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January 18, 2026 05:04
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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/112
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| # Solve.mjs Log - 2026-01-18T04:49:54.448Z | |
| [2026-01-18T04:49:54.448Z] [INFO] 📁 Log file: /home/hive/solve-2026-01-18T04-49-54-447Z.log | |
| [2026-01-18T04:49:54.450Z] [INFO] (All output will be logged here) | |
| [2026-01-18T04:49:55.130Z] [INFO] | |
| [2026-01-18T04:49:55.130Z] [INFO] 🚀 solve v1.4.0 | |
| [2026-01-18T04:49:55.131Z] [INFO] 🔧 Raw command executed: | |
| [2026-01-18T04:49:55.131Z] [INFO] /home/hive/.nvm/versions/node/v20.19.6/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/98 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-01-18T04:49:55.131Z] [INFO] | |
| [2026-01-18T04:49:55.147Z] [INFO] | |
| [2026-01-18T04:49:55.148Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-01-18T04:49:55.148Z] [INFO] | |
| [2026-01-18T04:49:55.148Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-01-18T04:49:55.149Z] [INFO] The log may contain sensitive information such as: | |
| [2026-01-18T04:49:55.149Z] [INFO] • API keys, tokens, or secrets | |
| [2026-01-18T04:49:55.149Z] [INFO] • File paths and directory structures | |
| [2026-01-18T04:49:55.149Z] [INFO] • Command outputs and error messages | |
| [2026-01-18T04:49:55.150Z] [INFO] • Internal system information | |
| [2026-01-18T04:49:55.150Z] [INFO] | |
| [2026-01-18T04:49:55.150Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-01-18T04:49:55.150Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-01-18T04:49:55.150Z] [INFO] | |
| [2026-01-18T04:49:55.151Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-01-18T04:49:55.151Z] [INFO] | |
| [2026-01-18T04:50:00.157Z] [INFO] | |
| [2026-01-18T04:50:00.182Z] [INFO] 💾 Disk space check: 54291MB available (2048MB required) ✅ | |
| [2026-01-18T04:50:00.184Z] [INFO] 🧠 Memory check: 11269MB available, swap: 4095MB (0MB used), total: 15364MB (256MB required) ✅ | |
| [2026-01-18T04:50:00.204Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-18T04:50:00.205Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-18T04:50:00.206Z] [INFO] 📋 URL validation: | |
| [2026-01-18T04:50:00.206Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/98 | |
| [2026-01-18T04:50:00.206Z] [INFO] Is Issue URL: true | |
| [2026-01-18T04:50:00.206Z] [INFO] Is PR URL: false | |
| [2026-01-18T04:50:00.206Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-01-18T04:50:00.828Z] [INFO] Repository visibility: public | |
| [2026-01-18T04:50:00.829Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-18T04:50:00.830Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-01-18T04:50:01.225Z] [INFO] Repository visibility: public | |
| [2026-01-18T04:50:01.226Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-01-18T04:50:01.227Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #98... | |
| [2026-01-18T04:50:01.971Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-01-18T04:50:02.991Z] [INFO] 📋 Found 3 existing PR(s) linked to issue #98 | |
| [2026-01-18T04:50:02.991Z] [INFO] PR #108: created 0h ago (OPEN, ready) | |
| [2026-01-18T04:50:02.992Z] [INFO] PR #108: Branch 'issue-101-7f4b45f5b977' doesn't match expected pattern 'issue-98-*' - skipping | |
| [2026-01-18T04:50:02.992Z] [INFO] PR #68: created 129h ago (OPEN, ready) | |
| [2026-01-18T04:50:02.992Z] [INFO] PR #68: Branch 'issue-59-ec67c5cf9228' doesn't match expected pattern 'issue-98-*' - skipping | |
| [2026-01-18T04:50:02.992Z] [INFO] PR #65: created 130h ago (OPEN, draft) | |
| [2026-01-18T04:50:02.993Z] [INFO] PR #65: Branch 'issue-64-6db5a4a1532f' doesn't match expected pattern 'issue-98-*' - skipping | |
| [2026-01-18T04:50:02.993Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-01-18T04:50:02.993Z] [INFO] 📝 Issue mode: Working with issue #98 | |
| [2026-01-18T04:50:02.994Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1768711802994 | |
| [2026-01-18T04:50:02.996Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-01-18T04:50:02.997Z] [INFO] Checking fork status... | |
| [2026-01-18T04:50:03.309Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-01-18T04:50:04.270Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-01-18T04:50:04.590Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-18T04:50:04.591Z] [INFO] 🔍 Validating fork parent... | |
| [2026-01-18T04:50:05.191Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-18T04:50:05.193Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-18T04:50:06.931Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1768711802994 | |
| [2026-01-18T04:50:06.978Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-18T04:50:07.019Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-01-18T04:50:07.019Z] [INFO] 🔄 Fetching upstream... | |
| [2026-01-18T04:50:07.332Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-01-18T04:50:07.333Z] [INFO] 🔄 Syncing default branch... | |
| [2026-01-18T04:50:07.685Z] [INFO] ℹ️ Default branch: main | |
| [2026-01-18T04:50:07.827Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-01-18T04:50:07.828Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-01-18T04:50:08.657Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-01-18T04:50:08.792Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-01-18T04:50:08.832Z] [INFO] | |
| 🌿 Creating branch: issue-98-8fbd1f637fff from main (default) | |
| [2026-01-18T04:50:08.870Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-01-18T04:50:08.906Z] [INFO] ✅ Branch created: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:08.906Z] [INFO] ✅ Current branch: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:08.907Z] [INFO] Branch operation: Create new branch | |
| [2026-01-18T04:50:08.907Z] [INFO] Branch verification: Matches expected | |
| [2026-01-18T04:50:08.910Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-01-18T04:50:08.910Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-01-18T04:50:08.910Z] [INFO] | |
| [2026-01-18T04:50:08.948Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-01-18T04:50:08.949Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-01-18T04:50:08.949Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/98 | |
| [2026-01-18T04:50:08.949Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-01-18T04:50:08.950Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/98 | |
| [2026-01-18T04:50:08.950Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-01-18T04:50:08.950Z] [INFO] 📦 Adding file: To git staging | |
| [2026-01-18T04:50:09.020Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-01-18T04:50:09.021Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-01-18T04:50:09.063Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-01-18T04:50:09.064Z] [INFO] Commit output: [issue-98-8fbd1f637fff 97403c9] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-01-18T04:50:09.097Z] [INFO] Commit hash: 97403c9... | |
| [2026-01-18T04:50:09.135Z] [INFO] Latest commit: 97403c9 Initial commit with task details | |
| [2026-01-18T04:50:09.177Z] [INFO] Git status: clean | |
| [2026-01-18T04:50:09.217Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-01-18T04:50:09.256Z] [INFO] Branch info: * issue-98-8fbd1f637fff 97403c9 [origin/main: ahead 1] Initial commit with task details | |
| main 6b744ea [origin/main] Merge pull request #111 from konard/issue-110-7404c429f975 | |
| [2026-01-18T04:50:09.257Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-01-18T04:50:09.257Z] [INFO] Push command: git push -u origin issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:10.025Z] [INFO] Push exit code: 0 | |
| [2026-01-18T04:50:10.026Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-98-8fbd1f637fff' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-98-8fbd1f637fff | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-98-8fbd1f637fff -> issue-98-8fbd1f637fff | |
| branch 'issue-98-8fbd1f637fff' set up to track 'origin/issue-98-8fbd1f637fff'. | |
| [2026-01-18T04:50:10.026Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-01-18T04:50:10.026Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-98-8fbd1f637fff' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-98-8fbd1f637fff | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-98-8fbd1f637fff -> issue-98-8fbd1f637fff | |
| branch 'issue-98-8fbd1f637fff' set up to track 'origin/issue-98-8fbd1f637fff'. | |
| [2026-01-18T04:50:10.026Z] [INFO] Waiting for GitHub to sync... | |
| [2026-01-18T04:50:12.526Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-01-18T04:50:12.527Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-01-18T04:50:13.138Z] [INFO] Branch verified on GitHub: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:13.441Z] [INFO] Remote commit SHA: 97403c9... | |
| [2026-01-18T04:50:13.442Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-01-18T04:50:13.742Z] [INFO] Issue title: "update ai враги должны перемещаться тактически" | |
| [2026-01-18T04:50:13.742Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-01-18T04:50:14.034Z] [INFO] Current user: konard | |
| [2026-01-18T04:50:14.298Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-18T04:50:14.300Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-18T04:50:14.300Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-01-18T04:50:14.625Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-01-18T04:50:14.626Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-01-18T04:50:14.672Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-01-18T04:50:14.672Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-01-18T04:50:14.672Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-01-18T04:50:14.673Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-01-18T04:50:14.673Z] [INFO] PR Title: [WIP] update ai враги должны перемещаться тактически | |
| [2026-01-18T04:50:14.673Z] [INFO] Base branch: main | |
| [2026-01-18T04:50:14.673Z] [INFO] Head branch: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:14.673Z] [INFO] Assignee: konard | |
| [2026-01-18T04:50:14.674Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#98. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#98 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-01-18T04:50:14.675Z] [INFO] Command: cd "/tmp/gh-issue-solver-1768711802994" && gh pr create --draft --title "$(cat '/tmp/pr-title-1768711814675.txt')" --body-file "/tmp/pr-body-1768711814675.md" --base main --head konard:issue-98-8fbd1f637fff --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-01-18T04:50:16.388Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-01-18T04:50:16.705Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-01-18T04:50:16.705Z] [INFO] ✅ PR created: #112 | |
| [2026-01-18T04:50:16.706Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/112 | |
| [2026-01-18T04:50:16.706Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-01-18T04:50:16.706Z] [INFO] 🔗 Linking: Issue #98 to PR #112... | |
| [2026-01-18T04:50:17.058Z] [INFO] Issue node ID: I_kwDOQ35BQ87kDjQN | |
| [2026-01-18T04:50:17.422Z] [INFO] PR node ID: PR_kwDOQ35BQ8691uma | |
| [2026-01-18T04:50:17.744Z] [INFO] | |
| [2026-01-18T04:50:17.745Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-01-18T04:50:17.745Z] [INFO] | |
| [2026-01-18T04:50:17.745Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-01-18T04:50:17.745Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#98" in PR body | |
| [2026-01-18T04:50:17.746Z] [INFO] | |
| [2026-01-18T04:50:17.746Z] [WARNING] To fix manually: | |
| [2026-01-18T04:50:17.746Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/112 | |
| [2026-01-18T04:50:17.746Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#98 | |
| [2026-01-18T04:50:17.746Z] [INFO] | |
| [2026-01-18T04:50:18.014Z] [INFO] 👤 Current user: konard | |
| [2026-01-18T04:50:18.015Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-01-18T04:50:18.015Z] [INFO] prNumber: 112 | |
| [2026-01-18T04:50:18.015Z] [INFO] branchName: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:18.015Z] [INFO] isContinueMode: false | |
| [2026-01-18T04:50:18.015Z] [INFO] Will count comments: true | |
| [2026-01-18T04:50:18.016Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-01-18T04:50:18.016Z] [INFO] PR #112 on branch: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:18.016Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-18T04:50:18.434Z] [INFO] 📅 Last commit time (from API): 2026-01-18T04:50:09.000Z | |
| [2026-01-18T04:50:19.654Z] [INFO] 💬 New PR comments: 0 | |
| [2026-01-18T04:50:19.655Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-01-18T04:50:19.655Z] [INFO] 💬 New issue comments: 0 | |
| [2026-01-18T04:50:19.655Z] [INFO] Total new comments: 0 | |
| [2026-01-18T04:50:19.656Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-01-18T04:50:19.656Z] [INFO] PR review comments fetched: 0 | |
| [2026-01-18T04:50:19.656Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-01-18T04:50:19.656Z] [INFO] Total PR comments checked: 0 | |
| [2026-01-18T04:50:22.682Z] [INFO] Feedback info will be added to prompt: | |
| [2026-01-18T04:50:22.683Z] [INFO] - Pull request description was edited after last commit | |
| [2026-01-18T04:50:22.683Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-01-18T04:50:23.036Z] [INFO] 📝 Issue updated: 2026-01-18T04:49:42.000Z | |
| [2026-01-18T04:50:23.357Z] [INFO] 💬 Comments: None found | |
| [2026-01-18T04:50:23.781Z] [INFO] 🔀 Recent PR: 2026-01-18T04:50:15.000Z | |
| [2026-01-18T04:50:23.781Z] [INFO] | |
| ✅ Reference time: 2026-01-18T04:50:15.000Z | |
| [2026-01-18T04:50:23.782Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-01-18T04:50:23.818Z] [INFO] ✅ No uncommitted changes found | |
| [2026-01-18T04:50:24.180Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-98-8fbd1f637fff | |
| [2026-01-18T04:50:26.287Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-01-18T04:50:26.291Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-01-18T04:50:26.291Z] [INFO] Characters: 526 | |
| [2026-01-18T04:50:26.292Z] [INFO] System prompt characters: 11910 | |
| [2026-01-18T04:50:26.292Z] [INFO] Feedback info: Included | |
| [2026-01-18T04:50:26.294Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-01-18T04:50:26.294Z] [INFO] Model: opus | |
| [2026-01-18T04:50:26.295Z] [INFO] Working directory: /tmp/gh-issue-solver-1768711802994 | |
| [2026-01-18T04:50:26.295Z] [INFO] Branch: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:26.295Z] [INFO] Prompt length: 526 chars | |
| [2026-01-18T04:50:26.295Z] [INFO] System prompt length: 11910 chars | |
| [2026-01-18T04:50:26.295Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-01-18T04:50:26.335Z] [INFO] 📈 System resources before execution: | |
| [2026-01-18T04:50:26.335Z] [INFO] Memory: MemFree: 10766128 kB | |
| [2026-01-18T04:50:26.336Z] [INFO] Load: 0.20 0.08 0.08 1/257 210179 | |
| [2026-01-18T04:50:26.336Z] [INFO] | |
| 📝 Raw command: | |
| [2026-01-18T04:50:26.336Z] [INFO] (cd "/tmp/gh-issue-solver-1768711802994" && 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/98 | |
| Your prepared branch: issue-98-8fbd1f637fff | |
| Your prepared working directory: /tmp/gh-issue-solver-1768711802994 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/112 | |
| 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-98-8fbd1f637fff | |
| Proceed. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-98-8fbd1f637fff --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/98. | |
| - 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/112/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/112/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/112/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/98/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 112 --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 112, 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 112. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-98-8fbd1f637fff. | |
| - When you finish, create a pull request from branch issue-98-8fbd1f637fff. (Note: PR 112 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-98-8fbd1f637fff. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 112 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 .) | |
| [2026-01-18T04:50:26.337Z] [INFO] | |
| [2026-01-18T04:50:26.337Z] [INFO] 📋 User prompt: | |
| [2026-01-18T04:50:26.337Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-01-18T04:50:26.337Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/98 | |
| Your prepared branch: issue-98-8fbd1f637fff | |
| Your prepared working directory: /tmp/gh-issue-solver-1768711802994 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/112 | |
| 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-98-8fbd1f637fff | |
| Proceed. | |
| [2026-01-18T04:50:26.337Z] [INFO] ---END USER PROMPT--- | |
| [2026-01-18T04:50:26.337Z] [INFO] | |
| [2026-01-18T04:50:26.338Z] [INFO] 📋 System prompt: | |
| [2026-01-18T04:50:26.338Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-01-18T04:50:26.338Z] [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-98-8fbd1f637fff --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/98. | |
| - 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/112/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/112/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/112/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/98/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 112 --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 112, 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 112. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-98-8fbd1f637fff. | |
| - When you finish, create a pull request from branch issue-98-8fbd1f637fff. (Note: PR 112 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-98-8fbd1f637fff. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 112 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. | |
| [2026-01-18T04:50:26.338Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-01-18T04:50:26.338Z] [INFO] | |
| [2026-01-18T04:50:26.339Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-18T04:50:26.340Z] [INFO] 📋 Command details: | |
| [2026-01-18T04:50:26.340Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1768711802994 | |
| [2026-01-18T04:50:26.340Z] [INFO] 🌿 Branch: issue-98-8fbd1f637fff | |
| [2026-01-18T04:50:26.340Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-01-18T04:50:26.340Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-18T04:50:26.341Z] [INFO] | |
| ▶️ Streaming output: | |
| [2026-01-18T04:50:28.751Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1768711802994", | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
| "Grep", | |
| "ExitPlanMode", | |
| "Read", | |
| "Edit", | |
| "Write", | |
| "NotebookEdit", | |
| "WebFetch", | |
| "TodoWrite", | |
| "WebSearch", | |
| "KillShell", | |
| "AskUserQuestion", | |
| "Skill", | |
| "EnterPlanMode", | |
| "MCPSearch", | |
| "mcp__playwright__browser_close", | |
| "mcp__playwright__browser_resize", | |
| "mcp__playwright__browser_console_messages", | |
| "mcp__playwright__browser_handle_dialog", | |
| "mcp__playwright__browser_evaluate", | |
| "mcp__playwright__browser_file_upload", | |
| "mcp__playwright__browser_fill_form", | |
| "mcp__playwright__browser_install", | |
| "mcp__playwright__browser_press_key", | |
| "mcp__playwright__browser_type", | |
| "mcp__playwright__browser_navigate", | |
| "mcp__playwright__browser_navigate_back", | |
| "mcp__playwright__browser_network_requests", | |
| "mcp__playwright__browser_run_code", | |
| "mcp__playwright__browser_take_screenshot", | |
| "mcp__playwright__browser_snapshot", | |
| "mcp__playwright__browser_click", | |
| "mcp__playwright__browser_drag", | |
| "mcp__playwright__browser_hover", | |
| "mcp__playwright__browser_select_option", | |
| "mcp__playwright__browser_tabs", | |
| "mcp__playwright__browser_wait_for" | |
| ], | |
| "mcp_servers": [ | |
| { | |
| "name": "playwright", | |
| "status": "connected" | |
| } | |
| ], | |
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| "content": "# Tactical Movement Patterns from Article\n\n## Primary Movement Strategies\n\n**Formation Movement:** Teams employ a \"clover leaf\" triangular formation where the leader positions at the apex while support personnel flank left and right, maintaining physical contact for non-verbal communication.\n\n**Sector Coverage:** Personnel divide rooms into zones of responsibility, with each team member controlling their assigned sector to completion before advancing—\"working only in one's sector, until full control over the room is established.\"\n\n## Corridor Operations\n\nTeams progress using overlapping fields of fire. The leader scans forward while flanking members cross their visual axes, allowing left-side personnel to monitor right corridors and vice versa. This prevents accidental friendly fire during advancement.\n\n## Angle and Intersection Tactics\n\n**Corner Approach:** The leader moves with immediate support while rear personnel provide covering fire. Low stances preserve sightlines for partners positioned higher.\n\n**T-Intersections:** Members assume back-to-back positioning at crossing corridors. Movement initiation comes from the lead member, with coordinated simultaneous clearance of perpendicular zones before directional commitment.\n\n## Entry Techniques\n\n**\"Cross\" Method:** Sequential diagonal penetration through doorways where first and second entries move simultaneously across opposing corners to clear \"dead zones\" almost instantaneously.\n\n**\"Hook\" Method:** Simultaneous knee-down entry suitable for wider doorways, with weapon extension toward the room while maintaining door frame contact." | |
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| "result": "# Tactical Movement Patterns from Article\n\n## Primary Movement Strategies\n\n**Formation Movement:** Teams employ a \"clover leaf\" triangular formation where the leader positions at the apex while support personnel flank left and right, maintaining physical contact for non-verbal communication.\n\n**Sector Coverage:** Personnel divide rooms into zones of responsibility, with each team member controlling their assigned sector to completion before advancing—\"working only in one's sector, until full control over the room is established.\"\n\n## Corridor Operations\n\nTeams progress using overlapping fields of fire. The leader scans forward while flanking members cross their visual axes, allowing left-side personnel to monitor right corridors and vice versa. This prevents accidental friendly fire during advancement.\n\n## Angle and Intersection Tactics\n\n**Corner Approach:** The leader moves with immediate support while rear personnel provide covering fire. Low stances preserve sightlines for partners positioned higher.\n\n**T-Intersections:** Members assume back-to-back positioning at crossing corridors. Movement initiation comes from the lead member, with coordinated simultaneous clearance of perpendicular zones before directional commitment.\n\n## Entry Techniques\n\n**\"Cross\" Method:** Sequential diagonal penetration through doorways where first and second entries move simultaneously across opposing corners to clear \"dead zones\" almost instantaneously.\n\n**\"Hook\" Method:** Simultaneous knee-down entry suitable for wider doorways, with weapon extension toward the room while maintaining door frame contact.", | |
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| { | |
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| "content": "Test and verify all previous functionality is preserved", | |
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| { | |
| "content": "Run CI checks and finalize PR", | |
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| "content": " 1→class_name GOAPPlanner\n 2→extends RefCounted\n 3→## GOAP (Goal Oriented Action Planning) planner.\n 4→##\n 5→## This planner uses A* search to find the optimal sequence of actions\n 6→## to achieve a goal from the current world state.\n 7→##\n 8→## Usage:\n 9→## var planner = GOAPPlanner.new()\n 10→## planner.add_action(some_action)\n 11→## var plan = planner.plan(current_state, goal_state)\n 12→## if plan.size() > 0:\n 13→## execute_plan(plan)\n 14→\n 15→## Available actions for planning.\n 16→var _actions: Array[GOAPAction] = []\n 17→\n 18→## Maximum planning depth to prevent infinite loops.\n 19→var max_depth: int = 10\n 20→\n 21→## Enable debug logging.\n 22→var debug_logging: bool = false\n 23→\n 24→\n 25→## Add an action to the planner's available actions.\n 26→func add_action(action: GOAPAction) -> void:\n 27→\t_actions.append(action)\n 28→\n 29→\n 30→## Remove an action from the planner.\n 31→func remove_action(action: GOAPAction) -> void:\n 32→\t_actions.erase(action)\n 33→\n 34→\n 35→## Clear all actions.\n 36→func clear_actions() -> void:\n 37→\t_actions.clear()\n 38→\n 39→\n 40→## Plan a sequence of actions to achieve the goal from the current state.\n 41→## Returns an array of GOAPAction, or empty array if no plan found.\n 42→func plan(current_state: Dictionary, goal: Dictionary, agent: Node = null) -> Array[GOAPAction]:\n 43→\t_log(\"Planning from state: %s to goal: %s\" % [current_state, goal])\n 44→\n 45→\t# Check if goal is already satisfied\n 46→\tif _is_goal_satisfied(current_state, goal):\n 47→\t\t_log(\"Goal already satisfied!\")\n 48→\t\treturn []\n 49→\n 50→\t# A* search for optimal plan\n 51→\tvar open_set: Array = [] # Array of PlanNode\n 52→\tvar closed_set: Dictionary = {} # state_hash -> best_cost\n 53→\n 54→\t# Start node\n 55→\tvar start_node := PlanNode.new(current_state, [], 0.0)\n 56→\tstart_node.heuristic = _estimate_cost(current_state, goal)\n 57→\topen_set.append(start_node)\n 58→\n 59→\tvar iterations := 0\n 60→\tvar max_iterations := 1000 # Prevent infinite loops\n 61→\n 62→\twhile not open_set.is_empty() and iterations < max_iterations:\n 63→\t\titerations += 1\n 64→\n 65→\t\t# Get node with lowest f-score (cost + heuristic)\n 66→\t\topen_set.sort_custom(func(a, b): return (a.cost + a.heuristic) < (b.cost + b.heuristic))\n 67→\t\tvar current: PlanNode = open_set.pop_front()\n 68→\n 69→\t\t# Check if we reached the goal\n 70→\t\tif _is_goal_satisfied(current.state, goal):\n 71→\t\t\t_log(\"Plan found in %d iterations: %s\" % [iterations, current.actions])\n 72→\t\t\treturn current.actions\n 73→\n 74→\t\t# Skip if we've seen this state with lower cost\n 75→\t\tvar state_hash := _hash_state(current.state)\n 76→\t\tif closed_set.has(state_hash) and closed_set[state_hash] <= current.cost:\n 77→\t\t\tcontinue\n 78→\t\tclosed_set[state_hash] = current.cost\n 79→\n 80→\t\t# Check depth limit\n 81→\t\tif current.actions.size() >= max_depth:\n 82→\t\t\tcontinue\n 83→\n 84→\t\t# Expand node with all valid actions\n 85→\t\tfor action in _actions:\n 86→\t\t\tif action.is_valid(current.state):\n 87→\t\t\t\tvar new_state := action.get_result_state(current.state)\n 88→\t\t\t\tvar action_cost := action.get_cost(agent, current.state) if agent else action.cost\n 89→\t\t\t\tvar new_cost := current.cost + action_cost\n 90→\n 91→\t\t\t\t# Create new plan with this action\n 92→\t\t\t\tvar new_actions: Array[GOAPAction] = current.actions.duplicate()\n 93→\t\t\t\tnew_actions.append(action)\n 94→\n 95→\t\t\t\tvar new_node := PlanNode.new(new_state, new_actions, new_cost)\n 96→\t\t\t\tnew_node.heuristic = _estimate_cost(new_state, goal)\n 97→\n 98→\t\t\t\topen_set.append(new_node)\n 99→\n 100→\t_log(\"No plan found after %d iterations\" % iterations)\n 101→\treturn []\n 102→\n 103→\n 104→## Check if all goal conditions are satisfied in the current state.\n 105→func _is_goal_satisfied(state: Dictionary, goal: Dictionary) -> bool:\n 106→\tfor key in goal:\n 107→\t\tif not state.has(key):\n 108→\t\t\treturn false\n 109→\t\tif state[key] != goal[key]:\n 110→\t\t\treturn false\n 111→\treturn true\n 112→\n 113→\n 114→## Estimate the cost to reach the goal (heuristic for A*).\n 115→## Returns the number of unsatisfied goal conditions.\n 116→func _estimate_cost(state: Dictionary, goal: Dictionary) -> float:\n 117→\tvar unsatisfied := 0.0\n 118→\tfor key in goal:\n 119→\t\tif not state.has(key) or state[key] != goal[key]:\n 120→\t\t\tunsatisfied += 1.0\n 121→\treturn unsatisfied\n 122→\n 123→\n 124→## Create a hash string for a state (for closed set lookup).\n 125→func _hash_state(state: Dictionary) -> String:\n 126→\tvar keys := state.keys()\n 127→\tkeys.sort()\n 128→\tvar parts: Array[String] = []\n 129→\tfor key in keys:\n 130→\t\tparts.append(\"%s=%s\" % [key, state[key]])\n 131→\treturn \",\".join(parts)\n 132→\n 133→\n 134→## Log a debug message.\n 135→func _log(message: String) -> void:\n 136→\tif debug_logging:\n 137→\t\tprint(\"[GOAPPlanner] %s\" % message)\n 138→\n 139→\n 140→## Internal class for A* search nodes.\n 141→class PlanNode:\n 142→\tvar state: Dictionary\n 143→\tvar actions: Array[GOAPAction]\n 144→\tvar cost: float\n 145→\tvar heuristic: float\n 146→\n 147→\tfunc _init(s: Dictionary, a: Array[GOAPAction], c: float) -> void:\n 148→\t\tstate = s\n 149→\t\tactions = a\n 150→\t\tcost = c\n 151→\t\theuristic = 0.0\n 152→\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 GOAPPlanner\nextends RefCounted\n## GOAP (Goal Oriented Action Planning) planner.\n##\n## This planner uses A* search to find the optimal sequence of actions\n## to achieve a goal from the current world state.\n##\n## Usage:\n## var planner = GOAPPlanner.new()\n## planner.add_action(some_action)\n## var plan = planner.plan(current_state, goal_state)\n## if plan.size() > 0:\n## execute_plan(plan)\n\n## Available actions for planning.\nvar _actions: Array[GOAPAction] = []\n\n## Maximum planning depth to prevent infinite loops.\nvar max_depth: int = 10\n\n## Enable debug logging.\nvar debug_logging: bool = false\n\n\n## Add an action to the planner's available actions.\nfunc add_action(action: GOAPAction) -> void:\n\t_actions.append(action)\n\n\n## Remove an action from the planner.\nfunc remove_action(action: GOAPAction) -> void:\n\t_actions.erase(action)\n\n\n## Clear all actions.\nfunc clear_actions() -> void:\n\t_actions.clear()\n\n\n## Plan a sequence of actions to achieve the goal from the current state.\n## Returns an array of GOAPAction, or empty array if no plan found.\nfunc plan(current_state: Dictionary, goal: Dictionary, agent: Node = null) -> Array[GOAPAction]:\n\t_log(\"Planning from state: %s to goal: %s\" % [current_state, goal])\n\n\t# Check if goal is already satisfied\n\tif _is_goal_satisfied(current_state, goal):\n\t\t_log(\"Goal already satisfied!\")\n\t\treturn []\n\n\t# A* search for optimal plan\n\tvar open_set: Array = [] # Array of PlanNode\n\tvar closed_set: Dictionary = {} # state_hash -> best_cost\n\n\t# Start node\n\tvar start_node := PlanNode.new(current_state, [], 0.0)\n\tstart_node.heuristic = _estimate_cost(current_state, goal)\n\topen_set.append(start_node)\n\n\tvar iterations := 0\n\tvar max_iterations := 1000 # Prevent infinite loops\n\n\twhile not open_set.is_empty() and iterations < max_iterations:\n\t\titerations += 1\n\n\t\t# Get node with lowest f-score (cost + heuristic)\n\t\topen_set.sort_custom(func(a, b): return (a.cost + a.heuristic) < (b.cost + b.heuristic))\n\t\tvar current: PlanNode = open_set.pop_front()\n\n\t\t# Check if we reached the goal\n\t\tif _is_goal_satisfied(current.state, goal):\n\t\t\t_log(\"Plan found in %d iterations: %s\" % [iterations, current.actions])\n\t\t\treturn current.actions\n\n\t\t# Skip if we've seen this state with lower cost\n\t\tvar state_hash := _hash_state(current.state)\n\t\tif closed_set.has(state_hash) and closed_set[state_hash] <= current.cost:\n\t\t\tcontinue\n\t\tclosed_set[state_hash] = current.cost\n\n\t\t# Check depth limit\n\t\tif current.actions.size() >= max_depth:\n\t\t\tcontinue\n\n\t\t# Expand node with all valid actions\n\t\tfor action in _actions:\n\t\t\tif action.is_valid(current.state):\n\t\t\t\tvar new_state := action.get_result_state(current.state)\n\t\t\t\tvar action_cost := action.get_cost(agent, current.state) if agent else action.cost\n\t\t\t\tvar new_cost := current.cost + action_cost\n\n\t\t\t\t# Create new plan with this action\n\t\t\t\tvar new_actions: Array[GOAPAction] = current.actions.duplicate()\n\t\t\t\tnew_actions.append(action)\n\n\t\t\t\tvar new_node := PlanNode.new(new_state, new_actions, new_cost)\n\t\t\t\tnew_node.heuristic = _estimate_cost(new_state, goal)\n\n\t\t\t\topen_set.append(new_node)\n\n\t_log(\"No plan found after %d iterations\" % iterations)\n\treturn []\n\n\n## Check if all goal conditions are satisfied in the current state.\nfunc _is_goal_satisfied(state: Dictionary, goal: Dictionary) -> bool:\n\tfor key in goal:\n\t\tif not state.has(key):\n\t\t\treturn false\n\t\tif state[key] != goal[key]:\n\t\t\treturn false\n\treturn true\n\n\n## Estimate the cost to reach the goal (heuristic for A*).\n## Returns the number of unsatisfied goal conditions.\nfunc _estimate_cost(state: Dictionary, goal: Dictionary) -> float:\n\tvar unsatisfied := 0.0\n\tfor key in goal:\n\t\tif not state.has(key) or state[key] != goal[key]:\n\t\t\tunsatisfied += 1.0\n\treturn unsatisfied\n\n\n## Create a hash string for a state (for closed set lookup).\nfunc _hash_state(state: Dictionary) -> String:\n\tvar keys := state.keys()\n\tkeys.sort()\n\tvar parts: Array[String] = []\n\tfor key in keys:\n\t\tparts.append(\"%s=%s\" % [key, state[key]])\n\treturn \",\".join(parts)\n\n\n## Log a debug message.\nfunc _log(message: String) -> void:\n\tif debug_logging:\n\t\tprint(\"[GOAPPlanner] %s\" % message)\n\n\n## Internal class for A* search nodes.\nclass PlanNode:\n\tvar state: Dictionary\n\tvar actions: Array[GOAPAction]\n\tvar cost: float\n\tvar heuristic: float\n\n\tfunc _init(s: Dictionary, a: Array[GOAPAction], c: float) -> void:\n\t\tstate = s\n\t\tactions = a\n\t\tcost = c\n\t\theuristic = 0.0\n", | |
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| [2026-01-18T04:51:09.436Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01XJ8yHzhbZtvLYviegvNwvX","type":"tool_result","content":" 1→class_name EnemyActions\n 2→extends RefCounted\n 3→## Collection of GOAP actions for enemy AI.\n 4→##\n 5→## These actions define what enemies can do to achieve their goals.\n 6→## Each action has preconditions, effects, and costs that the\n 7→## GOAP planner uses to find optimal action sequences.\n 8→\n 9→\n 10→## Action to find and move to cover.\n 11→class SeekCoverAction extends GOAPAction:\n 12→\tfunc _init() -> void:\n 13→\t\tsuper._init(\"seek_cover\", 2.0)\n 14→\t\tpreconditions = {\n 15→\t\t\t\"has_cover\": true,\n 16→\t\t\t\"in_cover\": false\n 17→\t\t}\n 18→\t\teffects = {\n 19→\t\t\t\"in_cover\": true,\n 20→\t\t\t\"under_fire\": false\n 21→\t\t}\n 22→\n 23→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 24→\t\t# Higher cost if we're actively engaging\n 25→\t\tif world_state.get(\"player_visible\", false):\n 26→\t\t\treturn 3.0\n 27→\t\treturn 2.0\n 28→\n 29→\n 30→## Action to engage the player in combat.\n 31→class EngagePlayerAction extends GOAPAction:\n 32→\tfunc _init() -> void:\n 33→\t\tsuper._init(\"engage_player\", 1.0)\n 34→\t\tpreconditions = {\n 35→\t\t\t\"player_visible\": true\n 36→\t\t}\n 37→\t\teffects = {\n 38→\t\t\t\"player_engaged\": true\n 39→\t\t}\n 40→\n 41→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 42→\t\t# Lower cost if we have advantage (in cover, not under fire)\n 43→\t\tif world_state.get(\"in_cover\", false):\n 44→\t\t\treturn 0.5\n 45→\t\tif world_state.get(\"under_fire\", false):\n 46→\t\t\treturn 2.0\n 47→\t\treturn 1.0\n 48→\n 49→\n 50→## Action to flank the player.\n 51→class FlankPlayerAction extends GOAPAction:\n 52→\tfunc _init() -> void:\n 53→\t\tsuper._init(\"flank_player\", 3.0)\n 54→\t\tpreconditions = {\n 55→\t\t\t\"player_visible\": false,\n 56→\t\t\t\"under_fire\": false\n 57→\t\t}\n 58→\t\teffects = {\n 59→\t\t\t\"at_flank_position\": true,\n 60→\t\t\t\"player_visible\": true\n 61→\t\t}\n 62→\n 63→\n 64→## Action to patrol the area.\n 65→class PatrolAction extends GOAPAction:\n 66→\tfunc _init() -> void:\n 67→\t\tsuper._init(\"patrol\", 1.0)\n 68→\t\tpreconditions = {\n 69→\t\t\t\"player_visible\": false,\n 70→\t\t\t\"under_fire\": false\n 71→\t\t}\n 72→\t\teffects = {\n 73→\t\t\t\"area_patrolled\": true\n 74→\t\t}\n 75→\n 76→\n 77→## Action to stay suppressed (wait for fire to stop).\n 78→class StaySuppressedAction extends GOAPAction:\n 79→\tfunc _init() -> void:\n 80→\t\tsuper._init(\"stay_suppressed\", 0.5)\n 81→\t\tpreconditions = {\n 82→\t\t\t\"under_fire\": true,\n 83→\t\t\t\"in_cover\": true\n 84→\t\t}\n 85→\t\teffects = {\n 86→\t\t\t\"waiting_for_safe\": true\n 87→\t\t}\n 88→\n 89→\n 90→## Action to return fire while suppressed.\n 91→class ReturnFireAction extends GOAPAction:\n 92→\tfunc _init() -> void:\n 93→\t\tsuper._init(\"return_fire\", 1.5)\n 94→\t\tpreconditions = {\n 95→\t\t\t\"player_visible\": true,\n 96→\t\t\t\"in_cover\": true\n 97→\t\t}\n 98→\t\teffects = {\n 99→\t\t\t\"player_engaged\": true\n 100→\t\t}\n 101→\n 102→\n 103→## Action to find cover (search for cover positions).\n 104→class FindCoverAction extends GOAPAction:\n 105→\tfunc _init() -> void:\n 106→\t\tsuper._init(\"find_cover\", 0.5)\n 107→\t\tpreconditions = {\n 108→\t\t\t\"has_cover\": false\n 109→\t\t}\n 110→\t\teffects = {\n 111→\t\t\t\"has_cover\": true\n 112→\t\t}\n 113→\n 114→\n 115→## Action to retreat when health is low.\n 116→class RetreatAction extends GOAPAction:\n 117→\tfunc _init() -> void:\n 118→\t\tsuper._init(\"retreat\", 4.0)\n 119→\t\tpreconditions = {\n 120→\t\t\t\"health_low\": true\n 121→\t\t}\n 122→\t\teffects = {\n 123→\t\t\t\"in_cover\": true,\n 124→\t\t\t\"retreated\": true\n 125→\t\t}\n 126→\n 127→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 128→\t\t# Very high priority if under fire with low health\n 129→\t\tif world_state.get(\"under_fire\", false):\n 130→\t\t\treturn 1.0\n 131→\t\treturn 4.0\n 132→\n 133→\n 134→## Action to retreat with fire when under suppression (tactical retreat).\n 135→## Cost varies based on number of hits taken during encounter.\n 136→class RetreatWithFireAction extends GOAPAction:\n 137→\tfunc _init() -> void:\n 138→\t\tsuper._init(\"retreat_with_fire\", 1.5)\n 139→\t\tpreconditions = {\n 140→\t\t\t\"under_fire\": true\n 141→\t\t}\n 142→\t\teffects = {\n 143→\t\t\t\"in_cover\": true,\n 144→\t\t\t\"is_retreating\": true\n 145→\t\t}\n 146→\n 147→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 148→\t\t# Cost is lower (higher priority) when under fire\n 149→\t\t# Priority also depends on hits taken\n 150→\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\n 151→\t\tif hits == 0:\n 152→\t\t\t# Full HP - can afford to fight while retreating\n 153→\t\t\treturn 1.0\n 154→\t\telif hits == 1:\n 155→\t\t\t# One hit - quick burst then escape\n 156→\t\t\treturn 0.8\n 157→\t\telse:\n 158→\t\t\t# Multiple hits - just run!\n 159→\t\t\treturn 0.5\n 160→\n 161→\n 162→## Action to pursue the player by moving cover-to-cover.\n 163→## Used when enemy is far from player and can't hit them from current position.\n 164→class PursuePlayerAction extends GOAPAction:\n 165→\tfunc _init() -> void:\n 166→\t\tsuper._init(\"pursue_player\", 2.5)\n 167→\t\tpreconditions = {\n 168→\t\t\t\"player_visible\": false,\n 169→\t\t\t\"player_close\": false\n 170→\t\t}\n 171→\t\teffects = {\n 172→\t\t\t\"is_pursuing\": true,\n 173→\t\t\t\"player_close\": true\n 174→\t\t}\n 175→\n 176→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 177→\t\t# Lower cost if we can't hit from current position\n 178→\t\tif not world_state.get(\"can_hit_from_cover\", false):\n 179→\t\t\treturn 1.5\n 180→\t\treturn 3.0\n 181→\n 182→\n 183→## Action to initiate coordinated assault when multiple enemies are in combat.\n 184→## All enemies rush the player simultaneously after a 5 second wait.\n 185→class AssaultPlayerAction extends GOAPAction:\n 186→\tfunc _init() -> void:\n 187→\t\tsuper._init(\"assault_player\", 1.0)\n 188→\t\tpreconditions = {\n 189→\t\t\t\"player_visible\": true\n 190→\t\t}\n 191→\t\teffects = {\n 192→\t\t\t\"is_assaulting\": true,\n 193→\t\t\t\"player_engaged\": true\n 194→\t\t}\n 195→\n 196→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 197→\t\t# Only low cost if multiple enemies are in combat\n 198→\t\tvar enemies_count: int = world_state.get(\"enemies_in_combat\", 0)\n 199→\t\tif enemies_count >= 2:\n 200→\t\t\treturn 0.5 # High priority for coordinated attack\n 201→\t\treturn 5.0 # Very high cost if alone (prefer other actions)\n 202→\n 203→\n 204→## Create and return all enemy actions.\n 205→static func create_all_actions() -> Array[GOAPAction]:\n 206→\tvar actions: Array[GOAPAction] = []\n 207→\tactions.append(SeekCoverAction.new())\n 208→\tactions.append(EngagePlayerAction.new())\n 209→\tactions.append(FlankPlayerAction.new())\n 210→\tactions.append(PatrolAction.new())\n 211→\tactions.append(StaySuppressedAction.new())\n 212→\tactions.append(ReturnFireAction.new())\n 213→\tactions.append(FindCoverAction.new())\n 214→\tactions.append(RetreatAction.new())\n 215→\tactions.append(RetreatWithFireAction.new())\n 216→\tactions.append(PursuePlayerAction.new())\n 217→\tactions.append(AssaultPlayerAction.new())\n 218→\treturn actions\n 219→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"2f4fc023-e472-4be5-b281-be710b30bee2","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/ai/enemy_actions.gd","content":"class_name EnemyActions\nextends RefCounted\n## Collection of GOAP actions for enemy AI.\n##\n## These actions define what enemies can do to achieve their goals.\n## Each action has preconditions, effects, and costs that the\n## GOAP planner uses to find optimal action sequences.\n\n\n## Action to find and move to cover.\nclass SeekCoverAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"seek_cover\", 2.0)\n\t\tpreconditions = {\n\t\t\t\"has_cover\": true,\n\t\t\t\"in_cover\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"under_fire\": false\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Higher cost if we're actively engaging\n\t\tif world_state.get(\"player_visible\", false):\n\t\t\treturn 3.0\n\t\treturn 2.0\n\n\n## Action to engage the player in combat.\nclass EngagePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"engage_player\", 1.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Lower cost if we have advantage (in cover, not under fire)\n\t\tif world_state.get(\"in_cover\", false):\n\t\t\treturn 0.5\n\t\tif world_state.get(\"under_fire\", false):\n\t\t\treturn 2.0\n\t\treturn 1.0\n\n\n## Action to flank the player.\nclass FlankPlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"flank_player\", 3.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"under_fire\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"at_flank_position\": true,\n\t\t\t\"player_visible\": true\n\t\t}\n\n\n## Action to patrol the area.\nclass PatrolAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"patrol\", 1.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"under_fire\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"area_patrolled\": true\n\t\t}\n\n\n## Action to stay suppressed (wait for fire to stop).\nclass StaySuppressedAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"stay_suppressed\", 0.5)\n\t\tpreconditions = {\n\t\t\t\"under_fire\": true,\n\t\t\t\"in_cover\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"waiting_for_safe\": true\n\t\t}\n\n\n## Action to return fire while suppressed.\nclass ReturnFireAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"return_fire\", 1.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true,\n\t\t\t\"in_cover\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\n## Action to find cover (search for cover positions).\nclass FindCoverAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"find_cover\", 0.5)\n\t\tpreconditions = {\n\t\t\t\"has_cover\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"has_cover\": true\n\t\t}\n\n\n## Action to retreat when health is low.\nclass RetreatAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"retreat\", 4.0)\n\t\tpreconditions = {\n\t\t\t\"health_low\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"retreated\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Very high priority if under fire with low health\n\t\tif world_state.get(\"under_fire\", false):\n\t\t\treturn 1.0\n\t\treturn 4.0\n\n\n## Action to retreat with fire when under suppression (tactical retreat).\n## Cost varies based on number of hits taken during | |
| [2026-01-18T04:51:09.439Z] [INFO] encounter.\nclass RetreatWithFireAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"retreat_with_fire\", 1.5)\n\t\tpreconditions = {\n\t\t\t\"under_fire\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"is_retreating\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Cost is lower (higher priority) when under fire\n\t\t# Priority also depends on hits taken\n\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\n\t\tif hits == 0:\n\t\t\t# Full HP - can afford to fight while retreating\n\t\t\treturn 1.0\n\t\telif hits == 1:\n\t\t\t# One hit - quick burst then escape\n\t\t\treturn 0.8\n\t\telse:\n\t\t\t# Multiple hits - just run!\n\t\t\treturn 0.5\n\n\n## Action to pursue the player by moving cover-to-cover.\n## Used when enemy is far from player and can't hit them from current position.\nclass PursuePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"pursue_player\", 2.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"player_close\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"is_pursuing\": true,\n\t\t\t\"player_close\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Lower cost if we can't hit from current position\n\t\tif not world_state.get(\"can_hit_from_cover\", false):\n\t\t\treturn 1.5\n\t\treturn 3.0\n\n\n## Action to initiate coordinated assault when multiple enemies are in combat.\n## All enemies rush the player simultaneously after a 5 second wait.\nclass AssaultPlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"assault_player\", 1.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"is_assaulting\": true,\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Only low cost if multiple enemies are in combat\n\t\tvar enemies_count: int = world_state.get(\"enemies_in_combat\", 0)\n\t\tif enemies_count >= 2:\n\t\t\treturn 0.5 # High priority for coordinated attack\n\t\treturn 5.0 # Very high cost if alone (prefer other actions)\n\n\n## Create and return all enemy actions.\nstatic func create_all_actions() -> Array[GOAPAction]:\n\tvar actions: Array[GOAPAction] = []\n\tactions.append(SeekCoverAction.new())\n\tactions.append(EngagePlayerAction.new())\n\tactions.append(FlankPlayerAction.new())\n\tactions.append(PatrolAction.new())\n\tactions.append(StaySuppressedAction.new())\n\tactions.append(ReturnFireAction.new())\n\tactions.append(FindCoverAction.new())\n\tactions.append(RetreatAction.new())\n\tactions.append(RetreatWithFireAction.new())\n\tactions.append(PursuePlayerAction.new())\n\tactions.append(AssaultPlayerAction.new())\n\treturn actions\n","numLines":219,"startLine":1,"totalLines":219}}} | |
| [2026-01-18T04:51:09.461Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01PcVwtJ3ZfdEgd4sccGMtZK", | |
| "type": "tool_result", | |
| "content": " 1→class_name GOAPAction\n 2→extends RefCounted\n 3→## Base class for GOAP (Goal Oriented Action Planning) actions.\n 4→##\n 5→## This is a foundation for implementing goal-oriented AI behavior.\n 6→## Actions have preconditions (what must be true to execute) and\n 7→## effects (what becomes true after execution).\n 8→##\n 9→## To create a new action, extend this class and override the methods.\n 10→\n 11→## Name of this action for debugging.\n 12→var action_name: String = \"base_action\"\n 13→\n 14→## Cost of performing this action (lower is preferred).\n 15→var cost: float = 1.0\n 16→\n 17→## Preconditions required for this action to be valid.\n 18→## Dictionary of state_key -> required_value pairs.\n 19→var preconditions: Dictionary = {}\n 20→\n 21→## Effects of this action on the world state.\n 22→## Dictionary of state_key -> new_value pairs.\n 23→var effects: Dictionary = {}\n 24→\n 25→\n 26→func _init(name: String = \"base_action\", action_cost: float = 1.0) -> void:\n 27→\taction_name = name\n 28→\tcost = action_cost\n 29→\n 30→\n 31→## Check if this action can be executed given the current world state.\n 32→func is_valid(world_state: Dictionary) -> bool:\n 33→\tfor key in preconditions:\n 34→\t\tif not world_state.has(key):\n 35→\t\t\treturn false\n 36→\t\tif world_state[key] != preconditions[key]:\n 37→\t\t\treturn false\n 38→\treturn true\n 39→\n 40→\n 41→## Get the resulting world state after applying this action's effects.\n 42→func get_result_state(world_state: Dictionary) -> Dictionary:\n 43→\tvar result := world_state.duplicate()\n 44→\tfor key in effects:\n 45→\t\tresult[key] = effects[key]\n 46→\treturn result\n 47→\n 48→\n 49→## Check if this action can satisfy the given goal.\n 50→## Returns true if any of the action's effects match a goal condition.\n 51→func can_satisfy_goal(goal: Dictionary) -> bool:\n 52→\tfor key in goal:\n 53→\t\tif effects.has(key) and effects[key] == goal[key]:\n 54→\t\t\treturn true\n 55→\treturn false\n 56→\n 57→\n 58→## Execute the action. Override this in subclasses.\n 59→## Returns true if action started successfully.\n 60→func execute(_agent: Node) -> bool:\n 61→\treturn true\n 62→\n 63→\n 64→## Check if the action is complete. Override this in subclasses.\n 65→func is_complete(_agent: Node) -> bool:\n 66→\treturn true\n 67→\n 68→\n 69→## Get dynamic cost based on current state. Override for context-sensitive costs.\n 70→func get_cost(_agent: Node, _world_state: Dictionary) -> float:\n 71→\treturn cost\n 72→\n 73→\n 74→## Create a string representation for debugging.\n 75→func _to_string() -> String:\n 76→\treturn \"GOAPAction(%s, cost=%.1f)\" % [action_name, cost]\n 77→\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": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "50a17321-9f34-49a2-955a-9fa3a75451be", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1768711802994/scripts/ai/goap_action.gd", | |
| "content": "class_name GOAPAction\nextends RefCounted\n## Base class for GOAP (Goal Oriented Action Planning) actions.\n##\n## This is a foundation for implementing goal-oriented AI behavior.\n## Actions have preconditions (what must be true to execute) and\n## effects (what becomes true after execution).\n##\n## To create a new action, extend this class and override the methods.\n\n## Name of this action for debugging.\nvar action_name: String = \"base_action\"\n\n## Cost of performing this action (lower is preferred).\nvar cost: float = 1.0\n\n## Preconditions required for this action to be valid.\n## Dictionary of state_key -> required_value pairs.\nvar preconditions: Dictionary = {}\n\n## Effects of this action on the world state.\n## Dictionary of state_key -> new_value pairs.\nvar effects: Dictionary = {}\n\n\nfunc _init(name: String = \"base_action\", action_cost: float = 1.0) -> void:\n\taction_name = name\n\tcost = action_cost\n\n\n## Check if this action can be executed given the current world state.\nfunc is_valid(world_state: Dictionary) -> bool:\n\tfor key in preconditions:\n\t\tif not world_state.has(key):\n\t\t\treturn false\n\t\tif world_state[key] != preconditions[key]:\n\t\t\treturn false\n\treturn true\n\n\n## Get the resulting world state after applying this action's effects.\nfunc get_result_state(world_state: Dictionary) -> Dictionary:\n\tvar result := world_state.duplicate()\n\tfor key in effects:\n\t\tresult[key] = effects[key]\n\treturn result\n\n\n## Check if this action can satisfy the given goal.\n## Returns true if any of the action's effects match a goal condition.\nfunc can_satisfy_goal(goal: Dictionary) -> bool:\n\tfor key in goal:\n\t\tif effects.has(key) and effects[key] == goal[key]:\n\t\t\treturn true\n\treturn false\n\n\n## Execute the action. Override this in subclasses.\n## Returns true if action started successfully.\nfunc execute(_agent: Node) -> bool:\n\treturn true\n\n\n## Check if the action is complete. Override this in subclasses.\nfunc is_complete(_agent: Node) -> bool:\n\treturn true\n\n\n## Get dynamic cost based on current state. Override for context-sensitive costs.\nfunc get_cost(_agent: Node, _world_state: Dictionary) -> float:\n\treturn cost\n\n\n## Create a string representation for debugging.\nfunc _to_string() -> String:\n\treturn \"GOAPAction(%s, cost=%.1f)\" % [action_name, cost]\n", | |
| "numLines": 77, | |
| "startLine": 1, | |
| "totalLines": 77 | |
| } | |
| } | |
| } | |
| [2026-01-18T04:51:09.617Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "File content (37909 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.", | |
| "is_error": true, | |
| "tool_use_id": "toolu_014VMBVgFKE1gQS67zpEjxfg" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "06b67cb6-8f97-4901-9c40-eef6ef748987", | |
| "tool_use_result": "Error: File content (37909 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content." | |
| } | |
| [2026-01-18T04:51:12.628Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01ChDJo35HGVMGYFoH3SFwGS", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "The enemy.gd file is large. Let me read it in chunks to understand the current AI implementation." | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-01-18T04:51:13.956Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_017ewe7vTvN2Z3FHZaGTcYgk","type":"tool_result","content":" 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors including patrol, guard, cover, and flanking.\n 3→##\n 4→## Supports multiple behavior modes:\n 5→## - PATROL: Moves between patrol points\n 6→## - GUARD: Stands in place watching for the player\n 7→##\n 8→## Tactical features:\n 9→## - Uses cover when under fire (suppression)\n 10→## - Attempts to flank the player from the sides\n 11→## - Coordinates with other enemies (optional)\n 12→## - GOAP foundation for goal-oriented planning\n 13→\n 14→## AI States for tactical behavior.\n 15→enum AIState {\n 16→\tIDLE, ## Default idle state (patrol or guard)\n 17→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 18→\tSEEKING_COVER, ## Moving to cover position\n 19→\tIN_COVER, ## Taking cover from player fire\n 20→\tFLANKING, ## Attempting to flank the player\n 21→\tSUPPRESSED, ## Under fire, staying in cover\n 22→\tRETREATING, ## Retreating to cover while possibly shooting\n 23→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 24→\tASSAULT ## Coordinated multi-enemy assault (rush player after 5s wait)\n 25→}\n 26→\n 27→## Retreat behavior modes based on damage taken.\n 28→enum RetreatMode {\n 29→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 30→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 31→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 32→}\n 33→\n 34→## Behavior modes for the enemy.\n 35→enum BehaviorMode {\n 36→\tPATROL, ## Moves between patrol points\n 37→\tGUARD ## Stands in one place\n 38→}\n 39→\n 40→## Current behavior mode.\n 41→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD\n 42→\n 43→## Maximum movement speed in pixels per second.\n 44→@export var move_speed: float = 220.0\n 45→\n 46→## Combat movement speed (faster when flanking/seeking cover).\n 47→@export var combat_move_speed: float = 320.0\n 48→\n 49→## Rotation speed in radians per second for gradual turning.\n 50→## Default is 15 rad/sec for challenging but fair combat.\n 51→@export var rotation_speed: float = 15.0\n 52→\n 53→## Detection range for spotting the player.\n 54→## Set to 0 or negative to allow unlimited detection range (line-of-sight only).\n 55→## This allows enemies to see the player even outside the viewport if no obstacles block view.\n 56→@export var detection_range: float = 0.0\n 57→\n 58→## Time between shots in seconds.\n 59→## Default matches assault rifle fire rate (10 shots/second = 0.1s cooldown).\n 60→@export var shoot_cooldown: float = 0.1\n 61→\n 62→## Bullet scene to instantiate when shooting.\n 63→@export var bullet_scene: PackedScene\n 64→\n 65→## Offset from enemy center for bullet spawn position.\n 66→@export var bullet_spawn_offset: float = 30.0\n 67→\n 68→## Patrol points as offsets from the initial position.\n 69→## Only used when behavior_mode is PATROL.\n 70→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)]\n 71→\n 72→## Wait time at each patrol point in seconds.\n 73→@export var patrol_wait_time: float = 1.5\n 74→\n 75→## Color when at full health.\n 76→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 77→\n 78→## Color when at low health (interpolates based on health percentage).\n 79→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n 80→\n 81→## Color to flash when hit.\n 82→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n 83→\n 84→## Duration of hit flash effect in seconds.\n 85→@export var hit_flash_duration: float = 0.1\n 86→\n 87→## Whether to destroy the enemy after death.\n 88→@export var destroy_on_death: bool = false\n 89→\n 90→## Delay before respawning or destroying (in seconds).\n 91→@export var respawn_delay: float = 2.0\n 92→\n 93→## Minimum random health.\n 94→@export var min_health: int = 2\n 95→\n 96→## Maximum random health.\n 97→@export var max_health: int = 4\n 98→\n 99→## Threat sphere radius - bullets within this radius trigger suppression.\n 100→@export var threat_sphere_radius: float = 100.0\n 101→\n 102→## Time to stay suppressed after bullets leave threat sphere.\n 103→@export var suppression_cooldown: float = 2.0\n 104→\n 105→## Delay (in seconds) before reacting to bullets in the threat sphere.\n 106→## This prevents instant reactions to nearby gunfire, giving the player more time.\n 107→@export var threat_reaction_delay: float = 0.2\n 108→\n 109→## Flank angle from player's facing direction (radians).\n 110→@export var flank_angle: float = PI / 3.0 # 60 degrees\n 111→\n 112→## Distance to maintain while flanking.\n 113→@export var flank_distance: float = 200.0\n 114→\n 115→## Enable/disable flanking behavior.\n 116→@export var enable_flanking: bool = true\n 117→\n 118→## Enable/disable cover behavior.\n 119→@export var enable_cover: bool = true\n 120→\n 121→## Enable/disable debug logging.\n 122→@export var debug_logging: bool = false\n 123→\n 124→## Enable/disable debug label above enemy showing current AI state.\n 125→@export var debug_label_enabled: bool = false\n 126→\n 127→## Enable/disable friendly fire avoidance (don't shoot if other enemies are in the way).\n 128→@export var enable_friendly_fire_avoidance: bool = true\n 129→\n 130→## Enable/disable lead prediction (shooting ahead of moving targets).\n 131→@export var enable_lead_prediction: bool = true\n 132→\n 133→## Bullet speed for lead prediction calculation.\n 134→## Should match the actual bullet speed (default is 2500 for assault rifle).\n 135→@export var bullet_speed: float = 2500.0\n 136→\n 137→## Ammunition system - magazine size (bullets per magazine).\n 138→@export var magazine_size: int = 30\n 139→\n 140→## Ammunition system - number of magazines the enemy carries.\n 141→@export var total_magazines: int = 5\n 142→\n 143→## Ammunition system - time to reload in seconds.\n 144→@export var reload_time: float = 3.0\n 145→\n 146→## Delay (in seconds) between spotting player and starting to shoot.\n 147→## Gives player a brief reaction time when entering enemy line of sight.\n 148→## This delay \"recharges\" each time the player breaks direct contact with the enemy.\n 149→@export var detection_delay: float = 0.2\n 150→\n 151→## Minimum time (in seconds) the player must be continuously visible before\n 152→## lead prediction is enabled. This prevents enemies from predicting player\n 153→## position immediately when they emerge from cover.\n 154→@export var lead_prediction_delay: float = 0.3\n 155→\n 156→## Minimum visibility ratio (0.0 to 1.0) of player body that must be visible\n 157→## before lead prediction is enabled. At 1.0, the player's entire body must be\n 158→## visible. At 0.5, at least half of the check points must be visible.\n 159→## This prevents pre-firing at players who are at cover edges.\n 160→@export var lead_prediction_visibility_threshold: float = 0.6\n 161→\n 162→## Signal emitted when the enemy is hit.\n 163→signal hit\n 164→\n 165→## Signal emitted when the enemy dies.\n 166→signal died\n 167→\n 168→## Signal emitted when AI state changes.\n 169→signal state_changed(new_state: AIState)\n 170→\n 171→## Signal emitted when ammunition changes.\n 172→signal ammo_changed(current_ammo: int, reserve_ammo: int)\n 173→\n 174→## Signal emitted when reloading starts.\n 175→signal reload_started\n 176→\n 177→## Signal emitted when reloading finishes.\n 178→signal reload_finished\n 179→\n 180→## Signal emitted when all ammunition is depleted.\n 181→signal ammo_depleted\n 182→\n 183→## Reference to the sprite for color changes.\n 184→@onready var _sprite: Sprite2D = $Sprite2D\n 185→\n 186→## RayCast2D for line of sight detection.\n 187→@onready var _raycast: RayCast2D = $RayCast2D\n 188→\n 189→## Debug label for showing current AI state above the enemy.\n 190→@onready var _debug_label: Label = $DebugLabel\n 191→\n 192→## Wall detection raycasts for obstacle avoidance (created at runtime).\n 193→var _wall_raycasts: Array[RayCast2D] = []\n 194→\n 195→## Distance to check for walls ahead.\n 196→const WALL_CHECK_DISTANCE: float = 40.0\n 197→\n 198→## Number of raycasts for wall detection (spread around the enemy).\n 199→const WALL_CHECK_COUNT: int = 3\n 200→\n 201→## Cover detection raycasts (created at runtime).\n 202→var _cover_raycasts: Array[RayCast2D] = []\n 203→\n 204→## Number of raycasts for cover detection.\n 205→const COVER_CHECK_COUNT: int = 16\n 206→\n 207→## Distance to check for cover.\n 208→const COVER_CHECK_DISTANCE: float = 300.0\n 209→\n 210→## Current health of the enemy.\n 211→var _current_health: int = 0\n 212→\n 213→## Maximum health of the enemy (set at spawn).\n 214→var _max_health: int = 0\n 215→\n 216→## Whether the enemy is alive.\n 217→var _is_alive: bool = true\n 218→\n 219→## Reference to the player (found at runtime).\n 220→var _player: Node2D = null\n 221→\n 222→## Time since last shot.\n 223→var _shoot_timer: float = 0.0\n 224→\n 225→## Current ammo in the magazine.\n 226→var _current_ammo: int = 0\n 227→\n 228→## Reserve ammo (ammo in remaining magazines).\n 229→var _reserve_ammo: int = 0\n 230→\n 231→## Whether the enemy is currently reloading.\n 232→var _is_reloading: bool = false\n 233→\n 234→## Timer for reload progress.\n 235→var _reload_timer: float = 0.0\n 236→\n 237→## Patrol state variables.\n 238→var _patrol_points: Array[Vector2] = []\n 239→var _current_patrol_index: int = 0\n 240→var _is_waiting_at_patrol_point: bool = false\n 241→var _patrol_wait_timer: float = 0.0\n 242→var _initial_position: Vector2\n 243→\n 244→## Whether the enemy can currently see the player.\n 245→var _can_see_player: bool = false\n 246→\n 247→## Current AI state.\n 248→var _current_state: AIState = AIState.IDLE\n 249→\n 250→## Current cover position (if any).\n 251→var _cover_position: Vector2 = Vector2.ZERO\n 252→\n 253→## Is currently in a valid cover position.\n 254→var _has_valid_cover: bool = false\n 255→\n 256→## Timer for suppression cooldown.\n 257→var _suppression_timer: float = 0.0\n 258→\n 259→## Whether enemy is currently under fire (bullets in threat sphere).\n 260→var _under_fire: bool = false\n 261→\n 262→## Flank target position.\n 263→var _flank_target: Vector2 = Vector2.ZERO\n 264→\n 265→## Threat sphere Area2D for detecting nearby bullets.\n 266→var _threat_sphere: Area2D = null\n 267→\n 268→## Bullets currently in threat sphere.\n 269→var _bullets_in_threat_sphere: Array = []\n 270→\n 271→## Timer for threat reaction delay - time since first bullet entered threat sphere.\n 272→var _threat_reaction_timer: float = 0.0\n 273→\n 274→## Whether the threat reaction delay has elapsed (enemy can react to bullets).\n 275→var _threat_reaction_delay_elapsed: bool = false\n 276→\n 277→## Memory of bullets that have passed through the threat sphere recently.\n 278→## This allows the enemy to react even after fast-moving bullets have exited.\n 279→var _threat_memory_timer: float = 0.0\n 280→\n 281→## Duration to remember that a bullet passed through the threat sphere.\n 282→## This should be longer than the reaction delay to ensure enemies can complete\n 283→## their reaction even after bullets have passed through quickly.\n 284→const THREAT_MEMORY_DURATION: float = 0.5\n 285→\n 286→## Current retreat mode determined by damage taken.\n 287→var _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n 288→\n 289→## Number of hits taken during the current retreat/combat encounter.\n 290→## Resets when enemy enters IDLE state or finishes retreating.\n 291→var _hits_taken_in_encounter: int = 0\n 292→\n 293→## Timer for periodic turning to cover during FULL_HP retreat.\n 294→var _retreat_turn_timer: float = 0.0\n 295→\n 296→## Duration to face cover during FULL_HP retreat turn (seconds).\n 297→const RETREAT_TURN_DURATION: float = 0.8\n 298→\n 299→## Interval between turns toward cover in FULL_HP retreat (seconds).\n 300→const RETREAT_TURN_INTERVAL: float = 1.5\n 301→\n 302→## Whether currently in the \"turn to cover\" phase of FULL_HP retreat.\n 303→var _retreat_turning_to_cover: bool = false\n 304→\n 305→## Burst fire counter for ONE_HIT retreat mode.\n 306→var _retreat_burst_remaining: int = 0\n 307→\n 308→## Timer for burst fire cooldown in ONE_HIT retreat.\n 309→var _retreat_burst_timer: float = 0.0\n 310→\n 311→## Fast cooldown between burst shots (seconds).\n 312→const RETREAT_BURST_COOLDOWN: float = 0.06\n 313→\n 314→## Whether burst fire phase is complete in ONE_HIT retreat.\n 315→var _retreat_burst_complete: bool = false\n 316→\n 317→## Accuracy reduction during retreat (multiplier for inaccuracy angle spread).\n 318→const RETREAT_INACCURACY_SPREAD: float = 0.15\n 319→\n 320→## Arc spread for ONE_HIT burst fire (radians, total spread).\n 321→const RETREAT_BURST_ARC: float = 0.4\n 322→\n 323→## Current angle offset within burst arc.\n 324→var _retreat_burst_angle_offset: float = 0.0\n 325→\n 326→## Whether enemy is in \"alarm\" mode (was suppressed/retreating and hasn't calmed down).\n 327→## This persists until the enemy reaches safety in cover or returns to idle.\n 328→var _in_alarm_mode: bool = false\n 329→\n 330→## Whether the enemy needs to fire a cover burst (when leaving cover while in alarm).\n 331→var _cover_burst_pending: bool = false\n 332→\n 333→## --- Combat Cover Cycling (come out, shoot 2-3s, go back) ---\n 334→## Timer for how long the enemy has been shooting while out of cover.\n 335→var _combat_shoot_timer: float = 0.0\n 336→\n 337→## Duration to shoot while out of cover (2-3 seconds, randomized).\n 338→var _combat_shoot_duration: float = 2.5\n 339→\n 340→## Whether the enemy is currently in the \"exposed shooting\" phase of combat.\n 341→var _combat_exposed: bool = false\n 342→\n 343→## Whether the enemy is in the \"approaching player\" phase of combat.\n 344→## In this phase, the enemy moves toward the player to get into direct contact.\n 345→var _combat_approaching: bool = false\n 346→\n 347→## Timer for the approach phase of combat.\n 348→var _combat_approach_timer: float = 0.0\n 349→\n 350→## Maximum time to spend approaching player before starting to shoot (seconds).\n 351→const COMBAT_APPROACH_MAX_TIME: float = 2.0\n 352→\n 353→## Distance at which enemy is considered \"close enough\" to start shooting phase.\n 354→const COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0\n 355→\n 356→## --- Pursuit State (cover-to-cover movement) ---\n 357→## Timer for waiting at cover during pursuit.\n 358→var _pursuit_cover_wait_timer: float = 0.0\n 359→\n 360→## Duration to wait at each cover during pursuit (1-2 seconds, reduced for faster pursuit).\n 361→const PURSUIT_COVER_WAIT_DURATION: float = 1.5\n 362→\n 363→## Current pursuit target cover position.\n 364→var _pursuit_next_cover: Vector2 = Vector2.ZERO\n 365→\n 366→## Whether the enemy has a valid pursuit cover target.\n 367→var _has_pursuit_cover: bool = false\n 368→\n 369→## The obstacle (collider) of the current cover position.\n 370→## Used to detect and penali | |
| [2026-01-18T04:51:13.959Z] [INFO] ze selecting another position on the same obstacle.\n 371→var _current_cover_obstacle: Object = null\n 372→\n 373→## Whether the enemy is in approach phase (moving toward player without cover).\n 374→## This happens when at the last cover before the player with no better cover available.\n 375→var _pursuit_approaching: bool = false\n 376→\n 377→## Timer for approach phase during pursuit.\n 378→var _pursuit_approach_timer: float = 0.0\n 379→\n 380→## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\n 381→const PURSUIT_APPROACH_MAX_TIME: float = 3.0\n 382→\n 383→## Minimum distance progress required for a valid pursuit cover (as fraction of current distance).\n 384→## Covers that don't make at least this much progress toward the player are skipped.\n 385→const PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10 # Must get at least 10% closer\n 386→\n 387→## Penalty applied to cover positions on the same obstacle as current cover.\n 388→## This prevents enemies from shuffling along the same wall repeatedly.\n 389→const PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0\n 390→\n 391→## --- Flanking State (cover-to-cover movement toward flank target) ---\n 392→## Timer for waiting at cover during flanking.\n 393→var _flank_cover_wait_timer: float = 0.0\n 394→\n 395→## Duration to wait at each cover during flanking (seconds).\n 396→const FLANK_COVER_WAIT_DURATION: float = 0.8\n 397→\n 398→## Current flank cover position to move to.\n 399→var _flank_next_cover: Vector2 = Vector2.ZERO\n 400→\n 401→## Whether the enemy has a valid flank cover target.\n 402→var _has_flank_cover: bool = false\n 403→\n 404→## The side to flank on (1.0 = right, -1.0 = left). Set once when entering FLANKING state.\n 405→var _flank_side: float = 1.0\n 406→\n 407→## Whether flank side has been initialized for this flanking maneuver.\n 408→var _flank_side_initialized: bool = false\n 409→\n 410→## Timer for total time spent in FLANKING state (for timeout detection).\n 411→var _flank_state_timer: float = 0.0\n 412→\n 413→## Maximum time to spend in FLANKING state before giving up (seconds).\n 414→const FLANK_STATE_MAX_TIME: float = 5.0\n 415→\n 416→## Last recorded position for progress tracking during flanking.\n 417→var _flank_last_position: Vector2 = Vector2.ZERO\n 418→\n 419→## Timer for checking if stuck (no progress toward flank target).\n 420→var _flank_stuck_timer: float = 0.0\n 421→\n 422→## Maximum time without progress before considering stuck (seconds).\n 423→const FLANK_STUCK_MAX_TIME: float = 2.0\n 424→\n 425→## Minimum distance that counts as progress toward flank target.\n 426→const FLANK_PROGRESS_THRESHOLD: float = 10.0\n 427→\n 428→## --- Assault State (coordinated multi-enemy rush) ---\n 429→## Timer for assault wait period (5 seconds before rushing).\n 430→var _assault_wait_timer: float = 0.0\n 431→\n 432→## Duration to wait at cover before assault (5 seconds).\n 433→const ASSAULT_WAIT_DURATION: float = 5.0\n 434→\n 435→## Whether the assault wait period is complete.\n 436→var _assault_ready: bool = false\n 437→\n 438→## Whether this enemy is currently participating in an assault.\n 439→var _in_assault: bool = false\n 440→\n 441→## Distance threshold for \"close\" vs \"far\" from player.\n 442→## Used to determine if enemy can engage from current position or needs to pursue.\n 443→const CLOSE_COMBAT_DISTANCE: float = 400.0\n 444→\n 445→## GOAP world state for goal-oriented planning.\n 446→var _goap_world_state: Dictionary = {}\n 447→\n 448→## Detection delay timer - tracks time since entering combat.\n 449→var _detection_timer: float = 0.0\n 450→\n 451→## Whether the detection delay has elapsed.\n 452→var _detection_delay_elapsed: bool = false\n 453→\n 454→## Continuous visibility timer - tracks how long the player has been continuously visible.\n 455→## Resets when line of sight is lost.\n 456→var _continuous_visibility_timer: float = 0.0\n 457→\n 458→## Current visibility ratio of the player (0.0 to 1.0).\n 459→## Represents what fraction of the player's body is visible to the enemy.\n 460→## Used to determine if lead prediction should be enabled.\n 461→var _player_visibility_ratio: float = 0.0\n 462→\n 463→## --- Clear Shot Movement (move out from cover to get clear shot) ---\n 464→## Target position to move to for getting a clear shot.\n 465→var _clear_shot_target: Vector2 = Vector2.ZERO\n 466→\n 467→## Whether we're currently moving to find a clear shot position.\n 468→var _seeking_clear_shot: bool = false\n 469→\n 470→## Timer for how long we've been trying to find a clear shot.\n 471→var _clear_shot_timer: float = 0.0\n 472→\n 473→## Maximum time to spend finding a clear shot before giving up (seconds).\n 474→const CLEAR_SHOT_MAX_TIME: float = 3.0\n 475→\n 476→## Distance to move when exiting cover to find a clear shot.\n 477→const CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n 478→\n 479→\n 480→\n 481→func _ready() -> void:\n 482→\t_initial_position = global_position\n 483→\t_initialize_health()\n 484→\t_initialize_ammo()\n 485→\t_update_health_visual()\n 486→\t_setup_patrol_points()\n 487→\t_find_player()\n 488→\t_setup_wall_detection()\n 489→\t_setup_cover_detection()\n 490→\t_setup_threat_sphere()\n 491→\t_initialize_goap_state()\n 492→\t_connect_debug_mode_signal()\n 493→\t_update_debug_label()\n 494→\n 495→\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n 496→\tcall_deferred(\"_log_spawn_info\")\n 497→\n 498→\t# Preload bullet scene if not set in inspector\n 499→\tif bullet_scene == null:\n 500→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"1e19fe88-7cab-4eb3-bbd0-02b1a8af4242","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"extends CharacterBody2D\n## Enemy AI with tactical behaviors including patrol, guard, cover, and flanking.\n##\n## Supports multiple behavior modes:\n## - PATROL: Moves between patrol points\n## - GUARD: Stands in place watching for the player\n##\n## Tactical features:\n## - Uses cover when under fire (suppression)\n## - Attempts to flank the player from the sides\n## - Coordinates with other enemies (optional)\n## - GOAP foundation for goal-oriented 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}\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 in radians per second for gradual turning.\n## Default is 15 rad/sec for challenging but fair combat.\n@export var rotation_speed: float = 15.0\n\n## Detection range for spotting the player.\n## Set to 0 or negative to allow unlimited detection range (line-of-sight only).\n## This allows enemies to see the player even outside the viewport if no obstacles block view.\n@export var detection_range: float = 0.0\n\n## Time between shots in seconds.\n## Default matches assault rifle fire rate (10 shots/second = 0.1s cooldown).\n@export var shoot_cooldown: float = 0.1\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Offset from enemy center for bullet spawn position.\n@export var bullet_spawn_offset: float = 30.0\n\n## Patrol points as offsets from the initial position.\n## Only used when behavior_mode is PATROL.\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 (in seconds) before reacting to bullets in the threat sphere.\n## This prevents instant reactions to nearby gunfire, giving the player more 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/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 calculation.\n## Should match the actual bullet speed (default is 2500 for 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 (in seconds) between spotting player and starting to shoot.\n## Gives player a brief reaction time when entering enemy line of sight.\n## This delay \"recharges\" each time the player breaks direct contact with the enemy.\n@export var detection_delay: float = 0.2\n\n## Minimum time (in seconds) the player must be continuously visible before\n## lead prediction is enabled. This prevents enemies from predicting player\n## position immediately when they emerge from cover.\n@export var lead_prediction_delay: float = 0.3\n\n## Minimum visibility ratio (0.0 to 1.0) of player body that must be visible\n## before lead prediction is enabled. At 1.0, the player's entire body must be\n## visible. At 0.5, at least half of the check points must be visible.\n## This prevents pre-firing at players who are at cover edges.\n@export var lead_prediction_visibility_threshold: float = 0.6\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 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## Reference to the sprite for color changes.\n@onready var _sprite: Sprite2D = $Sprite2D\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## 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 = 40.0\n\n## Number of raycasts for wall detection (spread around the enemy).\nconst WALL_CHECK_COUNT: int = 3\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 that have passed through the threat sphere recently.\n## This allows the enemy to react even after fast-moving bullets have exited.\nvar _threat_memory_timer: float = 0.0\n\n## Duration to remember that a bullet passed through the threat sphere.\n## This should be longer than the reaction delay to ensure enemies can complete\n## their reaction even after bullets have passed through quickly.\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## 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## --- 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## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0\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## --- 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## 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\n\nfunc _ready() -> void:\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\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# Preload bullet scene if not set in inspector\n\tif bullet_scene == null:\n\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")","numLines":500,"startLine":1,"totalLines":3464}}} | |
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| [2026-01-18T04:51:18.020Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VA7FiEpGYJAPGQPNpkaSb3","type":"tool_result","content":" 500→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 501→\n 502→\n 503→## Initialize health with random value between min and max.\n 504→func _initialize_health() -> void:\n 505→\t_max_health = randi_range(min_health, max_health)\n 506→\t_current_health = _max_health\n 507→\t_is_alive = true\n 508→\n 509→\n 510→## Initialize ammunition with full magazine and reserve ammo.\n 511→func _initialize_ammo() -> void:\n 512→\t_current_ammo = magazine_size\n 513→\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n 514→\t_reserve_ammo = (total_magazines - 1) * magazine_size\n 515→\t_is_reloading = false\n 516→\t_reload_timer = 0.0\n 517→\n 518→\n 519→## Setup patrol points based on patrol offsets from initial position.\n 520→func _setup_patrol_points() -> void:\n 521→\t_patrol_points.clear()\n 522→\t_patrol_points.append(_initial_position)\n 523→\tfor offset in patrol_offsets:\n 524→\t\t_patrol_points.append(_initial_position + offset)\n 525→\n 526→\n 527→## Setup wall detection raycasts for obstacle avoidance.\n 528→func _setup_wall_detection() -> void:\n 529→\t# Create multiple raycasts spread in front of the enemy\n 530→\tfor i in range(WALL_CHECK_COUNT):\n 531→\t\tvar raycast := RayCast2D.new()\n 532→\t\traycast.enabled = true\n 533→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 534→\t\traycast.exclude_parent = true\n 535→\t\tadd_child(raycast)\n 536→\t\t_wall_raycasts.append(raycast)\n 537→\n 538→\n 539→## Setup cover detection raycasts for finding cover positions.\n 540→func _setup_cover_detection() -> void:\n 541→\tfor i in range(COVER_CHECK_COUNT):\n 542→\t\tvar raycast := RayCast2D.new()\n 543→\t\traycast.enabled = true\n 544→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 545→\t\traycast.exclude_parent = true\n 546→\t\tadd_child(raycast)\n 547→\t\t_cover_raycasts.append(raycast)\n 548→\n 549→\n 550→## Setup threat sphere for detecting nearby bullets.\n 551→func _setup_threat_sphere() -> void:\n 552→\t_threat_sphere = Area2D.new()\n 553→\t_threat_sphere.name = \"ThreatSphere\"\n 554→\t_threat_sphere.collision_layer = 0\n 555→\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n 556→\n 557→\tvar collision_shape := CollisionShape2D.new()\n 558→\tvar circle_shape := CircleShape2D.new()\n 559→\tcircle_shape.radius = threat_sphere_radius\n 560→\tcollision_shape.shape = circle_shape\n 561→\t_threat_sphere.add_child(collision_shape)\n 562→\n 563→\tadd_child(_threat_sphere)\n 564→\n 565→\t# Connect signals\n 566→\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n 567→\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n 568→\n 569→\n 570→## Initialize GOAP world state.\n 571→func _initialize_goap_state() -> void:\n 572→\t_goap_world_state = {\n 573→\t\t\"player_visible\": false,\n 574→\t\t\"has_cover\": false,\n 575→\t\t\"in_cover\": false,\n 576→\t\t\"under_fire\": false,\n 577→\t\t\"health_low\": false,\n 578→\t\t\"can_flank\": false,\n 579→\t\t\"at_flank_position\": false,\n 580→\t\t\"is_retreating\": false,\n 581→\t\t\"hits_taken\": 0,\n 582→\t\t\"is_pursuing\": false,\n 583→\t\t\"is_assaulting\": false,\n 584→\t\t\"can_hit_from_cover\": false,\n 585→\t\t\"player_close\": false,\n 586→\t\t\"enemies_in_combat\": 0\n 587→\t}\n 588→\n 589→\n 590→## Connect to GameManager's debug mode signal for F7 toggle.\n 591→func _connect_debug_mode_signal() -> void:\n 592→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 593→\tif game_manager:\n 594→\t\t# Connect to debug mode toggle signal\n 595→\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n 596→\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n 597→\t\t# Sync with current debug mode state\n 598→\t\tif game_manager.has_method(\"is_debug_mode_enabled\"):\n 599→\t\t\tdebug_label_enabled = game_manager.is_debug_mode_enabled()\n 600→\n 601→\n 602→## Called when debug mode is toggled via F7 key.\n 603→func _on_debug_mode_toggled(enabled: bool) -> void:\n 604→\tdebug_label_enabled = enabled\n 605→\t_update_debug_label()\n 606→\n 607→\n 608→## Find the player node in the scene tree.\n 609→func _find_player() -> void:\n 610→\t# Try to find the player by group first\n 611→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 612→\tif players.size() > 0:\n 613→\t\t_player = players[0]\n 614→\t\treturn\n 615→\n 616→\t# Fallback: search for player by node name or type\n 617→\tvar root := get_tree().current_scene\n 618→\tif root:\n 619→\t\t_player = _find_player_recursive(root)\n 620→\n 621→\n 622→## Recursively search for a player node.\n 623→func _find_player_recursive(node: Node) -> Node2D:\n 624→\tif node.name == \"Player\" and node is Node2D:\n 625→\t\treturn node\n 626→\tfor child in node.get_children():\n 627→\t\tvar result := _find_player_recursive(child)\n 628→\t\tif result:\n 629→\t\t\treturn result\n 630→\treturn null\n 631→\n 632→\n 633→func _physics_process(delta: float) -> void:\n 634→\tif not _is_alive:\n 635→\t\treturn\n 636→\n 637→\t# Update shoot cooldown timer\n 638→\t_shoot_timer += delta\n 639→\n 640→\t# Update reload timer\n 641→\t_update_reload(delta)\n 642→\n 643→\t# Check for player visibility and try to find player if not found\n 644→\tif _player == null:\n 645→\t\t_find_player()\n 646→\n 647→\t_check_player_visibility()\n 648→\t_update_goap_state()\n 649→\t_update_suppression(delta)\n 650→\n 651→\t# Process AI state machine\n 652→\t_process_ai_state(delta)\n 653→\n 654→\t# Update debug label if enabled\n 655→\t_update_debug_label()\n 656→\n 657→\t# Request redraw for debug visualization\n 658→\tif debug_label_enabled:\n 659→\t\tqueue_redraw()\n 660→\n 661→\tmove_and_slide()\n 662→\n 663→\n 664→## Update GOAP world state based on current conditions.\n 665→func _update_goap_state() -> void:\n 666→\t_goap_world_state[\"player_visible\"] = _can_see_player\n 667→\t_goap_world_state[\"under_fire\"] = _under_fire\n 668→\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n 669→\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n 670→\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n 671→\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n 672→\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n 673→\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n 674→\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n 675→\t_goap_world_state[\"player_close\"] = _is_player_close()\n 676→\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n 677→\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n 678→\n 679→\n 680→## Update suppression state.\n 681→func _update_suppression(delta: float) -> void:\n 682→\t# Clean up destroyed bullets from tracking\n 683→\t_bullets_in_threat_sphere = _bullets_in_threat_sphere.filter(func(b): return is_instance_valid(b))\n 684→\n 685→\t# Determine if there's an active threat (bullets in sphere OR recent threat memory)\n 686→\tvar has_active_threat := not _bullets_in_threat_sphere.is_empty() or _threat_memory_timer > 0.0\n 687→\n 688→\tif not has_active_threat:\n 689→\t\tif _under_fire:\n 690→\t\t\t_suppression_timer += delta\n 691→\t\t\tif _suppression_timer >= suppression_cooldown:\n 692→\t\t\t\t_under_fire = false\n 693→\t\t\t\t_suppression_timer = 0.0\n 694→\t\t\t\t_log_debug(\"Suppression ended\")\n 695→\t\t# Reset threat reaction timer when no bullets are in threat sphere and no threat memory\n 696→\t\t_threat_reaction_timer = 0.0\n 697→\t\t_threat_reaction_delay_elapsed = false\n 698→\telse:\n 699→\t\t# Decrement threat memory timer if no bullets currently in sphere\n 700→\t\tif _bullets_in_threat_sphere.is_empty() and _threat_memory_timer > 0.0:\n 701→\t\t\t_threat_memory_timer -= delta\n 702→\n 703→\t\t# Update threat reaction timer\n 704→\t\tif not _threat_reaction_delay_elapsed:\n 705→\t\t\t_threat_reaction_timer += delta\n 706→\t\t\tif _threat_reaction_timer >= threat_reaction_delay:\n 707→\t\t\t\t_threat_reaction_delay_elapsed = true\n 708→\t\t\t\t_log_debug(\"Threat reaction delay elapsed, now reacting to bullets\")\n 709→\n 710→\t\t# Only set under_fire after the reaction delay has elapsed\n 711→\t\tif _threat_reaction_delay_elapsed:\n 712→\t\t\t_under_fire = true\n 713→\t\t\t_suppression_timer = 0.0\n 714→\n 715→\n 716→## Update reload state.\n 717→func _update_reload(delta: float) -> void:\n 718→\tif not _is_reloading:\n 719→\t\treturn\n 720→\n 721→\t_reload_timer += delta\n 722→\tif _reload_timer >= reload_time:\n 723→\t\t_finish_reload()\n 724→\n 725→\n 726→## Start reloading the weapon.\n 727→func _start_reload() -> void:\n 728→\t# Can't reload if already reloading or no reserve ammo\n 729→\tif _is_reloading or _reserve_ammo <= 0:\n 730→\t\treturn\n 731→\n 732→\t_is_reloading = true\n 733→\t_reload_timer = 0.0\n 734→\treload_started.emit()\n 735→\t_log_debug(\"Reloading... (%d reserve ammo)\" % _reserve_ammo)\n 736→\n 737→\n 738→## Finish the reload process.\n 739→func _finish_reload() -> void:\n 740→\t_is_reloading = false\n 741→\t_reload_timer = 0.0\n 742→\n 743→\t# Calculate how many rounds to load\n 744→\tvar ammo_needed := magazine_size - _current_ammo\n 745→\tvar ammo_to_load := mini(ammo_needed, _reserve_ammo)\n 746→\n 747→\t_reserve_ammo -= ammo_to_load\n 748→\t_current_ammo += ammo_to_load\n 749→\n 750→\treload_finished.emit()\n 751→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 752→\t_log_debug(\"Reload complete. Magazine: %d/%d, Reserve: %d\" % [_current_ammo, magazine_size, _reserve_ammo])\n 753→\n 754→\n 755→## Check if the enemy can shoot (has ammo and not reloading).\n 756→func _can_shoot() -> bool:\n 757→\t# Can't shoot if reloading\n 758→\tif _is_reloading:\n 759→\t\treturn false\n 760→\n 761→\t# Can't shoot if no ammo in magazine\n 762→\tif _current_ammo <= 0:\n 763→\t\t# Try to start reload if we have reserve ammo\n 764→\t\tif _reserve_ammo > 0:\n 765→\t\t\t_start_reload()\n 766→\t\telse:\n 767→\t\t\t# No ammo at all - emit depleted signal once\n 768→\t\t\tif not _goap_world_state.get(\"ammo_depleted\", false):\n 769→\t\t\t\t_goap_world_state[\"ammo_depleted\"] = true\n 770→\t\t\t\tammo_depleted.emit()\n 771→\t\t\t\t_log_debug(\"All ammunition depleted!\")\n 772→\t\treturn false\n 773→\n 774→\treturn true\n 775→\n 776→\n 777→## Process the AI state machine.\n 778→func _process_ai_state(delta: float) -> void:\n 779→\tvar previous_state := _current_state\n 780→\n 781→\t# State transitions based on conditions\n 782→\tmatch _current_state:\n 783→\t\tAIState.IDLE:\n 784→\t\t\t_process_idle_state(delta)\n 785→\t\tAIState.COMBAT:\n 786→\t\t\t_process_combat_state(delta)\n 787→\t\tAIState.SEEKING_COVER:\n 788→\t\t\t_process_seeking_cover_state(delta)\n 789→\t\tAIState.IN_COVER:\n 790→\t\t\t_process_in_cover_state(delta)\n 791→\t\tAIState.FLANKING:\n 792→\t\t\t_process_flanking_state(delta)\n 793→\t\tAIState.SUPPRESSED:\n 794→\t\t\t_process_suppressed_state(delta)\n 795→\t\tAIState.RETREATING:\n 796→\t\t\t_process_retreating_state(delta)\n 797→\t\tAIState.PURSUING:\n 798→\t\t\t_process_pursuing_state(delta)\n 799→\t\tAIState.ASSAULT:\n 800→\t\t\t_process_assault_state(delta)\n 801→\n 802→\tif previous_state != _current_state:\n 803→\t\tstate_changed.emit(_current_state)\n 804→\t\t_log_debug(\"State changed: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n 805→\t\t# Also log to file for exported build debugging\n 806→\t\t_log_to_file(\"State: %s -> %s\" % [AIState.keys()[previous_state], AIState.keys()[_current_state]])\n 807→\n 808→\n 809→## Process IDLE state - patrol or guard behavior.\n 810→func _process_idle_state(delta: float) -> void:\n 811→\t# Transition to combat if player is visible\n 812→\tif _can_see_player and _player:\n 813→\t\t_transition_to_combat()\n 814→\t\treturn\n 815→\n 816→\t# Execute idle behavior\n 817→\tmatch behavior_mode:\n 818→\t\tBehaviorMode.PATROL:\n 819→\t\t\t_process_patrol(delta)\n 820→\t\tBehaviorMode.GUARD:\n 821→\t\t\t_process_guard(delta)\n 822→\n 823→\n 824→## Process COMBAT state - approach player for direct contact, shoot for 2-3 seconds, return to cover.\n 825→## Implements the combat cycling behavior: exit cover -> exposed shooting -> return to cover.\n 826→## Phase 0 (seeking clear shot): If bullet spawn blocked, move out from cover to find clear shot.\n 827→## Phase 1 (approaching): Move toward player to get into direct contact range.\n 828→## Phase 2 (exposed): Stand and shoot for 2-3 seconds.\n 829→## Phase 3: Return to cover via SEEKING_COVER state.\n 830→func _process_combat_state(delta: float) -> void:\n 831→\t# Check for suppression - transition to retreating behavior\n 832→\tif _under_fire and enable_cover:\n 833→\t\t_combat_exposed = false\n 834→\t\t_combat_approaching = false\n 835→\t\t_seeking_clear_shot = false\n 836→\t\t_transition_to_retreating()\n 837→\t\treturn\n 838→\n 839→\t# Check if multiple enemies are in combat - transition to assault state\n 840→\tvar enemies_in_combat := _count_enemies_in_combat()\n 841→\tif enemies_in_combat >= 2:\n 842→\t\t_log_debug(\"Multiple enemies in combat (%d), transitioning to ASSAULT\" % enemies_in_combat)\n 843→\t\t_combat_exposed = false\n 844→\t\t_combat_approaching = false\n 845→\t\t_seeking_clear_shot = false\n 846→\t\t_transition_to_assault()\n 847→\t\treturn\n 848→\n 849→\t# If can't see player, pursue them (move cover-to-cover toward player)\n 850→\tif not _can_see_player:\n 851→\t\t_combat_exposed = false\n 852→\t\t_combat_approaching = false\n 853→\t\t_seeking_clear_shot = false\n 854→\t\t_log_debug(\"Lost sight of player in COMBAT, transitioning to PURSUING\")\n 855→\t\t_transition_to_pursuing()\n 856→\t\treturn\n 857→\n 858→\t# Update detection delay timer\n 859→\tif not _detection_delay_elapsed:\n 860→\t\t_detection_timer += delta\n 861→\t\tif _detection_timer >= detection_delay:\n 862→\t\t\t_detection_delay_elapsed = true\n 863→\n 864→\t# If we don't have cover, find some first (needed for returning later)\n 865→\tif not _has_valid_cover and enable_cover:\n 866→\t\t_find_cover_position()\n 867→\t\tif _has_valid_cover:\n 868→\t\t\t_log_debug(\"Found cover at %s for combat cycling\" % _cover_position)\n 869→\n 870→\t# Check player distance for approach/exposed phase decisions\n 871→\tvar distance_to_player := INF\n 872→\tif _player:\n 873→\t\tdistance_to_player = global_position.distance_to(_player.global_position)\n 874→\n 875→\t# Check if we have a clear shot (no wall blocking bullet spawn)\n 876→\tvar direction_to_player := Vector2.ZERO\n 877→\tvar has_clear_shot := true\n 878→\tif _player:\n 879→\t\tdirection_to_player = (_player.global_position - global_position).normalized()\n 880→\t\thas_clear_shot = _is_bullet_spawn_clear(direction_to_player)\n 881→\n 882→\t# If already exposed (shooting phase), handle shooting and timer\n 883→\tif _combat_exposed:\n 884→\t\t_combat_shoot_timer += delta\n 885→\n 886→\t\t# Check if exposure time is complete - go back to cover\n 887→\t\tif _combat_shoot_timer >= _combat_shoot_duration and _has_valid_cover:\n 888→\t\t\t_log_debug(\"Combat exposure time complete (%.1fs), returning to cover\" % _combat_shoot_duration)\n 889→\t\t\t_combat_exposed = false\n 890→\t\t\t_combat_approaching = false\n 891→\t\t\t_combat_shoot_timer = 0.0\n 892→\t\t\t_transition_to_seeking_cover()\n 893→\t\t\treturn\n 894→\n 895→\t\t# Check if we still have a clear shot - if not, move sideways to find one\n 896→\t\tif _player and not has_clear_shot:\n 897→\t\t\t# Bullet spawn is blocked - move sideways to find a clear shot position\n 898→\t\t\tvar sidestep_dir := _find_sidestep_direction_for_clear_shot(direction_to_player)\n 899→\t\t\tif sidestep_dir != Vector2.ZERO:\n 900→\t\t\t\tvelocity = sidestep_dir * combat_move_speed * 0.7\n 901→\t\t\t\trotation = direction_to_player.angle() # Keep facing player while sidestepping\n 902→\t\t\t\t_log_debug(\"COMBAT exposed: sidestepping to maintain clear shot\")\n 903→\t\t\telse:\n 904→\t\t\t\t# No sidestep works - stay still, the shot might clear up\n 905→\t\t\t\tvelocity = Vector2.ZERO\n 906→\t\t\treturn\n 907→\n 908→\t\t# In exposed phase with clear shot, stand still and shoot\n 909→\t\tvelocity = Vector2.ZERO\n 910→\n 911→\t\t# Aim and shoot at player (only shoot after detection delay)\n 912→\t\tif _player:\n 913→\t\t\t_aim_at_player()\n 914→\t\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 915→\t\t\t\t_shoot()\n 916→\t\t\t\t_shoot_timer = 0.0\n 917→\t\treturn\n 918→\n 919→\t# --- CLEAR SHOT SEEKING PHASE ---\n 920→\t# If bullet spawn is blocked and we're not already exposed, we need to move out from cover\n 921→\tif not has_clear_shot and _player:\n 922→\t\t# Start seeking clear shot if not already doing so\n 923→\t\tif not _seeking_clear_shot:\n 924→\t\t\t_seeking_clear_shot = true\n 925→\t\t\t_clear_shot_timer = 0.0\n 926→\t\t\t# Calculate target position: move perpendicular to player direction (around cover edge)\n | |
| [2026-01-18T04:51:18.028Z] [INFO] 927→\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n 928→\t\t\t_log_debug(\"COMBAT: bullet spawn blocked, seeking clear shot at %s\" % _clear_shot_target)\n 929→\n 930→\t\t_clear_shot_timer += delta\n 931→\n 932→\t\t# Check if we've exceeded the max time trying to find a clear shot\n 933→\t\tif _clear_shot_timer >= CLEAR_SHOT_MAX_TIME:\n 934→\t\t\t_log_debug(\"COMBAT: clear shot timeout, trying flanking\")\n 935→\t\t\t_seeking_clear_shot = false\n 936→\t\t\t_clear_shot_timer = 0.0\n 937→\t\t\t# Try flanking to get around the obstacle\n 938→\t\t\tif enable_flanking:\n 939→\t\t\t\t_transition_to_flanking()\n 940→\t\t\telse:\n 941→\t\t\t\t_transition_to_pursuing()\n 942→\t\t\treturn\n 943→\n 944→\t\t# Move toward the clear shot target position\n 945→\t\tvar distance_to_target := global_position.distance_to(_clear_shot_target)\n 946→\t\tif distance_to_target > 15.0:\n 947→\t\t\tvar move_direction := (_clear_shot_target - global_position).normalized()\n 948→\n 949→\t\t\t# Apply wall avoidance\n 950→\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n 951→\t\t\tif avoidance != Vector2.ZERO:\n 952→\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n 953→\n 954→\t\t\tvelocity = move_direction * combat_move_speed\n 955→\t\t\trotation = direction_to_player.angle() # Keep facing player\n 956→\n 957→\t\t\t# Check if the new position now has a clear shot\n 958→\t\t\tif _is_bullet_spawn_clear(direction_to_player):\n 959→\t\t\t\t_log_debug(\"COMBAT: found clear shot position while moving\")\n 960→\t\t\t\t_seeking_clear_shot = false\n 961→\t\t\t\t_clear_shot_timer = 0.0\n 962→\t\t\t\t# Continue to exposed phase check below\n 963→\t\t\telse:\n 964→\t\t\t\treturn # Keep moving toward target\n 965→\t\telse:\n 966→\t\t\t# Reached target but still no clear shot - recalculate target\n 967→\t\t\t_log_debug(\"COMBAT: reached target but no clear shot, recalculating\")\n 968→\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n 969→\t\t\treturn\n 970→\n 971→\t# Reset seeking state if we now have a clear shot\n 972→\tif _seeking_clear_shot and has_clear_shot:\n 973→\t\t_log_debug(\"COMBAT: clear shot acquired\")\n 974→\t\t_seeking_clear_shot = false\n 975→\t\t_clear_shot_timer = 0.0\n 976→\n 977→\t# Determine if we should be in approach phase or exposed shooting phase\n 978→\tvar in_direct_contact := distance_to_player <= COMBAT_DIRECT_CONTACT_DISTANCE\n 979→\n 980→\t# Enter exposed phase if we have a clear shot and are either close enough or have approached long enough\n 981→\tif has_clear_shot and (in_direct_contact or _combat_approach_timer >= COMBAT_APPROACH_MAX_TIME):\n 982→\t\t# Close enough AND have clear shot - start exposed shooting phase\n 983→\t\t_combat_exposed = true\n 984→\t\t_combat_approaching = false\n 985→\t\t_combat_shoot_timer = 0.0\n 986→\t\t_combat_approach_timer = 0.0\n 987→\t\t# Randomize exposure duration between 2-3 seconds\n 988→\t\t_combat_shoot_duration = randf_range(2.0, 3.0)\n 989→\t\t_log_debug(\"COMBAT exposed phase started (distance: %.0f), will shoot for %.1fs\" % [distance_to_player, _combat_shoot_duration])\n 990→\t\treturn\n 991→\n 992→\t# Need to approach player - move toward them\n 993→\tif not _combat_approaching:\n 994→\t\t_combat_approaching = true\n 995→\t\t_combat_approach_timer = 0.0\n 996→\t\t_log_debug(\"COMBAT approach phase started, moving toward player\")\n 997→\n 998→\t_combat_approach_timer += delta\n 999→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"f921c264-ee08-47b4-8912-3ba942d4cdf9","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n\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\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\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\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\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\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\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}\n\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\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\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\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\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# 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# Process AI state machine\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\tmove_and_slide()\n\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\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\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\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\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\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\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\tvar previous_state := _current_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\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\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\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# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies in combat (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\tif not _can_see_player:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_log_debug(\"Lost sight of player in COMBAT, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\t\treturn\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= 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 enable_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 wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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","numLines":500,"startLine":500,"totalLines":3464}}} | |
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| [2026-01-18T04:51:21.850Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01JcKSnvPXPgpNGhHJVfL7w1","type":"tool_result","content":" 1000→\t# Move toward player while approaching\n 1001→\tif _player:\n 1002→\t\tvar move_direction := direction_to_player\n 1003→\n 1004→\t\t# Apply wall avoidance\n 1005→\t\tvar avoidance := _check_wall_ahead(move_direction)\n 1006→\t\tif avoidance != Vector2.ZERO:\n 1007→\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n 1008→\n 1009→\t\tvelocity = move_direction * combat_move_speed\n 1010→\t\trotation = direction_to_player.angle() # Always face player\n 1011→\n 1012→\t\t# Can shoot while approaching (only after detection delay and if have clear shot)\n 1013→\t\tif has_clear_shot and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1014→\t\t\t_aim_at_player()\n 1015→\t\t\t_shoot()\n 1016→\t\t\t_shoot_timer = 0.0\n 1017→\n 1018→\n 1019→## Calculate a target position to exit cover and get a clear shot.\n 1020→## Returns a position that should allow the bullet spawn point to be unobstructed.\n 1021→func _calculate_clear_shot_exit_position(direction_to_player: Vector2) -> Vector2:\n 1022→\t# Calculate perpendicular directions to the player\n 1023→\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n 1024→\n 1025→\t# Try both perpendicular directions and pick the one that's more likely to work\n 1026→\t# Also blend with forward movement toward player to help navigate around cover\n 1027→\tvar best_position := global_position\n 1028→\tvar best_score := -1.0\n 1029→\n 1030→\tfor side_multiplier: float in [1.0, -1.0]:\n 1031→\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n 1032→\t\t# Blend sidestep with forward movement for better cover navigation\n 1033→\t\tvar exit_dir: Vector2 = (sidestep_dir * 0.7 + direction_to_player * 0.3).normalized()\n 1034→\t\tvar test_position: Vector2 = global_position + exit_dir * CLEAR_SHOT_EXIT_DISTANCE\n 1035→\n 1036→\t\t# Score this position based on:\n 1037→\t\t# 1. Does it have a clear path? (no walls in the way)\n 1038→\t\t# 2. Would the bullet spawn be clear from there?\n 1039→\t\tvar score: float = 0.0\n 1040→\n 1041→\t\t# Check if we can move to this position\n 1042→\t\tif _has_clear_path_to(test_position):\n 1043→\t\t\tscore += 1.0\n 1044→\n 1045→\t\t# Check if bullet spawn would be clear from this position\n 1046→\t\t# This is a rough estimate - we check from the test position toward player\n 1047→\t\tvar world_2d := get_world_2d()\n 1048→\t\tif world_2d != null:\n 1049→\t\t\tvar space_state := world_2d.direct_space_state\n 1050→\t\t\tif space_state != null:\n 1051→\t\t\t\tvar check_distance := bullet_spawn_offset + 5.0\n 1052→\t\t\t\tvar query := PhysicsRayQueryParameters2D.new()\n 1053→\t\t\t\tquery.from = test_position\n 1054→\t\t\t\tquery.to = test_position + direction_to_player * check_distance\n 1055→\t\t\t\tquery.collision_mask = 4 # Only check obstacles\n 1056→\t\t\t\tquery.exclude = [get_rid()]\n 1057→\t\t\t\tvar result := space_state.intersect_ray(query)\n 1058→\t\t\t\tif result.is_empty():\n 1059→\t\t\t\t\tscore += 2.0 # Higher score for clear bullet spawn\n 1060→\n 1061→\t\tif score > best_score:\n 1062→\t\t\tbest_score = score\n 1063→\t\t\tbest_position = test_position\n 1064→\n 1065→\t# If no good position found, just move forward toward player\n 1066→\tif best_score < 0.5:\n 1067→\t\tbest_position = global_position + direction_to_player * CLEAR_SHOT_EXIT_DISTANCE\n 1068→\n 1069→\treturn best_position\n 1070→\n 1071→\n 1072→## Process SEEKING_COVER state - moving to cover position.\n 1073→func _process_seeking_cover_state(_delta: float) -> void:\n 1074→\tif not _has_valid_cover:\n 1075→\t\t# Try to find cover\n 1076→\t\t_find_cover_position()\n 1077→\t\tif not _has_valid_cover:\n 1078→\t\t\t# No cover found, stay in combat\n 1079→\t\t\t_transition_to_combat()\n 1080→\t\t\treturn\n 1081→\n 1082→\t# Check if we're already hidden from the player (the main goal)\n 1083→\tif not _is_visible_from_player():\n 1084→\t\t_transition_to_in_cover()\n 1085→\t\t_log_debug(\"Hidden from player, entering cover state\")\n 1086→\t\treturn\n 1087→\n 1088→\t# Move towards cover\n 1089→\tvar direction := (_cover_position - global_position).normalized()\n 1090→\tvar distance := global_position.distance_to(_cover_position)\n 1091→\n 1092→\tif distance < 10.0:\n 1093→\t\t# Reached the cover position, but still visible - try to find better cover\n 1094→\t\tif _is_visible_from_player():\n 1095→\t\t\t_has_valid_cover = false\n 1096→\t\t\t_find_cover_position()\n 1097→\t\t\tif not _has_valid_cover:\n 1098→\t\t\t\t# No better cover found, stay in combat\n 1099→\t\t\t\t_transition_to_combat()\n 1100→\t\t\t\treturn\n 1101→\n 1102→\t# Apply wall avoidance\n 1103→\tvar avoidance := _check_wall_ahead(direction)\n 1104→\tif avoidance != Vector2.ZERO:\n 1105→\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1106→\n 1107→\tvelocity = direction * combat_move_speed\n 1108→\trotation = direction.angle()\n 1109→\n 1110→\t# Can still shoot while moving to cover (only after detection delay)\n 1111→\tif _can_see_player and _player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1112→\t\t_aim_at_player()\n 1113→\t\t_shoot()\n 1114→\t\t_shoot_timer = 0.0\n 1115→\n 1116→\n 1117→## Process IN_COVER state - taking cover from enemy fire.\n 1118→## Decides next action based on:\n 1119→## 1. If under fire -> suppressed\n 1120→## 2. If player is close (can exit cover for direct contact) -> COMBAT\n 1121→## 3. If player is far but can hit from current position -> COMBAT (stay and shoot)\n 1122→## 4. If player is far and can't hit -> PURSUING (move cover-to-cover)\n 1123→func _process_in_cover_state(delta: float) -> void:\n 1124→\tvelocity = Vector2.ZERO\n 1125→\n 1126→\t# If still under fire, stay suppressed\n 1127→\tif _under_fire:\n 1128→\t\t_transition_to_suppressed()\n 1129→\t\treturn\n 1130→\n 1131→\t# Check if player has flanked us - if we're now visible from player's position,\n 1132→\t# we need to find new cover\n 1133→\tif _is_visible_from_player():\n 1134→\t\t# If in alarm mode and can see player, fire a burst before escaping\n 1135→\t\tif _in_alarm_mode and _can_see_player and _player:\n 1136→\t\t\tif not _cover_burst_pending:\n 1137→\t\t\t\t# Start the cover burst\n 1138→\t\t\t\t_cover_burst_pending = true\n 1139→\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n 1140→\t\t\t\t_retreat_burst_timer = 0.0\n 1141→\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n 1142→\t\t\t\t_log_debug(\"IN_COVER alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n 1143→\n 1144→\t\t\t# Fire the burst\n 1145→\t\t\tif _retreat_burst_remaining > 0:\n 1146→\t\t\t\t_retreat_burst_timer += delta\n 1147→\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n 1148→\t\t\t\t\t_aim_at_player()\n 1149→\t\t\t\t\t_shoot_burst_shot()\n 1150→\t\t\t\t\t_retreat_burst_remaining -= 1\n 1151→\t\t\t\t\t_retreat_burst_timer = 0.0\n 1152→\t\t\t\t\tif _retreat_burst_remaining > 0:\n 1153→\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n 1154→\t\t\t\treturn # Stay in cover while firing burst\n 1155→\n 1156→\t\t# Burst complete or not in alarm mode, seek new cover\n 1157→\t\t_log_debug(\"Player flanked our cover position, seeking new cover\")\n 1158→\t\t_has_valid_cover = false # Invalidate current cover\n 1159→\t\t_cover_burst_pending = false\n 1160→\t\t_transition_to_seeking_cover()\n 1161→\t\treturn\n 1162→\n 1163→\t# Check if multiple enemies are in combat - transition to assault state\n 1164→\tvar enemies_in_combat := _count_enemies_in_combat()\n 1165→\tif enemies_in_combat >= 2:\n 1166→\t\t_log_debug(\"Multiple enemies detected (%d), transitioning to ASSAULT\" % enemies_in_combat)\n 1167→\t\t_transition_to_assault()\n 1168→\t\treturn\n 1169→\n 1170→\t# Decision making based on player distance and visibility\n 1171→\tif _player:\n 1172→\t\tvar player_close := _is_player_close()\n 1173→\t\tvar can_hit := _can_hit_player_from_current_position()\n 1174→\n 1175→\t\tif _can_see_player:\n 1176→\t\t\tif player_close:\n 1177→\t\t\t\t# Player is close - engage in combat (come out, shoot, go back)\n 1178→\t\t\t\t_log_debug(\"Player is close, transitioning to COMBAT\")\n 1179→\t\t\t\t_transition_to_combat()\n 1180→\t\t\t\treturn\n 1181→\t\t\telse:\n 1182→\t\t\t\t# Player is far\n 1183→\t\t\t\tif can_hit:\n 1184→\t\t\t\t\t# Can hit from current position - come out and shoot\n 1185→\t\t\t\t\t# (Don't pursue, just transition to combat which will handle the cycling)\n 1186→\t\t\t\t\t_log_debug(\"Player is far but can hit from here, transitioning to COMBAT\")\n 1187→\t\t\t\t\t_transition_to_combat()\n 1188→\t\t\t\t\treturn\n 1189→\t\t\t\telse:\n 1190→\t\t\t\t\t# Can't hit from here - need to pursue (move cover-to-cover)\n 1191→\t\t\t\t\t_log_debug(\"Player is far and can't hit, transitioning to PURSUING\")\n 1192→\t\t\t\t\t_transition_to_pursuing()\n 1193→\t\t\t\t\treturn\n 1194→\n 1195→\t# If not under fire and can see player, engage (only shoot after detection delay)\n 1196→\tif _can_see_player and _player:\n 1197→\t\t_aim_at_player()\n 1198→\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1199→\t\t\t_shoot()\n 1200→\t\t\t_shoot_timer = 0.0\n 1201→\n 1202→\t# If player is no longer visible and not under fire, try pursuing\n 1203→\tif not _can_see_player and not _under_fire:\n 1204→\t\t_log_debug(\"Lost sight of player from cover, transitioning to PURSUING\")\n 1205→\t\t_transition_to_pursuing()\n 1206→\n 1207→\n 1208→## Process FLANKING state - attempting to flank the player using cover-to-cover movement.\n 1209→## Uses intermediate cover positions to navigate around obstacles instead of walking\n 1210→## directly toward the flank target.\n 1211→func _process_flanking_state(delta: float) -> void:\n 1212→\t# Update state timer\n 1213→\t_flank_state_timer += delta\n 1214→\n 1215→\t# Check for overall FLANKING state timeout\n 1216→\tif _flank_state_timer >= FLANK_STATE_MAX_TIME:\n 1217→\t\tvar msg := \"FLANKING timeout (%.1fs), target=%s, pos=%s\" % [_flank_state_timer, _flank_target, global_position]\n 1218→\t\t_log_debug(msg)\n 1219→\t\t_log_to_file(msg)\n 1220→\t\t_flank_side_initialized = false\n 1221→\t\t# Try combat if we can see the player, otherwise pursue\n 1222→\t\tif _can_see_player:\n 1223→\t\t\t_transition_to_combat()\n 1224→\t\telse:\n 1225→\t\t\t_transition_to_pursuing()\n 1226→\t\treturn\n 1227→\n 1228→\t# Check for stuck detection - not making progress toward flank target\n 1229→\tvar distance_moved := global_position.distance_to(_flank_last_position)\n 1230→\tif distance_moved < FLANK_PROGRESS_THRESHOLD:\n 1231→\t\t_flank_stuck_timer += delta\n 1232→\t\tif _flank_stuck_timer >= FLANK_STUCK_MAX_TIME:\n 1233→\t\t\tvar msg := \"FLANKING stuck (%.1fs no progress), target=%s, pos=%s\" % [_flank_stuck_timer, _flank_target, global_position]\n 1234→\t\t\t_log_debug(msg)\n 1235→\t\t\t_log_to_file(msg)\n 1236→\t\t\t_flank_side_initialized = false\n 1237→\t\t\t# Try the other flank side or give up\n 1238→\t\t\tif _can_see_player:\n 1239→\t\t\t\t_transition_to_combat()\n 1240→\t\t\telse:\n 1241→\t\t\t\t_transition_to_pursuing()\n 1242→\t\t\treturn\n 1243→\telse:\n 1244→\t\t# Making progress - reset stuck timer and update last position\n 1245→\t\t_flank_stuck_timer = 0.0\n 1246→\t\t_flank_last_position = global_position\n 1247→\n 1248→\t# If under fire, retreat with shooting behavior\n 1249→\tif _under_fire and enable_cover:\n 1250→\t\t_flank_side_initialized = false\n 1251→\t\t_transition_to_retreating()\n 1252→\t\treturn\n 1253→\n 1254→\t# Only transition to combat if we can ACTUALLY HIT the player, not just see them.\n 1255→\t# This is critical for the \"last cover\" scenario where enemy can see player\n 1256→\t# but there's a wall blocking the shot. We must continue flanking until we\n 1257→\t# have a clear shot, otherwise we get stuck in a FLANKING->COMBAT->PURSUING loop.\n 1258→\tif _can_see_player and _can_hit_player_from_current_position():\n 1259→\t\t_log_debug(\"Can see AND hit player from flanking position, engaging\")\n 1260→\t\t_flank_side_initialized = false\n 1261→\t\t_transition_to_combat()\n 1262→\t\treturn\n 1263→\n 1264→\tif _player == null:\n 1265→\t\t_flank_side_initialized = false\n 1266→\t\t_transition_to_idle()\n 1267→\t\treturn\n 1268→\n 1269→\t# Recalculate flank position (player may have moved)\n 1270→\t# Note: _flank_side is stable, only the target position is recalculated\n 1271→\t_calculate_flank_position()\n 1272→\n 1273→\tvar distance_to_flank := global_position.distance_to(_flank_target)\n 1274→\n 1275→\t# Check if we've reached the flank target\n 1276→\tif distance_to_flank < 30.0:\n 1277→\t\t_log_debug(\"Reached flank position, engaging\")\n 1278→\t\t_flank_side_initialized = false\n 1279→\t\t_transition_to_combat()\n 1280→\t\treturn\n 1281→\n 1282→\t# Check if we have direct line of sight to flank target (no obstacles)\n 1283→\tif _has_clear_path_to(_flank_target):\n 1284→\t\t# Direct path is clear - move directly toward flank target\n 1285→\t\tvar direction := (_flank_target - global_position).normalized()\n 1286→\t\tvar avoidance := _check_wall_ahead(direction)\n 1287→\t\tif avoidance != Vector2.ZERO:\n 1288→\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1289→\t\tvelocity = direction * combat_move_speed\n 1290→\t\trotation = direction.angle()\n 1291→\t\t_has_flank_cover = false\n 1292→\t\treturn\n 1293→\n 1294→\t# Path is blocked - use cover-to-cover movement\n 1295→\n 1296→\t# If we're at a cover position, wait briefly before moving to next\n 1297→\tif _has_valid_cover and not _has_flank_cover:\n 1298→\t\t_flank_cover_wait_timer += delta\n 1299→\t\tvelocity = Vector2.ZERO\n 1300→\n 1301→\t\tif _flank_cover_wait_timer >= FLANK_COVER_WAIT_DURATION:\n 1302→\t\t\t# Done waiting, find next cover toward flank target\n 1303→\t\t\t_find_flank_cover_toward_target()\n 1304→\t\t\tif not _has_flank_cover:\n 1305→\t\t\t\t_log_debug(\"No flank cover found, attempting direct movement\")\n 1306→\t\t\t\t# No cover found - try direct movement with enhanced wall avoidance\n 1307→\t\t\t\tvar direction := (_flank_target - global_position).normalized()\n 1308→\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n 1309→\t\t\t\tif avoidance != Vector2.ZERO:\n 1310→\t\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1311→\t\t\t\tvelocity = direction * combat_move_speed\n 1312→\t\t\t\trotation = direction.angle()\n 1313→\t\t\t\t# Invalidate current cover to trigger new search next frame\n 1314→\t\t\t\t_has_valid_cover = false\n 1315→\t\treturn\n 1316→\n 1317→\t# If we have a flank cover target, move toward it\n 1318→\tif _has_flank_cover:\n 1319→\t\tvar direction := (_flank_next_cover - global_position).normalized()\n 1320→\t\tvar distance := global_position.distance_to(_flank_next_cover)\n 1321→\n 1322→\t\t# Check if we've reached the flank cover\n 1323→\t\tif distance < 15.0:\n 1324→\t\t\t_log_debug(\"Reached flank cover at distance %.1f\" % distance)\n 1325→\t\t\t_has_flank_cover = false\n 1326→\t\t\t_flank_cover_wait_timer = 0.0\n 1327→\t\t\t_cover_position = _flank_next_cover\n 1328→\t\t\t_has_valid_cover = true\n 1329→\t\t\t# Start waiting at this cover\n 1330→\t\t\treturn\n 1331→\n 1332→\t\t# Apply wall avoidance\n 1333→\t\tvar avoidance := _check_wall_ahead(direction)\n 1334→\t\tif avoidance != Vector2.ZERO:\n 1335→\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1336→\n 1337→\t\tvelocity = direction * combat_move_speed\n 1338→\t\trotation = direction.angle()\n 1339→\t\treturn\n 1340→\n 1341→\t# No cover and no flank cover target - find initial flank cover\n 1342→\t_find_flank_cover_toward_target()\n 1343→\tif not _has_flank_cover:\n 1344→\t\t# Can't find cover, try direct movement with wall avoidance\n 1345→\t\tvar direction := (_flank_target - global_position).normalized()\n 1346→\t\tvar avoidance := _check_wall_ahead(direction)\n 1347→\t\tif avoidance != Vector2.ZERO:\n 1348→\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1349→\t\tvelocity = direction * combat_move_speed\n 1350→\t\trotation = direction.angle()\n 1351→\n 1352→\n 1353→## Process SUPPRESSED state - staying in cover under fire.\n 1354→func _process_suppressed_state(delta: float) -> void:\n 1355→\tvelocity = Vector2.ZERO\n 1356→\n 1357→\t# Check if player has flanked us - if we're now visible from player's position,\n 1358→\t# we need to find new cover even while suppressed\n 1359→\tif _is_visible_from_player():\n 1360→\t\t# In suppressed state we're always in alarm mode - fire a burst before escaping if we can see player\n 1361→\t\tif _can_see_player and _player:\n 1362→\t\t\tif not _cover_burst_pending:\n 1363→\t\t\t\t# Start the cover burst\n 1364→\t\t\t\t_cover_burst_pending = true\n 1365→\t\t\t\t_retreat_burst_remaining = randi_range(2, 4)\n 1366→\t\t\t\t_retreat_burst_timer = 0.0\n 1367→\t\t\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n 1368→\t\t\t\t_log_debug(\"SUPPRESSED alarm: starting burst before escaping (%d shots)\" % _retreat_burst_remaining)\n 1369→\n 1370→\t\t\t# Fire the burst\n 1371→\t\t\tif _retreat_burst_remaining > 0:\n 1372→\t\t\t\t_retreat_burst_timer += delta\n 1373→\t\t\t\tif _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n 1374→\t\t\t\t\t_aim_at_player()\n 1375→\t\t\t\t\t_shoot_burst_shot()\n 1376→\t\t\t\t\t_retreat_burst_remaining -= 1\n 1377→\t\t\t\t\t_retreat_burst_timer = 0.0\n 1378→\t\t\t\t\tif _retreat_burst_remaining > 0:\n 1379→\t\t\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0\n 1380→\t\t\t\treturn # Stay suppressed while firing burst\n 1381→\n 1382→\t\t# Burst complete or can't see player, seek new cover\n 1383→\t\t_log_debug(\"Player flanked our cover position while suppressed, seeking new cover\")\n 1384→\t\t_has_valid_cover = false # Invalidate current cover\n 1385→\t\t_cover_burst_pending = false\n 1386→\t\t_transition_to_seeking_cover()\n 1387→\t\treturn\n 1388→\n 1389→\t# Can still shoot while suppressed (only after detection delay)\n 1390→\tif _can_see_player and _player:\n 1391→\t\t_aim_at_player()\n 1392→\t\tif _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1393→\t\t\t_shoot()\n 1394→\t\t\t_shoot_timer = 0.0\n 1395→\n 1396→\t# If no longer under fire, exit suppression\n 1397→\tif not _under_fire:\n 1398→\t\t_transition_to_in_cover()\n 1399→\n 1400→\n 1401→## Process RETREATING state - moving to cover with behavior based on damage taken.\n 1402→func _process_retreating_state(delta: float) -> void:\n 1403→\tif not _has_valid_cover:\n 1404→\t\t# Try to find cover\n 1405→\t\t_find_cover_position()\n 1406→\t\tif not _has_valid_cover:\n 1407→\t\t\t# No cover found, transition to combat or suppressed\n 1408→\t\t\tif _under_fire:\n 1409→\t\t\t\t_transition_to_suppressed()\n 1410→\t\t\telse:\n 1411→\t\t\t\t_transition_to_combat()\n 1412→\t\t\treturn\n 1413→\n 1414→\t# Check if we've reached cover and are hidden from player\n 1415→\tif not _is_visible_from_player():\n 1416→\t\t_log_debug(\"Reached cover during retreat\")\n 1417→\t\t# Reset encounter hits when successfully reaching cover\n 1418→\t\t_hits_taken_in_encounter = 0\n 1419→\t\t_transition_to_in_cover()\n 1420→\t\treturn\n 1421→\n 1422→\t# Calculate direction to cover\n 1423→\tvar direction_to_cover := (_cover_position - global_position).normalized()\n 1424→\tvar distance_to_cover := global_position.distance_to(_cover_position)\n 1425→\n 1426→\t# Check if reached cover position\n 1427→\tif distance_to_cover < 10.0:\n 1428→\t\tif _is_visible_from_player():\n 1429→\t\t\t# Still visible, find better cover\n 1430→\t\t\t_has_valid_cover = false\n 1431→\t\t\t_find_cover_position()\n 1432→\t\t\tif not _has_valid_cover:\n 1433→\t\t\t\tif _under_fire:\n 1434→\t\t\t\t\t_transition_to_suppressed()\n 1435→\t\t\t\telse:\n 1436→\t\t\t\t\t_transition_to_combat()\n 1437→\t\t\treturn\n 1438→\n 1439→\t# Apply retreat behavior based on mode\n 1440→\tmatch _retreat_mode:\n 1441→\t\tRetreatMode.FULL_HP:\n 1442→\t\t\t_process_retreat_full_hp(delta, direction_to_cover)\n 1443→\t\tRetreatMode.ONE_HIT:\n 1444→\t\t\t_process_retreat_one_hit(delta, direction_to_cover)\n 1445→\t\tRetreatMode.MULTIPLE_HITS:\n 1446→\t\t\t_process_retreat_multiple_hits(delta, direction_to_cover)\n 1447→\n 1448→\n 1449→## Process FULL_HP retreat: walk backwards facing player, shoot with reduced accuracy,\n 1450→## periodically turn toward cover.\n 1451→func _process_retreat_full_hp(delta: float, direction_to_cover: Vector2) -> void:\n 1452→\t_retreat_turn_timer += delta\n 1453→\n 1454→\tif _retreat_turning_to_cover:\n 1455→\t\t# Turning to face cover, don't shoot\n 1456→\t\tif _retreat_turn_timer >= RETREAT_TURN_DURATION:\n 1457→\t\t\t_retreat_turning_to_cover = false\n 1458→\t\t\t_retreat_turn_timer = 0.0\n 1459→\n 1460→\t\t# Face cover and move toward it\n 1461→\t\trotation = direction_to_cover.angle()\n 1462→\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n 1463→\t\tif avoidance != Vector2.ZERO:\n 1464→\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n 1465→\t\tvelocity = direction_to_cover * combat_move_speed\n 1466→\telse:\n 1467→\t\t# Face player and back up (walk backwards)\n 1468→\t\tif _retreat_turn_timer >= RETREAT_TURN_INTERVAL:\n 1469→\t\t\t_retreat_turning_to_cover = true\n 1470→\t\t\t_retreat_turn_timer = 0.0\n 1471→\t\t\t_log_debug(\"FULL_HP retreat: turning to check cover\")\n 1472→\n 1473→\t\tif _player:\n 1474→\t\t\t# Face the player\n 1475→\t\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n 1476→\t\t\t_aim_at_player()\n 1477→\n 1478→\t\t\t# Move backwards (opposite of player direction = toward cover generally)\n 1479→\t\t\t# Use the negative of the direction we're facing for \"backing up\"\n 1480→\t\t\tvar move_direction := -direction_to_player\n 1481→\n 1482→\t\t\t# Apply wall avoidance\n 1483→\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n 1484→\t\t\tif avoidance != Vector2.ZERO:\n 1485→\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n 1486→\n 1487→\t\t\tvelocity = move_direction * combat_move_speed * 0.7 # Slower when backing up\n 1488→\n 1489→\t\t\t# Shoot with reduced accuracy (only after detection delay)\n 1490→\t\t\tif _can_see_player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1491→\t\t\t\t_shoot_with_inaccuracy()\n 1492→\t\t\t\t_shoot_timer = 0.0\n 1493→\n 1494→\n 1495→## Process ONE_HIT retreat: quick burst of 2-4 shots in an arc while turning, then face cover.\n 1496→func _process_retreat_one_hit(delta: float, direction_to_cover: Vector2) -> void:\n 1497→\tif not _retreat_burst_complete:\n 1498→\t\t# During burst phase\n 1499→\t\t_retreat_burst_timer += delta\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"65e65998-4ee9-4606-a256-ae066dd79b2a","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"\t# Move toward player while approaching\n\tif _player:\n\t\tvar move_direction := direction_to_player\n\n\t\t# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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\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 | |
| [2026-01-18T04:51:21.853Z] [INFO] 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\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 direction := (_cover_position - global_position).normalized()\n\tvar distance := 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# Apply wall avoidance\n\tvar avoidance := _check_wall_ahead(direction)\n\tif avoidance != Vector2.ZERO:\n\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\tvelocity = direction * combat_move_speed\n\trotation = direction.angle()\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\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\n\t# If still under fire, stay suppressed\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_transition_to_assault()\n\t\treturn\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\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\" % [_flank_stuck_timer, _flank_target, global_position]\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# Try the other flank side or give up\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\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# Check if we have direct line of sight to flank target (no obstacles)\n\tif _has_clear_path_to(_flank_target):\n\t\t# Direct path is clear - move directly toward flank target\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\t_has_flank_cover = false\n\t\treturn\n\n\t# Path is blocked - use cover-to-cover movement\n\n\t# If we're at a cover position, wait briefly before moving to next\n\tif _has_valid_cover and not _has_flank_cover:\n\t\t_flank_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _flank_cover_wait_timer >= FLANK_COVER_WAIT_DURATION:\n\t\t\t# Done waiting, find next cover toward flank target\n\t\t\t_find_flank_cover_toward_target()\n\t\t\tif not _has_flank_cover:\n\t\t\t\t_log_debug(\"No flank cover found, attempting direct movement\")\n\t\t\t\t# No cover found - try direct movement with enhanced wall avoidance\n\t\t\t\tvar direction := (_flank_target - global_position).normalized()\n\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\t\tvelocity = direction * combat_move_speed\n\t\t\t\trotation = direction.angle()\n\t\t\t\t# Invalidate current cover to trigger new search next frame\n\t\t\t\t_has_valid_cover = false\n\t\treturn\n\n\t# If we have a flank cover target, move toward it\n\tif _has_flank_cover:\n\t\tvar direction := (_flank_next_cover - global_position).normalized()\n\t\tvar distance := global_position.distance_to(_flank_next_cover)\n\n\t\t# Check if we've reached the flank cover\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached flank cover at distance %.1f\" % distance)\n\t\t\t_has_flank_cover = false\n\t\t\t_flank_cover_wait_timer = 0.0\n\t\t\t_cover_position = _flank_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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\treturn\n\n\t# No cover and no flank cover target - find initial flank cover\n\t_find_flank_cover_toward_target()\n\tif not _has_flank_cover:\n\t\t# Can't find cover, try direct movement with wall avoidance\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\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 even while suppressed\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\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\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# Face cover and move toward it\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\t\t_aim_at_player()\n\n\t\t\t# Move backwards (opposite of player direction = toward cover generally)\n\t\t\t# Use the negative of the direction we're facing for \"backing up\"\n\t\t\tvar move_direction := -direction_to_player\n\n\t\t\t# Apply wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = move_direction * combat_move_speed * 0.7 # Slower when backing up\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\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","numLines":500,"startLine":1000,"totalLines":3464}}} | |
| [2026-01-18T04:51:25.094Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_014HbnNnTR8ers5S8Q3WKjmk", | |
| "type": "message", | |
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| { | |
| "type": "text", | |
| "text": "Let me continue reading more of the enemy.gd file to understand the movement and navigation systems." | |
| } | |
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| [2026-01-18T04:51:26.900Z] [INFO] { | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_014HbnNnTR8ers5S8Q3WKjmk", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_017kD1HWwGRu5UWx6eWDtNev", | |
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| "file_path": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
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| [2026-01-18T04:51:26.958Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_017kD1HWwGRu5UWx6eWDtNev","type":"tool_result","content":" 1500→\n 1501→\t\tif _player and _retreat_burst_remaining > 0 and _retreat_burst_timer >= RETREAT_BURST_COOLDOWN:\n 1502→\t\t\t# Fire a burst shot with arc spread\n 1503→\t\t\t_shoot_burst_shot()\n 1504→\t\t\t_retreat_burst_remaining -= 1\n 1505→\t\t\t_retreat_burst_timer = 0.0\n 1506→\n 1507→\t\t\t# Progress through the arc\n 1508→\t\t\tif _retreat_burst_remaining > 0:\n 1509→\t\t\t\t_retreat_burst_angle_offset += RETREAT_BURST_ARC / 3.0 # Spread across 4 shots max\n 1510→\n 1511→\t\t# Gradually turn from player to cover during burst\n 1512→\t\tif _player:\n 1513→\t\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n 1514→\t\t\tvar target_angle: float\n 1515→\n 1516→\t\t\t# Interpolate rotation from player direction to cover direction\n 1517→\t\t\tvar burst_progress := 1.0 - (float(_retreat_burst_remaining) / 4.0)\n 1518→\t\t\tvar player_angle := direction_to_player.angle()\n 1519→\t\t\tvar cover_angle := direction_to_cover.angle()\n 1520→\t\t\ttarget_angle = lerp_angle(player_angle, cover_angle, burst_progress * 0.7)\n 1521→\t\t\trotation = target_angle\n 1522→\n 1523→\t\t# Move toward cover (slower during burst)\n 1524→\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n 1525→\t\tif avoidance != Vector2.ZERO:\n 1526→\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n 1527→\t\tvelocity = direction_to_cover * combat_move_speed * 0.5\n 1528→\n 1529→\t\t# Check if burst is complete\n 1530→\t\tif _retreat_burst_remaining <= 0:\n 1531→\t\t\t_retreat_burst_complete = true\n 1532→\t\t\t_log_debug(\"ONE_HIT retreat: burst complete, now running to cover\")\n 1533→\telse:\n 1534→\t\t# After burst, run to cover without shooting\n 1535→\t\trotation = direction_to_cover.angle()\n 1536→\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n 1537→\t\tif avoidance != Vector2.ZERO:\n 1538→\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n 1539→\t\tvelocity = direction_to_cover * combat_move_speed\n 1540→\n 1541→\n 1542→## Process MULTIPLE_HITS retreat: quick burst of 2-4 shots then run to cover (same as ONE_HIT).\n 1543→func _process_retreat_multiple_hits(delta: float, direction_to_cover: Vector2) -> void:\n 1544→\t# Same behavior as ONE_HIT - quick burst then escape\n 1545→\t_process_retreat_one_hit(delta, direction_to_cover)\n 1546→\n 1547→\n 1548→## Process PURSUING state - move cover-to-cover toward player.\n 1549→## Enemy moves between covers, waiting 1-2 seconds at each cover,\n 1550→## until they can see and hit the player.\n 1551→## When at the last cover (no better cover found), enters approach phase\n 1552→## to move directly toward the player.\n 1553→func _process_pursuing_state(delta: float) -> void:\n 1554→\t# Check for suppression - transition to retreating behavior\n 1555→\tif _under_fire and enable_cover:\n 1556→\t\t_pursuit_approaching = false\n 1557→\t\t_transition_to_retreating()\n 1558→\t\treturn\n 1559→\n 1560→\t# Check if multiple enemies are in combat - transition to assault state\n 1561→\tvar enemies_in_combat := _count_enemies_in_combat()\n 1562→\tif enemies_in_combat >= 2:\n 1563→\t\t_log_debug(\"Multiple enemies detected during pursuit (%d), transitioning to ASSAULT\" % enemies_in_combat)\n 1564→\t\t_pursuit_approaching = false\n 1565→\t\t_transition_to_assault()\n 1566→\t\treturn\n 1567→\n 1568→\t# If can see player and can hit them from current position, engage\n 1569→\tif _can_see_player and _player:\n 1570→\t\tvar can_hit := _can_hit_player_from_current_position()\n 1571→\t\tif can_hit:\n 1572→\t\t\t_log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n 1573→\t\t\t_has_pursuit_cover = false\n 1574→\t\t\t_pursuit_approaching = false\n 1575→\t\t\t_transition_to_combat()\n 1576→\t\t\treturn\n 1577→\n 1578→\t# Process approach phase - moving directly toward player when no better cover exists\n 1579→\tif _pursuit_approaching:\n 1580→\t\tif _player:\n 1581→\t\t\tvar direction := (_player.global_position - global_position).normalized()\n 1582→\t\t\tvar can_hit := _can_hit_player_from_current_position()\n 1583→\n 1584→\t\t\t_pursuit_approach_timer += delta\n 1585→\n 1586→\t\t\t# If we can now hit the player, transition to combat\n 1587→\t\t\tif can_hit:\n 1588→\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n 1589→\t\t\t\t_pursuit_approaching = false\n 1590→\t\t\t\t_transition_to_combat()\n 1591→\t\t\t\treturn\n 1592→\n 1593→\t\t\t# If approach timer expired, give up and engage in combat anyway\n 1594→\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n 1595→\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n 1596→\t\t\t\t_pursuit_approaching = false\n 1597→\t\t\t\t_transition_to_combat()\n 1598→\t\t\t\treturn\n 1599→\n 1600→\t\t\t# If we found a new cover opportunity while approaching, take it\n 1601→\t\t\tif not _has_pursuit_cover:\n 1602→\t\t\t\t_find_pursuit_cover_toward_player()\n 1603→\t\t\t\tif _has_pursuit_cover:\n 1604→\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n 1605→\t\t\t\t\t_pursuit_approaching = false\n 1606→\t\t\t\t\treturn\n 1607→\n 1608→\t\t\t# Apply wall avoidance and move toward player\n 1609→\t\t\tvar avoidance := _check_wall_ahead(direction)\n 1610→\t\t\tif avoidance != Vector2.ZERO:\n 1611→\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1612→\n 1613→\t\t\tvelocity = direction * combat_move_speed\n 1614→\t\t\trotation = direction.angle()\n 1615→\t\treturn\n 1616→\n 1617→\t# Check if we're waiting at cover\n 1618→\tif _has_valid_cover and not _has_pursuit_cover:\n 1619→\t\t# Currently at cover, wait for 1-2 seconds before moving to next cover\n 1620→\t\t_pursuit_cover_wait_timer += delta\n 1621→\t\tvelocity = Vector2.ZERO\n 1622→\n 1623→\t\tif _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n 1624→\t\t\t# Done waiting, find next cover closer to player\n 1625→\t\t\t_log_debug(\"Pursuit wait complete, finding next cover\")\n 1626→\t\t\t_pursuit_cover_wait_timer = 0.0\n 1627→\t\t\t_find_pursuit_cover_toward_player()\n 1628→\t\t\tif _has_pursuit_cover:\n 1629→\t\t\t\t_log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n 1630→\t\t\telse:\n 1631→\t\t\t\t# No pursuit cover found - start approach phase if we can see player\n 1632→\t\t\t\t_log_debug(\"No pursuit cover found, checking fallback options\")\n 1633→\t\t\t\tif _can_see_player and _player:\n 1634→\t\t\t\t\t# Can see but can't hit (at last cover) - start approach phase\n 1635→\t\t\t\t\t_log_debug(\"Can see player but can't hit, starting approach phase\")\n 1636→\t\t\t\t\t_pursuit_approaching = true\n 1637→\t\t\t\t\t_pursuit_approach_timer = 0.0\n 1638→\t\t\t\t\treturn\n 1639→\t\t\t\t# Try flanking if player not visible\n 1640→\t\t\t\tif enable_flanking and _player:\n 1641→\t\t\t\t\t_log_debug(\"Attempting flanking maneuver\")\n 1642→\t\t\t\t\t_transition_to_flanking()\n 1643→\t\t\t\t\treturn\n 1644→\t\t\t\t# Last resort: move directly toward player\n 1645→\t\t\t\t_log_debug(\"No cover options, transitioning to COMBAT\")\n 1646→\t\t\t\t_transition_to_combat()\n 1647→\t\t\t\treturn\n 1648→\t\treturn\n 1649→\n 1650→\t# If we have a pursuit cover target, move toward it\n 1651→\tif _has_pursuit_cover:\n 1652→\t\tvar direction := (_pursuit_next_cover - global_position).normalized()\n 1653→\t\tvar distance := global_position.distance_to(_pursuit_next_cover)\n 1654→\n 1655→\t\t# Check if we've reached the pursuit cover\n 1656→\t\t# Note: We only check distance here, NOT visibility from player.\n 1657→\t\t# If we checked visibility, the enemy would immediately consider themselves\n 1658→\t\t# \"at cover\" even before moving, since they start hidden from player.\n 1659→\t\tif distance < 15.0:\n 1660→\t\t\t_log_debug(\"Reached pursuit cover at distance %.1f\" % distance)\n 1661→\t\t\t_has_pursuit_cover = false\n 1662→\t\t\t_pursuit_cover_wait_timer = 0.0\n 1663→\t\t\t_cover_position = _pursuit_next_cover\n 1664→\t\t\t_has_valid_cover = true\n 1665→\t\t\t# Start waiting at this cover\n 1666→\t\t\treturn\n 1667→\n 1668→\t\t# Apply wall avoidance\n 1669→\t\tvar avoidance := _check_wall_ahead(direction)\n 1670→\t\tif avoidance != Vector2.ZERO:\n 1671→\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1672→\n 1673→\t\tvelocity = direction * combat_move_speed\n 1674→\t\trotation = direction.angle()\n 1675→\t\treturn\n 1676→\n 1677→\t# No cover and no pursuit target - find initial pursuit cover\n 1678→\t_find_pursuit_cover_toward_player()\n 1679→\tif not _has_pursuit_cover:\n 1680→\t\t# Can't find cover to pursue, try flanking or combat\n 1681→\t\tif enable_flanking and _player:\n 1682→\t\t\t_transition_to_flanking()\n 1683→\t\telse:\n 1684→\t\t\t_transition_to_combat()\n 1685→\n 1686→\n 1687→## Process ASSAULT state - coordinated multi-enemy rush.\n 1688→## Wait at cover for 5 seconds, then all enemies rush the player simultaneously.\n 1689→func _process_assault_state(delta: float) -> void:\n 1690→\t# Check for suppression - transition to retreating behavior\n 1691→\tif _under_fire and enable_cover and not _assault_ready:\n 1692→\t\t_in_assault = false\n 1693→\t\t_transition_to_retreating()\n 1694→\t\treturn\n 1695→\n 1696→\t# Check if we're the only enemy left in assault - switch back to combat\n 1697→\tvar enemies_in_combat := _count_enemies_in_combat()\n 1698→\tif enemies_in_combat < 2 and not _assault_ready:\n 1699→\t\t_log_debug(\"Not enough enemies for assault, switching to COMBAT\")\n 1700→\t\t_in_assault = false\n 1701→\t\t_transition_to_combat()\n 1702→\t\treturn\n 1703→\n 1704→\t# Find closest cover to player if we don't have one\n 1705→\tif not _has_valid_cover:\n 1706→\t\t_find_cover_closest_to_player()\n 1707→\t\tif _has_valid_cover:\n 1708→\t\t\t_log_debug(\"Found assault cover at %s\" % _cover_position)\n 1709→\n 1710→\t# Move to cover position first\n 1711→\tif _has_valid_cover and not _in_assault:\n 1712→\t\tvar distance_to_cover := global_position.distance_to(_cover_position)\n 1713→\t\tif distance_to_cover > 15.0 and _is_visible_from_player():\n 1714→\t\t\t# Still need to reach cover\n 1715→\t\t\tvar direction := (_cover_position - global_position).normalized()\n 1716→\t\t\tvar avoidance := _check_wall_ahead(direction)\n 1717→\t\t\tif avoidance != Vector2.ZERO:\n 1718→\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 1719→\t\t\tvelocity = direction * combat_move_speed\n 1720→\t\t\trotation = direction.angle()\n 1721→\t\t\treturn\n 1722→\n 1723→\t# At cover, wait for assault timer\n 1724→\tif not _assault_ready:\n 1725→\t\tvelocity = Vector2.ZERO\n 1726→\t\t_assault_wait_timer += delta\n 1727→\n 1728→\t\t# Check if all assault enemies are ready (synchronized assault)\n 1729→\t\tif _assault_wait_timer >= ASSAULT_WAIT_DURATION:\n 1730→\t\t\t# Check if situation has changed - player might have moved\n 1731→\t\t\tif _player and _is_player_close():\n 1732→\t\t\t\t_assault_ready = true\n 1733→\t\t\t\t_in_assault = true\n 1734→\t\t\t\t_log_debug(\"ASSAULT ready - rushing player!\")\n 1735→\t\t\telse:\n 1736→\t\t\t\t# Player moved away, reset timer and check if we should pursue\n 1737→\t\t\t\t_log_debug(\"Player moved away during assault wait, resetting\")\n 1738→\t\t\t\t_assault_wait_timer = 0.0\n 1739→\t\t\t\t_in_assault = false\n 1740→\t\t\t\t_transition_to_pursuing()\n 1741→\t\t\t\treturn\n 1742→\t\treturn\n 1743→\n 1744→\t# Assault phase - rush the player while shooting\n 1745→\tif _assault_ready and _player:\n 1746→\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n 1747→\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n 1748→\n 1749→\t\t# Apply wall avoidance\n 1750→\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n 1751→\t\tif avoidance != Vector2.ZERO:\n 1752→\t\t\tdirection_to_player = (direction_to_player * 0.5 + avoidance * 0.5).normalized()\n 1753→\n 1754→\t\t# Rush at full speed\n 1755→\t\tvelocity = direction_to_player * combat_move_speed\n 1756→\t\trotation = direction_to_player.angle()\n 1757→\n 1758→\t\t# Update detection delay timer\n 1759→\t\tif not _detection_delay_elapsed:\n 1760→\t\t\t_detection_timer += delta\n 1761→\t\t\tif _detection_timer >= detection_delay:\n 1762→\t\t\t\t_detection_delay_elapsed = true\n 1763→\n 1764→\t\t# Shoot while rushing (only after detection delay)\n 1765→\t\tif _can_see_player and _detection_delay_elapsed and _shoot_timer >= shoot_cooldown:\n 1766→\t\t\t_aim_at_player()\n 1767→\t\t\t_shoot()\n 1768→\t\t\t_shoot_timer = 0.0\n 1769→\n 1770→\t\t# If very close to player, stay in combat\n 1771→\t\tif distance_to_player < 50.0:\n 1772→\t\t\t_log_debug(\"Assault complete - reached player\")\n 1773→\t\t\t_assault_ready = false\n 1774→\t\t\t_in_assault = false\n 1775→\t\t\t_transition_to_combat()\n 1776→\n 1777→\n 1778→## Shoot with reduced accuracy for retreat mode.\n 1779→func _shoot_with_inaccuracy() -> void:\n 1780→\tif bullet_scene == null or _player == null:\n 1781→\t\treturn\n 1782→\n 1783→\tif not _can_shoot():\n 1784→\t\treturn\n 1785→\n 1786→\tvar target_position := _player.global_position\n 1787→\n 1788→\t# Check if the shot should be taken\n 1789→\tif not _should_shoot_at_target(target_position):\n 1790→\t\treturn\n 1791→\n 1792→\tvar direction := (target_position - global_position).normalized()\n 1793→\n 1794→\t# Add inaccuracy spread\n 1795→\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD, RETREAT_INACCURACY_SPREAD)\n 1796→\tdirection = direction.rotated(inaccuracy_angle)\n 1797→\n 1798→\t# Check if the inaccurate shot direction would hit a wall\n 1799→\tif not _is_bullet_spawn_clear(direction):\n 1800→\t\t_log_debug(\"Inaccurate shot blocked: wall in path after rotation\")\n 1801→\t\treturn\n 1802→\n 1803→\t# Create and fire bullet\n 1804→\tvar bullet := bullet_scene.instantiate()\n 1805→\tbullet.global_position = global_position + direction * bullet_spawn_offset\n 1806→\tbullet.direction = direction\n 1807→\tbullet.shooter_id = get_instance_id()\n 1808→\tget_tree().current_scene.add_child(bullet)\n 1809→\n 1810→\t# Play sounds\n 1811→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 1812→\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n 1813→\t\taudio_manager.play_m16_shot(global_position)\n 1814→\t_play_delayed_shell_sound()\n 1815→\n 1816→\t# Consume ammo\n 1817→\t_current_ammo -= 1\n 1818→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 1819→\n 1820→\tif _current_ammo <= 0 and _reserve_ammo > 0:\n 1821→\t\t_start_reload()\n 1822→\n 1823→\n 1824→## Shoot a burst shot with arc spread for ONE_HIT retreat.\n 1825→func _shoot_burst_shot() -> void:\n 1826→\tif bullet_scene == null or _player == null:\n 1827→\t\treturn\n 1828→\n 1829→\tif not _can_shoot():\n 1830→\t\treturn\n 1831→\n 1832→\tvar target_position := _player.global_position\n 1833→\tvar direction := (target_position - global_position).normalized()\n 1834→\n 1835→\t# Apply arc offset for burst spread\n 1836→\tdirection = direction.rotated(_retreat_burst_angle_offset)\n 1837→\n 1838→\t# Also add some random inaccuracy on top of the arc\n 1839→\tvar inaccuracy_angle := randf_range(-RETREAT_INACCURACY_SPREAD * 0.5, RETREAT_INACCURACY_SPREAD * 0.5)\n 1840→\tdirection = direction.rotated(inaccuracy_angle)\n 1841→\n 1842→\t# Check if the burst shot direction would hit a wall\n 1843→\tif not _is_bullet_spawn_clear(direction):\n 1844→\t\t_log_debug(\"Burst shot blocked: wall in path after rotation\")\n 1845→\t\treturn\n 1846→\n 1847→\t# Create and fire bullet\n 1848→\tvar bullet := bullet_scene.instantiate()\n 1849→\tbullet.global_position = global_position + direction * bullet_spawn_offset\n 1850→\tbullet.direction = direction\n 1851→\tbullet.shooter_id = get_instance_id()\n 1852→\tget_tree().current_scene.add_child(bullet)\n 1853→\n 1854→\t# Play sounds\n 1855→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 1856→\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n 1857→\t\taudio_manager.play_m16_shot(global_position)\n 1858→\t_play_delayed_shell_sound()\n 1859→\n 1860→\t# Consume ammo\n 1861→\t_current_ammo -= 1\n 1862→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 1863→\n 1864→\tif _current_ammo <= 0 and _reserve_ammo > 0:\n 1865→\t\t_start_reload()\n 1866→\n 1867→\n 1868→## Transition to IDLE state.\n 1869→func _transition_to_idle() -> void:\n 1870→\t_current_state = AIState.IDLE\n 1871→\t# Reset encounter hit tracking when returning to idle\n 1872→\t_hits_taken_in_encounter = 0\n 1873→\t# Reset alarm mode when returning to idle\n 1874→\t_in_alarm_mode = false\n 1875→\t_cover_burst_pending = false\n 1876→\n 1877→\n 1878→## Transition to COMBAT state.\n 1879→func _transition_to_combat() -> void:\n 1880→\t_current_state = AIState.COMBAT\n 1881→\t# Reset detection delay timer when entering combat\n 1882→\t_detection_timer = 0.0\n 1883→\t_detection_delay_elapsed = false\n 1884→\t# Reset combat phase variables\n 1885→\t_combat_exposed = false\n 1886→\t_combat_approaching = false\n 1887→\t_combat_shoot_timer = 0.0\n 1888→\t_combat_approach_timer = 0.0\n 1889→\t# Reset clear shot seeking variables\n 1890→\t_seeking_clear_shot = false\n 1891→\t_clear_shot_timer = 0.0\n 1892→\t_clear_shot_target = Vector2.ZERO\n 1893→\n 1894→\n 1895→## Transition to SEEKING_COVER state.\n 1896→func _transition_to_seeking_cover() -> void:\n 1897→\t_current_state = AIState.SEEKING_COVER\n 1898→\t_find_cover_position()\n 1899→\n 1900→\n 1901→## Transition to IN_COVER state.\n 1902→func _transition_to_in_cover() -> void:\n 1903→\t_current_state = AIState.IN_COVER\n 1904→\n 1905→\n 1906→## Transition to FLANKING state.\n 1907→func _transition_to_flanking() -> void:\n 1908→\t_current_state = AIState.FLANKING\n 1909→\t# Initialize flank side only once per flanking maneuver\n 1910→\t# Choose the side based on which direction has fewer obstacles\n 1911→\t_flank_side = _choose_best_flank_side()\n 1912→\t_flank_side_initialized = true\n 1913→\t_calculate_flank_position()\n 1914→\t_flank_cover_wait_timer = 0.0\n 1915→\t_has_flank_cover = false\n 1916→\t_has_valid_cover = false\n 1917→\t# Initialize timeout and progress tracking for stuck detection\n 1918→\t_flank_state_timer = 0.0\n 1919→\t_flank_stuck_timer = 0.0\n 1920→\t_flank_last_position = global_position\n 1921→\tvar msg := \"FLANKING started: target=%s, side=%s, pos=%s\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\", global_position]\n 1922→\t_log_debug(msg)\n 1923→\t_log_to_file(msg)\n 1924→\n 1925→\n 1926→## Transition to SUPPRESSED state.\n 1927→func _transition_to_suppressed() -> void:\n 1928→\t_current_state = AIState.SUPPRESSED\n 1929→\t# Enter alarm mode when suppressed\n 1930→\t_in_alarm_mode = true\n 1931→\n 1932→\n 1933→## Transition to PURSUING state.\n 1934→func _transition_to_pursuing() -> void:\n 1935→\t_current_state = AIState.PURSUING\n 1936→\t_pursuit_cover_wait_timer = 0.0\n 1937→\t_has_pursuit_cover = false\n 1938→\t_pursuit_approaching = false\n 1939→\t_pursuit_approach_timer = 0.0\n 1940→\t_current_cover_obstacle = null\n 1941→\t# Reset detection delay for new engagement\n 1942→\t_detection_timer = 0.0\n 1943→\t_detection_delay_elapsed = false\n 1944→\n 1945→\n 1946→## Transition to ASSAULT state.\n 1947→func _transition_to_assault() -> void:\n 1948→\t_current_state = AIState.ASSAULT\n 1949→\t_assault_wait_timer = 0.0\n 1950→\t_assault_ready = false\n 1951→\t_in_assault = false\n 1952→\t# Reset detection delay for new engagement\n 1953→\t_detection_timer = 0.0\n 1954→\t_detection_delay_elapsed = false\n 1955→\t# Find closest cover to player for assault position\n 1956→\t_find_cover_closest_to_player()\n 1957→\n 1958→\n 1959→## Transition to RETREATING state with appropriate retreat mode.\n 1960→func _transition_to_retreating() -> void:\n 1961→\t_current_state = AIState.RETREATING\n 1962→\t# Enter alarm mode when retreating\n 1963→\t_in_alarm_mode = true\n 1964→\n 1965→\t# Determine retreat mode based on hits taken\n 1966→\tif _hits_taken_in_encounter == 0:\n 1967→\t\t_retreat_mode = RetreatMode.FULL_HP\n 1968→\t\t_retreat_turn_timer = 0.0\n 1969→\t\t_retreat_turning_to_cover = false\n 1970→\t\t_log_debug(\"Entering RETREATING state: FULL_HP mode (shoot while backing up)\")\n 1971→\telif _hits_taken_in_encounter == 1:\n 1972→\t\t_retreat_mode = RetreatMode.ONE_HIT\n 1973→\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n 1974→\t\t_retreat_burst_timer = 0.0\n 1975→\t\t_retreat_burst_complete = false\n 1976→\t\t# Calculate arc spread: shots will be distributed across the arc\n 1977→\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n 1978→\t\t_log_debug(\"Entering RETREATING state: ONE_HIT mode (burst of %d shots)\" % _retreat_burst_remaining)\n 1979→\telse:\n 1980→\t\t_retreat_mode = RetreatMode.MULTIPLE_HITS\n 1981→\t\t# Multiple hits also gets burst fire (same as ONE_HIT)\n 1982→\t\t_retreat_burst_remaining = randi_range(2, 4) # Random 2-4 bullets\n 1983→\t\t_retreat_burst_timer = 0.0\n 1984→\t\t_retreat_burst_complete = false\n 1985→\t\t_retreat_burst_angle_offset = -RETREAT_BURST_ARC / 2.0\n 1986→\t\t_log_debug(\"Entering RETREATING state: MULTIPLE_HITS mode (burst of %d shots)\" % _retreat_burst_remaining)\n 1987→\n 1988→\t# Find cover position for retreating\n 1989→\t_find_cover_position()\n 1990→\n 1991→\n 1992→## Check if the enemy is visible from the player's position.\n 1993→## Uses raycasting from player to enemy to determine if there are obstacles blocking line of sight.\n 1994→## This is the inverse of _can_see_player - it checks if the PLAYER can see the ENEMY.\n 1995→## Checks multiple points on the enemy body (center and corners) to account for enemy size.\n 1996→func _is_visible_from_player() -> bool:\n 1997→\tif _player == null:\n 1998→\t\treturn false\n 1999→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"a7439ded-821c-46ea-9aa8-1a69f6fd6c6b","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"\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 := (_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 := 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle := direction_to_player.angle()\n | |
| [2026-01-18T04:51:26.961Z] [INFO] \t\t\tvar cover_angle := direction_to_cover.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# Move toward cover (slower during burst)\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * combat_move_speed\n\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\n## Process PURSUING state - move cover-to-cover toward player.\n## Enemy moves between covers, waiting 1-2 seconds at each cover,\n## until they can see and hit the player.\n## When at the last cover (no better cover found), enters approach phase\n## to move directly toward the player.\nfunc _process_pursuing_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected during pursuit (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_pursuit_approaching = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can see player and can hit them from current position, engage\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit:\n\t\t\t_log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Process approach phase - moving directly toward player when no better cover exists\n\tif _pursuit_approaching:\n\t\tif _player:\n\t\t\tvar direction := (_player.global_position - global_position).normalized()\n\t\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\t\t_pursuit_approach_timer += delta\n\n\t\t\t# If we can now hit the player, transition to combat\n\t\t\tif can_hit:\n\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If approach timer expired, give up and engage in combat anyway\n\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If we found a new cover opportunity while approaching, take it\n\t\t\tif not _has_pursuit_cover:\n\t\t\t\t_find_pursuit_cover_toward_player()\n\t\t\t\tif _has_pursuit_cover:\n\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t\t_pursuit_approaching = false\n\t\t\t\t\treturn\n\n\t\t\t# Apply wall avoidance and move toward player\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\treturn\n\n\t# Check if we're waiting at cover\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t# Currently at cover, wait for 1-2 seconds before moving to next 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# Done waiting, find next cover closer to player\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\telse:\n\t\t\t\t# No pursuit cover found - start approach phase if we can see player\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# Can see but can't hit (at last cover) - start approach phase\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 enable_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# 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 direction := (_pursuit_next_cover - global_position).normalized()\n\t\tvar distance := 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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\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 enable_flanking and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n\n## Process ASSAULT state - coordinated multi-enemy rush.\n## Wait at cover for 5 seconds, then all enemies rush the player simultaneously.\nfunc _process_assault_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover and not _assault_ready:\n\t\t_in_assault = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if we're the only enemy left in assault - switch back to combat\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat < 2 and not _assault_ready:\n\t\t_log_debug(\"Not enough enemies for assault, switching to COMBAT\")\n\t\t_in_assault = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t# Find closest cover to player if we don't have one\n\tif not _has_valid_cover:\n\t\t_find_cover_closest_to_player()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found assault cover at %s\" % _cover_position)\n\n\t# Move to cover position first\n\tif _has_valid_cover and not _in_assault:\n\t\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\t\tif distance_to_cover > 15.0 and _is_visible_from_player():\n\t\t\t# Still need to reach cover\n\t\t\tvar direction := (_cover_position - global_position).normalized()\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\t\treturn\n\n\t# At cover, wait for assault timer\n\tif not _assault_ready:\n\t\tvelocity = Vector2.ZERO\n\t\t_assault_wait_timer += delta\n\n\t\t# Check if all assault enemies are ready (synchronized assault)\n\t\tif _assault_wait_timer >= ASSAULT_WAIT_DURATION:\n\t\t\t# Check if situation has changed - player might have moved\n\t\t\tif _player and _is_player_close():\n\t\t\t\t_assault_ready = true\n\t\t\t\t_in_assault = true\n\t\t\t\t_log_debug(\"ASSAULT ready - rushing player!\")\n\t\t\telse:\n\t\t\t\t# Player moved away, reset timer and check if we should pursue\n\t\t\t\t_log_debug(\"Player moved away during assault wait, resetting\")\n\t\t\t\t_assault_wait_timer = 0.0\n\t\t\t\t_in_assault = false\n\t\t\t\t_transition_to_pursuing()\n\t\t\t\treturn\n\t\treturn\n\n\t# Assault phase - rush the player while shooting\n\tif _assault_ready and _player:\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t\t# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_player = (direction_to_player * 0.5 + avoidance * 0.5).normalized()\n\n\t\t# Rush at full speed\n\t\tvelocity = direction_to_player * combat_move_speed\n\t\trotation = direction_to_player.angle()\n\n\t\t# Update detection delay timer\n\t\tif not _detection_delay_elapsed:\n\t\t\t_detection_timer += delta\n\t\t\tif _detection_timer >= detection_delay:\n\t\t\t\t_detection_delay_elapsed = true\n\n\t\t# Shoot while rushing (only after detection delay)\n\t\tif _can_see_player 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\t\t# If very close to player, stay in combat\n\t\tif distance_to_player < 50.0:\n\t\t\t_log_debug(\"Assault complete - reached player\")\n\t\t\t_assault_ready = false\n\t\t\t_in_assault = false\n\t\t\t_transition_to_combat()\n\n\n## Shoot with reduced accuracy for retreat mode.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Add inaccuracy spread\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\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\tvar direction := (target_position - global_position).normalized()\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\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\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 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\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\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\n\n## Transition to FLANKING state.\nfunc _transition_to_flanking() -> void:\n\t_current_state = AIState.FLANKING\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\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\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\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 detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\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\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\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","numLines":500,"startLine":1500,"totalLines":3464}}} | |
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| "tool_use_id": "toolu_016UT2mEnZZAKjCpjjWU7hoP", | |
| "type": "tool_result", | |
| "content": " 2000→\t# Check visibility to multiple points on the enemy body\n 2001→\t# This accounts for the enemy's size - corners can stick out from cover\n 2002→\tvar check_points := _get_enemy_check_points(global_position)\n 2003→\n 2004→\tfor point in check_points:\n 2005→\t\tif _is_point_visible_from_player(point):\n 2006→\t\t\treturn true\n 2007→\n 2008→\treturn false\n 2009→\n 2010→\n 2011→## Get multiple check points on the enemy body for visibility testing.\n 2012→## Returns center and 4 corner points offset by the enemy's radius.\n 2013→func _get_enemy_check_points(center: Vector2) -> Array[Vector2]:\n 2014→\t# Enemy collision radius is 24, sprite is 48x48\n 2015→\t# Use a slightly smaller radius to avoid edge cases\n 2016→\tconst ENEMY_RADIUS: float = 22.0\n 2017→\n 2018→\tvar points: Array[Vector2] = []\n 2019→\tpoints.append(center) # Center point\n 2020→\n 2021→\t# 4 corner points (diagonal directions)\n 2022→\tvar diagonal_offset := ENEMY_RADIUS * 0.707 # cos(45°) ≈ 0.707\n 2023→\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n 2024→\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n 2025→\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n 2026→\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n 2027→\n 2028→\treturn points\n 2029→\n 2030→\n 2031→## Check if a single point is visible from the player's position.\n 2032→func _is_point_visible_from_player(point: Vector2) -> bool:\n 2033→\tif _player == null:\n 2034→\t\treturn false\n 2035→\n 2036→\tvar player_pos := _player.global_position\n 2037→\tvar distance := player_pos.distance_to(point)\n 2038→\n 2039→\t# Use direct space state to check line of sight from player to point\n 2040→\tvar space_state := get_world_2d().direct_space_state\n 2041→\tvar query := PhysicsRayQueryParameters2D.new()\n 2042→\tquery.from = player_pos\n 2043→\tquery.to = point\n 2044→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2045→\tquery.exclude = []\n 2046→\n 2047→\tvar result := space_state.intersect_ray(query)\n 2048→\n 2049→\tif result.is_empty():\n 2050→\t\t# No obstacle between player and point - point is visible\n 2051→\t\treturn true\n 2052→\telse:\n 2053→\t\t# Check if we hit an obstacle before reaching the point\n 2054→\t\tvar hit_position: Vector2 = result[\"position\"]\n 2055→\t\tvar distance_to_hit := player_pos.distance_to(hit_position)\n 2056→\n 2057→\t\t# If we hit something closer than the point, the point is hidden\n 2058→\t\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n 2059→\t\t\treturn false\n 2060→\t\telse:\n 2061→\t\t\treturn true\n 2062→\n 2063→\n 2064→## Check if a specific position would make the enemy visible from the player's position.\n 2065→## Checks all enemy body points (center and corners) to account for enemy size.\n 2066→## Used to validate cover positions before moving to them.\n 2067→func _is_position_visible_from_player(pos: Vector2) -> bool:\n 2068→\tif _player == null:\n 2069→\t\treturn true # Assume visible if no player\n 2070→\n 2071→\t# Check visibility for all enemy body points at the given position\n 2072→\tvar check_points := _get_enemy_check_points(pos)\n 2073→\n 2074→\tfor point in check_points:\n 2075→\t\tif _is_point_visible_from_player(point):\n 2076→\t\t\treturn true\n 2077→\n 2078→\treturn false\n 2079→\n 2080→\n 2081→## Check if a target position is visible from the enemy's perspective.\n 2082→## Uses raycast to verify there are no obstacles between enemy and the target position.\n 2083→## This is used to validate lead prediction targets - enemies should only aim at\n 2084→## positions they can actually see.\n 2085→func _is_position_visible_to_enemy(target_pos: Vector2) -> bool:\n 2086→\tvar distance := global_position.distance_to(target_pos)\n 2087→\n 2088→\t# Use direct space state to check line of sight from enemy to target\n 2089→\tvar space_state := get_world_2d().direct_space_state\n 2090→\tvar query := PhysicsRayQueryParameters2D.new()\n 2091→\tquery.from = global_position\n 2092→\tquery.to = target_pos\n 2093→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2094→\tquery.exclude = [get_rid()] # Exclude self\n 2095→\n 2096→\tvar result := space_state.intersect_ray(query)\n 2097→\n 2098→\tif result.is_empty():\n 2099→\t\t# No obstacle between enemy and target - position is visible\n 2100→\t\treturn true\n 2101→\n 2102→\t# Check if we hit an obstacle before reaching the target\n 2103→\tvar hit_position: Vector2 = result[\"position\"]\n 2104→\tvar distance_to_hit := global_position.distance_to(hit_position)\n 2105→\n 2106→\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n 2107→\t\t# Hit obstacle before target - position is NOT visible\n 2108→\t\t_log_debug(\"Position %s blocked by obstacle at distance %.1f (target at %.1f)\" % [target_pos, distance_to_hit, distance])\n 2109→\t\treturn false\n 2110→\n 2111→\treturn true\n 2112→\n 2113→\n 2114→## Get multiple check points on the player's body for visibility testing.\n 2115→## Returns center and 4 corner points offset by the player's radius.\n 2116→## The player has a collision radius of 16 pixels (from Player.tscn).\n 2117→func _get_player_check_points(center: Vector2) -> Array[Vector2]:\n 2118→\t# Player collision radius is 16, sprite is 32x32\n 2119→\t# Use a slightly smaller radius to be conservative\n 2120→\tconst PLAYER_RADIUS: float = 14.0\n 2121→\n 2122→\tvar points: Array[Vector2] = []\n 2123→\tpoints.append(center) # Center point\n 2124→\n 2125→\t# 4 corner points (diagonal directions)\n 2126→\tvar diagonal_offset := PLAYER_RADIUS * 0.707 # cos(45°) ≈ 0.707\n 2127→\tpoints.append(center + Vector2(diagonal_offset, diagonal_offset))\n 2128→\tpoints.append(center + Vector2(-diagonal_offset, diagonal_offset))\n 2129→\tpoints.append(center + Vector2(diagonal_offset, -diagonal_offset))\n 2130→\tpoints.append(center + Vector2(-diagonal_offset, -diagonal_offset))\n 2131→\n 2132→\treturn points\n 2133→\n 2134→\n 2135→## Check if a single point on the player is visible from the enemy's position.\n 2136→## Uses direct space state query to check for obstacles blocking line of sight.\n 2137→func _is_player_point_visible_to_enemy(point: Vector2) -> bool:\n 2138→\tvar distance := global_position.distance_to(point)\n 2139→\n 2140→\t# Use direct space state to check line of sight from enemy to point\n 2141→\tvar space_state := get_world_2d().direct_space_state\n 2142→\tvar query := PhysicsRayQueryParameters2D.new()\n 2143→\tquery.from = global_position\n 2144→\tquery.to = point\n 2145→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2146→\tquery.exclude = [get_rid()] # Exclude self\n 2147→\n 2148→\tvar result := space_state.intersect_ray(query)\n 2149→\n 2150→\tif result.is_empty():\n 2151→\t\t# No obstacle between enemy and point - point is visible\n 2152→\t\treturn true\n 2153→\n 2154→\t# Check if we hit an obstacle before reaching the point\n 2155→\tvar hit_position: Vector2 = result[\"position\"]\n 2156→\tvar distance_to_hit := global_position.distance_to(hit_position)\n 2157→\n 2158→\t# If we hit something before the point, the point is blocked\n 2159→\tif distance_to_hit < distance - 5.0: # 5 pixel tolerance\n 2160→\t\treturn false\n 2161→\n 2162→\treturn true\n 2163→\n 2164→\n 2165→## Calculate what fraction of the player's body is visible to the enemy.\n 2166→## Returns a value from 0.0 (completely hidden) to 1.0 (fully visible).\n 2167→## Checks multiple points on the player's body (center + corners).\n 2168→func _calculate_player_visibility_ratio() -> float:\n 2169→\tif _player == null:\n 2170→\t\treturn 0.0\n 2171→\n 2172→\tvar check_points := _get_player_check_points(_player.global_position)\n 2173→\tvar visible_count := 0\n 2174→\n 2175→\tfor point in check_points:\n 2176→\t\tif _is_player_point_visible_to_enemy(point):\n 2177→\t\t\tvisible_count += 1\n 2178→\n 2179→\treturn float(visible_count) / float(check_points.size())\n 2180→\n 2181→\n 2182→## Check if the line of fire to the target position is clear of other enemies.\n 2183→## Returns true if no other enemies would be hit by a bullet traveling to the target.\n 2184→func _is_firing_line_clear_of_friendlies(target_position: Vector2) -> bool:\n 2185→\tif not enable_friendly_fire_avoidance:\n 2186→\t\treturn true\n 2187→\n 2188→\tvar direction := (target_position - global_position).normalized()\n 2189→\tvar distance := global_position.distance_to(target_position)\n 2190→\n 2191→\t# Use direct space state to check if any enemies are in the firing line\n 2192→\tvar space_state := get_world_2d().direct_space_state\n 2193→\tvar query := PhysicsRayQueryParameters2D.new()\n 2194→\tquery.from = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\n 2195→\tquery.to = target_position\n 2196→\tquery.collision_mask = 2 # Only check enemies (layer 2)\n 2197→\tquery.exclude = [get_rid()] # Exclude self using RID\n 2198→\n 2199→\tvar result := space_state.intersect_ray(query)\n 2200→\n 2201→\tif result.is_empty():\n 2202→\t\treturn true # No enemies in the way\n 2203→\n 2204→\t# Check if the hit position is before the target\n 2205→\tvar hit_position: Vector2 = result[\"position\"]\n 2206→\tvar distance_to_hit := global_position.distance_to(hit_position)\n 2207→\n 2208→\tif distance_to_hit < distance - 20.0: # 20 pixel tolerance\n 2209→\t\t_log_debug(\"Friendly in firing line at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n 2210→\t\treturn false\n 2211→\n 2212→\treturn true\n 2213→\n 2214→\n 2215→## Check if a bullet fired at the target position would be blocked by cover/obstacles.\n 2216→## Returns true if the shot would likely hit the target, false if blocked by cover.\n 2217→func _is_shot_clear_of_cover(target_position: Vector2) -> bool:\n 2218→\tvar direction := (target_position - global_position).normalized()\n 2219→\tvar distance := global_position.distance_to(target_position)\n 2220→\n 2221→\t# Use direct space state to check if obstacles block the shot\n 2222→\tvar space_state := get_world_2d().direct_space_state\n 2223→\tvar query := PhysicsRayQueryParameters2D.new()\n 2224→\tquery.from = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\n 2225→\tquery.to = target_position\n 2226→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2227→\n 2228→\tvar result := space_state.intersect_ray(query)\n 2229→\n 2230→\tif result.is_empty():\n 2231→\t\treturn true # No obstacles in the way\n 2232→\n 2233→\t# Check if the obstacle is before the target position\n 2234→\tvar hit_position: Vector2 = result[\"position\"]\n 2235→\tvar distance_to_hit := global_position.distance_to(hit_position)\n 2236→\n 2237→\tif distance_to_hit < distance - 10.0: # 10 pixel tolerance\n 2238→\t\t_log_debug(\"Shot blocked by cover at distance %0.1f (target at %0.1f)\" % [distance_to_hit, distance])\n 2239→\t\treturn false\n 2240→\n 2241→\treturn true\n 2242→\n 2243→\n 2244→## Check if there's an obstacle immediately in front of the enemy that would block bullets.\n 2245→## This prevents shooting into walls that the enemy is flush against or very close to.\n 2246→## Uses a single raycast from enemy center to the bullet spawn position.\n 2247→func _is_bullet_spawn_clear(direction: Vector2) -> bool:\n 2248→\t# Fail-open: allow shooting if physics is not ready\n 2249→\tvar world_2d := get_world_2d()\n 2250→\tif world_2d == null:\n 2251→\t\treturn true\n 2252→\tvar space_state := world_2d.direct_space_state\n 2253→\tif space_state == null:\n 2254→\t\treturn true\n 2255→\n 2256→\t# Check from enemy center to bullet spawn position plus a small buffer\n 2257→\tvar check_distance := bullet_spawn_offset + 5.0\n 2258→\n 2259→\tvar query := PhysicsRayQueryParameters2D.new()\n 2260→\tquery.from = global_position\n 2261→\tquery.to = global_position + direction * check_distance\n 2262→\tquery.collision_mask = 4 # Only check obstacles (layer 3)\n 2263→\tquery.exclude = [get_rid()]\n 2264→\n 2265→\tvar result := space_state.intersect_ray(query)\n 2266→\tif not result.is_empty():\n 2267→\t\t_log_debug(\"Bullet spawn blocked: wall at distance %.1f\" % [\n 2268→\t\t\tglobal_position.distance_to(result[\"position\"])])\n 2269→\t\treturn false\n 2270→\n 2271→\treturn true\n 2272→\n 2273→\n 2274→## Find a sidestep direction that would lead to a clear shot position.\n 2275→## Checks perpendicular directions to the player and returns the first one\n 2276→## that would allow the bullet spawn point to be clear.\n 2277→## Returns Vector2.ZERO if no clear direction is found.\n 2278→func _find_sidestep_direction_for_clear_shot(direction_to_player: Vector2) -> Vector2:\n 2279→\t# Fail-safe: allow normal behavior if physics is not ready\n 2280→\tvar world_2d := get_world_2d()\n 2281→\tif world_2d == null:\n 2282→\t\treturn Vector2.ZERO\n 2283→\tvar space_state := world_2d.direct_space_state\n 2284→\tif space_state == null:\n 2285→\t\treturn Vector2.ZERO\n 2286→\n 2287→\t# Check perpendicular directions (left and right of the player direction)\n 2288→\tvar perpendicular := Vector2(-direction_to_player.y, direction_to_player.x)\n 2289→\n 2290→\t# Check both sidestep directions and pick the one that leads to clear shot faster\n 2291→\tvar check_distance := 50.0 # Check if moving 50 pixels in this direction would help\n 2292→\tvar bullet_check_distance := bullet_spawn_offset + 5.0\n 2293→\n 2294→\tfor side_multiplier: float in [1.0, -1.0]: # Try both sides\n 2295→\t\tvar sidestep_dir: Vector2 = perpendicular * side_multiplier\n 2296→\n 2297→\t\t# First check if we can actually move in this direction (no wall blocking movement)\n 2298→\t\tvar move_query := PhysicsRayQueryParameters2D.new()\n 2299→\t\tmove_query.from = global_position\n 2300→\t\tmove_query.to = global_position + sidestep_dir * 30.0\n 2301→\t\tmove_query.collision_mask = 4 # Only check obstacles\n 2302→\t\tmove_query.exclude = [get_rid()]\n 2303→\n 2304→\t\tvar move_result := space_state.intersect_ray(move_query)\n 2305→\t\tif not move_result.is_empty():\n 2306→\t\t\tcontinue # Can't move this way, wall is blocking\n 2307→\n 2308→\t\t# Check if after sidestepping, we'd have a clear shot\n 2309→\t\tvar test_position: Vector2 = global_position + sidestep_dir * check_distance\n 2310→\t\tvar shot_query := PhysicsRayQueryParameters2D.new()\n 2311→\t\tshot_query.from = test_position\n 2312→\t\tshot_query.to = test_position + direction_to_player * bullet_check_distance\n 2313→\t\tshot_query.collision_mask = 4\n 2314→\t\tshot_query.exclude = [get_rid()]\n 2315→\n 2316→\t\tvar shot_result := space_state.intersect_ray(shot_query)\n 2317→\t\tif shot_result.is_empty():\n 2318→\t\t\t# Found a direction that leads to a clear shot\n 2319→\t\t\t_log_debug(\"Found sidestep direction: %s\" % sidestep_dir)\n 2320→\t\t\treturn sidestep_dir\n 2321→\n 2322→\treturn Vector2.ZERO # No clear sidestep direction found\n 2323→\n 2324→\n 2325→## Check if the enemy should shoot at the current target.\n 2326→## Validates bullet spawn clearance, friendly fire avoidance, and cover blocking.\n 2327→func _should_shoot_at_target(target_position: Vector2) -> bool:\n 2328→\t# Check if the immediate path to bullet spawn is clear\n 2329→\t# This prevents shooting into walls the enemy is flush against\n 2330→\tvar direction := (target_position - global_position).normalized()\n 2331→\tif not _is_bullet_spawn_clear(direction):\n 2332→\t\treturn false\n 2333→\n 2334→\t# Check if friendlies are in the way\n 2335→\tif not _is_firing_line_clear_of_friendlies(target_position):\n 2336→\t\treturn false\n 2337→\n 2338→\t# Check if cover blocks the shot\n 2339→\tif not _is_shot_clear_of_cover(target_position):\n 2340→\t\treturn false\n 2341→\n 2342→\treturn true\n 2343→\n 2344→\n 2345→## Check if the player is \"close\" (within CLOSE_COMBAT_DISTANCE).\n 2346→## Used to determine if the enemy should engage directly or pursue.\n 2347→func _is_player_close() -> bool:\n 2348→\tif _player == null:\n 2349→\t\treturn false\n 2350→\treturn global_position.distance_to(_player.global_position) <= CLOSE_COMBAT_DISTANCE\n 2351→\n 2352→\n 2353→## Check if the enemy can hit the player from their current position.\n 2354→## Returns true if there's a clear line of fire to the player.\n 2355→func _can_hit_player_from_current_position() -> bool:\n 2356→\tif _player == null:\n 2357→\t\treturn false\n 2358→\n 2359→\t# Check if we can see the player\n 2360→\tif not _can_see_player:\n 2361→\t\treturn false\n 2362→\n 2363→\t# Check if the shot would be blocked by cover\n 2364→\treturn _is_shot_clear_of_cover(_player.global_position)\n 2365→\n 2366→\n 2367→## Count the number of enemies currently in combat-related states.\n 2368→## Includes COMBAT, PURSUING, ASSAULT, IN_COVER (if can see player).\n 2369→## Used to determine if multi-enemy assault should be triggered.\n 2370→func _count_enemies_in_combat() -> int:\n 2371→\tvar count := 0\n 2372→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 2373→\n 2374→\tfor enemy in enemies:\n 2375→\t\tif enemy == self:\n 2376→\t\t\tcontinue\n 2377→\t\tif not enemy.has_method(\"get_current_state\"):\n 2378→\t\t\tcontinue\n 2379→\n 2380→\t\tvar state: AIState = enemy.get_current_state()\n 2381→\t\t# Count enemies in combat-related states\n 2382→\t\tif state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n 2383→\t\t\t# For IN_COVER, only count if they can see the player\n 2384→\t\t\tif state == AIState.IN_COVER:\n 2385→\t\t\t\tif enemy.has_method(\"is_in_combat_engagement\") and enemy.is_in_combat_engagement():\n 2386→\t\t\t\t\tcount += 1\n 2387→\t\t\telse:\n 2388→\t\t\t\tcount += 1\n 2389→\n 2390→\t# Count self if in a combat-related state\n 2391→\tif _current_state in [AIState.COMBAT, AIState.ASSAULT, AIState.IN_COVER, AIState.SEEKING_COVER, AIState.PURSUING]:\n 2392→\t\tcount += 1\n 2393→\n 2394→\treturn count\n 2395→\n 2396→\n 2397→## Check if this enemy is engaged in combat (can see player and in combat state).\n 2398→func is_in_combat_engagement() -> bool:\n 2399→\treturn _can_see_player and _current_state in [AIState.COMBAT, AIState.IN_COVER, AIState.ASSAULT]\n 2400→\n 2401→\n 2402→## Find cover position closer to the player for pursuit.\n 2403→## Used during PURSUING state to move cover-to-cover toward the player.\n 2404→## Improvements for issue #93:\n 2405→## - Penalizes covers on the same obstacle to avoid shuffling along walls\n 2406→## - Requires minimum progress toward player to skip insignificant moves\n 2407→## - Verifies the path to cover is clear (no walls blocking)\n 2408→func _find_pursuit_cover_toward_player() -> void:\n 2409→\tif _player == null:\n 2410→\t\t_has_pursuit_cover = false\n 2411→\t\treturn\n 2412→\n 2413→\tvar player_pos := _player.global_position\n 2414→\tvar best_cover: Vector2 = Vector2.ZERO\n 2415→\tvar best_score: float = -INF\n 2416→\tvar best_obstacle: Object = null\n 2417→\tvar found_valid_cover: bool = false\n 2418→\n 2419→\tvar my_distance_to_player := global_position.distance_to(player_pos)\n 2420→\t# Calculate minimum required progress (must get at least this much closer)\n 2421→\tvar min_required_progress := my_distance_to_player * PURSUIT_MIN_PROGRESS_FRACTION\n 2422→\n 2423→\t# Cast rays in all directions to find obstacles\n 2424→\tfor i in range(COVER_CHECK_COUNT):\n 2425→\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 2426→\t\tvar direction := Vector2.from_angle(angle)\n 2427→\n 2428→\t\tvar raycast := _cover_raycasts[i]\n 2429→\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n 2430→\t\traycast.force_raycast_update()\n 2431→\n 2432→\t\tif raycast.is_colliding():\n 2433→\t\t\tvar collision_point := raycast.get_collision_point()\n 2434→\t\t\tvar collision_normal := raycast.get_collision_normal()\n 2435→\t\t\tvar collider := raycast.get_collider()\n 2436→\n 2437→\t\t\t# Cover position is offset from collision point along normal\n 2438→\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n 2439→\n 2440→\t\t\t# For pursuit, we want cover that is:\n 2441→\t\t\t# 1. Closer to the player than we currently are (with minimum progress)\n 2442→\t\t\t# 2. Hidden from the player (or mostly hidden)\n 2443→\t\t\t# 3. Not too far from our current position\n 2444→\t\t\t# 4. Preferably on a different obstacle than current cover\n 2445→\t\t\t# 5. Reachable (no walls blocking the path)\n 2446→\n 2447→\t\t\tvar cover_distance_to_player := cover_pos.distance_to(player_pos)\n 2448→\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n 2449→\t\t\tvar progress := my_distance_to_player - cover_distance_to_player\n 2450→\n 2451→\t\t\t# Skip covers that don't bring us closer to player\n 2452→\t\t\tif cover_distance_to_player >= my_distance_to_player:\n 2453→\t\t\t\tcontinue\n 2454→\n 2455→\t\t\t# Skip covers that don't make enough progress (issue #93 fix)\n 2456→\t\t\t# This prevents stopping repeatedly along the same long wall\n 2457→\t\t\tif progress < min_required_progress:\n 2458→\t\t\t\tcontinue\n 2459→\n 2460→\t\t\t# Skip covers that are too close to current position (would cause looping)\n 2461→\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n 2462→\t\t\tif cover_distance_from_me < 30.0:\n 2463→\t\t\t\tcontinue\n 2464→\n 2465→\t\t\t# Verify we can actually reach this cover position (no wall blocking path)\n 2466→\t\t\tif not _can_reach_position(cover_pos):\n 2467→\t\t\t\tcontinue\n 2468→\n 2469→\t\t\t# Check if this position is hidden from player\n 2470→\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n 2471→\n 2472→\t\t\t# Check if this is the same obstacle as our current cover (issue #93 fix)\n 2473→\t\t\tvar same_obstacle_penalty: float = 0.0\n 2474→\t\t\tif _current_cover_obstacle != null and collider == _current_cover_obstacle:\n 2475→\t\t\t\tsame_obstacle_penalty = PURSUIT_SAME_OBSTACLE_PENALTY\n 2476→\n 2477→\t\t\t# Score calculation:\n 2478→\t\t\t# Higher score for positions that are:\n 2479→\t\t\t# - Hidden from player (priority)\n 2480→\t\t\t# - Closer to player\n 2481→\t\t\t# - Not too far from current position\n 2482→\t\t\t# - On a different obstacle than current cover\n 2483→\t\t\tvar hidden_score: float = 5.0 if is_hidden else 0.0\n 2484→\t\t\tvar approach_score: float = progress / CLOSE_COMBAT_DISTANCE\n 2485→\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n 2486→\n 2487→\t\t\tvar total_score: float = hidden_score + approach_score * 2.0 - distance_penalty - same_obstacle_penalty\n 2488→\n 2489→\t\t\tif total_score > best_score:\n 2490→\t\t\t\tbest_score = total_score\n 2491→\t\t\t\tbest_cover = cover_pos\n 2492→\t\t\t\tbest_obstacle = collider\n 2493→\t\t\t\tfound_valid_cover = true\n 2494→\n 2495→\tif found_valid_cover:\n 2496→\t\t_pursuit_next_cover = best_cover\n 2497→\t\t_has_pursuit_cover = true\n 2498→\t\t_current_cover_obstacle = best_obstacle\n 2499→\t\t_log_debug(\"Found pursuit cover at %s (score: %.2f)\" % [_pursuit_next_cover, best_score])\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": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "b6520e2a-2142-4dc6-b2fe-131e9999e1fe", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
| "content": "\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\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\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\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\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\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\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 blocking 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\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\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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\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\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\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\tvar direction := (target_position - global_position).normalized()\n\tif not _is_bullet_spawn_clear(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\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\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\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\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\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])", | |
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| [2026-01-18T04:51:35.428Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Nac2sGe9v3ihWECZVrcvLq","type":"tool_result","content":" 2500→\telse:\n 2501→\t\t_has_pursuit_cover = false\n 2502→\n 2503→\n 2504→## Check if there's a clear path to a position (no walls blocking).\n 2505→## Used to verify cover positions are reachable before selecting them.\n 2506→func _can_reach_position(target: Vector2) -> bool:\n 2507→\tvar world_2d := get_world_2d()\n 2508→\tif world_2d == null:\n 2509→\t\treturn true # Fail-open\n 2510→\n 2511→\tvar space_state := world_2d.direct_space_state\n 2512→\tif space_state == null:\n 2513→\t\treturn true # Fail-open\n 2514→\n 2515→\tvar query := PhysicsRayQueryParameters2D.new()\n 2516→\tquery.from = global_position\n 2517→\tquery.to = target\n 2518→\tquery.collision_mask = 4 # Obstacles only (layer 3)\n 2519→\tquery.exclude = [get_rid()]\n 2520→\n 2521→\tvar result := space_state.intersect_ray(query)\n 2522→\tif result.is_empty():\n 2523→\t\treturn true # No obstacle in the way\n 2524→\n 2525→\t# Check if obstacle is beyond the target position (acceptable)\n 2526→\tvar hit_distance := global_position.distance_to(result[\"position\"])\n 2527→\tvar target_distance := global_position.distance_to(target)\n 2528→\treturn hit_distance >= target_distance - 10.0 # 10 pixel tolerance\n 2529→\n 2530→\n 2531→## Find cover position closest to the player for assault positioning.\n 2532→## Used during ASSAULT state to take the nearest safe cover to the player.\n 2533→func _find_cover_closest_to_player() -> void:\n 2534→\tif _player == null:\n 2535→\t\t_has_valid_cover = false\n 2536→\t\treturn\n 2537→\n 2538→\tvar player_pos := _player.global_position\n 2539→\tvar best_cover: Vector2 = Vector2.ZERO\n 2540→\tvar best_distance: float = INF\n 2541→\tvar found_cover: bool = false\n 2542→\n 2543→\t# Cast rays in all directions to find obstacles\n 2544→\tfor i in range(COVER_CHECK_COUNT):\n 2545→\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 2546→\t\tvar direction := Vector2.from_angle(angle)\n 2547→\n 2548→\t\tvar raycast := _cover_raycasts[i]\n 2549→\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n 2550→\t\traycast.force_raycast_update()\n 2551→\n 2552→\t\tif raycast.is_colliding():\n 2553→\t\t\tvar collision_point := raycast.get_collision_point()\n 2554→\t\t\tvar collision_normal := raycast.get_collision_normal()\n 2555→\n 2556→\t\t\t# Cover position is offset from collision point along normal\n 2557→\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n 2558→\n 2559→\t\t\t# Check if this position is hidden from player (safe cover)\n 2560→\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n 2561→\n 2562→\t\t\tif is_hidden:\n 2563→\t\t\t\t# Calculate distance from this cover to the player\n 2564→\t\t\t\tvar distance_to_player := cover_pos.distance_to(player_pos)\n 2565→\n 2566→\t\t\t\t# We want the cover closest to the player\n 2567→\t\t\t\tif distance_to_player < best_distance:\n 2568→\t\t\t\t\tbest_distance = distance_to_player\n 2569→\t\t\t\t\tbest_cover = cover_pos\n 2570→\t\t\t\t\tfound_cover = true\n 2571→\n 2572→\tif found_cover:\n 2573→\t\t_cover_position = best_cover\n 2574→\t\t_has_valid_cover = true\n 2575→\t\t_log_debug(\"Found assault cover at %s (distance to player: %.1f)\" % [_cover_position, best_distance])\n 2576→\telse:\n 2577→\t\t# Fall back to normal cover finding\n 2578→\t\t_find_cover_position()\n 2579→\n 2580→\n 2581→## Find a valid cover position relative to the player.\n 2582→## The cover position must be hidden from the player's line of sight.\n 2583→func _find_cover_position() -> void:\n 2584→\tif _player == null:\n 2585→\t\t_has_valid_cover = false\n 2586→\t\treturn\n 2587→\n 2588→\tvar player_pos := _player.global_position\n 2589→\tvar best_cover: Vector2 = Vector2.ZERO\n 2590→\tvar best_score: float = -INF\n 2591→\tvar found_hidden_cover: bool = false\n 2592→\n 2593→\t# Cast rays in all directions to find obstacles\n 2594→\tfor i in range(COVER_CHECK_COUNT):\n 2595→\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 2596→\t\tvar direction := Vector2.from_angle(angle)\n 2597→\n 2598→\t\tvar raycast := _cover_raycasts[i]\n 2599→\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n 2600→\t\traycast.force_raycast_update()\n 2601→\n 2602→\t\tif raycast.is_colliding():\n 2603→\t\t\tvar collision_point := raycast.get_collision_point()\n 2604→\t\t\tvar collision_normal := raycast.get_collision_normal()\n 2605→\n 2606→\t\t\t# Cover position is on the opposite side of the obstacle from player\n 2607→\t\t\tvar direction_from_player := (collision_point - player_pos).normalized()\n 2608→\n 2609→\t\t\t# Position behind cover (offset from collision point along normal)\n 2610→\t\t\t# Offset must be large enough to hide the entire enemy body (radius ~24 pixels)\n 2611→\t\t\t# Using 35 pixels to provide some margin for the enemy's collision shape\n 2612→\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n 2613→\n 2614→\t\t\t# First priority: Check if this position is actually hidden from player\n 2615→\t\t\tvar is_hidden := not _is_position_visible_from_player(cover_pos)\n 2616→\n 2617→\t\t\t# Only consider hidden positions unless we have no choice\n 2618→\t\t\tif is_hidden or not found_hidden_cover:\n 2619→\t\t\t\t# Score based on:\n 2620→\t\t\t\t# 1. Whether position is hidden (highest priority)\n 2621→\t\t\t\t# 2. Distance from enemy (closer is better)\n 2622→\t\t\t\t# 3. Position relative to player (behind cover from player's view)\n 2623→\t\t\t\tvar hidden_score: float = 10.0 if is_hidden else 0.0 # Heavy weight for hidden positions\n 2624→\n 2625→\t\t\t\tvar distance_score := 1.0 - (global_position.distance_to(cover_pos) / COVER_CHECK_DISTANCE)\n 2626→\n 2627→\t\t\t\t# Check if this position is on the far side of obstacle from player\n 2628→\t\t\t\tvar cover_direction := (cover_pos - player_pos).normalized()\n 2629→\t\t\t\tvar dot_product := direction_from_player.dot(cover_direction)\n 2630→\t\t\t\tvar blocking_score: float = maxf(0.0, dot_product)\n 2631→\n 2632→\t\t\t\tvar total_score: float = hidden_score + distance_score * 0.3 + blocking_score * 0.7\n 2633→\n 2634→\t\t\t\t# If we find a hidden position, only accept other hidden positions\n 2635→\t\t\t\tif is_hidden and not found_hidden_cover:\n 2636→\t\t\t\t\tfound_hidden_cover = true\n 2637→\t\t\t\t\tbest_score = total_score\n 2638→\t\t\t\t\tbest_cover = cover_pos\n 2639→\t\t\t\telif (is_hidden or not found_hidden_cover) and total_score > best_score:\n 2640→\t\t\t\t\tbest_score = total_score\n 2641→\t\t\t\t\tbest_cover = cover_pos\n 2642→\n 2643→\tif best_score > 0:\n 2644→\t\t_cover_position = best_cover\n 2645→\t\t_has_valid_cover = true\n 2646→\t\t_log_debug(\"Found cover at: %s (hidden: %s)\" % [_cover_position, found_hidden_cover])\n 2647→\telse:\n 2648→\t\t_has_valid_cover = false\n 2649→\n 2650→\n 2651→## Calculate flank position based on player location.\n 2652→## Uses the stored _flank_side which is set once when entering FLANKING state.\n 2653→func _calculate_flank_position() -> void:\n 2654→\tif _player == null:\n 2655→\t\treturn\n 2656→\n 2657→\tvar player_pos := _player.global_position\n 2658→\tvar player_to_enemy := (global_position - player_pos).normalized()\n 2659→\n 2660→\t# Use the stored flank side (initialized in _transition_to_flanking)\n 2661→\tvar flank_direction := player_to_enemy.rotated(flank_angle * _flank_side)\n 2662→\n 2663→\t_flank_target = player_pos + flank_direction * flank_distance\n 2664→\t_log_debug(\"Flank target: %s (side: %s)\" % [_flank_target, \"right\" if _flank_side > 0 else \"left\"])\n 2665→\n 2666→\n 2667→## Choose the best flank side (left or right) based on obstacle presence.\n 2668→## Returns 1.0 for right, -1.0 for left.\n 2669→## Checks which side has fewer obstacles to the flank position.\n 2670→func _choose_best_flank_side() -> float:\n 2671→\tif _player == null:\n 2672→\t\treturn 1.0 if randf() > 0.5 else -1.0\n 2673→\n 2674→\tvar player_pos := _player.global_position\n 2675→\tvar player_to_enemy := (global_position - player_pos).normalized()\n 2676→\n 2677→\t# Calculate potential flank positions for both sides\n 2678→\tvar right_flank_dir := player_to_enemy.rotated(flank_angle * 1.0)\n 2679→\tvar left_flank_dir := player_to_enemy.rotated(flank_angle * -1.0)\n 2680→\n 2681→\tvar right_flank_pos := player_pos + right_flank_dir * flank_distance\n 2682→\tvar left_flank_pos := player_pos + left_flank_dir * flank_distance\n 2683→\n 2684→\t# Check if paths are clear for both sides\n 2685→\tvar right_clear := _has_clear_path_to(right_flank_pos)\n 2686→\tvar left_clear := _has_clear_path_to(left_flank_pos)\n 2687→\n 2688→\t# If only one side is clear, use that side\n 2689→\tif right_clear and not left_clear:\n 2690→\t\t_log_debug(\"Choosing right flank (left blocked)\")\n 2691→\t\treturn 1.0\n 2692→\telif left_clear and not right_clear:\n 2693→\t\t_log_debug(\"Choosing left flank (right blocked)\")\n 2694→\t\treturn -1.0\n 2695→\n 2696→\t# If both or neither are clear, choose based on which side we're already closer to\n 2697→\t# This creates more natural movement patterns\n 2698→\tvar right_distance := global_position.distance_to(right_flank_pos)\n 2699→\tvar left_distance := global_position.distance_to(left_flank_pos)\n 2700→\n 2701→\tif right_distance < left_distance:\n 2702→\t\t_log_debug(\"Choosing right flank (closer)\")\n 2703→\t\treturn 1.0\n 2704→\telse:\n 2705→\t\t_log_debug(\"Choosing left flank (closer)\")\n 2706→\t\treturn -1.0\n 2707→\n 2708→\n 2709→## Check if there's a clear path (no obstacles) to the target position.\n 2710→## Uses a raycast to check for walls/obstacles between current position and target.\n 2711→func _has_clear_path_to(target: Vector2) -> bool:\n 2712→\tif _raycast == null:\n 2713→\t\treturn true # Assume clear if no raycast available\n 2714→\n 2715→\tvar direction := (target - global_position).normalized()\n 2716→\tvar distance := global_position.distance_to(target)\n 2717→\n 2718→\t_raycast.target_position = direction * distance\n 2719→\t_raycast.force_raycast_update()\n 2720→\n 2721→\t# If we hit something, path is blocked\n 2722→\tif _raycast.is_colliding():\n 2723→\t\tvar collision_point := _raycast.get_collision_point()\n 2724→\t\tvar collision_distance := global_position.distance_to(collision_point)\n 2725→\t\t# Only consider it blocked if the collision is before the target\n 2726→\t\treturn collision_distance >= distance - 10.0\n 2727→\n 2728→\treturn true\n 2729→\n 2730→\n 2731→## Find cover position closer to the flank target.\n 2732→## Used during FLANKING state to move cover-to-cover toward the flank position.\n 2733→func _find_flank_cover_toward_target() -> void:\n 2734→\tvar best_cover: Vector2 = Vector2.ZERO\n 2735→\tvar best_score: float = -INF\n 2736→\tvar found_valid_cover: bool = false\n 2737→\n 2738→\t# Cast rays in all directions to find obstacles\n 2739→\tfor i in range(COVER_CHECK_COUNT):\n 2740→\t\tvar angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 2741→\t\tvar direction := Vector2.from_angle(angle)\n 2742→\n 2743→\t\tvar raycast := _cover_raycasts[i]\n 2744→\t\traycast.target_position = direction * COVER_CHECK_DISTANCE\n 2745→\t\traycast.force_raycast_update()\n 2746→\n 2747→\t\tif raycast.is_colliding():\n 2748→\t\t\tvar collision_point := raycast.get_collision_point()\n 2749→\t\t\tvar collision_normal := raycast.get_collision_normal()\n 2750→\n 2751→\t\t\t# Cover position is offset from collision point along normal\n 2752→\t\t\tvar cover_pos := collision_point + collision_normal * 35.0\n 2753→\n 2754→\t\t\t# For flanking, we want cover that is:\n 2755→\t\t\t# 1. Closer to the flank target than we currently are\n 2756→\t\t\t# 2. Not too far from our current position\n 2757→\t\t\t# 3. Reachable (has clear path)\n 2758→\n 2759→\t\t\tvar my_distance_to_target := global_position.distance_to(_flank_target)\n 2760→\t\t\tvar cover_distance_to_target := cover_pos.distance_to(_flank_target)\n 2761→\t\t\tvar cover_distance_from_me := global_position.distance_to(cover_pos)\n 2762→\n 2763→\t\t\t# Skip covers that don't bring us closer to flank target\n 2764→\t\t\tif cover_distance_to_target >= my_distance_to_target:\n 2765→\t\t\t\tcontinue\n 2766→\n 2767→\t\t\t# Skip covers that are too close to current position (would cause looping)\n 2768→\t\t\t# Must be at least 30 pixels away to be a meaningful movement\n 2769→\t\t\tif cover_distance_from_me < 30.0:\n 2770→\t\t\t\tcontinue\n 2771→\n 2772→\t\t\t# Check if we can reach this cover (has clear path)\n 2773→\t\t\tif not _has_clear_path_to(cover_pos):\n 2774→\t\t\t\t# Even if direct path is blocked, we might be able to reach\n 2775→\t\t\t\t# via another intermediate cover, but skip for now\n 2776→\t\t\t\tcontinue\n 2777→\n 2778→\t\t\t# Score calculation:\n 2779→\t\t\t# Higher score for positions that are:\n 2780→\t\t\t# - Closer to flank target (priority)\n 2781→\t\t\t# - Not too far from current position\n 2782→\t\t\tvar approach_score: float = (my_distance_to_target - cover_distance_to_target) / flank_distance\n 2783→\t\t\tvar distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n 2784→\n 2785→\t\t\tvar total_score: float = approach_score * 2.0 - distance_penalty\n 2786→\n 2787→\t\t\tif total_score > best_score:\n 2788→\t\t\t\tbest_score = total_score\n 2789→\t\t\t\tbest_cover = cover_pos\n 2790→\t\t\t\tfound_valid_cover = true\n 2791→\n 2792→\tif found_valid_cover:\n 2793→\t\t_flank_next_cover = best_cover\n 2794→\t\t_has_flank_cover = true\n 2795→\t\t_log_debug(\"Found flank cover at %s (score: %.2f)\" % [_flank_next_cover, best_score])\n 2796→\telse:\n 2797→\t\t_has_flank_cover = false\n 2798→\n 2799→\n 2800→## Check if there's a wall ahead in the given direction and return avoidance direction.\n 2801→## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n 2802→func _check_wall_ahead(direction: Vector2) -> Vector2:\n 2803→\tif _wall_raycasts.is_empty():\n 2804→\t\treturn Vector2.ZERO\n 2805→\n 2806→\tvar avoidance := Vector2.ZERO\n 2807→\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n 2808→\n 2809→\t# Check center, left, and right raycasts\n 2810→\tfor i in range(WALL_CHECK_COUNT):\n 2811→\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n 2812→\t\tvar check_direction := direction.rotated(angle_offset)\n 2813→\n 2814→\t\tvar raycast := _wall_raycasts[i]\n 2815→\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n 2816→\t\traycast.force_raycast_update()\n 2817→\n 2818→\t\tif raycast.is_colliding():\n 2819→\t\t\t# Calculate avoidance based on which raycast hit\n 2820→\t\t\tif i == 0: # Left raycast hit\n 2821→\t\t\t\tavoidance += perpendicular # Steer right\n 2822→\t\t\telif i == 1: # Center raycast hit\n 2823→\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n 2824→\t\t\telif i == 2: # Right raycast hit\n 2825→\t\t\t\tavoidance -= perpendicular # Steer left\n 2826→\n 2827→\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n 2828→\n 2829→\n 2830→## Check if the player is visible using raycast.\n 2831→## If detection_range is 0 or negative, uses unlimited detection range (line-of-sight only).\n 2832→## This allows the enemy to see the player even outside the viewport if there's no obstacle.\n 2833→## Also updates the continuous visibility timer and visibility ratio for lead prediction control.\n 2834→func _check_player_visibility() -> void:\n 2835→\tvar was_visible := _can_see_player\n 2836→\t_can_see_player = false\n 2837→\t_player_visibility_ratio = 0.0\n 2838→\n 2839→\tif _player == null or not _raycast:\n 2840→\t\t_continuous_visibility_timer = 0.0\n 2841→\t\treturn\n 2842→\n 2843→\tvar distance_to_player := global_position.distance_to(_player.global_position)\n 2844→\n 2845→\t# Check if player is within detection range (only if detection_range is positive)\n 2846→\t# If detection_range <= 0, detection is unlimited (line-of-sight only)\n 2847→\tif detection_range > 0 and distance_to_player > detection_range:\n 2848→\t\t_continuous_visibility_timer = 0.0\n 2849→\t\treturn\n 2850→\n 2851→\t# Point raycast at player - use actual distance to player for the raycast length\n 2852→\tvar direction_to_player := (_player.global_position - global_position).normalized()\n 2853→\tvar raycast_length := distance_to_player + 10.0 # Add small buffer to ensure we reach player\n 2854→\t_raycast.target_position = direction_to_player * raycast_length\n 2855→\t_raycast.force_raycast_update()\n 2856→\n 2857→\t# Check if raycast hit something\n 2858→\tif _raycast.is_colliding():\n 2859→\t\tvar collider := _raycast.get_collider()\n 2860→\t\t# If we hit the player, we can see them\n 2861→\t\tif collider == _player:\n 2862→\t\t\t_can_see_player = true\n 2863→\t\t# If we hit a wall/obstacle before the player, we can't see them\n 2864→\telse:\n 2865→\t\t# No collision between us and player - we have clear line of sight\n 2866→\t\t_can_see_player = true\n 2867→\n 2868→\t# Update continuous visibility timer and visibility ratio\n 2869→\tif _can_see_player:\n 2870→\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n 2871→\t\t# Calculate what fraction of the player's body is visible\n 2872→\t\t# This is used to determine if lead prediction should be enabled\n 2873→\t\t_player_visibility_ratio = _calculate_player_visibility_ratio()\n 2874→\telse:\n 2875→\t\t# Lost line of sight - reset the timer and visibility ratio\n 2876→\t\t_continuous_visibility_timer = 0.0\n 2877→\t\t_pl | |
| [2026-01-18T04:51:35.430Z] [INFO] ayer_visibility_ratio = 0.0\n 2878→\n 2879→\n 2880→## Aim the enemy sprite/direction at the player using gradual rotation.\n 2881→func _aim_at_player() -> void:\n 2882→\tif _player == null:\n 2883→\t\treturn\n 2884→\tvar direction := (_player.global_position - global_position).normalized()\n 2885→\tvar target_angle := direction.angle()\n 2886→\n 2887→\t# Calculate the shortest rotation direction\n 2888→\tvar angle_diff := wrapf(target_angle - rotation, -PI, PI)\n 2889→\n 2890→\t# Get the delta time from the current physics process\n 2891→\tvar delta := get_physics_process_delta_time()\n 2892→\n 2893→\t# Apply gradual rotation based on rotation_speed\n 2894→\tif abs(angle_diff) <= rotation_speed * delta:\n 2895→\t\t# Close enough to snap to target\n 2896→\t\trotation = target_angle\n 2897→\telif angle_diff > 0:\n 2898→\t\trotation += rotation_speed * delta\n 2899→\telse:\n 2900→\t\trotation -= rotation_speed * delta\n 2901→\n 2902→\n 2903→## Shoot a bullet towards the player.\n 2904→func _shoot() -> void:\n 2905→\tif bullet_scene == null or _player == null:\n 2906→\t\treturn\n 2907→\n 2908→\t# Check if we can shoot (have ammo and not reloading)\n 2909→\tif not _can_shoot():\n 2910→\t\treturn\n 2911→\n 2912→\tvar target_position := _player.global_position\n 2913→\n 2914→\t# Apply lead prediction if enabled\n 2915→\tif enable_lead_prediction:\n 2916→\t\ttarget_position = _calculate_lead_prediction()\n 2917→\n 2918→\t# Check if the shot should be taken (friendly fire and cover checks)\n 2919→\tif not _should_shoot_at_target(target_position):\n 2920→\t\treturn\n 2921→\n 2922→\tvar direction := (target_position - global_position).normalized()\n 2923→\n 2924→\t# Create bullet instance\n 2925→\tvar bullet := bullet_scene.instantiate()\n 2926→\n 2927→\t# Set bullet position with offset in shoot direction\n 2928→\tbullet.global_position = global_position + direction * bullet_spawn_offset\n 2929→\n 2930→\t# Set bullet direction\n 2931→\tbullet.direction = direction\n 2932→\n 2933→\t# Set shooter ID to identify this enemy as the source\n 2934→\t# This prevents enemies from detecting their own bullets in the threat sphere\n 2935→\tbullet.shooter_id = get_instance_id()\n 2936→\n 2937→\t# Add bullet to the scene tree\n 2938→\tget_tree().current_scene.add_child(bullet)\n 2939→\n 2940→\t# Play shooting sound\n 2941→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 2942→\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n 2943→\t\taudio_manager.play_m16_shot(global_position)\n 2944→\n 2945→\t# Play shell casing sound with a small delay\n 2946→\t_play_delayed_shell_sound()\n 2947→\n 2948→\t# Consume ammo\n 2949→\t_current_ammo -= 1\n 2950→\tammo_changed.emit(_current_ammo, _reserve_ammo)\n 2951→\n 2952→\t# Auto-reload when magazine is empty\n 2953→\tif _current_ammo <= 0 and _reserve_ammo > 0:\n 2954→\t\t_start_reload()\n 2955→\n 2956→\n 2957→## Play shell casing sound with a delay to simulate the casing hitting the ground.\n 2958→func _play_delayed_shell_sound() -> void:\n 2959→\tawait get_tree().create_timer(0.15).timeout\n 2960→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 2961→\tif audio_manager and audio_manager.has_method(\"play_shell_rifle\"):\n 2962→\t\taudio_manager.play_shell_rifle(global_position)\n 2963→\n 2964→\n 2965→## Calculate lead prediction - aims where the player will be, not where they are.\n 2966→## Uses iterative approach for better accuracy with moving targets.\n 2967→## Only applies lead prediction if:\n 2968→## 1. The player has been continuously visible for at least lead_prediction_delay seconds\n 2969→## 2. At least lead_prediction_visibility_threshold of the player's body is visible\n 2970→## 3. The predicted position is also visible to the enemy (not behind cover)\n 2971→## This prevents enemies from \"knowing\" where the player will emerge from cover.\n 2972→func _calculate_lead_prediction() -> Vector2:\n 2973→\tif _player == null:\n 2974→\t\treturn global_position\n 2975→\n 2976→\tvar player_pos := _player.global_position\n 2977→\n 2978→\t# Only use lead prediction if the player has been continuously visible\n 2979→\t# for long enough. This prevents enemies from predicting player position\n 2980→\t# immediately when they emerge from cover.\n 2981→\tif _continuous_visibility_timer < lead_prediction_delay:\n 2982→\t\t_log_debug(\"Lead prediction disabled: visibility time %.2fs < %.2fs required\" % [_continuous_visibility_timer, lead_prediction_delay])\n 2983→\t\treturn player_pos\n 2984→\n 2985→\t# Only use lead prediction if enough of the player's body is visible.\n 2986→\t# This prevents pre-firing when the player is at the edge of cover with only\n 2987→\t# a small part of their body visible. The player must be significantly exposed\n 2988→\t# before the enemy can predict their movement.\n 2989→\tif _player_visibility_ratio < lead_prediction_visibility_threshold:\n 2990→\t\t_log_debug(\"Lead prediction disabled: visibility ratio %.2f < %.2f required (player at cover edge)\" % [_player_visibility_ratio, lead_prediction_visibility_threshold])\n 2991→\t\treturn player_pos\n 2992→\n 2993→\tvar player_velocity := Vector2.ZERO\n 2994→\n 2995→\t# Get player velocity if they are a CharacterBody2D\n 2996→\tif _player is CharacterBody2D:\n 2997→\t\tplayer_velocity = _player.velocity\n 2998→\n 2999→\t# If player is stationary, no need for prediction\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"dcc469f8-e788-4c18-9c5a-2d9a208cf52c","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"\telse:\n\t\t_has_pursuit_cover = false\n\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\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# 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\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\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# 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\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\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\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\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\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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\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.\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\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# Point raycast at player - use actual distance to player for the raycast length\n\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\tvar raycast_length := distance_to_player + 10.0 # Add small buffer to ensure we reach player\n\t_raycast.target_position = direction_to_player * raycast_length\n\t_raycast.force_raycast_update()\n\n\t# Check if raycast hit something\n\tif _raycast.is_colliding():\n\t\tvar collider := _raycast.get_collider()\n\t\t# If we hit the player, we can see them\n\t\tif collider == _player:\n\t\t\t_can_see_player = true\n\t\t# If we hit a wall/obstacle before the player, we can't see them\n\telse:\n\t\t# No collision between us and player - we have clear line of sight\n\t\t_can_see_player = true\n\n\t# Update continuous visibility timer and visibility ratio\n\tif _can_see_player:\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\t\t# Calculate what fraction of the player's body is visible\n\t\t# This is used to determine if lead prediction should be enabled\n\t\t_player_visibility_ratio = _calculate_player_visibility_ratio()\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\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\n## Shoot a bullet towards the player.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\n\t# Set bullet position with offset in shoot direction\n\tbullet.global_position = global_position + direction * bullet_spawn_offset\n\n\t# Set bullet direction\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\n\t# Add bullet to the scene tree\n\tget_tree().current_scene.add_child(bullet)\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# 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\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\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","numLines":500,"startLine":2500,"totalLines":3464}}} | |
| [2026-01-18T04:51:38.673Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01L4CiyUjGfLC3mg9rrCSfpx", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me continue reading more of the enemy.gd file to understand more about how movement is currently handled." | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "usage": { | |
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| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "d5e353df-2a8e-44a5-a536-aaec49e4894e" | |
| } | |
| [2026-01-18T04:51:40.202Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01L4CiyUjGfLC3mg9rrCSfpx", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Md245VHERPLaUK1qNDKajy", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
| "offset": 3000, | |
| "limit": 500 | |
| } | |
| } | |
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| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "cf3610af-41f0-449d-a052-7a606f830133" | |
| } | |
| [2026-01-18T04:51:40.255Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01Md245VHERPLaUK1qNDKajy","type":"tool_result","content":" 3000→\tif player_velocity.length_squared() < 1.0:\n 3001→\t\treturn player_pos\n 3002→\n 3003→\t# Iterative lead prediction for better accuracy\n 3004→\t# Start with player's current position\n 3005→\tvar predicted_pos := player_pos\n 3006→\tvar distance := global_position.distance_to(predicted_pos)\n 3007→\n 3008→\t# Iterate 2-3 times for convergence\n 3009→\tfor i in range(3):\n 3010→\t\t# Time for bullet to reach the predicted position\n 3011→\t\tvar time_to_target := distance / bullet_speed\n 3012→\n 3013→\t\t# Predict where player will be at that time\n 3014→\t\tpredicted_pos = player_pos + player_velocity * time_to_target\n 3015→\n 3016→\t\t# Update distance for next iteration\n 3017→\t\tdistance = global_position.distance_to(predicted_pos)\n 3018→\n 3019→\t# CRITICAL: Validate that the predicted position is actually visible to the enemy.\n 3020→\t# If the predicted position is behind cover (e.g., player is running toward cover exit),\n 3021→\t# we should NOT aim there - it would feel like the enemy is \"cheating\" by knowing\n 3022→\t# where the player will emerge. Fall back to player's current visible position.\n 3023→\tif not _is_position_visible_to_enemy(predicted_pos):\n 3024→\t\t_log_debug(\"Lead prediction blocked: predicted position %s is not visible, using current position %s\" % [predicted_pos, player_pos])\n 3025→\t\treturn player_pos\n 3026→\n 3027→\t_log_debug(\"Lead prediction: player at %s moving %s, aiming at %s\" % [player_pos, player_velocity, predicted_pos])\n 3028→\n 3029→\treturn predicted_pos\n 3030→\n 3031→\n 3032→## Process patrol behavior - move between patrol points.\n 3033→func _process_patrol(delta: float) -> void:\n 3034→\tif _patrol_points.is_empty():\n 3035→\t\treturn\n 3036→\n 3037→\t# Handle waiting at patrol point\n 3038→\tif _is_waiting_at_patrol_point:\n 3039→\t\t_patrol_wait_timer += delta\n 3040→\t\tif _patrol_wait_timer >= patrol_wait_time:\n 3041→\t\t\t_is_waiting_at_patrol_point = false\n 3042→\t\t\t_patrol_wait_timer = 0.0\n 3043→\t\t\t_current_patrol_index = (_current_patrol_index + 1) % _patrol_points.size()\n 3044→\t\tvelocity = Vector2.ZERO\n 3045→\t\treturn\n 3046→\n 3047→\t# Move towards current patrol point\n 3048→\tvar target_point := _patrol_points[_current_patrol_index]\n 3049→\tvar direction := (target_point - global_position).normalized()\n 3050→\tvar distance := global_position.distance_to(target_point)\n 3051→\n 3052→\tif distance < 5.0:\n 3053→\t\t# Reached patrol point, start waiting\n 3054→\t\t_is_waiting_at_patrol_point = true\n 3055→\t\tvelocity = Vector2.ZERO\n 3056→\telse:\n 3057→\t\t# Check for walls and apply avoidance\n 3058→\t\tvar avoidance := _check_wall_ahead(direction)\n 3059→\t\tif avoidance != Vector2.ZERO:\n 3060→\t\t\t# Blend movement direction with avoidance\n 3061→\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n 3062→\n 3063→\t\tvelocity = direction * move_speed\n 3064→\t\t# Face movement direction when patrolling\n 3065→\t\trotation = direction.angle()\n 3066→\n 3067→\n 3068→## Process guard behavior - stand still and look around.\n 3069→func _process_guard(_delta: float) -> void:\n 3070→\tvelocity = Vector2.ZERO\n 3071→\t# In guard mode, enemy doesn't move but can still aim at player when visible\n 3072→\n 3073→\n 3074→## Called when a bullet enters the threat sphere.\n 3075→func _on_threat_area_entered(area: Area2D) -> void:\n 3076→\t# Check if bullet has shooter_id property and if it's from this enemy\n 3077→\t# This prevents enemies from being suppressed by their own bullets\n 3078→\tif \"shooter_id\" in area and area.shooter_id == get_instance_id():\n 3079→\t\treturn # Ignore own bullets\n 3080→\n 3081→\t_bullets_in_threat_sphere.append(area)\n 3082→\t# Set threat memory timer so enemy can react even after fast bullets exit\n 3083→\t# This allows the reaction delay to complete even if bullets pass through quickly\n 3084→\t_threat_memory_timer = THREAT_MEMORY_DURATION\n 3085→\t# Note: _under_fire is now set in _update_suppression after threat_reaction_delay\n 3086→\t# This gives the player more time before the enemy reacts to nearby gunfire\n 3087→\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n 3088→\n 3089→\n 3090→## Called when a bullet exits the threat sphere.\n 3091→func _on_threat_area_exited(area: Area2D) -> void:\n 3092→\t_bullets_in_threat_sphere.erase(area)\n 3093→\n 3094→\n 3095→## Called when the enemy is hit (by bullet.gd).\n 3096→func on_hit() -> void:\n 3097→\tif not _is_alive:\n 3098→\t\treturn\n 3099→\n 3100→\thit.emit()\n 3101→\n 3102→\t# Track hits for retreat behavior\n 3103→\t_hits_taken_in_encounter += 1\n 3104→\t_log_debug(\"Hit taken! Total hits in encounter: %d\" % _hits_taken_in_encounter)\n 3105→\t_log_to_file(\"Hit taken, health: %d/%d\" % [_current_health - 1, _max_health])\n 3106→\n 3107→\t# Show hit flash effect\n 3108→\t_show_hit_flash()\n 3109→\n 3110→\t# Apply damage\n 3111→\t_current_health -= 1\n 3112→\n 3113→\t# Play appropriate hit sound\n 3114→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 3115→\tif _current_health <= 0:\n 3116→\t\t# Play lethal hit sound\n 3117→\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n 3118→\t\t\taudio_manager.play_hit_lethal(global_position)\n 3119→\t\t_on_death()\n 3120→\telse:\n 3121→\t\t# Play non-lethal hit sound\n 3122→\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n 3123→\t\t\taudio_manager.play_hit_non_lethal(global_position)\n 3124→\t\t_update_health_visual()\n 3125→\n 3126→\n 3127→## Shows a brief flash effect when hit.\n 3128→func _show_hit_flash() -> void:\n 3129→\tif not _sprite:\n 3130→\t\treturn\n 3131→\n 3132→\t_sprite.modulate = hit_flash_color\n 3133→\n 3134→\tawait get_tree().create_timer(hit_flash_duration).timeout\n 3135→\n 3136→\t# Restore color based on current health (if still alive)\n 3137→\tif _is_alive:\n 3138→\t\t_update_health_visual()\n 3139→\n 3140→\n 3141→## Updates the sprite color based on current health percentage.\n 3142→func _update_health_visual() -> void:\n 3143→\tif not _sprite:\n 3144→\t\treturn\n 3145→\n 3146→\t# Interpolate color based on health percentage\n 3147→\tvar health_percent := _get_health_percent()\n 3148→\t_sprite.modulate = full_health_color.lerp(low_health_color, 1.0 - health_percent)\n 3149→\n 3150→\n 3151→## Returns the current health as a percentage (0.0 to 1.0).\n 3152→func _get_health_percent() -> float:\n 3153→\tif _max_health <= 0:\n 3154→\t\treturn 0.0\n 3155→\treturn float(_current_health) / float(_max_health)\n 3156→\n 3157→\n 3158→## Called when the enemy dies.\n 3159→func _on_death() -> void:\n 3160→\t_is_alive = false\n 3161→\t_log_to_file(\"Enemy died\")\n 3162→\tdied.emit()\n 3163→\n 3164→\tif destroy_on_death:\n 3165→\t\tawait get_tree().create_timer(respawn_delay).timeout\n 3166→\t\tqueue_free()\n 3167→\telse:\n 3168→\t\tawait get_tree().create_timer(respawn_delay).timeout\n 3169→\t\t_reset()\n 3170→\n 3171→\n 3172→## Resets the enemy to its initial state.\n 3173→func _reset() -> void:\n 3174→\tglobal_position = _initial_position\n 3175→\trotation = 0.0\n 3176→\t_current_patrol_index = 0\n 3177→\t_is_waiting_at_patrol_point = false\n 3178→\t_patrol_wait_timer = 0.0\n 3179→\t_current_state = AIState.IDLE\n 3180→\t_has_valid_cover = false\n 3181→\t_under_fire = false\n 3182→\t_suppression_timer = 0.0\n 3183→\t_detection_timer = 0.0\n 3184→\t_detection_delay_elapsed = false\n 3185→\t_continuous_visibility_timer = 0.0\n 3186→\t_player_visibility_ratio = 0.0\n 3187→\t_threat_reaction_timer = 0.0\n 3188→\t_threat_reaction_delay_elapsed = false\n 3189→\t_threat_memory_timer = 0.0\n 3190→\t_bullets_in_threat_sphere.clear()\n 3191→\t# Reset retreat state variables\n 3192→\t_hits_taken_in_encounter = 0\n 3193→\t_retreat_mode = RetreatMode.FULL_HP\n 3194→\t_retreat_turn_timer = 0.0\n 3195→\t_retreat_turning_to_cover = false\n 3196→\t_retreat_burst_remaining = 0\n 3197→\t_retreat_burst_timer = 0.0\n 3198→\t_retreat_burst_complete = false\n 3199→\t_retreat_burst_angle_offset = 0.0\n 3200→\t_in_alarm_mode = false\n 3201→\t_cover_burst_pending = false\n 3202→\t# Reset combat state variables\n 3203→\t_combat_shoot_timer = 0.0\n 3204→\t_combat_shoot_duration = 2.5\n 3205→\t_combat_exposed = false\n 3206→\t_combat_approaching = false\n 3207→\t_combat_approach_timer = 0.0\n 3208→\t# Reset pursuit state variables\n 3209→\t_pursuit_cover_wait_timer = 0.0\n 3210→\t_pursuit_next_cover = Vector2.ZERO\n 3211→\t_has_pursuit_cover = false\n 3212→\t_current_cover_obstacle = null\n 3213→\t_pursuit_approaching = false\n 3214→\t_pursuit_approach_timer = 0.0\n 3215→\t# Reset assault state variables\n 3216→\t_assault_wait_timer = 0.0\n 3217→\t_assault_ready = false\n 3218→\t_in_assault = false\n 3219→\t# Reset flank state variables\n 3220→\t_flank_cover_wait_timer = 0.0\n 3221→\t_flank_next_cover = Vector2.ZERO\n 3222→\t_has_flank_cover = false\n 3223→\t_flank_state_timer = 0.0\n 3224→\t_flank_stuck_timer = 0.0\n 3225→\t_flank_last_position = Vector2.ZERO\n 3226→\t_initialize_health()\n 3227→\t_initialize_ammo()\n 3228→\t_update_health_visual()\n 3229→\t_initialize_goap_state()\n 3230→\n 3231→\n 3232→## Log debug message if debug_logging is enabled.\n 3233→func _log_debug(message: String) -> void:\n 3234→\tif debug_logging:\n 3235→\t\tprint(\"[Enemy %s] %s\" % [name, message])\n 3236→\n 3237→\n 3238→## Log a message to the file logger (always logs, regardless of debug_logging setting).\n 3239→## Use for important events like spawning, dying, or critical state changes.\n 3240→func _log_to_file(message: String) -> void:\n 3241→\tif not is_inside_tree():\n 3242→\t\treturn\n 3243→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 3244→\tif file_logger and file_logger.has_method(\"log_enemy\"):\n 3245→\t\tfile_logger.log_enemy(name, message)\n 3246→\n 3247→\n 3248→## Log spawn info (called via call_deferred to ensure FileLogger is loaded).\n 3249→func _log_spawn_info() -> void:\n 3250→\t_log_to_file(\"Enemy spawned at %s, health: %d, behavior: %s, player_found: %s\" % [\n 3251→\t\tglobal_position, _max_health, BehaviorMode.keys()[behavior_mode],\n 3252→\t\t\"yes\" if _player != null else \"no\"])\n 3253→\n 3254→\n 3255→## Get AI state name as a human-readable string.\n 3256→func _get_state_name(state: AIState) -> String:\n 3257→\tmatch state:\n 3258→\t\tAIState.IDLE:\n 3259→\t\t\treturn \"IDLE\"\n 3260→\t\tAIState.COMBAT:\n 3261→\t\t\treturn \"COMBAT\"\n 3262→\t\tAIState.SEEKING_COVER:\n 3263→\t\t\treturn \"SEEKING_COVER\"\n 3264→\t\tAIState.IN_COVER:\n 3265→\t\t\treturn \"IN_COVER\"\n 3266→\t\tAIState.FLANKING:\n 3267→\t\t\treturn \"FLANKING\"\n 3268→\t\tAIState.SUPPRESSED:\n 3269→\t\t\treturn \"SUPPRESSED\"\n 3270→\t\tAIState.RETREATING:\n 3271→\t\t\treturn \"RETREATING\"\n 3272→\t\tAIState.PURSUING:\n 3273→\t\t\treturn \"PURSUING\"\n 3274→\t\tAIState.ASSAULT:\n 3275→\t\t\treturn \"ASSAULT\"\n 3276→\t\t_:\n 3277→\t\t\treturn \"UNKNOWN\"\n 3278→\n 3279→\n 3280→## Update the debug label with current AI state.\n 3281→func _update_debug_label() -> void:\n 3282→\tif _debug_label == null:\n 3283→\t\treturn\n 3284→\n 3285→\t_debug_label.visible = debug_label_enabled\n 3286→\tif not debug_label_enabled:\n 3287→\t\treturn\n 3288→\n 3289→\tvar state_text := _get_state_name(_current_state)\n 3290→\n 3291→\t# Add retreat mode info if retreating\n 3292→\tif _current_state == AIState.RETREATING:\n 3293→\t\tmatch _retreat_mode:\n 3294→\t\t\tRetreatMode.FULL_HP:\n 3295→\t\t\t\tstate_text += \"\\n(FULL_HP)\"\n 3296→\t\t\tRetreatMode.ONE_HIT:\n 3297→\t\t\t\tstate_text += \"\\n(ONE_HIT)\"\n 3298→\t\t\tRetreatMode.MULTIPLE_HITS:\n 3299→\t\t\t\tstate_text += \"\\n(MULTI_HITS)\"\n 3300→\n 3301→\t# Add assault timer info if in assault state\n 3302→\tif _current_state == AIState.ASSAULT:\n 3303→\t\tif _assault_ready:\n 3304→\t\t\tstate_text += \"\\n(RUSHING)\"\n 3305→\t\telse:\n 3306→\t\t\tvar time_left := ASSAULT_WAIT_DURATION - _assault_wait_timer\n 3307→\t\t\tstate_text += \"\\n(%.1fs)\" % time_left\n 3308→\n 3309→\t# Add combat phase info if in combat\n 3310→\tif _current_state == AIState.COMBAT:\n 3311→\t\tif _combat_exposed:\n 3312→\t\t\tvar time_left := _combat_shoot_duration - _combat_shoot_timer\n 3313→\t\t\tstate_text += \"\\n(EXPOSED %.1fs)\" % time_left\n 3314→\t\telif _seeking_clear_shot:\n 3315→\t\t\tvar time_left := CLEAR_SHOT_MAX_TIME - _clear_shot_timer\n 3316→\t\t\tstate_text += \"\\n(SEEK SHOT %.1fs)\" % time_left\n 3317→\t\telif _combat_approaching:\n 3318→\t\t\tstate_text += \"\\n(APPROACH)\"\n 3319→\n 3320→\t# Add pursuit timer info if pursuing and waiting at cover\n 3321→\tif _current_state == AIState.PURSUING:\n 3322→\t\tif _pursuit_approaching:\n 3323→\t\t\tvar time_left := PURSUIT_APPROACH_MAX_TIME - _pursuit_approach_timer\n 3324→\t\t\tstate_text += \"\\n(APPROACH %.1fs)\" % time_left\n 3325→\t\telif _has_valid_cover and not _has_pursuit_cover:\n 3326→\t\t\tvar time_left := PURSUIT_COVER_WAIT_DURATION - _pursuit_cover_wait_timer\n 3327→\t\t\tstate_text += \"\\n(WAIT %.1fs)\" % time_left\n 3328→\t\telif _has_pursuit_cover:\n 3329→\t\t\tstate_text += \"\\n(MOVING)\"\n 3330→\n 3331→\t# Add flanking phase info if flanking\n 3332→\tif _current_state == AIState.FLANKING:\n 3333→\t\tvar side_label := \"R\" if _flank_side > 0 else \"L\"\n 3334→\t\tif _has_valid_cover and not _has_flank_cover:\n 3335→\t\t\tvar time_left := FLANK_COVER_WAIT_DURATION - _flank_cover_wait_timer\n 3336→\t\t\tstate_text += \"\\n(%s WAIT %.1fs)\" % [side_label, time_left]\n 3337→\t\telif _has_flank_cover:\n 3338→\t\t\tstate_text += \"\\n(%s MOVING)\" % side_label\n 3339→\t\telse:\n 3340→\t\t\tstate_text += \"\\n(%s DIRECT)\" % side_label\n 3341→\n 3342→\t_debug_label.text = state_text\n 3343→\n 3344→\n 3345→## Get current AI state (for external access/debugging).\n 3346→func get_current_state() -> AIState:\n 3347→\treturn _current_state\n 3348→\n 3349→\n 3350→## Get GOAP world state (for GOAP planner).\n 3351→func get_goap_world_state() -> Dictionary:\n 3352→\treturn _goap_world_state.duplicate()\n 3353→\n 3354→\n 3355→## Check if enemy is currently under fire.\n 3356→func is_under_fire() -> bool:\n 3357→\treturn _under_fire\n 3358→\n 3359→\n 3360→## Check if enemy is in cover.\n 3361→func is_in_cover() -> bool:\n 3362→\treturn _current_state == AIState.IN_COVER or _current_state == AIState.SUPPRESSED\n 3363→\n 3364→\n 3365→## Get current ammo in magazine.\n 3366→func get_current_ammo() -> int:\n 3367→\treturn _current_ammo\n 3368→\n 3369→\n 3370→## Get reserve ammo.\n 3371→func get_reserve_ammo() -> int:\n 3372→\treturn _reserve_ammo\n 3373→\n 3374→\n 3375→## Get total ammo (current + reserve).\n 3376→func get_total_ammo() -> int:\n 3377→\treturn _current_ammo + _reserve_ammo\n 3378→\n 3379→\n 3380→## Check if enemy is currently reloading.\n 3381→func is_reloading() -> bool:\n 3382→\treturn _is_reloading\n 3383→\n 3384→\n 3385→## Check if enemy has any ammo left.\n 3386→func has_ammo() -> bool:\n 3387→\treturn _current_ammo > 0 or _reserve_ammo > 0\n 3388→\n 3389→\n 3390→## Get current player visibility ratio (for debugging).\n 3391→## Returns 0.0 if player is completely hidden, 1.0 if fully visible.\n 3392→func get_player_visibility_ratio() -> float:\n 3393→\treturn _player_visibility_ratio\n 3394→\n 3395→\n 3396→## Draw debug visualization when debug mode is enabled.\n 3397→## Shows: line to target (cover, clear shot, player), bullet spawn point status.\n 3398→func _draw() -> void:\n 3399→\tif not debug_label_enabled:\n 3400→\t\treturn\n 3401→\n 3402→\t# Colors for different debug elements\n 3403→\tvar color_to_cover := Color.CYAN # Line to cover position\n 3404→\tvar color_to_player := Color.RED # Line to player (when visible)\n 3405→\tvar color_clear_shot := Color.YELLOW # Line to clear shot target\n 3406→\tvar color_pursuit := Color.ORANGE # Line to pursuit cover\n 3407→\tvar color_flank := Color.MAGENTA # Line to flank position\n 3408→\tvar color_bullet_spawn := Color.GREEN # Bullet spawn point indicator\n 3409→\tvar color_blocked := Color.RED # Blocked path indicator\n 3410→\n 3411→\t# Draw line to player if visible\n 3412→\tif _can_see_player and _player:\n 3413→\t\tvar to_player := _player.global_position - global_position\n 3414→\t\tdraw_line(Vector2.ZERO, to_player, color_to_player, 1.5)\n 3415→\n 3416→\t\t# Draw bullet spawn point and check if blocked\n 3417→\t\tvar direction_to_player := to_player.normalized()\n 3418→\t\tvar spawn_point := direction_to_player * bullet_spawn_offset\n 3419→\t\tif _is_bullet_spawn_clear(direction_to_player):\n 3420→\t\t\tdraw_circle(spawn_point, 5.0, color_bullet_spawn)\n 3421→\t\telse:\n 3422→\t\t\t# Draw X for blocked spawn point\n 3423→\t\t\tdraw_line(spawn_point + Vector2(-5, -5), spawn_point + Vector2(5, 5), color_blocked, 2.0)\n 3424→\t\t\tdraw_line(spawn_point + Vector2(-5, 5), spawn_point + Vector2(5, -5), color_blocked, 2.0)\n 3425→\n 3426→\t# Draw line to cover position if we have one\n 3427→\tif _has_valid_cover:\n 3428→\t\tvar to_cover := _cover_position - global_position\n 3429→\t\tdraw_line(Vector2.ZERO, to_cover, color_to_cover, 1.5)\n 3430→\t\t# Draw small circle at cover position\n 3431→\t\tdraw_circle(to_cover, 8.0, color_to_cover)\n 3432→\n 3433→\t# Draw line to clear shot target if seeking clear shot\n 3434→\tif _seeking_clear_shot and _clear_shot_target != Vector2.ZERO:\n 3435→\t\tvar to_target := _clear_shot_target - global_position\n 3436→\t\tdraw_line(Vector2.ZERO, to_target, color_clear_shot, 2.0)\n 3437→\t\t# Draw triangle at target position\n 3438→\t\tvar target_pos := to_target\n 3439→\t\tdraw_line(target_pos + Vector2(-6, 6), target_pos + Vector2(6, 6), color_clear_shot, 2.0)\n 3440→\t\tdraw_line(target_pos + Vector2(6, 6), target_pos + Vector2(0, -8), color_clear_shot, 2.0)\n 3441→\t\tdraw_line(target_pos + Vector2(0, -8), target_pos + Vector2(-6, 6), color_clear_shot, 2.0)\n 3442→\n 3443→\t# Draw line to pursuit cover if pursuing\n 3444→\tif _current_state == AIState.PURSUING and _has_pursuit_cover:\n 3445→\t\tvar to_pursuit := _pursuit_next_cover - global_position\n 3446→\t\tdraw_line(Vector2.ZERO, to_pursuit, color_pursuit, 2.0)\n 3447→\t\tdraw_circle(to_pursuit, 8.0, color_pursuit)\n 3448→\n 3449→\t# Draw line to flank target if flanking\n 3450→\tif _current_state == AIState.FLANKING:\n 3451→\t\tif _has_flank_cover:\n 3452→\t\t\tvar to_flank_cover := _flank_next_cover - global_position\n 3453→\t\t\tdraw_line(Vector2.ZERO, to_flank_cover, color_flank, 2.0)\n 3454→\t\t\tdraw_circle(to_flank_cover, 8.0, color_flank)\n 3455→\t\telif _flank_target != Vector2.ZERO:\n 3456→\t\t\tvar to_flank := _flank_target - global_position\n 3457→\t\t\tdraw_line(Vector2.ZERO, to_flank, color_flank, 1.5)\n 3458→\t\t\t# Draw diamond at flank target\n 3459→\t\t\tvar flank_pos := to_flank\n 3460→\t\t\tdraw_line(flank_pos + Vector2(0, -8), flank_pos + Vector2(8, 0), color_flank, 2.0)\n 3461→\t\t\tdraw_line(flank_pos + Vector2(8, 0), flank_pos + Vector2(0, 8), color_flank, 2.0)\n 3462→\t\t\tdraw_line(flank_pos + Vector2(0, 8), flank_pos + Vector2(-8, 0), color_flank, 2.0)\n 3463→\t\t\tdraw_line(flank_pos + Vector2(-8, 0), flank_pos + Vector2(0, -8), color_flank, 2.0)\n 3464→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"bcab9462-b2ac-4c7e-b5c3-f4714ca9c191","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","content":"\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\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# Check for walls and apply avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\t# Blend movement direction with avoidance\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * move_speed\n\t\t# Face movement direction when patrolling\n\t\trotation = direction.angle()\n\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\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\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\n## Called when the enemy is hit (by bullet.gd).\nfunc on_hit() -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\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\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif _current_health <= 0:\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_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_update_health_visual()\n\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t_sprite.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\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\t_sprite.modulate = full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\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(_curr | |
| [2026-01-18T04:51:40.258Z] [INFO] ent_health) / float(_max_health)\n\n\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died\")\n\tdied.emit()\n\n\tif destroy_on_death:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\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# 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# 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_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\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\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\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\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\t_:\n\t\t\treturn \"UNKNOWN\"\n\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_debug_label.text = state_text\n\n\n## Get current AI state (for external access/debugging).\nfunc get_current_state() -> AIState:\n\treturn _current_state\n\n\n## Get GOAP world state (for GOAP planner).\nfunc get_goap_world_state() -> Dictionary:\n\treturn _goap_world_state.duplicate()\n\n\n## Check if enemy is currently under fire.\nfunc is_under_fire() -> bool:\n\treturn _under_fire\n\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\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\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\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 and check if blocked\n\t\tvar direction_to_player := to_player.normalized()\n\t\tvar spawn_point := direction_to_player * bullet_spawn_offset\n\t\tif _is_bullet_spawn_clear(direction_to_player):\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","numLines":465,"startLine":3000,"totalLines":3464}}} | |
| [2026-01-18T04:51:42.986Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_018F9XGVdMpN8FRaSirU4xEA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me check for the README files and any existing documentation to better understand the codebase." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
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| "service_tier": "standard" | |
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| "uuid": "8eb14f2f-ee04-4a7d-b32a-7aa1aa648eea" | |
| } | |
| [2026-01-18T04:51:44.464Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_018F9XGVdMpN8FRaSirU4xEA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_011Eh9SUmPHAvexhCnG2p345", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1768711802994/README.md", | |
| "limit": 200 | |
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| "uuid": "2d1bcf13-a342-4190-ba74-b0090e09c854" | |
| } | |
| [2026-01-18T04:51:45.533Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_018F9XGVdMpN8FRaSirU4xEA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01QeiztbPcJkmBs8nhzk8b1j", | |
| "name": "Bash", | |
| "input": { | |
| "command": "ls -la /tmp/gh-issue-solver-1768711802994/docs/", | |
| "description": "List docs directory" | |
| } | |
| } | |
| ], | |
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| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "7111f4bb-dd54-4cfb-95f6-f6026822e46a" | |
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| [2026-01-18T04:51:45.583Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_011Eh9SUmPHAvexhCnG2p345","type":"tool_result","content":" 1→# Godot Top-Down Template\n 2→\n 3→A template project for creating top-down games in Godot 4.3+ with support for both GDScript and C#.\n 4→\n 5→## Features\n 6→\n 7→- **Dual Language Support**: Works with both GDScript (default) and C# (optional)\n 8→- **Top-down movement**: Smooth physics-based player movement with acceleration/friction\n 9→- **Shooting mechanics**: Bullet projectiles with collision detection\n 10→- **Target system**: Interactive targets that react when hit\n 11→- **Pause menu**: With resume, controls rebinding, and quit options\n 12→- **Key rebinding**: Full customization of input controls\n 13→- **Clean architecture**: Interfaces, abstract classes, and reusable components (C#)\n 14→\n 15→## Requirements\n 16→\n 17→### For GDScript (Default)\n 18→- [Godot Engine 4.3](https://godotengine.org/download) or later (standard version)\n 19→- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 20→\n 21→### For C# (Optional)\n 22→- [Godot Engine 4.3 .NET](https://godotengine.org/download) or later (with C# support)\n 23→- [.NET SDK 6.0](https://dotnet.microsoft.com/download/dotnet/6.0) or later\n 24→- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n 25→\n 26→## Getting Started\n 27→\n 28→### Using GDScript (Default)\n 29→1. Clone or download this repository\n 30→2. Open Godot Engine (standard version)\n 31→3. Click \"Import\" and select the `project.godot` file\n 32→4. Press F5 to run the test level (TestTier.tscn)\n 33→\n 34→### Using C# (Optional)\n 35→1. Clone or download this repository\n 36→2. Open Godot Engine .NET (with C# support)\n 37→3. Click \"Import\" and select the `project.godot` file\n 38→4. Press F5 to run the GDScript version (default)\n 39→5. Or open `scenes/levels/csharp/TestTier.tscn` and press F6 to run the C# version\n 40→6. Or change the main scene in project.godot to use C# versions\n 41→\n 42→## Project Structure\n 43→\n 44→```\n 45→godot-topdown-template/\n 46→├── project.godot # Godot project configuration\n 47→├── GodotTopDownTemplate.csproj # C# project file (optional)\n 48→├── GodotTopDownTemplate.sln # Visual Studio solution (optional)\n 49→├── icon.svg # Project icon\n 50→├── scenes/ # All game scenes (.tscn files)\n 51→│ ├── main/ # Main scenes\n 52→│ │ └── Main.tscn # Main entry scene (runs on F5)\n 53→│ ├── levels/ # Game levels/tiers\n 54→│ │ ├── TestTier.tscn # Test level for development (GDScript)\n 55→│ │ └── csharp/ # C# alternative scenes\n 56→│ │ └── TestTier.tscn # Test level with C# scripts\n 57→│ ├── characters/ # Character scenes\n 58→│ │ ├── Player.tscn # Player character (GDScript)\n 59→│ │ └── csharp/ # C# alternative scenes\n 60→│ │ └── Player.tscn # Player character (C#)\n 61→│ ├── projectiles/ # Projectile scenes\n 62→│ │ ├── Bullet.tscn # Bullet projectile (GDScript)\n 63→│ │ └── csharp/ # C# alternative scenes\n 64→│ │ └── Bullet.tscn # Bullet projectile (C#)\n 65→│ ├── objects/ # Game object scenes\n 66→│ │ ├── Target.tscn # Shootable target (GDScript)\n 67→│ │ └── csharp/ # C# alternative scenes\n 68→│ │ └── Target.tscn # Shootable target (C#)\n 69→│ └── ui/ # UI scenes\n 70→│ ├── PauseMenu.tscn # Pause menu with resume/controls/quit\n 71→│ └── ControlsMenu.tscn # Key rebinding interface\n 72→├── Scripts/ # C# scripts (.cs) - Optional game logic\n 73→│ ├── Interfaces/ # C# interfaces for architecture\n 74→│ │ └── IDamageable.cs # Damage system interface\n 75→│ ├── AbstractClasses/ # Base abstract classes\n 76→│ │ ├── BaseCharacter.cs # Base class for all characters\n 77→│ │ └── BaseWeapon.cs # Base class for weapons\n 78→│ ├── Components/ # Reusable components\n 79→│ │ └── HealthComponent.cs # Health management component\n 80→│ ├── Data/ # Data resources\n 81→│ │ ├── WeaponData.cs # Weapon configuration resource\n 82→│ │ └── BulletData.cs # Bullet configuration resource\n 83→│ ├── Characters/ # Character implementations\n 84→│ │ └── Player.cs # Player character controller\n 85→│ ├── Projectiles/ # Projectile implementations\n 86→│ │ └── Bullet.cs # Bullet projectile\n 87→│ └── Objects/ # Game objects\n 88→│ └── Enemy.cs # Enemy/target implementation\n 89→├── scripts/ # GDScript files (.gd) - Default game logic\n 90→│ ├── main.gd # Main scene script\n 91→│ ├── levels/ # Level scripts\n 92→│ │ └── test_tier.gd # Test tier script\n 93→│ ├── characters/ # Character scripts\n 94→│ │ └── player.gd # Player character controller\n 95→│ ├── projectiles/ # Projectile scripts\n 96→│ │ └── bullet.gd # Bullet projectile\n 97→│ ├── objects/ # Game object scripts\n 98→│ │ └── target.gd # Shootable target\n 99→│ ├── autoload/ # Autoload/singleton scripts\n 100→│ │ └── input_settings.gd # Input settings manager (singleton)\n 101→│ ├── ui/ # UI scripts\n 102→│ │ ├── pause_menu.gd # Pause menu controller\n 103→│ │ └── controls_menu.gd # Key rebinding controller\n 104→│ └── utils/ # Utility scripts\n 105→├── assets/ # Game assets\n 106→│ ├── sprites/ # 2D sprites and textures\n 107→│ ├── audio/ # Sound effects and music\n 108→│ └── fonts/ # Custom fonts\n 109→└── addons/ # Third-party Godot plugins\n 110→```\n 111→\n 112→## Language Support\n 113→\n 114→### GDScript (Default)\n 115→The default implementation uses GDScript for all game logic. GDScript is:\n 116→- Beginner-friendly and easy to learn\n 117→- Tightly integrated with Godot's node system\n 118→- Works with any version of Godot (standard or .NET)\n 119→- Located in the `scripts/` folder (lowercase)\n 120→\n 121→### C# (Optional)\n 122→An optional C# architecture is included for developers who prefer static typing and OOP patterns. C# features:\n 123→- Interfaces for clean architecture (`IDamageable`)\n 124→- Abstract base classes for code reuse (`BaseCharacter`, `BaseWeapon`)\n 125→- Reusable components (`HealthComponent`)\n 126→- Data resources for configuration (`WeaponData`, `BulletData`)\n 127→- Located in the `Scripts/` folder (uppercase)\n 128→\n 129→To use C# scenes, open scenes from the `csharp/` subdirectories instead of the default scenes.\n 130→\n 131→## C# Architecture\n 132→\n 133→The C# implementation uses a clean architecture following Godot best practices:\n 134→\n 135→### Interfaces (`Scripts/Interfaces/`)\n 136→\n 137→#### IDamageable\n 138→Interface for entities that can receive damage. Implement on any game object that should be able to take damage.\n 139→\n 140→```csharp\n 141→public interface IDamageable\n 142→{\n 143→ float CurrentHealth { get; }\n 144→ float MaxHealth { get; }\n 145→ bool IsAlive { get; }\n 146→ void TakeDamage(float amount);\n 147→ void Heal(float amount);\n 148→ void OnDeath();\n 149→}\n 150→```\n 151→\n 152→### Abstract Classes (`Scripts/AbstractClasses/`)\n 153→\n 154→#### BaseCharacter\n 155→Base class for all characters (players, enemies, NPCs). Provides:\n 156→- Physics-based movemen | |
| [2026-01-18T04:51:45.585Z] [INFO] t with acceleration/friction\n 157→- Health management via HealthComponent\n 158→- IDamageable implementation\n 159→- Damage/heal/death signals\n 160→\n 161→#### BaseWeapon\n 162→Base class for all weapons. Provides:\n 163→- Ammunition management (magazine + reserve)\n 164→- Fire rate control\n 165→- Reload system\n 166→- Weapon signals (fired, reloading, ammo changed)\n 167→\n 168→### Components (`Scripts/Components/`)\n 169→\n 170→#### HealthComponent\n 171→Reusable component for health management. Attach to any node to give it health:\n 172→- Configurable max health and initial health\n 173→- Invulnerability toggle\n 174→- Damage/heal/health changed/died signals\n 175→\n 176→### Data Resources (`Scripts/Data/`)\n 177→\n 178→#### WeaponData\n 179→Resource for weapon configuration (save as `.tres` files):\n 180→- Damage, fire rate, magazine size\n 181→- Reload time, range, spread\n 182→- Automatic/semi-automatic mode\n 183→\n 184→#### BulletData\n 185→Resource for bullet configuration:\n 186→- Speed, damage, lifetime\n 187→- Piercing, knockback, color\n 188→\n 189→## Scenes\n 190→\n 191→### TestTier.tscn\n 192→The main test level (shooting range) that loads when pressing F5. This scene serves as a complete example of how to create a playable level with proper collision setup and is perfect for rapid prototyping and testing game mechanics.\n 193→\n 194→### Main.tscn\n 195→An optional entry/menu scene that can be used to display title screens, menus, or load other scenes. To use it as your main scene, change `run/main_scene` in `project.godot`.\n 196→\n 197→#### Features\n 198→- **Enclosed play area** with walls that prevent the player from leaving\n 199→- **Obstacles** placed within the arena for cover and movement testing\n 200→- **Target zone** with red shooting targets that react when hit\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"52286b2d-cfa0-43c8-8da1-508c24b89d9c","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/README.md","content":"# Godot Top-Down Template\n\nA template project for creating top-down games in Godot 4.3+ with support for both GDScript and C#.\n\n## Features\n\n- **Dual Language Support**: Works with both GDScript (default) and C# (optional)\n- **Top-down movement**: Smooth physics-based player movement with acceleration/friction\n- **Shooting mechanics**: Bullet projectiles with collision detection\n- **Target system**: Interactive targets that react when hit\n- **Pause menu**: With resume, controls rebinding, and quit options\n- **Key rebinding**: Full customization of input controls\n- **Clean architecture**: Interfaces, abstract classes, and reusable components (C#)\n\n## Requirements\n\n### For GDScript (Default)\n- [Godot Engine 4.3](https://godotengine.org/download) or later (standard version)\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n### For C# (Optional)\n- [Godot Engine 4.3 .NET](https://godotengine.org/download) or later (with C# support)\n- [.NET SDK 6.0](https://dotnet.microsoft.com/download/dotnet/6.0) or later\n- OpenGL 3.3 / OpenGL ES 3.0 compatible graphics (most systems from 2012+)\n\n## Getting Started\n\n### Using GDScript (Default)\n1. Clone or download this repository\n2. Open Godot Engine (standard version)\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the test level (TestTier.tscn)\n\n### Using C# (Optional)\n1. Clone or download this repository\n2. Open Godot Engine .NET (with C# support)\n3. Click \"Import\" and select the `project.godot` file\n4. Press F5 to run the GDScript version (default)\n5. Or open `scenes/levels/csharp/TestTier.tscn` and press F6 to run the C# version\n6. Or change the main scene in project.godot to use C# versions\n\n## Project Structure\n\n```\ngodot-topdown-template/\n├── project.godot # Godot project configuration\n├── GodotTopDownTemplate.csproj # C# project file (optional)\n├── GodotTopDownTemplate.sln # Visual Studio solution (optional)\n├── icon.svg # Project icon\n├── scenes/ # All game scenes (.tscn files)\n│ ├── main/ # Main scenes\n│ │ └── Main.tscn # Main entry scene (runs on F5)\n│ ├── levels/ # Game levels/tiers\n│ │ ├── TestTier.tscn # Test level for development (GDScript)\n│ │ └── csharp/ # C# alternative scenes\n│ │ └── TestTier.tscn # Test level with C# scripts\n│ ├── characters/ # Character scenes\n│ │ ├── Player.tscn # Player character (GDScript)\n│ │ └── csharp/ # C# alternative scenes\n│ │ └── Player.tscn # Player character (C#)\n│ ├── projectiles/ # Projectile scenes\n│ │ ├── Bullet.tscn # Bullet projectile (GDScript)\n│ │ └── csharp/ # C# alternative scenes\n│ │ └── Bullet.tscn # Bullet projectile (C#)\n│ ├── objects/ # Game object scenes\n│ │ ├── Target.tscn # Shootable target (GDScript)\n│ │ └── csharp/ # C# alternative scenes\n│ │ └── Target.tscn # Shootable target (C#)\n│ └── ui/ # UI scenes\n│ ├── PauseMenu.tscn # Pause menu with resume/controls/quit\n│ └── ControlsMenu.tscn # Key rebinding interface\n├── Scripts/ # C# scripts (.cs) - Optional game logic\n│ ├── Interfaces/ # C# interfaces for architecture\n│ │ └── IDamageable.cs # Damage system interface\n│ ├── AbstractClasses/ # Base abstract classes\n│ │ ├── BaseCharacter.cs # Base class for all characters\n│ │ └── BaseWeapon.cs # Base class for weapons\n│ ├── Components/ # Reusable components\n│ │ └── HealthComponent.cs # Health management component\n│ ├── Data/ # Data resources\n│ │ ├── WeaponData.cs # Weapon configuration resource\n│ │ └── BulletData.cs # Bullet configuration resource\n│ ├── Characters/ # Character implementations\n│ │ └── Player.cs # Player character controller\n│ ├── Projectiles/ # Projectile implementations\n│ │ └── Bullet.cs # Bullet projectile\n│ └── Objects/ # Game objects\n│ └── Enemy.cs # Enemy/target implementation\n├── scripts/ # GDScript files (.gd) - Default game logic\n│ ├── main.gd # Main scene script\n│ ├── levels/ # Level scripts\n│ │ └── test_tier.gd # Test tier script\n│ ├── characters/ # Character scripts\n│ │ └── player.gd # Player character controller\n│ ├── projectiles/ # Projectile scripts\n│ │ └── bullet.gd # Bullet projectile\n│ ├── objects/ # Game object scripts\n│ │ └── target.gd # Shootable target\n│ ├── autoload/ # Autoload/singleton scripts\n│ │ └── input_settings.gd # Input settings manager (singleton)\n│ ├── ui/ # UI scripts\n│ │ ├── pause_menu.gd # Pause menu controller\n│ │ └── controls_menu.gd # Key rebinding controller\n│ └── utils/ # Utility scripts\n├── assets/ # Game assets\n│ ├── sprites/ # 2D sprites and textures\n│ ├── audio/ # Sound effects and music\n│ └── fonts/ # Custom fonts\n└── addons/ # Third-party Godot plugins\n```\n\n## Language Support\n\n### GDScript (Default)\nThe default implementation uses GDScript for all game logic. GDScript is:\n- Beginner-friendly and easy to learn\n- Tightly integrated with Godot's node system\n- Works with any version of Godot (standard or .NET)\n- Located in the `scripts/` folder (lowercase)\n\n### C# (Optional)\nAn optional C# architecture is included for developers who prefer static typing and OOP patterns. C# features:\n- Interfaces for clean architecture (`IDamageable`)\n- Abstract base classes for code reuse (`BaseCharacter`, `BaseWeapon`)\n- Reusable components (`HealthComponent`)\n- Data resources for configuration (`WeaponData`, `BulletData`)\n- Located in the `Scripts/` folder (uppercase)\n\nTo use C# scenes, open scenes from the `csharp/` subdirectories instead of the default scenes.\n\n## C# Architecture\n\nThe C# implementation uses a clean architecture following Godot best practices:\n\n### Interfaces (`Scripts/Interfaces/`)\n\n#### IDamageable\nInterface for entities that can receive damage. Implement on any game object that should be able to take damage.\n\n```csharp\npublic interface IDamageable\n{\n float CurrentHealth { get; }\n float MaxHealth { get; }\n bool IsAlive { get; }\n void TakeDamage(float amount);\n void Heal(float amount);\n void OnDeath();\n}\n```\n\n### Abstract Classes (`Scripts/AbstractClasses/`)\n\n#### BaseCharacter\nBase class for all characters (players, enemies, NPCs). Provides:\n- Physics-based movement with acceleration/friction\n- Health management via HealthComponent\n- IDamageable implementation\n- Damage/heal/death signals\n\n#### BaseWeapon\nBase class for all weapons. Provides:\n- Ammunition management (magazine + reserve)\n- Fire rate control\n- Reload system\n- Weapon signals (fired, reloading, ammo changed)\n\n### Components (`Scripts/Components/`)\n\n#### HealthComponent\nReusable component for health management. Attach to any node to give it health:\n- Configurable max health and initial health\n- Invulnerability toggle\n- Damage/heal/health changed/died signals\n\n### Data Resources (`Scripts/Data/`)\n\n#### WeaponData\nResource for weapon configuration (save as `.tres` files):\n- Damage, fire rate, magazine size\n- Reload time, range, spread\n- Automatic/semi-automatic mode\n\n#### BulletData\nResource for bullet configuration:\n- Speed, damage, lifetime\n- Piercing, knockback, color\n\n## Scenes\n\n### TestTier.tscn\nThe main test level (shooting range) that loads when pressing F5. This scene serves as a complete example of how to create a playable level with proper collision setup and is perfect for rapid prototyping and testing game mechanics.\n\n### Main.tscn\nAn optional entry/menu scene that can be used to display title screens, menus, or load other scenes. To use it as your main scene, change `run/main_scene` in `project.godot`.\n\n#### Features\n- **Enclosed play area** with walls that prevent the player from leaving\n- **Obstacles** placed within the arena for cover and movement testing\n- **Target zone** with red shooting targets that react when hit","numLines":200,"startLine":1,"totalLines":482}}} | |
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| "text": "Let me look at some recent case studies to understand the patterns and also check what similar issues have been addressed." | |
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| [2026-01-18T04:52:02.157Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_014ExBzhFL4CPcfWUgnEHLgw","type":"tool_result","content":" 1→# Case Study: Issue #93 - AI Enemies Stuck in PURSUING State Behind Last Cover\n 2→\n 3→## Executive Summary\n 4→\n 5→This case study analyzes issue #93 where enemy AI in PURSUING state exhibits two problematic behaviors:\n 6→1. **Long cover stopping problem**: When moving along a long piece of cover, enemies stop too frequently behind the same cover piece\n 7→2. **Last cover stuck problem**: When reaching the final cover before the player, enemies either walk into walls or stand still instead of transitioning to COMBAT state\n 8→\n 9→The PURSUING state was introduced in PR #89 to allow enemies to move cover-to-cover toward the player when they are far away and cannot hit the player from their current position. This case study documents the root causes, proposes solutions, and provides implementation guidance.\n 10→\n 11→## Issue Overview\n 12→\n 13→### Original Request\n 14→\n 15→**Issue #93** (Created: 2026-01-18)\n 16→- **Title**: fix ai при PERSUING состоянии застревают за последним укрытием\n 17→- **Author**: Jhon-Crow (Repository Owner)\n 18→\n 19→**Translated Requirements**:\n 20→1. When an enemy moves along one long cover, they should stop behind it less frequently\n 21→2. At the last cover before the player, enemies walk into walls or just stand still instead of switching to COMBAT state\n 22→\n 23→**Additional Request**: Perform deep case study analysis with timeline reconstruction, root cause identification, and proposed solutions.\n 24→\n 25→---\n 26→\n 27→## Timeline of Events\n 28→\n 29→### Phase 1: PURSUING State Implementation (2026-01-17)\n 30→\n 31→1. **PR #89 merged** - \"Add PURSUING and ASSAULT states for improved enemy AI combat behavior\"\n 32→ - Added `PURSUING` state to `AIState` enum\n 33→ - Implemented `_process_pursuing_state()` function\n 34→ - Added `_find_pursuit_cover_toward_player()` for cover-to-cover movement\n 35→ - Fixed initial infinite loop bugs (visibility check, minimum distance)\n 36→\n 37→### Phase 2: Issue Discovery (2026-01-18)\n 38→\n 39→2. **Issue #93 created** - User reports:\n 40→ - Enemies stopping too often along long covers\n 41→ - Enemies getting stuck at last cover before player\n 42→ - Enemies walking into walls instead of engaging\n 43→\n 44→---\n 45→\n 46→## Root Cause Analysis\n 47→\n 48→### Problem 1: Excessive Stopping Along Long Covers\n 49→\n 50→**Code Path Analysis:**\n 51→\n 52→In `_find_pursuit_cover_toward_player()` (lines 2254-2322):\n 53→\n 54→```gdscript\n 55→# Cast rays in all directions to find obstacles\n 56→for i in range(COVER_CHECK_COUNT):\n 57→ var angle := (float(i) / COVER_CHECK_COUNT) * TAU\n 58→ var direction := Vector2.from_angle(angle)\n 59→\n 60→ raycast.target_position = direction * COVER_CHECK_DISTANCE\n 61→ raycast.force_raycast_update()\n 62→\n 63→ if raycast.is_colliding():\n 64→ var collision_point := raycast.get_collision_point()\n 65→ var collision_normal := raycast.get_collision_normal()\n 66→\n 67→ # Cover position is offset from collision point along normal\n 68→ var cover_pos := collision_point + collision_normal * 35.0\n 69→\n 70→ # Score calculation:\n 71→ # - Hidden from player (priority)\n 72→ # - Closer to player\n 73→ # - Not too far from current position\n 74→ var hidden_score: float = 5.0 if is_hidden else 0.0\n 75→ var approach_score: float = (my_distance_to_player - cover_distance_to_player) / CLOSE_COMBAT_DISTANCE\n 76→ var distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n 77→```\n 78→\n 79→**Bug**: The scoring system favors cover positions that are:\n 80→1. Hidden from player (weighted heavily with +5.0)\n 81→2. Closer to player than current position\n 82→3. Not too far from current position\n 83→\n 84→However, when moving along a long wall, the algorithm continuously finds positions along the same wall that score well. Each position is only slightly closer to the player, causing the enemy to:\n 85→1. Stop at position A\n 86→2. Wait 1.5 seconds (PURSUIT_COVER_WAIT_DURATION)\n 87→3. Find position B (10-50 pixels closer on same wall)\n 88→4. Move to B\n 89→5. Wait 1.5 seconds\n 90→6. Repeat...\n 91→\n 92→**Root Cause**: No differentiation between cover from the **same obstacle** vs cover from a **different obstacle**. The algorithm should prefer moving to a distinctly different cover position rather than shuffling along the same wall.\n 93→\n 94→### Problem 2: Stuck at Last Cover Before Player\n 95→\n 96→**Code Path Analysis:**\n 97→\n 98→In `_process_pursuing_state()` (lines 1460-1549):\n 99→\n 100→```gdscript\n 101→# If can see player and can hit them from current position, engage\n 102→if _can_see_player and _player:\n 103→ var can_hit := _can_hit_player_from_current_position()\n 104→ if can_hit:\n 105→ _log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n 106→ _has_pursuit_cover = false\n 107→ _transition_to_combat()\n 108→ return\n 109→\n 110→# Check if we're waiting at cover\n 111→if _has_valid_cover and not _has_pursuit_cover:\n 112→ _pursuit_cover_wait_timer += delta\n 113→ velocity = Vector2.ZERO\n 114→\n 115→ if _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n 116→ _find_pursuit_cover_toward_player()\n 117→ if _has_pursuit_cover:\n 118→ _log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n 119→ else:\n 120→ # No pursuit cover found - fallback behavior\n 121→ if _can_see_player:\n 122→ _transition_to_combat()\n 123→ return\n 124→ # Try flanking\n 125→ if enable_flanking and _player:\n 126→ _transition_to_flanking()\n 127→ return\n 128→ # Last resort: move directly toward player\n 129→ _transition_to_combat()\n 130→ return\n 131→```\n 132→\n 133→**Bug Scenario**: When the enemy is at the last cover before the player:\n 134→\n 135→1. `_can_see_player` is true (player is visible)\n 136→2. `_can_hit_player_from_current_position()` returns false (cover blocks shot)\n 137→3. Enemy waits at cover (timer counting)\n 138→4. Timer expires, calls `_find_pursuit_cover_toward_player()`\n 139→5. No cover found closer to player (we're at the closest one)\n 140→6. `_has_pursuit_cover = false`\n 141→7. Fallback: checks `if _can_see_player` again\n 142→8. **Critical**: At this exact moment, visibility may fluctuate (player moving, cover edge occlusion)\n 143→9. If visibility check fails, tries flanking (may also fail)\n 144→10. If flanking disabled or fails, loop continues\n 145→\n 146→**Additional Bug**: Even if the enemy transitions to COMBAT, the COMBAT state's `_process_combat_state()` has its own logic that may immediately transition back to PURSUING if the enemy can't hit the player:\n 147→\n 148→```gdscript\n 149→# In _process_combat_state():\n 150→if _can_see_player:\n 151→ if player_close:\n 152→ # Engage\n 153→ else:\n 154→ if can_hit:\n 155→ # Continue combat\n 156→ else:\n 157→ # Can't hit from here - need to pursue\n 158→ _transition_to_pursuing() # BACK TO PURSUING!\n 159→```\n 160→\n 161→This creates a ping-pong effect where the enemy oscillates between PURSUING and COMBAT without ever actually approaching the player.\n 162→\n 163→**Root Cause**: The PURSUING state's fallback behavior doesn't account for the \"can see but can't hit\" scenario at the last cover. The enemy should either:\n 164→1. Move out of cover toward the player (approach phase)\n 165→2. Sidestep to get a clear shot\n 166→3. Use the COMBAT state's approach phase properly\n 167→\n 168→### Problem 3: Walking Into Walls\n 169→\n 170→**Code Path Analysis:**\n 171→\n 172→In `_process_pursuing_state()` when moving toward pursuit cover:\n 173→\n 174→```gdscript\n 175→if _has_pursuit_cover:\n 176→ var direction := (_pursuit_next_cover - global_position).normalized()\n 177→ var distance := global_position.distance_to(_pursuit_next_cover)\n 178→\n 179→ # Apply wall avoidance\n 180→ var avoidance := _check_wall_ahead(direction)\n 181→ if avoidance != Vector2.ZERO:\n 182→ direction = (direction * 0.5 + avoidance * 0.5).normalized()\n 183→\n 184→ velocity = direction * combat_move_speed\n 185→```\n 186→\n 187→**Bug**: The wall avoidance blending (50/50 with original direction) may not be sufficient when the target cover position is:\n 188→1. On the opposite side of a wall from the enemy\n 189→2. Calculated based on raycast collision normal that doesn't account for pathfinding\n 190→\n 191→When `_find_pursuit_cover_toward_player()` finds a cover position, it uses:\n 192→```gdscript\n 193→var cover_pos := collision_point + collision_normal * 35.0\n 194→```\n 195→\n 196→This offset of 35 pixels from the collision point may place the cover position in an unreachable location if there's a wall between the enemy and that position.\n 197→\n 198→**Root Cause**: The cover position calculation assumes the enemy can reach the position directly, but doesn't verify the path is clear.\n 199→\n 200→---\n 201→\n 202→## Technical Deep Dive\n 203→\n 204→### PURSUING State Flow\n 205→\n 206→```\n 207→┌─────────────────────────────────────────────────────────────────┐\n 208→│ PURSUING STATE │\n 209→├─────────────────────────────────────────────────────────────────┤\n 210→│ │\n 211→│ ┌─────────────────────────────────────────────────────────┐ │\n 212→│ │ Entry: _transition_to_pursuing() │ │\n 213→│ │ - Reset pursuit timer │ │\n 214→│ │ - Clear pursuit cover flag │ │\n 215→│ └─────────────────────────────────────────────────────────┘ │\n 216→│ │ │\n 217→│ ▼ │\n 218→│ ┌─────────────────────────────────────────────────────────┐ │\n 219→│ │ Check: Under fire? │ │\n 220→│ │ YES → RETREATING │ │\n 221→│ └─────────────────────────────────────────────────────────┘ │\n 222→│ │ NO │\n 223→│ ▼ │\n 224→│ ┌─────────────────────────────────────────────────────────┐ │\n 225→│ │ Check: Multiple enemies in combat? │ │\n 226→│ │ YES → ASSAULT │ │\n 227→│ └─────────────────────────────────────────────────────────┘ │\n 228→│ │ NO │\n 229→│ ▼ │\n 230→│ ┌─────────────────────────────────────────────────────────┐ │\n 231→│ │ Check: Can see AND hit player? │ │\n 232→│ │ YES → COMBAT │ │\n 233→│ └─────────────────────────────────────────────────────────┘ │\n 234→│ │ NO │\n 235→│ ▼ │\n 236→│ ┌─────────────────────────────────────────────────────────┐ │\n 237→│ │ Check: At valid cover, no pursuit target? │ │\n 238→│ │ YES → Wait (timer += delta) │ │\n 239→│ │ Timer done? → Find next cover │ │\n 240→│ │ Found? → Set pursuit target │ │\n 241→│ │ Not found? → Fallback (COMBAT/FLANKING) │◄─┐│\n 242→│ └─────────────────────────────────────────────────────────┘ ││\n 243→│ │ ││\n 244→│ ▼ ││\n 245→│ ┌─────────────────────────────────────────────────────────┐ ││\n 246→│ │ Check: Has pursuit cover target? │ ││\n 247→│ │ YES → Move toward target │ ││\n 248→│ │ Reached? → Mark as current cover, reset ─────────┼───┘│\n 249→│ └─────────────────────────────────────────────────────────┘ │\n 250→│ │ NO │\n 251→│ ▼ │\n 252→│ ┌─────────────────────────────────────────────────────────┐ │\n 253→│ │ Find initial pursuit cover │ │\n 254→│ │ Found? → Continue │ │\n 255→│ │ Not found? → FLANKING or COMBAT │ │\n 256→│ └─────────────────────────────────────────────────────────┘ │\n 257→│ │\n 258→└─────────────────────────────────────────────────────────────────┘\n 259→```\n 260→\n 261→### Cover Finding Algorithm\n 262→\n 263→The `_find_pursuit_cover_toward_player()` function:\n 264→\n 265→1. Casts rays in 16 directions (COVER_CHECK_COUNT)\n 266→2. For each ray that hits an obstacle:\n 267→ - Calculate cover position (collision point + normal * 35)\n 268→ - Skip if not closer to player\n 269→ - Skip if too close to current position (< 30 pixels)\n 270→ - Check if hidden from player\n 271→ - Calculate score based on: hidden (+5), approach distance, distance penalty\n 272→3. Select best-scoring cover\n 273→\n 274→**Current Scoring Formula:**\n 275→```\n 276→total_score = hidden_score + approach_score * 2.0 - distance_penalty\n 277→where:\n 278→ hidden_score = 5.0 if hidden, else 0.0\n 279→ approach_score = (my_distance_to_player - cover_distance_to_player) / CLOSE_COMBAT_DISTANCE\n 280→ distance_penalty = cover_distance_from_me / COVER_CHECK_DISTANCE\n 281→```\n 282→\n 283→---\n 284→\n 285→## Industry Best Practices Research\n 286→\n 287→### Cover-Based AI in Commercial Games\n 288→\n 289→According to research on game AI systems:\n 290→\n 291→1. **F.E.A.R. (2005)** - Pioneered dynamic cover-based AI using GOAP\n 292→ - Enemies evaluate cover quality based on protection level and firing angles\n 293→ - Use \"tactical positions\" rather than arbitrary wall positions\n 294→ - [Source: Building the AI of F.E.A.R.](https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning)\n 295→\n 296→2. **The Last of Us Part II** - Uses \"awareness states\" with priority-based cover selection\n 297→ - Enemies remember where player was last seen\n 298→ - Cover positions are pre-calculated at level design time\n 299→ - [Source: AI in Gaming](https://www.lizard.global/en/blog/ai-in-gaming-how-ai-is-used-to-create-intelligent-game-characters-opponents)\n 300→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"9509bea7-64fb-44c1-89af-1eed6fe90e1f","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/docs/case-studies/issue-93/README.md","content":"# Case Study: Issue #93 - AI Enemies Stuck in PURSUING State Behind Last Cover\n\n## Executive Summary\n\nThis case study analyzes issue #93 where enemy AI in PURSUING state exhibits two problematic behaviors:\n1. **Long cover stopping problem**: When moving along a long piece of cover, enemies stop too frequently behind the same cover piece\n2. **Last cover stuck problem**: When reaching the final cover before the player, enemies either walk into walls or stand still instead of transitioning to COMBAT state\n\nThe PURSUING state was introduced in PR #89 to allow enemies to move cover-to-cover toward the player when they are far away and cannot hit the player from their current position. This case study documents the root causes, proposes solutions, and provides implementation guidance.\n\n## Issue Overview\n\n### Original Request\n\n**Issue #93** (Created: 2026-01-18)\n- **Title**: fix ai при PERSUING состоянии застревают за последним укрытием\n- **Author**: Jhon-Crow (Repository Owner)\n\n**Translated Requirements**:\n1. When an enemy moves along one long cover, they should stop behind it less frequently\n2. At the last cover before the player, enemies walk into walls or just stand still instead of switching to COMBAT state\n\n**Additional Request**: Perform deep case study analysis with timeline reconstruction, root cause identification, and proposed solutions.\n\n---\n\n## Timeline of Events\n\n### Phase 1: PURSUING State Implementation (2026-01-17)\n\n1. **PR #89 merged** - \"Add PURSUING and ASSAULT states for improved enemy AI combat behavior\"\n - Added `PURSUING` state to `AIState` enum\n - Implemented `_process_pursuing_state()` function\n - Added `_find_pursuit_cover_toward_player()` for cover-to-cover movement\n - Fixed initial infinite loop bugs (visibility check, minimum distance)\n\n### Phase 2: Issue Discovery (2026-01-18)\n\n2. **Issue #93 created** - User reports:\n - Enemies stopping too often along long covers\n - Enemies getting stuck at last cover before player\n - Enemies walking into walls instead of engaging\n\n---\n\n## Root Cause Analysis\n\n### Problem 1: Excessive Stopping Along Long Covers\n\n**Code Path Analysis:**\n\nIn `_find_pursuit_cover_toward_player()` (lines 2254-2322):\n\n```gdscript\n# Cast rays in all directions to find obstacles\nfor i in range(COVER_CHECK_COUNT):\n var angle := (float(i) / COVER_CHECK_COUNT) * TAU\n var direction := Vector2.from_angle(angle)\n\n raycast.target_position = direction * COVER_CHECK_DISTANCE\n raycast.force_raycast_update()\n\n if raycast.is_colliding():\n var collision_point := raycast.get_collision_point()\n var collision_normal := raycast.get_collision_normal()\n\n # Cover position is offset from collision point along normal\n var cover_pos := collision_point + collision_normal * 35.0\n\n # Score calculation:\n # - Hidden from player (priority)\n # - Closer to player\n # - Not too far from current position\n var hidden_score: float = 5.0 if is_hidden else 0.0\n var approach_score: float = (my_distance_to_player - cover_distance_to_player) / CLOSE_COMBAT_DISTANCE\n var distance_penalty: float = cover_distance_from_me / COVER_CHECK_DISTANCE\n```\n\n**Bug**: The scoring system favors cover positions that are:\n1. Hidden from player (weighted heavily with +5.0)\n2. Closer to player than current position\n3. Not too far from current position\n\nHowever, when moving along a long wall, the algorithm continuously finds positions along the same wall that score well. Each position is only slightly closer to the player, causing the enemy to:\n1. Stop at position A\n2. Wait 1.5 seconds (PURSUIT_COVER_WAIT_DURATION)\n3. Find position B (10-50 pixels closer on same wall)\n4. Move to B\n5. Wait 1.5 seconds\n6. Repeat...\n\n**Root Cause**: No differentiation between cover from the **same obstacle** vs cover from a **different obstacle**. The algorithm should prefer moving to a distinctly different cover position rather than shuffling along the same wall.\n\n### Problem 2: Stuck at Last Cover Before Player\n\n**Code Path Analysis:**\n\nIn `_process_pursuing_state()` (lines 1460-1549):\n\n```gdscript\n# If can see player and can hit them from current position, engage\nif _can_see_player and _player:\n var can_hit := _can_hit_player_from_current_position()\n if can_hit:\n _log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n _has_pursuit_cover = false\n _transition_to_combat()\n return\n\n# Check if we're waiting at cover\nif _has_valid_cover and not _has_pursuit_cover:\n _pursuit_cover_wait_timer += delta\n velocity = Vector2.ZERO\n\n if _pursuit_cover_wait_timer >= PURSUIT_COVER_WAIT_DURATION:\n _find_pursuit_cover_toward_player()\n if _has_pursuit_cover:\n _log_debug(\"Found pursuit cover at %s\" % _pursuit_next_cover)\n else:\n # No pursuit cover found - fallback behavior\n if _can_see_player:\n _transition_to_combat()\n return\n # Try flanking\n if enable_flanking and _player:\n _transition_to_flanking()\n return\n # Last resort: move directly toward player\n _transition_to_combat()\n return\n```\n\n**Bug Scenario**: When the enemy is at the last cover before the player:\n\n1. `_can_see_player` is true (player is visible)\n2. `_can_hit_player_from_current_position()` returns false (cover blocks shot)\n3. Enemy waits at cover (timer counting)\n4. Timer expires, calls `_find_pursuit_cover_toward_player()`\n5. No cover found closer to player (we're at the closest one)\n6. `_has_pursuit_cover = false`\n7. Fallback: checks `if _can_see_player` again\n8. **Critical**: At this exact moment, visibility may fluctuate (player moving, cover edge occlusion)\n9. If visibility check fails, tries flanking (may also fail)\n10. If flanking disabled or fails, loop continues\n\n**Additional Bug**: Even if the enemy transitions to COMBAT, the COMBAT state's `_process_combat_state()` has its own logic that may immediately transition back to PURSUING if the enemy can't hit the player:\n\n```gdscript\n# In _process_combat_state():\nif _can_see_player:\n if player_close:\n # Engage\n else:\n if can_hit:\n # Continue combat\n else:\n # Can't hit from here - need to pursue\n _transition_to_pursuing() # BACK TO PURSUING!\n```\n\nThis creates a ping-pong effect where the enemy oscillates between PURSUING and COMBAT without ever actually approaching the player.\n\n**Root Cause**: The PURSUING state's fallback behavior doesn't account for the \"can see but can't hit\" scenario at the last cover. The enemy should either:\n1. Move out of cover toward the player (approach phase)\n2. Sidestep to get a clear shot\n3. Use the COMBAT state's approach phase properly\n\n### Problem 3: Walking Into Walls\n\n**Code Path Analysis:**\n\nIn `_process_pursuing_state()` when moving toward pursuit cover:\n\n```gdscript\nif _has_pursuit_cover:\n var direction := (_pursuit_next_cover - global_position).normalized()\n var distance := global_position.distance_to(_pursuit_next_cover)\n\n # Apply wall avoidance\n var avoidance := _check_wall_ahead(direction)\n if avoidance != Vector2.ZERO:\n direction = (direction * 0.5 + avoidance * 0.5).normalized()\n\n velocity = direction * combat_move_speed\n```\n\n**Bug**: The wall avoidance blending (50/50 with original direction) may not be sufficient when the target cover position is:\n1. On the opposite side of a wall from the enemy\n2. Calculated based on raycast collision normal that doesn't account for pathfinding\n\nWhen `_find_pursuit_cover_toward_player()` finds a cover position, it uses:\n```gdscript\nvar cover_pos := collision_point + collision_normal * 35.0\n```\n\nThis offset of 35 pixels from the collision point may place the cover position in an unreachable location if there's a wall between the enemy and that position.\n\n**Root Cause**: The cover position calculation assumes the enemy can reach the position directly, but doesn't verify the path is clear.\n\n---\n\n## Technical Deep Dive\n\n### PURSUING State Flow\n\n```\n┌─────────────────────────────────────────────────────────────────┐\n│ PURSUING STATE │\n├─────────────────────────────────────────────────────────────────┤\n│ │\n│ ┌─────────────────────────────────────────────────────────┐ │\n│ │ Entry: _transition_to_pursuing() │ │\n│ │ - Reset pursuit timer │ │\n│ │ - Clear pursuit cover flag │ │\n│ └─────────────────────────────────────────────────────────┘ │\n│ │ │\n│ ▼ │\n│ ┌─────────────────────────────────────────────────────────┐ │\n│ │ Check: Under fire? │ │\n│ │ YES → RETREATING │ │\n│ └─────────────────────────────────────────────────────────┘ │\n│ │ NO │\n│ ▼ │\n│ ┌─────── | |
| [2026-01-18T04:52:02.160Z] [INFO] ──────────────────────────────────────────────────┐ │\n│ │ Check: Multiple enemies in combat? │ │\n│ │ YES → ASSAULT │ │\n│ └─────────────────────────────────────────────────────────┘ │\n│ │ NO │\n│ ▼ │\n│ ┌─────────────────────────────────────────────────────────┐ │\n│ │ Check: Can see AND hit player? │ │\n│ │ YES → COMBAT │ │\n│ └─────────────────────────────────────────────────────────┘ │\n│ │ NO │\n│ ▼ │\n│ ┌─────────────────────────────────────────────────────────┐ │\n│ │ Check: At valid cover, no pursuit target? │ │\n│ │ YES → Wait (timer += delta) │ │\n│ │ Timer done? → Find next cover │ │\n│ │ Found? → Set pursuit target │ │\n│ │ Not found? → Fallback (COMBAT/FLANKING) │◄─┐│\n│ └─────────────────────────────────────────────────────────┘ ││\n│ │ ││\n│ ▼ ││\n│ ┌─────────────────────────────────────────────────────────┐ ││\n│ │ Check: Has pursuit cover target? │ ││\n│ │ YES → Move toward target │ ││\n│ │ Reached? → Mark as current cover, reset ─────────┼───┘│\n│ └─────────────────────────────────────────────────────────┘ │\n│ │ NO │\n│ ▼ │\n│ ┌─────────────────────────────────────────────────────────┐ │\n│ │ Find initial pursuit cover │ │\n│ │ Found? → Continue │ │\n│ │ Not found? → FLANKING or COMBAT │ │\n│ └─────────────────────────────────────────────────────────┘ │\n│ │\n└─────────────────────────────────────────────────────────────────┘\n```\n\n### Cover Finding Algorithm\n\nThe `_find_pursuit_cover_toward_player()` function:\n\n1. Casts rays in 16 directions (COVER_CHECK_COUNT)\n2. For each ray that hits an obstacle:\n - Calculate cover position (collision point + normal * 35)\n - Skip if not closer to player\n - Skip if too close to current position (< 30 pixels)\n - Check if hidden from player\n - Calculate score based on: hidden (+5), approach distance, distance penalty\n3. Select best-scoring cover\n\n**Current Scoring Formula:**\n```\ntotal_score = hidden_score + approach_score * 2.0 - distance_penalty\nwhere:\n hidden_score = 5.0 if hidden, else 0.0\n approach_score = (my_distance_to_player - cover_distance_to_player) / CLOSE_COMBAT_DISTANCE\n distance_penalty = cover_distance_from_me / COVER_CHECK_DISTANCE\n```\n\n---\n\n## Industry Best Practices Research\n\n### Cover-Based AI in Commercial Games\n\nAccording to research on game AI systems:\n\n1. **F.E.A.R. (2005)** - Pioneered dynamic cover-based AI using GOAP\n - Enemies evaluate cover quality based on protection level and firing angles\n - Use \"tactical positions\" rather than arbitrary wall positions\n - [Source: Building the AI of F.E.A.R.](https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning)\n\n2. **The Last of Us Part II** - Uses \"awareness states\" with priority-based cover selection\n - Enemies remember where player was last seen\n - Cover positions are pre-calculated at level design time\n - [Source: AI in Gaming](https://www.lizard.global/en/blog/ai-in-gaming-how-ai-is-used-to-create-intelligent-game-characters-opponents)\n","numLines":300,"startLine":1,"totalLines":729}}} | |
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| "content": "total 36\ndrwxrwxr-x 9 hive hive 4096 Jan 18 05:50 .\ndrwxrwxr-x 13 hive hive 4096 Jan 18 05:50 ..\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 characters\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 levels\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 main\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 objects\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 projectiles\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 ui\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 weapons", | |
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| "stdout": "total 36\ndrwxrwxr-x 9 hive hive 4096 Jan 18 05:50 .\ndrwxrwxr-x 13 hive hive 4096 Jan 18 05:50 ..\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 characters\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 levels\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 main\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 objects\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 projectiles\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 ui\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 weapons", | |
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| [2026-01-18T04:52:24.899Z] [INFO] { | |
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| "model": "claude-opus-4-5-20251101", | |
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| "text": "Let me check the levels and understand the building level mentioned in the scripts folder." | |
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| "id": "toolu_01PWRRsn55sFUas8iBtHbtA7", | |
| "name": "Bash", | |
| "input": { | |
| "command": "ls -la /tmp/gh-issue-solver-1768711802994/scenes/levels/", | |
| "description": "List levels directory" | |
| } | |
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| [2026-01-18T04:52:26.478Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01MRQBuRH9aJ2tYFYJ6xs2in","type":"tool_result","content":" 1→extends Node2D\n 2→## Building level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a Hotline Miami 2 style building with rooms and halls.\n 5→## Features:\n 6→## - Building interior layout (~2400x2000 pixels) larger than viewport\n 7→## - Multiple interconnected rooms with corridors\n 8→## - 10 enemies distributed across different rooms (2+ per room)\n 9→## - Clear room boundaries with walls and doorways\n 10→## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n 11→\n 12→## Reference to the enemy count label.\n 13→var _enemy_count_label: Label = null\n 14→\n 15→## Reference to the ammo count label.\n 16→var _ammo_label: Label = null\n 17→\n 18→## Reference to the player.\n 19→var _player: Node2D = null\n 20→\n 21→## Total enemy count at start.\n 22→var _initial_enemy_count: int = 0\n 23→\n 24→## Current enemy count.\n 25→var _current_enemy_count: int = 0\n 26→\n 27→## Whether game over has been shown.\n 28→var _game_over_shown: bool = false\n 29→\n 30→## Reference to the kills label.\n 31→var _kills_label: Label = null\n 32→\n 33→## Reference to the accuracy label.\n 34→var _accuracy_label: Label = null\n 35→\n 36→## Reference to the ColorRect for saturation effect.\n 37→var _saturation_overlay: ColorRect = null\n 38→\n 39→## Duration of saturation effect in seconds.\n 40→const SATURATION_DURATION: float = 0.15\n 41→\n 42→## Saturation effect intensity (alpha).\n 43→const SATURATION_INTENSITY: float = 0.25\n 44→\n 45→\n 46→func _ready() -> void:\n 47→\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n 48→\tprint(\"Building size: ~2400x2000 pixels\")\n 49→\tprint(\"Clear all rooms to win!\")\n 50→\tprint(\"Press Q for quick restart\")\n 51→\n 52→\t# Find and connect to all enemies\n 53→\t_setup_enemy_tracking()\n 54→\n 55→\t# Find the enemy count label\n 56→\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n 57→\t_update_enemy_count_label()\n 58→\n 59→\t# Find and setup player tracking\n 60→\t_setup_player_tracking()\n 61→\n 62→\t# Setup debug UI\n 63→\t_setup_debug_ui()\n 64→\n 65→\t# Setup saturation overlay for kill effect\n 66→\t_setup_saturation_overlay()\n 67→\n 68→\t# Connect to GameManager signals\n 69→\tif GameManager:\n 70→\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n 71→\t\tGameManager.stats_updated.connect(_update_debug_ui)\n 72→\n 73→\n 74→func _process(_delta: float) -> void:\n 75→\tpass\n 76→\n 77→\n 78→## Setup tracking for the player.\n 79→func _setup_player_tracking() -> void:\n 80→\t_player = get_node_or_null(\"Entities/Player\")\n 81→\tif _player == null:\n 82→\t\treturn\n 83→\n 84→\t# Register player with GameManager\n 85→\tif GameManager:\n 86→\t\tGameManager.set_player(_player)\n 87→\n 88→\t# Find the ammo label\n 89→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 90→\n 91→\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n 92→\tif _player.has_signal(\"died\"):\n 93→\t\t_player.died.connect(_on_player_died)\n 94→\telif _player.has_signal(\"Died\"):\n 95→\t\t_player.Died.connect(_on_player_died)\n 96→\n 97→\t# Try to get the player's weapon for C# Player\n 98→\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n 99→\tif weapon != null:\n 100→\t\t# C# Player with weapon - connect to weapon signals\n 101→\t\tif weapon.has_signal(\"AmmoChanged\"):\n 102→\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n 103→\t\tif weapon.has_signal(\"Fired\"):\n 104→\t\t\tweapon.Fired.connect(_on_shot_fired)\n 105→\t\t# Initial ammo display from weapon\n 106→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 107→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 108→\telse:\n 109→\t\t# GDScript Player - connect to player signals\n 110→\t\tif _player.has_signal(\"ammo_changed\"):\n 111→\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n 112→\t\tif _player.has_signal(\"ammo_depleted\"):\n 113→\t\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n 114→\t\t# Initial ammo display\n 115→\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n 116→\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n 117→\n 118→\n 119→## Setup tracking for all enemies in the scene.\n 120→func _setup_enemy_tracking() -> void:\n 121→\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n 122→\tif enemies_node == null:\n 123→\t\treturn\n 124→\n 125→\tvar enemies := []\n 126→\tfor child in enemies_node.get_children():\n 127→\t\tif child.has_signal(\"died\"):\n 128→\t\t\tenemies.append(child)\n 129→\t\t\tchild.died.connect(_on_enemy_died)\n 130→\t\t# Track when enemy is hit for accuracy\n 131→\t\tif child.has_signal(\"hit\"):\n 132→\t\t\tchild.hit.connect(_on_enemy_hit)\n 133→\n 134→\t_initial_enemy_count = enemies.size()\n 135→\t_current_enemy_count = _initial_enemy_count\n 136→\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n 137→\n 138→\n 139→## Setup debug UI elements for kills and accuracy.\n 140→func _setup_debug_ui() -> void:\n 141→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 142→\tif ui == null:\n 143→\t\treturn\n 144→\n 145→\t# Create kills label\n 146→\t_kills_label = Label.new()\n 147→\t_kills_label.name = \"KillsLabel\"\n 148→\t_kills_label.text = \"Kills: 0\"\n 149→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 150→\t_kills_label.offset_left = 10\n 151→\t_kills_label.offset_top = 45\n 152→\t_kills_label.offset_right = 200\n 153→\t_kills_label.offset_bottom = 75\n 154→\tui.add_child(_kills_label)\n 155→\n 156→\t# Create accuracy label\n 157→\t_accuracy_label = Label.new()\n 158→\t_accuracy_label.name = \"AccuracyLabel\"\n 159→\t_accuracy_label.text = \"Accuracy: 0%\"\n 160→\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 161→\t_accuracy_label.offset_left = 10\n 162→\t_accuracy_label.offset_top = 75\n 163→\t_accuracy_label.offset_right = 200\n 164→\t_accuracy_label.offset_bottom = 105\n 165→\tui.add_child(_accuracy_label)\n 166→\n 167→\t# Update instructions label with Q restart info\n 168→\tvar instructions_label := get_node_or_null(\"CanvasLayer/UI/InstructionsLabel\")\n 169→\tif instructions_label:\n 170→\t\tinstructions_label.text = \"WASD - Move | LMB - Shoot (hold) | R - Reload | B - Toggle Fire Mode | Q - Quick Restart | ESC - Pause\\nClear all rooms to win!\"\n 171→\n 172→\n 173→## Setup saturation overlay for kill effect.\n 174→func _setup_saturation_overlay() -> void:\n 175→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 176→\tif canvas_layer == null:\n 177→\t\treturn\n 178→\n 179→\t_saturation_overlay = ColorRect.new()\n 180→\t_saturation_overlay.name = \"SaturationOverlay\"\n 181→\t# Yellow/gold tint for saturation increase effect\n 182→\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n 183→\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n 184→\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 185→\t# Add to the front\n 186→\tcanvas_layer.add_child(_saturation_overlay)\n 187→\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n 188→\n 189→\n 190→## Update debug UI with current stats.\n 191→func _update_debug_ui() -> void:\n 192→\tif GameManager == null:\n 193→\t\treturn\n 194→\n 195→\tif _kills_label:\n 196→\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n 197→\n 198→\tif _accuracy_label:\n 199→\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n 200→\n 201→\n 202→## Called when an enemy dies.\n 203→func _on_enemy_died() -> void:\n 204→\t_current_enemy_count -= 1\n 205→\t_update_enemy_count_label()\n 206→\n 207→\t# Register kill with GameManager\n 208→\tif GameManager:\n 209→\t\tGameManager.register_kill()\n 210→\n 211→\tif _current_enemy_count <= 0:\n 212→\t\tprint(\"All enemies eliminated! Building cleared!\")\n 213→\t\t_show_victory_message()\n 214→\n 215→\n 216→## Called when an enemy is hit (for accuracy tracking).\n 217→func _on_enemy_hit() -> void:\n 218→\tif GameManager:\n 219→\t\tGameManager.register_hit()\n 220→\n 221→\n 222→## Called when a shot is fired (from C# weapon).\n 223→func _on_shot_fired() -> void:\n 224→\tif GameManager:\n 225→\t\tGameManager.register_shot()\n 226→\n 227→\n 228→## Called when player ammo changes (GDScript Player).\n 229→func _on_player_ammo_changed(current: int, maximum: int) -> void:\n 230→\t_update_ammo_label(current, maximum)\n 231→\t# Register shot for accuracy tracking\n 232→\tif GameManager:\n 233→\t\tGameManager.register_shot()\n 234→\n 235→\n 236→## Called when weapon ammo changes (C# Player).\n 237→func _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n 238→\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n 239→\t# Check if completely out of ammo\n 240→\tif current_ammo <= 0 and reserve_ammo <= 0:\n 241→\t\tif _current_enemy_count > 0 and not _game_over_shown:\n 242→\t\t\t_show_game_over_message()\n 243→\n 244→\n 245→## Called when player runs out of ammo (GDScript Player).\n 246→func _on_player_ammo_depleted() -> void:\n 247→\tif _current_enemy_count > 0 and not _game_over_shown:\n 248→\t\t_show_game_over_message()\n 249→\n 250→\n 251→## Called when player dies.\n 252→func _on_player_died() -> void:\n 253→\t_show_death_message()\n 254→\t# Auto-restart via GameManager\n 255→\tif GameManager:\n 256→\t\t# Small delay to show death message\n 257→\t\tawait get_tree().create_timer(0.5).timeout\n 258→\t\tGameManager.on_player_death()\n 259→\n 260→\n 261→## Called when GameManager signals enemy killed (for screen effect).\n 262→func _on_game_manager_enemy_killed() -> void:\n 263→\t_show_saturation_effect()\n 264→\n 265→\n 266→## Shows the saturation effect when killing an enemy.\n 267→func _show_saturation_effect() -> void:\n 268→\tif _saturation_overlay == null:\n 269→\t\treturn\n 270→\n 271→\t# Create a tween for the saturation effect\n 272→\tvar tween := create_tween()\n 273→\t# Flash in\n 274→\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n 275→\t# Flash out\n 276→\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n 277→\n 278→\n 279→## Update the ammo label with color coding (simple format for GDScript Player).\n 280→func _update_ammo_label(current: int, maximum: int) -> void:\n 281→\tif _ammo_label == null:\n 282→\t\treturn\n 283→\n 284→\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n 285→\n 286→\t# Color coding: red at <=5, yellow at <=10, white otherwise\n 287→\tif current <= 5:\n 288→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 289→\telif current <= 10:\n 290→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 291→\telse:\n 292→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 293→\n 294→\n 295→## Update the ammo label with magazine format (for C# Player with weapon).\n 296→## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\n 297→func _update_ammo_label_magazine(current_mag: int, re | |
| [2026-01-18T04:52:26.493Z] [INFO] serve: int) -> void:\n 298→\tif _ammo_label == null:\n 299→\t\treturn\n 300→\n 301→\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n 302→\n 303→\t# Color coding: red when mag <=5, yellow when mag <=10\n 304→\tif current_mag <= 5:\n 305→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 306→\telif current_mag <= 10:\n 307→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n 308→\telse:\n 309→\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n 310→\n 311→\n 312→## Update the enemy count label in UI.\n 313→func _update_enemy_count_label() -> void:\n 314→\tif _enemy_count_label:\n 315→\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n 316→\n 317→\n 318→## Show death message when player dies.\n 319→func _show_death_message() -> void:\n 320→\tif _game_over_shown:\n 321→\t\treturn\n 322→\n 323→\t_game_over_shown = true\n 324→\n 325→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 326→\tif ui == null:\n 327→\t\treturn\n 328→\n 329→\tvar death_label := Label.new()\n 330→\tdeath_label.name = \"DeathLabel\"\n 331→\tdeath_label.text = \"YOU DIED\"\n 332→\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 333→\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 334→\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n 335→\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n 336→\n 337→\t# Center the label\n 338→\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n 339→\tdeath_label.offset_left = -200\n 340→\tdeath_label.offset_right = 200\n 341→\tdeath_label.offset_top = -50\n 342→\tdeath_label.offset_bottom = 50\n 343→\n 344→\tui.add_child(death_label)\n 345→\n 346→\n 347→## Show victory message when all enemies are eliminated.\n 348→func _show_victory_message() -> void:\n 349→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 350→\tif ui == null:\n 351→\t\treturn\n 352→\n 353→\tvar victory_label := Label.new()\n 354→\tvictory_label.name = \"VictoryLabel\"\n 355→\tvictory_label.text = \"BUILDING CLEARED!\"\n 356→\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 357→\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 358→\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n 359→\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 360→\n 361→\t# Center the label\n 362→\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n 363→\tvictory_label.offset_left = -200\n 364→\tvictory_label.offset_right = 200\n 365→\tvictory_label.offset_top = -50\n 366→\tvictory_label.offset_bottom = 50\n 367→\n 368→\tui.add_child(victory_label)\n 369→\n 370→\t# Show final stats\n 371→\tvar stats_label := Label.new()\n 372→\tstats_label.name = \"StatsLabel\"\n 373→\tif GameManager:\n 374→\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n 375→\telse:\n 376→\t\tstats_label.text = \"\"\n 377→\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 378→\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 379→\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n 380→\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 381→\n 382→\t# Position below victory message\n 383→\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n 384→\tstats_label.offset_left = -200\n 385→\tstats_label.offset_right = 200\n 386→\tstats_label.offset_top = 50\n 387→\tstats_label.offset_bottom = 100\n 388→\n 389→\tui.add_child(stats_label)\n 390→\n 391→\n 392→## Show game over message when player runs out of ammo with enemies remaining.\n 393→func _show_game_over_message() -> void:\n 394→\t_game_over_shown = true\n 395→\n 396→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 397→\tif ui == null:\n 398→\t\treturn\n 399→\n 400→\tvar game_over_label := Label.new()\n 401→\tgame_over_label.name = \"GameOverLabel\"\n 402→\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n 403→\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 404→\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 405→\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n 406→\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n 407→\n 408→\t# Center the label\n 409→\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n 410→\tgame_over_label.offset_left = -250\n 411→\tgame_over_label.offset_right = 250\n 412→\tgame_over_label.offset_top = -75\n 413→\tgame_over_label.offset_bottom = 75\n 414→\n 415→\tui.add_child(game_over_label)\n 416→\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":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"534abc39-907a-4fc9-9c8a-c9423f871764","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/levels/building_level.gd","content":"extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\nfunc _process(_delta: float) -> void:\n\tpass\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\tif _player.has_signal(\"ammo_depleted\"):\n\t\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tvar enemies := []\n\tfor child in enemies_node.get_children():\n\t\tif child.has_signal(\"died\"):\n\t\t\tenemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Update instructions label with Q restart info\n\tvar instructions_label := get_node_or_null(\"CanvasLayer/UI/InstructionsLabel\")\n\tif instructions_label:\n\t\tinstructions_label.text = \"WASD - Move | LMB - Shoot (hold) | R - Reload | B - Toggle Fire Mode | Q - Quick Restart | ESC - Pause\\nClear all rooms to win!\"\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when player runs out of ammo (GDScript Player).\nfunc _on_player_ammo_depleted() -> void:\n\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t_show_game_over_message()\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n","numLines":416,"startLine":1,"totalLines":416}}} | |
| [2026-01-18T04:52:26.536Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01PWRRsn55sFUas8iBtHbtA7", | |
| "type": "tool_result", | |
| "content": "total 88\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 .\ndrwxrwxr-x 9 hive hive 4096 Jan 18 05:50 ..\n-rw-rw-r-- 1 hive hive 30947 Jan 18 05:50 BuildingLevel.tscn\n-rw-rw-r-- 1 hive hive 42733 Jan 18 05:50 TestTier.tscn\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 csharp", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "7b46adc2-c603-468d-8ad7-ee33d09bb1fa", | |
| "tool_use_result": { | |
| "stdout": "total 88\ndrwxrwxr-x 3 hive hive 4096 Jan 18 05:50 .\ndrwxrwxr-x 9 hive hive 4096 Jan 18 05:50 ..\n-rw-rw-r-- 1 hive hive 30947 Jan 18 05:50 BuildingLevel.tscn\n-rw-rw-r-- 1 hive hive 42733 Jan 18 05:50 TestTier.tscn\ndrwxrwxr-x 2 hive hive 4096 Jan 18 05:50 csharp", | |
| "stderr": "", | |
| "interrupted": false, | |
| "isImage": false | |
| } | |
| } | |
| [2026-01-18T04:52:29.714Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01VWXLmRGP6rG3fD8sD23uia", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me search for any existing navigation system and check the level structure to understand how walls are organized." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 5968, | |
| "cache_creation_input_tokens": 416, | |
| "cache_read_input_tokens": 100438, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 416, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
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| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "bf8cf927-c2bd-4584-8af5-b06bdbdd9586" | |
| } | |
| [2026-01-18T04:52:31.758Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01VWXLmRGP6rG3fD8sD23uia", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017BVTfGeRTU4pyftQTkgaei", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "NavigationRegion|navigation", | |
| "path": "/tmp/gh-issue-solver-1768711802994/scenes", | |
| "output_mode": "files_with_matches", | |
| "-i": true | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 5968, | |
| "cache_creation_input_tokens": 416, | |
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| }, | |
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| "service_tier": "standard" | |
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| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "c3a1dda6-020b-4bb5-85ba-6009e1563601" | |
| } | |
| [2026-01-18T04:52:32.874Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01VWXLmRGP6rG3fD8sD23uia", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JdaS2ZePboW1Rpq79wpwu7", | |
| "name": "Bash", | |
| "input": { | |
| "command": "head -200 /tmp/gh-issue-solver-1768711802994/scenes/levels/BuildingLevel.tscn", | |
| "description": "Check BuildingLevel scene header" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 5968, | |
| "cache_creation_input_tokens": 416, | |
| "cache_read_input_tokens": 100438, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 416, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
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| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "74d9f1d3-a0ad-4c78-bd23-66accf1ce04c" | |
| } | |
| [2026-01-18T04:52:32.923Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_017BVTfGeRTU4pyftQTkgaei", | |
| "type": "tool_result", | |
| "content": "No files found" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
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| "mode": "files_with_matches", | |
| "filenames": [], | |
| "numFiles": 0 | |
| } | |
| } | |
| [2026-01-18T04:52:32.987Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01JdaS2ZePboW1Rpq79wpwu7", | |
| "type": "tool_result", | |
| "content": "[gd_scene load_steps=14 format=3 uid=\"uid://c8hmf4bnwx2qk\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/building_level.gd\" id=\"1_building_level\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"3_pause_menu\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(2464, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 2064)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_h\"]\nsize = Vector2(400, 24)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_v\"]\nsize = Vector2(24, 400)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_h\"]\nsize = Vector2(200, 24)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_v\"]\nsize = Vector2(24, 200)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_desk\"]\nsize = Vector2(120, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_table\"]\nsize = Vector2(80, 80)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_cabinet\"]\nsize = Vector2(48, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_corner_fill\"]\nsize = Vector2(24, 24)\n\n[node name=\"BuildingLevel\" type=\"Node2D\"]\nscript = ExtResource(\"1_building_level\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 2528.0\noffset_bottom = 2128.0\ncolor = Color(0.05, 0.05, 0.08, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 2464.0\noffset_bottom = 2064.0\ncolor = Color(0.18, 0.16, 0.14, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 2080)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 1064)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -1032.0\noffset_right = 16.0\noffset_bottom = 1032.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(2480, 1064)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -1032.0\noffset_right = 16.0\noffset_bottom = 1032.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"InteriorWalls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Room1_WallBottom\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(300, 700)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room1_WallBottom\"]\noffset_left = -200.0\noffset_top = -12.0\noffset_right = 200.0\noffset_bottom = 12.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room1_WallBottom\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_h\")\n\n[node name=\"Room1_WallRight\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(512, 400)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room1_WallRight\"]\noffset_left = -12.0\noffset_top = -200.0\noffset_right = 12.0\noffset_bottom = 200.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room1_WallRight\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_v\")\n\n[node name=\"Room2_WallLeft\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(512, 900)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room2_WallLeft\"]\noffset_left = -12.0\noffset_top = -100.0\noffset_right = 12.0\noffset_bottom = 100.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room2_WallLeft\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_short_v\")\n\n[node name=\"Room2_WallBottom\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(712, 1012)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room2_WallBottom\"]\noffset_left = -200.0\noffset_top = -12.0\noffset_right = 200.0\noffset_bottom = 12.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room2_WallBottom\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_h\")\n\n[node name=\"Room2_WallRight\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(924, 800)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room2_WallRight\"]\noffset_left = -12.0\noffset_top = -200.0\noffset_right = 12.0\noffset_bottom = 200.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room2_WallRight\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_v\")\n\n[node name=\"Corridor_WallTop\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(1164, 700)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Corridor_WallTop\"]\noffset_left = -200.0", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "71bf0c0c-5b70-4d1d-8a60-985bf4b516b1", | |
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| "stdout": "[gd_scene load_steps=14 format=3 uid=\"uid://c8hmf4bnwx2qk\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/building_level.gd\" id=\"1_building_level\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"3_pause_menu\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(2464, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 2064)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_h\"]\nsize = Vector2(400, 24)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_v\"]\nsize = Vector2(24, 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type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 2464.0\noffset_bottom = 2064.0\ncolor = Color(0.18, 0.16, 0.14, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 2080)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 1064)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallLeft\"]\noffset_left = -16.0\noffset_top = -1032.0\noffset_right = 16.0\noffset_bottom = 1032.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallLeft\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"WallRight\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(2480, 1064)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallRight\"]\noffset_left = -16.0\noffset_top = -1032.0\noffset_right = 16.0\noffset_bottom = 1032.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallRight\"]\nshape = SubResource(\"RectangleShape2D_wall_vertical\")\n\n[node name=\"InteriorWalls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"Room1_WallBottom\" type=\"StaticBody2D\" parent=\"Environment/InteriorWalls\"]\nposition = Vector2(300, 700)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/InteriorWalls/Room1_WallBottom\"]\noffset_left = -200.0\noffset_top = -12.0\noffset_right = 200.0\noffset_bottom = 12.0\ncolor = Color(0.35, 0.3, 0.25, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/InteriorWalls/Room1_WallBottom\"]\nshape = SubResource(\"RectangleShape2D_interior_wall_h\")\n\n[node name=\"Room1_WallRight\" 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| "text": "Now I have a good understanding of the codebase. Let me create the case study documentation folder and begin implementing the tactical movement system. Based on my analysis:\n\n**Issue Summary:**\n1. Enemies should move tactically (like the reference article describes - cover-to-cover, sector movement)\n2. Enemies should understand where passages/doorways are (not stick to walls, not try to walk through walls)\n3. Update the old behavior with new movement system (within GOAP framework)\n4. Preserve all existing functionality\n\n**Root Causes Identified:**\n1. No navigation pathfinding - enemies use simple raycast-based movement\n2. Wall avoidance is too weak (50/50 blend with target direction)\n3. No passage/doorway awareness\n4. Cover-to-cover movement can pick positions enemies can't actually reach\n\nLet me create the case study folder and begin implementing solutions." | |
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| "content": "# Case Study: Issue #98 - Tactical Enemy Movement and Wall Detection\n\n## Executive Summary\n\nThis case study addresses issue #98 which requests tactical movement for enemies, along with improvements to wall/passage detection to prevent enemies from sticking to walls or attempting to walk through them.\n\n## Issue Overview\n\n### Original Request\n\n**Issue #98** (Created: 2026-01-18)\n- **Title**: update ai враги должны перемещаться тактически\n- **Author**: Jhon-Crow (Repository Owner)\n\n**Translated Requirements**:\n1. Enemies should move tactically (reference: [Building Catch Tactics](https://poligon64.ru/tactics/70-building-catch-tactics))\n2. Enemies should understand where passages are (not stick to walls, not try to walk into walls)\n3. Update old behavior with new movement (within GOAP framework)\n4. Preserve all previous functionality\n\n### Reference Article Analysis\n\nThe reference article describes military tactical movement patterns for building clearance:\n\n1. **Formation Movement**: Triangular \"clover leaf\" formation with leader at apex\n2. **Sector Coverage**: Divide rooms into zones, work sector to completion before advancing\n3. **Corridor Operations**: Overlapping fields of fire, cross visual axes\n4. **Corner/Intersection Handling**: Back-to-back positioning, coordinated simultaneous clearance\n5. **Entry Techniques**: \"Cross\" and \"Hook\" methods for room entry\n\n---\n\n## Root Cause Analysis\n\n### Problem 1: Enemies Walking Into Walls\n\n**Current Implementation:**\n```gdscript\n# In _check_wall_ahead()\nvar avoidance := Vector2.ZERO\nfor i in range(WALL_CHECK_COUNT):\n # Cast 3 raycasts at -28°, 0°, +28° angles\n # If hit, add perpendicular steering\n# Blend 50/50 with target direction\nif avoidance != Vector2.ZERO:\n direction = (direction * 0.5 + avoidance * 0.5).normalized()\n```\n\n**Issues:**\n- Only 3 raycasts with 56° total spread - can miss walls at other angles\n- 50/50 blend is too weak when moving toward a wall\n- No distinction between solid walls and passageways\n- Check distance (40 pixels) is too short for fast movement\n\n### Problem 2: No Passage/Doorway Awareness\n\n**Current Implementation:**\n- Enemies treat all obstacle collisions the same\n- No concept of \"doorway\" or \"passage\" vs solid wall\n- Cover selection doesn't consider pathfinding reachability\n- Can select cover positions that require navigating around obstacles\n\n### Problem 3: Movement Not Tactical\n\n**Current Implementation:**\n- Cover-to-cover movement is linear (direct line)\n- No consideration of tactical concepts like:\n - Staying close to walls while moving\n - Using perpendicular approach angles\n - Coordinated room entry patterns\n - Sector-based movement\n\n---\n\n## Proposed Solutions\n\n### Solution 1: Enhanced Wall Avoidance\n\n1. Increase raycast count from 3 to 8 for better coverage\n2. Increase check distance from 40 to 60 pixels\n3. Use stronger avoidance weight (0.7) when close to walls\n4. Add velocity-based collision prediction\n\n### Solution 2: Navigation-Aware Movement\n\n1. Validate cover positions are reachable before selecting\n2. Add multi-point pathfinding for complex navigation\n3. Implement \"slide along wall\" behavior when blocked\n4. Use intermediate waypoints for path around obstacles\n\n### Solution 3: Tactical Movement Patterns\n\n1. Add wall-hugging mode during approach\n2. Implement perpendicular corner approach\n3. Add brief pause at corners before advancing\n4. Coordinate movement with other enemies (extend ASSAULT)\n\n---\n\n## Implementation Details\n\nSee `scripts/objects/enemy.gd` for the implementation of:\n- Enhanced `_check_wall_ahead()` with more raycasts\n- New `_find_path_around_obstacle()` function\n- Updated cover selection with reachability validation\n- Tactical movement constants and behaviors\n\n---\n\n## Testing Considerations\n\n1. Test in BuildingLevel.tscn with multiple rooms and corridors\n2. Verify enemies don't get stuck on walls\n3. Verify enemies can navigate through doorways\n4. Verify all existing behaviors (COMBAT, PURSUING, FLANKING, etc.) still work\n5. Verify GOAP planning still produces valid action sequences\n\n---\n\n## Files Modified\n\n1. `scripts/objects/enemy.gd` - Main enemy AI script\n2. `docs/case-studies/issue-98/README.md` - This case study\n\n---\n\n## Timeline\n\n- **2026-01-18**: Issue #98 created\n- **2026-01-18**: Analysis and implementation started\n" | |
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| "content": "# Case Study: Issue #98 - Tactical Enemy Movement and Wall Detection\n\n## Executive Summary\n\nThis case study addresses issue #98 which requests tactical movement for enemies, along with improvements to wall/passage detection to prevent enemies from sticking to walls or attempting to walk through them.\n\n## Issue Overview\n\n### Original Request\n\n**Issue #98** (Created: 2026-01-18)\n- **Title**: update ai враги должны перемещаться тактически\n- **Author**: Jhon-Crow (Repository Owner)\n\n**Translated Requirements**:\n1. Enemies should move tactically (reference: [Building Catch Tactics](https://poligon64.ru/tactics/70-building-catch-tactics))\n2. Enemies should understand where passages are (not stick to walls, not try to walk into walls)\n3. Update old behavior with new movement (within GOAP framework)\n4. Preserve all previous functionality\n\n### Reference Article Analysis\n\nThe reference article describes military tactical movement patterns for building clearance:\n\n1. **Formation Movement**: Triangular \"clover leaf\" formation with leader at apex\n2. **Sector Coverage**: Divide rooms into zones, work sector to completion before advancing\n3. **Corridor Operations**: Overlapping fields of fire, cross visual axes\n4. **Corner/Intersection Handling**: Back-to-back positioning, coordinated simultaneous clearance\n5. **Entry Techniques**: \"Cross\" and \"Hook\" methods for room entry\n\n---\n\n## Root Cause Analysis\n\n### Problem 1: Enemies Walking Into Walls\n\n**Current Implementation:**\n```gdscript\n# In _check_wall_ahead()\nvar avoidance := Vector2.ZERO\nfor i in range(WALL_CHECK_COUNT):\n # Cast 3 raycasts at -28°, 0°, +28° angles\n # If hit, add perpendicular steering\n# Blend 50/50 with target direction\nif avoidance != Vector2.ZERO:\n direction = (direction * 0.5 + avoidance * 0.5).normalized()\n```\n\n**Issues:**\n- Only 3 raycasts with 56° total spread - can miss walls at other angles\n- 50/50 blend is too weak when moving toward a wall\n- No distinction between solid walls and passageways\n- Check distance (40 pixels) is too short for fast movement\n\n### Problem 2: No Passage/Doorway Awareness\n\n**Current Implementation:**\n- Enemies treat all obstacle collisions the same\n- No concept of \"doorway\" or \"passage\" vs solid wall\n- Cover selection doesn't consider pathfinding reachability\n- Can select cover positions that require navigating around obstacles\n\n### Problem 3: Movement Not Tactical\n\n**Current Implementation:**\n- Cover-to-cover movement is linear (direct line)\n- No consideration of tactical concepts like:\n - Staying close to walls while moving\n - Using perpendicular approach angles\n - Coordinated room entry patterns\n - Sector-based movement\n\n---\n\n## Proposed Solutions\n\n### Solution 1: Enhanced Wall Avoidance\n\n1. Increase raycast count from 3 to 8 for better coverage\n2. Increase check distance from 40 to 60 pixels\n3. Use stronger avoidance weight (0.7) when close to walls\n4. Add velocity-based collision prediction\n\n### Solution 2: Navigation-Aware Movement\n\n1. Validate cover positions are reachable before selecting\n2. Add multi-point pathfinding for complex navigation\n3. Implement \"slide along wall\" behavior when blocked\n4. Use intermediate waypoints for path around obstacles\n\n### Solution 3: Tactical Movement Patterns\n\n1. Add wall-hugging mode during approach\n2. Implement perpendicular corner approach\n3. Add brief pause at corners before advancing\n4. Coordinate movement with other enemies (extend ASSAULT)\n\n---\n\n## Implementation Details\n\nSee `scripts/objects/enemy.gd` for the implementation of:\n- Enhanced `_check_wall_ahead()` with more raycasts\n- New `_find_path_around_obstacle()` function\n- Updated cover selection with reachability validation\n- Tactical movement constants and behaviors\n\n---\n\n## Testing Considerations\n\n1. Test in BuildingLevel.tscn with multiple rooms and corridors\n2. Verify enemies don't get stuck on walls\n3. Verify enemies can navigate through doorways\n4. Verify all existing behaviors (COMBAT, PURSUING, FLANKING, etc.) still work\n5. Verify GOAP planning still produces valid action sequences\n\n---\n\n## Files Modified\n\n1. `scripts/objects/enemy.gd` - Main enemy AI script\n2. `docs/case-studies/issue-98/README.md` - This case study\n\n---\n\n## Timeline\n\n- **2026-01-18**: Issue #98 created\n- **2026-01-18**: Analysis and implementation started\n", | |
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| { | |
| "content": "Test movement in BuildingLevel", | |
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| "text": "Now let me implement the enhanced wall avoidance system. First, I need to find the current wall avoidance implementation and enhance it." | |
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| [2026-01-18T04:53:23.460Z] [INFO] { | |
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| "content": " 180→## Signal emitted when all ammunition is depleted.\n 181→signal ammo_depleted\n 182→\n 183→## Reference to the sprite for color changes.\n 184→@onready var _sprite: Sprite2D = $Sprite2D\n 185→\n 186→## RayCast2D for line of sight detection.\n 187→@onready var _raycast: RayCast2D = $RayCast2D\n 188→\n 189→## Debug label for showing current AI state above the enemy.\n 190→@onready var _debug_label: Label = $DebugLabel\n 191→\n 192→## Wall detection raycasts for obstacle avoidance (created at runtime).\n 193→var _wall_raycasts: Array[RayCast2D] = []\n 194→\n 195→## Distance to check for walls ahead.\n 196→const WALL_CHECK_DISTANCE: float = 40.0\n 197→\n 198→## Number of raycasts for wall detection (spread around the enemy).\n 199→const WALL_CHECK_COUNT: int = 3\n 200→\n 201→## Cover detection raycasts (created at runtime).\n 202→var _cover_raycasts: Array[RayCast2D] = []\n 203→\n 204→## Number of raycasts for cover detection.\n 205→const COVER_CHECK_COUNT: int = 16\n 206→\n 207→## Distance to check for cover.\n 208→const COVER_CHECK_DISTANCE: float = 300.0\n 209→\n 210→## Current health of the enemy.\n 211→var _current_health: int = 0\n 212→\n 213→## Maximum health of the enemy (set at spawn).\n 214→var _max_health: int = 0\n 215→\n 216→## Whether the enemy is alive.\n 217→var _is_alive: bool = true\n 218→\n 219→## Reference to the player (found at runtime).\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": "## Signal emitted when all ammunition is depleted.\nsignal ammo_depleted\n\n## Reference to the sprite for color changes.\n@onready var _sprite: Sprite2D = $Sprite2D\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## 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 = 40.0\n\n## Number of raycasts for wall detection (spread around the enemy).\nconst WALL_CHECK_COUNT: int = 3\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).", | |
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| "content": "190-@onready var _debug_label: Label = $DebugLabel\n191-\n192-## Wall detection raycasts for obstacle avoidance (created at runtime).\n193:var _wall_raycasts: Array[RayCast2D] = []\n194-\n195-## Distance to check for walls ahead.\n196-const WALL_CHECK_DISTANCE: float = 40.0\n--\n533-\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n534-\t\traycast.exclude_parent = true\n535-\t\tadd_child(raycast)\n536:\t\t_wall_raycasts.append(raycast)\n537-\n538-\n539-## Setup cover detection raycasts for finding cover positions.\n--\n2800-## Check if there's a wall ahead in the given direction and return avoidance direction.\n2801-## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n2802-func _check_wall_ahead(direction: Vector2) -> Vector2:\n2803:\tif _wall_raycasts.is_empty():\n2804-\t\treturn Vector2.ZERO\n2805-\n2806-\tvar avoidance := Vector2.ZERO\n--\n2811-\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n2812-\t\tvar check_direction := direction.rotated(angle_offset)\n2813-\n2814:\t\tvar raycast := _wall_raycasts[i]\n2815-\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n2816-\t\traycast.force_raycast_update()\n2817-" | |
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| "content": " 520→func _setup_patrol_points() -> void:\n 521→\t_patrol_points.clear()\n 522→\t_patrol_points.append(_initial_position)\n 523→\tfor offset in patrol_offsets:\n 524→\t\t_patrol_points.append(_initial_position + offset)\n 525→\n 526→\n 527→## Setup wall detection raycasts for obstacle avoidance.\n 528→func _setup_wall_detection() -> void:\n 529→\t# Create multiple raycasts spread in front of the enemy\n 530→\tfor i in range(WALL_CHECK_COUNT):\n 531→\t\tvar raycast := RayCast2D.new()\n 532→\t\traycast.enabled = true\n 533→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 534→\t\traycast.exclude_parent = true\n 535→\t\tadd_child(raycast)\n 536→\t\t_wall_raycasts.append(raycast)\n 537→\n 538→\n 539→## Setup cover detection raycasts for finding cover positions.\n 540→func _setup_cover_detection() -> void:\n 541→\tfor i in range(COVER_CHECK_COUNT):\n 542→\t\tvar raycast := RayCast2D.new()\n 543→\t\traycast.enabled = true\n 544→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 545→\t\traycast.exclude_parent = true\n 546→\t\tadd_child(raycast)\n 547→\t\t_cover_raycasts.append(raycast)\n 548→\n 549→\n 550→## Setup threat sphere for detecting nearby bullets.\n 551→func _setup_threat_sphere() -> void:\n 552→\t_threat_sphere = Area2D.new()\n 553→\t_threat_sphere.name = \"ThreatSphere\"\n 554→\t_threat_sphere.collision_layer = 0\n 555→\t_threat_sphere.collision_mask = 16 # Detect projectiles (layer 5)\n 556→\n 557→\tvar collision_shape := CollisionShape2D.new()\n 558→\tvar circle_shape := CircleShape2D.new()\n 559→\tcircle_shape.radius = threat_sphere_radius\n 560→\tcollision_shape.shape = circle_shape\n 561→\t_threat_sphere.add_child(collision_shape)\n 562→\n 563→\tadd_child(_threat_sphere)\n 564→\n 565→\t# Connect signals\n 566→\t_threat_sphere.area_entered.connect(_on_threat_area_entered)\n 567→\t_threat_sphere.area_exited.connect(_on_threat_area_exited)\n 568→\n 569→\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": "func _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\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\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\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", | |
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| [2026-01-18T04:53:40.120Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01P8VRcLiBkDEGhzgPB28xS5", | |
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| { | |
| "type": "text", | |
| "text": "Now I have a clear picture. Let me implement the enhanced wall avoidance system. I'll:\n\n1. Increase WALL_CHECK_COUNT from 3 to 8\n2. Increase WALL_CHECK_DISTANCE from 40 to 60\n3. Add a new \"wall slide\" behavior when hitting walls\n4. Improve the avoidance blending weight" | |
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| [2026-01-18T04:53:45.355Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01P8VRcLiBkDEGhzgPB28xS5", | |
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| "id": "toolu_01DTX3AA5TdvCoX292uTHXHW", | |
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| "old_string": "## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 40.0\n\n## Number of raycasts for wall detection (spread around the enemy).\nconst WALL_CHECK_COUNT: int = 3", | |
| "new_string": "## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 60.0\n\n## Number of raycasts for wall detection (spread around the enemy).\n## Uses 8 raycasts for better coverage: center + 3 on each side + 1 rear\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" | |
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| [2026-01-18T04:53:45.484Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DTX3AA5TdvCoX292uTHXHW","type":"tool_result","content":"The file /tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 191→\n 192→## Wall detection raycasts for obstacle avoidance (created at runtime).\n 193→var _wall_raycasts: Array[RayCast2D] = []\n 194→\n 195→## Distance to check for walls ahead.\n 196→const WALL_CHECK_DISTANCE: float = 60.0\n 197→\n 198→## Number of raycasts for wall detection (spread around the enemy).\n 199→## Uses 8 raycasts for better coverage: center + 3 on each side + 1 rear\n 200→const WALL_CHECK_COUNT: int = 8\n 201→\n 202→## Minimum avoidance weight when close to a wall (stronger avoidance).\n 203→const WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7\n 204→\n 205→## Maximum avoidance weight when far from detected wall.\n 206→const WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3\n 207→\n 208→## Distance at which to start wall-sliding behavior (hugging walls).\n 209→const WALL_SLIDE_DISTANCE: float = 30.0\n 210→\n 211→## Cover detection raycasts (created at runtime).\n 212→var _cover_raycasts: Array[RayCast2D] = []\n 213→"}]},"parent_tool_use_id":null,"session_id":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"62ac5218-79c3-4fbd-8395-a83613cfa1d3","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","oldString":"## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 40.0\n\n## Number of raycasts for wall detection (spread around the enemy).\nconst WALL_CHECK_COUNT: int = 3","newString":"## Distance to check for walls ahead.\nconst WALL_CHECK_DISTANCE: float = 60.0\n\n## Number of raycasts for wall detection (spread around the enemy).\n## Uses 8 raycasts for better coverage: center + 3 on each side + 1 rear\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","originalFile":"extends CharacterBody2D\n## Enemy AI with tactical behaviors including patrol, guard, cover, and flanking.\n##\n## Supports multiple behavior modes:\n## - PATROL: Moves between patrol points\n## - GUARD: Stands in place watching for the player\n##\n## Tactical features:\n## - Uses cover when under fire (suppression)\n## - Attempts to flank the player from the sides\n## - Coordinates with other enemies (optional)\n## - GOAP foundation for goal-oriented 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}\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 in radians per second for gradual turning.\n## Default is 15 rad/sec for challenging but fair combat.\n@export var rotation_speed: float = 15.0\n\n## Detection range for spotting the player.\n## Set to 0 or negative to allow unlimited detection range (line-of-sight only).\n## This allows enemies to see the player even outside the viewport if no obstacles block view.\n@export var detection_range: float = 0.0\n\n## Time between shots in seconds.\n## Default matches assault rifle fire rate (10 shots/second = 0.1s cooldown).\n@export var shoot_cooldown: float = 0.1\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Offset from enemy center for bullet spawn position.\n@export var bullet_spawn_offset: float = 30.0\n\n## Patrol points as offsets from the initial position.\n## Only used when behavior_mode is PATROL.\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 (in seconds) before reacting to bullets in the threat sphere.\n## This prevents instant reactions to nearby gunfire, giving the player more 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/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 calculation.\n## Should match the actual bullet speed (default is 2500 for 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 (in seconds) between spotting player and starting to shoot.\n## Gives player a brief reaction time when entering enemy line of sight.\n## This delay \"recharges\" each time the player breaks direct contact with the enemy.\n@export var detection_delay: float = 0.2\n\n## Minimum time (in seconds) the player must be continuously visible before\n## lead prediction is enabled. This prevents enemies from predicting player\n## position immediately when they emerge from cover.\n@export var lead_prediction_delay: float = 0.3\n\n## Minimum visibility ratio (0.0 to 1.0) of player body that must be visible\n## before lead prediction is enabled. At 1.0, the player's entire body must be\n## visible. At 0.5, at least half of the check points must be visible.\n## This prevents pre-firing at players who are at cover edges.\n@export var lead_prediction_visibility_threshold: float = 0.6\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 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## Reference to the sprite for color changes.\n@onready var _sprite: Sprite2D = $Sprite2D\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## 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 = 40.0\n\n## Number of raycasts for wall detection (spread around the enemy).\nconst WALL_CHECK_COUNT: int = 3\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 that have passed through the threat sphere recently.\n## This allows the enemy to react even after fast-moving bullets have exited.\nvar _threat_memory_timer: float = 0.0\n\n## Duration to remember that a bullet passed through the threat sphere.\n## This should be longer than the reaction delay to ensure enemies can complete\n## their reaction even after bullets have passed through quickly.\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## 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## --- 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## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0\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## --- 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## 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\n\nfunc _ready() -> void:\n\t_initial_position = global_position\n\t_init | |
| [2026-01-18T04:53:45.496Z] [INFO] ialize_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\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# 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\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\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\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\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\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\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\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}\n\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\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\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\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\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# 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# Process AI state machine\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\tmove_and_slide()\n\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\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\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\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\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\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\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\tvar previous_state := _current_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\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\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\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# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies in combat (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\tif not _can_see_player:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_log_debug(\"Lost sight of player in COMBAT, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\t\treturn\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= 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 enable_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 wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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 wall avoidance\n\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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\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\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 direction := (_cover_position - global_position).normalized()\n\tvar distance := 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# Apply wall avoidance\n\tvar avoidance := _check_wall_ahead(direction)\n\tif avoidance != Vector2.ZERO:\n\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\tvelocity = direction * combat_move_speed\n\trotation = direction.angle()\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\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\n\t# If still under fire, stay suppressed\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_transition_to_assault()\n\t\treturn\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\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\" % [_flank_stuck_timer, _flank_target, global_position]\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# Try the other flank side or give up\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\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# Check if we have direct line of sight to flank target (no obstacles)\n\tif _has_clear_path_to(_flank_target):\n\t\t# Direct path is clear - move directly toward flank target\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\t_has_flank_cover = false\n\t\treturn\n\n\t# Path is blocked - use cover-to-cover movement\n\n\t# If we're at a cover position, wait briefly before moving to next\n\tif _has_valid_cover and not _has_flank_cover:\n\t\t_flank_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _flank_cover_wait_timer >= FLANK_COVER_WAIT_DURATION:\n\t\t\t# Done waiting, find next cover toward flank target\n\t\t\t_find_flank_cover_toward_target()\n\t\t\tif not _has_flank_cover:\n\t\t\t\t_log_debug(\"No flank cover found, attempting direct movement\")\n\t\t\t\t# No cover found - try direct movement with enhanced wall avoidance\n\t\t\t\tvar direction := (_flank_target - global_position).normalized()\n\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\t\tvelocity = direction * combat_move_speed\n\t\t\t\trotation = direction.angle()\n\t\t\t\t# Invalidate current cover to trigger new search next frame\n\t\t\t\t_has_valid_cover = false\n\t\treturn\n\n\t# If we have a flank cover target, move toward it\n\tif _has_flank_cover:\n\t\tvar direction := (_flank_next_cover - global_position).normalized()\n\t\tvar distance := global_position.distance_to(_flank_next_cover)\n\n\t\t# Check if we've reached the flank cover\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached flank cover at distance %.1f\" % distance)\n\t\t\t_has_flank_cover = false\n\t\t\t_flank_cover_wait_timer = 0.0\n\t\t\t_cover_position = _flank_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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\treturn\n\n\t# No cover and no flank cover target - find initial flank cover\n\t_find_flank_cover_toward_target()\n\tif not _has_flank_cover:\n\t\t# Can't find cover, try direct movement with wall avoidance\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\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 even while suppressed\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\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\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# Face cover and move toward it\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\t\t_aim_at_player()\n\n\t\t\t# Move backwards (opposite of player direction = toward cover generally)\n\t\t\t# Use the negative of the direction we're facing for \"backing up\"\n\t\t\tvar move_direction := -direction_to_player\n\n\t\t\t# Apply wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = move_direction * combat_move_speed * 0.7 # Slower when backing up\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\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 := (_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 := 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle := direction_to_player.angle()\n\t\t\tvar cover_angle := direction_to_cover.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# Move toward cover (slower during burst)\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * combat_move_speed\n\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\n## Process PURSUING state - move cover-to-cover toward player.\n## Enemy moves between covers, waiting 1-2 seconds at each cover,\n## until they can see and hit the player.\n## When at the last cover (no better cover found), enters approach phase\n## to move directly toward the player.\nfunc _process_pursuing_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected during pursuit (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_pursuit_approaching = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can see player and can hit them from current position, engage\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit:\n\t\t\t_log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Process approach phase - moving directly toward player when no better cover exists\n\tif _pursuit_approaching:\n\t\tif _player:\n\t\t\tvar direction := (_player.global_position - global_position).normalized()\n\t\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\t\t_pursuit_approach_timer += delta\n\n\t\t\t# If we can now hit the player, transition to combat\n\t\t\tif can_hit:\n\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If approach timer expired, give up and engage in combat anyway\n\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If we found a new cover opportunity while approaching, take it\n\t\t\tif not _has_pursuit_cover:\n\t\t\t\t_find_pursuit_cover_toward_player()\n\t\t\t\tif _has_pursuit_cover:\n\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t\t_pursuit_approaching = false\n\t\t\t\t\treturn\n\n\t\t\t# Apply wall avoidance and move toward player\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\treturn\n\n\t# Check if we're waiting at cover\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t# Currently at cover, wait for 1-2 seconds before moving to next 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# Done waiting, find next cover closer to player\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\telse:\n\t\t\t\t# No pursuit cover found - start approach phase if we can see player\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# Can see but can't hit (at last cover) - start approach phase\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 enable_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# 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 direction := (_pursuit_next_cover - global_position).normalized()\n\t\tvar distance := 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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\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 enable_flanking and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n\n## Process ASSAULT state - coordinated multi-enemy rush.\n## Wait at cover for 5 seconds, then all enemies rush the player simultaneously.\nfunc _process_assault_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover and not _assault_ready:\n\t\t_in_assault = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if we're the only enemy left in assault - switch back to combat\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat < 2 and not _assault_ready:\n\t\t_log_debug(\"Not enough enemies for assault, switching to COMBAT\")\n\t\t_in_assault = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t# Find closest cover to player if we don't have one\n\tif not _has_valid_cover:\n\t\t_find_cover_closest_to_player()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found assault cover at %s\" % _cover_position)\n\n\t# Move to cover position first\n\tif _has_valid_cover and not _in_assault:\n\t\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\t\tif distance_to_cover > 15.0 and _is_visible_from_player():\n\t\t\t# Still need to reach cover\n\t\t\tvar direction := (_cover_position - global_position).normalized()\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\t\treturn\n\n\t# At cover, wait for assault timer\n\tif not _assault_ready:\n\t\tvelocity = Vector2.ZERO\n\t\t_assault_wait_timer += delta\n\n\t\t# Check if all assault enemies are ready (synchronized assault)\n\t\tif _assault_wait_timer >= ASSAULT_WAIT_DURATION:\n\t\t\t# Check if situation has changed - player might have moved\n\t\t\tif _player and _is_player_close():\n\t\t\t\t_assault_ready = true\n\t\t\t\t_in_assault = true\n\t\t\t\t_log_debug(\"ASSAULT ready - rushing player!\")\n\t\t\telse:\n\t\t\t\t# Player moved away, reset timer and check if we should pursue\n\t\t\t\t_log_debug(\"Player moved away during assault wait, resetting\")\n\t\t\t\t_assault_wait_timer = 0.0\n\t\t\t\t_in_assault = false\n\t\t\t\t_transition_to_pursuing()\n\t\t\t\treturn\n\t\treturn\n\n\t# Assault phase - rush the player while shooting\n\tif _assault_ready and _player:\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t\t# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_player = (direction_to_player * 0.5 + avoidance * 0.5).normalized()\n\n\t\t# Rush at full speed\n\t\tvelocity = direction_to_player * combat_move_speed\n\t\trotation = direction_to_player.angle()\n\n\t\t# Update detection delay timer\n\t\tif not _detection_delay_elapsed:\n\t\t\t_detection_timer += delta\n\t\t\tif _detection_timer >= detection_delay:\n\t\t\t\t_detection_delay_elapsed = true\n\n\t\t# Shoot while rushing (only after detection delay)\n\t\tif _can_see_player 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\t\t# If very close to player, stay in combat\n\t\tif distance_to_player < 50.0:\n\t\t\t_log_debug(\"Assault complete - reached player\")\n\t\t\t_assault_ready = false\n\t\t\t_in_assault = false\n\t\t\t_transition_to_combat()\n\n\n## Shoot with reduced accuracy for retreat mode.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Add inaccuracy spread\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\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\tvar direction := (target_position - global_position).normalized()\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\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\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 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\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\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\n\n## Transition to FLANKING state.\nfunc _transition_to_flanking() -> void:\n\t_current_state = AIState.FLANKING\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\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\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\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 detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\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\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\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\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\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\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\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\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\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 blocking 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\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\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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\n## Check if a bullet fired at the target position would be blocked by cover/obstacles.\n## | |
| [2026-01-18T04:53:45.511Z] [INFO] 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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\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\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\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\tvar direction := (target_position - global_position).normalized()\n\tif not _is_bullet_spawn_clear(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\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\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\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\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\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\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\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# 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\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\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# 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\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\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\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\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\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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\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.\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\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# Point raycast at player - use actual distance to player for the raycast length\n\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\tvar raycast_length := distance_to_player + 10.0 # Add small buffer to ensure we reach player\n\t_raycast.target_position = direction_to_player * raycast_length\n\t_raycast.force_raycast_update()\n\n\t# Check if raycast hit something\n\tif _raycast.is_colliding():\n\t\tvar collider := _raycast.get_collider()\n\t\t# If we hit the player, we can see them\n\t\tif collider == _player:\n\t\t\t_can_see_player = true\n\t\t# If we hit a wall/obstacle before the player, we can't see them\n\telse:\n\t\t# No collision between us and player - we have clear line of sight\n\t\t_can_see_player = true\n\n\t# Update continuous visibility timer and visibility ratio\n\tif _can_see_player:\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\t\t# Calculate what fraction of the player's body is visible\n\t\t# This is used to determine if lead prediction should be enabled\n\t\t_player_visibility_ratio = _calculate_player_visibility_ratio()\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\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\n## Shoot a bullet towards the player.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\n\t# Set bullet position with offset in shoot direction\n\tbullet.global_position = global_position + direction * bullet_spawn_offset\n\n\t# Set bullet direction\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\n\t# Add bullet to the scene tree\n\tget_tree().current_scene.add_child(bullet)\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# 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\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\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 | |
| [2026-01-18T04:53:45.526Z] [INFO] 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\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# Check for walls and apply avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\t# Blend movement direction with avoidance\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * move_speed\n\t\t# Face movement direction when patrolling\n\t\trotation = direction.angle()\n\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\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\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\n## Called when the enemy is hit (by bullet.gd).\nfunc on_hit() -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\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\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif _current_health <= 0:\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_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_update_health_visual()\n\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t_sprite.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\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\t_sprite.modulate = full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\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\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died\")\n\tdied.emit()\n\n\tif destroy_on_death:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\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# 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# 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_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\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\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\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\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\t_:\n\t\t\treturn \"UNKNOWN\"\n\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_debug_label.text = state_text\n\n\n## Get current AI state (for external access/debugging).\nfunc get_current_state() -> AIState:\n\treturn _current_state\n\n\n## Get GOAP world state (for GOAP planner).\nfunc get_goap_world_state() -> Dictionary:\n\treturn _goap_world_state.duplicate()\n\n\n## Check if enemy is currently under fire.\nfunc is_under_fire() -> bool:\n\treturn _under_fire\n\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\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\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\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 and check if blocked\n\t\tvar direction_to_player := to_player.normalized()\n\t\tvar spawn_point := direction_to_player * bullet_spawn_offset\n\t\tif _is_bullet_spawn_clear(direction_to_player):\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","structuredPatch":[{"oldStart":193,"oldLines":11,"newStart":193,"newLines":21,"lines":[" var _wall_raycasts: Array[RayCast2D] = []"," "," ## Distance to check for walls ahead.","-const WALL_CHECK_DISTANCE: float = 40.0","+const WALL_CHECK_DISTANCE: float = 60.0"," "," ## Number of raycasts for wall detection (spread around the enemy).","-const WALL_CHECK_COUNT: int = 3","+## Uses 8 raycasts for better coverage: center + 3 on each side + 1 rear","+const WALL_CHECK_COUNT: int = 8"," ","+## Minimum avoidance weight when close to a wall (stronger avoidance).","+const WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7","+","+## Maximum avoidance weight when far from detected wall.","+const WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3","+","+## Distance at which to start wall-sliding behavior (hugging walls).","+const WALL_SLIDE_DISTANCE: float = 30.0","+"," ## Cover detection raycasts (created at runtime)."," var _cover_raycasts: Array[RayCast2D] = []"," "]}],"userModified":false,"replaceAll":false}} | |
| [2026-01-18T04:53:48.047Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01PyFRmTZMzHMreG7Gipv1gV", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me update the `_check_wall_ahead` function to use the enhanced system." | |
| } | |
| ], | |
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| } | |
| [2026-01-18T04:53:49.205Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01PyFRmTZMzHMreG7Gipv1gV", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_017QM1yNLJbwfUMBts4a1RGC", | |
| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
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| [2026-01-18T04:53:49.233Z] [INFO] { | |
| "type": "user", | |
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| "role": "user", | |
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| "tool_use_id": "toolu_017QM1yNLJbwfUMBts4a1RGC", | |
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| "content": " 2800→\t\t\t\tfound_valid_cover = true\n 2801→\n 2802→\tif found_valid_cover:\n 2803→\t\t_flank_next_cover = best_cover\n 2804→\t\t_has_flank_cover = true\n 2805→\t\t_log_debug(\"Found flank cover at %s (score: %.2f)\" % [_flank_next_cover, best_score])\n 2806→\telse:\n 2807→\t\t_has_flank_cover = false\n 2808→\n 2809→\n 2810→## Check if there's a wall ahead in the given direction and return avoidance direction.\n 2811→## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n 2812→func _check_wall_ahead(direction: Vector2) -> Vector2:\n 2813→\tif _wall_raycasts.is_empty():\n 2814→\t\treturn Vector2.ZERO\n 2815→\n 2816→\tvar avoidance := Vector2.ZERO\n 2817→\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n 2818→\n 2819→\t# Check center, left, and right raycasts\n 2820→\tfor i in range(WALL_CHECK_COUNT):\n 2821→\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n 2822→\t\tvar check_direction := direction.rotated(angle_offset)\n 2823→\n 2824→\t\tvar raycast := _wall_raycasts[i]\n 2825→\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n 2826→\t\traycast.force_raycast_update()\n 2827→\n 2828→\t\tif raycast.is_colliding():\n 2829→\t\t\t# Calculate avoidance based on which raycast hit\n 2830→\t\t\tif i == 0: # Left raycast hit\n 2831→\t\t\t\tavoidance += perpendicular # Steer right\n 2832→\t\t\telif i == 1: # Center raycast hit\n 2833→\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n 2834→\t\t\telif i == 2: # Right raycast hit\n 2835→\t\t\t\tavoidance -= perpendicular # Steer left\n 2836→\n 2837→\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n 2838→\n 2839→\n 2840→## Check if the player is visible using raycast.\n 2841→## If detection_range is 0 or negative, uses unlimited detection range (line-of-sight only).\n 2842→## This allows the enemy to see the player even outside the viewport if there's no obstacle.\n 2843→## Also updates the continuous visibility timer and visibility ratio for lead prediction control.\n 2844→func _check_player_visibility() -> void:\n 2845→\tvar was_visible := _can_see_player\n 2846→\t_can_see_player = false\n 2847→\t_player_visibility_ratio = 0.0\n 2848→\n 2849→\tif _player == null or not _raycast:\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
| "content": "\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\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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\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.\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\tif _player == null or not _raycast:", | |
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| [2026-01-18T04:53:51.449Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01QuYp5ZG1TwGfdehE7zbwEV", | |
| "type": "message", | |
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| { | |
| "type": "text", | |
| "text": "Now I need to replace the `_check_wall_ahead` function with an enhanced version." | |
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| [2026-01-18T04:54:21.032Z] [INFO] { | |
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| "old_string": "## 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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO", | |
| "new_string": "## 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 := WALL_CHECK_DISTANCE\n\tvar hit_count := 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\tvar angles := [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n\n\tfor i in range(mini(WALL_CHECK_COUNT, _wall_raycasts.size())):\n\t\tvar angle_offset := angles[i] if i < angles.size() else 0.0\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\t# Use shorter distance for rear check (wall sliding detection)\n\t\tvar check_distance := 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 := raycast.get_collision_point()\n\t\t\tvar hit_distance := global_position.distance_to(collision_point)\n\n\t\t\t# Track closest wall for avoidance weight calculation\n\t\t\tif hit_distance < closest_wall_distance:\n\t\t\t\tclosest_wall_distance = hit_distance\n\n\t\t\t# Calculate avoidance contribution based on angle\n\t\t\t# Walls on the left push right, walls on the right push left\n\t\t\t# Weight by how close the wall is (closer = stronger avoidance)\n\t\t\tvar distance_factor := 1.0 - (hit_distance / check_distance)\n\n\t\t\tif i == 0: # Center - wall directly ahead, steer perpendicular\n\t\t\t\t# Use collision normal if available for smarter steering\n\t\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\t\tif collision_normal != Vector2.ZERO:\n\t\t\t\t\t# Steer along the wall (wall sliding behavior)\n\t\t\t\t\tvar wall_tangent := Vector2(-collision_normal.y, collision_normal.x)\n\t\t\t\t\t# Choose direction that aligns more with our intended direction\n\t\t\t\t\tif wall_tangent.dot(perpendicular) < 0:\n\t\t\t\t\t\twall_tangent = -wall_tangent\n\t\t\t\t\tavoidance += wall_tangent * distance_factor * 2.0\n\t\t\t\telse:\n\t\t\t\t\tavoidance += perpendicular * distance_factor * 2.0\n\t\t\telif i >= 1 and i <= 3: # Left side rays - steer right\n\t\t\t\tavoidance += perpendicular * distance_factor\n\t\t\telif i >= 4 and i <= 6: # Right side rays - steer left\n\t\t\t\tavoidance -= perpendicular * distance_factor\n\t\t\t# Index 7 (rear) doesn't contribute to avoidance, just for detection\n\n\tif avoidance.length() == 0:\n\t\treturn Vector2.ZERO\n\n\treturn avoidance.normalized()\n\n\n## Get the avoidance weight based on wall proximity.\n## Returns higher weight when closer to walls for stronger avoidance.\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 := WALL_CHECK_DISTANCE\n\n\t# Check the center raycast for distance\n\tif _wall_raycasts.size() > 0:\n\t\tvar raycast := _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 := 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 t := closest_distance / WALL_CHECK_DISTANCE\n\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, t)\n\n\n## Apply wall avoidance to a movement direction with dynamic weighting.\n## Uses stronger avoidance when closer to walls.\nfunc _apply_wall_avoidance(direction: Vector2) -> Vector2:\n\tvar avoidance := _check_wall_ahead(direction)\n\tif avoidance == Vector2.ZERO:\n\t\treturn direction\n\n\tvar weight := _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()" | |
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| [2026-01-18T04:54:21.078Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01H1kcG8hvAFmg6U6PKBmZfw","type":"tool_result","content":"The file /tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd has been updated. Here's the result of running `cat -n` on a snippet of the edited file:\n 2806→\telse:\n 2807→\t\t_has_flank_cover = false\n 2808→\n 2809→\n 2810→## Check if there's a wall ahead in the given direction and return avoidance direction.\n 2811→## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.\n 2812→## Enhanced version uses 8 raycasts with distance-weighted avoidance for better navigation.\n 2813→func _check_wall_ahead(direction: Vector2) -> Vector2:\n 2814→\tif _wall_raycasts.is_empty():\n 2815→\t\treturn Vector2.ZERO\n 2816→\n 2817→\tvar avoidance := Vector2.ZERO\n 2818→\tvar perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation\n 2819→\tvar closest_wall_distance := WALL_CHECK_DISTANCE\n 2820→\tvar hit_count := 0\n 2821→\n 2822→\t# Raycast angles: spread from -90 to +90 degrees relative to movement direction\n 2823→\t# Index 0: center (0°)\n 2824→\t# Index 1-3: left side (-20°, -45°, -70°)\n 2825→\t# Index 4-6: right side (+20°, +45°, +70°)\n 2826→\t# Index 7: rear check for wall sliding (-180°)\n 2827→\tvar angles := [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n 2828→\n 2829→\tfor i in range(mini(WALL_CHECK_COUNT, _wall_raycasts.size())):\n 2830→\t\tvar angle_offset := angles[i] if i < angles.size() else 0.0\n 2831→\t\tvar check_direction := direction.rotated(angle_offset)\n 2832→\n 2833→\t\tvar raycast := _wall_raycasts[i]\n 2834→\t\t# Use shorter distance for rear check (wall sliding detection)\n 2835→\t\tvar check_distance := WALL_SLIDE_DISTANCE if i == 7 else WALL_CHECK_DISTANCE\n 2836→\t\traycast.target_position = check_direction * check_distance\n 2837→\t\traycast.force_raycast_update()\n 2838→\n 2839→\t\tif raycast.is_colliding():\n 2840→\t\t\thit_count += 1\n 2841→\t\t\tvar collision_point := raycast.get_collision_point()\n 2842→\t\t\tvar hit_distance := global_position.distance_to(collision_point)\n 2843→\n 2844→\t\t\t# Track closest wall for avoidance weight calculation\n 2845→\t\t\tif hit_distance < closest_wall_distance:\n 2846→\t\t\t\tclosest_wall_distance = hit_distance\n 2847→\n 2848→\t\t\t# Calculate avoidance contribution based on angle\n 2849→\t\t\t# Walls on the left push right, walls on the right push left\n 2850→\t\t\t# Weight by how close the wall is (closer = stronger avoidance)\n 2851→\t\t\tvar distance_factor := 1.0 - (hit_distance / check_distance)\n 2852→\n 2853→\t\t\tif i == 0: # Center - wall directly ahead, steer perpendicular\n 2854→\t\t\t\t# Use collision normal if available for smarter steering\n 2855→\t\t\t\tvar collision_normal := raycast.get_collision_normal()\n 2856→\t\t\t\tif collision_normal != Vector2.ZERO:\n 2857→\t\t\t\t\t# Steer along the wall (wall sliding behavior)\n 2858→\t\t\t\t\tvar wall_tangent := Vector2(-collision_normal.y, collision_normal.x)\n 2859→\t\t\t\t\t# Choose direction that aligns more with our intended direction\n 2860→\t\t\t\t\tif wall_tangent.dot(perpendicular) < 0:\n 2861→\t\t\t\t\t\twall_tangent = -wall_tangent\n 2862→\t\t\t\t\tavoidance += wall_tangent * distance_factor * 2.0\n 2863→\t\t\t\telse:\n 2864→\t\t\t\t\tavoidance += perpendicular * distance_factor * 2.0\n 2865→\t\t\telif i >= 1 and i <= 3: # Left side rays - steer right\n 2866→\t\t\t\tavoidance += perpendicular * distance_factor\n 2867→\t\t\telif i >= 4 and i <= 6: # Right side rays - steer left\n 2868→\t\t\t\tavoidance -= perpendicular * distance_factor\n 2869→\t\t\t# Index 7 (rear) doesn't contribute to avoidance, just for detection\n 2870→\n 2871→\tif avoidance.length() == 0:\n 2872→\t\treturn Vector2.ZERO\n 2873→\n 2874→\treturn avoidance.normalized()\n 2875→\n 2876→\n 2877→## Get the avoidance weight based on wall proximity.\n 2878→## Returns higher weight when closer to walls for stronger avoidance.\n 2879→func _get_wall_avoidance_weight(direction: Vector2) -> float:\n 2880→\tif _wall_raycasts.is_empty():\n 2881→\t\treturn WALL_AVOIDANCE_MAX_WEIGHT\n 2882→\n 2883→\tvar closest_distance := WALL_CHECK_DISTANCE\n 2884→\n 2885→\t# Check the center raycast for distance\n 2886→\tif _wall_raycasts.size() > 0:\n 2887→\t\tvar raycast := _wall_raycasts[0]\n 2888→\t\traycast.target_position = direction * WALL_CHECK_DISTANCE\n 2889→\t\traycast.force_raycast_update()\n 2890→\n 2891→\t\tif raycast.is_colliding():\n 2892→\t\t\tvar collision_point := raycast.get_collision_point()\n 2893→\t\t\tclosest_distance = global_position.distance_to(collision_point)\n 2894→\n 2895→\t# Interpolate between min and max weight based on distance\n 2896→\tvar t := closest_distance / WALL_CHECK_DISTANCE\n 2897→\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, t)\n 2898→\n 2899→\n 2900→## Apply wall avoidance to a movement direction with dynamic weighting.\n 2901→## Uses stronger avoidance when closer to walls.\n 2902→func _apply_wall_avoidance(direction: Vector2) -> Vector2:\n 2903→\tvar avoidance := _check_wall_ahead(direction)\n 2904→\tif avoidance == Vector2.ZERO:\n 2905→\t\treturn direction\n 2906→\n 2907→\tvar weight := _get_wall_avoidance_weight(direction)\n 2908→\t# Blend original direction with avoidance, stronger avoidance when close to walls\n 2909→\treturn (direction * (1.0 - weight) + avoidance * weight).normalized()\n 2910→\n 2911→\n 2912→## Check if the player is visible using raycast.\n 2913→## If detection_range is 0 or negative, uses unlimited detection range (line-of-sight only)."}]},"parent_tool_use_id":null,"session_id":"225b01cc-5692-427f-9d26-7be63ad08dc5","uuid":"88f34d9b-95bf-42ba-b5dd-92fb54881efb","tool_use_result":{"filePath":"/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd","oldString":"## 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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO","newString":"## 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 := WALL_CHECK_DISTANCE\n\tvar hit_count := 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\tvar angles := [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]\n\n\tfor i in range(mini(WALL_CHECK_COUNT, _wall_raycasts.size())):\n\t\tvar angle_offset := angles[i] if i < angles.size() else 0.0\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\t# Use shorter distance for rear check (wall sliding detection)\n\t\tvar check_distance := 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 := raycast.get_collision_point()\n\t\t\tvar hit_distance := global_position.distance_to(collision_point)\n\n\t\t\t# Track closest wall for avoidance weight calculation\n\t\t\tif hit_distance < closest_wall_distance:\n\t\t\t\tclosest_wall_distance = hit_distance\n\n\t\t\t# Calculate avoidance contribution based on angle\n\t\t\t# Walls on the left push right, walls on the right push left\n\t\t\t# Weight by how close the wall is (closer = stronger avoidance)\n\t\t\tvar distance_factor := 1.0 - (hit_distance / check_distance)\n\n\t\t\tif i == 0: # Center - wall directly ahead, steer perpendicular\n\t\t\t\t# Use collision normal if available for smarter steering\n\t\t\t\tvar collision_normal := raycast.get_collision_normal()\n\t\t\t\tif collision_normal != Vector2.ZERO:\n\t\t\t\t\t# Steer along the wall (wall sliding behavior)\n\t\t\t\t\tvar wall_tangent := Vector2(-collision_normal.y, collision_normal.x)\n\t\t\t\t\t# Choose direction that aligns more with our intended direction\n\t\t\t\t\tif wall_tangent.dot(perpendicular) < 0:\n\t\t\t\t\t\twall_tangent = -wall_tangent\n\t\t\t\t\tavoidance += wall_tangent * distance_factor * 2.0\n\t\t\t\telse:\n\t\t\t\t\tavoidance += perpendicular * distance_factor * 2.0\n\t\t\telif i >= 1 and i <= 3: # Left side rays - steer right\n\t\t\t\tavoidance += perpendicular * distance_factor\n\t\t\telif i >= 4 and i <= 6: # Right side rays - steer left\n\t\t\t\tavoidance -= perpendicular * distance_factor\n\t\t\t# Index 7 (rear) doesn't contribute to avoidance, just for detection\n\n\tif avoidance.length() == 0:\n\t\treturn Vector2.ZERO\n\n\treturn avoidance.normalized()\n\n\n## Get the avoidance weight based on wall proximity.\n## Returns higher weight when closer to walls for stronger avoidance.\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 := WALL_CHECK_DISTANCE\n\n\t# Check the center raycast for distance\n\tif _wall_raycasts.size() > 0:\n\t\tvar raycast := _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 := 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 t := closest_distance / WALL_CHECK_DISTANCE\n\treturn lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, t)\n\n\n## Apply wall avoidance to a movement direction with dynamic weighting.\n## Uses stronger avoidance when closer to walls.\nfunc _apply_wall_avoidance(direction: Vector2) -> Vector2:\n\tvar avoidance := _check_wall_ahead(direction)\n\tif avoidance == Vector2.ZERO:\n\t\treturn direction\n\n\tvar weight := _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()","originalFile":"extends CharacterBody2D\n## Enemy AI with tactical behaviors including patrol, guard, cover, and flanking.\n##\n## Supports multiple behavior modes:\n## - PATROL: Moves between patrol points\n## - GUARD: Stands in place watching for the player\n##\n## Tactical features:\n## - Uses cover when under fire (suppression)\n## - Attempts to flank the player from the sides\n## - Coordinates with other enemies (optional)\n## - GOAP foundation for goal-oriented 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}\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 in radians per second for gradual turning.\n## Default is 15 rad/sec for challenging but fair combat.\n@export var rotation_speed: float = 15.0\n\n## Detection range for spotting the player.\n## Set to 0 or negative to allow unlimited detection range (line-of-sight only).\n## This allows enemies to see the player even outside the viewport if no obstacles block view.\n@export var detection_range: float = 0.0\n\n## Time between shots in seconds.\n## Default matches assault rifle fire rate (10 shots/second = 0.1s cooldown).\n@export var shoot_cooldown: float = 0.1\n\n## Bullet scene to instantiate when shooting.\n@export var bullet_scene: PackedScene\n\n## Offset from enemy center for bullet spawn position.\n@export var bullet_spawn_offset: float = 30.0\n\n## Patrol points as offsets from the initial position.\n## Only used when behavior_mode is PATROL.\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 (in seconds) before reacting to bullets in the threat sphere.\n## This prevents instant reactions to nearby gunfire, giving the player more 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/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 calculation.\n## Should match the actual bullet speed (default is 2500 for 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 (in seconds) between spotting player and starting to shoot.\n## Gives player a brief reaction time when entering enemy line of sight.\n## This delay \"recharges\" each time the player breaks direct contact with the enemy.\n@export var detection_delay: float = 0.2\n\n## Minimum time (in seconds) the player must be continuously visible before\n## lead prediction is enabled. This prevents enemies from predicting player\n## position immediately when they emerge from cover.\n@export var lead_prediction_delay: float = 0.3\n\n## Minimum visibility ratio (0.0 to 1.0) of player body that must be visible\n## before lead prediction is enabled. At 1.0, the player's entire body must be\n## visible. At 0.5, at least half of the check points must be visible.\n## This prevents pre-firing at players who are at cover edges.\n@export var lead_prediction_visibility_threshold: float = 0.6\n | |
| [2026-01-18T04:54:21.081Z] [INFO] \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 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## Reference to the sprite for color changes.\n@onready var _sprite: Sprite2D = $Sprite2D\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## 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## Number of raycasts for wall detection (spread around the enemy).\n## Uses 8 raycasts for better coverage: center + 3 on each side + 1 rear\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 that have passed through the threat sphere recently.\n## This allows the enemy to react even after fast-moving bullets have exited.\nvar _threat_memory_timer: float = 0.0\n\n## Duration to remember that a bullet passed through the threat sphere.\n## This should be longer than the reaction delay to ensure enemies can complete\n## their reaction even after bullets have passed through quickly.\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## 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## --- 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## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\nconst PURSUIT_APPROACH_MAX_TIME: float = 3.0\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## --- 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## 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\n\nfunc _ready() -> void:\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\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# 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\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\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\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\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\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\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\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}\n\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\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\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\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\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# 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# Process AI state machine\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\tmove_and_slide()\n\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\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\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\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\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\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\n## Process the AI state machine.\nfunc _process_ai_state(delta: float) -> void:\n\tvar previous_state := _current_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\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\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\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# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies in combat (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can't see player, pursue them (move cover-to-cover toward player)\n\tif not _can_see_player:\n\t\t_combat_exposed = false\n\t\t_combat_approaching = false\n\t\t_seeking_clear_shot = false\n\t\t_log_debug(\"Lost sight of player in COMBAT, transitioning to PURSUING\")\n\t\t_transition_to_pursuing()\n\t\treturn\n\n\t# Update detection delay timer\n\tif not _detection_delay_elapsed:\n\t\t_detection_timer += delta\n\t\tif _detection_timer >= 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 enable_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 wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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 wall avoidance\n\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\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\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\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 direction := (_cover_position - global_position).normalized()\n\tvar distance := 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# Apply wall avoidance\n\tvar avoidance := _check_wall_ahead(direction)\n\tif avoidance != Vector2.ZERO:\n\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\tvelocity = direction * combat_move_speed\n\trotation = direction.angle()\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\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\n\t# If still under fire, stay suppressed\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# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_transition_to_assault()\n\t\treturn\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\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\" % [_flank_stuck_timer, _flank_target, global_position]\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# Try the other flank side or give up\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\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# Check if we have direct line of sight to flank target (no obstacles)\n\tif _has_clear_path_to(_flank_target):\n\t\t# Direct path is clear - move directly toward flank target\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\t_has_flank_cover = false\n\t\treturn\n\n\t# Path is blocked - use cover-to-cover movement\n\n\t# If we're at a cover position, wait briefly before moving to next\n\tif _has_valid_cover and not _has_flank_cover:\n\t\t_flank_cover_wait_timer += delta\n\t\tvelocity = Vector2.ZERO\n\n\t\tif _flank_cover_wait_timer >= FLANK_COVER_WAIT_DURATION:\n\t\t\t# Done waiting, find next cover toward flank target\n\t\t\t_find_flank_cover_toward_target()\n\t\t\tif not _has_flank_cover:\n\t\t\t\t_log_debug(\"No flank cover found, attempting direct movement\")\n\t\t\t\t# No cover found - try direct movement with enhanced wall avoidance\n\t\t\t\tvar direction := (_flank_target - global_position).normalized()\n\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\t\tvelocity = direction * combat_move_speed\n\t\t\t\trotation = direction.angle()\n\t\t\t\t# Invalidate current cover to trigger new search next frame\n\t\t\t\t_has_valid_cover = false\n\t\treturn\n\n\t# If we have a flank cover target, move toward it\n\tif _has_flank_cover:\n\t\tvar direction := (_flank_next_cover - global_position).normalized()\n\t\tvar distance := global_position.distance_to(_flank_next_cover)\n\n\t\t# Check if we've reached the flank cover\n\t\tif distance < 15.0:\n\t\t\t_log_debug(\"Reached flank cover at distance %.1f\" % distance)\n\t\t\t_has_flank_cover = false\n\t\t\t_flank_cover_wait_timer = 0.0\n\t\t\t_cover_position = _flank_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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\t\treturn\n\n\t# No cover and no flank cover target - find initial flank cover\n\t_find_flank_cover_toward_target()\n\tif not _has_flank_cover:\n\t\t# Can't find cover, try direct movement with wall avoidance\n\t\tvar direction := (_flank_target - global_position).normalized()\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\n\n\n## Process SUPPRESSED state - staying in cover under fire.\nfunc _process_suppressed_state(delta: float) -> void:\n\tvelocity = Vector2.ZERO\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 even while suppressed\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\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\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# Face cover and move toward it\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\t\t_aim_at_player()\n\n\t\t\t# Move backwards (opposite of player direction = toward cover generally)\n\t\t\t# Use the negative of the direction we're facing for \"backing up\"\n\t\t\tvar move_direction := -direction_to_player\n\n\t\t\t# Apply wall avoidance\n\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = move_direction * combat_move_speed * 0.7 # Slower when backing up\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\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 := (_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 := 1.0 - (float(_retreat_burst_remaining) / 4.0)\n\t\t\tvar player_angle := direction_to_player.angle()\n\t\t\tvar cover_angle := direction_to_cover.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# Move toward cover (slower during burst)\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * 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\n\t\trotation = direction_to_cover.angle()\n\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_cover = (direction_to_cover * 0.5 + avoidance * 0.5).normalized()\n\t\tvelocity = direction_to_cover * combat_move_speed\n\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\n## Process PURSUING state - move cover-to-cover toward player.\n## Enemy moves between covers, waiting 1-2 seconds at each cover,\n## until they can see and hit the player.\n## When at the last cover (no better cover found), enters approach phase\n## to move directly toward the player.\nfunc _process_pursuing_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover:\n\t\t_pursuit_approaching = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if multiple enemies are in combat - transition to assault state\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat >= 2:\n\t\t_log_debug(\"Multiple enemies detected during pursuit (%d), transitioning to ASSAULT\" % enemies_in_combat)\n\t\t_pursuit_approaching = false\n\t\t_transition_to_assault()\n\t\treturn\n\n\t# If can see player and can hit them from current position, engage\n\tif _can_see_player and _player:\n\t\tvar can_hit := _can_hit_player_from_current_position()\n\t\tif can_hit:\n\t\t\t_log_debug(\"Can see and hit player from pursuit, transitioning to COMBAT\")\n\t\t\t_has_pursuit_cover = false\n\t\t\t_pursuit_approaching = false\n\t\t\t_transition_to_combat()\n\t\t\treturn\n\n\t# Process approach phase - moving directly toward player when no better cover exists\n\tif _pursuit_approaching:\n\t\tif _player:\n\t\t\tvar direction := (_player.global_position - global_position).normalized()\n\t\t\tvar can_hit := _can_hit_player_from_current_position()\n\n\t\t\t_pursuit_approach_timer += delta\n\n\t\t\t# If we can now hit the player, transition to combat\n\t\t\tif can_hit:\n\t\t\t\t_log_debug(\"Can now hit player after approach (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If approach timer expired, give up and engage in combat anyway\n\t\t\tif _pursuit_approach_timer >= PURSUIT_APPROACH_MAX_TIME:\n\t\t\t\t_log_debug(\"Approach timer expired (%.1fs), transitioning to COMBAT\" % _pursuit_approach_timer)\n\t\t\t\t_pursuit_approaching = false\n\t\t\t\t_transition_to_combat()\n\t\t\t\treturn\n\n\t\t\t# If we found a new cover opportunity while approaching, take it\n\t\t\tif not _has_pursuit_cover:\n\t\t\t\t_find_pursuit_cover_toward_player()\n\t\t\t\tif _has_pursuit_cover:\n\t\t\t\t\t_log_debug(\"Found cover while approaching, switching to cover movement\")\n\t\t\t\t\t_pursuit_approaching = false\n\t\t\t\t\treturn\n\n\t\t\t# Apply wall avoidance and move toward player\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\treturn\n\n\t# Check if we're waiting at cover\n\tif _has_valid_cover and not _has_pursuit_cover:\n\t\t# Currently at cover, wait for 1-2 seconds before moving to next 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# Done waiting, find next cover closer to player\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\telse:\n\t\t\t\t# No pursuit cover found - start approach phase if we can see player\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# Can see but can't hit (at last cover) - start approach phase\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 enable_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# 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 direction := (_pursuit_next_cover - global_position).normalized()\n\t\tvar distance := 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# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * combat_move_speed\n\t\trotation = direction.angle()\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 enable_flanking and _player:\n\t\t\t_transition_to_flanking()\n\t\telse:\n\t\t\t_transition_to_combat()\n\n\n## Process ASSAULT state - coordinated multi-enemy rush.\n## Wait at cover for 5 seconds, then all enemies rush the player simultaneously.\nfunc _process_assault_state(delta: float) -> void:\n\t# Check for suppression - transition to retreating behavior\n\tif _under_fire and enable_cover and not _assault_ready:\n\t\t_in_assault = false\n\t\t_transition_to_retreating()\n\t\treturn\n\n\t# Check if we're the only enemy left in assault - switch back to combat\n\tvar enemies_in_combat := _count_enemies_in_combat()\n\tif enemies_in_combat < 2 and not _assault_ready:\n\t\t_log_debug(\"Not enough enemies for assault, switching to COMBAT\")\n\t\t_in_assault = false\n\t\t_transition_to_combat()\n\t\treturn\n\n\t# Find closest cover to player if we don't have one\n\tif not _has_valid_cover:\n\t\t_find_cover_closest_to_player()\n\t\tif _has_valid_cover:\n\t\t\t_log_debug(\"Found assault cover at %s\" % _cover_position)\n\n\t# Move to cover position first\n\tif _has_valid_cover and not _in_assault:\n\t\tvar distance_to_cover := global_position.distance_to(_cover_position)\n\t\tif distance_to_cover > 15.0 and _is_visible_from_player():\n\t\t\t# Still need to reach cover\n\t\t\tvar direction := (_cover_position - global_position).normalized()\n\t\t\tvar avoidance := _check_wall_ahead(direction)\n\t\t\tif avoidance != Vector2.ZERO:\n\t\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\t\t\tvelocity = direction * combat_move_speed\n\t\t\trotation = direction.angle()\n\t\t\treturn\n\n\t# At cover, wait for assault timer\n\tif not _assault_ready:\n\t\tvelocity = Vector2.ZERO\n\t\t_assault_wait_timer += delta\n\n\t\t# Check if all assault enemies are ready (synchronized assault)\n\t\tif _assault_wait_timer >= ASSAULT_WAIT_DURATION:\n\t\t\t# Check if situation has changed - player might have moved\n\t\t\tif _player and _is_player_close():\n\t\t\t\t_assault_ready = true\n\t\t\t\t_in_assault = true\n\t\t\t\t_log_debug(\"ASSAULT ready - rushing player!\")\n\t\t\telse:\n\t\t\t\t# Player moved away, reset timer and check if we should pursue\n\t\t\t\t_log_debug(\"Player moved away during assault wait, resetting\")\n\t\t\t\t_assault_wait_timer = 0.0\n\t\t\t\t_in_assault = false\n\t\t\t\t_transition_to_pursuing()\n\t\t\t\treturn\n\t\treturn\n\n\t# Assault phase - rush the player while shooting\n\tif _assault_ready and _player:\n\t\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\t\tvar distance_to_player := global_position.distance_to(_player.global_position)\n\n\t\t# Apply wall avoidance\n\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\tdirection_to_player = (direction_to_player * 0.5 + avoidance * 0.5).normalized()\n\n\t\t# Rush at full speed\n\t\tvelocity = direction_to_player * combat_move_speed\n\t\trotation = direction_to_player.angle()\n\n\t\t# Update detection delay timer\n\t\tif not _detection_delay_elapsed:\n\t\t\t_detection_timer += delta\n\t\t\tif _detection_timer >= detection_delay:\n\t\t\t\t_detection_delay_elapsed = true\n\n\t\t# Shoot while rushing (only after detection delay)\n\t\tif _can_see_player 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\t\t# If very close to player, stay in combat\n\t\tif distance_to_player < 50.0:\n\t\t\t_log_debug(\"Assault complete - reached player\")\n\t\t\t_assault_ready = false\n\t\t\t_in_assault = false\n\t\t\t_transition_to_combat()\n\n\n## Shoot with reduced accuracy for retreat mode.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Add inaccuracy spread\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\n## Shoot a burst shot with arc spread for ONE_HIT retreat.\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\tvar direction := (target_position - global_position).normalized()\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 = global_position + direction * bullet_spawn_offset\n\tbullet.direction = direction\n\tbullet.shooter_id = get_instance_id()\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\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\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\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 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\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\n## Transition to IN_COVER state.\nfunc _transition_to_in_cover() -> void:\n\t_current_state = AIState.IN_COVER\n\n\n## Transition to FLANKING state.\nfunc _transition_to_flanking() -> void:\n\t_current_state = AIState.FLANKING\n\t# Initialize flank side only once per flanking maneuver\n\t# Choose the si | |
| [2026-01-18T04:54:21.086Z] [INFO] de 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\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\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\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 detection delay for new engagement\n\t_detection_timer = 0.0\n\t_detection_delay_elapsed = false\n\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\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\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\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\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\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\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\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\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 blocking 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\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\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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\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\tvar direction := (target_position - global_position).normalized()\n\tvar distance := global_position.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 = global_position + direction * bullet_spawn_offset # Start from bullet spawn point\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 := global_position.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\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\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\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\tvar direction := (target_position - global_position).normalized()\n\tif not _is_bullet_spawn_clear(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\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\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\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\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\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\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\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# 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\n## Find a valid cover position relative to the player.\n## The cover position must be hidden from the player's line of sight.\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# 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\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\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\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 >= distanc | |
| [2026-01-18T04:54:21.102Z] [INFO] e - 10.0\n\n\treturn true\n\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 | |
| [2026-01-18T04:54:21.104Z] [INFO] \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\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.\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\n\t# Check center, left, and right raycasts\n\tfor i in range(WALL_CHECK_COUNT):\n\t\tvar angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)\n\t\tvar check_direction := direction.rotated(angle_offset)\n\n\t\tvar raycast := _wall_raycasts[i]\n\t\traycast.target_position = check_direction * WALL_CHECK_DISTANCE\n\t\traycast.force_raycast_update()\n\n\t\tif raycast.is_colliding():\n\t\t\t# Calculate avoidance based on which raycast hit\n\t\t\tif i == 0: # Left raycast hit\n\t\t\t\tavoidance += perpendicular # Steer right\n\t\t\telif i == 1: # Center raycast hit\n\t\t\t\tavoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer\n\t\t\telif i == 2: # Right raycast hit\n\t\t\t\tavoidance -= perpendicular # Steer left\n\n\treturn avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO\n\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.\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\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# Point raycast at player - use actual distance to player for the raycast length\n\tvar direction_to_player := (_player.global_position - global_position).normalized()\n\tvar raycast_length := distance_to_player + 10.0 # Add small buffer to ensure we reach player\n\t_raycast.target_position = direction_to_player * raycast_length\n\t_raycast.force_raycast_update()\n\n\t# Check if raycast hit something\n\tif _raycast.is_colliding():\n\t\tvar collider := _raycast.get_collider()\n\t\t# If we hit the player, we can see them\n\t\tif collider == _player:\n\t\t\t_can_see_player = true\n\t\t# If we hit a wall/obstacle before the player, we can't see them\n\telse:\n\t\t# No collision between us and player - we have clear line of sight\n\t\t_can_see_player = true\n\n\t# Update continuous visibility timer and visibility ratio\n\tif _can_see_player:\n\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n\t\t# Calculate what fraction of the player's body is visible\n\t\t# This is used to determine if lead prediction should be enabled\n\t\t_player_visibility_ratio = _calculate_player_visibility_ratio()\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\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\n## Shoot a bullet towards the player.\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\tvar direction := (target_position - global_position).normalized()\n\n\t# Create bullet instance\n\tvar bullet := bullet_scene.instantiate()\n\n\t# Set bullet position with offset in shoot direction\n\tbullet.global_position = global_position + direction * bullet_spawn_offset\n\n\t# Set bullet direction\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\n\t# Add bullet to the scene tree\n\tget_tree().current_scene.add_child(bullet)\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# 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\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\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\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# Check for walls and apply avoidance\n\t\tvar avoidance := _check_wall_ahead(direction)\n\t\tif avoidance != Vector2.ZERO:\n\t\t\t# Blend movement direction with avoidance\n\t\t\tdirection = (direction * 0.5 + avoidance * 0.5).normalized()\n\n\t\tvelocity = direction * move_speed\n\t\t# Face movement direction when patrolling\n\t\trotation = direction.angle()\n\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\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\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\n## Called when the enemy is hit (by bullet.gd).\nfunc on_hit() -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\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\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif _current_health <= 0:\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_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_update_health_visual()\n\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t_sprite.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\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\t_sprite.modulate = full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\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\n## Called when the enemy dies.\nfunc _on_death() -> void:\n\t_is_alive = false\n\t_log_to_file(\"Enemy died\")\n\tdied.emit()\n\n\tif destroy_on_death:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\tqueue_free()\n\telse:\n\t\tawait get_tree().create_timer(respawn_delay).timeout\n\t\t_reset()\n\n\n## Resets the enemy to its initial state.\nfunc _reset() -> void:\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# 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# 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_initialize_health()\n\t_initialize_ammo()\n\t_update_health_visual()\n\t_initialize_goap_state()\n\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\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\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\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\t_:\n\t\t\treturn \"UNKNOWN\"\n\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_debug_label.text = state_text\n\n\n## Get current AI state (for external access/debugging).\nfunc get_current_state() -> AIState:\n\treturn _current_state\n\n\n## Get GOAP world state (for GOAP planner).\nfunc get_goap_world_state() -> Dictionary:\n\treturn _goap_world_state.duplicate()\n\n\n## Check if enemy is currently under fire.\nfunc is_under_fire() -> bool:\n\treturn _under_fire\n\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\n## Get current ammo in magazine.\nfunc get_current_ammo() -> int:\n\treturn _current_ammo\n\n\n## Get reserve ammo.\nfunc get_reserve_ammo() -> int:\n\treturn _reserve_ammo\n\n\n## Get total ammo (current + reserve).\nfunc get_total_ammo() -> int:\n\treturn _current_ammo + _reserve_ammo\n\n\n## Check if enemy is currently reloading.\nfunc is_reloading() -> bool:\n\treturn _is_reloading\n\n\n## Check if enemy has any ammo left.\nfunc has_ammo() -> bool:\n\treturn _current_ammo > 0 or _reserve_ammo > 0\n\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\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 and check if blocked\n\t\tvar direction_to_player := to_player.normalized()\n\t\tvar spawn_point := direction_to_player * bullet_spawn_offset\n\t\tif _is_bullet_spawn_clear(direction_to_player):\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","structuredPatch":[{"oldStart":2809,"oldLines":34,"newStart":2809,"newLines":106,"lines":[" "," ## Check if there's a wall ahead in the given direction and return avoidance direction."," ## Returns Vector2.ZERO if no wall detected, otherwise returns a vector to avoid the wall.","+## Enhanced version uses 8 raycasts with distance-weighted avoidance for better navigation."," func _check_wall_ahead(direction: Vector2) -> Vector2:"," if _wall_raycasts.is_empty():"," return Vector2.ZERO"," "," var avoidance := Vector2.ZERO"," var perpendicular := Vector2(-direction.y, direction.x) # 90 degrees rotation","+ var closest_wall_distance := WALL_CHECK_DISTANCE","+ var hit_count := 0"," ","- # Check center, left, and right raycasts","- for i in range(WALL_CHECK_COUNT):","- var angle_offset := (i - 1) * 0.5 # -0.5, 0, 0.5 radians (~-28, 0, 28 degrees)","+ # Raycast angles: spread from -90 to +90 degrees relative to movement direction","+ # Index 0: center (0°)","+ # Index 1-3: left side (-20°, -45°, -70°)","+ # Index 4-6: right side (+20°, +45°, +70°)","+ # Index 7: rear check for wall sliding (-180°)","+ var angles := [0.0, -0.35, -0.79, -1.22, 0.35, 0.79, 1.22, PI]","+","+ for i in range(mini(WALL_CHECK_COUNT, _wall_raycasts.size())):","+ var angle_offset := angles[i] if i < angles.size() else 0.0"," var check_direction := direction.rotated(angle_offset)"," "," var raycast := _wall_raycasts[i]","- raycast.target_position = check_direction * WALL_CHECK_DISTANCE","+ # Use shorter distance for rear check (wall sliding detection)","+ var check_distance := WALL_SLIDE_DISTANCE if i == 7 else WALL_CHECK_DISTANCE","+ raycast.target_position = check_direction * check_distance"," raycast.force_raycast_update()"," "," if raycast.is_colliding():","- # Calculate avoidance based on which raycast hit","- if i == 0: # Left raycast hit","- avoidance += perpendicular # Steer right","- elif i == 1: # Center raycast hit","- avoidance += perpendicular if randf() > 0.5 else -perpendicular # Random steer","- elif i == 2: # Right raycast hit","- avoidance -= perpendicular # Steer left","+ hit_count += 1","+ var collision_point := raycast.get_collision_point()","+ var hit_distance := global_position.distance_to(collision_point)"," ","- return avoidance.normalized() if avoidance.length() > 0 else Vector2.ZERO","+ # Track closest wall for avoidance weight calculation","+ if hit_distance < closest_wall_distance:","+ closest_wall_distance = hit_distance"," ","+ # Calculate avoidance contribution based on angle","+ # Walls on the left push right, walls on the right push left","+ # Weight by how close the wall is (closer = stronger avoidance)","+ var distance_factor := 1.0 - (hit_distance / check_distance)"," ","+ if i == 0: # Center - wall directly ahead, steer perpendicular","+ # Use collision normal if available for smarter steering","+ var collision_normal := raycast.get_collision_normal()","+ if collision_normal != Vector2.ZERO:","+ # Steer along the wall (wall sliding behavior)","+ var wall_tangent := Vector2(-collision_normal.y, collision_normal.x)","+ # Choose direction that aligns more with our intended direction","+ if wall_tangent.dot(perpendicular) < 0:","+ wall_tangent = -wall_tangent","+ avoidance += wall_tangent * distance_factor * 2.0","+ else:","+ avoidance += perpendicular * distance_factor * 2.0","+ elif i >= 1 and i <= 3: # Left side rays - steer right","+ avoidance += perpendicular * distance_factor","+ elif i >= 4 and i <= 6: # Right side rays - steer left","+ avoidance -= perpendicular * distance_factor","+ # Index 7 (rear) doesn't contribute to avoidance, just for detection","+","+ if avoidance.length() == 0:","+ return Vector2.ZERO","+","+ return avoidance.normalized()","+","+","+## Get the avoidance weight based on wall proximity.","+## Returns higher weight when closer to walls for stronger avoidance.","+func _get_wall_avoidance_weight(direction: Vector2) -> float:","+ if _wall_raycasts.is_empty():","+ return WALL_AVOIDANCE_MAX_WEIGHT","+","+ var closest_distance := WALL_CHECK_DISTANCE","+","+ # Check the center raycast for distance","+ if _wall_raycasts.size() > 0:","+ var raycast := _wall_raycasts[0]","+ raycast.target_position = direction * WALL_CHECK_DISTANCE","+ raycast.force_raycast_update()","+","+ if raycast.is_colliding():","+ var collision_point := raycast.get_collision_point()","+ closest_distance = global_position.distance_to(collision_point)","+","+ # Interpolate between min and max weight based on distance","+ var t := closest_distance / WALL_CHECK_DISTANCE","+ return lerpf(WALL_AVOIDANCE_MIN_WEIGHT, WALL_AVOIDANCE_MAX_WEIGHT, t)","+","+","+## Apply wall avoidance to a movement direction with dynamic weighting.","+## Uses stronger avoidance when closer to walls.","+func _apply_wall_avoidance(direction: Vector2) -> Vector2:","+ var avoidance := _check_wall_ahead(direction)","+ if avoidance == Vector2.ZERO:","+ return direction","+","+ var weight := _get_wall_avoidance_weight(direction)","+ # Blend original direction with avoidance, stronger avoidance when close to walls","+ return (direction * (1.0 - weight) + avoidance * weight).normalized()","+","+"," ## Check if the player is visible using raycast."," ## If detection_range is 0 or negative, uses unlimited detection range (line-of-sight only)."," ## This allows the enemy to see the player even outside the viewport if there's no obstacle."]}],"userModified":false,"replaceAll":false}} | |
| [2026-01-18T04:54:23.714Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01R7yXFS1WR3ZeiMr7tSKggV", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I need to update all the places where wall avoidance is used to use the new `_apply_wall_avoidance` function instead of the old pattern. Let me find all the places where the old pattern is used." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 1, | |
| "cache_creation_input_tokens": 3791, | |
| "cache_read_input_tokens": 87138, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 3791, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "acd5ded6-37c8-4f98-8c98-5ff9668a0bd9" | |
| } | |
| [2026-01-18T04:54:25.879Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01R7yXFS1WR3ZeiMr7tSKggV", | |
| "type": "message", | |
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| "path": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
| "output_mode": "content", | |
| "-n": true | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| [2026-01-18T04:54:25.912Z] [INFO] { | |
| "type": "user", | |
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| { | |
| "tool_use_id": "toolu_017HsVTqZ9y5j4xBZQqKXTHG", | |
| "type": "tool_result", | |
| "content": "960:\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n1015:\t\tvar avoidance := _check_wall_ahead(move_direction)\n1113:\tvar avoidance := _check_wall_ahead(direction)\n1296:\t\tvar avoidance := _check_wall_ahead(direction)\n1318:\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n1343:\t\tvar avoidance := _check_wall_ahead(direction)\n1356:\t\tvar avoidance := _check_wall_ahead(direction)\n1472:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1493:\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n1534:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1546:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1619:\t\t\tvar avoidance := _check_wall_ahead(direction)\n1679:\t\tvar avoidance := _check_wall_ahead(direction)\n1726:\t\t\tvar avoidance := _check_wall_ahead(direction)\n1760:\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n2813:func _check_wall_ahead(direction: Vector2) -> Vector2:\n2903:\tvar avoidance := _check_wall_ahead(direction)\n3140:\t\tvar avoidance := _check_wall_ahead(direction)" | |
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| "content": "960:\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n1015:\t\tvar avoidance := _check_wall_ahead(move_direction)\n1113:\tvar avoidance := _check_wall_ahead(direction)\n1296:\t\tvar avoidance := _check_wall_ahead(direction)\n1318:\t\t\t\tvar avoidance := _check_wall_ahead(direction)\n1343:\t\tvar avoidance := _check_wall_ahead(direction)\n1356:\t\tvar avoidance := _check_wall_ahead(direction)\n1472:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1493:\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n1534:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1546:\t\tvar avoidance := _check_wall_ahead(direction_to_cover)\n1619:\t\t\tvar avoidance := _check_wall_ahead(direction)\n1679:\t\tvar avoidance := _check_wall_ahead(direction)\n1726:\t\t\tvar avoidance := _check_wall_ahead(direction)\n1760:\t\tvar avoidance := _check_wall_ahead(direction_to_player)\n2813:func _check_wall_ahead(direction: Vector2) -> Vector2:\n2903:\tvar avoidance := _check_wall_ahead(direction)\n3140:\t\tvar avoidance := _check_wall_ahead(direction)", | |
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| [2026-01-18T04:54:35.039Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01C7cNBBzq8pTXKdTjyUT144", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "There are many places using the old pattern. Let me update them to use the new `_apply_wall_avoidance` function. First, let me see the common pattern being used." | |
| } | |
| ], | |
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| "uuid": "856d14b1-ca9a-4329-94cf-74749a8852a6" | |
| } | |
| [2026-01-18T04:54:35.769Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01C7cNBBzq8pTXKdTjyUT144", | |
| "type": "message", | |
| "role": "assistant", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_013w2gxsMXkXCxqSv48vBv84", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", | |
| "offset": 955, | |
| "limit": 30 | |
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| } | |
| ], | |
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| }, | |
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| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "4bb6a257-7e91-4103-ac21-b9898959bcd9" | |
| } | |
| [2026-01-18T04:54:35.793Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013w2gxsMXkXCxqSv48vBv84", | |
| "type": "tool_result", | |
| "content": " 955→\t\tvar distance_to_target := global_position.distance_to(_clear_shot_target)\n 956→\t\tif distance_to_target > 15.0:\n 957→\t\t\tvar move_direction := (_clear_shot_target - global_position).normalized()\n 958→\n 959→\t\t\t# Apply wall avoidance\n 960→\t\t\tvar avoidance := _check_wall_ahead(move_direction)\n 961→\t\t\tif avoidance != Vector2.ZERO:\n 962→\t\t\t\tmove_direction = (move_direction * 0.5 + avoidance * 0.5).normalized()\n 963→\n 964→\t\t\tvelocity = move_direction * combat_move_speed\n 965→\t\t\trotation = direction_to_player.angle() # Keep facing player\n 966→\n 967→\t\t\t# Check if the new position now has a clear shot\n 968→\t\t\tif _is_bullet_spawn_clear(direction_to_player):\n 969→\t\t\t\t_log_debug(\"COMBAT: found clear shot position while moving\")\n 970→\t\t\t\t_seeking_clear_shot = false\n 971→\t\t\t\t_clear_shot_timer = 0.0\n 972→\t\t\t\t# Continue to exposed phase check below\n 973→\t\t\telse:\n 974→\t\t\t\treturn # Keep moving toward target\n 975→\t\telse:\n 976→\t\t\t# Reached target but still no clear shot - recalculate target\n 977→\t\t\t_log_debug(\"COMBAT: reached target but no clear shot, recalculating\")\n 978→\t\t\t_clear_shot_target = _calculate_clear_shot_exit_position(direction_to_player)\n 979→\t\t\treturn\n 980→\n 981→\t# Reset seeking state if we now have a clear shot\n 982→\tif _seeking_clear_shot and has_clear_shot:\n 983→\t\t_log_debug(\"COMBAT: clear shot acquired\")\n 984→\t\t_seeking_clear_shot = false\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "225b01cc-5692-427f-9d26-7be63ad08dc5", | |
| "uuid": "71e68bac-0096-4553-9563-55599de5cb1e", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1768711802994/scripts/objects/enemy.gd", |
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