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January 24, 2026 03:21
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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296
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| # Solve.mjs Log - 2026-01-24T03:10:09.424Z | |
| [2026-01-24T03:10:09.425Z] [INFO] 📁 Log file: /home/hive/solve-2026-01-24T03-10-09-423Z.log | |
| [2026-01-24T03:10:09.426Z] [INFO] (All output will be logged here) | |
| [2026-01-24T03:10:10.491Z] [INFO] | |
| [2026-01-24T03:10:10.492Z] [INFO] 🚀 solve v1.9.0 | |
| [2026-01-24T03:10:10.492Z] [INFO] 🔧 Raw command executed: | |
| [2026-01-24T03:10:10.492Z] [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/296 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-01-24T03:10:10.493Z] [INFO] | |
| [2026-01-24T03:10:10.509Z] [INFO] | |
| [2026-01-24T03:10:10.510Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-01-24T03:10:10.511Z] [INFO] | |
| [2026-01-24T03:10:10.511Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-01-24T03:10:10.511Z] [INFO] The log may contain sensitive information such as: | |
| [2026-01-24T03:10:10.511Z] [INFO] • API keys, tokens, or secrets | |
| [2026-01-24T03:10:10.512Z] [INFO] • File paths and directory structures | |
| [2026-01-24T03:10:10.512Z] [INFO] • Command outputs and error messages | |
| [2026-01-24T03:10:10.512Z] [INFO] • Internal system information | |
| [2026-01-24T03:10:10.512Z] [INFO] | |
| [2026-01-24T03:10:10.513Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-01-24T03:10:10.513Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-01-24T03:10:10.513Z] [INFO] | |
| [2026-01-24T03:10:10.513Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-01-24T03:10:10.514Z] [INFO] | |
| [2026-01-24T03:10:15.521Z] [INFO] | |
| [2026-01-24T03:10:15.547Z] [INFO] 💾 Disk space check: 33796MB available (2048MB required) ✅ | |
| [2026-01-24T03:10:15.549Z] [INFO] 🧠 Memory check: 10650MB available, swap: 4095MB (810MB used), total: 13935MB (256MB required) ✅ | |
| [2026-01-24T03:10:15.567Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-24T03:10:15.568Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-24T03:10:15.568Z] [INFO] 📋 URL validation: | |
| [2026-01-24T03:10:15.568Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296 | |
| [2026-01-24T03:10:15.568Z] [INFO] Is Issue URL: false | |
| [2026-01-24T03:10:15.568Z] [INFO] Is PR URL: true | |
| [2026-01-24T03:10:15.569Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-01-24T03:10:16.273Z] [INFO] Repository visibility: public | |
| [2026-01-24T03:10:16.274Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-24T03:10:16.275Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-01-24T03:10:16.608Z] [INFO] Repository visibility: public | |
| [2026-01-24T03:10:16.609Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-01-24T03:10:16.610Z] [INFO] 🔄 Continue mode: Working with PR #296 | |
| [2026-01-24T03:10:16.611Z] [INFO] Continue mode activated: PR URL provided directly | |
| [2026-01-24T03:10:16.611Z] [INFO] PR Number set to: 296 | |
| [2026-01-24T03:10:16.611Z] [INFO] Will fetch PR details and linked issue | |
| [2026-01-24T03:10:17.081Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-24T03:10:17.081Z] [INFO] Fork owner: konard | |
| [2026-01-24T03:10:17.082Z] [INFO] Will clone fork repository for continue mode | |
| [2026-01-24T03:10:17.082Z] [INFO] 📝 PR branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:17.083Z] [INFO] 🔗 Found linked issue #295 | |
| [2026-01-24T03:10:17.084Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1769224217084 | |
| [2026-01-24T03:10:17.086Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-01-24T03:10:17.088Z] [INFO] Checking fork status... | |
| [2026-01-24T03:10:17.428Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-01-24T03:10:18.389Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-01-24T03:10:18.745Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-24T03:10:18.746Z] [INFO] 🔍 Validating fork parent... | |
| [2026-01-24T03:10:19.275Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-24T03:10:19.277Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-24T03:10:21.656Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1769224217084 | |
| [2026-01-24T03:10:21.716Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-24T03:10:21.772Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-01-24T03:10:21.773Z] [INFO] 🔄 Fetching upstream... | |
| [2026-01-24T03:10:22.098Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-01-24T03:10:22.098Z] [INFO] 🔄 Syncing default branch... | |
| [2026-01-24T03:10:22.502Z] [INFO] ℹ️ Default branch: main | |
| [2026-01-24T03:10:22.932Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-01-24T03:10:22.932Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-01-24T03:10:23.373Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-01-24T03:10:23.375Z] [INFO] | |
| 🔍 Checking PR fork: Determining if branch is in another fork... | |
| [2026-01-24T03:10:23.724Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote | |
| [2026-01-24T03:10:23.872Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-01-24T03:10:23.933Z] [INFO] | |
| 🔄 Checking out PR branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:23.933Z] [INFO] 📥 Fetching branches: From remote... | |
| [2026-01-24T03:10:24.416Z] [INFO] 🔍 Verifying: Branch checkout... | |
| [2026-01-24T03:10:24.468Z] [INFO] ✅ Branch checked out: issue-295-98a06014d84f | |
| [2026-01-24T03:10:24.469Z] [INFO] ✅ Current branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:24.469Z] [INFO] Branch operation: Checkout existing PR branch | |
| [2026-01-24T03:10:24.469Z] [INFO] Branch verification: Matches expected | |
| [2026-01-24T03:10:24.473Z] [INFO] | |
| 🔄 Continue mode: ACTIVE | |
| [2026-01-24T03:10:24.473Z] [INFO] Using existing PR: #296 | |
| [2026-01-24T03:10:24.474Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296 | |
| [2026-01-24T03:10:24.475Z] [INFO] | |
| 🚀 Starting work session: 2026-01-24T03:10:24.475Z | |
| [2026-01-24T03:10:24.804Z] [INFO] 📝 Converting PR: Back to draft mode... | |
| [2026-01-24T03:10:25.713Z] [INFO] ✅ PR converted: Now in draft mode | |
| [2026-01-24T03:10:26.630Z] [INFO] 💬 Posted: Work session start comment | |
| [2026-01-24T03:10:26.948Z] [INFO] 👤 Current user: konard | |
| [2026-01-24T03:10:26.949Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-01-24T03:10:26.949Z] [INFO] prNumber: 296 | |
| [2026-01-24T03:10:26.949Z] [INFO] branchName: issue-295-98a06014d84f | |
| [2026-01-24T03:10:26.950Z] [INFO] isContinueMode: true | |
| [2026-01-24T03:10:26.950Z] [INFO] Will count comments: true | |
| [2026-01-24T03:10:26.950Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-01-24T03:10:26.950Z] [INFO] PR #296 on branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:26.950Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-24T03:10:27.481Z] [INFO] 📅 Last commit time (from API): 2026-01-24T02:54:00.000Z | |
| [2026-01-24T03:10:28.452Z] [INFO] 💬 New PR comments: 3 | |
| [2026-01-24T03:10:28.452Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-01-24T03:10:28.453Z] [INFO] 💬 New issue comments: 0 | |
| [2026-01-24T03:10:28.453Z] [INFO] Total new comments: 3 | |
| [2026-01-24T03:10:28.453Z] [INFO] Comment lines to add: Yes | |
| [2026-01-24T03:10:28.453Z] [INFO] PR review comments fetched: 0 | |
| [2026-01-24T03:10:28.453Z] [INFO] PR conversation comments fetched: 33 | |
| [2026-01-24T03:10:28.454Z] [INFO] Total PR comments checked: 33 | |
| [2026-01-24T03:10:31.177Z] [INFO] Feedback info will be added to prompt: | |
| [2026-01-24T03:10:31.178Z] [INFO] - Pull request description was edited after last commit | |
| [2026-01-24T03:10:31.178Z] [INFO] - New comments on the pull request: 3 | |
| [2026-01-24T03:10:31.178Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-01-24T03:10:31.625Z] [INFO] 📝 Issue updated: 2026-01-24T00:41:10.000Z | |
| [2026-01-24T03:10:31.911Z] [INFO] 💬 Comments: None found | |
| [2026-01-24T03:10:32.391Z] [INFO] 🔀 Recent PR: 2026-01-24T00:41:56.000Z | |
| [2026-01-24T03:10:32.392Z] [INFO] | |
| ✅ Reference time: 2026-01-24T00:41:56.000Z | |
| [2026-01-24T03:10:32.392Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-01-24T03:10:32.464Z] [INFO] ✅ No uncommitted changes found | |
| [2026-01-24T03:10:32.788Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-295-98a06014d84f | |
| [2026-01-24T03:10:34.465Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-01-24T03:10:34.471Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-01-24T03:10:34.472Z] [INFO] Characters: 621 | |
| [2026-01-24T03:10:34.473Z] [INFO] System prompt characters: 11916 | |
| [2026-01-24T03:10:34.473Z] [INFO] Feedback info: Included | |
| [2026-01-24T03:10:34.475Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-01-24T03:10:34.475Z] [INFO] Model: opus | |
| [2026-01-24T03:10:34.475Z] [INFO] Working directory: /tmp/gh-issue-solver-1769224217084 | |
| [2026-01-24T03:10:34.475Z] [INFO] Branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:34.475Z] [INFO] Prompt length: 621 chars | |
| [2026-01-24T03:10:34.476Z] [INFO] System prompt length: 11916 chars | |
| [2026-01-24T03:10:34.476Z] [INFO] Feedback info included: Yes (2 lines) | |
| [2026-01-24T03:10:34.537Z] [INFO] 📈 System resources before execution: | |
| [2026-01-24T03:10:34.537Z] [INFO] Memory: MemFree: 9348068 kB | |
| [2026-01-24T03:10:34.538Z] [INFO] Load: 0.58 0.17 0.11 1/717 1093846 | |
| [2026-01-24T03:10:34.538Z] [INFO] | |
| 📝 Raw command: | |
| [2026-01-24T03:10:34.538Z] [INFO] (cd "/tmp/gh-issue-solver-1769224217084" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/295 | |
| Your prepared branch: issue-295-98a06014d84f | |
| Your prepared working directory: /tmp/gh-issue-solver-1769224217084 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296 | |
| 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-295-98a06014d84f | |
| New comments on the pull request: 3 | |
| 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-295-98a06014d84f --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/295. | |
| - 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/296/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/296/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/296/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/295/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 296 --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 296, 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 296. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-295-98a06014d84f. | |
| - When you finish, create a pull request from branch issue-295-98a06014d84f. (Note: PR 296 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-295-98a06014d84f. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 296 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." | jq -c .) | |
| [2026-01-24T03:10:34.538Z] [INFO] | |
| [2026-01-24T03:10:34.539Z] [INFO] 📋 User prompt: | |
| [2026-01-24T03:10:34.539Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-01-24T03:10:34.539Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/295 | |
| Your prepared branch: issue-295-98a06014d84f | |
| Your prepared working directory: /tmp/gh-issue-solver-1769224217084 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296 | |
| 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-295-98a06014d84f | |
| New comments on the pull request: 3 | |
| Pull request description was edited after last commit | |
| Continue. | |
| [2026-01-24T03:10:34.539Z] [INFO] ---END USER PROMPT--- | |
| [2026-01-24T03:10:34.539Z] [INFO] | |
| [2026-01-24T03:10:34.540Z] [INFO] 📋 System prompt: | |
| [2026-01-24T03:10:34.540Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-01-24T03:10:34.541Z] [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-295-98a06014d84f --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/295. | |
| - 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/296/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/296/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/296/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/295/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 296 --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 296, 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 296. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-295-98a06014d84f. | |
| - When you finish, create a pull request from branch issue-295-98a06014d84f. (Note: PR 296 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-295-98a06014d84f. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 296 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. | |
| [2026-01-24T03:10:34.541Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-01-24T03:10:34.541Z] [INFO] | |
| [2026-01-24T03:10:34.543Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-24T03:10:34.543Z] [INFO] 📋 Command details: | |
| [2026-01-24T03:10:34.543Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1769224217084 | |
| [2026-01-24T03:10:34.543Z] [INFO] 🌿 Branch: issue-295-98a06014d84f | |
| [2026-01-24T03:10:34.543Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-01-24T03:10:34.544Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-24T03:10:34.544Z] [INFO] | |
| ▶️ Streaming output: | |
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| [2026-01-24T03:10:36.443Z] [INFO] 📁 Log renamed to: /home/hive/b557e98d-c3b7-4dd5-884a-39c5e6735ed4.log | |
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2KB):\n[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793286474\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793286474\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793286474,\"node_id\":\"IC_kwDOQ35BQ87iGPVK\",\"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\":\"2026-01-24T01:01:23Z\",\"updated_at\":\"2026-01-24T01:03:12Z\",\"body\":\"1. упала проверка архитектуры\\r\\nhttps://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306193297/job/61334420451?pr=296#step:3:43\\r\\n2. враги полностью сломались (не двигаются даже)\\r\\n[game_log_20260124_040202.txt](https://github.com/user-attachments/files/24832673/game_log_20260124_040202.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the 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упала проверка архитектуры\\r\\nhttps://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306193297/job/61334420451?pr=296#step:3:43\\r\\n2. враги полностью сломались (не двигаются даже)\\r\\n[game_log_20260124_040202.txt](https://github.com/user-attachments/files/24832673/game_log_20260124_040202.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793286474/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/3793291182\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793291182\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793291182,\"node_id\":\"IC_kwDOQ35BQ87iGQeu\",\"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\":\"2026-01-24T01:03:57Z\",\"updated_at\":\"2026-01-24T01:03:57Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T01:03:56.756Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793291182/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/3793298403\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298403\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793298403,\"node_id\":\"IC_kwDOQ35BQ87iGSPj\",\"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\":\"2026-01-24T01:07:56Z\",\"updated_at\":\"2026-01-24T01:07:56Z\",\"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: $18.101706 USD\\n- Calculated by Anthropic: $14.786189 USD\\n- Difference: $-3.315517 (-18.32%)\\n📎 **Log file uploaded as Gist** (16706KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/f34e5782ffb8f6e90d25886620f937dc/raw/7c6d213fa1321df133ba435c933972d0665606e8/solution-draft-log-pr-1769216868923.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793298403/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/3793298578\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298578\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793298578,\"node_id\":\"IC_kwDOQ35BQ87iGSSS\",\"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\":\"2026-01-24T01:08:03Z\",\"updated_at\":\"2026-01-24T01:08:03Z\",\"body\":\"## 🔄 Auto-restart 1/3\\n\\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\\n\\n**Uncommitted files:**\\n```\\n?? ci-logs/architecture-21306192275.log\\n```\\n\\n---\\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793298578/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/3793311940\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793311940\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793311940,\"node_id\":\"IC_kwDOQ35BQ87iGVjE\",\"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\":\"2026-01-24T01:14:43Z\",\"updated_at\":\"2026-01-24T01:14:43Z\",\"body\":\"## Investigation Summary\\n\\nI've analyzed the issues you reported:\\n\\n### 1. Architecture Check Failure (Fixed)\\n\\nThe architecture check failed because `enemy.gd` reached **5273 lines**, exceeding the 5000 line limit. This was fixed in commit `c7a8654` which condensed verbose multi-line documentation comments to single lines, bringing the file down to **4999 lines**.\\n\\n**Current status**: ✅ Architecture check passing\\n\\n### 2. \\\"Enemies Broken\\\" Report\\n\\nI analyzed your game log `game_log_20260124_040202.txt`. The key finding:\\n```\\n[ScoreManager] Level started with 0 enemies\\n```\\n\\nThis indicates that no enemies were registered when the level started. This is unusual since:\\n- `BuildingLevel.tscn` contains 10 properly configured enemies\\n- The enemy.gd file passes syntax validation\\n- All CI checks are now passing\\n\\n**Possible causes:**\\n1. You may have tested an older Windows Export build (from commit `8144be2` before the fixes)\\n2. There may have been a script parsing error in the unfixed version\\n\\n**Current status**: ✅ All code is syntactically correct and CI passes\\n\\n### 3. Case Study Documentation\\n\\nI've created documentation in `docs/case-studies/issue-295/` with:\\n- Timeline of events\\n- Root cause analysis\\n- Lessons learned\\n\\n### Recommendation\\n\\nPlease test the game again with the latest Windows Export artifact from the passing CI. The enemies should work correctly now.\\n\\nIf the issue persists after testing the new build, please provide:\\n1. A new game log file\\n2. Confirmation which build you're testing (commit SHA or artifact download time)\\n\\n---\\n📊 **CI Status**: Architecture ✅ | Unit Tests ✅ | Windows Export ⏳ (in progress)\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793311940/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/3793314998\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793314998\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793314998,\"node_id\":\"IC_kwDOQ35BQ87iGWS2\",\"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\":\"2026-01-24T01:15:41Z\",\"updated_at\":\"2026-01-24T01:15:41Z\",\"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: $9.277384 USD\\n- Calculated by Anthropic: $6.900695 USD\\n- Difference: $-2.376689 (-25.62%)\\n📎 **Log file uploaded as Gist** (2643KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/4233a50741008cd4884e567d912f0788/raw/6582d91b0701f82e0dab95cd74dbbf839400608e/solution-draft-log-pr-1769217336377.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793314998/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/3793315318\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793315318\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793315318,\"node_id\":\"IC_kwDOQ35BQ87iGWX2\",\"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\":\"2026-01-24T01:15:48Z\",\"updated_at\":\"2026-01-24T01:15:48Z\",\"body\":\"## 🔄 Auto-restart 1/3\\n\\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\\n\\n**Uncommitted files:**\\n```\\n?? ci-logs/architecture-check-21306193297.log\\n```\\n\\n---\\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793315318/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/3793316598\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793316598\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793316598,\"node_id\":\"IC_kwDOQ35BQ87iGWr2\",\"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\":\"2026-01-24T01:16:11Z\",\"updated_at\":\"2026-01-24T01:16:11Z\",\"body\":\"## 🔄 Auto-restart 1/3 Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.825886 USD\\n- Calculated by Anthropic: $4.372868 USD\\n- Difference: $-2.453018 (-35.94%)\\n📎 **Log file uploaded as Gist** (17607KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/11e9984f4f3b9b974da0f03adf88f87d/raw/c15c7f629d7cd7f974376750fc5439525ef552be/solution-draft-log-pr-1769217364205.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793316598/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/3793317240\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793317240\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793317240,\"node_id\":\"IC_kwDOQ35BQ87iGW14\",\"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\":\"2026-01-24T01:16:24Z\",\"updated_at\":\"2026-01-24T01:16:24Z\",\"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: $6.825886 USD\\n- Calculated by Anthropic: $4.372868 USD\\n- Difference: $-2.453018 (-35.94%)\\n📎 **Log file uploaded as Gist** (17610KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/c55d342782778a2af17b1748adc38d9f/raw/570a1007ae360aee8344075b2a9a9115870648c9/solution-draft-log-pr-1769217374865.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793317240/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/3793319958\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793319958\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793319958,\"node_id\":\"IC_kwDOQ35BQ87iGXgW\",\"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\":\"2026-01-24T01:17:27Z\",\"updated_at\":\"2026-01-24T01:17:27Z\",\"body\":\"## 🔄 Auto-restart 1/3 Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $0.885574 USD\\n- Calculated by Anthropic: $0.573355 USD\\n- Difference: $-0.312219 (-35.26%)\\n📎 **Log file uploaded as Gist** (2850KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/26010516bcdd302376ea505ded45171c/raw/f4de3850c909fe8058d6d582d53b36505a70845e/solution-draft-log-pr-1769217442126.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793319958/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/3793320122\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793320122\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793320122,\"node_id\":\"IC_kwDOQ35BQ87iGXi6\",\"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\":\"2026-01-24T01:17:34Z\",\"updated_at\":\"2026-01-24T01:17:34Z\",\"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: $0.885574 USD\\n- Calculated by Anthropic: $0.573355 USD\\n- Difference: $-0.312219 (-35.26%)\\n📎 **Log file uploaded as Gist** (2853KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/fae4e0c6b88fd2d39c49dcb84dd52420/raw/dabd41fbd5842a8ea48090afb9624e9aa7ba35a8/solution-draft-log-pr-1769217449763.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793320122/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/3793322476\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793322476\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793322476,\"node_id\":\"IC_kwDOQ35BQ87iGYHs\",\"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\":\"2026-01-24T01:19:32Z\",\"updated_at\":\"2026-01-24T01:19:32Z\",\"body\":\"враги всё ещё сломаны, возможно дело в C#\\r\\n\\r\\n[game_log_20260124_041819.txt](https://github.com/user-attachments/files/24832758/game_log_20260124_041819.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793322476/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/3793324192\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793324192\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793324192,\"node_id\":\"IC_kwDOQ35BQ87iGYig\",\"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\":\"2026-01-24T01:20:30Z\",\"updated_at\":\"2026-01-24T01:20:30Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T01:20:28.055Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793324192/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/3793344157\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793344157\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793344157,\"node_id\":\"IC_kwDOQ35BQ87iGdad\",\"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\":\"2026-01-24T01:31:27Z\",\"updated_at\":\"2026-01-24T01:31:27Z\",\"body\":\"## Investigation Summary\\n\\nI've analyzed both game logs you provided and conducted a deep investigation into the \\\"Level started with 0 enemies\\\" issue.\\n\\n### Key Findings\\n\\n**Both logs show the same problem:**\\n- `[ScoreManager] Level started with 0 enemies`\\n- Sound propagation shows `listeners=0` \\n- This means `building_level.gd:_setup_enemy_tracking()` found 0 enemies with the `died` signal\\n\\n**Timeline analysis:**\\n- First log: 04:02 local time (01:02 UTC) - possibly from commit 8144be2 (before refactor)\\n- Second log: 04:18 local time (01:18 UTC) - **after** latest build at 01:13 UTC (commit 69d0f8a)\\n- This confirms the issue persists even after the refactor that reduced enemy.gd from 5273 to 4999 lines\\n\\n**Possible causes:**\\n1. **Script load failure**: enemy.gd fails to parse/load in Windows Export\\n2. **Missing dependency**: GrenadeThrowerComponent not included in export\\n3. **Resource missing**: caliber_545x39.tres or other resources fail to load\\n4. **Export configuration**: Scripts not included in export filter\\n\\n### Debug Logging Added\\n\\nI've added comprehensive debug logging in commit `bd58473` to diagnose this issue:\\n\\n```gdscript\\n// building_level.gd now logs:\\n- Environment/Enemies node discovery\\n- Child count under Environment/Enemies \\n- For each child: name, class, script path, has_died_signal\\n- Warning for enemies missing 'died' signal\\n- Final registration count\\n```\\n\\n### Next Steps\\n\\nPlease download the **new Windows Export build** from the latest CI run and provide a fresh game log. The new logs will show:\\n\\n1. How many children are under Environment/Enemies (should be 10)\\n2. Each enemy's class type (should be CharacterBody2D)\\n3. Each enemy's script path (should be enemy.gd)\\n4. Whether each enemy has the 'died' signal (will be FALSE if script didn't load)\\n\\nThis will tell us exactly why enemies aren't being registered.\\n\\n### Case Study\\n\\nI've created a detailed case study in `docs/case-studies/issue-295/` with:\\n- Complete timeline of events\\n- Analysis of both game logs\\n- Investigation of CI export logs \\n- Recommendations for fixing the issue\\n\\n📊 All CI checks are passing, but the Windows Export build has a critical issue preventing enemy scripts from loading properly.\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793344157/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/3793345287\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793345287\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793345287,\"node_id\":\"IC_kwDOQ35BQ87iGdsH\",\"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\":\"2026-01-24T01:32:03Z\",\"updated_at\":\"2026-01-24T01:32:03Z\",\"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: $5.403511 USD\\n- Calculated by Anthropic: $3.133489 USD\\n- Difference: $-2.270022 (-42.01%)\\n📎 **Log file uploaded as Gist** (916KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/9fcaf9d8f5fcc7dcc8e75887d27838fd/raw/baf819442a63cd4992948669e408bd414d921b1c/solution-draft-log-pr-1769218318218.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793345287/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/3793372768\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793372768\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793372768,\"node_id\":\"IC_kwDOQ35BQ87iGkZg\",\"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\":\"2026-01-24T01:38:15Z\",\"updated_at\":\"2026-01-24T01:38:15Z\",\"body\":\"проблема сохраняется\\r\\n[game_log_20260124_043712.txt](https://github.com/user-attachments/files/24832991/game_log_20260124_043712.txt)\\r\\nможет дело в импортах?\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793372768/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/3793373908\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793373908\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793373908,\"node_id\":\"IC_kwDOQ35BQ87iGkrU\",\"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\":\"2026-01-24T01:38:59Z\",\"updated_at\":\"2026-01-24T01:38:59Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T01:38:57.136Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793373908/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/3793382543\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382543\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793382543,\"node_id\":\"IC_kwDOQ35BQ87iGmyP\",\"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\":\"2026-01-24T01:46:18Z\",\"updated_at\":\"2026-01-24T01:46:18Z\",\"body\":\"## 🔧 Root Cause Found and Fixed\\n\\nI've identified and fixed the critical issue causing enemies to be completely broken.\\n\\n### Root Cause: GDScript Parse Errors in Export Mode\\n\\nThe Windows Export uses GDScript 2.0 **strict mode**, which treats certain type inference patterns as **fatal parse errors**. Three scripts had issues that only manifested in export builds (not in the Godot Editor):\\n\\n**1. enemy.gd (line 769-770)** - Wrong variable name:\\n```gdscript\\n// ERROR: Identifier \\\"_navigation_agent\\\" not declared\\nif _navigation_agent: // Should be _nav_agent\\n```\\n\\n**2. grenade_thrower_component.gd** - Type inference from nullable returns:\\n```gdscript\\n// ERROR: Cannot infer type of \\\"world_2d\\\" variable\\nvar world_2d := parent_node.get_world_2d() // Returns nullable\\n```\\n\\n**3. building_level.gd** - Same type inference issue with `get_node_or_null()`\\n\\n### Why This Wasn't Caught Earlier\\n\\n- GUT Tests run in Godot Editor with lenient parsing ✅\\n- Architecture check validates file size, not parse errors ✅ \\n- Windows Export CI \\\"succeeds\\\" even when scripts fail to parse ⚠️\\n- The export artifact is created, but broken scripts aren't attached properly\\n\\n### Fix Applied (commit `b1a0976`)\\n\\n- Fixed wrong variable name: `_navigation_agent` → `_nav_agent`\\n- Added explicit type annotations: `World2D`, `PhysicsDirectSpaceState2D`, `Dictionary`, `Node`, `Script`, etc.\\n\\n### CI Status After Fix\\n\\n| Workflow | Status |\\n|----------|--------|\\n| Architecture Best Practices Check | ✅ SUCCESS |\\n| Run GUT Tests | ✅ SUCCESS |\\n| Build Windows Portable EXE | ✅ SUCCESS |\\n\\n### Next Step\\n\\nPlease download the new Windows Export artifact from [CI run #21306989974](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306989974) and test if enemies work correctly now.\\n\\nThe debug logging I added earlier will also help verify - you should see:\\n```\\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\\n```\\n\\nIf `has_died=true` for all enemies, the fix worked!\\n\\n---\\n📊 Case study updated in `docs/case-studies/issue-295/README.md`\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793382543/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/3793382986\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382986\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793382986,\"node_id\":\"IC_kwDOQ35BQ87iGm5K\",\"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\":\"2026-01-24T01:46:42Z\",\"updated_at\":\"2026-01-24T01:46:42Z\",\"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: $4.717338 USD\\n- Calculated by Anthropic: $3.279537 USD\\n- Difference: $-1.437801 (-30.48%)\\n📎 **Log file uploaded as Gist** (1134KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/0e3d13906673014d97db59d1699bbde7/raw/2d52390eb8e4d19df42097158001fd9b3e5842fe/solution-draft-log-pr-1769219197941.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793382986/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/3793383114\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793383114\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793383114,\"node_id\":\"IC_kwDOQ35BQ87iGm7K\",\"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\":\"2026-01-24T01:46:49Z\",\"updated_at\":\"2026-01-24T01:46:49Z\",\"body\":\"## 🔄 Auto-restart 1/3\\n\\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\\n\\n**Uncommitted files:**\\n```\\n?? ci-logs/windows-export-21306812272.log\\n?? ci-logs/windows-export-21306989974.log\\n```\\n\\n---\\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\",\"author_association\":\"CONTRIBUTOR | |
| [2026-01-24T03:10:45.884Z] [INFO] \",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793383114/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/3793385088\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385088\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793385088,\"node_id\":\"IC_kwDOQ35BQ87iGnaA\",\"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\":\"2026-01-24T01:48:31Z\",\"updated_at\":\"2026-01-24T01:48:31Z\",\"body\":\"## 📋 Session Summary\\n\\nI've cleaned up the uncommitted CI log files from the previous session.\\n\\n### Current Status\\n\\nAll CI checks are passing for the latest commit (`3994257`):\\n- ✅ Architecture Best Practices Check\\n- ✅ Run GUT Tests \\n- ✅ Build Windows Portable EXE\\n\\n### Root Cause Fixed (commit `b1a0976`)\\n\\nThe fix addressed GDScript parse errors that were only triggered in export/release mode:\\n1. **enemy.gd line 769-770**: Fixed wrong variable name (`_navigation_agent` → `_nav_agent`)\\n2. **grenade_thrower_component.gd**: Added explicit type annotations for nullable returns\\n3. **building_level.gd**: Added explicit type annotations for `get_node_or_null()` calls\\n\\n### Next Step\\n\\nPlease download the latest Windows Export artifact from [CI run #21307036421](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21307036421) and test if enemies now work correctly.\\n\\nThe debug logging added in commit `bd58473` will show:\\n```\\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\\n```\\n\\nIf `has_died=true` for all enemies, the fix worked!\\n\\n---\\n📊 All issues from your previous feedback have been addressed. Waiting for your testing confirmation.\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793385088/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/3793385452\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385452\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793385452,\"node_id\":\"IC_kwDOQ35BQ87iGnfs\",\"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\":\"2026-01-24T01:48:45Z\",\"updated_at\":\"2026-01-24T01:48:45Z\",\"body\":\"## 🔄 Auto-restart 1/3 Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $1.367666 USD\\n- Calculated by Anthropic: $0.777211 USD\\n- Difference: $-0.590455 (-43.17%)\\n📎 **Log file uploaded as Gist** (1446KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/891c6a8d910c242173a9ad7f4e5a9331/raw/191cb58fe78c7ec7adbc55493116cb2706b38976/solution-draft-log-pr-1769219320130.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793385452/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/3793385635\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385635\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793385635,\"node_id\":\"IC_kwDOQ35BQ87iGnij\",\"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\":\"2026-01-24T01:48:52Z\",\"updated_at\":\"2026-01-24T01:48:52Z\",\"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: $1.367666 USD\\n- Calculated by Anthropic: $0.777211 USD\\n- Difference: $-0.590455 (-43.17%)\\n📎 **Log file uploaded as Gist** (1449KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6c222053b8ca3f92651f71014c4bb88c/raw/0a79a22fe43bbd635799b4e51d39ec0472289bef/solution-draft-log-pr-1769219327858.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793385635/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/3793444477\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793444477\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793444477,\"node_id\":\"IC_kwDOQ35BQ87iG159\",\"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\":\"2026-01-24T02:09:26Z\",\"updated_at\":\"2026-01-24T02:09:26Z\",\"body\":\"враги кидают гранату так, что у гранаты нет шанса нанести урон (например в стену так, что ни ударная волна ни осколки не попадут в предполагаемую позицию игрока).\\r\\nвраг должен предполагать, где находится игрок (зону где скрылся или где его слышали в последний раз) и кидать гранату так, чтоб она как можно больше покрыла своим опасным радиусом целевую зону.\\r\\nИспользуй `RayCast` от врага к **точке броска**, а не к игроку. Если луч упирается в препятствие до цели — не кидать гранату.\\r\\n\\r\\n[game_log_20260124_045343.txt](https://github.com/user-attachments/files/24833146/game_log_20260124_045343.txt)\\r\\n[game_log_20260124_045528.txt](https://github.com/user-attachments/files/24833147/game_log_20260124_045528.txt)\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793444477/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/3793457919\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793457919\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793457919,\"node_id\":\"IC_kwDOQ35BQ87iG5L_\",\"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\":\"2026-01-24T02:11:45Z\",\"updated_at\":\"2026-01-24T02:11:45Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T02:11:43.977Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793457919/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/3793501098\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793501098\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793501098,\"node_id\":\"IC_kwDOQ35BQ87iHDuq\",\"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\":\"2026-01-24T02:19:03Z\",\"updated_at\":\"2026-01-24T02:19:03Z\",\"body\":\"## 🔧 Grenade Wall-Blocking Fix Applied\\n\\nI've fixed the issue where enemies were throwing grenades into walls without the blast reaching the player.\\n\\n### Problem\\nThe previous `is_throw_path_clear()` function only checked if a wall was:\\n1. Point-blank (< 50 pixels away)\\n2. Blocking > 80% of the path\\n\\nThis allowed grenades to be thrown at walls where the blast couldn't reach the target zone. The grenade would impact the wall, and the wall would then block the explosion from reaching the player.\\n\\n### Solution (commit `8decadc`)\\nNew logic in `is_throw_path_clear()`:\\n1. **Check if raycast hits a wall** - raycast from spawn position to target\\n2. **If wall is hit, calculate impact point** - where grenade will explode\\n3. **Check blast radius** - is target within blast radius from impact point?\\n4. **Check line of sight** - can blast travel from impact point to target? (walls block blast damage)\\n5. **Only approve if effective** - throw only if grenade can actually affect target\\n\\n```gdscript\\n// Example: grenade would hit wall 100px away, target is 300px away, blast radius is 225px\\n// OLD: Would allow throw (wall not point-blank, not blocking >80%)\\n// NEW: Blocks throw (300px > 225px blast radius from wall impact point)\\n```\\n\\n### Files Changed\\n| File | Changes |\\n|------|---------|\\n| `scripts/components/grenade_thrower_component.gd` | +52/-13 lines - improved wall detection logic |\\n\\n### CI Status\\n| Check | Status |\\n|-------|--------|\\n| Architecture Best Practices | ✅ SUCCESS |\\n| Run GUT Tests | ✅ SUCCESS |\\n| Build Windows Portable EXE | ✅ SUCCESS |\\n\\n### Next Step\\nPlease download the new Windows Export artifact and test:\\n1. Enemies should no longer throw grenades into walls where blast can't reach you\\n2. When enemies can't find a clear throw path, they should reposition or skip the throw\\n\\n**Game logs saved to:** `docs/case-studies/issue-295/logs/`\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793501098/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/3793507927\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793507927\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793507927,\"node_id\":\"IC_kwDOQ35BQ87iHFZX\",\"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\":\"2026-01-24T02:20:07Z\",\"updated_at\":\"2026-01-24T02:20:07Z\",\"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: $5.661817 USD\\n- Calculated by Anthropic: $3.586203 USD\\n- Difference: $-2.075614 (-36.66%)\\n📎 **Log file uploaded as Gist** (810KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/cb808d288afb940d98438bd7694f9cb1/raw/3a64908d229aad4e891a739ed9f757970d098c84/solution-draft-log-pr-1769221201501.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793507927/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/3793583940\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793583940\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793583940,\"node_id\":\"IC_kwDOQ35BQ87iHX9E\",\"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\":\"2026-01-24T02:46:12Z\",\"updated_at\":\"2026-01-24T02:46:12Z\",\"body\":\"добавь поведение:\\r\\nесли рядом с врагом на 500px нет других врагов (по памяти врага) и он собирается зайти за укрытие, в котором предположительно находится игрок - он должен сначала закинуть туда гранату.\\r\\nдобавь светошумовые гранаты всем врагам на сложности нормал на карте Здание\\r\\n\\r\\n\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793583940/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/3793585981\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793585981\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793585981,\"node_id\":\"IC_kwDOQ35BQ87iHYc9\",\"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\":\"2026-01-24T02:47:10Z\",\"updated_at\":\"2026-01-24T02:47:10Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T02:47:09.124Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793585981/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/3793607423\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793607423\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793607423,\"node_id\":\"IC_kwDOQ35BQ87iHdr_\",\"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\":\"2026-01-24T02:56:42Z\",\"updated_at\":\"2026-01-24T02:56:42Z\",\"body\":\"## Features Implemented\\n\\nBased on the latest comment request:\\n\\n### 1. Solo Grenade Throw Before Cover Entry\\n> If enemy has no allies within 500px (from enemy's memory) and is about to enter cover where player is supposedly hiding, throw a grenade first\\n\\n**Implementation:**\\n- Added `_count_allies_within_radius(radius)` function to count allies within a given distance\\n- Added `_should_throw_grenade_before_cover_entry(target_cover)` to check:\\n - Has grenades and not on cooldown\\n - No allies within 500px\\n - Player not currently visible (hidden)\\n - Target cover is near the last known player position (within blast radius)\\n - Throw path is clear\\n- Integrated into `_process_pursuing_state()` - when enemy finds next pursuit cover or moves toward last known player position, it checks if solo grenade throw should occur\\n\\n### 2. Normal Difficulty Flashbangs\\n> Add flashbang grenades to all enemies on Normal difficulty on the Building map\\n\\n**Implementation:**\\n- Updated `_configure_enemy_grenades()` in `building_level.gd`:\\n - **Easy mode**: No grenades\\n - **Normal mode**: 1 flashbang per enemy\\n - **Hard mode**: 2 offensive grenades per enemy (unchanged)\\n\\nAll CI checks are passing ✅\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793607423/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/3793608042\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793608042\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793608042,\"node_id\":\"IC_kwDOQ35BQ87iHd1q\",\"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\":\"2026-01-24T02:57:02Z\",\"updated_at\":\"2026-01-24T02:57:02Z\",\"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: $9.436151 USD\\n- Calculated by Anthropic: $5.787540 USD\\n- Difference: $-3.648611 (-38.67%)\\n📎 **Log file uploaded as Gist** (3457KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5c8ef4b02f0feff4b27c8622e5d8465e/raw/dc1953ca0225de7a7f4affd2a3b072a6d2244937/solution-draft-log-pr-1769223416816.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793608042/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/3793628652\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793628652\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793628652,\"node_id\":\"IC_kwDOQ35BQ87iHi3s\",\"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\":\"2026-01-24T03:09:41Z\",\"updated_at\":\"2026-01-24T03:09:41Z\",\"body\":\"враги всё ещё кидают гранату об укрытие, в котором игрок.\\r\\nдолжны проверять, достанет ли радиус действия гранаты до предполагаемой позиции игрока (не встретит ли препятствие в том числе).\\r\\nтак же при броске гранаты с таймером - делать бросок с расчётом 1-2 рикошетов, если это нужно, чтоб закинуть гранату в нужную зону.\\r\\nвраг высчитывать оптимальный бросок.\\r\\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833453/game_log_20260124_055857.txt)\\r\\nтак же если у врага сейчас 2 гранаты - таймер ожидания до перехода в состояние бросания должен быть в 2 раза меньше (чем больше гранат, тем меньше ценность каждой).\\r\\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833471/game_log_20260124_055857.txt)\\r\\n\\r\\nдобавь на карту обучение врага с пустым оружием (0 патронов и 0 магазинов) но с бесконечными светошумовыми гранатами.\\r\\nтак же добавь на карту несколько препятствий для проверки перехода врага к метанию гранаты.\\r\\n\\r\\n\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793628652/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/3793629991\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793629991\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/296\",\"id\":3793629991,\"node_id\":\"IC_kwDOQ35BQ87iHjMn\",\"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\":\"2026-01-24T03:10:26Z\",\"updated_at\":\"2026-01-24T03:10:26Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-01-24T03:10:24.475Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3793629991/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}} | |
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| "content": "title:\tFix wall-blocking and implement tactical grenade behaviors (issue #295)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t296\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/296\nadditions:\t72061\ndeletions:\t297\nauto-merge:\tdisabled\n--\n## Summary\n\nThis PR continues the work from PR #274 (grenade system) and implements the remaining features from issue #295:\n\n### Bug Fix\n- **Enemy no longer throws grenades at walls point-blank** - Added `is_throw_path_clear()` wall detection to prevent enemies from throwing grenades into walls they're standing next to. Instead, enemies will reposition to find a clear throw path.\n\n### Ally Notification & Coordination (per issue #295)\n1. **Ally warning system** - Thrower broadcasts `notify_allies_of_grenade` signal before throwing\n2. **Evacuation behavior** - Allies in blast zone or throw line evacuate with maximum priority\n3. **Throw line detection** - `_is_on_throw_line()` checks if ally is between thrower and target\n4. **Coordinated assault** - Evacuating allies wait for explosion, then begin organized assault\n\n### Post-Throw Behavior\n- Enemy aims at landing spot after throw\n- **Offensive grenades**: Approaches safe distance while aiming at landing position\n- **Non-offensive grenades**: Finds cover from blast rays (for flashbangs)\n- Added `_find_cover_away_from_position()` and `_find_cover_from_blast_rays()` functions\n\n### Cover Exit for Throw\n- If wall blocks throw, enemy finds and moves to clear position\n- `_exit_cover_for_grenade_throw()` sidesteps to find unobstructed throw path\n- Continues to throw once clear position is reached\n\n### Throw Mode Trigger #4\n- Enemy throws grenade at reload/empty click sound position when can't see player\n- `_try_grenade_throw_at_sound()` implements this behavior\n\n### Post-Explosion Assault\n- After grenade explodes, thrower storms through the passage where grenade was thrown (requirement 6)\n- `_begin_post_grenade_assault()` coordinates the assault movement\n\n### NEW: Solo Grenade Throw Before Cover Entry (Latest Comment Request)\n- When enemy has **no allies within 500px** and is about to enter cover where player is supposedly hiding, throws grenade first to \"pre-clear\" the area\n- Uses `_count_allies_within_radius()` to check for nearby allies\n- Uses `_should_throw_grenade_before_cover_entry()` to determine if conditions are met\n- Checks: no allies nearby, player not visible, target cover is near last known player position\n\n### NEW: Normal Difficulty Flashbangs (Latest Comment Request)\n- **Normal difficulty**: All Building map enemies get 1 flashbang grenade\n- **Hard difficulty**: All Building map enemies get 2 offensive grenades (unchanged)\n- **Easy difficulty**: No grenades (unchanged)\n- Updated `_configure_enemy_grenades()` in building_level.gd\n\n## Test plan\n\n- [ ] At HARD difficulty, enemies with grenades don't throw at walls point-blank\n- [ ] When blocked by wall, enemy repositions to find clear throw position\n- [ ] Allies in blast zone evacuate when grenade throw is announced\n- [ ] Allies wait for explosion before beginning assault\n- [ ] After throwing offensive grenade, enemy approaches safe distance\n- [ ] After throwing flashbang, enemy finds cover from blast rays\n- [ ] On hearing reload sound (not seeing player), enemy throws at sound position\n- [ ] After explosion, enemies assault through the grenade passage\n- [ ] **NEW**: Solo enemy (no allies within 500px) throws grenade before entering cover near player\n- [ ] **NEW**: At Normal difficulty, Building enemies have flashbangs\n\n## Files Changed\n\n| File | Changes |\n|------|---------|\n| `scripts/components/grenade_thrower_component.gd` | Added wall detection, ally signals, explosion tracking, blast radius config |\n| `scripts/objects/enemy.gd` | Added ally notification handlers, evacuation behavior, post-throw behavior, cover exit logic, sound-triggered throw, **solo grenade throw behavior** |\n| `scripts/levels/building_level.gd` | **Updated grenade config for Normal difficulty flashbangs** |\n\n## Issue Reference\nFixes Jhon-Crow/godot-topdown-MVP#295\n\n---\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)", | |
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| "stdout": "title:\tFix wall-blocking and implement tactical grenade behaviors (issue #295)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t296\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/296\nadditions:\t72061\ndeletions:\t297\nauto-merge:\tdisabled\n--\n## Summary\n\nThis PR continues the work from PR #274 (grenade system) and implements the remaining features from issue #295:\n\n### Bug Fix\n- **Enemy no longer throws grenades at walls point-blank** - Added `is_throw_path_clear()` wall detection to prevent enemies from throwing grenades into walls they're standing next to. Instead, enemies will reposition to find a clear throw path.\n\n### Ally Notification & Coordination (per issue #295)\n1. **Ally warning system** - Thrower broadcasts `notify_allies_of_grenade` signal before throwing\n2. **Evacuation behavior** - Allies in blast zone or throw line evacuate with maximum priority\n3. **Throw line detection** - `_is_on_throw_line()` checks if ally is between thrower and target\n4. **Coordinated assault** - Evacuating allies wait for explosion, then begin organized assault\n\n### Post-Throw Behavior\n- Enemy aims at landing spot after throw\n- **Offensive grenades**: Approaches safe distance while aiming at landing position\n- **Non-offensive grenades**: Finds cover from blast rays (for flashbangs)\n- Added `_find_cover_away_from_position()` and `_find_cover_from_blast_rays()` functions\n\n### Cover Exit for Throw\n- If wall blocks throw, enemy finds and moves to clear position\n- `_exit_cover_for_grenade_throw()` sidesteps to find unobstructed throw path\n- Continues to throw once clear position is reached\n\n### Throw Mode Trigger #4\n- Enemy throws grenade at reload/empty click sound position when can't see player\n- `_try_grenade_throw_at_sound()` implements this behavior\n\n### Post-Explosion Assault\n- After grenade explodes, thrower storms through the passage where grenade was thrown (requirement 6)\n- `_begin_post_grenade_assault()` coordinates the assault movement\n\n### NEW: Solo Grenade Throw Before Cover Entry (Latest Comment Request)\n- When enemy has **no allies within 500px** and is about to enter cover where player is supposedly hiding, throws grenade first to \"pre-clear\" the area\n- Uses `_count_allies_within_radius()` to check for nearby allies\n- Uses `_should_throw_grenade_before_cover_entry()` to determine if conditions are met\n- Checks: no allies nearby, player not visible, target cover is near last known player position\n\n### NEW: Normal Difficulty Flashbangs (Latest Comment Request)\n- **Normal difficulty**: All Building map enemies get 1 flashbang grenade\n- **Hard difficulty**: All Building map enemies get 2 offensive grenades (unchanged)\n- **Easy difficulty**: No grenades (unchanged)\n- Updated `_configure_enemy_grenades()` in building_level.gd\n\n## Test plan\n\n- [ ] At HARD difficulty, enemies with grenades don't throw at walls point-blank\n- [ ] When blocked by wall, enemy repositions to find clear throw position\n- [ ] Allies in blast zone evacuate when grenade throw is announced\n- [ ] Allies wait for explosion before beginning assault\n- [ ] After throwing offensive grenade, enemy approaches safe distance\n- [ ] After throwing flashbang, enemy finds cover from blast rays\n- [ ] On hearing reload sound (not seeing player), enemy throws at sound position\n- [ ] After explosion, enemies assault through the grenade passage\n- [ ] **NEW**: Solo enemy (no allies within 500px) throws grenade before entering cover near player\n- [ ] **NEW**: At Normal difficulty, Building enemies have flashbangs\n\n## Files Changed\n\n| File | Changes |\n|------|---------|\n| `scripts/components/grenade_thrower_component.gd` | Added wall detection, ally signals, explosion tracking, blast radius config |\n| `scripts/objects/enemy.gd` | Added ally notification handlers, evacuation behavior, post-throw behavior, cover exit logic, sound-triggered throw, **solo grenade throw behavior** |\n| `scripts/levels/building_level.gd` | **Updated grenade config for Normal difficulty flashbangs** |\n\n## Issue Reference\nFixes Jhon-Crow/godot-topdown-MVP#295\n\n---\n\n🤖 Generated with [Claude Code](https://claude.com/claude-code)", | |
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| [2026-01-24T03:10:57.954Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01RFdFc4F2b7eJhvaJrBKcfH","type":"tool_result","content":"---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:01:23Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793286474\n\n1. упала проверка архитектуры\r\nhttps://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306193297/job/61334420451?pr=296#step:3:43\r\n2. враги полностью сломались (не двигаются даже)\r\n[game_log_20260124_040202.txt](https://github.com/user-attachments/files/24832673/game_log_20260124_040202.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:03:57Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793291182\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:03:56.756Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:07:56Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298403\n\n## 🤖 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: $18.101706 USD\n- Calculated by Anthropic: $14.786189 USD\n- Difference: $-3.315517 (-18.32%)\n📎 **Log file uploaded as Gist** (16706KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/f34e5782ffb8f6e90d25886620f937dc/raw/7c6d213fa1321df133ba435c933972d0665606e8/solution-draft-log-pr-1769216868923.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:08:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298578\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/architecture-21306192275.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:14:43Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793311940\n\n## Investigation Summary\n\nI've analyzed the issues you reported:\n\n### 1. Architecture Check Failure (Fixed)\n\nThe architecture check failed because `enemy.gd` reached **5273 lines**, exceeding the 5000 line limit. This was fixed in commit `c7a8654` which condensed verbose multi-line documentation comments to single lines, bringing the file down to **4999 lines**.\n\n**Current status**: ✅ Architecture check passing\n\n### 2. \"Enemies Broken\" Report\n\nI analyzed your game log `game_log_20260124_040202.txt`. The key finding:\n```\n[ScoreManager] Level started with 0 enemies\n```\n\nThis indicates that no enemies were registered when the level started. This is unusual since:\n- `BuildingLevel.tscn` contains 10 properly configured enemies\n- The enemy.gd file passes syntax validation\n- All CI checks are now passing\n\n**Possible causes:**\n1. You may have tested an older Windows Export build (from commit `8144be2` before the fixes)\n2. There may have been a script parsing error in the unfixed version\n\n**Current status**: ✅ All code is syntactically correct and CI passes\n\n### 3. Case Study Documentation\n\nI've created documentation in `docs/case-studies/issue-295/` with:\n- Timeline of events\n- Root cause analysis\n- Lessons learned\n\n### Recommendation\n\nPlease test the game again with the latest Windows Export artifact from the passing CI. The enemies should work correctly now.\n\nIf the issue persists after testing the new build, please provide:\n1. A new game log file\n2. Confirmation which build you're testing (commit SHA or artifact download time)\n\n---\n📊 **CI Status**: Architecture ✅ | Unit Tests ✅ | Windows Export ⏳ (in progress)\n\n---\nComment by: konard\nDate: 2026-01-24T01:15:41Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793314998\n\n## 🤖 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: $9.277384 USD\n- Calculated by Anthropic: $6.900695 USD\n- Difference: $-2.376689 (-25.62%)\n📎 **Log file uploaded as Gist** (2643KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/4233a50741008cd4884e567d912f0788/raw/6582d91b0701f82e0dab95cd74dbbf839400608e/solution-draft-log-pr-1769217336377.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:15:48Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793315318\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/architecture-check-21306193297.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:16:11Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793316598\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $6.825886 USD\n- Calculated by Anthropic: $4.372868 USD\n- Difference: $-2.453018 (-35.94%)\n📎 **Log file uploaded as Gist** (17607KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/11e9984f4f3b9b974da0f03adf88f87d/raw/c15c7f629d7cd7f974376750fc5439525ef552be/solution-draft-log-pr-1769217364205.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:16:24Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793317240\n\n## 🤖 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: $6.825886 USD\n- Calculated by Anthropic: $4.372868 USD\n- Difference: $-2.453018 (-35.94%)\n📎 **Log file uploaded as Gist** (17610KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/c55d342782778a2af17b1748adc38d9f/raw/570a1007ae360aee8344075b2a9a9115870648c9/solution-draft-log-pr-1769217374865.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:17:27Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793319958\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $0.885574 USD\n- Calculated by Anthropic: $0.573355 USD\n- Difference: $-0.312219 (-35.26%)\n📎 **Log file uploaded as Gist** (2850KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/26010516bcdd302376ea505ded45171c/raw/f4de3850c909fe8058d6d582d53b36505a70845e/solution-draft-log-pr-1769217442126.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:17:34Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793320122\n\n## 🤖 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: $0.885574 USD\n- Calculated by Anthropic: $0.573355 USD\n- Difference: $-0.312219 (-35.26%)\n📎 **Log file uploaded as Gist** (2853KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/fae4e0c6b88fd2d39c49dcb84dd52420/raw/dabd41fbd5842a8ea48090afb9624e9aa7ba35a8/solution-draft-log-pr-1769217449763.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:19:32Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793322476\n\nвраги всё ещё сломаны, возможно дело в C#\r\n\r\n[game_log_20260124_041819.txt](https://github.com/user-attachments/files/24832758/game_log_20260124_041819.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:20:30Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793324192\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:20:28.055Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:31:27Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793344157\n\n## Investigation Summary\n\nI've analyzed both game logs you provided and conducted a deep investigation into the \"Level started with 0 enemies\" issue.\n\n### Key Findings\n\n**Both logs show the same problem:**\n- `[ScoreManager] Level started with 0 enemies`\n- Sound propagation shows `listeners=0` \n- This means `building_level.gd:_setup_enemy_tracking()` found 0 enemies with the `died` signal\n\n**Timeline analysis:**\n- First log: 04:02 local time (01:02 UTC) - possibly from commit 8144be2 (before refactor)\n- Second log: 04:18 local time (01:18 UTC) - **after** latest build at 01:13 UTC (commit 69d0f8a)\n- This confirms the issue persists even after the refactor that reduced enemy.gd from 5273 to 4999 lines\n\n**Possible causes:**\n1. **Script load failure**: enemy.gd fails to parse/load in Windows Export\n2. **Missing dependency**: GrenadeThrowerComponent not included in export\n3. **Resource missing**: caliber_545x39.tres or other resources fail to load\n4. **Export configuration**: Scripts not included in export filter\n\n### Debug Logging Added\n\nI've added comprehensive debug logging in commit `bd58473` to diagnose this issue:\n\n```gdscript\n// building_level.gd now logs:\n- Environment/Enemies node discovery\n- Child count under Environment/Enemies \n- For each child: name, class, script path, has_died_signal\n- Warning for enemies missing 'died' signal\n- Final registration count\n```\n\n### Next Steps\n\nPlease download the **new Windows Export build** from the latest CI run and provide a fresh game log. The new logs will show:\n\n1. How many children are under Environment/Enemies (should be 10)\n2. Each enemy's class type (should be CharacterBody2D)\n3. Each enemy's script path (should be enemy.gd)\n4. Whether each enemy has the 'died' signal (will be FALSE if script didn't load)\n\nThis will tell us exactly why enemies aren't being registered.\n\n### Case Study\n\nI've created a detailed case study in `docs/case-studies/issue-295/` with:\n- Complete timeline of events\n- Analysis of both game logs\n- Investigation of CI export logs \n- Recommendations for fixing the issue\n\n📊 All CI checks are passing, but the Windows Export build has a critical issue preventing enemy scripts from loading properly.\n\n---\nComment by: konard\nDate: 2026-01-24T01:32:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793345287\n\n## 🤖 Solution Draft Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $5.403511 USD\n- Calculated by Anthropic: $3.133489 USD\n- Difference: $-2.270022 (-42.01%)\n📎 **Log file uploaded as Gist** (916KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/9fcaf9d8f5fcc7dcc8e75887d27838fd/raw/baf819442a63cd4992948669e408bd414d921b1c/solution-draft-log-pr-1769218318218.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:38:15Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793372768\n\nпроблема сохраняется\r\n[game_log_20260124_043712.txt](https://github.com/user-attachments/files/24832991/game_log_20260124_043712.txt)\r\nможет дело в импортах?\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:38:59Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793373908\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:38:57.136Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:18Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382543\n\n## 🔧 Root Cause Found and Fixed\n\nI've identified and fixed the critical issue causing enemies to be completely broken.\n\n### Root Cause: GDScript Parse Errors in Export Mode\n\nThe Windows Export uses GDScript 2.0 **strict mode**, which treats certain type inference patterns as **fatal parse errors**. Three scripts had issues that only manifested in export builds (not in the Godot Editor):\n\n**1. enemy.gd (line 769-770)** - Wrong variable name:\n```gdscript\n// ERROR: Identifier \"_navigation_agent\" not declared\nif _navigation_agent: // Should be _nav_agent\n```\n\n**2. grenade_thrower_component.gd** - Type inference from nullable returns:\n```gdscript\n// ERROR: Cannot infer type of \"world_2d\" variable\nvar world_2d := parent_node.get_world_2d() // Returns nullable\n```\n\n**3. building_level.gd** - Same type inference issue with `get_node_or_null()`\n\n### Why This Wasn't Caught Earlier\n\n- GUT Tests run in Godot Editor with lenient parsing ✅\n- Architecture check validates file size, not parse errors ✅ \n- Windows Export CI \"succeeds\" even when scripts fail to parse ⚠️\n- The export artifact is created, but broken scripts aren't attached properly\n\n### Fix Applied (commit `b1a0976`)\n\n- Fixed wrong variable name: `_navigation_agent` → `_nav_agent`\n- Added explicit type annotations: `World2D`, `PhysicsDirectSpaceState2D`, `Dictionary`, `Node`, `Script`, etc.\n\n### CI Status After Fix\n\n| Workflow | Status |\n|----------|--------|\n| Architecture Best Practices Check | ✅ SUCCESS |\n| Run GUT Tests | ✅ SUCCESS |\n| Build Windows Portable EXE | ✅ SUCCESS |\n\n### Next Step\n\nPlease download the new Windows Export artifact from [CI run #21306989974](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306989974) and test if enemies work correctly now.\n\nThe debug logging I added earlier will also help verify - you should see:\n```\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\n```\n\nIf `has_died=true` for all enemies, the fix worked!\n\n---\n📊 Case study updated in `docs/case-studies/issue-295/README.md`\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:42Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382986\n\n## 🤖 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: $4.717338 USD\n- Calculated by Anthropic: $3.279537 USD\n- Difference: $-1.437801 (-30.48%)\n📎 **Log file uploaded as Gist** (1134KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/0e3d13906673014d97db59d1699bbde7/raw/2d52390eb8e4d19df42097158001fd9b3e5842fe/solution-draft-log-pr-1769219197941.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:49Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793383114\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/windows-export-21306812272.log\n?? ci-logs/windows-export-21306989974.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:31Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385088\n\n## 📋 Session Summary\n\nI've cleaned up the uncommitted CI log files from the previous session.\n\n### Current Status\n\nAll CI checks are passing for the latest commit (`3994257`):\n- ✅ Architecture Best Practices Check\n- ✅ Run GUT Tests \n- ✅ Build Windows Portable EXE\n\n### Root Cause Fixed (commit `b1a0976`)\n\nThe fix addressed GDScript parse errors that were only triggered in export/release mode:\n1. **enemy.gd line 769-770**: Fixed wrong variable name (`_navigation_agent` → `_nav_agent`)\n2. **grenade_thrower_component.gd**: Added explicit type annotations for nullable returns\n3. **building_level.gd**: Added explicit type annotations for `get_node_or_null()` calls\n\n### Next Step\n\nPlease download the latest Windows Export artifact from [CI run #21307036421](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21307036421) and test if enemies now work correctly.\n\nThe debug logging added in commit `bd58473` will show:\n```\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\n```\n\nIf `has_died=true` for all enemies, the fix worked!\n\n---\n📊 All issues from your previous feedback have been addressed. Waiting for your testing confirmation.\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:45Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385452\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $1.367666 USD\n- Calculated by Anthropic: $0.777211 USD\n- Difference: $-0.590455 (-43.17%)\n📎 **Log file uploaded as Gist** (1446KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/891c6a8d910c242173a9ad7f4e5a9331/raw/191cb58fe78c7ec7adbc55493116cb2706b38976/solution-draft-log-pr-1769219320130.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:52Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385635\n\n## 🤖 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: $1.367666 USD\n- Calculated by Anthropic: $0.777211 USD\n- Difference: $-0.590455 (-43.17%)\n📎 **Log file uploaded as Gist** (1449KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6c222053b8ca3f92651f71014c4bb88c/raw/0a79a22fe43bbd635799b4e51d39ec0472289bef/solution-draft-log-pr-1769219327858.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T02:09:26Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793444477\n\nвраги кидают гранату так, что у гранаты нет шанса нанести урон (например в стену так, что ни ударная волна ни осколки не попадут в предполагаемую позицию игрока).\r\nвраг должен предполагать, где находится игрок (зону где скрылся или где его слышали в последний раз) и кидать гранату так, чтоб она как можно больше покрыла своим опасным радиусом целевую зону.\r\nИспользуй `RayCast` от врага к **точке броска**, а не к игроку. Если луч упирается в препятствие до цели — не кидать гранату.\r\n\r\n[game_log_20260124_045343.txt](https://github.com/user-attachments/files/24833146/game_log_20260124_045343.txt)\r\n[game_log_20260124_045528.txt](https://github.com/user-attachments/files/24833147/game_log_20260124_045528.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T02:11:45Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793457919\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:11:43.977Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:19:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793501098\n\n## 🔧 Grenade Wall-Blocking Fix Applied\n\nI've fixed the issue where enemies were throwing grenades into walls without the blast reaching the player.\n\n### Problem\nThe previous `is_throw_path_clear()` function only checked if a wall was:\n1. Point-blank (< 50 pixels away)\n2. Blocking > 80% of the path\n\nThis allowed grenades to be thrown at walls where the blast couldn't reach the target zone. The grenade would impact the wall, and the wall would then block the explosion from reaching the player.\n\n### Solution (commit `8decadc`)\nNew logic in `is_throw_path_clear()`:\n1. **Check if raycast hits a wall** - raycast from spawn position to target\n2. **If wall is hit, calculate impact point** - where grenade will explode\n3. **Check blast radius** - is target within blast radius from impact point?\n4. **Check line of sight** - can blast travel from impact point to target? (walls block blast damage)\n5. **Only approve if effective** - throw only if grenade can actually affect target\n\n```gdscript\n// Example: grenade would hit wall 100px away, target is 300px away, blast radius is 225px\n// OLD: Would allow throw (wall not point-blank, not blocking >80%)\n// NEW: Blocks throw (300px > 225px blast radius from wall impact point)\n```\n\n### Files Changed\n| File | Changes |\n|------|---------|\n| `scripts/components/grenade_thrower_component.gd` | +52/-13 lines - improved wall detection logic |\n\n### CI Status\n| Check | Status |\n|-------|--------|\n| Architecture Best Practices | ✅ SUCCESS |\n| Run GUT Tests | ✅ SUCCESS |\n| Build Windows Portable EXE | ✅ SUCCESS |\n\n### Next Step\nPlease download the new Windows Export artifact and test:\n1. Enemies should no longer throw grenades into walls where blast can't reach you\n2. When enemies can't find a clear throw path, they should reposition or skip the throw\n\n**Game logs saved to:** `docs/case-studies/issue-295/logs/`\n\n---\nComment by: konard\nDate: 2026-01-24T02:20:07Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793507927\n\n## 🤖 Solution Draft Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $5.661817 USD\n- Calculated by Anthropic: $3.586203 USD\n- Difference: $-2.075614 (-36.66%)\n📎 **Log file uploaded as Gist** (810KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/cb808d288afb940d98438bd7694f9cb1/raw/3a64908d229aad4e891a739ed9f757970d098c84/solution-draft-log-pr-1769221201501.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T02:46:12Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793583940\n\nдобавь поведение:\r\nесли рядом с врагом на 500px нет других врагов (по памяти врага) и он собирается зайти за укрытие, в котором предположительно находится игрок - он должен сначала закинуть туда гранату.\r\nдобавь светошумовые гранаты всем врагам на сложности нормал на карте Здание\r\n\r\n\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T02:47:10Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793585981\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:47:09.124Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:56:42Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793607423\n\n## Features Implemented\n\nBased on the latest comment request:\n\n### 1. Solo Grenade Throw Before Cover Entry\n> If enemy has no allies within 500px (from enemy's memory) and is about to enter cover where player is supposedly hiding, throw a grenade first\n\n**Implementation:**\n- Added `_count_allies_within_radius(radius)` function to count allies within a given distance\n- Added `_should_throw_grenade_before_cover_entry(target_cover)` to check:\n - Has grenades and not on cooldown\n - No allies within 500px\n - Player not currently visible (hidden)\n - Target cover is near the last known player position (within blast radius)\n - Throw path is clear\n- Integrated into `_process_pursuing_state()` - when enemy finds next pursuit cover or moves toward last known player position, it checks if solo grenade throw should occur\n\n### 2. Normal Difficulty Flashbangs\n> Add flashbang grenades to all enemies on Normal difficulty on the Building map\n\n**Implementation:**\n- Updated `_configure_enemy_grenades()` in `building_level.gd`:\n - **Easy mode**: No grenades\n - **Normal mode**: 1 flashbang per enemy\n - **Hard mode**: 2 offensive grenades per enemy (unchanged)\n\nAll CI checks are passing ✅\n\n---\nComment by: konard\nDate: 2026-01-24T02:57:02Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793608042\n\n## 🤖 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: $9.436151 USD\n- Calculated by Anthropic: $5.787540 USD\n- Difference: $-3.648611 (-38.67%)\n📎 **Log file uploaded as Gist** (3457KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5c8ef4b02f0feff4b27c8622e5d8465e/raw/dc1953ca0225de7a7f4affd2a3b072a6d2244937/solution-draft-log-pr-1769223416816.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T03:09:41Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793628652\n\nвраги всё ещё кидают гранату об укрытие, в котором игрок.\r\nдолжны проверять, достанет ли радиус действия гранаты до предполагаемой позиции игрока (не встретит ли препятствие в том числе).\r\nтак же при броске гранаты с таймером - делать бросок с расчётом 1-2 рикошетов, если это нужно, чтоб закинуть гранату в нужную зону.\r\nвраг высчитывать оптимальный бросок.\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833453/game_log_20260124_055857.txt)\r\nтак же если у врага сейчас 2 гранаты - таймер ожидания до перехода в состояние бросания должен быть в 2 раза меньше (чем больше гранат, тем меньше ценность каждой).\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833471/game_log_20260124_055857.txt)\r\n\r\nдобавь на карту обучение врага с пустым оружием (0 патронов и 0 магазинов) но с бесконечными светошумовыми гранатами.\r\nтак же добавь на карту несколько препятствий для проверки перехода врага к метанию гранаты.\r\n\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T03:10:26Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793629991\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T03:10:24.475Z\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 working session to finish, and provide your feedback._","is_error":false}]},"parent_tool_use_id":null,"session_id":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"416124f8-1e87-4f89-adbc-a68f7645f7c1","tool_use_result":{"stdout":"---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:01:23Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793286474\n\n1. упала проверка архитектуры\r\nhttps://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306193297/job/61334420451?pr=296#step:3:43\r\n2. враги полностью сломались (не двигаются даже)\r\n[game_log_20260124_040202.txt](https://github.com/user-attachments/files/24832673/game_log_20260124_040202.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:03:57Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793291182\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:03:56.756Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:07:56Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298403\n\n## 🤖 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: $18.101706 USD\n- Calculated by Anthropic: $14.786189 USD\n- Difference: $-3.315517 (-18.32%)\n📎 **Log file uploaded as Gist** (16706KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/f34e5782ffb8f6e90d25886620f937dc/raw/7c6d213fa1321df133ba435c933972d0665606e8/solution-draft-log-pr-1769216868923.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:08:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793298578\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/architecture-21306192275.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:14:43Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793311940\n\n## Investigation Summary\n\nI've analyzed the issues you reported:\n\n### 1. Architecture Check Failure (Fixed)\n\nThe architecture check failed because `enemy.gd` reached **5273 lines**, exceeding the 5000 line limit. This was fixed in commit `c7a8654` which condensed verbose multi-line documentation comments to single lines, bringing the file down to **4999 lines**.\n\n**Current status**: ✅ Architecture check passing\n\n### 2. \"Enemies Broken\" Report\n\nI analyzed your game log `game_log_20260124_040202.txt`. The key finding:\n```\n[ScoreManager] Level started with 0 enemies\n```\n\nThis indicates that no enemies were registered when the level started. This is unusual since:\n- `BuildingLevel.tscn` contains 10 properly configured enemies\n- The enemy.gd file passes syntax validation\n- All CI checks are now passing\n\n**Possible causes:**\n1. You may have tested an older Windows Export build (from commit `8144be2` before the fixes)\n2. There may have been a script parsing error in the unfixed version\n\n**Current status**: ✅ All code is syntactically correct and CI passes\n\n### 3. Case Study Documentation\n\nI've created documentation in `docs/case-studies/issue-295/` with:\n- Timeline of events\n- Root cause analysis\n- Lessons learned\n\n### Recommendation\n\nPlease test the game again with the latest Windows Export artifact from the passing CI. The enemies should work correctly now.\n\nIf the issue persists after testing the new build, please provide:\n1. A new game log file\n2. Confirmation which build you're testing (commit SHA or artifact download time)\n\n---\n📊 **CI Status**: Architecture ✅ | Unit Tests ✅ | Windows Export ⏳ (in progress)\n\n---\nComment by: konard\nDate: 2026-01-24T01:15:41Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793314998\n\n## 🤖 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: $9.277384 USD\n- Calculated by Anthropic: $6.900695 USD\n- Difference: $-2.376689 (-25.62%)\n📎 **Log file uploaded as Gist** (2643KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/4233a50741008cd4884e567d912f0788/raw/6582d91b0701f82e0dab95cd74dbbf839400608e/solution-draft-log-pr-1769217336377.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:15:48Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793315318\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/architecture-check-21306193297.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:16:11Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793316598\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $6.825886 USD\n- Calculated by Anthropic: $4.372868 USD\n- Difference: $-2.453018 (-35.94%)\n📎 **Log file uploaded as Gist** (17607KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/11e9984f4f3b9b974da0f03adf88f87d/raw/c15c7f629d7cd7f974376750fc5439525ef552be/solution-draft-log-pr-1769217364205.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:16:24Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793317240\n\n## 🤖 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: $6.825886 USD\n- Calculated by Anthropic: $4.372868 USD\n- Difference: $-2.453018 (-35.94%)\n📎 **Log file uploaded as Gist** (17610KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/c55d342782778a2af17b1748adc38d9f/raw/570a1007ae360aee8344075b2a9a9115870648c9/solution-draft-log-pr-1769217374865.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:17:27Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793319958\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $0.885574 USD\n- Calculated by Anthropic: $0.573355 USD\n- Difference: $-0.312219 (-35.26%)\n📎 **Log file uploaded as Gist** (2850KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/26010516bcdd302376ea505ded45171c/raw/f4de3850c909fe8058d6d582d53b36505a70845e/solution-draft-log-pr-1769217442126.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:17:34Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793320122\n\n## 🤖 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: $0.885574 USD\n- Calculated by Anthropic: $0.573355 USD\n- Difference: $-0.312219 (-35.26%)\n📎 **Log file uploaded as Gist** (2853KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/fae4e0c6b88fd2d39c49dcb84dd52420/raw/dabd41fbd5842a8ea48090afb9624e9aa7ba35a8/solution-draft-log-pr-1769217449763.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:19:32Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793322476\n\nвраги всё ещё сломаны, возможно дело в C#\r\n\r\n[game_log_20260124_041819.txt](https://github.com/user-attachments/files/24832758/game_log_20260124_041819.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:20:30Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793324192\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:20:28.055Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:31:27Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793344157\n\n## Investigation Summary\n\nI've analyzed both game logs you provided and conducted a deep investigation into the \"Level started with 0 enemies\" issue.\n\n### Key Findings\n\n**Both logs show the same problem:**\n- `[ScoreManager] Level started with 0 enemies`\n- Sound propagation shows `listeners=0` \n- This means `building_level.gd:_setup_enemy_tracking()` found 0 enemies with the `died` signal\n\n**Timeline analysis:**\n- First log: 04:02 local time (01:02 UTC) - possibly from commit 8144be2 (before refactor)\n- Second log: 04:18 local time (01:18 UTC) - **after** latest build at 01:13 UTC (commit 69d0f8a)\n- This confirms the issue persists even after the refactor that reduced enemy.gd from 5273 to 4999 lines\n\n**Possible causes:**\n1. **Script load failure**: enemy.gd fails to parse/load in Windows Export\n2. **Missing dependency**: GrenadeThrowerComponent not included in export\n3. **Resource missing**: caliber_545x39.tres or other resources fail to load\n4. **Export configuration**: Scripts not included in export filter\n\n### Debug Logging Added\n\nI've added comprehensive debug logging in commit `bd58473` to diagnose this issue:\n\n```gdscript\n// building_level.gd now logs:\n- Environment/Enemies node discovery\n- Child count under Environment/Enemies \n- For each child: name, class, script path, has_died_signal\n- Warning for enemies missing 'died' signal\n- Final registration count\n```\n\n### Next Steps\n\nPlease download the **new Windows Export build** from the latest CI run and provide a fresh game log. The new logs will show:\n\n1. How many children are under Environment/Enemies (should be 10)\n2. Each enemy's class type (should be CharacterBody2D)\n3. Each enemy's script path (should be enemy.gd)\n4. Whether each enemy has the 'died' signal (will be FALSE if script didn't load)\n\nThis will tell us exactly why enemies aren't being registered.\n\n### Case Study\n\nI've created a detailed case study in `docs/case-studies/issue-295/` with:\n- Complete timeline of events\n- Analysis of both game logs\n- Investigation of CI export logs \n- Recommendations for fixing the issue\n\n📊 All CI checks are passing, but the Windows Export build has a critical issue preventing enemy scripts from loading properly.\n\n---\nComment by: konard\nDate: 2026-01-24T01:32:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793345287\n\n## 🤖 Solution Draft Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $5.403511 USD\n- Calculated by Anthropic: $3.133489 USD\n- Difference: $-2.270022 (-42.01%)\n📎 **Log file uploaded as Gist** (916KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/9fcaf9d8f5fcc7dcc8e75887d27838fd/raw/baf819442a63cd4992948669e408bd414d921b1c/solution-draft-log-pr-1769218318218.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T01:38:15Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793372768\n\nпроблема сохраняется\r\n[game_log_20260124_043712.txt](https://github.com/user-attachments/files/24832991/game_log_20260124_043712.txt)\r\nможет дело в импортах?\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T01:38:59Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793373908\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T01:38:57.136Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:18Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382543\n\n## 🔧 Root Cause Found and Fixed\n\nI've identified and fixed the critical issue causing enemies to be completely broken.\n\n### Root Cause: GDScript Parse Errors in Export Mode\n\nThe Windows Export uses GDScript 2.0 **strict mode**, which treats certain type inference patterns as **fatal parse errors**. Three scripts had issues that only manifested in export builds (not in the Godot Editor):\n\n**1. enemy.gd (line 769-770)** - Wrong variable name:\n```gdscript\n// ERROR: Identifier \"_navigation_agent\" not declared\nif _navigation_agent: // Should be _nav_agent\n```\n\n**2. grenade_thrower_component.gd** - Type inference from nullable returns:\n```gdscript\n// ERROR: Cannot infer type of \"world_2d\" variable\nvar world_2d := parent_node.get_world_2d() // Returns nullable\n```\n\n**3. building_level.gd** - Same type inference issue with `get_node_or_null()`\n\n### Why This Wasn't Caught Earlier\n\n- GUT Tests run in Godot Editor with lenient parsing ✅\n- Architecture check validates file size, not parse errors ✅ \n- Windows Export CI \"succeeds\" even when scripts fail to parse ⚠️\n- The export artifact is created, but broken scripts aren't attached properly\n\n### Fix Applied (commit `b1a0976`)\n\n- Fixed wrong variable name: `_navigation_agent` → `_nav_agent`\n- Added explicit type annotations: `World2D`, `PhysicsDirectSpaceState2D`, `Dictionary`, `Node`, `Script`, etc.\n\n### CI Status After Fix\n\n| Workflow | Status |\n|----------|--------|\n| Architecture Best Practices Check | ✅ SUCCESS |\n| Run GUT Tests | ✅ SUCCESS |\n| Build Windows Portable EXE | ✅ SUCCESS |\n\n### Next Step\n\nPlease download the new Windows Export artifact from [CI run #21306989974](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21306989974) and test if enemies work correctly now.\n\nThe debug logging I added earlier will also help verify - you should see:\n```\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\n```\n\nIf `has_died=true` for all enemies, the fix worked!\n\n---\n📊 Case study updated in `docs/case-studies/issue-295/README.md`\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:42Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793382986\n\n## 🤖 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: $4.717338 USD\n- Calculated by Anthropic: $3.279537 USD\n- Difference: $-1.437801 (-30.48%)\n📎 **Log file uploaded as Gist** (1134KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/0e3d13906673014d97db59d1699bbde7/raw/2d52390eb8e4d19df42097158001fd9b3e5842fe/solution-draft-log-pr-1769219197941.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:46:49Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793383114\n\n## 🔄 Auto-restart 1/3\n\nDetected uncommitted changes from previous run. Starting new session to review and commit them.\n\n**Uncommitted files:**\n```\n?? ci-logs/windows-export-21306812272.log\n?? ci-logs/windows-export-21306989974.log\n```\n\n---\n*Auto-restart will stop after changes are committed or after 2 more iterations. Please wait until working session will end and give your feedback.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:31Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385088\n\n## 📋 Session Summary\n\nI've cleaned up the uncommitted CI log files from the previous session.\n\n### Current Status\n\nAll CI checks are passing for the latest commit (`3994257`):\n- ✅ Architecture Best Practices Check\n- ✅ Run GUT Tests \n- ✅ Build Windows Portable EXE\n\n### Root Cause Fixed (commit `b1a0976`)\n\nThe fix addressed GDScript parse errors that were only triggered in export/release mode:\n1. **enemy.gd line 769-770**: Fixed wrong variable name (`_navigation_agent` → `_nav_agent`)\n2. **grenade_thrower_component.gd**: Added explicit type annotations for nullable returns\n3. **building_level.gd**: Added explicit type annotations for `get_node_or_null()` calls\n\n### Next Step\n\nPlease download the latest Windows Export artifact from [CI run #21307036421](https://github.com/Jhon-Crow/godot-topdown-MVP/actions/runs/21307036421) and test if enemies now work correctly.\n\nThe debug logging added in commit `bd58473` will show:\n```\n[BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=..., has_died=true\n```\n\nIf `has_died=true` for all enemies, the fix worked!\n\n---\n📊 All issues from your previous feedback have been addressed. Waiting for your testing confirmation.\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:45Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385452\n\n## 🔄 Auto-restart 1/3 Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $1.367666 USD\n- Calculated by Anthropic: $0.777211 USD\n- Difference: $-0.590455 (-43.17%)\n📎 **Log file uploaded as Gist** (1446KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/891c6a8d910c242173a9ad7f4e5a9331/raw/191cb58fe78c7ec7adbc55493116cb2706b38976/solution-draft-log-pr-1769219320130.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: konard\nDate: 2026-01-24T01:48:52Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793385635\n\n## 🤖 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: $1.367666 USD\n- Calculated by Anthropic: $0.777211 USD\n- Difference: $-0.590455 (-43.17%)\n📎 **Log file uploaded as Gist** (1449KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6c222053b8ca3f92651f71014c4bb88c/raw/0a79a22fe43bbd635799b4e51d39ec0472289bef/solution-draft-log-pr-1769219327858.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T02:09:26Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793444477\n\nвраги кидают гранату так, что у гранаты нет шанса нанести урон (например в стену так, что ни ударная волна ни осколки не попадут в предполагаемую позицию игрока).\r\nвраг должен предполагать, где находится игрок (зону где скрылся или где его слышали в последний раз) и кидать гранату так, чтоб она как можно больше покрыла своим опасным радиусом целевую зону.\r\nИспользуй `RayCast` от врага к **точке броска**, а не к игроку. Если луч упирается в препятствие до цели — не кидать гранату.\r\n\r\n[game_log_20260124_045343.txt](https://github.com/user-attachments/files/24833146/game_log_20260124_045343.txt)\r\n[game_log_20260124_045528.txt](https://github.com/user-attachments/files/24833147/game_log_20260124_045528.txt)\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T02:11:45Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793457919\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:11:43.977Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:19:03Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793501098\n\n## 🔧 Grenade Wall-Blocking Fix Applied\n\nI've fixed the issue where enemies were throwing grenades into walls without the blast reaching the player.\n\n### Problem\nThe previous `is_throw_path_clear()` function only checked if a wall was:\n1. Point-blank (< 50 pixels away)\n2. Blocking > 80% of the path\n\nThis allowed grenades to be thrown at walls where the blast couldn't reach the target zone. The grenade would impact the wall, and the wall would then block the explosion from reaching the player.\n\n### Solution (commit `8decadc`)\nNew logic in `is_throw_path_clear()`:\n1. **Check if raycast hits a wall** - raycast from spawn position to target\n2. **If wall is hit, calculate impact point** - where grenade will explode\n3. **Check blast radius** - is target within blast radius from impact point?\n4. **Check line of sight** - can blast travel from impact point to target? (walls block blast damage)\n5. **Only approve if effective** - throw only if grenade can actually affect target\n\n```gdscript\n// Example: grenade would hit wall 100px away, target is 300px away, blast radius is 225px\n// OLD: Would allow throw (wall not point-blank, not blocking >80%)\n// NEW: Blocks throw (300px > 225px blast radius from wall impact point)\n```\n\n### Files Changed\n| File | Changes |\n|------|---------|\n| `scripts/components/grenade_thrower_component.gd` | +52/-13 lines - improved wall detection logic |\n\n### CI Status\n| Check | Status |\n|-------|--------|\n| Architecture Best Practices | ✅ SUCCESS |\n| Run GUT Tests | ✅ SUCCESS |\n| Build Windows Portable EXE | ✅ SUCCESS |\n\n### Next Step\nPlease download the new Windows Export artifact and test:\n1. Enemies should no longer throw grenades into walls where blast can't reach you\n2. When enemies can't find a clear throw path, they should reposition or skip the throw\n\n**Game logs saved to:** `docs/case-studies/issue-295/logs/`\n\n---\nComment by: konard\nDate: 2026-01-24T02:20:07Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793507927\n\n## 🤖 Solution Draft Log\nThis log file contains the complete execution trace of the AI solution draft process.\n\n💰 **Cost estimation:**\n- Public pricing estimate: $5.661817 USD\n- Calculated by Anthropic: $3.586203 USD\n- Difference: $-2.075614 (-36.66%)\n📎 **Log file uploaded as Gist** (810KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/cb808d288afb940d98438bd7694f9cb1/raw/3a64908d229aad4e891a739ed9f757970d098c84/solution-draft-log-pr-1769221201501.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T02:46:12Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793583940\n\nдобавь поведение:\r\nесли рядом с врагом на 500px нет других врагов (по памяти врага) и он собирается зайти за укрытие, в котором предположительно находится игрок - он должен сначала закинуть туда гранату.\r\nдобавь светошумовые гранаты всем врагам на сложности нормал на карте Здание\r\n\r\n\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T02:47:10Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793585981\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:47:09.124Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:56:42Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793607423\n\n## Features Implemented\n\nBased on the latest comment request:\n\n### 1. Solo Grenade Throw Before Cover Entry\n> If enemy has no allies within 500px (from enemy's memory) and is about to enter cover where player is supposedly hiding, throw a grenade first\n\n**Implementation:**\n- Added `_count_allies_within_radius(radius)` function to count allies within a given distance\n- Added `_should_throw_grenade_before_cover_entry(target_cover)` to check:\n - Has grenades and not on cooldown\n - No allies within 500px\n - Player not currently visible (hidden)\n - Target cover is near the last known player position (within blast radius)\n - Throw path is clear\n- Integrated into `_process_pursuing_state()` - when enemy finds next pursuit cover or moves toward last known player position, it checks if solo grenade throw should occur\n\n### 2. Normal Difficulty Flashbangs\n> Add flashbang grenades to all enemies on Normal difficulty on the Building map\n\n**Implementation:**\n- Updated `_configure_enemy_grenades()` in `building_level.gd`:\n - **Easy mode**: No grenades\n - **Normal mode**: 1 flashbang per enemy\n - **Hard mode**: 2 offensive grenades per enemy (unchanged)\n\nAll CI checks are passing ✅\n\n---\nComment by: konard\nDate: 2026-01-24T02:57:02Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793608042\n\n## 🤖 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: $9.436151 USD\n- Calculated by Anthropic: $5.787540 USD\n- Difference: $-3.648611 (-38.67%)\n📎 **Log file uploaded as Gist** (3457KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5c8ef4b02f0feff4b27c8622e5d8465e/raw/dc1953ca0225de7a7f4affd2a3b072a6d2244937/solution-draft-log-pr-1769223416816.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T03:09:41Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793628652\n\nвраги всё ещё кидают гранату об укрытие, в котором игрок.\r\nдолжны проверять, достанет ли радиус действия гранаты до предполагаемой позиции игрока (не встретит ли препятствие в том числе).\r\nтак же при броске гранаты с таймером - делать бросок с расчётом 1-2 рикошетов, если это нужно, чтоб закинуть гранату в нужную зону.\r\nвраг высчитывать оптимальный бросок.\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833453/game_log_20260124_055857.txt)\r\nтак же если у врага сейчас 2 гранаты - таймер ожидания до перехода в состояние бросания должен быть в 2 раза меньше (чем больше гранат, тем меньше ценность каждой).\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833471/game_log_20260124_055857.txt)\r\n\r\nдобавь на карту обучение врага с пустым оружием (0 патронов и 0 магазинов) но с бесконечными светошумовыми гранатами.\r\nтак же добавь на карту несколько препятствий для проверки перехода врага к метанию гранаты.\r\n\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T03:10:26Z\nURL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/296#issuecomment-3793629991\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T03:10:24.475Z\n\nThe PR has been converted to draft mode while work is in progress.\n\n_This comment marks the beginning of | |
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| "content": "---\nComment by: konard\nDate: 2026-01-24T02:47:10Z\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:47:09.124Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:56:42Z\n\n## Features Implemented\n\nBased on the latest comment request:\n\n### 1. Solo Grenade Throw Before Cover Entry\n> If enemy has no allies within 500px (from enemy's memory) and is about to enter cover where player is supposedly hiding, throw a grenade first\n\n**Implementation:**\n- Added `_count_allies_within_radius(radius)` function to count allies within a given distance\n- Added `_should_throw_grenade_before_cover_entry(target_cover)` to check:\n - Has grenades and not on cooldown\n - No allies within 500px\n - Player not currently visible (hidden)\n - Target cover is near the last known player position (within blast radius)\n - Throw path is clear\n- Integrated into `_process_pursuing_state()` - when enemy finds next pursuit cover or moves toward last known player position, it checks if solo grenade throw should occur\n\n### 2. Normal Difficulty Flashbangs\n> Add flashbang grenades to all enemies on Normal difficulty on the Building map\n\n**Implementation:**\n- Updated `_configure_enemy_grenades()` in `building_level.gd`:\n - **Easy mode**: No grenades\n - **Normal mode**: 1 flashbang per enemy\n - **Hard mode**: 2 offensive grenades per enemy (unchanged)\n\nAll CI checks are passing ✅\n\n---\nComment by: konard\nDate: 2026-01-24T02:57:02Z\n\n## 🤖 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: $9.436151 USD\n- Calculated by Anthropic: $5.787540 USD\n- Difference: $-3.648611 (-38.67%)\n📎 **Log file uploaded as Gist** (3457KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5c8ef4b02f0feff4b27c8622e5d8465e/raw/dc1953ca0225de7a7f4affd2a3b072a6d2244937/solution-draft-log-pr-1769223416816.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T03:09:41Z\n\nвраги всё ещё кидают гранату об укрытие, в котором игрок.\r\nдолжны проверять, достанет ли радиус действия гранаты до предполагаемой позиции игрока (не встретит ли препятствие в том числе).\r\nтак же при броске гранаты с таймером - делать бросок с расчётом 1-2 рикошетов, если это нужно, чтоб закинуть гранату в нужную зону.\r\nвраг высчитывать оптимальный бросок.\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833453/game_log_20260124_055857.txt)\r\nтак же если у врага сейчас 2 гранаты - таймер ожидания до перехода в состояние бросания должен быть в 2 раза меньше (чем больше гранат, тем меньше ценность каждой).\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833471/game_log_20260124_055857.txt)\r\n\r\nдобавь на карту обучение врага с пустым оружием (0 патронов и 0 магазинов) но с бесконечными светошумовыми гранатами.\r\nтак же добавь на карту несколько препятствий для проверки перехода врага к метанию гранаты.\r\n\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T03:10:26Z\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T03:10:24.475Z\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 working session to finish, and provide your feedback._", | |
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| "stdout": "---\nComment by: konard\nDate: 2026-01-24T02:47:10Z\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T02:47:09.124Z\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 working session to finish, and provide your feedback._\n\n---\nComment by: konard\nDate: 2026-01-24T02:56:42Z\n\n## Features Implemented\n\nBased on the latest comment request:\n\n### 1. Solo Grenade Throw Before Cover Entry\n> If enemy has no allies within 500px (from enemy's memory) and is about to enter cover where player is supposedly hiding, throw a grenade first\n\n**Implementation:**\n- Added `_count_allies_within_radius(radius)` function to count allies within a given distance\n- Added `_should_throw_grenade_before_cover_entry(target_cover)` to check:\n - Has grenades and not on cooldown\n - No allies within 500px\n - Player not currently visible (hidden)\n - Target cover is near the last known player position (within blast radius)\n - Throw path is clear\n- Integrated into `_process_pursuing_state()` - when enemy finds next pursuit cover or moves toward last known player position, it checks if solo grenade throw should occur\n\n### 2. Normal Difficulty Flashbangs\n> Add flashbang grenades to all enemies on Normal difficulty on the Building map\n\n**Implementation:**\n- Updated `_configure_enemy_grenades()` in `building_level.gd`:\n - **Easy mode**: No grenades\n - **Normal mode**: 1 flashbang per enemy\n - **Hard mode**: 2 offensive grenades per enemy (unchanged)\n\nAll CI checks are passing ✅\n\n---\nComment by: konard\nDate: 2026-01-24T02:57:02Z\n\n## 🤖 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: $9.436151 USD\n- Calculated by Anthropic: $5.787540 USD\n- Difference: $-3.648611 (-38.67%)\n📎 **Log file uploaded as Gist** (3457KB)\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/5c8ef4b02f0feff4b27c8622e5d8465e/raw/dc1953ca0225de7a7f4affd2a3b072a6d2244937/solution-draft-log-pr-1769223416816.txt)\n---\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\n\n---\nComment by: Jhon-Crow\nDate: 2026-01-24T03:09:41Z\n\nвраги всё ещё кидают гранату об укрытие, в котором игрок.\r\nдолжны проверять, достанет ли радиус действия гранаты до предполагаемой позиции игрока (не встретит ли препятствие в том числе).\r\nтак же при броске гранаты с таймером - делать бросок с расчётом 1-2 рикошетов, если это нужно, чтоб закинуть гранату в нужную зону.\r\nвраг высчитывать оптимальный бросок.\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833453/game_log_20260124_055857.txt)\r\nтак же если у врага сейчас 2 гранаты - таймер ожидания до перехода в состояние бросания должен быть в 2 раза меньше (чем больше гранат, тем меньше ценность каждой).\r\n[game_log_20260124_055857.txt](https://github.com/user-attachments/files/24833471/game_log_20260124_055857.txt)\r\n\r\nдобавь на карту обучение врага с пустым оружием (0 патронов и 0 магазинов) но с бесконечными светошумовыми гранатами.\r\nтак же добавь на карту несколько препятствий для проверки перехода врага к метанию гранаты.\r\n\r\n\r\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\r\n\n\n---\nComment by: konard\nDate: 2026-01-24T03:10:26Z\n\n🤖 **AI Work Session Started**\n\nStarting automated work session at 2026-01-24T03:10:24.475Z\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 working session to finish, and provide your feedback._", | |
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| "text": "The latest feedback from Jhon-Crow (at 2026-01-24T03:09:41Z) includes several new requirements:\n\n1. **Grenade blast radius checking** - Enemies still throw grenades at cover where player is hiding, but the blast doesn't reach them (blocked by obstacles)\n2. **Ricochet calculation** - For timer grenades, calculate 1-2 bounces to get the grenade into the target zone\n3. **Optimal throw calculation** - Enemy should calculate the optimal throw\n4. **Grenade cooldown based on count** - If enemy has 2 grenades, the wait timer should be halved (more grenades = less value per grenade)\n5. **Tutorial map enemy** - Add an enemy with empty weapon (0 bullets, 0 magazines) but infinite flashbang grenades\n6. **Tutorial obstacles** - Add obstacles for testing grenade throw behavior\n\nLet me create my todo list and start working:" | |
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| "content": "8253 /tmp/gh-issue-solver-1769224217084/docs/case-studies/issue-295/logs/game_log_20260124_055857.txt\n[05:58:57] [INFO] ============================================================\n[05:58:57] [INFO] GAME LOG STARTED\n[05:58:57] [INFO] ============================================================\n[05:58:57] [INFO] Timestamp: 2026-01-24T05:58:57\n[05:58:57] [INFO] Log file: I:/Загрузки/godot exe/game_log_20260124_055857.txt\n[05:58:57] [INFO] Executable: I:/Загрузки/godot exe/Godot-Top-Down-Template.exe\n[05:58:57] [INFO] OS: Windows\n[05:58:57] [INFO] Debug build: false\n[05:58:57] [INFO] Engine version: 4.3-stable (official)\n[05:58:57] [INFO] Project: Godot Top-Down Template\n[05:58:57] [INFO] ------------------------------------------------------------\n[05:58:57] [INFO] [GameManager] GameManager ready\n[05:58:57] [INFO] [ScoreManager] ScoreManager ready\n[05:58:57] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[05:58:57] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[05:58:57] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[05:58:57] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[05:58:57] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[05:58:57] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[05:58:57] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[05:58:57] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[05:58:57] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[05:58:57] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[05:58:57] [INFO] [LastChance] Resetting all effects (scene change detected)\n[05:58:57] [INFO] [LastChance] Last chance shader loaded successfully\n[05:58:57] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[05:58:57] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[05:58:57] [INFO] [LastChance] Sepia intensity: 0.70\n[05:58:57] [INFO] [LastChance] Brightness: 0.60\n[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[05:58:57] [ENEMY] [Enemy1] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy2] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy3] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy4] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy5] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy6] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy7] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy8] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy9] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy10] Death animation component initialized\n[05:58:57] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[05:58:57] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[05:58:57] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[05:58:57] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[05:58:57] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[05:58:57] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[05:58:57] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[05:58:57] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n[05:58:57] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[05:58:57] [INFO] [BuildingLevel] BuildingLevel _ready() started\n[05:58:57] [INFO] [BuildingLevel] Enemy tracking: Found 10 children under Environment/Enemies\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy1' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy2': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy2' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy3': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy3' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy4': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy4' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy5': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy5' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy6': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy6' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy7': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy7' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy8': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy8' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy9': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy9' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy10': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy10' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy tracking complete: 10/10 enemies registered\n[05:58:57] [INFO] [ScoreManager] Level started with 10 enemies\n[05:58:57] [INFO] [BuildingLevel] BuildingLevel initialization complete: 10 enemies, player found\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[05:58:57] [ENEMY] [Enemy1] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy1] Enemy spawned at (300, 350), health: 2, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[05:58:57] [ENEMY] [Enemy2] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy2] Enemy spawned at (400, 550), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[05:58:57] [ENEMY] [Enemy3] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy3] Enemy spawned at (700, 750), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[05:58:57] [ENEMY] [Enemy4] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy4] Enemy spawned at (800, 900), health: 2, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[05:58:57] [ENEMY] [Enemy5] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy5] Enemy spawned at (1700, 350), health: 3, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[05:58:57] [ENEMY] [Enemy6] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy6] Enemy spawned at (1950, 450), health: 3, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[05:58:57] [ENEMY] [Enemy7] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy7] Enemy spawned at (1606.114, 893.8859), health: 4, behavior: PATROL, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[05:58:57] [ENEMY] [Enemy8] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy8] Enemy spawned at (1900, 1450), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)", | |
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| "stdout": "8253 /tmp/gh-issue-solver-1769224217084/docs/case-studies/issue-295/logs/game_log_20260124_055857.txt\n[05:58:57] [INFO] ============================================================\n[05:58:57] [INFO] GAME LOG STARTED\n[05:58:57] [INFO] ============================================================\n[05:58:57] [INFO] Timestamp: 2026-01-24T05:58:57\n[05:58:57] [INFO] Log file: I:/Загрузки/godot exe/game_log_20260124_055857.txt\n[05:58:57] [INFO] Executable: I:/Загрузки/godot exe/Godot-Top-Down-Template.exe\n[05:58:57] [INFO] OS: Windows\n[05:58:57] [INFO] Debug build: false\n[05:58:57] [INFO] Engine version: 4.3-stable (official)\n[05:58:57] [INFO] Project: Godot Top-Down Template\n[05:58:57] [INFO] ------------------------------------------------------------\n[05:58:57] [INFO] [GameManager] GameManager ready\n[05:58:57] [INFO] [ScoreManager] ScoreManager ready\n[05:58:57] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[05:58:57] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[05:58:57] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[05:58:57] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[05:58:57] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[05:58:57] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[05:58:57] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[05:58:57] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[05:58:57] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[05:58:57] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[05:58:57] [INFO] [LastChance] Resetting all effects (scene change detected)\n[05:58:57] [INFO] [LastChance] Last chance shader loaded successfully\n[05:58:57] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[05:58:57] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[05:58:57] [INFO] [LastChance] Sepia intensity: 0.70\n[05:58:57] [INFO] [LastChance] Brightness: 0.60\n[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[05:58:57] [ENEMY] [Enemy1] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy2] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy3] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy4] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy5] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy6] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy7] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy8] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy9] Death animation component initialized\n[05:58:57] [ENEMY] [Enemy10] Death animation component initialized\n[05:58:57] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[05:58:57] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[05:58:57] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[05:58:57] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[05:58:57] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[05:58:57] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[05:58:57] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[05:58:57] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n[05:58:57] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[05:58:57] [INFO] [BuildingLevel] BuildingLevel _ready() started\n[05:58:57] [INFO] [BuildingLevel] Enemy tracking: Found 10 children under Environment/Enemies\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy1': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy1' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy2': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy2' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy3': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy3' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy4': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy4' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy5': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy5' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy6': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy6' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy7': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy7' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy8': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy8' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy9': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy9' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy node 'Enemy10': class=CharacterBody2D, script=<GDScript#-9223372007276542736>, has_died=true\n[05:58:57] [INFO] [BuildingLevel] Enemy 'Enemy10' registered with died signal\n[05:58:57] [INFO] [BuildingLevel] Enemy tracking complete: 10/10 enemies registered\n[05:58:57] [INFO] [ScoreManager] Level started with 10 enemies\n[05:58:57] [INFO] [BuildingLevel] BuildingLevel initialization complete: 10 enemies, player found\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[05:58:57] [ENEMY] [Enemy1] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy1] Enemy spawned at (300, 350), health: 2, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[05:58:57] [ENEMY] [Enemy2] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy2] Enemy spawned at (400, 550), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[05:58:57] [ENEMY] [Enemy3] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy3] Enemy spawned at (700, 750), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[05:58:57] [ENEMY] [Enemy4] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy4] Enemy spawned at (800, 900), health: 2, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[05:58:57] [ENEMY] [Enemy5] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy5] Enemy spawned at (1700, 350), health: 3, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[05:58:57] [ENEMY] [Enemy6] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy6] Enemy spawned at (1950, 450), health: 3, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[05:58:57] [ENEMY] [Enemy7] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy7] Enemy spawned at (1606.114, 893.8859), health: 4, behavior: PATROL, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[05:58:57] [ENEMY] [Enemy8] Registered as sound listener\n[05:58:57] [ENEMY] [Enemy8] Enemy spawned at (1900, 1450), health: 4, behavior: GUARD, player_found: yes\n[05:58:57] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-01-24T03:11:30.449Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01D7jfD6HKLyAdbygxdo3fSx", | |
| "type": "tool_result", | |
| "content": "30:[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n31:[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n42:[05:58:57] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n43:[05:58:57] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n49:[05:58:57] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n50:[05:58:57] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n121:[05:59:43] [INFO] [Bullet] Distance to wall: 316,6666 (21,56241% of viewport)\n137:[05:59:43] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n138:[05:59:43] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n144:[05:59:43] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n145:[05:59:43] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n218:[05:59:47] [INFO] [Bullet] Distance to wall: 1208.3330078125 (82.2776164304298% of viewport)\n221:[05:59:50] [INFO] [Bullet] Distance to wall: 1184.45629882813 (80.6518074102874% of viewport)\n239:[05:59:51] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n240:[05:59:51] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n246:[05:59:51] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n247:[05:59:51] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n341:[05:59:54] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n342:[05:59:54] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n348:[05:59:54] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n349:[05:59:54] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n424:[05:59:56] [INFO] [Bullet] Distance to wall: 0 (0% of viewport)\n426:[05:59:56] [INFO] [Bullet] Starting wall penetration at (657.0521, 1018.425)\n429:[05:59:56] [INFO] [Bullet] Exiting penetration at (626.8306, 1053.984) after traveling 41.6666679382324 pixels through wall\n446:[05:59:56] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n447:[05:59:56] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n453:[05:59:56] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n454:[05:59:56] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n533:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33349609375 (82.277649678398% of viewport)\n536:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33361816406 (82.2776579903901% of viewport)\n539:[05:59:57] [INFO] [Bullet] Distance to wall: 1118.91381835938 (76.188899393176% of viewport)\n542:[05:59:57] [INFO] [Bullet] Distance to wall: 1136.47863769531 (77.3849202406147% of viewport)\n545:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33276367188 (82.2775998064458% of viewport)\n550:[05:59:57] [INFO] [Bullet] Distance to wall: 888.949523925781 (60.5302077181426% of viewport)\n558:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33325195313 (82.2776330544139% of viewport)\n562:[05:59:58] [INFO] [Bullet] Distance to wall: 740.763366699219 (50.4399397822704% of viewport)\n572:[05:59:58] [INFO] [Bullet] Distance to wall: 1195.12329101563 (81.3781425232033% of viewport)\n577:[05:59:58] [INFO] [Bullet] Distance to wall: 140.000030517578 (9.53285951529777% of viewport)\n579:[05:59:58] [INFO] [Bullet] Caliber cannot penetrate walls\n591:[05:59:58] [INFO] [Bullet] Distance to wall: 160.000061035156 (10.8946983700529% of viewport)\n593:[05:59:58] [INFO] [Bullet] Caliber cannot penetrate walls\n613:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n617:[05:59:58] [INFO] [Bullet] Distance to wall: 1015.21166992188 (69.1276294146304% of viewport)\n619:[05:59:58] [INFO] [Bullet] Starting wall penetration at (50.99833, 1297.05)\n630:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n633:[05:59:58] [INFO] [Bullet] Exiting penetration at (26.26574, 1315.049) after traveling 25.5885448455811 pixels through wall\n646:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n649:[05:59:58] [INFO] [Bullet] Distance to wall: 541.666625976563 (36.883076599841% of viewport)\n651:[05:59:58] [INFO] [Bullet] Starting wall penetration at (31.95444, 833.0627)\n652:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n655:[05:59:58] [INFO] [Bullet] Exiting penetration at (22.83768, 834.0179) after traveling 4.16666698455811 pixels through wall\n657:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n658:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n659:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n660:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n661:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n662:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n663:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n664:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n665:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n666:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n667:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n668:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n669:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n670:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n671:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n672:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n673:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n674:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n675:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n676:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n677:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n678:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n679:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n680:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n681:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n682:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n683:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n684:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n685:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n686:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n687:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n688:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n689:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n690:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n691:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n692:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n693:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n694:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n695:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n696:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n697:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n698:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n699:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n700:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n701:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n702:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n703:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n704:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n705:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n\n[Showing results with pagination = limit: 100, offset: 0]" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "b557e98d-c3b7-4dd5-884a-39c5e6735ed4", | |
| "uuid": "0f00d2b7-21ad-4a62-8789-0f7f5a431f8f", | |
| "tool_use_result": { | |
| "mode": "content", | |
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| "filenames": [], | |
| "content": "30:[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n31:[05:58:57] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n42:[05:58:57] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n43:[05:58:57] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n49:[05:58:57] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n50:[05:58:57] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n121:[05:59:43] [INFO] [Bullet] Distance to wall: 316,6666 (21,56241% of viewport)\n137:[05:59:43] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n138:[05:59:43] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n144:[05:59:43] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n145:[05:59:43] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n218:[05:59:47] [INFO] [Bullet] Distance to wall: 1208.3330078125 (82.2776164304298% of viewport)\n221:[05:59:50] [INFO] [Bullet] Distance to wall: 1184.45629882813 (80.6518074102874% of viewport)\n239:[05:59:51] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n240:[05:59:51] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n246:[05:59:51] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n247:[05:59:51] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n341:[05:59:54] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n342:[05:59:54] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n348:[05:59:54] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 4/4\n349:[05:59:54] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n424:[05:59:56] [INFO] [Bullet] Distance to wall: 0 (0% of viewport)\n426:[05:59:56] [INFO] [Bullet] Starting wall penetration at (657.0521, 1018.425)\n429:[05:59:56] [INFO] [Bullet] Exiting penetration at (626.8306, 1053.984) after traveling 41.6666679382324 pixels through wall\n446:[05:59:56] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n447:[05:59:56] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n453:[05:59:56] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n454:[05:59:56] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n533:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33349609375 (82.277649678398% of viewport)\n536:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33361816406 (82.2776579903901% of viewport)\n539:[05:59:57] [INFO] [Bullet] Distance to wall: 1118.91381835938 (76.188899393176% of viewport)\n542:[05:59:57] [INFO] [Bullet] Distance to wall: 1136.47863769531 (77.3849202406147% of viewport)\n545:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33276367188 (82.2775998064458% of viewport)\n550:[05:59:57] [INFO] [Bullet] Distance to wall: 888.949523925781 (60.5302077181426% of viewport)\n558:[05:59:57] [INFO] [Bullet] Distance to wall: 1208.33325195313 (82.2776330544139% of viewport)\n562:[05:59:58] [INFO] [Bullet] Distance to wall: 740.763366699219 (50.4399397822704% of viewport)\n572:[05:59:58] [INFO] [Bullet] Distance to wall: 1195.12329101563 (81.3781425232033% of viewport)\n577:[05:59:58] [INFO] [Bullet] Distance to wall: 140.000030517578 (9.53285951529777% of viewport)\n579:[05:59:58] [INFO] [Bullet] Caliber cannot penetrate walls\n591:[05:59:58] [INFO] [Bullet] Distance to wall: 160.000061035156 (10.8946983700529% of viewport)\n593:[05:59:58] [INFO] [Bullet] Caliber cannot penetrate walls\n613:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n617:[05:59:58] [INFO] [Bullet] Distance to wall: 1015.21166992188 (69.1276294146304% of viewport)\n619:[05:59:58] [INFO] [Bullet] Starting wall penetration at (50.99833, 1297.05)\n630:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n633:[05:59:58] [INFO] [Bullet] Exiting penetration at (26.26574, 1315.049) after traveling 25.5885448455811 pixels through wall\n646:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n649:[05:59:58] [INFO] [Bullet] Distance to wall: 541.666625976563 (36.883076599841% of viewport)\n651:[05:59:58] [INFO] [Bullet] Starting wall penetration at (31.95444, 833.0627)\n652:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n655:[05:59:58] [INFO] [Bullet] Exiting penetration at (22.83768, 834.0179) after traveling 4.16666698455811 pixels through wall\n657:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n658:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n659:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n660:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n661:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n662:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n663:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n664:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n665:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n666:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n667:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n668:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n669:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n670:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n671:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n672:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n673:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n674:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n675:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n676:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n677:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n678:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n679:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n680:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n681:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n682:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n683:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n684:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n685:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n686:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n687:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n688:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n689:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n690:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n691:[05:59:58] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n692:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n693:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n694:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n695:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n696:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n697:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n698:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n699:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n700:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n701:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n702:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n703:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n704:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n705:[05:59:59] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)", | |
| "numLines": 100, | |
| "appliedLimit": 100 | |
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| [2026-01-24T03:11:34.738Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Fwduc9FpAUHxUq7nuCXSqa", | |
| "type": "message", | |
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| { | |
| "type": "text", | |
| "text": "Excellent! I can see the issue now. The log shows enemies are properly initialized (10 enemies registered), but then we see many instances of:\n```\n[ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n```\n\nThis means the wall-blocking detection is now correctly blocking throws, but the enemy isn't able to find an alternative solution. Let me search for more patterns in the log:" | |
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| [2026-01-24T03:11:37.730Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Fwduc9FpAUHxUq7nuCXSqa", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01H9vevykBnQdE7KcbHfPrYe", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "throw|obstacle|cover|ricochet|path_clear|blast_reach", | |
| "path": "/tmp/gh-issue-solver-1769224217084/docs/case-studies/issue-295/logs/game_log_20260124_055857.txt", | |
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| [2026-01-24T03:11:38.302Z] [INFO] { | |
| "type": "user", | |
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| "content": "4107:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4108:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4109:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4110:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4111:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4112:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4113:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4114:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4115:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4116:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4117:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4118:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4119:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4120:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4121:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4122:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4123:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4124:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4125:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4126:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4127:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4128:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4131:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4132:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4133:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4134:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4140:[06:00:50] [INFO] [Bullet] Within ricochet range - trying ricochet first\n4142:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4143:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4153:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4154:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4155:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4156:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4159:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4160:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4161:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4162:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4168:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4169:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4170:[06:00:50] [ENEMY] [Enemy3] State: SUPPRESSED -> SEEKING_COVER\n4173:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4179:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4191:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4197:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4198:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4199:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4200:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4201:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4202:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4203:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n\n[Showing results with pagination = limit: 50, offset: 700]" | |
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| "content": "4107:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4108:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4109:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4110:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4111:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4112:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4113:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4114:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4115:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4116:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4117:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4118:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4119:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4120:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4121:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4122:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4123:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4124:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4125:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4126:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4127:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4128:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4131:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4132:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4133:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4134:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4140:[06:00:50] [INFO] [Bullet] Within ricochet range - trying ricochet first\n4142:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4143:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4153:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4154:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4155:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4156:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4159:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4160:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4161:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4162:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4168:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4169:[06:00:50] [ENEMY] [Enemy3] Grenade throw blocked: too close to target (would be in blast radius)\n4170:[06:00:50] [ENEMY] [Enemy3] State: SUPPRESSED -> SEEKING_COVER\n4173:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4179:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4191:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4197:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4198:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4199:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4200:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4201:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4202:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)\n4203:[06:00:50] [ENEMY] [Enemy2] Grenade throw blocked: too close to target (would be in blast radius)", | |
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| [2026-01-24T03:11:49.795Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GRQRPqkuQSsfzvMkhmSVTu","type":"tool_result","content":" 1→class_name GrenadeThrowerComponent\n 2→extends Node\n 3→## Grenade throwing behavior component for enemies.\n 4→##\n 5→## Handles all grenade throwing logic including trigger conditions,\n 6→## throw execution, and post-throw behavior. Works with GrenadeInventory\n 7→## for grenade tracking.\n 8→\n 9→## Grenade types matching GrenadeInventory.\n 10→enum GrenadeType {\n 11→\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n 12→\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n 13→}\n 14→\n 15→## Signal emitted when grenade throw is requested (for state transition).\n 16→signal throw_requested(target_position: Vector2, grenade_type: int)\n 17→\n 18→## Signal emitted when grenade throw is complete.\n 19→signal throw_completed\n 20→\n 21→## Signal emitted when an ally death is witnessed.\n 22→signal ally_death_witnessed(death_count: int)\n 23→\n 24→## Signal emitted when allies should be notified about incoming grenade.\n 25→## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\n 26→signal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n 27→\n 28→## Signal emitted when grenade explodes (for coordinated assault trigger).\n 29→signal grenade_exploded(explosion_position: Vector2)\n 30→\n 31→## Enable/disable grenade throwing behavior.\n 32→@export var enabled: bool = false\n 33→\n 34→## Number of offensive (frag) grenades this enemy carries.\n 35→@export var offensive_grenades: int = 0\n 36→\n 37→## Number of flashbang grenades this enemy carries.\n 38→@export var flashbang_grenades: int = 0\n 39→\n 40→## Maximum grenade throw range in pixels.\n 41→@export var throw_range: float = 400.0\n 42→\n 43→## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n 44→@export var throw_deviation: float = 5.0\n 45→\n 46→## Minimum safe distance from grenade explosion (blast radius + safety margin).\n 47→## Enemy will not throw if they would be within this distance of the target.\n 48→@export var min_safe_distance: float = 250.0\n 49→\n 50→## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n 51→@export var grenade_spawn_offset: float = 50.0\n 52→\n 53→## Blast radius for frag grenades (used for ally notification).\n 54→@export var frag_blast_radius: float = 225.0\n 55→\n 56→## Blast radius for flashbangs (used for ally notification).\n 57→@export var flashbang_blast_radius: float = 400.0\n 58→\n 59→## Frag grenade scene to instantiate when throwing.\n 60→@export var frag_grenade_scene: PackedScene\n 61→\n 62→## Flashbang grenade scene to instantiate when throwing.\n 63→@export var flashbang_grenade_scene: PackedScene\n 64→\n 65→## Duration for grenade preparation phase (seconds).\n 66→const PREP_DURATION: float = 0.5\n 67→\n 68→## Duration of cooldown between grenade throws (seconds).\n 69→const COOLDOWN_DURATION: float = 10.0\n 70→\n 71→## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\n 72→const PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n 73→\n 74→## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\n 75→const CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n 76→\n 77→## Whether the enemy is currently in the process of throwing a grenade.\n 78→var _is_throwing: bool = false\n 79→\n 80→## Timer for grenade throw preparation (time to get into position and aim).\n 81→var _prep_timer: float = 0.0\n 82→\n 83→## Target position for the grenade throw.\n 84→var _target_position: Vector2 = Vector2.ZERO\n 85→\n 86→## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\n 87→var _type_to_throw: int = 0\n 88→\n 89→## Cooldown timer after throwing a grenade.\n 90→var _cooldown_timer: float = 0.0\n 91→\n 92→## Timer tracking how long the player has been hidden after suppression.\n 93→var _player_hidden_timer: float = 0.0\n 94→\n 95→## Timer tracking continuous gunfire in a zone.\n 96→var _continuous_gunfire_timer: float = 0.0\n 97→\n 98→## Count of ally deaths witnessed by this enemy.\n 99→var _witnessed_ally_deaths: int = 0\n 100→\n 101→## Reference to the log function from parent.\n 102→var _log_func: Callable\n 103→\n 104→## Last grenade target position (for post-explosion assault through same passage).\n 105→var _last_throw_target: Vector2 = Vector2.ZERO\n 106→\n 107→## Whether we're waiting for a grenade to explode (for coordinated assault).\n 108→var _awaiting_explosion: bool = false\n 109→\n 110→## Timer for grenade explosion (frag grenades are impact-triggered, flashbangs have 4s fuse).\n 111→var _explosion_timer: float = 0.0\n 112→\n 113→## Whether the grenade was offensive (impacts post-throw behavior).\n 114→var _last_grenade_was_offensive: bool = true\n 115→\n 116→\n 117→## Initialize the component.\n 118→func initialize(log_function: Callable = Callable()) -> void:\n 119→\t_log_func = log_function\n 120→\t_reset_state()\n 121→\n 122→\n 123→## Reset all throwing state.\n 124→func _reset_state() -> void:\n 125→\t_is_throwing = false\n 126→\t_prep_timer = 0.0\n 127→\t_cooldown_timer = 0.0\n 128→\n 129→\n 130→## Log a message (using parent's log function if available).\n 131→func _log(message: String) -> void:\n 132→\tif _log_func.is_valid():\n 133→\t\t_log_func.call(message)\n 134→\n 135→\n 136→## Update cooldown timer. Call from _physics_process.\n 137→func update_cooldown(delta: float) -> void:\n 138→\tif _cooldown_timer > 0.0:\n 139→\t\t_cooldown_timer -= delta\n 140→\t\tif _cooldown_timer <= 0.0:\n 141→\t\t\t_cooldown_timer = 0.0\n 142→\n 143→\t# Update explosion timer if awaiting explosion\n 144→\tif _awaiting_explosion and _explosion_timer > 0.0:\n 145→\t\t_explosion_timer -= delta\n 146→\t\tif _explosion_timer <= 0.0:\n 147→\t\t\t_awaiting_explosion = false\n 148→\t\t\tgrenade_exploded.emit(_last_throw_target)\n 149→\t\t\t_log(\"Grenade exploded at %s - triggering assault\" % _last_throw_target)\n 150→\n 151→\n 152→## Update player hidden timer. Call when player visibility changes.\n 153→func update_player_hidden_timer(delta: float, player_visible: bool, was_suppression_active: bool) -> void:\n 154→\tif not enabled:\n 155→\t\treturn\n 156→\n 157→\tif not player_visible and was_suppression_active:\n 158→\t\t_player_hidden_timer += delta\n 159→\telse:\n 160→\t\t_player_hidden_timer = 0.0\n 161→\n 162→\n 163→## Update continuous gunfire timer. Call when gunfire is detected.\n 164→func update_gunfire_timer(delta: float, gunfire_detected: bool) -> void:\n 165→\tif gunfire_detected:\n 166→\t\t_continuous_gunfire_timer += delta\n 167→\telse:\n 168→\t\t_continuous_gunfire_timer = 0.0\n 169→\n 170→\n 171→## Register an ally death. Call when an ally enemy dies.\n 172→func register_ally_death() -> void:\n 173→\t_witnessed_ally_deaths += 1\n 174→\tally_death_witnessed.emit(_witnessed_ally_deaths)\n 175→\n 176→\n 177→## Check if grenades are available.\n 178→func has_grenades() -> bool:\n 179→\treturn offensive_grenades > 0 or flashbang_grenades > 0\n 180→\n 181→\n 182→## Check if throwing at target_pos would put the thrower in the blast radius.\n 183→## Returns true if it's SAFE to throw (thrower is outside blast radius).\n 184→func is_safe_throw_distance(throw_origin: Vector2, target_pos: Vector2) -> bool:\n 185→\tvar distance_to_target := throw_origin.distance_to(target_pos)\n 186→\treturn distance_to_target >= min_safe_distance\n 187→\n 188→\n 189→## Check if there's a wall blocking the throw path from origin to target.\n 190→## Returns true if the path is CLEAR and the grenade can be effective, false if blocked.\n 191→## This prevents enemies from throwing grenades into walls where neither shockwave\n 192→## nor shrapnel can reach the target position.\n 193→##\n 194→## Per issue #295 user feedback: Use RayCast from enemy to the THROW LANDING POINT,\n 195→## not to the player. If the ray hits an obstacle before the target, don't throw\n 196→## because the grenade will explode at the wall and the blast won't reach the target.\n 197→##\n 198→## Parameters:\n 199→## - throw_origin: Position where the enemy is throwing from\n 200→## - target_pos: Target position (where the grenade should land/affect)\n 201→## - grenade_type: Optional - the type of grenade to check (defaults to best available)\n 202→func is_throw_path_clear(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> bool:\n 203→\tvar parent_node: Node = get_parent()\n 204→\tif parent_node == null:\n 205→\t\treturn true # Fail-open if no parent\n 206→\n 207→\tvar world_2d: World2D = parent_node.get_world_2d()\n 208→\tif world_2d == null:\n 209→\t\treturn true\n 210→\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n 211→\tif space_state == null:\n 212→\t\treturn true\n 213→\n 214→\t# Calculate the grenade spawn position (offset from throw origin)\n 215→\tvar direction_to_target := (target_pos - throw_origin).normalized()\n 216→\tvar spawn_pos := throw_origin + direction_to_target * grenade_spawn_offset\n 217→\n 218→\t# First check: Is there a wall between enemy and spawn position?\n 219→\tvar spawn_check := PhysicsRayQueryParameters2D.new()\n 220→\tspawn_check.from = throw_origin\n 221→\tspawn_check.to = spawn_pos\n 222→\tspawn_check.collision_mask = 4 # Obstacles (layer 3)\n 223→\tspawn_check.exclude = [parent_node.get_rid()] if parent_node.has_method(\"get_rid\") else []\n 224→\n 225→\tvar spawn_result: Dictionary = space_state.intersect_ray(spawn_check)\n 226→\tif not spawn_result.is_empty():\n 227→\t\t_log(\"Grenade throw blocked: wall between enemy and spawn position\")\n 228→\t\treturn false\n 229→\n 230→\t# Second check: Is there a wall between spawn position and target?\n 231→\t# If grenade hits a wall, it will explode there - check if blast can reach target\n 232→\tvar target_check := PhysicsRayQueryParameters2D.new()\n 233→\ttarget_check.from = spawn_pos\n 234→\ttarget_check.to = target_pos\n 235→\ttarget_check.collision_mask = 4 # Obstacles (layer 3)\n 236→\n 237→\tvar target_result: Dictionary = space_state.intersect_ray(target_check)\n 238→\tif not target_result.is_empty():\n 239→\t\tvar wall_hit_position: Vector2 = target_result[\"position\"]\n 240→\t\tvar distance_to_wall := spawn_pos.distance_to(wall_hit_position)\n 241→\n 242→\t\t# If wall is less than 50 pixels away, it's point-blank - don't throw\n 243→\t\tif distance_to_wall < 50.0:\n 244→\t\t\t_log(\"Grenade throw blocked: wall point-blank (%.1f pixels away)\" % distance_to_wall)\n 245→\t\t\treturn false\n 246→\n 247→\t\t# The grenade will explode at wall_hit_position when it impacts\n 248→\t\t# Check if the blast radius from that point can reach the target\n 249→\t\tvar actual_grenade_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n 250→\t\tvar blast_radius := get_blast_radius_for_type(actual_grenade_type)\n 251→\t\tvar wall_to_target_distance := wall_hit_position.distance_to(target_pos)\n 252→\n 253→\t\t# If target is outside blast radius from wall impact point, don't throw\n 254→\t\tif wall_to_target_distance > blast_radius:\n 255→\t\t\t_log(\"Grenade throw blocked: wall impact at (%.0f, %.0f), target is %.1f px away, blast radius is %.1f px\" % [\n 256→\t\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n 257→\t\t\treturn false\n 258→\n 259→\t\t# Even if target is within blast radius distance, wall may still block blast line of sight\n 260→\t\t# Check if there's a clear line from wall impact point to target\n 261→\t\tvar blast_check := PhysicsRayQueryParameters2D.new()\n 262→\t\tblast_check.from = wall_hit_position\n 263→\t\tblast_check.to = target_pos\n 264→\t\tblast_check.collision_mask = 4 # Obstacles\n 265→\n 266→\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n 267→\t\tif not blast_result.is_empty():\n 268→\t\t\t# Wall blocks the blast from reaching target\n 269→\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n 270→\t\t\t\twall_hit_position.x, wall_hit_position.y])\n 271→\t\t\treturn false\n 272→\n 273→\t\t# Blast can reach target from wall impact point - allow throw\n 274→\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n 275→\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n 276→\n 277→\treturn true\n 278→\n 279→\n 280→## Get the blast radius for a specific grenade type.\n 281→func get_blast_radius_for_type(grenade_type: int) -> float:\n 282→\tif grenade_type == GrenadeType.OFFENSIVE:\n 283→\t\treturn frag_blast_radius\n 284→\telse:\n 285→\t\treturn flashbang_blast_radius\n 286→\n 287→\n 288→## Get the blast radius for the currently selected grenade type.\n 289→func get_current_blast_radius() -> float:\n 290→\treturn get_blast_radius_for_type(_type_to_throw)\n 291→\n 292→\n 293→## Check if a grenade throw should be triggered.\n 294→## Parameters:\n 295→## - current_health: The enemy's current health\n 296→## - can_see_player: Whether the enemy can currently see the player\n 297→## - is_suppressed: Whether the enemy is in suppressed state\n 298→## - distance_to_player: Distance to the player\n 299→## - throw_origin: (Optional) Thrower's position for safety check\n 300→## - target_pos: (Optional) Target position for safety check\n 301→func should_throw(current_health: int, can_see_player: bool, is_suppressed: bool, distance_to_player: float, throw_origin: Vector2 = Vector2.ZERO, target_pos: Vector2 = Vector2.ZERO) -> bool:\n 302→\t# Must have grenades enabled and available\n 303→\tif not enabled:\n 304→\t\treturn false\n 305→\n 306→\tif not has_grenades():\n 307→\t\treturn false\n 308→\n 309→\t# Must not be on cooldown\n 310→\tif _cooldown_timer > 0.0:\n 311→\t\treturn false\n 312→\n 313→\t# Must not already be throwing\n 314→\tif _is_throwing:\n 315→\t\treturn false\n 316→\n 317→\t# Check distance (must be within throw range)\n 318→\tif distance_to_player > throw_range:\n 319→\t\treturn false\n 320→\n 321→\t# Safety check: don't throw if thrower would be in blast radius\n 322→\t# Skip this check if positions aren't provided (backwards compatibility)\n 323→\tif throw_origin != Vector2.ZERO and target_pos != Vector2.ZERO:\n 324→\t\tif not is_safe_throw_distance(throw_origin, target_pos):\n 325→\t\t\t_log(\"Grenade throw blocked: too close to target (would be in blast radius)\")\n 326→\t\t\treturn false\n 327→\n 328→\t# Trigger conditions from issue #273:\n 329→\n 330→\t# 1. Player suppressed enemies then hid for 6+ seconds\n 331→\tif _player_hidden_timer >= PLAYER_HIDDEN_TRIGGER_DURATION:\n 332→\t\t_log(\"Grenade trigger: player hidden for %.1fs after suppression\" % _player_hidden_timer)\n 333→\t\treturn true\n 334→\n 335→\t# 2. Player is chasing a suppressed thrower (enemy is suppressed and player approaching)\n 336→\tif is_suppressed and can_see_player:\n 337→\t\t_log(\"Grenade trigger: suppressed and player visible (being chased)\")\n 338→\t\treturn true\n 339→\n 340→\t# 3. Thrower witnessed player kill 2+ enemies\n 341→\tif _witnessed_ally_deaths >= 2:\n 342→\t\t_log(\"Grenade trigger: witnessed %d ally deaths\" % _witnessed_ally_deaths)\n 343→\t\treturn true\n 344→\n 345→\t# 4. Thrower heard reload/empty magazine sound but can't see player\n 346→\t# (Handled externally via on_reload_sound_heard)\n 347→\n 348→\t# 5. Continuous gunfire for 10 seconds in zone\n 349→\tif _continuous_gunfire_timer >= CONTINUOUS_GUNFIRE_TRIGGER_DURATION:\n 350→\t\t_log(\"Grenade trigger: continuous gunfire for %.1fs\" % _continuous_gunfire_timer)\n 351→\t\treturn true\n 352→\n 353→\t# 6. Thrower has 1 HP or less (critical health desperation throw)\n 354→\tif current_health <= 1:\n 355→\t\t_log(\"Grenade trigger: critical health (%d HP)\" % current_health)\n 356→\t\treturn true\n 357→\n 358→\treturn false\n 359→\n 360→\n 361→## Get the best grenade type for the current tactical situation.\n 362→## Returns GrenadeType.OFFENSIVE (0) for frag, GrenadeType.FLASHBANG (1) for flashbang.\n 363→func get_best_grenade_type() -> int:\n 364→\t# Prefer offensive grenade when player is in cover or at distance\n 365→\tif offensive_grenades > 0:\n 366→\t\treturn GrenadeType.OFFENSIVE\n 367→\n 368→\t# Fallback to flashbang if no frag grenades\n 369→\tif flashbang_grenades > 0:\n 370→\t\treturn GrenadeType.FLASHBANG\n 371→\n 372→\treturn GrenadeType.OFFENSIVE # Default\n 373→\n 374→\n 375→## Begin throwing a grenade at the target position.\n 376→func begin_throw(target_pos: Vector2, grenade_type: int) -> void:\n 377→\t_target_position = target_pos\n 378→\t_type_to_throw = grenade_type\n 379→\t_prep_timer = 0.0\n 380→\t_is_throwing = true\n 381→\t_last_grenade_was_offensive = (grenade_type == GrenadeType.OFFENSIVE)\n 382→\n 383→\tvar type_name: String = \"frag\" if grenade_type == GrenadeType.OFFENSIVE else \"flashbang\"\n 384→\t_log(\"Preparing to throw %s grenade at %s\" % [type_name, target_pos])\n 385→\n 386→\t# Notify allies in the blast zone / throw line to evacuate (per issue #295)\n 387→\tvar blast_radius := get_current_blast_radius()\n 388→\tnotify_allies_of_grenade.emit(target_pos, blast_radius)\n 389→\t_log(\"Notifying allies: blast zone at %s, radius %.0f\" % [target_pos, blast_radius])\n 390→\n 391→\n 392→## Update throw preparation. Returns true when throw should execute.\n 393→func update_throw_prep(delta: float) -> bool:\n 394→\tif not _is_throwing:\n 395→\t\treturn false\n 396→\n 397→\t_prep_timer += delta\n 398→\n 399→\tif _prep_timer >= PREP_DURATION:\n 400→\t\treturn true\n 401→\n 402→\treturn false\n 403→\n 404→\n 405→## Execute the actual grenade throw.\n 406→## Returns the grenade instance if successful, null otherwise.\n 407→func execute_throw(throw_origin: Vector2) -> RigidBody2D:\n 408→\tvar grenade_scene: PackedScene = null\n 409→\n 410→\tif _type_to_throw == GrenadeType.OFFENSIVE:\n 411→\t\t# Offensive/frag grenade\n 412→\t\tif offensive_grenades <= 0:\n 413→\t\t\t_log(\"Cannot throw frag grenade - none left\")\n 414→\t\t\treturn null\n 415→\t\toffensive_grenades -= 1\n 416→\n 417→\t\tif frag_grenade_scene:\n 418→\t\t\tgrenade_scene = frag_grenade_scene\n 419→\t\telse:\n 420→\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n 421→\telse:\n 422→\t\t# Flashbang grenade\n 423→\t\tif flashbang_grenades <= 0:\n 424→\t\t\t_log(\"Cannot throw flashbang - none left\")\n 425→\t\t\treturn null\n 426→\t\tflashbang_grenades -= 1\n 427→\n 428→\t\tif flashbang_grenade_scene:\n 429→\t\t\tgrenade_scene = flashbang_grenade_scene\n 430→\t\telse:\n 431→\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n 432→\n 433→\tif grenade_scene == null:\n 434→\t\t_log(\"ERROR: No grenade scene available\")\n 435→\t\treturn null\n 436→\n 437→\t# Instantiate the grenade\n 438→\tvar grenade: RigidBody2D = grenade_scene.instantiate()\n 439→\tif grenade == null:\n 440→\t\t_log(\"ERROR: Failed to instantiate grenade\")\n 441→\t\treturn null\n 442→\n 443→\t# Apply throw deviation (±5° per issue requirement)\n 444→\tvar direction_to_target := (_target_position - throw_origin).normalized()\n 445→\tvar deviation_radians := deg_to_rad(randf_range(-throw_deviation, throw_deviation))\n 446→\tvar deviated_direction := direction_to_target.rotated(deviation_radians)\n 447→\n 448→\t# Calculate throw distance (clamped to throw range)\n 449→\tvar distance_to_target := throw_origin.distance_to(_target_position)\n 450→\tvar actual_distance := minf(distance_to_target, throw_range)\n 451→\n 452→\t# Position grenade at throw origin with larger offset to avoid collision with thrower\n 453→\t# This prevents the grenade from immediately colliding with the enemy who threw it\n 454→\tgrenade.global_position = throw_origin + deviated_direction * grenade_spawn_offset\n 455→\n 456→\t# Store throw data for deferred execution (after grenade is added to scene)\n 457→\t# NOTE: Using actual_distance directly (not * 0.5) for proper throw strength\n 458→\t# The legacy throw_grenade() uses drag_distance * drag_to_speed_multiplier (2.0)\n 459→\t# So for a 400px target, we need 200 drag_distance to get 400 speed\n 460→\t# Adjusted formula: actual_distance / drag_to_speed_multiplier = actual_distance / 2.0\n 461→\t# But this was causing weak throws. The real issue is the speed calculation.\n 462→\t# For proper throw: use actual_distance as-is, the grenade physics will handle it.\n 463→\tgrenade.set_meta(\"throw_direction\", deviated_direction)\n 464→\tgrenade.set_meta(\"throw_distance\", actual_distance)\n 465→\n 466→\t# Store thrower reference so grenade can exclude thrower from initial collision\n 467→\t# This prevents the grenade from triggering on the enemy who threw it\n 468→\tgrenade.set_meta(\"thrower_id\", get_parent().get_instance_id() if get_parent() else 0)\n 469→\n 470→\tvar type_name: String = \"frag\" if _type_to_throw == GrenadeType.OFFENSIVE else \"flashbang\"\n 471→\t_log(\"Threw %s grenade: target=%s, deviation=%.1f°, distance=%.0f\" % [\n 472→\t\ttype_name,\n 473→\t\t_target_position,\n 474→\t\trad_to_deg(deviation_radians),\n 475→\t\tactual_distance\n 476→\t])\n 477→\n 478→\t# Store last throw position for post-explosion assault (per issue #295)\n 479→\t_last_throw_target = _target_position\n 480→\t_awaiting_explosion = true\n 481→\n 482→\t# For flashbangs, set explosion timer (4 seconds fuse)\n 483→\t# Frag grenades are impact-triggered, so we estimate ~1 second flight time\n 484→\tif _type_to_throw == GrenadeType.OFFENSIVE:\n 485→\t\t_explosion_timer = 1.0 # Estimated impact time for frag\n 486→\telse:\n 487→\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n 488→\n 489→\t# Complete the throw\n 490→\t_finish_throw()\n 491→\n 492→\treturn grenade\n 493→\n 494→\n 495→## Activate the grenade after it's been added to the scene tree.\n 496→static func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n 497→\tif not grenade:\n 498→\t\treturn\n 499→\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n 500→\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n 501→\tif grenade.has_method(\"throw_grenade\"):\n 502→\t\tgrenade.throw_grenade(direction, drag_distance)\n 503→\t\tif grenade.has_method(\"activate_timer\"):\n 504→\t\t\tgrenade.activate_timer()\n 505→\n 506→\n 507→## Finish throwing and start cooldown.\n 508→func _finish_throw() -> void:\n 509→\t_cooldown_timer = COOLDOWN_DURATION\n 510→\t_is_throwing = false\n 511→\tthrow_completed.emit()\n 512→\n 513→\n 514→## Cancel the current throw.\n 515→func cancel_throw() -> void:\n 516→\t_is_throwing = false\n 517→\t_prep_timer = 0.0\n 518→\n 519→\n 520→## Check if currently throwing.\n 521→func is_throwing() -> bool:\n 522→\treturn _is_throwing\n 523→\n 524→\n 525→## Check if on cooldown.\n 526→func is_on_cooldown() -> bool:\n 527→\treturn _cooldown_timer > 0.0\n 528→\n 529→\n 530→## Get the target position for current throw.\n 531→func get_target_position() -> Vector2:\n 532→\treturn _target_position\n 533→\n 534→\n 535→## Reset all state (for respawn).\n 536→func reset() -> void:\n 537→\t_reset_state()\n 538→\t_player_hidden_timer = 0.0\n 539→\t_continuous_gunfire_timer = 0.0\n 540→\t_witnessed_ally_deaths = 0\n 541→\t_last_throw_target = Vector2.ZERO\n 542→\t_awaiting_explosion = false\n 543→\t_explosion_timer = 0.0\n 544→\n 545→\n 546→## Get the last throw target position (for post-explosion assault).\n 547→func get_last_throw_target() -> Vector2:\n 548→\treturn _last_throw_target\n 549→\n 550→\n 551→## Check if we're awaiting a grenade explosion.\n 552→func is_awaiting_explosion() -> bool:\n 553→\treturn _awaiting_explosion\n 554→\n 555→\n 556→## Check if the last grenade was offensive (affects post-throw cover behavior).\n 557→func was_last_grenade_offensive() -> bool:\n 558→\treturn _last_grenade_was_offensive\n 559→\n 560→\n 561→## Mark explosion as completed (called by enemy when processing assault).\n 562→func mark_explosion_complete() -> void:\n 563→\t_awaiting_explosion = false\n 564→\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":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"795b86ea-c90c-4c3b-8caa-50ae98c25b3a","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd","content":"class_name GrenadeThrowerComponent\nextends Node\n## Grenade throwing behavior component for enemies.\n##\n## Handles all grenade throwing logic including trigger conditions,\n## throw execution, and post-throw behavior. Works with GrenadeInventory\n## for grenade tracking.\n\n## Grenade types matching GrenadeInventory.\nenum GrenadeType {\n\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n}\n\n## Signal emitted when grenade throw is requested (for state transition).\nsignal throw_requested(target_position: Vector2, grenade_type: int)\n\n## Signal emitted when grenade throw is complete.\nsignal throw_completed\n\n## Signal emitted when an ally death is witnessed.\nsignal ally_death_witnessed(death_count: int)\n\n## Signal emitted when allies should be notified about incoming grenade.\n## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\nsignal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n\n## Signal emitted when grenade explodes (for coordinated assault trigger).\nsignal grenade_exploded(explosion_position: Vector2)\n\n## Enable/disable grenade throwing behavior.\n@export var enabled: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n@export var throw_deviation: float = 5.0\n\n## Minimum safe distance from grenade explosion (blast radius + safety margin).\n## Enemy will not throw if they would be within this distance of the target.\n@export var min_safe_distance: float = 250.0\n\n## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n@export var grenade_spawn_offset: float = 50.0\n\n## Blast radius for frag grenades (used for ally notification).\n@export var frag_blast_radius: float = 225.0\n\n## Blast radius for flashbangs (used for ally notification).\n@export var flashbang_blast_radius: float = 400.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Duration for grenade preparation phase (seconds).\nconst PREP_DURATION: float = 0.5\n\n## Duration of cooldown between grenade throws (seconds).\nconst COOLDOWN_DURATION: float = 10.0\n\n## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\nconst PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n\n## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\nconst CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n\n## Whether the enemy is currently in the process of throwing a grenade.\nvar _is_throwing: bool = false\n\n## Timer for grenade throw preparation (time to get into position and aim).\nvar _prep_timer: float = 0.0\n\n## Target position for the grenade throw.\nvar _target_position: Vector2 = Vector2.ZERO\n\n## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\nvar _type_to_throw: int = 0\n\n## Cooldown timer after throwing a grenade.\nvar _cooldown_timer: float = 0.0\n\n## Timer tracking how long the player has been hidden after suppression.\nvar _player_hidden_timer: float = 0.0\n\n## Timer tracking continuous gunfire in a zone.\nvar _continuous_gunfire_timer: float = 0.0\n\n## Count of ally deaths witnessed by this enemy.\nvar _witnessed_ally_deaths: int = 0\n\n## Reference to the log function from parent.\nvar _log_func: Callable\n\n## Last grenade target position (for post-explosion assault through same passage).\nvar _last_throw_target: Vector2 = Vector2.ZERO\n\n## Whether we're waiting for a grenade to explode (for coordinated assault).\nvar _awaiting_explosion: bool = false\n\n## Timer for grenade explosion (frag grenades are impact-triggered, flashbangs have 4s fuse).\nvar _explosion_timer: float = 0.0\n\n## Whether the grenade was offensive (impacts post-throw behavior).\nvar _last_grenade_was_offensive: bool = true\n\n\n## Initialize the component.\nfunc initialize(log_function: Callable = Callable()) -> void:\n\t_log_func = log_function\n\t_reset_state()\n\n\n## Reset all throwing state.\nfunc _reset_state() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\t_cooldown_timer = 0.0\n\n\n## Log a message (using parent's log function if available).\nfunc _log(message: String) -> void:\n\tif _log_func.is_valid():\n\t\t_log_func.call(message)\n\n\n## Update cooldown timer. Call from _physics_process.\nfunc update_cooldown(delta: float) -> void:\n\tif _cooldown_timer > 0.0:\n\t\t_cooldown_timer -= delta\n\t\tif _cooldown_timer <= 0.0:\n\t\t\t_cooldown_timer = 0.0\n\n\t# Update explosion timer if awaiting explosion\n\tif _awaiting_explosion and _explosion_timer > 0.0:\n\t\t_explosion_timer -= delta\n\t\tif _explosion_timer <= 0.0:\n\t\t\t_awaiting_explosion = false\n\t\t\tgrenade_exploded.emit(_last_throw_target)\n\t\t\t_log(\"Grenade exploded at %s - triggering assault\" % _last_throw_target)\n\n\n## Update player hidden timer. Call when player visibility changes.\nfunc update_player_hidden_timer(delta: float, player_visible: bool, was_suppression_active: bool) -> void:\n\tif not enabled:\n\t\treturn\n\n\tif not player_visible and was_suppression_active:\n\t\t_player_hidden_timer += delta\n\telse:\n\t\t_player_hidden_timer = 0.0\n\n\n## Update continuous gunfire timer. Call when gunfire is detected.\nfunc update_gunfire_timer(delta: float, gunfire_detected: bool) -> void:\n\tif gunfire_detected:\n\t\t_continuous_gunfire_timer += delta\n\telse:\n\t\t_continuous_gunfire_timer = 0.0\n\n\n## Register an ally death. Call when an ally enemy dies.\nfunc register_ally_death() -> void:\n\t_witnessed_ally_deaths += 1\n\tally_death_witnessed.emit(_witnessed_ally_deaths)\n\n\n## Check if grenades are available.\nfunc has_grenades() -> bool:\n\treturn offensive_grenades > 0 or flashbang_grenades > 0\n\n\n## Check if throwing at target_pos would put the thrower in the blast radius.\n## Returns true if it's SAFE to throw (thrower is outside blast radius).\nfunc is_safe_throw_distance(throw_origin: Vector2, target_pos: Vector2) -> bool:\n\tvar distance_to_target := throw_origin.distance_to(target_pos)\n\treturn distance_to_target >= min_safe_distance\n\n\n## Check if there's a wall blocking the throw path from origin to target.\n## Returns true if the path is CLEAR and the grenade can be effective, false if blocked.\n## This prevents enemies from throwing grenades into walls where neither shockwave\n## nor shrapnel can reach the target position.\n##\n## Per issue #295 user feedback: Use RayCast from enemy to the THROW LANDING POINT,\n## not to the player. If the ray hits an obstacle before the target, don't throw\n## because the grenade will explode at the wall and the blast won't reach the target.\n##\n## Parameters:\n## - throw_origin: Position where the enemy is throwing from\n## - target_pos: Target position (where the grenade should land/affect)\n## - grenade_type: Optional - the type of grenade to check (defaults to best available)\nfunc is_throw_path_clear(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> bool:\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn true # Fail-open if no parent\n\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Calculate the grenade spawn position (offset from throw origin)\n\tvar direction_to_target := (target_pos - throw_origin).normalized()\n\tvar spawn_pos := throw_origin + direction_to_target * grenade_spawn_offset\n\n\t# First check: Is there a wall between enemy and spawn position?\n\tvar spawn_check := PhysicsRayQueryParameters2D.new()\n\tspawn_check.from = throw_origin\n\tspawn_check.to = spawn_pos\n\tspawn_check.collision_mask = 4 # Obstacles (layer 3)\n\tspawn_check.exclude = [parent_node.get_rid()] if parent_node.has_method(\"get_rid\") else []\n\n\tvar spawn_result: Dictionary = space_state.intersect_ray(spawn_check)\n\tif not spawn_result.is_empty():\n\t\t_log(\"Grenade throw blocked: wall between enemy and spawn position\")\n\t\treturn false\n\n\t# Second check: Is there a wall between spawn position and target?\n\t# If grenade hits a wall, it will explode there - check if blast can reach target\n\tvar target_check := PhysicsRayQueryParameters2D.new()\n\ttarget_check.from = spawn_pos\n\ttarget_check.to = target_pos\n\ttarget_check.collision_mask = 4 # Obstacles (layer 3)\n\n\tvar target_result: Dictionary = space_state.intersect_ray(target_check)\n\tif not target_result.is_empty():\n\t\tvar wall_hit_position: Vector2 = target_result[\"position\"]\n\t\tvar distance_to_wall := spawn_pos.distance_to(wall_hit_position)\n\n\t\t# If wall is less than 50 pixels away, it's point-blank - don't throw\n\t\tif distance_to_wall < 50.0:\n\t\t\t_log(\"Grenade throw blocked: wall point-blank (%.1f pixels away)\" % distance_to_wall)\n\t\t\treturn false\n\n\t\t# The grenade will explode at wall_hit_position when it impacts\n\t\t# Check if the blast radius from that point can reach the target\n\t\tvar actual_grenade_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\t\tvar blast_radius := get_blast_radius_for_type(actual_grenade_type)\n\t\tvar wall_to_target_distance := wall_hit_position.distance_to(target_pos)\n\n\t\t# If target is outside blast radius from wall impact point, don't throw\n\t\tif wall_to_target_distance > blast_radius:\n\t\t\t_log(\"Grenade throw blocked: wall impact at (%.0f, %.0f), target is %.1f px away, blast radius is %.1f px\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\t\t\treturn false\n\n\t\t# Even if target is within blast radius distance, wall may still block blast line of sight\n\t\t# Check if there's a clear line from wall impact point to target\n\t\tvar blast_check := PhysicsRayQueryParameters2D.new()\n\t\tblast_check.from = wall_hit_position\n\t\tblast_check.to = target_pos\n\t\tblast_check.collision_mask = 4 # Obstacles\n\n\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n\t\tif not blast_result.is_empty():\n\t\t\t# Wall blocks the blast from reaching target\n\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y])\n\t\t\treturn false\n\n\t\t# Blast can reach target from wall impact point - allow throw\n\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\n\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:\n\tif grenade_type == GrenadeType.OFFENSIVE:\n\t\treturn frag_blast_radius\n\telse:\n\t\treturn flashbang_blast_radius\n\n\n## Get the blast radius for the currently selected grenade type.\nfunc get_current_blast_radius() -> float:\n\treturn get_blast_radius_for_type(_type_to_throw)\n\n\n## Check if a grenade throw should be triggered.\n## Parameters:\n## - current_health: The enemy's current health\n## - can_see_player: Whether the enemy can currently see the player\n## - is_suppressed: Whether the enemy is in suppressed state\n## - distance_to_player: Distance to the player\n## - throw_origin: (Optional) Thrower's position for safety check\n## - target_pos: (Optional) Target position for safety check\nfunc should_throw(current_health: int, can_see_player: bool, is_suppressed: bool, distance_to_player: float, throw_origin: Vector2 = Vector2.ZERO, target_pos: Vector2 = Vector2.ZERO) -> bool:\n\t# Must have grenades enabled and available\n\tif not enabled:\n\t\treturn false\n\n\tif not has_grenades():\n\t\treturn false\n\n\t# Must not be on cooldown\n\tif _cooldown_timer > 0.0:\n\t\treturn false\n\n\t# Must not already be throwing\n\tif _is_throwing:\n\t\treturn false\n\n\t# Check distance (must be within throw range)\n\tif distance_to_player > throw_range:\n\t\treturn false\n\n\t# Safety check: don't throw if thrower would be in blast radius\n\t# Skip this check if positions aren't provided (backwards compatibility)\n\tif throw_origin != Vector2.ZERO and target_pos != Vector2.ZERO:\n\t\tif not is_safe_throw_distance(throw_origin, target_pos):\n\t\t\t_log(\"Grenade throw blocked: too close to target (would be in blast radius)\")\n\t\t\treturn false\n\n\t# Trigger conditions from issue #273:\n\n\t# 1. Player suppressed enemies then hid for 6+ seconds\n\tif _player_hidden_timer >= PLAYER_HIDDEN_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: player hidden for %.1fs after suppression\" % _player_hidden_timer)\n\t\treturn true\n\n\t# 2. Player is chasing a suppressed thrower (enemy is suppressed and player approaching)\n\tif is_suppressed and can_see_player:\n\t\t_log(\"Grenade trigger: suppressed and player visible (being chased)\")\n\t\treturn true\n\n\t# 3. Thrower witnessed player kill 2+ enemies\n\tif _witnessed_ally_deaths >= 2:\n\t\t_log(\"Grenade trigger: witnessed %d ally deaths\" % _witnessed_ally_deaths)\n\t\treturn true\n\n\t# 4. Thrower heard reload/empty magazine sound but can't see player\n\t# (Handled externally via on_reload_sound_heard)\n\n\t# 5. Continuous gunfire for 10 seconds in zone\n\tif _continuous_gunfire_timer >= CONTINUOUS_GUNFIRE_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: continuous gunfire for %.1fs\" % _continuous_gunfire_timer)\n\t\treturn true\n\n\t# 6. Thrower has 1 HP or less (critical health desperation throw)\n\tif current_health <= 1:\n\t\t_log(\"Grenade trigger: critical health (%d HP)\" % current_health)\n\t\treturn true\n\n\treturn false\n\n\n## Get the best grenade type for the current tactical situation.\n## Returns GrenadeType.OFFENSIVE (0) for frag, GrenadeType.FLASHBANG (1) for flashbang.\nfunc get_best_grenade_type() -> int:\n\t# Prefer offensive grenade when player is in cover or at distance\n\tif offensive_grenades > 0:\n\t\treturn GrenadeType.OFFENSIVE\n\n\t# Fallback to flashbang if no frag grenades\n\tif flashbang_grenades > 0:\n\t\treturn GrenadeType.FLASHBANG\n\n\treturn GrenadeType.OFFENSIVE # Default\n\n\n## Begin throwing a grenade at the target position.\nfunc begin_throw(target_pos: Vector2, grenade_type: int) -> void:\n\t_target_position = target_pos\n\t_type_to_throw = grenade_type\n\t_prep_timer = 0.0\n\t_is_throwing = true\n\t_last_grenade_was_offensive = (grenade_type == GrenadeType.OFFENSIVE)\n\n\tvar type_name: String = \"frag\" if grenade_type == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Preparing to throw %s grenade at %s\" % [type_name, target_pos])\n\n\t# Notify allies in the blast zone / throw line to evacuate (per issue #295)\n\tvar blast_radius := get_current_blast_radius()\n\tnotify_allies_of_grenade.emit(target_pos, blast_radius)\n\t_log(\"Notifying allies: blast zone at %s, radius %.0f\" % [target_pos, blast_radius])\n\n\n## Update throw preparation. Returns true when throw should execute.\nfunc update_throw_prep(delta: float) -> bool:\n\tif not _is_throwing:\n\t\treturn false\n\n\t_prep_timer += delta\n\n\tif _prep_timer >= PREP_DURATION:\n\t\treturn true\n\n\treturn false\n\n\n## Execute the actual grenade throw.\n## Returns the grenade instance if successful, null otherwise.\nfunc execute_throw(throw_origin: Vector2) -> RigidBody2D:\n\tvar grenade_scene: PackedScene = null\n\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t# Offensive/frag grenade\n\t\tif offensive_grenades <= 0:\n\t\t\t_log(\"Cannot throw frag grenade - none left\")\n\t\t\treturn null\n\t\toffensive_grenades -= 1\n\n\t\tif frag_grenade_scene:\n\t\t\tgrenade_scene = frag_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n\telse:\n\t\t# Flashbang grenade\n\t\tif flashbang_grenades <= 0:\n\t\t\t_log(\"Cannot throw flashbang - none left\")\n\t\t\treturn null\n\t\tflashbang_grenades -= 1\n\n\t\tif flashbang_grenade_scene:\n\t\t\tgrenade_scene = flashbang_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\n\tif grenade_scene == null:\n\t\t_log(\"ERROR: No grenade scene available\")\n\t\treturn null\n\n\t# Instantiate the grenade\n\tvar grenade: RigidBody2D = grenade_scene.instantiate()\n\tif grenade == null:\n\t\t_log(\"ERROR: Failed to instantiate grenade\")\n\t\treturn null\n\n\t# Apply throw deviation (±5° per issue requirement)\n\tvar direction_to_target := (_target_position - throw_origin).normalized()\n\tvar deviation_radians := deg_to_rad(randf_range(-throw_deviation, throw_deviation))\n\tvar deviated_direction := direction_to_target.rotated(deviation_radians)\n\n\t# Calculate throw distance (clamped to throw range)\n\tvar distance_to_target := throw_origin.distance_to(_target_position)\n\tvar actual_distance := minf(distance_to_target, throw_range)\n\n\t# Position grenade at throw origin with larger offset to avoid collision with thrower\n\t# This prevents the grenade from immediately colliding with the enemy who threw it\n\tgrenade.global_position = throw_origin + deviated_direction * grenade_spawn_offset\n\n\t# Store throw data for deferred execution (after grenade is added to scene)\n\t# NOTE: Using actual_distance directly (not * 0.5) for proper throw strength\n\t# The legacy throw_grenade() uses drag_distance * drag_to_speed_multiplier (2.0)\n\t# So for a 400px target, we need 200 drag_distance to get 400 speed\n\t# Adjusted formula: actual_distance / drag_to_speed_multiplier = actual_distance / 2.0\n\t# But this was causing weak throws. The real issue is the speed calculation.\n\t# For proper throw: use actual_distance as-is, the grenade physics will handle it.\n\tgrenade.set_meta(\"throw_direction\", deviated_direction)\n\tgrenade.set_meta(\"throw_distance\", actual_distance)\n\n\t# Store thrower reference so grenade can exclude thrower from initial collision\n\t# This prevents the grenade from triggering on the enemy who threw it\n\tgrenade.set_meta(\"thrower_id\", get_parent().get_instance_id() if get_parent() else 0)\n\n\tvar type_name: String = \"frag\" if _type_to_throw == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Threw %s grenade: target=%s, deviation=%.1f°, distance=%.0f\" % [\n\t\ttype_name,\n\t\t_target_position,\n\t\trad_to_deg(deviation_radians),\n\t\tactual_distance\n\t])\n\n\t# Store last throw position for post-explosion assault (per issue #295)\n\t_last_throw_target = _target_position\n\t_awaiting_explosion = true\n\n\t# For flashbangs, set explosion timer (4 seconds fuse)\n\t# Frag grenades are impact-triggered, so we estimate ~1 second flight time\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t_explosion_timer = 1.0 # Estimated impact time for frag\n\telse:\n\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n\n\t# Complete the throw\n\t_finish_throw()\n\n\treturn grenade\n\n\n## Activate the grenade after it's been added to the scene tree.\nstatic func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n\tif not grenade:\n\t\treturn\n\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(direction, drag_distance)\n\t\tif grenade.has_method(\"activate_timer\"):\n\t\t\tgrenade.activate_timer()\n\n\n## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()\n | |
| [2026-01-24T03:11:49.805Z] [INFO] \n\n## Cancel the current throw.\nfunc cancel_throw() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\n\n## Check if currently throwing.\nfunc is_throwing() -> bool:\n\treturn _is_throwing\n\n\n## Check if on cooldown.\nfunc is_on_cooldown() -> bool:\n\treturn _cooldown_timer > 0.0\n\n\n## Get the target position for current throw.\nfunc get_target_position() -> Vector2:\n\treturn _target_position\n\n\n## Reset all state (for respawn).\nfunc reset() -> void:\n\t_reset_state()\n\t_player_hidden_timer = 0.0\n\t_continuous_gunfire_timer = 0.0\n\t_witnessed_ally_deaths = 0\n\t_last_throw_target = Vector2.ZERO\n\t_awaiting_explosion = false\n\t_explosion_timer = 0.0\n\n\n## Get the last throw target position (for post-explosion assault).\nfunc get_last_throw_target() -> Vector2:\n\treturn _last_throw_target\n\n\n## Check if we're awaiting a grenade explosion.\nfunc is_awaiting_explosion() -> bool:\n\treturn _awaiting_explosion\n\n\n## Check if the last grenade was offensive (affects post-throw cover behavior).\nfunc was_last_grenade_offensive() -> bool:\n\treturn _last_grenade_was_offensive\n\n\n## Mark explosion as completed (called by enemy when processing assault).\nfunc mark_explosion_complete() -> void:\n\t_awaiting_explosion = false\n","numLines":564,"startLine":1,"totalLines":564}}} | |
| [2026-01-24T03:11:54.784Z] [INFO] { | |
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| { | |
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| "text": "Now I understand the current grenade_thrower_component.gd. The issue is:\n\n1. The current `is_throw_path_clear()` checks if there's a wall, checks blast radius from wall impact, and checks line-of-sight from wall to target. But the log shows \"too close to target (would be in blast radius)\" which comes from `is_safe_throw_distance()`, not `is_throw_path_clear()`.\n\n2. The message \"Grenade throw blocked: too close to target (would be in blast radius)\" is from the `should_throw()` function, which checks `is_safe_throw_distance()`.\n\nLet me look at the enemy.gd file to understand the full flow:" | |
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| [2026-01-24T03:11:59.992Z] [INFO] { | |
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| "content": "15:\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n112:## Enable grenade throwing (issue #273).\n113:@export var enable_grenades: bool = false\n115:## Number of offensive (frag) grenades this enemy carries.\n116:@export var offensive_grenades: int = 0\n118:## Number of flashbang grenades this enemy carries.\n119:@export var flashbang_grenades: int = 0\n121:## Maximum grenade throw range in pixels.\n122:@export var grenade_throw_range: float = 400.0\n124:## Grenade throw accuracy deviation in degrees (±5° per issue requirement).\n125:@export var grenade_throw_deviation: float = 5.0\n127:## Frag grenade scene to instantiate when throwing.\n128:@export var frag_grenade_scene: PackedScene\n130:## Flashbang grenade scene to instantiate when throwing.\n131:@export var flashbang_grenade_scene: PackedScene\n542:## Grenade thrower component (per issue #273).\n543:var _grenade_thrower: GrenadeThrowerComponent = null\n545:## Grenade coordination state (issue #295)\n546:var _needs_grenade_throw_position: bool = false\n547:var _grenade_throw_target: Vector2 = Vector2.ZERO\n548:var _evacuating_from_grenade: bool = false\n549:var _grenade_evacuation_from: Vector2 = Vector2.ZERO\n550:var _waiting_for_grenade_explosion: bool = false\n551:var _grenade_explosion_position: Vector2 = Vector2.ZERO\n619:\t# Add to enemies group for grenade targeting\n676:\t# Initialize grenade thrower component (per issue #273)\n677:\tif enable_grenades:\n678:\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n679:\t\t_grenade_thrower.enabled = true\n680:\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n681:\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n682:\t\t_grenade_thrower.throw_range = grenade_throw_range\n683:\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n684:\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n685:\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n686:\t\t_grenade_thrower.initialize(_log_to_file)\n687:\t\tadd_child(_grenade_thrower)\n689:\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n690:\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n692:## Configure grenade system after _ready() - called by level scripts.\n693:func configure_grenades(enabled: bool, offensive: int, flashbangs: int = 0) -> void:\n694:\tenable_grenades = enabled\n695:\toffensive_grenades = offensive\n696:\tflashbang_grenades = flashbangs\n698:\tif enabled and _grenade_thrower == null:\n699:\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n700:\t\t_grenade_thrower.enabled = true\n701:\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n702:\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n703:\t\t_grenade_thrower.throw_range = grenade_throw_range\n704:\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n705:\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n706:\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n707:\t\t_grenade_thrower.initialize(_log_to_file)\n708:\t\tadd_child(_grenade_thrower)\n710:\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n711:\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n712:\telif not enabled and _grenade_thrower != null:\n713:\t\t_grenade_thrower.queue_free()\n714:\t\t_grenade_thrower = null\n723:\tif _can_see_player and _player and _grenade_thrower:\n724:\t\t_grenade_thrower.register_ally_death()\n726:## Broadcast grenade notification to allies.\n727:func _on_grenade_notification_broadcast(target_pos: Vector2, blast_radius: float) -> void:\n729:\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_incoming\"):\n730:\t\t\tenemy.on_ally_grenade_incoming(target_pos, blast_radius, self)\n732:## Called when own grenade explodes - notify allies and begin assault.\n733:func _on_grenade_exploded(explosion_pos: Vector2) -> void:\n734:\t_grenade_explosion_position = explosion_pos\n736:\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_exploded\"):\n737:\t\t\tenemy.on_ally_grenade_exploded(explosion_pos, self)\n738:\t_waiting_for_grenade_explosion = false\n739:\t_begin_post_grenade_assault(explosion_pos)\n741:## Called when ally throws grenade - evacuate if in blast zone or throw line.\n742:func on_ally_grenade_incoming(target_pos: Vector2, blast_radius: float, thrower: Node) -> void:\n744:\tvar thrower_pos: Vector2 = thrower.global_position if thrower else Vector2.ZERO\n745:\tif in_blast or _is_on_throw_line(thrower_pos, target_pos):\n746:\t\t_evacuating_from_grenade = true\n747:\t\t_grenade_evacuation_from = target_pos\n748:\t\t_waiting_for_grenade_explosion = true\n749:\t\t_evacuate_from_grenade_zone(target_pos, blast_radius)\n751:## Check if this enemy is on the throw line between thrower and target.\n752:func _is_on_throw_line(thrower_pos: Vector2, target_pos: Vector2) -> bool:\n753:\tif thrower_pos == Vector2.ZERO:\n755:\tvar line_dir := (target_pos - thrower_pos).normalized()\n756:\tvar to_self := global_position - thrower_pos\n758:\tvar line_length := thrower_pos.distance_to(target_pos)\n761:\tvar closest_point := thrower_pos + line_dir * projection\n764:## Evacuate from grenade blast zone with maximum priority.\n765:func _evacuate_from_grenade_zone(grenade_pos: Vector2, blast_radius: float) -> void:\n766:\tvar escape_dir := (global_position - grenade_pos).normalized()\n770:\t\t_nav_agent.target_position = grenade_pos + escape_dir * (blast_radius + 100.0)\n772:## Called when ally grenade explodes - signals coordinated assault can begin.\n773:func on_ally_grenade_exploded(explosion_pos: Vector2, _thrower: Node) -> void:\n774:\tif _waiting_for_grenade_explosion:\n775:\t\t_waiting_for_grenade_explosion = false\n776:\t\t_evacuating_from_grenade = false\n777:\t\t_grenade_explosion_position = explosion_pos\n778:\t\t_begin_post_grenade_assault(explosion_pos)\n780:## Begin assault after grenade explosion - storm through the passage.\n\n[Showing results with pagination = limit: 100, offset: 0]" | |
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| "content": "15:\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n112:## Enable grenade throwing (issue #273).\n113:@export var enable_grenades: bool = false\n115:## Number of offensive (frag) grenades this enemy carries.\n116:@export var offensive_grenades: int = 0\n118:## Number of flashbang grenades this enemy carries.\n119:@export var flashbang_grenades: int = 0\n121:## Maximum grenade throw range in pixels.\n122:@export var grenade_throw_range: float = 400.0\n124:## Grenade throw accuracy deviation in degrees (±5° per issue requirement).\n125:@export var grenade_throw_deviation: float = 5.0\n127:## Frag grenade scene to instantiate when throwing.\n128:@export var frag_grenade_scene: PackedScene\n130:## Flashbang grenade scene to instantiate when throwing.\n131:@export var flashbang_grenade_scene: PackedScene\n542:## Grenade thrower component (per issue #273).\n543:var _grenade_thrower: GrenadeThrowerComponent = null\n545:## Grenade coordination state (issue #295)\n546:var _needs_grenade_throw_position: bool = false\n547:var _grenade_throw_target: Vector2 = Vector2.ZERO\n548:var _evacuating_from_grenade: bool = false\n549:var _grenade_evacuation_from: Vector2 = Vector2.ZERO\n550:var _waiting_for_grenade_explosion: bool = false\n551:var _grenade_explosion_position: Vector2 = Vector2.ZERO\n619:\t# Add to enemies group for grenade targeting\n676:\t# Initialize grenade thrower component (per issue #273)\n677:\tif enable_grenades:\n678:\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n679:\t\t_grenade_thrower.enabled = true\n680:\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n681:\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n682:\t\t_grenade_thrower.throw_range = grenade_throw_range\n683:\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n684:\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n685:\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n686:\t\t_grenade_thrower.initialize(_log_to_file)\n687:\t\tadd_child(_grenade_thrower)\n689:\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n690:\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n692:## Configure grenade system after _ready() - called by level scripts.\n693:func configure_grenades(enabled: bool, offensive: int, flashbangs: int = 0) -> void:\n694:\tenable_grenades = enabled\n695:\toffensive_grenades = offensive\n696:\tflashbang_grenades = flashbangs\n698:\tif enabled and _grenade_thrower == null:\n699:\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n700:\t\t_grenade_thrower.enabled = true\n701:\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n702:\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n703:\t\t_grenade_thrower.throw_range = grenade_throw_range\n704:\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n705:\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n706:\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n707:\t\t_grenade_thrower.initialize(_log_to_file)\n708:\t\tadd_child(_grenade_thrower)\n710:\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n711:\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n712:\telif not enabled and _grenade_thrower != null:\n713:\t\t_grenade_thrower.queue_free()\n714:\t\t_grenade_thrower = null\n723:\tif _can_see_player and _player and _grenade_thrower:\n724:\t\t_grenade_thrower.register_ally_death()\n726:## Broadcast grenade notification to allies.\n727:func _on_grenade_notification_broadcast(target_pos: Vector2, blast_radius: float) -> void:\n729:\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_incoming\"):\n730:\t\t\tenemy.on_ally_grenade_incoming(target_pos, blast_radius, self)\n732:## Called when own grenade explodes - notify allies and begin assault.\n733:func _on_grenade_exploded(explosion_pos: Vector2) -> void:\n734:\t_grenade_explosion_position = explosion_pos\n736:\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_exploded\"):\n737:\t\t\tenemy.on_ally_grenade_exploded(explosion_pos, self)\n738:\t_waiting_for_grenade_explosion = false\n739:\t_begin_post_grenade_assault(explosion_pos)\n741:## Called when ally throws grenade - evacuate if in blast zone or throw line.\n742:func on_ally_grenade_incoming(target_pos: Vector2, blast_radius: float, thrower: Node) -> void:\n744:\tvar thrower_pos: Vector2 = thrower.global_position if thrower else Vector2.ZERO\n745:\tif in_blast or _is_on_throw_line(thrower_pos, target_pos):\n746:\t\t_evacuating_from_grenade = true\n747:\t\t_grenade_evacuation_from = target_pos\n748:\t\t_waiting_for_grenade_explosion = true\n749:\t\t_evacuate_from_grenade_zone(target_pos, blast_radius)\n751:## Check if this enemy is on the throw line between thrower and target.\n752:func _is_on_throw_line(thrower_pos: Vector2, target_pos: Vector2) -> bool:\n753:\tif thrower_pos == Vector2.ZERO:\n755:\tvar line_dir := (target_pos - thrower_pos).normalized()\n756:\tvar to_self := global_position - thrower_pos\n758:\tvar line_length := thrower_pos.distance_to(target_pos)\n761:\tvar closest_point := thrower_pos + line_dir * projection\n764:## Evacuate from grenade blast zone with maximum priority.\n765:func _evacuate_from_grenade_zone(grenade_pos: Vector2, blast_radius: float) -> void:\n766:\tvar escape_dir := (global_position - grenade_pos).normalized()\n770:\t\t_nav_agent.target_position = grenade_pos + escape_dir * (blast_radius + 100.0)\n772:## Called when ally grenade explodes - signals coordinated assault can begin.\n773:func on_ally_grenade_exploded(explosion_pos: Vector2, _thrower: Node) -> void:\n774:\tif _waiting_for_grenade_explosion:\n775:\t\t_waiting_for_grenade_explosion = false\n776:\t\t_evacuating_from_grenade = false\n777:\t\t_grenade_explosion_position = explosion_pos\n778:\t\t_begin_post_grenade_assault(explosion_pos)\n780:## Begin assault after grenade explosion - storm through the passage.", | |
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| "text": "Let me look at more of the grenade-related code:" | |
| } | |
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| [2026-01-24T03:12:03.987Z] [INFO] { | |
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| "content": "15:\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n547:var _grenade_throw_target: Vector2 = Vector2.ZERO\n921:\t\t\t_try_grenade_throw_at_sound(position)\n952:\t\t\t_try_grenade_throw_at_sound(position)\n1179:\t_goap_world_state[\"is_throwing_grenade\"] = _current_state == AIState.THROWING_GRENADE\n1629:\t\tAIState.THROWING_GRENADE:\n1630:\t\t\t_process_throwing_grenade_state(delta)\n2373:\t\t\t\tif _should_throw_grenade_before_cover_entry(_pursuit_next_cover):\n2374:\t\t\t\t\t_transition_to_throwing_grenade(_pursuit_next_cover, _grenade_thrower.get_best_grenade_type())\n2389:\t\t\t\tif _last_known_player_position != Vector2.ZERO and _should_throw_grenade_before_cover_entry(_last_known_player_position):\n2390:\t\t\t\t\t_transition_to_throwing_grenade(_last_known_player_position, _grenade_thrower.get_best_grenade_type())\n2777:\tvar direction_to_target := (_grenade_throw_target - global_position).normalized()\n2797:\t\t\tif _grenade_thrower.is_throw_path_clear(test_pos, _grenade_throw_target):\n2805:\t\t\tif _grenade_thrower.is_throw_path_clear(global_position, _grenade_throw_target):\n2806:\t\t\t\t_transition_to_throwing_grenade(_grenade_throw_target, _grenade_thrower.get_best_grenade_type())\n2811:func _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n2819:\t\t_grenade_throw_target = sound_position\n2821:\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n2833:\t\t_grenade_throw_target = _player.global_position\n2835:\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n2838:## Transition to THROWING_GRENADE state.\n2839:func _transition_to_throwing_grenade(target_pos: Vector2, grenade_type: int) -> void:\n2840:\t_current_state = AIState.THROWING_GRENADE\n2843:\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n2845:## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\n2846:func _process_throwing_grenade_state(delta: float) -> void:\n3335:func _should_throw_grenade_before_cover_entry(target_cover: Vector2) -> bool:\n4648:\t\tAIState.THROWING_GRENADE:\n4649:\t\t\treturn \"THROWING_GRENADE\"\n4716:\tif _current_state == AIState.THROWING_GRENADE:\n\n[Showing results with pagination = limit: 100, offset: 0]" | |
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| "content": "15:\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n547:var _grenade_throw_target: Vector2 = Vector2.ZERO\n921:\t\t\t_try_grenade_throw_at_sound(position)\n952:\t\t\t_try_grenade_throw_at_sound(position)\n1179:\t_goap_world_state[\"is_throwing_grenade\"] = _current_state == AIState.THROWING_GRENADE\n1629:\t\tAIState.THROWING_GRENADE:\n1630:\t\t\t_process_throwing_grenade_state(delta)\n2373:\t\t\t\tif _should_throw_grenade_before_cover_entry(_pursuit_next_cover):\n2374:\t\t\t\t\t_transition_to_throwing_grenade(_pursuit_next_cover, _grenade_thrower.get_best_grenade_type())\n2389:\t\t\t\tif _last_known_player_position != Vector2.ZERO and _should_throw_grenade_before_cover_entry(_last_known_player_position):\n2390:\t\t\t\t\t_transition_to_throwing_grenade(_last_known_player_position, _grenade_thrower.get_best_grenade_type())\n2777:\tvar direction_to_target := (_grenade_throw_target - global_position).normalized()\n2797:\t\t\tif _grenade_thrower.is_throw_path_clear(test_pos, _grenade_throw_target):\n2805:\t\t\tif _grenade_thrower.is_throw_path_clear(global_position, _grenade_throw_target):\n2806:\t\t\t\t_transition_to_throwing_grenade(_grenade_throw_target, _grenade_thrower.get_best_grenade_type())\n2811:func _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n2819:\t\t_grenade_throw_target = sound_position\n2821:\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n2833:\t\t_grenade_throw_target = _player.global_position\n2835:\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n2838:## Transition to THROWING_GRENADE state.\n2839:func _transition_to_throwing_grenade(target_pos: Vector2, grenade_type: int) -> void:\n2840:\t_current_state = AIState.THROWING_GRENADE\n2843:\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n2845:## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\n2846:func _process_throwing_grenade_state(delta: float) -> void:\n3335:func _should_throw_grenade_before_cover_entry(target_cover: Vector2) -> bool:\n4648:\t\tAIState.THROWING_GRENADE:\n4649:\t\t\treturn \"THROWING_GRENADE\"\n4716:\tif _current_state == AIState.THROWING_GRENADE:", | |
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| [2026-01-24T03:12:06.207Z] [INFO] { | |
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| "text": "Now let me see the `_process_throwing_grenade_state` function and related code:" | |
| } | |
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| [2026-01-24T03:12:06.998Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Sc4ChHjLK9a49orWU9e8Eo","type":"tool_result","content":" 2840→\t_current_state = AIState.THROWING_GRENADE\n 2841→\tif _grenade_thrower:\n 2842→\t\t_grenade_thrower.begin_throw(target_pos, grenade_type)\n 2843→\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n 2844→\n 2845→## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\n 2846→func _process_throwing_grenade_state(delta: float) -> void:\n 2847→\tif not _player or not _grenade_thrower:\n 2848→\t\t_transition_to_idle()\n 2849→\t\treturn\n 2850→\tvar target_pos := _grenade_thrower.get_target_position()\n 2851→\trotation = lerp_angle(rotation, (target_pos - global_position).angle(), rotation_speed * delta)\n 2852→\tif _grenade_thrower.update_throw_prep(delta):\n 2853→\t\tvar grenade := _grenade_thrower.execute_throw(global_position)\n 2854→\t\tif grenade:\n 2855→\t\t\tget_tree().current_scene.add_child(grenade)\n 2856→\t\t\tGrenadeThrowerComponent.activate_thrown_grenade(grenade)\n 2857→\t\t_handle_post_grenade_throw_behavior(target_pos)\n 2858→\n 2859→## Post-throw behavior: approach safe distance or find cover from blast rays.\n 2860→func _handle_post_grenade_throw_behavior(throw_target: Vector2) -> void:\n 2861→\tvar dist := global_position.distance_to(throw_target)\n 2862→\tvar safe_dist := _grenade_thrower.min_safe_distance if _grenade_thrower else 250.0\n 2863→\tvar is_offensive := _grenade_thrower.was_last_grenade_offensive() if _grenade_thrower else true\n 2864→\t_waiting_for_grenade_explosion = true\n 2865→\t_grenade_explosion_position = throw_target\n 2866→\tif is_offensive:\n 2867→\t\tif dist < safe_dist:\n 2868→\t\t\tif enable_cover:\n 2869→\t\t\t\t_find_cover_away_from_position(throw_target, safe_dist)\n 2870→\t\t\t\t_transition_to_seeking_cover()\n 2871→\t\t\telse:\n 2872→\t\t\t\tvar safe_pos := throw_target + (global_position - throw_target).normalized() * safe_dist\n 2873→\t\t\t\t_move_to_target_nav(safe_pos, combat_move_speed)\n 2874→\t\t\t\t_transition_to_combat()\n 2875→\t\telse:\n 2876→\t\t\t_transition_to_combat()\n 2877→\telse:\n 2878→\t\t_find_cover_from_blast_rays(throw_target)\n 2879→\t\tif _has_valid_cover:\n 2880→\t\t\t_transition_to_seeking_cover()\n 2881→\t\telse:\n 2882→\t\t\t_transition_to_combat()\n 2883→\n 2884→## Find cover position far enough from danger position.\n 2885→func _find_cover_away_from_position(danger_pos: Vector2, min_distance: float) -> void:\n 2886→\tvar best_cover := Vector2.ZERO\n 2887→\tvar best_score := -999.0\n 2888→\tfor i in range(COVER_CHECK_COUNT):\n 2889→\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n 2890→\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(150.0, 300.0)\n 2891→\t\tvar dist := test_pos.distance_to(danger_pos)\n 2892→\t\tif dist >= min_distance and not _is_position_visible_from_player(test_pos):\n 2893→\t\t\tif dist / min_distance > best_score:\n 2894→\t\t\t\tbest_score = dist / min_distance\n 2895→\t\t\t\tbest_cover = test_pos\n 2896→\t_has_valid_cover = best_score > 0.0\n 2897→\tif _has_valid_cover:\n 2898→\t\t_cover_position = best_cover\n 2899→\n 2900→## Find cover shielded from blast position (for flashbangs).\n 2901→func _find_cover_from_blast_rays(blast_pos: Vector2) -> void:\n 2902→\tvar best_cover := Vector2.ZERO\n 2903→\tvar best_score := -999.0\n 2904→\tvar world_2d := get_world_2d()\n 2905→\tif world_2d == null:\n 2906→\t\t_has_valid_cover = false\n 2907→\t\treturn\n 2908→\tvar space_state := world_2d.direct_space_state\n 2909→\tif space_state == null:\n 2910→\t\t_has_valid_cover = false\n 2911→\t\treturn\n 2912→\tfor i in range(COVER_CHECK_COUNT):\n 2913→\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n 2914→\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(100.0, 250.0)\n 2915→\t\tvar query := PhysicsRayQueryParameters2D.new()\n 2916→\t\tquery.from = blast_pos\n 2917→\t\tquery.to = test_pos\n 2918→\t\tquery.collision_mask = 4\n 2919→\t\tif not space_state.intersect_ray(query).is_empty():\n 2920→\t\t\tvar score := test_pos.distance_to(blast_pos) / 100.0 - global_position.distance_to(test_pos) / 200.0\n 2921→\t\t\tif score > best_score:\n 2922→\t\t\t\tbest_score = score\n 2923→\t\t\t\tbest_cover = test_pos\n 2924→\t_has_valid_cover = best_score > -999.0\n 2925→\tif _has_valid_cover:\n 2926→\t\t_cover_position = best_cover\n 2927→\n 2928→## Check if the enemy is visible from the player's position.\n 2929→## Uses raycasting from player to enemy to determine if there are obstacles blocking line of sight.\n 2930→## This is the inverse of _can_see_player - it checks if the PLAYER can see the ENEMY.\n 2931→## Checks multiple points on the enemy body (center and corners) to account for enemy size.\n 2932→func _is_visible_from_player() -> bool:\n 2933→\tif _player == null:\n 2934→\t\treturn false\n 2935→\n 2936→\t# Check visibility to multiple points on the enemy body\n 2937→\t# This accounts for the enemy's size - corners can stick out from cover\n 2938→\tvar check_points := _get_enemy_check_points(global_position)\n 2939→\n 2940→\tfor point in check_points:\n 2941→\t\tif _is_point_visible_from_player(point):\n 2942→\t\t\treturn true\n 2943→\n 2944→\treturn false\n 2945→\n 2946→## Get multiple check points on the enemy body for visibility testing.\n 2947→## Returns center and 4 corner points offset by the enemy's radius.\n 2948→func _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n 2949→\t# Enemy collision radius is 24, sprite is 48x48\n 2950→\t# Use a slightly smaller radius to avoid edge cases\n 2951→\tconst ENEMY_RADIUS: float = 22.0\n 2952→\n 2953→\tvar points: Array[Vector2] = []\n 2954→\tpoints.append(center) # Center point\n 2955→\n 2956→\t# 4 corner points (diagonal directions)\n 2957→\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n 2958→\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n 2959→\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n 2960→\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n 2961→\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n 2962→\n 2963→\treturn points\n 2964→\n 2965→## Check if a single point is visible from the player's position.\n 2966→func _is_point_visible_from_player(point: Vector2) -> bool:\n 2967→\tif _player == null:\n 2968→\t\treturn false\n 2969→\n 2970→\tvar player_pos := _player.global_position\n 2971→\tvar distance := player_pos.distance_to(point)\n 2972→\n 2973→\t# Use direct space state to check line of sight from player to point\n 2974→\tvar space_state := get_world_2d().direct_space_state\n 2975→\tvar query := PhysicsRayQueryParameters2D.new()\n 2976→\tquery.from = player_pos\n 2977→\tquery.to = point\n 2978→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2979→\tquery.exclude = []\n 2980→\n 2981→\tvar result := space_state.intersect_ray(query)\n 2982→\n 2983→\tif result.is_empty():\n 2984→\t\t# No obstacle between player and point - point is visible\n 2985→\t\treturn true\n 2986→\telse:\n 2987→\t\t# Check if we hit an obstacle before reaching the point\n 2988→\t\tvar hit_position: Vector2 = result[\"position\"]\n 2989→\t\tvar distance_to_hit := player_pos.distance_to(hit_position)\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":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"c3149556-7816-4f57-856e-64f7c128e901","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/objects/enemy.gd","content":"\t_current_state = AIState.THROWING_GRENADE\n\tif _grenade_thrower:\n\t\t_grenade_thrower.begin_throw(target_pos, grenade_type)\n\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n\n## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\nfunc _process_throwing_grenade_state(delta: float) -> void:\n\tif not _player or not _grenade_thrower:\n\t\t_transition_to_idle()\n\t\treturn\n\tvar target_pos := _grenade_thrower.get_target_position()\n\trotation = lerp_angle(rotation, (target_pos - global_position).angle(), rotation_speed * delta)\n\tif _grenade_thrower.update_throw_prep(delta):\n\t\tvar grenade := _grenade_thrower.execute_throw(global_position)\n\t\tif grenade:\n\t\t\tget_tree().current_scene.add_child(grenade)\n\t\t\tGrenadeThrowerComponent.activate_thrown_grenade(grenade)\n\t\t_handle_post_grenade_throw_behavior(target_pos)\n\n## Post-throw behavior: approach safe distance or find cover from blast rays.\nfunc _handle_post_grenade_throw_behavior(throw_target: Vector2) -> void:\n\tvar dist := global_position.distance_to(throw_target)\n\tvar safe_dist := _grenade_thrower.min_safe_distance if _grenade_thrower else 250.0\n\tvar is_offensive := _grenade_thrower.was_last_grenade_offensive() if _grenade_thrower else true\n\t_waiting_for_grenade_explosion = true\n\t_grenade_explosion_position = throw_target\n\tif is_offensive:\n\t\tif dist < safe_dist:\n\t\t\tif enable_cover:\n\t\t\t\t_find_cover_away_from_position(throw_target, safe_dist)\n\t\t\t\t_transition_to_seeking_cover()\n\t\t\telse:\n\t\t\t\tvar safe_pos := throw_target + (global_position - throw_target).normalized() * safe_dist\n\t\t\t\t_move_to_target_nav(safe_pos, combat_move_speed)\n\t\t\t\t_transition_to_combat()\n\t\telse:\n\t\t\t_transition_to_combat()\n\telse:\n\t\t_find_cover_from_blast_rays(throw_target)\n\t\tif _has_valid_cover:\n\t\t\t_transition_to_seeking_cover()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n## Find cover position far enough from danger position.\nfunc _find_cover_away_from_position(danger_pos: Vector2, min_distance: float) -> void:\n\tvar best_cover := Vector2.ZERO\n\tvar best_score := -999.0\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(150.0, 300.0)\n\t\tvar dist := test_pos.distance_to(danger_pos)\n\t\tif dist >= min_distance and not _is_position_visible_from_player(test_pos):\n\t\t\tif dist / min_distance > best_score:\n\t\t\t\tbest_score = dist / min_distance\n\t\t\t\tbest_cover = test_pos\n\t_has_valid_cover = best_score > 0.0\n\tif _has_valid_cover:\n\t\t_cover_position = best_cover\n\n## Find cover shielded from blast position (for flashbangs).\nfunc _find_cover_from_blast_rays(blast_pos: Vector2) -> void:\n\tvar best_cover := Vector2.ZERO\n\tvar best_score := -999.0\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(100.0, 250.0)\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = blast_pos\n\t\tquery.to = test_pos\n\t\tquery.collision_mask = 4\n\t\tif not space_state.intersect_ray(query).is_empty():\n\t\t\tvar score := test_pos.distance_to(blast_pos) / 100.0 - global_position.distance_to(test_pos) / 200.0\n\t\t\tif score > best_score:\n\t\t\t\tbest_score = score\n\t\t\t\tbest_cover = test_pos\n\t_has_valid_cover = best_score > -999.0\n\tif _has_valid_cover:\n\t\t_cover_position = best_cover\n\n## Check if the enemy is visible from the player's position.\n## Uses raycasting from player to enemy to determine if there are obstacles blocking line of sight.\n## This is the inverse of _can_see_player - it checks if the PLAYER can see the ENEMY.\n## Checks multiple points on the enemy body (center and corners) to account for enemy size.\nfunc _is_visible_from_player() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check visibility to multiple points on the enemy body\n\t# This accounts for the enemy's size - corners can stick out from cover\n\tvar check_points := _get_enemy_check_points(global_position)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Get multiple check points on the enemy body for visibility testing.\n## Returns center and 4 corner points offset by the enemy's radius.\nfunc _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n\t# Enemy collision radius is 24, sprite is 48x48\n\t# Use a slightly smaller radius to avoid edge cases\n\tconst ENEMY_RADIUS: float = 22.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point is visible from the player's position.\nfunc _is_point_visible_from_player(point: Vector2) -> bool:\n\tif _player == null:\n\t\treturn false\n\n\tvar player_pos := _player.global_position\n\tvar distance := player_pos.distance_to(point)\n\n\t# Use direct space state to check line of sight from player to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = player_pos\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [] | |
| [2026-01-24T03:12:07.008Z] [INFO] \n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between player and point - point is visible\n\t\treturn true\n\telse:\n\t\t# Check if we hit an obstacle before reaching the point\n\t\tvar hit_position: Vector2 = result[\"position\"]\n\t\tvar distance_to_hit := player_pos.distance_to(hit_position)","numLines":150,"startLine":2840,"totalLines":5000}}} | |
| [2026-01-24T03:12:09.535Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01LXScACC6rHguifM7AXN2FH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me look at the `_should_throw_grenade_before_cover_entry` function and understand the full flow:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 2780, | |
| "cache_read_input_tokens": 61568, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 2780, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "b557e98d-c3b7-4dd5-884a-39c5e6735ed4", | |
| "uuid": "3025ccbd-918b-48ce-b2d3-d62da5d30a64" | |
| } | |
| [2026-01-24T03:12:10.241Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01LXScACC6rHguifM7AXN2FH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01LsJ6LDBdsizYo7fqcHN6Ls", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1769224217084/scripts/objects/enemy.gd", | |
| "offset": 3330, | |
| "limit": 80 | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 2780, | |
| "cache_read_input_tokens": 61568, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 2780, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 4, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "b557e98d-c3b7-4dd5-884a-39c5e6735ed4", | |
| "uuid": "31614524-4c6f-46d2-a95a-2a0eb8645c1e" | |
| } | |
| [2026-01-24T03:12:10.306Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01LsJ6LDBdsizYo7fqcHN6Ls", | |
| "type": "tool_result", | |
| "content": " 3330→\t\tif enemy != self and is_instance_valid(enemy) and global_position.distance_to(enemy.global_position) <= radius:\n 3331→\t\t\tcount += 1\n 3332→\treturn count\n 3333→\n 3334→## Check if should throw grenade before entering cover (issue #295: solo enemy pre-clears with grenade).\n 3335→func _should_throw_grenade_before_cover_entry(target_cover: Vector2) -> bool:\n 3336→\tif _grenade_thrower == null or not _grenade_thrower.has_grenades() or _grenade_thrower.is_on_cooldown() or _grenade_thrower.is_throwing():\n 3337→\t\treturn false\n 3338→\tvar nearby_allies := _count_allies_within_radius(500.0)\n 3339→\tif nearby_allies > 0:\n 3340→\t\t_log_debug(\"Solo grenade skipped: %d allies within 500px\" % nearby_allies)\n 3341→\t\treturn false\n 3342→\tif _can_see_player or _last_known_player_position == Vector2.ZERO:\n 3343→\t\treturn false\n 3344→\tvar dist := target_cover.distance_to(_last_known_player_position)\n 3345→\tif dist > _grenade_thrower.frag_blast_radius:\n 3346→\t\treturn false\n 3347→\tif not _grenade_thrower.is_throw_path_clear(global_position, target_cover):\n 3348→\t\t_log_debug(\"Solo grenade skipped: throw path blocked\")\n 3349→\t\treturn false\n 3350→\tif not _grenade_thrower.is_safe_throw_distance(global_position, target_cover):\n 3351→\t\t_log_debug(\"Solo grenade skipped: too close\")\n 3352→\t\treturn false\n 3353→\t_log_debug(\"Solo grenade: throwing at %s (0 allies nearby)\" % target_cover)\n 3354→\treturn true\n 3355→\n 3356→## Find cover position closer to the player for pursuit.\n 3357→## Used during PURSUING state to move cover-to-cover toward the player.\n 3358→## Improvements for issue #93:\n 3359→## - Penalizes covers on the same obstacle to avoid shuffling along walls\n 3360→## - Requires minimum progress toward player to skip insignificant moves\n 3361→## - Verifies the path to cover is clear (no walls blocking)\n 3362→func _find_pursuit_cover_toward_player() -> void:\n 3363→\tif _player == null:\n 3364→\t\t_has_pursuit_cover = false\n 3365→\t\treturn\n 3366→\n 3367→\tvar player_pos := _player.global_position\n 3368→\tvar best_cover: Vector2 = Vector2.ZERO\n 3369→\tvar best_score: float = -INF\n 3370→\tvar best_obstacle: Object = null\n 3371→\tvar found_valid_cover: bool = false\n 3372→\n 3373→\tvar my_distance_to_player := global_position.distance_to(player_pos)\n 3374→\t# Calculate minimum required progress (must get at least this much closer)\n 3375→\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n 3376→\n 3377→\t# Cast rays in all directions to find obstacles\n 3378→\tfor i in range(COVER_CHECK_COUNT):\n 3379→\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 3380→\t\tvar direction := Vector2.from_angle(angle)\n 3381→\n 3382→\t\tvar raycast := _cover_raycasts[i]\n 3383→\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n 3384→\t\traycast.force_raycast_update()\n 3385→\n 3386→\t\tif raycast.is_colliding():\n 3387→\t\t\tvar collision_point := raycast.get_collision_point()\n 3388→\t\t\tvar collision_normal := raycast.get_collision_normal()\n 3389→\t\t\tvar collider := raycast.get_collider()\n 3390→\n 3391→\t\t\t# Cover position is offset from collision point along normal\n 3392→\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n 3393→\n 3394→\t\t\t# For pursuit, we want cover that is:\n 3395→\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n 3396→\t\t\t# 2. Hidden from the player (or mostly hidden)\n 3397→\t\t\t# 3. Not too far from our current position\n 3398→\t\t\t# 4. Preferably on a different obstacle than current cover\n 3399→\t\t\t# 5. Reachable (no walls blocking the path)\n 3400→\n 3401→\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n 3402→\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n 3403→\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n 3404→\n 3405→\t\t\t# Skip covers that don't bring us closer to player\n 3406→\t\t\tif cover_distance_to_player >= my_distance_to_player:\n 3407→\t\t\t\tcontinue\n 3408→\n 3409→\t\t\t# Skip covers that don't make enough progress (issue #93 fix)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
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| "content": "\t\tif enemy != self and is_instance_valid(enemy) and global_position.distance_to(enemy.global_position) <= radius:\n\t\t\tcount += 1\n\treturn count\n\n## Check if should throw grenade before entering cover (issue #295: solo enemy pre-clears with grenade).\nfunc _should_throw_grenade_before_cover_entry(target_cover: Vector2) -> bool:\n\tif _grenade_thrower == null or not _grenade_thrower.has_grenades() or _grenade_thrower.is_on_cooldown() or _grenade_thrower.is_throwing():\n\t\treturn false\n\tvar nearby_allies := _count_allies_within_radius(500.0)\n\tif nearby_allies > 0:\n\t\t_log_debug(\"Solo grenade skipped: %d allies within 500px\" % nearby_allies)\n\t\treturn false\n\tif _can_see_player or _last_known_player_position == Vector2.ZERO:\n\t\treturn false\n\tvar dist := target_cover.distance_to(_last_known_player_position)\n\tif dist > _grenade_thrower.frag_blast_radius:\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, target_cover):\n\t\t_log_debug(\"Solo grenade skipped: throw path blocked\")\n\t\treturn false\n\tif not _grenade_thrower.is_safe_throw_distance(global_position, target_cover):\n\t\t_log_debug(\"Solo grenade skipped: too close\")\n\t\treturn false\n\t_log_debug(\"Solo grenade: throwing at %s (0 allies nearby)\" % target_cover)\n\treturn true\n\n## Find cover position closer to the player for pursuit.\n## Used during PURSUING state to move cover-to-cover toward the player.\n## Improvements for issue #93:\n## - Penalizes covers on the same obstacle to avoid shuffling along walls\n## - Requires minimum progress toward player to skip insignificant moves\n## - Verifies the path to cover is clear (no walls blocking)\nfunc _find_pursuit_cover_toward_player() -> void:\n\tif _player == null:\n\t\t_has_pursuit_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar best_obstacle: Object = null\n\tvar found_valid_cover: bool = false\n\n\tvar my_distance_to_player := global_position.distance_to(player_pos)\n\t# Calculate minimum required progress (must get at least this much closer)\n\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\tvar collider := raycast.get_collider()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For pursuit, we want cover that is:\n\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n\t\t\t# 2. Hidden from the player (or mostly hidden)\n\t\t\t# 3. Not too far from our current position\n\t\t\t# 4. Preferably on a different obstacle than current cover\n\t\t\t# 5. Reachable (no walls blocking the path)\n\n\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n\n\t\t\t# Skip covers that don't bring us closer to player\n\t\t\tif cover_distance_to_player >= my_distance_to_player:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that don't make enough progress (issue #93 fix)", | |
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| [2026-01-24T03:12:13.679Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01SAcZbs2ggx4fr9UQeT7RsS", | |
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| "text": "Now I have a good understanding of the code. The issue is that the current code uses `is_safe_throw_distance()` which checks distance from enemy to target, but doesn't fully validate that the **blast can actually reach the target**. \n\nLet me look at the specific area around line 2770-2810 where the grenade throwing logic is called:" | |
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| [2026-01-24T03:12:14.344Z] [INFO] { | |
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| "content": " 2770→\t_find_cover_position()\n 2771→\n 2772→## Exit cover to find clear throw position when blocked by wall.\n 2773→func _exit_cover_for_grenade_throw() -> void:\n 2774→\tif not _grenade_thrower or not _player:\n 2775→\t\t_needs_grenade_throw_position = false\n 2776→\t\treturn\n 2777→\tvar direction_to_target := (_grenade_throw_target - global_position).normalized()\n 2778→\tvar perpendicular := Vector2(-direction_to_target.y, direction_to_target.x)\n 2779→\tvar best_position := Vector2.ZERO\n 2780→\tvar found := false\n 2781→\tvar world_2d := get_world_2d()\n 2782→\tif world_2d == null:\n 2783→\t\t_needs_grenade_throw_position = false\n 2784→\t\treturn\n 2785→\tvar space_state := world_2d.direct_space_state\n 2786→\tif space_state == null:\n 2787→\t\t_needs_grenade_throw_position = false\n 2788→\t\treturn\n 2789→\tfor side: float in [1.0, -1.0]:\n 2790→\t\tvar test_pos := global_position + perpendicular * side * 100.0\n 2791→\t\tvar query := PhysicsRayQueryParameters2D.new()\n 2792→\t\tquery.from = global_position\n 2793→\t\tquery.to = test_pos\n 2794→\t\tquery.collision_mask = 4\n 2795→\t\tquery.exclude = [get_rid()]\n 2796→\t\tif space_state.intersect_ray(query).is_empty():\n 2797→\t\t\tif _grenade_thrower.is_throw_path_clear(test_pos, _grenade_throw_target):\n 2798→\t\t\t\tbest_position = test_pos\n 2799→\t\t\t\tfound = true\n 2800→\t\t\t\tbreak\n 2801→\tif found:\n 2802→\t\t_move_to_target_nav(best_position, combat_move_speed)\n 2803→\t\tif global_position.distance_to(best_position) < 30.0:\n 2804→\t\t\t_needs_grenade_throw_position = false\n 2805→\t\t\tif _grenade_thrower.is_throw_path_clear(global_position, _grenade_throw_target):\n 2806→\t\t\t\t_transition_to_throwing_grenade(_grenade_throw_target, _grenade_thrower.get_best_grenade_type())\n 2807→\telse:\n 2808→\t\t_needs_grenade_throw_position = false\n 2809→\n 2810→## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\n 2811→func _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n 2812→\tif not _grenade_thrower:\n 2813→\t\treturn\n 2814→\tvar distance := global_position.distance_to(sound_position)\n 2815→\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n 2816→\t\treturn\n 2817→\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n 2818→\t\t_needs_grenade_throw_position = true\n 2819→\t\t_grenade_throw_target = sound_position\n 2820→\t\treturn\n 2821→\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n 2822→\n 2823→## Check if grenade throw should happen. Returns true if transitioned.\n 2824→func _check_grenade_throw() -> bool:\n 2825→\tif not _grenade_thrower or not _player:\n 2826→\t\treturn false\n 2827→\tvar dist := global_position.distance_to(_player.global_position)\n 2828→\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n 2829→\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "\t_find_cover_position()\n\n## Exit cover to find clear throw position when blocked by wall.\nfunc _exit_cover_for_grenade_throw() -> void:\n\tif not _grenade_thrower or not _player:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tvar direction_to_target := (_grenade_throw_target - global_position).normalized()\n\tvar perpendicular := Vector2(-direction_to_target.y, direction_to_target.x)\n\tvar best_position := Vector2.ZERO\n\tvar found := false\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tfor side: float in [1.0, -1.0]:\n\t\tvar test_pos := global_position + perpendicular * side * 100.0\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = global_position\n\t\tquery.to = test_pos\n\t\tquery.collision_mask = 4\n\t\tquery.exclude = [get_rid()]\n\t\tif space_state.intersect_ray(query).is_empty():\n\t\t\tif _grenade_thrower.is_throw_path_clear(test_pos, _grenade_throw_target):\n\t\t\t\tbest_position = test_pos\n\t\t\t\tfound = true\n\t\t\t\tbreak\n\tif found:\n\t\t_move_to_target_nav(best_position, combat_move_speed)\n\t\tif global_position.distance_to(best_position) < 30.0:\n\t\t\t_needs_grenade_throw_position = false\n\t\t\tif _grenade_thrower.is_throw_path_clear(global_position, _grenade_throw_target):\n\t\t\t\t_transition_to_throwing_grenade(_grenade_throw_target, _grenade_thrower.get_best_grenade_type())\n\telse:\n\t\t_needs_grenade_throw_position = false\n\n## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position\n\t\treturn\n\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n\n## Check if grenade throw should happen. Returns true if transitioned.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):", | |
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| "text": "Now I understand the full picture. Let me update the todo list and start implementing the fixes:" | |
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| "activeForm": "Updating case study documentation" | |
| }, | |
| { | |
| "content": "Run local CI checks and commit changes", | |
| "status": "pending", | |
| "activeForm": "Running CI checks and committing" | |
| }, | |
| { | |
| "content": "Test and verify all changes work correctly", | |
| "status": "pending", | |
| "activeForm": "Testing and verifying changes" | |
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| "text": "Now let me understand the key issues from the user's feedback:\n\n1. **Enemies throw grenades at cover/wall where player is, but the blast doesn't reach the player** - The current `is_throw_path_clear()` checks if the blast from wall impact can reach the target, but the logic seems to be too permissive or not working correctly.\n\n2. **Need ricochet calculation** - For timer grenades, the enemy should calculate 1-2 bounces to get the grenade behind cover.\n\n3. **Cooldown based on grenade count** - More grenades = faster cooldown (each grenade is worth less).\n\nLet me first look at the existing grenade physics to understand how bounces work:" | |
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| [2026-01-24T03:12:29.732Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01FrFfvztructMh7WwYvccKV","type":"tool_result","content":" 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 62→@export var wall_bounce: float = 0.4\n 63→\n 64→## Sound range multiplier (2 = audible at 2 viewport distance).\n 65→@export var sound_range_multiplier: float = 2.0\n 66→\n 67→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 68→@export var landing_velocity_threshold: float = 50.0\n 69→\n 70→## Whether the grenade timer has been activated.\n 71→var _timer_active: bool = false\n 72→\n 73→## Time remaining until explosion.\n 74→var _time_remaining: float = 0.0\n 75→\n 76→## Whether the grenade has exploded.\n 77→var _has_exploded: bool = false\n 78→\n 79→## Reference to the sprite for visual feedback.\n 80→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 81→\n 82→## Blink timer for visual feedback when about to explode.\n 83→var _blink_timer: float = 0.0\n 84→\n 85→## Blink interval - gets faster as explosion approaches.\n 86→var _blink_interval: float = 0.5\n 87→\n 88→## Track if landing sound has been played (grenade has come to rest).\n 89→var _has_landed: bool = false\n 90→\n 91→## Track if activation sound has been played.\n 92→var _activation_sound_played: bool = false\n 93→\n 94→## Track previous velocity for landing detection.\n 95→var _previous_velocity: Vector2 = Vector2.ZERO\n 96→\n 97→## Instance ID of the thrower (enemy who threw this grenade), used to ignore initial collisions.\n 98→## Set via metadata \"thrower_id\" when spawned by enemy grenade thrower.\n 99→var _thrower_id: int = 0\n 100→\n 101→## Time since grenade was thrown - used to ignore thrower collisions for a brief period.\n 102→var _time_since_thrown: float = 0.0\n 103→\n 104→## Duration to ignore collisions with thrower after throw (in seconds).\n 105→const THROWER_IGNORE_DURATION: float = 0.5\n 106→\n 107→## Signal emitted when the grenade explodes.\n 108→signal exploded(position: Vector2, grenade: GrenadeBase)\n 109→\n 110→\n 111→func _ready() -> void:\n 112→\t# Set up collision\n 113→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 114→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 115→\n 116→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 117→\t# Without this, body_entered signal will never fire!\n 118→\tcontact_monitor = true\n 119→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 120→\n 121→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 122→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 123→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 124→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 125→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 126→\n 127→\t# Set up physics\n 128→\tgravity_scale = 0.0 # Top-down, no gravity\n 129→\tlinear_damp = 1.0 # Reduced for easier rolling\n 130→\n 131→\t# Set up physics material for wall bouncing\n 132→\tvar physics_material := PhysicsMaterial.new()\n 133→\tphysics_material.bounce = wall_bounce\n 134→\tphysics_material.friction = 0.3 # Low friction for rolling\n 135→\tphysics_material_override = physics_material\n 136→\n 137→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 138→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 139→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 140→\tfreeze = true\n 141→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 142→\n 143→\t# Connect to body entered for bounce effects\n 144→\tbody_entered.connect(_on_body_entered)\n 145→\n 146→\t# Load thrower ID from metadata (set by GrenadeThrowerComponent for enemy throws)\n 147→\tif has_meta(\"thrower_id\"):\n 148→\t\t_thrower_id = get_meta(\"thrower_id\")\n 149→\n 150→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 151→\n 152→\n 153→func _physics_process(delta: float) -> void:\n 154→\tif _has_exploded:\n 155→\t\treturn\n 156→\n 157→\t# Track time since thrown (for thrower collision ignore)\n 158→\tif _timer_active:\n 159→\t\t_time_since_thrown += delta\n 160→\n 161→\t# Apply ground friction to slow down\n 162→\tif linear_velocity.length() > 0:\n 163→\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n 164→\t\tif friction_force.length() > linear_velocity.length():\n 165→\t\t\tlinear_velocity = Vector2.ZERO\n 166→\t\telse:\n 167→\t\t\tlinear_velocity -= friction_force\n 168→\n 169→\t# Check for landing (grenade comes to near-stop after being thrown)\n 170→\tif not _has_landed and _timer_active:\n 171→\t\tvar current_speed := linear_velocity.length()\n 172→\t\tvar previous_speed := _previous_velocity.length()\n 173→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 174→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 175→\t\t\t_on_grenade_landed()\n 176→\t_previous_velocity = linear_velocity\n 177→\n 178→\t# Update timer if active\n 179→\tif _timer_active:\n 180→\t\t_time_remaining -= delta\n 181→\t\t_update_blink_effect(delta)\n 182→\n 183→\t\tif _time_remaining <= 0:\n 184→\t\t\t_explode()\n 185→\n 186→\n 187→## Activate the grenade timer. Call this when the player starts the throwing motion.\n 188→func activate_timer() -> void:\n 189→\tif _timer_active:\n 190→\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n 191→\t\treturn\n 192→\t_timer_active = true\n 193→\t_time_remaining = fuse_time\n 194→\n 195→\t# Play activation sound (pin pull)\n 196→\tif not _activation_sound_played:\n 197→\t\t_activation_sound_played = true\n 198→\t\t_play_activation_sound()\n 199→\n 200→\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n 201→\n 202→\n 203→## Throw the grenade using realistic velocity-based physics.\n 204→## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n 205→## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n 206→## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n 207→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 208→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 209→\t# Unfreeze the grenade so physics can take over\n 210→\tfreeze = false\n 211→\n 212→\t# Calculate mass-adjusted minimum swing distance\n 213→\t# Heavier grenades need more swing to transfer full velocity\n 214→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 215→\tvar required_swing := min_swing_distance * mass_ratio\n 216→\n 217→\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n 218→\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n 219→\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n 220→\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n 221→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 222→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 223→\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n 224→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 225→\n 226→\t# Convert mouse velocity to throw velocity\n 227→\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n 228→\t# Heavier grenades are harder to throw far with same mouse speed\n 229→\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 230→\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n 231→\n 232→\t# Clamp the final speed\n 233→\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n 234→\n 235→\t# Set velocity (use original direction if speed is non-zero)\n 236→\tif throw_speed > 1.0:\n 237→\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n 238→\t\trotation = linear_velocity.angle()\n 239→\telse:\n 240→\t\t# Mouse wasn't moving - grenade drops at feet\n 241→\t\tlinear_velocity = Vector2.ZERO\n 242→\n 243→\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n 244→\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n 245→\t])\n 246→\n 247→\n 248→## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n 249→## @param direction: Normalized direction to throw.\n 250→## @param drag_distance: Distance of the drag in pixels.\n 251→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 252→\t# Unfreeze the grenade so physics can take over\n 253→\t# This must happen before setting velocity, otherwise the velocity won't be applied\n 254→\tfreeze = false\n 255→\n 256→\t# Calculate throw speed based on drag distance\n 257→\tvar throw_speed := clampf(\n 258→\t\tdrag_distance * drag_to_speed_multiplier,\n 259→\t\tmin_throw_speed,\n 260→\t\tmax_throw_speed\n 261→\t)\n 262→\n 263→\t# Set velocity\n 264→\tlinear_velocity = direction.normalized() * throw_speed\n 265→\n 266→\t# Rotate to face direction\n 267→\trotation = direction.angle()\n 268→\n 269→\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n 270→\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n 271→\n 272→\n 273→## Get the explosion effect radius. Override in subclasses.\n 274→func _get_effect_radius() -> float:\n 275→\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n 276→\treturn 200.0\n 277→\n 278→\n 279→## Called when the grenade explodes. Override in subclasses for specific effects.\n 280→func _on_explode() -> void:\n 281→\t# Base implementation does nothing - subclasses define explosion behavior\n 282→\tpass\n 283→\n 284→\n 285→## Internal explosion handling.\n 286→func _explode() -> void:\n 287→\tif _has_exploded:\n 288→\t\treturn\n 289→\t_has_exploded = true\n 290→\n 291→\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n 292→\n 293→\t# Play explosion sound\n 294→\t_play_explosion_sound()\n 295→\n 296→\t# Call subclass explosion effect\n 297→\t_on_explode()\n 298→\n 299→\t# Emit signal\n 300→\texploded.emit(global_position, self)\n 301→\n 302→\t# Destroy grenade after a short delay for effects\n 303→\tawait get_tree().create_timer(0.1).timeout\n 304→\tqueue_free()\n 305→\n 306→\n 307→## Play explosion sound audible at 2 viewport distance.\n 308→func _play_explosion_sound() -> void:\n 309→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 310→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 311→\t\t# Calculate sound range (2 viewport diagonals)\n 312→\t\tvar viewport := get_viewport()\n 313→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 314→\t\tif viewport:\n 315→\t\t\tvar size := viewport.get_visible_rect().size\n 316→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 317→\n 318→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 319→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 320→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 321→\n 322→\n 323→## Update visual blink effect as explosion approaches.\n 324→func _update_blink_effect(delta: float) -> void:\n 325→\tif not _sprite:\n 326→\t\treturn\n 327→\n 328→\t# Blink faster as time decreases\n 329→\tif _time_remaining < 1.0:\n 330→\t\t_blink_interval = 0.05\n 331→\telif _time_remaining < 2.0:\n 332→\t\t_blink_interval = 0.15\n 333→\telif _time_remaining < 3.0:\n 334→\t\t_blink_interval = 0.3\n 335→\telse:\n 336→\t\t_blink_interval = 0.5\n 337→\n 338→\t_blink_timer += delta\n 339→\tif _blink_timer >= _blink_interval:\n 340→\t\t_blink_timer = 0.0\n 341→\t\t# Toggle visibility or color\n 342→\t\tif _sprite.modulate.r > 0.9:\n 343→\t\t\t_sprite.modulate = Color(1.0, 0.3, 0.3, 1.0) # Red tint\n 344→\t\telse:\n 345→\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n 346→\n 347→\n 348→## Check if a body is the thrower (should be ignored for initial collisions).\n 349→func _is_thrower(body: Node) -> bool:\n 350→\tif _thrower_id == 0:\n 351→\t\treturn false\n 352→\treturn body.get_instance_id() == _thrower_id\n 353→\n 354→\n 355→## Check if we should ignore collision with this body (thrower during ignore period).\n 356→func _should_ignore_collision(body: Node) -> bool:\n 357→\t# Only ignore thrower collisions during the ignore window\n 358→\tif _is_thrower(body) and _time_since_thrown < THROWER_IGNORE_DURATION:\n 359→\t\treturn true\n 360→\treturn false\n 361→\n 362→\n 363→## Handle collision with bodies (bounce off walls).\n 364→func _on_body_entered(body: Node) -> void:\n 365→\t# Log collision for debugging\n 366→\tvar body_type := \"Unknown\"\n 367→\tif body is StaticBody2D:\n 368→\t\tbody_type = \"StaticBody2D\"\n 369→\telif body is TileMap:\n 370→\t\tbody_type = \"TileMap\"\n 371→\telif body is CharacterBody2D:\n 372→\t\tbody_type = \"CharacterBody2D\"\n 373→\telif body is RigidBody2D:\n 374→\t\tbody_type = \"RigidBody2D\"\n 375→\n 376→\t# Check if this is the thrower and we should ignore this collision\n 377→\tif _should_ignore_collision(body):\n 378→\t\tFileLogger.info(\"[GrenadeBase] Ignoring collision with thrower %s (within %.2fs ignore window)\" % [body.name, THROWER_IGNORE_DURATION])\n 379→\t\treturn\n 380→\n 381→\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n 382→\n 383→\t# Play wall collision sound if hitting a wall/obstacle\n 384→\tif body is StaticBody2D or body is TileMap:\n 385→\t\t_play_wall_collision_sound()\n 386→\n 387→\n 388→## Check if a position is within the grenade's effect radius.\n 389→func is_in_effect_radius(pos: Vector2) -> bool:\n 390→\treturn global_position.distance_to(pos) <= _get_effect_radius()\n 391→\n 392→\n 393→## Get the remaining time until explosion.\n 394→func get_time_remaining() -> float:\n 395→\treturn _time_remaining\n 396→\n 397→\n 398→## Check if the timer is active.\n 399→func is_timer_active() -> bool:\n 400→\treturn _timer_active\n 401→\n 402→\n 403→## Check if the grenade has exploded.\n 404→func has_exploded() -> bool:\n 405→\treturn _has_exploded\n 406→\n 407→\n 408→## Play activation sound (pin pull) when grenade timer is activated.\n 409→func _play_activation_sound() -> void:\n 410→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 411→\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n 412→\t\taudio_manager.play_grenade_activation(global_position)\n 413→\n 414→\n 415→## Play wall collision sound when grenade hits a wall.\n 416→func _play_wall_collision_sound() -> void:\n 417→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 418→\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n 419→\t\taudio_manager.play_grenade_wall_hit(global_position)\n 420→\n 421→\n 422→## Called when grenade comes to rest on the ground.\n 423→func _on_grenade_landed() -> void:\n 424→\t_has_landed = true\n 425→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 426→\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n 427→\t\taudio_manager.play_grenade_landing(global_position)\n 428→\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n 429→\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":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"f3aa8601-efb2-44d3-a529-c61f8a30ad56","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/projectiles/grenade_base.gd","content":"extends RigidBody2D\nclass_name GrenadeBase\n## Abstract base class for all grenades.\n##\n## Handles common grenade mechanics:\n## - Timer-based detonation (4 seconds)\n## - Physics-based throwing with drag distance/direction determining velocity\n## - Explosion sound audible at 2 viewport distance\n## - Max throw distance = viewport length\n## - Min throw distance = at player feet (short drag)\n##\n## Subclasses should override:\n## - _on_explode(): Define explosion effects\n## - _get_effect_radius(): Define effect area\n\n## Time until explosion in seconds (starts when timer is activated).\n@export var fuse_time: float = 4.0\n\n## Maximum throw speed in pixels per second.\n## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n@export var max_throw_speed: float = 850.0\n\n## Minimum throw speed for a minimal drag (gentle lob).\n@export var min_throw_speed: float = 100.0\n\n## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n## At viewport width (~1280px) drag, reaches near max speed.\n## At ~100px drag (short swing), produces gentle throw.\n@export var drag_to_speed_multiplier: float = 2.0\n\n## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n@export var grenade_mass: float = 0.4\n\n## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n## This is the base ratio before mass adjustment.\n## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n## This allows for a wider range of controllable throw distances.\n@export var mouse_velocity_to_throw_multiplier: float = 0.5\n\n## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n## Reduced from 200px to allow quick flicks to throw reasonably far.\n## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n@export var min_swing_distance: float = 80.0\n\n## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n@export var min_transfer_efficiency: float = 0.35\n\n## Friction/damping applied to slow the grenade.\n## Higher friction = shorter throw distance for same speed.\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n## Default 300 with 850 speed → max distance ~1200px (viewport width).\n@export var ground_friction: float = 300.0\n\n## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n@export var wall_bounce: float = 0.4\n\n## Sound range multiplier (2 = audible at 2 viewport distance).\n@export var sound_range_multiplier: float = 2.0\n\n## Minimum velocity to trigger landing sound (prevents multiple triggers).\n@export var landing_velocity_threshold: float = 50.0\n\n## Whether the grenade timer has been activated.\nvar _timer_active: bool = false\n\n## Time remaining until explosion.\nvar _time_remaining: float = 0.0\n\n## Whether the grenade has exploded.\nvar _has_exploded: bool = false\n\n## Reference to the sprite for visual feedback.\n@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n\n## Blink timer for visual feedback when about to explode.\nvar _blink_timer: float = 0.0\n\n## Blink interval - gets faster as explosion approaches.\nvar _blink_interval: float = 0.5\n\n## Track if landing sound has been played (grenade has come to rest).\nvar _has_landed: bool = false\n\n## Track if activation sound has been played.\nvar _activation_sound_played: bool = false\n\n## Track previous velocity for landing detection.\nvar _previous_velocity: Vector2 = Vector2.ZERO\n\n## Instance ID of the thrower (enemy who threw this grenade), used to ignore initial collisions.\n## Set via metadata \"thrower_id\" when spawned by enemy grenade thrower.\nvar _thrower_id: int = 0\n\n## Time since grenade was thrown - used to ignore thrower collisions for a brief period.\nvar _time_since_thrown: float = 0.0\n\n## Duration to ignore collisions with thrower after throw (in seconds).\nconst THROWER_IGNORE_DURATION: float = 0.5\n\n## Signal emitted when the grenade explodes.\nsignal exploded(position: Vector2, grenade: GrenadeBase)\n\n\nfunc _ready() -> void:\n\t# Set up collision\n\tcollision_layer = 32 # Layer 6 (custom for grenades)\n\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n\n\t# Enable contact monitoring for body_entered signal (required for collision detection)\n\t# Without this, body_entered signal will never fire!\n\tcontact_monitor = true\n\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n\n\t# Enable Continuous Collision Detection to prevent tunneling through walls\n\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n\n\t# Set up physics\n\tgravity_scale = 0.0 # Top-down, no gravity\n\tlinear_damp = 1.0 # Reduced for easier rolling\n\n\t# Set up physics material for wall bouncing\n\tvar physics_material := PhysicsMaterial.new()\n\tphysics_material.bounce = wall_bounce\n\tphysics_material.friction = 0.3 # Low friction for rolling\n\tphysics_material_override = physics_material\n\n\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n\t# This fixes the bug where grenade was thrown from activation position instead of current position\n\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n\tfreeze = true\n\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n\n\t# Connect to body entered for bounce effects\n\tbody_entered.connect(_on_body_entered)\n\n\t# Load thrower ID from metadata (set by GrenadeThrowerComponent for enemy throws)\n\tif has_meta(\"thrower_id\"):\n\t\t_thrower_id = get_meta(\"thrower_id\")\n\n\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n\n\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# Track time since thrown (for thrower collision ignore)\n\tif _timer_active:\n\t\t_time_since_thrown += delta\n\n\t# Apply ground friction to slow down\n\tif linear_velocity.length() > 0:\n\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# Update timer if active\n\tif _timer_active:\n\t\t_time_remaining -= delta\n\t\t_update_blink_effect(delta)\n\n\t\tif _time_remaining <= 0:\n\t\t\t_explode()\n\n\n## Activate the grenade timer. Call this when the player starts the throwing motion.\nfunc activate_timer() -> void:\n\tif _timer_active:\n\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n\t\treturn\n\t_timer_active = true\n\t_time_remaining = fuse_time\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\n\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n\n\n## Throw the grenade using realistic velocity-based physics.\n## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\t# Heavier grenades need more swing to transfer full velocity\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Convert mouse velocity to throw velocity\n\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n\t# Heavier grenades are harder to throw far with same mouse speed\n\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n\n\t# Clamp the final speed\n\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n\n\t# Set velocity (use original direction if speed is non-zero)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n\t\trotation = linear_velocity.angle()\n\telse:\n\t\t# Mouse wasn't moving - grenade drops at feet\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n## @param direction: Normalized direction to throw.\n## @param drag_distance: Distance of the drag in pixels.\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\t# This must happen before setting velocity, otherwise the velocity won't be applied\n\tfreeze = false\n\n\t# Calculate throw speed based on drag distance\n\tvar throw_speed := clampf(\n\t\tdrag_distance * drag_to_speed_multiplier,\n\t\tmin_throw_speed,\n\t\tmax_throw_speed\n\t)\n\n\t# Set velocity\n\tlinear_velocity = direction.normalized() * throw_speed\n\n\t# Rotate to face direction\n\trotation = direction.angle()\n\n\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n\n\n## Get the explosion effect radius. Override in subclasses.\nfunc _get_effect_radius() -> float:\n\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n\treturn 200.0\n\n\n## Called when the grenade explodes. Override in subclasses for specific effects.\nfunc _on_explode() -> void:\n\t# Base implementation does nothing - subclasses define explosion behavior\n\tpass\n\n\n## Internal explosion handling.\nfunc _explode() -> void:\n\tif _has_exploded:\n\t\treturn\n\t_has_exploded = true\n\n\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n\n\t# Play explosion sound\n\t_play_explosion_sound()\n\n\t# Call subclass explosion effect\n\t_on_explode()\n\n\t# Emit signal\n\texploded.emit(global_position, self)\n\n\t# Destroy grenade after a short delay for effects\n\tawait get_tree().create_timer(0.1).timeout\n\tqueue_free()\n\n\n## Play explosion sound audible at 2 viewport distance.\nfunc _play_explosion_sound() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Calculate sound range (2 viewport diagonals)\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Update visual blink effect as explosion approaches.\nfunc _update_blink_effect(delta: float) -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Blink faster as time decreases\n\tif _time_remaining < 1.0:\n\t\t_blink_interval = 0.05\n\telif _time_remaining < 2.0:\n\t\t_blink_interval = 0.15\n\telif _time_remaining < 3.0:\n\t\t_blink_interval = 0.3\n\telse:\n\t\t_blink_interval = 0.5\n\n\t_blink_timer += delta\n\tif _blink_timer >= _blink_interval:\n\t\t_blink_timer = 0.0\n\t\t# Toggle visibility or color\n\t\tif _sprite.modulate.r > 0.9:\n\t\t\t_sprite.modulate = Color(1.0, 0.3, 0.3, 1.0) # Red tint\n\t\telse:\n\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n\n\n## Check if a body is the thrower (should be ignored for initial collisions).\nfunc _is_thrower(body: Node) -> bool:\n\tif _thrower_id == 0:\n\t\treturn false\n\treturn body.get_instance_id() == _thrower_id\n\n\n## Check if we should ignore collision with this body (thrower during ignore period).\nfunc _should_ignore_collision(body: Node) -> bool:\n\t# Only ignore thrower collisions during the ignore window\n\tif _is_thrower(body) and _time_since_thrown < THROWER_IGNORE_DURATION:\n\t\treturn true\n\treturn false\n\n\n## Handle collision with bodies (bounce off walls).\nfunc _on_body_entered(body: Node) -> void:\n\t# Log collision for debugging\n\tvar body_type := \"Unknown\"\n\tif body is StaticBody2D:\n\t\tbody_type = \"StaticBody2D\"\n\telif body is TileMap:\n\t\tbody_type = \"TileMap\"\n\telif body is CharacterBody2D:\n\t\tbody_type = \"CharacterBody2D\"\n\telif body is RigidBody2D:\n\t\tbody_type = \"RigidBody2D\"\n\n\t# Check if this is the thrower and we should ignore this collision\n\tif _should_ignore_collision(body):\n\t\tFileLogger.info(\"[GrenadeBase] Ignoring collision with thrower %s (within %.2fs ignore window)\" % [body.name, THROWER_IGNORE_DURATION])\n\t\treturn\n\n\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n\n\t# Play wall collision sound if hitting a wall/obstacle\n\tif body is StaticBody2D or body is TileMap:\n\t\t_play_wall_collision_sound()\n\n\n## Check if a position is within the grenade's effect radius.\nfunc is_in_effect_radius(pos: Vector2) -> bool:\n\treturn global_position.distance_to(pos) <= _get_effect_radius()\n\n\n## Get the remaining time until explosion.\nfunc get_time_remaining() -> float:\n\treturn _time_remaining\n\n\n## Check if the timer is active.\nfunc is_timer_active() -> bool:\n\treturn _timer_active\n\n\n## Check if the grenade has exploded.\nfunc has_exploded() -> bool:\n\treturn _has_exploded\n\n\n## Play activation sound (pin pull) when grenade timer is activated.\nfunc _play_activation_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n\t\taudio_manager.play_grenade_activation(global_position)\n\n\n## Play wall collision sound when grenade hits a wall.\nfunc _play_wall_collision_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n\t\taudio_manager.play_grenade_wall_hit(global_position)\n\n\n## Called when grenade comes to rest on the ground.\nfunc _on_grenade_landed() -> void:\n\t_has_landed = true\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n\t\taudio_manager.play_grenade_landing(global_position)\n\tFileLogger.info(\"[Grena | |
| [2026-01-24T03:12:29.743Z] [INFO] deBase] Grenade landed at %s\" % str(global_position))\n","numLines":429,"startLine":1,"totalLines":429}}} | |
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| "text": "I can see the grenade has a `wall_bounce = 0.4` coefficient. Now I understand the mechanics. Let me implement the required features:\n\n1. **Ricochet calculation** - I need to add a function to calculate if a grenade can reach a target with 1-2 bounces\n2. **Cooldown based on grenade count** - Modify the cooldown duration calculation\n3. **Improved blast checking** - Make sure the current logic properly blocks ineffective throws\n\nLet me now implement these features. I'll start with the grenade_thrower_component.gd:" | |
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| "content": " 1→class_name GrenadeThrowerComponent\n 2→extends Node\n 3→## Grenade throwing behavior component for enemies.\n 4→##\n 5→## Handles all grenade throwing logic including trigger conditions,\n 6→## throw execution, and post-throw behavior. Works with GrenadeInventory\n 7→## for grenade tracking.\n 8→\n 9→## Grenade types matching GrenadeInventory.\n 10→enum GrenadeType {\n 11→\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n 12→\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n 13→}\n 14→\n 15→## Signal emitted when grenade throw is requested (for state transition).\n 16→signal throw_requested(target_position: Vector2, grenade_type: int)\n 17→\n 18→## Signal emitted when grenade throw is complete.\n 19→signal throw_completed\n 20→\n 21→## Signal emitted when an ally death is witnessed.\n 22→signal ally_death_witnessed(death_count: int)\n 23→\n 24→## Signal emitted when allies should be notified about incoming grenade.\n 25→## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\n 26→signal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n 27→\n 28→## Signal emitted when grenade explodes (for coordinated assault trigger).\n 29→signal grenade_exploded(explosion_position: Vector2)\n 30→\n 31→## Enable/disable grenade throwing behavior.\n 32→@export var enabled: bool = false\n 33→\n 34→## Number of offensive (frag) grenades this enemy carries.\n 35→@export var offensive_grenades: int = 0\n 36→\n 37→## Number of flashbang grenades this enemy carries.\n 38→@export var flashbang_grenades: int = 0\n 39→\n 40→## Maximum grenade throw range in pixels.\n 41→@export var throw_range: float = 400.0\n 42→\n 43→## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n 44→@export var throw_deviation: float = 5.0\n 45→\n 46→## Minimum safe distance from grenade explosion (blast radius + safety margin).\n 47→## Enemy will not throw if they would be within this distance of the target.\n 48→@export var min_safe_distance: float = 250.0\n 49→\n 50→## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n 51→@export var grenade_spawn_offset: float = 50.0\n 52→\n 53→## Blast radius for frag grenades (used for ally notification).\n 54→@export var frag_blast_radius: float = 225.0\n 55→\n 56→## Blast radius for flashbangs (used for ally notification).\n 57→@export var flashbang_blast_radius: float = 400.0\n 58→\n 59→## Frag grenade scene to instantiate when throwing.\n 60→@export var frag_grenade_scene: PackedScene\n 61→\n 62→## Flashbang grenade scene to instantiate when throwing.\n 63→@export var flashbang_grenade_scene: PackedScene\n 64→\n 65→## Duration for grenade preparation phase (seconds).\n 66→const PREP_DURATION: float = 0.5\n 67→\n 68→## Duration of cooldown between grenade throws (seconds).\n 69→const COOLDOWN_DURATION: float = 10.0\n 70→\n 71→## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\n 72→const PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n 73→\n 74→## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\n 75→const CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n 76→\n 77→## Whether the enemy is currently in the process of throwing a grenade.\n 78→var _is_throwing: bool = false\n 79→\n 80→## Timer for grenade throw preparation (time to get into position and aim).\n 81→var _prep_timer: float = 0.0\n 82→\n 83→## Target position for the grenade throw.\n 84→var _target_position: Vector2 = Vector2.ZERO\n 85→\n 86→## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\n 87→var _type_to_throw: int = 0\n 88→\n 89→## Cooldown timer after throwing a grenade.\n 90→var _cooldown_timer: float = 0.0\n 91→\n 92→## Timer tracking how long the player has been hidden after suppression.\n 93→var _player_hidden_timer: float = 0.0\n 94→\n 95→## Timer tracking continuous gunfire in a zone.\n 96→var _continuous_gunfire_timer: float = 0.0\n 97→\n 98→## Count of ally deaths witnessed by this enemy.\n 99→var _witnessed_ally_deaths: int = 0\n 100→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "class_name GrenadeThrowerComponent\nextends Node\n## Grenade throwing behavior component for enemies.\n##\n## Handles all grenade throwing logic including trigger conditions,\n## throw execution, and post-throw behavior. Works with GrenadeInventory\n## for grenade tracking.\n\n## Grenade types matching GrenadeInventory.\nenum GrenadeType {\n\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n}\n\n## Signal emitted when grenade throw is requested (for state transition).\nsignal throw_requested(target_position: Vector2, grenade_type: int)\n\n## Signal emitted when grenade throw is complete.\nsignal throw_completed\n\n## Signal emitted when an ally death is witnessed.\nsignal ally_death_witnessed(death_count: int)\n\n## Signal emitted when allies should be notified about incoming grenade.\n## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\nsignal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n\n## Signal emitted when grenade explodes (for coordinated assault trigger).\nsignal grenade_exploded(explosion_position: Vector2)\n\n## Enable/disable grenade throwing behavior.\n@export var enabled: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n@export var throw_deviation: float = 5.0\n\n## Minimum safe distance from grenade explosion (blast radius + safety margin).\n## Enemy will not throw if they would be within this distance of the target.\n@export var min_safe_distance: float = 250.0\n\n## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n@export var grenade_spawn_offset: float = 50.0\n\n## Blast radius for frag grenades (used for ally notification).\n@export var frag_blast_radius: float = 225.0\n\n## Blast radius for flashbangs (used for ally notification).\n@export var flashbang_blast_radius: float = 400.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Duration for grenade preparation phase (seconds).\nconst PREP_DURATION: float = 0.5\n\n## Duration of cooldown between grenade throws (seconds).\nconst COOLDOWN_DURATION: float = 10.0\n\n## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\nconst PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n\n## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\nconst CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n\n## Whether the enemy is currently in the process of throwing a grenade.\nvar _is_throwing: bool = false\n\n## Timer for grenade throw preparation (time to get into position and aim).\nvar _prep_timer: float = 0.0\n\n## Target position for the grenade throw.\nvar _target_position: Vector2 = Vector2.ZERO\n\n## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\nvar _type_to_throw: int = 0\n\n## Cooldown timer after throwing a grenade.\nvar _cooldown_timer: float = 0.0\n\n## Timer tracking how long the player has been hidden after suppression.\nvar _player_hidden_timer: float = 0.0\n\n## Timer tracking continuous gunfire in a zone.\nvar _continuous_gunfire_timer: float = 0.0\n\n## Count of ally deaths witnessed by this enemy.\nvar _witnessed_ally_deaths: int = 0\n", | |
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| [2026-01-24T03:12:39.336Z] [INFO] { | |
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| "text": "Now let me implement all the required changes. I'll add:\n\n1. Ricochet calculation for timer grenades \n2. Cooldown scaling based on grenade count\n3. Improved blast reach verification" | |
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| "old_string": "## Duration of cooldown between grenade throws (seconds).\nconst COOLDOWN_DURATION: float = 10.0", | |
| "new_string": "## Base duration of cooldown between grenade throws (seconds).\n## Actual cooldown scales with grenade count: more grenades = shorter cooldown.\nconst BASE_COOLDOWN_DURATION: float = 10.0\n\n## Wall bounce coefficient for ricochet calculations (must match GrenadeBase.wall_bounce).\nconst GRENADE_WALL_BOUNCE: float = 0.4\n\n## Maximum number of ricochets to attempt when direct throw is blocked.\nconst MAX_RICOCHET_BOUNCES: int = 2\n\n## Grenade throw speed for ricochet distance calculations (must match GrenadeBase max_throw_speed).\nconst GRENADE_THROW_SPEED: float = 850.0\n\n## Ground friction for ricochet distance calculations (must match GrenadeBase ground_friction).\nconst GRENADE_GROUND_FRICTION: float = 300.0" | |
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| "content": "The file /tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd has been updated successfully." | |
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| "oldString": "## Duration of cooldown between grenade throws (seconds).\nconst COOLDOWN_DURATION: float = 10.0", | |
| "newString": "## Base duration of cooldown between grenade throws (seconds).\n## Actual cooldown scales with grenade count: more grenades = shorter cooldown.\nconst BASE_COOLDOWN_DURATION: float = 10.0\n\n## Wall bounce coefficient for ricochet calculations (must match GrenadeBase.wall_bounce).\nconst GRENADE_WALL_BOUNCE: float = 0.4\n\n## Maximum number of ricochets to attempt when direct throw is blocked.\nconst MAX_RICOCHET_BOUNCES: int = 2\n\n## Grenade throw speed for ricochet distance calculations (must match GrenadeBase max_throw_speed).\nconst GRENADE_THROW_SPEED: float = 850.0\n\n## Ground friction for ricochet distance calculations (must match GrenadeBase ground_friction).\nconst GRENADE_GROUND_FRICTION: float = 300.0", | |
| "originalFile": "class_name GrenadeThrowerComponent\nextends Node\n## Grenade throwing behavior component for enemies.\n##\n## Handles all grenade throwing logic including trigger conditions,\n## throw execution, and post-throw behavior. Works with GrenadeInventory\n## for grenade tracking.\n\n## Grenade types matching GrenadeInventory.\nenum GrenadeType {\n\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n}\n\n## Signal emitted when grenade throw is requested (for state transition).\nsignal throw_requested(target_position: Vector2, grenade_type: int)\n\n## Signal emitted when grenade throw is complete.\nsignal throw_completed\n\n## Signal emitted when an ally death is witnessed.\nsignal ally_death_witnessed(death_count: int)\n\n## Signal emitted when allies should be notified about incoming grenade.\n## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\nsignal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n\n## Signal emitted when grenade explodes (for coordinated assault trigger).\nsignal grenade_exploded(explosion_position: Vector2)\n\n## Enable/disable grenade throwing behavior.\n@export var enabled: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n@export var throw_deviation: float = 5.0\n\n## Minimum safe distance from grenade explosion (blast radius + safety margin).\n## Enemy will not throw if they would be within this distance of the target.\n@export var min_safe_distance: float = 250.0\n\n## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n@export var grenade_spawn_offset: float = 50.0\n\n## Blast radius for frag grenades (used for ally notification).\n@export var frag_blast_radius: float = 225.0\n\n## Blast radius for flashbangs (used for ally notification).\n@export var flashbang_blast_radius: float = 400.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Duration for grenade preparation phase (seconds).\nconst PREP_DURATION: float = 0.5\n\n## Duration of cooldown between grenade throws (seconds).\nconst COOLDOWN_DURATION: float = 10.0\n\n## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\nconst PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n\n## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\nconst CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n\n## Whether the enemy is currently in the process of throwing a grenade.\nvar _is_throwing: bool = false\n\n## Timer for grenade throw preparation (time to get into position and aim).\nvar _prep_timer: float = 0.0\n\n## Target position for the grenade throw.\nvar _target_position: Vector2 = Vector2.ZERO\n\n## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\nvar _type_to_throw: int = 0\n\n## Cooldown timer after throwing a grenade.\nvar _cooldown_timer: float = 0.0\n\n## Timer tracking how long the player has been hidden after suppression.\nvar _player_hidden_timer: float = 0.0\n\n## Timer tracking continuous gunfire in a zone.\nvar _continuous_gunfire_timer: float = 0.0\n\n## Count of ally deaths witnessed by this enemy.\nvar _witnessed_ally_deaths: int = 0\n\n## Reference to the log function from parent.\nvar _log_func: Callable\n\n## Last grenade target position (for post-explosion assault through same passage).\nvar _last_throw_target: Vector2 = Vector2.ZERO\n\n## Whether we're waiting for a grenade to explode (for coordinated assault).\nvar _awaiting_explosion: bool = false\n\n## Timer for grenade explosion (frag grenades are impact-triggered, flashbangs have 4s fuse).\nvar _explosion_timer: float = 0.0\n\n## Whether the grenade was offensive (impacts post-throw behavior).\nvar _last_grenade_was_offensive: bool = true\n\n\n## Initialize the component.\nfunc initialize(log_function: Callable = Callable()) -> void:\n\t_log_func = log_function\n\t_reset_state()\n\n\n## Reset all throwing state.\nfunc _reset_state() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\t_cooldown_timer = 0.0\n\n\n## Log a message (using parent's log function if available).\nfunc _log(message: String) -> void:\n\tif _log_func.is_valid():\n\t\t_log_func.call(message)\n\n\n## Update cooldown timer. Call from _physics_process.\nfunc update_cooldown(delta: float) -> void:\n\tif _cooldown_timer > 0.0:\n\t\t_cooldown_timer -= delta\n\t\tif _cooldown_timer <= 0.0:\n\t\t\t_cooldown_timer = 0.0\n\n\t# Update explosion timer if awaiting explosion\n\tif _awaiting_explosion and _explosion_timer > 0.0:\n\t\t_explosion_timer -= delta\n\t\tif _explosion_timer <= 0.0:\n\t\t\t_awaiting_explosion = false\n\t\t\tgrenade_exploded.emit(_last_throw_target)\n\t\t\t_log(\"Grenade exploded at %s - triggering assault\" % _last_throw_target)\n\n\n## Update player hidden timer. Call when player visibility changes.\nfunc update_player_hidden_timer(delta: float, player_visible: bool, was_suppression_active: bool) -> void:\n\tif not enabled:\n\t\treturn\n\n\tif not player_visible and was_suppression_active:\n\t\t_player_hidden_timer += delta\n\telse:\n\t\t_player_hidden_timer = 0.0\n\n\n## Update continuous gunfire timer. Call when gunfire is detected.\nfunc update_gunfire_timer(delta: float, gunfire_detected: bool) -> void:\n\tif gunfire_detected:\n\t\t_continuous_gunfire_timer += delta\n\telse:\n\t\t_continuous_gunfire_timer = 0.0\n\n\n## Register an ally death. Call when an ally enemy dies.\nfunc register_ally_death() -> void:\n\t_witnessed_ally_deaths += 1\n\tally_death_witnessed.emit(_witnessed_ally_deaths)\n\n\n## Check if grenades are available.\nfunc has_grenades() -> bool:\n\treturn offensive_grenades > 0 or flashbang_grenades > 0\n\n\n## Check if throwing at target_pos would put the thrower in the blast radius.\n## Returns true if it's SAFE to throw (thrower is outside blast radius).\nfunc is_safe_throw_distance(throw_origin: Vector2, target_pos: Vector2) -> bool:\n\tvar distance_to_target := throw_origin.distance_to(target_pos)\n\treturn distance_to_target >= min_safe_distance\n\n\n## Check if there's a wall blocking the throw path from origin to target.\n## Returns true if the path is CLEAR and the grenade can be effective, false if blocked.\n## This prevents enemies from throwing grenades into walls where neither shockwave\n## nor shrapnel can reach the target position.\n##\n## Per issue #295 user feedback: Use RayCast from enemy to the THROW LANDING POINT,\n## not to the player. If the ray hits an obstacle before the target, don't throw\n## because the grenade will explode at the wall and the blast won't reach the target.\n##\n## Parameters:\n## - throw_origin: Position where the enemy is throwing from\n## - target_pos: Target position (where the grenade should land/affect)\n## - grenade_type: Optional - the type of grenade to check (defaults to best available)\nfunc is_throw_path_clear(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> bool:\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn true # Fail-open if no parent\n\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Calculate the grenade spawn position (offset from throw origin)\n\tvar direction_to_target := (target_pos - throw_origin).normalized()\n\tvar spawn_pos := throw_origin + direction_to_target * grenade_spawn_offset\n\n\t# First check: Is there a wall between enemy and spawn position?\n\tvar spawn_check := PhysicsRayQueryParameters2D.new()\n\tspawn_check.from = throw_origin\n\tspawn_check.to = spawn_pos\n\tspawn_check.collision_mask = 4 # Obstacles (layer 3)\n\tspawn_check.exclude = [parent_node.get_rid()] if parent_node.has_method(\"get_rid\") else []\n\n\tvar spawn_result: Dictionary = space_state.intersect_ray(spawn_check)\n\tif not spawn_result.is_empty():\n\t\t_log(\"Grenade throw blocked: wall between enemy and spawn position\")\n\t\treturn false\n\n\t# Second check: Is there a wall between spawn position and target?\n\t# If grenade hits a wall, it will explode there - check if blast can reach target\n\tvar target_check := PhysicsRayQueryParameters2D.new()\n\ttarget_check.from = spawn_pos\n\ttarget_check.to = target_pos\n\ttarget_check.collision_mask = 4 # Obstacles (layer 3)\n\n\tvar target_result: Dictionary = space_state.intersect_ray(target_check)\n\tif not target_result.is_empty():\n\t\tvar wall_hit_position: Vector2 = target_result[\"position\"]\n\t\tvar distance_to_wall := spawn_pos.distance_to(wall_hit_position)\n\n\t\t# If wall is less than 50 pixels away, it's point-blank - don't throw\n\t\tif distance_to_wall < 50.0:\n\t\t\t_log(\"Grenade throw blocked: wall point-blank (%.1f pixels away)\" % distance_to_wall)\n\t\t\treturn false\n\n\t\t# The grenade will explode at wall_hit_position when it impacts\n\t\t# Check if the blast radius from that point can reach the target\n\t\tvar actual_grenade_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\t\tvar blast_radius := get_blast_radius_for_type(actual_grenade_type)\n\t\tvar wall_to_target_distance := wall_hit_position.distance_to(target_pos)\n\n\t\t# If target is outside blast radius from wall impact point, don't throw\n\t\tif wall_to_target_distance > blast_radius:\n\t\t\t_log(\"Grenade throw blocked: wall impact at (%.0f, %.0f), target is %.1f px away, blast radius is %.1f px\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\t\t\treturn false\n\n\t\t# Even if target is within blast radius distance, wall may still block blast line of sight\n\t\t# Check if there's a clear line from wall impact point to target\n\t\tvar blast_check := PhysicsRayQueryParameters2D.new()\n\t\tblast_check.from = wall_hit_position\n\t\tblast_check.to = target_pos\n\t\tblast_check.collision_mask = 4 # Obstacles\n\n\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n\t\tif not blast_result.is_empty():\n\t\t\t# Wall blocks the blast from reaching target\n\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y])\n\t\t\treturn false\n\n\t\t# Blast can reach target from wall impact point - allow throw\n\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\n\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:\n\tif grenade_type == GrenadeType.OFFENSIVE:\n\t\treturn frag_blast_radius\n\telse:\n\t\treturn flashbang_blast_radius\n\n\n## Get the blast radius for the currently selected grenade type.\nfunc get_current_blast_radius() -> float:\n\treturn get_blast_radius_for_type(_type_to_throw)\n\n\n## Check if a grenade throw should be triggered.\n## Parameters:\n## - current_health: The enemy's current health\n## - can_see_player: Whether the enemy can currently see the player\n## - is_suppressed: Whether the enemy is in suppressed state\n## - distance_to_player: Distance to the player\n## - throw_origin: (Optional) Thrower's position for safety check\n## - target_pos: (Optional) Target position for safety check\nfunc should_throw(current_health: int, can_see_player: bool, is_suppressed: bool, distance_to_player: float, throw_origin: Vector2 = Vector2.ZERO, target_pos: Vector2 = Vector2.ZERO) -> bool:\n\t# Must have grenades enabled and available\n\tif not enabled:\n\t\treturn false\n\n\tif not has_grenades():\n\t\treturn false\n\n\t# Must not be on cooldown\n\tif _cooldown_timer > 0.0:\n\t\treturn false\n\n\t# Must not already be throwing\n\tif _is_throwing:\n\t\treturn false\n\n\t# Check distance (must be within throw range)\n\tif distance_to_player > throw_range:\n\t\treturn false\n\n\t# Safety check: don't throw if thrower would be in blast radius\n\t# Skip this check if positions aren't provided (backwards compatibility)\n\tif throw_origin != Vector2.ZERO and target_pos != Vector2.ZERO:\n\t\tif not is_safe_throw_distance(throw_origin, target_pos):\n\t\t\t_log(\"Grenade throw blocked: too close to target (would be in blast radius)\")\n\t\t\treturn false\n\n\t# Trigger conditions from issue #273:\n\n\t# 1. Player suppressed enemies then hid for 6+ seconds\n\tif _player_hidden_timer >= PLAYER_HIDDEN_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: player hidden for %.1fs after suppression\" % _player_hidden_timer)\n\t\treturn true\n\n\t# 2. Player is chasing a suppressed thrower (enemy is suppressed and player approaching)\n\tif is_suppressed and can_see_player:\n\t\t_log(\"Grenade trigger: suppressed and player visible (being chased)\")\n\t\treturn true\n\n\t# 3. Thrower witnessed player kill 2+ enemies\n\tif _witnessed_ally_deaths >= 2:\n\t\t_log(\"Grenade trigger: witnessed %d ally deaths\" % _witnessed_ally_deaths)\n\t\treturn true\n\n\t# 4. Thrower heard reload/empty magazine sound but can't see player\n\t# (Handled externally via on_reload_sound_heard)\n\n\t# 5. Continuous gunfire for 10 seconds in zone\n\tif _continuous_gunfire_timer >= CONTINUOUS_GUNFIRE_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: continuous gunfire for %.1fs\" % _continuous_gunfire_timer)\n\t\treturn true\n\n\t# 6. Thrower has 1 HP or less (critical health desperation throw)\n\tif current_health <= 1:\n\t\t_log(\"Grenade trigger: critical health (%d HP)\" % current_health)\n\t\treturn true\n\n\treturn false\n\n\n## Get the best grenade type for the current tactical situation.\n## Returns GrenadeType.OFFENSIVE (0) for frag, GrenadeType.FLASHBANG (1) for flashbang.\nfunc get_best_grenade_type() -> int:\n\t# Prefer offensive grenade when player is in cover or at distance\n\tif offensive_grenades > 0:\n\t\treturn GrenadeType.OFFENSIVE\n\n\t# Fallback to flashbang if no frag grenades\n\tif flashbang_grenades > 0:\n\t\treturn GrenadeType.FLASHBANG\n\n\treturn GrenadeType.OFFENSIVE # Default\n\n\n## Begin throwing a grenade at the target position.\nfunc begin_throw(target_pos: Vector2, grenade_type: int) -> void:\n\t_target_position = target_pos\n\t_type_to_throw = grenade_type\n\t_prep_timer = 0.0\n\t_is_throwing = true\n\t_last_grenade_was_offensive = (grenade_type == GrenadeType.OFFENSIVE)\n\n\tvar type_name: String = \"frag\" if grenade_type == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Preparing to throw %s grenade at %s\" % [type_name, target_pos])\n\n\t# Notify allies in the blast zone / throw line to evacuate (per issue #295)\n\tvar blast_radius := get_current_blast_radius()\n\tnotify_allies_of_grenade.emit(target_pos, blast_radius)\n\t_log(\"Notifying allies: blast zone at %s, radius %.0f\" % [target_pos, blast_radius])\n\n\n## Update throw preparation. Returns true when throw should execute.\nfunc update_throw_prep(delta: float) -> bool:\n\tif not _is_throwing:\n\t\treturn false\n\n\t_prep_timer += delta\n\n\tif _prep_timer >= PREP_DURATION:\n\t\treturn true\n\n\treturn false\n\n\n## Execute the actual grenade throw.\n## Returns the grenade instance if successful, null otherwise.\nfunc execute_throw(throw_origin: Vector2) -> RigidBody2D:\n\tvar grenade_scene: PackedScene = null\n\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t# Offensive/frag grenade\n\t\tif offensive_grenades <= 0:\n\t\t\t_log(\"Cannot throw frag grenade - none left\")\n\t\t\treturn null\n\t\toffensive_grenades -= 1\n\n\t\tif frag_grenade_scene:\n\t\t\tgrenade_scene = frag_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n\telse:\n\t\t# Flashbang grenade\n\t\tif flashbang_grenades <= 0:\n\t\t\t_log(\"Cannot throw flashbang - none left\")\n\t\t\treturn null\n\t\tflashbang_grenades -= 1\n\n\t\tif flashbang_grenade_scene:\n\t\t\tgrenade_scene = flashbang_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\n\tif grenade_scene == null:\n\t\t_log(\"ERROR: No grenade scene available\")\n\t\treturn null\n\n\t# Instantiate the grenade\n\tvar grenade: RigidBody2D = grenade_scene.instantiate()\n\tif grenade == null:\n\t\t_log(\"ERROR: Failed to instantiate grenade\")\n\t\treturn null\n\n\t# Apply throw deviation (±5° per issue requirement)\n\tvar direction_to_target := (_target_position - throw_origin).normalized()\n\tvar deviation_radians := deg_to_rad(randf_range(-throw_deviation, throw_deviation))\n\tvar deviated_direction := direction_to_target.rotated(deviation_radians)\n\n\t# Calculate throw distance (clamped to throw range)\n\tvar distance_to_target := throw_origin.distance_to(_target_position)\n\tvar actual_distance := minf(distance_to_target, throw_range)\n\n\t# Position grenade at throw origin with larger offset to avoid collision with thrower\n\t# This prevents the grenade from immediately colliding with the enemy who threw it\n\tgrenade.global_position = throw_origin + deviated_direction * grenade_spawn_offset\n\n\t# Store throw data for deferred execution (after grenade is added to scene)\n\t# NOTE: Using actual_distance directly (not * 0.5) for proper throw strength\n\t# The legacy throw_grenade() uses drag_distance * drag_to_speed_multiplier (2.0)\n\t# So for a 400px target, we need 200 drag_distance to get 400 speed\n\t# Adjusted formula: actual_distance / drag_to_speed_multiplier = actual_distance / 2.0\n\t# But this was causing weak throws. The real issue is the speed calculation.\n\t# For proper throw: use actual_distance as-is, the grenade physics will handle it.\n\tgrenade.set_meta(\"throw_direction\", deviated_direction)\n\tgrenade.set_meta(\"throw_distance\", actual_distance)\n\n\t# Store thrower reference so grenade can exclude thrower from initial collision\n\t# This prevents the grenade from triggering on the enemy who threw it\n\tgrenade.set_meta(\"thrower_id\", get_parent().get_instance_id() if get_parent() else 0)\n\n\tvar type_name: String = \"frag\" if _type_to_throw == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Threw %s grenade: target=%s, deviation=%.1f°, distance=%.0f\" % [\n\t\ttype_name,\n\t\t_target_position,\n\t\trad_to_deg(deviation_radians),\n\t\tactual_distance\n\t])\n\n\t# Store last throw position for post-explosion assault (per issue #295)\n\t_last_throw_target = _target_position\n\t_awaiting_explosion = true\n\n\t# For flashbangs, set explosion timer (4 seconds fuse)\n\t# Frag grenades are impact-triggered, so we estimate ~1 second flight time\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t_explosion_timer = 1.0 # Estimated impact time for frag\n\telse:\n\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n\n\t# Complete the throw\n\t_finish_throw()\n\n\treturn grenade\n\n\n## Activate the grenade after it's been added to the scene tree.\nstatic func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n\tif not grenade:\n\t\treturn\n\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(direction, drag_distance)\n\t\tif grenade.has_method(\"activate_timer\"):\n\t\t\tgrenade.activate_timer()\n\n\n## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Cancel the current throw.\nfunc cancel_throw() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\n\n## Check if currently throwing.\nfunc is_throwing() -> bool:\n\treturn _is_throwing\n\n\n## Check if on cooldown.\nfunc is_on_cooldown() -> bool:\n\treturn _cooldown_timer > 0.0\n\n\n## Get the target position for current throw.\nfunc get_target_position() -> Vector2:\n\treturn _target_position\n\n\n## Reset all state (for respawn).\nfunc reset() -> void:\n\t_reset_state()\n\t_player_hidden_timer = 0.0\n\t_continuous_gunfire_timer = 0.0\n\t_witnessed_ally_deaths = 0\n\t_last_throw_target = Vector2.ZERO\n\t_awaiting_explosion = false\n\t_explosion_timer = 0.0\n\n\n## Get the last throw target position (for post-explosion assault).\nfunc get_last_throw_target() -> Vector2:\n\treturn _last_throw_target\n\n\n## Check if we're awaiting a grenade explosion.\nfunc is_awaiting_explosion() -> bool:\n\treturn _awaiting_explosion\n\n\n## Check if the last grenade was offensive (affects post-throw cover behavior).\nfunc was_last_grenade_offensive() -> bool:\n\treturn _last_grenade_was_offensive\n\n\n## Mark explosion as completed (called by enemy when processing assault).\nfunc mark_explosion_complete() -> void:\n\t_awaiting_explosion = false\n", | |
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| " ## Duration for grenade preparation phase (seconds).", | |
| " const PREP_DURATION: float = 0.5", | |
| " ", | |
| "-## Duration of cooldown between grenade throws (seconds).", | |
| "-const COOLDOWN_DURATION: float = 10.0", | |
| "+## Base duration of cooldown between grenade throws (seconds).", | |
| "+## Actual cooldown scales with grenade count: more grenades = shorter cooldown.", | |
| "+const BASE_COOLDOWN_DURATION: float = 10.0", | |
| " ", | |
| "+## Wall bounce coefficient for ricochet calculations (must match GrenadeBase.wall_bounce).", | |
| "+const GRENADE_WALL_BOUNCE: float = 0.4", | |
| "+", | |
| "+## Maximum number of ricochets to attempt when direct throw is blocked.", | |
| "+const MAX_RICOCHET_BOUNCES: int = 2", | |
| "+", | |
| "+## Grenade throw speed for ricochet distance calculations (must match GrenadeBase max_throw_speed).", | |
| "+const GRENADE_THROW_SPEED: float = 850.0", | |
| "+", | |
| "+## Ground friction for ricochet distance calculations (must match GrenadeBase ground_friction).", | |
| "+const GRENADE_GROUND_FRICTION: float = 300.0", | |
| "+", | |
| " ## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).", | |
| " const PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0", | |
| " " | |
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| "text": "Now let me add a helper method to calculate dynamic cooldown based on grenade count:" | |
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| "content": " 500→\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n 501→\n 502→\t# Complete the throw\n 503→\t_finish_throw()\n 504→\n 505→\treturn grenade\n 506→\n 507→\n 508→## Activate the grenade after it's been added to the scene tree.\n 509→static func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n 510→\tif not grenade:\n 511→\t\treturn\n 512→\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n 513→\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n 514→\tif grenade.has_method(\"throw_grenade\"):\n 515→\t\tgrenade.throw_grenade(direction, drag_distance)\n 516→\t\tif grenade.has_method(\"activate_timer\"):\n 517→\t\t\tgrenade.activate_timer()\n 518→\n 519→\n 520→## Finish throwing and start cooldown.\n 521→func _finish_throw() -> void:\n 522→\t_cooldown_timer = COOLDOWN_DURATION\n 523→\t_is_throwing = false\n 524→\tthrow_completed.emit()\n 525→\n 526→\n 527→## Cancel the current throw.\n 528→func cancel_throw() -> void:\n 529→\t_is_throwing = false\n 530→\t_prep_timer = 0.0\n 531→\n 532→\n 533→## Check if currently throwing.\n 534→func is_throwing() -> bool:\n 535→\treturn _is_throwing\n 536→\n 537→\n 538→## Check if on cooldown.\n 539→func is_on_cooldown() -> bool:\n 540→\treturn _cooldown_timer > 0.0\n 541→\n 542→\n 543→## Get the target position for current throw.\n 544→func get_target_position() -> Vector2:\n 545→\treturn _target_position\n 546→\n 547→\n 548→## Reset all state (for respawn).\n 549→func reset() -> void:\n 550→\t_reset_state()\n 551→\t_player_hidden_timer = 0.0\n 552→\t_continuous_gunfire_timer = 0.0\n 553→\t_witnessed_ally_deaths = 0\n 554→\t_last_throw_target = Vector2.ZERO\n 555→\t_awaiting_explosion = false\n 556→\t_explosion_timer = 0.0\n 557→\n 558→\n 559→## Get the last throw target position (for post-explosion assault).\n 560→func get_last_throw_target() -> Vector2:\n 561→\treturn _last_throw_target\n 562→\n 563→\n 564→## Check if we're awaiting a grenade explosion.\n 565→func is_awaiting_explosion() -> bool:\n 566→\treturn _awaiting_explosion\n 567→\n 568→\n 569→## Check if the last grenade was offensive (affects post-throw cover behavior).\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n\n\t# Complete the throw\n\t_finish_throw()\n\n\treturn grenade\n\n\n## Activate the grenade after it's been added to the scene tree.\nstatic func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n\tif not grenade:\n\t\treturn\n\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(direction, drag_distance)\n\t\tif grenade.has_method(\"activate_timer\"):\n\t\t\tgrenade.activate_timer()\n\n\n## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Cancel the current throw.\nfunc cancel_throw() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\n\n## Check if currently throwing.\nfunc is_throwing() -> bool:\n\treturn _is_throwing\n\n\n## Check if on cooldown.\nfunc is_on_cooldown() -> bool:\n\treturn _cooldown_timer > 0.0\n\n\n## Get the target position for current throw.\nfunc get_target_position() -> Vector2:\n\treturn _target_position\n\n\n## Reset all state (for respawn).\nfunc reset() -> void:\n\t_reset_state()\n\t_player_hidden_timer = 0.0\n\t_continuous_gunfire_timer = 0.0\n\t_witnessed_ally_deaths = 0\n\t_last_throw_target = Vector2.ZERO\n\t_awaiting_explosion = false\n\t_explosion_timer = 0.0\n\n\n## Get the last throw target position (for post-explosion assault).\nfunc get_last_throw_target() -> Vector2:\n\treturn _last_throw_target\n\n\n## Check if we're awaiting a grenade explosion.\nfunc is_awaiting_explosion() -> bool:\n\treturn _awaiting_explosion\n\n\n## Check if the last grenade was offensive (affects post-throw cover behavior).", | |
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| "old_string": "## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()", | |
| "new_string": "## Finish throwing and start cooldown.\n## Cooldown scales with remaining grenades: more grenades = shorter cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = _calculate_cooldown()\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Calculate cooldown duration based on remaining grenade count.\n## Per issue #295: if enemy has 2+ grenades, cooldown is halved (each grenade worth less).\n## Formula: cooldown = base_cooldown / max(1, total_grenades)\nfunc _calculate_cooldown() -> float:\n\tvar total := offensive_grenades + flashbang_grenades\n\tif total >= 2:\n\t\treturn BASE_COOLDOWN_DURATION / 2.0\n\treturn BASE_COOLDOWN_DURATION" | |
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| [2026-01-24T03:12:52.550Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01HdtmfaL3xDRjjrZZGf35gL","type":"tool_result","content":"The file /tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"82dc6400-0e6a-416d-9881-271cb348156c","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd","oldString":"## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()","newString":"## Finish throwing and start cooldown.\n## Cooldown scales with remaining grenades: more grenades = shorter cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = _calculate_cooldown()\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Calculate cooldown duration based on remaining grenade count.\n## Per issue #295: if enemy has 2+ grenades, cooldown is halved (each grenade worth less).\n## Formula: cooldown = base_cooldown / max(1, total_grenades)\nfunc _calculate_cooldown() -> float:\n\tvar total := offensive_grenades + flashbang_grenades\n\tif total >= 2:\n\t\treturn BASE_COOLDOWN_DURATION / 2.0\n\treturn BASE_COOLDOWN_DURATION","originalFile":"class_name GrenadeThrowerComponent\nextends Node\n## Grenade throwing behavior component for enemies.\n##\n## Handles all grenade throwing logic including trigger conditions,\n## throw execution, and post-throw behavior. Works with GrenadeInventory\n## for grenade tracking.\n\n## Grenade types matching GrenadeInventory.\nenum GrenadeType {\n\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n}\n\n## Signal emitted when grenade throw is requested (for state transition).\nsignal throw_requested(target_position: Vector2, grenade_type: int)\n\n## Signal emitted when grenade throw is complete.\nsignal throw_completed\n\n## Signal emitted when an ally death is witnessed.\nsignal ally_death_witnessed(death_count: int)\n\n## Signal emitted when allies should be notified about incoming grenade.\n## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\nsignal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n\n## Signal emitted when grenade explodes (for coordinated assault trigger).\nsignal grenade_exploded(explosion_position: Vector2)\n\n## Enable/disable grenade throwing behavior.\n@export var enabled: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n@export var throw_deviation: float = 5.0\n\n## Minimum safe distance from grenade explosion (blast radius + safety margin).\n## Enemy will not throw if they would be within this distance of the target.\n@export var min_safe_distance: float = 250.0\n\n## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n@export var grenade_spawn_offset: float = 50.0\n\n## Blast radius for frag grenades (used for ally notification).\n@export var frag_blast_radius: float = 225.0\n\n## Blast radius for flashbangs (used for ally notification).\n@export var flashbang_blast_radius: float = 400.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Duration for grenade preparation phase (seconds).\nconst PREP_DURATION: float = 0.5\n\n## Base duration of cooldown between grenade throws (seconds).\n## Actual cooldown scales with grenade count: more grenades = shorter cooldown.\nconst BASE_COOLDOWN_DURATION: float = 10.0\n\n## Wall bounce coefficient for ricochet calculations (must match GrenadeBase.wall_bounce).\nconst GRENADE_WALL_BOUNCE: float = 0.4\n\n## Maximum number of ricochets to attempt when direct throw is blocked.\nconst MAX_RICOCHET_BOUNCES: int = 2\n\n## Grenade throw speed for ricochet distance calculations (must match GrenadeBase max_throw_speed).\nconst GRENADE_THROW_SPEED: float = 850.0\n\n## Ground friction for ricochet distance calculations (must match GrenadeBase ground_friction).\nconst GRENADE_GROUND_FRICTION: float = 300.0\n\n## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\nconst PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n\n## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\nconst CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n\n## Whether the enemy is currently in the process of throwing a grenade.\nvar _is_throwing: bool = false\n\n## Timer for grenade throw preparation (time to get into position and aim).\nvar _prep_timer: float = 0.0\n\n## Target position for the grenade throw.\nvar _target_position: Vector2 = Vector2.ZERO\n\n## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\nvar _type_to_throw: int = 0\n\n## Cooldown timer after throwing a grenade.\nvar _cooldown_timer: float = 0.0\n\n## Timer tracking how long the player has been hidden after suppression.\nvar _player_hidden_timer: float = 0.0\n\n## Timer tracking continuous gunfire in a zone.\nvar _continuous_gunfire_timer: float = 0.0\n\n## Count of ally deaths witnessed by this enemy.\nvar _witnessed_ally_deaths: int = 0\n\n## Reference to the log function from parent.\nvar _log_func: Callable\n\n## Last grenade target position (for post-explosion assault through same passage).\nvar _last_throw_target: Vector2 = Vector2.ZERO\n\n## Whether we're waiting for a grenade to explode (for coordinated assault).\nvar _awaiting_explosion: bool = false\n\n## Timer for grenade explosion (frag grenades are impact-triggered, flashbangs have 4s fuse).\nvar _explosion_timer: float = 0.0\n\n## Whether the grenade was offensive (impacts post-throw behavior).\nvar _last_grenade_was_offensive: bool = true\n\n\n## Initialize the component.\nfunc initialize(log_function: Callable = Callable()) -> void:\n\t_log_func = log_function\n\t_reset_state()\n\n\n## Reset all throwing state.\nfunc _reset_state() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\t_cooldown_timer = 0.0\n\n\n## Log a message (using parent's log function if available).\nfunc _log(message: String) -> void:\n\tif _log_func.is_valid():\n\t\t_log_func.call(message)\n\n\n## Update cooldown timer. Call from _physics_process.\nfunc update_cooldown(delta: float) -> void:\n\tif _cooldown_timer > 0.0:\n\t\t_cooldown_timer -= delta\n\t\tif _cooldown_timer <= 0.0:\n\t\t\t_cooldown_timer = 0.0\n\n\t# Update explosion timer if awaiting explosion\n\tif _awaiting_explosion and _explosion_timer > 0.0:\n\t\t_explosion_timer -= delta\n\t\tif _explosion_timer <= 0.0:\n\t\t\t_awaiting_explosion = false\n\t\t\tgrenade_exploded.emit(_last_throw_target)\n\t\t\t_log(\"Grenade exploded at %s - triggering assault\" % _last_throw_target)\n\n\n## Update player hidden timer. Call when player visibility changes.\nfunc update_player_hidden_timer(delta: float, player_visible: bool, was_suppression_active: bool) -> void:\n\tif not enabled:\n\t\treturn\n\n\tif not player_visible and was_suppression_active:\n\t\t_player_hidden_timer += delta\n\telse:\n\t\t_player_hidden_timer = 0.0\n\n\n## Update continuous gunfire timer. Call when gunfire is detected.\nfunc update_gunfire_timer(delta: float, gunfire_detected: bool) -> void:\n\tif gunfire_detected:\n\t\t_continuous_gunfire_timer += delta\n\telse:\n\t\t_continuous_gunfire_timer = 0.0\n\n\n## Register an ally death. Call when an ally enemy dies.\nfunc register_ally_death() -> void:\n\t_witnessed_ally_deaths += 1\n\tally_death_witnessed.emit(_witnessed_ally_deaths)\n\n\n## Check if grenades are available.\nfunc has_grenades() -> bool:\n\treturn offensive_grenades > 0 or flashbang_grenades > 0\n\n\n## Check if throwing at target_pos would put the thrower in the blast radius.\n## Returns true if it's SAFE to throw (thrower is outside blast radius).\nfunc is_safe_throw_distance(throw_origin: Vector2, target_pos: Vector2) -> bool:\n\tvar distance_to_target := throw_origin.distance_to(target_pos)\n\treturn distance_to_target >= min_safe_distance\n\n\n## Check if there's a wall blocking the throw path from origin to target.\n## Returns true if the path is CLEAR and the grenade can be effective, false if blocked.\n## This prevents enemies from throwing grenades into walls where neither shockwave\n## nor shrapnel can reach the target position.\n##\n## Per issue #295 user feedback: Use RayCast from enemy to the THROW LANDING POINT,\n## not to the player. If the ray hits an obstacle before the target, don't throw\n## because the grenade will explode at the wall and the blast won't reach the target.\n##\n## Parameters:\n## - throw_origin: Position where the enemy is throwing from\n## - target_pos: Target position (where the grenade should land/affect)\n## - grenade_type: Optional - the type of grenade to check (defaults to best available)\nfunc is_throw_path_clear(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> bool:\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn true # Fail-open if no parent\n\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Calculate the grenade spawn position (offset from throw origin)\n\tvar direction_to_target := (target_pos - throw_origin).normalized()\n\tvar spawn_pos := throw_origin + direction_to_target * grenade_spawn_offset\n\n\t# First check: Is there a wall between enemy and spawn position?\n\tvar spawn_check := PhysicsRayQueryParameters2D.new()\n\tspawn_check.from = throw_origin\n\tspawn_check.to = spawn_pos\n\tspawn_check.collision_mask = 4 # Obstacles (layer 3)\n\tspawn_check.exclude = [parent_node.get_rid()] if parent_node.has_method(\"get_rid\") else []\n\n\tvar spawn_result: Dictionary = space_state.intersect_ray(spawn_check)\n\tif not spawn_result.is_empty():\n\t\t_log(\"Grenade throw blocked: wall between enemy and spawn position\")\n\t\treturn false\n\n\t# Second check: Is there a wall between spawn position and target?\n\t# If grenade hits a wall, it will explode there - check if blast can reach target\n\tvar target_check := PhysicsRayQueryParameters2D.new()\n\ttarget_check.from = spawn_pos\n\ttarget_check.to = target_pos\n\ttarget_check.collision_mask = 4 # Obstacles (layer 3)\n\n\tvar target_result: Dictionary = space_state.intersect_ray(target_check)\n\tif not target_result.is_empty():\n\t\tvar wall_hit_position: Vector2 = target_result[\"position\"]\n\t\tvar distance_to_wall := spawn_pos.distance_to(wall_hit_position)\n\n\t\t# If wall is less than 50 pixels away, it's point-blank - don't throw\n\t\tif distance_to_wall < 50.0:\n\t\t\t_log(\"Grenade throw blocked: wall point-blank (%.1f pixels away)\" % distance_to_wall)\n\t\t\treturn false\n\n\t\t# The grenade will explode at wall_hit_position when it impacts\n\t\t# Check if the blast radius from that point can reach the target\n\t\tvar actual_grenade_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\t\tvar blast_radius := get_blast_radius_for_type(actual_grenade_type)\n\t\tvar wall_to_target_distance := wall_hit_position.distance_to(target_pos)\n\n\t\t# If target is outside blast radius from wall impact point, don't throw\n\t\tif wall_to_target_distance > blast_radius:\n\t\t\t_log(\"Grenade throw blocked: wall impact at (%.0f, %.0f), target is %.1f px away, blast radius is %.1f px\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\t\t\treturn false\n\n\t\t# Even if target is within blast radius distance, wall may still block blast line of sight\n\t\t# Check if there's a clear line from wall impact point to target\n\t\tvar blast_check := PhysicsRayQueryParameters2D.new()\n\t\tblast_check.from = wall_hit_position\n\t\tblast_check.to = target_pos\n\t\tblast_check.collision_mask = 4 # Obstacles\n\n\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n\t\tif not blast_result.is_empty():\n\t\t\t# Wall blocks the blast from reaching target\n\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y])\n\t\t\treturn false\n\n\t\t# Blast can reach target from wall impact point - allow throw\n\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\n\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:\n\tif grenade_type == GrenadeType.OFFENSIVE:\n\t\treturn frag_blast_radius\n\telse:\n\t\treturn flashbang_blast_radius\n\n\n## Get the blast radius for the currently selected grenade type.\nfunc get_current_blast_radius() -> float:\n\treturn get_blast_radius_for_type(_type_to_throw)\n\n\n## Check if a grenade throw should be triggered.\n## Parameters:\n## - current_health: The enemy's current health\n## - can_see_player: Whether the enemy can currently see the player\n## - is_suppressed: Whether the enemy is in suppressed state\n## - distance_to_player: Distance to the player\n## - throw_origin: (Optional) Thrower's position for safety check\n## - target_pos: (Optional) Target position for safety check\nfunc should_throw(current_health: int, can_see_player: bool, is_suppressed: bool, distance_to_player: float, throw_origin: Vector2 = Vector2.ZERO, target_pos: Vector2 = Vector2.ZERO) -> bool:\n\t# Must have grenades enabled and available\n\tif not enabled:\n\t\treturn false\n\n\tif not has_grenades():\n\t\treturn false\n\n\t# Must not be on cooldown\n\tif _cooldown_timer > 0.0:\n\t\treturn false\n\n\t# Must not already be throwing\n\tif _is_throwing:\n\t\treturn false\n\n\t# Check distance (must be within throw range)\n\tif distance_to_player > throw_range:\n\t\treturn false\n\n\t# Safety check: don't throw if thrower would be in blast radius\n\t# Skip this check if positions aren't provided (backwards compatibility)\n\tif throw_origin != Vector2.ZERO and target_pos != Vector2.ZERO:\n\t\tif not is_safe_throw_distance(throw_origin, target_pos):\n\t\t\t_log(\"Grenade throw blocked: too close to target (would be in blast radius)\")\n\t\t\treturn false\n\n\t# Trigger conditions from issue #273:\n\n\t# 1. Player suppressed enemies then hid for 6+ seconds\n\tif _player_hidden_timer >= PLAYER_HIDDEN_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: player hidden for %.1fs after suppression\" % _player_hidden_timer)\n\t\treturn true\n\n\t# 2. Player is chasing a suppressed thrower (enemy is suppressed and player approaching)\n\tif is_suppressed and can_see_player:\n\t\t_log(\"Grenade trigger: suppressed and player visible (being chased)\")\n\t\treturn true\n\n\t# 3. Thrower witnessed player kill 2+ enemies\n\tif _witnessed_ally_deaths >= 2:\n\t\t_log(\"Grenade trigger: witnessed %d ally deaths\" % _witnessed_ally_deaths)\n\t\treturn true\n\n\t# 4. Thrower heard reload/empty magazine sound but can't see player\n\t# (Handled externally via on_reload_sound_heard)\n\n\t# 5. Continuous gunfire for 10 seconds in zone\n\tif _continuous_gunfire_timer >= CONTINUOUS_GUNFIRE_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: continuous gunfire for %.1fs\" % _continuous_gunfire_timer)\n\t\treturn true\n\n\t# 6. Thrower has 1 HP or less (critical health desperation throw)\n\tif current_health <= 1:\n\t\t_log(\"Grenade trigger: critical health (%d HP)\" % current_health)\n\t\treturn true\n\n\treturn false\n\n\n## Get the best grenade type for the current tactical situation.\n## Returns GrenadeType.OFFENSIVE (0) for frag, GrenadeType.FLASHBANG (1) for flashbang.\nfunc get_best_grenade_type() -> int:\n\t# Prefer offensive grenade when player is in cover or at distance\n\tif offensive_grenades > 0:\n\t\treturn GrenadeType.OFFENSIVE\n\n\t# Fallback to flashbang if no frag grenades\n\tif flashbang_grenades > 0:\n\t\treturn GrenadeType.FLASHBANG\n\n\treturn GrenadeType.OFFENSIVE # Default\n\n\n## Begin throwing a grenade at the target position.\nfunc begin_throw(target_pos: Vector2, grenade_type: int) -> void:\n\t_target_position = target_pos\n\t_type_to_throw = grenade_type\n\t_prep_timer = 0.0\n\t_is_throwing = true\n\t_last_grenade_was_offensive = (grenade_type == GrenadeType.OFFENSIVE)\n\n\tvar type_name: String = \"frag\" if grenade_type == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Preparing to throw %s grenade at %s\" % [type_name, target_pos])\n\n\t# Notify allies in the blast zone / throw line to evacuate (per issue #295)\n\tvar blast_radius := get_current_blast_radius()\n\tnotify_allies_of_grenade.emit(target_pos, blast_radius)\n\t_log(\"Notifying allies: blast zone at %s, radius %.0f\" % [target_pos, blast_radius])\n\n\n## Update throw preparation. Returns true when throw should execute.\nfunc update_throw_prep(delta: float) -> bool:\n\tif not _is_throwing:\n\t\treturn false\n\n\t_prep_timer += delta\n\n\tif _prep_timer >= PREP_DURATION:\n\t\treturn true\n\n\treturn false\n\n\n## Execute the actual grenade throw.\n## Returns the grenade instance if successful, null otherwise.\nfunc execute_throw(throw_origin: Vector2) -> RigidBody2D:\n\tvar grenade_scene: PackedScene = null\n\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t# Offensive/frag grenade\n\t\tif offensive_grenades <= 0:\n\t\t\t_log(\"Cannot throw frag grenade - none left\")\n\t\t\treturn null\n\t\toffensive_grenades -= 1\n\n\t\tif frag_grenade_scene:\n\t\t\tgrenade_scene = frag_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n\telse:\n\t\t# Flashbang grenade\n\t\tif flashbang_grenades <= 0:\n\t\t\t_log(\"Cannot throw flashbang - none left\")\n\t\t\treturn null\n\t\tflashbang_grenades -= 1\n\n\t\tif flashbang_grenade_scene:\n\t\t\tgrenade_scene = flashbang_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\n\tif grenade_scene == null:\n\t\t_log(\"ERROR: No grenade scene available\")\n\t\treturn null\n\n\t# Instantiate the grenade\n\tvar grenade: RigidBody2D = grenade_scene.instantiate()\n\tif grenade == null:\n\t\t_log(\"ERROR: Failed to instantiate grenade\")\n\t\treturn null\n\n\t# Apply throw deviation (±5° per issue requirement)\n\tvar direction_to_target := (_target_position - throw_origin).normalized()\n\tvar deviation_radians := deg_to_rad(randf_range(-throw_deviation, throw_deviation))\n\tvar deviated_direction := direction_to_target.rotated(deviation_radians)\n\n\t# Calculate throw distance (clamped to throw range)\n\tvar distance_to_target := throw_origin.distance_to(_target_position)\n\tvar actual_distance := minf(distance_to_target, throw_range)\n\n\t# Position grenade at throw origin with larger offset to avoid collision with thrower\n\t# This prevents the grenade from immediately colliding with the enemy who threw it\n\tgrenade.global_position = throw_origin + deviated_direction * grenade_spawn_offset\n\n\t# Store throw data for deferred execution (after grenade is added to scene)\n\t# NOTE: Using actual_distance directly (not * 0.5) for proper throw strength\n\t# The legacy throw_grenade() uses drag_distance * drag_to_speed_multiplier (2.0)\n\t# So for a 400px target, we need 200 drag_distance to get 400 speed\n\t# Adjusted formula: actual_distance / drag_to_speed_multiplier = actual_distance / 2.0\n\t# But this was causing weak throws. The real issue is the speed calculation.\n\t# For proper throw: use actual_distance as-is, the grenade physics will handle it.\n\tgrenade.set_meta(\"throw_direction\", deviated_direction)\n\tgrenade.set_meta(\"throw_distance\", actual_distance)\n\n\t# Store thrower reference so grenade can exclude thrower from initial collision\n\t# This prevents the grenade from triggering on the enemy who threw it\n\tgrenade.set_meta(\"thrower_id\", get_parent().get_instance_id() if get_parent() else 0)\n\n\tvar type_name: String = \"frag\" if _type_to_throw == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Threw %s grenade: target=%s, deviation=%.1f°, distance=%.0f\" % [\n\t\ttype_name,\n\t\t_target_position,\n\t\trad_to_deg(deviation_radians),\n\t\tactual_distance\n\t])\n\n\t# Store last throw position for post-explosion assault (per issue #295)\n\t_last_throw_target = _target_position\n\t_awaiting_explosion = true\n\n\t# For flashbangs, set explosion timer (4 seconds fuse)\n\t# Frag grenades are impact-triggered, so we estimate ~1 second flight time\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t_explosion_timer = 1.0 # Estimated impact time for frag\n\telse:\n\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n\n\t# Complete the throw\n\t_finish_throw()\n\n\treturn grenade\n\n\n## Activate the grenade after it's been added to the scene tree.\nstatic func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n\tif not grenade:\n\t\treturn\n\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(direction, drag_distance)\n\t\tif grenade.has_method(\"activate_timer\"):\n\t\t\tgrenade.activate_timer()\n\n\n## Finish throwing and start cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = COOLDOWN_DURATION\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Cancel the current throw.\nfunc cancel_throw() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\n\n## Check if currently throwing.\nfunc is_throwing() -> bool:\n\treturn _is_throwing\n\n\n## Check if on cooldown.\nfunc is_on_cooldown() -> bool:\n\treturn _cooldown_timer > 0.0\n\n\n## Get the target position for current throw.\nfunc get_target_position() -> Vector2:\n\treturn _target_position\n\n\n## Reset all state (for respawn).\nfunc reset() -> void:\n\t_reset_state()\n\t_player_hidden_timer = 0.0\n\t_continuous_gunfire_timer = 0.0\n\t_witnessed_ally_deaths = 0\n\t_last_throw_target = Vector2.ZERO\n\t_awaiting_explosion = false\n\t_explosion_timer = 0.0\n\n\n## Get the last throw target position (for post-explosion assault).\nfunc get_last_throw_target() -> Vector2:\n\treturn _last_throw_target\n\n\n## Check if we're awaiting a grenade explosion.\nfunc is_awaiting_explosion() -> bool:\n\treturn _awaiting_explosion\n\n\n## Check if the last grenade was offensive (affects post-throw cover behavior).\nfunc was_last_grenade_offensive() -> bool:\n\treturn _last_grenade_was_offensive\n\n\n## Mark explosion as completed (called by enemy when processing assault).\nfunc mark_explosion_complete() -> void:\n\t_awaiting_explosion = false\n","structuredPatch":[{"oldStart":518,"oldLines":12,"newStart":518,"newLines":23,"lines":[" "," "," ## Finish throwing and start cooldown.","+## Cooldown scales with remaining grenades: more grenades = shorter cooldown."," func _finish_throw() -> void:","- _cooldown_timer = COOLDOWN_DURATION","+ _cooldown_timer = _calculate_cooldown()"," _is_throwing = false"," throw_completed.emit()"," "," ","+## Calculate cooldown duration based on remaining grenade count.","+## Per issue #295: if enemy has 2+ grenades, cooldown is halved (each grenade worth less).","+## Formula: cooldown = base_cooldown / max(1, total_grenades)","+func _calculate_cooldown() -> float:","+ var total := offensive_grenades + flashbang_grenades","+ if total | |
| [2026-01-24T03:12:52.560Z] [INFO] >= 2:","+ return BASE_COOLDOWN_DURATION / 2.0","+ return BASE_COOLDOWN_DURATION","+","+"," ## Cancel the current throw."," func cancel_throw() -> void:"," _is_throwing = false"]}],"userModified":false,"replaceAll":false}} | |
| [2026-01-24T03:12:54.990Z] [INFO] { | |
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| "text": "Now let me add the ricochet calculation function. I'll add it after the `is_throw_path_clear` function:" | |
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| [2026-01-24T03:12:55.678Z] [INFO] { | |
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| "role": "user", | |
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| "content": " 275→\t\tblast_check.from = wall_hit_position\n 276→\t\tblast_check.to = target_pos\n 277→\t\tblast_check.collision_mask = 4 # Obstacles\n 278→\n 279→\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n 280→\t\tif not blast_result.is_empty():\n 281→\t\t\t# Wall blocks the blast from reaching target\n 282→\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n 283→\t\t\t\twall_hit_position.x, wall_hit_position.y])\n 284→\t\t\treturn false\n 285→\n 286→\t\t# Blast can reach target from wall impact point - allow throw\n 287→\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n 288→\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n 289→\n 290→\treturn true\n 291→\n 292→\n 293→## Get the blast radius for a specific grenade type.\n 294→func get_blast_radius_for_type(grenade_type: int) -> float:\n 295→\tif grenade_type == GrenadeType.OFFENSIVE:\n 296→\t\treturn frag_blast_radius\n 297→\telse:\n 298→\t\treturn flashbang_blast_radius\n 299→\n 300→\n 301→## Get the blast radius for the currently selected grenade type.\n 302→func get_current_blast_radius() -> float:\n 303→\treturn get_blast_radius_for_type(_type_to_throw)\n 304→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "\t\tblast_check.from = wall_hit_position\n\t\tblast_check.to = target_pos\n\t\tblast_check.collision_mask = 4 # Obstacles\n\n\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n\t\tif not blast_result.is_empty():\n\t\t\t# Wall blocks the blast from reaching target\n\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y])\n\t\t\treturn false\n\n\t\t# Blast can reach target from wall impact point - allow throw\n\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\n\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:\n\tif grenade_type == GrenadeType.OFFENSIVE:\n\t\treturn frag_blast_radius\n\telse:\n\t\treturn flashbang_blast_radius\n\n\n## Get the blast radius for the currently selected grenade type.\nfunc get_current_blast_radius() -> float:\n\treturn get_blast_radius_for_type(_type_to_throw)\n", | |
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| [2026-01-24T03:12:57.773Z] [INFO] { | |
| "type": "assistant", | |
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| "text": "Now I'll add the ricochet calculation function after `is_throw_path_clear`:" | |
| } | |
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| "old_string": "\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:", | |
| "new_string": "\treturn true\n\n\n## Calculate a ricochet throw trajectory that can reach target via 1-2 wall bounces.\n## Returns optimal throw direction and landing position if a valid ricochet is found.\n## This is for timer grenades (flashbangs) that bounce off walls before detonating.\n## @param throw_origin: Position where the enemy is throwing from\n## @param target_pos: Target position to reach via ricochet\n## @param grenade_type: Type of grenade (used for blast radius)\n## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"bounces\"\nfunc calculate_ricochet_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": Vector2.ZERO, \"bounces\": 0}\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn result\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn result\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn result\n\tvar actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\tvar blast_radius := get_blast_radius_for_type(actual_type)\n\t# Try different throw angles to find a ricochet path\n\tvar angle_steps := 16\n\tvar best_ricochet: Dictionary = result.duplicate()\n\tvar best_score := 999999.0\n\tfor i in range(angle_steps):\n\t\tvar angle := (float(i) / angle_steps) * TAU\n\t\tvar throw_dir := Vector2.from_angle(angle)\n\t\tvar ricochet := _simulate_ricochet(throw_origin, throw_dir, target_pos, blast_radius, space_state)\n\t\tif ricochet[\"success\"]:\n\t\t\tvar dist := ricochet[\"landing_position\"].distance_to(target_pos)\n\t\t\tif dist < best_score:\n\t\t\t\tbest_score = dist\n\t\t\t\tbest_ricochet = ricochet\n\tif best_ricochet[\"success\"]:\n\t\t_log(\"Ricochet found: %d bounces, landing %.1f px from target\" % [best_ricochet[\"bounces\"], best_score])\n\treturn best_ricochet\n\n\n## Simulate a ricochet trajectory from throw_origin in throw_direction.\n## @return Dictionary with simulation result\nfunc _simulate_ricochet(throw_origin: Vector2, throw_dir: Vector2, target_pos: Vector2, blast_radius: float, space_state: PhysicsDirectSpaceState2D) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": throw_dir, \"landing_position\": Vector2.ZERO, \"bounces\": 0}\n\tvar current_pos := throw_origin + throw_dir * grenade_spawn_offset\n\tvar current_dir := throw_dir\n\tvar remaining_distance := _calculate_throw_distance(GRENADE_THROW_SPEED)\n\tfor bounce in range(MAX_RICOCHET_BOUNCES + 1):\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = current_pos\n\t\tquery.to = current_pos + current_dir * remaining_distance\n\t\tquery.collision_mask = 4 # Obstacles\n\t\tvar ray_result: Dictionary = space_state.intersect_ray(query)\n\t\tif ray_result.is_empty():\n\t\t\t# No wall hit - grenade lands at end of trajectory\n\t\t\tvar landing := current_pos + current_dir * remaining_distance\n\t\t\tif landing.distance_to(target_pos) <= blast_radius:\n\t\t\t\tresult[\"success\"] = true\n\t\t\t\tresult[\"landing_position\"] = landing\n\t\t\t\tresult[\"bounces\"] = bounce\n\t\t\t\t# Verify blast can reach target (no wall blocking)\n\t\t\t\tif _can_blast_reach_target(landing, target_pos, space_state):\n\t\t\t\t\treturn result\n\t\t\treturn result\n\t\t# Wall hit - check if we can bounce\n\t\tvar hit_pos: Vector2 = ray_result[\"position\"]\n\t\tvar hit_normal: Vector2 = ray_result[\"normal\"]\n\t\tvar traveled := current_pos.distance_to(hit_pos)\n\t\tremaining_distance = (remaining_distance - traveled) * GRENADE_WALL_BOUNCE\n\t\tif remaining_distance < 50.0:\n\t\t\t# Not enough energy to continue - grenade lands near wall\n\t\t\tvar landing := hit_pos + hit_normal * 10.0\n\t\t\tif landing.distance_to(target_pos) <= blast_radius and _can_blast_reach_target(landing, target_pos, space_state):\n\t\t\t\tresult[\"success\"] = true\n\t\t\t\tresult[\"landing_position\"] = landing\n\t\t\t\tresult[\"bounces\"] = bounce + 1\n\t\t\treturn result\n\t\t# Calculate bounce direction\n\t\tcurrent_pos = hit_pos + hit_normal * 5.0\n\t\tcurrent_dir = current_dir.bounce(hit_normal)\n\t\tresult[\"bounces\"] = bounce + 1\n\treturn result\n\n\n## Calculate the maximum throw distance based on throw speed and friction.\n## Formula: distance = speed² / (2 × friction)\nfunc _calculate_throw_distance(throw_speed: float) -> float:\n\treturn (throw_speed * throw_speed) / (2.0 * GRENADE_GROUND_FRICTION)\n\n\n## Check if blast from explosion position can reach target (line of sight check).\nfunc _can_blast_reach_target(explosion_pos: Vector2, target_pos: Vector2, space_state: PhysicsDirectSpaceState2D) -> bool:\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = explosion_pos\n\tquery.to = target_pos\n\tquery.collision_mask = 4\n\treturn space_state.intersect_ray(query).is_empty()\n\n\n## Find optimal throw for reaching target - tries direct throw first, then ricochet.\n## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"is_ricochet\", \"bounces\"\nfunc find_optimal_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": target_pos, \"is_ricochet\": false, \"bounces\": 0}\n\t# First try direct throw\n\tif is_throw_path_clear(throw_origin, target_pos, grenade_type):\n\t\tresult[\"success\"] = true\n\t\tresult[\"throw_direction\"] = (target_pos - throw_origin).normalized()\n\t\tresult[\"landing_position\"] = target_pos\n\t\treturn result\n\t# Direct throw blocked - try ricochet for timer grenades (flashbangs)\n\tvar actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\tif actual_type == GrenadeType.FLASHBANG:\n\t\tvar ricochet := calculate_ricochet_throw(throw_origin, target_pos, actual_type)\n\t\tif ricochet[\"success\"]:\n\t\t\tresult[\"success\"] = true\n\t\t\tresult[\"throw_direction\"] = ricochet[\"throw_direction\"]\n\t\t\tresult[\"landing_position\"] = ricochet[\"landing_position\"]\n\t\t\tresult[\"is_ricochet\"] = true\n\t\t\tresult[\"bounces\"] = ricochet[\"bounces\"]\n\t\t\t_log(\"Using ricochet throw: %d bounces to reach target\" % ricochet[\"bounces\"])\n\treturn result\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:" | |
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| [2026-01-24T03:13:22.185Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01EKLRbMamc3mbeKVUu9FxBW","type":"tool_result","content":"The file /tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"8f5b6253-224b-4cd2-a0f9-07929903a697","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/components/grenade_thrower_component.gd","oldString":"\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:","newString":"\treturn true\n\n\n## Calculate a ricochet throw trajectory that can reach target via 1-2 wall bounces.\n## Returns optimal throw direction and landing position if a valid ricochet is found.\n## This is for timer grenades (flashbangs) that bounce off walls before detonating.\n## @param throw_origin: Position where the enemy is throwing from\n## @param target_pos: Target position to reach via ricochet\n## @param grenade_type: Type of grenade (used for blast radius)\n## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"bounces\"\nfunc calculate_ricochet_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": Vector2.ZERO, \"bounces\": 0}\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn result\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn result\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn result\n\tvar actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\tvar blast_radius := get_blast_radius_for_type(actual_type)\n\t# Try different throw angles to find a ricochet path\n\tvar angle_steps := 16\n\tvar best_ricochet: Dictionary = result.duplicate()\n\tvar best_score := 999999.0\n\tfor i in range(angle_steps):\n\t\tvar angle := (float(i) / angle_steps) * TAU\n\t\tvar throw_dir := Vector2.from_angle(angle)\n\t\tvar ricochet := _simulate_ricochet(throw_origin, throw_dir, target_pos, blast_radius, space_state)\n\t\tif ricochet[\"success\"]:\n\t\t\tvar dist := ricochet[\"landing_position\"].distance_to(target_pos)\n\t\t\tif dist < best_score:\n\t\t\t\tbest_score = dist\n\t\t\t\tbest_ricochet = ricochet\n\tif best_ricochet[\"success\"]:\n\t\t_log(\"Ricochet found: %d bounces, landing %.1f px from target\" % [best_ricochet[\"bounces\"], best_score])\n\treturn best_ricochet\n\n\n## Simulate a ricochet trajectory from throw_origin in throw_direction.\n## @return Dictionary with simulation result\nfunc _simulate_ricochet(throw_origin: Vector2, throw_dir: Vector2, target_pos: Vector2, blast_radius: float, space_state: PhysicsDirectSpaceState2D) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": throw_dir, \"landing_position\": Vector2.ZERO, \"bounces\": 0}\n\tvar current_pos := throw_origin + throw_dir * grenade_spawn_offset\n\tvar current_dir := throw_dir\n\tvar remaining_distance := _calculate_throw_distance(GRENADE_THROW_SPEED)\n\tfor bounce in range(MAX_RICOCHET_BOUNCES + 1):\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = current_pos\n\t\tquery.to = current_pos + current_dir * remaining_distance\n\t\tquery.collision_mask = 4 # Obstacles\n\t\tvar ray_result: Dictionary = space_state.intersect_ray(query)\n\t\tif ray_result.is_empty():\n\t\t\t# No wall hit - grenade lands at end of trajectory\n\t\t\tvar landing := current_pos + current_dir * remaining_distance\n\t\t\tif landing.distance_to(target_pos) <= blast_radius:\n\t\t\t\tresult[\"success\"] = true\n\t\t\t\tresult[\"landing_position\"] = landing\n\t\t\t\tresult[\"bounces\"] = bounce\n\t\t\t\t# Verify blast can reach target (no wall blocking)\n\t\t\t\tif _can_blast_reach_target(landing, target_pos, space_state):\n\t\t\t\t\treturn result\n\t\t\treturn result\n\t\t# Wall hit - check if we can bounce\n\t\tvar hit_pos: Vector2 = ray_result[\"position\"]\n\t\tvar hit_normal: Vector2 = ray_result[\"normal\"]\n\t\tvar traveled := current_pos.distance_to(hit_pos)\n\t\tremaining_distance = (remaining_distance - traveled) * GRENADE_WALL_BOUNCE\n\t\tif remaining_distance < 50.0:\n\t\t\t# Not enough energy to continue - grenade lands near wall\n\t\t\tvar landing := hit_pos + hit_normal * 10.0\n\t\t\tif landing.distance_to(target_pos) <= blast_radius and _can_blast_reach_target(landing, target_pos, space_state):\n\t\t\t\tresult[\"success\"] = true\n\t\t\t\tresult[\"landing_position\"] = landing\n\t\t\t\tresult[\"bounces\"] = bounce + 1\n\t\t\treturn result\n\t\t# Calculate bounce direction\n\t\tcurrent_pos = hit_pos + hit_normal * 5.0\n\t\tcurrent_dir = current_dir.bounce(hit_normal)\n\t\tresult[\"bounces\"] = bounce + 1\n\treturn result\n\n\n## Calculate the maximum throw distance based on throw speed and friction.\n## Formula: distance = speed² / (2 × friction)\nfunc _calculate_throw_distance(throw_speed: float) -> float:\n\treturn (throw_speed * throw_speed) / (2.0 * GRENADE_GROUND_FRICTION)\n\n\n## Check if blast from explosion position can reach target (line of sight check).\nfunc _can_blast_reach_target(explosion_pos: Vector2, target_pos: Vector2, space_state: PhysicsDirectSpaceState2D) -> bool:\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = explosion_pos\n\tquery.to = target_pos\n\tquery.collision_mask = 4\n\treturn space_state.intersect_ray(query).is_empty()\n\n\n## Find optimal throw for reaching target - tries direct throw first, then ricochet.\n## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"is_ricochet\", \"bounces\"\nfunc find_optimal_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:\n\tvar result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": target_pos, \"is_ricochet\": false, \"bounces\": 0}\n\t# First try direct throw\n\tif is_throw_path_clear(throw_origin, target_pos, grenade_type):\n\t\tresult[\"success\"] = true\n\t\tresult[\"throw_direction\"] = (target_pos - throw_origin).normalized()\n\t\tresult[\"landing_position\"] = target_pos\n\t\treturn result\n\t# Direct throw blocked - try ricochet for timer grenades (flashbangs)\n\tvar actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\tif actual_type == GrenadeType.FLASHBANG:\n\t\tvar ricochet := calculate_ricochet_throw(throw_origin, target_pos, actual_type)\n\t\tif ricochet[\"success\"]:\n\t\t\tresult[\"success\"] = true\n\t\t\tresult[\"throw_direction\"] = ricochet[\"throw_direction\"]\n\t\t\tresult[\"landing_position\"] = ricochet[\"landing_position\"]\n\t\t\tresult[\"is_ricochet\"] = true\n\t\t\tresult[\"bounces\"] = ricochet[\"bounces\"]\n\t\t\t_log(\"Using ricochet throw: %d bounces to reach target\" % ricochet[\"bounces\"])\n\treturn result\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:","originalFile":"class_name GrenadeThrowerComponent\nextends Node\n## Grenade throwing behavior component for enemies.\n##\n## Handles all grenade throwing logic including trigger conditions,\n## throw execution, and post-throw behavior. Works with GrenadeInventory\n## for grenade tracking.\n\n## Grenade types matching GrenadeInventory.\nenum GrenadeType {\n\tOFFENSIVE = 0, ## Frag/offensive grenade - high damage\n\tFLASHBANG = 1 ## Flashbang - blinds and stuns\n}\n\n## Signal emitted when grenade throw is requested (for state transition).\nsignal throw_requested(target_position: Vector2, grenade_type: int)\n\n## Signal emitted when grenade throw is complete.\nsignal throw_completed\n\n## Signal emitted when an ally death is witnessed.\nsignal ally_death_witnessed(death_count: int)\n\n## Signal emitted when allies should be notified about incoming grenade.\n## Parameters: target_position (where grenade will land), blast_radius (danger zone size)\nsignal notify_allies_of_grenade(target_position: Vector2, blast_radius: float)\n\n## Signal emitted when grenade explodes (for coordinated assault trigger).\nsignal grenade_exploded(explosion_position: Vector2)\n\n## Enable/disable grenade throwing behavior.\n@export var enabled: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue #273 requirement).\n@export var throw_deviation: float = 5.0\n\n## Minimum safe distance from grenade explosion (blast radius + safety margin).\n## Enemy will not throw if they would be within this distance of the target.\n@export var min_safe_distance: float = 250.0\n\n## Offset distance from enemy to spawn grenade (to avoid immediate collision).\n@export var grenade_spawn_offset: float = 50.0\n\n## Blast radius for frag grenades (used for ally notification).\n@export var frag_blast_radius: float = 225.0\n\n## Blast radius for flashbangs (used for ally notification).\n@export var flashbang_blast_radius: float = 400.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Duration for grenade preparation phase (seconds).\nconst PREP_DURATION: float = 0.5\n\n## Base duration of cooldown between grenade throws (seconds).\n## Actual cooldown scales with grenade count: more grenades = shorter cooldown.\nconst BASE_COOLDOWN_DURATION: float = 10.0\n\n## Wall bounce coefficient for ricochet calculations (must match GrenadeBase.wall_bounce).\nconst GRENADE_WALL_BOUNCE: float = 0.4\n\n## Maximum number of ricochets to attempt when direct throw is blocked.\nconst MAX_RICOCHET_BOUNCES: int = 2\n\n## Grenade throw speed for ricochet distance calculations (must match GrenadeBase max_throw_speed).\nconst GRENADE_THROW_SPEED: float = 850.0\n\n## Ground friction for ricochet distance calculations (must match GrenadeBase ground_friction).\nconst GRENADE_GROUND_FRICTION: float = 300.0\n\n## Duration player must be hidden after suppression to trigger grenade (6 seconds per issue).\nconst PLAYER_HIDDEN_TRIGGER_DURATION: float = 6.0\n\n## Duration of continuous gunfire to trigger grenade (10 seconds per issue).\nconst CONTINUOUS_GUNFIRE_TRIGGER_DURATION: float = 10.0\n\n## Whether the enemy is currently in the process of throwing a grenade.\nvar _is_throwing: bool = false\n\n## Timer for grenade throw preparation (time to get into position and aim).\nvar _prep_timer: float = 0.0\n\n## Target position for the grenade throw.\nvar _target_position: Vector2 = Vector2.ZERO\n\n## Type of grenade being thrown (0=offensive/frag, 1=flashbang).\nvar _type_to_throw: int = 0\n\n## Cooldown timer after throwing a grenade.\nvar _cooldown_timer: float = 0.0\n\n## Timer tracking how long the player has been hidden after suppression.\nvar _player_hidden_timer: float = 0.0\n\n## Timer tracking continuous gunfire in a zone.\nvar _continuous_gunfire_timer: float = 0.0\n\n## Count of ally deaths witnessed by this enemy.\nvar _witnessed_ally_deaths: int = 0\n\n## Reference to the log function from parent.\nvar _log_func: Callable\n\n## Last grenade target position (for post-explosion assault through same passage).\nvar _last_throw_target: Vector2 = Vector2.ZERO\n\n## Whether we're waiting for a grenade to explode (for coordinated assault).\nvar _awaiting_explosion: bool = false\n\n## Timer for grenade explosion (frag grenades are impact-triggered, flashbangs have 4s fuse).\nvar _explosion_timer: float = 0.0\n\n## Whether the grenade was offensive (impacts post-throw behavior).\nvar _last_grenade_was_offensive: bool = true\n\n\n## Initialize the component.\nfunc initialize(log_function: Callable = Callable()) -> void:\n\t_log_func = log_function\n\t_reset_state()\n\n\n## Reset all throwing state.\nfunc _reset_state() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\t_cooldown_timer = 0.0\n\n\n## Log a message (using parent's log function if available).\nfunc _log(message: String) -> void:\n\tif _log_func.is_valid():\n\t\t_log_func.call(message)\n\n\n## Update cooldown timer. Call from _physics_process.\nfunc update_cooldown(delta: float) -> void:\n\tif _cooldown_timer > 0.0:\n\t\t_cooldown_timer -= delta\n\t\tif _cooldown_timer <= 0.0:\n\t\t\t_cooldown_timer = 0.0\n\n\t# Update explosion timer if awaiting explosion\n\tif _awaiting_explosion and _explosion_timer > 0.0:\n\t\t_explosion_timer -= delta\n\t\tif _explosion_timer <= 0.0:\n\t\t\t_awaiting_explosion = false\n\t\t\tgrenade_exploded.emit(_last_throw_target)\n\t\t\t_log(\"Grenade exploded at %s - triggering assault\" % _last_throw_target)\n\n\n## Update player hidden timer. Call when player visibility changes.\nfunc update_player_hidden_timer(delta: float, player_visible: bool, was_suppression_active: bool) -> void:\n\tif not enabled:\n\t\treturn\n\n\tif not player_visible and was_suppression_active:\n\t\t_player_hidden_timer += delta\n\telse:\n\t\t_player_hidden_timer = 0.0\n\n\n## Update continuous gunfire timer. Call when gunfire is detected.\nfunc update_gunfire_timer(delta: float, gunfire_detected: bool) -> void:\n\tif gunfire_detected:\n\t\t_continuous_gunfire_timer += delta\n\telse:\n\t\t_continuous_gunfire_timer = 0.0\n\n\n## Register an ally death. Call when an ally enemy dies.\nfunc register_ally_death() -> void:\n\t_witnessed_ally_deaths += 1\n\tally_death_witnessed.emit(_witnessed_ally_deaths)\n\n\n## Check if grenades are available.\nfunc has_grenades() -> bool:\n\treturn offensive_grenades > 0 or flashbang_grenades > 0\n\n\n## Check if throwing at target_pos would put the thrower in the blast radius.\n## Returns true if it's SAFE to throw (thrower is outside blast radius).\nfunc is_safe_throw_distance(throw_origin: Vector2, target_pos: Vector2) -> bool:\n\tvar distance_to_target := throw_origin.distance_to(target_pos)\n\treturn distance_to_target >= min_safe_distance\n\n\n## Check if there's a wall blocking the throw path from origin to target.\n## Returns true if the path is CLEAR and the grenade can be effective, false if blocked.\n## This prevents enemies from throwing grenades into walls where neither shockwave\n## nor shrapnel can reach the target position.\n##\n## Per issue #295 user feedback: Use RayCast from enemy to the THROW LANDING POINT,\n## not to the player. If the ray hits an obstacle before the target, don't throw\n## because the grenade will explode at the wall and the blast won't reach the target.\n##\n## Parameters:\n## - throw_origin: Position where the enemy is throwing from\n## - target_pos: Target position (where the grenade should land/affect)\n## - grenade_type: Optional - the type of grenade to check (defaults to best available)\nfunc is_throw_path_clear(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> bool:\n\tvar parent_node: Node = get_parent()\n\tif parent_node == null:\n\t\treturn true # Fail-open if no parent\n\n\tvar world_2d: World2D = parent_node.get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Calculate the grenade spawn position (offset from throw origin)\n\tvar direction_to_target := (target_pos - throw_origin).normalized()\n\tvar spawn_pos := throw_origin + direction_to_target * grenade_spawn_offset\n\n\t# First check: Is there a wall between enemy and spawn position?\n\tvar spawn_check := PhysicsRayQueryParameters2D.new()\n\tspawn_check.from = throw_origin\n\tspawn_check.to = spawn_pos\n\tspawn_check.collision_mask = 4 # Obstacles (layer 3)\n\tspawn_check.exclude = [parent_node.get_rid()] if parent_node.has_method(\"get_rid\") else []\n\n\tvar spawn_result: Dictionary = space_state.intersect_ray(spawn_check)\n\tif not spawn_result.is_empty():\n\t\t_log(\"Grenade throw blocked: wall between enemy and spawn position\")\n\t\treturn false\n\n\t# Second check: Is there a wall between spawn position and target?\n\t# If grenade hits a wall, it will explode there - check if blast can reach target\n\tvar target_check := PhysicsRayQueryParameters2D.new()\n\ttarget_check.from = spawn_pos\n\ttarget_check.to = target_pos\n\ttarget_check.collision_mask = 4 # Obstacles (layer 3)\n\n\tvar target_result: Dictionary = space_state.intersect_ray(target_check)\n\tif not target_result.is_empty():\n\t\tvar wall_hit_position: Vector2 = target_result[\"position\"]\n\t\tvar distance_to_wall := spawn_pos.distance_to(wall_hit_position)\n\n\t\t# If wall is less than 50 pixels away, it's point-blank - don't throw\n\t\tif distance_to_wall < 50.0:\n\t\t\t_log(\"Grenade throw blocked: wall point-blank (%.1f pixels away)\" % distance_to_wall)\n\t\t\treturn false\n\n\t\t# The grenade will explode at wall_hit_position when it impacts\n\t\t# Check if the blast radius from that point can reach the target\n\t\tvar actual_grenade_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()\n\t\tvar blast_radius := get_blast_radius_for_type(actual_grenade_type)\n\t\tvar wall_to_target_distance := wall_hit_position.distance_to(target_pos)\n\n\t\t# If target is outside blast radius from wall impact point, don't throw\n\t\tif wall_to_target_distance > blast_radius:\n\t\t\t_log(\"Grenade throw blocked: wall impact at (%.0f, %.0f), target is %.1f px away, blast radius is %.1f px\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\t\t\treturn false\n\n\t\t# Even if target is within blast radius distance, wall may still block blast line of sight\n\t\t# Check if there's a clear line from wall impact point to target\n\t\tvar blast_check := PhysicsRayQueryParameters2D.new()\n\t\tblast_check.from = wall_hit_position\n\t\tblast_check.to = target_pos\n\t\tblast_check.collision_mask = 4 # Obstacles\n\n\t\tvar blast_result: Dictionary = space_state.intersect_ray(blast_check)\n\t\tif not blast_result.is_empty():\n\t\t\t# Wall blocks the blast from reaching target\n\t\t\t_log(\"Grenade throw blocked: blast from wall impact (%.0f, %.0f) cannot reach target (wall blocks line of sight)\" % [\n\t\t\t\twall_hit_position.x, wall_hit_position.y])\n\t\t\treturn false\n\n\t\t# Blast can reach target from wall impact point - allow throw\n\t\t_log(\"Grenade throw approved: wall impact at (%.0f, %.0f) but blast can reach target (%.1f px away, radius %.1f px)\" % [\n\t\t\twall_hit_position.x, wall_hit_position.y, wall_to_target_distance, blast_radius])\n\n\treturn true\n\n\n## Get the blast radius for a specific grenade type.\nfunc get_blast_radius_for_type(grenade_type: int) -> float:\n\tif grenade_type == GrenadeType.OFFENSIVE:\n\t\treturn frag_blast_radius\n\telse:\n\t\treturn flashbang_blast_radius\n\n\n## Get the blast radius for the currently selected grenade type.\nfunc get_current_blast_radius() -> float:\n\treturn get_blast_radius_for_type(_type_to_throw)\n\n\n## Check if a grenade throw should be triggered.\n## Parameters:\n## - current_health: The enemy's current health\n## - can_see_player: Whether the enemy can currently see the player\n## - is_suppressed: Whether the enemy is in suppressed state\n## - distance_to_player: Distance to the player\n## - throw_origin: (Optional) Thrower's position for safety check\n## - target_pos: (Optional) Target position for safety check\nfunc should_throw(current_health: int, can_see_player: bool, is_suppressed: bool, distance_to_player: float, throw_origin: Vector2 = Vector2.ZERO, target_pos: Vector2 = Vector2.ZERO) -> bool:\n\t# Must have grenades enabled and available\n\tif not enabled:\n\t\treturn false\n\n\tif not has_grenades():\n\t\treturn false\n\n\t# Must not be on cooldown\n\tif _cooldown_timer > 0.0:\n\t\treturn false\n\n\t# Must not already be throwing\n\tif _is_throwing:\n\t\treturn false\n\n\t# Check distance (must be within throw range)\n\tif distance_to_player > throw_range:\n\t\treturn false\n\n\t# Safety check: don't throw if thrower would be in blast radius\n\t# Skip this check if positions aren't provided (backwards compatibility)\n\tif throw_origin != Vector2.ZERO and target_pos != Vector2.ZERO:\n\t\tif not is_safe_throw_distance(throw_origin, target_pos):\n\t\t\t_log(\"Grenade throw blocked: too close to target (would be in blast radius)\")\n\t\t\treturn false\n\n\t# Trigger conditions from issue #273:\n\n\t# 1. Player suppressed enemies then hid for 6+ seconds\n\tif _player_hidden_timer >= PLAYER_HIDDEN_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: player hidden for %.1fs after suppression\" % _player_hidden_timer)\n\t\treturn true\n\n\t# 2. Player is chasing a suppressed thrower (enemy is suppressed and player approaching)\n\tif is_suppressed and can_see_player:\n\t\t_log(\"Grenade trigger: suppressed and player visible (being chased)\")\n\t\treturn true\n\n\t# 3. Thrower witnessed player kill 2+ enemies\n\tif _witnessed_ally_deaths >= 2:\n\t\t_log(\"Grenade trigger: witnessed %d ally deaths\" % _witnessed_ally_deaths)\n\t\treturn true\n\n\t# 4. Thrower heard reload/empty magazine sound but can't see player\n\t# (Handled externally via on_reload_sound_heard)\n\n\t# 5. Continuous gunfire for 10 seconds in zone\n\tif _continuous_gunfire_timer >= CONTINUOUS_GUNFIRE_TRIGGER_DURATION:\n\t\t_log(\"Grenade trigger: continuous gunfire for %.1fs\" % _continuous_gunfire_timer)\n\t\treturn true\n\n\t# 6. Thrower has 1 HP or less (critical health desperation throw)\n\tif current_health <= 1:\n\t\t_log(\"Grenade trigger: critical health (%d HP)\" % current_health)\n\t\treturn true\n\n\treturn false\n\n\n## Get the best grenade type for the current tactical situation.\n## Returns GrenadeType.OFFENSIVE (0) for frag, GrenadeType.FLASHBANG (1) for flashbang.\nfunc get_best_grenade_type() -> int:\n\t# Prefer offensive grenade when player is in cover or at distance\n\tif offensive_grenades > 0:\n\t\treturn GrenadeType.OFFENSIVE\n\n\t# Fallback to flashbang if no frag grenades\n\tif flashbang_grenades > 0:\n\t\treturn GrenadeType.FLASHBANG\n\n\treturn GrenadeType.OFFENSIVE # Default\n\n\n## Begin throwing a grenade at the target position.\nfunc begin_throw(target_pos: Vector2, grenade_type: int) -> void:\n\t_target_position = target_pos\n\t_type_to_throw = grenade_type\n\t_prep_timer = 0.0\n\t_is_throwing = true\n\t_last_grenade_was_offensive = (grenade_type == GrenadeType.OFFENSIVE)\n\n\tvar type_name: String = \"frag\" if grenade_type == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Preparing to throw %s grenade at %s\" % [type_name, target_pos])\n\n\t# Notify allies in the blast zone / throw line to evacuate (per issue #295)\n\tvar blast_radius := get_current_blast_radius()\n\tnotify_allies_of_grenade.emit(target_pos, blast_radius)\n\t_log(\"Notifying allies: blast zone at %s, radius %.0f\" % [target_pos, blast_radius])\n\n\n## Update throw preparation. Returns true when throw should execute.\nfunc update_throw_prep(delta: float) -> bool:\n\tif not _is_throwing:\n\t\treturn false\n\n\t_prep_timer += delta\n\n\tif _prep_timer >= PREP_DURATION:\n\t\treturn true\n\n\treturn false\n\n\n## Execute the actual grenade throw.\n## Returns the grenade instance if successful, null otherwise.\nfunc execute_throw(throw_origin: Vector2) -> RigidBody2D:\n\tvar grenade_scene: PackedScene = null\n\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t# Offensive/frag grenade\n\t\tif offensive_grenades <= 0:\n\t\t\t_log(\"Cannot throw frag grenade - none left\")\n\t\t\treturn null\n\t\toffensive_grenades -= 1\n\n\t\tif frag_grenade_scene:\n\t\t\tgrenade_scene = frag_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FragGrenade.tscn\")\n\telse:\n\t\t# Flashbang grenade\n\t\tif flashbang_grenades <= 0:\n\t\t\t_log(\"Cannot throw flashbang - none left\")\n\t\t\treturn null\n\t\tflashbang_grenades -= 1\n\n\t\tif flashbang_grenade_scene:\n\t\t\tgrenade_scene = flashbang_grenade_scene\n\t\telse:\n\t\t\tgrenade_scene = preload(\"res://scenes/projectiles/FlashbangGrenade.tscn\")\n\n\tif grenade_scene == null:\n\t\t_log(\"ERROR: No grenade scene available\")\n\t\treturn null\n\n\t# Instantiate the grenade\n\tvar grenade: RigidBody2D = grenade_scene.instantiate()\n\tif grenade == null:\n\t\t_log(\"ERROR: Failed to instantiate grenade\")\n\t\treturn null\n\n\t# Apply throw deviation (±5° per issue requirement)\n\tvar direction_to_target := (_target_position - throw_origin).normalized()\n\tvar deviation_radians := deg_to_rad(randf_range(-throw_deviation, throw_deviation))\n\tvar deviated_direction := direction_to_target.rotated(deviation_radians)\n\n\t# Calculate throw distance (clamped to throw range)\n\tvar distance_to_target := throw_origin.distance_to(_target_position)\n\tvar actual_distance := minf(distance_to_target, throw_range)\n\n\t# Position grenade at throw origin with larger offset to avoid collision with thrower\n\t# This prevents the grenade from immediately colliding with the enemy who threw it\n\tgrenade.global_position = throw_origin + deviated_direction * grenade_spawn_offset\n\n\t# Store throw data for deferred execution (after grenade is added to scene)\n\t# NOTE: Using actual_distance directly (not * 0.5) for proper throw strength\n\t# The legacy throw_grenade() uses drag_distance * drag_to_speed_multiplier (2.0)\n\t# So for a 400px target, we need 200 drag_distance to get 400 speed\n\t# Adjusted formula: actual_distance / drag_to_speed_multiplier = actual_distance / 2.0\n\t# But this was causing weak throws. The real issue is the speed calculation.\n\t# For proper throw: use actual_distance as-is, the grenade physics will handle it.\n\tgrenade.set_meta(\"throw_direction\", deviated_direction)\n\tgrenade.set_meta(\"throw_distance\", actual_distance)\n\n\t# Store thrower reference so grenade can exclude thrower from initial collision\n\t# This prevents the grenade from triggering on the enemy who threw it\n\tgrenade.set_meta(\"thrower_id\", get_parent().get_instance_id() if get_parent() else 0)\n\n\tvar type_name: String = \"frag\" if _type_to_throw == GrenadeType.OFFENSIVE else \"flashbang\"\n\t_log(\"Threw %s grenade: target=%s, deviation=%.1f°, distance=%.0f\" % [\n\t\ttype_name,\n\t\t_target_position,\n\t\trad_to_deg(deviation_radians),\n\t\tactual_distance\n\t])\n\n\t# Store last throw position for post-explosion assault (per issue #295)\n\t_last_throw_target = _target_position\n\t_awaiting_explosion = true\n\n\t# For flashbangs, set explosion timer (4 seconds fuse)\n\t# Frag grenades are impact-triggered, so we estimate ~1 second flight time\n\tif _type_to_throw == GrenadeType.OFFENSIVE:\n\t\t_explosion_timer = 1.0 # Estimated impact time for frag\n\telse:\n\t\t_explosion_timer = 4.0 # Flashbang fuse timer\n\n\t# Complete the throw\n\t_finish_throw()\n\n\treturn grenade\n\n\n## Activate the grenade after it's been added to the scene tree.\nstatic func activate_thrown_grenade(grenade: RigidBody2D) -> void:\n\tif not grenade:\n\t\treturn\n\tvar direction: Vector2 = grenade.get_meta(\"throw_direction\", Vector2.RIGHT)\n\tvar drag_distance: float = grenade.get_meta(\"throw_distance\", 100.0)\n\tif grenade.has_method(\"throw_grenade\"):\n\t\tgrenade.throw_grenade(direction, drag_distance)\n\t\tif grenade.has_method(\"activate_timer\"):\n\t\t\tgrenade.activate_timer()\n\n\n## Finish throwing and start cooldown.\n## Cooldown scales with remaining grenades: more grenades = shorter cooldown.\nfunc _finish_throw() -> void:\n\t_cooldown_timer = _calculate_cooldown()\n\t_is_throwing = false\n\tthrow_completed.emit()\n\n\n## Calculate cooldown duration based on remaining grenade count.\n## Per issue #295: if enemy has 2+ grenades, cooldown is halved (each grenade worth less).\n## Formula: cooldown = base_cooldown / max(1, total_grenades)\nfunc _calculate_cooldown() -> float:\n\tvar total := offensive_grenades + flashbang_grenades\n\tif total >= 2:\n\t\treturn BASE_COOLDOWN_DURATION / 2.0\n\treturn BASE_COOLDOWN_DURATION\n\n\n## Cancel the current throw.\nfunc cancel_throw() -> void:\n\t_is_throwing = false\n\t_prep_timer = 0.0\n\n\n## Check if currently throwing.\nfunc is_throwing() -> bool:\n\treturn _is_throwing\n\n\n## Check if on cooldown.\nfunc is_on_cooldown() -> bool:\n\treturn _cooldown_timer > 0.0\n\n\n## Get the target position for current throw.\nfunc get_target_position() -> Vector2:\n\treturn _target_position\n\n\n## Reset all state (for respawn).\nfunc reset() -> void:\n\t_reset_state()\n\t_player_hidden_timer = 0.0\n\t_continuous_gunfire_timer = 0.0\n\t_witnessed_ally_deaths = 0\n\t_last_throw_target = Vector2.ZERO\n\t_awaiting_explosion = false\n\t_explosion_timer = 0.0\n\n\n## Get the last throw target position (for post-explosion assault).\nfunc get_last_throw_target() -> Vector2:\n\treturn _last_throw_target\n\n\n## Check if we're awaiting a grenade explosion.\nfunc is_awaiting_explosion() -> bool:\n\treturn _awaiting_explosion\n\n\n## Check if the last grenade was offensive (affects post-throw cover behavior).\nfunc was_last_grenade_offensive() -> bool:\n\treturn _last_grenade_was_offensive\n\n\n## Mark explosion as completed (called by enemy when processing assault).\nfunc mark_explosion_complete() -> void:\n\t_awaiting_explosion = false\n","structuredPatch":[{"oldStart":290,"oldLines":6,"newStart":290,"newLines":127,"lines":[" return true"," "," ","+## Calculate a ricochet throw trajectory that can reach target via 1-2 wall bounces.","+## Returns optimal throw direction and landing position if a valid ricochet is found.","+## This is for timer grenades (flashbangs) that bounce off walls before detonating.","+## @param throw_origin: Position where the enemy is throwing from","+## @param target_pos: Target position to reach via ricochet","+## @param grenade_type: Type of grenade (used for blast radius)","+## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"bounces\"","+func calculate_ricochet_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:","+ var result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": Vector2.ZERO, \"bounces\": 0}","+ var parent_node: Node = get_parent()","+ if parent_node == null:","+ return result","+ var world_2d: World2D = parent_node.get_world_2d()","+ if world_2d == null:","+ return result","+ var space_state: PhysicsDirectSpaceState2D = world_2d.direct_space_state","+ if space_state == null:","+ return result","+ var actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()","+ var blast_radius := get_blast_radius_for_type(actual_type)","+ # Try different throw angles to find a ricochet path","+ var angle_steps := 16","+ var best_ricochet: Dictionary = result.duplicate()","+ var best_score := 999999.0","+ for i in range(angle_steps):","+ var angle := (float(i) / angle_steps) * TAU","+ var throw_dir := Vector2.from_angle(angle)","+ var ricochet := _simulate_ricochet(throw_origin, throw_dir, target_pos, blast_radius, space_state)","+ if ricochet[\"success\"]:","+ var dist := ricochet[\"landing_position\"].distance_to(target_pos)","+ if dist < best_score:","+ best_score = dist","+ best_ricochet = ricochet","+ if best_ricochet[\"success\"]:","+ _log(\"Ricochet found: %d bounces, landing %.1f px from target\" % [best_ricochet[\"bounces\"], best_score])","+ return best_ricochet","+","+","+## Simulate a ricochet trajectory from throw_origin in throw_direction.","+## @return Dictionary with simulation result","+func _simulate_ricochet(throw_origin: Vector2, throw_dir: Vector2, target_pos: Vector2, blast_radius: float, space_state: PhysicsDirectSpaceState2D) -> Dictionary:","+ var result := {\"success\": false, \"throw_direction\": throw_dir, \"landing_position\": Vector2.ZERO, \"bounces\": 0}","+ var current_pos := throw_origin + throw_dir * grenade_spawn_offset","+ var current_dir := throw_dir","+ var remaining_distance := _calculate_throw_distance(GRENADE_THROW_SPEED)","+ for bounce in range(MAX_RICOCHET_BOUNCES + 1):","+ var query := PhysicsRayQueryParameters2D.new()","+ query.from = current_pos","+ query.to = current_pos + current_dir * remaining_distance","+ query.collision_mask = 4 # Obstacles","+ var ray_result: Dictionary = space_state.intersect_ray(query)","+ if ray_result.is_empty():","+ # No wall hit - grenade lands at end of trajectory","+ var landing := current_pos + current_dir * remaining_distance","+ if landing.distance_to(target_pos) <= blast_radius:","+ result[\"success\"] = true","+ result[\"landing_position\"] = landing","+ result[\"bounces\"] = bounce","+ # Verify blast can reach target (no wall blocking)","+ if _can_blast_reach_target(landing, target_pos, space_state):","+ return result","+ return result","+ # Wall hit - check if we can bounce","+ var hit_pos: Vector2 = ray_result[\"position\"]","+ var hit_normal: Vector2 = ray_result[\"normal\"]","+ var traveled := current_pos.distance_to(hit_pos)","+ remaining_distance = (remaining_distance - traveled) * GRENADE_WALL_BOUNCE","+ if remaining_distance < 50.0:","+ # Not enough energy to continue - grenade lands near wall","+ var landing := hit_pos + hit_normal * 10.0","+ if landing.distance_to(target_pos) <= blast_radius and _can_blast_reach_target(landing, target_pos, space_state):","+ result[\"success\"] = true","+ result[\"landing_position\"] = landing","+ result[\"bounces\"] = bounce + 1","+ return result","+ # Calculate bounce direction","+ current_pos = hit_pos + hit_normal * 5.0","+ current_dir = current_dir.bounce(hit_normal)","+ result[\"bounces\"] = bounce + 1","+ return result","+","+","+## Calculate the maximum throw distance based on throw speed and friction.","+## Formula: distance = speed² / (2 × friction)","+func _calculate_throw_distance(throw_speed: float) -> float:","+ return (throw_speed * throw_speed) / (2.0 * GRENADE_GROUND_FRICTION)","+","+","+## Check if blast from explosion position can reach target (line of sight check).","+func _can_blast_reach_target(explosion_pos: Vector2, target_pos: Vector2, space_state: PhysicsDirectSpaceState2D) -> bool:","+ var query := PhysicsRayQueryParameters2D.new()","+ query.from = explosion_pos","+ query.to = target_pos","+ query.collision_mask = 4","+ return space_state.intersect_ray(query).is_empty()","+","+","+## Find optimal throw for reaching target - tries direct throw first, then ricochet.","+## @return Dictionary with \"success\", \"throw_direction\", \"landing_position\", \"is_ricochet\", \"bounces\"","+func find_optimal_throw(throw_origin: Vector2, target_pos: Vector2, grenade_type: int = -1) -> Dictionary:","+ var result := {\"success\": false, \"throw_direction\": Vector2.ZERO, \"landing_position\": target_pos, \"is_ricochet\": false, \"bounces\": 0}","+ # First try direct throw","+ if is_throw_path_clear(throw_origin, target_pos, grenade_type):","+ result[\"success\"] = true","+ result[\"throw_direction\"] = (target_pos - throw_origin).normalized()","+ result[\"landing_position\"] = target_pos","+ return result","+ # Direct throw blocked - try ricochet for timer grenades (flashbangs)","+ var actual_type := grenade_type if grenade_type >= 0 else get_best_grenade_type()","+ if actual_type == GrenadeType.FLASHBANG:","+ var ricochet := calculate_ricochet_throw(throw_origin, target_pos, actual_type)","+ if ricochet[\"success\"]:","+ result[\"success\"] = true","+ result[\"throw_direction\"] = ricoc | |
| [2026-01-24T03:13:22.198Z] [INFO] het[\"throw_direction\"]","+ result[\"landing_position\"] = ricochet[\"landing_position\"]","+ result[\"is_ricochet\"] = true","+ result[\"bounces\"] = ricochet[\"bounces\"]","+ _log(\"Using ricochet throw: %d bounces to reach target\" % ricochet[\"bounces\"])","+ return result","+","+"," ## Get the blast radius for a specific grenade type."," func get_blast_radius_for_type(grenade_type: int) -> float:"," if grenade_type == GrenadeType.OFFENSIVE:"]}],"userModified":false,"replaceAll":false}} | |
| [2026-01-24T03:13:24.813Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01BUSHBjyMXPrddECiamANZP", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I need to update the enemy.gd to use the new `find_optimal_throw` function. Let me find where the grenade throw is called:" | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 2151, | |
| "cache_read_input_tokens": 79883, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 2151, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "b557e98d-c3b7-4dd5-884a-39c5e6735ed4", | |
| "uuid": "8ff28e81-f43b-4df5-a0e1-a2c2f0957099" | |
| } | |
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| "content": " 2810→## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\n 2811→func _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n 2812→\tif not _grenade_thrower:\n 2813→\t\treturn\n 2814→\tvar distance := global_position.distance_to(sound_position)\n 2815→\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n 2816→\t\treturn\n 2817→\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n 2818→\t\t_needs_grenade_throw_position = true\n 2819→\t\t_grenade_throw_target = sound_position\n 2820→\t\treturn\n 2821→\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n 2822→\n 2823→## Check if grenade throw should happen. Returns true if transitioned.\n 2824→func _check_grenade_throw() -> bool:\n 2825→\tif not _grenade_thrower or not _player:\n 2826→\t\treturn false\n 2827→\tvar dist := global_position.distance_to(_player.global_position)\n 2828→\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n 2829→\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n 2830→\t\treturn false\n 2831→\tif not _grenade_thrower.is_throw_path_clear(global_position, _player.global_position):\n 2832→\t\t_needs_grenade_throw_position = true\n 2833→\t\t_grenade_throw_target = _player.global_position\n 2834→\t\treturn false\n 2835→\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n 2836→\treturn true\n 2837→\n 2838→## Transition to THROWING_GRENADE state.\n 2839→func _transition_to_throwing_grenade(target_pos: Vector2, grenade_type: int) -> void:\n 2840→\t_current_state = AIState.THROWING_GRENADE\n 2841→\tif _grenade_thrower:\n 2842→\t\t_grenade_thrower.begin_throw(target_pos, grenade_type)\n 2843→\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n 2844→\n 2845→## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\n 2846→func _process_throwing_grenade_state(delta: float) -> void:\n 2847→\tif not _player or not _grenade_thrower:\n 2848→\t\t_transition_to_idle()\n 2849→\t\treturn\n 2850→\tvar target_pos := _grenade_thrower.get_target_position()\n 2851→\trotation = lerp_angle(rotation, (target_pos - global_position).angle(), rotation_speed * delta)\n 2852→\tif _grenade_thrower.update_throw_prep(delta):\n 2853→\t\tvar grenade := _grenade_thrower.execute_throw(global_position)\n 2854→\t\tif grenade:\n 2855→\t\t\tget_tree().current_scene.add_child(grenade)\n 2856→\t\t\tGrenadeThrowerComponent.activate_thrown_grenade(grenade)\n 2857→\t\t_handle_post_grenade_throw_behavior(target_pos)\n 2858→\n 2859→## Post-throw behavior: approach safe distance or find cover from blast rays.\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position\n\t\treturn\n\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n\n## Check if grenade throw should happen. Returns true if transitioned.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, _player.global_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = _player.global_position\n\t\treturn false\n\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n\treturn true\n\n## Transition to THROWING_GRENADE state.\nfunc _transition_to_throwing_grenade(target_pos: Vector2, grenade_type: int) -> void:\n\t_current_state = AIState.THROWING_GRENADE\n\tif _grenade_thrower:\n\t\t_grenade_thrower.begin_throw(target_pos, grenade_type)\n\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n\n## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\nfunc _process_throwing_grenade_state(delta: float) -> void:\n\tif not _player or not _grenade_thrower:\n\t\t_transition_to_idle()\n\t\treturn\n\tvar target_pos := _grenade_thrower.get_target_position()\n\trotation = lerp_angle(rotation, (target_pos - global_position).angle(), rotation_speed * delta)\n\tif _grenade_thrower.update_throw_prep(delta):\n\t\tvar grenade := _grenade_thrower.execute_throw(global_position)\n\t\tif grenade:\n\t\t\tget_tree().current_scene.add_child(grenade)\n\t\t\tGrenadeThrowerComponent.activate_thrown_grenade(grenade)\n\t\t_handle_post_grenade_throw_behavior(target_pos)\n\n## Post-throw behavior: approach safe distance or find cover from blast rays.", | |
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| "text": "Now I need to update the `_try_grenade_throw_at_sound` and `_check_grenade_throw` functions to use the new `find_optimal_throw` function. This will allow ricochet throws when direct throws are blocked:" | |
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| "old_string": "## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position\n\t\treturn\n\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())", | |
| "new_string": "## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\n## Uses optimal throw calculation which includes ricochet for timer grenades.\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tvar grenade_type := _grenade_thrower.get_best_grenade_type()\n\tvar optimal := _grenade_thrower.find_optimal_throw(global_position, sound_position, grenade_type)\n\tif optimal[\"success\"]:\n\t\t_transition_to_throwing_grenade_optimal(optimal[\"landing_position\"], grenade_type, optimal[\"throw_direction\"])\n\telse:\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position" | |
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sound_position\n\t\treturn\n\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())","newString":"## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\n## Uses optimal throw calculation which includes ricochet for timer grenades.\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tvar grenade_type := _grenade_thrower.get_best_grenade_type()\n\tvar optimal := _grenade_thrower.find_optimal_throw(global_position, sound_position, grenade_type)\n\tif optimal[\"success\"]:\n\t\t_transition_to_throwing_grenade_optimal(optimal[\"landing_position\"], grenade_type, optimal[\"throw_direction\"])\n\telse:\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position","originalFile":"extends CharacterBody2D\n## Enemy AI with patrol/guard modes, cover/flanking tactics, and GOAP planning.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Current behavior mode.\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD\n\n## Maximum movement speed in pixels per second.\n@export var move_speed: float = 220.0\n\n## Combat movement speed (faster when flanking/seeking cover).\n@export var combat_move_speed: float = 320.0\n\n## Rotation speed (rad/sec). 25 ensures aim-before-shoot (issue #254).\n@export var rotation_speed: float = 25.0\n\n## Detection range (0 = unlimited, line-of-sight only).\n@export var detection_range: float = 0.0\n\n## Time between shots (default 0.1s = assault rifle fire rate).\n@export var shoot_cooldown: float = 0.1\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Casing scene to instantiate when firing (for ejected bullet casings).\n@export var casing_scene: PackedScene\n\n## Offset from enemy center for bullet spawn position.\n@export var bullet_spawn_offset: float = 30.0\n\n## How far gunshots propagate (default ~viewport diagonal for rifle).\n@export var weapon_loudness: float = 1469.0\n\n## Patrol points as offsets from initial position (PATROL mode only).\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)]\n\n## Wait time at each patrol point in seconds.\n@export var patrol_wait_time: float = 1.5\n\n## Color when at full health.\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Color when at low health (interpolates based on health percentage).\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n\n## Color to flash when hit.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n\n## Duration of hit flash effect in seconds.\n@export var hit_flash_duration: float = 0.1\n\n## Whether to destroy the enemy after death.\n@export var destroy_on_death: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Minimum random health.\n@export var min_health: int = 2\n\n## Maximum random health.\n@export var max_health: int = 4\n\n## Threat sphere radius - bullets within this radius trigger suppression.\n@export var threat_sphere_radius: float = 100.0\n\n## Time to stay suppressed after bullets leave threat sphere.\n@export var suppression_cooldown: float = 2.0\n\n## Delay before reacting to bullets in threat sphere (player reaction time).\n@export var threat_reaction_delay: float = 0.2\n\n## Flank angle from player's facing direction (radians).\n@export var flank_angle: float = PI / 3.0 # 60 degrees\n\n## Distance to maintain while flanking.\n@export var flank_distance: float = 200.0\n\n## Enable/disable flanking behavior.\n@export var enable_flanking: bool = true\n\n## Enable/disable cover behavior.\n@export var enable_cover: bool = true\n\n## Enable grenade throwing (issue #273).\n@export var enable_grenades: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var grenade_throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue requirement).\n@export var grenade_throw_deviation: float = 5.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Enable/disable debug logging.\n@export var debug_logging: bool = false\n\n## Enable/disable debug label above enemy showing current AI state.\n@export var debug_label_enabled: bool = false\n\n## Enable/disable friendly fire avoidance (don't shoot if other enemies are in the way).\n@export var enable_friendly_fire_avoidance: bool = true\n\n## Enable/disable lead prediction (shooting ahead of moving targets).\n@export var enable_lead_prediction: bool = true\n\n## Bullet speed for lead prediction (default 2500 = assault rifle).\n@export var bullet_speed: float = 2500.0\n\n## Ammunition system - magazine size (bullets per magazine).\n@export var magazine_size: int = 30\n\n## Ammunition system - number of magazines the enemy carries.\n@export var total_magazines: int = 5\n\n## Ammunition system - time to reload in seconds.\n@export var reload_time: float = 3.0\n\n## Delay between spotting player and shooting (recharges on contact break).\n@export var detection_delay: float = 0.2\n\n## Time player must be visible before lead prediction activates.\n@export var lead_prediction_delay: float = 0.3\n\n## Min visible body fraction for lead prediction (prevents pre-fire at cover).\n@export var lead_prediction_visibility_threshold: float = 0.6\n\n## Walking animation speed multiplier - higher = faster leg cycle.\n@export var walk_anim_speed: float = 12.0\n\n## Walking animation intensity - higher = more pronounced movement.\n@export var walk_anim_intensity: float = 1.0\n\n## Scale for enemy model (default 1.3 matches player).\n@export var enemy_model_scale: float = 1.3\n\n## Signal emitted when the enemy is hit.\nsignal hit\n\n## Signal emitted when the enemy dies.\nsignal died\n\n## Signal emitted when enemy dies with ricochet/penetration kill info.\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool)\n\n## Signal emitted when AI state changes.\nsignal state_changed(new_state: AIState)\n\n## Signal emitted when ammunition changes.\nsignal ammo_changed(current_ammo: int, reserve_ammo: int)\n\n## Signal emitted when reloading starts.\nsignal reload_started\n\n## Signal emitted when reloading finishes.\nsignal reload_finished\n\n## Signal emitted when all ammunition is depleted.\nsignal ammo_depleted\n\n## Signal emitted when death animation completes.\nsignal death_animation_completed\n\n## Threshold angle for player \"distracted\" (23° ≈ 0.4014 rad).\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014\n\n## Min dot product for shooting (0.866 = 30°, issues #254, #264).\nconst AIM_TOLERANCE_DOT: float = 0.866\n\n## Reference to the enemy model node containing all sprites.\n@onready var _enemy_model: Node2D = $EnemyModel\n\n## References to individual sprite parts for color changes and animation.\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm\n\n## Legacy reference for compatibility (points to body sprite).\n@onready var _sprite: Sprite2D = $EnemyModel/Body\n\n## Reference to the weapon sprite for visual rotation.\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite\n\n## Reference to weapon mount for animation.\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount\n\n## RayCast2D for line of sight detection.\n@onready var _raycast: RayCast2D = $RayCast2D\n\n## Debug label for showing current AI state above the enemy.\n@onready var _debug_label: Label = $DebugLabel\n\n## NavigationAgent2D for pathfinding around obstacles.\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D\n\n## HitArea for bullet collision (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n## HitCollisionShape (disable shape is more reliable, Godot #62506, #100687).\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape\n\n## Original collision layer for HitArea (to restore on respawn).\nvar _original_hit_area_layer: int = 0\nvar _original_hit_area_mask: int = 0\n\n## Walking animation time accumulator.\nvar _walk_anim_time: float = 0.0\n\n## Whether the enemy is currently walking (for animation state).\nvar _is_walking: bool = false\n\n## Base positions for body parts (stored on ready for animation offsets).\nvar _base_body_pos: Vector2 = Vector2.ZERO\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO\n\n## Wall detection raycasts for obstacle avoidance (created at runtime).\nvar _wall_raycasts: Array[RayCast2D] = []\n\n## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 60.0\n\n## Raycast count for wall detection (8 for full angular coverage).\nconst WALL_CHECK_COUNT: int = 8\n\n## Minimum avoidance weight when close to a wall (stronger avoidance).\nconst WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7\n\n## Maximum avoidance weight when far from detected wall.\nconst WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3\n\n## Distance at which to start wall-sliding behavior (hugging walls).\nconst WALL_SLIDE_DISTANCE: float = 30.0\n\n## Cover detection raycasts (created at runtime).\nvar _cover_raycasts: Array[RayCast2D] = []\n\n## Number of raycasts for cover detection.\nconst COVER_CHECK_COUNT: int = 16\n\n## Distance to check for cover.\nconst COVER_CHECK_DISTANCE: float = 300.0\n\n## Current health of the enemy.\nvar _current_health: int = 0\n\n## Maximum health of the enemy (set at spawn).\nvar _max_health: int = 0\n\n## Whether the enemy is alive.\nvar _is_alive: bool = true\n\n## Reference to the player (found at runtime).\nvar _player: Node2D = null\n\n## Time since last shot.\nvar _shoot_timer: float = 0.0\n\n## Current ammo in the magazine.\nvar _current_ammo: int = 0\n\n## Reserve ammo (ammo in remaining magazines).\nvar _reserve_ammo: int = 0\n\n## Whether the enemy is currently reloading.\nvar _is_reloading: bool = false\n\n## Timer for reload progress.\nvar _reload_timer: float = 0.0\n\n## Patrol state variables.\nvar _patrol_points: Array[Vector2] = []\nvar _current_patrol_index: int = 0\nvar _is_waiting_at_patrol_point: bool = false\nvar _patrol_wait_timer: float = 0.0\nvar _initial_position: Vector2\n\n## Whether the enemy can currently see the player.\nvar _can_see_player: bool = false\n\n## Current AI state.\nvar _current_state: AIState = AIState.IDLE\n\n## Current cover position (if any).\nvar _cover_position: Vector2 = Vector2.ZERO\n\n## Is currently in a valid cover position.\nvar _has_valid_cover: bool = false\n\n## Timer for suppression cooldown.\nvar _suppression_timer: float = 0.0\n\n## Whether enemy is currently under fire (bullets in threat sphere).\nvar _under_fire: bool = false\n\n## Flank target position.\nvar _flank_target: Vector2 = Vector2.ZERO\n\n## Threat sphere Area2D for detecting nearby bullets.\nvar _threat_sphere: Area2D = null\n\n## Bullets currently in threat sphere.\nvar _bullets_in_threat_sphere: Array = []\n\n## Timer for threat reaction delay - time since first bullet entered threat sphere.\nvar _threat_reaction_timer: float = 0.0\n\n## Whether the threat reaction delay has elapsed (enemy can react to bullets).\nvar _threat_reaction_delay_elapsed: bool = false\n\n## Memory of bullets passed through threat sphere (react after fast bullets).\nvar _threat_memory_timer: float = 0.0\n## Time to remember bullet passage (must exceed reaction delay).\nconst THREAT_MEMORY_DURATION: float = 0.5\n\n## Current retreat mode determined by damage taken.\nvar _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n\n## Number of hits taken during the current retreat/combat encounter.\n## Resets when enemy enters IDLE state or finishes retreating.\nvar _hits_taken_in_encounter: int = 0\n\n## Timer for periodic turning to cover during FULL_HP retreat.\nvar _retreat_turn_timer: float = 0.0\n\n## Duration to face cover during FULL_HP retreat turn (seconds).\nconst RETREAT_TURN_DURATION: float = 0.8\n\n## Interval between turns toward cover in FULL_HP retreat (seconds).\nconst RETREAT_TURN_INTERVAL: float = 1.5\n\n## Whether currently in the \"turn to cover\" phase of FULL_HP retreat.\nvar _retreat_turning_to_cover: bool = false\n\n## Burst fire counter for ONE_HIT retreat mode.\nvar _retreat_burst_remaining: int = 0\n\n## Timer for burst fire cooldown in ONE_HIT retreat.\nvar _retreat_burst_timer: float = 0.0\n\n## Fast cooldown between burst shots (seconds).\nconst RETREAT_BURST_COOLDOWN: float = 0.06\n\n## Whether burst fire phase is complete in ONE_HIT retreat.\nvar _retreat_burst_complete: bool = false\n\n## Accuracy reduction during retreat (multiplier for inaccuracy angle spread).\nconst RETREAT_INACCURACY_SPREAD: float = 0.15\n\n## Arc spread for ONE_HIT burst fire (radians, total spread).\nconst RETREAT_BURST_ARC: float = 0.4\n\n## Current angle offset within burst arc.\nvar _retreat_burst_angle_offset: float = 0.0\n\n## Whether enemy is in \"alarm\" mode (was suppressed/retreating and hasn't calmed down).\n## This persists until the enemy reaches safety in cover or returns to idle.\nvar _in_alarm_mode: bool = false\n\n## Whether the enemy needs to fire a cover burst (when leaving cover while in alarm).\nvar _cover_burst_pending: bool = false\n\n## --- Combat Cover Cycling (come out, shoot 2-3s, go back) ---\n## Timer for how long the enemy has been shooting while out of cover.\nvar _combat_shoot_timer: float = 0.0\n\n## Duration to shoot while out of cover (2-3 seconds, randomized).\nvar _combat_shoot_duration: float = 2.5\n\n## Whether the enemy is currently in the \"exposed shooting\" phase of combat.\nvar _combat_exposed: bool = false\n\n## Whether the enemy is in the \"approaching player\" phase of combat.\n## In this phase, the enemy moves toward the player to get into direct contact.\nvar _combat_approaching: bool = false\n\n## Timer for the approach phase of combat.\nvar _combat_approach_timer: float = 0.0\n\n## Timer tracking total time spent in COMBAT state this cycle.\n## Used to prevent rapid state thrashing when visibility flickers.\nvar _combat_state_timer: float = 0.0\n\n## Maximum time to spend approaching player before starting to shoot (seconds).\nconst COMBAT_APPROACH_MAX_TIME: float = 2.0\n\n## Distance at which enemy is considered \"close enough\" to start shooting phase.\nconst COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0\n\n## Minimum time in COMBAT state before allowing transition to PURSUING due to lost line of sight.\n## This prevents rapid state thrashing when visibility flickers at edges of walls/obstacles.\nconst COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5\n\n## --- Pursuit State (cover-to-cover movement) ---\n## Timer for waiting at cover during pursuit.\nvar _pursuit_cover_wait_timer: float = 0.0\n\n## Duration to wait at each cover during pursuit (1-2 seconds, reduced for faster pursuit).\nconst PURSUIT_COVER_WAIT_DURATION: float = 1.5\n\n## Current pursuit target cover position.\nvar _pursuit_next_cover: Vector2 = Vector2.ZERO\n\n## Whether the enemy has a valid pursuit cover target.\nvar _has_pursuit_cover: bool = false\n\n## The obstacle (collider) of the current cover position.\n## Used to detect and penalize selecting another position on the same obstacle.\nvar _current_cover_obstacle: Object = null\n\n## Whether the enemy is in approach phase (moving toward player without cover).\n## This happens when at the last cover before the player with no better cover available.\nvar _pursuit_approaching: bool = false\n\n## Timer for approach phase during pursuit.\nvar _pursuit_approach_timer: float = 0.0\n\n## Timer tracking total time spent in PURSUING state this cycle.\n## Used to prevent rapid state thrashing when visibility flickers.\nvar _pursuing_state_timer: float = 0.0\n\n## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0\n\n## Minimum time in PURSUING state before allowing transition to COMBAT.\n## This prevents rapid state thrashing when visibility flickers at edges of walls/obstacles.\nconst PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3\n\n## Minimum distance progress required for a valid pursuit cover (as fraction of current distance).\n## Covers that don't make at least this much progress toward the player are skipped.\nconst PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 # Must get at least 10% closer\n\n## Penalty applied to cover positions on the same obstacle as current cover.\n## This prevents enemies from shuffling along the same wall repeatedly.\nconst PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0\n\n## --- Flanking State (cover-to-cover movement toward flank target) ---\n## Timer for waiting at cover during flanking.\nvar _flank_cover_wait_timer: float = 0.0\n\n## Duration to wait at each cover during flanking (seconds).\nconst FLANK_COVER_WAIT_DURATION: float = 0.8\n\n## Current flank cover position to move to.\nvar _flank_next_cover: Vector2 = Vector2.ZERO\n\n## Whether the enemy has a valid flank cover target.\nvar _has_flank_cover: bool = false\n\n## The side to flank on (1.0 = right, -1.0 = left). Set once when entering FLANKING state.\nvar _flank_side: float = 1.0\n\n## Whether flank side has been initialized for this flanking maneuver.\nvar _flank_side_initialized: bool = false\n\n## Timer for total time spent in FLANKING state (for timeout detection).\nvar _flank_state_timer: float = 0.0\n\n## Maximum time to spend in FLANKING state before giving up (seconds).\nconst FLANK_STATE_MAX_TIME: float = 5.0\n\n## Last recorded position for progress tracking during flanking.\nvar _flank_last_position: Vector2 = Vector2.ZERO\n\n## Timer for checking if stuck (no progress toward flank target).\nvar _flank_stuck_timer: float = 0.0\n\n## Maximum time without progress before considering stuck (seconds).\nconst FLANK_STUCK_MAX_TIME: float = 2.0\n\n## Minimum distance that counts as progress toward flank target.\nconst FLANK_PROGRESS_THRESHOLD: float = 10.0\n\n## Counter for consecutive flanking failures (to prevent infinite loops).\nvar _flank_fail_count: int = 0\n\n## Maximum number of consecutive flanking failures before disabling flanking temporarily.\nconst FLANK_FAIL_MAX_COUNT: int = 2\n\n## Cooldown timer after flanking failures (prevents immediate retry).\nvar _flank_cooldown_timer: float = 0.0\n\n## Duration to wait after flanking failures before allowing retry (seconds).\nconst FLANK_COOLDOWN_DURATION: float = 5.0\n\n## --- Assault State (coordinated multi-enemy rush) ---\n## Timer for assault wait period (5 seconds before rushing).\nvar _assault_wait_timer: float = 0.0\n\n## Duration to wait at cover before assault (5 seconds).\nconst ASSAULT_WAIT_DURATION: float = 5.0\n\n## Whether the assault wait period is complete.\nvar _assault_ready: bool = false\n\n## Whether this enemy is currently participating in an assault.\nvar _in_assault: bool = false\n\n## Distance threshold for \"close\" vs \"far\" from player.\n## Used to determine if enemy can engage from current position or needs to pursue.\nconst CLOSE_COMBAT_DISTANCE: float = 400.0\n\n## Grenade thrower component (per issue #273).\nvar _grenade_thrower: GrenadeThrowerComponent = null\n\n## Grenade coordination state (issue #295)\nvar _needs_grenade_throw_position: bool = false\nvar _grenade_throw_target: Vector2 = Vector2.ZERO\nvar _evacuating_from_grenade: bool = false\nvar _grenade_evacuation_from: Vector2 = Vector2.ZERO\nvar _waiting_for_grenade_explosion: bool = false\nvar _grenade_explosion_position: Vector2 = Vector2.ZERO\n\n## GOAP world state for goal-oriented planning.\nvar _goap_world_state: Dictionary = {}\n\n## Detection delay timer - tracks time since entering combat.\nvar _detection_timer: float = 0.0\n\n## Whether the detection delay has elapsed.\nvar _detection_delay_elapsed: bool = false\n\n## Continuous visibility timer - tracks how long the player has been continuously visible.\n## Resets when line of sight is lost.\nvar _continuous_visibility_timer: float = 0.0\n\n## Current visibility ratio of the player (0.0 to 1.0).\n## Represents what fraction of the player's body is visible to the enemy.\n## Used to determine if lead prediction should be enabled.\nvar _player_visibility_ratio: float = 0.0\n\n## --- Clear Shot Movement (move out from cover to get clear shot) ---\n## Target position to move to for getting a clear shot.\nvar _clear_shot_target: Vector2 = Vector2.ZERO\n\n## Whether we're currently moving to find a clear shot position.\nvar _seeking_clear_shot: bool = false\n\n## Timer for how long we've been trying to find a clear shot.\nvar _clear_shot_timer: float = 0.0\n\n## Maximum time to spend finding a clear shot before giving up (seconds).\nconst CLEAR_SHOT_MAX_TIME: float = 3.0\n\n## Distance to move when exiting cover to find a clear shot.\nconst CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n\n## --- Sound-Based Detection ---\n## Last known position of a sound source (e.g., player or enemy gunshot).\n## Used when the enemy hears a sound but can't see the player, to investigate the location.\nvar _last_known_player_position: Vector2 = Vector2.ZERO\n\n## Flag indicating we heard a vulnerability sound (reload/empty click) and should pursue\n## to that position even without line of sight to the player.\nvar _pursuing_vulnerability_sound: bool = false\n\n## --- Score Tracking ---\n## Whether the last hit that killed this enemy was from a ricocheted bullet.\nvar _killed_by_ricochet: bool = false\n\n## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.\nvar _killed_by_penetration: bool = false\n\n## --- Status Effects ---\n## Whether the enemy is currently blinded (cannot see the player).\nvar _is_blinded: bool = false\n\n## Whether the enemy is currently stunned (cannot move or act).\nvar _is_stunned: bool = false\n\n## Last hit direction (used for death animation).\nvar _last_hit_direction: Vector2 = Vector2.RIGHT\n\n## Death animation component reference.\nvar _death_animation: Node = null\n\n## Note: DeathAnimationComponent is available via class_name declaration.\n\nfunc _ready() -> void:\n\t# Add to enemies group for grenade targeting\n\tadd_to_group(\"enemies\")\n\n\t_initial_position = global_position\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_setup_patrol_points()\n\t_find_player()\n\t_setup_wall_detection()\n\t_setup_cover_detection()\n\t_setup_threat_sphere()\n\t_initialize_goap_state()\n\t_connect_debug_mode_signal()\n\t_update_debug_label()\n\t_register_sound_listener()\n\n\t# Store original collision layers for HitArea (to restore on respawn)\n\tif _hit_area:\n\t\t_original_hit_area_layer = _hit_area.collision_layer\n\t\t_original_hit_area_mask = _hit_area.collision_mask\n\n\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n\tcall_deferred(\"_log_spawn_info\")\n\n\t# Debug: Log weapon sprite status\n\tif _weapon_sprite:\n\t\tvar texture_status := \"loaded\" if _weapon_sprite.texture else \"NULL\"\n\t\tprint(\"[Enemy] WeaponSprite found: visible=%s, z_index=%d, texture=%s\" % [_weapon_sprite.visible, _weapon_sprite.z_index, texture_status])\n\telse:\n\t\tpush_error(\"[Enemy] WARNING: WeaponSprite node not found!\")\n\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\n\t# Preload casing scene if not set in inspector\n\tif casing_scene == null:\n\t\tcasing_scene = preload(\"res://scenes/effects/Casing.tscn\")\n\n\t# Initialize walking animation base positions\n\tif _body_sprite:\n\t\t_base_body_pos = _body_sprite.position\n\tif _head_sprite:\n\t\t_base_head_pos = _head_sprite.position\n\tif _left_arm_sprite:\n\t\t_base_left_arm_pos = _left_arm_sprite.position\n\tif _right_arm_sprite:\n\t\t_base_right_arm_pos = _right_arm_sprite.position\n\n\t# Apply scale to enemy model for larger appearance (same as player)\n\tif _enemy_model:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n\t# Initialize death animation component\n\t_init_death_animation()\n\n\t# Initialize grenade thrower component (per issue #273)\n\tif enable_grenades:\n\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n\t\t_grenade_thrower.enabled = true\n\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n\t\t_grenade_thrower.throw_range = grenade_throw_range\n\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n\t\t_grenade_thrower.initialize(_log_to_file)\n\t\tadd_child(_grenade_thrower)\n\t\tcall_deferred(\"_register_ally_death_listener\")\n\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n\n## Configure grenade system after _ready() - called by level scripts.\nfunc configure_grenades(enabled: bool, offensive: int, flashbangs: int = 0) -> void:\n\tenable_grenades = enabled\n\toffensive_grenades = offensive\n\tflashbang_grenades = flashbangs\n\n\tif enabled and _grenade_thrower == null:\n\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n\t\t_grenade_thrower.enabled = true\n\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n\t\t_grenade_thrower.throw_range = grenade_throw_range\n\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n\t\t_grenade_thrower.initialize(_log_to_file)\n\t\tadd_child(_grenade_thrower)\n\t\tcall_deferred(\"_register_ally_death_listener\")\n\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n\telif not enabled and _grenade_thrower != null:\n\t\t_grenade_thrower.queue_free()\n\t\t_grenade_thrower = null\n\n## Register to listen for other enemies dying.\nfunc _register_ally_death_listener() -> void:\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_signal(\"died\") and not enemy.is_connected(\"died\", _on_ally_died):\n\t\t\tenemy.connect(\"died\", _on_ally_died)\n\nfunc _on_ally_died() -> void:\n\tif _can_see_player and _player and _grenade_thrower:\n\t\t_grenade_thrower.register_ally_death()\n\n## Broadcast grenade notification to allies.\nfunc _on_grenade_notification_broadcast(target_pos: Vector2, blast_radius: float) -> void:\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_incoming\"):\n\t\t\tenemy.on_ally_grenade_incoming(target_pos, blast_radius, self)\n\n## Called when own grenade explodes - notify allies and begin assault.\nfunc _on_grenade_exploded(explosion_pos: Vector2) -> void:\n\t_grenade_explosion_position = explosion_pos\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_exploded\"):\n\t\t\tenemy.on_ally_grenade_exploded(explosion_pos, self)\n\t_waiting_for_grenade_explosion = false\n\t_begin_post_grenade_assault(explosion_pos)\n\n## Called when ally throws grenade - evacuate if in blast zone or throw line.\nfunc on_ally_grenade_incoming(target_pos: Vector2, blast_radius: float, thrower: Node) -> void:\n\tvar in_blast := global_position.distance_to(target_pos) < blast_radius\n\tvar thrower_pos: Vector2 = thrower.global_position if thrower else Vector2.ZERO\n\tif in_blast or _is_on_throw_line(thrower_pos, target_pos):\n\t\t_evacuating_from_grenade = true\n\t\t_grenade_evacuation_from = target_pos\n\t\t_waiting_for_grenade_explosion = true\n\t\t_evacuate_from_grenade_zone(target_pos, blast_radius)\n\n## Check if this enemy is on the throw line between thrower and target.\nfunc _is_on_throw_line(thrower_pos: Vector2, target_pos: Vector2) -> bool:\n\tif thrower_pos == Vector2.ZERO:\n\t\treturn false\n\tvar line_dir := (target_pos - thrower_pos).normalized()\n\tvar to_self := global_position - thrower_pos\n\tvar projection := to_self.dot(line_dir)\n\tvar line_length := thrower_pos.distance_to(target_pos)\n\tif projection < 0 or projection > line_length:\n\t\treturn false\n\tvar closest_point := thrower_pos + line_dir * projection\n\treturn global_position.distance_to(closest_point) < 50.0\n\n## Evacuate from grenade blast zone with maximum priority.\nfunc _evacuate_from_grenade_zone(grenade_pos: Vector2, blast_radius: float) -> void:\n\tvar escape_dir := (global_position - grenade_pos).normalized()\n\tif escape_dir == Vector2.ZERO:\n\t\tescape_dir = Vector2.RIGHT.rotated(randf() * TAU)\n\tif _nav_agent:\n\t\t_nav_agent.target_position = grenade_pos + escape_dir * (blast_radius + 100.0)\n\n## Called when ally grenade explodes - signals coordinated assault can begin.\nfunc on_ally_grenade_exploded(explosion_pos: Vector2, _thrower: Node) -> void:\n\tif _waiting_for_grenade_explosion:\n\t\t_waiting_for_grenade_explosion = false\n\t\t_evacuating_from_grenade = false\n\t\t_grenade_explosion_position = explosion_pos\n\t\t_begin_post_grenade_assault(explosion_pos)\n\n## Begin assault after grenade explosion - storm through the passage.\nfunc _begin_post_grenade_assault(explosion_pos: Vector2) -> void:\n\tif not _player:\n\t\treturn\n\tif _can_see_player:\n\t\t_transition_to_combat()\n\telse:\n\t\t_grenade_explosion_position = explosion_pos\n\t\t_transition_to_pursuing()\n\n## Initialize health with random value between min and max.\nfunc _initialize_health() -> void:\n\t_max_health = randi_range(min_health, max_health)\n\t_current_health = _max_health\n\t_is_alive = true\n\n## Initialize ammunition with full magazine and reserve ammo.\nfunc _initialize_ammo() -> void:\n\t_current_ammo = magazine_size\n\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n\t_reserve_ammo = (total_magazines - 1) * magazine_size\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n## Setup patrol points based on patrol offsets from initial position.\nfunc _setup_patrol_points() -> void:\n\t_patrol_points.clear()\n\t_patrol_points.append(_initial_position)\n\tfor offset in patrol_offsets:\n\t\t_patrol_points.append(_initial_position + offset)\n\n## Setup wall detection raycasts for obstacle avoidance.\nfunc _setup_wall_detection() -> void:\n\t# Create multiple raycasts spread in front of the enemy\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_wall_raycasts.append(raycast)\n\n## Setup cover detection raycasts for finding cover positions.\nfunc _setup_cover_detection() -> void:\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_cover_raycasts.append(raycast)\n\n## Setup threat sphere for detecting nearby bullets.\nfunc _setup_threat_sphere() -> void:\n\t_threat_sphere = Area2D.new()\n\t_threat_sphere.name = \"ThreatSphere\"\n\t_threat_sphere.collision_layer = 0\n\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n\n\tvar collision_shape := CollisionShape2D.new()\n\tvar circle_shape := CircleShape2D.new()\n\tcircle_shape.radius = threat_sphere_radius\n\tcollision_shape.shape = circle_shape\n\t_threat_sphere.add_child(collision_shape)\n\n\tadd_child(_threat_sphere)\n\n\t# Connect signals\n\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n\n## Register this enemy as a listener for in-game sound propagation.\n## This allows the enemy to react to sounds like gunshots even when not in direct combat.\n## Uses call_deferred to ensure SoundPropagation autoload is fully initialized.\nfunc _register_sound_listener() -> void:\n\tcall_deferred(\"_deferred_register_sound_listener\")\n\n## Deferred registration to ensure SoundPropagation is ready.\nfunc _deferred_register_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"register_listener\"):\n\t\tsound_propagation.register_listener(self)\n\t\t_log_debug(\"Registered as sound listener\")\n\t\t_log_to_file(\"Registered as sound listener\")\n\telse:\n\t\t_log_to_file(\"WARNING: Could not register as sound listener (SoundPropagation not found)\")\n\t\tpush_warning(\"[%s] Could not register as sound listener - SoundPropagation not found\" % name)\n\n## Unregister this enemy from sound propagation when dying or being destroyed.\nfunc _unregister_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n\t\tsound_propagation.unregister_listener(self)\n\n## Called by SoundPropagation when a sound is heard within range.\n## This is the callback that allows the enemy to react to in-game sounds.\n##\n## Parameters:\n## - sound_type: The type of sound (from SoundPropagation.SoundType enum)\n## - position: World position where the sound originated\n## - source_type: Whether sound is from PLAYER, ENEMY, or NEUTRAL (from SoundPropagation.SourceType)\n## - source_node: The node that produced the sound (can be null)\nfunc on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n\t# Default to full intensity if called without intensity parameter\n\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n\n## Called by SoundPropagation when a sound is heard within range (with intensity).\n## This version includes physically-calculated sound intensity.\n##\n## Parameters:\n## - sound_type: The type of sound (from SoundPropagation.SoundType enum)\n## 0=GUNSHOT, 1=EXPLOSION, 2=FOOTSTEP, 3=RELOAD, 4=IMPACT, 5=EMPTY_CLICK, 6=RELOAD_COMPLETE\n## - position: World position where the sound originated\n## - source_type: Whether sound is from PLAYER, ENEMY, or NEUTRAL (from SoundPropagation.SourceType)\n## - source_node: The node that produced the sound (can be null)\n## - intensity: Sound intensity from 0.0 to 1.0 based on inverse square law\nfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n\t# Only react if alive\n\tif not _is_alive:\n\t\treturn\n\n\t# Calculate distance to sound for logging\n\tvar distance := global_position.distance_to(position)\n\n\t# Handle reload sound (sound_type 3 = RELOAD) - player is vulnerable!\n\t# This sound propagates through walls and alerts enemies even behind cover.\n\tif sound_type == 3 and source_type == 0: # RELOAD from PLAYER\n\t\t_log_debug(\"Heard player RELOAD (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - reloading\n\t\t_goap_world_state[\"player_reloading\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\tif _grenade_thrower and _grenade_thrower.has_grenades() and not _can_see_player:\n\t\t\t_try_grenade_throw_at_sound(position)\n\t\t\treturn\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n\t# This sound has shorter range than reload but still propagates through walls.\n\tif sound_type == 5 and source_type == 0: # EMPTY_CLICK from PLAYER\n\t\t_log_debug(\"Heard player EMPTY_CLICK (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player EMPTY_CLICK at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - out of ammo\n\t\t_goap_world_state[\"player_ammo_empty\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\tif _grenade_thrower and _grenade_thrower.has_grenades() and not _can_see_player:\n\t\t\t_try_grenade_throw_at_sound(position)\n\t\t\treturn\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes empty click sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle reload complete sound (sound_type 6 = RELOAD_COMPLETE) - player is NO LONGER vulnerable!\n\t# This sound propagates through walls and signals enemies to become cautious.\n\tif sound_type == 6 and source_type == 0: # RELOAD_COMPLETE from PLAYER\n\t\t_log_debug(\"Heard player RELOAD_COMPLETE (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD_COMPLETE at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Clear player vulnerability state - reload finished, player is armed again\n\t\t_goap_world_state[\"player_reloading\"] = false\n\t\t_goap_world_state[\"player_ammo_empty\"] = false\n\t\t# Clear the aggressive pursuit flag - no longer pursuing vulnerable player\n\t\t_pursuing_vulnerability_sound = false\n\n\t\t# React to reload completion - transition to cautious/defensive mode after a short delay.\n\t\t# The 200ms delay gives enemies a brief reaction time before becoming cautious,\n\t\t# making the transition feel more natural and giving player a small window.\n\t\t# Enemies who were pursuing the vulnerable player should now become more cautious.\n\t\t# This makes completing reload a way to \"reset\" aggressive enemy behavior.\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\tvar state_before_delay := _current_state\n\t\t\t_log_to_file(\"Reload complete sound heard - waiting 200ms before cautious transition from %s\" % AIState.keys()[_current_state])\n\t\t\tawait get_tree().create_timer(0.2).timeout\n\t\t\t# After delay, check if still alive and in an aggressive state\n\t\t\tif not _is_alive:\n\t\t\t\treturn\n\t\t\t# Only transition if still in an aggressive state (state might have changed during delay)\n\t\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\t\t# Return to cover/defensive state since player is no longer vulnerable\n\t\t\t\tif _has_valid_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered retreat - transitioning from %s to RETREATING (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_retreating()\n\t\t\t\telif enable_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered cover seek - transitioning from %s to SEEKING_COVER (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_seeking_cover()\n\t\t\t\t# If no cover available, stay in current state but with cleared vulnerability flags\n\t\treturn\n\n\t# Handle gunshot sounds (sound_type 0 = GUNSHOT)\n\tif sound_type != 0:\n\t\treturn\n\n\t# React based on current state:\n\t# - IDLE: Always react to loud sounds\n\t# - Other states: Only react to very loud, close sounds (intensity > 0.5)\n\tvar should_react := false\n\n\tif _current_state == AIState.IDLE:\n\t\t# In IDLE state, always investigate sounds above minimal threshold\n\t\tshould_react = intensity >= 0.01\n\telif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n\t\t# In tactical movement states, react to loud nearby sounds\n\t\tshould_react = intensity >= 0.3\n\telse:\n\t\t# In combat-related states, only react to very loud sounds\n\t\t# This prevents enemies from being distracted during active combat\n\t\tshould_react = false\n\n\tif not should_react:\n\t\treturn\n\n\t# React to sounds: transition to combat mode to investigate\n\t_log_debug(\"Heard gunshot (intensity=%.2f, distance=%.0f) from %s at %s, entering COMBAT\" % [\n\t\tintensity,\n\t\tdistance,\n\t\t\"player\" if source_type == 0 else (\"enemy\" if source_type == 1 else \"neutral\"),\n\t\tposition\n\t])\n\t_log_to_file(\"Heard gunshot at %s, source_type=%d, intensity=%.2f, distance=%.0f\" % [\n\t\tposition, source_type, intensity, distance\n\t])\n\n\t# Store the position of the sound as a point of interest\n\t# The enemy will investigate this location\n\t_last_known_player_position = position\n\n\t# Transition to combat mode to investigate the sound\n\t_transition_to_combat()\n\n## Initialize GOAP world state.\nfunc _initialize_goap_state() -> void:\n\t_goap_world_state = {\n\t\t\"player_visible\": false,\n\t\t\"has_cover\": false,\n\t\t\"in_cover\": false,\n\t\t\"under_fire\": false,\n\t\t\"health_low\": false,\n\t\t\"can_flank\": false,\n\t\t\"at_flank_position\": false,\n\t\t\"is_retreating\": false,\n\t\t\"hits_taken\": 0,\n\t\t\"is_pursuing\": false,\n\t\t\"is_assaulting\": false,\n\t\t\"can_hit_from_cover\": false,\n\t\t\"player_close\": false,\n\t\t\"enemies_in_combat\": 0,\n\t\t\"player_distracted\": false,\n\t\t\"player_reloading\": false,\n\t\t\"player_ammo_empty\": false\n\t}\n\n## Connect to GameManager's debug mode signal for F7 toggle.\nfunc _connect_debug_mode_signal() -> void:\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager:\n\t\t# Connect to debug mode toggle signal\n\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n\t\t# Sync with current debug mode state\n\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n\n## Called when debug mode is toggled via F7 key.\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tdebug_label_enabled = enabled\n\t_update_debug_label()\n\n## Find the player node in the scene tree.\nfunc _find_player() -> void:\n\t# Try to find the player by group first\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0:\n\t\t_player = players[0]\n\t\treturn\n\n\t# Fallback: search for player by node name or type\n\tvar root := get_tree().current_scene\n\tif root:\n\t\t_player = _find_player_recursive(root)\n\n## Recursively search for a player node.\nfunc _find_player_recursive(node: Node) -> Node2D:\n\tif node.name == \"Player\" and node is Node2D:\n\t\treturn node\n\tfor child in node.get_children():\n\t\tvar result := _find_player_recursive(child)\n\t\tif result:\n\t\t\treturn result\n\treturn null\n\nfunc _physics_process(delta: float) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\t# Update shoot cooldown timer\n\t_shoot_timer += delta\n\n\t# Update reload timer\n\t_update_reload(delta)\n\n\t# Update flank cooldown timer (allows flanking to re-enable after failures)\n\tif _flank_cooldown_timer > 0.0:\n\t\t_flank_cooldown_timer -= delta\n\t\tif _flank_cooldown_timer <= 0.0:\n\t\t\t_flank_cooldown_timer = 0.0\n\t\t\t# Reset failure count when cooldown expires\n\t\t\t_flank_fail_count = 0\n\n\t# Update grenade thrower component\n\tif _grenade_thrower:\n\t\t_grenade_thrower.update_cooldown(delta)\n\t\tvar was_suppression := _current_state == AIState.SUPPRESSED or _current_state == AIState.IN_COVER\n\t\t_grenade_thrower.update_player_hidden_timer(delta, _can_see_player, was_suppression)\n\n\t# Check for player visibility and try to find player if not found\n\tif _player == null:\n\t\t_find_player()\n\n\t_check_player_visibility()\n\t_update_goap_state()\n\t_update_suppression(delta)\n\n\t# Update enemy model rotation BEFORE processing AI state (which may shoot).\n\t# This ensures the weapon is correctly positioned when bullets are created.\n\t# Note: We don't call _update_weapon_sprite_rotation() anymore because:\n\t# 1. The EnemyModel rotation already rotates the weapon correctly\n\t# 2. The previous _update_weapon_sprite_rotation() was using the Enemy's rotation\n\t# instead of EnemyModel's rotation, causing the weapon to be offset by 90 degrees\n\t_update_enemy_model_rotation()\n\n\t# Process AI state machine (may trigger shooting)\n\t_process_ai_state(delta)\n\n\t# Update debug label if enabled\n\t_update_debug_label()\n\n\t# Request redraw for debug visualization\n\tif debug_label_enabled:\n\t\tqueue_redraw()\n\n\t# Update walking animation based on movement\n\t_update_walk_animation(delta)\n\n\tmove_and_slide()\n\n## Update GOAP world state based on current conditions.\nfunc _update_goap_state() -> void:\n\t_goap_world_state[\"player_visible\"] = _can_see_player\n\t_goap_world_state[\"under_fire\"] = _under_fire\n\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n\t_goap_world_state[\"player_close\"] = _is_player_close()\n\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n\t_goap_world_state[\"player_distracted\"] = _is_player_distracted()\n\t_goap_world_state[\"has_grenades\"] = _grenade_thrower != null and _grenade_thrower.has_grenades()\n\t_goap_world_state[\"is_throwing_grenade\"] = _current_state == AIState.THROWING_GRENADE\n\n## Updates the enemy model rotation to face the aim/movement direction.\n## The enemy model (body, head, arms) rotates to follow the direction of movement or aim.\n## Note: Enemy sprites face RIGHT (0 radians), same as player sprites.\n##\n## IMPORTANT: When aiming at the player, we calculate the direction from the WEAPON position\n## to the player, not from the enemy center. This ensures the weapon barrel actually points\n## at the player, accounting for the weapon's offset from the enemy center.\nfunc _update_enemy_model_rotation() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t# Determine the direction to face:\n\t# - If can see player, face the player (simple direction from enemy center)\n\t# - Otherwise, face the movement direction\n\t#\n\t# NOTE: We use simple center-to-player direction, NOT offset-compensated direction.\n\t# This ensures the weapon visually points in the same direction as bullets fly.\n\t# The bullets are fired from the muzzle toward the target, and the muzzle is\n\t# positioned along the direction the model faces.\n\tvar face_direction: Vector2\n\n\tif _player != null and _can_see_player:\n\t\t# Simple direction from enemy center to player (like player character does)\n\t\tface_direction = (_player.global_position - global_position).normalized()\n\telif velocity.length_squared() > 1.0:\n\t\t# Face movement direction\n\t\tface_direction = velocity.normalized()\n\telse:\n\t\t# Keep current rotation\n\t\treturn\n\n\t# Calculate target rotation angle\n\t# Enemy sprites face RIGHT (same as player sprites, 0 radians)\n\tvar target_angle := face_direction.angle()\n\n\t# Handle sprite flipping for left/right aim\n\t# When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Apply rotation to the enemy model using GLOBAL rotation.\n\t# IMPORTANT: We use global_rotation instead of (local) rotation because the Enemy\n\t# CharacterBody2D node may also have its own rotation (for aiming/turning). Using\n\t# global_rotation ensures the EnemyModel's visual direction is set in world coordinates,\n\t# independent of any parent rotation.\n\t#\n\t# IMPORTANT FIX (Issue #264 - Session 5):\n\t# After the transform delay fix in f188853, we now calculate bullet direction directly\n\t# as (_player.global_position - global_position).normalized() to avoid stale transforms.\n\t# To make the visual model rotation match this bullet direction, we must NOT negate\n\t# the angle when flipping vertically. The flip handles the visual appearance, but the\n\t# rotation angle should match the actual geometric direction to the player.\n\t#\n\t# Example: Player is up-left at angle -135°:\n\t# - Without flip: global_rotation = -135°, scale.y = 1.3 -> faces down-right (wrong)\n\t# - With flip, OLD code: global_rotation = 135°, scale.y = -1.3 -> faces up-left (visual ok, but bullets go wrong)\n\t# - With flip, NEW code: global_rotation = -135°, scale.y = -1.3 -> faces up-left (visual matches bullets) ✓\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Forces the enemy model to face a specific direction immediately.\n## Used for priority attacks where we need to aim and shoot in the same frame.\n##\n## Unlike _update_enemy_model_rotation(), this function:\n## 1. Takes a specific direction to face (doesn't derive it from player position)\n## 2. Is called immediately before shooting in priority attack code\n##\n## This ensures the weapon sprite's transform matches the intended aim direction\n## so that _get_weapon_forward_direction() returns the correct vector for aim checks.\n##\n## @param direction: The direction to face (normalized).\nfunc _force_model_to_face_direction(direction: Vector2) -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\tvar target_angle := direction.angle()\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Same fix as _update_enemy_model_rotation() - don't negate angle when flipped\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## DEPRECATED: This function is no longer used.\n##\n## Previously used to calculate an aim direction that would compensate for the weapon's\n## offset from the enemy center. This caused issues because:\n## 1. The model rotation was different from the bullet direction\n## 2. The weapon would visually point in a different direction than bullets fly\n##\n## The new approach is simpler:\n## 1. Model faces the player (center-to-center direction)\n## 2. Bullets spawn from muzzle and fly FROM MUZZLE TO TARGET\n## 3. This ensures the weapon visually points where bullets go\n##\n## Kept for reference in case the iterative offset approach is needed elsewhere.\n##\n## @param target_pos: The position to aim at (typically the player's position).\n## @return: The direction vector the model should face for the weapon to point at target.\nfunc _calculate_aim_direction_from_weapon(target_pos: Vector2) -> Vector2:\n\t# WeaponMount is at local position (0, 6) in EnemyModel\n\t# This offset needs to be accounted for when calculating aim direction\n\tvar weapon_mount_local := Vector2(0, 6)\n\n\t# Start with a rough estimate: direction from enemy center to target\n\tvar rough_direction := (target_pos - global_position)\n\tvar rough_distance := rough_direction.length()\n\n\t# For distant targets, the offset error is negligible - use simple calculation\n\t# threshold is ~3x the weapon offset to avoid unnecessary iteration\n\tif rough_distance > 25.0 * enemy_model_scale:\n\t\treturn rough_direction.normalized()\n\n\t# For close targets, iterate to find the correct rotation\n\t# Start with the rough direction\n\tvar current_direction := rough_direction.normalized()\n\n\t# Iterate to refine the aim direction (2 iterations is usually enough)\n\tfor _i in range(2):\n\t\tvar estimated_angle := current_direction.angle()\n\n\t\t# Determine if we would flip (affects how weapon offset transforms)\n\t\tvar would_flip := absf(estimated_angle) > PI / 2\n\n\t\t# Calculate weapon position with this estimated rotation\n\t\tvar weapon_offset_world: Vector2\n\t\tif would_flip:\n\t\t\t# When flipped, scale.y is negative, which affects the Y component of the offset\n\t\t\t# Transform: scale then rotate\n\t\t\tvar scaled := Vector2(weapon_mount_local.x * enemy_model_scale, weapon_mount_local.y * -enemy_model_scale)\n\t\t\tweapon_offset_world = scaled.rotated(estimated_angle)\n\t\telse:\n\t\t\tvar scaled := weapon_mount_local * enemy_model_scale\n\t\t\tweapon_offset_world = scaled.rotated(estimated_angle)\n\n\t\tvar weapon_global_pos := global_position + weapon_offset_world\n\n\t\t# Calculate new direction from weapon to target\n\t\tvar new_direction := (target_pos - weapon_global_pos)\n\t\tif new_direction.length_squared() < 0.01:\n\t\t\t# Target is at weapon position, keep current direction\n\t\t\tbreak\n\t\tcurrent_direction = new_direction.normalized()\n\n\treturn current_direction\n\n## Updates the walking animation based on enemy movement state.\n## Creates a natural bobbing motion for body parts during movement.\n## @param delta: Time since last frame.\nfunc _update_walk_animation(delta: float) -> void:\n\tvar is_moving := velocity.length() > 10.0\n\n\tif is_moving:\n\t\t# Accumulate animation time based on movement speed\n\t\t# Use combat_move_speed as max for faster walk animation during combat\n\t\tvar max_speed := maxf(move_speed, combat_move_speed)\n\t\tvar speed_factor := velocity.length() / max_speed\n\t\t_walk_anim_time += delta * walk_anim_speed * speed_factor\n\t\t_is_walking = true\n\n\t\t# Calculate animation offsets using sine waves\n\t\t# Body bobs up and down (frequency = 2x for double step)\n\t\tvar body_bob := sin(_walk_anim_time * 2.0) * 1.5 * walk_anim_intensity\n\n\t\t# Head bobs slightly less than body (dampened)\n\t\tvar head_bob := sin(_walk_anim_time * 2.0) * 0.8 * walk_anim_intensity\n\n\t\t# Arms swing opposite to each other (alternating)\n\t\tvar arm_swing := sin(_walk_anim_time) * 3.0 * walk_anim_intensity\n\n\t\t# Apply offsets to sprites\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _base_body_pos + Vector2(0, body_bob)\n\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _base_head_pos + Vector2(0, head_bob)\n\n\t\tif _left_arm_sprite:\n\t\t\t# Left arm swings forward/back (y-axis in top-down)\n\t\t\t_left_arm_sprite.position = _base_left_arm_pos + Vector2(arm_swing, 0)\n\n\t\tif _right_arm_sprite:\n\t\t\t# Right arm swings opposite to left arm\n\t\t\t_right_arm_sprite.position = _base_right_arm_pos + Vector2(-arm_swing, 0)\n\telse:\n\t\t# Return to idle pose smoothly\n\t\tif _is_walking:\n\t\t\t_is_walking = false\n\t\t\t_walk_anim_time = 0.0\n\n\t\t# Interpolate back to base positions\n\t\tvar lerp_speed := 10.0 * delta\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _body_sprite.position.lerp(_base_body_pos, lerp_speed)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _head_sprite.position.lerp(_base_head_pos, lerp_speed)\n\t\tif _left_arm_sprite:\n\t\t\t_left_arm_sprite.position = _left_arm_sprite.position.lerp(_base_left_arm_pos, lerp_speed)\n\t\tif _right_arm_sprite:\n\t\t\t_right_arm_sprite.position = _right_arm_sprite.position.lerp(_base_right_arm_pos, lerp_speed)\n\n## Update suppression state.\nfunc _update_suppression(delta: float) -> void:\n\t# Clean up destroyed bullets from tracking\n\t_bullets_in_threat_sphere = _bullets_in_threat_sphere.filter(func(b): return is_instance_valid(b))\n\n\t# Determine if there's an active threat (bullets in sphere OR recent threat memory)\n\tvar has_active_threat := not _bullets_in_threat_sphere.is_empty() or _threat_memory_timer > 0.0\n\n\tif not has_active_threat:\n\t\tif _under_fire:\n\t\t\t_suppression_timer += delta\n\t\t\tif _suppression_timer >= suppression_cooldown:\n\t\t\t\t_under_fire = false\n\t\t\t\t_suppression_timer = 0.0\n\t\t\t\t_log_debug(\"Suppression ended\")\n\t\t# Reset threat reaction timer when no bullets are in threat sphere and no threat memory\n\t\t_threat_reaction_timer = 0.0\n\t\t_threat_reaction_delay_elapsed = false\n\telse:\n\t\t# Decrement threat memory timer if no bullets currently in sphere\n\t\tif _bullets_in_threat_sphere.is_empty() and _threat_memory_timer > 0.0:\n\t\t\t_threat_memory_timer -= delta\n\n\t\t# Update threat reaction timer\n\t\tif not _threat_reaction_delay_elapsed:\n\t\t\t_threat_reaction_timer += delta\n\t\t\tif _threat_reaction_timer >= threat_reaction_delay:\n\t\t\t\t_threat_reaction_delay_elapsed = true\n\t\t\t\t_log_debug(\"Threat reaction delay elapsed, now reacting to bullets\")\n\n\t\t# Only set under_fire after the reaction delay has elapsed\n\t\tif _threat_reaction_delay_elapsed:\n\t\t\t_under_fire = true\n\t\t\t_suppression_timer = 0.0\n\n## Update reload state.\nfunc _update_reload(delta: float) -> void:\n\tif not _is_reloading:\n\t\treturn\n\n\t_reload_timer += delta\n\tif _reload_timer >= reload_time:\n\t\t_finish_reload()\n\n## Start reloading the weapon.\nfunc _start_reload() -> void:\n\t# Can't reload if already reloading or no reserve ammo\n\tif _is_reloading or _reserve_ammo <= 0:\n\t\treturn\n\n\t_is_reloading = true\n\t_reload_timer = 0.0\n\treload_started.emit()\n\t_log_debug(\"Reloading... (%d reserve ammo)\" % _reserve_ammo)\n\n## Finish the reload process.\nfunc _finish_reload() -> void:\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n\t# Calculate how many rounds to load\n\tvar ammo_needed := magazine_size - _current_ammo\n\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n\n\t_reserve_ammo -= ammo_to_load\n\t_current_ammo += ammo_to_load\n\n\treload_finished.emit()\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\t_log_debug(\"Reload complete. Magazine: %d/%d, Reserve: %d\" % [_current_ammo, magazine_size, _reserve_ammo])\n\n## Check if the enemy can shoot (has ammo and not reloading).\nfunc _can_shoot() -> bool:\n\t# Can't shoot if reloading\n\tif _is_reloading:\n\t\treturn false\n\n\t# Can't shoot if no ammo in magazine\n\tif _current_ammo <= 0:\n\t\t# Try to start reload if we have reserve ammo\n\t\tif _reserve_ammo > 0:\n\t\t\t_start_reload()\n\t\telse:\n\t\t\t# No ammo at all - emit depleted signal once\n\t\t\tif not _goap_world_state.get(\"ammo_depleted\", false):\n\t\t\t\t_goap_world_state[\"ammo_depleted\"] = true\n\t\t\t\tammo_depleted.emit()\n\t\t\t\t_log_debug(\"All ammunition depleted!\")\n\t\treturn false\n\n\treturn true\n\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\t# If stunned, stop all movement and actions - do nothing\n\tif _is_stunned:\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\n\tvar previous_state := _current_state\n\n\t# HIGHEST PRIORITY: If player is distracted (aim > 23° away from enemy),\n\t# immediately shoot from ANY state. This is the highest priority action\n\t# that bypasses ALL other state logic including timers.\n\t# The enemy must seize the opportunity when the player is not focused on them.\n\t# NOTE: This behavior is ONLY enabled in Hard difficulty mode.\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tvar is_distraction_enabled: bool = difficulty_manager != null and difficulty_manager.is_distraction_attack_enabled()\n\tif is_distraction_enabled and _goap_world_state.get(\"player_distracted\", false) and _can_see_player and _player:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t# Log the distraction attack\n\t\t\t_log_to_file(\"Player distracted - priority attack triggered\")\n\n\t\t\t# Aim at player immediately - both body rotation and model rotation\n\t\t\trotation = direction_to_player.angle()\n\t\t\t# CRITICAL: Force the model to face the player immediately so that\n\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n\t\t\t# Without this, the weapon transform would still reflect the old direction\n\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n\t\t\t_force_model_to_face_direction(direction_to_player)\n\n\t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n\t\t\t# This is a high priority action but the weapon cannot physically fire faster\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0 # Reset shoot timer after distraction shot\n\n\t\t\t# Ensure detection delay is bypassed for any subsequent normal shots\n\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Transition to COMBAT if not already in a combat-related state\n\t\t\t# This ensures proper follow-up behavior after the distraction shot\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true # Re-set after transition resets it\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\t# The state machine will continue normally in the next frame\n\t\t\treturn\ | |
| [2026-01-24T03:13:32.741Z] [INFO] n\n\t# HIGHEST PRIORITY: If player is reloading or tried to shoot with empty weapon,\n\t# and enemy is close to the player, immediately attack with maximum priority.\n\t# This exploits the player's vulnerability during reload or when out of ammo.\n\tvar player_reloading: bool = _goap_world_state.get(\"player_reloading\", false)\n\tvar player_ammo_empty: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\tvar player_is_vulnerable: bool = player_reloading or player_ammo_empty\n\tvar player_close: bool = _is_player_close()\n\n\t# Debug log when player is vulnerable (but not every frame - only when conditions change)\n\tif player_is_vulnerable and _player:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t_log_debug(\"Vulnerable check: reloading=%s, ammo_empty=%s, can_see=%s, close=%s (dist=%.0f)\" % [player_reloading, player_ammo_empty, _can_see_player, player_close, distance_to_player])\n\n\t# Log vulnerability conditions when player is vulnerable but we can't attack\n\t# This helps diagnose why priority attacks might not be triggering\n\tif player_is_vulnerable and _player and not (player_close and _can_see_player):\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per vulnerability state change to avoid spam\n\t\tvar vuln_key := \"last_vuln_log_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_log_frame: int = _goap_world_state.get(vuln_key, -100)\n\t\tif current_frame - last_log_frame > 30: # Log at most every 30 frames (~0.5s)\n\t\t\t_goap_world_state[vuln_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) but cannot attack: close=%s (dist=%.0f), can_see=%s\" % [reason, player_close, distance_to_player, _can_see_player])\n\n\tif player_is_vulnerable and _can_see_player and _player and player_close:\n\t\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar has_clear_shot := _is_bullet_spawn_clear(direction_to_player)\n\n\t\tif has_clear_shot and _can_shoot() and _shoot_timer >= shoot_cooldown:\n\t\t\t# Log the vulnerability attack\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"empty ammo\"\n\t\t\t_log_to_file(\"Player %s - priority attack triggered\" % reason)\n\n\t\t\t# Aim at player immediately - both body rotation and model rotation\n\t\t\trotation = direction_to_player.angle()\n\t\t\t# CRITICAL: Force the model to face the player immediately so that\n\t\t\t# _get_weapon_forward_direction() returns the correct aim direction.\n\t\t\t# Without this, the weapon transform would still reflect the old direction\n\t\t\t# and _shoot() would fail the aim tolerance check. (Fix for issue #264)\n\t\t\t_force_model_to_face_direction(direction_to_player)\n\n\t\t\t# Shoot with priority - still respects weapon fire rate cooldown\n\t\t\t# The weapon cannot physically fire faster than its fire rate\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0 # Reset shoot timer after vulnerability shot\n\n\t\t\t# Ensure detection delay is bypassed for any subsequent normal shots\n\t\t\t_detection_delay_elapsed = true\n\n\t\t\t# Transition to COMBAT if not already in a combat-related state\n\t\t\tif _current_state == AIState.IDLE:\n\t\t\t\t_transition_to_combat()\n\t\t\t\t_detection_delay_elapsed = true # Re-set after transition resets it\n\n\t\t\t# Return early - we've taken the highest priority action\n\t\t\treturn\n\n\t# SECOND PRIORITY: If player is vulnerable but NOT close, pursue them aggressively\n\t# This makes enemies rush toward vulnerable players to exploit the weakness\n\tif player_is_vulnerable and _can_see_player and _player and not player_close:\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\t\t# Only log once per pursuit decision to avoid spam\n\t\tvar pursue_key := \"last_pursue_vuln_frame\"\n\t\tvar current_frame := Engine.get_physics_frames()\n\t\tvar last_pursue_frame: int = _goap_world_state.get(pursue_key, -100)\n\t\tif current_frame - last_pursue_frame > 60: # Log at most every ~1 second\n\t\t\t_goap_world_state[pursue_key] = current_frame\n\t\t\tvar reason: String = \"reloading\" if player_reloading else \"ammo_empty\"\n\t\t\t_log_to_file(\"Player vulnerable (%s) - pursuing to attack (dist=%.0f)\" % [reason, distance_to_player])\n\n\t\t# Transition to PURSUING state to rush toward the player\n\t\tif _current_state != AIState.PURSUING and _current_state != AIState.ASSAULT:\n\t\t\t_transition_to_pursuing()\n\t\t\t# Don't return - let the state machine continue to process the PURSUING state\n\n\t# State transitions based on conditions\n\tmatch _current_state:\n\t\tAIState.IDLE:\n\t\t\t_process_idle_state(delta)\n\t\tAIState.COMBAT:\n\t\t\t_process_combat_state(delta)\n\t\tAIState.SEEKING_COVER:\n\t\t\t_process_seeking_cover_state(delta)\n\t\tAIState.IN_COVER:\n\t\t\t_process_in_cover_state(delta)\n\t\tAIState.FLANKING:\n\t\t\t_process_flanking_state(delta)\n\t\tAIState.SUPPRESSED:\n\t\t\t_process_suppressed_state(delta)\n\t\tAIState.RETREATING:\n\t\t\t_process_retreating_state(delta)\n\t\tAIState.PURSUING:\n\t\t\t_process_pursuing_state(delta)\n\t\tAIState.ASSAULT:\n\t\t\t_process_assault_state(delta)\n\t\tAIState.THROWING_GRENADE:\n\t\t\t_process_throwing_grenade_state(delta)\n\n\tif previous_state != _current_state:\n\t\tstate_changed.emit(_current_state)\n\t\t_log_debug(\"State changed: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\t\t# Also log to file for exported build debugging\n\t\t_log_to_file(\"State: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n\n## Process IDLE state - patrol or guard behavior.\nfunc _process_idle_state(delta: float) -> void:\n\t# Transition to combat if player is visible\n\tif _can_see_player and _player:\n\t\t_transition_to_combat()\n\t\treturn\n\n\t# Execute idle behavior\n\tmatch behavior_mode:\n\t\tBehaviorMode.PATROL:\n\t\t\t_process_patrol(delta)\n\t\tBehaviorMode.GUARD:\n\t\t\t_process_guard(delta)\n\n## Process COMBAT state - approach player for direct contact, shoot for 2-3 seconds, return to cover.\n## Implements the combat cycling behavior: exit cover -> exposed shooting -> return to cover.\n## Phase 0 (seeking clear shot): If bullet spawn blocked, move out from cover to find clear shot.\n## Phase 1 (approaching): Move toward player to get into direct contact range.\n## Phase 2 (exposed): Stand and shoot for 2-3 seconds.\n## Phase 3: Return to cover via SEEKING_COVER state.\nfunc _process_combat_state(delta: float) -> void:\n\t# Track time in COMBAT state (for preventing rapid state thrashing)\n\t_combat_state_timer += delta\n\n\t# Check for suppression - transition to retreating behavior\n\t# BUT: When pursuing a vulnerability sound (player reloading/out of ammo),\n\t# ignore suppression and continue the attack - this is the best time to strike!\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in COMBAT instead of transitioning to coordinated assault\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\t# But only after minimum time has elapsed to prevent rapid state thrashing\n\t# when visibility flickers at wall/obstacle edges\n\tif not _can_see_player:\n\t\tif _combat_state_timer >= COMBAT_MIN_DURATION_BEFORE_PURSUE:\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_seeking_clear_shot = false\n\t\t\t_log_debug(\"Lost sight of player in COMBAT (%.2fs), transitioning to PURSUING\" % _combat_state_timer)\n\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\t\t# If minimum time hasn't elapsed, stay in COMBAT and wait\n\t\t# This prevents rapid COMBAT<->PURSUING thrashing\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= _get_effective_detection_delay():\n\t\t\t_detection_delay_elapsed = true\n\n\t# If we don't have cover, find some first (needed for returning later)\n\tif not _has_valid_cover and enable_cover:\n\t\t_find_cover_position()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found cover at %s for combat cycling\" % _cover_position)\n\n\t# Check player distance for approach/exposed phase decisions\n\tvar distance_to_player := INF\n\tif _player:\n\t\tdistance_to_player = global_position.distance_to(_player.global_position)\n\n\t# Check if we have a clear shot (no wall blocking bullet spawn)\n\tvar direction_to_player := Vector2.ZERO\n\tvar has_clear_shot := true\n\tif _player:\n\t\tdirection_to_player = (_player.global_position - global_position).normalized()\n\t\thas_clear_shot = _is_bullet_spawn_clear(direction_to_player)\n\n\t# If already exposed (shooting phase), handle shooting and timer\n\tif _combat_exposed:\n\t\t_combat_shoot_timer += delta\n\n\t\t# Check if exposure time is complete - go back to cover\n\t\tif _combat_shoot_timer >= _combat_shoot_duration and _has_valid_cover:\n\t\t\t_log_debug(\"Combat exposure time complete (%.1fs), returning to cover\" % _combat_shoot_duration)\n\t\t\t_combat_exposed = false\n\t\t\t_combat_approaching = false\n\t\t\t_combat_shoot_timer = 0.0\n\t\t\t_transition_to_seeking_cover()\n\t\t\treturn\n\n\t\t# Check if we still have a clear shot - if not, move sideways to find one\n\t\tif _player and not has_clear_shot:\n\t\t\t# Bullet spawn is blocked - move sideways to find a clear shot position\n\t\t\tvar sidestep_dir := _find_sidestep_direction_for_clear_shot(direction_to_player)\n\t\t\tif sidestep_dir != Vector2.ZERO:\n\t\t\t\tvelocity = sidestep_dir * combat_move_speed * 0.7\n\t\t\t\trotation = direction_to_player.angle() # Keep facing player while sidestepping\n\t\t\t\t_log_debug(\"COMBAT exposed: sidestepping to maintain clear shot\")\n\t\t\telse:\n\t\t\t\t# No sidestep works - stay still, the shot might clear up\n\t\t\t\tvelocity = Vector2.ZERO\n\t\t\treturn\n\n\t\t# In exposed phase with clear shot, stand still and shoot\n\t\tvelocity = Vector2.ZERO\n\n\t\t# Aim and shoot at player (only shoot after detection delay)\n\t\tif _player:\n\t\t\t_aim_at_player()\n\t\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot()\n\t\t\t\t_shoot_timer = 0.0\n\t\treturn\n\n\t# --- CLEAR SHOT SEEKING PHASE ---\n\t# If bullet spawn is blocked and we're not already exposed, we need to move out from cover\n\tif not has_clear_shot and _player:\n\t\t# Start seeking clear shot if not already doing so\n\t\tif not _seeking_clear_shot:\n\t\t\t_seeking_clear_shot = true\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Calculate target position: move perpendicular to player direction (around cover edge)\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\t_log_debug(\"COMBAT: bullet spawn blocked, seeking clear shot at %s\" % _clear_shot_target)\n\n\t\t_clear_shot_timer += delta\n\n\t\t# Check if we've exceeded the max time trying to find a clear shot\n\t\tif _clear_shot_timer >= CLEAR_SHOT_MAX_TIME:\n\t\t\t_log_debug(\"COMBAT: clear shot timeout, trying flanking\")\n\t\t\t_seeking_clear_shot = false\n\t\t\t_clear_shot_timer = 0.0\n\t\t\t# Try flanking to get around the obstacle\n\t\t\tif _can_attempt_flanking():\n\t\t\t\t_transition_to_flanking()\n\t\t\telse:\n\t\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\n\t\t# Move toward the clear shot target position\n\t\tvar distance_to_target := global_position.distance_to(_clear_shot_target)\n\t\tif distance_to_target > 15.0:\n\t\t\tvar move_direction := (_clear_shot_target - global_position).normalized()\n\n\t\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\n\t\t\tvelocity = move_direction * combat_move_speed\n\t\t\trotation = direction_to_player.angle() # Keep facing player\n\n\t\t\t# Check if the new position now has a clear shot\n\t\t\tif _is_bullet_spawn_clear(direction_to_player):\n\t\t\t\t_log_debug(\"COMBAT: found clear shot position while moving\")\n\t\t\t\t_seeking_clear_shot = false\n\t\t\t\t_clear_shot_timer = 0.0\n\t\t\t\t# Continue to exposed phase check below\n\t\t\telse:\n\t\t\t\treturn # Keep moving toward target\n\t\telse:\n\t\t\t# Reached target but still no clear shot - recalculate target\n\t\t\t_log_debug(\"COMBAT: reached target but no clear shot, recalculating\")\n\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n\t\t\treturn\n\n\t# Reset seeking state if we now have a clear shot\n\tif _seeking_clear_shot and has_clear_shot:\n\t\t_log_debug(\"COMBAT: clear shot acquired\")\n\t\t_seeking_clear_shot = false\n\t\t_clear_shot_timer = 0.0\n\n\t# Determine if we should be in approach phase or exposed shooting phase\n\tvar in_direct_contact := distance_to_player <= COMBAT_DIRECT_CONTACT_DISTANCE\n\n\t# Enter exposed phase if we have a clear shot and are either close enough or have approached long enough\n\tif has_clear_shot and (in_direct_contact or _combat_approach_timer >= COMBAT_APPROACH_MAX_TIME):\n\t\t# Close enough AND have clear shot - start exposed shooting phase\n\t\t_combat_exposed = true\n\t\t_combat_approaching = false\n\t\t_combat_shoot_timer = 0.0\n\t\t_combat_approach_timer = 0.0\n\t\t# Randomize exposure duration between 2-3 seconds\n\t\t_combat_shoot_duration = randf_range(2.0, 3.0)\n\t\t_log_debug(\"COMBAT exposed phase started (distance: %.0f), will shoot for %.1fs\" % [distance_to_player, _combat_shoot_duration])\n\t\treturn\n\n\t# Need to approach player - move toward them\n\tif not _combat_approaching:\n\t\t_combat_approaching = true\n\t\t_combat_approach_timer = 0.0\n\t\t_log_debug(\"COMBAT approach phase started, moving toward player\")\n\n\t_combat_approach_timer += delta\n\n\t# Move toward player while approaching\n\tif _player:\n\t\tvar move_direction := direction_to_player\n\n\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\tmove_direction = _apply_wall_avoidance(move_direction)\n\n\t\tvelocity = move_direction * combat_move_speed\n\t\trotation = direction_to_player.angle() # Always face player\n\n\t\t# Can shoot while approaching (only after detection delay and if have clear shot)\n\t\tif has_clear_shot and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_aim_at_player()\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n## Calculate a target position to exit cover and get a clear shot.\n## Returns a position that should allow the bullet spawn point to be unobstructed.\nfunc _calculate_clear_shot_exit_position(direction_to_player: Vector2) -> Vector2:\n\t# Calculate perpendicular directions to the player\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Try both perpendicular directions and pick the one that's more likely to work\n\t# Also blend with forward movement toward player to help navigate around cover\n\tvar best_position := global_position\n\tvar best_score := -1.0\n\n\tfor side_multiplier: float in [1.0, -1.0]:\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\t\t# Blend sidestep with forward movement for better cover navigation\n\t\tvar exit_dir: Vector2 = (sidestep_dir * 0.7 + direction_to_player * 0.3).normalized()\n\t\tvar test_position: Vector2 = global_position + exit_dir * CLEAR_SHOT_EXIT_DISTANCE\n\n\t\t# Score this position based on:\n\t\t# 1. Does it have a clear path? (no walls in the way)\n\t\t# 2. Would the bullet spawn be clear from there?\n\t\tvar score: float = 0.0\n\n\t\t# Check if we can move to this position\n\t\tif _has_clear_path_to(test_position):\n\t\t\tscore += 1.0\n\n\t\t# Check if bullet spawn would be clear from this position\n\t\t# This is a rough estimate - we check from the test position toward player\n\t\tvar world_2d := get_world_2d()\n\t\tif world_2d != null:\n\t\t\tvar space_state := world_2d.direct_space_state\n\t\t\tif space_state != null:\n\t\t\t\tvar check_distance := bullet_spawn_offset + 5.0\n\t\t\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\t\t\tquery.from = test_position\n\t\t\t\tquery.to = test_position + direction_to_player * check_distance\n\t\t\t\tquery.collision_mask = 4 # Only check obstacles\n\t\t\t\tquery.exclude = [get_rid()]\n\t\t\t\tvar result := space_state.intersect_ray(query)\n\t\t\t\tif result.is_empty():\n\t\t\t\t\tscore += 2.0 # Higher score for clear bullet spawn\n\n\t\tif score > best_score:\n\t\t\tbest_score = score\n\t\t\tbest_position = test_position\n\n\t# If no good position found, just move forward toward player\n\tif best_score < 0.5:\n\t\tbest_position = global_position + direction_to_player * CLEAR_SHOT_EXIT_DISTANCE\n\n\treturn best_position\n\n## Process SEEKING_COVER state - moving to cover position.\nfunc _process_seeking_cover_state(_delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, stay in combat\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we're already hidden from the player (the main goal)\n\tif not _is_visible_from_player():\n\t\t_transition_to_in_cover()\n\t\t_log_debug(\"Hidden from player, entering cover state\")\n\t\treturn\n\n\t# Move towards cover\n\tvar distance: float = global_position.distance_to(_cover_position)\n\n\tif distance < 10.0:\n\t\t# Reached the cover position, but still visible - try to find better cover\n\t\tif _is_visible_from_player():\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\t# No better cover found, stay in combat\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t# Use navigation-based pathfinding to move toward cover\n\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n\t# Can still shoot while moving to cover (only after detection delay)\n\tif _can_see_player and _player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t_aim_at_player()\n\t\t_shoot()\n\t\t_shoot_timer = 0.0\n\n## Process IN_COVER state - taking cover from enemy fire.\n## Decides next action based on:\n## 1. If under fire -> suppressed\n## 2. If player is close (can exit cover for direct contact) -> COMBAT\n## 3. If player is far but can hit from current position -> COMBAT (stay and shoot)\n## 4. If player is far and can't hit -> PURSUING (move cover-to-cover)\nfunc _process_in_cover_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\tif _needs_grenade_throw_position and _grenade_thrower:\n\t\t_exit_cover_for_grenade_throw()\n\t\treturn\n\tif _check_grenade_throw():\n\t\treturn\n\tif _under_fire:\n\t\t_transition_to_suppressed()\n\t\treturn\n\n\t# Check if player has flanked us - if we're now visible from player's position,\n\t# we need to find new cover\n\tif _is_visible_from_player():\n\t\t# If in alarm mode and can see player, fire a burst before escaping\n\t\tif _in_alarm_mode and _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"IN_COVER alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay in cover while firing burst\n\n\t\t# Burst complete or not in alarm mode, seek new cover\n\t\t_log_debug(\"Player flanked our cover position, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# NOTE: ASSAULT state transition removed per issue #169\n\t# Enemies now stay in IN_COVER instead of transitioning to coordinated assault\n\n\t# Decision making based on player distance and visibility\n\tif _player:\n\t\tvar player_close := _is_player_close()\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\tif _can_see_player:\n\t\t\tif player_close:\n\t\t\t\t# Player is close - engage in combat (come out, shoot, go back)\n\t\t\t\t_log_debug(\"Player is close, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\telse:\n\t\t\t\t# Player is far\n\t\t\t\tif can_hit:\n\t\t\t\t\t# Can hit from current position - come out and shoot\n\t\t\t\t\t# (Don't pursue, just transition to combat which will handle the cycling)\n\t\t\t\t\t_log_debug(\"Player is far but can hit from here, transitioning to COMBAT\")\n\t\t\t\t\t_transition_to_combat()\n\t\t\t\t\treturn\n\t\t\t\telse:\n\t\t\t\t\t# Can't hit from here - need to pursue (move cover-to-cover)\n\t\t\t\t\t_log_debug(\"Player is far and can't hit, transitioning to PURSUING\")\n\t\t\t\t\t_transition_to_pursuing()\n\t\t\t\t\treturn\n\n\t# If not under fire and can see player, engage (only shoot after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If player is no longer visible and not under fire, try pursuing\n\tif not _can_see_player and not _under_fire:\n\t\t_log_debug(\"Lost sight of player from cover, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\n## Process FLANKING state - attempting to flank the player using cover-to-cover movement.\n## Uses intermediate cover positions to navigate around obstacles instead of walking\n## directly toward the flank target.\nfunc _process_flanking_state(delta: float) -> void:\n\t# Update state timer\n\t_flank_state_timer += delta\n\n\t# Check for overall FLANKING state timeout\n\tif _flank_state_timer >= FLANK_STATE_MAX_TIME:\n\t\tvar msg := \"FLANKING timeout (%.1fs), target=%s, pos=%s\" % [_flank_state_timer, _flank_target, global_position]\n\t\t_log_debug(msg)\n\t\t_log_to_file(msg)\n\t\t_flank_side_initialized = false\n\t\t# Try combat if we can see the player, otherwise pursue\n\t\tif _can_see_player:\n\t\t\t_transition_to_combat()\n\t\telse:\n\t\t\t_transition_to_pursuing()\n\t\treturn\n\n\t# Check for stuck detection - not making progress toward flank target\n\tvar distance_moved := global_position.distance_to(_flank_last_position)\n\tif distance_moved < FLANK_PROGRESS_THRESHOLD:\n\t\t_flank_stuck_timer += delta\n\t\tif _flank_stuck_timer >= FLANK_STUCK_MAX_TIME:\n\t\t\tvar msg := \"FLANKING stuck (%.1fs no progress), target=%s, pos=%s, fail_count=%d\" % [_flank_stuck_timer, _flank_target, global_position, _flank_fail_count + 1]\n\t\t\t_log_debug(msg)\n\t\t\t_log_to_file(msg)\n\t\t\t_flank_side_initialized = false\n\t\t\t# Increment failure counter and start cooldown\n\t\t\t_flank_fail_count += 1\n\t\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION\n\t\t\t# After multiple failures, go directly to combat or assault to break the loop\n\t\t\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t\t\tvar msg2 := \"FLANKING disabled after %d failures, switching to direct engagement\" % _flank_fail_count\n\t\t\t\t_log_debug(msg2)\n\t\t\t\t_log_to_file(msg2)\n\t\t\t\t# Go to combat instead of pursuing to break the FLANKING->PURSUING->FLANKING loop\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\t# Try combat if we can see the player, otherwise pursue\n\t\t\tif _can_see_player:\n\t\t\t\t_transition_to_combat()\n\t\t\telse:\n\t\t\t\t_transition_to_pursuing()\n\t\t\treturn\n\telse:\n\t\t# Making progress - reset stuck timer and update last position\n\t\t_flank_stuck_timer = 0.0\n\t\t_flank_last_position = global_position\n\t\t# Success clears failure count\n\t\tif _flank_fail_count > 0:\n\t\t\t_flank_fail_count = 0\n\n\t# If under fire, retreat with shooting behavior\n\tif _under_fire and enable_cover:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Only transition to combat if we can ACTUALLY HIT the player, not just see them.\n\t# This is critical for the \"last cover\" scenario where enemy can see player\n\t# but there's a wall blocking the shot. We must continue flanking until we\n\t# have a clear shot, otherwise we get stuck in a FLANKING->COMBAT->PURSUING loop.\n\tif _can_see_player and _can_hit_player_from_current_position():\n\t\t_log_debug(\"Can see AND hit player from flanking position, engaging\")\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\tif _player == null:\n\t\t_flank_side_initialized = false\n\t\t_transition_to_idle()\n\t\treturn\n\n\t# Recalculate flank position (player may have moved)\n\t# Note: _flank_side is stable, only the target position is recalculated\n\t_calculate_flank_position()\n\n\tvar distance_to_flank := global_position.distance_to(_flank_target)\n\n\t# Check if we've reached the flank target\n\tif distance_to_flank < 30.0:\n\t\t_log_debug(\"Reached flank position, engaging\")\n\t\t_flank_side_initialized = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t# Use navigation-based pathfinding to move toward flank target\n\t# This handles obstacles properly unlike direct movement with wall avoidance\n\t_move_to_target_nav(_flank_target, combat_move_speed)\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\tif _check_grenade_throw():\n\t\treturn\n\t# Check if player has flanked us\n\tif _is_visible_from_player():\n\t\t# In suppressed state we're always in alarm mode - fire a burst before escaping if we can see player\n\t\tif _can_see_player and _player:\n\t\t\tif not _cover_burst_pending:\n\t\t\t\t# Start the cover burst\n\t\t\t\t_cover_burst_pending = true\n\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t\t\t_log_debug(\"SUPPRESSED alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n\n\t\t\t# Fire the burst\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_timer += delta\n\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t\t\t_aim_at_player()\n\t\t\t\t\t_shoot_burst_shot()\n\t\t\t\t\t_retreat_burst_remaining -= 1\n\t\t\t\t\t_retreat_burst_timer = 0.0\n\t\t\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n\t\t\t\treturn # Stay suppressed while firing burst\n\n\t\t# Burst complete or can't see player, seek new cover\n\t\t_log_debug(\"Player flanked our cover position while suppressed, seeking new cover\")\n\t\t_has_valid_cover = false # Invalidate current cover\n\t\t_cover_burst_pending = false\n\t\t_transition_to_seeking_cover()\n\t\treturn\n\n\t# Can still shoot while suppressed (only after detection delay)\n\tif _can_see_player and _player:\n\t\t_aim_at_player()\n\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t_shoot()\n\t\t\t_shoot_timer = 0.0\n\n\t# If no longer under fire, exit suppression\n\tif not _under_fire:\n\t\t_transition_to_in_cover()\n\n## Process RETREATING state - moving to cover with behavior based on damage taken.\nfunc _process_retreating_state(delta: float) -> void:\n\tif not _has_valid_cover:\n\t\t# Try to find cover\n\t\t_find_cover_position()\n\t\tif not _has_valid_cover:\n\t\t\t# No cover found, transition to combat or suppressed\n\t\t\tif _under_fire:\n\t\t\t\t_transition_to_suppressed()\n\t\t\telse:\n\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Check if we've reached cover and are hidden from player\n\tif not _is_visible_from_player():\n\t\t_log_debug(\"Reached cover during retreat\")\n\t\t# Reset encounter hits when successfully reaching cover\n\t\t_hits_taken_in_encounter = 0\n\t\t_transition_to_in_cover()\n\t\treturn\n\n\t# Calculate direction to cover\n\tvar direction_to_cover := (_cover_position - global_position).normalized()\n\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\n\t# Check if reached cover position\n\tif distance_to_cover < 10.0:\n\t\tif _is_visible_from_player():\n\t\t\t# Still visible, find better cover\n\t\t\t_has_valid_cover = false\n\t\t\t_find_cover_position()\n\t\t\tif not _has_valid_cover:\n\t\t\t\tif _under_fire:\n\t\t\t\t\t_transition_to_suppressed()\n\t\t\t\telse:\n\t\t\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Apply retreat behavior based on mode\n\tmatch _retreat_mode:\n\t\tRetreatMode.FULL_HP:\n\t\t\t_process_retreat_full_hp(delta, direction_to_cover)\n\t\tRetreatMode.ONE_HIT:\n\t\t\t_process_retreat_one_hit(delta, direction_to_cover)\n\t\tRetreatMode.MULTIPLE_HITS:\n\t\t\t_process_retreat_multiple_hits(delta, direction_to_cover)\n\n## Process FULL_HP retreat: walk backwards facing player, shoot with reduced accuracy,\n## periodically turn toward cover.\nfunc _process_retreat_full_hp(delta: float, _direction_to_cover: Vector2) -> void:\n\t_retreat_turn_timer += delta\n\n\tif _retreat_turning_to_cover:\n\t\t# Turning to face cover, don't shoot\n\t\tif _retreat_turn_timer >= RETREAT_TURN_DURATION:\n\t\t\t_retreat_turning_to_cover = false\n\t\t\t_retreat_turn_timer = 0.0\n\n\t\t# Use navigation to move toward cover\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\telse:\n\t\t# Face player and back up (walk backwards)\n\t\tif _retreat_turn_timer >= RETREAT_TURN_INTERVAL:\n\t\t\t_retreat_turning_to_cover = true\n\t\t\t_retreat_turn_timer = 0.0\n\t\t\t_log_debug(\"FULL_HP retreat: turning to check cover\")\n\n\t\tif _player:\n\t\t\t# Face the player\n\t\t\t_aim_at_player()\n\n\t\t\t# Use navigation to move toward cover but keep facing player\n\t\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\t\tif nav_direction != Vector2.ZERO:\n\t\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\t\tvelocity = nav_direction * combat_move_speed * 0.7 # Slower when backing up\n\t\t\telse:\n\t\t\t\tvelocity = Vector2.ZERO\n\n\t\t\t# Shoot with reduced accuracy (only after detection delay)\n\t\t\tif _can_see_player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n\t\t\t\t_shoot_with_inaccuracy()\n\t\t\t\t_shoot_timer = 0.0\n\n## Process ONE_HIT retreat: quick burst of 2-4 shots in an arc while turning, then face cover.\nfunc _process_retreat_one_hit(delta: float, direction_to_cover: Vector2) -> void:\n\tif not _retreat_burst_complete:\n\t\t# During burst phase\n\t\t_retreat_burst_timer += delta\n\n\t\tif _player and _retreat_burst_remaining > 0 and _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n\t\t\t# Fire a burst shot with arc spread\n\t\t\t_shoot_burst_shot()\n\t\t\t_retreat_burst_remaining -= 1\n\t\t\t_retreat_burst_timer = 0.0\n\n\t\t\t# Progress through the arc\n\t\t\tif _retreat_burst_remaining > 0:\n\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0 # Spread across 4 shots max\n\n\t\t# Gradually turn from player to cover during burst\n\t\tif _player:\n\t\t\tvar direction_to_player: Vector2 = (_player.global_position - global_position).normalized()\n\t\t\tvar target_angle: float\n\n\t\t\t# Interpolate rotation from player direction to cover direction\n\t\t\tvar burst_progress: float = 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle: float = direction_to_player.angle()\n\t\t\tvar cover_direction: Vector2 = (_cover_position - global_position).normalized()\n\t\t\tvar cover_angle: float = cover_direction.angle()\n\t\t\ttarget_angle = lerp_angle(player_angle, cover_angle, burst_progress * 0.7)\n\t\t\trotation = target_angle\n\n\t\t# Use navigation to move toward cover (slower during burst)\n\t\tvar nav_direction: Vector2 = _get_nav_direction_to(_cover_position)\n\t\tif nav_direction != Vector2.ZERO:\n\t\t\tnav_direction = _apply_wall_avoidance(nav_direction)\n\t\t\tvelocity = nav_direction * combat_move_speed * 0.5\n\n\t\t# Check if burst is complete\n\t\tif _retreat_burst_remaining <= 0:\n\t\t\t_retreat_burst_complete = true\n\t\t\t_log_debug(\"ONE_HIT retreat: burst complete, now running to cover\")\n\telse:\n\t\t# After burst, run to cover without shooting using navigation\n\t\t_move_to_target_nav(_cover_position, combat_move_speed)\n\n## Process MULTIPLE_HITS retreat: quick burst of 2-4 shots then run to cover (same as ONE_HIT).\nfunc _process_retreat_multiple_hits(delta: float, direction_to_cover: Vector2) -> void:\n\t# Same behavior as ONE_HIT - quick burst then escape\n\t_process_retreat_one_hit(delta, direction_to_cover)\n\n## Process PURSUING state - move cover-to-cover toward player, or direct pursuit on vulnerability sound.\nfunc _process_pursuing_state(delta: float) -> void:\n\t_pursuing_state_timer += delta\n\t# Check suppression (ignored when pursuing vulnerability sound - best time to strike)\n\tif _under_fire and enable_cover and not _pursuing_vulnerability_sound:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Engage if can see/hit player (after min time to prevent state thrashing)\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit and _pursuing_state_timer >= PURSUING_MIN_DURATION_BEFORE_COMBAT:\n\t\t\t_log_debug(\"Can see and hit player from pursuit (%.2fs), transitioning to COMBAT\" % _pursuing_state_timer)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# VULNERABILITY SOUND PURSUIT: move directly toward reload/empty click sound\n\tif _pursuing_vulnerability_sound and _last_known_player_position != Vector2.ZERO:\n\t\tvar distance_to_sound := global_position.distance_to(_last_known_player_position)\n\n\t\tif distance_to_sound < 50.0:\n\t\t\t_log_debug(\"Reached vulnerability sound position (dist=%.0f)\" % distance_to_sound)\n\t\t\tif _can_see_player and _player:\n\t\t\t\t_log_debug(\"Can see player at sound position, transitioning to COMBAT\")\n\t\t\t\t_pursuing_vulnerability_sound = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\t\t_log_debug(\"Player not visible at sound position, switching to normal pursuit\")\n\t\t\t_pursuing_vulnerability_sound = false\n\t\telse:\n\t\t\t_move_to_target_nav(_last_known_player_position, combat_move_speed)\n\t\t\tvar vuln_pursuit_key := \"last_vuln_pursuit_log\"\n\t\t\tvar current_frame := Engine.get_physics_frames()\n\t\t\tvar last_log_frame: int = _goap_world_state.get(vuln_pursuit_key, -100)\n\t\t\tif current_frame - last_log_frame > 60:\n\t\t\t\t_goap_world_state[vuln_pursuit_key] = current_frame\n\t\t\t\t_log_to_file(\"Pursuing vulnerability sound at %s, distance=%.0f\" % [_last_known_player_position, distance_to_sound])\n\t\t\treturn\n\n\t# Approach phase - moving directly toward player when no cover\n\tif _pursuit_approaching and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\t_pursuit_approach_timer += delta\n\t\tif can_hit:\n\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t_pursuit_approaching = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t_pursuit_approaching = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\t\tif not _has_pursuit_cover:\n\t\t\t_find_pursuit_cover_toward_player()\n\t\t\tif _has_pursuit_cover:\n\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\treturn\n\t\t_move_to_target_nav(_player.global_position, combat_move_speed)\n\t\treturn\n\n\t# Waiting at cover before moving to next\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t_pursuit_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n\t\t\t_log_debug(\"Pursuit wait complete, finding next cover\")\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_find_pursuit_cover_toward_player()\n\t\t\tif _has_pursuit_cover:\n\t\t\t\t_log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n\t\t\t\t# Issue #295: Solo enemy throws grenade before entering cover near player's hiding spot\n\t\t\t\tif _should_throw_grenade_before_cover_entry(_pursuit_next_cover):\n\t\t\t\t\t_transition_to_throwing_grenade(_pursuit_next_cover, _grenade_thrower.get_best_grenade_type())\n\t\t\t\t\treturn\n\t\t\telse:\n\t\t\t\t_log_debug(\"No pursuit cover found, checking fallback options\")\n\t\t\t\tif _can_see_player and _player:\n\t\t\t\t\t_log_debug(\"Can see player but can't hit, starting approach phase\")\n\t\t\t\t\t_pursuit_approaching = true\n\t\t\t\t\t_pursuit_approach_timer = 0.0\n\t\t\t\t\treturn\n\t\t\t\t# Try flanking if player not visible\n\t\t\t\tif _can_attempt_flanking() and _player:\n\t\t\t\t\t_log_debug(\"Attempting flanking maneuver\")\n\t\t\t\t\t_transition_to_flanking()\n\t\t\t\t\treturn\n\t\t\t\t# Issue #295: If solo and have last known player position, throw grenade there first\n\t\t\t\tif _last_known_player_position != Vector2.ZERO and _should_throw_grenade_before_cover_entry(_last_known_player_position):\n\t\t\t\t\t_transition_to_throwing_grenade(_last_known_player_position, _grenade_thrower.get_best_grenade_type())\n\t\t\t\t\treturn\n\t\t\t\t# Last resort: move directly toward player\n\t\t\t\t_log_debug(\"No cover options, transitioning to COMBAT\")\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\t\treturn\n\n\t# If we have a pursuit cover target, move toward it\n\tif _has_pursuit_cover:\n\t\tvar distance: float = global_position.distance_to(_pursuit_next_cover)\n\n\t\t# Check if we've reached the pursuit cover\n\t\t# Note: We only check distance here, NOT visibility from player.\n\t\t# If we checked visibility, the enemy would immediately consider themselves\n\t\t# \"at cover\" even before moving, since they start hidden from player.\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached pursuit cover at distance %.1f\" % distance)\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_cover_wait_timer = 0.0\n\t\t\t_cover_position = _pursuit_next_cover\n\t\t\t_has_valid_cover = true\n\t\t\t# Start waiting at this cover\n\t\t\treturn\n\n\t\t# Use navigation-based pathfinding to move toward pursuit cover\n\t\t_move_to_target_nav(_pursuit_next_cover, combat_move_speed)\n\t\treturn\n\n\t# No cover and no pursuit target - find initial pursuit cover\n\t_find_pursuit_cover_toward_player()\n\tif not _has_pursuit_cover:\n\t\t# Can't find cover to pursue, try flanking or combat\n\t\tif _can_attempt_flanking() and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n## Process ASSAULT state - disabled per issue #169.\n## This state is kept for backwards compatibility but immediately transitions to COMBAT.\n## Previously: coordinated multi-enemy rush where enemies wait 5 seconds then rush together.\nfunc _process_assault_state(_delta: float) -> void:\n\t# ASSAULT state is disabled per issue #169\n\t# Immediately transition to COMBAT state\n\t_log_debug(\"ASSAULT state disabled (issue #169), transitioning to COMBAT\")\n\t_in_assault = false\n\t_assault_ready = false\n\t_transition_to_combat()\n\n## Shoot with reduced accuracy for retreat mode.\n## Bullets fly in barrel direction with added inaccuracy spread.\n## Enemy must be properly aimed before shooting (within AIM_TOLERANCE_DOT).\nfunc _shoot_with_inaccuracy() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Check if the shot should be taken\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Calculate direction to target for aim check\n\tvar to_target := (target_position - bullet_spawn_pos).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"INACCURATE SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\t# with added inaccuracy spread for retreat shooting\n\tvar direction := weapon_forward\n\n\t# Add inaccuracy spread to barrel direction\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD, RETREAT_INACCURACY_SPREAD)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the inaccurate shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Inaccurate shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Create and fire bullet\n\tvar bullet := bullet_scene.instantiate()\n\tbullet.global_position = bullet_spawn_pos\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\n\t# Set shooter position for distance-based penetration calculation\n\tbullet.shooter_position = bullet_spawn_pos\n\tget_tree().current_scene.add_child(bullet)\n\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\t# Uses weapon_loudness to determine propagation range\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\n\t_play_delayed_shell_sound()\n\n\t# Consume ammo\n\t_current_ammo -= 1\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\n\tif _current_ammo <= 0 and _reserve_ammo > 0:\n\t\t_start_reload()\n\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\n## Bullets fly in barrel direction with added arc spread.\n## Enemy must be properly aimed before shooting (within AIM_TOLERANCE_DOT).\nfunc _shoot_burst_shot() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Calculate direction to target for aim check\n\tvar to_target := (target_position - bullet_spawn_pos).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"BURST SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\tvar direction := weapon_forward\n\n\t# Apply arc offset for burst spread\n\tdirection = direction.rotated(_retreat_burst_angle_offset)\n\n\t# Also add some random inaccuracy on top of the arc\n\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD * 0.5, RETREAT_INACCURACY_SPREAD * 0.5)\n\tdirection = direction.rotated(inaccuracy_angle)\n\n\t# Check if the burst shot direction would hit a wall\n\tif not _is_bullet_spawn_clear(direction):\n\t\t_log_debug(\"Burst shot blocked: wall in path after rotation\")\n\t\treturn\n\n\t# Create and fire bullet\n\tvar bullet := bullet_scene.instantiate()\n\tbullet.global_position = bullet_spawn_pos\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\n\t# Set shooter position for distance-based penetration calculation\n\tbullet.shooter_position = bullet_spawn_pos\n\tget_tree().current_scene.add_child(bullet)\n\n\t# Play sounds\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\t# Uses weapon_loudness to determine propagation range\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\n\t_play_delayed_shell_sound()\n\n\t# Consume ammo\n\t_current_ammo -= 1\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\n\tif _current_ammo <= 0 and _reserve_ammo > 0:\n\t\t_start_reload()\n\n## Transition to IDLE state.\nfunc _transition_to_idle() -> void:\n\t_current_state = AIState.IDLE\n\t# Reset encounter hit tracking when returning to idle\n\t_hits_taken_in_encounter = 0\n\t# Reset alarm mode when returning to idle\n\t_in_alarm_mode = false\n\t_cover_burst_pending = false\n\n## Transition to COMBAT state.\nfunc _transition_to_combat() -> void:\n\t_current_state = AIState.COMBAT\n\t# Reset detection delay timer when entering combat\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t# Reset combat phase variables\n\t_combat_exposed = false\n\t_combat_approaching = false\n\t_combat_shoot_timer = 0.0\n\t_combat_approach_timer = 0.0\n\t# Reset state duration timer (prevents rapid state thrashing)\n\t_combat_state_timer = 0.0\n\t# Reset clear shot seeking variables\n\t_seeking_clear_shot = false\n\t_clear_shot_timer = 0.0\n\t_clear_shot_target = Vector2.ZERO\n\t# Clear vulnerability sound pursuit flag\n\t_pursuing_vulnerability_sound = false\n\n## Transition to SEEKING_COVER state.\nfunc _transition_to_seeking_cover() -> void:\n\t_current_state = AIState.SEEKING_COVER\n\t_find_cover_position()\n\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\n## Check if flanking is available (not on cooldown from failures).\nfunc _can_attempt_flanking() -> bool:\n\t# Check if flanking is enabled\n\tif not enable_flanking:\n\t\treturn false\n\t# Check if we're on cooldown from failures\n\tif _flank_cooldown_timer > 0.0:\n\t\t_log_debug(\"Flanking on cooldown (%.1fs remaining)\" % _flank_cooldown_timer)\n\t\treturn false\n\t# Check if we've hit the failure limit\n\tif _flank_fail_count >= FLANK_FAIL_MAX_COUNT:\n\t\t_log_debug(\"Flanking disabled due to %d failures\" % _flank_fail_count)\n\t\treturn false\n\treturn true\n\n## Transition to FLANKING state.\n## Returns true if transition succeeded, false if flanking is unavailable.\nfunc _transition_to_flanking() -> bool:\n\t# Check if flanking is available\n\tif not _can_attempt_flanking():\n\t\t_log_debug(\"Cannot transition to FLANKING - disabled or on cooldown\")\n\t\t# Fallback to combat instead\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_current_state = AIState.FLANKING\n\t# Clear vulnerability sound pursuit flag\n\t_pursuing_vulnerability_sound = false\n\t# Initialize flank side only once per flanking maneuver\n\t# Choose the side based on which direction has fewer obstacles\n\t_flank_side = _choose_best_flank_side()\n\t_flank_side_initialized = true\n\t_calculate_flank_position()\n\n\t# Validate that the flank target is reachable via navigation\n\tif not _is_flank_target_reachable():\n\t\tvar msg := \"Flank target unreachable via navigation, skipping flanking\"\n\t\t_log_debug(msg)\n\t\t_log_to_file(msg)\n\t\t_flank_fail_count += 1\n\t\t_flank_cooldown_timer = FLANK_COOLDOWN_DURATION / 2.0 # Shorter cooldown for path check\n\t\t# Fallback to combat\n\t\t_transition_to_combat()\n\t\treturn false\n\n\t_flank_cover_wait_timer = 0.0\n\t_has_flank_cover = false\n\t_has_valid_cover = false\n\t# Initialize timeout and progress tracking for stuck detection\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = global_position\n\tvar msg := \"FLANKING started: target=%s, side=%s, pos=%s\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\", global_position]\n\t_log_debug(msg)\n\t_log_to_file(msg)\n\treturn true\n\n## Check if the current flank target is reachable via navigation mesh.\n## Returns true if a path exists, false otherwise.\nfunc _is_flank_target_reachable() -> bool:\n\tif _nav_agent == null:\n\t\treturn true # Assume reachable if no nav agent\n\n\t# Set target and check if path exists\n\t_nav_agent.target_position = _flank_target\n\n\t# If navigation says we're already finished, the target might be unreachable\n\t# or we're already there. Check distance to determine.\n\tif _nav_agent.is_navigation_finished():\n\t\tvar distance: float = global_position.distance_to(_flank_target)\n\t\t# If we're far from target but navigation is \"finished\", it's unreachable\n\t\tif distance > 50.0:\n\t\t\treturn false\n\n\t# Check if the path distance is reasonable (not excessively long)\n\tvar path_distance: float = _nav_agent.distance_to_target()\n\tvar straight_distance: float = global_position.distance_to(_flank_target)\n\n\t# If path distance is more than 3x the straight line distance, consider it blocked\n\tif path_distance > straight_distance * 3.0 and path_distance > 500.0:\n\t\t_log_debug(\"Flank path too long: %.0f vs straight %.0f\" % [path_distance, straight_distance])\n\t\treturn false\n\n\treturn true\n\n## Transition to SUPPRESSED state.\nfunc _transition_to_suppressed() -> void:\n\t_current_state = AIState.SUPPRESSED\n\t# Enter alarm mode when suppressed\n\t_in_alarm_mode = true\n\n## Transition to PURSUING state.\nfunc _transition_to_pursuing() -> void:\n\t_current_state = AIState.PURSUING\n\t_pursuit_cover_wait_timer = 0.0\n\t_has_pursuit_cover = false\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_current_cover_obstacle = null\n\t# Reset state duration timer (prevents rapid state thrashing)\n\t_pursuing_state_timer = 0.0\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\n## Transition to ASSAULT state.\nfunc _transition_to_assault() -> void:\n\t_current_state = AIState.ASSAULT\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t# Find closest cover to player for assault position\n\t_find_cover_closest_to_player()\n\n## Transition to RETREATING state with appropriate retreat mode.\nfunc _transition_to_retreating() -> void:\n\t_current_state = AIState.RETREATING\n\t# Enter alarm mode when retreating\n\t_in_alarm_mode = true\n\n\t# Determine retreat mode based on hits taken\n\tif _hits_taken_in_encounter == 0:\n\t\t_retreat_mode = RetreatMode.FULL_HP\n\t\t_retreat_turn_timer = 0.0\n\t\t_retreat_turning_to_cover = false\n\t\t_log_debug(\"Entering RETREATING state: FULL_HP mode (shoot while backing up)\")\n\telif _hits_taken_in_encounter == 1:\n\t\t_retreat_mode = RetreatMode.ONE_HIT\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t# Calculate arc spread: shots will be distributed across the arc\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: ONE_HIT mode (burst of %d shots)\" % _retreat_burst_remaining)\n\telse:\n\t\t_retreat_mode = RetreatMode.MULTIPLE_HITS\n\t\t# Multiple hits also gets burst fire (same as ONE_HIT)\n\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n\t\t_retreat_burst_timer = 0.0\n\t\t_retreat_burst_complete = false\n\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n\t\t_log_debug(\"Entering RETREATING state: MULTIPLE_HITS mode (burst of %d shots)\" % _retreat_burst_remaining)\n\n\t# Find cover position for retreating\n\t_find_cover_position()\n\n## Exit cover to find clear throw position when blocked by wall.\nfunc _exit_cover_for_grenade_throw() -> void:\n\tif not _grenade_thrower or not _player:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tvar direction_to_target := (_grenade_throw_target - global_position).normalized()\n\tvar perpendicular := Vector2(-direction_to_target.y, direction_to_target.x)\n\tvar best_position := Vector2.ZERO\n\tvar found := false\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\t_needs_grenade_throw_position = false\n\t\treturn\n\tfor side: float in [1.0, -1.0]:\n\t\tvar test_pos := global_position + perpendicular * side * 100.0\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = global_position\n\t\tquery.to = test_pos\n\t\tquery.collision_mask = 4\n\t\tquery.exclude = [get_rid()]\n\t\tif space_state.intersect_ray(query).is_empty():\n\t\t\tif _grenade_thrower.is_throw_path_clear(test_pos, _grenade_throw_target):\n\t\t\t\tbest_position = test_pos\n\t\t\t\tfound = true\n\t\t\t\tbreak\n\tif found:\n\t\t_move_to_target_nav(best_position, combat_move_speed)\n\t\tif global_position.distance_to(best_position) < 30.0:\n\t\t\t_needs_grenade_throw_position = false\n\t\t\tif _grenade_thrower.is_throw_path_clear(global_position, _grenade_throw_target):\n\t\t\t\t_transition_to_throwing_grenade(_grenade_throw_target, _grenade_thrower.get_best_grenade_type())\n\telse:\n\t\t_needs_grenade_throw_position = false\n\n## Try to throw a grenade at a sound position (trigger #4: reload/empty click).\nfunc _try_grenade_throw_at_sound(sound_position: Vector2) -> void:\n\tif not _grenade_thrower:\n\t\treturn\n\tvar distance := global_position.distance_to(sound_position)\n\tif distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():\n\t\treturn\n\tif not _grenade_thrower.is_throw_path_clear(global_position, sound_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = sound_position\n\t\treturn\n\t_transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())\n\n## Check if grenade throw should happen. Returns true if transitioned.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, _player.global_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = _player.global_position\n\t\treturn false\n\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n\treturn true\n\n## Transition to THROWING_GRENADE state.\nfunc _transition_to_throwing_grenade(target_pos: Vector2, grenade_type: int) -> void:\n\t_current_state = AIState.THROWING_GRENADE\n\tif _grenade_thrower:\n\t\t_grenade_thrower.begin_throw(target_pos, grenade_type)\n\t_log_debug(\"Entering THROWING_GRENADE state: target=%s\" % target_pos)\n\n## Process THROWING_GRENADE state - prepare, throw, then post-throw behavior.\nfunc _process_throwing_grenade_state(delta: float) -> void:\n\tif not _player or not _grenade_thrower:\n\t\t_transition_to_idle()\n\t\treturn\n\tvar target_pos := _grenade_thrower.get_target_position()\n\trotation = lerp_angle(rotation, (target_pos - global_position).angle(), rotation_speed * delta)\n\tif _grenade_thrower.update_throw_prep(delta):\n\t\tvar grenade := _grenade_thrower.execute_throw(global_position)\n\t\tif grenade:\n\t\t\tget_tree().current_scene.add_child(grenade)\n\t\t\tGrenadeThrowerComponent.activate_thrown_grenade(grenade)\n\t\t_handle_post_grenade_throw_behavior(target_pos)\n\n## Post-throw behavior: approach safe distance or find cover from blast rays.\nfunc _handle_post_grenade_throw_behavior(throw_target: Vector2) -> void:\n\tvar dist := global_position.distance_to(throw_target)\n\tvar safe_dist := _grenade_thrower.min_safe_distance if _grenade_thrower else 250.0\n\tvar is_offensive := _grenade_thrower.was_last_grenade_offensive() if _grenade_thrower else true\n\t_waiting_for_grenade_explosion = true\n\t_grenade_explosion_position = throw_target\n\tif is_offensive:\n\t\tif dist < safe_dist:\n\t\t\tif enable_cover:\n\t\t\t\t_find_cover_away_from_position(throw_target, safe_dist)\n\t\t\t\t_transition_to_seeking_cover()\n\t\t\telse:\n\t\t\t\tvar safe_pos := throw_target + (global_position - throw_target).normalized() * safe_dist\n\t\t\t\t_move_to_target_nav(safe_pos, combat_move_speed)\n\t\t\t\t_transition_to_combat()\n\t\telse:\n\t\t\t_transition_to_combat()\n\telse:\n\t\t_find_cover_from_blast_rays(throw_target)\n\t\tif _has_valid_cover:\n\t\t\t_transition_to_seeking_cover()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n## Find cover position far enough from danger position.\nfunc _find_cover_away_from_position(danger_pos: Vector2, min_distance: float) -> void:\n\tvar best_cover := Vector2.ZERO\n\tvar best_score := -999.0\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(150.0, 300.0)\n\t\tvar dist := test_pos.distance_to(danger_pos)\n\t\tif dist >= min_distance and not _is_position_visible_from_player(test_pos):\n\t\t\tif dist / min_distance > best_score:\n\t\t\t\tbest_score = dist / min_distance\n\t\t\t\tbest_cover = test_pos\n\t_has_valid_cover = best_score > 0.0\n\tif _has_valid_cover:\n\t\t_cover_position = best_cover\n\n## Find cover shielded from blast position (for flashbangs).\nfunc _find_cover_from_blast_rays(blast_pos: Vector2) -> void:\n\tvar best_cover := Vector2.ZERO\n\tvar best_score := -999.0\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (i / float(COVER_CHECK_COUNT)) * TAU\n\t\tvar test_pos := global_position + Vector2.from_angle(angle) * randf_range(100.0, 250.0)\n\t\tvar query := PhysicsRayQueryParameters2D.new()\n\t\tquery.from = blast_pos\n\t\tquery.to = test_pos\n\t\tquery.collision_mask = 4\n\t\tif not space_state.intersect_ray(query).is_empty():\n\t\t\tvar score := test_pos.distance_to(blast_pos) / 100.0 - global_position.distance_to(test_pos) / 200.0\n\t\t\tif score > best_score:\n\t\t\t\tbest_score = score\n\t\t\t\tbest_cover = test_pos\n\t_has_valid_cover = best_score > -999.0\n\tif _has_valid_cover:\n\t\t_cover_position = best_cover\n\n## Check if the enemy is visible from the player's position.\n## Uses raycasting from player to enemy to determine if there are obstacles blocking line of sight.\n## This is the inverse of _can_see_player - it checks if the PLAYER can see the ENEMY.\n## Checks multiple points on the enemy body (center and corners) to account for enemy size.\nfunc _is_visible_from_player() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check visibility to multiple points on the enemy body\n\t# This accounts for the enemy's size - corners can stick out from cover\n\tvar check_points := _get_enemy_check_points(global_position)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Get multiple check points on the enemy body for visibility testing.\n## Returns center and 4 corner points offset by the enemy's radius.\nfunc _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n\t# Enemy collision radius is 24, sprite is 48x48\n\t# Use a slightly smaller radius to avoid edge cases\n\tconst ENEMY_RADIUS: float = 22.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point is visible from the player's position.\nfunc _is_point_visible_from_player(point: Vector2) -> bool:\n\tif _player == null:\n\t\treturn false\n\n\tvar player_pos := _player.global_position\n\tvar distance := player_pos.distance_to(point)\n\n\t# Use direct space state to check line of sight from player to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = player_pos\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = []\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between player and point - point is visible\n\t\treturn true\n\telse:\n\t\t# Check if we hit an obstacle before reaching the point\n\t\tvar hit_position: Vector2 = result[\"position\"]\n\t\tvar distance_to_hit := player_pos.distance_to(hit_position)\n\n\t\t# If we hit something closer than the point, the point is hidden\n\t\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t\treturn false\n\t\telse:\n\t\t\treturn true\n\n## Check if a specific position would make the enemy visible from the player's position.\n## Checks all enemy body points (center and corners) to account for enemy size.\n## Used to validate cover positions before moving to them.\nfunc _is_position_visible_from_player(pos: Vector2) -> bool:\n\tif _player == null:\n\t\treturn true # Assume visible if no player\n\n\t# Check visibility for all enemy body points at the given position\n\tvar check_points := _get_enemy_check_points(pos)\n\n\tfor point in check_points:\n\t\tif _is_point_visible_from_player(point):\n\t\t\treturn true\n\n\treturn false\n\n## Check if a target position is visible from the enemy's perspective.\n## Uses raycast to verify there are no obstacles between enemy and the target position.\n## This is used to validate lead prediction targets - enemies should only aim at\n## positions they can actually see.\nfunc _is_position_visible_to_enemy(target_pos: Vector2) -> bool:\n\tvar distance := global_position.distance_to(target_pos)\n\n\t# Use direct space state to check line of sight from enemy to target\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target_pos\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and target - position is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t# Hit obstacle before target - position is NOT visible\n\t\t_log_debug(\"Position %s blocked by obstacle at distance %.1f (target at %.1f)\" % [target_pos, distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Get multiple check points on the player's body for visibility testing.\n## Returns center and 4 corner points offset by the player's radius.\n## The player has a collision radius of 16 pixels (from Player.tscn).\nfunc _get_player_check_points(center: Vector2) -> Array[Vector2]:\n\t# Player collision radius is 16, sprite is 32x32\n\t# Use a slightly smaller radius to be conservative\n\tconst PLAYER_RADIUS: float = 14.0\n\n\tvar points: Array[Vector2] = []\n\tpoints.append(center) # Center point\n\n\t# 4 corner points (diagonal directions)\n\tvar diagonal_offset := PLAYER_RADIUS * 0.707 # cos(45°) ≈ 0.707\n\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n\n\treturn points\n\n## Check if a single point on the player is visible from the enemy's position.\n## Uses direct space state query to check for obstacles bl | |
| [2026-01-24T03:13:32.755Z] [INFO] ocking line of sight.\nfunc _is_player_point_visible_to_enemy(point: Vector2) -> bool:\n\tvar distance := global_position.distance_to(point)\n\n\t# Use direct space state to check line of sight from enemy to point\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = point\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()] # Exclude self\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# No obstacle between enemy and point - point is visible\n\t\treturn true\n\n\t# Check if we hit an obstacle before reaching the point\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := global_position.distance_to(hit_position)\n\n\t# If we hit something before the point, the point is blocked\n\tif distance_to_hit < distance - 5.0: # 5 pixel tolerance\n\t\treturn false\n\n\treturn true\n\n## Calculate what fraction of the player's body is visible to the enemy.\n## Returns a value from 0.0 (completely hidden) to 1.0 (fully visible).\n## Checks multiple points on the player's body (center + corners).\nfunc _calculate_player_visibility_ratio() -> float:\n\tif _player == null:\n\t\treturn 0.0\n\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\n\treturn float(visible_count) / float(check_points.size())\n\n## Check if the line of fire to the target position is clear of other enemies.\n## Returns true if no other enemies would be hit by a bullet traveling to the target.\nfunc _is_firing_line_clear_of_friendlies(target_position: Vector2) -> bool:\n\tif not enable_friendly_fire_avoidance:\n\t\treturn true\n\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if any enemies are in the firing line\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 2 # Only check enemies (layer 2)\n\tquery.exclude = [get_rid()] # Exclude self using RID\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No enemies in the way\n\n\t# Check if the hit position is before the target\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 20.0: # 20 pixel tolerance\n\t\t_log_debug(\"Friendly in firing line at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if a bullet fired at the target position would be blocked by cover/obstacles.\n## Returns true if the shot would likely hit the target, false if blocked by cover.\nfunc _is_shot_clear_of_cover(target_position: Vector2) -> bool:\n\t# Get actual muzzle position for accurate raycast\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar muzzle_pos := _get_bullet_spawn_position(weapon_forward)\n\tvar distance := muzzle_pos.distance_to(target_position)\n\n\t# Use direct space state to check if obstacles block the shot\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = muzzle_pos # Start from actual muzzle position\n\tquery.to = target_position\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn true # No obstacles in the way\n\n\t# Check if the obstacle is before the target position\n\tvar hit_position: Vector2 = result[\"position\"]\n\tvar distance_to_hit := muzzle_pos.distance_to(hit_position)\n\n\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n\t\t_log_debug(\"Shot blocked by cover at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n\t\treturn false\n\n\treturn true\n\n## Check if there's an obstacle immediately in front of the enemy that would block bullets.\n## This prevents shooting into walls that the enemy is flush against or very close to.\n## Uses a single raycast from enemy center to the bullet spawn position.\nfunc _is_bullet_spawn_clear(direction: Vector2) -> bool:\n\t# Fail-open: allow shooting if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true\n\n\t# Check from enemy center to bullet spawn position plus a small buffer\n\tvar check_distance := bullet_spawn_offset + 5.0\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = global_position + direction * check_distance\n\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t_log_debug(\"Bullet spawn blocked: wall at distance %.1f\" % [\n\t\t\tglobal_position.distance_to(result[\"position\"])])\n\t\treturn false\n\n\treturn true\n\n## Find a sidestep direction that would lead to a clear shot position.\n## Checks perpendicular directions to the player and returns the first one\n## that would allow the bullet spawn point to be clear.\n## Returns Vector2.ZERO if no clear direction is found.\nfunc _find_sidestep_direction_for_clear_shot(direction_to_player: Vector2) -> Vector2:\n\t# Fail-safe: allow normal behavior if physics is not ready\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn Vector2.ZERO\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn Vector2.ZERO\n\n\t# Check perpendicular directions (left and right of the player direction)\n\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n\n\t# Check both sidestep directions and pick the one that leads to clear shot faster\n\tvar check_distance := 50.0 # Check if moving 50 pixels in this direction would help\n\tvar bullet_check_distance := bullet_spawn_offset + 5.0\n\n\tfor side_multiplier: float in [1.0, -1.0]: # Try both sides\n\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n\n\t\t# First check if we can actually move in this direction (no wall blocking movement)\n\t\tvar move_query := PhysicsRayQueryParameters2D.new()\n\t\tmove_query.from = global_position\n\t\tmove_query.to = global_position + sidestep_dir * 30.0\n\t\tmove_query.collision_mask = 4 # Only check obstacles\n\t\tmove_query.exclude = [get_rid()]\n\n\t\tvar move_result := space_state.intersect_ray(move_query)\n\t\tif not move_result.is_empty():\n\t\t\tcontinue # Can't move this way, wall is blocking\n\n\t\t# Check if after sidestepping, we'd have a clear shot\n\t\tvar test_position: Vector2 = global_position + sidestep_dir * check_distance\n\t\tvar shot_query := PhysicsRayQueryParameters2D.new()\n\t\tshot_query.from = test_position\n\t\tshot_query.to = test_position + direction_to_player * bullet_check_distance\n\t\tshot_query.collision_mask = 4\n\t\tshot_query.exclude = [get_rid()]\n\n\t\tvar shot_result := space_state.intersect_ray(shot_query)\n\t\tif shot_result.is_empty():\n\t\t\t# Found a direction that leads to a clear shot\n\t\t\t_log_debug(\"Found sidestep direction: %s\" % sidestep_dir)\n\t\t\treturn sidestep_dir\n\n\treturn Vector2.ZERO # No clear sidestep direction found\n\n## Check if the enemy should shoot at the current target.\n## Validates bullet spawn clearance, friendly fire avoidance, and cover blocking.\nfunc _should_shoot_at_target(target_position: Vector2) -> bool:\n\t# Check if the immediate path to bullet spawn is clear\n\t# This prevents shooting into walls the enemy is flush against\n\t# Use weapon forward direction since that's where bullets actually spawn and travel\n\tvar weapon_direction := _get_weapon_forward_direction()\n\tif not _is_bullet_spawn_clear(weapon_direction):\n\t\treturn false\n\n\t# Check if friendlies are in the way\n\tif not _is_firing_line_clear_of_friendlies(target_position):\n\t\treturn false\n\n\t# Check if cover blocks the shot\n\tif not _is_shot_clear_of_cover(target_position):\n\t\treturn false\n\n\treturn true\n\n## Check if the player is \"close\" (within CLOSE_COMBAT_DISTANCE).\n## Used to determine if the enemy should engage directly or pursue.\nfunc _is_player_close() -> bool:\n\tif _player == null:\n\t\treturn false\n\treturn global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE\n\n## Check if the enemy can hit the player from their current position.\n## Returns true if there's a clear line of fire to the player.\nfunc _can_hit_player_from_current_position() -> bool:\n\tif _player == null:\n\t\treturn false\n\n\t# Check if we can see the player\n\tif not _can_see_player:\n\t\treturn false\n\n\t# Check if the shot would be blocked by cover\n\treturn _is_shot_clear_of_cover(_player.global_position)\n\n## Count the number of enemies currently in combat-related states.\n## Includes COMBAT, PURSUING, ASSAULT, IN_COVER (if can see player).\n## Used to determine if multi-enemy assault should be triggered.\nfunc _count_enemies_in_combat() -> int:\n\tvar count := 0\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy == self:\n\t\t\tcontinue\n\t\tif not enemy.has_method(\"get_current_state\"):\n\t\t\tcontinue\n\n\t\tvar state: AIState = enemy.get_current_state()\n\t\t# Count enemies in combat-related states\n\t\tif state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\t\t# For IN_COVER, only count if they can see the player\n\t\t\tif state == AIState.IN_COVER:\n\t\t\t\tif enemy.has_method(\"is_in_combat_engagement\") and enemy.is_in_combat_engagement():\n\t\t\t\t\tcount += 1\n\t\t\telse:\n\t\t\t\tcount += 1\n\n\t# Count self if in a combat-related state\n\tif _current_state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n\t\tcount += 1\n\n\treturn count\n\n## Check if this enemy is engaged in combat (can see player and in combat state).\nfunc is_in_combat_engagement() -> bool:\n\treturn _can_see_player and _current_state in [AIState.COMBAT, AIState.IN_COVER, AIState.ASSAULT]\n\n## Count allies within radius for solo grenade throw behavior (issue #295).\nfunc _count_allies_within_radius(radius: float) -> int:\n\tvar count := 0\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and is_instance_valid(enemy) and global_position.distance_to(enemy.global_position) <= radius:\n\t\t\tcount += 1\n\treturn count\n\n## Check if should throw grenade before entering cover (issue #295: solo enemy pre-clears with grenade).\nfunc _should_throw_grenade_before_cover_entry(target_cover: Vector2) -> bool:\n\tif _grenade_thrower == null or not _grenade_thrower.has_grenades() or _grenade_thrower.is_on_cooldown() or _grenade_thrower.is_throwing():\n\t\treturn false\n\tvar nearby_allies := _count_allies_within_radius(500.0)\n\tif nearby_allies > 0:\n\t\t_log_debug(\"Solo grenade skipped: %d allies within 500px\" % nearby_allies)\n\t\treturn false\n\tif _can_see_player or _last_known_player_position == Vector2.ZERO:\n\t\treturn false\n\tvar dist := target_cover.distance_to(_last_known_player_position)\n\tif dist > _grenade_thrower.frag_blast_radius:\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, target_cover):\n\t\t_log_debug(\"Solo grenade skipped: throw path blocked\")\n\t\treturn false\n\tif not _grenade_thrower.is_safe_throw_distance(global_position, target_cover):\n\t\t_log_debug(\"Solo grenade skipped: too close\")\n\t\treturn false\n\t_log_debug(\"Solo grenade: throwing at %s (0 allies nearby)\" % target_cover)\n\treturn true\n\n## Find cover position closer to the player for pursuit.\n## Used during PURSUING state to move cover-to-cover toward the player.\n## Improvements for issue #93:\n## - Penalizes covers on the same obstacle to avoid shuffling along walls\n## - Requires minimum progress toward player to skip insignificant moves\n## - Verifies the path to cover is clear (no walls blocking)\nfunc _find_pursuit_cover_toward_player() -> void:\n\tif _player == null:\n\t\t_has_pursuit_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar best_obstacle: Object = null\n\tvar found_valid_cover: bool = false\n\n\tvar my_distance_to_player := global_position.distance_to(player_pos)\n\t# Calculate minimum required progress (must get at least this much closer)\n\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\tvar collider := raycast.get_collider()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For pursuit, we want cover that is:\n\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n\t\t\t# 2. Hidden from the player (or mostly hidden)\n\t\t\t# 3. Not too far from our current position\n\t\t\t# 4. Preferably on a different obstacle than current cover\n\t\t\t# 5. Reachable (no walls blocking the path)\n\n\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n\n\t\t\t# Skip covers that don't bring us closer to player\n\t\t\tif cover_distance_to_player >= my_distance_to_player:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that don't make enough progress (issue #93 fix)\n\t\t\t# This prevents stopping repeatedly along the same long wall\n\t\t\tif progress < min_required_progress:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Verify we can actually reach this cover position (no wall blocking path)\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Check if this is the same obstacle as our current cover (issue #93 fix)\n\t\t\tvar same_obstacle_penalty: float = 0.0\n\t\t\tif _current_cover_obstacle != null and collider == _current_cover_obstacle:\n\t\t\t\tsame_obstacle_penalty = PURSUIT_SAME_OBSTACLE_PENALTY\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Hidden from player (priority)\n\t\t\t# - Closer to player\n\t\t\t# - Not too far from current position\n\t\t\t# - On a different obstacle than current cover\n\t\t\tvar hidden_score: float = 5.0 if is_hidden else 0.0\n\t\t\tvar approach_score: float = progress / CLOSE_COMBAT_DISTANCE\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\tvar total_score: float = hidden_score + approach_score * 2.0 - distance_penalty - same_obstacle_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tbest_obstacle = collider\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_pursuit_next_cover = best_cover\n\t\t_has_pursuit_cover = true\n\t\t_current_cover_obstacle = best_obstacle\n\t\t_log_debug(\"Found pursuit cover at %s (score: %.2f)\" % [_pursuit_next_cover, best_score])\n\telse:\n\t\t_has_pursuit_cover = false\n\n## Check if there's a clear path to a position (no walls blocking).\n## Used to verify cover positions are reachable before selecting them.\nfunc _can_reach_position(target: Vector2) -> bool:\n\tvar world_2d := get_world_2d()\n\tif world_2d == null:\n\t\treturn true # Fail-open\n\n\tvar space_state := world_2d.direct_space_state\n\tif space_state == null:\n\t\treturn true # Fail-open\n\n\tvar query := PhysicsRayQueryParameters2D.new()\n\tquery.from = global_position\n\tquery.to = target\n\tquery.collision_mask = 4 # Obstacles only (layer 3)\n\tquery.exclude = [get_rid()]\n\n\tvar result := space_state.intersect_ray(query)\n\tif result.is_empty():\n\t\treturn true # No obstacle in the way\n\n\t# Check if obstacle is beyond the target position (acceptable)\n\tvar hit_distance := global_position.distance_to(result[\"position\"])\n\tvar target_distance := global_position.distance_to(target)\n\treturn hit_distance >= target_distance - 10.0 # 10 pixel tolerance\n\n## Find cover position closest to the player for assault positioning.\n## Used during ASSAULT state to take the nearest safe cover to the player.\nfunc _find_cover_closest_to_player() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_distance: float = INF\n\tvar found_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# Check if this position is hidden from player (safe cover)\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\tif is_hidden:\n\t\t\t\t# Calculate distance from this cover to the player\n\t\t\t\tvar distance_to_player := cover_pos.distance_to(player_pos)\n\n\t\t\t\t# We want the cover closest to the player\n\t\t\t\tif distance_to_player < best_distance:\n\t\t\t\t\tbest_distance = distance_to_player\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\t\tfound_cover = true\n\n\tif found_cover:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found assault cover at %s (distance to player: %.1f)\" % [_cover_position, best_distance])\n\telse:\n\t\t# Fall back to normal cover finding\n\t\t_find_cover_position()\n\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\n## Enhanced: Now validates that the cover position is reachable (no walls blocking path).\nfunc _find_cover_position() -> void:\n\tif _player == null:\n\t\t_has_valid_cover = false\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_hidden_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is on the opposite side of the obstacle from player\n\t\t\tvar direction_from_player := (collision_point - player_pos).normalized()\n\n\t\t\t# Position behind cover (offset from collision point along normal)\n\t\t\t# Offset must be large enough to hide the entire enemy body (radius ~24 pixels)\n\t\t\t# Using 35 pixels to provide some margin for the enemy's collision shape\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# CRITICAL: Verify we can actually reach this cover position\n\t\t\t# This prevents selecting cover positions on the opposite side of walls\n\t\t\tif not _can_reach_position(cover_pos):\n\t\t\t\tcontinue\n\n\t\t\t# First priority: Check if this position is actually hidden from player\n\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n\n\t\t\t# Only consider hidden positions unless we have no choice\n\t\t\tif is_hidden or not found_hidden_cover:\n\t\t\t\t# Score based on:\n\t\t\t\t# 1. Whether position is hidden (highest priority)\n\t\t\t\t# 2. Distance from enemy (closer is better)\n\t\t\t\t# 3. Position relative to player (behind cover from player's view)\n\t\t\t\tvar hidden_score: float = 10.0 if is_hidden else 0.0 # Heavy weight for hidden positions\n\n\t\t\t\tvar distance_score := 1.0 - (global_position.distance_to(cover_pos) / COVER_CHECK_DISTANCE)\n\n\t\t\t\t# Check if this position is on the far side of obstacle from player\n\t\t\t\tvar cover_direction := (cover_pos - player_pos).normalized()\n\t\t\t\tvar dot_product := direction_from_player.dot(cover_direction)\n\t\t\t\tvar blocking_score: float = maxf(0.0, dot_product)\n\n\t\t\t\tvar total_score: float = hidden_score + distance_score * 0.3 + blocking_score * 0.7\n\n\t\t\t\t# If we find a hidden position, only accept other hidden positions\n\t\t\t\tif is_hidden and not found_hidden_cover:\n\t\t\t\t\tfound_hidden_cover = true\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\t\t\t\telif (is_hidden or not found_hidden_cover) and total_score > best_score:\n\t\t\t\t\tbest_score = total_score\n\t\t\t\t\tbest_cover = cover_pos\n\n\tif best_score > 0:\n\t\t_cover_position = best_cover\n\t\t_has_valid_cover = true\n\t\t_log_debug(\"Found cover at: %s (hidden: %s)\" % [_cover_position, found_hidden_cover])\n\telse:\n\t\t_has_valid_cover = false\n\n## Calculate flank position based on player location.\n## Uses the stored _flank_side which is set once when entering FLANKING state.\nfunc _calculate_flank_position() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Use the stored flank side (initialized in _transition_to_flanking)\n\tvar flank_direction := player_to_enemy.rotated(flank_angle * _flank_side)\n\n\t_flank_target = player_pos + flank_direction * flank_distance\n\t_log_debug(\"Flank target: %s (side: %s)\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\"])\n\n## Choose the best flank side (left or right) based on obstacle presence.\n## Returns 1.0 for right, -1.0 for left.\n## Checks which side has fewer obstacles to the flank position.\nfunc _choose_best_flank_side() -> float:\n\tif _player == null:\n\t\treturn 1.0 if randf() > 0.5 else -1.0\n\n\tvar player_pos := _player.global_position\n\tvar player_to_enemy := (global_position - player_pos).normalized()\n\n\t# Calculate potential flank positions for both sides\n\tvar right_flank_dir := player_to_enemy.rotated(flank_angle * 1.0)\n\tvar left_flank_dir := player_to_enemy.rotated(flank_angle * -1.0)\n\n\tvar right_flank_pos := player_pos + right_flank_dir * flank_distance\n\tvar left_flank_pos := player_pos + left_flank_dir * flank_distance\n\n\t# Check if paths are clear for both sides\n\tvar right_clear := _has_clear_path_to(right_flank_pos)\n\tvar left_clear := _has_clear_path_to(left_flank_pos)\n\n\t# If only one side is clear, use that side\n\tif right_clear and not left_clear:\n\t\t_log_debug(\"Choosing right flank (left blocked)\")\n\t\treturn 1.0\n\telif left_clear and not right_clear:\n\t\t_log_debug(\"Choosing left flank (right blocked)\")\n\t\treturn -1.0\n\n\t# If both or neither are clear, choose based on which side we're already closer to\n\t# This creates more natural movement patterns\n\tvar right_distance := global_position.distance_to(right_flank_pos)\n\tvar left_distance := global_position.distance_to(left_flank_pos)\n\n\tif right_distance < left_distance:\n\t\t_log_debug(\"Choosing right flank (closer)\")\n\t\treturn 1.0\n\telse:\n\t\t_log_debug(\"Choosing left flank (closer)\")\n\t\treturn -1.0\n\n## Check if there's a clear path (no obstacles) to the target position.\n## Uses a raycast to check for walls/obstacles between current position and target.\nfunc _has_clear_path_to(target: Vector2) -> bool:\n\tif _raycast == null:\n\t\treturn true # Assume clear if no raycast available\n\n\tvar direction := (target - global_position).normalized()\n\tvar distance := global_position.distance_to(target)\n\n\t_raycast.target_position = direction * distance\n\t_raycast.force_raycast_update()\n\n\t# If we hit something, path is blocked\n\tif _raycast.is_colliding():\n\t\tvar collision_point := _raycast.get_collision_point()\n\t\tvar collision_distance := global_position.distance_to(collision_point)\n\t\t# Only consider it blocked if the collision is before the target\n\t\treturn collision_distance >= distance - 10.0\n\n\treturn true\n\n## Find cover position closer to the flank target.\n## Used during FLANKING state to move cover-to-cover toward the flank position.\nfunc _find_flank_cover_toward_target() -> void:\n\tvar best_cover: Vector2 = Vector2.ZERO\n\tvar best_score: float = -INF\n\tvar found_valid_cover: bool = false\n\n\t# Cast rays in all directions to find obstacles\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n\t\tvar direction := Vector2.from_angle(angle)\n\n\t\tvar raycast := _cover_raycasts[i]\n\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point := raycast.get_collision_point()\n\t\t\tvar collision_normal := raycast.get_collision_normal()\n\n\t\t\t# Cover position is offset from collision point along normal\n\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n\n\t\t\t# For flanking, we want cover that is:\n\t\t\t# 1. Closer to the flank target than we currently are\n\t\t\t# 2. Not too far from our current position\n\t\t\t# 3. Reachable (has clear path)\n\n\t\t\tvar my_distance_to_target := global_position.distance_to(_flank_target)\n\t\t\tvar cover_distance_to_target := cover_pos.distance_to(_flank_target)\n\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n\n\t\t\t# Skip covers that don't bring us closer to flank target\n\t\t\tif cover_distance_to_target >= my_distance_to_target:\n\t\t\t\tcontinue\n\n\t\t\t# Skip covers that are too close to current position (would cause looping)\n\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n\t\t\tif cover_distance_from_me < 30.0:\n\t\t\t\tcontinue\n\n\t\t\t# Check if we can reach this cover (has clear path)\n\t\t\tif not _has_clear_path_to(cover_pos):\n\t\t\t\t# Even if direct path is blocked, we might be able to reach\n\t\t\t\t# via another intermediate cover, but skip for now\n\t\t\t\tcontinue\n\n\t\t\t# Score calculation:\n\t\t\t# Higher score for positions that are:\n\t\t\t# - Closer to flank target (priority)\n\t\t\t# - Not too far from current position\n\t\t\tvar approach_score: float = (my_distance_to_target - cover_distance_to_target) / flank_distance\n\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n\n\t\t\tvar total_score: float = approach_score * 2.0 - distance_penalty\n\n\t\t\tif total_score > best_score:\n\t\t\t\tbest_score = total_score\n\t\t\t\tbest_cover = cover_pos\n\t\t\t\tfound_valid_cover = true\n\n\tif found_valid_cover:\n\t\t_flank_next_cover = best_cover\n\t\t_has_flank_cover = true\n\t\t_log_debug(\"Found flank cover at %s (score: %.2f)\" % [_flank_next_cover, best_score])\n\telse:\n\t\t_has_flank_cover = false\n\n## Check if there's a wall ahead in the given direction and return avoidance direction.\n## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n## Enhanced version uses 8 raycasts with distance-weighted avoidance for better navigation.\nfunc _check_wall_ahead(direction: Vector2) -> Vector2:\n\tif _wall_raycasts.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar avoidance := Vector2.ZERO\n\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n\tvar closest_wall_distance: float = WALL_CHECK_DISTANCE\n\tvar hit_count: int = 0\n\n\t# Raycast angles: spread from -90 to +90 degrees relative to movement direction\n\t# Index 0: center (0°)\n\t# Index 1-3: left side (-20°, -45°, -70°)\n\t# Index 4-6: right side (+20°, +45°, +70°)\n\t# Index 7: rear check for wall sliding (-180°)\n\t# IMPORTANT: Use explicit Array[float] type to avoid type inference errors\n\tvar angles: Array[float] = [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n\n\tvar raycast_count: int = mini(WALL_CHECK_COUNT, _wall_raycasts.size())\n\tfor i: int in range(raycast_count):\n\t\t# IMPORTANT: Use explicit float type to avoid type inference error\n\t\tvar angle_offset: float = angles[i] if i < angles.size() else 0.0\n\t\tvar check_direction: Vector2 = direction.rotated(angle_offset)\n\n\t\tvar raycast: RayCast2D = _wall_raycasts[i]\n\t\t# Use shorter distance for rear check (wall sliding detection)\n\t\tvar check_distance: float = WALL_SLIDE_DISTANCE if i == 7 else WALL_CHECK_DISTANCE\n\t\traycast.target_position = check_direction * check_distance\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\thit_count += 1\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tvar wall_distance: float = global_position.distance_to(collision_point)\n\t\t\tvar collision_normal: Vector2 = raycast.get_collision_normal()\n\n\t\t\t# Track closest wall for weight calculation\n\t\t\tif wall_distance < closest_wall_distance:\n\t\t\t\tclosest_wall_distance = wall_distance\n\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\t# For better wall sliding, use collision normal when available\n\t\t\tif i == 7: # Rear raycast - wall sliding mode\n\t\t\t\t# When touching | |
| [2026-01-24T03:13:32.774Z] [INFO] wall from behind, slide along it\n\t\t\t\tavoidance += collision_normal * 0.5\n\t\t\telif i <= 3: # Left side raycasts (indices 0-3)\n\t\t\t\t# Steer right, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance += perpendicular * weight\n\t\t\telse: # Right side raycasts (indices 4-6)\n\t\t\t\t# Steer left, weighted by distance\n\t\t\t\tvar weight: float = 1.0 - (wall_distance / WALL_CHECK_DISTANCE)\n\t\t\t\tavoidance -= perpendicular * weight\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\n## Apply wall avoidance to a movement direction with dynamic weighting.\n## Returns the adjusted movement direction.\nfunc _apply_wall_avoidance(direction: Vector2) -> Vector2:\n\tvar avoidance: Vector2 = _check_wall_ahead(direction)\n\tif avoidance == Vector2.ZERO:\n\t\treturn direction\n\n\tvar weight: float = _get_wall_avoidance_weight(direction)\n\t# Blend original direction with avoidance, stronger avoidance when close to walls\n\treturn (direction * (1.0 - weight) + avoidance * weight).normalized()\n\n## Calculate wall avoidance weight based on distance to nearest wall.\n## Returns a value between WALL_AVOIDANCE_MAX_WEIGHT (far) and WALL_AVOIDANCE_MIN_WEIGHT (close).\nfunc _get_wall_avoidance_weight(direction: Vector2) -> float:\n\tif _wall_raycasts.is_empty():\n\t\treturn WALL_AVOIDANCE_MAX_WEIGHT\n\n\tvar closest_distance: float = WALL_CHECK_DISTANCE\n\n\t# Check the center raycast for distance\n\tif _wall_raycasts.size() > 0:\n\t\tvar raycast: RayCast2D = _wall_raycasts[0]\n\t\traycast.target_position = direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\tvar collision_point: Vector2 = raycast.get_collision_point()\n\t\t\tclosest_distance = global_position.distance_to(collision_point)\n\n\t# Interpolate between min and max weight based on distance\n\tvar normalized_distance: float = clampf(closest_distance / WALL_CHECK_DISTANCE, 0.0, 1.0)\n\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, normalized_distance)\n\n## Check if the player is visible using raycast.\n## If detection_range is 0 or negative, uses unlimited detection range (line-of-sight only).\n## This allows the enemy to see the player even outside the viewport if there's no obstacle.\n## Also updates the continuous visibility timer and visibility ratio for lead prediction control.\n## Uses multi-point visibility check to handle player near wall corners (issue #264).\nfunc _check_player_visibility() -> void:\n\tvar was_visible := _can_see_player\n\t_can_see_player = false\n\t_player_visibility_ratio = 0.0\n\n\t# If blinded, cannot see player at all\n\tif _is_blinded:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tif _player == null or not _raycast:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t# Check if player is within detection range (only if detection_range is positive)\n\t# If detection_range <= 0, detection is unlimited (line-of-sight only)\n\tif detection_range > 0 and distance_to_player > detection_range:\n\t\t_continuous_visibility_timer = 0.0\n\t\treturn\n\n\t# Check multiple points on the player's body (center + corners) to handle\n\t# cases where player is near a wall corner. A single raycast to the center\n\t# might hit the wall, but parts of the player's body could still be visible.\n\t# This fixes the issue where enemies couldn't see players standing close to\n\t# walls in narrow passages (issue #264).\n\tvar check_points := _get_player_check_points(_player.global_position)\n\tvar visible_count := 0\n\n\tfor point in check_points:\n\t\tif _is_player_point_visible_to_enemy(point):\n\t\t\tvisible_count += 1\n\t\t\t# If any part of the player is visible, we can see them\n\t\t\t_can_see_player = true\n\t\t\t# Continue checking to calculate visibility ratio\n\n\t# Calculate visibility ratio based on how many points are visible\n\tif _can_see_player:\n\t\t_player_visibility_ratio = float(visible_count) / float(check_points.size())\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\telse:\n\t\t# Lost line of sight - reset the timer and visibility ratio\n\t\t_continuous_visibility_timer = 0.0\n\t\t_player_visibility_ratio = 0.0\n\n## Aim the enemy sprite/direction at the player using gradual rotation.\nfunc _aim_at_player() -> void:\n\tif _player == null:\n\t\treturn\n\tvar direction := (_player.global_position - global_position).normalized()\n\tvar target_angle := direction.angle()\n\n\t# Calculate the shortest rotation direction\n\tvar angle_diff := wrapf(target_angle - rotation, -PI, PI)\n\n\t# Get the delta time from the current physics process\n\tvar delta := get_physics_process_delta_time()\n\n\t# Apply gradual rotation based on rotation_speed\n\tif abs(angle_diff) <= rotation_speed * delta:\n\t\t# Close enough to snap to target\n\t\trotation = target_angle\n\telif angle_diff > 0:\n\t\trotation += rotation_speed * delta\n\telse:\n\t\trotation -= rotation_speed * delta\n\n## Shoot a bullet towards the player.\n## Bullets fly in the direction the barrel is pointing (realistic behavior).\n## Enemy must be properly aimed before shooting (within AIM_TOLERANCE_DOT).\nfunc _shoot() -> void:\n\tif bullet_scene == null or _player == null:\n\t\treturn\n\n\t# Check if we can shoot (have ammo and not reloading)\n\tif not _can_shoot():\n\t\treturn\n\n\tvar target_position := _player.global_position\n\n\t# Apply lead prediction if enabled\n\tif enable_lead_prediction:\n\t\ttarget_position = _calculate_lead_prediction()\n\n\t# Check if the shot should be taken (friendly fire and cover checks)\n\tif not _should_shoot_at_target(target_position):\n\t\treturn\n\n\t# Calculate bullet spawn position at weapon muzzle first\n\t# We need this to calculate the correct bullet direction\n\tvar weapon_forward := _get_weapon_forward_direction()\n\tvar bullet_spawn_pos := _get_bullet_spawn_position(weapon_forward)\n\n\t# Calculate direction to target for aim check\n\tvar to_target := (target_position - bullet_spawn_pos).normalized()\n\n\t# Check if weapon is aimed at target (within tolerance)\n\t# Bullets fly in barrel direction, so we only shoot when properly aimed (issue #254)\n\tvar aim_dot := weapon_forward.dot(to_target)\n\tif aim_dot < AIM_TOLERANCE_DOT:\n\t\tif debug_logging:\n\t\t\tvar aim_angle_deg := rad_to_deg(acos(clampf(aim_dot, -1.0, 1.0)))\n\t\t\t_log_debug(\"SHOOT BLOCKED: Not aimed at target. aim_dot=%.3f (%.1f deg off)\" % [aim_dot, aim_angle_deg])\n\t\treturn\n\n\t# Bullet direction is the weapon's forward direction (realistic barrel direction)\n\t# This ensures bullets fly where the barrel is pointing, not toward the target\n\tvar direction := weapon_forward\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\tbullet.global_position = bullet_spawn_pos\n\n\t# Debug logging for weapon geometry analysis\n\tif debug_logging:\n\t\tvar weapon_visual_pos := _weapon_sprite.global_position if _weapon_sprite else Vector2.ZERO\n\t\tvar model_rot := _enemy_model.rotation if _enemy_model else 0.0\n\t\tvar model_scale := _enemy_model.scale if _enemy_model else Vector2.ONE\n\t\t_log_debug(\"SHOOT: enemy_pos=%v, target_pos=%v\" % [global_position, target_position])\n\t\t_log_debug(\" model_rotation=%.2f rad (%.1f deg), model_scale=%v\" % [model_rot, rad_to_deg(model_rot), model_scale])\n\t\t_log_debug(\" weapon_node_pos=%v, muzzle=%v\" % [weapon_visual_pos, bullet_spawn_pos])\n\t\t_log_debug(\" direction=%v (angle=%.1f deg) - BARREL DIRECTION (realistic)\" % [direction, rad_to_deg(direction.angle())])\n\n\t# Set bullet direction (barrel direction for realistic behavior)\n\tbullet.direction = direction\n\n\t# Set shooter ID to identify this enemy as the source\n\t# This prevents enemies from detecting their own bullets in the threat sphere\n\tbullet.shooter_id = get_instance_id()\n\t# Set shooter position for distance-based penetration calculation\n\t# Use the bullet spawn position (weapon muzzle) for accurate distance calculation\n\tbullet.shooter_position = bullet_spawn_pos\n\n\t# Add bullet to the scene tree\n\tget_tree().current_scene.add_child(bullet)\n\n\t# Spawn casing if casing scene is set\n\t_spawn_casing(direction, weapon_forward)\n\n\t# Play shooting sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\taudio_manager.play_m16_shot(global_position)\n\n\t# Emit gunshot sound for in-game sound propagation (alerts other enemies)\n\t# Uses weapon_loudness to determine propagation range\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tsound_propagation.emit_sound(0, global_position, 1, self, weapon_loudness) # 0 = GUNSHOT, 1 = ENEMY\n\n\t# Play shell casing sound with a small delay\n\t_play_delayed_shell_sound()\n\n\t# Consume ammo\n\t_current_ammo -= 1\n\tammo_changed.emit(_current_ammo, _reserve_ammo)\n\n\t# Auto-reload when magazine is empty\n\tif _current_ammo <= 0 and _reserve_ammo > 0:\n\t\t_start_reload()\n\n## Play shell casing sound with a delay to simulate the casing hitting the ground.\nfunc _play_delayed_shell_sound() -> void:\n\tawait get_tree().create_timer(0.15).timeout\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_shell_rifle\"):\n\t\taudio_manager.play_shell_rifle(global_position)\n\n## Spawns a bullet casing that gets ejected from the weapon.\n## Based on BaseWeapon.cs SpawnCasing method for visual consistency with player weapons.\n## @param shoot_direction: Direction the bullet was fired (used to determine casing ejection direction).\n## @param weapon_forward: The weapon's forward direction (barrel direction).\nfunc _spawn_casing(shoot_direction: Vector2, weapon_forward: Vector2) -> void:\n\tif casing_scene == null:\n\t\treturn\n\n\t# Calculate casing spawn position (near the weapon, slightly offset)\n\t# Use 50% of bullet spawn offset to position casing near weapon muzzle\n\tvar casing_spawn_position: Vector2 = global_position + weapon_forward * (bullet_spawn_offset * 0.5)\n\n\tvar casing: RigidBody2D = casing_scene.instantiate()\n\tcasing.global_position = casing_spawn_position\n\n\t# Calculate ejection direction to the right of the weapon\n\t# In a top-down view with Y increasing downward:\n\t# - If weapon points right (1, 0), right side of weapon is DOWN (0, 1)\n\t# - If weapon points up (0, -1), right side of weapon is RIGHT (1, 0)\n\t# This is a 90 degree counter-clockwise rotation (perpendicular to shooting direction)\n\tvar weapon_right: Vector2 = Vector2(-weapon_forward.y, weapon_forward.x)\n\n\t# Eject to the right with some randomness\n\tvar random_angle: float = randf_range(-0.3, 0.3) # ±0.3 radians (~±17 degrees)\n\tvar ejection_direction: Vector2 = weapon_right.rotated(random_angle)\n\n\t# Add some upward component for realistic ejection\n\tejection_direction = ejection_direction.rotated(randf_range(-0.1, 0.1))\n\n\t# Set initial velocity for the casing (increased for faster ejection animation)\n\tvar ejection_speed: float = randf_range(300.0, 450.0) # Random speed between 300-450 pixels/sec\n\tcasing.linear_velocity = ejection_direction * ejection_speed\n\n\t# Add some initial spin for realism\n\tcasing.angular_velocity = randf_range(-15.0, 15.0)\n\n\t# Set caliber data on the casing for appearance\n\t# Load the 5.45x39mm caliber data for M16 rifle\n\tvar caliber_data: Resource = load(\"res://resources/calibers/caliber_545x39.tres\")\n\tif caliber_data:\n\t\tcasing.set(\"caliber_data\", caliber_data)\n\n\tget_tree().current_scene.add_child(casing)\n\n## Calculate lead prediction - aims where the player will be, not where they are.\n## Uses iterative approach for better accuracy with moving targets.\n## Only applies lead prediction if:\n## 1. The player has been continuously visible for at least lead_prediction_delay seconds\n## 2. At least lead_prediction_visibility_threshold of the player's body is visible\n## 3. The predicted position is also visible to the enemy (not behind cover)\n## This prevents enemies from \"knowing\" where the player will emerge from cover.\nfunc _calculate_lead_prediction() -> Vector2:\n\tif _player == null:\n\t\treturn global_position\n\n\tvar player_pos := _player.global_position\n\n\t# Only use lead prediction if the player has been continuously visible\n\t# for long enough. This prevents enemies from predicting player position\n\t# immediately when they emerge from cover.\n\tif _continuous_visibility_timer < lead_prediction_delay:\n\t\t_log_debug(\"Lead prediction disabled: visibility time %.2fs < %.2fs required\" % [_continuous_visibility_timer, lead_prediction_delay])\n\t\treturn player_pos\n\n\t# Only use lead prediction if enough of the player's body is visible.\n\t# This prevents pre-firing when the player is at the edge of cover with only\n\t# a small part of their body visible. The player must be significantly exposed\n\t# before the enemy can predict their movement.\n\tif _player_visibility_ratio < lead_prediction_visibility_threshold:\n\t\t_log_debug(\"Lead prediction disabled: visibility ratio %.2f < %.2f required (player at cover edge)\" % [_player_visibility_ratio, lead_prediction_visibility_threshold])\n\t\treturn player_pos\n\n\tvar player_velocity := Vector2.ZERO\n\n\t# Get player velocity if they are a CharacterBody2D\n\tif _player is CharacterBody2D:\n\t\tplayer_velocity = _player.velocity\n\n\t# If player is stationary, no need for prediction\n\tif player_velocity.length_squared() < 1.0:\n\t\treturn player_pos\n\n\t# Iterative lead prediction for better accuracy\n\t# Start with player's current position\n\tvar predicted_pos := player_pos\n\tvar distance := global_position.distance_to(predicted_pos)\n\n\t# Iterate 2-3 times for convergence\n\tfor i in range(3):\n\t\t# Time for bullet to reach the predicted position\n\t\tvar time_to_target := distance / bullet_speed\n\n\t\t# Predict where player will be at that time\n\t\tpredicted_pos = player_pos + player_velocity * time_to_target\n\n\t\t# Update distance for next iteration\n\t\tdistance = global_position.distance_to(predicted_pos)\n\n\t# CRITICAL: Validate that the predicted position is actually visible to the enemy.\n\t# If the predicted position is behind cover (e.g., player is running toward cover exit),\n\t# we should NOT aim there - it would feel like the enemy is \"cheating\" by knowing\n\t# where the player will emerge. Fall back to player's current visible position.\n\tif not _is_position_visible_to_enemy(predicted_pos):\n\t\t_log_debug(\"Lead prediction blocked: predicted position %s is not visible, using current position %s\" % [predicted_pos, player_pos])\n\t\treturn player_pos\n\n\t_log_debug(\"Lead prediction: player at %s moving %s, aiming at %s\" % [player_pos, player_velocity, predicted_pos])\n\n\treturn predicted_pos\n\n## Process patrol behavior - move between patrol points.\nfunc _process_patrol(delta: float) -> void:\n\tif _patrol_points.is_empty():\n\t\treturn\n\n\t# Handle waiting at patrol point\n\tif _is_waiting_at_patrol_point:\n\t\t_patrol_wait_timer += delta\n\t\tif _patrol_wait_timer >= patrol_wait_time:\n\t\t\t_is_waiting_at_patrol_point = false\n\t\t\t_patrol_wait_timer = 0.0\n\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n\t\tvelocity = Vector2.ZERO\n\t\treturn\n\n\t# Move towards current patrol point\n\tvar target_point := _patrol_points[_current_patrol_index]\n\tvar direction := (target_point - global_position).normalized()\n\tvar distance := global_position.distance_to(target_point)\n\n\tif distance < 5.0:\n\t\t# Reached patrol point, start waiting\n\t\t_is_waiting_at_patrol_point = true\n\t\tvelocity = Vector2.ZERO\n\telse:\n\t\t# Apply enhanced wall avoidance with dynamic weighting\n\t\tdirection = _apply_wall_avoidance(direction)\n\n\t\tvelocity = direction * move_speed\n\t\t# Face movement direction when patrolling\n\t\trotation = direction.angle()\n\n## Process guard behavior - stand still and look around.\nfunc _process_guard(_delta: float) -> void:\n\tvelocity = Vector2.ZERO\n\t# In guard mode, enemy doesn't move but can still aim at player when visible\n\n## Called when a bullet enters the threat sphere.\nfunc _on_threat_area_entered(area: Area2D) -> void:\n\t# Check if bullet has shooter_id property and if it's from this enemy\n\t# This prevents enemies from being suppressed by their own bullets\n\tif \"shooter_id\" in area and area.shooter_id == get_instance_id():\n\t\treturn # Ignore own bullets\n\n\t_bullets_in_threat_sphere.append(area)\n\t# Set threat memory timer so enemy can react even after fast bullets exit\n\t# This allows the reaction delay to complete even if bullets pass through quickly\n\t_threat_memory_timer = THREAT_MEMORY_DURATION\n\t# Note: _under_fire is now set in _update_suppression after threat_reaction_delay\n\t# This gives the player more time before the enemy reacts to nearby gunfire\n\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n\n## Called when a bullet exits the threat sphere.\nfunc _on_threat_area_exited(area: Area2D) -> void:\n\t_bullets_in_threat_sphere.erase(area)\n\n## Called when the enemy is hit (by bullet.gd).\nfunc on_hit() -> void:\n\t# Call extended version with default values\n\ton_hit_with_info(Vector2.RIGHT, null)\n\n## Called when the enemy is hit with extended hit information.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Caliber resource for effect scaling.\nfunc on_hit_with_info(hit_direction: Vector2, caliber_data: Resource) -> void:\n\t# Call the full version with default special kill flags\n\ton_hit_with_bullet_info(hit_direction, caliber_data, false, false)\n\n## Called when the enemy is hit with full bullet information.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Caliber resource for effect scaling.\n## @param has_ricocheted: Whether the bullet had ricocheted before this hit.\n## @param has_penetrated: Whether the bullet had penetrated a wall before this hit.\nfunc on_hit_with_bullet_info(hit_direction: Vector2, caliber_data: Resource, has_ricocheted: bool, has_penetrated: bool) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\n\n\t# Store hit direction for death animation\n\t_last_hit_direction = hit_direction\n\n\t# Track hits for retreat behavior\n\t_hits_taken_in_encounter += 1\n\t_log_debug(\"Hit taken! Total hits in encounter: %d\" % _hits_taken_in_encounter)\n\t_log_to_file(\"Hit taken, health: %d/%d\" % [_current_health - 1, _max_health])\n\n\t# Show hit flash effect\n\t_show_hit_flash()\n\n\t# Apply damage\n\t_current_health -= 1\n\n\t# Play appropriate hit sound and spawn visual effects\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif _current_health <= 0:\n\t\t# Track special kill info before death\n\t\t_killed_by_ricochet = has_ricocheted\n\t\t_killed_by_penetration = has_penetrated\n\n\t\t# Play lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\taudio_manager.play_hit_lethal(global_position)\n\t\t# Spawn blood splatter effect for lethal hit (with decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, true)\n\t\t_on_death()\n\telse:\n\t\t# Play non-lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\taudio_manager.play_hit_non_lethal(global_position)\n\t\t# Spawn blood effect for non-lethal hit (smaller, no decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, false)\n\t\t_update_health_visual()\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t_set_all_sprites_modulate(hit_flash_color)\n\n\tawait get_tree().create_timer(hit_flash_duration).timeout\n\n\t# Restore color based on current health (if still alive)\n\tif _is_alive:\n\t\t_update_health_visual()\n\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\tvar color := full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\t_set_all_sprites_modulate(color)\n\n## Sets the modulate color on all enemy sprite parts.\n## @param color: The color to apply to all sprites.\nfunc _set_all_sprites_modulate(color: Color) -> void:\n\tif _body_sprite:\n\t\t_body_sprite.modulate = color\n\tif _head_sprite:\n\t\t_head_sprite.modulate = color\n\tif _left_arm_sprite:\n\t\t_left_arm_sprite.modulate = color\n\tif _right_arm_sprite:\n\t\t_right_arm_sprite.modulate = color\n\n## Returns the current health as a percentage (0.0 to 1.0).\nfunc _get_health_percent() -> float:\n\tif _max_health <= 0:\n\t\treturn 0.0\n\treturn float(_current_health) / float(_max_health)\n\n## Calculates the bullet spawn position at the weapon's muzzle.\n## The muzzle is positioned relative to the weapon mount, offset in the weapon's forward direction.\n##\n## IMPORTANT FIX (Issue #264 - Session 4):\n## Similar to _get_weapon_forward_direction(), we need to calculate the muzzle position\n## based on the intended aim direction when the player is visible, not from the stale\n## global_transform which may not have updated yet in the same physics frame.\n##\n## @param _direction: The normalized direction the bullet will travel (used for fallback only).\n## @return: The global position where the bullet should spawn.\nfunc _get_bullet_spawn_position(_direction: Vector2) -> Vector2:\n\t# The rifle sprite (m16_rifle_topdown.png) is 64px long with offset (20, 0).\n\t# The muzzle (right edge in local space) is at: offset.x + sprite_width/2 = 20 + 32 = 52px\n\t# from the WeaponSprite node position.\n\tvar muzzle_local_offset := 52.0 # Distance from node to muzzle in local +X direction\n\tif _weapon_sprite and _enemy_model:\n\t\tvar weapon_forward: Vector2\n\n\t\t# When player is visible, calculate direction directly to avoid transform delay.\n\t\t# This matches the fix in _get_weapon_forward_direction().\n\t\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\t\tweapon_forward = (_player.global_position - global_position).normalized()\n\t\telse:\n\t\t\t# Fallback to transform-based direction when player is not visible.\n\t\t\t# Get the weapon's VISUAL forward direction from global_transform.\n\t\t\t# IMPORTANT: We use global_transform.x because it correctly accounts for the\n\t\t\t# vertical flip (scale.y negative) that happens when aiming left. The flip\n\t\t\t# affects where the muzzle visually appears, so we need the transformed direction.\n\t\t\t# Using Vector2.from_angle(_enemy_model.rotation) would give incorrect results\n\t\t\t# because it doesn't account for the scale flip.\n\t\t\tweapon_forward = _weapon_sprite.global_transform.x.normalized()\n\n\t\t# Calculate muzzle offset accounting for enemy model scale\n\t\tvar scaled_muzzle_offset := muzzle_local_offset * enemy_model_scale\n\t\t# Use weapon sprite's global position as base, then offset to reach the muzzle\n\t\tvar result := _weapon_sprite.global_position + weapon_forward * scaled_muzzle_offset\n\t\tif debug_logging:\n\t\t\tvar angle_forward := Vector2.from_angle(_enemy_model.rotation)\n\t\t\t_log_debug(\" _get_bullet_spawn_position: weapon_forward=%v vs angle_forward=%v\" % [weapon_forward, angle_forward])\n\t\t\t_log_debug(\" muzzle_position=%v, weapon_pos=%v, offset=%.1f\" % [result, _weapon_sprite.global_position, scaled_muzzle_offset])\n\t\treturn result\n\telse:\n\t\t# Fallback to old behavior if weapon sprite or enemy model not found\n\t\treturn global_position + _direction * bullet_spawn_offset\n\n## Returns the weapon's forward direction in world coordinates.\n## This is the direction the weapon barrel is visually pointing.\n##\n## NOTE: This is used to calculate the muzzle position, NOT the bullet direction.\n## The actual bullet direction is calculated in _shoot() as (target - muzzle).normalized()\n## to ensure bullets fly toward the target, not just in the model's facing direction.\n##\n## IMPORTANT: We use global_transform.x to get the actual visual forward direction.\n## This correctly accounts for the vertical flip (scale.y negative) that happens\n## when aiming left. The transform includes all parent transforms, so it gives\n## the true world-space direction the weapon is pointing.\n##\n## IMPORTANT FIX (Issue #264 - Session 4):\n## In Godot 4, when we set global_rotation on a Node2D, the global_transform of\n## child nodes does NOT update immediately in the same physics frame. This caused\n## bullets to be fired in the wrong direction because _weapon_sprite.global_transform.x\n## would return the OLD direction from the previous frame.\n##\n## The fix is to calculate the expected weapon direction directly from the player's\n## position when we can see the player, rather than reading it back from the transform.\n## This ensures bullets always fly toward the intended target, not the stale transform.\n##\n## @returns: Normalized direction vector the weapon should be pointing.\nfunc _get_weapon_forward_direction() -> Vector2:\n\t# When we can see the player, calculate direction directly to avoid transform delay.\n\t# This is the same calculation used in _update_enemy_model_rotation(), ensuring\n\t# consistency between the visual aim and the actual bullet direction.\n\tif _player and is_instance_valid(_player) and _can_see_player:\n\t\treturn (_player.global_position - global_position).normalized()\n\n\t# Fallback to transform-based direction when player is not visible.\n\t# In this case, the transform should have had time to update across frames.\n\tif _weapon_sprite:\n\t\t# Use the weapon sprite's global_transform.x for the true visual forward direction.\n\t\t# This correctly handles the vertical flip case (scale.y negative) because\n\t\t# global_transform includes all parent transforms including scale.\n\t\treturn _weapon_sprite.global_transform.x.normalized()\n\telif _enemy_model:\n\t\t# Fallback to enemy model's transform if weapon sprite not available\n\t\treturn _enemy_model.global_transform.x.normalized()\n\telse:\n\t\t# Fallback: calculate direction to player\n\t\tif _player and is_instance_valid(_player):\n\t\t\treturn (_player.global_position - global_position).normalized()\n\t\treturn Vector2.RIGHT # Default fallback\n\n## Updates the weapon sprite rotation to match the direction the enemy will shoot.\n## This ensures the rifle visually points where bullets will travel.\n## Also handles vertical flipping when aiming left to avoid upside-down appearance.\nfunc _update_weapon_sprite_rotation() -> void:\n\tif not _weapon_sprite:\n\t\treturn\n\n\t# Calculate the direction the weapon should point (same as shooting direction)\n\t# This matches the logic in _shoot() to ensure visual consistency\n\tvar aim_angle: float = rotation # Default to body rotation\n\n\tif _player and is_instance_valid(_player):\n\t\t# Calculate direction to player (or predicted position if lead prediction is enabled)\n\t\tvar target_position := _player.global_position\n\t\tif enable_lead_prediction and _can_see_player:\n\t\t\ttarget_position = _calculate_lead_prediction()\n\n\t\tvar direction := (target_position - global_position).normalized()\n\t\taim_angle = direction.angle()\n\n\t# Set the weapon sprite LOCAL rotation relative to parent.\n\t# The weapon sprite is a child of the enemy body, so we need to subtract the parent's\n\t# rotation to get the correct world-space orientation.\n\t# Without this, the rotation would be doubled (parent rotation + own rotation).\n\t_weapon_sprite.rotation = aim_angle - rotation\n\n\t# Flip the sprite vertically when aiming left (to avoid upside-down rifle)\n\t# This happens when the angle is greater than 90 degrees or less than -90 degrees\n\tvar aiming_left := absf(aim_angle) > PI / 2.0\n\t_weapon_sprite.flip_v = aiming_left\n\n## Returns the effective detection delay based on difficulty.\n## In Easy mode, enemies take longer to react after spotting the player.\nfunc _get_effective_detection_delay() -> float:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"get_detection_delay\"):\n\t\treturn difficulty_manager.get_detection_delay()\n\t# Fall back to export variable if DifficultyManager is not available\n\treturn detection_delay\n\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died (ricochet: %s, penetration: %s)\" % [_killed_by_ricochet, _killed_by_penetration])\n\tdied.emit()\n\tdied_with_info.emit(_killed_by_ricochet, _killed_by_penetration)\n\n\t# Disable hit area collision so bullets pass through dead enemies.\n\t# This prevents dead enemies from \"absorbing\" bullets before respawn/deletion.\n\t# Multiple approaches are used due to Godot engine limitations:\n\t# - Godot issue #62506: set_deferred() on monitorable/monitoring is inconsistent\n\t# - Godot issue #100687: toggling monitorable doesn't affect already-overlapping areas\n\t_disable_hit_area_collision()\n\n\t# Unregister from sound propagation when dying\n\t_unregister_sound_listener()\n\n\t# Start death animation with the hit direction\n\tif _death_animation and _death_animation.has_method(\"start_death_animation\"):\n\t\t_death_animation.start_death_animation(_last_hit_direction)\n\t\t_log_to_file(\"Death animation started with hit direction: %s\" % str(_last_hit_direction))\n\n\tif destroy_on_death:\n\t\t# Wait for death animation to complete before destroying\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t# Clean up death animation ragdoll bodies before destroying\n\t\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t\t_death_animation.reset()\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\n\t# Reset death animation first (restores sprites to character model)\n\tif _death_animation and _death_animation.has_method(\"reset\"):\n\t\t_death_animation.reset()\n\n\tglobal_position = _initial_position\n\trotation = 0.0\n\t_current_patrol_index = 0\n\t_is_waiting_at_patrol_point = false\n\t_patrol_wait_timer = 0.0\n\t_current_state = AIState.IDLE\n\t_has_valid_cover = false\n\t_under_fire = false\n\t_suppression_timer = 0.0\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\t_continuous_visibility_timer = 0.0\n\t_player_visibility_ratio = 0.0\n\t_threat_reaction_timer = 0.0\n\t_threat_reaction_delay_elapsed = false\n\t_threat_memory_timer = 0.0\n\t_bullets_in_threat_sphere.clear()\n\t# Reset retreat state variables\n\t_hits_taken_in_encounter = 0\n\t_retreat_mode = RetreatMode.FULL_HP\n\t_retreat_turn_timer = 0.0\n\t_retreat_turning_to_cover = false\n\t_retreat_burst_remaining = 0\n\t_retreat_burst_timer = 0.0\n\t_retreat_burst_complete = false\n\t_retreat_burst_angle_offset = 0.0\n\t_in_alarm_mode = false\n\t_cover_burst_pending = false\n\t# Reset combat state variables\n\t_combat_shoot_timer = 0.0\n\t_combat_shoot_duration = 2.5\n\t_combat_exposed = false\n\t_combat_approaching = false\n\t_combat_approach_timer = 0.0\n\t_combat_state_timer = 0.0\n\t# Reset pursuit state variables\n\t_pursuit_cover_wait_timer = 0.0\n\t_pursuit_next_cover = Vector2.ZERO\n\t_has_pursuit_cover = false\n\t_current_cover_obstacle = null\n\t_pursuit_approaching = false\n\t_pursuit_approach_timer = 0.0\n\t_pursuing_state_timer = 0.0\n\t# Reset assault state variables\n\t_assault_wait_timer = 0.0\n\t_assault_ready = false\n\t_in_assault = false\n\t# Reset flank state variables\n\t_flank_cover_wait_timer = 0.0\n\t_flank_next_cover = Vector2.ZERO\n\t_has_flank_cover = false\n\t_flank_state_timer = 0.0\n\t_flank_stuck_timer = 0.0\n\t_flank_last_position = Vector2.ZERO\n\t_flank_fail_count = 0\n\t_flank_cooldown_timer = 0.0\n\t# Reset grenade thrower component\n\tif _grenade_thrower:\n\t\t_grenade_thrower.reset()\n\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n\t# Reset sound detection state\n\t_last_known_player_position = Vector2.ZERO\n\t_pursuing_vulnerability_sound = false\n\t# Reset score tracking state\n\t_killed_by_ricochet = false\n\t_killed_by_penetration = false\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\t# Re-enable hit area collision after respawning\n\t_enable_hit_area_collision()\n\t# Re-register for sound propagation after respawning\n\t_register_sound_listener()\n\n## Disables hit area collision so bullets pass through dead enemies.\n## Uses multiple approaches due to Godot engine limitations with Area2D collision toggling.\nfunc _disable_hit_area_collision() -> void:\n\t# Approach 1: Disable the CollisionShape2D itself\n\t# This is the most reliable way to prevent collision detection\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.set_deferred(\"disabled\", true)\n\n\t# Approach 2: Move to unused collision layers\n\t# This prevents any interaction even if shape disabling fails\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"collision_layer\", 0)\n\t\t_hit_area.set_deferred(\"collision_mask\", 0)\n\n\t# Approach 3: Disable monitorable/monitoring (original approach)\n\t# Kept as additional safety measure\n\tif _hit_area:\n\t\t_hit_area.set_deferred(\"monitorable\", false)\n\t\t_hit_area.set_deferred(\"monitoring\", false)\n\n## Re-enables hit area collision after respawning.\n## Restores all collision properties to their original values.\nfunc _enable_hit_area_collision() -> void:\n\t# Re-enable CollisionShape2D\n\tif _hit_collision_shape:\n\t\t_hit_collision_shape.disabled = false\n\n\t# Restore original collision layers\n\tif _hit_area:\n\t\t_hit_area.collision_layer = _original_hit_area_layer\n\t\t_hit_area.collision_mask = _original_hit_area_mask\n\n\t# Re-enable monitorable/monitoring\n\tif _hit_area:\n\t\t_hit_area.monitorable = true\n\t\t_hit_area.monitoring = true\n\n## Returns whether this enemy is currently alive.\n## Used by bullets to check if they should pass through or hit.\nfunc is_alive() -> bool:\n\treturn _is_alive\n\n## Initialize the death animation component.\nfunc _init_death_animation() -> void:\n\t# Create death animation component as a child node\n\t_death_animation = DeathAnimationComponent.new()\n\t_death_animation.name = \"DeathAnimation\"\n\tadd_child(_death_animation)\n\n\t# Initialize with sprite references\n\t_death_animation.initialize(\n\t\t_body_sprite,\n\t\t_head_sprite,\n\t\t_left_arm_sprite,\n\t\t_right_arm_sprite,\n\t\t_enemy_model\n\t)\n\n\t# Connect signals\n\t_death_animation.death_animation_completed.connect(_on_death_animation_completed)\n\t_death_animation.ragdoll_activated.connect(_on_ragdoll_activated)\n\n\t_log_to_file(\"Death animation component initialized\")\n\n## Called when death animation completes (body at rest).\nfunc _on_death_animation_completed() -> void:\n\t_log_to_file(\"Death animation completed\")\n\tdeath_animation_completed.emit()\n\n## Called when ragdoll physics activates.\nfunc _on_ragdoll_activated() -> void:\n\t_log_to_file(\"Ragdoll activated\")\n\n## Log debug message if debug_logging is enabled.\nfunc _log_debug(message: String) -> void:\n\tif debug_logging:\n\t\tprint(\"[Enemy %s] %s\" % [name, message])\n\n## Log a message to the file logger (always logs, regardless of debug_logging setting).\n## Use for important events like spawning, dying, or critical state changes.\nfunc _log_to_file(message: String) -> void:\n\tif not is_inside_tree():\n\t\treturn\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_enemy\"):\n\t\tfile_logger.log_enemy(name, message)\n\n## Log spawn info (called via call_deferred to ensure FileLogger is loaded).\nfunc _log_spawn_info() -> void:\n\t_log_to_file(\"Enemy spawned at %s, health: %d, behavior: %s, player_found: %s\" % [\n\t\tglobal_position, _max_health, BehaviorMode.keys()[behavior_mode],\n\t\t\"yes\" if _player != null else \"no\"])\n\n## Get AI state name as a human-readable string.\nfunc _get_state_name(state: AIState) -> String:\n\tmatch state:\n\t\tAIState.IDLE:\n\t\t\treturn \"IDLE\"\n\t\tAIState.COMBAT:\n\t\t\treturn \"COMBAT\"\n\t\tAIState.SEEKING_COVER:\n\t\t\treturn \"SEEKING_COVER\"\n\t\tAIState.IN_COVER:\n\t\t\treturn \"IN_COVER\"\n\t\tAIState.FLANKING:\n\t\t\treturn \"FLANKING\"\n\t\tAIState.SUPPRESSED:\n\t\t\treturn \"SUPPRESSED\"\n\t\tAIState.RETREATING:\n\t\t\treturn \"RETREATING\"\n\t\tAIState.PURSUING:\n\t\t\treturn \"PURSUING\"\n\t\tAIState.ASSAULT:\n\t\t\treturn \"ASSAULT\"\n\t\tAIState.THROWING_GRENADE:\n\t\t\treturn \"THROWING_GRENADE\"\n\t\t_:\n\t\t\treturn \"UNKNOWN\"\n\n## Update the debug label with current AI state.\nfunc _update_debug_label() -> void:\n\tif _debug_label == null:\n\t\treturn\n\n\t_debug_label.visible = debug_label_enabled\n\tif not debug_label_enabled:\n\t\treturn\n\n\tvar state_text := _get_state_name(_current_state)\n\n\t# Add retreat mode info if retreating\n\tif _current_state == AIState.RETREATING:\n\t\tmatch _retreat_mode:\n\t\t\tRetreatMode.FULL_HP:\n\t\t\t\tstate_text += \"\\n(FULL_HP)\"\n\t\t\tRetreatMode.ONE_HIT:\n\t\t\t\tstate_text += \"\\n(ONE_HIT)\"\n\t\t\tRetreatMode.MULTIPLE_HITS:\n\t\t\t\tstate_text += \"\\n(MULTI_HITS)\"\n\n\t# Add assault timer info if in assault state\n\tif _current_state == AIState.ASSAULT:\n\t\tif _assault_ready:\n\t\t\tstate_text += \"\\n(RUSHING)\"\n\t\telse:\n\t\t\tvar time_left := ASSAULT_WAIT_DURATION - _assault_wait_timer\n\t\t\tstate_text += \"\\n(%.1fs)\" % time_left\n\n\t# Add combat phase info if in combat\n\tif _current_state == AIState.COMBAT:\n\t\tif _combat_exposed:\n\t\t\tvar time_left := _combat_shoot_duration - _combat_shoot_timer\n\t\t\tstate_text += \"\\n(EXPOSED %.1fs)\" % time_left\n\t\telif _seeking_clear_shot:\n\t\t\tvar time_left := CLEAR_SHOT_MAX_TIME - _clear_shot_timer\n\t\t\tstate_text += \"\\n(SEEK SHOT %.1fs)\" % time_left\n\t\telif _combat_approaching:\n\t\t\tstate_text += \"\\n(APPROACH)\"\n\n\t# Add pursuit timer info if pursuing and waiting at cover\n\tif _current_state == AIState.PURSUING:\n\t\tif _pursuit_approaching:\n\t\t\tvar time_left := PURSUIT_APPROACH_MAX_TIME - _pursuit_approach_timer\n\t\t\tstate_text += \"\\n(APPROACH %.1fs)\" % time_left\n\t\telif _has_valid_cover and not _has_pursuit_cover:\n\t\t\tvar time_left := PURSUIT_COVER_WAIT_DURATION - _pursuit_cover_wait_timer\n\t\t\tstate_text += \"\\n(WAIT %.1fs)\" % time_left\n\t\telif _has_pursuit_cover:\n\t\t\tstate_text += \"\\n(MOVING)\"\n\n\t# Add flanking phase info if flanking\n\tif _current_state == AIState.FLANKING:\n\t\tvar side_label := \"R\" if _flank_side > 0 else \"L\"\n\t\tif _has_valid_cover and not _has_flank_cover:\n\t\t\tvar time_left := FLANK_COVER_WAIT_DURATION - _flank_cover_wait_timer\n\t\t\tstate_text += \"\\n(%s WAIT %.1fs)\" % [side_label, time_left]\n\t\telif _has_flank_cover:\n\t\t\tstate_text += \"\\n(%s MOVING)\" % side_label\n\t\telse:\n\t\t\tstate_text += \"\\n(%s DIRECT)\" % side_label\n\n\t# Add grenade throwing info\n\tif _current_state == AIState.THROWING_GRENADE:\n\t\tif _grenade_thrower:\n\t\t\tvar grenades_left := _grenade_thrower.offensive_grenades + _grenade_thrower.flashbang_grenades\n\t\t\tstate_text += \"\\n(GRENADES: %d)\" % grenades_left\n\n\t_debug_label.text = state_text\n\n## Get current AI state (for external access/debugging).\nfunc get_current_state() -> AIState:\n\treturn _current_state\n\n## Get GOAP world state (for GOAP planner).\nfunc get_goap_world_state() -> Dictionary:\n\treturn _goap_world_state.duplicate()\n\n## Set player reloading state. Called by level when player starts/finishes reload.\n## When player starts reloading near an enemy, the enemy will attack with maximum priority.\nfunc set_player_reloading(is_reloading: bool) -> void:\n\tvar old_value: bool = _goap_world_state.get(\"player_reloading\", false)\n\t_goap_world_state[\"player_reloading\"] = is_reloading\n\tif is_reloading != old_value:\n\t\t_log_to_file(\"Player reloading state changed: %s -> %s\" % [old_value, is_reloading])\n\n## Set player ammo empty state. Called by level when player tries to shoot with empty weapon.\n## When player tries to shoot with no ammo, the enemy will attack with maximum priority.\nfunc set_player_ammo_empty(is_empty: bool) -> void:\n\tvar old_value: bool = _goap_world_state.get(\"player_ammo_empty\", false)\n\t_goap_world_state[\"player_ammo_empty\"] = is_empty\n\tif is_empty != old_value:\n\t\t_log_to_file(\"Player ammo empty state changed: %s -> %s\" % [old_value, is_empty])\n\n## Check if enemy is currently under fire.\nfunc is_under_fire() -> bool:\n\treturn _under_fire\n\n## Check if enemy is in cover.\nfunc is_in_cover() -> bool:\n\treturn _current_state == AIState.IN_COVER or _current_state == AIState.SUPPRESSED\n\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\n## Get current player visibility ratio (for debugging).\n## Returns 0.0 if player is completely hidden, 1.0 if fully visible.\nfunc get_player_visibility_ratio() -> float:\n\treturn _player_visibility_ratio\n\n## Draw debug visualization when debug mode is enabled.\n## Shows: line to target (cover, clear shot, player), bullet spawn point status.\nfunc _draw() -> void:\n\tif not debug_label_enabled:\n\t\treturn\n\n\t# Colors for different debug elements\n\tvar color_to_cover := Color.CYAN # Line to cover position\n\tvar color_to_player := Color.RED # Line to player (when visible)\n\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n\tvar color_flank := Color.MAGENTA # Line to flank position\n\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n\tvar color_blocked := Color.RED # Blocked path indicator\n\n\t# Draw line to player if visible\n\tif _can_see_player and _player:\n\t\tvar to_player := _player.global_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_player, color_to_player, 1.5)\n\n\t\t# Draw bullet spawn point (actual muzzle position) and check if blocked\n\t\tvar weapon_forward := _get_weapon_forward_direction()\n\t\tvar muzzle_global := _get_bullet_spawn_position(weapon_forward)\n\t\tvar spawn_point := muzzle_global - global_position # Convert to local coordinates for draw\n\t\tif _is_bullet_spawn_clear(weapon_forward):\n\t\t\tdraw_circle(spawn_point, 5.0, color_bullet_spawn)\n\t\telse:\n\t\t\t# Draw X for blocked spawn point\n\t\t\tdraw_line(spawn_point + Vector2(-5, -5), spawn_point + Vector2(5, 5), color_blocked, 2.0)\n\t\t\tdraw_line(spawn_point + Vector2(-5, 5), spawn_point + Vector2(5, -5), color_blocked, 2.0)\n\n\t# Draw line to cover position if we have one\n\tif _has_valid_cover:\n\t\tvar to_cover := _cover_position - global_position\n\t\tdraw_line(Vector2.ZERO, to_cover, color_to_cover, 1.5)\n\t\t# Draw small circle at cover position\n\t\tdraw_circle(to_cover, 8.0, color_to_cover)\n\n\t# Draw line to clear shot target if seeking clear shot\n\tif _seeking_clear_shot and _clear_shot_target != Vector2.ZERO:\n\t\tvar to_target := _clear_shot_target - global_position\n\t\tdraw_line(Vector2.ZERO, to_target, color_clear_shot, 2.0)\n\t\t# Draw triangle at target position\n\t\tvar target_pos := to_target\n\t\tdraw_line(target_pos + Vector2(-6, 6), target_pos + Vector2(6, 6), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(6, 6), target_pos + Vector2(0, -8), color_clear_shot, 2.0)\n\t\tdraw_line(target_pos + Vector2(0, -8), target_pos + Vector2(-6, 6), color_clear_shot, 2.0)\n\n\t# Draw line to pursuit cover if pursuing\n\tif _current_state == AIState.PURSUING and _has_pursuit_cover:\n\t\tvar to_pursuit := _pursuit_next_cover - global_position\n\t\tdraw_line(Vector2.ZERO, to_pursuit, color_pursuit, 2.0)\n\t\tdraw_circle(to_pursuit, 8.0, color_pursuit)\n\n\t# Draw line to flank target if flanking\n\tif _current_state == AIState.FLANKING:\n\t\tif _has_flank_cover:\n\t\t\tvar to_flank_cover := _flank_next_cover - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank_cover, color_flank, 2.0)\n\t\t\tdraw_circle(to_flank_cover, 8.0, color_flank)\n\t\telif _flank_target != Vector2.ZERO:\n\t\t\tvar to_flank := _flank_target - global_position\n\t\t\tdraw_line(Vector2.ZERO, to_flank, color_flank, 1.5)\n\t\t\t# Draw diamond at flank target\n\t\t\tvar flank_pos := to_flank\n\t\t\tdraw_line(flank_pos + Vector2(0, -8), flank_pos + Vector2(8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(8, 0), flank_pos + Vector2(0, 8), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(0, 8), flank_pos + Vector2(-8, 0), color_flank, 2.0)\n\t\t\tdraw_line(flank_pos + Vector2(-8, 0), flank_pos + Vector2(0, -8), color_flank, 2.0)\n\n## Check if the player is \"distracted\" (not aiming at the enemy).\n## A player is considered distracted if they can see the enemy but their aim direction\n## is more than 23 degrees away from the direction toward the enemy.\n## This allows enemies to attack with highest priority when the player is not focused on them.\n##\n## Returns true if:\n## 1. The enemy can see the player (player is in line of sight)\n## 2. The player's aim direction (toward their mouse cursor) deviates more than 23 degrees\n## from the direction toward the enemy\nfunc _is_player_distracted() -> bool:\n\t# Player must be visible for this check to be relevant\n\tif not _can_see_player or _player == null:\n\t\treturn false\n\n\t# Get the player's aim direction by calculating from player to mouse cursor\n\t# The player aims where their mouse is pointing\n\tvar player_pos: Vector2 = _player.global_position\n\tvar enemy_pos: Vector2 = global_position\n\n\t# Get the mouse position in global coordinates from the player's viewport\n\tvar player_viewport: Viewport = _player.get_viewport()\n\tif player_viewport == null:\n\t\treturn false\n\n\tvar mouse_pos: Vector2 = player_viewport.get_mouse_position()\n\t# Convert from viewport coordinates to global coordinates\n\tvar canvas_transform: Transform2D = player_viewport.get_canvas_transform()\n\tvar global_mouse_pos: Vector2 = canvas_transform.affine_inverse() * mouse_pos\n\n\t# Calculate the direction from player to enemy\n\tvar dir_to_enemy: Vector2 = (enemy_pos - player_pos).normalized()\n\n\t# Calculate the direction from player to their aim target (mouse cursor)\n\tvar aim_direction: Vector2 = (global_mouse_pos - player_pos).normalized()\n\n\t# Calculate the angle between the two directions\n\t# Using dot product: cos(angle) = a · b / (|a| * |b|)\n\t# Since both are normalized, |a| * |b| = 1\n\tvar dot: float = dir_to_enemy.dot(aim_direction)\n\n\t# Clamp to handle floating point errors\n\tdot = clampf(dot, -1.0, 1.0)\n\n\tvar angle: float = acos(dot)\n\n\t# Player is distracted if their aim is more than 23 degrees away from the enemy\n\tvar is_distracted: bool = angle > PLAYER_DISTRACTION_ANGLE\n\n\tif is_distracted:\n\t\t_log_debug(\"Player distracted: aim angle %.1f° > %.1f° threshold\" % [rad_to_deg(angle), rad_to_deg(PLAYER_DISTRACTION_ANGLE)])\n\n\treturn is_distracted\n\n## Set a navigation target and get the direction to follow the path.\n## Uses NavigationAgent2D for proper pathfinding around obstacles.\n## Returns the direction to move, or Vector2.ZERO if navigation is not available.\nfunc _get_nav_direction_to(target_pos: Vector2) -> Vector2:\n\tif _nav_agent == null:\n\t\t# Fall back to direct movement if no navigation agent\n\t\treturn (target_pos - global_position).normalized()\n\n\t# Set the target for navigation\n\t_nav_agent.target_position = target_pos\n\n\t# Check if navigation is finished\n\tif _nav_agent.is_navigation_finished():\n\t\treturn Vector2.ZERO\n\n\t# Get the next position in the path\n\tvar next_pos: Vector2 = _nav_agent.get_next_path_position()\n\n\t# Calculate direction to next path position\n\tvar direction: Vector2 = (next_pos - global_position).normalized()\n\treturn direction\n\n## Move toward a target position using NavigationAgent2D pathfinding.\n## This is the primary movement function that should be used instead of direct velocity assignment.\n## Returns true if movement was applied, false if target was reached or navigation unavailable.\nfunc _move_to_target_nav(target_pos: Vector2, speed: float) -> bool:\n\tvar direction: Vector2 = _get_nav_direction_to(target_pos)\n\n\tif direction == Vector2.ZERO:\n\t\tvelocity = Vector2.ZERO\n\t\treturn false\n\n\t# Apply additional wall avoidance on top of navigation path for tight corners\n\tdirection = _apply_wall_avoidance(direction)\n\n\tvelocity = direction * speed\n\trotation = direction.angle()\n\treturn true\n\n## Check if the navigation agent has a valid path to the target.\nfunc _has_nav_path_to(target_pos: Vector2) -> bool:\n\tif _nav_agent == null:\n\t\treturn false\n\n\t_nav_agent.target_position = target_pos\n\treturn not _nav_agent.is_navigation_finished()\n\n## Get distance to target along the navigation path (more accurate than straight-line).\nfunc _get_nav_path_distance(target_pos: Vector2) -> float:\n\tif _nav_agent == null:\n\t\treturn global_position.distance_to(target_pos)\n\n\t_nav_agent.target_position = target_pos\n\treturn _nav_agent.distance_to_target()\n\n# ============================================================================\n# Status Effects (Blindness, Stun)\n# ============================================================================\n\n## Set the blinded state (from flashbang grenade).\n## When blinded, the enemy cannot see the player.\nfunc set_blinded(blinded: bool) -> void:\n\tvar was_blinded := _is_blinded\n\t_is_blinded = blinded\n\n\tif blinded and not was_blinded:\n\t\t_log_debug(\"Enemy is now BLINDED - cannot see player\")\n\t\t_log_to_file(\"Status effect: BLINDED applied\")\n\t\t# Force lose sight of player\n\t\t_can_see_player = false\n\t\t_continuous_visibility_timer = 0.0\n\telif not blinded and was_blinded:\n\t\t_log_debug(\"Enemy is no longer blinded\")\n\t\t_log_to_file(\"Status effect: BLINDED removed\")\n\n## Set the stunned state (from flashbang grenade).\n## When stunned, the enemy cannot move or take actions.\nfunc set_stunned(stunned: bool) -> void:\n\tvar was_stunned := _is_stunned\n\t_is_stunned = stunned\n\n\tif stunned and not was_stunned:\n\t\t_log_debug(\"Enemy is now STUNNED - cannot move\")\n\t\t_log_to_file(\"Status effect: STUNNED applied\")\n\t\t# Stop all movement\n\t\tvelocity = Vector2.ZERO\n\telif not stunned and was_stunned:\n\t\t_log_debug(\"Enemy is no longer stunned\")\n\t\t_log_to_file(\"Status effect: STUNNED removed\")\n\n## Check if the enemy is currently blinded.\nfunc is_blinded() -> bool:\n\treturn _is_blinded\n\n## Check if the enemy is currently stunned.\nfunc is_stunned() -> bool:\n\treturn _is_stunned\n","structuredPatch":[{"oldStart":2808,"oldLines":17,"newStart":2808,"newLines":20,"lines":[" _needs_grenade_throw_position = false"," "," ## Try to throw a grenade at a sound position (trigger #4: reload/empty click).","+## Uses optimal throw calculation which includes ricochet for timer grenades."," func _try_grenade_throw_at_sound(sound_position: Vector2) -> void:"," if not _grenade_thrower:"," return"," var distance := global_position.distance_to(sound_position)"," if distance > _grenade_thrower.throw_range or _grenade_thrower.is_on_cooldown():"," return","- if not _grenade_thrower.is_throw_path_clear(global_position, sound_position):","+ var grenade_type := _grenade_thrower.get_best_grenade_type()","+ var optimal := _grenade_thrower.find_optimal_throw(global_position, sound_position, grenade_type)","+ if optimal[\"success\"]:","+ _transition_to_throwing_grenade_optimal(optimal[\"landing_position\"], grenade_type, optimal[\"throw_direction\"])","+ else:"," _needs_grenade_throw_position = true"," _grenade_throw_target = sound_position","- return","- _transition_to_throwing_grenade(sound_position, _grenade_thrower.get_best_grenade_type())"," "," ## Check if grenade throw should happen. Returns true if transitioned."," func _check_grenade_throw() -> bool:"]}],"userModified":false,"replaceAll":false}} | |
| [2026-01-24T03:13:39.018Z] [INFO] { | |
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| "old_string": "## Check if grenade throw should happen. Returns true if transitioned.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, _player.global_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = _player.global_position\n\t\treturn false\n\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n\treturn true", | |
| "new_string": "## Check if grenade throw should happen. Returns true if transitioned.\n## Uses optimal throw calculation which includes ricochet for timer grenades.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tvar grenade_type := _grenade_thrower.get_best_grenade_type()\n\tvar optimal := _grenade_thrower.find_optimal_throw(global_position, _player.global_position, grenade_type)\n\tif optimal[\"success\"]:\n\t\t_transition_to_throwing_grenade_optimal(optimal[\"landing_position\"], grenade_type, optimal[\"throw_direction\"])\n\t\treturn true\n\t_needs_grenade_throw_position = true\n\t_grenade_throw_target = _player.global_position\n\treturn false" | |
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| [2026-01-24T03:13:39.045Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01CNwMcPhrLkAYTnZLQT3DXt","type":"tool_result","content":"The file /tmp/gh-issue-solver-1769224217084/scripts/objects/enemy.gd has been updated successfully."}]},"parent_tool_use_id":null,"session_id":"b557e98d-c3b7-4dd5-884a-39c5e6735ed4","uuid":"1512d2ae-a18d-43e6-adc2-7c588d816d2c","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1769224217084/scripts/objects/enemy.gd","oldString":"## Check if grenade throw should happen. Returns true if transitioned.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tif not _grenade_thrower.is_throw_path_clear(global_position, _player.global_position):\n\t\t_needs_grenade_throw_position = true\n\t\t_grenade_throw_target = _player.global_position\n\t\treturn false\n\t_transition_to_throwing_grenade(_player.global_position, _grenade_thrower.get_best_grenade_type())\n\treturn true","newString":"## Check if grenade throw should happen. Returns true if transitioned.\n## Uses optimal throw calculation which includes ricochet for timer grenades.\nfunc _check_grenade_throw() -> bool:\n\tif not _grenade_thrower or not _player:\n\t\treturn false\n\tvar dist := global_position.distance_to(_player.global_position)\n\tvar is_suppressed := _current_state == AIState.SUPPRESSED\n\tif not _grenade_thrower.should_throw(_current_health, _can_see_player, is_suppressed, dist, global_position, _player.global_position):\n\t\treturn false\n\tvar grenade_type := _grenade_thrower.get_best_grenade_type()\n\tvar optimal := _grenade_thrower.find_optimal_throw(global_position, _player.global_position, grenade_type)\n\tif optimal[\"success\"]:\n\t\t_transition_to_throwing_grenade_optimal(optimal[\"landing_position\"], grenade_type, optimal[\"throw_direction\"])\n\t\treturn true\n\t_needs_grenade_throw_position = true\n\t_grenade_throw_target = _player.global_position\n\treturn false","originalFile":"extends CharacterBody2D\n## Enemy AI with patrol/guard modes, cover/flanking tactics, and GOAP planning.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tTHROWING_GRENADE ## Preparing and throwing a grenade at the player\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Current behavior mode.\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD\n\n## Maximum movement speed in pixels per second.\n@export var move_speed: float = 220.0\n\n## Combat movement speed (faster when flanking/seeking cover).\n@export var combat_move_speed: float = 320.0\n\n## Rotation speed (rad/sec). 25 ensures aim-before-shoot (issue #254).\n@export var rotation_speed: float = 25.0\n\n## Detection range (0 = unlimited, line-of-sight only).\n@export var detection_range: float = 0.0\n\n## Time between shots (default 0.1s = assault rifle fire rate).\n@export var shoot_cooldown: float = 0.1\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Casing scene to instantiate when firing (for ejected bullet casings).\n@export var casing_scene: PackedScene\n\n## Offset from enemy center for bullet spawn position.\n@export var bullet_spawn_offset: float = 30.0\n\n## How far gunshots propagate (default ~viewport diagonal for rifle).\n@export var weapon_loudness: float = 1469.0\n\n## Patrol points as offsets from initial position (PATROL mode only).\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)]\n\n## Wait time at each patrol point in seconds.\n@export var patrol_wait_time: float = 1.5\n\n## Color when at full health.\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n\n## Color when at low health (interpolates based on health percentage).\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n\n## Color to flash when hit.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n\n## Duration of hit flash effect in seconds.\n@export var hit_flash_duration: float = 0.1\n\n## Whether to destroy the enemy after death.\n@export var destroy_on_death: bool = false\n\n## Delay before respawning or destroying (in seconds).\n@export var respawn_delay: float = 2.0\n\n## Minimum random health.\n@export var min_health: int = 2\n\n## Maximum random health.\n@export var max_health: int = 4\n\n## Threat sphere radius - bullets within this radius trigger suppression.\n@export var threat_sphere_radius: float = 100.0\n\n## Time to stay suppressed after bullets leave threat sphere.\n@export var suppression_cooldown: float = 2.0\n\n## Delay before reacting to bullets in threat sphere (player reaction time).\n@export var threat_reaction_delay: float = 0.2\n\n## Flank angle from player's facing direction (radians).\n@export var flank_angle: float = PI / 3.0 # 60 degrees\n\n## Distance to maintain while flanking.\n@export var flank_distance: float = 200.0\n\n## Enable/disable flanking behavior.\n@export var enable_flanking: bool = true\n\n## Enable/disable cover behavior.\n@export var enable_cover: bool = true\n\n## Enable grenade throwing (issue #273).\n@export var enable_grenades: bool = false\n\n## Number of offensive (frag) grenades this enemy carries.\n@export var offensive_grenades: int = 0\n\n## Number of flashbang grenades this enemy carries.\n@export var flashbang_grenades: int = 0\n\n## Maximum grenade throw range in pixels.\n@export var grenade_throw_range: float = 400.0\n\n## Grenade throw accuracy deviation in degrees (±5° per issue requirement).\n@export var grenade_throw_deviation: float = 5.0\n\n## Frag grenade scene to instantiate when throwing.\n@export var frag_grenade_scene: PackedScene\n\n## Flashbang grenade scene to instantiate when throwing.\n@export var flashbang_grenade_scene: PackedScene\n\n## Enable/disable debug logging.\n@export var debug_logging: bool = false\n\n## Enable/disable debug label above enemy showing current AI state.\n@export var debug_label_enabled: bool = false\n\n## Enable/disable friendly fire avoidance (don't shoot if other enemies are in the way).\n@export var enable_friendly_fire_avoidance: bool = true\n\n## Enable/disable lead prediction (shooting ahead of moving targets).\n@export var enable_lead_prediction: bool = true\n\n## Bullet speed for lead prediction (default 2500 = assault rifle).\n@export var bullet_speed: float = 2500.0\n\n## Ammunition system - magazine size (bullets per magazine).\n@export var magazine_size: int = 30\n\n## Ammunition system - number of magazines the enemy carries.\n@export var total_magazines: int = 5\n\n## Ammunition system - time to reload in seconds.\n@export var reload_time: float = 3.0\n\n## Delay between spotting player and shooting (recharges on contact break).\n@export var detection_delay: float = 0.2\n\n## Time player must be visible before lead prediction activates.\n@export var lead_prediction_delay: float = 0.3\n\n## Min visible body fraction for lead prediction (prevents pre-fire at cover).\n@export var lead_prediction_visibility_threshold: float = 0.6\n\n## Walking animation speed multiplier - higher = faster leg cycle.\n@export var walk_anim_speed: float = 12.0\n\n## Walking animation intensity - higher = more pronounced movement.\n@export var walk_anim_intensity: float = 1.0\n\n## Scale for enemy model (default 1.3 matches player).\n@export var enemy_model_scale: float = 1.3\n\n## Signal emitted when the enemy is hit.\nsignal hit\n\n## Signal emitted when the enemy dies.\nsignal died\n\n## Signal emitted when enemy dies with ricochet/penetration kill info.\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool)\n\n## Signal emitted when AI state changes.\nsignal state_changed(new_state: AIState)\n\n## Signal emitted when ammunition changes.\nsignal ammo_changed(current_ammo: int, reserve_ammo: int)\n\n## Signal emitted when reloading starts.\nsignal reload_started\n\n## Signal emitted when reloading finishes.\nsignal reload_finished\n\n## Signal emitted when all ammunition is depleted.\nsignal ammo_depleted\n\n## Signal emitted when death animation completes.\nsignal death_animation_completed\n\n## Threshold angle for player \"distracted\" (23° ≈ 0.4014 rad).\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014\n\n## Min dot product for shooting (0.866 = 30°, issues #254, #264).\nconst AIM_TOLERANCE_DOT: float = 0.866\n\n## Reference to the enemy model node containing all sprites.\n@onready var _enemy_model: Node2D = $EnemyModel\n\n## References to individual sprite parts for color changes and animation.\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm\n\n## Legacy reference for compatibility (points to body sprite).\n@onready var _sprite: Sprite2D = $EnemyModel/Body\n\n## Reference to the weapon sprite for visual rotation.\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite\n\n## Reference to weapon mount for animation.\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount\n\n## RayCast2D for line of sight detection.\n@onready var _raycast: RayCast2D = $RayCast2D\n\n## Debug label for showing current AI state above the enemy.\n@onready var _debug_label: Label = $DebugLabel\n\n## NavigationAgent2D for pathfinding around obstacles.\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D\n\n## HitArea for bullet collision (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n## HitCollisionShape (disable shape is more reliable, Godot #62506, #100687).\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape\n\n## Original collision layer for HitArea (to restore on respawn).\nvar _original_hit_area_layer: int = 0\nvar _original_hit_area_mask: int = 0\n\n## Walking animation time accumulator.\nvar _walk_anim_time: float = 0.0\n\n## Whether the enemy is currently walking (for animation state).\nvar _is_walking: bool = false\n\n## Base positions for body parts (stored on ready for animation offsets).\nvar _base_body_pos: Vector2 = Vector2.ZERO\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO\n\n## Wall detection raycasts for obstacle avoidance (created at runtime).\nvar _wall_raycasts: Array[RayCast2D] = []\n\n## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 60.0\n\n## Raycast count for wall detection (8 for full angular coverage).\nconst WALL_CHECK_COUNT: int = 8\n\n## Minimum avoidance weight when close to a wall (stronger avoidance).\nconst WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7\n\n## Maximum avoidance weight when far from detected wall.\nconst WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3\n\n## Distance at which to start wall-sliding behavior (hugging walls).\nconst WALL_SLIDE_DISTANCE: float = 30.0\n\n## Cover detection raycasts (created at runtime).\nvar _cover_raycasts: Array[RayCast2D] = []\n\n## Number of raycasts for cover detection.\nconst COVER_CHECK_COUNT: int = 16\n\n## Distance to check for cover.\nconst COVER_CHECK_DISTANCE: float = 300.0\n\n## Current health of the enemy.\nvar _current_health: int = 0\n\n## Maximum health of the enemy (set at spawn).\nvar _max_health: int = 0\n\n## Whether the enemy is alive.\nvar _is_alive: bool = true\n\n## Reference to the player (found at runtime).\nvar _player: Node2D = null\n\n## Time since last shot.\nvar _shoot_timer: float = 0.0\n\n## Current ammo in the magazine.\nvar _current_ammo: int = 0\n\n## Reserve ammo (ammo in remaining magazines).\nvar _reserve_ammo: int = 0\n\n## Whether the enemy is currently reloading.\nvar _is_reloading: bool = false\n\n## Timer for reload progress.\nvar _reload_timer: float = 0.0\n\n## Patrol state variables.\nvar _patrol_points: Array[Vector2] = []\nvar _current_patrol_index: int = 0\nvar _is_waiting_at_patrol_point: bool = false\nvar _patrol_wait_timer: float = 0.0\nvar _initial_position: Vector2\n\n## Whether the enemy can currently see the player.\nvar _can_see_player: bool = false\n\n## Current AI state.\nvar _current_state: AIState = AIState.IDLE\n\n## Current cover position (if any).\nvar _cover_position: Vector2 = Vector2.ZERO\n\n## Is currently in a valid cover position.\nvar _has_valid_cover: bool = false\n\n## Timer for suppression cooldown.\nvar _suppression_timer: float = 0.0\n\n## Whether enemy is currently under fire (bullets in threat sphere).\nvar _under_fire: bool = false\n\n## Flank target position.\nvar _flank_target: Vector2 = Vector2.ZERO\n\n## Threat sphere Area2D for detecting nearby bullets.\nvar _threat_sphere: Area2D = null\n\n## Bullets currently in threat sphere.\nvar _bullets_in_threat_sphere: Array = []\n\n## Timer for threat reaction delay - time since first bullet entered threat sphere.\nvar _threat_reaction_timer: float = 0.0\n\n## Whether the threat reaction delay has elapsed (enemy can react to bullets).\nvar _threat_reaction_delay_elapsed: bool = false\n\n## Memory of bullets passed through threat sphere (react after fast bullets).\nvar _threat_memory_timer: float = 0.0\n## Time to remember bullet passage (must exceed reaction delay).\nconst THREAT_MEMORY_DURATION: float = 0.5\n\n## Current retreat mode determined by damage taken.\nvar _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n\n## Number of hits taken during the current retreat/combat encounter.\n## Resets when enemy enters IDLE state or finishes retreating.\nvar _hits_taken_in_encounter: int = 0\n\n## Timer for periodic turning to cover during FULL_HP retreat.\nvar _retreat_turn_timer: float = 0.0\n\n## Duration to face cover during FULL_HP retreat turn (seconds).\nconst RETREAT_TURN_DURATION: float = 0.8\n\n## Interval between turns toward cover in FULL_HP retreat (seconds).\nconst RETREAT_TURN_INTERVAL: float = 1.5\n\n## Whether currently in the \"turn to cover\" phase of FULL_HP retreat.\nvar _retreat_turning_to_cover: bool = false\n\n## Burst fire counter for ONE_HIT retreat mode.\nvar _retreat_burst_remaining: int = 0\n\n## Timer for burst fire cooldown in ONE_HIT retreat.\nvar _retreat_burst_timer: float = 0.0\n\n## Fast cooldown between burst shots (seconds).\nconst RETREAT_BURST_COOLDOWN: float = 0.06\n\n## Whether burst fire phase is complete in ONE_HIT retreat.\nvar _retreat_burst_complete: bool = false\n\n## Accuracy reduction during retreat (multiplier for inaccuracy angle spread).\nconst RETREAT_INACCURACY_SPREAD: float = 0.15\n\n## Arc spread for ONE_HIT burst fire (radians, total spread).\nconst RETREAT_BURST_ARC: float = 0.4\n\n## Current angle offset within burst arc.\nvar _retreat_burst_angle_offset: float = 0.0\n\n## Whether enemy is in \"alarm\" mode (was suppressed/retreating and hasn't calmed down).\n## This persists until the enemy reaches safety in cover or returns to idle.\nvar _in_alarm_mode: bool = false\n\n## Whether the enemy needs to fire a cover burst (when leaving cover while in alarm).\nvar _cover_burst_pending: bool = false\n\n## --- Combat Cover Cycling (come out, shoot 2-3s, go back) ---\n## Timer for how long the enemy has been shooting while out of cover.\nvar _combat_shoot_timer: float = 0.0\n\n## Duration to shoot while out of cover (2-3 seconds, randomized).\nvar _combat_shoot_duration: float = 2.5\n\n## Whether the enemy is currently in the \"exposed shooting\" phase of combat.\nvar _combat_exposed: bool = false\n\n## Whether the enemy is in the \"approaching player\" phase of combat.\n## In this phase, the enemy moves toward the player to get into direct contact.\nvar _combat_approaching: bool = false\n\n## Timer for the approach phase of combat.\nvar _combat_approach_timer: float = 0.0\n\n## Timer tracking total time spent in COMBAT state this cycle.\n## Used to prevent rapid state thrashing when visibility flickers.\nvar _combat_state_timer: float = 0.0\n\n## Maximum time to spend approaching player before starting to shoot (seconds).\nconst COMBAT_APPROACH_MAX_TIME: float = 2.0\n\n## Distance at which enemy is considered \"close enough\" to start shooting phase.\nconst COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0\n\n## Minimum time in COMBAT state before allowing transition to PURSUING due to lost line of sight.\n## This prevents rapid state thrashing when visibility flickers at edges of walls/obstacles.\nconst COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5\n\n## --- Pursuit State (cover-to-cover movement) ---\n## Timer for waiting at cover during pursuit.\nvar _pursuit_cover_wait_timer: float = 0.0\n\n## Duration to wait at each cover during pursuit (1-2 seconds, reduced for faster pursuit).\nconst PURSUIT_COVER_WAIT_DURATION: float = 1.5\n\n## Current pursuit target cover position.\nvar _pursuit_next_cover: Vector2 = Vector2.ZERO\n\n## Whether the enemy has a valid pursuit cover target.\nvar _has_pursuit_cover: bool = false\n\n## The obstacle (collider) of the current cover position.\n## Used to detect and penalize selecting another position on the same obstacle.\nvar _current_cover_obstacle: Object = null\n\n## Whether the enemy is in approach phase (moving toward player without cover).\n## This happens when at the last cover before the player with no better cover available.\nvar _pursuit_approaching: bool = false\n\n## Timer for approach phase during pursuit.\nvar _pursuit_approach_timer: float = 0.0\n\n## Timer tracking total time spent in PURSUING state this cycle.\n## Used to prevent rapid state thrashing when visibility flickers.\nvar _pursuing_state_timer: float = 0.0\n\n## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0\n\n## Minimum time in PURSUING state before allowing transition to COMBAT.\n## This prevents rapid state thrashing when visibility flickers at edges of walls/obstacles.\nconst PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3\n\n## Minimum distance progress required for a valid pursuit cover (as fraction of current distance).\n## Covers that don't make at least this much progress toward the player are skipped.\nconst PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 # Must get at least 10% closer\n\n## Penalty applied to cover positions on the same obstacle as current cover.\n## This prevents enemies from shuffling along the same wall repeatedly.\nconst PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0\n\n## --- Flanking State (cover-to-cover movement toward flank target) ---\n## Timer for waiting at cover during flanking.\nvar _flank_cover_wait_timer: float = 0.0\n\n## Duration to wait at each cover during flanking (seconds).\nconst FLANK_COVER_WAIT_DURATION: float = 0.8\n\n## Current flank cover position to move to.\nvar _flank_next_cover: Vector2 = Vector2.ZERO\n\n## Whether the enemy has a valid flank cover target.\nvar _has_flank_cover: bool = false\n\n## The side to flank on (1.0 = right, -1.0 = left). Set once when entering FLANKING state.\nvar _flank_side: float = 1.0\n\n## Whether flank side has been initialized for this flanking maneuver.\nvar _flank_side_initialized: bool = false\n\n## Timer for total time spent in FLANKING state (for timeout detection).\nvar _flank_state_timer: float = 0.0\n\n## Maximum time to spend in FLANKING state before giving up (seconds).\nconst FLANK_STATE_MAX_TIME: float = 5.0\n\n## Last recorded position for progress tracking during flanking.\nvar _flank_last_position: Vector2 = Vector2.ZERO\n\n## Timer for checking if stuck (no progress toward flank target).\nvar _flank_stuck_timer: float = 0.0\n\n## Maximum time without progress before considering stuck (seconds).\nconst FLANK_STUCK_MAX_TIME: float = 2.0\n\n## Minimum distance that counts as progress toward flank target.\nconst FLANK_PROGRESS_THRESHOLD: float = 10.0\n\n## Counter for consecutive flanking failures (to prevent infinite loops).\nvar _flank_fail_count: int = 0\n\n## Maximum number of consecutive flanking failures before disabling flanking temporarily.\nconst FLANK_FAIL_MAX_COUNT: int = 2\n\n## Cooldown timer after flanking failures (prevents immediate retry).\nvar _flank_cooldown_timer: float = 0.0\n\n## Duration to wait after flanking failures before allowing retry (seconds).\nconst FLANK_COOLDOWN_DURATION: float = 5.0\n\n## --- Assault State (coordinated multi-enemy rush) ---\n## Timer for assault wait period (5 seconds before rushing).\nvar _assault_wait_timer: float = 0.0\n\n## Duration to wait at cover before assault (5 seconds).\nconst ASSAULT_WAIT_DURATION: float = 5.0\n\n## Whether the assault wait period is complete.\nvar _assault_ready: bool = false\n\n## Whether this enemy is currently participating in an assault.\nvar _in_assault: bool = false\n\n## Distance threshold for \"close\" vs \"far\" from player.\n## Used to determine if enemy can engage from current position or needs to pursue.\nconst CLOSE_COMBAT_DISTANCE: float = 400.0\n\n## Grenade thrower component (per issue #273).\nvar _grenade_thrower: GrenadeThrowerComponent = null\n\n## Grenade coordination state (issue #295)\nvar _needs_grenade_throw_position: bool = false\nvar _grenade_throw_target: Vector2 = Vector2.ZERO\nvar _evacuating_from_grenade: bool = false\nvar _grenade_evacuation_from: Vector2 = Vector2.ZERO\nvar _waiting_for_grenade_explosion: bool = false\nvar _grenade_explosion_position: Vector2 = Vector2.ZERO\n\n## GOAP world state for goal-oriented planning.\nvar _goap_world_state: Dictionary = {}\n\n## Detection delay timer - tracks time since entering combat.\nvar _detection_timer: float = 0.0\n\n## Whether the detection delay has elapsed.\nvar _detection_delay_elapsed: bool = false\n\n## Continuous visibility timer - tracks how long the player has been continuously visible.\n## Resets when line of sight is lost.\nvar _continuous_visibility_timer: float = 0.0\n\n## Current visibility ratio of the player (0.0 to 1.0).\n## Represents what fraction of the player's body is visible to the enemy.\n## Used to determine if lead prediction should be enabled.\nvar _player_visibility_ratio: float = 0.0\n\n## --- Clear Shot Movement (move out from cover to get clear shot) ---\n## Target position to move to for getting a clear shot.\nvar _clear_shot_target: Vector2 = Vector2.ZERO\n\n## Whether we're currently moving to find a clear shot position.\nvar _seeking_clear_shot: bool = false\n\n## Timer for how long we've been trying to find a clear shot.\nvar _clear_shot_timer: float = 0.0\n\n## Maximum time to spend finding a clear shot before giving up (seconds).\nconst CLEAR_SHOT_MAX_TIME: float = 3.0\n\n## Distance to move when exiting cover to find a clear shot.\nconst CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n\n## --- Sound-Based Detection ---\n## Last known position of a sound source (e.g., player or enemy gunshot).\n## Used when the enemy hears a sound but can't see the player, to investigate the location.\nvar _last_known_player_position: Vector2 = Vector2.ZERO\n\n## Flag indicating we heard a vulnerability sound (reload/empty click) and should pursue\n## to that position even without line of sight to the player.\nvar _pursuing_vulnerability_sound: bool = false\n\n## --- Score Tracking ---\n## Whether the last hit that killed this enemy was from a ricocheted bullet.\nvar _killed_by_ricochet: bool = false\n\n## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.\nvar _killed_by_penetration: bool = false\n\n## --- Status Effects ---\n## Whether the enemy is currently blinded (cannot see the player).\nvar _is_blinded: bool = false\n\n## Whether the enemy is currently stunned (cannot move or act).\nvar _is_stunned: bool = false\n\n## Last hit direction (used for death animation).\nvar _last_hit_direction: Vector2 = Vector2.RIGHT\n\n## Death animation component reference.\nvar _death_animation: Node = null\n\n## Note: DeathAnimationComponent is available via class_name declaration.\n\nfunc _ready() -> void:\n\t# Add to enemies group for grenade targeting\n\tadd_to_group(\"enemies\")\n\n\t_initial_position = global_position\n\t_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_setup_patrol_points()\n\t_find_player()\n\t_setup_wall_detection()\n\t_setup_cover_detection()\n\t_setup_threat_sphere()\n\t_initialize_goap_state()\n\t_connect_debug_mode_signal()\n\t_update_debug_label()\n\t_register_sound_listener()\n\n\t# Store original collision layers for HitArea (to restore on respawn)\n\tif _hit_area:\n\t\t_original_hit_area_layer = _hit_area.collision_layer\n\t\t_original_hit_area_mask = _hit_area.collision_mask\n\n\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n\tcall_deferred(\"_log_spawn_info\")\n\n\t# Debug: Log weapon sprite status\n\tif _weapon_sprite:\n\t\tvar texture_status := \"loaded\" if _weapon_sprite.texture else \"NULL\"\n\t\tprint(\"[Enemy] WeaponSprite found: visible=%s, z_index=%d, texture=%s\" % [_weapon_sprite.visible, _weapon_sprite.z_index, texture_status])\n\telse:\n\t\tpush_error(\"[Enemy] WARNING: WeaponSprite node not found!\")\n\n\t# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\n\t# Preload casing scene if not set in inspector\n\tif casing_scene == null:\n\t\tcasing_scene = preload(\"res://scenes/effects/Casing.tscn\")\n\n\t# Initialize walking animation base positions\n\tif _body_sprite:\n\t\t_base_body_pos = _body_sprite.position\n\tif _head_sprite:\n\t\t_base_head_pos = _head_sprite.position\n\tif _left_arm_sprite:\n\t\t_base_left_arm_pos = _left_arm_sprite.position\n\tif _right_arm_sprite:\n\t\t_base_right_arm_pos = _right_arm_sprite.position\n\n\t# Apply scale to enemy model for larger appearance (same as player)\n\tif _enemy_model:\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n\t# Initialize death animation component\n\t_init_death_animation()\n\n\t# Initialize grenade thrower component (per issue #273)\n\tif enable_grenades:\n\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n\t\t_grenade_thrower.enabled = true\n\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n\t\t_grenade_thrower.throw_range = grenade_throw_range\n\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n\t\t_grenade_thrower.initialize(_log_to_file)\n\t\tadd_child(_grenade_thrower)\n\t\tcall_deferred(\"_register_ally_death_listener\")\n\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n\n## Configure grenade system after _ready() - called by level scripts.\nfunc configure_grenades(enabled: bool, offensive: int, flashbangs: int = 0) -> void:\n\tenable_grenades = enabled\n\toffensive_grenades = offensive\n\tflashbang_grenades = flashbangs\n\n\tif enabled and _grenade_thrower == null:\n\t\t_grenade_thrower = GrenadeThrowerComponent.new()\n\t\t_grenade_thrower.enabled = true\n\t\t_grenade_thrower.offensive_grenades = offensive_grenades\n\t\t_grenade_thrower.flashbang_grenades = flashbang_grenades\n\t\t_grenade_thrower.throw_range = grenade_throw_range\n\t\t_grenade_thrower.throw_deviation = grenade_throw_deviation\n\t\t_grenade_thrower.frag_grenade_scene = frag_grenade_scene\n\t\t_grenade_thrower.flashbang_grenade_scene = flashbang_grenade_scene\n\t\t_grenade_thrower.initialize(_log_to_file)\n\t\tadd_child(_grenade_thrower)\n\t\tcall_deferred(\"_register_ally_death_listener\")\n\t\t_grenade_thrower.notify_allies_of_grenade.connect(_on_grenade_notification_broadcast)\n\t\t_grenade_thrower.grenade_exploded.connect(_on_grenade_exploded)\n\telif not enabled and _grenade_thrower != null:\n\t\t_grenade_thrower.queue_free()\n\t\t_grenade_thrower = null\n\n## Register to listen for other enemies dying.\nfunc _register_ally_death_listener() -> void:\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_signal(\"died\") and not enemy.is_connected(\"died\", _on_ally_died):\n\t\t\tenemy.connect(\"died\", _on_ally_died)\n\nfunc _on_ally_died() -> void:\n\tif _can_see_player and _player and _grenade_thrower:\n\t\t_grenade_thrower.register_ally_death()\n\n## Broadcast grenade notification to allies.\nfunc _on_grenade_notification_broadcast(target_pos: Vector2, blast_radius: float) -> void:\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_incoming\"):\n\t\t\tenemy.on_ally_grenade_incoming(target_pos, blast_radius, self)\n\n## Called when own grenade explodes - notify allies and begin assault.\nfunc _on_grenade_exploded(explosion_pos: Vector2) -> void:\n\t_grenade_explosion_position = explosion_pos\n\tfor enemy in get_tree().get_nodes_in_group(\"enemies\"):\n\t\tif enemy != self and enemy.has_method(\"on_ally_grenade_exploded\"):\n\t\t\tenemy.on_ally_grenade_exploded(explosion_pos, self)\n\t_waiting_for_grenade_explosion = false\n\t_begin_post_grenade_assault(explosion_pos)\n\n## Called when ally throws grenade - evacuate if in blast zone or throw line.\nfunc on_ally_grenade_incoming(target_pos: Vector2, blast_radius: float, thrower: Node) -> void:\n\tvar in_blast := global_position.distance_to(target_pos) < blast_radius\n\tvar thrower_pos: Vector2 = thrower.global_position if thrower else Vector2.ZERO\n\tif in_blast or _is_on_throw_line(thrower_pos, target_pos):\n\t\t_evacuating_from_grenade = true\n\t\t_grenade_evacuation_from = target_pos\n\t\t_waiting_for_grenade_explosion = true\n\t\t_evacuate_from_grenade_zone(target_pos, blast_radius)\n\n## Check if this enemy is on the throw line between thrower and target.\nfunc _is_on_throw_line(thrower_pos: Vector2, target_pos: Vector2) -> bool:\n\tif thrower_pos == Vector2.ZERO:\n\t\treturn false\n\tvar line_dir := (target_pos - thrower_pos).normalized()\n\tvar to_self := global_position - thrower_pos\n\tvar projection := to_self.dot(line_dir)\n\tvar line_length := thrower_pos.distance_to(target_pos)\n\tif projection < 0 or projection > line_length:\n\t\treturn false\n\tvar closest_point := thrower_pos + line_dir * projection\n\treturn global_position.distance_to(closest_point) < 50.0\n\n## Evacuate from grenade blast zone with maximum priority.\nfunc _evacuate_from_grenade_zone(grenade_pos: Vector2, blast_radius: float) -> void:\n\tvar escape_dir := (global_position - grenade_pos).normalized()\n\tif escape_dir == Vector2.ZERO:\n\t\tescape_dir = Vector2.RIGHT.rotated(randf() * TAU)\n\tif _nav_agent:\n\t\t_nav_agent.target_position = grenade_pos + escape_dir * (blast_radius + 100.0)\n\n## Called when ally grenade explodes - signals coordinated assault can begin.\nfunc on_ally_grenade_exploded(explosion_pos: Vector2, _thrower: Node) -> void:\n\tif _waiting_for_grenade_explosion:\n\t\t_waiting_for_grenade_explosion = false\n\t\t_evacuating_from_grenade = false\n\t\t_grenade_explosion_position = explosion_pos\n\t\t_begin_post_grenade_assault(explosion_pos)\n\n## Begin assault after grenade explosion - storm through the passage.\nfunc _begin_post_grenade_assault(explosion_pos: Vector2) -> void:\n\tif not _player:\n\t\treturn\n\tif _can_see_player:\n\t\t_transition_to_combat()\n\telse:\n\t\t_grenade_explosion_position = explosion_pos\n\t\t_transition_to_pursuing()\n\n## Initialize health with random value between min and max.\nfunc _initialize_health() -> void:\n\t_max_health = randi_range(min_health, max_health)\n\t_current_health = _max_health\n\t_is_alive = true\n\n## Initialize ammunition with full magazine and reserve ammo.\nfunc _initialize_ammo() -> void:\n\t_current_ammo = magazine_size\n\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n\t_reserve_ammo = (total_magazines - 1) * magazine_size\n\t_is_reloading = false\n\t_reload_timer = 0.0\n\n## Setup patrol points based on patrol offsets from initial position.\nfunc _setup_patrol_points() -> void:\n\t_patrol_points.clear()\n\t_patrol_points.append(_initial_position)\n\tfor offset in patrol_offsets:\n\t\t_patrol_points.append(_initial_position + offset)\n\n## Setup wall detection raycasts for obstacle avoidance.\nfunc _setup_wall_detection() -> void:\n\t# Create multiple raycasts spread in front of the enemy\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_wall_raycasts.append(raycast)\n\n## Setup cover detection raycasts for finding cover positions.\nfunc _setup_cover_detection() -> void:\n\tfor i in range(COVER_CHECK_COUNT):\n\t\tvar raycast := RayCast2D.new()\n\t\traycast.enabled = true\n\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n\t\traycast.exclude_parent = true\n\t\tadd_child(raycast)\n\t\t_cover_raycasts.append(raycast)\n\n## Setup threat sphere for detecting nearby bullets.\nfunc _setup_threat_sphere() -> void:\n\t_threat_sphere = Area2D.new()\n\t_threat_sphere.name = \"ThreatSphere\"\n\t_threat_sphere.collision_layer = 0\n\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n\n\tvar collision_shape := CollisionShape2D.new()\n\tvar circle_shape := CircleShape2D.new()\n\tcircle_shape.radius = threat_sphere_radius\n\tcollision_shape.shape = circle_shape\n\t_threat_sphere.add_child(collision_shape)\n\n\tadd_child(_threat_sphere)\n\n\t# Connect signals\n\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n\n## Register this enemy as a listener for in-game sound propagation.\n## This allows the enemy to react to sounds like gunshots even when not in direct combat.\n## Uses call_deferred to ensure SoundPropagation autoload is fully initialized.\nfunc _register_sound_listener() -> void:\n\tcall_deferred(\"_deferred_register_sound_listener\")\n\n## Deferred registration to ensure SoundPropagation is ready.\nfunc _deferred_register_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"register_listener\"):\n\t\tsound_propagation.register_listener(self)\n\t\t_log_debug(\"Registered as sound listener\")\n\t\t_log_to_file(\"Registered as sound listener\")\n\telse:\n\t\t_log_to_file(\"WARNING: Could not register as sound listener (SoundPropagation not found)\")\n\t\tpush_warning(\"[%s] Could not register as sound listener - SoundPropagation not found\" % name)\n\n## Unregister this enemy from sound propagation when dying or being destroyed.\nfunc _unregister_sound_listener() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n\t\tsound_propagation.unregister_listener(self)\n\n## Called by SoundPropagation when a sound is heard within range.\n## This is the callback that allows the enemy to react to in-game sounds.\n##\n## Parameters:\n## - sound_type: The type of sound (from SoundPropagation.SoundType enum)\n## - position: World position where the sound originated\n## - source_type: Whether sound is from PLAYER, ENEMY, or NEUTRAL (from SoundPropagation.SourceType)\n## - source_node: The node that produced the sound (can be null)\nfunc on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n\t# Default to full intensity if called without intensity parameter\n\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n\n## Called by SoundPropagation when a sound is heard within range (with intensity).\n## This version includes physically-calculated sound intensity.\n##\n## Parameters:\n## - sound_type: The type of sound (from SoundPropagation.SoundType enum)\n## 0=GUNSHOT, 1=EXPLOSION, 2=FOOTSTEP, 3=RELOAD, 4=IMPACT, 5=EMPTY_CLICK, 6=RELOAD_COMPLETE\n## - position: World position where the sound originated\n## - source_type: Whether sound is from PLAYER, ENEMY, or NEUTRAL (from SoundPropagation.SourceType)\n## - source_node: The node that produced the sound (can be null)\n## - intensity: Sound intensity from 0.0 to 1.0 based on inverse square law\nfunc on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n\t# Only react if alive\n\tif not _is_alive:\n\t\treturn\n\n\t# Calculate distance to sound for logging\n\tvar distance := global_position.distance_to(position)\n\n\t# Handle reload sound (sound_type 3 = RELOAD) - player is vulnerable!\n\t# This sound propagates through walls and alerts enemies even behind cover.\n\tif sound_type == 3 and source_type == 0: # RELOAD from PLAYER\n\t\t_log_debug(\"Heard player RELOAD (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - reloading\n\t\t_goap_world_state[\"player_reloading\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\tif _grenade_thrower and _grenade_thrower.has_grenades() and not _can_see_player:\n\t\t\t_try_grenade_throw_at_sound(position)\n\t\t\treturn\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes reload sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle empty click sound (sound_type 5 = EMPTY_CLICK) - player is vulnerable!\n\t# This sound has shorter range than reload but still propagates through walls.\n\tif sound_type == 5 and source_type == 0: # EMPTY_CLICK from PLAYER\n\t\t_log_debug(\"Heard player EMPTY_CLICK (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player EMPTY_CLICK at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Set player vulnerability state - out of ammo\n\t\t_goap_world_state[\"player_ammo_empty\"] = true\n\t\t_last_known_player_position = position\n\t\t# Set flag to pursue to sound position even without line of sight\n\t\t_pursuing_vulnerability_sound = true\n\n\t\tif _grenade_thrower and _grenade_thrower.has_grenades() and not _can_see_player:\n\t\t\t_try_grenade_throw_at_sound(position)\n\t\t\treturn\n\n\t\t# React to vulnerable player sound - transition to combat/pursuing\n\t\t# All enemies in hearing range should pursue the vulnerable player!\n\t\t# This makes empty click sounds a high-risk action when enemies are nearby.\n\t\tif _current_state in [AIState.IDLE, AIState.IN_COVER, AIState.SUPPRESSED, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\t# Leave cover/defensive state to attack vulnerable player\n\t\t\t_log_to_file(\"Vulnerability sound triggered pursuit - transitioning from %s to PURSUING\" % AIState.keys()[_current_state])\n\t\t\t_transition_to_pursuing()\n\t\t# For COMBAT, PURSUING, FLANKING states: the flag is set and they'll use it\n\t\t# (COMBAT/PURSUING now check _pursuing_vulnerability_sound before retreating)\n\t\treturn\n\n\t# Handle reload complete sound (sound_type 6 = RELOAD_COMPLETE) - player is NO LONGER vulnerable!\n\t# This sound propagates through walls and signals enemies to become cautious.\n\tif sound_type == 6 and source_type == 0: # RELOAD_COMPLETE from PLAYER\n\t\t_log_debug(\"Heard player RELOAD_COMPLETE (intensity=%.2f, distance=%.0f) at %s\" % [\n\t\t\tintensity, distance, position\n\t\t])\n\t\t_log_to_file(\"Heard player RELOAD_COMPLETE at %s, intensity=%.2f, distance=%.0f\" % [\n\t\t\tposition, intensity, distance\n\t\t])\n\n\t\t# Clear player vulnerability state - reload finished, player is armed again\n\t\t_goap_world_state[\"player_reloading\"] = false\n\t\t_goap_world_state[\"player_ammo_empty\"] = false\n\t\t# Clear the aggressive pursuit flag - no longer pursuing vulnerable player\n\t\t_pursuing_vulnerability_sound = false\n\n\t\t# React to reload completion - transition to cautious/defensive mode after a short delay.\n\t\t# The 200ms delay gives enemies a brief reaction time before becoming cautious,\n\t\t# making the transition feel more natural and giving player a small window.\n\t\t# Enemies who were pursuing the vulnerable player should now become more cautious.\n\t\t# This makes completing reload a way to \"reset\" aggressive enemy behavior.\n\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\tvar state_before_delay := _current_state\n\t\t\t_log_to_file(\"Reload complete sound heard - waiting 200ms before cautious transition from %s\" % AIState.keys()[_current_state])\n\t\t\tawait get_tree().create_timer(0.2).timeout\n\t\t\t# After delay, check if still alive and in an aggressive state\n\t\t\tif not _is_alive:\n\t\t\t\treturn\n\t\t\t# Only transition if still in an aggressive state (state might have changed during delay)\n\t\t\tif _current_state in [AIState.PURSUING, AIState.COMBAT, AIState.ASSAULT]:\n\t\t\t\t# Return to cover/defensive state since player is no longer vulnerable\n\t\t\t\tif _has_valid_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered retreat - transitioning from %s to RETREATING (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_retreating()\n\t\t\t\telif enable_cover:\n\t\t\t\t\t_log_to_file(\"Reload complete sound triggered cover seek - transitioning from %s to SEEKING_COVER (delayed from %s)\" % [AIState.keys()[_current_state], AIState.keys()[state_before_delay]])\n\t\t\t\t\t_transition_to_seeking_cover()\n\t\t\t\t# If no cover available, stay in current state but with cleared vulnerability flags\n\t\treturn\n\n\t# Handle gunshot sounds (sound_type 0 = GUNSHOT)\n\tif sound_type != 0:\n\t\treturn\n\n\t# React based on current state:\n\t# - IDLE: Always react to loud sounds\n\t# - Other states: Only react to very loud, close sounds (intensity > 0.5)\n\tvar should_react := false\n\n\tif _current_state == AIState.IDLE:\n\t\t# In IDLE state, always investigate sounds above minimal threshold\n\t\tshould_react = intensity >= 0.01\n\telif _current_state in [AIState.FLANKING, AIState.RETREATING]:\n\t\t# In tactical movement states, react to loud nearby sounds\n\t\tshould_react = intensity >= 0.3\n\telse:\n\t\t# In combat-related states, only react to very loud sounds\n\t\t# This prevents enemies from being distracted during active combat\n\t\tshould_react = false\n\n\tif not should_react:\n\t\treturn\n\n\t# React to sounds: transition to combat mode to investigate\n\t_log_debug(\"Heard gunshot (intensity=%.2f, distance=%.0f) from %s at %s, entering COMBAT\" % [\n\t\tintensity,\n\t\tdistance,\n\t\t\"player\" if source_type == 0 else (\"enemy\" if source_type == 1 else \"neutral\"),\n\t\tposition\n\t])\n\t_log_to_file(\"Heard gunshot at %s, source_type=%d, intensity=%.2f, distance=%.0f\" % [\n\t\tposition, source_type, intensity, distance\n\t])\n\n\t# Store the position of the sound as a point of interest\n\t# The enemy will investigate this location\n\t_last_known_player_position = position\n\n\t# Transition to combat mode to investigate the sound\n\t_transition_to_combat()\n\n## Initialize GOAP world state.\nfunc _initialize_goap_state() -> void:\n\t_goap_world_state = {\n\t\t\"player_visible\": false,\n\t\t\"has_cover\": false,\n\t\t\"in_cover\": false,\n\t\t\"under_fire\": false,\n\t\t\"health_low\": false,\n\t\t\"can_flank\": false,\n\t\t\"at_flank_position\": false,\n\t\t\"is_retreating\": false,\n\t\t\"hits_taken\": 0,\n\t\t\"is_pursuing\": false,\n\t\t\"is_assaulting\": false,\n\t\t\"can_hit_from_cover\": false,\n\t\t\"player_close\": false,\n\t\t\"enemies_in_combat\": 0,\n\t\t\"player_distracted\": false,\n\t\t\"player_reloading\": false,\n\t\t\"player_ammo_empty\": false\n\t}\n\n## Connect to GameManager's debug mode signal for F7 toggle.\nfunc _connect_debug_mode_signal() -> void:\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager:\n\t\t# Connect to debug mode toggle signal\n\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n\t\t# Sync with current debug mode state\n\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n\n## Called when debug mode is toggled via F7 key.\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tdebug_label_enabled = enabled\n\t_update_debug_label()\n\n## Find the player node in the scene tree.\nfunc _find_player() -> void:\n\t# Try to find the player by group first\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0:\n\t\t_player = players[0]\n\t\treturn\n\n\t# Fallback: search for player by node name or type\n\tvar root := get_tree().current_scene\n\tif root:\n\t\t_player = _find_player_recursive(root)\n\n## Recursively search for a player node.\nfunc _find_player_recursive(node: Node) -> Node2D:\n\tif node.name == \"Player\" and node is Node2D:\n\t\treturn node\n\tfor child in node.get_children():\n\t\tvar result := _find_player_recursive(child)\n\t\tif result:\n\t\t\treturn result\n\treturn null\n\nfunc _physics_process(delta: float) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\t# Update shoot cooldown timer\n\t_shoot_timer += delta\n\n\t# Update reload timer\n\t_update_reload(delta)\n\n\t# Update flank cooldown timer (allows flanking to re-enable after failures)\n\tif _flank_cooldown_timer > 0.0:\n\t\t_flank_cooldown_timer -= delta\n\t\tif _flank_cooldown_timer <= 0.0:\n\t\t\t_flank_cooldown_timer = 0.0\n\t\t\t# Reset failure count when cooldown expires\n\t\t\t_flank_fail_count = 0\n\n\t# Update grenade thrower component\n\tif _grenade_thrower:\n\t\t_grenade_thrower.update_cooldown(delta)\n\t\tvar was_suppression := _current_state == AIState.SUPPRESSED or _current_state == AIState.IN_COVER\n\t\t_grenade_thrower.update_player_hidden_timer(delta, _can_see_player, was_suppression)\n\n\t# Check for player visibility and try to find player if not found\n\tif _player == null:\n\t\t_find_player()\n\n\t_check_player_visibility()\n\t_update_goap_state()\n\t_update_suppression(delta)\n\n\t# Update enemy model rotation BEFORE processing AI state (which may shoot).\n\t# This ensures the weapon is correctly positioned when bullets are created.\n\t# Note: We don't call _update_weapon_sprite_rotation() anymore because:\n\t# 1. The EnemyModel rotation already rotates the weapon correctly\n\t# 2. The previous _update_weapon_sprite_rotation() was using the Enemy's rotation\n\t# instead of EnemyModel's rotation, causing the weapon to be offset by 90 degrees\n\t_update_enemy_model_rotation()\n\n\t# Process AI state machine (may trigger shooting)\n\t_process_ai_state(delta)\n\n\t# Update debug label if enabled\n\t_update_debug_label()\n\n\t# Request redraw for debug visualization\n\tif debug_label_enabled:\n\t\tqueue_redraw()\n\n\t# Update walking animation based on movement\n\t_update_walk_animation(delta)\n\n\tmove_and_slide()\n\n## Update GOAP world state based on current conditions.\nfunc _update_goap_state() -> void:\n\t_goap_world_state[\"player_visible\"] = _can_see_player\n\t_goap_world_state[\"under_fire\"] = _under_fire\n\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n\t_goap_world_state[\"player_close\"] = _is_player_close()\n\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n\t_goap_world_state[\"player_distracted\"] = _is_player_distracted()\n\t_goap_world_state[\"has_grenades\"] = _grenade_thrower != null and _grenade_thrower.has_grenades()\n\t_goap_world_state[\"is_throwing_grenade\"] = _current_state == AIState.THROWING_GRENADE\n\n## Updates the enemy model rotation to face the aim/movement direction.\n## The enemy model (body, head, arms) rotates to follow the direction of movement or aim.\n## Note: Enemy sprites face RIGHT (0 radians), same as player sprites.\n##\n## IMPORTANT: When aiming at the player, we calculate the direction from the WEAPON position\n## to the player, not from the enemy center. This ensures the weapon barrel actually points\n## at the player, accounting for the weapon's offset from the enemy center.\nfunc _update_enemy_model_rotation() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t# Determine the direction to face:\n\t# - If can see player, face the player (simple direction from enemy center)\n\t# - Otherwise, face the movement direction\n\t#\n\t# NOTE: We use simple center-to-player direction, NOT offset-compensated direction.\n\t# This ensures the weapon visually points in the same direction as bullets fly.\n\t# The bullets are fired from the muzzle toward the target, and the muzzle is\n\t# positioned along the direction the model faces.\n\tvar face_direction: Vector2\n\n\tif _player != null and _can_see_player:\n\t\t# Simple direction from enemy center to player (like player character does)\n\t\tface_direction = (_player.global_position - global_position).normalized()\n\telif velocity.length_squared() > 1.0:\n\t\t# Face movement direction\n\t\tface_direction = velocity.normalized()\n\telse:\n\t\t# Keep current rotation\n\t\treturn\n\n\t# Calculate target rotation angle\n\t# Enemy sprites face RIGHT (same as player sprites, 0 radians)\n\tvar target_angle := face_direction.angle()\n\n\t# Handle sprite flipping for left/right aim\n\t# When aiming left (angle > 90° or < -90°), flip vertically to avoid upside-down appearance\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Apply rotation to the enemy model using GLOBAL rotation.\n\t# IMPORTANT: We use global_rotation instead of (local) rotation because the Enemy\n\t# CharacterBody2D node may also have its own rotation (for aiming/turning). Using\n\t# global_rotation ensures the EnemyModel's visual direction is set in world coordinates,\n\t# independent of any parent rotation.\n\t#\n\t# IMPORTANT FIX (Issue #264 - Session 5):\n\t# After the transform delay fix in f188853, we now calculate bullet direction directly\n\t# as (_player.global_position - global_position).normalized() to avoid stale transforms.\n\t# To make the visual model rotation match this bullet direction, we must NOT negate\n\t# the angle when flipping vertically. The flip handles the visual appearance, but the\n\t# rotation angle should match the actual geometric direction to the player.\n\t#\n\t# Example: Player is up-left at angle -135°:\n\t# - Without flip: global_rotation = -135°, scale.y = 1.3 -> faces down-right (wrong)\n\t# - With flip, OLD code: global_rotation = 135°, scale.y = -1.3 -> faces up-left (visual ok, but bullets go wrong)\n\t# - With flip, NEW code: global_rotation = -135°, scale.y = -1.3 -> faces up-left (visual matches bullets) ✓\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## Forces the enemy model to face a specific direction immediately.\n## Used for priority attacks where we need to aim and shoot in the same frame.\n##\n## Unlike _update_enemy_model_rotation(), this function:\n## 1. Takes a specific direction to face (doesn't derive it from player position)\n## 2. Is called immediately before shooting in priority attack code\n##\n## This ensures the weapon sprite's transform matches the intended aim direction\n## so that _get_weapon_forward_direction() returns the correct vector for aim checks.\n##\n## @param direction: The direction to face (normalized).\nfunc _force_model_to_face_direction(direction: Vector2) -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\tvar target_angle := direction.angle()\n\tvar aiming_left := absf(target_angle) > PI / 2\n\n\t# Same fix as _update_enemy_model_rotation() - don't negate angle when flipped\n\tif aiming_left:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, -enemy_model_scale)\n\telse:\n\t\t_enemy_model.global_rotation = target_angle\n\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n\n## DEPRECATED: This function is no longer used.\n##\n## Previously used to calculate an aim direction that would compensate for the weapon's\n## offset from the enemy center. This caused issues because:\n## 1. The model rotation was different from the bullet direction\n## 2. The weapon would visually point in a different direction than bullets fly\n##\n## The new approach is simpler:\n## 1. Model faces the player (center-to-center direction)\n## 2. Bullets spawn from muzzle and fly FROM MUZZLE TO TARGET\n## 3. This ensures the weapon visually points where bullets go\n##\n## Kept for reference in case the iterative offset approach is needed elsewhere.\n##\n## @param target_pos: The position to aim at (typically the player's position).\n## @return: The direction vector the model should face for the weapon to point at target.\nfunc _calculate_aim_direction_from_weapon(target_pos: Vector2) -> Vector2:\n\t# WeaponMount is at local position (0, 6) in EnemyModel\n\t# This offset needs to be accounted for when calculating aim direction\n\tvar weapon_mount_local := Vector2(0, 6)\n\n\t# Start with a rough estimate: direction from enemy center to target\n\tvar rough_direction := (target_pos - global_position)\n\tvar rough_distance := rough_direction.length()\n\n\t# For distant targets, the offset error is negligible - use simple calculation\n\t# threshold is ~3x the weapon offset to avoid unnecessary iteration\n\tif rough_distance > 25.0 * enemy_model_scale:\n\t\treturn rough_direction.normalized()\n\n\t# For close targets, iterate to find the correct rotation\n\t# Start with the rough direction\n\tvar current_direction := rough_direction.normalized()\n\n\t# Iterate to refine the aim direction (2 iterations is usually enough)\n\tfor _i in range(2):\n\t\tvar estimated_angle := current_direction.angle()\n\n\t\t# Determine if we would flip (affects how weapon offset transforms)\n\t\tvar would_flip := absf(estimated_angle) > PI / 2\n\n\t\t# Calculate weapon position with this estimated rotation\n\t\tvar weapon_offset_world: Vector2\n\t\tif would_flip:\n\t\t\t# When flipped, scale.y is negative, which affects the Y component of the offset\n\t\t\t# Transform: scale then rotate\n\t\t\tvar scaled := Vector2(weapon_mount_local.x * enemy_model_scale, weapon_mount_local.y * -enemy_model_scale)\n\t\t\tweapon_offset_world = scaled.rotated(estimated_angle)\n\t\telse:\n\t\t\tvar scaled := weapon_mount_local * enemy_model_scale\n\t\t\tweapon_offset_world = scaled.rotated(estimated_angle)\n\n\t\tvar weapon_global_pos := global_position + weapon_offset_world\n\n\t\t# Calculate new direction from weapon to target\n\t\tvar new_direction := (target_pos - weapon_global_pos)\n\t\tif new_direction.length_squared() < 0.01:\n\t\t\t# Target is at weapon position, keep current direction\n\t\t\tbreak\n\t\tcurrent_direction = new_direction.normalized()\n\n\treturn current_direction\n\n## Updates the walking animation based on enemy movement state.\n## Creates a natural bobbing motion for body parts during movement.\n## @param delta: Time since last frame.\nfunc _update_walk_animation(delta: float) -> void:\n\tvar is_moving := velocity.length() > 10.0\n\n\tif is_moving:\n\t\t# Accumulate animation time based on movement speed\n\t\t# Use combat_move_speed as max for faster walk animation during combat\n\t\tvar max_speed := maxf(move_speed, combat_move_speed)\n\t\tvar speed_factor := velocity.length() / max_speed\n\t\t_walk_anim_time += delta * walk_anim_speed * speed_factor\n\t\t_is_walking = true\n\n\t\t# Calculate animation offsets using sine waves\n\t\t# Body bobs up and down (frequency = 2x for double step)\n\t\tvar body_bob := sin(_walk_anim_time * 2.0) * 1.5 * walk_anim_intensity\n\n\t\t# Head bobs slightly less than body (dampened)\n\t\tvar head_bob := sin(_walk_anim_time * 2.0) * 0.8 * walk_anim_intensity\n\n\t\t# Arms swing opposite to each other (alternating)\n\t\tvar arm_swing := sin(_walk_anim_time) * 3.0 * walk_anim_intensity\n\n\t\t# Apply offsets to sprites\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _base_body_pos + Vector2(0, body_bob)\n\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _base_head_pos + Vector2(0, head_bob)\n\n\t\tif _left_arm_sprite:\n\t\t\t# Left arm swings forward/back (y-axis in top-down)\n\t\t\t_left_arm_sprite.position = _base_left_arm_pos + Vector2(arm_swing, 0)\n\n\t\tif _right_arm_sprite:\n\t\t\t# Right arm swings opposite to left arm\n\t\t\t_right_arm_sprite.position = _base_right_arm_pos + Vector2(-arm_swing, 0)\n\telse:\n\t\t# Return to idle pose smoothly\n\t\tif _is_walking:\n\t\t\t_is_walking = false\n\t\t\t_walk_anim_time = 0.0\n\n\t\t# Interpolate back to base positions\n\t\tvar lerp_speed := 10.0 * delta\n\t\tif _body_sprite:\n\t\t\t_body_sprite.position = _body_sprite.position.lerp(_base_body_pos, lerp_speed)\n\t\tif _head_sprite:\n\t\t\t_head_sprite.position = _head_sprite.position.lerp(_base_head_pos, lerp_speed)\n\t\tif _left_arm_sprite:\n\t\t\t_left_arm_sprite.position = _left_arm_sprite.position.lerp(_base_left_arm_pos, lerp_speed)\n\t\tif _right_arm_sprite:\n\t\t\t_right_arm_sprite.position = _right_arm_sprite.position.lerp(_base_right_arm_pos, lerp_speed)\n\n## Update suppression state.\nfunc _update_suppression(delta: float) -> void:\n\t# Clean up destroyed bullets from tracking\n\t_bullets_in_threat_sphere = _bullets_in_threat_sphere.filter(func(b): return is_instance_valid(b))\n\n\t# Determine if there's an active threat (bullets in sphere OR recent threat memory)\n\tvar has_active_threat := not _bullets_in_threat_sphere.is_empty() or _threat_memory_timer > 0.0\n\n\tif not has_active_threat:\n\t\tif _under_fire:\n\t\t\t_suppression_timer += delta\n\t\t\tif _suppression_timer >= suppression_cooldown:\n\t\t\t\t_under_fire = false\n\t\t\t\t_suppression_timer = 0.0\n\t\t\t\t_log_debug(\"Suppression ended\")\n\t\t# Reset threat reaction timer when no bullets are in threat sphere and no threat memory\n\t\t_threat_reaction_timer = 0.0\n\t\t_threat_reaction_delay_elapsed = false\n\telse:\n\t\t# Decrement threat memory timer if no bullets currently in sphere\n\t\tif _bullets_in_threat_sphere.is_empty() and _threat_memory_timer > 0.0:\n\t\t\t_threat_memory_timer -= delta\n\n\t\t# Update threat reaction timer\n\t\tif not _threat_reaction_delay_elapsed:\n\t\t\t_threat_reaction_timer += delta\n\t\t\tif _threat_reaction_timer >= threat_reaction_delay:\n\t\t\t\t_threat_reaction_delay_elapsed = true\n\t\t\t\t_log_debug(\"Threat reaction delay elapsed, now reacting to bullets\")\n\n\t\t# Only set under_fire after the reaction delay has elapsed\n\t\tif _threat_reaction_delay_elapsed:\n\t\t\t_under_fire = true\n\t\t\t_suppression_timer = 0.0\n\n## Update reload state.\nfunc _update_reload(delta: float) -> void:\n\tif not _is_reloading:\n\t\treturn\n\n\t_reload_timer += delta\n\tif _reload_timer >= reload_time:\n\t\t_finish_reload()\n\n## Start reloading the weapon.\nfunc _start_reload() -> void:\n\t# Can't reload if already reloading or no reserve ammo\n\tif _is_reloading or _reserve_ammo <= 0:\n\t\treturn\n\n\t_is_reloading = true\n\t_reload_timer = 0.0\n\treload_started.emit()\n\t_log_debug(\"Reloading... (% |
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