set_player_reloading(is_reloading)\n 489→\n 490→\n 491→## Broadcast player ammo empty state to all enemies.\n 492→func _broadcast_player_ammo_empty(is_empty: bool) -> void:\n 493→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 494→\tif enemies_node == null:\n 495→\t\treturn\n 496→\n 497→\tfor enemy in enemies_node.get_children():\n 498→\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n 499→\t\t\tenemy.set_player_ammo_empty(is_empty)\n 500→\n 501→\n 502→## Called when player dies.\n 503→func _on_player_died() -> void:\n 504→\t_show_death_message()\n 505→\t# Auto-restart via GameManager\n 506→\tif GameManager:\n 507→\t\t# Small delay to show death message\n 508→\t\tawait get_tree().create_timer(0.5).timeout\n 509→\t\tGameManager.on_player_death()\n 510→\n 511→\n 512→## Called when GameManager signals enemy killed (for screen effect).\n 513→func _on_game_manager_enemy_killed() -> void:\n 514→\t_show_saturation_effect()\n 515→\n 516→\n 517→## Shows the saturation effect when killing an enemy.\n 518→func _show_saturation_effect() -> void:\n 519→\tif _saturation_overlay == null:\n 520→\t\treturn\n 521→\n 522→\t# Create a tween for the saturation effect\n 523→\tvar tween := create_tween()\n 524→\t# Flash in\n 525→\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n 526→\t# Flash out\n 527→\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n 528→\n 529→\n 530→## Update the ammo label with color coding (simple format for GDScript Player).\n 531→func _update_ammo_label(current: int, maximum: int) -> void:\n 532→\tif _ammo_label == null:\n 533→\t\treturn\n 534→\n 535→\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n 536→\n 537→\t# Color coding: red at <=5, yellow at <=10, white otherwise\n 538→\tif current <= 5:\n 539→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 540→\telif current <= 10:\n 541→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 542→\telse:\n 543→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 544→\n 545→\n 546→## Update the ammo label with magazine format (for C# Player with weapon).\n 547→## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n 548→func _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n 549→\tif _ammo_label == null:\n 550→\t\treturn\n 551→\n 552→\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n 553→\n 554→\t# Color coding: red when mag <=5, yellow when mag <=10\n 555→\tif current_mag <= 5:\n 556→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 557→\telif current_mag <= 10:\n 558→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 559→\telse:\n 560→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 561→\n 562→\n 563→## Update the magazines label showing individual magazine ammo counts.\n 564→## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n 565→## Hidden when a shotgun (tube magazine weapon) is equipped.\n 566→func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n 567→\tif _magazines_label == null:\n 568→\t\treturn\n 569→\n 570→\t# Check if player has a weapon with tube magazine (shotgun)\n 571→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 572→\tvar weapon = null\n 573→\tif _player:\n 574→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 575→\t\tif weapon == null:\n 576→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 577→\n 578→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 579→\t\t# Shotgun equipped - hide magazine display\n 580→\t\t_magazines_label.visible = false\n 581→\t\treturn\n 582→\telse:\n 583→\t\t_magazines_label.visible = true\n 584→\n 585→\tif magazine_ammo_counts.is_empty():\n 586→\t\t_magazines_label.text = \"MAGS: -\"\n 587→\t\treturn\n 588→\n 589→\tvar parts: Array[String] = []\n 590→\tfor i in range(magazine_ammo_counts.size()):\n 591→\t\tvar ammo: int = magazine_ammo_counts[i]\n 592→\t\tif i == 0:\n 593→\t\t\t# Current magazine in brackets\n 594→\t\t\tparts.append(\"[%d]\" % ammo)\n 595→\t\telse:\n 596→\t\t\t# Spare magazines\n 597→\t\t\tparts.append(\"%d\" % ammo)\n 598→\n 599→\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n 600→\n 601→\n 602→## Update the enemy count label in UI.\n 603→func _update_enemy_count_label() -> void:\n 604→\tif _enemy_count_label:\n 605→\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n 606→\n 607→\n 608→## Show death message when player dies.\n 609→func _show_death_message() -> void:\n 610→\tif _game_over_shown:\n 611→\t\treturn\n 612→\n 613→\t_game_over_shown = true\n 614→\n 615→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 616→\tif ui == null:\n 617→\t\treturn\n 618→\n 619→\tvar death_label := Label.new()\n 620→\tdeath_label.name = \"DeathLabel\"\n 621→\tdeath_label.text = \"YOU DIED\"\n 622→\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 623→\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 624→\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n 625→\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n 626→\n 627→\t# Center the label\n 628→\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n 629→\tdeath_label.offset_left = -200\n 630→\tdeath_label.offset_right = 200\n 631→\tdeath_label.offset_top = -50\n 632→\tdeath_label.offset_bottom = 50\n 633→\n 634→\tui.add_child(death_label)\n 635→\n 636→\n 637→## Show victory message when all enemies are eliminated.\n 638→func _show_victory_message() -> void:\n 639→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 640→\tif ui == null:\n 641→\t\treturn\n 642→\n 643→\tvar victory_label := Label.new()\n 644→\tvictory_label.name = \"VictoryLabel\"\n 645→\tvictory_label.text = \"ARENA CLEARED!\"\n 646→\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 647→\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 648→\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n 649→\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 650→\n 651→\t# Center the label\n 652→\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n 653→\tvictory_label.offset_left = -200\n 654→\tvictory_label.offset_right = 200\n 655→\tvictory_label.offset_top = -50\n 656→\tvictory_label.offset_bottom = 50\n 657→\n 658→\tui.add_child(victory_label)\n 659→\n 660→\t# Show final stats\n 661→\tvar stats_label := Label.new()\n 662→\tstats_label.name = \"StatsLabel\"\n 663→\tif GameManager:\n 664→\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n 665→\telse:\n 666→\t\tstats_label.text = \"\"\n 667→\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 668→\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 669→\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n 670→\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 671→\n 672→\t# Position below victory message\n 673→\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n 674→\tstats_label.offset_left = -200\n 675→\tstats_label.offset_right = 200\n 676→\tstats_label.offset_top = 50\n 677→\tstats_label.offset_bottom = 100\n 678→\n 679→\tui.add_child(stats_label)\n 680→\n 681→\n 682→## Show game over message when player runs out of ammo with enemies remaining.\n 683→func _show_game_over_message() -> void:\n 684→\t_game_over_shown = true\n 685→\n 686→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 687→\tif ui == null:\n 688→\t\treturn\n 689→\n 690→\tvar game_over_label := Label.new()\n 691→\tgame_over_label.name = \"GameOverLabel\"\n 692→\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n 693→\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 694→\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 695→\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n 696→\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 697→\n 698→\t# Center the label\n 699→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 700→\tgame_over_label.offset_left = -250\n 701→\tgame_over_label.offset_right = 250\n 702→\tgame_over_label.offset_top = -75\n 703→\tgame_over_label.offset_bottom = 75\n 704→\n 705→\tui.add_child(game_over_label)\n 706→\n 707→\n 708→## Setup the weapon based on GameManager's selected weapon.\n 709→## Removes the default AssaultRifle and loads the selected weapon if different.\n 710→func _setup_selected_weapon() -> void:\n 711→\tif _player == null:\n 712→\t\treturn\n 713→\n 714→\t# Get selected weapon from GameManager\n 715→\tvar selected_weapon_id: String = \"m16\" # Default\n 716→\tif GameManager:\n 717→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 718→\n 719→\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n 720→\n 721→\t# If shotgun is selected, we need to swap weapons\n 722→\tif selected_weapon_id == \"shotgun\":\n 723→\t\t# Remove the default AssaultRifle\n 724→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 725→\t\tif assault_rifle:\n 726→\t\t\tassault_rifle.queue_free()\n 727→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 728→\n 729→\t\t# Load and add the shotgun\n 730→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 731→\t\tif shotgun_scene:\n 732→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 733→\t\t\tshotgun.name = \"Shotgun\"\n 734→\t\t\t_player.add_child(shotgun)\n 735→\n 736→\t\t\t# Set the CurrentWeapon reference in C# Player\n 737→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 738→\t\t\t\t_player.EquipWeapon(shotgun)\n 739→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 740→\t\t\t\t_player.CurrentWeapon = shotgun\n 741→\n 742→\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n 743→\t\telse:\n 744→\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n 745→\t# If Mini UZI is selected, swap weapons\n 746→\telif selected_weapon_id == \"mini_uzi\":\n 747→\t\t# Remove the default AssaultRifle\n 748→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 749→\t\tif assault_rifle:\n 750→\t\t\tassault_rifle.queue_free()\n 751→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 752→\n 753→\t\t# Load and add the Mini UZI\n 754→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 755→\t\tif mini_uzi_scene:\n 756→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 757→\t\t\tmini_uzi.name = \"MiniUzi\"\n 758→\t\t\t_player.add_child(mini_uzi)\n 759→\n 760→\t\t\t# Set the CurrentWeapon reference in C# Player\n 761→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 762→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 763→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 764→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 765→\n 766→\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n 767→\t\telse:\n 768→\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n 769→\t# If Silenced Pistol is selected, swap weapons\n 770→\telif selected_weapon_id == \"silenced_pistol\":\n 771→\t\t# Remove the default AssaultRifle\n 772→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 773→\t\tif assault_rifle:\n 774→\t\t\tassault_rifle.queue_free()\n 775→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 776→\n 777→\t\t# Load and add the Silenced Pistol\n 778→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 779→\t\tif pistol_scene:\n 780→\t\t\tvar pistol = pistol_scene.instantiate()\n 781→\t\t\tpistol.name = \"SilencedPistol\"\n 782→\t\t\t_player.add_child(pistol)\n 783→\n 784→\t\t\t# Set the CurrentWeapon reference in C# Player\n 785→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 786→\t\t\t\t_player.EquipWeapon(pistol)\n 787→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 788→\t\t\t\t_player.CurrentWeapon = pistol\n 789→\n 790→\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n 791→\t\telse:\n 792→\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n 793→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 794→\telif selected_weapon_id == \"sniper\":\n 795→\t\t# Remove the default AssaultRifle\n 796→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 797→\t\tif assault_rifle:\n 798→\t\t\tassault_rifle.queue_free()\n 799→\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n 800→\n 801→\t\t# Load and add the Sniper Rifle\n 802→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 803→\t\tif sniper_scene:\n 804→\t\t\tvar sniper = sniper_scene.instantiate()\n 805→\t\t\tsniper.name = \"SniperRifle\"\n 806→\t\t\t_player.add_child(sniper)\n 807→\n 808→\t\t\t# Set the CurrentWeapon reference in C# Player\n 809→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 810→\t\t\t\t_player.EquipWeapon(sniper)\n 811→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 812→\t\t\t\t_player.CurrentWeapon = sniper\n 813→\n 814→\t\t\tprint(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n 815→\t\telse:\n 816→\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n 817→\t# For M16 (assault rifle), it's already in the scene\n 818→\telse:\n 819→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 820→\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n 821→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 822→\t\t\t\t_player.EquipWeapon(assault_rifle)\n 823→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 824→\t\t\t\t_player.CurrentWeapon = assault_rifle\n 825→\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "6c75847d-b400-4834-86c8-e357c60a67bc", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd", | |
| "content": "extends Node2D\n## Test tier/level scene for the Godot Top-Down Template.\n##\n## This scene serves as a tactical combat arena for testing game mechanics.\n## Features:\n## - Large map (4000x2960 playable area) with multiple combat zones\n## - Various cover types (low walls, barricades, crates, pillars)\n## - 10 enemies in strategic positions (6 guards, 4 patrols)\n## - Enemies do not respawn after death\n## - Visual indicators for cover positions\n## - Ammo counter with color-coded warnings\n## - Kill counter and accuracy display\n## - Screen saturation effect on enemy kills\n## - Death/victory messages\n## - Quick restart with Q key\n\n## 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## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## Reference to the 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\nfunc _ready() -> void:\n\tprint(\"TestTier loaded - Tactical Combat Arena\")\n\tprint(\"Map size: 4000x2960 pixels\")\n\tprint(\"Clear all zones to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\nfunc _process(_delta: float) -> void:\n\tpass\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(4064, 64),\n\t\tVector2(4064, 3024),\n\t\tVector2(64, 3024)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup 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 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\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(\"AssaultRifle\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tvar enemies := []\n\tfor child in enemies_node.get_children():\n\t\tif child.has_signal(\"died\"):\n\t\t\tenemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 264, 1544)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1544)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[TestTier] Exit zone created at position (120, 1544)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\tprint(\"[TestTier] Player reached exit - showing score!\")\n\t_show_victory_message()\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[TestTier] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_show_victory_message()\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Arena cleared!\")\n\t\t_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 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\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[String] = []\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 = \"ARENA CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -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 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 AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n", | |
| "numLines": 825, | |
| "startLine": 1, | |
| "totalLines": 825 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:32.475Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_012928bkbG6YxkXSzmcUAK4P", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_012pD2Lxs89rLSx2js4vBxDF", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "selected_weapon|set_selected_weapon|get_selected_weapon|sniper|SniperRifle", | |
| "output_mode": "content", | |
| "-n": true | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 607, | |
| "cache_read_input_tokens": 60574, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 607 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a030b64b-0a8f-498d-9979-12b30fbb7a26" | |
| } | |
| [2026-02-06T17:22:32.524Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_012pD2Lxs89rLSx2js4vBxDF", | |
| "type": "tool_result", | |
| "content": "Scripts/Weapons/SniperRifle.cs:8:/// Bolt-action charging state for the ASVK sniper rifle.\nScripts/Weapons/SniperRifle.cs:42:/// ASVK sniper rifle - heavy anti-materiel bolt-action rifle.\nScripts/Weapons/SniperRifle.cs:51:/// Reference: ASVK (АСВК) anti-materiel sniper rifle\nScripts/Weapons/SniperRifle.cs:53:public partial class SniperRifle : BaseWeapon\nScripts/Weapons/SniperRifle.cs:108: /// Color of the laser sight (red for sniper).\nScripts/Weapons/SniperRifle.cs:146: /// Heavy sniper recoil.\nScripts/Weapons/SniperRifle.cs:157: /// Long delay for heavy sniper.\nScripts/Weapons/SniperRifle.cs:193: GD.Print($\"[SniperRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\nScripts/Weapons/SniperRifle.cs:197: GD.PrintErr(\"[SniperRifle] WARNING: RifleSprite node not found!\");\nScripts/Weapons/SniperRifle.cs:209: GD.Print($\"[SniperRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\nScripts/Weapons/SniperRifle.cs:236: GD.Print(\"[SniperRifle] ASVK initialized - bolt ready, laser sight enabled\");\nScripts/Weapons/SniperRifle.cs:286: GD.Print(\"[SniperRifle] Bolt step 1/4: Bolt pulled back\");\nScripts/Weapons/SniperRifle.cs:297: GD.Print(\"[SniperRifle] Bolt step 2/4: Bolt opened\");\nScripts/Weapons/SniperRifle.cs:308: GD.Print(\"[SniperRifle] Bolt step 3/4: Bolt closed\");\nScripts/Weapons/SniperRifle.cs:319: GD.Print(\"[SniperRifle] Bolt step 4/4: Round chambered - READY TO FIRE\");\nScripts/Weapons/SniperRifle.cs:374: // Apply sensitivity for the sniper rifle\nScripts/Weapons/SniperRifle.cs:507: /// Fires the sniper rifle. Only fires if bolt is ready.\nScripts/Weapons/SniperRifle.cs:543: // Play sniper shot sound\nScripts/Weapons/SniperRifle.cs:555: GD.Print(\"[SniperRifle] FIRED! Bolt needs cycling. Ammo remaining: \" + CurrentAmmo);\nScripts/Weapons/SniperRifle.cs:562: /// Override SpawnBullet to configure the SniperBullet for sniper behavior:\nScripts/Weapons/SniperRifle.cs:581: GD.Print(\"[SniperRifle] Point-blank shot: spawning for penetration\");\nScripts/Weapons/SniperRifle.cs:592: var sniperBullet = bulletNode as SniperBullet;\nScripts/Weapons/SniperRifle.cs:594: if (sniperBullet != null)\nScripts/Weapons/SniperRifle.cs:597: sniperBullet.Direction = direction;\nScripts/Weapons/SniperRifle.cs:600: sniperBullet.Speed = WeaponData.BulletSpeed;\nScripts/Weapons/SniperRifle.cs:601: sniperBullet.Damage = WeaponData.Damage;\nScripts/Weapons/SniperRifle.cs:606: sniperBullet.ShooterId = owner.GetInstanceId();\nScripts/Weapons/SniperRifle.cs:608: sniperBullet.ShooterPosition = GlobalPosition;\nScripts/Weapons/SniperRifle.cs:609: sniperBullet.MaxWallPenetrations = MaxWallPenetrations;\nScripts/Weapons/SniperRifle.cs:610: GD.Print($\"[SniperRifle] Spawned SniperBullet: Damage={sniperBullet.Damage}, Speed={sniperBullet.Speed}, MaxWallPen={MaxWallPenetrations}\");\nScripts/Weapons/SniperRifle.cs:752: /// Plays the sniper shot sound via AudioManager.\nScripts/Weapons/SniperRifle.cs:757: // Use M16 shot as a placeholder sound for the sniper\nScripts/Weapons/SniperRifle.cs:822: /// Triggers screen shake from sniper shot.\nScripts/Weapons/SniperRifle.cs:838: // Heavy shake for sniper\nScripts/Weapons/SniperRifle.cs:882: GD.Print(\"[SniperRifle] Bolt reset to ready state\");\nScripts/Projectiles/SniperBullet.cs:19: /// Very high for sniper rounds (effectively instant).\nScripts/Projectiles/SniperBullet.cs:312: // The sniper bullet passes through enemies\ntests/unit/test_armory_menu.gd:55:\tvar selected_weapon: String = \"m16\"\ntests/unit/test_armory_menu.gd:103:\t\tif weapon_id == selected_weapon:\ntests/unit/test_armory_menu.gd:106:\t\tselected_weapon = weapon_id\ntests/unit/test_armory_menu.gd:238:\tassert_eq(menu.selected_weapon, \"shotgun\",\ntests/unit/test_armory_menu.gd:252:\tmenu.selected_weapon = \"m16\"\ntests/unit/test_armory_menu.gd:266:\tassert_eq(menu.selected_weapon, \"m16\",\ntests/unit/test_armory_menu.gd:349:\tassert_eq(menu.selected_weapon, \"m16\",\ntests/unit/test_armory_menu.gd:370:\tassert_eq(menu.selected_weapon, \"shotgun\",\ntests/unit/test_armory_menu.gd:409:\t\tmenu.selected_weapon = \"\" # Reset\ntests/unit/test_ui_menus.gd:234:\tvar _selected_weapon: String = \"m16\"\ntests/unit/test_ui_menus.gd:264:\t\t\t_selected_weapon = weapon_id\ntests/unit/test_ui_menus.gd:267:\tfunc get_selected_weapon() -> String:\ntests/unit/test_ui_menus.gd:268:\t\treturn _selected_weapon\ntests/unit/test_ui_menus.gd:578:\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\ntests/unit/test_ui_menus.gd:582:\tassert_eq(armory_menu.get_selected_weapon(), \"shotgun\", \"Should select shotgun\")\ntests/unit/test_ui_menus.gd:589:\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Should remain M16 when trying to select locked weapon\")\nscripts/characters/player.gd:460:\t# Check in order of specificity: MiniUzi (SMG), Shotgun, SniperRifle, then default to Rifle\nscripts/characters/player.gd:463:\tvar sniper_rifle := get_node_or_null(\"SniperRifle\")\nscripts/characters/player.gd:471:\telif sniper_rifle != null:\nscripts/characters/player.gd:472:\t\t# ASVK sniper rifle uses the same arm pose as rifle (long barrel weapon)\ntests/unit/test_game_manager.gd:20:\tvar selected_weapon: String = \"m16\"\ntests/unit/test_game_manager.gd:49:\tfunc set_selected_weapon(weapon_id: String) -> void:\ntests/unit/test_game_manager.gd:51:\t\t\tselected_weapon = weapon_id\ntests/unit/test_game_manager.gd:54:\tfunc get_selected_weapon() -> String:\ntests/unit/test_game_manager.gd:55:\t\treturn selected_weapon\ntests/unit/test_game_manager.gd:57:\tfunc get_selected_weapon_scene_path() -> String:\ntests/unit/test_game_manager.gd:58:\t\tif selected_weapon in WEAPON_SCENES:\ntests/unit/test_game_manager.gd:59:\t\t\treturn WEAPON_SCENES[selected_weapon]\ntests/unit/test_game_manager.gd:292:\tassert_eq(manager.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\ntests/unit/test_game_manager.gd:295:func test_set_selected_weapon_to_shotgun() -> void:\ntests/unit/test_game_manager.gd:296:\tmanager.set_selected_weapon(\"shotgun\")\ntests/unit/test_game_manager.gd:298:\tassert_eq(manager.get_selected_weapon(), \"shotgun\", \"Weapon should be shotgun\")\ntests/unit/test_game_manager.gd:302:\tmanager.set_selected_weapon(\"m16\")\ntests/unit/test_game_manager.gd:303:\tvar path := manager.get_selected_weapon_scene_path()\ntests/unit/test_game_manager.gd:309:\tmanager.set_selected_weapon(\"shotgun\")\ntests/unit/test_game_manager.gd:310:\tvar path := manager.get_selected_weapon_scene_path()\ntests/unit/test_game_manager.gd:316:\tmanager.set_selected_weapon(\"shotgun\") # Valid selection\ntests/unit/test_game_manager.gd:317:\tmanager.set_selected_weapon(\"invalid_weapon\") # Invalid\ntests/unit/test_game_manager.gd:319:\tassert_eq(manager.get_selected_weapon(), \"shotgun\", \"Invalid selection should be ignored\")\ntests/unit/test_game_manager.gd:324:\tmanager.selected_weapon = \"invalid\"\ntests/unit/test_game_manager.gd:325:\tvar path := manager.get_selected_weapon_scene_path()\nscripts/ui/armory_menu.gd:83:\t\"sniper\": {\nscripts/ui/armory_menu.gd:87:\t\t\"description\": \"ASVK anti-materiel sniper rifle - 12.7x108mm, 50 damage, penetrates 2 walls and enemies, bolt-action (Down→Left→Down→Up). 5-round magazine.\",\nscripts/ui/armory_menu.gd:240:\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\nscripts/ui/armory_menu.gd:247:\t\tGameManager.set_selected_weapon(weapon_id)\nscripts/ui/armory_menu.gd:288:\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\nscripts/autoload/game_manager.gd:34:var selected_weapon: String = \"m16\"\nscripts/autoload/game_manager.gd:172:func set_selected_weapon(weapon_id: String) -> void:\nscripts/autoload/game_manager.gd:174:\t\tselected_weapon = weapon_id\nscripts/autoload/game_manager.gd:182:func get_selected_weapon() -> String:\nscripts/autoload/game_manager.gd:183:\treturn selected_weapon\nscripts/autoload/game_manager.gd:187:func get_selected_weapon_scene_path() -> String:\nscripts/autoload/game_manager.gd:188:\tif selected_weapon in WEAPON_SCENES:\nscripts/autoload/game_manager.gd:189:\t\treturn WEAPON_SCENES[selected_weapon]\nscripts/levels/castle_level.gd:268:\t_setup_selected_weapon()\nscripts/levels/castle_level.gd:864:func _setup_selected_weapon() -> void:\nscripts/levels/castle_level.gd:868:\tvar selected_weapon_id: String = \"m16\"\nscripts/levels/castle_level.gd:870:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/castle_level.gd:872:\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/castle_level.gd:874:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/castle_level.gd:894:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/castle_level.gd:918:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/tutorial_level.gd:89:\t_setup_selected_weapon()\nscripts/levels/tutorial_level.gd:119:func _setup_selected_weapon() -> void:\nscripts/levels/tutorial_level.gd:124:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/tutorial_level.gd:126:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/tutorial_level.gd:128:\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/tutorial_level.gd:131:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/tutorial_level.gd:155:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/tutorial_level.gd:179:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/building_level.gd:232:\t_setup_selected_weapon()\nscripts/levels/building_level.gd:890:func _setup_selected_weapon() -> void:\nscripts/levels/building_level.gd:895:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/building_level.gd:897:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/building_level.gd:899:\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/building_level.gd:902:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/building_level.gd:926:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/building_level.gd:958:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/test_tier.gd:141:\t_setup_selected_weapon()\nscripts/levels/test_tier.gd:710:func _setup_selected_weapon() -> void:\nscripts/levels/test_tier.gd:715:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/test_tier.gd:717:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/test_tier.gd:719:\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/test_tier.gd:722:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/test_tier.gd:746:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/test_tier.gd:770:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/test_tier.gd:794:\telif selected_weapon_id == \"sniper\":\nscripts/levels/test_tier.gd:802:\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\nscripts/levels/test_tier.gd:803:\t\tif sniper_scene:\nscripts/levels/test_tier.gd:804:\t\t\tvar sniper = sniper_scene.instantiate()\nscripts/levels/test_tier.gd:805:\t\t\tsniper.name = \"SniperRifle\"\nscripts/levels/test_tier.gd:806:\t\t\t_player.add_child(sniper)\nscripts/levels/test_tier.gd:810:\t\t\t\t_player.EquipWeapon(sniper)\nscripts/levels/test_tier.gd:812:\t\t\t\t_player.CurrentWeapon = sniper\nscripts/levels/test_tier.gd:816:\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\ndocs/case-studies/issue-194/README.md:180:- Added `selected_weapon` to GameManager for persistence\ndocs/case-studies/issue-312/README.md:189:1. **Level Scripts** - Added `silenced_pistol` case to `_setup_selected_weapon()` in all three level files:\nscenes/weapons/csharp/SniperRifle.tscn:3:[ext_resource type=\"Script\" path=\"res://Scripts/Weapons/SniperRifle.cs\" id=\"1_sniper_rifle\"]\nscenes/weapons/csharp/SniperRifle.tscn:6:[ext_resource type=\"Resource\" uid=\"uid://bk7m4n9r3p5q2\" path=\"res://resources/weapons/SniperRifleData.tres\" id=\"4_weapon_data\"]\nscenes/weapons/csharp/SniperRifle.tscn:9:[node name=\"SniperRifle\" type=\"Node2D\"]\nscenes/weapons/csharp/SniperRifle.tscn:10:script = ExtResource(\"1_sniper_rifle\")\nscenes/projectiles/csharp/SniperBullet.tscn:3:[ext_resource type=\"Script\" path=\"res://Scripts/Projectiles/SniperBullet.cs\" id=\"1_sniper_bullet\"]\nscenes/projectiles/csharp/SniperBullet.tscn:21:script = ExtResource(\"1_sniper_bullet\")\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1563:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1564:[Omitted long matching line]\ndocs/case-studies/issue-227/root-cause-analysis.md:131: └── _setup_selected_weapon()\ndocs/case-studies/issue-218/case-study.md:66: \"sniper\": {...},\ndocs/case-studies/issue-216/README.md:14:2. Added `_setup_selected_weapon()` function to `test_tier.gd` for weapon swapping\ndocs/case-studies/issue-413/README.md:74: └─> _setup_selected_weapon() called\ndocs/case-studies/issue-413/README.md:154: - Location: `_setup_selected_weapon()` function\ndocs/case-studies/issue-204/pr-195-details.txt:73:3. **Weapon Selection**: GameManager now stores `selected_weapon` ID, armory menu allows clicking unlocked weapons to select, levels dynamically swap weapon at startup\ndocs/case-studies/issue-204/pr-195-details.txt:85:- Added `selected_weapon` and `WEAPON_SCENES` to GameManager\ndocs/case-studies/issue-177/solution-draft-log.txt:2072:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2083:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3686:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3697:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8113:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8124:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8146:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8147:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8178:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8187:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8188:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8189:[Omitted long matching line]" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d1d4811f-2f9d-4051-87c1-ba3fcef7c522", | |
| "tool_use_result": { | |
| "mode": "content", | |
| "numFiles": 0, | |
| "filenames": [], | |
| "content": "Scripts/Weapons/SniperRifle.cs:8:/// Bolt-action charging state for the ASVK sniper rifle.\nScripts/Weapons/SniperRifle.cs:42:/// ASVK sniper rifle - heavy anti-materiel bolt-action rifle.\nScripts/Weapons/SniperRifle.cs:51:/// Reference: ASVK (АСВК) anti-materiel sniper rifle\nScripts/Weapons/SniperRifle.cs:53:public partial class SniperRifle : BaseWeapon\nScripts/Weapons/SniperRifle.cs:108: /// Color of the laser sight (red for sniper).\nScripts/Weapons/SniperRifle.cs:146: /// Heavy sniper recoil.\nScripts/Weapons/SniperRifle.cs:157: /// Long delay for heavy sniper.\nScripts/Weapons/SniperRifle.cs:193: GD.Print($\"[SniperRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\nScripts/Weapons/SniperRifle.cs:197: GD.PrintErr(\"[SniperRifle] WARNING: RifleSprite node not found!\");\nScripts/Weapons/SniperRifle.cs:209: GD.Print($\"[SniperRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\nScripts/Weapons/SniperRifle.cs:236: GD.Print(\"[SniperRifle] ASVK initialized - bolt ready, laser sight enabled\");\nScripts/Weapons/SniperRifle.cs:286: GD.Print(\"[SniperRifle] Bolt step 1/4: Bolt pulled back\");\nScripts/Weapons/SniperRifle.cs:297: GD.Print(\"[SniperRifle] Bolt step 2/4: Bolt opened\");\nScripts/Weapons/SniperRifle.cs:308: GD.Print(\"[SniperRifle] Bolt step 3/4: Bolt closed\");\nScripts/Weapons/SniperRifle.cs:319: GD.Print(\"[SniperRifle] Bolt step 4/4: Round chambered - READY TO FIRE\");\nScripts/Weapons/SniperRifle.cs:374: // Apply sensitivity for the sniper rifle\nScripts/Weapons/SniperRifle.cs:507: /// Fires the sniper rifle. Only fires if bolt is ready.\nScripts/Weapons/SniperRifle.cs:543: // Play sniper shot sound\nScripts/Weapons/SniperRifle.cs:555: GD.Print(\"[SniperRifle] FIRED! Bolt needs cycling. Ammo remaining: \" + CurrentAmmo);\nScripts/Weapons/SniperRifle.cs:562: /// Override SpawnBullet to configure the SniperBullet for sniper behavior:\nScripts/Weapons/SniperRifle.cs:581: GD.Print(\"[SniperRifle] Point-blank shot: spawning for penetration\");\nScripts/Weapons/SniperRifle.cs:592: var sniperBullet = bulletNode as SniperBullet;\nScripts/Weapons/SniperRifle.cs:594: if (sniperBullet != null)\nScripts/Weapons/SniperRifle.cs:597: sniperBullet.Direction = direction;\nScripts/Weapons/SniperRifle.cs:600: sniperBullet.Speed = WeaponData.BulletSpeed;\nScripts/Weapons/SniperRifle.cs:601: sniperBullet.Damage = WeaponData.Damage;\nScripts/Weapons/SniperRifle.cs:606: sniperBullet.ShooterId = owner.GetInstanceId();\nScripts/Weapons/SniperRifle.cs:608: sniperBullet.ShooterPosition = GlobalPosition;\nScripts/Weapons/SniperRifle.cs:609: sniperBullet.MaxWallPenetrations = MaxWallPenetrations;\nScripts/Weapons/SniperRifle.cs:610: GD.Print($\"[SniperRifle] Spawned SniperBullet: Damage={sniperBullet.Damage}, Speed={sniperBullet.Speed}, MaxWallPen={MaxWallPenetrations}\");\nScripts/Weapons/SniperRifle.cs:752: /// Plays the sniper shot sound via AudioManager.\nScripts/Weapons/SniperRifle.cs:757: // Use M16 shot as a placeholder sound for the sniper\nScripts/Weapons/SniperRifle.cs:822: /// Triggers screen shake from sniper shot.\nScripts/Weapons/SniperRifle.cs:838: // Heavy shake for sniper\nScripts/Weapons/SniperRifle.cs:882: GD.Print(\"[SniperRifle] Bolt reset to ready state\");\nScripts/Projectiles/SniperBullet.cs:19: /// Very high for sniper rounds (effectively instant).\nScripts/Projectiles/SniperBullet.cs:312: // The sniper bullet passes through enemies\ntests/unit/test_armory_menu.gd:55:\tvar selected_weapon: String = \"m16\"\ntests/unit/test_armory_menu.gd:103:\t\tif weapon_id == selected_weapon:\ntests/unit/test_armory_menu.gd:106:\t\tselected_weapon = weapon_id\ntests/unit/test_armory_menu.gd:238:\tassert_eq(menu.selected_weapon, \"shotgun\",\ntests/unit/test_armory_menu.gd:252:\tmenu.selected_weapon = \"m16\"\ntests/unit/test_armory_menu.gd:266:\tassert_eq(menu.selected_weapon, \"m16\",\ntests/unit/test_armory_menu.gd:349:\tassert_eq(menu.selected_weapon, \"m16\",\ntests/unit/test_armory_menu.gd:370:\tassert_eq(menu.selected_weapon, \"shotgun\",\ntests/unit/test_armory_menu.gd:409:\t\tmenu.selected_weapon = \"\" # Reset\ntests/unit/test_ui_menus.gd:234:\tvar _selected_weapon: String = \"m16\"\ntests/unit/test_ui_menus.gd:264:\t\t\t_selected_weapon = weapon_id\ntests/unit/test_ui_menus.gd:267:\tfunc get_selected_weapon() -> String:\ntests/unit/test_ui_menus.gd:268:\t\treturn _selected_weapon\ntests/unit/test_ui_menus.gd:578:\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\ntests/unit/test_ui_menus.gd:582:\tassert_eq(armory_menu.get_selected_weapon(), \"shotgun\", \"Should select shotgun\")\ntests/unit/test_ui_menus.gd:589:\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Should remain M16 when trying to select locked weapon\")\nscripts/characters/player.gd:460:\t# Check in order of specificity: MiniUzi (SMG), Shotgun, SniperRifle, then default to Rifle\nscripts/characters/player.gd:463:\tvar sniper_rifle := get_node_or_null(\"SniperRifle\")\nscripts/characters/player.gd:471:\telif sniper_rifle != null:\nscripts/characters/player.gd:472:\t\t# ASVK sniper rifle uses the same arm pose as rifle (long barrel weapon)\ntests/unit/test_game_manager.gd:20:\tvar selected_weapon: String = \"m16\"\ntests/unit/test_game_manager.gd:49:\tfunc set_selected_weapon(weapon_id: String) -> void:\ntests/unit/test_game_manager.gd:51:\t\t\tselected_weapon = weapon_id\ntests/unit/test_game_manager.gd:54:\tfunc get_selected_weapon() -> String:\ntests/unit/test_game_manager.gd:55:\t\treturn selected_weapon\ntests/unit/test_game_manager.gd:57:\tfunc get_selected_weapon_scene_path() -> String:\ntests/unit/test_game_manager.gd:58:\t\tif selected_weapon in WEAPON_SCENES:\ntests/unit/test_game_manager.gd:59:\t\t\treturn WEAPON_SCENES[selected_weapon]\ntests/unit/test_game_manager.gd:292:\tassert_eq(manager.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\ntests/unit/test_game_manager.gd:295:func test_set_selected_weapon_to_shotgun() -> void:\ntests/unit/test_game_manager.gd:296:\tmanager.set_selected_weapon(\"shotgun\")\ntests/unit/test_game_manager.gd:298:\tassert_eq(manager.get_selected_weapon(), \"shotgun\", \"Weapon should be shotgun\")\ntests/unit/test_game_manager.gd:302:\tmanager.set_selected_weapon(\"m16\")\ntests/unit/test_game_manager.gd:303:\tvar path := manager.get_selected_weapon_scene_path()\ntests/unit/test_game_manager.gd:309:\tmanager.set_selected_weapon(\"shotgun\")\ntests/unit/test_game_manager.gd:310:\tvar path := manager.get_selected_weapon_scene_path()\ntests/unit/test_game_manager.gd:316:\tmanager.set_selected_weapon(\"shotgun\") # Valid selection\ntests/unit/test_game_manager.gd:317:\tmanager.set_selected_weapon(\"invalid_weapon\") # Invalid\ntests/unit/test_game_manager.gd:319:\tassert_eq(manager.get_selected_weapon(), \"shotgun\", \"Invalid selection should be ignored\")\ntests/unit/test_game_manager.gd:324:\tmanager.selected_weapon = \"invalid\"\ntests/unit/test_game_manager.gd:325:\tvar path := manager.get_selected_weapon_scene_path()\nscripts/ui/armory_menu.gd:83:\t\"sniper\": {\nscripts/ui/armory_menu.gd:87:\t\t\"description\": \"ASVK anti-materiel sniper rifle - 12.7x108mm, 50 damage, penetrates 2 walls and enemies, bolt-action (Down→Left→Down→Up). 5-round magazine.\",\nscripts/ui/armory_menu.gd:240:\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\nscripts/ui/armory_menu.gd:247:\t\tGameManager.set_selected_weapon(weapon_id)\nscripts/ui/armory_menu.gd:288:\t\tcurrent_weapon_id = GameManager.get_selected_weapon()\nscripts/autoload/game_manager.gd:34:var selected_weapon: String = \"m16\"\nscripts/autoload/game_manager.gd:172:func set_selected_weapon(weapon_id: String) -> void:\nscripts/autoload/game_manager.gd:174:\t\tselected_weapon = weapon_id\nscripts/autoload/game_manager.gd:182:func get_selected_weapon() -> String:\nscripts/autoload/game_manager.gd:183:\treturn selected_weapon\nscripts/autoload/game_manager.gd:187:func get_selected_weapon_scene_path() -> String:\nscripts/autoload/game_manager.gd:188:\tif selected_weapon in WEAPON_SCENES:\nscripts/autoload/game_manager.gd:189:\t\treturn WEAPON_SCENES[selected_weapon]\nscripts/levels/castle_level.gd:268:\t_setup_selected_weapon()\nscripts/levels/castle_level.gd:864:func _setup_selected_weapon() -> void:\nscripts/levels/castle_level.gd:868:\tvar selected_weapon_id: String = \"m16\"\nscripts/levels/castle_level.gd:870:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/castle_level.gd:872:\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/castle_level.gd:874:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/castle_level.gd:894:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/castle_level.gd:918:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/tutorial_level.gd:89:\t_setup_selected_weapon()\nscripts/levels/tutorial_level.gd:119:func _setup_selected_weapon() -> void:\nscripts/levels/tutorial_level.gd:124:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/tutorial_level.gd:126:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/tutorial_level.gd:128:\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/tutorial_level.gd:131:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/tutorial_level.gd:155:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/tutorial_level.gd:179:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/building_level.gd:232:\t_setup_selected_weapon()\nscripts/levels/building_level.gd:890:func _setup_selected_weapon() -> void:\nscripts/levels/building_level.gd:895:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/building_level.gd:897:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/building_level.gd:899:\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/building_level.gd:902:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/building_level.gd:926:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/building_level.gd:958:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/test_tier.gd:141:\t_setup_selected_weapon()\nscripts/levels/test_tier.gd:710:func _setup_selected_weapon() -> void:\nscripts/levels/test_tier.gd:715:\tvar selected_weapon_id: String = \"m16\" # Default\nscripts/levels/test_tier.gd:717:\t\tselected_weapon_id = GameManager.get_selected_weapon()\nscripts/levels/test_tier.gd:719:\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/test_tier.gd:722:\tif selected_weapon_id == \"shotgun\":\nscripts/levels/test_tier.gd:746:\telif selected_weapon_id == \"mini_uzi\":\nscripts/levels/test_tier.gd:770:\telif selected_weapon_id == \"silenced_pistol\":\nscripts/levels/test_tier.gd:794:\telif selected_weapon_id == \"sniper\":\nscripts/levels/test_tier.gd:802:\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\nscripts/levels/test_tier.gd:803:\t\tif sniper_scene:\nscripts/levels/test_tier.gd:804:\t\t\tvar sniper = sniper_scene.instantiate()\nscripts/levels/test_tier.gd:805:\t\t\tsniper.name = \"SniperRifle\"\nscripts/levels/test_tier.gd:806:\t\t\t_player.add_child(sniper)\nscripts/levels/test_tier.gd:810:\t\t\t\t_player.EquipWeapon(sniper)\nscripts/levels/test_tier.gd:812:\t\t\t\t_player.CurrentWeapon = sniper\nscripts/levels/test_tier.gd:816:\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\ndocs/case-studies/issue-194/README.md:180:- Added `selected_weapon` to GameManager for persistence\ndocs/case-studies/issue-312/README.md:189:1. **Level Scripts** - Added `silenced_pistol` case to `_setup_selected_weapon()` in all three level files:\nscenes/weapons/csharp/SniperRifle.tscn:3:[ext_resource type=\"Script\" path=\"res://Scripts/Weapons/SniperRifle.cs\" id=\"1_sniper_rifle\"]\nscenes/weapons/csharp/SniperRifle.tscn:6:[ext_resource type=\"Resource\" uid=\"uid://bk7m4n9r3p5q2\" path=\"res://resources/weapons/SniperRifleData.tres\" id=\"4_weapon_data\"]\nscenes/weapons/csharp/SniperRifle.tscn:9:[node name=\"SniperRifle\" type=\"Node2D\"]\nscenes/weapons/csharp/SniperRifle.tscn:10:script = ExtResource(\"1_sniper_rifle\")\nscenes/projectiles/csharp/SniperBullet.tscn:3:[ext_resource type=\"Script\" path=\"res://Scripts/Projectiles/SniperBullet.cs\" id=\"1_sniper_bullet\"]\nscenes/projectiles/csharp/SniperBullet.tscn:21:script = ExtResource(\"1_sniper_bullet\")\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1563:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1564:[Omitted long matching line]\ndocs/case-studies/issue-227/root-cause-analysis.md:131: └── _setup_selected_weapon()\ndocs/case-studies/issue-218/case-study.md:66: \"sniper\": {...},\ndocs/case-studies/issue-216/README.md:14:2. Added `_setup_selected_weapon()` function to `test_tier.gd` for weapon swapping\ndocs/case-studies/issue-413/README.md:74: └─> _setup_selected_weapon() called\ndocs/case-studies/issue-413/README.md:154: - Location: `_setup_selected_weapon()` function\ndocs/case-studies/issue-204/pr-195-details.txt:73:3. **Weapon Selection**: GameManager now stores `selected_weapon` ID, armory menu allows clicking unlocked weapons to select, levels dynamically swap weapon at startup\ndocs/case-studies/issue-204/pr-195-details.txt:85:- Added `selected_weapon` and `WEAPON_SCENES` to GameManager\ndocs/case-studies/issue-177/solution-draft-log.txt:2072:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2083:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3686:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3697:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8113:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8124:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8146:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8147:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8178:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8187:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8188:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8189:[Omitted long matching line]", | |
| "numLines": 161 | |
| } | |
| } | |
| [2026-02-06T17:22:35.718Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01RR2uPzPGAayKYjBZ2iYeQN", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I see the full picture. Let me check what the GameManager knows about the sniper weapon and examine the other level scripts." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 17711, | |
| "cache_read_input_tokens": 61181, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 17711 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "bec8ac01-31a5-45ae-b6bf-322e9be3f15b" | |
| } | |
| [2026-02-06T17:22:37.087Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01RR2uPzPGAayKYjBZ2iYeQN", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01TFEnnmErtsdJHbHN5Co1GX", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd", | |
| "limit": 50 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 17711, | |
| "cache_read_input_tokens": 61181, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 17711 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a3a4517f-b548-4959-a3b9-264871ae53bb" | |
| } | |
| [2026-02-06T17:22:37.091Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01TFEnnmErtsdJHbHN5Co1GX", | |
| "type": "tool_result", | |
| "content": " 1→extends Node\n 2→## Autoload singleton for managing game state and statistics.\n 3→##\n 4→## Tracks player statistics like kills, shots fired, accuracy, and game state.\n 5→## Provides functionality for scene restart and game-wide events.\n 6→\n 7→## Total enemies killed in current session.\n 8→var kills: int = 0\n 9→\n 10→## Total shots fired in current session.\n 11→var shots_fired: int = 0\n 12→\n 13→## Total hits landed in current session.\n 14→var hits_landed: int = 0\n 15→\n 16→## Whether the player is currently alive.\n 17→var player_alive: bool = true\n 18→\n 19→## Reference to the current player node.\n 20→var player: Node2D = null\n 21→\n 22→## Whether debug mode is enabled (shows debug labels on enemies).\n 23→## Toggle with F7 key - works in both editor and exported builds.\n 24→var debug_mode_enabled: bool = false\n 25→\n 26→## Whether invincibility mode is enabled (player takes no damage).\n 27→## Toggle with F6 key - works in both editor and exported builds.\n 28→## For debugging purposes only.\n 29→var invincibility_enabled: bool = false\n 30→\n 31→## Currently selected weapon ID for player equipment.\n 32→## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n 33→## Default: \"m16\" (assault rifle)\n 34→var selected_weapon: String = \"m16\"\n 35→\n 36→## Weapon scene paths mapped to weapon IDs.\n 37→const WEAPON_SCENES: Dictionary = {\n 38→\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n 39→\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n 40→\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n 41→\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n 42→}\n 43→\n 44→## Signal emitted when an enemy is killed (for screen effects).\n 45→signal enemy_killed\n 46→\n 47→## Signal emitted when player dies.\n 48→signal player_died\n 49→\n 50→## Signal emitted when game stats change.\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "e114a90d-9e23-4a6e-870a-e20381c88204", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd", | |
| "content": "extends Node\n## Autoload singleton for managing game state and statistics.\n##\n## Tracks player statistics like kills, shots fired, accuracy, and game state.\n## Provides functionality for scene restart and game-wide events.\n\n## Total enemies killed in current session.\nvar kills: int = 0\n\n## Total shots fired in current session.\nvar shots_fired: int = 0\n\n## Total hits landed in current session.\nvar hits_landed: int = 0\n\n## Whether the player is currently alive.\nvar player_alive: bool = true\n\n## Reference to the current player node.\nvar player: Node2D = null\n\n## Whether debug mode is enabled (shows debug labels on enemies).\n## Toggle with F7 key - works in both editor and exported builds.\nvar debug_mode_enabled: bool = false\n\n## Whether invincibility mode is enabled (player takes no damage).\n## Toggle with F6 key - works in both editor and exported builds.\n## For debugging purposes only.\nvar invincibility_enabled: bool = false\n\n## Currently selected weapon ID for player equipment.\n## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n}\n\n## Signal emitted when an enemy is killed (for screen effects).\nsignal enemy_killed\n\n## Signal emitted when player dies.\nsignal player_died\n\n## Signal emitted when game stats change.", | |
| "numLines": 50, | |
| "startLine": 1, | |
| "totalLines": 200 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:38.449Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01RR2uPzPGAayKYjBZ2iYeQN", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01X3oFWQ7vpAPXyAfRhWttXN", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "WEAPON_SCENES", | |
| "path": "/tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd", | |
| "output_mode": "content", | |
| "-n": true, | |
| "-C": 10 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 17711, | |
| "cache_read_input_tokens": 61181, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 17711 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "96b13a83-5701-4bf0-93db-61f320a4ea38" | |
| } | |
| [2026-02-06T17:22:38.491Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01X3oFWQ7vpAPXyAfRhWttXN", | |
| "type": "tool_result", | |
| "content": "27-## Toggle with F6 key - works in both editor and exported builds.\n28-## For debugging purposes only.\n29-var invincibility_enabled: bool = false\n30-\n31-## Currently selected weapon ID for player equipment.\n32-## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n33-## Default: \"m16\" (assault rifle)\n34-var selected_weapon: String = \"m16\"\n35-\n36-## Weapon scene paths mapped to weapon IDs.\n37:const WEAPON_SCENES: Dictionary = {\n38-\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n39-\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n40-\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n41-\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n42-}\n43-\n44-## Signal emitted when an enemy is killed (for screen effects).\n45-signal enemy_killed\n46-\n47-## Signal emitted when player dies.\n--\n163-\n164-\n165-## Returns whether invincibility mode is currently enabled.\n166-func is_invincibility_enabled() -> bool:\n167-\treturn invincibility_enabled\n168-\n169-\n170-## Sets the currently selected weapon.\n171-## @param weapon_id: The weapon identifier (e.g., \"m16\", \"shotgun\")\n172-func set_selected_weapon(weapon_id: String) -> void:\n173:\tif weapon_id in WEAPON_SCENES:\n174-\t\tselected_weapon = weapon_id\n175-\t\tweapon_selected.emit(weapon_id)\n176-\t\t_log_to_file(\"Weapon selected: %s\" % weapon_id)\n177-\telse:\n178-\t\tpush_warning(\"Unknown weapon ID: %s\" % weapon_id)\n179-\n180-\n181-## Gets the currently selected weapon ID.\n182-func get_selected_weapon() -> String:\n183-\treturn selected_weapon\n184-\n185-\n186-## Gets the scene path for the selected weapon.\n187-func get_selected_weapon_scene_path() -> String:\n188:\tif selected_weapon in WEAPON_SCENES:\n189:\t\treturn WEAPON_SCENES[selected_weapon]\n190:\treturn WEAPON_SCENES[\"m16\"] # Default to assault rifle\n191-\n192-\n193-## Log a message to the file logger if available.\n194-func _log_to_file(message: String) -> void:\n195-\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n196-\tif file_logger and file_logger.has_method(\"log_info\"):\n197-\t\tfile_logger.log_info(\"[GameManager] \" + message)\n198-\telse:\n199-\t\tprint(\"[GameManager] \" + message)" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ac545dda-50d9-4340-8446-2d7c9f14298f", | |
| "tool_use_result": { | |
| "mode": "content", | |
| "numFiles": 0, | |
| "filenames": [], | |
| "content": "27-## Toggle with F6 key - works in both editor and exported builds.\n28-## For debugging purposes only.\n29-var invincibility_enabled: bool = false\n30-\n31-## Currently selected weapon ID for player equipment.\n32-## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n33-## Default: \"m16\" (assault rifle)\n34-var selected_weapon: String = \"m16\"\n35-\n36-## Weapon scene paths mapped to weapon IDs.\n37:const WEAPON_SCENES: Dictionary = {\n38-\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n39-\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n40-\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n41-\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n42-}\n43-\n44-## Signal emitted when an enemy is killed (for screen effects).\n45-signal enemy_killed\n46-\n47-## Signal emitted when player dies.\n--\n163-\n164-\n165-## Returns whether invincibility mode is currently enabled.\n166-func is_invincibility_enabled() -> bool:\n167-\treturn invincibility_enabled\n168-\n169-\n170-## Sets the currently selected weapon.\n171-## @param weapon_id: The weapon identifier (e.g., \"m16\", \"shotgun\")\n172-func set_selected_weapon(weapon_id: String) -> void:\n173:\tif weapon_id in WEAPON_SCENES:\n174-\t\tselected_weapon = weapon_id\n175-\t\tweapon_selected.emit(weapon_id)\n176-\t\t_log_to_file(\"Weapon selected: %s\" % weapon_id)\n177-\telse:\n178-\t\tpush_warning(\"Unknown weapon ID: %s\" % weapon_id)\n179-\n180-\n181-## Gets the currently selected weapon ID.\n182-func get_selected_weapon() -> String:\n183-\treturn selected_weapon\n184-\n185-\n186-## Gets the scene path for the selected weapon.\n187-func get_selected_weapon_scene_path() -> String:\n188:\tif selected_weapon in WEAPON_SCENES:\n189:\t\treturn WEAPON_SCENES[selected_weapon]\n190:\treturn WEAPON_SCENES[\"m16\"] # Default to assault rifle\n191-\n192-\n193-## Log a message to the file logger if available.\n194-func _log_to_file(message: String) -> void:\n195-\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n196-\tif file_logger and file_logger.has_method(\"log_info\"):\n197-\t\tfile_logger.log_info(\"[GameManager] \" + message)\n198-\telse:\n199-\t\tprint(\"[GameManager] \" + message)", | |
| "numLines": 59 | |
| } | |
| } | |
| [2026-02-06T17:22:50.126Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01P1JU5EpB4au2BfTohRCeB2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "**Found the root cause!**\n\nIn `game_manager.gd:172-178`, the `set_selected_weapon()` method checks `if weapon_id in WEAPON_SCENES`, but the `WEAPON_SCENES` dictionary (line 37-42) does **NOT** include `\"sniper\"`. It only has: `\"m16\"`, `\"shotgun\"`, `\"mini_uzi\"`, `\"silenced_pistol\"`.\n\nSo when the armory menu calls `GameManager.set_selected_weapon(\"sniper\")`, it hits the `else` branch and prints a warning `\"Unknown weapon ID: sniper\"`, and the weapon selection is **silently ignored** — it stays on whatever weapon was previously selected.\n\nNow let me also check the building_level.gd, castle_level.gd, and tutorial_level.gd to see if they also need the sniper support added." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 1803, | |
| "cache_read_input_tokens": 78892, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 1803 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "c368db72-ad60-4997-8f60-4317e62c5dcb" | |
| } | |
| [2026-02-06T17:22:52.922Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01P1JU5EpB4au2BfTohRCeB2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017xxSpzsTBR5XSgXTgjxhEQ", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "completed", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug in GameManager WEAPON_SCENES", | |
| "status": "in_progress", | |
| "activeForm": "Fixing weapon selection bug in GameManager" | |
| }, | |
| { | |
| "content": "Add sniper weapon support to building_level.gd, castle_level.gd, tutorial_level.gd", | |
| "status": "pending", | |
| "activeForm": "Adding sniper support to other levels" | |
| }, | |
| { | |
| "content": "Fix SniperRifle detection in test_tier weapon signal connections", | |
| "status": "pending", | |
| "activeForm": "Fixing SniperRifle signal connections" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 1803, | |
| "cache_read_input_tokens": 78892, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 1803 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ce7b4989-2934-4ba1-83cb-6d158b132e2b" | |
| } | |
| [2026-02-06T17:22:53.001Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_017xxSpzsTBR5XSgXTgjxhEQ", | |
| "type": "tool_result", | |
| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3db4b0a1-f899-489e-bcdb-3996b4245f58", | |
| "tool_use_result": { | |
| "oldTodos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "in_progress", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "pending", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug", | |
| "status": "pending", | |
| "activeForm": "Fixing weapon selection bug" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Test fixes and verify everything works", | |
| "status": "pending", | |
| "activeForm": "Testing fixes and verifying" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ], | |
| "newTodos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "completed", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug in GameManager WEAPON_SCENES", | |
| "status": "in_progress", | |
| "activeForm": "Fixing weapon selection bug in GameManager" | |
| }, | |
| { | |
| "content": "Add sniper weapon support to building_level.gd, castle_level.gd, tutorial_level.gd", | |
| "status": "pending", | |
| "activeForm": "Adding sniper support to other levels" | |
| }, | |
| { | |
| "content": "Fix SniperRifle detection in test_tier weapon signal connections", | |
| "status": "pending", | |
| "activeForm": "Fixing SniperRifle signal connections" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| [2026-02-06T17:22:56.553Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PTAd63cbKYF2YxJBDMZ7FT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me now fix the root cause and check the other level scripts, and also examine what the `_setup_player_tracking` method does for weapon signal connections (since it doesn't look for `SniperRifle`)." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 615, | |
| "cache_read_input_tokens": 80695, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 615 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "69f3692d-d01b-4b26-9bec-5728eb81ab26" | |
| } | |
| [2026-02-06T17:22:57.398Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PTAd63cbKYF2YxJBDMZ7FT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_013XzigPreumF8fqFP3qMTPh", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "offset": 880, | |
| "limit": 80 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 615, | |
| "cache_read_input_tokens": 80695, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 615 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "9e1b2042-3866-451b-97dd-e22f7f526ce2" | |
| } | |
| [2026-02-06T17:22:57.404Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013XzigPreumF8fqFP3qMTPh", | |
| "type": "tool_result", | |
| "content": " 880→\tgame_over_label.offset_left = -250\n 881→\tgame_over_label.offset_right = 250\n 882→\tgame_over_label.offset_top = -75\n 883→\tgame_over_label.offset_bottom = 75\n 884→\n 885→\tui.add_child(game_over_label)\n 886→\n 887→\n 888→## Setup the weapon based on GameManager's selected weapon.\n 889→## Removes the default AssaultRifle and loads the selected weapon if different.\n 890→func _setup_selected_weapon() -> void:\n 891→\tif _player == null:\n 892→\t\treturn\n 893→\n 894→\t# Get selected weapon from GameManager\n 895→\tvar selected_weapon_id: String = \"m16\" # Default\n 896→\tif GameManager:\n 897→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 898→\n 899→\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\n 900→\n 901→\t# If shotgun is selected, we need to swap weapons\n 902→\tif selected_weapon_id == \"shotgun\":\n 903→\t\t# Remove the default AssaultRifle\n 904→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 905→\t\tif assault_rifle:\n 906→\t\t\tassault_rifle.queue_free()\n 907→\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n 908→\n 909→\t\t# Load and add the shotgun\n 910→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 911→\t\tif shotgun_scene:\n 912→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 913→\t\t\tshotgun.name = \"Shotgun\"\n 914→\t\t\t_player.add_child(shotgun)\n 915→\n 916→\t\t\t# Set the CurrentWeapon reference in C# Player\n 917→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 918→\t\t\t\t_player.EquipWeapon(shotgun)\n 919→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 920→\t\t\t\t_player.CurrentWeapon = shotgun\n 921→\n 922→\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n 923→\t\telse:\n 924→\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n 925→\t# If Mini UZI is selected, swap weapons\n 926→\telif selected_weapon_id == \"mini_uzi\":\n 927→\t\t# Remove the default AssaultRifle\n 928→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 929→\t\tif assault_rifle:\n 930→\t\t\tassault_rifle.queue_free()\n 931→\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n 932→\n 933→\t\t# Load and add the Mini UZI\n 934→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 935→\t\tif mini_uzi_scene:\n 936→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 937→\t\t\tmini_uzi.name = \"MiniUzi\"\n 938→\n 939→\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n 940→\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n 941→\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n 942→\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n 943→\t\t\t\tmini_uzi.StartingMagazineCount = 2\n 944→\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n 945→\n 946→\t\t\t_player.add_child(mini_uzi)\n 947→\n 948→\t\t\t# Set the CurrentWeapon reference in C# Player\n 949→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 950→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 951→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 952→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 953→\n 954→\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\n 955→\t\telse:\n 956→\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\n 957→\t# If Silenced Pistol is selected, swap weapons\n 958→\telif selected_weapon_id == \"silenced_pistol\":\n 959→\t\t# Remove the default AssaultRifle\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "64f81984-383a-4be6-a723-eca78f427d85", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "content": "\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\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 AssaultRifle", | |
| "numLines": 80, | |
| "startLine": 880, | |
| "totalLines": 1016 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:58.075Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PTAd63cbKYF2YxJBDMZ7FT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017RU6ABpgX8oSqFwFgHwN79", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "offset": 855, | |
| "limit": 80 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 615, | |
| "cache_read_input_tokens": 80695, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 615 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "e71037a4-332a-454c-a600-b00cbf4481ec" | |
| } | |
| [2026-02-06T17:22:58.079Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_017RU6ABpgX8oSqFwFgHwN79", | |
| "type": "tool_result", | |
| "content": " 855→\tgame_over_label.offset_left = -250\n 856→\tgame_over_label.offset_right = 250\n 857→\tgame_over_label.offset_top = -75\n 858→\tgame_over_label.offset_bottom = 75\n 859→\n 860→\tui.add_child(game_over_label)\n 861→\n 862→\n 863→## Setup the weapon based on GameManager's selected weapon.\n 864→func _setup_selected_weapon() -> void:\n 865→\tif _player == null:\n 866→\t\treturn\n 867→\n 868→\tvar selected_weapon_id: String = \"m16\"\n 869→\tif GameManager:\n 870→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 871→\n 872→\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\n 873→\n 874→\tif selected_weapon_id == \"shotgun\":\n 875→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 876→\t\tif assault_rifle:\n 877→\t\t\tassault_rifle.queue_free()\n 878→\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n 879→\n 880→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 881→\t\tif shotgun_scene:\n 882→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 883→\t\t\tshotgun.name = \"Shotgun\"\n 884→\t\t\t_player.add_child(shotgun)\n 885→\n 886→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 887→\t\t\t\t_player.EquipWeapon(shotgun)\n 888→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 889→\t\t\t\t_player.CurrentWeapon = shotgun\n 890→\n 891→\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n 892→\t\telse:\n 893→\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n 894→\telif selected_weapon_id == \"mini_uzi\":\n 895→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 896→\t\tif assault_rifle:\n 897→\t\t\tassault_rifle.queue_free()\n 898→\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n 899→\n 900→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 901→\t\tif mini_uzi_scene:\n 902→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 903→\t\t\tmini_uzi.name = \"MiniUzi\"\n 904→\t\t\t_player.add_child(mini_uzi)\n 905→\n 906→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 907→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 908→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 909→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 910→\n 911→\t\t\tif mini_uzi.has_method(\"AddMagazine\"):\n 912→\t\t\t\tmini_uzi.AddMagazine()\n 913→\t\t\t\tprint(\"CastleLevel: Added extra Mini UZI magazine\")\n 914→\n 915→\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n 916→\t\telse:\n 917→\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n 918→\telif selected_weapon_id == \"silenced_pistol\":\n 919→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 920→\t\tif assault_rifle:\n 921→\t\t\tassault_rifle.queue_free()\n 922→\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n 923→\n 924→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 925→\t\tif pistol_scene:\n 926→\t\t\tvar pistol = pistol_scene.instantiate()\n 927→\t\t\tpistol.name = \"SilencedPistol\"\n 928→\t\t\t_player.add_child(pistol)\n 929→\n 930→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 931→\t\t\t\t_player.EquipWeapon(pistol)\n 932→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 933→\t\t\t\t_player.CurrentWeapon = pistol\n 934→\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "69fabb26-dfbf-410c-a3d8-6614b08d8990", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "content": "\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar selected_weapon_id: String = \"m16\"\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\tif selected_weapon_id == \"shotgun\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n\telif selected_weapon_id == \"mini_uzi\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tif mini_uzi.has_method(\"AddMagazine\"):\n\t\t\t\tmini_uzi.AddMagazine()\n\t\t\t\tprint(\"CastleLevel: Added extra Mini UZI magazine\")\n\n\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n", | |
| "numLines": 80, | |
| "startLine": 855, | |
| "totalLines": 954 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:22:58.818Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PTAd63cbKYF2YxJBDMZ7FT", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01GRaz5BgozgvUgFXajnxTcw", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "offset": 110, | |
| "limit": 100 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 615, | |
| "cache_read_input_tokens": 80695, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 615 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "30f2d3f6-0b80-4bf0-b3c5-fab13370b28a" | |
| } | |
| [2026-02-06T17:22:58.845Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01GRaz5BgozgvUgFXajnxTcw", | |
| "type": "tool_result", | |
| "content": " 110→\t_update_prompt_text()\n 111→\n 112→\t# Register player with GameManager\n 113→\tif GameManager:\n 114→\t\tGameManager.set_player(_player)\n 115→\n 116→\n 117→## Setup the weapon based on GameManager's selected weapon.\n 118→## Removes the default AssaultRifle and loads the selected weapon.\n 119→func _setup_selected_weapon() -> void:\n 120→\tif _player == null:\n 121→\t\treturn\n 122→\n 123→\t# Get selected weapon from GameManager\n 124→\tvar selected_weapon_id: String = \"m16\" # Default\n 125→\tif GameManager:\n 126→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 127→\n 128→\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n 129→\n 130→\t# If shotgun is selected, we need to swap weapons\n 131→\tif selected_weapon_id == \"shotgun\":\n 132→\t\t# Remove the default AssaultRifle\n 133→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 134→\t\tif assault_rifle:\n 135→\t\t\tassault_rifle.queue_free()\n 136→\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n 137→\n 138→\t\t# Load and add the shotgun\n 139→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 140→\t\tif shotgun_scene:\n 141→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 142→\t\t\tshotgun.name = \"Shotgun\"\n 143→\t\t\t_player.add_child(shotgun)\n 144→\n 145→\t\t\t# Set the CurrentWeapon reference in C# Player\n 146→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 147→\t\t\t\t_player.EquipWeapon(shotgun)\n 148→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 149→\t\t\t\t_player.CurrentWeapon = shotgun\n 150→\n 151→\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n 152→\t\telse:\n 153→\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n 154→\t# If Mini UZI is selected, swap weapons\n 155→\telif selected_weapon_id == \"mini_uzi\":\n 156→\t\t# Remove the default AssaultRifle\n 157→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 158→\t\tif assault_rifle:\n 159→\t\t\tassault_rifle.queue_free()\n 160→\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n 161→\n 162→\t\t# Load and add the Mini UZI\n 163→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 164→\t\tif mini_uzi_scene:\n 165→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 166→\t\t\tmini_uzi.name = \"MiniUzi\"\n 167→\t\t\t_player.add_child(mini_uzi)\n 168→\n 169→\t\t\t# Set the CurrentWeapon reference in C# Player\n 170→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 171→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 172→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 173→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 174→\n 175→\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n 176→\t\telse:\n 177→\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n 178→\t# If Silenced Pistol is selected, swap weapons\n 179→\telif selected_weapon_id == \"silenced_pistol\":\n 180→\t\t# Remove the default AssaultRifle\n 181→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 182→\t\tif assault_rifle:\n 183→\t\t\tassault_rifle.queue_free()\n 184→\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n 185→\n 186→\t\t# Load and add the Silenced Pistol\n 187→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 188→\t\tif pistol_scene:\n 189→\t\t\tvar pistol = pistol_scene.instantiate()\n 190→\t\t\tpistol.name = \"SilencedPistol\"\n 191→\t\t\t_player.add_child(pistol)\n 192→\n 193→\t\t\t# Set the CurrentWeapon reference in C# Player\n 194→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 195→\t\t\t\t_player.EquipWeapon(pistol)\n 196→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 197→\t\t\t\t_player.CurrentWeapon = pistol\n 198→\n 199→\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n 200→\t\telse:\n 201→\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n 202→\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n 203→\telse:\n 204→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 205→\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n 206→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 207→\t\t\t\t_player.EquipWeapon(assault_rifle)\n 208→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 209→\t\t\t\t_player.CurrentWeapon = assault_rifle\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b8b55ebd-3b1e-4c87-bb1e-4ef4d65b9947", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "content": "\t_update_prompt_text()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle", | |
| "numLines": 100, | |
| "startLine": 110, | |
| "totalLines": 638 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:23:03.737Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_016ea5KkG5rBGTneWFgyytEH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me also check if the test_tier `_setup_player_tracking` properly handles the SniperRifle for signal connections. I see lines 156-164 look for Shotgun, MiniUzi, SilencedPistol, AssaultRifle but NOT SniperRifle.\n\nLet me also check how other levels handle weapon signal connections." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4584, | |
| "cache_read_input_tokens": 81310, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4584 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "417d431e-b8e9-4984-90f5-fc046b7cd7d4" | |
| } | |
| [2026-02-06T17:23:05.721Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_016ea5KkG5rBGTneWFgyytEH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01RhZsjTMRrDod7NN99Zgfqq", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "SniperRifle|sniper.*weapon|weapon.*sniper", | |
| "path": "/tmp/gh-issue-solver-1770398485138/scripts/levels", | |
| "output_mode": "content", | |
| "-n": true | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4584, | |
| "cache_read_input_tokens": 81310, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4584 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "63262f16-07ff-4084-aef1-ce9e398905b4" | |
| } | |
| [2026-02-06T17:23:06.280Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01RhZsjTMRrDod7NN99Zgfqq", | |
| "type": "tool_result", | |
| "content": "scripts/levels/test_tier.gd:794:\telif selected_weapon_id == \"sniper\":\nscripts/levels/test_tier.gd:802:\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\nscripts/levels/test_tier.gd:805:\t\t\tsniper.name = \"SniperRifle\"\nscripts/levels/test_tier.gd:816:\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ccf6519a-e99b-427d-85d0-376de1d24ba1", | |
| "tool_use_result": { | |
| "mode": "content", | |
| "numFiles": 0, | |
| "filenames": [], | |
| "content": "scripts/levels/test_tier.gd:794:\telif selected_weapon_id == \"sniper\":\nscripts/levels/test_tier.gd:802:\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\nscripts/levels/test_tier.gd:805:\t\t\tsniper.name = \"SniperRifle\"\nscripts/levels/test_tier.gd:816:\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")", | |
| "numLines": 4 | |
| } | |
| } | |
| [2026-02-06T17:23:06.622Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_016ea5KkG5rBGTneWFgyytEH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01RNgU8isGsasEw6VNxUmRhv", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "offset": 958, | |
| "limit": 50 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4584, | |
| "cache_read_input_tokens": 81310, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4584 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "858b5e45-523e-4d7e-b294-88109fee98b3" | |
| } | |
| [2026-02-06T17:23:06.627Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01RNgU8isGsasEw6VNxUmRhv", | |
| "type": "tool_result", | |
| "content": " 958→\telif selected_weapon_id == \"silenced_pistol\":\n 959→\t\t# Remove the default AssaultRifle\n 960→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 961→\t\tif assault_rifle:\n 962→\t\t\tassault_rifle.queue_free()\n 963→\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n 964→\n 965→\t\t# Load and add the Silenced Pistol\n 966→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 967→\t\tif pistol_scene:\n 968→\t\t\tvar pistol = pistol_scene.instantiate()\n 969→\t\t\tpistol.name = \"SilencedPistol\"\n 970→\t\t\t_player.add_child(pistol)\n 971→\n 972→\t\t\t# Set the CurrentWeapon reference in C# Player\n 973→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 974→\t\t\t\t_player.EquipWeapon(pistol)\n 975→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 976→\t\t\t\t_player.CurrentWeapon = pistol\n 977→\n 978→\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n 979→\t\telse:\n 980→\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n 981→\t# For M16 (assault rifle), it's already in the scene\n 982→\telse:\n 983→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 984→\t\tif assault_rifle:\n 985→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 986→\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n 987→\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n 988→\t\t\t# In Power Fantasy mode, apply 3x ammo multiplier (issue #501)\n 989→\t\t\tvar base_magazines: int = 2\n 990→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 991→\t\t\tif difficulty_manager:\n 992→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 993→\t\t\t\tif ammo_multiplier > 1:\n 994→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 995→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n 996→\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n 997→\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n 998→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 999→\t\t\telse:\n 1000→\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n 1001→\n 1002→\t\t\tif _player.get(\"CurrentWeapon\") == null:\n 1003→\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1004→\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n 1005→\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1006→\t\t\t\t\t_player.CurrentWeapon = assault_rifle\n 1007→\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "86b1e3f6-62d4-4d3f-a991-eab98f89bc56", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "content": "\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n\t\t\t# In Power Fantasy mode, apply 3x 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 (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\t\t\telse:\n\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n\n\t\t\tif _player.get(\"CurrentWeapon\") == null:\n\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t\t_player.CurrentWeapon = assault_rifle\n", | |
| "numLines": 50, | |
| "startLine": 958, | |
| "totalLines": 1016 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:23:07.328Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_016ea5KkG5rBGTneWFgyytEH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01F3yTaRjGMXHb6XVHuHa5Tz", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "offset": 935, | |
| "limit": 30 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 4584, | |
| "cache_read_input_tokens": 81310, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 4584 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "5a3ba121-aeb6-45bd-bbff-2010385cc9f4" | |
| } | |
| [2026-02-06T17:23:07.365Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01F3yTaRjGMXHb6XVHuHa5Tz", | |
| "type": "tool_result", | |
| "content": " 935→\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n 936→\t\telse:\n 937→\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n 938→\telse:\n 939→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 940→\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n 941→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 942→\t\t\t\t_player.EquipWeapon(assault_rifle)\n 943→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 944→\t\t\t\t_player.CurrentWeapon = assault_rifle\n 945→\n 946→\n 947→## Log a message to the file logger if available.\n 948→func _log_to_file(message: String) -> void:\n 949→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 950→\tif file_logger and file_logger.has_method(\"log_info\"):\n 951→\t\tfile_logger.log_info(\"[CastleLevel] \" + message)\n 952→\telse:\n 953→\t\tprint(\"[CastleLevel] \" + message)\n 954→\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8a475e4a-459c-466f-97e3-5979b9bf2fa7", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "content": "\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\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(\"[CastleLevel] \" + message)\n\telse:\n\t\tprint(\"[CastleLevel] \" + message)\n", | |
| "numLines": 20, | |
| "startLine": 935, | |
| "totalLines": 954 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:23:10.811Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01FGgq8cTTso6v1dFS2ioL2r", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me also check the weapon signal connections in the level scripts - specifically how they detect the active weapon for UI signals. The test_tier looks for weapons in specific order but doesn't include SniperRifle." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2011, | |
| "cache_read_input_tokens": 85894, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2011 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "907c3a11-ad91-45ee-a94a-e6bfda06707f" | |
| } | |
| [2026-02-06T17:23:12.142Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01FGgq8cTTso6v1dFS2ioL2r", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JTecHa9ov7oCJ5Axtcu23q", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "get_node_or_null.*Shotgun|get_node_or_null.*MiniUzi|get_node_or_null.*SilencedPistol|get_node_or_null.*AssaultRifle|get_node_or_null.*SniperRifle", | |
| "path": "/tmp/gh-issue-solver-1770398485138/scripts/levels", | |
| "output_mode": "content", | |
| "-n": true | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2011, | |
| "cache_read_input_tokens": 85894, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2011 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "653a9e65-229b-4881-9a42-06884c7886cc" | |
| } | |
| [2026-02-06T17:23:12.162Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JTecHa9ov7oCJ5Axtcu23q", | |
| "type": "tool_result", | |
| "content": "scripts/levels/castle_level.gd:284:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:286:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/castle_level.gd:288:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/castle_level.gd:290:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:531:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:648:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:650:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:875:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:895:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:919:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:939:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:133:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:157:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:181:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:204:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:243:\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:244:\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/tutorial_level.gd:245:\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/tutorial_level.gd:311:\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/tutorial_level.gd:312:\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/tutorial_level.gd:313:\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/tutorial_level.gd:314:\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:405:\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:249:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:251:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/building_level.gd:253:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/building_level.gd:255:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:514:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:660:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:662:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:904:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:928:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:960:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:983:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:158:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:160:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/test_tier.gd:162:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/test_tier.gd:164:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:428:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:574:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:576:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:724:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:748:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:772:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:796:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:819:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d06d35ec-8fd1-440e-8325-e8b0c9a63622", | |
| "tool_use_result": { | |
| "mode": "content", | |
| "numFiles": 0, | |
| "filenames": [], | |
| "content": "scripts/levels/castle_level.gd:284:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:286:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/castle_level.gd:288:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/castle_level.gd:290:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:531:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:648:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/castle_level.gd:650:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:875:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:895:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:919:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/castle_level.gd:939:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:133:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:157:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:181:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:204:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:243:\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:244:\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/tutorial_level.gd:245:\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/tutorial_level.gd:311:\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/tutorial_level.gd:312:\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/tutorial_level.gd:313:\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/tutorial_level.gd:314:\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/tutorial_level.gd:405:\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:249:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:251:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/building_level.gd:253:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/building_level.gd:255:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:514:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:660:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/building_level.gd:662:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:904:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:928:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:960:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/building_level.gd:983:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:158:\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:160:\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\nscripts/levels/test_tier.gd:162:\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\nscripts/levels/test_tier.gd:164:\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:428:\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:574:\t\tweapon = _player.get_node_or_null(\"Shotgun\")\nscripts/levels/test_tier.gd:576:\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:724:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:748:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:772:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:796:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\nscripts/levels/test_tier.gd:819:\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")", | |
| "numLines": 46 | |
| } | |
| } | |
| [2026-02-06T17:23:20.360Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01T9fC1j9DqhPrhhdCX6tFd5", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I have a complete picture. There are **multiple issues** to fix:\n\n### Root Causes Found:\n\n1. **`game_manager.gd` line 37-42**: `WEAPON_SCENES` dictionary doesn't include `\"sniper\"`. When `set_selected_weapon(\"sniper\")` is called, it fails the `if weapon_id in WEAPON_SCENES` check and the weapon selection is silently ignored.\n\n2. **`test_tier.gd` line 156-164**: The weapon signal connections (for ammo UI, etc.) don't look for `SniperRifle` - only Shotgun, MiniUzi, SilencedPistol, AssaultRifle.\n\n3. **`building_level.gd`, `castle_level.gd`, `tutorial_level.gd`**: None of these levels have sniper rifle support in their `_setup_selected_weapon()` functions.\n\n4. **All level scripts' weapon detection chains** (building_level lines 249-255, castle_level lines 284-290, tutorial_level): Don't include SniperRifle in the weapon discovery chain for signal connections.\n\nLet me now fix all of these. I'll also look at the reference image for the sprite." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2145, | |
| "cache_read_input_tokens": 87905, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2145 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "5d307769-8376-4e52-82dc-76c4fec34771" | |
| } | |
| [2026-02-06T17:23:25.236Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01T9fC1j9DqhPrhhdCX6tFd5", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01UnddaYQd5LzMEUZqxXoVGR", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd", | |
| "old_string": "## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n}", | |
| "new_string": "## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\", \"sniper\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\",\n\t\"sniper\": \"res://scenes/weapons/csharp/SniperRifle.tscn\"\n}" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 2145, | |
| "cache_read_input_tokens": 87905, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 2145 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "0501c5d8-c516-4422-9bc1-33c0ac6a74ff" | |
| } | |
| [2026-02-06T17:23:25.249Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01UnddaYQd5LzMEUZqxXoVGR", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "0fe1daa0-7edd-4d25-b1a5-38196f0ad6f2", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/autoload/game_manager.gd", | |
| "oldString": "## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n}", | |
| "newString": "## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\", \"sniper\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\",\n\t\"sniper\": \"res://scenes/weapons/csharp/SniperRifle.tscn\"\n}", | |
| "originalFile": "extends Node\n## Autoload singleton for managing game state and statistics.\n##\n## Tracks player statistics like kills, shots fired, accuracy, and game state.\n## Provides functionality for scene restart and game-wide events.\n\n## Total enemies killed in current session.\nvar kills: int = 0\n\n## Total shots fired in current session.\nvar shots_fired: int = 0\n\n## Total hits landed in current session.\nvar hits_landed: int = 0\n\n## Whether the player is currently alive.\nvar player_alive: bool = true\n\n## Reference to the current player node.\nvar player: Node2D = null\n\n## Whether debug mode is enabled (shows debug labels on enemies).\n## Toggle with F7 key - works in both editor and exported builds.\nvar debug_mode_enabled: bool = false\n\n## Whether invincibility mode is enabled (player takes no damage).\n## Toggle with F6 key - works in both editor and exported builds.\n## For debugging purposes only.\nvar invincibility_enabled: bool = false\n\n## Currently selected weapon ID for player equipment.\n## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)\n## Default: \"m16\" (assault rifle)\nvar selected_weapon: String = \"m16\"\n\n## Weapon scene paths mapped to weapon IDs.\nconst WEAPON_SCENES: Dictionary = {\n\t\"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",\n\t\"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",\n\t\"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",\n\t\"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"\n}\n\n## Signal emitted when an enemy is killed (for screen effects).\nsignal enemy_killed\n\n## Signal emitted when player dies.\nsignal player_died\n\n## Signal emitted when game stats change.\nsignal stats_updated\n\n## Signal emitted when debug mode is toggled (F7 key).\nsignal debug_mode_toggled(enabled: bool)\n\n## Signal emitted when invincibility mode is toggled (F6 key).\nsignal invincibility_toggled(enabled: bool)\n\n## Signal emitted when weapon selection changes.\nsignal weapon_selected(weapon_id: String)\n\n\nfunc _ready() -> void:\n\t# Reset stats when starting\n\t_reset_stats()\n\t# Set mouse mode: confined and hidden (keeps cursor within window and hides it)\n\t# This provides immersive fullscreen gameplay experience\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\t# Set PROCESS_MODE_ALWAYS to ensure quick restart (Q key) works during time freeze effects\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\t# Log that GameManager is ready\n\t_log_to_file(\"GameManager ready\")\n\n\nfunc _input(event: InputEvent) -> void:\n\t# Handle quick restart with Q key\n\tif event is InputEventKey:\n\t\tif event.pressed and event.physical_keycode == KEY_Q:\n\t\t\trestart_scene()\n\t\t# Handle invincibility toggle with F6 key (works in exported builds)\n\t\telif event.pressed and event.physical_keycode == KEY_F6:\n\t\t\ttoggle_invincibility()\n\t\t# Handle debug mode toggle with F7 key (works in exported builds)\n\t\telif event.pressed and event.physical_keycode == KEY_F7:\n\t\t\ttoggle_debug_mode()\n\n\n## Resets all statistics to initial values.\nfunc _reset_stats() -> void:\n\tkills = 0\n\tshots_fired = 0\n\thits_landed = 0\n\tplayer_alive = true\n\tplayer = null\n\n\n## Registers a shot fired by the player.\nfunc register_shot() -> void:\n\tshots_fired += 1\n\tstats_updated.emit()\n\n\n## Registers a hit landed by the player.\nfunc register_hit() -> void:\n\thits_landed += 1\n\tstats_updated.emit()\n\n\n## Registers an enemy kill.\nfunc register_kill() -> void:\n\tkills += 1\n\tenemy_killed.emit()\n\tstats_updated.emit()\n\n\n## Returns the current accuracy as a percentage (0-100).\nfunc get_accuracy() -> float:\n\tif shots_fired == 0:\n\t\treturn 0.0\n\treturn (float(hits_landed) / float(shots_fired)) * 100.0\n\n\n## Called when the player dies.\nfunc on_player_death() -> void:\n\tplayer_alive = false\n\tplayer_died.emit()\n\t# Auto-restart the scene immediately\n\trestart_scene()\n\n\n## Restarts the current scene.\nfunc restart_scene() -> void:\n\t_reset_stats()\n\tget_tree().reload_current_scene()\n\n\n## Sets the player reference.\nfunc set_player(p: Node2D) -> void:\n\tplayer = p\n\n\n## Toggles debug mode on/off.\n## When enabled, shows debug labels on enemies (AI state).\n## Works in both editor and exported builds.\nfunc toggle_debug_mode() -> void:\n\tdebug_mode_enabled = not debug_mode_enabled\n\tdebug_mode_toggled.emit(debug_mode_enabled)\n\t_log_to_file(\"Debug mode toggled: %s\" % (\"ON\" if debug_mode_enabled else \"OFF\"))\n\n\n## Returns whether debug mode is currently enabled.\nfunc is_debug_mode_enabled() -> bool:\n\treturn debug_mode_enabled\n\n\n## Toggles invincibility mode on/off.\n## When enabled, player takes no damage from any source.\n## Works in both editor and exported builds.\nfunc toggle_invincibility() -> void:\n\tinvincibility_enabled = not invincibility_enabled\n\tinvincibility_toggled.emit(invincibility_enabled)\n\t_log_to_file(\"Invincibility mode toggled: %s\" % (\"ON\" if invincibility_enabled else \"OFF\"))\n\n\n## Returns whether invincibility mode is currently enabled.\nfunc is_invincibility_enabled() -> bool:\n\treturn invincibility_enabled\n\n\n## Sets the currently selected weapon.\n## @param weapon_id: The weapon identifier (e.g., \"m16\", \"shotgun\")\nfunc set_selected_weapon(weapon_id: String) -> void:\n\tif weapon_id in WEAPON_SCENES:\n\t\tselected_weapon = weapon_id\n\t\tweapon_selected.emit(weapon_id)\n\t\t_log_to_file(\"Weapon selected: %s\" % weapon_id)\n\telse:\n\t\tpush_warning(\"Unknown weapon ID: %s\" % weapon_id)\n\n\n## Gets the currently selected weapon ID.\nfunc get_selected_weapon() -> String:\n\treturn selected_weapon\n\n\n## Gets the scene path for the selected weapon.\nfunc get_selected_weapon_scene_path() -> String:\n\tif selected_weapon in WEAPON_SCENES:\n\t\treturn WEAPON_SCENES[selected_weapon]\n\treturn WEAPON_SCENES[\"m16\"] # Default to assault rifle\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(\"[GameManager] \" + message)\n\telse:\n\t\tprint(\"[GameManager] \" + message)\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 29, | |
| "oldLines": 7, | |
| "newStart": 29, | |
| "newLines": 7, | |
| "lines": [ | |
| " var invincibility_enabled: bool = false", | |
| " ", | |
| " ## Currently selected weapon ID for player equipment.", | |
| "-## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\" (corresponds to armory_menu WEAPONS keys)", | |
| "+## Valid values: \"m16\", \"shotgun\", \"mini_uzi\", \"silenced_pistol\", \"sniper\" (corresponds to armory_menu WEAPONS keys)", | |
| " ## Default: \"m16\" (assault rifle)", | |
| " var selected_weapon: String = \"m16\"", | |
| " " | |
| ] | |
| }, | |
| { | |
| "oldStart": 38, | |
| "oldLines": 7, | |
| "newStart": 38, | |
| "newLines": 8, | |
| "lines": [ | |
| " \"m16\": \"res://scenes/weapons/csharp/AssaultRifle.tscn\",", | |
| " \"shotgun\": \"res://scenes/weapons/csharp/Shotgun.tscn\",", | |
| " \"mini_uzi\": \"res://scenes/weapons/csharp/MiniUzi.tscn\",", | |
| "- \"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\"", | |
| "+ \"silenced_pistol\": \"res://scenes/weapons/csharp/SilencedPistol.tscn\",", | |
| "+ \"sniper\": \"res://scenes/weapons/csharp/SniperRifle.tscn\"", | |
| " }", | |
| " ", | |
| " ## Signal emitted when an enemy is killed (for screen effects)." | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:23:28.373Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_012aSpLtdnXRwaJ62GK7M54Q", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now fix the weapon detection chain in test_tier.gd `_setup_player_tracking` to include SniperRifle:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 892, | |
| "cache_read_input_tokens": 90050, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 892 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b591cb9d-10d1-4223-8d21-094106a02844" | |
| } | |
| [2026-02-06T17:23:32.363Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_012aSpLtdnXRwaJ62GK7M54Q", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Vmvv2DprthRVs8LEknfhy4", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd", | |
| "old_string": "\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\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(\"AssaultRifle\")", | |
| "new_string": "\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then Sniper Rifle, then assault rifle\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 892, | |
| "cache_read_input_tokens": 90050, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 892 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "0f9c715d-2b0c-41d5-b890-779b2ad12e11" | |
| } | |
| [2026-02-06T17:23:32.377Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Vmvv2DprthRVs8LEknfhy4", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8658a4d7-21b1-4a71-96e5-05a2a8bc9874", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd", | |
| "oldString": "\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\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(\"AssaultRifle\")", | |
| "newString": "\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then Sniper Rifle, then assault rifle\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| "originalFile": "extends Node2D\n## Test tier/level scene for the Godot Top-Down Template.\n##\n## This scene serves as a tactical combat arena for testing game mechanics.\n## Features:\n## - Large map (4000x2960 playable area) with multiple combat zones\n## - Various cover types (low walls, barricades, crates, pillars)\n## - 10 enemies in strategic positions (6 guards, 4 patrols)\n## - Enemies do not respawn after death\n## - Visual indicators for cover positions\n## - Ammo counter with color-coded warnings\n## - Kill counter and accuracy display\n## - Screen saturation effect on enemy kills\n## - Death/victory messages\n## - Quick restart with Q key\n\n## 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## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## Reference to the 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\nfunc _ready() -> void:\n\tprint(\"TestTier loaded - Tactical Combat Arena\")\n\tprint(\"Map size: 4000x2960 pixels\")\n\tprint(\"Clear all zones to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\nfunc _process(_delta: float) -> void:\n\tpass\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(4064, 64),\n\t\tVector2(4064, 3024),\n\t\tVector2(64, 3024)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup 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 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\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(\"AssaultRifle\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tvar enemies := []\n\tfor child in enemies_node.get_children():\n\t\tif child.has_signal(\"died\"):\n\t\t\tenemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 264, 1544)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1544)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[TestTier] Exit zone created at position (120, 1544)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\tprint(\"[TestTier] Player reached exit - showing score!\")\n\t_show_victory_message()\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[TestTier] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_show_victory_message()\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[TestTier] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Arena cleared!\")\n\t\t_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 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\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[String] = []\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 = \"ARENA CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -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 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 AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"TestTier: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"TestTier: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"TestTier: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"TestTier: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"TestTier: Removed default AssaultRifle\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"TestTier: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"TestTier: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 154, | |
| "oldLines": 13, | |
| "newStart": 154, | |
| "newLines": 15, | |
| "lines": [ | |
| " _player.Died.connect(_on_player_died)", | |
| " ", | |
| " # Try to get the player's weapon for C# Player", | |
| "- # First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle", | |
| "+ # First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then Sniper Rifle, then assault rifle", | |
| " var weapon = _player.get_node_or_null(\"Shotgun\")", | |
| " if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"MiniUzi\")", | |
| " if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"SilencedPistol\")", | |
| " if weapon == null:", | |
| "+ weapon = _player.get_node_or_null(\"SniperRifle\")", | |
| "+ if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| " if weapon != null:", | |
| " # C# Player with weapon - connect to weapon signals" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:23:35.282Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014SKRKUyD1wmBCj1gQvZmHJ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now add sniper rifle support to building_level.gd, castle_level.gd, and tutorial_level.gd. Let me also fix the weapon detection chain in those levels." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 534, | |
| "cache_read_input_tokens": 90942, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 534 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "aad109dc-e5e7-4745-ae36-ace4d25c85a1" | |
| } | |
| [2026-02-06T17:23:37.879Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014SKRKUyD1wmBCj1gQvZmHJ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01XSVuuPNxRkW7DVzGpDKDDJ", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "old_string": "\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(\"AssaultRifle\")", | |
| "new_string": "\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\")" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 534, | |
| "cache_read_input_tokens": 90942, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 534 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "abe235b1-334e-4f7d-8d8d-fbf6aa1fd1e7" | |
| } | |
| [2026-02-06T17:23:37.892Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01XSVuuPNxRkW7DVzGpDKDDJ", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "60442929-46c5-4a50-9e78-82851bed341d", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "oldString": "\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(\"AssaultRifle\")", | |
| "newString": "\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\")", | |
| "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\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## 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\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\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## 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\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\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# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(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 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\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(\"AssaultRifle\")\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\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\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[String] = []\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## Features:\n## - Sequential reveal: Items appear one after another\n## - Counting animation: Numbers animate from 0 to final value with pulsing\n## - Sound effects: Retro beeps during counting (major arpeggio)\n## - Dramatic rank reveal: Fullscreen with flashing background, then shrinks\n## @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\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## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\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\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\tvar hint_label := Label.new()\n\thint_label.text = \"\\nPress Q to restart\"\n\thint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\thint_label.add_theme_font_size_override(\"font_size\", 16)\n\thint_label.add_theme_color_override(\"font_color\", Color(0.5, 0.5, 0.5, 1.0))\n\tcontainer.add_child(hint_label)\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 AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n\t\t\t# In Power Fantasy mode, apply 3x 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 (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\t\t\telse:\n\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n\n\t\t\tif _player.get(\"CurrentWeapon\") == null:\n\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t\t_player.CurrentWeapon = assault_rifle\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", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 252, | |
| "oldLines": 6, | |
| "newStart": 252, | |
| "newLines": 8, | |
| "lines": [ | |
| " if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"SilencedPistol\")", | |
| " if weapon == null:", | |
| "+ weapon = _player.get_node_or_null(\"SniperRifle\")", | |
| "+ if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| " if weapon != null:", | |
| " # C# Player with weapon - connect to weapon signals" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:23:42.488Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01La9Q5AhWWxWdprWahWYefQ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Wne44D933RmbA1Sehrw7jT", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "old_string": "\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(\"AssaultRifle\")", | |
| "new_string": "\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\")" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 454, | |
| "cache_read_input_tokens": 91476, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 454 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ae41601f-ec67-47f9-8be3-be8a992edf28" | |
| } | |
| [2026-02-06T17:23:42.500Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Wne44D933RmbA1Sehrw7jT", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3a71d6fd-e9a0-4382-b0ee-8ab142397964", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "oldString": "\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(\"AssaultRifle\")", | |
| "newString": "\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\")", | |
| "originalFile": "extends Node2D\n## Castle level scene for the Godot Top-Down Template.\n##\n## This scene is an outdoor castle fortress with an oval-shaped boundary.\n## Features:\n## - Castle layout (~6000x2560 pixels) spanning 3 viewports wide\n## - Oval-shaped castle walls enclosing the combat area\n## - Multiple enemies with different weapons (shotguns on left, UZI in center/right)\n## - Forest decoration at the top edge\n## - Cover obstacles throughout the castle courtyard\n## - Exit point at the bottom for level completion\n## - Similar mechanics to BuildingLevel (ammo tracking, enemy tracking, etc.)\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## 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## 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\nfunc _ready() -> void:\n\tprint(\"CastleLevel loaded - Medieval Fortress Assault\")\n\tprint(\"Castle size: ~6000x2560 pixels (3 viewports)\")\n\tprint(\"Clear all enemies 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# Configure camera to follow player everywhere (no limits)\n\t_configure_camera()\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 at the exit point (bottom of castle)\n\t_setup_exit_zone()\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## Setup the exit zone at the castle exit point.\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 at the exit point (based on existing visual marker in scene)\n\t# Visual marker is at (2900-3100, 2350-2420), center it at (3000, 2385)\n\t_exit_zone.position = Vector2(3000, 2385)\n\t_exit_zone.zone_width = 200.0\n\t_exit_zone.zone_height = 70.0\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(\"[CastleLevel] Exit zone created at exit point (3000, 2385)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\tprint(\"[CastleLevel] 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(\"[CastleLevel] 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\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# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area (approximate oval)\n\t# Using a polygon that roughly follows the castle oval shape\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(500, 1280), # Left edge\n\t\tVector2(600, 800),\n\t\tVector2(900, 400),\n\t\tVector2(1500, 200),\n\t\tVector2(3000, 100), # Top center\n\t\tVector2(4500, 200),\n\t\tVector2(5100, 400),\n\t\tVector2(5400, 800),\n\t\tVector2(5500, 1280), # Right edge\n\t\tVector2(5400, 1760),\n\t\tVector2(5100, 2160),\n\t\tVector2(4500, 2360),\n\t\tVector2(3000, 2460), # Bottom center\n\t\tVector2(1500, 2360),\n\t\tVector2(900, 2160),\n\t\tVector2(600, 1760),\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## Configure the player's camera to follow without limits.\n## This ensures the camera follows the player everywhere on this large map.\nfunc _configure_camera() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar camera: Camera2D = _player.get_node_or_null(\"Camera2D\")\n\tif camera == null:\n\t\treturn\n\n\t# Remove all camera limits so it follows the player everywhere\n\t# This is important for large maps like the Castle where the map extends\n\t# beyond the default camera limits set in Player.tscn\n\tcamera.limit_left = -10000000\n\tcamera.limit_top = -10000000\n\tcamera.limit_right = 10000000\n\tcamera.limit_bottom = 10000000\n\n\tprint(\"Camera configured: limits removed to follow player everywhere\")\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 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\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(\"AssaultRifle\")\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\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\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.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[CastleLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\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\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\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## 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_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\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! Castle 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\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\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_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\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\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.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\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.\nfunc _on_player_ammo_depleted() -> void:\n\t_broadcast_player_ammo_empty(true)\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\tif _player and _player.has_method(\"get_current_ammo\"):\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\n\n## Called when player starts reloading.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\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.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\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\tif GameManager:\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\tvar tween := create_tween()\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding.\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\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.\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\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.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\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\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\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[String] = []\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\tparts.append(\"[%d]\" % ammo)\n\t\telse:\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\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 = \"CASTLE 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\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\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.\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\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()\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\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## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\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\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\tvar hint_label := Label.new()\n\thint_label.text = \"\\nPress Q to restart\"\n\thint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\thint_label.add_theme_font_size_override(\"font_size\", 16)\n\thint_label.add_theme_color_override(\"font_color\", Color(0.5, 0.5, 0.5, 1.0))\n\tcontainer.add_child(hint_label)\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)\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0)\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0)\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0)\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0)\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0)\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0)\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0)\n\n\n## Show game over message when player runs out of ammo.\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\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.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar selected_weapon_id: String = \"m16\"\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\tif selected_weapon_id == \"shotgun\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n\telif selected_weapon_id == \"mini_uzi\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tif mini_uzi.has_method(\"AddMagazine\"):\n\t\t\t\tmini_uzi.AddMagazine()\n\t\t\t\tprint(\"CastleLevel: Added extra Mini UZI magazine\")\n\n\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\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(\"[CastleLevel] \" + message)\n\telse:\n\t\tprint(\"[CastleLevel] \" + message)\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 287, | |
| "oldLines": 6, | |
| "newStart": 287, | |
| "newLines": 8, | |
| "lines": [ | |
| " if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"SilencedPistol\")", | |
| " if weapon == null:", | |
| "+ weapon = _player.get_node_or_null(\"SniperRifle\")", | |
| "+ if weapon == null:", | |
| " weapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| " if weapon != null:", | |
| " # C# Player with weapon - connect to weapon signals" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:23:45.279Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Amvxg9io36PJQD4Dz4wXdX", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now add the sniper rifle `_setup_selected_weapon` handler to building_level.gd:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 412, | |
| "cache_read_input_tokens": 91930, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 412 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8d0b0246-c0b5-44dd-99ae-141d0e366915" | |
| } | |
| [2026-02-06T17:23:46.052Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01Amvxg9io36PJQD4Dz4wXdX", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01RtXLF5Bed3ZG5KCditcf9n", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "offset": 975, | |
| "limit": 40 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 412, | |
| "cache_read_input_tokens": 91930, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 412 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "fc273fd4-c50e-490d-8656-b695c4e64d3b" | |
| } | |
| [2026-02-06T17:23:46.078Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01RtXLF5Bed3ZG5KCditcf9n", | |
| "type": "tool_result", | |
| "content": " 975→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 976→\t\t\t\t_player.EquipWeapon(pistol)\n 977→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 978→\t\t\t\t_player.CurrentWeapon = pistol\n 979→\n 980→\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n 981→\t\telse:\n 982→\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n 983→\t# For M16 (assault rifle), it's already in the scene\n 984→\telse:\n 985→\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n 986→\t\tif assault_rifle:\n 987→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 988→\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n 989→\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n 990→\t\t\t# In Power Fantasy mode, apply 3x ammo multiplier (issue #501)\n 991→\t\t\tvar base_magazines: int = 2\n 992→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 993→\t\t\tif difficulty_manager:\n 994→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 995→\t\t\t\tif ammo_multiplier > 1:\n 996→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 997→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n 998→\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n 999→\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n 1000→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 1001→\t\t\telse:\n 1002→\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n 1003→\n 1004→\t\t\tif _player.get(\"CurrentWeapon\") == null:\n 1005→\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1006→\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n 1007→\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1008→\t\t\t\t\t_player.CurrentWeapon = assault_rifle\n 1009→\n 1010→\n 1011→## Log a message to the file logger if available.\n 1012→func _log_to_file(message: String) -> void:\n 1013→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 1014→\tif file_logger and file_logger.has_method(\"log_info\"):\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "c2a83ade-bde4-4d14-8f0f-6dc1d2c6e411", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "content": "\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# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n\t\t\t# In Power Fantasy mode, apply 3x 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 (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\t\t\telse:\n\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n\n\t\t\tif _player.get(\"CurrentWeapon\") == null:\n\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t\t_player.CurrentWeapon = assault_rifle\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\"):", | |
| "numLines": 40, | |
| "startLine": 975, | |
| "totalLines": 1018 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:23:53.613Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_013BTZJU2ojix6zYhuPYhUBk", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JfDaQfpZPXbJg3wvyVzEoL", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "old_string": "\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:", | |
| "new_string": "\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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\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# For M16 (assault rifle), it's already in the scene\n\telse:" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 981, | |
| "cache_read_input_tokens": 92342, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 981 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f7a33afe-529e-496f-aed1-24dd45e67278" | |
| } | |
| [2026-02-06T17:23:53.619Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JfDaQfpZPXbJg3wvyVzEoL", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "c1499ebd-6d7e-4e2b-bf4b-6cae85e7eeb0", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "oldString": "\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:", | |
| "newString": "\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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\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# For M16 (assault rifle), it's already in the scene\n\telse:", | |
| "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\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## 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\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\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## 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\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\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# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(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 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\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\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\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\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[String] = []\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## Features:\n## - Sequential reveal: Items appear one after another\n## - Counting animation: Numbers animate from 0 to final value with pulsing\n## - Sound effects: Retro beeps during counting (major arpeggio)\n## - Dramatic rank reveal: Fullscreen with flashing background, then shrinks\n## @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\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## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\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\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\tvar hint_label := Label.new()\n\thint_label.text = \"\\nPress Q to restart\"\n\thint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\thint_label.add_theme_font_size_override(\"font_size\", 16)\n\thint_label.add_theme_color_override(\"font_color\", Color(0.5, 0.5, 0.5, 1.0))\n\tcontainer.add_child(hint_label)\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 AssaultRifle and loads the selected weapon if different.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# The weapon is already initialized, so we need to reinitialize magazines\n\t\t\t# M16 has magazine size of 30, so 2 magazines = 60 rounds total (30+30)\n\t\t\t# In Power Fantasy mode, apply 3x 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 (%d -> %d)\" % [ammo_multiplier, 2, base_magazines])\n\t\t\tif assault_rifle.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tassault_rifle.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\t\t\telse:\n\t\t\t\tprint(\"BuildingLevel: WARNING - M16 doesn't have ReinitializeMagazines method\")\n\n\t\t\tif _player.get(\"CurrentWeapon\") == null:\n\t\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t\t_player.CurrentWeapon = assault_rifle\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", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 980, | |
| "oldLines": 6, | |
| "newStart": 980, | |
| "newLines": 30, | |
| "lines": [ | |
| " print(\"BuildingLevel: Silenced Pistol equipped successfully\")", | |
| " else:", | |
| " push_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")", | |
| "+ # If Sniper Rifle (ASVK) is selected, swap weapons", | |
| "+ elif selected_weapon_id == \"sniper\":", | |
| "+ # Remove the default AssaultRifle", | |
| "+ var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")", | |
| "+ if assault_rifle:", | |
| "+ assault_rifle.queue_free()", | |
| "+ print(\"BuildingLevel: Removed default AssaultRifle\")", | |
| "+", | |
| "+ # Load and add the Sniper Rifle", | |
| "+ var sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")", | |
| "+ if sniper_scene:", | |
| "+ var sniper = sniper_scene.instantiate()", | |
| "+ sniper.name = \"SniperRifle\"", | |
| "+ _player.add_child(sniper)", | |
| "+", | |
| "+ # Set the CurrentWeapon reference in C# Player", | |
| "+ if _player.has_method(\"EquipWeapon\"):", | |
| "+ _player.EquipWeapon(sniper)", | |
| "+ elif _player.get(\"CurrentWeapon\") != null:", | |
| "+ _player.CurrentWeapon = sniper", | |
| "+", | |
| "+ print(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")", | |
| "+ else:", | |
| "+ push_error(\"BuildingLevel: Failed to load SniperRifle scene!\")", | |
| " # For M16 (assault rifle), it's already in the scene", | |
| " else:", | |
| " var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:23:56.055Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01EPRQrtu64df1PRw84kG4Cs", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now castle_level.gd:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 846, | |
| "cache_read_input_tokens": 93323, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 846 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ea8e898d-f847-4c94-902f-35af9d3a650c" | |
| } | |
| [2026-02-06T17:24:01.414Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01EPRQrtu64df1PRw84kG4Cs", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JrFeANefZTaqqdCR1wyVfU", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "old_string": "\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\n## Log a message to the file logger if available.", | |
| "new_string": "\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"CastleLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SniperRifle scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\n## Log a message to the file logger if available." | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 846, | |
| "cache_read_input_tokens": 93323, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 846 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d45ff76f-ab2e-4189-a243-fd0e7dc05210" | |
| } | |
| [2026-02-06T17:24:01.422Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JrFeANefZTaqqdCR1wyVfU", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a4fae9d1-865f-4b7b-bee9-f9695683536b", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "oldString": "\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\n## Log a message to the file logger if available.", | |
| "newString": "\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"CastleLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SniperRifle scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\n## Log a message to the file logger if available.", | |
| "originalFile": "extends Node2D\n## Castle level scene for the Godot Top-Down Template.\n##\n## This scene is an outdoor castle fortress with an oval-shaped boundary.\n## Features:\n## - Castle layout (~6000x2560 pixels) spanning 3 viewports wide\n## - Oval-shaped castle walls enclosing the combat area\n## - Multiple enemies with different weapons (shotguns on left, UZI in center/right)\n## - Forest decoration at the top edge\n## - Cover obstacles throughout the castle courtyard\n## - Exit point at the bottom for level completion\n## - Similar mechanics to BuildingLevel (ammo tracking, enemy tracking, etc.)\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## 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## 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\nfunc _ready() -> void:\n\tprint(\"CastleLevel loaded - Medieval Fortress Assault\")\n\tprint(\"Castle size: ~6000x2560 pixels (3 viewports)\")\n\tprint(\"Clear all enemies 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# Configure camera to follow player everywhere (no limits)\n\t_configure_camera()\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 at the exit point (bottom of castle)\n\t_setup_exit_zone()\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## Setup the exit zone at the castle exit point.\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 at the exit point (based on existing visual marker in scene)\n\t# Visual marker is at (2900-3100, 2350-2420), center it at (3000, 2385)\n\t_exit_zone.position = Vector2(3000, 2385)\n\t_exit_zone.zone_width = 200.0\n\t_exit_zone.zone_height = 70.0\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(\"[CastleLevel] Exit zone created at exit point (3000, 2385)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\tprint(\"[CastleLevel] 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(\"[CastleLevel] 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\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# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color(1.0, 0.8, 0.2, 1.0), 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area (approximate oval)\n\t# Using a polygon that roughly follows the castle oval shape\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(500, 1280), # Left edge\n\t\tVector2(600, 800),\n\t\tVector2(900, 400),\n\t\tVector2(1500, 200),\n\t\tVector2(3000, 100), # Top center\n\t\tVector2(4500, 200),\n\t\tVector2(5100, 400),\n\t\tVector2(5400, 800),\n\t\tVector2(5500, 1280), # Right edge\n\t\tVector2(5400, 1760),\n\t\tVector2(5100, 2160),\n\t\tVector2(4500, 2360),\n\t\tVector2(3000, 2460), # Bottom center\n\t\tVector2(1500, 2360),\n\t\tVector2(900, 2160),\n\t\tVector2(600, 1760),\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## Configure the player's camera to follow without limits.\n## This ensures the camera follows the player everywhere on this large map.\nfunc _configure_camera() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar camera: Camera2D = _player.get_node_or_null(\"Camera2D\")\n\tif camera == null:\n\t\treturn\n\n\t# Remove all camera limits so it follows the player everywhere\n\t# This is important for large maps like the Castle where the map extends\n\t# beyond the default camera limits set in Player.tscn\n\tcamera.limit_left = -10000000\n\tcamera.limit_top = -10000000\n\tcamera.limit_right = 10000000\n\tcamera.limit_bottom = 10000000\n\n\tprint(\"Camera configured: limits removed to follow player everywhere\")\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 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\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\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\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\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.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[CastleLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\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\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\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## 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_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\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! Castle 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\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\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_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\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\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.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\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.\nfunc _on_player_ammo_depleted() -> void:\n\t_broadcast_player_ammo_empty(true)\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\tif _player and _player.has_method(\"get_current_ammo\"):\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\n\n## Called when player starts reloading.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\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.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\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\tif GameManager:\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\tvar tween := create_tween()\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding.\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\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.\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\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.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\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\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\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[String] = []\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\tparts.append(\"[%d]\" % ammo)\n\t\telse:\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\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 = \"CASTLE 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\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\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.\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\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()\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\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## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\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\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\tvar hint_label := Label.new()\n\thint_label.text = \"\\nPress Q to restart\"\n\thint_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\thint_label.add_theme_font_size_override(\"font_size\", 16)\n\thint_label.add_theme_color_override(\"font_color\", Color(0.5, 0.5, 0.5, 1.0))\n\tcontainer.add_child(hint_label)\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)\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0)\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0)\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0)\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0)\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0)\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0)\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0)\n\n\n## Show game over message when player runs out of ammo.\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\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.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar selected_weapon_id: String = \"m16\"\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"CastleLevel: Setting up weapon: %s\" % selected_weapon_id)\n\n\tif selected_weapon_id == \"shotgun\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"CastleLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load Shotgun scene!\")\n\telif selected_weapon_id == \"mini_uzi\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tif mini_uzi.has_method(\"AddMagazine\"):\n\t\t\t\tmini_uzi.AddMagazine()\n\t\t\t\tprint(\"CastleLevel: Added extra Mini UZI magazine\")\n\n\t\t\tprint(\"CastleLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load MiniUzi scene!\")\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"CastleLevel: Removed default AssaultRifle\")\n\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"CastleLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"CastleLevel: Failed to load SilencedPistol scene!\")\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\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(\"[CastleLevel] \" + message)\n\telse:\n\t\tprint(\"[CastleLevel] \" + message)\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 937, | |
| "oldLines": 6, | |
| "newStart": 937, | |
| "newLines": 27, | |
| "lines": [ | |
| " print(\"CastleLevel: Silenced Pistol equipped successfully\")", | |
| " else:", | |
| " push_error(\"CastleLevel: Failed to load SilencedPistol scene!\")", | |
| "+ # If Sniper Rifle (ASVK) is selected, swap weapons", | |
| "+ elif selected_weapon_id == \"sniper\":", | |
| "+ var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")", | |
| "+ if assault_rifle:", | |
| "+ assault_rifle.queue_free()", | |
| "+ print(\"CastleLevel: Removed default AssaultRifle\")", | |
| "+", | |
| "+ var sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")", | |
| "+ if sniper_scene:", | |
| "+ var sniper = sniper_scene.instantiate()", | |
| "+ sniper.name = \"SniperRifle\"", | |
| "+ _player.add_child(sniper)", | |
| "+", | |
| "+ if _player.has_method(\"EquipWeapon\"):", | |
| "+ _player.EquipWeapon(sniper)", | |
| "+ elif _player.get(\"CurrentWeapon\") != null:", | |
| "+ _player.CurrentWeapon = sniper", | |
| "+", | |
| "+ print(\"CastleLevel: ASVK Sniper Rifle equipped successfully\")", | |
| "+ else:", | |
| "+ push_error(\"CastleLevel: Failed to load SniperRifle scene!\")", | |
| " else:", | |
| " var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")", | |
| " if assault_rifle and _player.get(\"CurrentWeapon\") == null:" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:24:03.917Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01F5fzMqRbjLvkaMaaBCNiLy", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now tutorial_level.gd:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 749, | |
| "cache_read_input_tokens": 94169, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 749 | |
| }, | |
| "output_tokens": 8, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "9e95b846-bab3-4164-9fa5-d31d3d1a5521" | |
| } | |
| [2026-02-06T17:24:07.655Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01F5fzMqRbjLvkaMaaBCNiLy", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01HQ5XYE1uhMgHDVqDF6eEko", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "old_string": "\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:", | |
| "new_string": "\t\tpush_error(\"Tutorial: 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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\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(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 749, | |
| "cache_read_input_tokens": 94169, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 749 | |
| }, | |
| "output_tokens": 8, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "cf0ea11c-ebbf-43cc-b967-6d6315f3ccf5" | |
| } | |
| [2026-02-06T17:24:07.671Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01HQ5XYE1uhMgHDVqDF6eEko", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "e4389de5-20d4-475e-8761-72ab4263618b", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "oldString": "\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:", | |
| "newString": "\t\tpush_error(\"Tutorial: 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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\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(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:", | |
| "originalFile": "extends Node2D\n## Tutorial level script for teaching player basic controls.\n##\n## This script handles the tutorial flow:\n## 1. Player approaches the targets (WASD movement)\n## 2. Player shoots at targets (LMB)\n## - For shotgun: LMB shoot → RMB UP (eject shell) → RMB DOWN (chamber)\n## 3. Player switches fire mode (B key) - only if player has assault rifle\n## 4. Player reloads using R -> F -> R sequence\n## - For shotgun: RMB UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n## 5. Player throws a grenade (G + RMB drag right, then G+RMB held → release G, then RMB drag and release)\n## 6. Shows completion message with Q restart hint\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tMOVE_TO_TARGETS,\n\tSHOOT_TARGETS,\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.MOVE_TO_TARGETS\n\n## Whether each target has been hit.\nvar _targets_hit: int = 0\n\n## Total number of targets in the level.\nvar _total_targets: int = 0\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Floating prompt label that follows the player.\nvar _prompt_label: Label = null\n\n## Distance threshold for being \"near\" targets (in pixels).\nconst TARGET_PROXIMITY_THRESHOLD: float = 300.0\n\n## Position of the target zone center (average of target positions).\nvar _target_zone_center: Vector2 = Vector2.ZERO\n\n## Whether player has reached the target zone.\nvar _reached_target_zone: bool = false\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets\n\t_setup_targets()\n\n\t# Create floating prompt\n\t_create_floating_prompt()\n\n\t# Update prompt for initial step\n\t_update_prompt_text()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\nfunc _process(_delta: float) -> void:\n\t# Update floating prompt position to follow player\n\t_update_prompt_position()\n\n\t# Check tutorial progression\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_check_player_near_targets()\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\t# Shooting is tracked via target hit signals\n\t\t\tpass\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t# Fire mode switching is tracked via weapon signal\n\t\t\tpass\n\t\tTutorialStep.RELOAD:\n\t\t\t# Reloading is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Grenade throwing is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Tutorial is complete\n\t\t\tpass\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\telse:\n\t\t# GDScript player\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\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\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\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\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## 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 shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Setup targets and connect to their hit signals.\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tpush_error(\"Tutorial: Targets node not found!\")\n\t\treturn\n\n\tvar target_positions: Array[Vector2] = []\n\n\tfor target in targets_node.get_children():\n\t\t_total_targets += 1\n\t\ttarget_positions.append(target.global_position)\n\n\t\t# Connect to target_hit signal for tracking (GDScript target)\n\t\tif target.has_signal(\"target_hit\"):\n\t\t\ttarget.target_hit.connect(_on_target_hit)\n\t\t# Connect to Hit signal for C# targets\n\t\telif target.has_signal(\"Hit\"):\n\t\t\ttarget.Hit.connect(_on_target_hit)\n\n\t# Calculate target zone center\n\tif target_positions.size() > 0:\n\t\tvar sum := Vector2.ZERO\n\t\tfor pos in target_positions:\n\t\t\tsum += pos\n\t\t_target_zone_center = sum / target_positions.size()\n\n\tprint(\"Tutorial: Found %d targets\" % _total_targets)\n\n\n## Check if player is near the targets.\nfunc _check_player_near_targets() -> void:\n\tif _player == null or _reached_target_zone:\n\t\treturn\n\n\tvar distance := _player.global_position.distance_to(_target_zone_center)\n\tif distance < TARGET_PROXIMITY_THRESHOLD:\n\t\t_reached_target_zone = true\n\t\t_advance_to_step(TutorialStep.SHOOT_TARGETS)\n\t\tprint(\"Tutorial: Player reached target zone\")\n\n\n## Called when a target is hit by the player's bullet.\nfunc _on_target_hit() -> void:\n\tif _current_step != TutorialStep.SHOOT_TARGETS:\n\t\treturn\n\n\t_targets_hit += 1\n\tprint(\"Tutorial: Target hit (%d/%d)\" % [_targets_hit, _total_targets])\n\n\tif _targets_hit >= _total_targets:\n\t\t# If player has assault rifle, go to fire mode switch step\n\t\t# Otherwise, skip directly to reload\n\t\tif _has_assault_rifle:\n\t\t\t_advance_to_step(TutorialStep.SWITCH_FIRE_MODE)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player switches fire mode.\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player completes reload.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player throws a grenade.\nfunc _on_player_grenade_thrown() -> void:\n\tif _current_step != TutorialStep.THROW_GRENADE:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_update_prompt_text()\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## Create the floating prompt label.\nfunc _create_floating_prompt() -> void:\n\t_prompt_label = Label.new()\n\t_prompt_label.name = \"TutorialPrompt\"\n\t_prompt_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t_prompt_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\t_prompt_label.add_theme_font_size_override(\"font_size\", 20)\n\t_prompt_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.3, 1.0))\n\n\t# Add shadow for better visibility\n\t_prompt_label.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_x\", 2)\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_y\", 2)\n\n\t# Set minimum size for consistent width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\n\t# Add to CanvasLayer so it's always visible on screen\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer:\n\t\tcanvas_layer.add_child(_prompt_label)\n\t\tprint(\"Tutorial: Floating prompt created and added to CanvasLayer\")\n\telse:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - prompts will not be displayed!\")\n\n\n## Update the prompt position to follow the player.\nfunc _update_prompt_position() -> void:\n\tif _prompt_label == null or _player == null:\n\t\treturn\n\n\tif _current_step == TutorialStep.COMPLETED:\n\t\t_prompt_label.visible = false\n\t\treturn\n\n\t_prompt_label.visible = true\n\n\t# Get the canvas transform to convert world position to screen position\n\t# This works correctly in both editor and exported builds\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Position above the player\n\t# Use custom_minimum_size to ensure we get consistent label width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\t_prompt_label.position = screen_pos + Vector2(-150, -80)\n\n\n## Update the prompt text based on current tutorial step.\nfunc _update_prompt_text() -> void:\n\tif _prompt_label == null:\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_prompt_label.text = \"[WASD] Подойди к мишеням\"\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific shooting instructions with pump-action gestures\n\t\t\t\t# LMB shoot → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n\t\t\t\t_prompt_label.text = \"[ЛКМ стрельба] [ПКМ↑ извлечь] [ПКМ↓ дослать]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[ЛКМ] Стреляй по мишеням\"\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_prompt_label.text = \"[B] Переключи режим стрельбы\"\n\t\tTutorialStep.RELOAD:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific reload instructions with shell loading gestures\n\t\t\t\t# RMB drag UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n\t\t\t\t_prompt_label.text = \"[ПКМ↑ открыть] [СКМ+ПКМ↓ x8] [ПКМ↓ закрыть]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[R] [F] [R] Перезарядись\"\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# 2-step grenade throwing:\n\t\t\t# Step 1: G + RMB drag right = start timer (pin pulled)\n\t\t\t# Step 2: G+RMB held → release G = ready to throw (only RMB held)\n\t\t\t# Step 3: RMB drag and release = throw\n\t\t\t_prompt_label.text = \"[G+ПКМ вправо] [G+ПКМ→отпусти G] [ПКМ бросок]\"\n\t\tTutorialStep.COMPLETED:\n\t\t\t_prompt_label.text = \"\"\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n\n\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 199, | |
| "oldLines": 6, | |
| "newStart": 199, | |
| "newLines": 30, | |
| "lines": [ | |
| " print(\"Tutorial: Silenced Pistol equipped successfully\")", | |
| " else:", | |
| " push_error(\"Tutorial: Failed to load SilencedPistol scene!\")", | |
| "+ # If Sniper Rifle (ASVK) is selected, swap weapons", | |
| "+ elif selected_weapon_id == \"sniper\":", | |
| "+ # Remove the default AssaultRifle", | |
| "+ var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")", | |
| "+ if assault_rifle:", | |
| "+ assault_rifle.queue_free()", | |
| "+ print(\"Tutorial: Removed default AssaultRifle\")", | |
| "+", | |
| "+ # Load and add the Sniper Rifle", | |
| "+ var sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")", | |
| "+ if sniper_scene:", | |
| "+ var sniper = sniper_scene.instantiate()", | |
| "+ sniper.name = \"SniperRifle\"", | |
| "+ _player.add_child(sniper)", | |
| "+", | |
| "+ # Set the CurrentWeapon reference in C# Player", | |
| "+ if _player.has_method(\"EquipWeapon\"):", | |
| "+ _player.EquipWeapon(sniper)", | |
| "+ elif _player.get(\"CurrentWeapon\") != null:", | |
| "+ _player.CurrentWeapon = sniper", | |
| "+", | |
| "+ print(\"Tutorial: ASVK Sniper Rifle equipped successfully\")", | |
| "+ else:", | |
| "+ push_error(\"Tutorial: Failed to load SniperRifle scene!\")", | |
| " # For M16 (assault rifle), it's already in the scene - just ensure it's equipped", | |
| " else:", | |
| " var assault_rifle = _player.get_node_or_null(\"AssaultRifle\")" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:24:10.193Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01UYm4pVasD12gUJn9UXyEQ2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me check the tutorial_level.gd weapon signal connection chain as well:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 581, | |
| "cache_read_input_tokens": 94918, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 581 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f42cf558-3dc2-441e-bf36-fd7c01a68517" | |
| } | |
| [2026-02-06T17:24:11.229Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01UYm4pVasD12gUJn9UXyEQ2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_019FKX3qasHRftCzbiUhE4U9", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "offset": 235, | |
| "limit": 40 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 581, | |
| "cache_read_input_tokens": 94918, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 581 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "461ca982-2c53-48e6-a2b3-f55370b7c64f" | |
| } | |
| [2026-02-06T17:24:11.298Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_019FKX3qasHRftCzbiUhE4U9", | |
| "type": "tool_result", | |
| "content": " 235→\n 236→func _process(_delta: float) -> void:\n 237→\t# Update floating prompt position to follow player\n 238→\t_update_prompt_position()\n 239→\n 240→\t# Check tutorial progression\n 241→\tmatch _current_step:\n 242→\t\tTutorialStep.MOVE_TO_TARGETS:\n 243→\t\t\t_check_player_near_targets()\n 244→\t\tTutorialStep.SHOOT_TARGETS:\n 245→\t\t\t# Shooting is tracked via target hit signals\n 246→\t\t\tpass\n 247→\t\tTutorialStep.SWITCH_FIRE_MODE:\n 248→\t\t\t# Fire mode switching is tracked via weapon signal\n 249→\t\t\tpass\n 250→\t\tTutorialStep.RELOAD:\n 251→\t\t\t# Reloading is tracked via player signal\n 252→\t\t\tpass\n 253→\t\tTutorialStep.THROW_GRENADE:\n 254→\t\t\t# Grenade throwing is tracked via player signal\n 255→\t\t\tpass\n 256→\t\tTutorialStep.COMPLETED:\n 257→\t\t\t# Tutorial is complete\n 258→\t\t\tpass\n 259→\n 260→\n 261→## Connect to player signals for tracking tutorial actions.\n 262→func _connect_player_signals() -> void:\n 263→\tif _player == null:\n 264→\t\treturn\n 265→\n 266→\t# Try to connect to weapon signals (C# Player)\n 267→\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n 268→\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n 269→\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n 270→\n 271→\tif shotgun != null:\n 272→\t\t_shotgun = shotgun\n 273→\t\t_has_shotgun = true\n 274→\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "90d07995-10e3-4a86-b7a0-bcc2d3d40bd5", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "content": "\nfunc _process(_delta: float) -> void:\n\t# Update floating prompt position to follow player\n\t_update_prompt_position()\n\n\t# Check tutorial progression\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_check_player_near_targets()\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\t# Shooting is tracked via target hit signals\n\t\t\tpass\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t# Fire mode switching is tracked via weapon signal\n\t\t\tpass\n\t\tTutorialStep.RELOAD:\n\t\t\t# Reloading is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Grenade throwing is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Tutorial is complete\n\t\t\tpass\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")", | |
| "numLines": 40, | |
| "startLine": 235, | |
| "totalLines": 662 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:14.163Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01NJQkHsp5nNiDuW4fYyocxE", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01X3ccAcT3bFPcQr1yWbsQbz", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "offset": 270, | |
| "limit": 60 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 706, | |
| "cache_read_input_tokens": 95499, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 706 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "dba50d59-92aa-4f50-a21e-64a675d68e37" | |
| } | |
| [2026-02-06T17:24:14.190Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01X3ccAcT3bFPcQr1yWbsQbz", | |
| "type": "tool_result", | |
| "content": " 270→\n 271→\tif shotgun != null:\n 272→\t\t_shotgun = shotgun\n 273→\t\t_has_shotgun = true\n 274→\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n 275→\n 276→\t\t# Connect to reload signals from player (C# Player)\n 277→\t\tif _player.has_signal(\"ReloadCompleted\"):\n 278→\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 279→\t\telif _player.has_signal(\"reload_completed\"):\n 280→\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 281→\n 282→\t\t# Connect to shotgun ammo signal\n 283→\t\tif shotgun.has_signal(\"AmmoChanged\"):\n 284→\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n 285→\n 286→\telif mini_uzi != null:\n 287→\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n 288→\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n 289→\n 290→\t\t# Connect to reload signals from player (C# Player)\n 291→\t\tif _player.has_signal(\"ReloadCompleted\"):\n 292→\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 293→\t\telif _player.has_signal(\"reload_completed\"):\n 294→\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 295→\n 296→\t\t# Connect to Mini UZI ammo signal\n 297→\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n 298→\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n 299→\n 300→\telif weapon != null:\n 301→\t\t_assault_rifle = weapon\n 302→\t\t_has_assault_rifle = true\n 303→\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n 304→\n 305→\t\t# Connect to reload signals from player (C# Player)\n 306→\t\tif _player.has_signal(\"ReloadCompleted\"):\n 307→\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n 308→\t\telif _player.has_signal(\"reload_completed\"):\n 309→\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 310→\n 311→\t\t# Connect to fire mode changed signal from weapon\n 312→\t\tif weapon.has_signal(\"FireModeChanged\"):\n 313→\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n 314→\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n 315→\telse:\n 316→\t\t# GDScript player\n 317→\t\tif _player.has_signal(\"reload_completed\"):\n 318→\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n 319→\n 320→\t# Connect to grenade thrown signal (both C# and GDScript players)\n 321→\tif _player.has_signal(\"GrenadeThrown\"):\n 322→\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n 323→\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n 324→\telif _player.has_signal(\"grenade_thrown\"):\n 325→\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n 326→\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n 327→\n 328→\n 329→## Setup ammo tracking for the player's weapon.\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "27adfedc-0056-40e2-af65-2ffdf9b4a293", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "content": "\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\telse:\n\t\t# GDScript player\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.", | |
| "numLines": 60, | |
| "startLine": 270, | |
| "totalLines": 662 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:18.783Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PqSNMpkmbrZLFWXVp5fkNg", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "The tutorial has specialized weapon handling for different weapon types. For the sniper rifle, it should work similarly to the assault rifle path since it's a rifle-type weapon. Let me add SniperRifle detection to the tutorial's `_connect_player_signals`:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 1112, | |
| "cache_read_input_tokens": 96205, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 1112 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f1e94a63-4ed9-4606-b630-441811b64307" | |
| } | |
| [2026-02-06T17:24:21.199Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01PqSNMpkmbrZLFWXVp5fkNg", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_0134EPRuuKrx2NBYcqN1Vve9", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "old_string": "\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")", | |
| "new_string": "\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 1112, | |
| "cache_read_input_tokens": 96205, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 1112 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a538fe1a-0fa2-4d52-9ee7-19acf4e585f7" | |
| } | |
| [2026-02-06T17:24:21.213Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_0134EPRuuKrx2NBYcqN1Vve9", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "aac3da35-f7c0-4867-be9b-541bc4f7e1b4", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "oldString": "\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")", | |
| "newString": "\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")", | |
| "originalFile": "extends Node2D\n## Tutorial level script for teaching player basic controls.\n##\n## This script handles the tutorial flow:\n## 1. Player approaches the targets (WASD movement)\n## 2. Player shoots at targets (LMB)\n## - For shotgun: LMB shoot → RMB UP (eject shell) → RMB DOWN (chamber)\n## 3. Player switches fire mode (B key) - only if player has assault rifle\n## 4. Player reloads using R -> F -> R sequence\n## - For shotgun: RMB UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n## 5. Player throws a grenade (G + RMB drag right, then G+RMB held → release G, then RMB drag and release)\n## 6. Shows completion message with Q restart hint\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tMOVE_TO_TARGETS,\n\tSHOOT_TARGETS,\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.MOVE_TO_TARGETS\n\n## Whether each target has been hit.\nvar _targets_hit: int = 0\n\n## Total number of targets in the level.\nvar _total_targets: int = 0\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Floating prompt label that follows the player.\nvar _prompt_label: Label = null\n\n## Distance threshold for being \"near\" targets (in pixels).\nconst TARGET_PROXIMITY_THRESHOLD: float = 300.0\n\n## Position of the target zone center (average of target positions).\nvar _target_zone_center: Vector2 = Vector2.ZERO\n\n## Whether player has reached the target zone.\nvar _reached_target_zone: bool = false\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets\n\t_setup_targets()\n\n\t# Create floating prompt\n\t_create_floating_prompt()\n\n\t# Update prompt for initial step\n\t_update_prompt_text()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: 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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\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(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\nfunc _process(_delta: float) -> void:\n\t# Update floating prompt position to follow player\n\t_update_prompt_position()\n\n\t# Check tutorial progression\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_check_player_near_targets()\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\t# Shooting is tracked via target hit signals\n\t\t\tpass\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t# Fire mode switching is tracked via weapon signal\n\t\t\tpass\n\t\tTutorialStep.RELOAD:\n\t\t\t# Reloading is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Grenade throwing is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Tutorial is complete\n\t\t\tpass\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\telse:\n\t\t# GDScript player\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\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\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\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\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## 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 shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Setup targets and connect to their hit signals.\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tpush_error(\"Tutorial: Targets node not found!\")\n\t\treturn\n\n\tvar target_positions: Array[Vector2] = []\n\n\tfor target in targets_node.get_children():\n\t\t_total_targets += 1\n\t\ttarget_positions.append(target.global_position)\n\n\t\t# Connect to target_hit signal for tracking (GDScript target)\n\t\tif target.has_signal(\"target_hit\"):\n\t\t\ttarget.target_hit.connect(_on_target_hit)\n\t\t# Connect to Hit signal for C# targets\n\t\telif target.has_signal(\"Hit\"):\n\t\t\ttarget.Hit.connect(_on_target_hit)\n\n\t# Calculate target zone center\n\tif target_positions.size() > 0:\n\t\tvar sum := Vector2.ZERO\n\t\tfor pos in target_positions:\n\t\t\tsum += pos\n\t\t_target_zone_center = sum / target_positions.size()\n\n\tprint(\"Tutorial: Found %d targets\" % _total_targets)\n\n\n## Check if player is near the targets.\nfunc _check_player_near_targets() -> void:\n\tif _player == null or _reached_target_zone:\n\t\treturn\n\n\tvar distance := _player.global_position.distance_to(_target_zone_center)\n\tif distance < TARGET_PROXIMITY_THRESHOLD:\n\t\t_reached_target_zone = true\n\t\t_advance_to_step(TutorialStep.SHOOT_TARGETS)\n\t\tprint(\"Tutorial: Player reached target zone\")\n\n\n## Called when a target is hit by the player's bullet.\nfunc _on_target_hit() -> void:\n\tif _current_step != TutorialStep.SHOOT_TARGETS:\n\t\treturn\n\n\t_targets_hit += 1\n\tprint(\"Tutorial: Target hit (%d/%d)\" % [_targets_hit, _total_targets])\n\n\tif _targets_hit >= _total_targets:\n\t\t# If player has assault rifle, go to fire mode switch step\n\t\t# Otherwise, skip directly to reload\n\t\tif _has_assault_rifle:\n\t\t\t_advance_to_step(TutorialStep.SWITCH_FIRE_MODE)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player switches fire mode.\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player completes reload.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player throws a grenade.\nfunc _on_player_grenade_thrown() -> void:\n\tif _current_step != TutorialStep.THROW_GRENADE:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_update_prompt_text()\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## Create the floating prompt label.\nfunc _create_floating_prompt() -> void:\n\t_prompt_label = Label.new()\n\t_prompt_label.name = \"TutorialPrompt\"\n\t_prompt_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t_prompt_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\t_prompt_label.add_theme_font_size_override(\"font_size\", 20)\n\t_prompt_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.3, 1.0))\n\n\t# Add shadow for better visibility\n\t_prompt_label.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_x\", 2)\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_y\", 2)\n\n\t# Set minimum size for consistent width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\n\t# Add to CanvasLayer so it's always visible on screen\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer:\n\t\tcanvas_layer.add_child(_prompt_label)\n\t\tprint(\"Tutorial: Floating prompt created and added to CanvasLayer\")\n\telse:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - prompts will not be displayed!\")\n\n\n## Update the prompt position to follow the player.\nfunc _update_prompt_position() -> void:\n\tif _prompt_label == null or _player == null:\n\t\treturn\n\n\tif _current_step == TutorialStep.COMPLETED:\n\t\t_prompt_label.visible = false\n\t\treturn\n\n\t_prompt_label.visible = true\n\n\t# Get the canvas transform to convert world position to screen position\n\t# This works correctly in both editor and exported builds\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Position above the player\n\t# Use custom_minimum_size to ensure we get consistent label width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\t_prompt_label.position = screen_pos + Vector2(-150, -80)\n\n\n## Update the prompt text based on current tutorial step.\nfunc _update_prompt_text() -> void:\n\tif _prompt_label == null:\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_prompt_label.text = \"[WASD] Подойди к мишеням\"\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific shooting instructions with pump-action gestures\n\t\t\t\t# LMB shoot → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n\t\t\t\t_prompt_label.text = \"[ЛКМ стрельба] [ПКМ↑ извлечь] [ПКМ↓ дослать]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[ЛКМ] Стреляй по мишеням\"\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_prompt_label.text = \"[B] Переключи режим стрельбы\"\n\t\tTutorialStep.RELOAD:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific reload instructions with shell loading gestures\n\t\t\t\t# RMB drag UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n\t\t\t\t_prompt_label.text = \"[ПКМ↑ открыть] [СКМ+ПКМ↓ x8] [ПКМ↓ закрыть]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[R] [F] [R] Перезарядись\"\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# 2-step grenade throwing:\n\t\t\t# Step 1: G + RMB drag right = start timer (pin pulled)\n\t\t\t# Step 2: G+RMB held → release G = ready to throw (only RMB held)\n\t\t\t# Step 3: RMB drag and release = throw\n\t\t\t_prompt_label.text = \"[G+ПКМ вправо] [G+ПКМ→отпусти G] [ПКМ бросок]\"\n\t\tTutorialStep.COMPLETED:\n\t\t\t_prompt_label.text = \"\"\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n\n\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 265, | |
| "oldLines": 6, | |
| "newStart": 265, | |
| "newLines": 8, | |
| "lines": [ | |
| " ", | |
| " # Try to connect to weapon signals (C# Player)", | |
| " var weapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| "+ if weapon == null:", | |
| "+ weapon = _player.get_node_or_null(\"SniperRifle\")", | |
| " var shotgun = _player.get_node_or_null(\"Shotgun\")", | |
| " var mini_uzi = _player.get_node_or_null(\"MiniUzi\")", | |
| " " | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:24:23.964Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01MTdMZz3b5dvCusXzejNuNW", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me also check the tutorial's `_setup_ammo_tracking`:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 422, | |
| "cache_read_input_tokens": 97317, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 422 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3f06c53b-b089-4139-882f-e30883697853" | |
| } | |
| [2026-02-06T17:24:24.695Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01MTdMZz3b5dvCusXzejNuNW", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_015VsbgZ72qyVX6bYupprQUB", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "offset": 329, | |
| "limit": 40 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 422, | |
| "cache_read_input_tokens": 97317, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 422 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "9bb57688-30d4-4a66-93a2-3cc11cbf4874" | |
| } | |
| [2026-02-06T17:24:24.748Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_015VsbgZ72qyVX6bYupprQUB", | |
| "type": "tool_result", | |
| "content": " 329→\n 330→\n 331→## Setup ammo tracking for the player's weapon.\n 332→func _setup_ammo_tracking() -> void:\n 333→\tif _player == null:\n 334→\t\treturn\n 335→\n 336→\t# Try to get the player's weapon for C# Player\n 337→\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n 338→\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n 339→\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n 340→\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n 341→\n 342→\tif shotgun != null:\n 343→\t\t# C# Player with shotgun - connect to weapon signals\n 344→\t\tif shotgun.has_signal(\"AmmoChanged\"):\n 345→\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n 346→\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n 347→\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n 348→\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n 349→\t\t# Initial ammo display from shotgun\n 350→\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n 351→\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n 352→\telif mini_uzi != null:\n 353→\t\t# C# Player with Mini UZI - connect to weapon signals\n 354→\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n 355→\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n 356→\t\t# Initial ammo display from Mini UZI\n 357→\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n 358→\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n 359→\telif silenced_pistol != null:\n 360→\t\t# C# Player with Silenced Pistol - connect to weapon signals\n 361→\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n 362→\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n 363→\t\t# Initial ammo display from Silenced Pistol\n 364→\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n 365→\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n 366→\telif weapon != null:\n 367→\t\t# C# Player with assault rifle - connect to weapon signals\n 368→\t\tif weapon.has_signal(\"AmmoChanged\"):\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "ebac0f07-1dff-4520-8116-f60abd24553c", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "content": "\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):", | |
| "numLines": 40, | |
| "startLine": 329, | |
| "totalLines": 664 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:29.885Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01AtSWmy1NncTZ5EGQ9T8R63", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01QMbq5kfieXhBJtVY716J4t", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "old_string": "\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:", | |
| "new_string": "\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 1269, | |
| "cache_read_input_tokens": 97739, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 1269 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f8103d8d-53bf-4e4c-bf09-d124604a5481" | |
| } | |
| [2026-02-06T17:24:29.895Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01QMbq5kfieXhBJtVY716J4t", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "94c90f24-cacd-4882-9be7-7d5bdcea1fe1", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "oldString": "\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:", | |
| "newString": "\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:", | |
| "originalFile": "extends Node2D\n## Tutorial level script for teaching player basic controls.\n##\n## This script handles the tutorial flow:\n## 1. Player approaches the targets (WASD movement)\n## 2. Player shoots at targets (LMB)\n## - For shotgun: LMB shoot → RMB UP (eject shell) → RMB DOWN (chamber)\n## 3. Player switches fire mode (B key) - only if player has assault rifle\n## 4. Player reloads using R -> F -> R sequence\n## - For shotgun: RMB UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n## 5. Player throws a grenade (G + RMB drag right, then G+RMB held → release G, then RMB drag and release)\n## 6. Shows completion message with Q restart hint\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tMOVE_TO_TARGETS,\n\tSHOOT_TARGETS,\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.MOVE_TO_TARGETS\n\n## Whether each target has been hit.\nvar _targets_hit: int = 0\n\n## Total number of targets in the level.\nvar _total_targets: int = 0\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Floating prompt label that follows the player.\nvar _prompt_label: Label = null\n\n## Distance threshold for being \"near\" targets (in pixels).\nconst TARGET_PROXIMITY_THRESHOLD: float = 300.0\n\n## Position of the target zone center (average of target positions).\nvar _target_zone_center: Vector2 = Vector2.ZERO\n\n## Whether player has reached the target zone.\nvar _reached_target_zone: bool = false\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets\n\t_setup_targets()\n\n\t# Create floating prompt\n\t_create_floating_prompt()\n\n\t# Update prompt for initial step\n\t_update_prompt_text()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: 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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\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(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\nfunc _process(_delta: float) -> void:\n\t# Update floating prompt position to follow player\n\t_update_prompt_position()\n\n\t# Check tutorial progression\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_check_player_near_targets()\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\t# Shooting is tracked via target hit signals\n\t\t\tpass\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t# Fire mode switching is tracked via weapon signal\n\t\t\tpass\n\t\tTutorialStep.RELOAD:\n\t\t\t# Reloading is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Grenade throwing is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Tutorial is complete\n\t\t\tpass\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\telse:\n\t\t# GDScript player\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\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\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\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\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## 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 shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Setup targets and connect to their hit signals.\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tpush_error(\"Tutorial: Targets node not found!\")\n\t\treturn\n\n\tvar target_positions: Array[Vector2] = []\n\n\tfor target in targets_node.get_children():\n\t\t_total_targets += 1\n\t\ttarget_positions.append(target.global_position)\n\n\t\t# Connect to target_hit signal for tracking (GDScript target)\n\t\tif target.has_signal(\"target_hit\"):\n\t\t\ttarget.target_hit.connect(_on_target_hit)\n\t\t# Connect to Hit signal for C# targets\n\t\telif target.has_signal(\"Hit\"):\n\t\t\ttarget.Hit.connect(_on_target_hit)\n\n\t# Calculate target zone center\n\tif target_positions.size() > 0:\n\t\tvar sum := Vector2.ZERO\n\t\tfor pos in target_positions:\n\t\t\tsum += pos\n\t\t_target_zone_center = sum / target_positions.size()\n\n\tprint(\"Tutorial: Found %d targets\" % _total_targets)\n\n\n## Check if player is near the targets.\nfunc _check_player_near_targets() -> void:\n\tif _player == null or _reached_target_zone:\n\t\treturn\n\n\tvar distance := _player.global_position.distance_to(_target_zone_center)\n\tif distance < TARGET_PROXIMITY_THRESHOLD:\n\t\t_reached_target_zone = true\n\t\t_advance_to_step(TutorialStep.SHOOT_TARGETS)\n\t\tprint(\"Tutorial: Player reached target zone\")\n\n\n## Called when a target is hit by the player's bullet.\nfunc _on_target_hit() -> void:\n\tif _current_step != TutorialStep.SHOOT_TARGETS:\n\t\treturn\n\n\t_targets_hit += 1\n\tprint(\"Tutorial: Target hit (%d/%d)\" % [_targets_hit, _total_targets])\n\n\tif _targets_hit >= _total_targets:\n\t\t# If player has assault rifle, go to fire mode switch step\n\t\t# Otherwise, skip directly to reload\n\t\tif _has_assault_rifle:\n\t\t\t_advance_to_step(TutorialStep.SWITCH_FIRE_MODE)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player switches fire mode.\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player completes reload.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player throws a grenade.\nfunc _on_player_grenade_thrown() -> void:\n\tif _current_step != TutorialStep.THROW_GRENADE:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_update_prompt_text()\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## Create the floating prompt label.\nfunc _create_floating_prompt() -> void:\n\t_prompt_label = Label.new()\n\t_prompt_label.name = \"TutorialPrompt\"\n\t_prompt_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t_prompt_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\t_prompt_label.add_theme_font_size_override(\"font_size\", 20)\n\t_prompt_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.3, 1.0))\n\n\t# Add shadow for better visibility\n\t_prompt_label.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_x\", 2)\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_y\", 2)\n\n\t# Set minimum size for consistent width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\n\t# Add to CanvasLayer so it's always visible on screen\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer:\n\t\tcanvas_layer.add_child(_prompt_label)\n\t\tprint(\"Tutorial: Floating prompt created and added to CanvasLayer\")\n\telse:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - prompts will not be displayed!\")\n\n\n## Update the prompt position to follow the player.\nfunc _update_prompt_position() -> void:\n\tif _prompt_label == null or _player == null:\n\t\treturn\n\n\tif _current_step == TutorialStep.COMPLETED:\n\t\t_prompt_label.visible = false\n\t\treturn\n\n\t_prompt_label.visible = true\n\n\t# Get the canvas transform to convert world position to screen position\n\t# This works correctly in both editor and exported builds\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Position above the player\n\t# Use custom_minimum_size to ensure we get consistent label width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\t_prompt_label.position = screen_pos + Vector2(-150, -80)\n\n\n## Update the prompt text based on current tutorial step.\nfunc _update_prompt_text() -> void:\n\tif _prompt_label == null:\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_prompt_label.text = \"[WASD] Подойди к мишеням\"\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific shooting instructions with pump-action gestures\n\t\t\t\t# LMB shoot → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n\t\t\t\t_prompt_label.text = \"[ЛКМ стрельба] [ПКМ↑ извлечь] [ПКМ↓ дослать]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[ЛКМ] Стреляй по мишеням\"\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_prompt_label.text = \"[B] Переключи режим стрельбы\"\n\t\tTutorialStep.RELOAD:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific reload instructions with shell loading gestures\n\t\t\t\t# RMB drag UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n\t\t\t\t_prompt_label.text = \"[ПКМ↑ открыть] [СКМ+ПКМ↓ x8] [ПКМ↓ закрыть]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[R] [F] [R] Перезарядись\"\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# 2-step grenade throwing:\n\t\t\t# Step 1: G + RMB drag right = start timer (pin pulled)\n\t\t\t# Step 2: G+RMB held → release G = ready to throw (only RMB held)\n\t\t\t# Step 3: RMB drag and release = throw\n\t\t\t_prompt_label.text = \"[G+ПКМ вправо] [G+ПКМ→отпусти G] [ПКМ бросок]\"\n\t\tTutorialStep.COMPLETED:\n\t\t\t_prompt_label.text = \"\"\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n\n\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 337, | |
| "oldLines": 6, | |
| "newStart": 337, | |
| "newLines": 7, | |
| "lines": [ | |
| " var shotgun = _player.get_node_or_null(\"Shotgun\")", | |
| " var mini_uzi = _player.get_node_or_null(\"MiniUzi\")", | |
| " var silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")", | |
| "+ var sniper_rifle = _player.get_node_or_null(\"SniperRifle\")", | |
| " var weapon = _player.get_node_or_null(\"AssaultRifle\")", | |
| " ", | |
| " if shotgun != null:" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:24:32.826Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01AhZnnZaawbV66MFaENQ8eH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01KvDbGMXYeAYyi5mp9sUtMo", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "offset": 365, | |
| "limit": 30 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 403, | |
| "cache_read_input_tokens": 99008, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 403 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "c33a4745-9b31-430e-9fe7-f526908f2804" | |
| } | |
| [2026-02-06T17:24:32.849Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01KvDbGMXYeAYyi5mp9sUtMo", | |
| "type": "tool_result", | |
| "content": " 365→\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n 366→\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n 367→\telif weapon != null:\n 368→\t\t# C# Player with assault rifle - connect to weapon signals\n 369→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 370→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 371→\t\t# Initial ammo display from weapon\n 372→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 373→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 374→\telse:\n 375→\t\t# GDScript Player - connect to player signals\n 376→\t\tif _player.has_signal(\"ammo_changed\"):\n 377→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 378→\t\t# Initial ammo display\n 379→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 380→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 381→\n 382→\n 383→## Called when weapon ammo changes (C# Player).\n 384→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 385→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 386→\n 387→\n 388→## Called when player ammo changes (GDScript Player).\n 389→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 390→\t_update_ammo_label(current, maximum)\n 391→\n 392→\n 393→## Update the ammo label with color coding (simple format for GDScript Player).\n 394→func _update_ammo_label(current: int, maximum: int) -> void:\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a3cfe3b9-8dd7-4aba-82ca-ec3093f79f79", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "content": "\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\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\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\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\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:", | |
| "numLines": 30, | |
| "startLine": 365, | |
| "totalLines": 665 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:39.348Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01YXoCQeFDiAUbNSTsavEopb", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01WULWQjDdHoHaTa9nWM6TAT", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "old_string": "\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\telse:", | |
| "new_string": "\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\telse:" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 757, | |
| "cache_read_input_tokens": 99411, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 757 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d07c32b4-1c46-4f66-939a-843203b08866" | |
| } | |
| [2026-02-06T17:24:39.353Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01WULWQjDdHoHaTa9nWM6TAT", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "981ef030-d485-4c1b-a402-a6e7aab212f2", | |
| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/tutorial_level.gd", | |
| "oldString": "\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\telse:", | |
| "newString": "\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\telse:", | |
| "originalFile": "extends Node2D\n## Tutorial level script for teaching player basic controls.\n##\n## This script handles the tutorial flow:\n## 1. Player approaches the targets (WASD movement)\n## 2. Player shoots at targets (LMB)\n## - For shotgun: LMB shoot → RMB UP (eject shell) → RMB DOWN (chamber)\n## 3. Player switches fire mode (B key) - only if player has assault rifle\n## 4. Player reloads using R -> F -> R sequence\n## - For shotgun: RMB UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n## 5. Player throws a grenade (G + RMB drag right, then G+RMB held → release G, then RMB drag and release)\n## 6. Shows completion message with Q restart hint\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tMOVE_TO_TARGETS,\n\tSHOOT_TARGETS,\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.MOVE_TO_TARGETS\n\n## Whether each target has been hit.\nvar _targets_hit: int = 0\n\n## Total number of targets in the level.\nvar _total_targets: int = 0\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Floating prompt label that follows the player.\nvar _prompt_label: Label = null\n\n## Distance threshold for being \"near\" targets (in pixels).\nconst TARGET_PROXIMITY_THRESHOLD: float = 300.0\n\n## Position of the target zone center (average of target positions).\nvar _target_zone_center: Vector2 = Vector2.ZERO\n\n## Whether player has reached the target zone.\nvar _reached_target_zone: bool = false\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets\n\t_setup_targets()\n\n\t# Create floating prompt\n\t_create_floating_prompt()\n\n\t# Update prompt for initial step\n\t_update_prompt_text()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default AssaultRifle and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"m16\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: 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 AssaultRifle\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle:\n\t\t\tassault_rifle.queue_free()\n\t\t\tprint(\"Tutorial: Removed default AssaultRifle\")\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(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# For M16 (assault rifle), it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar assault_rifle = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif assault_rifle and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(assault_rifle)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = assault_rifle\n\n\nfunc _process(_delta: float) -> void:\n\t# Update floating prompt position to follow player\n\t_update_prompt_position()\n\n\t# Check tutorial progression\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_check_player_near_targets()\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\t# Shooting is tracked via target hit signals\n\t\t\tpass\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t# Fire mode switching is tracked via weapon signal\n\t\t\tpass\n\t\tTutorialStep.RELOAD:\n\t\t\t# Reloading is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Grenade throwing is tracked via player signal\n\t\t\tpass\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Tutorial is complete\n\t\t\tpass\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\n\tif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\telse:\n\t\t# GDScript player\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_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\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\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\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\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## 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 shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Setup targets and connect to their hit signals.\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tpush_error(\"Tutorial: Targets node not found!\")\n\t\treturn\n\n\tvar target_positions: Array[Vector2] = []\n\n\tfor target in targets_node.get_children():\n\t\t_total_targets += 1\n\t\ttarget_positions.append(target.global_position)\n\n\t\t# Connect to target_hit signal for tracking (GDScript target)\n\t\tif target.has_signal(\"target_hit\"):\n\t\t\ttarget.target_hit.connect(_on_target_hit)\n\t\t# Connect to Hit signal for C# targets\n\t\telif target.has_signal(\"Hit\"):\n\t\t\ttarget.Hit.connect(_on_target_hit)\n\n\t# Calculate target zone center\n\tif target_positions.size() > 0:\n\t\tvar sum := Vector2.ZERO\n\t\tfor pos in target_positions:\n\t\t\tsum += pos\n\t\t_target_zone_center = sum / target_positions.size()\n\n\tprint(\"Tutorial: Found %d targets\" % _total_targets)\n\n\n## Check if player is near the targets.\nfunc _check_player_near_targets() -> void:\n\tif _player == null or _reached_target_zone:\n\t\treturn\n\n\tvar distance := _player.global_position.distance_to(_target_zone_center)\n\tif distance < TARGET_PROXIMITY_THRESHOLD:\n\t\t_reached_target_zone = true\n\t\t_advance_to_step(TutorialStep.SHOOT_TARGETS)\n\t\tprint(\"Tutorial: Player reached target zone\")\n\n\n## Called when a target is hit by the player's bullet.\nfunc _on_target_hit() -> void:\n\tif _current_step != TutorialStep.SHOOT_TARGETS:\n\t\treturn\n\n\t_targets_hit += 1\n\tprint(\"Tutorial: Target hit (%d/%d)\" % [_targets_hit, _total_targets])\n\n\tif _targets_hit >= _total_targets:\n\t\t# If player has assault rifle, go to fire mode switch step\n\t\t# Otherwise, skip directly to reload\n\t\tif _has_assault_rifle:\n\t\t\t_advance_to_step(TutorialStep.SWITCH_FIRE_MODE)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player switches fire mode.\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when player completes reload.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player throws a grenade.\nfunc _on_player_grenade_thrown() -> void:\n\tif _current_step != TutorialStep.THROW_GRENADE:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_update_prompt_text()\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## Create the floating prompt label.\nfunc _create_floating_prompt() -> void:\n\t_prompt_label = Label.new()\n\t_prompt_label.name = \"TutorialPrompt\"\n\t_prompt_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\t_prompt_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\t_prompt_label.add_theme_font_size_override(\"font_size\", 20)\n\t_prompt_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.3, 1.0))\n\n\t# Add shadow for better visibility\n\t_prompt_label.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_x\", 2)\n\t_prompt_label.add_theme_constant_override(\"shadow_offset_y\", 2)\n\n\t# Set minimum size for consistent width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\n\t# Add to CanvasLayer so it's always visible on screen\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer:\n\t\tcanvas_layer.add_child(_prompt_label)\n\t\tprint(\"Tutorial: Floating prompt created and added to CanvasLayer\")\n\telse:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - prompts will not be displayed!\")\n\n\n## Update the prompt position to follow the player.\nfunc _update_prompt_position() -> void:\n\tif _prompt_label == null or _player == null:\n\t\treturn\n\n\tif _current_step == TutorialStep.COMPLETED:\n\t\t_prompt_label.visible = false\n\t\treturn\n\n\t_prompt_label.visible = true\n\n\t# Get the canvas transform to convert world position to screen position\n\t# This works correctly in both editor and exported builds\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Position above the player\n\t# Use custom_minimum_size to ensure we get consistent label width\n\t_prompt_label.custom_minimum_size = Vector2(300, 30)\n\t_prompt_label.position = screen_pos + Vector2(-150, -80)\n\n\n## Update the prompt text based on current tutorial step.\nfunc _update_prompt_text() -> void:\n\tif _prompt_label == null:\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.MOVE_TO_TARGETS:\n\t\t\t_prompt_label.text = \"[WASD] Подойди к мишеням\"\n\t\tTutorialStep.SHOOT_TARGETS:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific shooting instructions with pump-action gestures\n\t\t\t\t# LMB shoot → RMB drag UP (eject shell) → RMB drag DOWN (chamber)\n\t\t\t\t_prompt_label.text = \"[ЛКМ стрельба] [ПКМ↑ извлечь] [ПКМ↓ дослать]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[ЛКМ] Стреляй по мишеням\"\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_prompt_label.text = \"[B] Переключи режим стрельбы\"\n\t\tTutorialStep.RELOAD:\n\t\t\tif _has_shotgun:\n\t\t\t\t# Shotgun-specific reload instructions with shell loading gestures\n\t\t\t\t# RMB drag UP (open bolt) → [MMB hold + RMB DOWN]×N (load shells) → RMB DOWN (close bolt)\n\t\t\t\t_prompt_label.text = \"[ПКМ↑ открыть] [СКМ+ПКМ↓ x8] [ПКМ↓ закрыть]\"\n\t\t\telse:\n\t\t\t\t_prompt_label.text = \"[R] [F] [R] Перезарядись\"\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# 2-step grenade throwing:\n\t\t\t# Step 1: G + RMB drag right = start timer (pin pulled)\n\t\t\t# Step 2: G+RMB held → release G = ready to throw (only RMB held)\n\t\t\t# Step 3: RMB drag and release = throw\n\t\t\t_prompt_label.text = \"[G+ПКМ вправо] [G+ПКМ→отпусти G] [ПКМ бросок]\"\n\t\tTutorialStep.COMPLETED:\n\t\t\t_prompt_label.text = \"\"\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n\n\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 364, | |
| "oldLines": 6, | |
| "newStart": 364, | |
| "newLines": 13, | |
| "lines": [ | |
| " # Initial ammo display from Silenced Pistol", | |
| " if silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:", | |
| " _update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)", | |
| "+ elif sniper_rifle != null:", | |
| "+ # C# Player with Sniper Rifle - connect to weapon signals", | |
| "+ if sniper_rifle.has_signal(\"AmmoChanged\"):", | |
| "+ sniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)", | |
| "+ # Initial ammo display from Sniper Rifle", | |
| "+ if sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:", | |
| "+ _update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)", | |
| " elif weapon != null:", | |
| " # C# Player with assault rifle - connect to weapon signals", | |
| " if weapon.has_signal(\"AmmoChanged\"):" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-02-06T17:24:43.048Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014dZJekXRNa9c7yYETTFwwS", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me also check the other weapon detection chains in building_level and castle_level that I spotted in the grep results (for magazine display and shell count):" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 552, | |
| "cache_read_input_tokens": 100168, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 552 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a1c4702a-1764-41b7-94ee-81e7b73101e5" | |
| } | |
| [2026-02-06T17:24:43.801Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014dZJekXRNa9c7yYETTFwwS", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01EiBywqXKatQXo5eZVuAkVE", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "offset": 655, | |
| "limit": 20 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 552, | |
| "cache_read_input_tokens": 100168, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 552 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f349d68f-3a9f-4b39-abc7-042408e3d24a" | |
| } | |
| [2026-02-06T17:24:43.808Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01EiBywqXKatQXo5eZVuAkVE", | |
| "type": "tool_result", | |
| "content": " 655→\tif _magazines_label == null:\n 656→\t\treturn\n 657→\n 658→\t# Check if player has a weapon with tube magazine (shotgun)\n 659→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 660→\tvar weapon = null\n 661→\tif _player:\n 662→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 663→\t\tif weapon == null:\n 664→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 665→\n 666→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 667→\t\t# Shotgun equipped - hide magazine display\n 668→\t\t_magazines_label.visible = false\n 669→\t\treturn\n 670→\telse:\n 671→\t\t_magazines_label.visible = true\n 672→\n 673→\tif magazine_ammo_counts.is_empty():\n 674→\t\t_magazines_label.text = \"MAGS: -\"\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": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d59203db-c9e9-4ed2-80a1-7b504040459d", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/building_level.gd", | |
| "content": "\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\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: -\"", | |
| "numLines": 20, | |
| "startLine": 655, | |
| "totalLines": 1042 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:44.493Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_014dZJekXRNa9c7yYETTFwwS", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JNi32FGffAdLHhDrp1cp8q", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "offset": 643, | |
| "limit": 20 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 552, | |
| "cache_read_input_tokens": 100168, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 552 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "0030ebe5-a7e7-4b56-8faf-fd991a674445" | |
| } | |
| [2026-02-06T17:24:44.539Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JNi32FGffAdLHhDrp1cp8q", | |
| "type": "tool_result", | |
| "content": " 643→## Update the magazines label.\n 644→func _update_magazines_label(magazine_ammo_counts: Array) -> void:\n 645→\tif _magazines_label == null:\n 646→\t\treturn\n 647→\n 648→\tvar weapon = null\n 649→\tif _player:\n 650→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 651→\t\tif weapon == null:\n 652→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 653→\n 654→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 655→\t\t_magazines_label.visible = false\n 656→\t\treturn\n 657→\telse:\n 658→\t\t_magazines_label.visible = true\n 659→\n 660→\tif magazine_ammo_counts.is_empty():\n 661→\t\t_magazines_label.text = \"MAGS: -\"\n 662→\t\treturn\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "b16cafaa-f159-4ab8-a258-22721c1f0ae1", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/castle_level.gd", | |
| "content": "## Update the magazines label.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\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\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\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", | |
| "numLines": 20, | |
| "startLine": 643, | |
| "totalLines": 977 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:48.873Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01V2BQSU3y9nVmxp2RA761cx", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "These `_update_magazines_label` functions check for Shotgun or AssaultRifle to determine `UsesTubeMagazine`. Since SniperRifle doesn't use a tube magazine, if the weapon is null it'll fall through to the `else` branch showing the MAGS label, which is correct. However, it's better to be explicit. Let me also update the test_tier.gd `_update_magazines_label` which had the same pattern:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 963, | |
| "cache_read_input_tokens": 100720, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 963 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "342ed826-220b-4df9-ad8c-02334a714978" | |
| } | |
| [2026-02-06T17:24:49.628Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01V2BQSU3y9nVmxp2RA761cx", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JtWaiJK1xiHJAjcMMxeb1N", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd", | |
| "offset": 569, | |
| "limit": 15 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 963, | |
| "cache_read_input_tokens": 100720, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 963 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3eff9e68-9597-4196-9eb9-de03a98de842" | |
| } | |
| [2026-02-06T17:24:49.654Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JtWaiJK1xiHJAjcMMxeb1N", | |
| "type": "tool_result", | |
| "content": " 569→\tif _magazines_label == null:\n 570→\t\treturn\n 571→\n 572→\t# Check if player has a weapon with tube magazine (shotgun)\n 573→\t# If so, hide the magazine label as shotguns don't use detachable magazines\n 574→\tvar weapon = null\n 575→\tif _player:\n 576→\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n 577→\t\tif weapon == null:\n 578→\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n 579→\n 580→\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n 581→\t\t# Shotgun equipped - hide magazine display\n 582→\t\t_magazines_label.visible = false\n 583→\t\treturn\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f63be5a9-f902-4bc2-92a1-8059997408bf", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770398485138/scripts/levels/test_tier.gd", | |
| "content": "\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\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", | |
| "numLines": 15, | |
| "startLine": 569, | |
| "totalLines": 827 | |
| } | |
| } | |
| } | |
| [2026-02-06T17:24:53.995Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01FKH95pjVHmuY9bR4Z38gec", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "These magazine detection chains only look for Shotgun and AssaultRifle. When SniperRifle is equipped, `weapon` will be null, and the code will show the MAGS label visible (the else branch). This is actually correct behavior for the sniper rifle. The purpose of this check is only to detect tube magazine weapons (like the shotgun). So no fix needed there.\n\nNow let me update the todo list and work on the sprite." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 511, | |
| "cache_read_input_tokens": 101683, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 511 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "f56893bb-4972-4502-8c7a-54889d50e577" | |
| } | |
| [2026-02-06T17:24:57.157Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01FKH95pjVHmuY9bR4Z38gec", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01L8wVhNLsM8UAY1tG6Kag53", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "completed", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug in GameManager WEAPON_SCENES", | |
| "status": "completed", | |
| "activeForm": "Fixing weapon selection bug in GameManager" | |
| }, | |
| { | |
| "content": "Add sniper weapon support to building_level.gd, castle_level.gd, tutorial_level.gd", | |
| "status": "completed", | |
| "activeForm": "Adding sniper support to other levels" | |
| }, | |
| { | |
| "content": "Fix SniperRifle detection in all level weapon signal connections", | |
| "status": "completed", | |
| "activeForm": "Fixing SniperRifle signal connections" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "in_progress", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 511, | |
| "cache_read_input_tokens": 101683, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 511 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "53d821a9-16ba-412e-8146-b9322cc2c0ea" | |
| } | |
| [2026-02-06T17:24:57.158Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01L8wVhNLsM8UAY1tG6Kag53", | |
| "type": "tool_result", | |
| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "2b4c77dc-b6ba-411f-99f2-7b60acbf3316", | |
| "tool_use_result": { | |
| "oldTodos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "completed", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug in GameManager WEAPON_SCENES", | |
| "status": "in_progress", | |
| "activeForm": "Fixing weapon selection bug in GameManager" | |
| }, | |
| { | |
| "content": "Add sniper weapon support to building_level.gd, castle_level.gd, tutorial_level.gd", | |
| "status": "pending", | |
| "activeForm": "Adding sniper support to other levels" | |
| }, | |
| { | |
| "content": "Fix SniperRifle detection in test_tier weapon signal connections", | |
| "status": "pending", | |
| "activeForm": "Fixing SniperRifle signal connections" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "pending", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ], | |
| "newTodos": [ | |
| { | |
| "content": "Download and analyze game log and reference images from PR feedback", | |
| "status": "completed", | |
| "activeForm": "Downloading and analyzing game log and reference images" | |
| }, | |
| { | |
| "content": "Investigate root cause: weapon cannot be selected in armory", | |
| "status": "completed", | |
| "activeForm": "Investigating weapon selection bug" | |
| }, | |
| { | |
| "content": "Fix weapon selection bug in GameManager WEAPON_SCENES", | |
| "status": "completed", | |
| "activeForm": "Fixing weapon selection bug in GameManager" | |
| }, | |
| { | |
| "content": "Add sniper weapon support to building_level.gd, castle_level.gd, tutorial_level.gd", | |
| "status": "completed", | |
| "activeForm": "Adding sniper support to other levels" | |
| }, | |
| { | |
| "content": "Fix SniperRifle detection in all level weapon signal connections", | |
| "status": "completed", | |
| "activeForm": "Fixing SniperRifle signal connections" | |
| }, | |
| { | |
| "content": "Improve ASVK weapon sprite to match reference", | |
| "status": "in_progress", | |
| "activeForm": "Improving ASVK weapon sprite" | |
| }, | |
| { | |
| "content": "Create case study documentation in docs/case-studies/issue-520", | |
| "status": "pending", | |
| "activeForm": "Creating case study documentation" | |
| }, | |
| { | |
| "content": "Commit, push, and update PR", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| [2026-02-06T17:24:59.946Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_019dRA6sVQZFB6EuNpnK9JC3", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me look at the current ASVK sprite and the reference image to understand what changes are needed." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 505, | |
| "cache_read_input_tokens": 102194, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 505 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "4fc9ad95-6f18-4f5f-8153-7ac156248246" | |
| } | |
| [2026-02-06T17:25:00.908Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_019dRA6sVQZFB6EuNpnK9JC3", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01FeGvGKYrdnSgxXPASaPkeD", | |
| "name": "Bash", | |
| "input": { | |
| "command": "file /tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png", | |
| "description": "Check ASVK sprite file info" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 505, | |
| "cache_read_input_tokens": 102194, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 505 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "342b366f-5841-42c2-9ad5-2d02acf7db5f" | |
| } | |
| [2026-02-06T17:25:01.962Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01FeGvGKYrdnSgxXPASaPkeD", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png: PNG image data, 80 x 16, 8-bit/color RGBA, non-interlaced", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "8a793eb6-3f35-4374-9030-cefa79389968", | |
| "tool_use_result": { | |
| "stdout": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png: PNG image data, 80 x 16, 8-bit/color RGBA, non-interlaced", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:25:02.245Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_019dRA6sVQZFB6EuNpnK9JC3", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_0122rSM5oLezTv6Fr9g9Cj2m", | |
| "name": "Bash", | |
| "input": { | |
| "command": "python3 -c \"\nfrom PIL import Image\nimg = Image.open('/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png')\nprint(f'Size: {img.size}')\nprint(f'Mode: {img.mode}')\n\" 2>&1 || echo \"PIL not available\"", | |
| "description": "Get ASVK sprite dimensions" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 505, | |
| "cache_read_input_tokens": 102194, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 505 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "a3bf15e3-c78d-47e6-9d18-db18d6013a95" | |
| } | |
| [2026-02-06T17:25:03.647Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_0122rSM5oLezTv6Fr9g9Cj2m", | |
| "type": "tool_result", | |
| "content": "Size: (80, 16)\nMode: RGBA", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "4fd74eb9-4e67-4d60-8ca1-d2f98417ffb0", | |
| "tool_use_result": { | |
| "stdout": "Size: (80, 16)\nMode: RGBA", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:25:06.589Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01N64U8KaWZ643Gm4HQtAciK", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01UXvAVZQzSBYq6sYakD7RAw", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 401, | |
| "cache_read_input_tokens": 102699, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 401 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "d458b273-a38d-4f5a-83c6-58ba7132e7a2" | |
| } | |
| [2026-02-06T17:25:06.612Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01UXvAVZQzSBYq6sYakD7RAw", | |
| "type": "tool_result", | |
| "content": [ | |
| { | |
| "type": "image", | |
| "source": { | |
| "type": "base64", | |
| "data": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAQCAYAAACBSfjBAAAA0klEQVR4nO2XPQ7DIAyFnYqJpQuH6CGYmTlEj9VDMDNziByCJQtrOkUKViSU2gGl8rdZifAP1ssLgCAIN2biPtA5t3KdFWNkr4+b6e1epIbnYqpYa00qaE8pBQAAUkrDBtlaCNWrEAree7atPst2iRs55ypWealfME/aBuGEHHBu9Vla/Tw61fG3yACJyACJKKrm9QDrEI5HamT3r3Cr2SPRDiFUNgZbC/ycE5zLmNq2qU+cL0lurf3Jeoz0fEe0zLxoIJHut91y9nf4fdsjG0jkCxMDPNfVs86GAAAAAElFTkSuQmCC", | |
| "media_type": "image/png" | |
| } | |
| } | |
| ] | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "de98f458-9897-4fb6-a209-975affb80313", | |
| "tool_use_result": { | |
| "type": "image", | |
| "file": { | |
| "base64": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAQCAYAAACBSfjBAAAA0klEQVR4nO2XPQ7DIAyFnYqJpQuH6CGYmTlEj9VDMDNziByCJQtrOkUKViSU2gGl8rdZifAP1ssLgCAIN2biPtA5t3KdFWNkr4+b6e1epIbnYqpYa00qaE8pBQAAUkrDBtlaCNWrEAree7atPst2iRs55ypWealfME/aBuGEHHBu9Vla/Tw61fG3yACJyACJKKrm9QDrEI5HamT3r3Cr2SPRDiFUNgZbC/ycE5zLmNq2qU+cL0lurf3Jeoz0fEe0zLxoIJHut91y9nf4fdsjG0jkCxMDPNfVs86GAAAAAElFTkSuQmCC", | |
| "type": "image/png", | |
| "originalSize": 267, | |
| "dimensions": { | |
| "originalWidth": 80, | |
| "originalHeight": 16, | |
| "displayWidth": 80, | |
| "displayHeight": 16 | |
| } | |
| } | |
| } | |
| } | |
| [2026-02-06T17:25:09.740Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01EBXdstaEeagEPj4Wus4MGY", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me also see the other weapon sprites for comparison:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 110, | |
| "cache_read_input_tokens": 103100, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 110 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "5af6d9f9-4f1e-4a5e-af7f-5c554d48ab07" | |
| } | |
| [2026-02-06T17:25:10.132Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01EBXdstaEeagEPj4Wus4MGY", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_015H67EpGbUUbjHAFRmK2SHk", | |
| "name": "Glob", | |
| "input": { | |
| "pattern": "assets/sprites/weapons/*.png" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 110, | |
| "cache_read_input_tokens": 103100, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 110 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "398b9cff-81b8-45ae-8080-ffa2460bef43" | |
| } | |
| [2026-02-06T17:25:10.198Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_015H67EpGbUUbjHAFRmK2SHk", | |
| "type": "tool_result", | |
| "content": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/flashbang.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/defensive_grenade.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_pump.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_rifle_topdown.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_rifle.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/frag_grenade.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/mini_uzi_icon.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_basic.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_icon.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_topdown.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_topdown_medium.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/silenced_pistol_topdown.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_simple.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/mini_uzi_topdown.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_topdown_small.png\n/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "7cd4ce52-9f6a-4d21-b386-5278ba9da72c", | |
| "tool_use_result": { | |
| "filenames": [ | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/flashbang.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/defensive_grenade.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_pump.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_rifle_topdown.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_rifle.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/frag_grenade.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/mini_uzi_icon.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_basic.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_icon.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_topdown.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_topdown_medium.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/silenced_pistol_topdown.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_simple.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/mini_uzi_topdown.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_topdown_small.png", | |
| "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/asvk_topdown.png" | |
| ], | |
| "durationMs": 20, | |
| "numFiles": 17, | |
| "truncated": false | |
| } | |
| } | |
| [2026-02-06T17:25:13.439Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01JyRWrHAjFK5x2AWqF2C35r", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01MzrQiHe5r84CguJ7GrNfXr", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/m16_rifle.png" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 575, | |
| "cache_read_input_tokens": 103210, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 575 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "3e18e553-477e-4baa-97e2-358ec709077e" | |
| } | |
| [2026-02-06T17:25:13.444Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01MzrQiHe5r84CguJ7GrNfXr", | |
| "type": "tool_result", | |
| "content": [ | |
| { | |
| "type": "image", | |
| "source": { | |
| "type": "base64", | |
| "data": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAYCAYAAABtGnqsAAABYElEQVR4nO2YMRaDIAyG0z53F5YuOYT3PwOHyNKFhRPYKX08CogQNPb5TdVXg8Sf/IEHCGHMa5WKxTj3fkjHlGaSDDbPs1gs771YrJE0J3CE4rbG0KjILgUiYlIpUupBxO9vIhKJuUVKGKUPJ7qEmXDiOUpJliwFLYTjb4nhOfpl/p0uBRIRLMvS9KwxZvf/rbUrgK5aOPWYASKCc07yfbKENfAIA8sRjz0B1NWsmKOKeggi7lZuD9ZaACh/sCEmMhJWvPf+p9hLXhNR0sxiU7lNpJM7gZ1cbgkfSc2G4FIJjI0rnqD0NRO2TUkX1kCNqyMiENGpfWA8tpoEApS3cFpPZyaAsT1dKnZL36mV5qWwZzdQe6pSq0BVW7nWB2snkUs0J5VrWs0H0ZQ4ZlgfWJOQsw1BgruR7mSYC+eWZcpAzjxd6WWoAnl5poyD7xnzWq+8jA/rA1NJjBOntdcr8QHZ07twGxyvaQAAAABJRU5ErkJggg==", | |
| "media_type": "image/png" | |
| } | |
| } | |
| ] | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "90462412-f9ad-4ab4-b51e-883c429e5696", | |
| "tool_use_result": { | |
| "type": "image", | |
| "file": { | |
| "base64": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAYCAYAAABtGnqsAAABYElEQVR4nO2YMRaDIAyG0z53F5YuOYT3PwOHyNKFhRPYKX08CogQNPb5TdVXg8Sf/IEHCGHMa5WKxTj3fkjHlGaSDDbPs1gs771YrJE0J3CE4rbG0KjILgUiYlIpUupBxO9vIhKJuUVKGKUPJ7qEmXDiOUpJliwFLYTjb4nhOfpl/p0uBRIRLMvS9KwxZvf/rbUrgK5aOPWYASKCc07yfbKENfAIA8sRjz0B1NWsmKOKeggi7lZuD9ZaACh/sCEmMhJWvPf+p9hLXhNR0sxiU7lNpJM7gZ1cbgkfSc2G4FIJjI0rnqD0NRO2TUkX1kCNqyMiENGpfWA8tpoEApS3cFpPZyaAsT1dKnZL36mV5qWwZzdQe6pSq0BVW7nWB2snkUs0J5VrWs0H0ZQ4ZlgfWJOQsw1BgruR7mSYC+eWZcpAzjxd6WWoAnl5poyD7xnzWq+8jA/rA1NJjBOntdcr8QHZ07twGxyvaQAAAABJRU5ErkJggg==", | |
| "type": "image/png", | |
| "originalSize": 409, | |
| "dimensions": { | |
| "originalWidth": 80, | |
| "originalHeight": 24, | |
| "displayWidth": 80, | |
| "displayHeight": 24 | |
| } | |
| } | |
| } | |
| } | |
| [2026-02-06T17:25:13.870Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01JyRWrHAjFK5x2AWqF2C35r", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_015NwnJK9WunmYAui6RnEYV3", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770398485138/assets/sprites/weapons/shotgun_icon.png" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 575, | |
| "cache_read_input_tokens": 103210, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 575 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "00682208-2e81-4f1d-9fe8-66a842ba7f6d" | |
| } | |
| [2026-02-06T17:25:13.883Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_015NwnJK9WunmYAui6RnEYV3", | |
| "type": "tool_result", | |
| "content": [ | |
| { | |
| "type": "image", | |
| "source": { | |
| "type": "base64", | |
| "data": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAYCAYAAABtGnqsAAABMUlEQVR4nO2YLRODMAyGw44aTA1mZiamev//D8xUY2JmMDM1mInOjB2wwViblo/1cRx3b9OXNEkBSCQSiUTCkYxTDFFZTj2iijU+X9r9dePKfcW6SCld5TbLTwYiKns+3p9P9947XQsoy5Irrtd6vhohsxhR2a8GTpkWmlNh/EWYywpA/8PmfYM+Ede0LqUsvDWMCFdWjDFwCKb+Jzg3kRjcTOOtYRqGMjBBTlRlRMNatw6uzbq6+rAhISr71qFcjdS12P0Yo/Xlza/RFv+rkboWjmGNs7ZB+hNfA5xrpK5Fb8OIyo6NIe3RHDMIUdktmAcwo4l0ayTHgtdGAlGVcV/7lmJ2F95KRsQm2BhDVGUwcYwB+H8+LMFic+BeMjrqTaStfzHXDE3wDFzbMJxI7IsHzLV0Ltwp+1YAAAAASUVORK5CYII=", | |
| "media_type": "image/png" | |
| } | |
| } | |
| ] | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "fec182b8-5e47-42c7-9dc7-bf4838e54ae2", | |
| "tool_use_result": { | |
| "type": "image", | |
| "file": { | |
| "base64": "iVBORw0KGgoAAAANSUhEUgAAAFAAAAAYCAYAAABtGnqsAAABMUlEQVR4nO2YLRODMAyGw44aTA1mZiamev//D8xUY2JmMDM1mInOjB2wwViblo/1cRx3b9OXNEkBSCQSiUTCkYxTDFFZTj2iijU+X9r9dePKfcW6SCld5TbLTwYiKns+3p9P9947XQsoy5Irrtd6vhohsxhR2a8GTpkWmlNh/EWYywpA/8PmfYM+Ede0LqUsvDWMCFdWjDFwCKb+Jzg3kRjcTOOtYRqGMjBBTlRlRMNatw6uzbq6+rAhISr71qFcjdS12P0Yo/Xlza/RFv+rkboWjmGNs7ZB+hNfA5xrpK5Fb8OIyo6NIe3RHDMIUdktmAcwo4l0ayTHgtdGAlGVcV/7lmJ2F95KRsQm2BhDVGUwcYwB+H8+LMFic+BeMjrqTaStfzHXDE3wDFzbMJxI7IsHzLV0Ltwp+1YAAAAASUVORK5CYII=", | |
| "type": "image/png", | |
| "originalSize": 362, | |
| "dimensions": { | |
| "originalWidth": 80, | |
| "originalHeight": 24, | |
| "displayWidth": 80, | |
| "displayHeight": 24 | |
| } | |
| } | |
| } | |
| } | |
| [2026-02-06T17:25:17.231Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01CtpYAvZUWCNcVWhsH4ecPu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me now look at the reference image the user shared. The ASVK has a distinctive look with a bipod, large muzzle brake, and long barrel. Let me download and examine the reference image." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 218, | |
| "cache_read_input_tokens": 103785, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 218 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "9c942c79-4f4c-418a-99fe-c7eaefb3df6d" | |
| } | |
| [2026-02-06T17:25:20.995Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01CtpYAvZUWCNcVWhsH4ecPu", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01C7Bh17KcPuWQmtthFHjVjU", | |
| "name": "Bash", | |
| "input": { | |
| "command": "curl -L \"https://github.com/user-attachments/assets/84ee662d-5a45-462e-9e99-5f4509d5ae61\" -o /tmp/claude-1000/-tmp-gh-issue-solver-1770398485138/2a53b605-80a3-42d5-b8c0-a5b9f4226220/scratchpad/asvk_reference.png 2>&1", | |
| "description": "Download ASVK reference image" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 218, | |
| "cache_read_input_tokens": 103785, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 218 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "cd9a2b14-0d44-4356-be9e-24f0e4407d8a" | |
| } | |
| [2026-02-06T17:25:22.600Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01C7Bh17KcPuWQmtthFHjVjU", | |
| "type": "tool_result", | |
| "content": " % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\n\r 0 0 0 0 0 0 0 0 0\r100 54984 100 54984 0 0 93623 0 0\r100 54984 100 54984 0 0 93594 0 0\r100 54984 100 54984 0 0 93571 0 0", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "aff2d770-3894-4159-9853-da159d2ca24c", | |
| "tool_use_result": { | |
| "stdout": " % Total % Received % Xferd Average Speed Time Time Time Current\n Dload Upload Total Spent Left Speed\n\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\r 0 0 0 0 0 0 0 0 0\n\r 0 0 0 0 0 0 0 0 0\r100 54984 100 54984 0 0 93623 0 0\r100 54984 100 54984 0 0 93594 0 0\r100 54984 100 54984 0 0 93571 0 0", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:25:27.186Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_011bWMf615Hv5Anuk4kbCWGL", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01B5skBqjUCPjV3KmHwcAoFh", | |
| "name": "Bash", | |
| "input": { | |
| "command": "file /tmp/claude-1000/-tmp-gh-issue-solver-1770398485138/2a53b605-80a3-42d5-b8c0-a5b9f4226220/scratchpad/asvk_reference.png", | |
| "description": "Verify reference image is valid" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 696, | |
| "cache_read_input_tokens": 104003, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 696 | |
| }, | |
| "output_tokens": 25, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "e6e78a20-f94e-4884-85d1-ce454e348e9f" | |
| } | |
| [2026-02-06T17:25:27.277Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01B5skBqjUCPjV3KmHwcAoFh", | |
| "type": "tool_result", | |
| "content": "/tmp/claude-1000/-tmp-gh-issue-solver-1770398485138/2a53b605-80a3-42d5-b8c0-a5b9f4226220/scratchpad/asvk_reference.png: PNG image data, 400 x 151, 8-bit/color RGBA, non-interlaced", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "5dcbdc8d-320b-48dd-ba05-692b6ff0ad50", | |
| "tool_use_result": { | |
| "stdout": "/tmp/claude-1000/-tmp-gh-issue-solver-1770398485138/2a53b605-80a3-42d5-b8c0-a5b9f4226220/scratchpad/asvk_reference.png: PNG image data, 400 x 151, 8-bit/color RGBA, non-interlaced", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-02-06T17:25:30.648Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_017tM8vJqRi8DpZM1vNAByDd", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01R8JS3zspChr5Zdmx92nkkH", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/claude-1000/-tmp-gh-issue-solver-1770398485138/2a53b605-80a3-42d5-b8c0-a5b9f4226220/scratchpad/asvk_reference.png" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 233, | |
| "cache_read_input_tokens": 104699, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 233 | |
| }, | |
| "output_tokens": 24, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "4cc6f0a2-c289-4e2a-b942-b2363538431d" | |
| } | |
| [2026-02-06T17:25:30.689Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01R8JS3zspChr5Zdmx92nkkH", | |
| "type": "tool_result", | |
| "content": [ | |
| { | |
| "type": "image", | |
| "source": { | |
| "type": "base64", | |
| "data": "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", | |
| "media_type": "image/png" | |
| } | |
| } | |
| ] | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "2a53b605-80a3-42d5-b8c0-a5b9f4226220", | |
| "uuid": "bcb166f4-61d1-4652-8ecb-643b4f33faa8", | |
| "tool_use_result": { | |
| "type": "image", | |
| "file": { |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment