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| # Solve.mjs Log - 2026-02-06T20:11:06.689Z | |
| [2026-02-06T20:11:06.690Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-06T20-11-06-689Z.log | |
| [2026-02-06T20:11:06.691Z] [INFO] (All output will be logged here) | |
| [2026-02-06T20:11:07.171Z] [INFO] | |
| [2026-02-06T20:11:07.172Z] [INFO] 🚀 solve v1.16.0 | |
| [2026-02-06T20:11:07.172Z] [INFO] 🔧 Raw command executed: | |
| [2026-02-06T20:11:07.172Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-02-06T20:11:07.173Z] [INFO] | |
| [2026-02-06T20:11:07.187Z] [INFO] | |
| [2026-02-06T20:11:07.188Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-02-06T20:11:07.188Z] [INFO] | |
| [2026-02-06T20:11:07.189Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-02-06T20:11:07.189Z] [INFO] The log may contain sensitive information such as: | |
| [2026-02-06T20:11:07.189Z] [INFO] • API keys, tokens, or secrets | |
| [2026-02-06T20:11:07.189Z] [INFO] • File paths and directory structures | |
| [2026-02-06T20:11:07.189Z] [INFO] • Command outputs and error messages | |
| [2026-02-06T20:11:07.190Z] [INFO] • Internal system information | |
| [2026-02-06T20:11:07.190Z] [INFO] | |
| [2026-02-06T20:11:07.190Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-02-06T20:11:07.190Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-02-06T20:11:07.190Z] [INFO] | |
| [2026-02-06T20:11:07.191Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-02-06T20:11:07.191Z] [INFO] | |
| [2026-02-06T20:11:12.197Z] [INFO] | |
| [2026-02-06T20:11:12.224Z] [INFO] 💾 Disk space check: 40977MB available (2048MB required) ✅ | |
| [2026-02-06T20:11:12.225Z] [INFO] 🧠 Memory check: 10186MB available, swap: 4095MB (143MB used), total: 14138MB (256MB required) ✅ | |
| [2026-02-06T20:11:12.245Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T20:11:12.246Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-02-06T20:11:12.246Z] [INFO] 📋 URL validation: | |
| [2026-02-06T20:11:12.246Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 | |
| [2026-02-06T20:11:12.247Z] [INFO] Is Issue URL: true | |
| [2026-02-06T20:11:12.247Z] [INFO] Is PR URL: false | |
| [2026-02-06T20:11:12.247Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-02-06T20:11:12.971Z] [INFO] Repository visibility: public | |
| [2026-02-06T20:11:12.971Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-02-06T20:11:12.972Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-02-06T20:11:13.413Z] [INFO] Repository visibility: public | |
| [2026-02-06T20:11:13.414Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-02-06T20:11:13.415Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #522... | |
| [2026-02-06T20:11:14.072Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-02-06T20:11:15.392Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #522 | |
| [2026-02-06T20:11:15.392Z] [INFO] PR #517: created 5h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.392Z] [INFO] PR #517: Branch 'issue-516-d2ac2a35b606' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #515: created 5h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #515: Branch 'issue-512-95a2f66d50ac' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #514: created 5h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #514: Branch 'issue-511-62c8e20f3ffb' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #513: created 5h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.393Z] [INFO] PR #513: Branch 'issue-510-cf76a41503d1' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #507: created 7h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #507: Branch 'issue-298-12a4ed86d676' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #463: created 62h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #463: Branch 'issue-462-5448b821eb54' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #449: created 73h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #449: Branch 'issue-448-ba4c79dfe449' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.394Z] [INFO] PR #421: created 81h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.395Z] [INFO] PR #421: Branch 'issue-416-4c7cce2304ef' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.395Z] [INFO] PR #411: created 83h ago (OPEN, ready) | |
| [2026-02-06T20:11:15.395Z] [INFO] PR #411: Branch 'issue-395-df8c9c74a93b' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.395Z] [INFO] PR #391: created 291h ago (OPEN, draft) | |
| [2026-02-06T20:11:15.395Z] [INFO] PR #391: Branch 'issue-390-442a0eeb61ec' doesn't match expected pattern 'issue-522-*' - skipping | |
| [2026-02-06T20:11:15.395Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-02-06T20:11:15.395Z] [INFO] 📝 Issue mode: Working with issue #522 | |
| [2026-02-06T20:11:15.396Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1770408675396 | |
| [2026-02-06T20:11:15.398Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-02-06T20:11:15.398Z] [INFO] Checking fork status... | |
| [2026-02-06T20:11:15.744Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-02-06T20:11:16.835Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-02-06T20:11:17.178Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T20:11:17.178Z] [INFO] 🔍 Validating fork parent... | |
| [2026-02-06T20:11:17.604Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T20:11:17.606Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-02-06T20:11:21.083Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1770408675396 | |
| [2026-02-06T20:11:21.131Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T20:11:21.182Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-02-06T20:11:21.183Z] [INFO] 🔄 Fetching upstream... | |
| [2026-02-06T20:11:21.497Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-02-06T20:11:21.498Z] [INFO] 🔄 Syncing default branch... | |
| [2026-02-06T20:11:21.895Z] [INFO] ℹ️ Default branch: main | |
| [2026-02-06T20:11:22.575Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-02-06T20:11:22.576Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-02-06T20:11:23.385Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-02-06T20:11:23.521Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-02-06T20:11:23.583Z] [INFO] | |
| 🌿 Creating branch: issue-522-4f1c760ec363 from main (default) | |
| [2026-02-06T20:11:23.633Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-02-06T20:11:23.676Z] [INFO] ✅ Branch created: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:23.677Z] [INFO] ✅ Current branch: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:23.677Z] [INFO] Branch operation: Create new branch | |
| [2026-02-06T20:11:23.677Z] [INFO] Branch verification: Matches expected | |
| [2026-02-06T20:11:23.681Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-02-06T20:11:23.682Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-02-06T20:11:23.682Z] [INFO] | |
| [2026-02-06T20:11:23.726Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-02-06T20:11:23.727Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-02-06T20:11:23.727Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 | |
| [2026-02-06T20:11:23.727Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-02-06T20:11:23.728Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 | |
| [2026-02-06T20:11:23.728Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-02-06T20:11:23.728Z] [INFO] 📦 Adding file: To git staging | |
| [2026-02-06T20:11:23.821Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-02-06T20:11:23.821Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-02-06T20:11:23.877Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-02-06T20:11:23.877Z] [INFO] Commit output: [issue-522-4f1c760ec363 aaa189d] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-02-06T20:11:23.923Z] [INFO] Commit hash: aaa189d... | |
| [2026-02-06T20:11:23.970Z] [INFO] Latest commit: aaa189d Initial commit with task details | |
| [2026-02-06T20:11:24.023Z] [INFO] Git status: clean | |
| [2026-02-06T20:11:24.070Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-02-06T20:11:24.120Z] [INFO] Branch info: * issue-522-4f1c760ec363 aaa189d [origin/main: ahead 1] Initial commit with task details | |
| main 5a5d42c [origin/main] добавил звуки выстрела и зарядки ASVK | |
| [2026-02-06T20:11:24.121Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-02-06T20:11:24.121Z] [INFO] Push command: git push -u origin issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:25.014Z] [INFO] Push exit code: 0 | |
| [2026-02-06T20:11:25.014Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-522-4f1c760ec363' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-522-4f1c760ec363 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-522-4f1c760ec363 -> issue-522-4f1c760ec363 | |
| branch 'issue-522-4f1c760ec363' set up to track 'origin/issue-522-4f1c760ec363'. | |
| [2026-02-06T20:11:25.014Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-02-06T20:11:25.015Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-522-4f1c760ec363' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-522-4f1c760ec363 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-522-4f1c760ec363 -> issue-522-4f1c760ec363 | |
| branch 'issue-522-4f1c760ec363' set up to track 'origin/issue-522-4f1c760ec363'. | |
| [2026-02-06T20:11:25.015Z] [INFO] Waiting for GitHub to sync... | |
| [2026-02-06T20:11:27.580Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-02-06T20:11:27.581Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-02-06T20:11:27.906Z] [INFO] Branch verified on GitHub: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:28.258Z] [INFO] Remote commit SHA: aaa189d... | |
| [2026-02-06T20:11:28.258Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-02-06T20:11:28.593Z] [INFO] Issue title: "fix гильзы не отбрасываются от взрывов на сложности pawer fantasy" | |
| [2026-02-06T20:11:28.593Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-02-06T20:11:28.892Z] [INFO] Current user: konard | |
| [2026-02-06T20:11:29.144Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-06T20:11:29.146Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-02-06T20:11:29.146Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-02-06T20:11:29.487Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-02-06T20:11:29.488Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-02-06T20:11:29.529Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-02-06T20:11:29.530Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-02-06T20:11:29.530Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-02-06T20:11:29.531Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-02-06T20:11:29.531Z] [INFO] PR Title: [WIP] fix гильзы не отбрасываются от взрывов на сложности pawer fantasy | |
| [2026-02-06T20:11:29.531Z] [INFO] Base branch: main | |
| [2026-02-06T20:11:29.531Z] [INFO] Head branch: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:29.532Z] [INFO] Assignee: konard | |
| [2026-02-06T20:11:29.532Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#522. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#522 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-02-06T20:11:29.533Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770408675396" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770408689533.txt')" --body-file "/tmp/pr-body-1770408689533.md" --base main --head konard:issue-522-4f1c760ec363 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T20:11:31.379Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-02-06T20:11:31.809Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-02-06T20:11:31.810Z] [INFO] ✅ PR created: #527 | |
| [2026-02-06T20:11:31.810Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/527 | |
| [2026-02-06T20:11:31.810Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-02-06T20:11:31.810Z] [INFO] 🔗 Linking: Issue #522 to PR #527... | |
| [2026-02-06T20:11:32.146Z] [INFO] Issue node ID: I_kwDOQ35BQ87o65dc | |
| [2026-02-06T20:11:32.544Z] [INFO] PR node ID: PR_kwDOQ35BQ87CEyXb | |
| [2026-02-06T20:11:32.935Z] [INFO] | |
| [2026-02-06T20:11:32.936Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-02-06T20:11:32.936Z] [INFO] | |
| [2026-02-06T20:11:32.936Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-02-06T20:11:32.936Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#522" in PR body | |
| [2026-02-06T20:11:32.936Z] [INFO] | |
| [2026-02-06T20:11:32.937Z] [WARNING] To fix manually: | |
| [2026-02-06T20:11:32.937Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/527 | |
| [2026-02-06T20:11:32.937Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#522 | |
| [2026-02-06T20:11:32.937Z] [INFO] | |
| [2026-02-06T20:11:33.243Z] [INFO] 👤 Current user: konard | |
| [2026-02-06T20:11:33.244Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-02-06T20:11:33.244Z] [INFO] prNumber: 527 | |
| [2026-02-06T20:11:33.244Z] [INFO] branchName: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:33.245Z] [INFO] isContinueMode: false | |
| [2026-02-06T20:11:33.245Z] [INFO] Will count comments: true | |
| [2026-02-06T20:11:33.245Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-02-06T20:11:33.245Z] [INFO] PR #527 on branch: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:33.245Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-02-06T20:11:33.818Z] [INFO] 📅 Last commit time (from API): 2026-02-06T20:11:23.000Z | |
| [2026-02-06T20:11:34.765Z] [INFO] 💬 New PR comments: 0 | |
| [2026-02-06T20:11:34.766Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-02-06T20:11:34.766Z] [INFO] 💬 New issue comments: 0 | |
| [2026-02-06T20:11:34.766Z] [INFO] Total new comments: 0 | |
| [2026-02-06T20:11:34.767Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-02-06T20:11:34.767Z] [INFO] PR review comments fetched: 0 | |
| [2026-02-06T20:11:34.767Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-02-06T20:11:34.768Z] [INFO] Total PR comments checked: 0 | |
| [2026-02-06T20:11:37.835Z] [INFO] Feedback info will be added to prompt: | |
| [2026-02-06T20:11:37.836Z] [INFO] - Pull request description was edited after last commit | |
| [2026-02-06T20:11:37.836Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-02-06T20:11:38.189Z] [INFO] 📝 Issue updated: 2026-02-06T17:32:04.000Z | |
| [2026-02-06T20:11:38.479Z] [INFO] 💬 Comments: None found | |
| [2026-02-06T20:11:38.871Z] [INFO] 🔀 Recent PR: 2026-02-06T20:11:30.000Z | |
| [2026-02-06T20:11:38.871Z] [INFO] | |
| ✅ Reference time: 2026-02-06T20:11:30.000Z | |
| [2026-02-06T20:11:38.872Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-02-06T20:11:38.919Z] [INFO] ✅ No uncommitted changes found | |
| [2026-02-06T20:11:39.235Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-522-4f1c760ec363 | |
| [2026-02-06T20:11:41.338Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-02-06T20:11:41.468Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-02-06T20:11:41.469Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-02-06T20:11:41.470Z] [INFO] Characters: 529 | |
| [2026-02-06T20:11:41.470Z] [INFO] System prompt characters: 12741 | |
| [2026-02-06T20:11:41.470Z] [INFO] Feedback info: Included | |
| [2026-02-06T20:11:41.472Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-02-06T20:11:41.472Z] [INFO] Model: opus | |
| [2026-02-06T20:11:41.472Z] [INFO] Working directory: /tmp/gh-issue-solver-1770408675396 | |
| [2026-02-06T20:11:41.472Z] [INFO] Branch: issue-522-4f1c760ec363 | |
| [2026-02-06T20:11:41.473Z] [INFO] Prompt length: 529 chars | |
| [2026-02-06T20:11:41.473Z] [INFO] System prompt length: 12741 chars | |
| [2026-02-06T20:11:41.473Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-02-06T20:11:41.535Z] [INFO] 📈 System resources before execution: | |
| [2026-02-06T20:11:41.535Z] [INFO] Memory: MemFree: 8864652 kB | |
| [2026-02-06T20:11:41.536Z] [INFO] Load: 1.73 1.23 1.08 2/461 713123 | |
| [2026-02-06T20:11:41.536Z] [INFO] | |
| 📝 Raw command: | |
| [2026-02-06T20:11:41.536Z] [INFO] (cd "/tmp/gh-issue-solver-1770408675396" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-6 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 | |
| Your prepared branch: issue-522-4f1c760ec363 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770408675396 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/527 | |
| 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-522-4f1c760ec363 | |
| 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-522-4f1c760ec363 --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/522. | |
| - 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/527/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/527/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/527/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/522/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 527 --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 527, 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 527. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-522-4f1c760ec363. | |
| - When you finish, create a pull request from branch issue-522-4f1c760ec363. (Note: PR 527 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-522-4f1c760ec363. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 527 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-522-4f1c760ec363/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .) | |
| [2026-02-06T20:11:41.536Z] [INFO] | |
| [2026-02-06T20:11:41.537Z] [INFO] 📋 User prompt: | |
| [2026-02-06T20:11:41.537Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-02-06T20:11:41.537Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/522 | |
| Your prepared branch: issue-522-4f1c760ec363 | |
| Your prepared working directory: /tmp/gh-issue-solver-1770408675396 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/527 | |
| 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-522-4f1c760ec363 | |
| Proceed. | |
| [2026-02-06T20:11:41.537Z] [INFO] ---END USER PROMPT--- | |
| [2026-02-06T20:11:41.538Z] [INFO] | |
| [2026-02-06T20:11:41.538Z] [INFO] 📋 System prompt: | |
| [2026-02-06T20:11:41.538Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-02-06T20:11:41.539Z] [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-522-4f1c760ec363 --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/522. | |
| - 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/527/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/527/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/527/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/522/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 527 --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 527, 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 527. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-522-4f1c760ec363. | |
| - When you finish, create a pull request from branch issue-522-4f1c760ec363. (Note: PR 527 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-522-4f1c760ec363. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 527 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-522-4f1c760ec363/docs/screenshots/result.png). | |
| - When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format. | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-02-06T20:11:41.539Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-02-06T20:11:41.540Z] [INFO] | |
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| [2026-02-06T20:11:41.542Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-02-06T20:11:41.542Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
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| "content": "title:\t[WIP] fix гильзы не отбрасываются от взрывов на сложности pawer fantasy\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t527\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/527\nadditions:\t7\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## 🤖 AI-Powered Solution Draft\n\nThis pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#522.\n\n### 📋 Issue Reference\nFixes Jhon-Crow/godot-topdown-MVP#522\n\n### 🚧 Status\n**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.\n\n### 📝 Implementation Details\n_Details will be added as the solution draft is developed..._\n\n---\n*This PR was created automatically by the AI issue solver*", | |
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| "stdout": "title:\t[WIP] fix гильзы не отбрасываются от взрывов на сложности pawer fantasy\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t527\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/527\nadditions:\t7\ndeletions:\t0\nauto-merge:\tdisabled\n--\n## 🤖 AI-Powered Solution Draft\n\nThis pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#522.\n\n### 📋 Issue Reference\nFixes Jhon-Crow/godot-topdown-MVP#522\n\n### 🚧 Status\n**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.\n\n### 📝 Implementation Details\n_Details will be added as the solution draft is developed..._\n\n---\n*This PR was created automatically by the AI issue solver*", | |
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| "text": "Now let me understand the issue. It's in Russian:\n- **Issue**: Shell casings (гильзы) are not being pushed away by explosions on the \"power fantasy\" difficulty level.\n- **Expected behavior**: They should be pushed away immediately after time unfreeze.\n\nLet me explore the codebase to understand the relevant code." | |
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| "content": " 1→extends RigidBody2D\n 2→## Bullet casing that gets ejected from weapons and falls to the ground.\n 3→##\n 4→## Casings are spawned when weapons fire, ejected in the opposite direction\n 5→## of the shot with some randomness. They fall to the ground and remain there\n 6→## permanently as persistent environmental detail.\n 7→\n 8→## Lifetime in seconds before auto-destruction (0 = infinite).\n 9→@export var lifetime: float = 0.0\n 10→\n 11→## Caliber data for determining casing appearance.\n 12→## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n 13→## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n 14→@export var caliber_data: Resource = null:\n 15→\tset(value):\n 16→\t\tcaliber_data = value\n 17→\t\t# Update appearance when caliber data is set (even after _ready)\n 18→\t\tif is_node_ready():\n 19→\t\t\t_set_casing_appearance()\n 20→\n 21→## Whether the casing has landed on the ground.\n 22→var _has_landed: bool = false\n 23→\n 24→## Timer for lifetime management.\n 25→var _lifetime_timer: float = 0.0\n 26→\n 27→## Timer for automatic landing (since no floor in top-down game).\n 28→var _auto_land_timer: float = 0.0\n 29→\n 30→## Time before casing automatically \"lands\" and stops moving.\n 31→const AUTO_LAND_TIME: float = 2.0\n 32→\n 33→## Stores velocity before time freeze (to restore after unfreeze).\n 34→var _frozen_linear_velocity: Vector2 = Vector2.ZERO\n 35→var _frozen_angular_velocity: float = 0.0\n 36→\n 37→## Whether the casing is currently frozen in time.\n 38→var _is_time_frozen: bool = false\n 39→\n 40→## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n 41→## This fixes Issue #392 where casings would push the player at spawn time.\n 42→const SPAWN_COLLISION_DELAY: float = 0.1\n 43→\n 44→## Timer for spawn collision delay.\n 45→var _spawn_timer: float = 0.0\n 46→\n 47→## Whether collision has been enabled after spawn delay.\n 48→var _spawn_collision_enabled: bool = false\n 49→\n 50→\n 51→## Enable debug logging for casing physics (Issue #392 debugging).\n 52→const DEBUG_CASING_PHYSICS: bool = false\n 53→\n 54→\n 55→func _ready() -> void:\n 56→\t# Add to casings group for explosion detection (Issue #432)\n 57→\tadd_to_group(\"casings\")\n 58→\n 59→\t# Connect to collision signals to detect landing\n 60→\tbody_entered.connect(_on_body_entered)\n 61→\n 62→\t# Set initial rotation to random for variety\n 63→\trotation = randf_range(0, 2 * PI)\n 64→\n 65→\t# Set casing appearance based on caliber\n 66→\t_set_casing_appearance()\n 67→\n 68→\t# Disable collision at spawn to prevent pushing player (Issue #392)\n 69→\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n 70→\t_disable_collision()\n 71→\n 72→\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n 73→\t# The collision layer/mask setup is sufficient:\n 74→\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n 75→\t# - Casing collision_layer = 64 (layer 7)\n 76→\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n 77→\t# The collision exception was causing issues with casing physics.\n 78→\t# _add_player_collision_exception() # DISABLED\n 79→\n 80→\tif DEBUG_CASING_PHYSICS:\n 81→\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n 82→\n 83→\n 84→func _physics_process(delta: float) -> void:\n 85→\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n 86→\tif _is_time_frozen:\n 87→\t\tlinear_velocity = Vector2.ZERO\n 88→\t\tangular_velocity = 0.0\n 89→\t\treturn\n 90→\n 91→\t# Handle spawn collision delay (Issue #392)\n 92→\t# Enable collision after the casing has moved away from spawn point\n 93→\tif not _spawn_collision_enabled:\n 94→\t\t_spawn_timer += delta\n 95→\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n 96→\t\t\t_enable_collision()\n 97→\t\t\t_spawn_collision_enabled = true\n 98→\n 99→\t# Handle lifetime if set\n 100→\tif lifetime > 0:\n 101→\t\t_lifetime_timer += delta\n 102→\t\tif _lifetime_timer >= lifetime:\n 103→\t\t\tqueue_free()\n 104→\t\t\treturn\n 105→\n 106→\t# Auto-land after a few seconds if not landed yet\n 107→\tif not _has_landed:\n 108→\t\t_auto_land_timer += delta\n 109→\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n 110→\t\t\t_land()\n 111→\n 112→\t# Once landed, stop all movement and rotation\n 113→\tif _has_landed:\n 114→\t\tlinear_velocity = Vector2.ZERO\n 115→\t\tangular_velocity = 0.0\n 116→\t\t# Disable physics processing to save performance\n 117→\t\tset_physics_process(false)\n 118→\n 119→\n 120→## Makes the casing \"land\" by stopping all movement.\n 121→func _land() -> void:\n 122→\t_has_landed = true\n 123→\t# Play landing sound based on caliber type\n 124→\t_play_landing_sound()\n 125→\n 126→\n 127→## Plays the appropriate casing landing sound based on caliber type.\n 128→func _play_landing_sound() -> void:\n 129→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 130→\tif audio_manager == null:\n 131→\t\treturn\n 132→\n 133→\t_play_casing_sound_for_caliber(audio_manager)\n 134→\n 135→\n 136→## Sets the visual appearance of the casing based on its caliber.\n 137→func _set_casing_appearance() -> void:\n 138→\tvar sprite = $Sprite2D\n 139→\tif sprite == null:\n 140→\t\treturn\n 141→\n 142→\t# Try to get the casing sprite from caliber data\n 143→\tif caliber_data != null and caliber_data is CaliberData:\n 144→\t\tvar caliber: CaliberData = caliber_data as CaliberData\n 145→\t\tif caliber.casing_sprite != null:\n 146→\t\t\tsprite.texture = caliber.casing_sprite\n 147→\t\t\t# Reset modulate to show actual sprite colors\n 148→\t\t\tsprite.modulate = Color.WHITE\n 149→\t\t\treturn\n 150→\n 151→\t# Fallback: If no sprite in caliber data, use color-based appearance\n 152→\t# Default color (rifle casing - brass)\n 153→\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n 154→\n 155→\tif caliber_data != null:\n 156→\t\t# Check caliber name to determine color\n 157→\t\tvar caliber_name: String = \"\"\n 158→\t\tif caliber_data is CaliberData:\n 159→\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n 160→\t\telif caliber_data.has_method(\"get\"):\n 161→\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n 162→\n 163→\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n 164→\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n 165→\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n 166→\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n 167→\t\t# Rifle (5.45x39mm) keeps default brass color\n 168→\n 169→\t# Apply the color to the sprite\n 170→\tsprite.modulate = casing_color\n 171→\n 172→\n 173→## Called when the casing collides with something (usually the ground).\n 174→func _on_body_entered(body: Node2D) -> void:\n 175→\t# Only consider landing if we hit a static body (ground/walls)\n 176→\tif body is StaticBody2D or body is TileMap:\n 177→\t\t_land()\n 178→\n 179→\n 180→## Freezes the casing's movement during time stop effects.\n 181→## Called by LastChanceEffectsManager or other time-manipulation systems.\n 182→func freeze_time() -> void:\n 183→\tif _is_time_frozen:\n 184→\t\treturn\n 185→\n 186→\t# Store current velocities to restore later\n 187→\t_frozen_linear_velocity = linear_velocity\n 188→\t_frozen_angular_velocity = angular_velocity\n 189→\n 190→\t# Stop all movement\n 191→\tlinear_velocity = Vector2.ZERO\n 192→\tangular_velocity = 0.0\n 193→\n 194→\t# Mark as frozen\n 195→\t_is_time_frozen = true\n 196→\n 197→\n 198→## Unfreezes the casing's movement after time stop effects end.\n 199→## Called by LastChanceEffectsManager or other time-manipulation systems.\n 200→func unfreeze_time() -> void:\n 201→\tif not _is_time_frozen:\n 202→\t\treturn\n 203→\n 204→\t# Restore velocities from before the freeze\n 205→\tlinear_velocity = _frozen_linear_velocity\n 206→\tangular_velocity = _frozen_angular_velocity\n 207→\n 208→\t# Clear frozen state\n 209→\t_is_time_frozen = false\n 210→\t_frozen_linear_velocity = Vector2.ZERO\n 211→\t_frozen_angular_velocity = 0.0\n 212→\n 213→\n 214→## Receives a kick impulse from a character (player or enemy) walking into this casing.\n 215→## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n 216→## @param impulse The kick impulse vector (direction * force).\n 217→func receive_kick(impulse: Vector2) -> void:\n 218→\tif DEBUG_CASING_PHYSICS:\n 219→\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n 220→\n 221→\tif _is_time_frozen:\n 222→\t\treturn\n 223→\n 224→\t# Re-enable physics if casing was landed\n 225→\tif _has_landed:\n 226→\t\t_has_landed = false\n 227→\t\t_auto_land_timer = 0.0\n 228→\t\tset_physics_process(true)\n 229→\n 230→\t# Apply the kick impulse\n 231→\tapply_central_impulse(impulse)\n 232→\n 233→\t# Add random spin for realism\n 234→\tangular_velocity = randf_range(-15.0, 15.0)\n 235→\n 236→\t# Play kick sound if impulse is strong enough\n 237→\t_play_kick_sound(impulse.length())\n 238→\n 239→\n 240→## Minimum impulse strength to play kick sound.\n 241→const MIN_KICK_SOUND_IMPULSE: float = 5.0\n 242→\n 243→## Plays the casing kick sound if impulse is above threshold.\n 244→## @param impulse_strength The magnitude of the kick impulse.\n 245→func _play_kick_sound(impulse_strength: float) -> void:\n 246→\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n 247→\t\treturn\n 248→\n 249→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 250→\tif audio_manager == null:\n 251→\t\treturn\n 252→\n 253→\t# Play sound based on caliber type for authenticity\n 254→\t_play_casing_sound_for_caliber(audio_manager)\n 255→\n 256→\n 257→## Plays the appropriate casing sound based on caliber type.\n 258→## @param audio_manager The AudioManager node.\n 259→func _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n 260→\tvar caliber_name: String = _get_caliber_name()\n 261→\n 262→\t# Determine sound to play based on caliber\n 263→\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n 264→\t\t# Shotgun shell casing\n 265→\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n 266→\t\t\taudio_manager.play_shell_shotgun(global_position)\n 267→\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n 268→\t\t# Pistol casing\n 269→\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n 270→\t\t\taudio_manager.play_shell_pistol(global_position)\n 271→\telse:\n 272→\t\t# Default to rifle casing sound (5.45x39mm and others)\n 273→\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n 274→\t\t\taudio_manager.play_shell_rifle(global_position)\n 275→\n 276→\n 277→## Gets the caliber name from caliber_data.\n 278→## @return The caliber name string, or empty string if not available.\n 279→func _get_caliber_name() -> String:\n 280→\tif caliber_data == null:\n 281→\t\treturn \"\"\n 282→\n 283→\tif caliber_data is CaliberData:\n 284→\t\treturn (caliber_data as CaliberData).caliber_name\n 285→\n 286→\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n 287→\t# we need to access the property correctly. Resources have a get() method\n 288→\t# that returns the property value, and we should check if the property exists\n 289→\t# by checking if get() returns a non-null value.\n 290→\tif caliber_data is Resource:\n 291→\t\tvar name_value = caliber_data.get(\"caliber_name\")\n 292→\t\tif name_value != null and name_value is String:\n 293→\t\t\treturn name_value\n 294→\n 295→\treturn \"\"\n 296→\n 297→\n 298→## Disables collision shape to prevent physics interactions.\n 299→## Used at spawn time to prevent pushing the player (Issue #392).\n 300→func _disable_collision() -> void:\n 301→\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n 302→\tif collision_shape != null:\n 303→\t\tcollision_shape.disabled = true\n 304→\n 305→\n 306→## Enables collision shape after spawn delay.\n 307→## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\n 308→func _enable_collision() -> void:\n 309→\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n 310→\tif collision_shape != null:\n 311→\t\tcollision_shape.disabled = false\n 312→\n 313→\n 314→## Adds collision exception for player to prevent casings from blocking player movement.\n 315→## This is a defense-in-depth measure on top of collision layer separation.\n 316→## Uses add_collision_exception_with() which makes the casing ignore the player.\n 317→## Note: We only add exception in ONE direction (casing ignores player).\n 318→## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n 319→## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\n 320→func _add_player_collision_exception() -> void:\n 321→\t# Find player in scene tree (player is in \"player\" group)\n 322→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 323→\tif DEBUG_CASING_PHYSICS:\n 324→\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n 325→\tfor player in players:\n 326→\t\tif player is PhysicsBody2D:\n 327→\t\t\t# Make this casing ignore the player in collision detection\n 328→\t\t\t# This prevents the casing from pushing the player when they overlap\n 329→\t\t\tadd_collision_exception_with(player)\n 330→\t\t\tif DEBUG_CASING_PHYSICS:\n 331→\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n 332→\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n 333→\t\t\t# That would break the player's CasingPusher Area2D detection\n 334→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→extends Node\n 2→## PowerFantasyEffectsManager - Manages special effects for Power Fantasy difficulty mode.\n 3→##\n 4→## This autoload singleton provides:\n 5→## 1. \"Last chance\" effect (300ms) after killing an enemy - penultimate hit effect\n 6→## 2. \"Special last chance\" effect (2000ms) when a grenade explodes - penultimate hit effect\n 7→##\n 8→## These effects use the penultimate hit system (time slowdown + saturation boost)\n 9→## but with shorter durations specific to Power Fantasy mode.\n 10→\n 11→## Duration of the last chance effect when killing an enemy (300ms).\n 12→const KILL_EFFECT_DURATION_MS: float = 300.0\n 13→\n 14→## Duration of the special last chance effect when grenade explodes (2000ms).\n 15→const GRENADE_EFFECT_DURATION_MS: float = 2000.0\n 16→\n 17→## The slowed down time scale during effects.\n 18→const EFFECT_TIME_SCALE: float = 0.1\n 19→\n 20→## Screen saturation multiplier during effect.\n 21→const SCREEN_SATURATION_BOOST: float = 2.0\n 22→\n 23→## Screen contrast multiplier during effect.\n 24→const SCREEN_CONTRAST_BOOST: float = 1.0\n 25→\n 26→## The CanvasLayer for screen effects.\n 27→var _effects_layer: CanvasLayer = null\n 28→\n 29→## The ColorRect with the saturation shader.\n 30→var _saturation_rect: ColorRect = null\n 31→\n 32→## Whether the effect is currently active.\n 33→var _is_effect_active: bool = false\n 34→\n 35→## Timer for tracking effect duration (uses real time, not game time).\n 36→var _effect_start_time: float = 0.0\n 37→\n 38→## Current effect duration in milliseconds.\n 39→var _current_effect_duration_ms: float = 0.0\n 40→\n 41→## Tracks the previous scene root to detect scene changes.\n 42→var _previous_scene_root: Node = null\n 43→\n 44→\n 45→func _ready() -> void:\n 46→\t# Connect to scene tree changes to reset effects on scene reload\n 47→\tget_tree().tree_changed.connect(_on_tree_changed)\n 48→\n 49→\t# Create effects layer (very high layer to render on top of everything)\n 50→\t_effects_layer = CanvasLayer.new()\n 51→\t_effects_layer.name = \"PowerFantasyEffectsLayer\"\n 52→\t_effects_layer.layer = 103 # Higher than other effects layers\n 53→\tadd_child(_effects_layer)\n 54→\n 55→\t# Create saturation overlay\n 56→\t_saturation_rect = ColorRect.new()\n 57→\t_saturation_rect.name = \"PowerFantasySaturationOverlay\"\n 58→\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 59→\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 60→\n 61→\t# Load and apply the saturation shader\n 62→\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n 63→\tif shader:\n 64→\t\tvar material := ShaderMaterial.new()\n 65→\t\tmaterial.shader = shader\n 66→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 67→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 68→\t\t_saturation_rect.material = material\n 69→\t\t_log(\"Saturation shader loaded successfully\")\n 70→\telse:\n 71→\t\tpush_warning(\"PowerFantasyEffectsManager: Could not load saturation shader\")\n 72→\t\t_log(\"WARNING: Could not load saturation shader!\")\n 73→\n 74→\t_saturation_rect.visible = false\n 75→\t_effects_layer.add_child(_saturation_rect)\n 76→\n 77→\t_log(\"PowerFantasyEffectsManager ready - Configuration:\")\n 78→\t_log(\" Kill effect duration: %.0fms\" % KILL_EFFECT_DURATION_MS)\n 79→\t_log(\" Grenade effect duration: %.0fms (%.1fs)\" % [GRENADE_EFFECT_DURATION_MS, GRENADE_EFFECT_DURATION_MS / 1000.0])\n 80→\n 81→\n 82→func _process(_delta: float) -> void:\n 83→\t# Check if effect should end based on real time duration\n 84→\tif _is_effect_active:\n 85→\t\t# Use OS.get_ticks_msec() for real time (not affected by time_scale)\n 86→\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n 87→\t\tvar elapsed_real_time := (current_time - _effect_start_time) * 1000.0 # Convert to ms\n 88→\n 89→\t\tif elapsed_real_time >= _current_effect_duration_ms:\n 90→\t\t\t_log(\"Effect duration expired after %.2f ms\" % elapsed_real_time)\n 91→\t\t\t_end_effect()\n 92→\n 93→\n 94→## Log a message with the PowerFantasy prefix.\n 95→func _log(message: String) -> void:\n 96→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 97→\tif logger and logger.has_method(\"log_info\"):\n 98→\t\tlogger.log_info(\"[PowerFantasy] \" + message)\n 99→\telse:\n 100→\t\tprint(\"[PowerFantasy] \" + message)\n 101→\n 102→\n 103→## Called when an enemy is killed by the player in Power Fantasy mode.\n 104→## Triggers the 300ms last chance effect.\n 105→func on_enemy_killed() -> void:\n 106→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 107→\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 108→\t\treturn\n 109→\n 110→\t# Issue #505: Skip kill effect if LastChanceEffectsManager is already providing a stronger\n 111→\t# time-freeze (e.g., from grenade explosion). The kill effect uses Engine.time_scale which\n 112→\t# conflicts with the node-based freeze: when the kill effect ends after 300ms, it resets\n 113→\t# Engine.time_scale to 1.0 while the grenade freeze is still active.\n 114→\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 115→\tif last_chance_manager and last_chance_manager.has_method(\"is_effect_active\"):\n 116→\t\tif last_chance_manager.is_effect_active():\n 117→\t\t\t_log(\"Enemy killed - skipping 300ms effect (LastChance time-freeze already active)\")\n 118→\t\t\treturn\n 119→\n 120→\t_log(\"Enemy killed - triggering 300ms last chance effect\")\n 121→\t_start_effect(KILL_EFFECT_DURATION_MS)\n 122→\n 123→\n 124→## Called when a grenade explodes in Power Fantasy mode.\n 125→## Triggers the full last chance time-freeze effect (like Hard mode) for 2000ms.\n 126→func on_grenade_exploded() -> void:\n 127→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 128→\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 129→\t\treturn\n 130→\n 131→\t_log(\"Grenade exploded - triggering last chance time-freeze effect for %.0fms\" % GRENADE_EFFECT_DURATION_MS)\n 132→\n 133→\t# Use LastChanceEffectsManager for the full time-freeze effect (like Hard mode)\n 134→\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 135→\tif last_chance_manager and last_chance_manager.has_method(\"trigger_grenade_last_chance\"):\n 136→\t\tlast_chance_manager.trigger_grenade_last_chance(GRENADE_EFFECT_DURATION_MS / 1000.0)\n 137→\telse:\n 138→\t\t# Fallback: use simple time-scale effect if LastChanceEffectsManager not available\n 139→\t\t_log(\"WARNING: LastChanceEffectsManager not available, using simple slowdown fallback\")\n 140→\t\t_start_effect(GRENADE_EFFECT_DURATION_MS)\n 141→\n 142→\n 143→## Starts the power fantasy effect with the specified duration.\n 144→func _start_effect(duration_ms: float) -> void:\n 145→\t# If effect is already active, reset the timer\n 146→\tif _is_effect_active:\n 147→\t\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 148→\t\t_current_effect_duration_ms = duration_ms\n 149→\t\t_log(\"Effect timer reset to %.0fms\" % duration_ms)\n 150→\t\treturn\n 151→\n 152→\t_is_effect_active = true\n 153→\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 154→\t_current_effect_duration_ms = duration_ms\n 155→\n 156→\t_log(\"Starting power fantasy effect:\")\n 157→\t_log(\" - Time scale: %.2f\" % EFFECT_TIME_SCALE)\n 158→\t_log(\" - Duration: %.0fms\" % duration_ms)\n 159→\n 160→\t# Slow down time\n 161→\tEngine.time_scale = EFFECT_TIME_SCALE\n 162→\n 163→\t# Apply screen saturation and contrast\n 164→\t_saturation_rect.visible = true\n 165→\tvar material := _saturation_rect.material as ShaderMaterial\n 166→\tif material:\n 167→\t\tmaterial.set_shader_parameter(\"saturation_boost\", SCREEN_SATURATION_BOOST)\n 168→\t\tmaterial.set_shader_parameter(\"contrast_boost\", SCREEN_CONTRAST_BOOST)\n 169→\n 170→\n 171→## Ends the power fantasy effect.\n 172→func _end_effect() -> void:\n 173→\tif not _is_effect_active:\n 174→\t\treturn\n 175→\n 176→\t_is_effect_active = false\n 177→\t_log(\"Ending power fantasy effect\")\n 178→\n 179→\t# Restore normal time\n 180→\tEngine.time_scale = 1.0\n 181→\n 182→\t# Remove screen saturation and contrast\n 183→\t_saturation_rect.visible = false\n 184→\tvar material := _saturation_rect.material as ShaderMaterial\n 185→\tif material:\n 186→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 187→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 188→\n 189→\n 190→## Resets all effects (useful when restarting the scene).\n 191→func reset_effects() -> void:\n 192→\t_log(\"Resetting all effects (scene change detected)\")\n 193→\n 194→\tif _is_effect_active:\n 195→\t\t_is_effect_active = false\n 196→\t\t# Restore normal time immediately\n 197→\t\tEngine.time_scale = 1.0\n 198→\n 199→\t# Remove screen saturation and contrast\n 200→\t_saturation_rect.visible = false\n 201→\tvar material := _saturation_rect.material as ShaderMaterial\n 202→\tif material:\n 203→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 204→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 205→\n 206→\n 207→## Called when the scene tree structure changes.\n 208→## Used to reset effects when a new scene is loaded.\n 209→func _on_tree_changed() -> void:\n 210→\tvar current_scene := get_tree().current_scene\n 211→\tif current_scene != null and current_scene != _previous_scene_root:\n 212→\t\t_previous_scene_root = current_scene\n 213→\t\treset_effects()\n 214→\n 215→\n 216→## Returns whether the power fantasy effect is currently active.\n 217→func is_effect_active() -> bool:\n 218→\treturn _is_effect_active\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" | |
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| "content": " 1→extends Node\n 2→## DifficultyManager - Global difficulty settings manager.\n 3→##\n 4→## Provides a centralized way to manage game difficulty settings.\n 5→## By default, the game runs in \"Normal\" difficulty where the new features\n 6→## from this update (distraction attack, reduced ammo) are disabled.\n 7→## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n 8→## and the player has less ammunition.\n 9→\n 10→## Difficulty levels enumeration.\n 11→enum Difficulty {\n 12→\tEASY, ## Easy difficulty - longer enemy reaction delay\n 13→\tNORMAL, ## Default difficulty - classic behavior\n 14→\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n 15→\tPOWER_FANTASY ## Power Fantasy mode - player has 10 HP, special abilities\n 16→}\n 17→\n 18→## Signal emitted when difficulty changes.\n 19→signal difficulty_changed(new_difficulty: Difficulty)\n 20→\n 21→## Current difficulty level. Defaults to NORMAL.\n 22→var current_difficulty: Difficulty = Difficulty.NORMAL\n 23→\n 24→## Settings file path for persistence.\n 25→const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n 26→\n 27→\n 28→func _ready() -> void:\n 29→\t# Load saved difficulty on startup\n 30→\t_load_settings()\n 31→\n 32→\n 33→## Set the game difficulty.\n 34→func set_difficulty(difficulty: Difficulty) -> void:\n 35→\tif current_difficulty != difficulty:\n 36→\t\tcurrent_difficulty = difficulty\n 37→\t\tdifficulty_changed.emit(difficulty)\n 38→\t\t_save_settings()\n 39→\n 40→\n 41→## Get the current difficulty level.\n 42→func get_difficulty() -> Difficulty:\n 43→\treturn current_difficulty\n 44→\n 45→\n 46→## Check if the game is in hard mode.\n 47→func is_hard_mode() -> bool:\n 48→\treturn current_difficulty == Difficulty.HARD\n 49→\n 50→\n 51→## Check if the game is in normal mode.\n 52→func is_normal_mode() -> bool:\n 53→\treturn current_difficulty == Difficulty.NORMAL\n 54→\n 55→\n 56→## Check if the game is in easy mode.\n 57→func is_easy_mode() -> bool:\n 58→\treturn current_difficulty == Difficulty.EASY\n 59→\n 60→\n 61→## Check if the game is in power fantasy mode.\n 62→func is_power_fantasy_mode() -> bool:\n 63→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 64→\n 65→\n 66→## Get the display name of the current difficulty.\n 67→func get_difficulty_name() -> String:\n 68→\tmatch current_difficulty:\n 69→\t\tDifficulty.EASY:\n 70→\t\t\treturn \"Easy\"\n 71→\t\tDifficulty.NORMAL:\n 72→\t\t\treturn \"Normal\"\n 73→\t\tDifficulty.HARD:\n 74→\t\t\treturn \"Hard\"\n 75→\t\tDifficulty.POWER_FANTASY:\n 76→\t\t\treturn \"Power Fantasy\"\n 77→\t\t_:\n 78→\t\t\treturn \"Unknown\"\n 79→\n 80→\n 81→## Get the display name for a specific difficulty level.\n 82→func get_difficulty_name_for(difficulty: Difficulty) -> String:\n 83→\tmatch difficulty:\n 84→\t\tDifficulty.EASY:\n 85→\t\t\treturn \"Easy\"\n 86→\t\tDifficulty.NORMAL:\n 87→\t\t\treturn \"Normal\"\n 88→\t\tDifficulty.HARD:\n 89→\t\t\treturn \"Hard\"\n 90→\t\tDifficulty.POWER_FANTASY:\n 91→\t\t\treturn \"Power Fantasy\"\n 92→\t\t_:\n 93→\t\t\treturn \"Unknown\"\n 94→\n 95→\n 96→## Get max ammo based on difficulty.\n 97→## Easy/Normal: 90 bullets (3 magazines)\n 98→## Hard: 60 bullets (2 magazines)\n 99→## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n 100→func get_max_ammo() -> int:\n 101→\tmatch current_difficulty:\n 102→\t\tDifficulty.EASY:\n 103→\t\t\treturn 90\n 104→\t\tDifficulty.NORMAL:\n 105→\t\t\treturn 90\n 106→\t\tDifficulty.HARD:\n 107→\t\t\treturn 60\n 108→\t\tDifficulty.POWER_FANTASY:\n 109→\t\t\treturn 270 # 3x normal ammo\n 110→\t\t_:\n 111→\t\t\treturn 90\n 112→\n 113→\n 114→## Check if distraction attack is enabled.\n 115→## Only enabled in Hard mode.\n 116→func is_distraction_attack_enabled() -> bool:\n 117→\treturn current_difficulty == Difficulty.HARD\n 118→\n 119→\n 120→## Get the detection delay based on difficulty.\n 121→## This is the delay before enemies start shooting after spotting the player.\n 122→## Easy: 0.5s - gives player more time to react after peeking from cover\n 123→## Normal: 0.6s - slower reaction than easy, gives player even more time\n 124→## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n 125→## Power Fantasy: 0.8s - enemies react slower\n 126→func get_detection_delay() -> float:\n 127→\tmatch current_difficulty:\n 128→\t\tDifficulty.EASY:\n 129→\t\t\treturn 0.5\n 130→\t\tDifficulty.NORMAL:\n 131→\t\t\treturn 0.6\n 132→\t\tDifficulty.HARD:\n 133→\t\t\treturn 0.2\n 134→\t\tDifficulty.POWER_FANTASY:\n 135→\t\t\treturn 0.8 # Enemies react slower in power fantasy\n 136→\t\t_:\n 137→\t\t\treturn 0.6\n 138→\n 139→\n 140→# ============================================================================\n 141→# Grenade System Configuration (Issue #363)\n 142→# ============================================================================\n 143→\n 144→## Map name to grenade configuration mapping.\n 145→## Each map can specify how many grenades enemies carry and which enemies get grenades.\n 146→## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\n 147→var _map_grenade_config: Dictionary = {\n 148→\t# Tutorial levels - no grenades\n 149→\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 150→\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 151→\n 152→\t# Tier 1 - Easy maps - few grenades\n 153→\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n 154→\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n 155→\n 156→\t# Tier 2 - Medium maps - moderate grenades\n 157→\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n 158→\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n 159→\n 160→\t# Tier 3 - Hard maps - more grenades\n 161→\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n 162→\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n 163→\n 164→\t# Boss/Advanced maps - maximum grenades\n 165→\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"}\n 166→}\n 167→\n 168→## Difficulty modifiers for grenade probability.\n 169→## Higher difficulty = more enemies get grenades.\n 170→func _get_grenade_difficulty_modifier() -> float:\n 171→\tmatch current_difficulty:\n 172→\t\tDifficulty.EASY:\n 173→\t\t\treturn 0.5 # 50% of normal probability\n 174→\t\tDifficulty.NORMAL:\n 175→\t\t\treturn 1.0 # Normal probability\n 176→\t\tDifficulty.HARD:\n 177→\t\t\treturn 1.5 # 150% of normal probability\n 178→\t\tDifficulty.POWER_FANTASY:\n 179→\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n 180→\t\t_:\n 181→\t\t\treturn 1.0\n 182→\n 183→\n 184→## Get the number of grenades an enemy should have for the current map.\n 185→## @param map_name: Name of the current map/level.\n 186→## @return: Number of grenades to assign to this enemy, or 0 if none.\n 187→func get_enemy_grenade_count(map_name: String) -> int:\n 188→\tvar config := _get_map_config(map_name)\n 189→\tvar base_count: int = config.get(\"grenade_count\", 0)\n 190→\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n 191→\n 192→\t# Apply difficulty modifier to probability\n 193→\tprobability *= _get_grenade_difficulty_modifier()\n 194→\n 195→\t# Clamp probability to 0-1 range\n 196→\tprobability = clampf(probability, 0.0, 1.0)\n 197→\n 198→\t# Roll to see if this enemy gets grenades\n 199→\tif randf() < probability:\n 200→\t\treturn base_count\n 201→\telse:\n 202→\t\treturn 0\n 203→\n 204→\n 205→## Get the grenade type for the current map.\n 206→## @param map_name: Name of the current map/level.\n 207→## @return: Grenade type string (\"frag\" or \"flashbang\").\n 208→func get_enemy_grenade_type(map_name: String) -> String:\n 209→\tvar config := _get_map_config(map_name)\n 210→\treturn config.get(\"grenade_type\", \"frag\")\n 211→\n 212→\n 213→## Get the grenade scene path for the current map.\n 214→## @param map_name: Name of the current map/level.\n 215→## @return: Resource path to grenade scene.\n 216→func get_enemy_grenade_scene_path(map_name: String) -> String:\n 217→\tvar grenade_type := get_enemy_grenade_type(map_name)\n 218→\tmatch grenade_type:\n 219→\t\t\"flashbang\":\n 220→\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n 221→\t\t\"defensive\":\n 222→\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n 223→\t\t\"frag\", _:\n 224→\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n 225→\n 226→\n 227→## Check if enemy grenades are enabled for the current map.\n 228→## @param map_name: Name of the current map/level.\n 229→## @return: True if enemies can throw grenades on this map.\n 230→func are_enemy_grenades_enabled(map_name: String) -> bool:\n 231→\tvar config := _get_map_config(map_name)\n 232→\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n 233→\n 234→\n 235→## Get configuration for a specific map, with fallback to default.\n 236→func _get_map_config(map_name: String) -> Dictionary:\n 237→\t# Try exact match first\n 238→\tif map_name in _map_grenade_config:\n 239→\t\treturn _map_grenade_config[map_name]\n 240→\n 241→\t# Try partial match (for scenes with full paths)\n 242→\tfor key in _map_grenade_config.keys():\n 243→\t\tif map_name.contains(key) or key.contains(map_name):\n 244→\t\t\treturn _map_grenade_config[key]\n 245→\n 246→\t# Default configuration - moderate grenades\n 247→\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n 248→\n 249→\n 250→## Set custom grenade configuration for a map.\n 251→## Can be called from level scripts to override defaults.\n 252→func set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n 253→\t_map_grenade_config[map_name] = {\n 254→\t\t\"grenade_count\": grenade_count,\n 255→\t\t\"enemy_probability\": probability,\n 256→\t\t\"grenade_type\": grenade_type\n 257→\t}\n 258→\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n 259→\t\tmap_name, grenade_count, probability, grenade_type\n 260→\t])\n 261→\n 262→\n 263→## Save settings to file.\n 264→func _save_settings() -> void:\n 265→\tvar config := ConfigFile.new()\n 266→\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n 267→\tvar error := config.save(SETTINGS_PATH)\n 268→\tif error != OK:\n 269→\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n 270→\n 271→\n 272→## Load settings from file.\n 273→func _load_settings() -> void:\n 274→\tvar config := ConfigFile.new()\n 275→\tvar error := config.load(SETTINGS_PATH)\n 276→\tif error == OK:\n 277→\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n 278→\t\t# Validate the saved value\n 279→\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.POWER_FANTASY:\n 280→\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n 281→\t\telse:\n 282→\t\t\tcurrent_difficulty = Difficulty.NORMAL\n 283→\telse:\n 284→\t\t# File doesn't exist or failed to load - use default\n 285→\t\tcurrent_difficulty = Difficulty.NORMAL\n 286→\n 287→\n 288→# ============================================================================\n 289→# Power Fantasy Mode Configuration (Issue #492)\n 290→# ============================================================================\n 291→\n 292→## Get the player's max health for current difficulty.\n 293→## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\n 294→func get_player_max_health() -> int:\n 295→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 296→\t\treturn 10\n 297→\t# Default player health for other difficulties\n 298→\treturn 4\n 299→\n 300→\n 301→## Check if ricochets should damage enemies.\n 302→## In Power Fantasy mode, ricochets DO damage enemies.\n 303→func do_ricochets_damage_enemies() -> bool:\n 304→\treturn true\n 305→\n 306→\n 307→## Check if ricochets should damage the player.\n 308→## In Power Fantasy mode, ricochets do NOT damage the player.\n 309→func do_ricochets_damage_player() -> bool:\n 310→\treturn current_difficulty != Difficulty.POWER_FANTASY\n 311→\n 312→\n 313→## Get weapon recoil multiplier.\n 314→## Power Fantasy mode has reduced recoil (0.3x).\n 315→func get_recoil_multiplier() -> float:\n 316→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 317→\t\treturn 0.3 # 70% reduction in recoil\n 318→\treturn 1.0\n 319→\n 320→\n 321→## Get ammo multiplier for weapons.\n 322→## Power Fantasy mode has 3x more ammo.\n 323→func get_ammo_multiplier() -> int:\n 324→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 325→\t\treturn 3\n 326→\treturn 1\n 327→\n 328→\n 329→## Check if blue laser sight should be enabled for all weapons.\n 330→## Only enabled in Power Fantasy mode.\n 331→func should_force_blue_laser_sight() -> bool:\n 332→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 333→\n 334→\n 335→## Get blue laser sight color for Power Fantasy mode.\n 336→func get_power_fantasy_laser_color() -> Color:\n 337→\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n 338→\n 339→\n 340→## Duration (ms) of the last chance effect when player kills an enemy.\n 341→## Only in Power Fantasy mode.\n 342→const POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n 343→\n 344→\n 345→## Duration (ms) of the special last chance effect when grenade explodes.\n 346→## Only in Power Fantasy mode.\n 347→const POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n 348→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Velocity threshold below which friction starts increasing rapidly.\n 62→## Above this threshold, friction is minimal (grenade maintains speed).\n 63→## Below this threshold, friction increases progressively (grenade slows down noticeably).\n 64→## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n 65→## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n 66→@export var friction_ramp_velocity: float = 200.0\n 67→\n 68→## Friction multiplier at high velocities (above friction_ramp_velocity).\n 69→## Lower values = grenade maintains speed longer during flight.\n 70→## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n 71→## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n 72→## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n 73→## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n 74→@export var min_friction_multiplier: float = 0.5\n 75→\n 76→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 77→@export var wall_bounce: float = 0.4\n 78→\n 79→## Sound range multiplier (2 = audible at 2 viewport distance).\n 80→@export var sound_range_multiplier: float = 2.0\n 81→\n 82→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 83→@export var landing_velocity_threshold: float = 50.0\n 84→\n 85→## Whether the grenade timer has been activated.\n 86→var _timer_active: bool = false\n 87→\n 88→## Time remaining until explosion.\n 89→var _time_remaining: float = 0.0\n 90→\n 91→## Whether the grenade has exploded.\n 92→var _has_exploded: bool = false\n 93→\n 94→## Reference to the sprite for visual feedback.\n 95→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 96→\n 97→## Blink timer for visual feedback when about to explode.\n 98→var _blink_timer: float = 0.0\n 99→\n 100→## Blink interval - gets faster as explosion approaches.\n 101→var _blink_interval: float = 0.5\n 102→\n 103→## Track if landing sound has been played (grenade has come to rest).\n 104→var _has_landed: bool = false\n 105→\n 106→## Track if activation sound has been played.\n 107→var _activation_sound_played: bool = false\n 108→\n 109→## Track previous velocity for landing detection.\n 110→var _previous_velocity: Vector2 = Vector2.ZERO\n 111→\n 112→## Track the previous freeze state to detect when grenade is released by external code.\n 113→## FIX for Issue #432: When C# code sets Freeze=false directly without calling GDScript\n 114→## methods (due to possible C#/GDScript interop issues in exports), the timer was never\n 115→## activated, causing grenades to fly infinitely without exploding.\n 116→var _was_frozen_on_start: bool = true\n 117→\n 118→## Signal emitted when the grenade explodes.\n 119→signal exploded(position: Vector2, grenade: GrenadeBase)\n 120→\n 121→\n 122→func _ready() -> void:\n 123→\t# Add to grenades group for enemy grenade avoidance detection (Issue #407)\n 124→\tadd_to_group(\"grenades\")\n 125→\n 126→\t# Set up collision\n 127→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 128→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 129→\n 130→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 131→\t# Without this, body_entered signal will never fire!\n 132→\tcontact_monitor = true\n 133→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 134→\n 135→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 136→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 137→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 138→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 139→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 140→\n 141→\t# Set up physics\n 142→\tgravity_scale = 0.0 # Top-down, no gravity\n 143→\t# FIX for issue #398: Set linear_damp to 0 to prevent double-damping\n 144→\t# We use manual ground_friction in _physics_process() for predictable constant deceleration.\n 145→\t# This ensures grenades travel the exact distance calculated by: d = v² / (2 * ground_friction)\n 146→\t# Previously linear_damp=1.0 was causing grenades to land significantly short of their target.\n 147→\tlinear_damp = 0.0\n 148→\n 149→\t# Set up physics material for wall bouncing\n 150→\tvar physics_material := PhysicsMaterial.new()\n 151→\tphysics_material.bounce = wall_bounce\n 152→\tphysics_material.friction = 0.3 # Low friction for rolling\n 153→\tphysics_material_override = physics_material\n 154→\n 155→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 156→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 157→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 158→\tfreeze = true\n 159→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 160→\n 161→\t# Connect to body entered for bounce effects\n 162→\tbody_entered.connect(_on_body_entered)\n 163→\n 164→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 165→\n 166→\n 167→func _physics_process(delta: float) -> void:\n 168→\tif _has_exploded:\n 169→\t\treturn\n 170→\n 171→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 172→\t# When C# sets Freeze=false directly but activate_timer() wasn't called successfully\n 173→\t# (possible C#/GDScript interop issue in exports), the timer was never started.\n 174→\t# By detecting the freeze->unfreeze transition, we can auto-activate the timer.\n 175→\tif _was_frozen_on_start and not freeze:\n 176→\t\t_was_frozen_on_start = false\n 177→\t\tif not _timer_active:\n 178→\t\t\tFileLogger.info(\"[GrenadeBase] Detected unfreeze without timer activation - auto-activating timer (fallback)\")\n 179→\t\t\tactivate_timer()\n 180→\n 181→\t# Apply velocity-dependent ground friction to slow down\n 182→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 183→\t# only slowing down noticeably at the very end of its path.\n 184→\t# At high velocities: reduced friction (grenade maintains speed)\n 185→\t# At low velocities: full friction (grenade slows to stop)\n 186→\tif linear_velocity.length() > 0:\n 187→\t\tvar current_speed := linear_velocity.length()\n 188→\n 189→\t\t# Calculate friction multiplier based on velocity\n 190→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 191→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 192→\t\tvar friction_multiplier: float\n 193→\t\tif current_speed >= friction_ramp_velocity:\n 194→\t\t\t# High speed: minimal friction to maintain velocity\n 195→\t\t\tfriction_multiplier = min_friction_multiplier\n 196→\t\telse:\n 197→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 198→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 199→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 200→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 201→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 202→\n 203→\t\tvar effective_friction := ground_friction * friction_multiplier\n 204→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 205→\t\tif friction_force.length() > linear_velocity.length():\n 206→\t\t\tlinear_velocity = Vector2.ZERO\n 207→\t\telse:\n 208→\t\t\tlinear_velocity -= friction_force\n 209→\n 210→\t# Check for landing (grenade comes to near-stop after being thrown)\n 211→\tif not _has_landed and _timer_active:\n 212→\t\tvar current_speed := linear_velocity.length()\n 213→\t\tvar previous_speed := _previous_velocity.length()\n 214→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 215→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 216→\t\t\t_on_grenade_landed()\n 217→\t_previous_velocity = linear_velocity\n 218→\n 219→\t# Update timer if active\n 220→\tif _timer_active:\n 221→\t\t_time_remaining -= delta\n 222→\t\t_update_blink_effect(delta)\n 223→\n 224→\t\tif _time_remaining <= 0:\n 225→\t\t\t_explode()\n 226→\n 227→\n 228→## Activate the grenade timer. Call this when the player starts the throwing motion.\n 229→func activate_timer() -> void:\n 230→\tif _timer_active:\n 231→\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n 232→\t\treturn\n 233→\t_timer_active = true\n 234→\t_time_remaining = fuse_time\n 235→\n 236→\t# Play activation sound (pin pull)\n 237→\tif not _activation_sound_played:\n 238→\t\t_activation_sound_played = true\n 239→\t\t_play_activation_sound()\n 240→\n 241→\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n 242→\n 243→\n 244→## Throw the grenade using realistic velocity-based physics.\n 245→## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n 246→## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n 247→## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n 248→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 249→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 250→\t# Unfreeze the grenade so physics can take over\n 251→\tfreeze = false\n 252→\n 253→\t# Calculate mass-adjusted minimum swing distance\n 254→\t# Heavier grenades need more swing to transfer full velocity\n 255→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 256→\tvar required_swing := min_swing_distance * mass_ratio\n 257→\n 258→\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n 259→\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n 260→\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n 261→\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n 262→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 263→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 264→\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n 265→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 266→\n 267→\t# Convert mouse velocity to throw velocity\n 268→\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n 269→\t# Heavier grenades are harder to throw far with same mouse speed\n 270→\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 271→\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n 272→\n 273→\t# Clamp the final speed\n 274→\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n 275→\n 276→\t# Set velocity (use original direction if speed is non-zero)\n 277→\tif throw_speed > 1.0:\n 278→\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n 279→\t\trotation = linear_velocity.angle()\n 280→\telse:\n 281→\t\t# Mouse wasn't moving - grenade drops at feet\n 282→\t\tlinear_velocity = Vector2.ZERO\n 283→\n 284→\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n 285→\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n 286→\t])\n 287→\n 288→\n 289→## Throw the grenade with explicit direction and speed derived from mouse velocity.\n 290→## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n 291→## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n 292→## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n 293→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 294→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 295→\t# Unfreeze the grenade so physics can take over\n 296→\tfreeze = false\n 297→\n 298→\t# Calculate mass-adjusted minimum swing distance\n 299→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 300→\tvar required_swing := min_swing_distance * mass_ratio\n 301→\n 302→\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n 303→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 304→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 305→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 306→\n 307→\t# Calculate throw speed from velocity magnitude\n 308→\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 309→\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n 310→\n 311→\t# Set velocity using the provided direction (mouse velocity direction)\n 312→\tif throw_speed > 1.0:\n 313→\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n 314→\t\trotation = throw_direction.angle()\n 315→\telse:\n 316→\t\tlinear_velocity = Vector2.ZERO\n 317→\n 318→\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n 319→\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n 320→\t])\n 321→\n 322→\n 323→## Throw the grenade in SIMPLE mode with direct speed control.\n 324→## Used for trajectory-to-cursor aiming where we calculate the exact speed needed.\n 325→## @param throw_direction: The normalized direction to throw.\n 326→## @param throw_speed: The exact speed to throw at (pixels/second). Will be clamped to max_throw_speed.\n 327→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 328→\t# Unfreeze the grenade so physics can take over\n 329→\tfreeze = false\n 330→\n 331→\t# Clamp speed to max throw speed\n 332→\tvar final_speed := clampf(throw_speed, 0.0, max_throw_speed)\n 333→\n 334→\t# Set velocity directly with the calculated speed\n 335→\tif final_speed > 1.0:\n 336→\t\tlinear_velocity = throw_direction.normalized() * final_speed\n 337→\t\trotation = throw_direction.angle()\n 338→\telse:\n 339→\t\tlinear_velocity = Vector2.ZERO\n 340→\n 341→\tFileLogger.info(\"[GrenadeBase] Simple mode throw! Dir: %s, Speed: %.1f (clamped from %.1f, max: %.1f)\" % [\n 342→\t\tstr(throw_direction), final_speed, throw_speed, max_throw_speed\n 343→\t])\n 344→\n 345→\n 346→## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n 347→## @param direction: Normalized direction to throw.\n 348→## @param drag_distance: Distance of the drag in pixels.\n 349→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 350→\t# Unfreeze the grenade so physics can take over\n 351→\t# This must happen before setting velocity, otherwise the velocity won't be applied\n 352→\tfreeze = false\n 353→\n 354→\t# Calculate throw speed based on drag distance\n 355→\tvar throw_speed := clampf(\n 356→\t\tdrag_distance * drag_to_speed_multiplier,\n 357→\t\tmin_throw_speed,\n 358→\t\tmax_throw_speed\n 359→\t)\n 360→\n 361→\t# Set velocity\n 362→\tlinear_velocity = direction.normalized() * throw_speed\n 363→\n 364→\t# Rotate to face direction\n 365→\trotation = direction.angle()\n 366→\n 367→\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n 368→\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n 369→\n 370→\n 371→## Get the explosion effect radius. Override in subclasses.\n 372→func _get_effect_radius() -> float:\n 373→\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n 374→\treturn 200.0\n 375→\n 376→\n 377→## Called when the grenade explodes. Override in subclasses for specific effects.\n 378→func _on_explode() -> void:\n 379→\t# Base implementation does nothing - subclasses define explosion behavior\n 380→\tpass\n 381→\n 382→\n 383→## Internal explosion handling.\n 384→func _explode() -> void:\n 385→\tif _has_exploded:\n 386→\t\treturn\n 387→\t_has_exploded = true\n 388→\n 389→\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n 390→\n 391→\t# Trigger Power Fantasy grenade explosion effect (400ms special effect)\n 392→\tvar power_fantasy_manager: Node = get_node_or_null(\"/root/PowerFantasyEffectsManager\")\n 393→\tif power_fantasy_manager and power_fantasy_manager.has_method(\"on_grenade_exploded\"):\n 394→\t\tpower_fantasy_manager.on_grenade_exploded()\n 395→\n 396→\t# Play explosion sound\n 397→\t_play_explosion_sound()\n 398→\n 399→\t# Call subclass explosion effect\n 400→\t_on_explode()\n 401→\n 402→\t# Emit signal\n 403→\texploded.emit(global_position, self)\n 404→\n 405→\t# Destroy grenade after a short delay for effects\n 406→\tawait get_tree().create_timer(0.1).timeout\n 407→\tqueue_free()\n 408→\n 409→\n 410→## Play explosion sound audible at 2 viewport distance.\n 411→func _play_explosion_sound() -> void:\n 412→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 413→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 414→\t\t# Calculate sound range (2 viewport diagonals)\n 415→\t\tvar viewport := get_viewport()\n 416→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 417→\t\tif viewport:\n 418→\t\t\tvar size := viewport.get_visible_rect().size\n 419→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 420→\n 421→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 422→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 423→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 424→\n 425→\n 426→## Update visual blink effect as explosion approaches.\n 427→func _update_blink_effect(delta: float) -> void:\n 428→\tif not _sprite:\n 429→\t\treturn\n 430→\n 431→\t# Blink faster as time decreases\n 432→\tif _time_remaining < 1.0:\n 433→\t\t_blink_interval = 0.05\n 434→\telif _time_remaining < 2.0:\n 435→\t\t_blink_interval = 0.15\n 436→\telif _time_remaining < 3.0:\n 437→\t\t_blink_interval = 0.3\n 438→\telse:\n 439→\t\t_blink_interval = 0.5\n 440→\n 441→\t_blink_timer += delta\n 442→\tif _blink_timer >= _blink_interval:\n 443→\t\t_blink_timer = 0.0\n 444→\t\t# Toggle visibility or color\n 445→\t\tif _sprite.modulate.r > 0.9:\n 446→\t\t\t_sprite.modulate = Color(0.3, 1.0, 0.3, 1.0) # Green tint\n 447→\t\telse:\n 448→\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n 449→\n 450→\n 451→## Handle collision with bodies (bounce off walls).\n 452→func _on_body_entered(body: Node) -> void:\n 453→\t# Log collision for debugging\n 454→\tvar body_type := \"Unknown\"\n 455→\tif body is StaticBody2D:\n 456→\t\tbody_type = \"StaticBody2D\"\n 457→\telif body is TileMap:\n 458→\t\tbody_type = \"TileMap\"\n 459→\telif body is CharacterBody2D:\n 460→\t\tbody_type = \"CharacterBody2D\"\n 461→\telif body is RigidBody2D:\n 462→\t\tbody_type = \"RigidBody2D\"\n 463→\n 464→\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n 465→\n 466→\t# Play wall collision sound if hitting a wall/obstacle\n 467→\tif body is StaticBody2D or body is TileMap:\n 468→\t\t_play_wall_collision_sound()\n 469→\n 470→\n 471→## Check if a position is within the grenade's effect radius.\n 472→func is_in_effect_radius(pos: Vector2) -> bool:\n 473→\treturn global_position.distance_to(pos) <= _get_effect_radius()\n 474→\n 475→\n 476→## Get the remaining time until explosion.\n 477→func get_time_remaining() -> float:\n 478→\treturn _time_remaining\n 479→\n 480→\n 481→## Check if the timer is active.\n 482→func is_timer_active() -> bool:\n 483→\treturn _timer_active\n 484→\n 485→\n 486→## Check if the grenade has exploded.\n 487→func has_exploded() -> bool:\n 488→\treturn _has_exploded\n 489→\n 490→\n 491→## Check if the grenade has been thrown (unfrozen and moving/resting).\n 492→## Issue #426: Used to prevent enemies from reacting to grenades still held by player.\n 493→func is_thrown() -> bool:\n 494→\treturn not freeze\n 495→\n 496→\n 497→## Issue #450: Predict where the grenade will land based on current velocity and friction.\n 498→## Uses physics formula: stopping_distance = v² / (2 * friction)\n 499→## @returns: Predicted landing position, or current position if already stopped.\n 500→func get_predicted_landing_position() -> Vector2:\n 501→\tvar velocity := linear_velocity\n 502→\tvar speed := velocity.length()\n 503→\n 504→\t# If grenade is nearly stopped or frozen, return current position\n 505→\tif speed < landing_velocity_threshold or freeze:\n 506→\t\treturn global_position\n 507→\n 508→\t# Calculate stopping distance: d = v² / (2 * f)\n 509→\t# ground_friction is the deceleration rate in pixels/second²\n 510→\tvar stopping_distance := (speed * speed) / (2.0 * ground_friction)\n 511→\n 512→\t# Calculate predicted landing position\n 513→\tvar direction := velocity.normalized()\n 514→\tvar predicted_pos := global_position + direction * stopping_distance\n 515→\n 516→\treturn predicted_pos\n 517→\n 518→\n 519→## Issue #450: Check if the grenade is still moving (in flight or rolling).\n 520→## @returns: True if grenade is moving above landing threshold.\n 521→func is_moving() -> bool:\n 522→\treturn linear_velocity.length() >= landing_velocity_threshold\n 523→\n 524→\n 525→## Play activation sound (pin pull) when grenade timer is activated.\n 526→func _play_activation_sound() -> void:\n 527→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 528→\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n 529→\t\taudio_manager.play_grenade_activation(global_position)\n 530→\n 531→\n 532→## Play wall collision sound when grenade hits a wall.\n 533→func _play_wall_collision_sound() -> void:\n 534→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 535→\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n 536→\t\taudio_manager.play_grenade_wall_hit(global_position)\n 537→\n 538→\n 539→## Called when grenade comes to rest on the ground.\n 540→func _on_grenade_landed() -> void:\n 541→\t_has_landed = true\n 542→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 543→\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n 544→\t\taudio_manager.play_grenade_landing(global_position)\n 545→\n 546→\t# Issue #426: Emit grenade landing sound through SoundPropagation system\n 547→\t# so enemies within hearing range (450px = half reload distance) can react.\n 548→\t# This allows enemies to flee from grenades they hear land nearby, even if\n 549→\t# they didn't see the throw (e.g., grenade lands behind them or around corner).\n 550→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 551→\tif sound_propagation and sound_propagation.has_method(\"emit_grenade_landing\"):\n 552→\t\tsound_propagation.emit_grenade_landing(global_position, self)\n 553→\n 554→\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n 555→\n 556→\n 557→## Scatter shell casings within and near the explosion radius (Issue #432).\n 558→## Casings inside the lethal zone receive strong impulse (scatter effect).\n 559→## Casings in the proximity zone (1.0-1.5x radius) receive weak impulse.\n 560→## @param effect_radius: The lethal blast radius of the explosion.\n 561→func _scatter_casings(effect_radius: float) -> void:\n 562→\t# Get all casings in the scene\n 563→\tvar casings := get_tree().get_nodes_in_group(\"casings\")\n 564→\tif casings.is_empty():\n 565→\t\treturn\n 566→\n 567→\t# Proximity zone extends to 1.5x the effect radius\n 568→\tvar proximity_radius := effect_radius * 1.5\n 569→\n 570→\t# Impulse strengths (calibrated for dramatic scatter effect)\n 571→\t# FIX for Issue #432: User requested casings scatter \"almost as fast as bullets\"\n 572→\t# Bullet speed is 2500 px/s, so lethal zone casings should get ~2000 impulse\n 573→\t# Casings have mass and friction so actual velocity will be lower\n 574→\tvar lethal_impulse_base: float = 2000.0 # Near bullet speed for dramatic scatter\n 575→\t# Strong impulse for proximity zone too\n 576→\tvar proximity_impulse_base: float = 500.0\n 577→\n 578→\tvar scattered_count := 0\n 579→\tvar proximity_count := 0\n 580→\n 581→\t# Get physics space state for line-of-sight checks (Issue #506)\n 582→\t# Casings blocked by obstacles should not be pushed by the shockwave\n 583→\tvar space_state := get_world_2d().direct_space_state\n 584→\n 585→\tfor casing in casings:\n 586→\t\tif not is_instance_valid(casing) or not casing is RigidBody2D:\n 587→\t\t\tcontinue\n 588→\n 589→\t\tvar distance := global_position.distance_to(casing.global_position)\n 590→\n 591→\t\t# Skip casings too far away\n 592→\t\tif distance > proximity_radius:\n 593→\t\t\tcontinue\n 594→\n 595→\t\t# Issue #506: Check line of sight to casing - obstacles block the shockwave\n 596→\t\t# Uses the same collision_mask (4 = obstacles) as enemy damage LOS checks\n 597→\t\tvar query := PhysicsRayQueryParameters2D.create(\n 598→\t\t\tglobal_position,\n 599→\t\t\tcasing.global_position\n 600→\t\t)\n 601→\t\tquery.collision_mask = 4 # Only check against obstacles\n 602→\t\tquery.exclude = [self]\n 603→\t\tvar ray_result := space_state.intersect_ray(query)\n 604→\t\tif not ray_result.is_empty():\n 605→\t\t\t# Obstacle blocks line of sight - shockwave can't reach this casing\n 606→\t\t\tcontinue\n 607→\n 608→\t\t# Calculate direction from explosion to casing\n 609→\t\tvar direction: Vector2 = (casing.global_position - global_position).normalized()\n 610→\t\t# Add small random offset to prevent identical trajectories\n 611→\t\tdirection = direction.rotated(randf_range(-0.2, 0.2))\n 612→\n 613→\t\tvar impulse_strength: float = 0.0\n 614→\n 615→\t\tif distance <= effect_radius:\n 616→\t\t\t# Inside lethal zone - strong scatter effect\n 617→\t\t\t# Closer casings get stronger impulse (inverse falloff)\n 618→\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 619→\t\t\t# Use square root for more gradual falloff\n 620→\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 621→\t\t\tscattered_count += 1\n 622→\t\telse:\n 623→\t\t\t# Proximity zone - weak push\n 624→\t\t\t# Linear falloff from effect_radius to proximity_radius\n 625→\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 626→\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 627→\t\t\tproximity_count += 1\n 628→\n 629→\t\t# Apply the kick impulse to the casing\n 630→\t\tif casing.has_method(\"receive_kick\"):\n 631→\t\t\tvar impulse: Vector2 = direction * impulse_strength\n 632→\t\t\tcasing.receive_kick(impulse)\n 633→\n 634→\tif scattered_count > 0 or proximity_count > 0:\n 635→\t\tFileLogger.info(\"[GrenadeBase] Scattered %d casings (lethal zone) + %d casings (proximity) from explosion\" % [scattered_count, proximity_count])\n 636→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-02-06T20:12:13.985Z] [INFO] { | |
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| "tool_use_id": "toolu_01TrY1aE1VKhLfzp2T1TNgoc", | |
| "type": "tool_result", | |
| "content": " 1→extends GutTest\n 2→## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n 3→##\n 4→## Tests that shell casings on the floor react appropriately to explosions:\n 5→## 1. Casings inside lethal blast zone scatter with strong impulse\n 6→## 2. Casings in proximity zone receive weak impulse\n 7→## 3. Casings far away are not affected\n 8→## 4. Works with both FragGrenade and FlashbangGrenade\n 9→## 5. Casings behind obstacles are NOT pushed (Issue #506)\n 10→\n 11→\n 12→# ============================================================================\n 13→# Mock Classes for Logic Tests\n 14→# ============================================================================\n 15→\n 16→\n 17→class MockCasing:\n 18→\t## Simulates a shell casing on the floor.\n 19→\tvar global_position: Vector2 = Vector2.ZERO\n 20→\tvar received_kicks: Array = []\n 21→\tvar _has_landed: bool = true\n 22→\tvar _is_time_frozen: bool = false\n 23→\n 24→\tfunc receive_kick(impulse: Vector2) -> void:\n 25→\t\tif _is_time_frozen:\n 26→\t\t\treturn\n 27→\t\treceived_kicks.append(impulse)\n 28→\n 29→\tfunc has_method(method_name: String) -> bool:\n 30→\t\treturn method_name == \"receive_kick\"\n 31→\n 32→\tfunc get_total_impulse_strength() -> float:\n 33→\t\tvar total: float = 0.0\n 34→\t\tfor kick in received_kicks:\n 35→\t\t\ttotal += kick.length()\n 36→\t\treturn total\n 37→\n 38→\n 39→## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\n 40→class MockObstacle:\n 41→\tvar start: Vector2\n 42→\tvar end: Vector2\n 43→\n 44→\tfunc _init(s: Vector2, e: Vector2) -> void:\n 45→\t\tstart = s\n 46→\t\tend = e\n 47→\n 48→\n 49→class MockGrenade:\n 50→\t## Simulates a grenade for testing casing scatter.\n 51→\tvar global_position: Vector2 = Vector2.ZERO\n 52→\tvar _mock_casings: Array = []\n 53→\t## Obstacles that block shockwave line of sight (Issue #506).\n 54→\tvar _mock_obstacles: Array = []\n 55→\n 56→\t## Set mock casings for testing.\n 57→\tfunc set_mock_casings(casings: Array) -> void:\n 58→\t\t_mock_casings = casings\n 59→\n 60→\t## Set mock obstacles (wall segments) for testing (Issue #506).\n 61→\tfunc set_mock_obstacles(obstacles: Array) -> void:\n 62→\t\t_mock_obstacles = obstacles\n 63→\n 64→\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n 65→\t## Uses simple 2D line segment intersection test.\n 66→\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n 67→\t\tfor obstacle in _mock_obstacles:\n 68→\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n 69→\t\t\t\treturn true\n 70→\t\treturn false\n 71→\n 72→\t## 2D line segment intersection test using cross product method.\n 73→\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n 74→\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n 75→\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n 76→\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n 77→\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n 78→\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n 79→\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n 80→\t\t\treturn true\n 81→\t\treturn false\n 82→\n 83→\t## 2D cross product of two vectors.\n 84→\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n 85→\t\treturn a.x * b.y - a.y * b.x\n 86→\n 87→\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n 88→\t## This is a copy of the actual implementation for testing logic.\n 89→\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n 90→\tfunc scatter_casings(effect_radius: float) -> void:\n 91→\t\tif _mock_casings.is_empty():\n 92→\t\t\treturn\n 93→\n 94→\t\t# Proximity zone extends to 1.5x the effect radius\n 95→\t\tvar proximity_radius := effect_radius * 1.5\n 96→\n 97→\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n 98→\t\tvar lethal_impulse_base: float = 45.0\n 99→\t\tvar proximity_impulse_base: float = 10.0\n 100→\n 101→\t\tfor casing in _mock_casings:\n 102→\t\t\tif casing == null:\n 103→\t\t\t\tcontinue\n 104→\n 105→\t\t\tvar distance := global_position.distance_to(casing.global_position)\n 106→\n 107→\t\t\t# Skip casings too far away\n 108→\t\t\tif distance > proximity_radius:\n 109→\t\t\t\tcontinue\n 110→\n 111→\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n 112→\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n 113→\t\t\t\tcontinue\n 114→\n 115→\t\t\t# Calculate direction from explosion to casing\n 116→\t\t\tvar direction := (casing.global_position - global_position).normalized()\n 117→\n 118→\t\t\tvar impulse_strength: float = 0.0\n 119→\n 120→\t\t\tif distance <= effect_radius:\n 121→\t\t\t\t# Inside lethal zone - strong scatter effect\n 122→\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 123→\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 124→\t\t\telse:\n 125→\t\t\t\t# Proximity zone - weak push\n 126→\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 127→\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 128→\n 129→\t\t\t# Apply the kick impulse to the casing\n 130→\t\t\tif casing.has_method(\"receive_kick\"):\n 131→\t\t\t\tvar impulse := direction * impulse_strength\n 132→\t\t\t\tcasing.receive_kick(impulse)\n 133→\n 134→\n 135→var grenade: MockGrenade\n 136→\n 137→\n 138→func before_each() -> void:\n 139→\tgrenade = MockGrenade.new()\n 140→\tgrenade.global_position = Vector2(100, 100)\n 141→\n 142→\n 143→func after_each() -> void:\n 144→\tgrenade = null\n 145→\n 146→\n 147→# ============================================================================\n 148→# Issue #432 Tests: Casing Scatter in Lethal Zone\n 149→# ============================================================================\n 150→\n 151→\n 152→func test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n 153→\t# Requirement 1: Casings in lethal blast zone should scatter\n 154→\tvar casing := MockCasing.new()\n 155→\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n 156→\n 157→\tgrenade.set_mock_casings([casing])\n 158→\tgrenade.scatter_casings(225.0)\n 159→\n 160→\tassert_gt(casing.received_kicks.size(), 0,\n 161→\t\t\"Casing in lethal zone should receive kick\")\n 162→\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n 163→\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n 164→\n 165→\n 166→func test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n 167→\tvar casing_center := MockCasing.new()\n 168→\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n 169→\n 170→\tvar casing_edge := MockCasing.new()\n 171→\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n 172→\n 173→\tgrenade.set_mock_casings([casing_center, casing_edge])\n 174→\tgrenade.scatter_casings(225.0)\n 175→\n 176→\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n 177→\t\t\"Casing closer to center should receive stronger impulse\")\n 178→\n 179→\n 180→func test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n 181→\tvar casings: Array = []\n 182→\tfor i in range(5):\n 183→\t\tvar casing := MockCasing.new()\n 184→\t\t# Place casings around the explosion within lethal zone\n 185→\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n 186→\t\tcasings.append(casing)\n 187→\n 188→\tgrenade.set_mock_casings(casings)\n 189→\tgrenade.scatter_casings(225.0)\n 190→\n 191→\tfor casing in casings:\n 192→\t\tassert_gt(casing.received_kicks.size(), 0,\n 193→\t\t\t\"All casings in lethal zone should receive kick\")\n 194→\n 195→\n 196→# ============================================================================\n 197→# Issue #432 Tests: Proximity Zone (Weak Impulse)\n 198→# ============================================================================\n 199→\n 200→\n 201→func test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n 202→\t# Requirement 2: Casings near lethal zone should move slightly\n 203→\tvar casing := MockCasing.new()\n 204→\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n 205→\tcasing.global_position = Vector2(350, 100) # 250 units away\n 206→\n 207→\tgrenade.set_mock_casings([casing])\n 208→\tgrenade.scatter_casings(225.0)\n 209→\n 210→\tassert_gt(casing.received_kicks.size(), 0,\n 211→\t\t\"Casing in proximity zone should receive kick\")\n 212→\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n 213→\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n 214→\n 215→\n 216→func test_proximity_impulse_weaker_than_lethal_zone() -> void:\n 217→\tvar casing_lethal := MockCasing.new()\n 218→\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n 219→\n 220→\tvar casing_proximity := MockCasing.new()\n 221→\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n 222→\n 223→\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n 224→\tgrenade.scatter_casings(225.0)\n 225→\n 226→\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n 227→\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n 228→\n 229→\n 230→# ============================================================================\n 231→# Issue #432 Tests: Casings Outside Effect Range\n 232→# ============================================================================\n 233→\n 234→\n 235→func test_casing_far_away_not_affected() -> void:\n 236→\tvar casing := MockCasing.new()\n 237→\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n 238→\n 239→\tgrenade.set_mock_casings([casing])\n 240→\tgrenade.scatter_casings(225.0)\n 241→\n 242→\tassert_eq(casing.received_kicks.size(), 0,\n 243→\t\t\"Casing far from explosion should not receive kick\")\n 244→\n 245→\n 246→func test_casing_just_outside_proximity_not_affected() -> void:\n 247→\tvar casing := MockCasing.new()\n 248→\t# Proximity radius = 225 * 1.5 = 337.5\n 249→\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n 250→\n 251→\tgrenade.set_mock_casings([casing])\n 252→\tgrenade.scatter_casings(225.0)\n 253→\n 254→\tassert_eq(casing.received_kicks.size(), 0,\n 255→\t\t\"Casing just outside proximity zone should not receive kick\")\n 256→\n 257→\n 258→# ============================================================================\n 259→# Issue #432 Tests: Direction of Impulse\n 260→# ============================================================================\n 261→\n 262→\n 263→func test_impulse_direction_away_from_explosion() -> void:\n 264→\tvar casing := MockCasing.new()\n 265→\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n 266→\n 267→\tgrenade.set_mock_casings([casing])\n 268→\tgrenade.scatter_casings(225.0)\n 269→\n 270→\tassert_gt(casing.received_kicks.size(), 0)\n 271→\tvar impulse: Vector2 = casing.received_kicks[0]\n 272→\t# Impulse should point away from explosion (positive X direction)\n 273→\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n 274→\n 275→\n 276→func test_impulse_direction_different_angles() -> void:\n 277→\tvar casing_right := MockCasing.new()\n 278→\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n 279→\n 280→\tvar casing_up := MockCasing.new()\n 281→\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n 282→\n 283→\tvar casing_left := MockCasing.new()\n 284→\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n 285→\n 286→\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n 287→\tgrenade.scatter_casings(225.0)\n 288→\n 289→\t# Check directions are correct (with some tolerance for random rotation)\n 290→\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n 291→\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n 292→\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n 293→\n 294→\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n 295→\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n 296→\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n 297→\n 298→\n 299→# ============================================================================\n 300→# Issue #432 Tests: Time-Frozen Casings\n 301→# ============================================================================\n 302→\n 303→\n 304→func test_time_frozen_casing_not_affected() -> void:\n 305→\tvar casing := MockCasing.new()\n 306→\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n 307→\tcasing._is_time_frozen = true\n 308→\n 309→\tgrenade.set_mock_casings([casing])\n 310→\tgrenade.scatter_casings(225.0)\n 311→\n 312→\tassert_eq(casing.received_kicks.size(), 0,\n 313→\t\t\"Time-frozen casing should not receive kick\")\n 314→\n 315→\n 316→# ============================================================================\n 317→# Issue #432 Tests: No Casings in Scene\n 318→# ============================================================================\n 319→\n 320→\n 321→func test_no_casings_does_not_crash() -> void:\n 322→\t# Empty casings array - should not crash\n 323→\tgrenade.set_mock_casings([])\n 324→\tgrenade.scatter_casings(225.0)\n 325→\t# Test passes if no crash occurs\n 326→\tassert_true(true, \"Should handle empty casings array gracefully\")\n 327→\n 328→\n 329→# ============================================================================\n 330→# Issue #432 Tests: Different Grenade Types\n 331→# ============================================================================\n 332→\n 333→\n 334→func test_flashbang_smaller_effective_radius() -> void:\n 335→\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n 336→\tvar casing := MockCasing.new()\n 337→\tcasing.global_position = Vector2(200, 100) # 100 units away\n 338→\n 339→\tgrenade.set_mock_casings([casing])\n 340→\t# Flashbang effective radius: 160 (40% of 400)\n 341→\tgrenade.scatter_casings(160.0)\n 342→\n 343→\tassert_gt(casing.received_kicks.size(), 0,\n 344→\t\t\"Casing should be affected by flashbang explosion\")\n 345→\n 346→\n 347→func test_frag_grenade_larger_effective_radius() -> void:\n 348→\t# FragGrenade uses full 225 radius\n 349→\tvar casing := MockCasing.new()\n 350→\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n 351→\n 352→\tgrenade.set_mock_casings([casing])\n 353→\tgrenade.scatter_casings(225.0)\n 354→\n 355→\tassert_gt(casing.received_kicks.size(), 0,\n 356→\t\t\"Casing should be affected by frag grenade explosion\")\n 357→\n 358→\n 359→# ============================================================================\n 360→# Edge Cases\n 361→# ============================================================================\n 362→\n 363→\n 364→func test_casing_at_exact_lethal_radius_edge() -> void:\n 365→\tvar casing := MockCasing.new()\n 366→\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n 367→\n 368→\tgrenade.set_mock_casings([casing])\n 369→\tgrenade.scatter_casings(225.0)\n 370→\n 371→\t# Should still receive some impulse (minimum for lethal zone edge)\n 372→\tassert_gt(casing.received_kicks.size(), 0,\n 373→\t\t\"Casing at lethal radius edge should receive kick\")\n 374→\n 375→\n 376→func test_casing_at_exact_proximity_radius_edge() -> void:\n 377→\tvar casing := MockCasing.new()\n 378→\t# Proximity radius = 225 * 1.5 = 337.5\n 379→\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n 380→\n 381→\tgrenade.set_mock_casings([casing])\n 382→\tgrenade.scatter_casings(225.0)\n 383→\n 384→\t# Should receive minimal impulse\n 385→\tassert_gt(casing.received_kicks.size(), 0,\n 386→\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n 387→\n 388→\n 389→# ============================================================================\n 390→# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n 391→# ============================================================================\n 392→\n 393→\n 394→func test_casing_behind_wall_not_pushed() -> void:\n 395→\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n 396→\tvar casing := MockCasing.new()\n 397→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 398→\n 399→\t# Place a wall between grenade and casing\n 400→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n 401→\n 402→\tgrenade.set_mock_casings([casing])\n 403→\tgrenade.set_mock_obstacles([wall])\n 404→\tgrenade.scatter_casings(225.0)\n 405→\n 406→\tassert_eq(casing.received_kicks.size(), 0,\n 407→\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n 408→\n 409→\n 410→func test_casing_not_behind_wall_still_pushed() -> void:\n 411→\t# Issue #506: Casing with clear line of sight should still be pushed\n 412→\tvar casing := MockCasing.new()\n 413→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 414→\n 415→\t# Place a wall that does NOT block the path (wall is above the line of fire)\n 416→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n 417→\n 418→\tgrenade.set_mock_casings([casing])\n 419→\tgrenade.set_mock_obstacles([wall])\n 420→\tgrenade.scatter_casings(225.0)\n 421→\n 422→\tassert_gt(casing.received_kicks.size(), 0,\n 423→\t\t\"Casing with clear line of sight should still receive kick\")\n 424→\n 425→\n 426→func test_some_casings_blocked_some_not() -> void:\n 427→\t# Issue #506: Mix of blocked and unblocked casings\n 428→\tvar casing_exposed := MockCasing.new()\n 429→\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n 430→\n 431→\tvar casing_blocked := MockCasing.new()\n 432→\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n 433→\n 434→\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n 435→\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n 436→\n 437→\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n 438→\tgrenade.set_mock_obstacles([wall])\n 439→\tgrenade.scatter_casings(225.0)\n 440→\n 441→\tassert_gt(casing_exposed.received_kicks.size(), 0,\n 442→\t\t\"Exposed casing should receive kick\")\n 443→\tassert_eq(casing_blocked.received_kicks.size(), 0,\n 444→\t\t\"Blocked casing should NOT receive kick\")\n 445→\n 446→\n 447→func test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n 448→\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n 449→\tvar casing := MockCasing.new()\n 450→\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n 451→\n 452→\t# Wall between grenade and casing\n 453→\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n 454→\n 455→\tgrenade.set_mock_casings([casing])\n 456→\tgrenade.set_mock_obstacles([wall])\n 457→\tgrenade.scatter_casings(225.0)\n 458→\n 459→\tassert_eq(casing.received_kicks.size(), 0,\n 460→\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n 461→\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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| "type": "tool_result", | |
| "content": " 1→extends Node\n 2→## LastChanceEffectsManager - Special \"last chance\" effect for hard difficulty.\n 3→##\n 4→## This autoload singleton manages the special time-freeze effect that triggers\n 5→## on hard difficulty when the player is about to die (1 HP or less) and an\n 6→## enemy bullet on a collision course enters their threat sphere.\n 7→##\n 8→## Effect details (as per issue #167):\n 9→## 1. Time completely stops for 6 real seconds\n 10→## 2. Player can move at normal speed and shoot during the freeze\n 11→## 3. Player-fired bullets stay frozen in place until time unfreezes\n 12→## 4. All colors except the player are dimmed\n 13→## 5. Blue sepia effect overlay with a ripple effect\n 14→## 6. This effect triggers ONLY ONCE per life\n 15→\n 16→## Duration of the time freeze in real seconds.\n 17→const FREEZE_DURATION_REAL_SECONDS: float = 6.0\n 18→\n 19→## Blue sepia intensity for the shader (0.0-1.0).\n 20→const SEPIA_INTENSITY: float = 0.7\n 21→\n 22→## Brightness reduction for non-player elements (0.0-1.0, where 1.0 is normal).\n 23→const BRIGHTNESS: float = 0.6\n 24→\n 25→## Ripple effect strength.\n 26→const RIPPLE_STRENGTH: float = 0.008\n 27→\n 28→## Ripple effect frequency.\n 29→const RIPPLE_FREQUENCY: float = 25.0\n 30→\n 31→## Ripple effect speed.\n 32→const RIPPLE_SPEED: float = 2.0\n 33→\n 34→## Duration of the fade-out animation in seconds (Issue #442).\n 35→## Visual effects fade smoothly over this duration for a smooth transition to normal mode.\n 36→const FADE_OUT_DURATION_SECONDS: float = 0.4\n 37→\n 38→## Player saturation multiplier during last chance (same as enemy saturation).\n 39→## Makes the player more vivid and visible during the effect.\n 40→const PLAYER_SATURATION_MULTIPLIER: float = 4.0\n 41→\n 42→## The CanvasLayer for screen effects.\n 43→var _effects_layer: CanvasLayer = null\n 44→\n 45→## The ColorRect with the last chance shader.\n 46→var _effect_rect: ColorRect = null\n 47→\n 48→## Whether the last chance effect is currently active.\n 49→var _is_effect_active: bool = false\n 50→\n 51→## Whether the last chance effect has already been used this life.\n 52→## Only triggers ONCE.\n 53→var _effect_used: bool = false\n 54→\n 55→## Reference to the player for monitoring.\n 56→var _player: Node = null\n 57→\n 58→## Reference to the player's ThreatSphere for signal connection.\n 59→var _threat_sphere: Area2D = null\n 60→\n 61→## Whether we've successfully connected to player signals.\n 62→var _connected_to_player: bool = false\n 63→\n 64→## Timer for tracking effect duration (uses real time, not game time).\n 65→var _effect_start_time: float = 0.0\n 66→\n 67→## Tracks the previous scene root to detect scene changes.\n 68→var _previous_scene_root: Node = null\n 69→\n 70→## List of bullets frozen by the player during time freeze.\n 71→var _frozen_player_bullets: Array = []\n 72→\n 73→## List of grenades frozen during time freeze.\n 74→var _frozen_grenades: Array = []\n 75→\n 76→## List of bullet casings frozen during time freeze.\n 77→var _frozen_casings: Array = []\n 78→\n 79→## List of shrapnel pieces frozen during time freeze.\n 80→var _frozen_shrapnel: Array = []\n 81→\n 82→## List of explosion visual effects (PointLight2D) frozen during time freeze.\n 83→var _frozen_explosion_effects: Array = []\n 84→\n 85→## List of explosion visual effect containers (Node2D with flashbang/explosion scripts) frozen during time freeze (Issue #505).\n 86→var _frozen_explosion_visuals: Array = []\n 87→\n 88→## Original process mode of the player (to restore after effect).\n 89→var _player_original_process_mode: Node.ProcessMode = Node.PROCESS_MODE_INHERIT\n 90→\n 91→## Dictionary storing original process modes of all nodes we modified.\n 92→## Key: node instance, Value: original ProcessMode\n 93→var _original_process_modes: Dictionary = {}\n 94→\n 95→## Distance to push threatening bullets away from player (in pixels).\n 96→const BULLET_PUSH_DISTANCE: float = 200.0\n 97→\n 98→## Current effect duration in real seconds (varies between grenade and threat triggers).\n 99→var _current_effect_duration: float = FREEZE_DURATION_REAL_SECONDS\n 100→\n 101→## Whether this is a grenade-triggered effect (shorter duration, no \"used\" flag).\n 102→var _is_grenade_triggered: bool = false\n 103→\n 104→## Whether to grant invulnerability during the time freeze.\n 105→var _player_was_invulnerable: bool = false\n 106→\n 107→## Cached player health from Damaged/health_changed signals.\n 108→## This is used because accessing C# HealthComponent.CurrentHealth from GDScript\n 109→## doesn't work reliably due to cross-language interoperability issues.\n 110→var _player_current_health: float = 0.0\n 111→\n 112→## Original player sprite modulate colors (to restore after effect ends).\n 113→## Key: sprite node, Value: original modulate Color\n 114→var _player_original_colors: Dictionary = {}\n 115→\n 116→## Whether the visual effects are currently fading out (Issue #442).\n 117→var _is_fading_out: bool = false\n 118→\n 119→## The time when the fade-out started (in real time seconds).\n 120→var _fade_out_start_time: float = 0.0\n 121→\n 122→\n 123→func _ready() -> void:\n 124→\t# Connect to scene tree changes to find player and reset effects on scene reload\n 125→\tget_tree().tree_changed.connect(_on_tree_changed)\n 126→\n 127→\t# Create effects layer (very high layer to render on top of everything)\n 128→\t_effects_layer = CanvasLayer.new()\n 129→\t_effects_layer.name = \"LastChanceEffectsLayer\"\n 130→\t_effects_layer.layer = 102 # Higher than other effects layers\n 131→\tadd_child(_effects_layer)\n 132→\n 133→\t# Create effect overlay\n 134→\t_effect_rect = ColorRect.new()\n 135→\t_effect_rect.name = \"LastChanceOverlay\"\n 136→\t_effect_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 137→\t_effect_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 138→\n 139→\t# Load and apply the last chance shader\n 140→\tvar shader := load(\"res://scripts/shaders/last_chance.gdshader\") as Shader\n 141→\tif shader:\n 142→\t\tvar material := ShaderMaterial.new()\n 143→\t\tmaterial.shader = shader\n 144→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 145→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 146→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 147→\t\tmaterial.set_shader_parameter(\"ripple_frequency\", RIPPLE_FREQUENCY)\n 148→\t\tmaterial.set_shader_parameter(\"ripple_speed\", RIPPLE_SPEED)\n 149→\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n 150→\t\t_effect_rect.material = material\n 151→\t\t_log(\"Last chance shader loaded successfully\")\n 152→\telse:\n 153→\t\tpush_warning(\"LastChanceEffectsManager: Could not load last chance shader\")\n 154→\t\t_log(\"WARNING: Could not load last chance shader!\")\n 155→\n 156→\t_effect_rect.visible = false\n 157→\t_effects_layer.add_child(_effect_rect)\n 158→\n 159→\t# Perform shader warmup to prevent first-use lag (Issue #343)\n 160→\t_warmup_shader()\n 161→\n 162→\t_log(\"LastChanceEffectsManager ready - Configuration:\")\n 163→\t_log(\" Freeze duration: %.1f real seconds\" % FREEZE_DURATION_REAL_SECONDS)\n 164→\t_log(\" Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n 165→\t_log(\" Brightness: %.2f\" % BRIGHTNESS)\n 166→\n 167→\n 168→func _process(delta: float) -> void:\n 169→\t# Check if we need to find the player\n 170→\tif _player == null or not is_instance_valid(_player):\n 171→\t\t_find_player()\n 172→\n 173→\t# Handle fade-out animation (Issue #442)\n 174→\tif _is_fading_out:\n 175→\t\t_update_fade_out()\n 176→\t\treturn\n 177→\n 178→\t# Update shader time for ripple animation (using real time)\n 179→\tif _is_effect_active:\n 180→\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n 181→\t\tvar elapsed := current_time - _effect_start_time\n 182→\n 183→\t\t# Update ripple time offset in shader\n 184→\t\tvar material := _effect_rect.material as ShaderMaterial\n 185→\t\tif material:\n 186→\t\t\tmaterial.set_shader_parameter(\"time_offset\", elapsed)\n 187→\n 188→\t\t# Check if effect should end based on real time duration\n 189→\t\tif elapsed >= _current_effect_duration:\n 190→\t\t\t_log(\"Effect duration expired after %.2f real seconds\" % elapsed)\n 191→\t\t\t_end_last_chance_effect()\n 192→\n 193→\n 194→## Log a message with the LastChance prefix.\n 195→func _log(message: String) -> void:\n 196→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 197→\tif logger and logger.has_method(\"log_info\"):\n 198→\t\tlogger.log_info(\"[LastChance] \" + message)\n 199→\telse:\n 200→\t\tprint(\"[LastChance] \" + message)\n 201→\n 202→\n 203→## Find and connect to the player and their threat sphere.\n 204→func _find_player() -> void:\n 205→\t# Skip if already connected\n 206→\tif _connected_to_player and is_instance_valid(_player):\n 207→\t\treturn\n 208→\n 209→\t_player = get_tree().get_first_node_in_group(\"player\")\n 210→\tif _player == null:\n 211→\t\treturn\n 212→\n 213→\t_log(\"Found player: %s\" % _player.name)\n 214→\n 215→\t# Find threat sphere on player\n 216→\t_threat_sphere = _player.get_node_or_null(\"ThreatSphere\") as Area2D\n 217→\tif _threat_sphere == null:\n 218→\t\t_log(\"WARNING: No ThreatSphere found on player - last chance effect won't work\")\n 219→\t\treturn\n 220→\n 221→\t# Connect to threat sphere signal\n 222→\tif _threat_sphere.has_signal(\"threat_detected\"):\n 223→\t\tif not _threat_sphere.threat_detected.is_connected(_on_threat_detected):\n 224→\t\t\t_threat_sphere.threat_detected.connect(_on_threat_detected)\n 225→\t\t\t_log(\"Connected to ThreatSphere threat_detected signal\")\n 226→\n 227→\t# Connect to player health signals to track when HP is low\n 228→\tif _player.has_signal(\"Damaged\"):\n 229→\t\tif not _player.Damaged.is_connected(_on_player_damaged):\n 230→\t\t\t_player.Damaged.connect(_on_player_damaged)\n 231→\t\t\t_log(\"Connected to player Damaged signal (C#)\")\n 232→\n 233→\tif _player.has_signal(\"health_changed\"):\n 234→\t\tif not _player.health_changed.is_connected(_on_player_health_changed):\n 235→\t\t\t_player.health_changed.connect(_on_player_health_changed)\n 236→\t\t\t_log(\"Connected to player health_changed signal (GDScript)\")\n 237→\n 238→\t# Connect to died signal to reset effect availability on death\n 239→\tif _player.has_signal(\"Died\"):\n 240→\t\tif not _player.Died.is_connected(_on_player_died):\n 241→\t\t\t_player.Died.connect(_on_player_died)\n 242→\t\t\t_log(\"Connected to player Died signal (C#)\")\n 243→\n 244→\tif _player.has_signal(\"died\"):\n 245→\t\tif not _player.died.is_connected(_on_player_died):\n 246→\t\t\t_player.died.connect(_on_player_died)\n 247→\t\t\t_log(\"Connected to player died signal (GDScript)\")\n 248→\n 249→\t# Try to get initial health from C# HealthComponent\n 250→\t# This may not work reliably due to cross-language interop issues,\n 251→\t# but we try anyway to have a starting value\n 252→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 253→\tif health_component != null and health_component.has_signal(\"HealthChanged\"):\n 254→\t\t# Connect to HealthChanged signal to get health updates including initial value\n 255→\t\tif not health_component.HealthChanged.is_connected(_on_health_changed):\n 256→\t\t\thealth_component.HealthChanged.connect(_on_health_changed)\n 257→\t\t\t_log(\"Connected to HealthComponent HealthChanged signal (C#)\")\n 258→\n 259→\t_connected_to_player = true\n 260→\n 261→\n 262→## Called when player health changes (GDScript).\n 263→func _on_player_health_changed(current: int, _maximum: int) -> void:\n 264→\t# Cache the current health from the signal for reliable cross-language access\n 265→\t_player_current_health = float(current)\n 266→\t_log(\"Player health updated (GDScript): %.1f\" % _player_current_health)\n 267→\n 268→\n 269→## Called when player takes damage (C#).\n 270→func _on_player_damaged(_amount: float, current_health: float) -> void:\n 271→\t# Cache the current health from the signal for reliable cross-language access\n 272→\t_player_current_health = current_health\n 273→\t_log(\"Player health updated (C# Damaged): %.1f\" % _player_current_health)\n 274→\n 275→\n 276→## Called when health changes on C# HealthComponent (includes initial value).\n 277→func _on_health_changed(current_health: float, _max_health: float) -> void:\n 278→\t# Cache the current health from the signal for reliable cross-language access\n 279→\t_player_current_health = current_health\n 280→\t_log(\"Player health updated (C# HealthChanged): %.1f\" % _player_current_health)\n 281→\n 282→\n 283→## Called when player dies.\n 284→func _on_player_died() -> void:\n 285→\t_log(\"Player died\")\n 286→\tif _is_effect_active:\n 287→\t\t_end_last_chance_effect()\n 288→\t# Reset effect usage on death so it can trigger again next life\n 289→\t_effect_used = false\n 290→\n 291→\n 292→## Triggers the last chance effect from a grenade explosion in Power Fantasy mode.\n 293→## Uses the full time-freeze visual effect with configurable duration (default: 2000ms).\n 294→## Unlike the threat-triggered version, this can be used multiple times per life.\n 295→func trigger_grenade_last_chance(duration_seconds: float) -> void:\n 296→\tif _is_effect_active:\n 297→\t\treturn\n 298→\n 299→\t# Ensure player is found\n 300→\tif _player == null or not is_instance_valid(_player):\n 301→\t\t_find_player()\n 302→\n 303→\tif _player == null:\n 304→\t\t_log(\"Cannot trigger grenade last chance - player not found\")\n 305→\t\treturn\n 306→\n 307→\t_log(\"Grenade explosion triggering last chance effect for %.2f seconds\" % duration_seconds)\n 308→\t_start_last_chance_effect(duration_seconds, true)\n 309→\n 310→\n 311→## Called when a threat is detected by the player's threat sphere.\n 312→func _on_threat_detected(bullet: Area2D) -> void:\n 313→\t_log(\"Threat detected: %s\" % bullet.name)\n 314→\n 315→\t# Check if we can trigger the effect\n 316→\tif not _can_trigger_effect():\n 317→\t\t_log(\"Cannot trigger effect - conditions not met\")\n 318→\t\treturn\n 319→\n 320→\t_log(\"Triggering last chance effect!\")\n 321→\t_start_last_chance_effect()\n 322→\n 323→\n 324→## Checks if the last chance effect can be triggered.\n 325→func _can_trigger_effect() -> bool:\n 326→\t# Effect already used this life?\n 327→\tif _effect_used:\n 328→\t\t_log(\"Effect already used this life\")\n 329→\t\treturn false\n 330→\n 331→\t# Effect already active?\n 332→\tif _is_effect_active:\n 333→\t\t_log(\"Effect already active\")\n 334→\t\treturn false\n 335→\n 336→\t# Only trigger in hard mode\n 337→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 338→\tif difficulty_manager == null:\n 339→\t\t_log(\"DifficultyManager not found\")\n 340→\t\treturn false\n 341→\n 342→\tif not difficulty_manager.is_hard_mode():\n 343→\t\t_log(\"Not in hard mode - effect disabled\")\n 344→\t\treturn false\n 345→\n 346→\t# Check player health (1 HP or less)\n 347→\tif _player == null:\n 348→\t\t_log(\"Player not found\")\n 349→\t\treturn false\n 350→\n 351→\t# Use cached health value from Damaged/health_changed signals\n 352→\t# This is more reliable than trying to access C# HealthComponent properties from GDScript\n 353→\tif _player_current_health > 1.0 or _player_current_health <= 0.0:\n 354→\t\t_log(\"Player health is %.1f - effect requires exactly 1 HP or less but alive\" % _player_current_health)\n 355→\t\treturn false\n 356→\n 357→\treturn true\n 358→\n 359→\n 360→## Gets the player's current health.\n 361→func _get_player_health() -> float:\n 362→\tif _player == null:\n 363→\t\treturn 0.0\n 364→\n 365→\t# Try C# player (has HealthComponent)\n 366→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 367→\tif health_component != null:\n 368→\t\tif health_component.has_method(\"get\") and health_component.get(\"CurrentHealth\") != null:\n 369→\t\t\treturn health_component.get(\"CurrentHealth\")\n 370→\t\tif \"CurrentHealth\" in health_component:\n 371→\t\t\treturn health_component.CurrentHealth\n 372→\n 373→\t# Try GDScript player\n 374→\tif _player.has_method(\"get_health\"):\n 375→\t\treturn _player.get_health()\n 376→\n 377→\t# Try health property\n 378→\tif \"health\" in _player:\n 379→\t\treturn _player.health\n 380→\n 381→\t# Try current_health property\n 382→\tif \"current_health\" in _player:\n 383→\t\treturn _player.current_health\n 384→\n 385→\treturn 0.0\n 386→\n 387→\n 388→## Starts the last chance effect with configurable duration.\n 389→## @param duration_seconds: Duration of the effect in real seconds.\n 390→## @param is_grenade: Whether this is triggered by a grenade explosion.\n 391→func _start_last_chance_effect(duration_seconds: float = FREEZE_DURATION_REAL_SECONDS, is_grenade: bool = false) -> void:\n 392→\tif _is_effect_active:\n 393→\t\treturn\n 394→\n 395→\t_is_effect_active = true\n 396→\t_is_grenade_triggered = is_grenade\n 397→\t_current_effect_duration = duration_seconds\n 398→\tif not is_grenade:\n 399→\t\t_effect_used = true # Mark as used (only triggers once per life, not for grenade)\n 400→\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 401→\n 402→\t_log(\"Starting last chance effect:\")\n 403→\t_log(\" - Time will be frozen (except player)\")\n 404→\t_log(\" - Duration: %.2f real seconds\" % duration_seconds)\n 405→\t_log(\" - Trigger: %s\" % (\"grenade explosion\" if is_grenade else \"threat detected\"))\n 406→\t_log(\" - Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n 407→\t_log(\" - Brightness: %.2f\" % BRIGHTNESS)\n 408→\n 409→\tif not is_grenade:\n 410→\t\t# CRITICAL: Push all threatening bullets away from player BEFORE freezing time\n 411→\t\t# This gives the player a fighting chance to survive\n 412→\t\t_push_threatening_bullets_away()\n 413→\n 414→\t\t# Grant temporary invulnerability to player during time freeze\n 415→\t\t_grant_player_invulnerability()\n 416→\n 417→\t# Freeze time for everything except the player\n 418→\t_freeze_time()\n 419→\n 420→\t# Apply visual effects\n 421→\t_apply_visual_effects()\n 422→\n 423→\n 424→## Freezes time for everything except the player.\n 425→## IMPORTANT: We don't use Engine.time_scale = 0 because it also freezes physics delta,\n 426→## which prevents CharacterBody2D.MoveAndSlide() from working even with PROCESS_MODE_ALWAYS.\n 427→## Instead, we disable processing on all nodes except the player and this manager.\n 428→func _freeze_time() -> void:\n 429→\t# Clear previous stored modes\n 430→\t_original_process_modes.clear()\n 431→\n 432→\t# CRITICAL: Do NOT set Engine.time_scale to 0!\n 433→\t# Physics delta becomes 0 which makes MoveAndSlide() not work.\n 434→\t# Instead, we disable all nodes except player.\n 435→\n 436→\t# CRITICAL FIX: First, set player and all children to PROCESS_MODE_ALWAYS\n 437→\t# This MUST happen BEFORE freezing the scene, because:\n 438→\t# 1. The player's parent (scene root) will be set to DISABLED\n 439→\t# 2. By default, player has INHERIT, which would inherit DISABLED\n 440→\t# 3. Setting to ALWAYS overrides the parent's disabled state\n 441→\tif _player != null:\n 442→\t\t_enable_player_processing_always(_player)\n 443→\n 444→\t# Freeze all top-level nodes in the scene tree except player and autoloads\n 445→\tvar root := get_tree().root\n 446→\tfor child in root.get_children():\n 447→\t\t# Skip autoloads (they should keep running for UI, audio, etc.)\n 448→\t\t# Include GameManager to preserve quick restart (Q key) functionality\n 449→\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\n 450→\t\t\tcontinue\n 451→\n 452→\t\t# This is likely the current scene - freeze everything inside except player\n 453→\t\t_freeze_node_except_player(child)\n 454→\n 455→\t_log(\"Froze all nodes except player and autoloads (including GameManager for quick restart)\")\n 456→\n 457→\t# This manager uses PROCESS_MODE_ALWAYS to keep running the timer\n 458→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 459→\n 460→\t# Connect to node_added signal to freeze any new bullets fired during the freeze\n 461→\t# This ensures player-fired bullets also get frozen immediately\n 462→\tif not get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 463→\t\tget_tree().node_added.connect(_on_node_added_during_freeze)\n 464→\n 465→\n 466→## Recursively sets the player and all children to PROCESS_MODE_ALWAYS.\n 467→## This is needed because the player's parent scene will be DISABLED,\n 468→## and we need ALWAYS mode to override the inherited disabled state.\n 469→func _enable_player_processing_always(node: Node, depth: int = 0) -> void:\n 470→\tif node == null or not is_instance_valid(node):\n 471→\t\treturn\n 472→\n 473→\t# Store original process mode for restoration later\n 474→\t_original_process_modes[node] = node.process_mode\n 475→\n 476→\t# Set to ALWAYS so player can move even when parent scene is DISABLED\n 477→\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 478→\n 479→\t# Only log the player node itself and important children to avoid spam\n 480→\tif depth == 0:\n 481→\t\t_log(\"Set player %s and all %d children to PROCESS_MODE_ALWAYS\" % [node.name, _count_descendants(node)])\n 482→\n 483→\t# Recursively enable all children too (weapon, input, animations, etc.)\n 484→\tfor child in node.get_children():\n 485→\t\t_enable_player_processing_always(child, depth + 1)\n 486→\n 487→\n 488→## Counts total number of descendant nodes.\n 489→func _count_descendants(node: Node) -> int:\n 490→\tvar count := 0\n 491→\tfor child in node.get_children():\n 492→\t\tcount += 1 + _count_descendants(child)\n 493→\treturn count\n 494→\n 495→\n 496→## Recursively freezes a node and its children, except for the player node.\n 497→## Uses a selective approach that only disables nodes that need to be frozen,\n 498→## preserving physics collision by NOT setting container nodes or physics bodies to DISABLED.\n 499→func _freeze_node_except_player(node: Node) -> void:\n 500→\tif node == null or not is_instance_valid(node):\n 501→\t\treturn\n 502→\n 503→\t# Skip the player and all its children - they should keep processing normally\n 504→\tif node == _player:\n 505→\t\t_log(\"Skipping player node: %s\" % node.name)\n 506→\t\treturn\n 507→\n 508→\t# Also skip if this node is a child of player (already handled)\n 509→\tif _player != null and _is_descendant_of(_player, node):\n 510→\t\treturn\n 511→\n 512→\t# CRITICAL FIX: Only freeze nodes that actually need freezing.\n 513→\t# DO NOT freeze container nodes (Node2D, Node, Control) that have physics bodies as children.\n 514→\t# The issue is that setting parent containers to DISABLED affects physics collision detection\n 515→\t# even if we set the physics bodies themselves to ALWAYS.\n 516→\t#\n 517→\t# Strategy:\n 518→\t# 1. StaticBody2D (walls) - set to ALWAYS to ensure collision detection works\n 519→\t# 2. CollisionShape2D - set to ALWAYS to ensure collision shapes are active\n 520→\t# 3. CharacterBody2D (enemies) - DISABLE to freeze them\n 521→\t# 4. RigidBody2D (physics objects) - DISABLE if they have enemy-like behavior\n 522→\t# 5. Container nodes (Node2D, Node, etc.) - DON'T disable, just process children\n 523→\t# This is key: leaving containers at INHERIT preserves the physics tree structure\n 524→\n 525→\t# Handle physics collision bodies - set to ALWAYS to preserve collision detection\n 526→\tif node is StaticBody2D:\n 527→\t\t_original_process_modes[node] = node.process_mode\n 528→\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 529→\t\t_log(\"Set StaticBody2D '%s' to PROCESS_MODE_ALWAYS for collision\" % node.name)\n 530→\t\t# Process children - collision shapes need ALWAYS too\n 531→\t\tfor child in node.get_children():\n 532→\t\t\t_freeze_node_except_player(child)\n 533→\t\treturn\n 534→\n 535→\t# CollisionShape2D nodes need ALWAYS to stay active for collision detection\n 536→\tif node is CollisionShape2D:\n 537→\t\t_original_process_modes[node] = node.process_mode\n 538→\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 539→\t\treturn\n 540→\n 541→\t# Freeze CharacterBody2D nodes that are NOT the player (enemies)\n 542→\tif node is CharacterBody2D:\n 543→\t\t_original_process_modes[node] = node.process_mode\n 544→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 545→\t\t# Freeze all children of enemy character bodies\n 546→\t\tfor child in node.get_children():\n 547→\t\t\t_freeze_node_except_player(child)\n 548→\t\treturn\n 549→\n 550→\t# Freeze RigidBody2D nodes (physics objects like grenades and casings)\n 551→\tif node is RigidBody2D:\n 552→\t\t_original_process_modes[node] = node.process_mode\n 553→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 554→\n 555→\t\t# Check if this is a grenade and track it separately for proper unfreezing\n 556→\t\tvar script: Script = node.get_script()\n 557→\t\tif script != null:\n 558→\t\t\tvar script_path: String = script.resource_path\n 559→\t\t\tif \"grenade\" in script_path.to_lower():\n 560→\t\t\t\tif node not in _frozen_grenades:\n 561→\t\t\t\t\t_frozen_grenades.append(node)\n 562→\t\t\t\t\t_log(\"Froze existing grenade: %s\" % node.name)\n 563→\t\t\t# Check if this is a bullet casing and track it separately\n 564→\t\t\telif \"casing\" in script_path.to_lower():\n 565→\t\t\t\tif node not in _frozen_casings:\n 566→\t\t\t\t\t_frozen_casings.append(node)\n 567→\t\t\t\t\t# Call freeze_time method on casing if available\n 568→\t\t\t\t\tif node.has_method(\"freeze_time\"):\n 569→\t\t\t\t\t\tnode.freeze_time()\n 570→\t\t\t\t\t_log(\"Froze existing bullet casing: %s\" % node.name)\n 571→\n 572→\t\tfor child in node.get_children():\n 573→\t\t\t_freeze_node_except_player(child)\n 574→\t\treturn\n 575→\n 576→\t# Freeze Area2D nodes (triggers, hit areas, bullets, shrapnel, etc.)\n 577→\tif node is Area2D:\n 578→\t\t_original_process_modes[node] = node.process_mode\n 579→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 580→\n 581→\t\t# Track shrapnel separately for proper logging\n 582→\t\tvar script: Script = node.get_script()\n 583→\t\tif script != null:\n 584→\t\t\tvar script_path: String = script.resource_path\n 585→\t\t\tif \"shrapnel\" in script_path.to_lower():\n 586→\t\t\t\tif node not in _frozen_shrapnel:\n 587→\t\t\t\t\t_frozen_shrapnel.append(node)\n 588→\t\t\t\t\t_log(\"Froze existing shrapnel: %s\" % node.name)\n 589→\n 590→\t\tfor child in node.get_children():\n 591→\t\t\t_freeze_node_except_player(child)\n 592→\t\treturn\n 593→\n 594→\t# Issue #505: Check if this Node2D is an explosion visual effect (flashbang_effect.gd, explosion_flash.gd)\n 595→\t# These need to be frozen to pause their fade-out animation and keep the flash visible\n 596→\tif node is Node2D:\n 597→\t\tvar node2d_script: Script = node.get_script()\n 598→\t\tif node2d_script != null:\n 599→\t\t\tvar node2d_script_path: String = node2d_script.resource_path\n 600→\t\t\tif \"flashbang_effect\" in node2d_script_path.to_lower() or \"explosion_flash\" in node2d_script_path.to_lower():\n 601→\t\t\t\t_freeze_explosion_visual(node as Node2D)\n 602→\t\t\t\treturn\n 603→\n 604→\t# For container nodes (Node2D, Node, Control, etc.), DON'T set to DISABLED\n 605→\t# Just recurse into children to find actual freezable nodes\n 606→\t# This preserves the physics tree structure and allows collision detection to work\n 607→\tfor child in node.get_children():\n 608→\t\t_freeze_node_except_player(child)\n 609→\n 610→\n 611→## Checks if 'node' is a descendant of 'ancestor'.\n 612→func _is_descendant_of(ancestor: Node, node: Node) -> bool:\n 613→\tif ancestor == null or node == null:\n 614→\t\treturn false\n 615→\n 616→\tvar parent := node.get_parent()\n 617→\twhile parent != null:\n 618→\t\tif parent == ancestor:\n 619→\t\t\treturn true\n 620→\t\tparent = parent.get_parent()\n 621→\n 622→\treturn false\n 623→\n 624→\n 625→\n 626→\n 627→## Applies the visual effects (blue sepia + ripple + arm saturation).\n 628→func _apply_visual_effects() -> void:\n 629→\t_effect_rect.visible = true\n 630→\tvar material := _effect_rect.material as ShaderMaterial\n 631→\tif material:\n 632→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", SEPIA_INTENSITY)\n 633→\t\tmaterial.set_shader_parameter(\"brightness\", BRIGHTNESS)\n 634→\t\tmaterial.set_shader_parameter(\"ripple_strength\", RIPPLE_STRENGTH)\n 635→\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n 636→\t\t_log(\"Applied visual effects: sepia=%.2f, brightness=%.2f, ripple=%.4f\" % [SEPIA_INTENSITY, BRIGHTNESS, RIPPLE_STRENGTH])\n 637→\n 638→\t# Apply saturation boost to player's sprites (makes player more visible)\n 639→\t_apply_player_saturation()\n 640→\n 641→\n 642→## Ends the last chance effect.\n 643→## Starts the fade-out animation for visual effects (Issue #442).\n 644→func _end_last_chance_effect() -> void:\n 645→\tif not _is_effect_active:\n 646→\t\treturn\n 647→\n 648→\t_is_effect_active = false\n 649→\t_log(\"Ending last chance effect\")\n 650→\n 651→\t# CRITICAL: Reset enemy memory BEFORE unfreezing time (Issue #318)\n 652→\t# This ensures enemies forget the player's position during the freeze,\n 653→\t# treating the player's movement as a \"teleport\" they couldn't see\n 654→\t_reset_all_enemy_memory()\n 655→\n 656→\t# Restore normal time\n 657→\t_unfreeze_time()\n 658→\n 659→\t# Start visual effects fade-out animation instead of removing instantly (Issue #442)\n 660→\t_start_fade_out()\n 661→\n 662→\n 663→## Starts the visual effects fade-out animation (Issue #442).\n 664→## Visual effects fade smoothly over FADE_OUT_DURATION_SECONDS for a smooth transition.\n 665→func _start_fade_out() -> void:\n 666→\t_is_fading_out = true\n 667→\t_fade_out_start_time = Time.get_ticks_msec() / 1000.0\n 668→\t_log(\"Starting visual effects fade-out over %.0fms\" % (FADE_OUT_DURATION_SECONDS * 1000.0))\n 669→\n 670→\n 671→## Updates the fade-out animation each frame (Issue #442).\n 672→## Uses real time to ensure the fade works correctly regardless of Engine.time_scale.\n 673→func _update_fade_out() -> void:\n 674→\tvar current_time := Time.get_ticks_msec() / 1000.0\n 675→\tvar elapsed := current_time - _fade_out_start_time\n 676→\tvar progress := clampf(elapsed / FADE_OUT_DURATION_SECONDS, 0.0, 1.0)\n 677→\n 678→\t# Interpolate shader parameters from effect values to neutral values\n 679→\tvar material := _effect_rect.material as ShaderMaterial\n 680→\tif material:\n 681→\t\t# Fade sepia intensity: SEPIA_INTENSITY -> 0.0\n 682→\t\tvar current_sepia := lerpf(SEPIA_INTENSITY, 0.0, progress)\n 683→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", current_sepia)\n 684→\n 685→\t\t# Fade brightness: BRIGHTNESS -> 1.0\n 686→\t\tvar current_brightness := lerpf(BRIGHTNESS, 1.0, progress)\n 687→\t\tmaterial.set_shader_parameter(\"brightness\", current_brightness)\n 688→\n 689→\t\t# Fade ripple strength: RIPPLE_STRENGTH -> 0.0\n 690→\t\tvar current_ripple := lerpf(RIPPLE_STRENGTH, 0.0, progress)\n 691→\t\tmaterial.set_shader_parameter(\"ripple_strength\", current_ripple)\n 692→\n 693→\t# Fade player sprite saturation back to original colors\n 694→\t_update_player_colors_fade(progress)\n 695→\n 696→\t# Check if fade-out is complete\n 697→\tif progress >= 1.0:\n 698→\t\t_complete_fade_out()\n 699→\n 700→\n 701→## Updates player sprite colors during fade-out animation (Issue #442).\n 702→## Gradually interpolates from saturated colors back to original colors.\n 703→func _update_player_colors_fade(progress: float) -> void:\n 704→\tfor sprite in _player_original_colors.keys():\n 705→\t\tif is_instance_valid(sprite):\n 706→\t\t\tvar original_color: Color = _player_original_colors[sprite]\n 707→\t\t\tvar saturated_color: Color = _saturate_color(original_color, PLAYER_SATURATION_MULTIPLIER)\n 708→\t\t\t# Interpolate from saturated color back to original color\n 709→\t\t\tsprite.modulate = saturated_color.lerp(original_color, progress)\n 710→\n 711→\n 712→## Completes the fade-out animation and removes visual effects (Issue #442).\n 713→func _complete_fade_out() -> void:\n 714→\t_is_fading_out = false\n 715→\t_log(\"Visual effects fade-out complete\")\n 716→\n 717→\t# Now fully remove the visual effects\n 718→\t_remove_visual_effects()\n 719→\n 720→\n 721→## Unfreezes time and restores normal processing.\n 722→func _unfreeze_time() -> void:\n 723→\t# Disconnect the node_added signal we connected during freeze\n 724→\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 725→\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n 726→\n 727→\t# Restore all nodes' original process modes\n 728→\t_restore_all_process_modes()\n 729→\n 730→\t# Restore this manager's process mode\n 731→\tprocess_mode = Node.PROCESS_MODE_INHERIT\n 732→\n 733→\t# Remove player invulnerability\n 734→\t_remove_player_invulnerability()\n 735→\n 736→\t# Unfreeze any player bullets that were fired during the time freeze\n 737→\t_unfreeze_player_bullets()\n 738→\n 739→\t# Unfreeze any grenades that were created during the time freeze\n 740→\t_unfreeze_grenades()\n 741→\n 742→\t# Unfreeze any bullet casings that were frozen during the time freeze\n 743→\t_unfreeze_casings()\n 744→\n 745→\t# Unfreeze any shrapnel pieces that were frozen during the time freeze\n 746→\t_unfreeze_shrapnel()\n 747→\n 748→\t# Unfreeze any explosion visual effects that were frozen during the time freeze\n 749→\t_unfreeze_explosion_effects()\n 750→\n 751→\t# Unfreeze any explosion visual effect containers that were frozen during the time freeze (Issue #505)\n 752→\t_unfreeze_explosion_visuals()\n 753→\n 754→\n 755→## Restores all stored original process modes.\n 756→func _restore_all_process_modes() -> void:\n 757→\tfor node in _original_process_modes.keys():\n 758→\t\tif is_instance_valid(node):\n 759→\t\t\tnode.process_mode = _original_process_modes[node]\n 760→\n 761→\t_original_process_modes.clear()\n 762→\t_log(\"All process modes restored\")\n 763→\n 764→\n 765→## Removes the visual effects.\n 766→func _remove_visual_effects() -> void:\n 767→\t_effect_rect.visible = false\n 768→\tvar material := _effect_rect.material as ShaderMaterial\n 769→\tif material:\n 770→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 771→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 772→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 773→\n 774→\t# Restore original player sprite colors\n 775→\t_restore_player_colors()\n 776→\n 777→\n 778→## Applies saturation boost to all player sprites (visibility during effect).\n 779→## This makes the entire player more vivid during the last chance effect.\n 780→func _apply_player_saturation() -> void:\n 781→\tif _player == null:\n 782→\t\treturn\n 783→\n 784→\t_player_original_colors.clear()\n 785→\n 786→\t# Find all player sprites in PlayerModel\n 787→\tvar player_model := _player.get_node_or_null(\"PlayerModel\") as Node2D\n 788→\tif player_model == null:\n 789→\t\t_log(\"WARNING: PlayerModel not found on player\")\n 790→\t\treturn\n 791→\n 792→\t# Apply saturation to all direct sprite children (Body, Head, LeftArm, RightArm)\n 793→\tvar sprites_saturated: int = 0\n 794→\tfor child in player_model.get_children():\n 795→\t\tif child is Sprite2D:\n 796→\t\t\t_player_original_colors[child] = child.modulate\n 797→\t\t\tchild.modulate = _saturate_color(child.modulate, PLAYER_SATURATION_MULTIPLIER)\n 798→\t\t\tsprites_saturated += 1\n 799→\n 800→\t# Also apply saturation to armband (sibling of RightArm, not child - to avoid inheriting health modulate)\n 801→\tvar armband := player_model.get_node_or_null(\"Armband\") as Sprite2D\n 802→\tif armband:\n 803→\t\t_player_original_colors[armband] = armband.modulate\n 804→\t\tarmband.modulate = _saturate_color(armband.modulate, PLAYER_SATURATION_MULTIPLIER)\n 805→\t\tsprites_saturated += 1\n 806→\n 807→\t_log(\"Applied %.1fx saturation to %d player sprites\" % [PLAYER_SATURATION_MULTIPLIER, sprites_saturated])\n 808→\n 809→\n 810→## Restores original colors to player's sprites.\n 811→## After restoring, tells the player to refresh their health visual to ensure\n 812→## the correct health-based coloring is applied (not the stale stored colors).\n 813→func _restore_player_colors() -> void:\n 814→\tfor sprite in _player_original_colors.keys():\n 815→\t\tif is_instance_valid(sprite):\n 816→\t\t\tsprite.modulate = _player_original_colors[sprite]\n 817→\n 818→\tif _player_original_colors.size() > 0:\n 819→\t\t_log(\"Restored original colors to %d player sprites\" % _player_original_colors.size())\n 820→\n 821→\t_player_original_colors.clear()\n 822→\n 823→\t# Tell the player to refresh their health visual to apply correct colors\n 824→\t# This is needed because the stored colors might be stale (captured at a different\n 825→\t# health level or during a previous effect state)\n 826→\tif _player != null and is_instance_valid(_player):\n 827→\t\t# Try C# player method (RefreshHealthVisual)\n 828→\t\tif _player.has_method(\"RefreshHealthVisual\"):\n 829→\t\t\t_player.RefreshHealthVisual()\n 830→\t\t\t_log(\"Called player RefreshHealthVisual (C#)\")\n 831→\t\t# Try GDScript player method (refresh_health_visual)\n 832→\t\telif _player.has_method(\"refresh_health_visual\"):\n 833→\t\t\t_player.refresh_health_visual()\n 834→\t\t\t_log(\"Called player refresh_health_visual (GDScript)\")\n 835→\n 836→\n 837→## Increase saturation of a color by a multiplier.\n 838→## Uses standard luminance-based saturation algorithm.\n 839→func _saturate_color(color: Color, multiplier: float) -> Color:\n 840→\t# Calculate luminance using standard weights\n 841→\tvar luminance := color.r * 0.299 + color.g * 0.587 + color.b * 0.114\n 842→\n 843→\t# Increase saturation by moving away from grayscale\n 844→\tvar saturated_r: float = lerp(luminance, color.r, multiplier)\n 845→\tvar saturated_g: float = lerp(luminance, color.g, multiplier)\n 846→\tvar saturated_b: float = lerp(luminance, color.b, multiplier)\n 847→\n 848→\t# Clamp to valid color range\n 849→\treturn Color(\n 850→\t\tclampf(saturated_r, 0.0, 1.0),\n 851→\t\tclampf(saturated_g, 0.0, 1.0),\n 852→\t\tclampf(saturated_b, 0.0, 1.0),\n 853→\t\tcolor.a\n 854→\t)\n 855→\n 856→\n 857→## Pushes all bullets that are close to the player away.\n 858→## This gives the player a fighting chance when time freezes.\n 859→func _push_threatening_bullets_away() -> void:\n 860→\tif _player == null:\n 861→\t\treturn\n 862→\n 863→\tvar player_pos: Vector2 = _player.global_position\n 864→\tvar bullets_pushed: int = 0\n 865→\n 866→\t# Get all bullets in the scene (they are Area2D nodes in the \"bullets\" group or have bullet script)\n 867→\tvar bullets: Array = get_tree().get_nodes_in_group(\"bullets\")\n 868→\n 869→\t# Also search for Area2D nodes that might be bullets but not in the group\n 870→\tfor node in get_tree().get_nodes_in_group(\"enemies\"):\n 871→\t\t# Enemy projectiles might not be in bullets group\n 872→\t\tpass\n 873→\n 874→\t# Search through all Area2D nodes\n 875→\tfor area in _get_all_bullets():\n 876→\t\tif not is_instance_valid(area):\n 877→\t\t\tcontinue\n 878→\n 879→\t\tvar bullet_pos: Vector2 = area.global_position\n 880→\t\tvar distance: float = player_pos.distance_to(bullet_pos)\n 881→\n 882→\t\t# Only push bullets that are within the threat radius\n 883→\t\tif distance < _threat_sphere.threat_radius if _threat_sphere else 200.0:\n 884→\t\t\t# Calculate direction away from player\n 885→\t\t\tvar push_direction: Vector2 = (bullet_pos - player_pos).normalized()\n 886→\t\t\tif push_direction == Vector2.ZERO:\n 887→\t\t\t\tpush_direction = Vector2.RIGHT # Fallback direction\n 888→\n 889→\t\t\t# Push bullet away\n 890→\t\t\tvar new_pos: Vector2 = player_pos + push_direction * BULLET_PUSH_DISTANCE\n 891→\t\t\tarea.global_position = new_pos\n 892→\n 893→\t\t\tbullets_pushed += 1\n 894→\t\t\t_log(\"Pushed bullet %s from distance %.1f to %.1f\" % [area.name, distance, BULLET_PUSH_DISTANCE])\n 895→\n 896→\tif bullets_pushed > 0:\n 897→\t\t_log(\"Pushed %d threatening bullets away from player\" % bullets_pushed)\n 898→\n 899→\n 900→## Gets all bullet nodes in the scene.\n 901→func _get_all_bullets() -> Array:\n 902→\tvar bullets: Array = []\n 903→\n 904→\t# Check bullets group\n 905→\tbullets.append_array(get_tree().get_nodes_in_group(\"bullets\"))\n 906→\n 907→\t# Also find Area2D nodes that look like bullets\n 908→\tfor node in get_tree().get_root().get_children():\n 909→\t\t_find_bullets_recursive(node, bullets)\n 910→\n 911→\treturn bullets\n 912→\n 913→\n 914→## Recursively finds bullet and pellet nodes.\n 915→func _find_bullets_recursive(node: Node, bullets: Array) -> void:\n 916→\tif node is Area2D:\n 917→\t\t# Check if it's a bullet or pellet by script or name\n 918→\t\tvar script: Script = node.get_script()\n 919→\t\tif script != null:\n 920→\t\t\tvar script_path: String = script.resource_path\n 921→\t\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n 922→\t\t\t\tif node not in bullets:\n 923→\t\t\t\t\tbullets.append(node)\n 924→\t\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n 925→\t\t\tif node not in bullets:\n 926→\t\t\t\tbullets.append(node)\n 927→\n 928→\tfor child in node.get_children():\n 929→\t\t_find_bullets_recursive(child, bullets)\n 930→\n 931→\n 932→## Grants temporary invulnerability to the player during time freeze.\n 933→func _grant_player_invulnerability() -> void:\n 934→\tif _player == null:\n 935→\t\treturn\n 936→\n 937→\t# Try to access the health component and set invulnerability\n 938→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 939→\tif health_component != null:\n 940→\t\t# Try to set Invulnerable property (C# - exported property with Pascal case)\n 941→\t\tif \"Invulnerable\" in health_component:\n 942→\t\t\t_player_was_invulnerable = health_component.Invulnerable\n 943→\t\t\thealth_component.Invulnerable = true\n 944→\t\t\t_log(\"Player granted temporary invulnerability (C# Invulnerable property)\")\n 945→\t\t\treturn\n 946→\n 947→\t\t# Try to set is_invulnerable property (GDScript snake_case)\n 948→\t\tif \"is_invulnerable\" in health_component:\n 949→\t\t\t_player_was_invulnerable = health_component.is_invulnerable\n 950→\t\t\thealth_component.is_invulnerable = true\n 951→\t\t\t_log(\"Player granted temporary invulnerability (GDScript property)\")\n 952→\t\t\treturn\n 953→\n 954→\t# Fallback: try to access invulnerable property on player directly\n 955→\tif \"is_invulnerable\" in _player:\n 956→\t\t_player_was_invulnerable = _player.is_invulnerable\n 957→\t\t_player.is_invulnerable = true\n 958→\t\t_log(\"Player granted temporary invulnerability (on player)\")\n 959→\n 960→\n 961→## Removes temporary invulnerability from the player.\n 962→func _remove_player_invulnerability() -> void:\n 963→\tif _player == null or not is_instance_valid(_player):\n 964→\t\treturn\n 965→\n 966→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 967→\tif health_component != null:\n 968→\t\t# Try to restore Invulnerable property (C#)\n 969→\t\tif \"Invulnerable\" in health_component:\n 970→\t\t\thealth_component.Invulnerable = _player_was_invulnerable\n 971→\t\t\t_log(\"Player invulnerability restored to %s (C# property)\" % _player_was_invulnerable)\n 972→\t\t\treturn\n 973→\n 974→\t\t# Try to restore is_invulnerable property (GDScript)\n 975→\t\tif \"is_invulnerable\" in health_component:\n 976→\t\t\thealth_component.is_invulnerable = _player_was_invulnerable\n 977→\t\t\t_log(\"Player invulnerability restored to %s (GDScript property)\" % _player_was_invulnerable)\n 978→\t\t\treturn\n 979→\n 980→\t# Fallback: try to restore on player directly\n 981→\tif \"is_invulnerable\" in _player:\n 982→\t\t_player.is_invulnerable = _player_was_invulnerable\n 983→\t\t_log(\"Player invulnerability restored to %s (on player)\" % _player_was_invulnerable)\n 984→\n 985→\n 986→## Registers a player bullet that was fired during time freeze.\n 987→## These bullets should stay frozen until time unfreezes.\n 988→func register_frozen_bullet(bullet: Node2D) -> void:\n 989→\tif not _is_effect_active:\n 990→\t\treturn\n 991→\n 992→\tif bullet not in _frozen_player_bullets:\n 993→\t\t_frozen_player_bullets.append(bullet)\n 994→\t\t# Freeze the bullet's processing\n 995→\t\tbullet.process_mode = Node.PROCESS_MODE_DISABLED\n 996→\t\t_log(\"Registered frozen player bullet: %s\" % bullet.name)\n 997→\n 998→\n 999→## Unfreezes all player bullets that were fired during time freeze.\n 1000→func _unfreeze_player_bullets() -> void:\n 1001→\tfor bullet in _frozen_player_bullets:\n 1002→\t\tif is_instance_valid(bullet):\n 1003→\t\t\tbullet.process_mode = Node.PROCESS_MODE_INHERIT\n 1004→\t\t\t_log(\"Unfroze player bullet: %s\" % bullet.name)\n 1005→\n 1006→\t_frozen_player_bullets.clear()\n 1007→\n 1008→\n 1009→## Freezes a grenade that was created during the time freeze.\n 1010→## This stops both the grenade's timer and its physics movement.\n 1011→func _freeze_grenade(grenade: RigidBody2D) -> void:\n 1012→\tif grenade in _frozen_grenades:\n 1013→\t\treturn\n 1014→\n 1015→\t_frozen_grenades.append(grenade)\n 1016→\n 1017→\t# Store original process mode for restoration\n 1018→\t_original_process_modes[grenade] = grenade.process_mode\n 1019→\n 1020→\t# Disable processing to stop the timer countdown in _physics_process\n 1021→\tgrenade.process_mode = Node.PROCESS_MODE_DISABLED\n 1022→\n 1023→\t# Also freeze the RigidBody2D physics to stop any movement\n 1024→\tif not grenade.freeze:\n 1025→\t\tgrenade.freeze = true\n 1026→\n 1027→\t_log(\"Registered frozen grenade: %s\" % grenade.name)\n 1028→\n 1029→\n 1030→## Freezes a bullet casing that was created during the time freeze.\n 1031→## This stops both the casing's auto-land timer and its physics movement.\n 1032→func _freeze_casing(casing: RigidBody2D) -> void:\n 1033→\tif casing in _frozen_casings:\n 1034→\t\treturn\n 1035→\n 1036→\t_frozen_casings.append(casing)\n 1037→\n 1038→\t# Store original process mode for restoration\n 1039→\t_original_process_modes[casing] = casing.process_mode\n 1040→\n 1041→\t# Disable processing to stop the auto-land timer in _physics_process\n 1042→\tcasing.process_mode = Node.PROCESS_MODE_DISABLED\n 1043→\n 1044→\t# Call freeze_time method on casing to stop movement\n 1045→\tif casing.has_method(\"freeze_time\"):\n 1046→\t\tcasing.freeze_time()\n 1047→\n 1048→\t_log(\"Registered frozen bullet casing: %s\" % casing.name)\n 1049→\n 1050→\n 1051→## Unfreezes all grenades that were created during time freeze.\n 1052→func _unfreeze_grenades() -> void:\n 1053→\tfor grenade in _frozen_grenades:\n 1054→\t\tif is_instance_valid(grenade):\n 1055→\t\t\t# Restore process mode to allow timer to continue\n 1056→\t\t\tif grenade in _original_process_modes:\n 1057→\t\t\t\tgrenade.process_mode = _original_process_modes[grenade]\n 1058→\t\t\telse:\n 1059→\t\t\t\tgrenade.process_mode = Node.PROCESS_MODE_INHERIT\n 1060→\n 1061→\t\t\t# Note: Don't unfreeze physics here - the grenade's throw_grenade() method\n 1062→\t\t\t# will handle unfreezing when the player actually throws it\n 1063→\t\t\t# If it was already thrown before the freeze, it will continue moving\n 1064→\t\t\t_log(\"Unfroze grenade: %s\" % grenade.name)\n 1065→\n 1066→\t_frozen_grenades.clear()\n 1067→\n 1068→\n 1069→## Unfreezes all bullet casings that were frozen during time freeze.\n 1070→func _unfreeze_casings() -> void:\n 1071→\tfor casing in _frozen_casings:\n 1072→\t\tif is_instance_valid(casing):\n 1073→\t\t\t# Restore process mode to allow casing to continue falling/landing\n 1074→\t\t\tif casing in _original_process_modes:\n 1075→\t\t\t\tcasing.process_mode = _original_process_modes[casing]\n 1076→\t\t\telse:\n 1077→\t\t\t\tcasing.process_mode = Node.PROCESS_MODE_INHERIT\n 1078→\n 1079→\t\t\t# Call unfreeze_time method on casing to restore velocities\n 1080→\t\t\tif casing.has_method(\"unfreeze_time\"):\n 1081→\t\t\t\tcasing.unfreeze_time()\n 1082→\n 1083→\t\t\t_log(\"Unfroze bullet casing: %s\" % casing.name)\n 1084→\n 1085→\t_frozen_casings.clear()\n 1086→\n 1087→\n 1088→## Freezes a shrapnel piece that was created during the time freeze.\n 1089→## This stops the shrapnel's movement and lifetime countdown.\n 1090→func _freeze_shrapnel_piece(shrapnel: Area2D) -> void:\n 1091→\tif shrapnel in _frozen_shrapnel:\n 1092→\t\treturn\n 1093→\n 1094→\t_frozen_shrapnel.append(shrapnel)\n 1095→\n 1096→\t# Store original process mode for restoration\n 1097→\t_original_process_modes[shrapnel] = shrapnel.process_mode\n 1098→\n 1099→\t# Disable processing to stop movement and lifetime timer\n 1100→\tshrapnel.process_mode = Node.PROCESS_MODE_DISABLED\n 1101→\n 1102→\t_log(\"Registered frozen shrapnel: %s\" % shrapnel.name)\n 1103→\n 1104→\n 1105→## Unfreezes all shrapnel pieces that were frozen during time freeze.\n 1106→func _unfreeze_shrapnel() -> void:\n 1107→\tfor shrapnel in _frozen_shrapnel:\n 1108→\t\tif is_instance_valid(shrapnel):\n 1109→\t\t\t# Restore process mode to allow shrapnel to continue moving\n 1110→\t\t\tif shrapnel in _original_process_modes:\n 1111→\t\t\t\tshrapnel.process_mode = _original_process_modes[shrapnel]\n 1112→\t\t\telse:\n 1113→\t\t\t\tshrapnel.process_mode = Node.PROCESS_MODE_INHERIT\n 1114→\n 1115→\t\t\t_log(\"Unfroze shrapnel: %s\" % shrapnel.name)\n 1116→\n 1117→\t_frozen_shrapnel.clear()\n 1118→\n 1119→\n 1120→## Freezes an explosion visual effect (PointLight2D) that was created during the time freeze.\n 1121→## This pauses the light's fade-out tween so the explosion flash remains visible while frozen.\n 1122→func _freeze_explosion_effect(light: PointLight2D) -> void:\n 1123→\tif light in _frozen_explosion_effects:\n 1124→\t\treturn\n 1125→\n 1126→\t_frozen_explosion_effects.append(light)\n 1127→\n 1128→\t# Store original process mode for restoration\n 1129→\t_original_process_modes[light] = light.process_mode\n 1130→\n 1131→\t# Disable processing to pause the tween fade-out animation\n 1132→\tlight.process_mode = Node.PROCESS_MODE_DISABLED\n 1133→\n 1134→\t_log(\"Registered frozen explosion effect: %s\" % light.name)\n 1135→\n 1136→\n 1137→## Unfreezes all explosion visual effects that were frozen during time freeze.\n 1138→func _unfreeze_explosion_effects() -> void:\n 1139→\tfor light in _frozen_explosion_effects:\n 1140→\t\tif is_instance_valid(light):\n 1141→\t\t\t# Restore process mode to allow fade-out tween to continue\n 1142→\t\t\tif light in _original_process_modes:\n 1143→\t\t\t\tlight.process_mode = _original_process_modes[light]\n 1144→\t\t\telse:\n 1145→\t\t\t\tlight.process_mode = Node.PROCESS_MODE_INHERIT\n 1146→\n 1147→\t\t\t_log(\"Unfroze explosion effect: %s\" % light.name)\n 1148→\n 1149→\t_frozen_explosion_effects.clear()\n 1150→\n 1151→\n 1152→## Freezes an explosion visual effect container (Node2D with flashbang/explosion script) (Issue #505).\n 1153→## This pauses the container's _process() which controls the light fade-out animation,\n 1154→## keeping the flash visible while time is frozen.\n 1155→func _freeze_explosion_visual(visual: Node2D) -> void:\n 1156→\tif visual in _frozen_explosion_visuals:\n 1157→\t\treturn\n 1158→\n 1159→\t_frozen_explosion_visuals.append(visual)\n 1160→\n 1161→\t# Store original process mode for restoration\n 1162→\t_original_process_modes[visual] = visual.process_mode\n 1163→\n 1164→\t# Disable processing to pause the fade-out animation\n 1165→\tvisual.process_mode = Node.PROCESS_MODE_DISABLED\n 1166→\n 1167→\t_log(\"Registered frozen explosion visual: %s\" % visual.name)\n 1168→\n 1169→\n 1170→## Unfreezes all explosion visual effect containers that were frozen during time freeze (Issue #505).\n 1171→func _unfreeze_explosion_visuals() -> void:\n 1172→\tfor visual in _frozen_explosion_visuals:\n 1173→\t\tif is_instance_valid(visual):\n 1174→\t\t\t# Restore process mode to allow fade-out animation to continue\n 1175→\t\t\tif visual in _original_process_modes:\n 1176→\t\t\t\tvisual.process_mode = _original_process_modes[visual]\n 1177→\t\t\telse:\n 1178→\t\t\t\tvisual.process_mode = Node.PROCESS_MODE_INHERIT\n 1179→\n 1180→\t\t\t_log(\"Unfroze explosion visual: %s\" % visual.name)\n 1181→\n 1182→\t_frozen_explosion_visuals.clear()\n 1183→\n 1184→\n 1185→## Resets memory for all enemies when the last chance effect ends (Issue #318).\n 1186→## This ensures enemies don't know where the player moved during the time freeze,\n 1187→## treating the player's movement as a \"teleport\" they couldn't observe.\n 1188→## Enemies must re-acquire the player through visual contact or sound detection.\n 1189→func _reset_all_enemy_memory() -> void:\n 1190→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 1191→\tvar reset_count := 0\n 1192→\n 1193→\tfor enemy in enemies:\n 1194→\t\tif not is_instance_valid(enemy):\n 1195→\t\t\tcontinue\n 1196→\n 1197→\t\t# Call the reset_memory method on each enemy that has it\n 1198→\t\tif enemy.has_method(\"reset_memory\"):\n 1199→\t\t\tenemy.reset_memory()\n 1200→\t\t\treset_count += 1\n 1201→\n 1202→\tif reset_count > 0:\n 1203→\t\t_log(\"Reset memory for %d enemies (player teleport effect)\" % reset_count)\n 1204→\n 1205→\n 1206→## Called when a node is added to the scene tree during time freeze.\n 1207→## Automatically freezes player-fired bullets, grenades, shrapnel, and explosion effects\n 1208→## to maintain the time freeze effect.\n 1209→func _on_node_added_during_freeze(node: Node) -> void:\n 1210→\tif not _is_effect_active:\n 1211→\t\treturn\n 1212→\n 1213→\t# Check if this is a grenade or casing (RigidBody2D with grenade/casing script)\n 1214→\tif node is RigidBody2D:\n 1215→\t\tvar script: Script = node.get_script()\n 1216→\t\tif script != null:\n 1217→\t\t\tvar script_path: String = script.resource_path\n 1218→\t\t\tif \"grenade\" in script_path.to_lower():\n 1219→\t\t\t\t# This is a grenade - freeze it immediately\n 1220→\t\t\t\t_log(\"Freezing newly created grenade: %s\" % node.name)\n 1221→\t\t\t\t_freeze_grenade(node as RigidBody2D)\n 1222→\t\t\t\treturn\n 1223→\t\t\telif \"casing\" in script_path.to_lower():\n 1224→\t\t\t\t# This is a bullet casing - freeze it immediately\n 1225→\t\t\t\t_log(\"Freezing newly created bullet casing: %s\" % node.name)\n 1226→\t\t\t\t_freeze_casing(node as RigidBody2D)\n 1227→\t\t\t\treturn\n 1228→\n 1229→\t# Check if this is an explosion visual effect (PointLight2D or Node2D with effect script)\n 1230→\t# Grenade explosions create PointLight2D nodes that should also freeze\n 1231→\tif node is PointLight2D:\n 1232→\t\t_log(\"Freezing newly created explosion effect: %s\" % node.name)\n 1233→\t\t_freeze_explosion_effect(node as PointLight2D)\n 1234→\t\treturn\n 1235→\n 1236→\t# Issue #505: Also freeze Node2D explosion effect containers (flashbang_effect.gd, explosion_flash.gd)\n 1237→\t# These are Node2D parents with PointLight2D children - their _process() fades the light,\n 1238→\t# so we need to freeze them to keep the flash visible while time is frozen\n 1239→\tif node is Node2D:\n 1240→\t\tvar node_script: Script = node.get_script()\n 1241→\t\tif node_script != null:\n 1242→\t\t\tvar node_script_path: String = node_script.resource_path\n 1243→\t\t\tif \"flashbang_effect\" in node_script_path.to_lower() or \"explosion_flash\" in node_script_path.to_lower():\n 1244→\t\t\t\t_log(\"Freezing newly created explosion visual effect (Node2D): %s\" % node.name)\n 1245→\t\t\t\t_freeze_explosion_visual(node as Node2D)\n 1246→\t\t\t\treturn\n 1247→\n 1248→\t# Check if this is a bullet or shrapnel (Area2D with relevant script or name)\n 1249→\tif not node is Area2D:\n 1250→\t\treturn\n 1251→\n 1252→\t# Check if it's shrapnel by script path or name\n 1253→\tvar script: Script = node.get_script()\n 1254→\tif script != null:\n 1255→\t\tvar script_path: String = script.resource_path\n 1256→\t\tif \"shrapnel\" in script_path.to_lower():\n 1257→\t\t\t# This is shrapnel from a grenade - freeze it immediately\n 1258→\t\t\t_log(\"Freezing newly created shrapnel: %s\" % node.name)\n 1259→\t\t\t_freeze_shrapnel_piece(node as Area2D)\n 1260→\t\t\treturn\n 1261→\telif \"Shrapnel\" in node.name or \"shrapnel\" in node.name:\n 1262→\t\t_log(\"Freezing newly created shrapnel (by name): %s\" % node.name)\n 1263→\t\t_freeze_shrapnel_piece(node as Area2D)\n 1264→\t\treturn\n 1265→\n 1266→\t# Check if it's a bullet or pellet by script path or name\n 1267→\tvar is_bullet: bool = false\n 1268→\tif script != null:\n 1269→\t\tvar script_path: String = script.resource_path\n 1270→\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n 1271→\t\t\tis_bullet = true\n 1272→\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n 1273→\t\tis_bullet = true\n 1274→\n 1275→\tif not is_bullet:\n 1276→\t\treturn\n 1277→\n 1278→\t# Check if this is a player bullet (shot by the player)\n 1279→\t# Player bullets have shooter_id matching the player's instance ID\n 1280→\tvar shooter_id: int = -1\n 1281→\tif \"shooter_id\" in node:\n 1282→\t\tshooter_id = node.shooter_id\n 1283→\telif \"ShooterId\" in node:\n 1284→\t\tshooter_id = node.ShooterId\n 1285→\n 1286→\tif shooter_id == -1:\n 1287→\t\treturn\n 1288→\n 1289→\t# Check if the shooter is the player\n 1290→\tif _player != null and shooter_id == _player.get_instance_id():\n 1291→\t\t# This is a player bullet - freeze it immediately\n 1292→\t\t_log(\"Freezing newly fired player bullet: %s\" % node.name)\n 1293→\t\tregister_frozen_bullet(node as Node2D)\n 1294→\n 1295→\n 1296→## Resets all effects (useful when restarting the scene).\n 1297→func reset_effects() -> void:\n 1298→\t_log(\"Resetting all effects (scene change detected)\")\n 1299→\n 1300→\t# Disconnect node_added signal if connected\n 1301→\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 1302→\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n 1303→\n 1304→\tif _is_effect_active:\n 1305→\t\t_is_effect_active = false\n 1306→\t\t# Restore normal time\n 1307→\t\t_unfreeze_time()\n 1308→\n 1309→\t# Reset fade-out state (Issue #442)\n 1310→\t_is_fading_out = false\n 1311→\t_fade_out_start_time = 0.0\n 1312→\n 1313→\t# CRITICAL FIX (Issue #452): Always remove visual effects immediately on scene change.\n 1314→\t# This ensures the sepia/brightness/ripple overlay is hidden even if the effect\n 1315→\t# was active or fading out when the scene changed. Previously, the overlay would\n 1316→\t# persist after death/restart because _remove_visual_effects() was only called\n 1317→\t# when the fade-out animation completed, not during scene resets.\n 1318→\t_remove_visual_effects()\n 1319→\n 1320→\t_player = null\n 1321→\t_threat_sphere = null\n 1322→\t_connected_to_player = false\n 1323→\t_effect_used = false # Reset on scene change\n 1324→\t_is_grenade_triggered = false\n 1325→\t_current_effect_duration = FREEZE_DURATION_REAL_SECONDS\n 1326→\t_player_current_health = 0.0 # Reset cached health on scene change\n 1327→\t_frozen_player_bullets.clear()\n 1328→\t_frozen_grenades.clear()\n 1329→\t_frozen_casings.clear()\n 1330→\t_frozen_shrapnel.clear()\n 1331→\t_frozen_explosion_effects.clear()\n 1332→\t_frozen_explosion_visuals.clear()\n 1333→\t_original_process_modes.clear()\n 1334→\t_player_original_colors.clear()\n 1335→\t_player_was_invulnerable = false\n 1336→\n 1337→\n 1338→## Called when the scene tree structure changes.\n 1339→## Used to reset effects when a new scene is loaded.\n 1340→func _on_tree_changed() -> void:\n 1341→\tvar current_scene := get_tree().current_scene\n 1342→\tif current_scene != null and current_scene != _previous_scene_root:\n 1343→\t\t_previous_scene_root = current_scene\n 1344→\t\treset_effects()\n 1345→\n 1346→\n 1347→## Performs warmup to pre-compile the last chance shader.\n 1348→## This prevents a shader compilation stutter on first use (Issue #343).\n 1349→func _warmup_shader() -> void:\n 1350→\tif _effect_rect == null or _effect_rect.material == null:\n 1351→\t\treturn\n 1352→\n 1353→\t_log(\"Starting shader warmup (Issue #343 fix)...\")\n 1354→\tvar start_time := Time.get_ticks_msec()\n 1355→\n 1356→\t# Briefly enable the effect rect with zero visual effect\n 1357→\tvar material := _effect_rect.material as ShaderMaterial\n 1358→\tif material:\n 1359→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 1360→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 1361→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 1362→\n 1363→\t_effect_rect.visible = true\n 1364→\n 1365→\t# Wait one frame to ensure GPU processes and compiles the shader\n 1366→\tawait get_tree().process_frame\n 1367→\n 1368→\t# Hide the overlay again\n 1369→\t_effect_rect.visible = false\n 1370→\n 1371→\tvar elapsed := Time.get_ticks_msec() - start_time\n 1372→\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n 1373→\n 1374→\n 1375→## Returns whether the last chance effect is currently active.\n 1376→func is_effect_active() -> bool:\n 1377→\treturn _is_effect_active\n 1378→\n 1379→\n 1380→## Returns whether the last chance effect has been used this life.\n 1381→func is_effect_used() -> bool:\n 1382→\treturn _effect_used\n 1383→\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": "toolu_01VSf9roVeit6HdnGaDUbCSR", | |
| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "584c49d0-50ea-40ff-9a93-114cf6e55522" | |
| } | |
| [2026-02-06T20:12:14.394Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01SvxQEU1UJy4MzACbcKY6Q4", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01RyTaqA4fNhrfFz5C3fomaN", | |
| "name": "Bash", | |
| "input": { | |
| "command": "find /tmp/gh-issue-solver-1770408675396/scripts -type f -name \"*.gd\" | grep -E \"(grenade|explosion|effect)\" | head -20" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 4, | |
| "cache_creation_input_tokens": 23151, | |
| "cache_read_input_tokens": 32176, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 0, | |
| "ephemeral_1h_input_tokens": 23151 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": "toolu_01VSf9roVeit6HdnGaDUbCSR", | |
| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "43f3ca5f-2a4c-4ddf-894c-41cf97e21fde" | |
| } | |
| [2026-02-06T20:12:14.478Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
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| "content": " 1→extends Node2D\n 2→## Explosion flash effect combining particles and dynamic lighting with wall occlusion.\n 3→##\n 4→## Creates a bright flash of light at the explosion point that respects wall geometry.\n 5→## Uses PointLight2D with shadow_enabled=true to automatically prevent the flash\n 6→## from being visible through walls (same approach as muzzle_flash.gd).\n 7→##\n 8→## Issue #470 Fix: Unlike a simple Sprite2D which ignores walls, the PointLight2D's\n 9→## shadow system ensures the flash is occluded by any obstacle that casts shadows.\n 10→\n 11→## Explosion type determines visual appearance.\n 12→enum ExplosionType {\n 13→\tFLASHBANG, # Bright white flash\n 14→\tFRAG # Orange/red explosion\n 15→}\n 16→\n 17→## Duration of the explosion flash effect in seconds.\n 18→const FLASH_DURATION: float = 0.4\n 19→\n 20→## Starting energy (intensity) of the point light for flashbang.\n 21→const FLASHBANG_LIGHT_ENERGY: float = 8.0\n 22→\n 23→## Starting energy (intensity) of the point light for frag.\n 24→const FRAG_LIGHT_ENERGY: float = 6.0\n 25→\n 26→## The type of explosion (affects color and intensity).\n 27→var explosion_type: ExplosionType = ExplosionType.FLASHBANG\n 28→\n 29→## Effect radius (used to scale the light).\n 30→var effect_radius: float = 400.0\n 31→\n 32→## Reference to the point light child node.\n 33→var _point_light: PointLight2D = null\n 34→\n 35→## Reference to the particles child node.\n 36→var _particles: GPUParticles2D = null\n 37→\n 38→## Time tracker for fade animation.\n 39→var _elapsed_time: float = 0.0\n 40→\n 41→## Whether the effect has started.\n 42→var _is_active: bool = false\n 43→\n 44→\n 45→func _ready() -> void:\n 46→\t# Get references to child nodes\n 47→\t_point_light = get_node_or_null(\"PointLight2D\")\n 48→\t_particles = get_node_or_null(\"GPUParticles2D\")\n 49→\n 50→\t# Configure based on explosion type\n 51→\t_configure_for_type()\n 52→\n 53→\t# Start the effect\n 54→\t_start_effect()\n 55→\n 56→\n 57→## Configures the effect based on explosion type.\n 58→func _configure_for_type() -> void:\n 59→\tif _point_light == null:\n 60→\t\treturn\n 61→\n 62→\tif explosion_type == ExplosionType.FLASHBANG:\n 63→\t\t# Flashbang: bright white flash\n 64→\t\t_point_light.color = Color(1.0, 0.95, 0.9, 1.0)\n 65→\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 66→\t\t# Scale light based on effect radius (flashbang has larger radius)\n 67→\t\t_point_light.texture_scale = effect_radius / 100.0\n 68→\telse:\n 69→\t\t# Frag: orange/red explosion\n 70→\t\t_point_light.color = Color(1.0, 0.6, 0.2, 1.0)\n 71→\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 72→\t\t# Scale light based on effect radius\n 73→\t\t_point_light.texture_scale = effect_radius / 80.0\n 74→\n 75→\t# Update particle color to match\n 76→\tif _particles and _particles.process_material is ParticleProcessMaterial:\n 77→\t\tvar mat: ParticleProcessMaterial = _particles.process_material as ParticleProcessMaterial\n 78→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 79→\t\t\tmat.color = Color(1.0, 1.0, 0.9, 1.0)\n 80→\t\telse:\n 81→\t\t\tmat.color = Color(1.0, 0.7, 0.3, 1.0)\n 82→\n 83→\n 84→## Starts the explosion flash effect.\n 85→func _start_effect() -> void:\n 86→\t_is_active = true\n 87→\t_elapsed_time = 0.0\n 88→\n 89→\t# Start particles emitting\n 90→\tif _particles:\n 91→\t\t_particles.emitting = true\n 92→\n 93→\t# Set initial light energy\n 94→\tif _point_light:\n 95→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 96→\t\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 97→\t\telse:\n 98→\t\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 99→\t\t_point_light.visible = true\n 100→\n 101→\n 102→func _process(delta: float) -> void:\n 103→\tif not _is_active:\n 104→\t\treturn\n 105→\n 106→\t_elapsed_time += delta\n 107→\n 108→\t# Calculate fade progress (0 to 1)\n 109→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 110→\n 111→\t# Fade out the light using ease-out curve for more natural falloff\n 112→\tif _point_light:\n 113→\t\tvar fade := 1.0 - progress\n 114→\t\t# Apply ease-out curve (starts fast, slows down)\n 115→\t\tfade = fade * fade\n 116→\t\tvar start_energy: float\n 117→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 118→\t\t\tstart_energy = FLASHBANG_LIGHT_ENERGY\n 119→\t\telse:\n 120→\t\t\tstart_energy = FRAG_LIGHT_ENERGY\n 121→\t\t_point_light.energy = start_energy * fade\n 122→\n 123→\t# Check if effect is complete\n 124→\tif progress >= 1.0:\n 125→\t\t_is_active = false\n 126→\t\t# Schedule cleanup after particles finish\n 127→\t\t_schedule_cleanup()\n 128→\n 129→\n 130→## Schedules the node for cleanup after particles finish.\n 131→func _schedule_cleanup() -> void:\n 132→\t# Wait a bit for particles to fully fade, then remove\n 133→\tvar tree := get_tree()\n 134→\tif tree == null:\n 135→\t\tqueue_free()\n 136→\t\treturn\n 137→\n 138→\t# Use the particle lifetime plus small buffer for cleanup\n 139→\tvar cleanup_delay := 0.3\n 140→\tif _particles:\n 141→\t\tcleanup_delay = _particles.lifetime + 0.2\n 142→\n 143→\tawait tree.create_timer(cleanup_delay).timeout\n 144→\n 145→\tif is_instance_valid(self):\n 146→\t\tqueue_free()\n 147→\n 148→\n 149→## Static helper to create and configure the explosion flash.\n 150→## Called by GrenadeTimer or other scripts to spawn the effect.\n 151→static func create_at(pos: Vector2, type: ExplosionType, radius: float, parent: Node) -> void:\n 152→\tvar scene: PackedScene = load(\"res://scenes/effects/ExplosionFlash.tscn\")\n 153→\tif scene == null:\n 154→\t\tpush_error(\"[ExplosionFlash] Failed to load ExplosionFlash.tscn\")\n 155→\t\treturn\n 156→\n 157→\tvar instance: Node2D = scene.instantiate() as Node2D\n 158→\tif instance == null:\n 159→\t\tpush_error(\"[ExplosionFlash] Failed to instantiate ExplosionFlash\")\n 160→\t\treturn\n 161→\n 162→\tinstance.global_position = pos\n 163→\tinstance.explosion_type = type\n 164→\tinstance.effect_radius = radius\n 165→\n 166→\tparent.add_child(instance)\n 167→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Track the previous freeze state to detect when grenade is released.\n 39→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 40→## throw methods, _is_thrown was never set to true, preventing explosion.\n 41→var _was_frozen: bool = true\n 42→\n 43→\n 44→func _ready() -> void:\n 45→\tsuper._ready()\n 46→\n 47→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 48→\t# (5% increase for \"slightly lighter\")\n 49→\tmax_throw_speed *= 1.05\n 50→\n 51→\t# Load shrapnel scene if not set\n 52→\tif shrapnel_scene == null:\n 53→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 54→\t\tif ResourceLoader.exists(shrapnel_path):\n 55→\t\t\tshrapnel_scene = load(shrapnel_path)\n 56→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 57→\t\telse:\n 58→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 59→\n 60→\n 61→## Override to prevent timer countdown for frag grenades.\n 62→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 63→## Per issue requirement: \"без таймера\" = \"without timer\"\n 64→func activate_timer() -> void:\n 65→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 66→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 67→\tif _timer_active:\n 68→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 69→\t\treturn\n 70→\t_timer_active = true\n 71→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 72→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 73→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 74→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 75→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 76→\n 77→\t# Play activation sound (pin pull)\n 78→\tif not _activation_sound_played:\n 79→\t\t_activation_sound_played = true\n 80→\t\t_play_activation_sound()\n 81→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 82→\n 83→\n 84→## Override _physics_process to disable blinking (no timer countdown for frag grenades).\n 85→func _physics_process(delta: float) -> void:\n 86→\tif _has_exploded:\n 87→\t\treturn\n 88→\n 89→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 90→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 91→\t# are not called and _is_thrown remains false, preventing explosion.\n 92→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 93→\tif _was_frozen and not freeze:\n 94→\t\t_was_frozen = false\n 95→\t\tif not _is_thrown:\n 96→\t\t\t_is_thrown = true\n 97→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 98→\n 99→\t# Apply velocity-dependent ground friction to slow down\n 100→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 101→\t# only slowing down noticeably at the very end of its path.\n 102→\t# At high velocities: reduced friction (grenade maintains speed)\n 103→\t# At low velocities: full friction (grenade slows to stop)\n 104→\tif linear_velocity.length() > 0:\n 105→\t\tvar current_speed := linear_velocity.length()\n 106→\n 107→\t\t# Calculate friction multiplier based on velocity\n 108→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 109→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 110→\t\tvar friction_multiplier: float\n 111→\t\tif current_speed >= friction_ramp_velocity:\n 112→\t\t\t# High speed: minimal friction to maintain velocity\n 113→\t\t\tfriction_multiplier = min_friction_multiplier\n 114→\t\telse:\n 115→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 116→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 117→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 118→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 119→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 120→\n 121→\t\tvar effective_friction := ground_friction * friction_multiplier\n 122→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 123→\t\tif friction_force.length() > linear_velocity.length():\n 124→\t\t\tlinear_velocity = Vector2.ZERO\n 125→\t\telse:\n 126→\t\t\tlinear_velocity -= friction_force\n 127→\n 128→\t# Check for landing (grenade comes to near-stop after being thrown)\n 129→\tif not _has_landed and _timer_active:\n 130→\t\tvar current_speed := linear_velocity.length()\n 131→\t\tvar previous_speed := _previous_velocity.length()\n 132→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 133→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 134→\t\t\t_on_grenade_landed()\n 135→\t_previous_velocity = linear_velocity\n 136→\n 137→\t# NOTE: No timer countdown or blink effect for frag grenades\n 138→\t# They only explode on impact, not on a timer\n 139→\n 140→\n 141→## Override throw to mark grenade as thrown (legacy drag-based method).\n 142→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 143→\tsuper.throw_grenade(direction, drag_distance)\n 144→\t_is_thrown = true\n 145→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 146→\n 147→\n 148→## Override velocity-based throw to mark grenade as thrown.\n 149→## This is the primary method used by the C# Player.cs for throwing.\n 150→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 151→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 152→\t_is_thrown = true\n 153→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 154→\n 155→\n 156→## Override directional throw to mark grenade as thrown.\n 157→## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n 158→## Without this override, _is_thrown stays false and impact detection never triggers!\n 159→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 160→\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n 161→\t_is_thrown = true\n 162→\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n 163→\n 164→\n 165→## Override simple throw to mark grenade as thrown.\n 166→## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n 167→## Without this override, _is_thrown stays false and impact detection never triggers!\n 168→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 169→\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n 170→\t_is_thrown = true\n 171→\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n 172→\n 173→\n 174→## Override body_entered to detect wall impacts.\n 175→func _on_body_entered(body: Node) -> void:\n 176→\tsuper._on_body_entered(body)\n 177→\n 178→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 179→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 180→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 181→\t\t# StaticBody2D = walls, obstacles, furniture\n 182→\t\t# TileMap = terrain tiles\n 183→\t\t# CharacterBody2D = enemies and player\n 184→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 185→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 186→\t\t\t_trigger_impact_explosion()\n 187→\t\telse:\n 188→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 189→\n 190→\n 191→## Called when grenade lands on the ground.\n 192→## Overridden to trigger immediate explosion on landing.\n 193→func _on_grenade_landed() -> void:\n 194→\tsuper._on_grenade_landed()\n 195→\n 196→\t# Trigger explosion on landing\n 197→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 198→\t\t_trigger_impact_explosion()\n 199→\n 200→\n 201→## Trigger explosion from impact (wall hit or landing).\n 202→func _trigger_impact_explosion() -> void:\n 203→\t_has_impacted = true\n 204→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 205→\t_explode()\n 206→\n 207→\n 208→## Override to define the explosion effect.\n 209→func _on_explode() -> void:\n 210→\t# Find all enemies within effect radius and apply direct explosion damage\n 211→\tvar enemies := _get_enemies_in_radius()\n 212→\n 213→\tfor enemy in enemies:\n 214→\t\t_apply_explosion_damage(enemy)\n 215→\n 216→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 217→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 218→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 219→\tvar player := _get_player_in_radius()\n 220→\tif player != null:\n 221→\t\t_apply_explosion_damage(player)\n 222→\n 223→\t# Scatter shell casings on the floor (Issue #432)\n 224→\t_scatter_casings(effect_radius)\n 225→\n 226→\t# Spawn shrapnel in all directions\n 227→\t_spawn_shrapnel()\n 228→\n 229→\t# Spawn visual explosion effect\n 230→\t_spawn_explosion_effect()\n 231→\n 232→\n 233→## Override explosion sound to play frag grenade specific sound.\n 234→func _play_explosion_sound() -> void:\n 235→\t# Use offensive grenade explosion sound\n 236→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 237→\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n 238→\t\t# Play offensive grenade explosion sound (Issue #496)\n 239→\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n 240→\n 241→\t# Also emit sound for AI awareness via SoundPropagation\n 242→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 243→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 244→\t\tvar viewport := get_viewport()\n 245→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 246→\t\tif viewport:\n 247→\t\t\tvar size := viewport.get_visible_rect().size\n 248→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 249→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 250→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 251→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 252→\n 253→\n 254→## Check if the player is within the explosion effect radius and has line of sight.\n 255→## Walls block the audio effect of the explosion (Issue #469).\n 256→func _is_player_in_zone() -> bool:\n 257→\tvar player: Node2D = null\n 258→\n 259→\t# Check for player in \"player\" group\n 260→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 261→\tif players.size() > 0 and players[0] is Node2D:\n 262→\t\tplayer = players[0] as Node2D\n 263→\n 264→\t# Fallback: check for node named \"Player\" in current scene\n 265→\tif player == null:\n 266→\t\tvar scene := get_tree().current_scene\n 267→\t\tif scene:\n 268→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 269→\n 270→\tif player == null:\n 271→\t\treturn false\n 272→\n 273→\t# Check if player is in effect radius first\n 274→\tif not is_in_effect_radius(player.global_position):\n 275→\t\treturn false\n 276→\n 277→\t# Check line of sight - walls block the explosion effect (Issue #469)\n 278→\treturn _has_line_of_sight_to(player)\n 279→\n 280→\n 281→## Get the effect radius for this grenade type.\n 282→func _get_effect_radius() -> float:\n 283→\treturn effect_radius\n 284→\n 285→\n 286→## Find all enemies within the effect radius.\n 287→func _get_enemies_in_radius() -> Array:\n 288→\tvar enemies_in_range: Array = []\n 289→\n 290→\t# Get all enemies in the scene\n 291→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 292→\n 293→\tfor enemy in enemies:\n 294→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 295→\t\t\t# Check line of sight for explosion damage\n 296→\t\t\tif _has_line_of_sight_to(enemy):\n 297→\t\t\t\tenemies_in_range.append(enemy)\n 298→\n 299→\treturn enemies_in_range\n 300→\n 301→\n 302→## Find the player if within the effect radius (for offensive grenade damage).\n 303→## Returns null if player is not in radius or has no line of sight.\n 304→func _get_player_in_radius() -> Node2D:\n 305→\tvar player: Node2D = null\n 306→\n 307→\t# Check for player in \"player\" group\n 308→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 309→\tif players.size() > 0 and players[0] is Node2D:\n 310→\t\tplayer = players[0] as Node2D\n 311→\n 312→\t# Fallback: check for node named \"Player\" in current scene\n 313→\tif player == null:\n 314→\t\tvar scene := get_tree().current_scene\n 315→\t\tif scene:\n 316→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 317→\n 318→\tif player == null:\n 319→\t\treturn null\n 320→\n 321→\t# Check if player is in effect radius\n 322→\tif not is_in_effect_radius(player.global_position):\n 323→\t\treturn null\n 324→\n 325→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 326→\tif not _has_line_of_sight_to(player):\n 327→\t\treturn null\n 328→\n 329→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 330→\treturn player\n 331→\n 332→\n 333→## Check if there's line of sight from grenade to target.\n 334→func _has_line_of_sight_to(target: Node2D) -> bool:\n 335→\tvar space_state := get_world_2d().direct_space_state\n 336→\n 337→\tvar query := PhysicsRayQueryParameters2D.create(\n 338→\t\tglobal_position,\n 339→\t\ttarget.global_position\n 340→\t)\n 341→\tquery.collision_mask = 4 # Only check against obstacles\n 342→\tquery.exclude = [self]\n 343→\n 344→\tvar result := space_state.intersect_ray(query)\n 345→\n 346→\t# If no hit, we have line of sight\n 347→\treturn result.is_empty()\n 348→\n 349→\n 350→## Apply direct explosion damage to an enemy.\n 351→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 352→func _apply_explosion_damage(enemy: Node2D) -> void:\n 353→\tvar distance := global_position.distance_to(enemy.global_position)\n 354→\n 355→\t# Flat damage to all enemies in blast zone - no distance scaling\n 356→\tvar final_damage := explosion_damage\n 357→\n 358→\t# Try to apply damage through various methods\n 359→\tif enemy.has_method(\"on_hit_with_info\"):\n 360→\t\t# Calculate direction from explosion to enemy\n 361→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 362→\t\tfor i in range(final_damage):\n 363→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 364→\telif enemy.has_method(\"on_hit\"):\n 365→\t\tfor i in range(final_damage):\n 366→\t\t\tenemy.on_hit()\n 367→\n 368→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 369→\n 370→\n 371→## Spawn shrapnel pieces in all directions.\n 372→func _spawn_shrapnel() -> void:\n 373→\tif shrapnel_scene == null:\n 374→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 375→\t\treturn\n 376→\n 377→\t# Calculate base angle step for even distribution\n 378→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 379→\n 380→\tfor i in range(shrapnel_count):\n 381→\t\t# Base direction for this shrapnel piece\n 382→\t\tvar base_angle := i * angle_step\n 383→\n 384→\t\t# Add random deviation\n 385→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 386→\t\tvar final_angle := base_angle + deviation\n 387→\n 388→\t\t# Calculate direction vector\n 389→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 390→\n 391→\t\t# Create shrapnel instance\n 392→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 393→\t\tif shrapnel == null:\n 394→\t\t\tcontinue\n 395→\n 396→\t\t# Set shrapnel properties\n 397→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 398→\t\tshrapnel.direction = direction\n 399→\t\tshrapnel.source_id = get_instance_id()\n 400→\n 401→\t\t# Add to scene\n 402→\t\tget_tree().current_scene.add_child(shrapnel)\n 403→\n 404→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 405→\n 406→\n 407→## Spawn visual explosion effect at explosion position.\n 408→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 409→func _spawn_explosion_effect() -> void:\n 410→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 411→\n 412→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 413→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 414→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 415→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 416→\t\t# Fallback to flashbang effect (also wall-aware)\n 417→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 418→\telse:\n 419→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 420→\t\t_create_simple_explosion()\n 421→\n 422→\n 423→## Create a simple explosion effect if no manager is available.\n 424→func _create_simple_explosion() -> void:\n 425→\t# Create an orange/red explosion flash\n 426→\tvar flash := Sprite2D.new()\n 427→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 428→\tflash.global_position = global_position\n 429→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 430→\tflash.z_index = 100 # Draw on top\n 431→\n 432→\tget_tree().current_scene.add_child(flash)\n 433→\n 434→\t# Fade out the flash\n 435→\tvar tween := get_tree().create_tween()\n 436→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 437→\ttween.tween_callback(flash.queue_free)\n 438→\n 439→\n 440→## Create an explosion texture.\n 441→func _create_explosion_texture(radius: int) -> ImageTexture:\n 442→\tvar size := radius * 2\n 443→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 444→\tvar center := Vector2(radius, radius)\n 445→\n 446→\tfor x in range(size):\n 447→\t\tfor y in range(size):\n 448→\t\t\tvar pos := Vector2(x, y)\n 449→\t\t\tvar distance := pos.distance_to(center)\n 450→\t\t\tif distance <= radius:\n 451→\t\t\t\t# Fade from center\n 452→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 453→\t\t\t\t# Orange/yellow explosion color\n 454→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 455→\t\t\telse:\n 456→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 457→\n 458→\treturn ImageTexture.create_from_image(image)\n 459→\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": "toolu_01VSf9roVeit6HdnGaDUbCSR", | |
| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "3ae21950-9d8d-4a87-832c-58fbcd3c2d25" | |
| } | |
| [2026-02-06T20:12:23.353Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01GQJoiz8uwdyrpUiaWkRifY", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01CRXjUH2jsDNxxXzME7HcEB", | |
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| "command": "find /tmp/gh-issue-solver-1770408675396/Scripts -type f -name \"*.cs\" | head -30" | |
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| "inference_geo": "not_available" | |
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| "parent_tool_use_id": "toolu_01VSf9roVeit6HdnGaDUbCSR", | |
| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
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| "text": "Perfect! Now I have a comprehensive understanding of the codebase. Let me create a final summary document:\n\n## Comprehensive Godot Project Exploration Report\n\nI've conducted a thorough exploration of the Godot top-down MVP codebase. Here's the complete breakdown of the relevant areas you requested:\n\n### 1. **Project Structure Overview**\n\nThe project is organized as follows:\n- **Scripts directory**: Contains GDScript files (`.gd` files)\n- **Scripts directory**: Contains C# files (`.cs` files)\n- **scenes/**: Godot scene files (`.tscn`)\n- **resources/**: Game data resources\n- **assets/**: Images, audio, animations\n- **tests/**: Unit and integration tests\n- **addons/**: Godot plugins\n\n---\n\n### 2. **Shell Casings / Гильзы - ALL RELATED FILES**\n\n#### **GDScript Implementation:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd` - Main casing physics and behavior\n- `/tmp/gh-issue-solver-1770408675396/scenes/effects/Casing.tscn` - Casing scene\n\n#### **Key Features in casing.gd:**\n- Extends `RigidBody2D` for physics-based movement\n- **Time freeze mechanics** (lines 33-38, 182-211):\n - `freeze_time()` method stores velocity and stops movement\n - `unfreeze_time()` method restores previous velocities\n - `_is_time_frozen` flag tracks frozen state\n- **Kick impulse system** (lines 214-238): `receive_kick()` method handles collision with characters\n- **Landing detection** (lines 107-117): Auto-lands after 2 seconds\n- **Spawn collision delay** (lines 40-48): Prevents pushing player at spawn (Issue #392)\n- **Caliber-based appearance** (lines 136-171): Color and sprite based on caliber data\n- **Sound management** (lines 127-275): Different sounds for rifle, pistol, shotgun shells\n\n#### **C# Related:**\n- `Scripts/Projectiles/GrenadeTimer.cs` - C# code that can spawn casings\n- `Scripts/Data/WeaponData.cs` - Weapon/caliber data structure\n\n#### **Caliber Data Resources:**\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_127x108.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_545x39.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_9x19.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_buckshot.tres`\n\n#### **Tests:**\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd` - Comprehensive unit tests for casing behavior during explosions\n\n---\n\n### 3. **Explosions / Взрыв - ALL RELATED FILES**\n\n#### **Grenade System (GDScript):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd` - Base class for all grenades\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd` - Offensive grenade (impact-triggered)\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/flashbang_grenade.gd` - Defensive grenade (timer-based)\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/defensive_grenade.gd` - Another defensive grenade variant\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/shrapnel.gd` - Shrapnel fragments from explosions\n\n#### **Explosion Visual Effects:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/explosion_flash.gd` - Explosion light/flash effect with wall occlusion (Issue #470)\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/flashbang_effect.gd` - Flashbang visual effect\n- `/tmp/gh-issue-solver-1770408675396/scenes/effects/ExplosionFlash.tscn` - Explosion scene\n\n#### **Key Features in grenade_base.gd:**\n- **RigidBody2D physics** (line 1): Physics-based trajectory\n- **Physics configuration** (lines 127-159):\n - `contact_monitor = true` for collision detection\n - `continuous_cd = RigidBody2D.CCD_MODE_CAST_RAY` prevents wall tunneling\n - `gravity_scale = 0.0` for top-down game\n - `linear_damp = 0.0` for predictable deceleration\n- **Friction system** (lines 181-208): Velocity-dependent friction for realistic trajectory\n- **Landing detection** (lines 210-217): Detects when grenade stops\n- **Timer system** (lines 219-225): Countdown to detonation\n- **Blink effect** (lines 426-449): Visual warning as explosion approaches\n- **Explosion trigger** (line 384): Calls `_on_explode()` when timer expires\n- **Casing scatter system** (lines 557-635):\n - `_scatter_casings()` method applies impulses to casings in lethal and proximity zones\n - Lethal zone (1.0x radius): Strong impulse (~2000 force)\n - Proximity zone (1.5x radius): Weak impulse (~500 force)\n - **Issue #506**: Line-of-sight checks prevent scattering through obstacles\n - Casings frozen in time are ignored\n\n#### **Key Features in frag_grenade.gd:**\n- **Impact-triggered explosion** (lines 64-81): No timer, explodes on landing/wall hit\n- **Direct HE damage** (lines 28-30): 99 flat damage to all enemies in radius (Issue #261)\n- **Shrapnel spawning** (lines 371-405): 4 pieces in all directions with spread\n- **Line-of-sight checks** (lines 333-347): Damage only reaches enemies with clear line of sight\n- **Wall occlusion** (lines 255-278): Walls block audio and visual effects\n\n#### **Tests:**\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd` - Tests casing scatter behavior\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_frag_grenade.gd`\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_grenade_base.gd`\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_impact_effects_manager.gd`\n\n---\n\n### 4. **Difficulty Settings & Power Fantasy - ALL RELATED FILES**\n\n#### **Difficulty Manager (Core):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/difficulty_manager.gd` - Central difficulty system\n\n#### **Key Features in difficulty_manager.gd:**\n- **Difficulty Enum** (lines 11-16):\n - `EASY` - 50% grenade probability, 0.5s detection delay, 90 ammo\n - `NORMAL` - Default (100% grenade probability, 0.6s delay, 90 ammo)\n - `HARD` - 150% grenade probability, 0.2s delay, 60 ammo, distraction attack enabled\n - `POWER_FANTASY` - 30% grenade probability, 0.8s delay, 270 ammo (3x), 10 HP player\n- **Power Fantasy Features** (lines 289-347):\n - `get_player_max_health()`: 10 HP instead of 4 HP\n - `do_ricochets_damage_enemies()`: Ricochets damage enemies\n - `do_ricochets_damage_player()`: Ricochets don't damage player\n - `get_recoil_multiplier()`: 0.3x recoil (70% reduction)\n - `get_ammo_multiplier()`: 3x more ammo\n - `should_force_blue_laser_sight()`: Blue laser sight on all weapons\n- **Grenade Configuration** (lines 140-261): Per-map grenade spawning rules\n\n#### **Power Fantasy Effects Manager:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/power_fantasy_effects_manager.gd` - Power fantasy mode effects\n\n#### **Key Features in power_fantasy_effects_manager.gd:**\n- **Kill effect** (lines 103-122): 300ms time slowdown when killing enemy\n- **Grenade explosion effect** (lines 124-141): 2000ms time slowdown when grenade explodes\n- **Time scale effect** (line 161): `Engine.time_scale = 0.1` during effect\n- **Screen saturation** (lines 164-168): Saturation shader overlay\n\n#### **UI Menu:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/ui/difficulty_menu.gd` - Difficulty selection UI\n- `/tmp/gh-issue-solver-1770408675396/scenes/ui/DifficultyMenu.tscn` - Menu scene\n\n---\n\n### 5. **Time Freeze/Unfreeze Mechanics - ALL RELATED FILES**\n\n#### **Last Chance Effects Manager (Primary):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/last_chance_effects_manager.gd` - Time freeze during last chance\n\n#### **Key Features in last_chance_effects_manager.gd:**\n- **Time freeze duration** (line 17): 6 real seconds\n- **Freeze mechanism** (lines 424-763):\n - Uses `process_mode = Node.PROCESS_MODE_DISABLED` instead of `Engine.time_scale = 0`\n - Reason: `Engine.time_scale = 0` breaks `CharacterBody2D.MoveAndSlide()` physics\n - Player set to `PROCESS_MODE_ALWAYS` to move during freeze\n - All other nodes disabled\n- **Frozen entities tracking** (lines 70-86):\n - `_frozen_player_bullets` - Player bullets stay frozen until unfreeze\n - `_frozen_grenades` - Grenades freeze physics and timer\n - `_frozen_casings` - Casings call `freeze_time()` method\n - `_frozen_shrapnel` - Shrapnel pieces freeze\n - `_frozen_explosion_effects` - Explosion lights freeze\n - `_frozen_explosion_visuals` - Node2D explosion containers freeze (Issue #505)\n- **Unfreeze system** (lines 721-753):\n - Calls `unfreeze_time()` on casings\n - Restores all process modes\n - Unfreezes player bullets, grenades, shrapnel\n- **Visual effects** (lines 627-639):\n - Blue sepia shader overlay\n - Ripple effect animation\n - Player saturation boost (4.0x multiplier)\n - Fade-out animation (Issue #442)\n- **Dynamic node freezing** (lines 1206-1294):\n - Connects to `node_added` signal\n - Automatically freezes newly created bullets, grenades, casings during effect\n\n#### **Power Fantasy Effects Manager:**\n- Same file as above - provides 300ms/2000ms effects instead of 6s\n\n#### **Casing freeze/unfreeze:**\n- Implemented in `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd` (lines 180-211)\n- Methods: `freeze_time()` and `unfreeze_time()`\n- Stores `_frozen_linear_velocity` and `_frozen_angular_velocity`\n\n#### **Grenade freeze/unfreeze:**\n- Implemented in `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd`\n- Uses `freeze` property (RigidBody2D physics freeze)\n- Timer freezing via `process_mode`\n\n#### **Related Shaders:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/shaders/last_chance.gdshader` - Blue sepia + ripple effect\n\n---\n\n### 6. **RigidBody2D & Physics-Related Code - ALL FILES**\n\n#### **RigidBody2D Usage:**\n1. **Casings** - `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd`\n - Physics body for thrown casings\n - Collision detection for landing\n - Impulse application via `apply_central_impulse()`\n\n2. **Grenades (Base)** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd`\n - Primary physics body for grenade movement\n - Configuration:\n - `gravity_scale = 0.0`\n - `linear_damp = 0.0` (manual friction instead)\n - `freeze = true` initially (unfrozen on throw)\n - `continuous_cd = CCD_MODE_CAST_RAY` (prevent tunneling)\n - `contact_monitor = true` (collision detection)\n - `max_contacts_reported = 4`\n - Physics material with bounce coefficient (0.4)\n - `freeze` property used for time freeze\n\n3. **Frag Grenade** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd`\n - Extends GrenadeBase\n - Impact-triggered explosion\n - Shrapnel spawning\n\n4. **Flashbang Grenade** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/flashbang_grenade.gd`\n - Timer-based explosion\n\n5. **Shrapnel** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/shrapnel.gd`\n - Small Area2D physics objects\n - Ricochet behavior\n\n#### **Physics Parameters:**\n- **Grenade friction system** (grenade_base.gd lines 181-208):\n - `ground_friction = 300.0` - Base deceleration\n - `friction_ramp_velocity = 200.0` - Threshold for reduced friction\n - `min_friction_multiplier = 0.5` - Friction ratio at high speeds\n - **Formula**: `max_distance = max_throw_speed² / (2 × ground_friction)`\n - **Example**: 850 px/s speed with 300 friction = ~1200px max distance\n\n- **Casing physics** (casing.gd):\n - Gravity disabled (top-down game)\n - Landing detection via velocity threshold (50 px/s)\n - Auto-land timer (2 seconds)\n\n#### **C# Physics Integration:**\n- `Scripts/Projectiles/Bullet.cs` - Bullet projectile physics\n- `Scripts/Projectiles/ShotgunPellet.cs` - Shotgun pellet physics\n- `Scripts/Characters/Player.cs` - Player movement (CharacterBody2D)\n- `Scripts/Objects/Enemy.cs` - Enemy movement (CharacterBody2D)\n\n---\n\n### Summary of Key Issue Fixes\n\n**Issue #392**: Casing collision delay prevents pushing player at spawn\n**Issue #398**: Grenade physics formula: `d = v² / (2 × friction)`\n**Issue #405**: Grenade timer system overhaul\n**Issue #432**: Casing scatter on grenade explosion with line-of-sight blocking\n**Issue #435**: Friction ramp for realistic grenade deceleration\n**Issue #450**: Grenade landing prediction system\n**Issue #469**: Wall occlusion for explosion damage and audio\n**Issue #470**: Wall occlusion for explosion visual effects\n**Issue #492**: Power Fantasy mode with 10 HP and special effects\n**Issue #501**: Power Fantasy last chance effect (2000ms)\n**Issue #505**: Node2D explosion visual effects freezing during time freeze\n**Issue #506**: Line-of-sight blocking for casing scatter\n\n---\n\n### File Count Summary\n- **Total GDScript files**: ~100+ (`.gd` files)\n- **Total C# files**: ~20 (`.cs` files)\n- **Test files**: ~40+ unit and integration tests\n- **Scene files**: Multiple `.tscn` files for entities and effects\n\nAll paths are absolute paths to `/tmp/gh-issue-solver-1770408675396/` - the working directory of the project." | |
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| "prompt": "Explore this Godot project codebase thoroughly. I need to understand:\n\n1. The overall project structure - what folders and key files exist\n2. Find all files related to \"shell casings\" / \"гильзы\" (Russian for shell casings) - search for keywords like \"casing\", \"shell\", \"гильз\", \"bullet_shell\", \"cartridge\", etc.\n3. Find all files related to explosions - search for \"explosion\", \"explod\", \"взрыв\", \"blast\", etc.\n4. Find all files related to difficulty settings, especially \"power fantasy\" / \"pawer fantasy\" - search for \"difficulty\", \"power_fantasy\", \"pawer\", \"сложност\", etc.\n5. Find all files related to time freeze/unfreeze mechanics - search for \"freeze\", \"time\", \"замороз\", \"slow_motion\", \"bullet_time\", etc.\n6. Find any RigidBody or physics-related code that might affect how objects respond to forces\n\nPlease be very thorough and list all relevant files with their paths.", | |
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| "text": "Perfect! Now I have a comprehensive understanding of the codebase. Let me create a final summary document:\n\n## Comprehensive Godot Project Exploration Report\n\nI've conducted a thorough exploration of the Godot top-down MVP codebase. Here's the complete breakdown of the relevant areas you requested:\n\n### 1. **Project Structure Overview**\n\nThe project is organized as follows:\n- **Scripts directory**: Contains GDScript files (`.gd` files)\n- **Scripts directory**: Contains C# files (`.cs` files)\n- **scenes/**: Godot scene files (`.tscn`)\n- **resources/**: Game data resources\n- **assets/**: Images, audio, animations\n- **tests/**: Unit and integration tests\n- **addons/**: Godot plugins\n\n---\n\n### 2. **Shell Casings / Гильзы - ALL RELATED FILES**\n\n#### **GDScript Implementation:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd` - Main casing physics and behavior\n- `/tmp/gh-issue-solver-1770408675396/scenes/effects/Casing.tscn` - Casing scene\n\n#### **Key Features in casing.gd:**\n- Extends `RigidBody2D` for physics-based movement\n- **Time freeze mechanics** (lines 33-38, 182-211):\n - `freeze_time()` method stores velocity and stops movement\n - `unfreeze_time()` method restores previous velocities\n - `_is_time_frozen` flag tracks frozen state\n- **Kick impulse system** (lines 214-238): `receive_kick()` method handles collision with characters\n- **Landing detection** (lines 107-117): Auto-lands after 2 seconds\n- **Spawn collision delay** (lines 40-48): Prevents pushing player at spawn (Issue #392)\n- **Caliber-based appearance** (lines 136-171): Color and sprite based on caliber data\n- **Sound management** (lines 127-275): Different sounds for rifle, pistol, shotgun shells\n\n#### **C# Related:**\n- `Scripts/Projectiles/GrenadeTimer.cs` - C# code that can spawn casings\n- `Scripts/Data/WeaponData.cs` - Weapon/caliber data structure\n\n#### **Caliber Data Resources:**\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_127x108.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_545x39.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_9x19.tres`\n- `/tmp/gh-issue-solver-1770408675396/resources/calibers/caliber_buckshot.tres`\n\n#### **Tests:**\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd` - Comprehensive unit tests for casing behavior during explosions\n\n---\n\n### 3. **Explosions / Взрыв - ALL RELATED FILES**\n\n#### **Grenade System (GDScript):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd` - Base class for all grenades\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd` - Offensive grenade (impact-triggered)\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/flashbang_grenade.gd` - Defensive grenade (timer-based)\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/defensive_grenade.gd` - Another defensive grenade variant\n- `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/shrapnel.gd` - Shrapnel fragments from explosions\n\n#### **Explosion Visual Effects:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/explosion_flash.gd` - Explosion light/flash effect with wall occlusion (Issue #470)\n- `/tmp/gh-issue-solver-1770408675396/scripts/effects/flashbang_effect.gd` - Flashbang visual effect\n- `/tmp/gh-issue-solver-1770408675396/scenes/effects/ExplosionFlash.tscn` - Explosion scene\n\n#### **Key Features in grenade_base.gd:**\n- **RigidBody2D physics** (line 1): Physics-based trajectory\n- **Physics configuration** (lines 127-159):\n - `contact_monitor = true` for collision detection\n - `continuous_cd = RigidBody2D.CCD_MODE_CAST_RAY` prevents wall tunneling\n - `gravity_scale = 0.0` for top-down game\n - `linear_damp = 0.0` for predictable deceleration\n- **Friction system** (lines 181-208): Velocity-dependent friction for realistic trajectory\n- **Landing detection** (lines 210-217): Detects when grenade stops\n- **Timer system** (lines 219-225): Countdown to detonation\n- **Blink effect** (lines 426-449): Visual warning as explosion approaches\n- **Explosion trigger** (line 384): Calls `_on_explode()` when timer expires\n- **Casing scatter system** (lines 557-635):\n - `_scatter_casings()` method applies impulses to casings in lethal and proximity zones\n - Lethal zone (1.0x radius): Strong impulse (~2000 force)\n - Proximity zone (1.5x radius): Weak impulse (~500 force)\n - **Issue #506**: Line-of-sight checks prevent scattering through obstacles\n - Casings frozen in time are ignored\n\n#### **Key Features in frag_grenade.gd:**\n- **Impact-triggered explosion** (lines 64-81): No timer, explodes on landing/wall hit\n- **Direct HE damage** (lines 28-30): 99 flat damage to all enemies in radius (Issue #261)\n- **Shrapnel spawning** (lines 371-405): 4 pieces in all directions with spread\n- **Line-of-sight checks** (lines 333-347): Damage only reaches enemies with clear line of sight\n- **Wall occlusion** (lines 255-278): Walls block audio and visual effects\n\n#### **Tests:**\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd` - Tests casing scatter behavior\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_frag_grenade.gd`\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_grenade_base.gd`\n- `/tmp/gh-issue-solver-1770408675396/tests/unit/test_impact_effects_manager.gd`\n\n---\n\n### 4. **Difficulty Settings & Power Fantasy - ALL RELATED FILES**\n\n#### **Difficulty Manager (Core):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/difficulty_manager.gd` - Central difficulty system\n\n#### **Key Features in difficulty_manager.gd:**\n- **Difficulty Enum** (lines 11-16):\n - `EASY` - 50% grenade probability, 0.5s detection delay, 90 ammo\n - `NORMAL` - Default (100% grenade probability, 0.6s delay, 90 ammo)\n - `HARD` - 150% grenade probability, 0.2s delay, 60 ammo, distraction attack enabled\n - `POWER_FANTASY` - 30% grenade probability, 0.8s delay, 270 ammo (3x), 10 HP player\n- **Power Fantasy Features** (lines 289-347):\n - `get_player_max_health()`: 10 HP instead of 4 HP\n - `do_ricochets_damage_enemies()`: Ricochets damage enemies\n - `do_ricochets_damage_player()`: Ricochets don't damage player\n - `get_recoil_multiplier()`: 0.3x recoil (70% reduction)\n - `get_ammo_multiplier()`: 3x more ammo\n - `should_force_blue_laser_sight()`: Blue laser sight on all weapons\n- **Grenade Configuration** (lines 140-261): Per-map grenade spawning rules\n\n#### **Power Fantasy Effects Manager:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/power_fantasy_effects_manager.gd` - Power fantasy mode effects\n\n#### **Key Features in power_fantasy_effects_manager.gd:**\n- **Kill effect** (lines 103-122): 300ms time slowdown when killing enemy\n- **Grenade explosion effect** (lines 124-141): 2000ms time slowdown when grenade explodes\n- **Time scale effect** (line 161): `Engine.time_scale = 0.1` during effect\n- **Screen saturation** (lines 164-168): Saturation shader overlay\n\n#### **UI Menu:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/ui/difficulty_menu.gd` - Difficulty selection UI\n- `/tmp/gh-issue-solver-1770408675396/scenes/ui/DifficultyMenu.tscn` - Menu scene\n\n---\n\n### 5. **Time Freeze/Unfreeze Mechanics - ALL RELATED FILES**\n\n#### **Last Chance Effects Manager (Primary):**\n- `/tmp/gh-issue-solver-1770408675396/scripts/autoload/last_chance_effects_manager.gd` - Time freeze during last chance\n\n#### **Key Features in last_chance_effects_manager.gd:**\n- **Time freeze duration** (line 17): 6 real seconds\n- **Freeze mechanism** (lines 424-763):\n - Uses `process_mode = Node.PROCESS_MODE_DISABLED` instead of `Engine.time_scale = 0`\n - Reason: `Engine.time_scale = 0` breaks `CharacterBody2D.MoveAndSlide()` physics\n - Player set to `PROCESS_MODE_ALWAYS` to move during freeze\n - All other nodes disabled\n- **Frozen entities tracking** (lines 70-86):\n - `_frozen_player_bullets` - Player bullets stay frozen until unfreeze\n - `_frozen_grenades` - Grenades freeze physics and timer\n - `_frozen_casings` - Casings call `freeze_time()` method\n - `_frozen_shrapnel` - Shrapnel pieces freeze\n - `_frozen_explosion_effects` - Explosion lights freeze\n - `_frozen_explosion_visuals` - Node2D explosion containers freeze (Issue #505)\n- **Unfreeze system** (lines 721-753):\n - Calls `unfreeze_time()` on casings\n - Restores all process modes\n - Unfreezes player bullets, grenades, shrapnel\n- **Visual effects** (lines 627-639):\n - Blue sepia shader overlay\n - Ripple effect animation\n - Player saturation boost (4.0x multiplier)\n - Fade-out animation (Issue #442)\n- **Dynamic node freezing** (lines 1206-1294):\n - Connects to `node_added` signal\n - Automatically freezes newly created bullets, grenades, casings during effect\n\n#### **Power Fantasy Effects Manager:**\n- Same file as above - provides 300ms/2000ms effects instead of 6s\n\n#### **Casing freeze/unfreeze:**\n- Implemented in `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd` (lines 180-211)\n- Methods: `freeze_time()` and `unfreeze_time()`\n- Stores `_frozen_linear_velocity` and `_frozen_angular_velocity`\n\n#### **Grenade freeze/unfreeze:**\n- Implemented in `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd`\n- Uses `freeze` property (RigidBody2D physics freeze)\n- Timer freezing via `process_mode`\n\n#### **Related Shaders:**\n- `/tmp/gh-issue-solver-1770408675396/scripts/shaders/last_chance.gdshader` - Blue sepia + ripple effect\n\n---\n\n### 6. **RigidBody2D & Physics-Related Code - ALL FILES**\n\n#### **RigidBody2D Usage:**\n1. **Casings** - `/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd`\n - Physics body for thrown casings\n - Collision detection for landing\n - Impulse application via `apply_central_impulse()`\n\n2. **Grenades (Base)** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd`\n - Primary physics body for grenade movement\n - Configuration:\n - `gravity_scale = 0.0`\n - `linear_damp = 0.0` (manual friction instead)\n - `freeze = true` initially (unfrozen on throw)\n - `continuous_cd = CCD_MODE_CAST_RAY` (prevent tunneling)\n - `contact_monitor = true` (collision detection)\n - `max_contacts_reported = 4`\n - Physics material with bounce coefficient (0.4)\n - `freeze` property used for time freeze\n\n3. **Frag Grenade** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd`\n - Extends GrenadeBase\n - Impact-triggered explosion\n - Shrapnel spawning\n\n4. **Flashbang Grenade** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/flashbang_grenade.gd`\n - Timer-based explosion\n\n5. **Shrapnel** - `/tmp/gh-issue-solver-1770408675396/scripts/projectiles/shrapnel.gd`\n - Small Area2D physics objects\n - Ricochet behavior\n\n#### **Physics Parameters:**\n- **Grenade friction system** (grenade_base.gd lines 181-208):\n - `ground_friction = 300.0` - Base deceleration\n - `friction_ramp_velocity = 200.0` - Threshold for reduced friction\n - `min_friction_multiplier = 0.5` - Friction ratio at high speeds\n - **Formula**: `max_distance = max_throw_speed² / (2 × ground_friction)`\n - **Example**: 850 px/s speed with 300 friction = ~1200px max distance\n\n- **Casing physics** (casing.gd):\n - Gravity disabled (top-down game)\n - Landing detection via velocity threshold (50 px/s)\n - Auto-land timer (2 seconds)\n\n#### **C# Physics Integration:**\n- `Scripts/Projectiles/Bullet.cs` - Bullet projectile physics\n- `Scripts/Projectiles/ShotgunPellet.cs` - Shotgun pellet physics\n- `Scripts/Characters/Player.cs` - Player movement (CharacterBody2D)\n- `Scripts/Objects/Enemy.cs` - Enemy movement (CharacterBody2D)\n\n---\n\n### Summary of Key Issue Fixes\n\n**Issue #392**: Casing collision delay prevents pushing player at spawn\n**Issue #398**: Grenade physics formula: `d = v² / (2 × friction)`\n**Issue #405**: Grenade timer system overhaul\n**Issue #432**: Casing scatter on grenade explosion with line-of-sight blocking\n**Issue #435**: Friction ramp for realistic grenade deceleration\n**Issue #450**: Grenade landing prediction system\n**Issue #469**: Wall occlusion for explosion damage and audio\n**Issue #470**: Wall occlusion for explosion visual effects\n**Issue #492**: Power Fantasy mode with 10 HP and special effects\n**Issue #501**: Power Fantasy last chance effect (2000ms)\n**Issue #505**: Node2D explosion visual effects freezing during time freeze\n**Issue #506**: Line-of-sight blocking for casing scatter\n\n---\n\n### File Count Summary\n- **Total GDScript files**: ~100+ (`.gd` files)\n- **Total C# files**: ~20 (`.cs` files)\n- **Test files**: ~40+ unit and integration tests\n- **Scene files**: Multiple `.tscn` files for entities and effects\n\nAll paths are absolute paths to `/tmp/gh-issue-solver-1770408675396/` - 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| "content": " 1→extends RigidBody2D\n 2→## Bullet casing that gets ejected from weapons and falls to the ground.\n 3→##\n 4→## Casings are spawned when weapons fire, ejected in the opposite direction\n 5→## of the shot with some randomness. They fall to the ground and remain there\n 6→## permanently as persistent environmental detail.\n 7→\n 8→## Lifetime in seconds before auto-destruction (0 = infinite).\n 9→@export var lifetime: float = 0.0\n 10→\n 11→## Caliber data for determining casing appearance.\n 12→## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n 13→## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n 14→@export var caliber_data: Resource = null:\n 15→\tset(value):\n 16→\t\tcaliber_data = value\n 17→\t\t# Update appearance when caliber data is set (even after _ready)\n 18→\t\tif is_node_ready():\n 19→\t\t\t_set_casing_appearance()\n 20→\n 21→## Whether the casing has landed on the ground.\n 22→var _has_landed: bool = false\n 23→\n 24→## Timer for lifetime management.\n 25→var _lifetime_timer: float = 0.0\n 26→\n 27→## Timer for automatic landing (since no floor in top-down game).\n 28→var _auto_land_timer: float = 0.0\n 29→\n 30→## Time before casing automatically \"lands\" and stops moving.\n 31→const AUTO_LAND_TIME: float = 2.0\n 32→\n 33→## Stores velocity before time freeze (to restore after unfreeze).\n 34→var _frozen_linear_velocity: Vector2 = Vector2.ZERO\n 35→var _frozen_angular_velocity: float = 0.0\n 36→\n 37→## Whether the casing is currently frozen in time.\n 38→var _is_time_frozen: bool = false\n 39→\n 40→## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n 41→## This fixes Issue #392 where casings would push the player at spawn time.\n 42→const SPAWN_COLLISION_DELAY: float = 0.1\n 43→\n 44→## Timer for spawn collision delay.\n 45→var _spawn_timer: float = 0.0\n 46→\n 47→## Whether collision has been enabled after spawn delay.\n 48→var _spawn_collision_enabled: bool = false\n 49→\n 50→\n 51→## Enable debug logging for casing physics (Issue #392 debugging).\n 52→const DEBUG_CASING_PHYSICS: bool = false\n 53→\n 54→\n 55→func _ready() -> void:\n 56→\t# Add to casings group for explosion detection (Issue #432)\n 57→\tadd_to_group(\"casings\")\n 58→\n 59→\t# Connect to collision signals to detect landing\n 60→\tbody_entered.connect(_on_body_entered)\n 61→\n 62→\t# Set initial rotation to random for variety\n 63→\trotation = randf_range(0, 2 * PI)\n 64→\n 65→\t# Set casing appearance based on caliber\n 66→\t_set_casing_appearance()\n 67→\n 68→\t# Disable collision at spawn to prevent pushing player (Issue #392)\n 69→\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n 70→\t_disable_collision()\n 71→\n 72→\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n 73→\t# The collision layer/mask setup is sufficient:\n 74→\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n 75→\t# - Casing collision_layer = 64 (layer 7)\n 76→\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n 77→\t# The collision exception was causing issues with casing physics.\n 78→\t# _add_player_collision_exception() # DISABLED\n 79→\n 80→\tif DEBUG_CASING_PHYSICS:\n 81→\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n 82→\n 83→\n 84→func _physics_process(delta: float) -> void:\n 85→\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n 86→\tif _is_time_frozen:\n 87→\t\tlinear_velocity = Vector2.ZERO\n 88→\t\tangular_velocity = 0.0\n 89→\t\treturn\n 90→\n 91→\t# Handle spawn collision delay (Issue #392)\n 92→\t# Enable collision after the casing has moved away from spawn point\n 93→\tif not _spawn_collision_enabled:\n 94→\t\t_spawn_timer += delta\n 95→\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n 96→\t\t\t_enable_collision()\n 97→\t\t\t_spawn_collision_enabled = true\n 98→\n 99→\t# Handle lifetime if set\n 100→\tif lifetime > 0:\n 101→\t\t_lifetime_timer += delta\n 102→\t\tif _lifetime_timer >= lifetime:\n 103→\t\t\tqueue_free()\n 104→\t\t\treturn\n 105→\n 106→\t# Auto-land after a few seconds if not landed yet\n 107→\tif not _has_landed:\n 108→\t\t_auto_land_timer += delta\n 109→\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n 110→\t\t\t_land()\n 111→\n 112→\t# Once landed, stop all movement and rotation\n 113→\tif _has_landed:\n 114→\t\tlinear_velocity = Vector2.ZERO\n 115→\t\tangular_velocity = 0.0\n 116→\t\t# Disable physics processing to save performance\n 117→\t\tset_physics_process(false)\n 118→\n 119→\n 120→## Makes the casing \"land\" by stopping all movement.\n 121→func _land() -> void:\n 122→\t_has_landed = true\n 123→\t# Play landing sound based on caliber type\n 124→\t_play_landing_sound()\n 125→\n 126→\n 127→## Plays the appropriate casing landing sound based on caliber type.\n 128→func _play_landing_sound() -> void:\n 129→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 130→\tif audio_manager == null:\n 131→\t\treturn\n 132→\n 133→\t_play_casing_sound_for_caliber(audio_manager)\n 134→\n 135→\n 136→## Sets the visual appearance of the casing based on its caliber.\n 137→func _set_casing_appearance() -> void:\n 138→\tvar sprite = $Sprite2D\n 139→\tif sprite == null:\n 140→\t\treturn\n 141→\n 142→\t# Try to get the casing sprite from caliber data\n 143→\tif caliber_data != null and caliber_data is CaliberData:\n 144→\t\tvar caliber: CaliberData = caliber_data as CaliberData\n 145→\t\tif caliber.casing_sprite != null:\n 146→\t\t\tsprite.texture = caliber.casing_sprite\n 147→\t\t\t# Reset modulate to show actual sprite colors\n 148→\t\t\tsprite.modulate = Color.WHITE\n 149→\t\t\treturn\n 150→\n 151→\t# Fallback: If no sprite in caliber data, use color-based appearance\n 152→\t# Default color (rifle casing - brass)\n 153→\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n 154→\n 155→\tif caliber_data != null:\n 156→\t\t# Check caliber name to determine color\n 157→\t\tvar caliber_name: String = \"\"\n 158→\t\tif caliber_data is CaliberData:\n 159→\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n 160→\t\telif caliber_data.has_method(\"get\"):\n 161→\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n 162→\n 163→\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n 164→\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n 165→\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n 166→\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n 167→\t\t# Rifle (5.45x39mm) keeps default brass color\n 168→\n 169→\t# Apply the color to the sprite\n 170→\tsprite.modulate = casing_color\n 171→\n 172→\n 173→## Called when the casing collides with something (usually the ground).\n 174→func _on_body_entered(body: Node2D) -> void:\n 175→\t# Only consider landing if we hit a static body (ground/walls)\n 176→\tif body is StaticBody2D or body is TileMap:\n 177→\t\t_land()\n 178→\n 179→\n 180→## Freezes the casing's movement during time stop effects.\n 181→## Called by LastChanceEffectsManager or other time-manipulation systems.\n 182→func freeze_time() -> void:\n 183→\tif _is_time_frozen:\n 184→\t\treturn\n 185→\n 186→\t# Store current velocities to restore later\n 187→\t_frozen_linear_velocity = linear_velocity\n 188→\t_frozen_angular_velocity = angular_velocity\n 189→\n 190→\t# Stop all movement\n 191→\tlinear_velocity = Vector2.ZERO\n 192→\tangular_velocity = 0.0\n 193→\n 194→\t# Mark as frozen\n 195→\t_is_time_frozen = true\n 196→\n 197→\n 198→## Unfreezes the casing's movement after time stop effects end.\n 199→## Called by LastChanceEffectsManager or other time-manipulation systems.\n 200→func unfreeze_time() -> void:\n 201→\tif not _is_time_frozen:\n 202→\t\treturn\n 203→\n 204→\t# Restore velocities from before the freeze\n 205→\tlinear_velocity = _frozen_linear_velocity\n 206→\tangular_velocity = _frozen_angular_velocity\n 207→\n 208→\t# Clear frozen state\n 209→\t_is_time_frozen = false\n 210→\t_frozen_linear_velocity = Vector2.ZERO\n 211→\t_frozen_angular_velocity = 0.0\n 212→\n 213→\n 214→## Receives a kick impulse from a character (player or enemy) walking into this casing.\n 215→## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n 216→## @param impulse The kick impulse vector (direction * force).\n 217→func receive_kick(impulse: Vector2) -> void:\n 218→\tif DEBUG_CASING_PHYSICS:\n 219→\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n 220→\n 221→\tif _is_time_frozen:\n 222→\t\treturn\n 223→\n 224→\t# Re-enable physics if casing was landed\n 225→\tif _has_landed:\n 226→\t\t_has_landed = false\n 227→\t\t_auto_land_timer = 0.0\n 228→\t\tset_physics_process(true)\n 229→\n 230→\t# Apply the kick impulse\n 231→\tapply_central_impulse(impulse)\n 232→\n 233→\t# Add random spin for realism\n 234→\tangular_velocity = randf_range(-15.0, 15.0)\n 235→\n 236→\t# Play kick sound if impulse is strong enough\n 237→\t_play_kick_sound(impulse.length())\n 238→\n 239→\n 240→## Minimum impulse strength to play kick sound.\n 241→const MIN_KICK_SOUND_IMPULSE: float = 5.0\n 242→\n 243→## Plays the casing kick sound if impulse is above threshold.\n 244→## @param impulse_strength The magnitude of the kick impulse.\n 245→func _play_kick_sound(impulse_strength: float) -> void:\n 246→\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n 247→\t\treturn\n 248→\n 249→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 250→\tif audio_manager == null:\n 251→\t\treturn\n 252→\n 253→\t# Play sound based on caliber type for authenticity\n 254→\t_play_casing_sound_for_caliber(audio_manager)\n 255→\n 256→\n 257→## Plays the appropriate casing sound based on caliber type.\n 258→## @param audio_manager The AudioManager node.\n 259→func _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n 260→\tvar caliber_name: String = _get_caliber_name()\n 261→\n 262→\t# Determine sound to play based on caliber\n 263→\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n 264→\t\t# Shotgun shell casing\n 265→\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n 266→\t\t\taudio_manager.play_shell_shotgun(global_position)\n 267→\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n 268→\t\t# Pistol casing\n 269→\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n 270→\t\t\taudio_manager.play_shell_pistol(global_position)\n 271→\telse:\n 272→\t\t# Default to rifle casing sound (5.45x39mm and others)\n 273→\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n 274→\t\t\taudio_manager.play_shell_rifle(global_position)\n 275→\n 276→\n 277→## Gets the caliber name from caliber_data.\n 278→## @return The caliber name string, or empty string if not available.\n 279→func _get_caliber_name() -> String:\n 280→\tif caliber_data == null:\n 281→\t\treturn \"\"\n 282→\n 283→\tif caliber_data is CaliberData:\n 284→\t\treturn (caliber_data as CaliberData).caliber_name\n 285→\n 286→\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n 287→\t# we need to access the property correctly. Resources have a get() method\n 288→\t# that returns the property value, and we should check if the property exists\n 289→\t# by checking if get() returns a non-null value.\n 290→\tif caliber_data is Resource:\n 291→\t\tvar name_value = caliber_data.get(\"caliber_name\")\n 292→\t\tif name_value != null and name_value is String:\n 293→\t\t\treturn name_value\n 294→\n 295→\treturn \"\"\n 296→\n 297→\n 298→## Disables collision shape to prevent physics interactions.\n 299→## Used at spawn time to prevent pushing the player (Issue #392).\n 300→func _disable_collision() -> void:\n 301→\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n 302→\tif collision_shape != null:\n 303→\t\tcollision_shape.disabled = true\n 304→\n 305→\n 306→## Enables collision shape after spawn delay.\n 307→## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\n 308→func _enable_collision() -> void:\n 309→\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n 310→\tif collision_shape != null:\n 311→\t\tcollision_shape.disabled = false\n 312→\n 313→\n 314→## Adds collision exception for player to prevent casings from blocking player movement.\n 315→## This is a defense-in-depth measure on top of collision layer separation.\n 316→## Uses add_collision_exception_with() which makes the casing ignore the player.\n 317→## Note: We only add exception in ONE direction (casing ignores player).\n 318→## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n 319→## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\n 320→func _add_player_collision_exception() -> void:\n 321→\t# Find player in scene tree (player is in \"player\" group)\n 322→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 323→\tif DEBUG_CASING_PHYSICS:\n 324→\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n 325→\tfor player in players:\n 326→\t\tif player is PhysicsBody2D:\n 327→\t\t\t# Make this casing ignore the player in collision detection\n 328→\t\t\t# This prevents the casing from pushing the player when they overlap\n 329→\t\t\tadd_collision_exception_with(player)\n 330→\t\t\tif DEBUG_CASING_PHYSICS:\n 331→\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n 332→\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n 333→\t\t\t# That would break the player's CasingPusher Area2D detection\n 334→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
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| "filePath": "/tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd", | |
| "content": "extends RigidBody2D\n## Bullet casing that gets ejected from weapons and falls to the ground.\n##\n## Casings are spawned when weapons fire, ejected in the opposite direction\n## of the shot with some randomness. They fall to the ground and remain there\n## permanently as persistent environmental detail.\n\n## Lifetime in seconds before auto-destruction (0 = infinite).\n@export var lifetime: float = 0.0\n\n## Caliber data for determining casing appearance.\n## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n@export var caliber_data: Resource = null:\n\tset(value):\n\t\tcaliber_data = value\n\t\t# Update appearance when caliber data is set (even after _ready)\n\t\tif is_node_ready():\n\t\t\t_set_casing_appearance()\n\n## Whether the casing has landed on the ground.\nvar _has_landed: bool = false\n\n## Timer for lifetime management.\nvar _lifetime_timer: float = 0.0\n\n## Timer for automatic landing (since no floor in top-down game).\nvar _auto_land_timer: float = 0.0\n\n## Time before casing automatically \"lands\" and stops moving.\nconst AUTO_LAND_TIME: float = 2.0\n\n## Stores velocity before time freeze (to restore after unfreeze).\nvar _frozen_linear_velocity: Vector2 = Vector2.ZERO\nvar _frozen_angular_velocity: float = 0.0\n\n## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n## This fixes Issue #392 where casings would push the player at spawn time.\nconst SPAWN_COLLISION_DELAY: float = 0.1\n\n## Timer for spawn collision delay.\nvar _spawn_timer: float = 0.0\n\n## Whether collision has been enabled after spawn delay.\nvar _spawn_collision_enabled: bool = false\n\n\n## Enable debug logging for casing physics (Issue #392 debugging).\nconst DEBUG_CASING_PHYSICS: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to casings group for explosion detection (Issue #432)\n\tadd_to_group(\"casings\")\n\n\t# Connect to collision signals to detect landing\n\tbody_entered.connect(_on_body_entered)\n\n\t# Set initial rotation to random for variety\n\trotation = randf_range(0, 2 * PI)\n\n\t# Set casing appearance based on caliber\n\t_set_casing_appearance()\n\n\t# Disable collision at spawn to prevent pushing player (Issue #392)\n\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n\t_disable_collision()\n\n\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n\t# The collision layer/mask setup is sufficient:\n\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n\t# - Casing collision_layer = 64 (layer 7)\n\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n\t# The collision exception was causing issues with casing physics.\n\t# _add_player_collision_exception() # DISABLED\n\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n\n\nfunc _physics_process(delta: float) -> void:\n\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n\tif _is_time_frozen:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\treturn\n\n\t# Handle spawn collision delay (Issue #392)\n\t# Enable collision after the casing has moved away from spawn point\n\tif not _spawn_collision_enabled:\n\t\t_spawn_timer += delta\n\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n\t\t\t_enable_collision()\n\t\t\t_spawn_collision_enabled = true\n\n\t# Handle lifetime if set\n\tif lifetime > 0:\n\t\t_lifetime_timer += delta\n\t\tif _lifetime_timer >= lifetime:\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t# Auto-land after a few seconds if not landed yet\n\tif not _has_landed:\n\t\t_auto_land_timer += delta\n\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n\t\t\t_land()\n\n\t# Once landed, stop all movement and rotation\n\tif _has_landed:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\t# Disable physics processing to save performance\n\t\tset_physics_process(false)\n\n\n## Makes the casing \"land\" by stopping all movement.\nfunc _land() -> void:\n\t_has_landed = true\n\t# Play landing sound based on caliber type\n\t_play_landing_sound()\n\n\n## Plays the appropriate casing landing sound based on caliber type.\nfunc _play_landing_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Sets the visual appearance of the casing based on its caliber.\nfunc _set_casing_appearance() -> void:\n\tvar sprite = $Sprite2D\n\tif sprite == null:\n\t\treturn\n\n\t# Try to get the casing sprite from caliber data\n\tif caliber_data != null and caliber_data is CaliberData:\n\t\tvar caliber: CaliberData = caliber_data as CaliberData\n\t\tif caliber.casing_sprite != null:\n\t\t\tsprite.texture = caliber.casing_sprite\n\t\t\t# Reset modulate to show actual sprite colors\n\t\t\tsprite.modulate = Color.WHITE\n\t\t\treturn\n\n\t# Fallback: If no sprite in caliber data, use color-based appearance\n\t# Default color (rifle casing - brass)\n\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n\n\tif caliber_data != null:\n\t\t# Check caliber name to determine color\n\t\tvar caliber_name: String = \"\"\n\t\tif caliber_data is CaliberData:\n\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n\t\telif caliber_data.has_method(\"get\"):\n\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n\n\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n\t\t# Rifle (5.45x39mm) keeps default brass color\n\n\t# Apply the color to the sprite\n\tsprite.modulate = casing_color\n\n\n## Called when the casing collides with something (usually the ground).\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only consider landing if we hit a static body (ground/walls)\n\tif body is StaticBody2D or body is TileMap:\n\t\t_land()\n\n\n## Freezes the casing's movement during time stop effects.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc freeze_time() -> void:\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Store current velocities to restore later\n\t_frozen_linear_velocity = linear_velocity\n\t_frozen_angular_velocity = angular_velocity\n\n\t# Stop all movement\n\tlinear_velocity = Vector2.ZERO\n\tangular_velocity = 0.0\n\n\t# Mark as frozen\n\t_is_time_frozen = true\n\n\n## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\n## Receives a kick impulse from a character (player or enemy) walking into this casing.\n## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n## @param impulse The kick impulse vector (direction * force).\nfunc receive_kick(impulse: Vector2) -> void:\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Re-enable physics if casing was landed\n\tif _has_landed:\n\t\t_has_landed = false\n\t\t_auto_land_timer = 0.0\n\t\tset_physics_process(true)\n\n\t# Apply the kick impulse\n\tapply_central_impulse(impulse)\n\n\t# Add random spin for realism\n\tangular_velocity = randf_range(-15.0, 15.0)\n\n\t# Play kick sound if impulse is strong enough\n\t_play_kick_sound(impulse.length())\n\n\n## Minimum impulse strength to play kick sound.\nconst MIN_KICK_SOUND_IMPULSE: float = 5.0\n\n## Plays the casing kick sound if impulse is above threshold.\n## @param impulse_strength The magnitude of the kick impulse.\nfunc _play_kick_sound(impulse_strength: float) -> void:\n\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n\t\treturn\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t# Play sound based on caliber type for authenticity\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Plays the appropriate casing sound based on caliber type.\n## @param audio_manager The AudioManager node.\nfunc _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n\tvar caliber_name: String = _get_caliber_name()\n\n\t# Determine sound to play based on caliber\n\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t# Shotgun shell casing\n\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n\t\t\taudio_manager.play_shell_shotgun(global_position)\n\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t# Pistol casing\n\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n\t\t\taudio_manager.play_shell_pistol(global_position)\n\telse:\n\t\t# Default to rifle casing sound (5.45x39mm and others)\n\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n\t\t\taudio_manager.play_shell_rifle(global_position)\n\n\n## Gets the caliber name from caliber_data.\n## @return The caliber name string, or empty string if not available.\nfunc _get_caliber_name() -> String:\n\tif caliber_data == null:\n\t\treturn \"\"\n\n\tif caliber_data is CaliberData:\n\t\treturn (caliber_data as CaliberData).caliber_name\n\n\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n\t# we need to access the property correctly. Resources have a get() method\n\t# that returns the property value, and we should check if the property exists\n\t# by checking if get() returns a non-null value.\n\tif caliber_data is Resource:\n\t\tvar name_value = caliber_data.get(\"caliber_name\")\n\t\tif name_value != null and name_value is String:\n\t\t\treturn name_value\n\n\treturn \"\"\n\n\n## Disables collision shape to prevent physics interactions.\n## Used at spawn time to prevent pushing the player (Issue #392).\nfunc _disable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = true\n\n\n## Enables collision shape after spawn delay.\n## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\nfunc _enable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = false\n\n\n## Adds collision exception for player to prevent casings from blocking player movement.\n## This is a defense-in-depth measure on top of collision layer separation.\n## Uses add_collision_exception_with() which makes the casing ignore the player.\n## Note: We only add exception in ONE direction (casing ignores player).\n## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\nfunc _add_player_collision_exception() -> void:\n\t# Find player in scene tree (player is in \"player\" group)\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n\tfor player in players:\n\t\tif player is PhysicsBody2D:\n\t\t\t# Make this casing ignore the player in collision detection\n\t\t\t# This prevents the casing from pushing the player when they overlap\n\t\t\tadd_collision_exception_with(player)\n\t\t\tif DEBUG_CASING_PHYSICS:\n\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n\t\t\t# That would break the player's CasingPusher Area2D detection\n", | |
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| [2026-02-06T20:13:07.698Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01CS83sWV8LEqTnS8fJJVtrA", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
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| "content": " 1→extends Node\n 2→## PowerFantasyEffectsManager - Manages special effects for Power Fantasy difficulty mode.\n 3→##\n 4→## This autoload singleton provides:\n 5→## 1. \"Last chance\" effect (300ms) after killing an enemy - penultimate hit effect\n 6→## 2. \"Special last chance\" effect (2000ms) when a grenade explodes - penultimate hit effect\n 7→##\n 8→## These effects use the penultimate hit system (time slowdown + saturation boost)\n 9→## but with shorter durations specific to Power Fantasy mode.\n 10→\n 11→## Duration of the last chance effect when killing an enemy (300ms).\n 12→const KILL_EFFECT_DURATION_MS: float = 300.0\n 13→\n 14→## Duration of the special last chance effect when grenade explodes (2000ms).\n 15→const GRENADE_EFFECT_DURATION_MS: float = 2000.0\n 16→\n 17→## The slowed down time scale during effects.\n 18→const EFFECT_TIME_SCALE: float = 0.1\n 19→\n 20→## Screen saturation multiplier during effect.\n 21→const SCREEN_SATURATION_BOOST: float = 2.0\n 22→\n 23→## Screen contrast multiplier during effect.\n 24→const SCREEN_CONTRAST_BOOST: float = 1.0\n 25→\n 26→## The CanvasLayer for screen effects.\n 27→var _effects_layer: CanvasLayer = null\n 28→\n 29→## The ColorRect with the saturation shader.\n 30→var _saturation_rect: ColorRect = null\n 31→\n 32→## Whether the effect is currently active.\n 33→var _is_effect_active: bool = false\n 34→\n 35→## Timer for tracking effect duration (uses real time, not game time).\n 36→var _effect_start_time: float = 0.0\n 37→\n 38→## Current effect duration in milliseconds.\n 39→var _current_effect_duration_ms: float = 0.0\n 40→\n 41→## Tracks the previous scene root to detect scene changes.\n 42→var _previous_scene_root: Node = null\n 43→\n 44→\n 45→func _ready() -> void:\n 46→\t# Connect to scene tree changes to reset effects on scene reload\n 47→\tget_tree().tree_changed.connect(_on_tree_changed)\n 48→\n 49→\t# Create effects layer (very high layer to render on top of everything)\n 50→\t_effects_layer = CanvasLayer.new()\n 51→\t_effects_layer.name = \"PowerFantasyEffectsLayer\"\n 52→\t_effects_layer.layer = 103 # Higher than other effects layers\n 53→\tadd_child(_effects_layer)\n 54→\n 55→\t# Create saturation overlay\n 56→\t_saturation_rect = ColorRect.new()\n 57→\t_saturation_rect.name = \"PowerFantasySaturationOverlay\"\n 58→\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 59→\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 60→\n 61→\t# Load and apply the saturation shader\n 62→\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n 63→\tif shader:\n 64→\t\tvar material := ShaderMaterial.new()\n 65→\t\tmaterial.shader = shader\n 66→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 67→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 68→\t\t_saturation_rect.material = material\n 69→\t\t_log(\"Saturation shader loaded successfully\")\n 70→\telse:\n 71→\t\tpush_warning(\"PowerFantasyEffectsManager: Could not load saturation shader\")\n 72→\t\t_log(\"WARNING: Could not load saturation shader!\")\n 73→\n 74→\t_saturation_rect.visible = false\n 75→\t_effects_layer.add_child(_saturation_rect)\n 76→\n 77→\t_log(\"PowerFantasyEffectsManager ready - Configuration:\")\n 78→\t_log(\" Kill effect duration: %.0fms\" % KILL_EFFECT_DURATION_MS)\n 79→\t_log(\" Grenade effect duration: %.0fms (%.1fs)\" % [GRENADE_EFFECT_DURATION_MS, GRENADE_EFFECT_DURATION_MS / 1000.0])\n 80→\n 81→\n 82→func _process(_delta: float) -> void:\n 83→\t# Check if effect should end based on real time duration\n 84→\tif _is_effect_active:\n 85→\t\t# Use OS.get_ticks_msec() for real time (not affected by time_scale)\n 86→\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n 87→\t\tvar elapsed_real_time := (current_time - _effect_start_time) * 1000.0 # Convert to ms\n 88→\n 89→\t\tif elapsed_real_time >= _current_effect_duration_ms:\n 90→\t\t\t_log(\"Effect duration expired after %.2f ms\" % elapsed_real_time)\n 91→\t\t\t_end_effect()\n 92→\n 93→\n 94→## Log a message with the PowerFantasy prefix.\n 95→func _log(message: String) -> void:\n 96→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 97→\tif logger and logger.has_method(\"log_info\"):\n 98→\t\tlogger.log_info(\"[PowerFantasy] \" + message)\n 99→\telse:\n 100→\t\tprint(\"[PowerFantasy] \" + message)\n 101→\n 102→\n 103→## Called when an enemy is killed by the player in Power Fantasy mode.\n 104→## Triggers the 300ms last chance effect.\n 105→func on_enemy_killed() -> void:\n 106→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 107→\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 108→\t\treturn\n 109→\n 110→\t# Issue #505: Skip kill effect if LastChanceEffectsManager is already providing a stronger\n 111→\t# time-freeze (e.g., from grenade explosion). The kill effect uses Engine.time_scale which\n 112→\t# conflicts with the node-based freeze: when the kill effect ends after 300ms, it resets\n 113→\t# Engine.time_scale to 1.0 while the grenade freeze is still active.\n 114→\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 115→\tif last_chance_manager and last_chance_manager.has_method(\"is_effect_active\"):\n 116→\t\tif last_chance_manager.is_effect_active():\n 117→\t\t\t_log(\"Enemy killed - skipping 300ms effect (LastChance time-freeze already active)\")\n 118→\t\t\treturn\n 119→\n 120→\t_log(\"Enemy killed - triggering 300ms last chance effect\")\n 121→\t_start_effect(KILL_EFFECT_DURATION_MS)\n 122→\n 123→\n 124→## Called when a grenade explodes in Power Fantasy mode.\n 125→## Triggers the full last chance time-freeze effect (like Hard mode) for 2000ms.\n 126→func on_grenade_exploded() -> void:\n 127→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 128→\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 129→\t\treturn\n 130→\n 131→\t_log(\"Grenade exploded - triggering last chance time-freeze effect for %.0fms\" % GRENADE_EFFECT_DURATION_MS)\n 132→\n 133→\t# Use LastChanceEffectsManager for the full time-freeze effect (like Hard mode)\n 134→\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 135→\tif last_chance_manager and last_chance_manager.has_method(\"trigger_grenade_last_chance\"):\n 136→\t\tlast_chance_manager.trigger_grenade_last_chance(GRENADE_EFFECT_DURATION_MS / 1000.0)\n 137→\telse:\n 138→\t\t# Fallback: use simple time-scale effect if LastChanceEffectsManager not available\n 139→\t\t_log(\"WARNING: LastChanceEffectsManager not available, using simple slowdown fallback\")\n 140→\t\t_start_effect(GRENADE_EFFECT_DURATION_MS)\n 141→\n 142→\n 143→## Starts the power fantasy effect with the specified duration.\n 144→func _start_effect(duration_ms: float) -> void:\n 145→\t# If effect is already active, reset the timer\n 146→\tif _is_effect_active:\n 147→\t\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 148→\t\t_current_effect_duration_ms = duration_ms\n 149→\t\t_log(\"Effect timer reset to %.0fms\" % duration_ms)\n 150→\t\treturn\n 151→\n 152→\t_is_effect_active = true\n 153→\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 154→\t_current_effect_duration_ms = duration_ms\n 155→\n 156→\t_log(\"Starting power fantasy effect:\")\n 157→\t_log(\" - Time scale: %.2f\" % EFFECT_TIME_SCALE)\n 158→\t_log(\" - Duration: %.0fms\" % duration_ms)\n 159→\n 160→\t# Slow down time\n 161→\tEngine.time_scale = EFFECT_TIME_SCALE\n 162→\n 163→\t# Apply screen saturation and contrast\n 164→\t_saturation_rect.visible = true\n 165→\tvar material := _saturation_rect.material as ShaderMaterial\n 166→\tif material:\n 167→\t\tmaterial.set_shader_parameter(\"saturation_boost\", SCREEN_SATURATION_BOOST)\n 168→\t\tmaterial.set_shader_parameter(\"contrast_boost\", SCREEN_CONTRAST_BOOST)\n 169→\n 170→\n 171→## Ends the power fantasy effect.\n 172→func _end_effect() -> void:\n 173→\tif not _is_effect_active:\n 174→\t\treturn\n 175→\n 176→\t_is_effect_active = false\n 177→\t_log(\"Ending power fantasy effect\")\n 178→\n 179→\t# Restore normal time\n 180→\tEngine.time_scale = 1.0\n 181→\n 182→\t# Remove screen saturation and contrast\n 183→\t_saturation_rect.visible = false\n 184→\tvar material := _saturation_rect.material as ShaderMaterial\n 185→\tif material:\n 186→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 187→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 188→\n 189→\n 190→## Resets all effects (useful when restarting the scene).\n 191→func reset_effects() -> void:\n 192→\t_log(\"Resetting all effects (scene change detected)\")\n 193→\n 194→\tif _is_effect_active:\n 195→\t\t_is_effect_active = false\n 196→\t\t# Restore normal time immediately\n 197→\t\tEngine.time_scale = 1.0\n 198→\n 199→\t# Remove screen saturation and contrast\n 200→\t_saturation_rect.visible = false\n 201→\tvar material := _saturation_rect.material as ShaderMaterial\n 202→\tif material:\n 203→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 204→\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 205→\n 206→\n 207→## Called when the scene tree structure changes.\n 208→## Used to reset effects when a new scene is loaded.\n 209→func _on_tree_changed() -> void:\n 210→\tvar current_scene := get_tree().current_scene\n 211→\tif current_scene != null and current_scene != _previous_scene_root:\n 212→\t\t_previous_scene_root = current_scene\n 213→\t\treset_effects()\n 214→\n 215→\n 216→## Returns whether the power fantasy effect is currently active.\n 217→func is_effect_active() -> bool:\n 218→\treturn _is_effect_active\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" | |
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| "content": "extends Node\n## PowerFantasyEffectsManager - Manages special effects for Power Fantasy difficulty mode.\n##\n## This autoload singleton provides:\n## 1. \"Last chance\" effect (300ms) after killing an enemy - penultimate hit effect\n## 2. \"Special last chance\" effect (2000ms) when a grenade explodes - penultimate hit effect\n##\n## These effects use the penultimate hit system (time slowdown + saturation boost)\n## but with shorter durations specific to Power Fantasy mode.\n\n## Duration of the last chance effect when killing an enemy (300ms).\nconst KILL_EFFECT_DURATION_MS: float = 300.0\n\n## Duration of the special last chance effect when grenade explodes (2000ms).\nconst GRENADE_EFFECT_DURATION_MS: float = 2000.0\n\n## The slowed down time scale during effects.\nconst EFFECT_TIME_SCALE: float = 0.1\n\n## Screen saturation multiplier during effect.\nconst SCREEN_SATURATION_BOOST: float = 2.0\n\n## Screen contrast multiplier during effect.\nconst SCREEN_CONTRAST_BOOST: float = 1.0\n\n## The CanvasLayer for screen effects.\nvar _effects_layer: CanvasLayer = null\n\n## The ColorRect with the saturation shader.\nvar _saturation_rect: ColorRect = null\n\n## Whether the effect is currently active.\nvar _is_effect_active: bool = false\n\n## Timer for tracking effect duration (uses real time, not game time).\nvar _effect_start_time: float = 0.0\n\n## Current effect duration in milliseconds.\nvar _current_effect_duration_ms: float = 0.0\n\n## Tracks the previous scene root to detect scene changes.\nvar _previous_scene_root: Node = null\n\n\nfunc _ready() -> void:\n\t# Connect to scene tree changes to reset effects on scene reload\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create effects layer (very high layer to render on top of everything)\n\t_effects_layer = CanvasLayer.new()\n\t_effects_layer.name = \"PowerFantasyEffectsLayer\"\n\t_effects_layer.layer = 103 # Higher than other effects layers\n\tadd_child(_effects_layer)\n\n\t# Create saturation overlay\n\t_saturation_rect = ColorRect.new()\n\t_saturation_rect.name = \"PowerFantasySaturationOverlay\"\n\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Load and apply the saturation shader\n\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n\tif shader:\n\t\tvar material := ShaderMaterial.new()\n\t\tmaterial.shader = shader\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n\t\t_saturation_rect.material = material\n\t\t_log(\"Saturation shader loaded successfully\")\n\telse:\n\t\tpush_warning(\"PowerFantasyEffectsManager: Could not load saturation shader\")\n\t\t_log(\"WARNING: Could not load saturation shader!\")\n\n\t_saturation_rect.visible = false\n\t_effects_layer.add_child(_saturation_rect)\n\n\t_log(\"PowerFantasyEffectsManager ready - Configuration:\")\n\t_log(\" Kill effect duration: %.0fms\" % KILL_EFFECT_DURATION_MS)\n\t_log(\" Grenade effect duration: %.0fms (%.1fs)\" % [GRENADE_EFFECT_DURATION_MS, GRENADE_EFFECT_DURATION_MS / 1000.0])\n\n\nfunc _process(_delta: float) -> void:\n\t# Check if effect should end based on real time duration\n\tif _is_effect_active:\n\t\t# Use OS.get_ticks_msec() for real time (not affected by time_scale)\n\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n\t\tvar elapsed_real_time := (current_time - _effect_start_time) * 1000.0 # Convert to ms\n\n\t\tif elapsed_real_time >= _current_effect_duration_ms:\n\t\t\t_log(\"Effect duration expired after %.2f ms\" % elapsed_real_time)\n\t\t\t_end_effect()\n\n\n## Log a message with the PowerFantasy prefix.\nfunc _log(message: String) -> void:\n\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif logger and logger.has_method(\"log_info\"):\n\t\tlogger.log_info(\"[PowerFantasy] \" + message)\n\telse:\n\t\tprint(\"[PowerFantasy] \" + message)\n\n\n## Called when an enemy is killed by the player in Power Fantasy mode.\n## Triggers the 300ms last chance effect.\nfunc on_enemy_killed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n\t\treturn\n\n\t# Issue #505: Skip kill effect if LastChanceEffectsManager is already providing a stronger\n\t# time-freeze (e.g., from grenade explosion). The kill effect uses Engine.time_scale which\n\t# conflicts with the node-based freeze: when the kill effect ends after 300ms, it resets\n\t# Engine.time_scale to 1.0 while the grenade freeze is still active.\n\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n\tif last_chance_manager and last_chance_manager.has_method(\"is_effect_active\"):\n\t\tif last_chance_manager.is_effect_active():\n\t\t\t_log(\"Enemy killed - skipping 300ms effect (LastChance time-freeze already active)\")\n\t\t\treturn\n\n\t_log(\"Enemy killed - triggering 300ms last chance effect\")\n\t_start_effect(KILL_EFFECT_DURATION_MS)\n\n\n## Called when a grenade explodes in Power Fantasy mode.\n## Triggers the full last chance time-freeze effect (like Hard mode) for 2000ms.\nfunc on_grenade_exploded() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n\t\treturn\n\n\t_log(\"Grenade exploded - triggering last chance time-freeze effect for %.0fms\" % GRENADE_EFFECT_DURATION_MS)\n\n\t# Use LastChanceEffectsManager for the full time-freeze effect (like Hard mode)\n\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n\tif last_chance_manager and last_chance_manager.has_method(\"trigger_grenade_last_chance\"):\n\t\tlast_chance_manager.trigger_grenade_last_chance(GRENADE_EFFECT_DURATION_MS / 1000.0)\n\telse:\n\t\t# Fallback: use simple time-scale effect if LastChanceEffectsManager not available\n\t\t_log(\"WARNING: LastChanceEffectsManager not available, using simple slowdown fallback\")\n\t\t_start_effect(GRENADE_EFFECT_DURATION_MS)\n\n\n## Starts the power fantasy effect with the specified duration.\nfunc _start_effect(duration_ms: float) -> void:\n\t# If effect is already active, reset the timer\n\tif _is_effect_active:\n\t\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n\t\t_current_effect_duration_ms = duration_ms\n\t\t_log(\"Effect timer reset to %.0fms\" % duration_ms)\n\t\treturn\n\n\t_is_effect_active = true\n\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n\t_current_effect_duration_ms = duration_ms\n\n\t_log(\"Starting power fantasy effect:\")\n\t_log(\" - Time scale: %.2f\" % EFFECT_TIME_SCALE)\n\t_log(\" - Duration: %.0fms\" % duration_ms)\n\n\t# Slow down time\n\tEngine.time_scale = EFFECT_TIME_SCALE\n\n\t# Apply screen saturation and contrast\n\t_saturation_rect.visible = true\n\tvar material := _saturation_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", SCREEN_SATURATION_BOOST)\n\t\tmaterial.set_shader_parameter(\"contrast_boost\", SCREEN_CONTRAST_BOOST)\n\n\n## Ends the power fantasy effect.\nfunc _end_effect() -> void:\n\tif not _is_effect_active:\n\t\treturn\n\n\t_is_effect_active = false\n\t_log(\"Ending power fantasy effect\")\n\n\t# Restore normal time\n\tEngine.time_scale = 1.0\n\n\t# Remove screen saturation and contrast\n\t_saturation_rect.visible = false\n\tvar material := _saturation_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n\n\n## Resets all effects (useful when restarting the scene).\nfunc reset_effects() -> void:\n\t_log(\"Resetting all effects (scene change detected)\")\n\n\tif _is_effect_active:\n\t\t_is_effect_active = false\n\t\t# Restore normal time immediately\n\t\tEngine.time_scale = 1.0\n\n\t# Remove screen saturation and contrast\n\t_saturation_rect.visible = false\n\tvar material := _saturation_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n\n\n## Called when the scene tree structure changes.\n## Used to reset effects when a new scene is loaded.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\treset_effects()\n\n\n## Returns whether the power fantasy effect is currently active.\nfunc is_effect_active() -> bool:\n\treturn _is_effect_active\n", | |
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| "type": "tool_result", | |
| "content": " 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Velocity threshold below which friction starts increasing rapidly.\n 62→## Above this threshold, friction is minimal (grenade maintains speed).\n 63→## Below this threshold, friction increases progressively (grenade slows down noticeably).\n 64→## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n 65→## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n 66→@export var friction_ramp_velocity: float = 200.0\n 67→\n 68→## Friction multiplier at high velocities (above friction_ramp_velocity).\n 69→## Lower values = grenade maintains speed longer during flight.\n 70→## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n 71→## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n 72→## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n 73→## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n 74→@export var min_friction_multiplier: float = 0.5\n 75→\n 76→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 77→@export var wall_bounce: float = 0.4\n 78→\n 79→## Sound range multiplier (2 = audible at 2 viewport distance).\n 80→@export var sound_range_multiplier: float = 2.0\n 81→\n 82→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 83→@export var landing_velocity_threshold: float = 50.0\n 84→\n 85→## Whether the grenade timer has been activated.\n 86→var _timer_active: bool = false\n 87→\n 88→## Time remaining until explosion.\n 89→var _time_remaining: float = 0.0\n 90→\n 91→## Whether the grenade has exploded.\n 92→var _has_exploded: bool = false\n 93→\n 94→## Reference to the sprite for visual feedback.\n 95→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 96→\n 97→## Blink timer for visual feedback when about to explode.\n 98→var _blink_timer: float = 0.0\n 99→\n 100→## Blink interval - gets faster as explosion approaches.\n 101→var _blink_interval: float = 0.5\n 102→\n 103→## Track if landing sound has been played (grenade has come to rest).\n 104→var _has_landed: bool = false\n 105→\n 106→## Track if activation sound has been played.\n 107→var _activation_sound_played: bool = false\n 108→\n 109→## Track previous velocity for landing detection.\n 110→var _previous_velocity: Vector2 = Vector2.ZERO\n 111→\n 112→## Track the previous freeze state to detect when grenade is released by external code.\n 113→## FIX for Issue #432: When C# code sets Freeze=false directly without calling GDScript\n 114→## methods (due to possible C#/GDScript interop issues in exports), the timer was never\n 115→## activated, causing grenades to fly infinitely without exploding.\n 116→var _was_frozen_on_start: bool = true\n 117→\n 118→## Signal emitted when the grenade explodes.\n 119→signal exploded(position: Vector2, grenade: GrenadeBase)\n 120→\n 121→\n 122→func _ready() -> void:\n 123→\t# Add to grenades group for enemy grenade avoidance detection (Issue #407)\n 124→\tadd_to_group(\"grenades\")\n 125→\n 126→\t# Set up collision\n 127→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 128→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 129→\n 130→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 131→\t# Without this, body_entered signal will never fire!\n 132→\tcontact_monitor = true\n 133→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 134→\n 135→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 136→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 137→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 138→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 139→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 140→\n 141→\t# Set up physics\n 142→\tgravity_scale = 0.0 # Top-down, no gravity\n 143→\t# FIX for issue #398: Set linear_damp to 0 to prevent double-damping\n 144→\t# We use manual ground_friction in _physics_process() for predictable constant deceleration.\n 145→\t# This ensures grenades travel the exact distance calculated by: d = v² / (2 * ground_friction)\n 146→\t# Previously linear_damp=1.0 was causing grenades to land significantly short of their target.\n 147→\tlinear_damp = 0.0\n 148→\n 149→\t# Set up physics material for wall bouncing\n 150→\tvar physics_material := PhysicsMaterial.new()\n 151→\tphysics_material.bounce = wall_bounce\n 152→\tphysics_material.friction = 0.3 # Low friction for rolling\n 153→\tphysics_material_override = physics_material\n 154→\n 155→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 156→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 157→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 158→\tfreeze = true\n 159→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 160→\n 161→\t# Connect to body entered for bounce effects\n 162→\tbody_entered.connect(_on_body_entered)\n 163→\n 164→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 165→\n 166→\n 167→func _physics_process(delta: float) -> void:\n 168→\tif _has_exploded:\n 169→\t\treturn\n 170→\n 171→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 172→\t# When C# sets Freeze=false directly but activate_timer() wasn't called successfully\n 173→\t# (possible C#/GDScript interop issue in exports), the timer was never started.\n 174→\t# By detecting the freeze->unfreeze transition, we can auto-activate the timer.\n 175→\tif _was_frozen_on_start and not freeze:\n 176→\t\t_was_frozen_on_start = false\n 177→\t\tif not _timer_active:\n 178→\t\t\tFileLogger.info(\"[GrenadeBase] Detected unfreeze without timer activation - auto-activating timer (fallback)\")\n 179→\t\t\tactivate_timer()\n 180→\n 181→\t# Apply velocity-dependent ground friction to slow down\n 182→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 183→\t# only slowing down noticeably at the very end of its path.\n 184→\t# At high velocities: reduced friction (grenade maintains speed)\n 185→\t# At low velocities: full friction (grenade slows to stop)\n 186→\tif linear_velocity.length() > 0:\n 187→\t\tvar current_speed := linear_velocity.length()\n 188→\n 189→\t\t# Calculate friction multiplier based on velocity\n 190→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 191→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 192→\t\tvar friction_multiplier: float\n 193→\t\tif current_speed >= friction_ramp_velocity:\n 194→\t\t\t# High speed: minimal friction to maintain velocity\n 195→\t\t\tfriction_multiplier = min_friction_multiplier\n 196→\t\telse:\n 197→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 198→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 199→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 200→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 201→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 202→\n 203→\t\tvar effective_friction := ground_friction * friction_multiplier\n 204→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 205→\t\tif friction_force.length() > linear_velocity.length():\n 206→\t\t\tlinear_velocity = Vector2.ZERO\n 207→\t\telse:\n 208→\t\t\tlinear_velocity -= friction_force\n 209→\n 210→\t# Check for landing (grenade comes to near-stop after being thrown)\n 211→\tif not _has_landed and _timer_active:\n 212→\t\tvar current_speed := linear_velocity.length()\n 213→\t\tvar previous_speed := _previous_velocity.length()\n 214→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 215→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 216→\t\t\t_on_grenade_landed()\n 217→\t_previous_velocity = linear_velocity\n 218→\n 219→\t# Update timer if active\n 220→\tif _timer_active:\n 221→\t\t_time_remaining -= delta\n 222→\t\t_update_blink_effect(delta)\n 223→\n 224→\t\tif _time_remaining <= 0:\n 225→\t\t\t_explode()\n 226→\n 227→\n 228→## Activate the grenade timer. Call this when the player starts the throwing motion.\n 229→func activate_timer() -> void:\n 230→\tif _timer_active:\n 231→\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n 232→\t\treturn\n 233→\t_timer_active = true\n 234→\t_time_remaining = fuse_time\n 235→\n 236→\t# Play activation sound (pin pull)\n 237→\tif not _activation_sound_played:\n 238→\t\t_activation_sound_played = true\n 239→\t\t_play_activation_sound()\n 240→\n 241→\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n 242→\n 243→\n 244→## Throw the grenade using realistic velocity-based physics.\n 245→## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n 246→## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n 247→## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n 248→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 249→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 250→\t# Unfreeze the grenade so physics can take over\n 251→\tfreeze = false\n 252→\n 253→\t# Calculate mass-adjusted minimum swing distance\n 254→\t# Heavier grenades need more swing to transfer full velocity\n 255→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 256→\tvar required_swing := min_swing_distance * mass_ratio\n 257→\n 258→\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n 259→\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n 260→\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n 261→\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n 262→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 263→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 264→\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n 265→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 266→\n 267→\t# Convert mouse velocity to throw velocity\n 268→\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n 269→\t# Heavier grenades are harder to throw far with same mouse speed\n 270→\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 271→\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n 272→\n 273→\t# Clamp the final speed\n 274→\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n 275→\n 276→\t# Set velocity (use original direction if speed is non-zero)\n 277→\tif throw_speed > 1.0:\n 278→\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n 279→\t\trotation = linear_velocity.angle()\n 280→\telse:\n 281→\t\t# Mouse wasn't moving - grenade drops at feet\n 282→\t\tlinear_velocity = Vector2.ZERO\n 283→\n 284→\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n 285→\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n 286→\t])\n 287→\n 288→\n 289→## Throw the grenade with explicit direction and speed derived from mouse velocity.\n 290→## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n 291→## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n 292→## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n 293→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 294→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 295→\t# Unfreeze the grenade so physics can take over\n 296→\tfreeze = false\n 297→\n 298→\t# Calculate mass-adjusted minimum swing distance\n 299→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 300→\tvar required_swing := min_swing_distance * mass_ratio\n 301→\n 302→\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n 303→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 304→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 305→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 306→\n 307→\t# Calculate throw speed from velocity magnitude\n 308→\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 309→\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n 310→\n 311→\t# Set velocity using the provided direction (mouse velocity direction)\n 312→\tif throw_speed > 1.0:\n 313→\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n 314→\t\trotation = throw_direction.angle()\n 315→\telse:\n 316→\t\tlinear_velocity = Vector2.ZERO\n 317→\n 318→\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n 319→\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n 320→\t])\n 321→\n 322→\n 323→## Throw the grenade in SIMPLE mode with direct speed control.\n 324→## Used for trajectory-to-cursor aiming where we calculate the exact speed needed.\n 325→## @param throw_direction: The normalized direction to throw.\n 326→## @param throw_speed: The exact speed to throw at (pixels/second). Will be clamped to max_throw_speed.\n 327→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 328→\t# Unfreeze the grenade so physics can take over\n 329→\tfreeze = false\n 330→\n 331→\t# Clamp speed to max throw speed\n 332→\tvar final_speed := clampf(throw_speed, 0.0, max_throw_speed)\n 333→\n 334→\t# Set velocity directly with the calculated speed\n 335→\tif final_speed > 1.0:\n 336→\t\tlinear_velocity = throw_direction.normalized() * final_speed\n 337→\t\trotation = throw_direction.angle()\n 338→\telse:\n 339→\t\tlinear_velocity = Vector2.ZERO\n 340→\n 341→\tFileLogger.info(\"[GrenadeBase] Simple mode throw! Dir: %s, Speed: %.1f (clamped from %.1f, max: %.1f)\" % [\n 342→\t\tstr(throw_direction), final_speed, throw_speed, max_throw_speed\n 343→\t])\n 344→\n 345→\n 346→## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n 347→## @param direction: Normalized direction to throw.\n 348→## @param drag_distance: Distance of the drag in pixels.\n 349→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 350→\t# Unfreeze the grenade so physics can take over\n 351→\t# This must happen before setting velocity, otherwise the velocity won't be applied\n 352→\tfreeze = false\n 353→\n 354→\t# Calculate throw speed based on drag distance\n 355→\tvar throw_speed := clampf(\n 356→\t\tdrag_distance * drag_to_speed_multiplier,\n 357→\t\tmin_throw_speed,\n 358→\t\tmax_throw_speed\n 359→\t)\n 360→\n 361→\t# Set velocity\n 362→\tlinear_velocity = direction.normalized() * throw_speed\n 363→\n 364→\t# Rotate to face direction\n 365→\trotation = direction.angle()\n 366→\n 367→\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n 368→\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n 369→\n 370→\n 371→## Get the explosion effect radius. Override in subclasses.\n 372→func _get_effect_radius() -> float:\n 373→\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n 374→\treturn 200.0\n 375→\n 376→\n 377→## Called when the grenade explodes. Override in subclasses for specific effects.\n 378→func _on_explode() -> void:\n 379→\t# Base implementation does nothing - subclasses define explosion behavior\n 380→\tpass\n 381→\n 382→\n 383→## Internal explosion handling.\n 384→func _explode() -> void:\n 385→\tif _has_exploded:\n 386→\t\treturn\n 387→\t_has_exploded = true\n 388→\n 389→\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n 390→\n 391→\t# Trigger Power Fantasy grenade explosion effect (400ms special effect)\n 392→\tvar power_fantasy_manager: Node = get_node_or_null(\"/root/PowerFantasyEffectsManager\")\n 393→\tif power_fantasy_manager and power_fantasy_manager.has_method(\"on_grenade_exploded\"):\n 394→\t\tpower_fantasy_manager.on_grenade_exploded()\n 395→\n 396→\t# Play explosion sound\n 397→\t_play_explosion_sound()\n 398→\n 399→\t# Call subclass explosion effect\n 400→\t_on_explode()\n 401→\n 402→\t# Emit signal\n 403→\texploded.emit(global_position, self)\n 404→\n 405→\t# Destroy grenade after a short delay for effects\n 406→\tawait get_tree().create_timer(0.1).timeout\n 407→\tqueue_free()\n 408→\n 409→\n 410→## Play explosion sound audible at 2 viewport distance.\n 411→func _play_explosion_sound() -> void:\n 412→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 413→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 414→\t\t# Calculate sound range (2 viewport diagonals)\n 415→\t\tvar viewport := get_viewport()\n 416→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 417→\t\tif viewport:\n 418→\t\t\tvar size := viewport.get_visible_rect().size\n 419→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 420→\n 421→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 422→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 423→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 424→\n 425→\n 426→## Update visual blink effect as explosion approaches.\n 427→func _update_blink_effect(delta: float) -> void:\n 428→\tif not _sprite:\n 429→\t\treturn\n 430→\n 431→\t# Blink faster as time decreases\n 432→\tif _time_remaining < 1.0:\n 433→\t\t_blink_interval = 0.05\n 434→\telif _time_remaining < 2.0:\n 435→\t\t_blink_interval = 0.15\n 436→\telif _time_remaining < 3.0:\n 437→\t\t_blink_interval = 0.3\n 438→\telse:\n 439→\t\t_blink_interval = 0.5\n 440→\n 441→\t_blink_timer += delta\n 442→\tif _blink_timer >= _blink_interval:\n 443→\t\t_blink_timer = 0.0\n 444→\t\t# Toggle visibility or color\n 445→\t\tif _sprite.modulate.r > 0.9:\n 446→\t\t\t_sprite.modulate = Color(0.3, 1.0, 0.3, 1.0) # Green tint\n 447→\t\telse:\n 448→\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n 449→\n 450→\n 451→## Handle collision with bodies (bounce off walls).\n 452→func _on_body_entered(body: Node) -> void:\n 453→\t# Log collision for debugging\n 454→\tvar body_type := \"Unknown\"\n 455→\tif body is StaticBody2D:\n 456→\t\tbody_type = \"StaticBody2D\"\n 457→\telif body is TileMap:\n 458→\t\tbody_type = \"TileMap\"\n 459→\telif body is CharacterBody2D:\n 460→\t\tbody_type = \"CharacterBody2D\"\n 461→\telif body is RigidBody2D:\n 462→\t\tbody_type = \"RigidBody2D\"\n 463→\n 464→\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n 465→\n 466→\t# Play wall collision sound if hitting a wall/obstacle\n 467→\tif body is StaticBody2D or body is TileMap:\n 468→\t\t_play_wall_collision_sound()\n 469→\n 470→\n 471→## Check if a position is within the grenade's effect radius.\n 472→func is_in_effect_radius(pos: Vector2) -> bool:\n 473→\treturn global_position.distance_to(pos) <= _get_effect_radius()\n 474→\n 475→\n 476→## Get the remaining time until explosion.\n 477→func get_time_remaining() -> float:\n 478→\treturn _time_remaining\n 479→\n 480→\n 481→## Check if the timer is active.\n 482→func is_timer_active() -> bool:\n 483→\treturn _timer_active\n 484→\n 485→\n 486→## Check if the grenade has exploded.\n 487→func has_exploded() -> bool:\n 488→\treturn _has_exploded\n 489→\n 490→\n 491→## Check if the grenade has been thrown (unfrozen and moving/resting).\n 492→## Issue #426: Used to prevent enemies from reacting to grenades still held by player.\n 493→func is_thrown() -> bool:\n 494→\treturn not freeze\n 495→\n 496→\n 497→## Issue #450: Predict where the grenade will land based on current velocity and friction.\n 498→## Uses physics formula: stopping_distance = v² / (2 * friction)\n 499→## @returns: Predicted landing position, or current position if already stopped.\n 500→func get_predicted_landing_position() -> Vector2:\n 501→\tvar velocity := linear_velocity\n 502→\tvar speed := velocity.length()\n 503→\n 504→\t# If grenade is nearly stopped or frozen, return current position\n 505→\tif speed < landing_velocity_threshold or freeze:\n 506→\t\treturn global_position\n 507→\n 508→\t# Calculate stopping distance: d = v² / (2 * f)\n 509→\t# ground_friction is the deceleration rate in pixels/second²\n 510→\tvar stopping_distance := (speed * speed) / (2.0 * ground_friction)\n 511→\n 512→\t# Calculate predicted landing position\n 513→\tvar direction := velocity.normalized()\n 514→\tvar predicted_pos := global_position + direction * stopping_distance\n 515→\n 516→\treturn predicted_pos\n 517→\n 518→\n 519→## Issue #450: Check if the grenade is still moving (in flight or rolling).\n 520→## @returns: True if grenade is moving above landing threshold.\n 521→func is_moving() -> bool:\n 522→\treturn linear_velocity.length() >= landing_velocity_threshold\n 523→\n 524→\n 525→## Play activation sound (pin pull) when grenade timer is activated.\n 526→func _play_activation_sound() -> void:\n 527→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 528→\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n 529→\t\taudio_manager.play_grenade_activation(global_position)\n 530→\n 531→\n 532→## Play wall collision sound when grenade hits a wall.\n 533→func _play_wall_collision_sound() -> void:\n 534→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 535→\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n 536→\t\taudio_manager.play_grenade_wall_hit(global_position)\n 537→\n 538→\n 539→## Called when grenade comes to rest on the ground.\n 540→func _on_grenade_landed() -> void:\n 541→\t_has_landed = true\n 542→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 543→\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n 544→\t\taudio_manager.play_grenade_landing(global_position)\n 545→\n 546→\t# Issue #426: Emit grenade landing sound through SoundPropagation system\n 547→\t# so enemies within hearing range (450px = half reload distance) can react.\n 548→\t# This allows enemies to flee from grenades they hear land nearby, even if\n 549→\t# they didn't see the throw (e.g., grenade lands behind them or around corner).\n 550→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 551→\tif sound_propagation and sound_propagation.has_method(\"emit_grenade_landing\"):\n 552→\t\tsound_propagation.emit_grenade_landing(global_position, self)\n 553→\n 554→\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n 555→\n 556→\n 557→## Scatter shell casings within and near the explosion radius (Issue #432).\n 558→## Casings inside the lethal zone receive strong impulse (scatter effect).\n 559→## Casings in the proximity zone (1.0-1.5x radius) receive weak impulse.\n 560→## @param effect_radius: The lethal blast radius of the explosion.\n 561→func _scatter_casings(effect_radius: float) -> void:\n 562→\t# Get all casings in the scene\n 563→\tvar casings := get_tree().get_nodes_in_group(\"casings\")\n 564→\tif casings.is_empty():\n 565→\t\treturn\n 566→\n 567→\t# Proximity zone extends to 1.5x the effect radius\n 568→\tvar proximity_radius := effect_radius * 1.5\n 569→\n 570→\t# Impulse strengths (calibrated for dramatic scatter effect)\n 571→\t# FIX for Issue #432: User requested casings scatter \"almost as fast as bullets\"\n 572→\t# Bullet speed is 2500 px/s, so lethal zone casings should get ~2000 impulse\n 573→\t# Casings have mass and friction so actual velocity will be lower\n 574→\tvar lethal_impulse_base: float = 2000.0 # Near bullet speed for dramatic scatter\n 575→\t# Strong impulse for proximity zone too\n 576→\tvar proximity_impulse_base: float = 500.0\n 577→\n 578→\tvar scattered_count := 0\n 579→\tvar proximity_count := 0\n 580→\n 581→\t# Get physics space state for line-of-sight checks (Issue #506)\n 582→\t# Casings blocked by obstacles should not be pushed by the shockwave\n 583→\tvar space_state := get_world_2d().direct_space_state\n 584→\n 585→\tfor casing in casings:\n 586→\t\tif not is_instance_valid(casing) or not casing is RigidBody2D:\n 587→\t\t\tcontinue\n 588→\n 589→\t\tvar distance := global_position.distance_to(casing.global_position)\n 590→\n 591→\t\t# Skip casings too far away\n 592→\t\tif distance > proximity_radius:\n 593→\t\t\tcontinue\n 594→\n 595→\t\t# Issue #506: Check line of sight to casing - obstacles block the shockwave\n 596→\t\t# Uses the same collision_mask (4 = obstacles) as enemy damage LOS checks\n 597→\t\tvar query := PhysicsRayQueryParameters2D.create(\n 598→\t\t\tglobal_position,\n 599→\t\t\tcasing.global_position\n 600→\t\t)\n 601→\t\tquery.collision_mask = 4 # Only check against obstacles\n 602→\t\tquery.exclude = [self]\n 603→\t\tvar ray_result := space_state.intersect_ray(query)\n 604→\t\tif not ray_result.is_empty():\n 605→\t\t\t# Obstacle blocks line of sight - shockwave can't reach this casing\n 606→\t\t\tcontinue\n 607→\n 608→\t\t# Calculate direction from explosion to casing\n 609→\t\tvar direction: Vector2 = (casing.global_position - global_position).normalized()\n 610→\t\t# Add small random offset to prevent identical trajectories\n 611→\t\tdirection = direction.rotated(randf_range(-0.2, 0.2))\n 612→\n 613→\t\tvar impulse_strength: float = 0.0\n 614→\n 615→\t\tif distance <= effect_radius:\n 616→\t\t\t# Inside lethal zone - strong scatter effect\n 617→\t\t\t# Closer casings get stronger impulse (inverse falloff)\n 618→\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 619→\t\t\t# Use square root for more gradual falloff\n 620→\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 621→\t\t\tscattered_count += 1\n 622→\t\telse:\n 623→\t\t\t# Proximity zone - weak push\n 624→\t\t\t# Linear falloff from effect_radius to proximity_radius\n 625→\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 626→\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 627→\t\t\tproximity_count += 1\n 628→\n 629→\t\t# Apply the kick impulse to the casing\n 630→\t\tif casing.has_method(\"receive_kick\"):\n 631→\t\t\tvar impulse: Vector2 = direction * impulse_strength\n 632→\t\t\tcasing.receive_kick(impulse)\n 633→\n 634→\tif scattered_count > 0 or proximity_count > 0:\n 635→\t\tFileLogger.info(\"[GrenadeBase] Scattered %d casings (lethal zone) + %d casings (proximity) from explosion\" % [scattered_count, proximity_count])\n 636→\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": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "0bc60a79-d3dd-4df6-aa70-deba9d2e4699", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/scripts/projectiles/grenade_base.gd", | |
| "content": "extends RigidBody2D\nclass_name GrenadeBase\n## Abstract base class for all grenades.\n##\n## Handles common grenade mechanics:\n## - Timer-based detonation (4 seconds)\n## - Physics-based throwing with drag distance/direction determining velocity\n## - Explosion sound audible at 2 viewport distance\n## - Max throw distance = viewport length\n## - Min throw distance = at player feet (short drag)\n##\n## Subclasses should override:\n## - _on_explode(): Define explosion effects\n## - _get_effect_radius(): Define effect area\n\n## Time until explosion in seconds (starts when timer is activated).\n@export var fuse_time: float = 4.0\n\n## Maximum throw speed in pixels per second.\n## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n@export var max_throw_speed: float = 850.0\n\n## Minimum throw speed for a minimal drag (gentle lob).\n@export var min_throw_speed: float = 100.0\n\n## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n## At viewport width (~1280px) drag, reaches near max speed.\n## At ~100px drag (short swing), produces gentle throw.\n@export var drag_to_speed_multiplier: float = 2.0\n\n## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n@export var grenade_mass: float = 0.4\n\n## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n## This is the base ratio before mass adjustment.\n## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n## This allows for a wider range of controllable throw distances.\n@export var mouse_velocity_to_throw_multiplier: float = 0.5\n\n## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n## Reduced from 200px to allow quick flicks to throw reasonably far.\n## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n@export var min_swing_distance: float = 80.0\n\n## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n@export var min_transfer_efficiency: float = 0.35\n\n## Friction/damping applied to slow the grenade.\n## Higher friction = shorter throw distance for same speed.\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n## Default 300 with 850 speed → max distance ~1200px (viewport width).\n@export var ground_friction: float = 300.0\n\n## Velocity threshold below which friction starts increasing rapidly.\n## Above this threshold, friction is minimal (grenade maintains speed).\n## Below this threshold, friction increases progressively (grenade slows down noticeably).\n## Per issue #435: \"падение скорости должно быть еле заметным и только самом конце пути\"\n## Translation: \"speed drop should be barely noticeable and only at the very end of the path\"\n@export var friction_ramp_velocity: float = 200.0\n\n## Friction multiplier at high velocities (above friction_ramp_velocity).\n## Lower values = grenade maintains speed longer during flight.\n## Default 0.5 means 50% of base friction at high speeds - grenade decelerates slower\n## but still reaches landing threshold in a reasonable time (~3 seconds from max speed).\n## FIX for issue #435: Changed from 0.15 to 0.5 to prevent grenades from flying forever.\n## With 0.15, deceleration was only 45 px/s² at high speed, taking 11+ seconds to stop.\n@export var min_friction_multiplier: float = 0.5\n\n## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n@export var wall_bounce: float = 0.4\n\n## Sound range multiplier (2 = audible at 2 viewport distance).\n@export var sound_range_multiplier: float = 2.0\n\n## Minimum velocity to trigger landing sound (prevents multiple triggers).\n@export var landing_velocity_threshold: float = 50.0\n\n## Whether the grenade timer has been activated.\nvar _timer_active: bool = false\n\n## Time remaining until explosion.\nvar _time_remaining: float = 0.0\n\n## Whether the grenade has exploded.\nvar _has_exploded: bool = false\n\n## Reference to the sprite for visual feedback.\n@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n\n## Blink timer for visual feedback when about to explode.\nvar _blink_timer: float = 0.0\n\n## Blink interval - gets faster as explosion approaches.\nvar _blink_interval: float = 0.5\n\n## Track if landing sound has been played (grenade has come to rest).\nvar _has_landed: bool = false\n\n## Track if activation sound has been played.\nvar _activation_sound_played: bool = false\n\n## Track previous velocity for landing detection.\nvar _previous_velocity: Vector2 = Vector2.ZERO\n\n## Track the previous freeze state to detect when grenade is released by external code.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling GDScript\n## methods (due to possible C#/GDScript interop issues in exports), the timer was never\n## activated, causing grenades to fly infinitely without exploding.\nvar _was_frozen_on_start: bool = true\n\n## Signal emitted when the grenade explodes.\nsignal exploded(position: Vector2, grenade: GrenadeBase)\n\n\nfunc _ready() -> void:\n\t# Add to grenades group for enemy grenade avoidance detection (Issue #407)\n\tadd_to_group(\"grenades\")\n\n\t# Set up collision\n\tcollision_layer = 32 # Layer 6 (custom for grenades)\n\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n\n\t# Enable contact monitoring for body_entered signal (required for collision detection)\n\t# Without this, body_entered signal will never fire!\n\tcontact_monitor = true\n\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n\n\t# Enable Continuous Collision Detection to prevent tunneling through walls\n\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n\n\t# Set up physics\n\tgravity_scale = 0.0 # Top-down, no gravity\n\t# FIX for issue #398: Set linear_damp to 0 to prevent double-damping\n\t# We use manual ground_friction in _physics_process() for predictable constant deceleration.\n\t# This ensures grenades travel the exact distance calculated by: d = v² / (2 * ground_friction)\n\t# Previously linear_damp=1.0 was causing grenades to land significantly short of their target.\n\tlinear_damp = 0.0\n\n\t# Set up physics material for wall bouncing\n\tvar physics_material := PhysicsMaterial.new()\n\tphysics_material.bounce = wall_bounce\n\tphysics_material.friction = 0.3 # Low friction for rolling\n\tphysics_material_override = physics_material\n\n\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n\t# This fixes the bug where grenade was thrown from activation position instead of current position\n\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n\tfreeze = true\n\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n\n\t# Connect to body entered for bounce effects\n\tbody_entered.connect(_on_body_entered)\n\n\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n\n\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly but activate_timer() wasn't called successfully\n\t# (possible C#/GDScript interop issue in exports), the timer was never started.\n\t# By detecting the freeze->unfreeze transition, we can auto-activate the timer.\n\tif _was_frozen_on_start and not freeze:\n\t\t_was_frozen_on_start = false\n\t\tif not _timer_active:\n\t\t\tFileLogger.info(\"[GrenadeBase] Detected unfreeze without timer activation - auto-activating timer (fallback)\")\n\t\t\tactivate_timer()\n\n\t# Apply velocity-dependent ground friction to slow down\n\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n\t# only slowing down noticeably at the very end of its path.\n\t# At high velocities: reduced friction (grenade maintains speed)\n\t# At low velocities: full friction (grenade slows to stop)\n\tif linear_velocity.length() > 0:\n\t\tvar current_speed := linear_velocity.length()\n\n\t\t# Calculate friction multiplier based on velocity\n\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n\t\tvar friction_multiplier: float\n\t\tif current_speed >= friction_ramp_velocity:\n\t\t\t# High speed: minimal friction to maintain velocity\n\t\t\tfriction_multiplier = min_friction_multiplier\n\t\telse:\n\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n\n\t\tvar effective_friction := ground_friction * friction_multiplier\n\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# Update timer if active\n\tif _timer_active:\n\t\t_time_remaining -= delta\n\t\t_update_blink_effect(delta)\n\n\t\tif _time_remaining <= 0:\n\t\t\t_explode()\n\n\n## Activate the grenade timer. Call this when the player starts the throwing motion.\nfunc activate_timer() -> void:\n\tif _timer_active:\n\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n\t\treturn\n\t_timer_active = true\n\t_time_remaining = fuse_time\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\n\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n\n\n## Throw the grenade using realistic velocity-based physics.\n## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\t# Heavier grenades need more swing to transfer full velocity\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Convert mouse velocity to throw velocity\n\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n\t# Heavier grenades are harder to throw far with same mouse speed\n\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n\n\t# Clamp the final speed\n\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n\n\t# Set velocity (use original direction if speed is non-zero)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n\t\trotation = linear_velocity.angle()\n\telse:\n\t\t# Mouse wasn't moving - grenade drops at feet\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade with explicit direction and speed derived from mouse velocity.\n## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Calculate throw speed from velocity magnitude\n\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n\n\t# Set velocity using the provided direction (mouse velocity direction)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n\t\trotation = throw_direction.angle()\n\telse:\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade in SIMPLE mode with direct speed control.\n## Used for trajectory-to-cursor aiming where we calculate the exact speed needed.\n## @param throw_direction: The normalized direction to throw.\n## @param throw_speed: The exact speed to throw at (pixels/second). Will be clamped to max_throw_speed.\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Clamp speed to max throw speed\n\tvar final_speed := clampf(throw_speed, 0.0, max_throw_speed)\n\n\t# Set velocity directly with the calculated speed\n\tif final_speed > 1.0:\n\t\tlinear_velocity = throw_direction.normalized() * final_speed\n\t\trotation = throw_direction.angle()\n\telse:\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Simple mode throw! Dir: %s, Speed: %.1f (clamped from %.1f, max: %.1f)\" % [\n\t\tstr(throw_direction), final_speed, throw_speed, max_throw_speed\n\t])\n\n\n## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n## @param direction: Normalized direction to throw.\n## @param drag_distance: Distance of the drag in pixels.\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\t# This must happen before setting velocity, otherwise the velocity won't be applied\n\tfreeze = false\n\n\t# Calculate throw speed based on drag distance\n\tvar throw_speed := clampf(\n\t\tdrag_distance * drag_to_speed_multiplier,\n\t\tmin_throw_speed,\n\t\tmax_throw_speed\n\t)\n\n\t# Set velocity\n\tlinear_velocity = direction.normalized() * throw_speed\n\n\t# Rotate to face direction\n\trotation = direction.angle()\n\n\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n\n\n## Get the explosion effect radius. Override in subclasses.\nfunc _get_effect_radius() -> float:\n\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n\treturn 200.0\n\n\n## Called when the grenade explodes. Override in subclasses for specific effects.\nfunc _on_explode() -> void:\n\t# Base implementation does nothing - subclasses define explosion behavior\n\tpass\n\n\n## Internal explosion handling.\nfunc _explode() -> void:\n\tif _has_exploded:\n\t\treturn\n\t_has_exploded = true\n\n\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n\n\t# Trigger Power Fantasy grenade explosion effect (400ms special effect)\n\tvar power_fantasy_manager: Node = get_node_or_null(\"/root/PowerFantasyEffectsManager\")\n\tif power_fantasy_manager and power_fantasy_manager.has_method(\"on_grenade_exploded\"):\n\t\tpower_fantasy_manager.on_grenade_exploded()\n\n\t# Play explosion sound\n\t_play_explosion_sound()\n\n\t# Call subclass explosion effect\n\t_on_explode()\n\n\t# Emit signal\n\texploded.emit(global_position, self)\n\n\t# Destroy grenade after a short delay for effects\n\tawait get_tree().create_timer(0.1).timeout\n\tqueue_free()\n\n\n## Play explosion sound audible at 2 viewport distance.\nfunc _play_explosion_sound() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Calculate sound range (2 viewport diagonals)\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Update visual blink effect as explosion approaches.\nfunc _update_blink_effect(delta: float) -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Blink faster as time decreases\n\tif _time_remaining < 1.0:\n\t\t_blink_interval = 0.05\n\telif _time_remaining < 2.0:\n\t\t_blink_interval = 0.15\n\telif _time_remaining < 3.0:\n\t\t_blink_interval = 0.3\n\telse:\n\t\t_blink_interval = 0.5\n\n\t_blink_timer += delta\n\tif _blink_timer >= _blink_interval:\n\t\t_blink_timer = 0.0\n\t\t# Toggle visibility or color\n\t\tif _sprite.modulate.r > 0.9:\n\t\t\t_sprite.modulate = Color(0.3, 1.0, 0.3, 1.0) # Green tint\n\t\telse:\n\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n\n\n## Handle collision with bodies (bounce off walls).\nfunc _on_body_entered(body: Node) -> void:\n\t# Log collision for debugging\n\tvar body_type := \"Unknown\"\n\tif body is StaticBody2D:\n\t\tbody_type = \"StaticBody2D\"\n\telif body is TileMap:\n\t\tbody_type = \"TileMap\"\n\telif body is CharacterBody2D:\n\t\tbody_type = \"CharacterBody2D\"\n\telif body is RigidBody2D:\n\t\tbody_type = \"RigidBody2D\"\n\n\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n\n\t# Play wall collision sound if hitting a wall/obstacle\n\tif body is StaticBody2D or body is TileMap:\n\t\t_play_wall_collision_sound()\n\n\n## Check if a position is within the grenade's effect radius.\nfunc is_in_effect_radius(pos: Vector2) -> bool:\n\treturn global_position.distance_to(pos) <= _get_effect_radius()\n\n\n## Get the remaining time until explosion.\nfunc get_time_remaining() -> float:\n\treturn _time_remaining\n\n\n## Check if the timer is active.\nfunc is_timer_active() -> bool:\n\treturn _timer_active\n\n\n## Check if the grenade has exploded.\nfunc has_exploded() -> bool:\n\treturn _has_exploded\n\n\n## Check if the grenade has been thrown (unfrozen and moving/resting).\n## Issue #426: Used to prevent enemies from reacting to grenades still held by player.\nfunc is_thrown() -> bool:\n\treturn not freeze\n\n\n## Issue #450: Predict where the grenade will land based on current velocity and friction.\n## Uses physics formula: stopping_distance = v² / (2 * friction)\n## @returns: Predicted landing position, or current position if already stopped.\nfunc get_predicted_landing_position() -> Vector2:\n\tvar velocity := linear_velocity\n\tvar speed := velocity.length()\n\n\t# If grenade is nearly stopped or frozen, return current position\n\tif speed < landing_velocity_threshold or freeze:\n\t\treturn global_position\n\n\t# Calculate stopping distance: d = v² / (2 * f)\n\t# ground_friction is the deceleration rate in pixels/second²\n\tvar stopping_distance := (speed * speed) / (2.0 * ground_friction)\n\n\t# Calculate predicted landing position\n\tvar direction := velocity.normalized()\n\tvar predicted_pos := global_position + direction * stopping_distance\n\n\treturn predicted_pos\n\n\n## Issue #450: Check if the grenade is still moving (in flight or rolling).\n## @returns: True if grenade is moving above landing threshold.\nfunc is_moving() -> bool:\n\treturn linear_velocity.length() >= landing_velocity_threshold\n\n\n## Play activation sound (pin pull) when grenade timer is activated.\nfunc _play_activation_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n\t\taudio_manager.play_grenade_activation(global_position)\n\n\n## Play wall collision sound when grenade hits a wall.\nfunc _play_wall_collision_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n\t\taudio_manager.play_grenade_wall_hit(global_position)\n\n\n## Called when grenade comes to rest on the ground.\nfunc _on_grenade_landed() -> void:\n\t_has_landed = true\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n\t\taudio_manager.play_grenade_landing(global_position)\n\n\t# Issue #426: Emit grenade landing sound through SoundPropagation system\n\t# so enemies within hearing range (450px = half reload distance) can react.\n\t# This allows enemies to flee from grenades they hear land nearby, even if\n\t# they didn't see the throw (e.g., grenade lands behind them or around corner).\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_grenade_landing\"):\n\t\tsound_propagation.emit_grenade_landing(global_position, self)\n\n\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n\n\n## Scatter shell casings within and near the explosion radius (Issue #432).\n## Casings inside the lethal zone receive strong impulse (scatter effect).\n## Casings in the proximity zone (1.0-1.5x radius) receive weak impulse.\n## @param effect_radius: The lethal blast radius of the explosion.\nfunc _scatter_casings(effect_radius: float) -> void:\n\t# Get all casings in the scene\n\tvar casings := get_tree().get_nodes_in_group(\"casings\")\n\tif casings.is_empty():\n\t\treturn\n\n\t# Proximity zone extends to 1.5x the effect radius\n\tvar proximity_radius := effect_radius * 1.5\n\n\t# Impulse strengths (calibrated for dramatic scatter effect)\n\t# FIX for Issue #432: User requested casings scatter \"almost as fast as bullets\"\n\t# Bullet speed is 2500 px/s, so lethal zone casings should get ~2000 impulse\n\t# Casings have mass and friction so actual velocity will be lower\n\tvar lethal_impulse_base: float = 2000.0 # Near bullet speed for dramatic scatter\n\t# Strong impulse for proximity zone too\n\tvar proximity_impulse_base: float = 500.0\n\n\tvar scattered_count := 0\n\tvar proximity_count := 0\n\n\t# Get physics space state for line-of-sight checks (Issue #506)\n\t# Casings blocked by obstacles should not be pushed by the shockwave\n\tvar space_state := get_world_2d().direct_space_state\n\n\tfor casing in casings:\n\t\tif not is_instance_valid(casing) or not casing is RigidBody2D:\n\t\t\tcontinue\n\n\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t# Skip casings too far away\n\t\tif distance > proximity_radius:\n\t\t\tcontinue\n\n\t\t# Issue #506: Check line of sight to casing - obstacles block the shockwave\n\t\t# Uses the same collision_mask (4 = obstacles) as enemy damage LOS checks\n\t\tvar query := PhysicsRayQueryParameters2D.create(\n\t\t\tglobal_position,\n\t\t\tcasing.global_position\n\t\t)\n\t\tquery.collision_mask = 4 # Only check against obstacles\n\t\tquery.exclude = [self]\n\t\tvar ray_result := space_state.intersect_ray(query)\n\t\tif not ray_result.is_empty():\n\t\t\t# Obstacle blocks line of sight - shockwave can't reach this casing\n\t\t\tcontinue\n\n\t\t# Calculate direction from explosion to casing\n\t\tvar direction: Vector2 = (casing.global_position - global_position).normalized()\n\t\t# Add small random offset to prevent identical trajectories\n\t\tdirection = direction.rotated(randf_range(-0.2, 0.2))\n\n\t\tvar impulse_strength: float = 0.0\n\n\t\tif distance <= effect_radius:\n\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t# Closer casings get stronger impulse (inverse falloff)\n\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t# Use square root for more gradual falloff\n\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\tscattered_count += 1\n\t\telse:\n\t\t\t# Proximity zone - weak push\n\t\t\t# Linear falloff from effect_radius to proximity_radius\n\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\t\t\tproximity_count += 1\n\n\t\t# Apply the kick impulse to the casing\n\t\tif casing.has_method(\"receive_kick\"):\n\t\t\tvar impulse: Vector2 = direction * impulse_strength\n\t\t\tcasing.receive_kick(impulse)\n\n\tif scattered_count > 0 or proximity_count > 0:\n\t\tFileLogger.info(\"[GrenadeBase] Scattered %d casings (lethal zone) + %d casings (proximity) from explosion\" % [scattered_count, proximity_count])\n", | |
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| [2026-02-06T20:13:11.225Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-6", | |
| "id": "msg_01AE9sRVQV9ZNkyKVuCjG1nH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me read the `last_chance_effects_manager.gd` to understand the time freeze/unfreeze flow, especially how casings are handled during the grenade explosion in Power Fantasy mode." | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "9b7e7f0c-e1a9-434a-a50c-48771663e887" | |
| } | |
| [2026-02-06T20:13:12.231Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01AE9sRVQV9ZNkyKVuCjG1nH", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01GMyJG7yryZg86kpfZ826vD", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1770408675396/scripts/autoload/last_chance_effects_manager.gd" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "uuid": "cd019d2d-3efb-4814-95cd-03b2113fc284" | |
| } | |
| [2026-02-06T20:13:12.463Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01GMyJG7yryZg86kpfZ826vD", | |
| "type": "tool_result", | |
| "content": " 1→extends Node\n 2→## LastChanceEffectsManager - Special \"last chance\" effect for hard difficulty.\n 3→##\n 4→## This autoload singleton manages the special time-freeze effect that triggers\n 5→## on hard difficulty when the player is about to die (1 HP or less) and an\n 6→## enemy bullet on a collision course enters their threat sphere.\n 7→##\n 8→## Effect details (as per issue #167):\n 9→## 1. Time completely stops for 6 real seconds\n 10→## 2. Player can move at normal speed and shoot during the freeze\n 11→## 3. Player-fired bullets stay frozen in place until time unfreezes\n 12→## 4. All colors except the player are dimmed\n 13→## 5. Blue sepia effect overlay with a ripple effect\n 14→## 6. This effect triggers ONLY ONCE per life\n 15→\n 16→## Duration of the time freeze in real seconds.\n 17→const FREEZE_DURATION_REAL_SECONDS: float = 6.0\n 18→\n 19→## Blue sepia intensity for the shader (0.0-1.0).\n 20→const SEPIA_INTENSITY: float = 0.7\n 21→\n 22→## Brightness reduction for non-player elements (0.0-1.0, where 1.0 is normal).\n 23→const BRIGHTNESS: float = 0.6\n 24→\n 25→## Ripple effect strength.\n 26→const RIPPLE_STRENGTH: float = 0.008\n 27→\n 28→## Ripple effect frequency.\n 29→const RIPPLE_FREQUENCY: float = 25.0\n 30→\n 31→## Ripple effect speed.\n 32→const RIPPLE_SPEED: float = 2.0\n 33→\n 34→## Duration of the fade-out animation in seconds (Issue #442).\n 35→## Visual effects fade smoothly over this duration for a smooth transition to normal mode.\n 36→const FADE_OUT_DURATION_SECONDS: float = 0.4\n 37→\n 38→## Player saturation multiplier during last chance (same as enemy saturation).\n 39→## Makes the player more vivid and visible during the effect.\n 40→const PLAYER_SATURATION_MULTIPLIER: float = 4.0\n 41→\n 42→## The CanvasLayer for screen effects.\n 43→var _effects_layer: CanvasLayer = null\n 44→\n 45→## The ColorRect with the last chance shader.\n 46→var _effect_rect: ColorRect = null\n 47→\n 48→## Whether the last chance effect is currently active.\n 49→var _is_effect_active: bool = false\n 50→\n 51→## Whether the last chance effect has already been used this life.\n 52→## Only triggers ONCE.\n 53→var _effect_used: bool = false\n 54→\n 55→## Reference to the player for monitoring.\n 56→var _player: Node = null\n 57→\n 58→## Reference to the player's ThreatSphere for signal connection.\n 59→var _threat_sphere: Area2D = null\n 60→\n 61→## Whether we've successfully connected to player signals.\n 62→var _connected_to_player: bool = false\n 63→\n 64→## Timer for tracking effect duration (uses real time, not game time).\n 65→var _effect_start_time: float = 0.0\n 66→\n 67→## Tracks the previous scene root to detect scene changes.\n 68→var _previous_scene_root: Node = null\n 69→\n 70→## List of bullets frozen by the player during time freeze.\n 71→var _frozen_player_bullets: Array = []\n 72→\n 73→## List of grenades frozen during time freeze.\n 74→var _frozen_grenades: Array = []\n 75→\n 76→## List of bullet casings frozen during time freeze.\n 77→var _frozen_casings: Array = []\n 78→\n 79→## List of shrapnel pieces frozen during time freeze.\n 80→var _frozen_shrapnel: Array = []\n 81→\n 82→## List of explosion visual effects (PointLight2D) frozen during time freeze.\n 83→var _frozen_explosion_effects: Array = []\n 84→\n 85→## List of explosion visual effect containers (Node2D with flashbang/explosion scripts) frozen during time freeze (Issue #505).\n 86→var _frozen_explosion_visuals: Array = []\n 87→\n 88→## Original process mode of the player (to restore after effect).\n 89→var _player_original_process_mode: Node.ProcessMode = Node.PROCESS_MODE_INHERIT\n 90→\n 91→## Dictionary storing original process modes of all nodes we modified.\n 92→## Key: node instance, Value: original ProcessMode\n 93→var _original_process_modes: Dictionary = {}\n 94→\n 95→## Distance to push threatening bullets away from player (in pixels).\n 96→const BULLET_PUSH_DISTANCE: float = 200.0\n 97→\n 98→## Current effect duration in real seconds (varies between grenade and threat triggers).\n 99→var _current_effect_duration: float = FREEZE_DURATION_REAL_SECONDS\n 100→\n 101→## Whether this is a grenade-triggered effect (shorter duration, no \"used\" flag).\n 102→var _is_grenade_triggered: bool = false\n 103→\n 104→## Whether to grant invulnerability during the time freeze.\n 105→var _player_was_invulnerable: bool = false\n 106→\n 107→## Cached player health from Damaged/health_changed signals.\n 108→## This is used because accessing C# HealthComponent.CurrentHealth from GDScript\n 109→## doesn't work reliably due to cross-language interoperability issues.\n 110→var _player_current_health: float = 0.0\n 111→\n 112→## Original player sprite modulate colors (to restore after effect ends).\n 113→## Key: sprite node, Value: original modulate Color\n 114→var _player_original_colors: Dictionary = {}\n 115→\n 116→## Whether the visual effects are currently fading out (Issue #442).\n 117→var _is_fading_out: bool = false\n 118→\n 119→## The time when the fade-out started (in real time seconds).\n 120→var _fade_out_start_time: float = 0.0\n 121→\n 122→\n 123→func _ready() -> void:\n 124→\t# Connect to scene tree changes to find player and reset effects on scene reload\n 125→\tget_tree().tree_changed.connect(_on_tree_changed)\n 126→\n 127→\t# Create effects layer (very high layer to render on top of everything)\n 128→\t_effects_layer = CanvasLayer.new()\n 129→\t_effects_layer.name = \"LastChanceEffectsLayer\"\n 130→\t_effects_layer.layer = 102 # Higher than other effects layers\n 131→\tadd_child(_effects_layer)\n 132→\n 133→\t# Create effect overlay\n 134→\t_effect_rect = ColorRect.new()\n 135→\t_effect_rect.name = \"LastChanceOverlay\"\n 136→\t_effect_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 137→\t_effect_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 138→\n 139→\t# Load and apply the last chance shader\n 140→\tvar shader := load(\"res://scripts/shaders/last_chance.gdshader\") as Shader\n 141→\tif shader:\n 142→\t\tvar material := ShaderMaterial.new()\n 143→\t\tmaterial.shader = shader\n 144→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 145→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 146→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 147→\t\tmaterial.set_shader_parameter(\"ripple_frequency\", RIPPLE_FREQUENCY)\n 148→\t\tmaterial.set_shader_parameter(\"ripple_speed\", RIPPLE_SPEED)\n 149→\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n 150→\t\t_effect_rect.material = material\n 151→\t\t_log(\"Last chance shader loaded successfully\")\n 152→\telse:\n 153→\t\tpush_warning(\"LastChanceEffectsManager: Could not load last chance shader\")\n 154→\t\t_log(\"WARNING: Could not load last chance shader!\")\n 155→\n 156→\t_effect_rect.visible = false\n 157→\t_effects_layer.add_child(_effect_rect)\n 158→\n 159→\t# Perform shader warmup to prevent first-use lag (Issue #343)\n 160→\t_warmup_shader()\n 161→\n 162→\t_log(\"LastChanceEffectsManager ready - Configuration:\")\n 163→\t_log(\" Freeze duration: %.1f real seconds\" % FREEZE_DURATION_REAL_SECONDS)\n 164→\t_log(\" Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n 165→\t_log(\" Brightness: %.2f\" % BRIGHTNESS)\n 166→\n 167→\n 168→func _process(delta: float) -> void:\n 169→\t# Check if we need to find the player\n 170→\tif _player == null or not is_instance_valid(_player):\n 171→\t\t_find_player()\n 172→\n 173→\t# Handle fade-out animation (Issue #442)\n 174→\tif _is_fading_out:\n 175→\t\t_update_fade_out()\n 176→\t\treturn\n 177→\n 178→\t# Update shader time for ripple animation (using real time)\n 179→\tif _is_effect_active:\n 180→\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n 181→\t\tvar elapsed := current_time - _effect_start_time\n 182→\n 183→\t\t# Update ripple time offset in shader\n 184→\t\tvar material := _effect_rect.material as ShaderMaterial\n 185→\t\tif material:\n 186→\t\t\tmaterial.set_shader_parameter(\"time_offset\", elapsed)\n 187→\n 188→\t\t# Check if effect should end based on real time duration\n 189→\t\tif elapsed >= _current_effect_duration:\n 190→\t\t\t_log(\"Effect duration expired after %.2f real seconds\" % elapsed)\n 191→\t\t\t_end_last_chance_effect()\n 192→\n 193→\n 194→## Log a message with the LastChance prefix.\n 195→func _log(message: String) -> void:\n 196→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 197→\tif logger and logger.has_method(\"log_info\"):\n 198→\t\tlogger.log_info(\"[LastChance] \" + message)\n 199→\telse:\n 200→\t\tprint(\"[LastChance] \" + message)\n 201→\n 202→\n 203→## Find and connect to the player and their threat sphere.\n 204→func _find_player() -> void:\n 205→\t# Skip if already connected\n 206→\tif _connected_to_player and is_instance_valid(_player):\n 207→\t\treturn\n 208→\n 209→\t_player = get_tree().get_first_node_in_group(\"player\")\n 210→\tif _player == null:\n 211→\t\treturn\n 212→\n 213→\t_log(\"Found player: %s\" % _player.name)\n 214→\n 215→\t# Find threat sphere on player\n 216→\t_threat_sphere = _player.get_node_or_null(\"ThreatSphere\") as Area2D\n 217→\tif _threat_sphere == null:\n 218→\t\t_log(\"WARNING: No ThreatSphere found on player - last chance effect won't work\")\n 219→\t\treturn\n 220→\n 221→\t# Connect to threat sphere signal\n 222→\tif _threat_sphere.has_signal(\"threat_detected\"):\n 223→\t\tif not _threat_sphere.threat_detected.is_connected(_on_threat_detected):\n 224→\t\t\t_threat_sphere.threat_detected.connect(_on_threat_detected)\n 225→\t\t\t_log(\"Connected to ThreatSphere threat_detected signal\")\n 226→\n 227→\t# Connect to player health signals to track when HP is low\n 228→\tif _player.has_signal(\"Damaged\"):\n 229→\t\tif not _player.Damaged.is_connected(_on_player_damaged):\n 230→\t\t\t_player.Damaged.connect(_on_player_damaged)\n 231→\t\t\t_log(\"Connected to player Damaged signal (C#)\")\n 232→\n 233→\tif _player.has_signal(\"health_changed\"):\n 234→\t\tif not _player.health_changed.is_connected(_on_player_health_changed):\n 235→\t\t\t_player.health_changed.connect(_on_player_health_changed)\n 236→\t\t\t_log(\"Connected to player health_changed signal (GDScript)\")\n 237→\n 238→\t# Connect to died signal to reset effect availability on death\n 239→\tif _player.has_signal(\"Died\"):\n 240→\t\tif not _player.Died.is_connected(_on_player_died):\n 241→\t\t\t_player.Died.connect(_on_player_died)\n 242→\t\t\t_log(\"Connected to player Died signal (C#)\")\n 243→\n 244→\tif _player.has_signal(\"died\"):\n 245→\t\tif not _player.died.is_connected(_on_player_died):\n 246→\t\t\t_player.died.connect(_on_player_died)\n 247→\t\t\t_log(\"Connected to player died signal (GDScript)\")\n 248→\n 249→\t# Try to get initial health from C# HealthComponent\n 250→\t# This may not work reliably due to cross-language interop issues,\n 251→\t# but we try anyway to have a starting value\n 252→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 253→\tif health_component != null and health_component.has_signal(\"HealthChanged\"):\n 254→\t\t# Connect to HealthChanged signal to get health updates including initial value\n 255→\t\tif not health_component.HealthChanged.is_connected(_on_health_changed):\n 256→\t\t\thealth_component.HealthChanged.connect(_on_health_changed)\n 257→\t\t\t_log(\"Connected to HealthComponent HealthChanged signal (C#)\")\n 258→\n 259→\t_connected_to_player = true\n 260→\n 261→\n 262→## Called when player health changes (GDScript).\n 263→func _on_player_health_changed(current: int, _maximum: int) -> void:\n 264→\t# Cache the current health from the signal for reliable cross-language access\n 265→\t_player_current_health = float(current)\n 266→\t_log(\"Player health updated (GDScript): %.1f\" % _player_current_health)\n 267→\n 268→\n 269→## Called when player takes damage (C#).\n 270→func _on_player_damaged(_amount: float, current_health: float) -> void:\n 271→\t# Cache the current health from the signal for reliable cross-language access\n 272→\t_player_current_health = current_health\n 273→\t_log(\"Player health updated (C# Damaged): %.1f\" % _player_current_health)\n 274→\n 275→\n 276→## Called when health changes on C# HealthComponent (includes initial value).\n 277→func _on_health_changed(current_health: float, _max_health: float) -> void:\n 278→\t# Cache the current health from the signal for reliable cross-language access\n 279→\t_player_current_health = current_health\n 280→\t_log(\"Player health updated (C# HealthChanged): %.1f\" % _player_current_health)\n 281→\n 282→\n 283→## Called when player dies.\n 284→func _on_player_died() -> void:\n 285→\t_log(\"Player died\")\n 286→\tif _is_effect_active:\n 287→\t\t_end_last_chance_effect()\n 288→\t# Reset effect usage on death so it can trigger again next life\n 289→\t_effect_used = false\n 290→\n 291→\n 292→## Triggers the last chance effect from a grenade explosion in Power Fantasy mode.\n 293→## Uses the full time-freeze visual effect with configurable duration (default: 2000ms).\n 294→## Unlike the threat-triggered version, this can be used multiple times per life.\n 295→func trigger_grenade_last_chance(duration_seconds: float) -> void:\n 296→\tif _is_effect_active:\n 297→\t\treturn\n 298→\n 299→\t# Ensure player is found\n 300→\tif _player == null or not is_instance_valid(_player):\n 301→\t\t_find_player()\n 302→\n 303→\tif _player == null:\n 304→\t\t_log(\"Cannot trigger grenade last chance - player not found\")\n 305→\t\treturn\n 306→\n 307→\t_log(\"Grenade explosion triggering last chance effect for %.2f seconds\" % duration_seconds)\n 308→\t_start_last_chance_effect(duration_seconds, true)\n 309→\n 310→\n 311→## Called when a threat is detected by the player's threat sphere.\n 312→func _on_threat_detected(bullet: Area2D) -> void:\n 313→\t_log(\"Threat detected: %s\" % bullet.name)\n 314→\n 315→\t# Check if we can trigger the effect\n 316→\tif not _can_trigger_effect():\n 317→\t\t_log(\"Cannot trigger effect - conditions not met\")\n 318→\t\treturn\n 319→\n 320→\t_log(\"Triggering last chance effect!\")\n 321→\t_start_last_chance_effect()\n 322→\n 323→\n 324→## Checks if the last chance effect can be triggered.\n 325→func _can_trigger_effect() -> bool:\n 326→\t# Effect already used this life?\n 327→\tif _effect_used:\n 328→\t\t_log(\"Effect already used this life\")\n 329→\t\treturn false\n 330→\n 331→\t# Effect already active?\n 332→\tif _is_effect_active:\n 333→\t\t_log(\"Effect already active\")\n 334→\t\treturn false\n 335→\n 336→\t# Only trigger in hard mode\n 337→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 338→\tif difficulty_manager == null:\n 339→\t\t_log(\"DifficultyManager not found\")\n 340→\t\treturn false\n 341→\n 342→\tif not difficulty_manager.is_hard_mode():\n 343→\t\t_log(\"Not in hard mode - effect disabled\")\n 344→\t\treturn false\n 345→\n 346→\t# Check player health (1 HP or less)\n 347→\tif _player == null:\n 348→\t\t_log(\"Player not found\")\n 349→\t\treturn false\n 350→\n 351→\t# Use cached health value from Damaged/health_changed signals\n 352→\t# This is more reliable than trying to access C# HealthComponent properties from GDScript\n 353→\tif _player_current_health > 1.0 or _player_current_health <= 0.0:\n 354→\t\t_log(\"Player health is %.1f - effect requires exactly 1 HP or less but alive\" % _player_current_health)\n 355→\t\treturn false\n 356→\n 357→\treturn true\n 358→\n 359→\n 360→## Gets the player's current health.\n 361→func _get_player_health() -> float:\n 362→\tif _player == null:\n 363→\t\treturn 0.0\n 364→\n 365→\t# Try C# player (has HealthComponent)\n 366→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 367→\tif health_component != null:\n 368→\t\tif health_component.has_method(\"get\") and health_component.get(\"CurrentHealth\") != null:\n 369→\t\t\treturn health_component.get(\"CurrentHealth\")\n 370→\t\tif \"CurrentHealth\" in health_component:\n 371→\t\t\treturn health_component.CurrentHealth\n 372→\n 373→\t# Try GDScript player\n 374→\tif _player.has_method(\"get_health\"):\n 375→\t\treturn _player.get_health()\n 376→\n 377→\t# Try health property\n 378→\tif \"health\" in _player:\n 379→\t\treturn _player.health\n 380→\n 381→\t# Try current_health property\n 382→\tif \"current_health\" in _player:\n 383→\t\treturn _player.current_health\n 384→\n 385→\treturn 0.0\n 386→\n 387→\n 388→## Starts the last chance effect with configurable duration.\n 389→## @param duration_seconds: Duration of the effect in real seconds.\n 390→## @param is_grenade: Whether this is triggered by a grenade explosion.\n 391→func _start_last_chance_effect(duration_seconds: float = FREEZE_DURATION_REAL_SECONDS, is_grenade: bool = false) -> void:\n 392→\tif _is_effect_active:\n 393→\t\treturn\n 394→\n 395→\t_is_effect_active = true\n 396→\t_is_grenade_triggered = is_grenade\n 397→\t_current_effect_duration = duration_seconds\n 398→\tif not is_grenade:\n 399→\t\t_effect_used = true # Mark as used (only triggers once per life, not for grenade)\n 400→\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 401→\n 402→\t_log(\"Starting last chance effect:\")\n 403→\t_log(\" - Time will be frozen (except player)\")\n 404→\t_log(\" - Duration: %.2f real seconds\" % duration_seconds)\n 405→\t_log(\" - Trigger: %s\" % (\"grenade explosion\" if is_grenade else \"threat detected\"))\n 406→\t_log(\" - Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n 407→\t_log(\" - Brightness: %.2f\" % BRIGHTNESS)\n 408→\n 409→\tif not is_grenade:\n 410→\t\t# CRITICAL: Push all threatening bullets away from player BEFORE freezing time\n 411→\t\t# This gives the player a fighting chance to survive\n 412→\t\t_push_threatening_bullets_away()\n 413→\n 414→\t\t# Grant temporary invulnerability to player during time freeze\n 415→\t\t_grant_player_invulnerability()\n 416→\n 417→\t# Freeze time for everything except the player\n 418→\t_freeze_time()\n 419→\n 420→\t# Apply visual effects\n 421→\t_apply_visual_effects()\n 422→\n 423→\n 424→## Freezes time for everything except the player.\n 425→## IMPORTANT: We don't use Engine.time_scale = 0 because it also freezes physics delta,\n 426→## which prevents CharacterBody2D.MoveAndSlide() from working even with PROCESS_MODE_ALWAYS.\n 427→## Instead, we disable processing on all nodes except the player and this manager.\n 428→func _freeze_time() -> void:\n 429→\t# Clear previous stored modes\n 430→\t_original_process_modes.clear()\n 431→\n 432→\t# CRITICAL: Do NOT set Engine.time_scale to 0!\n 433→\t# Physics delta becomes 0 which makes MoveAndSlide() not work.\n 434→\t# Instead, we disable all nodes except player.\n 435→\n 436→\t# CRITICAL FIX: First, set player and all children to PROCESS_MODE_ALWAYS\n 437→\t# This MUST happen BEFORE freezing the scene, because:\n 438→\t# 1. The player's parent (scene root) will be set to DISABLED\n 439→\t# 2. By default, player has INHERIT, which would inherit DISABLED\n 440→\t# 3. Setting to ALWAYS overrides the parent's disabled state\n 441→\tif _player != null:\n 442→\t\t_enable_player_processing_always(_player)\n 443→\n 444→\t# Freeze all top-level nodes in the scene tree except player and autoloads\n 445→\tvar root := get_tree().root\n 446→\tfor child in root.get_children():\n 447→\t\t# Skip autoloads (they should keep running for UI, audio, etc.)\n 448→\t\t# Include GameManager to preserve quick restart (Q key) functionality\n 449→\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\n 450→\t\t\tcontinue\n 451→\n 452→\t\t# This is likely the current scene - freeze everything inside except player\n 453→\t\t_freeze_node_except_player(child)\n 454→\n 455→\t_log(\"Froze all nodes except player and autoloads (including GameManager for quick restart)\")\n 456→\n 457→\t# This manager uses PROCESS_MODE_ALWAYS to keep running the timer\n 458→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 459→\n 460→\t# Connect to node_added signal to freeze any new bullets fired during the freeze\n 461→\t# This ensures player-fired bullets also get frozen immediately\n 462→\tif not get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 463→\t\tget_tree().node_added.connect(_on_node_added_during_freeze)\n 464→\n 465→\n 466→## Recursively sets the player and all children to PROCESS_MODE_ALWAYS.\n 467→## This is needed because the player's parent scene will be DISABLED,\n 468→## and we need ALWAYS mode to override the inherited disabled state.\n 469→func _enable_player_processing_always(node: Node, depth: int = 0) -> void:\n 470→\tif node == null or not is_instance_valid(node):\n 471→\t\treturn\n 472→\n 473→\t# Store original process mode for restoration later\n 474→\t_original_process_modes[node] = node.process_mode\n 475→\n 476→\t# Set to ALWAYS so player can move even when parent scene is DISABLED\n 477→\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 478→\n 479→\t# Only log the player node itself and important children to avoid spam\n 480→\tif depth == 0:\n 481→\t\t_log(\"Set player %s and all %d children to PROCESS_MODE_ALWAYS\" % [node.name, _count_descendants(node)])\n 482→\n 483→\t# Recursively enable all children too (weapon, input, animations, etc.)\n 484→\tfor child in node.get_children():\n 485→\t\t_enable_player_processing_always(child, depth + 1)\n 486→\n 487→\n 488→## Counts total number of descendant nodes.\n 489→func _count_descendants(node: Node) -> int:\n 490→\tvar count := 0\n 491→\tfor child in node.get_children():\n 492→\t\tcount += 1 + _count_descendants(child)\n 493→\treturn count\n 494→\n 495→\n 496→## Recursively freezes a node and its children, except for the player node.\n 497→## Uses a selective approach that only disables nodes that need to be frozen,\n 498→## preserving physics collision by NOT setting container nodes or physics bodies to DISABLED.\n 499→func _freeze_node_except_player(node: Node) -> void:\n 500→\tif node == null or not is_instance_valid(node):\n 501→\t\treturn\n 502→\n 503→\t# Skip the player and all its children - they should keep processing normally\n 504→\tif node == _player:\n 505→\t\t_log(\"Skipping player node: %s\" % node.name)\n 506→\t\treturn\n 507→\n 508→\t# Also skip if this node is a child of player (already handled)\n 509→\tif _player != null and _is_descendant_of(_player, node):\n 510→\t\treturn\n 511→\n 512→\t# CRITICAL FIX: Only freeze nodes that actually need freezing.\n 513→\t# DO NOT freeze container nodes (Node2D, Node, Control) that have physics bodies as children.\n 514→\t# The issue is that setting parent containers to DISABLED affects physics collision detection\n 515→\t# even if we set the physics bodies themselves to ALWAYS.\n 516→\t#\n 517→\t# Strategy:\n 518→\t# 1. StaticBody2D (walls) - set to ALWAYS to ensure collision detection works\n 519→\t# 2. CollisionShape2D - set to ALWAYS to ensure collision shapes are active\n 520→\t# 3. CharacterBody2D (enemies) - DISABLE to freeze them\n 521→\t# 4. RigidBody2D (physics objects) - DISABLE if they have enemy-like behavior\n 522→\t# 5. Container nodes (Node2D, Node, etc.) - DON'T disable, just process children\n 523→\t# This is key: leaving containers at INHERIT preserves the physics tree structure\n 524→\n 525→\t# Handle physics collision bodies - set to ALWAYS to preserve collision detection\n 526→\tif node is StaticBody2D:\n 527→\t\t_original_process_modes[node] = node.process_mode\n 528→\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 529→\t\t_log(\"Set StaticBody2D '%s' to PROCESS_MODE_ALWAYS for collision\" % node.name)\n 530→\t\t# Process children - collision shapes need ALWAYS too\n 531→\t\tfor child in node.get_children():\n 532→\t\t\t_freeze_node_except_player(child)\n 533→\t\treturn\n 534→\n 535→\t# CollisionShape2D nodes need ALWAYS to stay active for collision detection\n 536→\tif node is CollisionShape2D:\n 537→\t\t_original_process_modes[node] = node.process_mode\n 538→\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n 539→\t\treturn\n 540→\n 541→\t# Freeze CharacterBody2D nodes that are NOT the player (enemies)\n 542→\tif node is CharacterBody2D:\n 543→\t\t_original_process_modes[node] = node.process_mode\n 544→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 545→\t\t# Freeze all children of enemy character bodies\n 546→\t\tfor child in node.get_children():\n 547→\t\t\t_freeze_node_except_player(child)\n 548→\t\treturn\n 549→\n 550→\t# Freeze RigidBody2D nodes (physics objects like grenades and casings)\n 551→\tif node is RigidBody2D:\n 552→\t\t_original_process_modes[node] = node.process_mode\n 553→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 554→\n 555→\t\t# Check if this is a grenade and track it separately for proper unfreezing\n 556→\t\tvar script: Script = node.get_script()\n 557→\t\tif script != null:\n 558→\t\t\tvar script_path: String = script.resource_path\n 559→\t\t\tif \"grenade\" in script_path.to_lower():\n 560→\t\t\t\tif node not in _frozen_grenades:\n 561→\t\t\t\t\t_frozen_grenades.append(node)\n 562→\t\t\t\t\t_log(\"Froze existing grenade: %s\" % node.name)\n 563→\t\t\t# Check if this is a bullet casing and track it separately\n 564→\t\t\telif \"casing\" in script_path.to_lower():\n 565→\t\t\t\tif node not in _frozen_casings:\n 566→\t\t\t\t\t_frozen_casings.append(node)\n 567→\t\t\t\t\t# Call freeze_time method on casing if available\n 568→\t\t\t\t\tif node.has_method(\"freeze_time\"):\n 569→\t\t\t\t\t\tnode.freeze_time()\n 570→\t\t\t\t\t_log(\"Froze existing bullet casing: %s\" % node.name)\n 571→\n 572→\t\tfor child in node.get_children():\n 573→\t\t\t_freeze_node_except_player(child)\n 574→\t\treturn\n 575→\n 576→\t# Freeze Area2D nodes (triggers, hit areas, bullets, shrapnel, etc.)\n 577→\tif node is Area2D:\n 578→\t\t_original_process_modes[node] = node.process_mode\n 579→\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n 580→\n 581→\t\t# Track shrapnel separately for proper logging\n 582→\t\tvar script: Script = node.get_script()\n 583→\t\tif script != null:\n 584→\t\t\tvar script_path: String = script.resource_path\n 585→\t\t\tif \"shrapnel\" in script_path.to_lower():\n 586→\t\t\t\tif node not in _frozen_shrapnel:\n 587→\t\t\t\t\t_frozen_shrapnel.append(node)\n 588→\t\t\t\t\t_log(\"Froze existing shrapnel: %s\" % node.name)\n 589→\n 590→\t\tfor child in node.get_children():\n 591→\t\t\t_freeze_node_except_player(child)\n 592→\t\treturn\n 593→\n 594→\t# Issue #505: Check if this Node2D is an explosion visual effect (flashbang_effect.gd, explosion_flash.gd)\n 595→\t# These need to be frozen to pause their fade-out animation and keep the flash visible\n 596→\tif node is Node2D:\n 597→\t\tvar node2d_script: Script = node.get_script()\n 598→\t\tif node2d_script != null:\n 599→\t\t\tvar node2d_script_path: String = node2d_script.resource_path\n 600→\t\t\tif \"flashbang_effect\" in node2d_script_path.to_lower() or \"explosion_flash\" in node2d_script_path.to_lower():\n 601→\t\t\t\t_freeze_explosion_visual(node as Node2D)\n 602→\t\t\t\treturn\n 603→\n 604→\t# For container nodes (Node2D, Node, Control, etc.), DON'T set to DISABLED\n 605→\t# Just recurse into children to find actual freezable nodes\n 606→\t# This preserves the physics tree structure and allows collision detection to work\n 607→\tfor child in node.get_children():\n 608→\t\t_freeze_node_except_player(child)\n 609→\n 610→\n 611→## Checks if 'node' is a descendant of 'ancestor'.\n 612→func _is_descendant_of(ancestor: Node, node: Node) -> bool:\n 613→\tif ancestor == null or node == null:\n 614→\t\treturn false\n 615→\n 616→\tvar parent := node.get_parent()\n 617→\twhile parent != null:\n 618→\t\tif parent == ancestor:\n 619→\t\t\treturn true\n 620→\t\tparent = parent.get_parent()\n 621→\n 622→\treturn false\n 623→\n 624→\n 625→\n 626→\n 627→## Applies the visual effects (blue sepia + ripple + arm saturation).\n 628→func _apply_visual_effects() -> void:\n 629→\t_effect_rect.visible = true\n 630→\tvar material := _effect_rect.material as ShaderMaterial\n 631→\tif material:\n 632→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", SEPIA_INTENSITY)\n 633→\t\tmaterial.set_shader_parameter(\"brightness\", BRIGHTNESS)\n 634→\t\tmaterial.set_shader_parameter(\"ripple_strength\", RIPPLE_STRENGTH)\n 635→\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n 636→\t\t_log(\"Applied visual effects: sepia=%.2f, brightness=%.2f, ripple=%.4f\" % [SEPIA_INTENSITY, BRIGHTNESS, RIPPLE_STRENGTH])\n 637→\n 638→\t# Apply saturation boost to player's sprites (makes player more visible)\n 639→\t_apply_player_saturation()\n 640→\n 641→\n 642→## Ends the last chance effect.\n 643→## Starts the fade-out animation for visual effects (Issue #442).\n 644→func _end_last_chance_effect() -> void:\n 645→\tif not _is_effect_active:\n 646→\t\treturn\n 647→\n 648→\t_is_effect_active = false\n 649→\t_log(\"Ending last chance effect\")\n 650→\n 651→\t# CRITICAL: Reset enemy memory BEFORE unfreezing time (Issue #318)\n 652→\t# This ensures enemies forget the player's position during the freeze,\n 653→\t# treating the player's movement as a \"teleport\" they couldn't see\n 654→\t_reset_all_enemy_memory()\n 655→\n 656→\t# Restore normal time\n 657→\t_unfreeze_time()\n 658→\n 659→\t# Start visual effects fade-out animation instead of removing instantly (Issue #442)\n 660→\t_start_fade_out()\n 661→\n 662→\n 663→## Starts the visual effects fade-out animation (Issue #442).\n 664→## Visual effects fade smoothly over FADE_OUT_DURATION_SECONDS for a smooth transition.\n 665→func _start_fade_out() -> void:\n 666→\t_is_fading_out = true\n 667→\t_fade_out_start_time = Time.get_ticks_msec() / 1000.0\n 668→\t_log(\"Starting visual effects fade-out over %.0fms\" % (FADE_OUT_DURATION_SECONDS * 1000.0))\n 669→\n 670→\n 671→## Updates the fade-out animation each frame (Issue #442).\n 672→## Uses real time to ensure the fade works correctly regardless of Engine.time_scale.\n 673→func _update_fade_out() -> void:\n 674→\tvar current_time := Time.get_ticks_msec() / 1000.0\n 675→\tvar elapsed := current_time - _fade_out_start_time\n 676→\tvar progress := clampf(elapsed / FADE_OUT_DURATION_SECONDS, 0.0, 1.0)\n 677→\n 678→\t# Interpolate shader parameters from effect values to neutral values\n 679→\tvar material := _effect_rect.material as ShaderMaterial\n 680→\tif material:\n 681→\t\t# Fade sepia intensity: SEPIA_INTENSITY -> 0.0\n 682→\t\tvar current_sepia := lerpf(SEPIA_INTENSITY, 0.0, progress)\n 683→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", current_sepia)\n 684→\n 685→\t\t# Fade brightness: BRIGHTNESS -> 1.0\n 686→\t\tvar current_brightness := lerpf(BRIGHTNESS, 1.0, progress)\n 687→\t\tmaterial.set_shader_parameter(\"brightness\", current_brightness)\n 688→\n 689→\t\t# Fade ripple strength: RIPPLE_STRENGTH -> 0.0\n 690→\t\tvar current_ripple := lerpf(RIPPLE_STRENGTH, 0.0, progress)\n 691→\t\tmaterial.set_shader_parameter(\"ripple_strength\", current_ripple)\n 692→\n 693→\t# Fade player sprite saturation back to original colors\n 694→\t_update_player_colors_fade(progress)\n 695→\n 696→\t# Check if fade-out is complete\n 697→\tif progress >= 1.0:\n 698→\t\t_complete_fade_out()\n 699→\n 700→\n 701→## Updates player sprite colors during fade-out animation (Issue #442).\n 702→## Gradually interpolates from saturated colors back to original colors.\n 703→func _update_player_colors_fade(progress: float) -> void:\n 704→\tfor sprite in _player_original_colors.keys():\n 705→\t\tif is_instance_valid(sprite):\n 706→\t\t\tvar original_color: Color = _player_original_colors[sprite]\n 707→\t\t\tvar saturated_color: Color = _saturate_color(original_color, PLAYER_SATURATION_MULTIPLIER)\n 708→\t\t\t# Interpolate from saturated color back to original color\n 709→\t\t\tsprite.modulate = saturated_color.lerp(original_color, progress)\n 710→\n 711→\n 712→## Completes the fade-out animation and removes visual effects (Issue #442).\n 713→func _complete_fade_out() -> void:\n 714→\t_is_fading_out = false\n 715→\t_log(\"Visual effects fade-out complete\")\n 716→\n 717→\t# Now fully remove the visual effects\n 718→\t_remove_visual_effects()\n 719→\n 720→\n 721→## Unfreezes time and restores normal processing.\n 722→func _unfreeze_time() -> void:\n 723→\t# Disconnect the node_added signal we connected during freeze\n 724→\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 725→\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n 726→\n 727→\t# Restore all nodes' original process modes\n 728→\t_restore_all_process_modes()\n 729→\n 730→\t# Restore this manager's process mode\n 731→\tprocess_mode = Node.PROCESS_MODE_INHERIT\n 732→\n 733→\t# Remove player invulnerability\n 734→\t_remove_player_invulnerability()\n 735→\n 736→\t# Unfreeze any player bullets that were fired during the time freeze\n 737→\t_unfreeze_player_bullets()\n 738→\n 739→\t# Unfreeze any grenades that were created during the time freeze\n 740→\t_unfreeze_grenades()\n 741→\n 742→\t# Unfreeze any bullet casings that were frozen during the time freeze\n 743→\t_unfreeze_casings()\n 744→\n 745→\t# Unfreeze any shrapnel pieces that were frozen during the time freeze\n 746→\t_unfreeze_shrapnel()\n 747→\n 748→\t# Unfreeze any explosion visual effects that were frozen during the time freeze\n 749→\t_unfreeze_explosion_effects()\n 750→\n 751→\t# Unfreeze any explosion visual effect containers that were frozen during the time freeze (Issue #505)\n 752→\t_unfreeze_explosion_visuals()\n 753→\n 754→\n 755→## Restores all stored original process modes.\n 756→func _restore_all_process_modes() -> void:\n 757→\tfor node in _original_process_modes.keys():\n 758→\t\tif is_instance_valid(node):\n 759→\t\t\tnode.process_mode = _original_process_modes[node]\n 760→\n 761→\t_original_process_modes.clear()\n 762→\t_log(\"All process modes restored\")\n 763→\n 764→\n 765→## Removes the visual effects.\n 766→func _remove_visual_effects() -> void:\n 767→\t_effect_rect.visible = false\n 768→\tvar material := _effect_rect.material as ShaderMaterial\n 769→\tif material:\n 770→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 771→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 772→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 773→\n 774→\t# Restore original player sprite colors\n 775→\t_restore_player_colors()\n 776→\n 777→\n 778→## Applies saturation boost to all player sprites (visibility during effect).\n 779→## This makes the entire player more vivid during the last chance effect.\n 780→func _apply_player_saturation() -> void:\n 781→\tif _player == null:\n 782→\t\treturn\n 783→\n 784→\t_player_original_colors.clear()\n 785→\n 786→\t# Find all player sprites in PlayerModel\n 787→\tvar player_model := _player.get_node_or_null(\"PlayerModel\") as Node2D\n 788→\tif player_model == null:\n 789→\t\t_log(\"WARNING: PlayerModel not found on player\")\n 790→\t\treturn\n 791→\n 792→\t# Apply saturation to all direct sprite children (Body, Head, LeftArm, RightArm)\n 793→\tvar sprites_saturated: int = 0\n 794→\tfor child in player_model.get_children():\n 795→\t\tif child is Sprite2D:\n 796→\t\t\t_player_original_colors[child] = child.modulate\n 797→\t\t\tchild.modulate = _saturate_color(child.modulate, PLAYER_SATURATION_MULTIPLIER)\n 798→\t\t\tsprites_saturated += 1\n 799→\n 800→\t# Also apply saturation to armband (sibling of RightArm, not child - to avoid inheriting health modulate)\n 801→\tvar armband := player_model.get_node_or_null(\"Armband\") as Sprite2D\n 802→\tif armband:\n 803→\t\t_player_original_colors[armband] = armband.modulate\n 804→\t\tarmband.modulate = _saturate_color(armband.modulate, PLAYER_SATURATION_MULTIPLIER)\n 805→\t\tsprites_saturated += 1\n 806→\n 807→\t_log(\"Applied %.1fx saturation to %d player sprites\" % [PLAYER_SATURATION_MULTIPLIER, sprites_saturated])\n 808→\n 809→\n 810→## Restores original colors to player's sprites.\n 811→## After restoring, tells the player to refresh their health visual to ensure\n 812→## the correct health-based coloring is applied (not the stale stored colors).\n 813→func _restore_player_colors() -> void:\n 814→\tfor sprite in _player_original_colors.keys():\n 815→\t\tif is_instance_valid(sprite):\n 816→\t\t\tsprite.modulate = _player_original_colors[sprite]\n 817→\n 818→\tif _player_original_colors.size() > 0:\n 819→\t\t_log(\"Restored original colors to %d player sprites\" % _player_original_colors.size())\n 820→\n 821→\t_player_original_colors.clear()\n 822→\n 823→\t# Tell the player to refresh their health visual to apply correct colors\n 824→\t# This is needed because the stored colors might be stale (captured at a different\n 825→\t# health level or during a previous effect state)\n 826→\tif _player != null and is_instance_valid(_player):\n 827→\t\t# Try C# player method (RefreshHealthVisual)\n 828→\t\tif _player.has_method(\"RefreshHealthVisual\"):\n 829→\t\t\t_player.RefreshHealthVisual()\n 830→\t\t\t_log(\"Called player RefreshHealthVisual (C#)\")\n 831→\t\t# Try GDScript player method (refresh_health_visual)\n 832→\t\telif _player.has_method(\"refresh_health_visual\"):\n 833→\t\t\t_player.refresh_health_visual()\n 834→\t\t\t_log(\"Called player refresh_health_visual (GDScript)\")\n 835→\n 836→\n 837→## Increase saturation of a color by a multiplier.\n 838→## Uses standard luminance-based saturation algorithm.\n 839→func _saturate_color(color: Color, multiplier: float) -> Color:\n 840→\t# Calculate luminance using standard weights\n 841→\tvar luminance := color.r * 0.299 + color.g * 0.587 + color.b * 0.114\n 842→\n 843→\t# Increase saturation by moving away from grayscale\n 844→\tvar saturated_r: float = lerp(luminance, color.r, multiplier)\n 845→\tvar saturated_g: float = lerp(luminance, color.g, multiplier)\n 846→\tvar saturated_b: float = lerp(luminance, color.b, multiplier)\n 847→\n 848→\t# Clamp to valid color range\n 849→\treturn Color(\n 850→\t\tclampf(saturated_r, 0.0, 1.0),\n 851→\t\tclampf(saturated_g, 0.0, 1.0),\n 852→\t\tclampf(saturated_b, 0.0, 1.0),\n 853→\t\tcolor.a\n 854→\t)\n 855→\n 856→\n 857→## Pushes all bullets that are close to the player away.\n 858→## This gives the player a fighting chance when time freezes.\n 859→func _push_threatening_bullets_away() -> void:\n 860→\tif _player == null:\n 861→\t\treturn\n 862→\n 863→\tvar player_pos: Vector2 = _player.global_position\n 864→\tvar bullets_pushed: int = 0\n 865→\n 866→\t# Get all bullets in the scene (they are Area2D nodes in the \"bullets\" group or have bullet script)\n 867→\tvar bullets: Array = get_tree().get_nodes_in_group(\"bullets\")\n 868→\n 869→\t# Also search for Area2D nodes that might be bullets but not in the group\n 870→\tfor node in get_tree().get_nodes_in_group(\"enemies\"):\n 871→\t\t# Enemy projectiles might not be in bullets group\n 872→\t\tpass\n 873→\n 874→\t# Search through all Area2D nodes\n 875→\tfor area in _get_all_bullets():\n 876→\t\tif not is_instance_valid(area):\n 877→\t\t\tcontinue\n 878→\n 879→\t\tvar bullet_pos: Vector2 = area.global_position\n 880→\t\tvar distance: float = player_pos.distance_to(bullet_pos)\n 881→\n 882→\t\t# Only push bullets that are within the threat radius\n 883→\t\tif distance < _threat_sphere.threat_radius if _threat_sphere else 200.0:\n 884→\t\t\t# Calculate direction away from player\n 885→\t\t\tvar push_direction: Vector2 = (bullet_pos - player_pos).normalized()\n 886→\t\t\tif push_direction == Vector2.ZERO:\n 887→\t\t\t\tpush_direction = Vector2.RIGHT # Fallback direction\n 888→\n 889→\t\t\t# Push bullet away\n 890→\t\t\tvar new_pos: Vector2 = player_pos + push_direction * BULLET_PUSH_DISTANCE\n 891→\t\t\tarea.global_position = new_pos\n 892→\n 893→\t\t\tbullets_pushed += 1\n 894→\t\t\t_log(\"Pushed bullet %s from distance %.1f to %.1f\" % [area.name, distance, BULLET_PUSH_DISTANCE])\n 895→\n 896→\tif bullets_pushed > 0:\n 897→\t\t_log(\"Pushed %d threatening bullets away from player\" % bullets_pushed)\n 898→\n 899→\n 900→## Gets all bullet nodes in the scene.\n 901→func _get_all_bullets() -> Array:\n 902→\tvar bullets: Array = []\n 903→\n 904→\t# Check bullets group\n 905→\tbullets.append_array(get_tree().get_nodes_in_group(\"bullets\"))\n 906→\n 907→\t# Also find Area2D nodes that look like bullets\n 908→\tfor node in get_tree().get_root().get_children():\n 909→\t\t_find_bullets_recursive(node, bullets)\n 910→\n 911→\treturn bullets\n 912→\n 913→\n 914→## Recursively finds bullet and pellet nodes.\n 915→func _find_bullets_recursive(node: Node, bullets: Array) -> void:\n 916→\tif node is Area2D:\n 917→\t\t# Check if it's a bullet or pellet by script or name\n 918→\t\tvar script: Script = node.get_script()\n 919→\t\tif script != null:\n 920→\t\t\tvar script_path: String = script.resource_path\n 921→\t\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n 922→\t\t\t\tif node not in bullets:\n 923→\t\t\t\t\tbullets.append(node)\n 924→\t\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n 925→\t\t\tif node not in bullets:\n 926→\t\t\t\tbullets.append(node)\n 927→\n 928→\tfor child in node.get_children():\n 929→\t\t_find_bullets_recursive(child, bullets)\n 930→\n 931→\n 932→## Grants temporary invulnerability to the player during time freeze.\n 933→func _grant_player_invulnerability() -> void:\n 934→\tif _player == null:\n 935→\t\treturn\n 936→\n 937→\t# Try to access the health component and set invulnerability\n 938→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 939→\tif health_component != null:\n 940→\t\t# Try to set Invulnerable property (C# - exported property with Pascal case)\n 941→\t\tif \"Invulnerable\" in health_component:\n 942→\t\t\t_player_was_invulnerable = health_component.Invulnerable\n 943→\t\t\thealth_component.Invulnerable = true\n 944→\t\t\t_log(\"Player granted temporary invulnerability (C# Invulnerable property)\")\n 945→\t\t\treturn\n 946→\n 947→\t\t# Try to set is_invulnerable property (GDScript snake_case)\n 948→\t\tif \"is_invulnerable\" in health_component:\n 949→\t\t\t_player_was_invulnerable = health_component.is_invulnerable\n 950→\t\t\thealth_component.is_invulnerable = true\n 951→\t\t\t_log(\"Player granted temporary invulnerability (GDScript property)\")\n 952→\t\t\treturn\n 953→\n 954→\t# Fallback: try to access invulnerable property on player directly\n 955→\tif \"is_invulnerable\" in _player:\n 956→\t\t_player_was_invulnerable = _player.is_invulnerable\n 957→\t\t_player.is_invulnerable = true\n 958→\t\t_log(\"Player granted temporary invulnerability (on player)\")\n 959→\n 960→\n 961→## Removes temporary invulnerability from the player.\n 962→func _remove_player_invulnerability() -> void:\n 963→\tif _player == null or not is_instance_valid(_player):\n 964→\t\treturn\n 965→\n 966→\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n 967→\tif health_component != null:\n 968→\t\t# Try to restore Invulnerable property (C#)\n 969→\t\tif \"Invulnerable\" in health_component:\n 970→\t\t\thealth_component.Invulnerable = _player_was_invulnerable\n 971→\t\t\t_log(\"Player invulnerability restored to %s (C# property)\" % _player_was_invulnerable)\n 972→\t\t\treturn\n 973→\n 974→\t\t# Try to restore is_invulnerable property (GDScript)\n 975→\t\tif \"is_invulnerable\" in health_component:\n 976→\t\t\thealth_component.is_invulnerable = _player_was_invulnerable\n 977→\t\t\t_log(\"Player invulnerability restored to %s (GDScript property)\" % _player_was_invulnerable)\n 978→\t\t\treturn\n 979→\n 980→\t# Fallback: try to restore on player directly\n 981→\tif \"is_invulnerable\" in _player:\n 982→\t\t_player.is_invulnerable = _player_was_invulnerable\n 983→\t\t_log(\"Player invulnerability restored to %s (on player)\" % _player_was_invulnerable)\n 984→\n 985→\n 986→## Registers a player bullet that was fired during time freeze.\n 987→## These bullets should stay frozen until time unfreezes.\n 988→func register_frozen_bullet(bullet: Node2D) -> void:\n 989→\tif not _is_effect_active:\n 990→\t\treturn\n 991→\n 992→\tif bullet not in _frozen_player_bullets:\n 993→\t\t_frozen_player_bullets.append(bullet)\n 994→\t\t# Freeze the bullet's processing\n 995→\t\tbullet.process_mode = Node.PROCESS_MODE_DISABLED\n 996→\t\t_log(\"Registered frozen player bullet: %s\" % bullet.name)\n 997→\n 998→\n 999→## Unfreezes all player bullets that were fired during time freeze.\n 1000→func _unfreeze_player_bullets() -> void:\n 1001→\tfor bullet in _frozen_player_bullets:\n 1002→\t\tif is_instance_valid(bullet):\n 1003→\t\t\tbullet.process_mode = Node.PROCESS_MODE_INHERIT\n 1004→\t\t\t_log(\"Unfroze player bullet: %s\" % bullet.name)\n 1005→\n 1006→\t_frozen_player_bullets.clear()\n 1007→\n 1008→\n 1009→## Freezes a grenade that was created during the time freeze.\n 1010→## This stops both the grenade's timer and its physics movement.\n 1011→func _freeze_grenade(grenade: RigidBody2D) -> void:\n 1012→\tif grenade in _frozen_grenades:\n 1013→\t\treturn\n 1014→\n 1015→\t_frozen_grenades.append(grenade)\n 1016→\n 1017→\t# Store original process mode for restoration\n 1018→\t_original_process_modes[grenade] = grenade.process_mode\n 1019→\n 1020→\t# Disable processing to stop the timer countdown in _physics_process\n 1021→\tgrenade.process_mode = Node.PROCESS_MODE_DISABLED\n 1022→\n 1023→\t# Also freeze the RigidBody2D physics to stop any movement\n 1024→\tif not grenade.freeze:\n 1025→\t\tgrenade.freeze = true\n 1026→\n 1027→\t_log(\"Registered frozen grenade: %s\" % grenade.name)\n 1028→\n 1029→\n 1030→## Freezes a bullet casing that was created during the time freeze.\n 1031→## This stops both the casing's auto-land timer and its physics movement.\n 1032→func _freeze_casing(casing: RigidBody2D) -> void:\n 1033→\tif casing in _frozen_casings:\n 1034→\t\treturn\n 1035→\n 1036→\t_frozen_casings.append(casing)\n 1037→\n 1038→\t# Store original process mode for restoration\n 1039→\t_original_process_modes[casing] = casing.process_mode\n 1040→\n 1041→\t# Disable processing to stop the auto-land timer in _physics_process\n 1042→\tcasing.process_mode = Node.PROCESS_MODE_DISABLED\n 1043→\n 1044→\t# Call freeze_time method on casing to stop movement\n 1045→\tif casing.has_method(\"freeze_time\"):\n 1046→\t\tcasing.freeze_time()\n 1047→\n 1048→\t_log(\"Registered frozen bullet casing: %s\" % casing.name)\n 1049→\n 1050→\n 1051→## Unfreezes all grenades that were created during time freeze.\n 1052→func _unfreeze_grenades() -> void:\n 1053→\tfor grenade in _frozen_grenades:\n 1054→\t\tif is_instance_valid(grenade):\n 1055→\t\t\t# Restore process mode to allow timer to continue\n 1056→\t\t\tif grenade in _original_process_modes:\n 1057→\t\t\t\tgrenade.process_mode = _original_process_modes[grenade]\n 1058→\t\t\telse:\n 1059→\t\t\t\tgrenade.process_mode = Node.PROCESS_MODE_INHERIT\n 1060→\n 1061→\t\t\t# Note: Don't unfreeze physics here - the grenade's throw_grenade() method\n 1062→\t\t\t# will handle unfreezing when the player actually throws it\n 1063→\t\t\t# If it was already thrown before the freeze, it will continue moving\n 1064→\t\t\t_log(\"Unfroze grenade: %s\" % grenade.name)\n 1065→\n 1066→\t_frozen_grenades.clear()\n 1067→\n 1068→\n 1069→## Unfreezes all bullet casings that were frozen during time freeze.\n 1070→func _unfreeze_casings() -> void:\n 1071→\tfor casing in _frozen_casings:\n 1072→\t\tif is_instance_valid(casing):\n 1073→\t\t\t# Restore process mode to allow casing to continue falling/landing\n 1074→\t\t\tif casing in _original_process_modes:\n 1075→\t\t\t\tcasing.process_mode = _original_process_modes[casing]\n 1076→\t\t\telse:\n 1077→\t\t\t\tcasing.process_mode = Node.PROCESS_MODE_INHERIT\n 1078→\n 1079→\t\t\t# Call unfreeze_time method on casing to restore velocities\n 1080→\t\t\tif casing.has_method(\"unfreeze_time\"):\n 1081→\t\t\t\tcasing.unfreeze_time()\n 1082→\n 1083→\t\t\t_log(\"Unfroze bullet casing: %s\" % casing.name)\n 1084→\n 1085→\t_frozen_casings.clear()\n 1086→\n 1087→\n 1088→## Freezes a shrapnel piece that was created during the time freeze.\n 1089→## This stops the shrapnel's movement and lifetime countdown.\n 1090→func _freeze_shrapnel_piece(shrapnel: Area2D) -> void:\n 1091→\tif shrapnel in _frozen_shrapnel:\n 1092→\t\treturn\n 1093→\n 1094→\t_frozen_shrapnel.append(shrapnel)\n 1095→\n 1096→\t# Store original process mode for restoration\n 1097→\t_original_process_modes[shrapnel] = shrapnel.process_mode\n 1098→\n 1099→\t# Disable processing to stop movement and lifetime timer\n 1100→\tshrapnel.process_mode = Node.PROCESS_MODE_DISABLED\n 1101→\n 1102→\t_log(\"Registered frozen shrapnel: %s\" % shrapnel.name)\n 1103→\n 1104→\n 1105→## Unfreezes all shrapnel pieces that were frozen during time freeze.\n 1106→func _unfreeze_shrapnel() -> void:\n 1107→\tfor shrapnel in _frozen_shrapnel:\n 1108→\t\tif is_instance_valid(shrapnel):\n 1109→\t\t\t# Restore process mode to allow shrapnel to continue moving\n 1110→\t\t\tif shrapnel in _original_process_modes:\n 1111→\t\t\t\tshrapnel.process_mode = _original_process_modes[shrapnel]\n 1112→\t\t\telse:\n 1113→\t\t\t\tshrapnel.process_mode = Node.PROCESS_MODE_INHERIT\n 1114→\n 1115→\t\t\t_log(\"Unfroze shrapnel: %s\" % shrapnel.name)\n 1116→\n 1117→\t_frozen_shrapnel.clear()\n 1118→\n 1119→\n 1120→## Freezes an explosion visual effect (PointLight2D) that was created during the time freeze.\n 1121→## This pauses the light's fade-out tween so the explosion flash remains visible while frozen.\n 1122→func _freeze_explosion_effect(light: PointLight2D) -> void:\n 1123→\tif light in _frozen_explosion_effects:\n 1124→\t\treturn\n 1125→\n 1126→\t_frozen_explosion_effects.append(light)\n 1127→\n 1128→\t# Store original process mode for restoration\n 1129→\t_original_process_modes[light] = light.process_mode\n 1130→\n 1131→\t# Disable processing to pause the tween fade-out animation\n 1132→\tlight.process_mode = Node.PROCESS_MODE_DISABLED\n 1133→\n 1134→\t_log(\"Registered frozen explosion effect: %s\" % light.name)\n 1135→\n 1136→\n 1137→## Unfreezes all explosion visual effects that were frozen during time freeze.\n 1138→func _unfreeze_explosion_effects() -> void:\n 1139→\tfor light in _frozen_explosion_effects:\n 1140→\t\tif is_instance_valid(light):\n 1141→\t\t\t# Restore process mode to allow fade-out tween to continue\n 1142→\t\t\tif light in _original_process_modes:\n 1143→\t\t\t\tlight.process_mode = _original_process_modes[light]\n 1144→\t\t\telse:\n 1145→\t\t\t\tlight.process_mode = Node.PROCESS_MODE_INHERIT\n 1146→\n 1147→\t\t\t_log(\"Unfroze explosion effect: %s\" % light.name)\n 1148→\n 1149→\t_frozen_explosion_effects.clear()\n 1150→\n 1151→\n 1152→## Freezes an explosion visual effect container (Node2D with flashbang/explosion script) (Issue #505).\n 1153→## This pauses the container's _process() which controls the light fade-out animation,\n 1154→## keeping the flash visible while time is frozen.\n 1155→func _freeze_explosion_visual(visual: Node2D) -> void:\n 1156→\tif visual in _frozen_explosion_visuals:\n 1157→\t\treturn\n 1158→\n 1159→\t_frozen_explosion_visuals.append(visual)\n 1160→\n 1161→\t# Store original process mode for restoration\n 1162→\t_original_process_modes[visual] = visual.process_mode\n 1163→\n 1164→\t# Disable processing to pause the fade-out animation\n 1165→\tvisual.process_mode = Node.PROCESS_MODE_DISABLED\n 1166→\n 1167→\t_log(\"Registered frozen explosion visual: %s\" % visual.name)\n 1168→\n 1169→\n 1170→## Unfreezes all explosion visual effect containers that were frozen during time freeze (Issue #505).\n 1171→func _unfreeze_explosion_visuals() -> void:\n 1172→\tfor visual in _frozen_explosion_visuals:\n 1173→\t\tif is_instance_valid(visual):\n 1174→\t\t\t# Restore process mode to allow fade-out animation to continue\n 1175→\t\t\tif visual in _original_process_modes:\n 1176→\t\t\t\tvisual.process_mode = _original_process_modes[visual]\n 1177→\t\t\telse:\n 1178→\t\t\t\tvisual.process_mode = Node.PROCESS_MODE_INHERIT\n 1179→\n 1180→\t\t\t_log(\"Unfroze explosion visual: %s\" % visual.name)\n 1181→\n 1182→\t_frozen_explosion_visuals.clear()\n 1183→\n 1184→\n 1185→## Resets memory for all enemies when the last chance effect ends (Issue #318).\n 1186→## This ensures enemies don't know where the player moved during the time freeze,\n 1187→## treating the player's movement as a \"teleport\" they couldn't observe.\n 1188→## Enemies must re-acquire the player through visual contact or sound detection.\n 1189→func _reset_all_enemy_memory() -> void:\n 1190→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 1191→\tvar reset_count := 0\n 1192→\n 1193→\tfor enemy in enemies:\n 1194→\t\tif not is_instance_valid(enemy):\n 1195→\t\t\tcontinue\n 1196→\n 1197→\t\t# Call the reset_memory method on each enemy that has it\n 1198→\t\tif enemy.has_method(\"reset_memory\"):\n 1199→\t\t\tenemy.reset_memory()\n 1200→\t\t\treset_count += 1\n 1201→\n 1202→\tif reset_count > 0:\n 1203→\t\t_log(\"Reset memory for %d enemies (player teleport effect)\" % reset_count)\n 1204→\n 1205→\n 1206→## Called when a node is added to the scene tree during time freeze.\n 1207→## Automatically freezes player-fired bullets, grenades, shrapnel, and explosion effects\n 1208→## to maintain the time freeze effect.\n 1209→func _on_node_added_during_freeze(node: Node) -> void:\n 1210→\tif not _is_effect_active:\n 1211→\t\treturn\n 1212→\n 1213→\t# Check if this is a grenade or casing (RigidBody2D with grenade/casing script)\n 1214→\tif node is RigidBody2D:\n 1215→\t\tvar script: Script = node.get_script()\n 1216→\t\tif script != null:\n 1217→\t\t\tvar script_path: String = script.resource_path\n 1218→\t\t\tif \"grenade\" in script_path.to_lower():\n 1219→\t\t\t\t# This is a grenade - freeze it immediately\n 1220→\t\t\t\t_log(\"Freezing newly created grenade: %s\" % node.name)\n 1221→\t\t\t\t_freeze_grenade(node as RigidBody2D)\n 1222→\t\t\t\treturn\n 1223→\t\t\telif \"casing\" in script_path.to_lower():\n 1224→\t\t\t\t# This is a bullet casing - freeze it immediately\n 1225→\t\t\t\t_log(\"Freezing newly created bullet casing: %s\" % node.name)\n 1226→\t\t\t\t_freeze_casing(node as RigidBody2D)\n 1227→\t\t\t\treturn\n 1228→\n 1229→\t# Check if this is an explosion visual effect (PointLight2D or Node2D with effect script)\n 1230→\t# Grenade explosions create PointLight2D nodes that should also freeze\n 1231→\tif node is PointLight2D:\n 1232→\t\t_log(\"Freezing newly created explosion effect: %s\" % node.name)\n 1233→\t\t_freeze_explosion_effect(node as PointLight2D)\n 1234→\t\treturn\n 1235→\n 1236→\t# Issue #505: Also freeze Node2D explosion effect containers (flashbang_effect.gd, explosion_flash.gd)\n 1237→\t# These are Node2D parents with PointLight2D children - their _process() fades the light,\n 1238→\t# so we need to freeze them to keep the flash visible while time is frozen\n 1239→\tif node is Node2D:\n 1240→\t\tvar node_script: Script = node.get_script()\n 1241→\t\tif node_script != null:\n 1242→\t\t\tvar node_script_path: String = node_script.resource_path\n 1243→\t\t\tif \"flashbang_effect\" in node_script_path.to_lower() or \"explosion_flash\" in node_script_path.to_lower():\n 1244→\t\t\t\t_log(\"Freezing newly created explosion visual effect (Node2D): %s\" % node.name)\n 1245→\t\t\t\t_freeze_explosion_visual(node as Node2D)\n 1246→\t\t\t\treturn\n 1247→\n 1248→\t# Check if this is a bullet or shrapnel (Area2D with relevant script or name)\n 1249→\tif not node is Area2D:\n 1250→\t\treturn\n 1251→\n 1252→\t# Check if it's shrapnel by script path or name\n 1253→\tvar script: Script = node.get_script()\n 1254→\tif script != null:\n 1255→\t\tvar script_path: String = script.resource_path\n 1256→\t\tif \"shrapnel\" in script_path.to_lower():\n 1257→\t\t\t# This is shrapnel from a grenade - freeze it immediately\n 1258→\t\t\t_log(\"Freezing newly created shrapnel: %s\" % node.name)\n 1259→\t\t\t_freeze_shrapnel_piece(node as Area2D)\n 1260→\t\t\treturn\n 1261→\telif \"Shrapnel\" in node.name or \"shrapnel\" in node.name:\n 1262→\t\t_log(\"Freezing newly created shrapnel (by name): %s\" % node.name)\n 1263→\t\t_freeze_shrapnel_piece(node as Area2D)\n 1264→\t\treturn\n 1265→\n 1266→\t# Check if it's a bullet or pellet by script path or name\n 1267→\tvar is_bullet: bool = false\n 1268→\tif script != null:\n 1269→\t\tvar script_path: String = script.resource_path\n 1270→\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n 1271→\t\t\tis_bullet = true\n 1272→\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n 1273→\t\tis_bullet = true\n 1274→\n 1275→\tif not is_bullet:\n 1276→\t\treturn\n 1277→\n 1278→\t# Check if this is a player bullet (shot by the player)\n 1279→\t# Player bullets have shooter_id matching the player's instance ID\n 1280→\tvar shooter_id: int = -1\n 1281→\tif \"shooter_id\" in node:\n 1282→\t\tshooter_id = node.shooter_id\n 1283→\telif \"ShooterId\" in node:\n 1284→\t\tshooter_id = node.ShooterId\n 1285→\n 1286→\tif shooter_id == -1:\n 1287→\t\treturn\n 1288→\n 1289→\t# Check if the shooter is the player\n 1290→\tif _player != null and shooter_id == _player.get_instance_id():\n 1291→\t\t# This is a player bullet - freeze it immediately\n 1292→\t\t_log(\"Freezing newly fired player bullet: %s\" % node.name)\n 1293→\t\tregister_frozen_bullet(node as Node2D)\n 1294→\n 1295→\n 1296→## Resets all effects (useful when restarting the scene).\n 1297→func reset_effects() -> void:\n 1298→\t_log(\"Resetting all effects (scene change detected)\")\n 1299→\n 1300→\t# Disconnect node_added signal if connected\n 1301→\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n 1302→\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n 1303→\n 1304→\tif _is_effect_active:\n 1305→\t\t_is_effect_active = false\n 1306→\t\t# Restore normal time\n 1307→\t\t_unfreeze_time()\n 1308→\n 1309→\t# Reset fade-out state (Issue #442)\n 1310→\t_is_fading_out = false\n 1311→\t_fade_out_start_time = 0.0\n 1312→\n 1313→\t# CRITICAL FIX (Issue #452): Always remove visual effects immediately on scene change.\n 1314→\t# This ensures the sepia/brightness/ripple overlay is hidden even if the effect\n 1315→\t# was active or fading out when the scene changed. Previously, the overlay would\n 1316→\t# persist after death/restart because _remove_visual_effects() was only called\n 1317→\t# when the fade-out animation completed, not during scene resets.\n 1318→\t_remove_visual_effects()\n 1319→\n 1320→\t_player = null\n 1321→\t_threat_sphere = null\n 1322→\t_connected_to_player = false\n 1323→\t_effect_used = false # Reset on scene change\n 1324→\t_is_grenade_triggered = false\n 1325→\t_current_effect_duration = FREEZE_DURATION_REAL_SECONDS\n 1326→\t_player_current_health = 0.0 # Reset cached health on scene change\n 1327→\t_frozen_player_bullets.clear()\n 1328→\t_frozen_grenades.clear()\n 1329→\t_frozen_casings.clear()\n 1330→\t_frozen_shrapnel.clear()\n 1331→\t_frozen_explosion_effects.clear()\n 1332→\t_frozen_explosion_visuals.clear()\n 1333→\t_original_process_modes.clear()\n 1334→\t_player_original_colors.clear()\n 1335→\t_player_was_invulnerable = false\n 1336→\n 1337→\n 1338→## Called when the scene tree structure changes.\n 1339→## Used to reset effects when a new scene is loaded.\n 1340→func _on_tree_changed() -> void:\n 1341→\tvar current_scene := get_tree().current_scene\n 1342→\tif current_scene != null and current_scene != _previous_scene_root:\n 1343→\t\t_previous_scene_root = current_scene\n 1344→\t\treset_effects()\n 1345→\n 1346→\n 1347→## Performs warmup to pre-compile the last chance shader.\n 1348→## This prevents a shader compilation stutter on first use (Issue #343).\n 1349→func _warmup_shader() -> void:\n 1350→\tif _effect_rect == null or _effect_rect.material == null:\n 1351→\t\treturn\n 1352→\n 1353→\t_log(\"Starting shader warmup (Issue #343 fix)...\")\n 1354→\tvar start_time := Time.get_ticks_msec()\n 1355→\n 1356→\t# Briefly enable the effect rect with zero visual effect\n 1357→\tvar material := _effect_rect.material as ShaderMaterial\n 1358→\tif material:\n 1359→\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n 1360→\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n 1361→\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n 1362→\n 1363→\t_effect_rect.visible = true\n 1364→\n 1365→\t# Wait one frame to ensure GPU processes and compiles the shader\n 1366→\tawait get_tree().process_frame\n 1367→\n 1368→\t# Hide the overlay again\n 1369→\t_effect_rect.visible = false\n 1370→\n 1371→\tvar elapsed := Time.get_ticks_msec() - start_time\n 1372→\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n 1373→\n 1374→\n 1375→## Returns whether the last chance effect is currently active.\n 1376→func is_effect_active() -> bool:\n 1377→\treturn _is_effect_active\n 1378→\n 1379→\n 1380→## Returns whether the last chance effect has been used this life.\n 1381→func is_effect_used() -> bool:\n 1382→\treturn _effect_used\n 1383→\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": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "b49ca97a-6720-408c-89c2-5d94de6a42a9", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/scripts/autoload/last_chance_effects_manager.gd", | |
| "content": "extends Node\n## LastChanceEffectsManager - Special \"last chance\" effect for hard difficulty.\n##\n## This autoload singleton manages the special time-freeze effect that triggers\n## on hard difficulty when the player is about to die (1 HP or less) and an\n## enemy bullet on a collision course enters their threat sphere.\n##\n## Effect details (as per issue #167):\n## 1. Time completely stops for 6 real seconds\n## 2. Player can move at normal speed and shoot during the freeze\n## 3. Player-fired bullets stay frozen in place until time unfreezes\n## 4. All colors except the player are dimmed\n## 5. Blue sepia effect overlay with a ripple effect\n## 6. This effect triggers ONLY ONCE per life\n\n## Duration of the time freeze in real seconds.\nconst FREEZE_DURATION_REAL_SECONDS: float = 6.0\n\n## Blue sepia intensity for the shader (0.0-1.0).\nconst SEPIA_INTENSITY: float = 0.7\n\n## Brightness reduction for non-player elements (0.0-1.0, where 1.0 is normal).\nconst BRIGHTNESS: float = 0.6\n\n## Ripple effect strength.\nconst RIPPLE_STRENGTH: float = 0.008\n\n## Ripple effect frequency.\nconst RIPPLE_FREQUENCY: float = 25.0\n\n## Ripple effect speed.\nconst RIPPLE_SPEED: float = 2.0\n\n## Duration of the fade-out animation in seconds (Issue #442).\n## Visual effects fade smoothly over this duration for a smooth transition to normal mode.\nconst FADE_OUT_DURATION_SECONDS: float = 0.4\n\n## Player saturation multiplier during last chance (same as enemy saturation).\n## Makes the player more vivid and visible during the effect.\nconst PLAYER_SATURATION_MULTIPLIER: float = 4.0\n\n## The CanvasLayer for screen effects.\nvar _effects_layer: CanvasLayer = null\n\n## The ColorRect with the last chance shader.\nvar _effect_rect: ColorRect = null\n\n## Whether the last chance effect is currently active.\nvar _is_effect_active: bool = false\n\n## Whether the last chance effect has already been used this life.\n## Only triggers ONCE.\nvar _effect_used: bool = false\n\n## Reference to the player for monitoring.\nvar _player: Node = null\n\n## Reference to the player's ThreatSphere for signal connection.\nvar _threat_sphere: Area2D = null\n\n## Whether we've successfully connected to player signals.\nvar _connected_to_player: bool = false\n\n## Timer for tracking effect duration (uses real time, not game time).\nvar _effect_start_time: float = 0.0\n\n## Tracks the previous scene root to detect scene changes.\nvar _previous_scene_root: Node = null\n\n## List of bullets frozen by the player during time freeze.\nvar _frozen_player_bullets: Array = []\n\n## List of grenades frozen during time freeze.\nvar _frozen_grenades: Array = []\n\n## List of bullet casings frozen during time freeze.\nvar _frozen_casings: Array = []\n\n## List of shrapnel pieces frozen during time freeze.\nvar _frozen_shrapnel: Array = []\n\n## List of explosion visual effects (PointLight2D) frozen during time freeze.\nvar _frozen_explosion_effects: Array = []\n\n## List of explosion visual effect containers (Node2D with flashbang/explosion scripts) frozen during time freeze (Issue #505).\nvar _frozen_explosion_visuals: Array = []\n\n## Original process mode of the player (to restore after effect).\nvar _player_original_process_mode: Node.ProcessMode = Node.PROCESS_MODE_INHERIT\n\n## Dictionary storing original process modes of all nodes we modified.\n## Key: node instance, Value: original ProcessMode\nvar _original_process_modes: Dictionary = {}\n\n## Distance to push threatening bullets away from player (in pixels).\nconst BULLET_PUSH_DISTANCE: float = 200.0\n\n## Current effect duration in real seconds (varies between grenade and threat triggers).\nvar _current_effect_duration: float = FREEZE_DURATION_REAL_SECONDS\n\n## Whether this is a grenade-triggered effect (shorter duration, no \"used\" flag).\nvar _is_grenade_triggered: bool = false\n\n## Whether to grant invulnerability during the time freeze.\nvar _player_was_invulnerable: bool = false\n\n## Cached player health from Damaged/health_changed signals.\n## This is used because accessing C# HealthComponent.CurrentHealth from GDScript\n## doesn't work reliably due to cross-language interoperability issues.\nvar _player_current_health: float = 0.0\n\n## Original player sprite modulate colors (to restore after effect ends).\n## Key: sprite node, Value: original modulate Color\nvar _player_original_colors: Dictionary = {}\n\n## Whether the visual effects are currently fading out (Issue #442).\nvar _is_fading_out: bool = false\n\n## The time when the fade-out started (in real time seconds).\nvar _fade_out_start_time: float = 0.0\n\n\nfunc _ready() -> void:\n\t# Connect to scene tree changes to find player and reset effects on scene reload\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create effects layer (very high layer to render on top of everything)\n\t_effects_layer = CanvasLayer.new()\n\t_effects_layer.name = \"LastChanceEffectsLayer\"\n\t_effects_layer.layer = 102 # Higher than other effects layers\n\tadd_child(_effects_layer)\n\n\t# Create effect overlay\n\t_effect_rect = ColorRect.new()\n\t_effect_rect.name = \"LastChanceOverlay\"\n\t_effect_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_effect_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Load and apply the last chance shader\n\tvar shader := load(\"res://scripts/shaders/last_chance.gdshader\") as Shader\n\tif shader:\n\t\tvar material := ShaderMaterial.new()\n\t\tmaterial.shader = shader\n\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n\t\tmaterial.set_shader_parameter(\"ripple_frequency\", RIPPLE_FREQUENCY)\n\t\tmaterial.set_shader_parameter(\"ripple_speed\", RIPPLE_SPEED)\n\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n\t\t_effect_rect.material = material\n\t\t_log(\"Last chance shader loaded successfully\")\n\telse:\n\t\tpush_warning(\"LastChanceEffectsManager: Could not load last chance shader\")\n\t\t_log(\"WARNING: Could not load last chance shader!\")\n\n\t_effect_rect.visible = false\n\t_effects_layer.add_child(_effect_rect)\n\n\t# Perform shader warmup to prevent first-use lag (Issue #343)\n\t_warmup_shader()\n\n\t_log(\"LastChanceEffectsManager ready - Configuration:\")\n\t_log(\" Freeze duration: %.1f real seconds\" % FREEZE_DURATION_REAL_SECONDS)\n\t_log(\" Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n\t_log(\" Brightness: %.2f\" % BRIGHTNESS)\n\n\nfunc _process(delta: float) -> void:\n\t# Check if we need to find the player\n\tif _player == null or not is_instance_valid(_player):\n\t\t_find_player()\n\n\t# Handle fade-out animation (Issue #442)\n\tif _is_fading_out:\n\t\t_update_fade_out()\n\t\treturn\n\n\t# Update shader time for ripple animation (using real time)\n\tif _is_effect_active:\n\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n\t\tvar elapsed := current_time - _effect_start_time\n\n\t\t# Update ripple time offset in shader\n\t\tvar material := _effect_rect.material as ShaderMaterial\n\t\tif material:\n\t\t\tmaterial.set_shader_parameter(\"time_offset\", elapsed)\n\n\t\t# Check if effect should end based on real time duration\n\t\tif elapsed >= _current_effect_duration:\n\t\t\t_log(\"Effect duration expired after %.2f real seconds\" % elapsed)\n\t\t\t_end_last_chance_effect()\n\n\n## Log a message with the LastChance prefix.\nfunc _log(message: String) -> void:\n\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif logger and logger.has_method(\"log_info\"):\n\t\tlogger.log_info(\"[LastChance] \" + message)\n\telse:\n\t\tprint(\"[LastChance] \" + message)\n\n\n## Find and connect to the player and their threat sphere.\nfunc _find_player() -> void:\n\t# Skip if already connected\n\tif _connected_to_player and is_instance_valid(_player):\n\t\treturn\n\n\t_player = get_tree().get_first_node_in_group(\"player\")\n\tif _player == null:\n\t\treturn\n\n\t_log(\"Found player: %s\" % _player.name)\n\n\t# Find threat sphere on player\n\t_threat_sphere = _player.get_node_or_null(\"ThreatSphere\") as Area2D\n\tif _threat_sphere == null:\n\t\t_log(\"WARNING: No ThreatSphere found on player - last chance effect won't work\")\n\t\treturn\n\n\t# Connect to threat sphere signal\n\tif _threat_sphere.has_signal(\"threat_detected\"):\n\t\tif not _threat_sphere.threat_detected.is_connected(_on_threat_detected):\n\t\t\t_threat_sphere.threat_detected.connect(_on_threat_detected)\n\t\t\t_log(\"Connected to ThreatSphere threat_detected signal\")\n\n\t# Connect to player health signals to track when HP is low\n\tif _player.has_signal(\"Damaged\"):\n\t\tif not _player.Damaged.is_connected(_on_player_damaged):\n\t\t\t_player.Damaged.connect(_on_player_damaged)\n\t\t\t_log(\"Connected to player Damaged signal (C#)\")\n\n\tif _player.has_signal(\"health_changed\"):\n\t\tif not _player.health_changed.is_connected(_on_player_health_changed):\n\t\t\t_player.health_changed.connect(_on_player_health_changed)\n\t\t\t_log(\"Connected to player health_changed signal (GDScript)\")\n\n\t# Connect to died signal to reset effect availability on death\n\tif _player.has_signal(\"Died\"):\n\t\tif not _player.Died.is_connected(_on_player_died):\n\t\t\t_player.Died.connect(_on_player_died)\n\t\t\t_log(\"Connected to player Died signal (C#)\")\n\n\tif _player.has_signal(\"died\"):\n\t\tif not _player.died.is_connected(_on_player_died):\n\t\t\t_player.died.connect(_on_player_died)\n\t\t\t_log(\"Connected to player died signal (GDScript)\")\n\n\t# Try to get initial health from C# HealthComponent\n\t# This may not work reliably due to cross-language interop issues,\n\t# but we try anyway to have a starting value\n\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n\tif health_component != null and health_component.has_signal(\"HealthChanged\"):\n\t\t# Connect to HealthChanged signal to get health updates including initial value\n\t\tif not health_component.HealthChanged.is_connected(_on_health_changed):\n\t\t\thealth_component.HealthChanged.connect(_on_health_changed)\n\t\t\t_log(\"Connected to HealthComponent HealthChanged signal (C#)\")\n\n\t_connected_to_player = true\n\n\n## Called when player health changes (GDScript).\nfunc _on_player_health_changed(current: int, _maximum: int) -> void:\n\t# Cache the current health from the signal for reliable cross-language access\n\t_player_current_health = float(current)\n\t_log(\"Player health updated (GDScript): %.1f\" % _player_current_health)\n\n\n## Called when player takes damage (C#).\nfunc _on_player_damaged(_amount: float, current_health: float) -> void:\n\t# Cache the current health from the signal for reliable cross-language access\n\t_player_current_health = current_health\n\t_log(\"Player health updated (C# Damaged): %.1f\" % _player_current_health)\n\n\n## Called when health changes on C# HealthComponent (includes initial value).\nfunc _on_health_changed(current_health: float, _max_health: float) -> void:\n\t# Cache the current health from the signal for reliable cross-language access\n\t_player_current_health = current_health\n\t_log(\"Player health updated (C# HealthChanged): %.1f\" % _player_current_health)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_log(\"Player died\")\n\tif _is_effect_active:\n\t\t_end_last_chance_effect()\n\t# Reset effect usage on death so it can trigger again next life\n\t_effect_used = false\n\n\n## Triggers the last chance effect from a grenade explosion in Power Fantasy mode.\n## Uses the full time-freeze visual effect with configurable duration (default: 2000ms).\n## Unlike the threat-triggered version, this can be used multiple times per life.\nfunc trigger_grenade_last_chance(duration_seconds: float) -> void:\n\tif _is_effect_active:\n\t\treturn\n\n\t# Ensure player is found\n\tif _player == null or not is_instance_valid(_player):\n\t\t_find_player()\n\n\tif _player == null:\n\t\t_log(\"Cannot trigger grenade last chance - player not found\")\n\t\treturn\n\n\t_log(\"Grenade explosion triggering last chance effect for %.2f seconds\" % duration_seconds)\n\t_start_last_chance_effect(duration_seconds, true)\n\n\n## Called when a threat is detected by the player's threat sphere.\nfunc _on_threat_detected(bullet: Area2D) -> void:\n\t_log(\"Threat detected: %s\" % bullet.name)\n\n\t# Check if we can trigger the effect\n\tif not _can_trigger_effect():\n\t\t_log(\"Cannot trigger effect - conditions not met\")\n\t\treturn\n\n\t_log(\"Triggering last chance effect!\")\n\t_start_last_chance_effect()\n\n\n## Checks if the last chance effect can be triggered.\nfunc _can_trigger_effect() -> bool:\n\t# Effect already used this life?\n\tif _effect_used:\n\t\t_log(\"Effect already used this life\")\n\t\treturn false\n\n\t# Effect already active?\n\tif _is_effect_active:\n\t\t_log(\"Effect already active\")\n\t\treturn false\n\n\t# Only trigger in hard mode\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\t_log(\"DifficultyManager not found\")\n\t\treturn false\n\n\tif not difficulty_manager.is_hard_mode():\n\t\t_log(\"Not in hard mode - effect disabled\")\n\t\treturn false\n\n\t# Check player health (1 HP or less)\n\tif _player == null:\n\t\t_log(\"Player not found\")\n\t\treturn false\n\n\t# Use cached health value from Damaged/health_changed signals\n\t# This is more reliable than trying to access C# HealthComponent properties from GDScript\n\tif _player_current_health > 1.0 or _player_current_health <= 0.0:\n\t\t_log(\"Player health is %.1f - effect requires exactly 1 HP or less but alive\" % _player_current_health)\n\t\treturn false\n\n\treturn true\n\n\n## Gets the player's current health.\nfunc _get_player_health() -> float:\n\tif _player == null:\n\t\treturn 0.0\n\n\t# Try C# player (has HealthComponent)\n\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n\tif health_component != null:\n\t\tif health_component.has_method(\"get\") and health_component.get(\"CurrentHealth\") != null:\n\t\t\treturn health_component.get(\"CurrentHealth\")\n\t\tif \"CurrentHealth\" in health_component:\n\t\t\treturn health_component.CurrentHealth\n\n\t# Try GDScript player\n\tif _player.has_method(\"get_health\"):\n\t\treturn _player.get_health()\n\n\t# Try health property\n\tif \"health\" in _player:\n\t\treturn _player.health\n\n\t# Try current_health property\n\tif \"current_health\" in _player:\n\t\treturn _player.current_health\n\n\treturn 0.0\n\n\n## Starts the last chance effect with configurable duration.\n## @param duration_seconds: Duration of the effect in real seconds.\n## @param is_grenade: Whether this is triggered by a grenade explosion.\nfunc _start_last_chance_effect(duration_seconds: float = FREEZE_DURATION_REAL_SECONDS, is_grenade: bool = false) -> void:\n\tif _is_effect_active:\n\t\treturn\n\n\t_is_effect_active = true\n\t_is_grenade_triggered = is_grenade\n\t_current_effect_duration = duration_seconds\n\tif not is_grenade:\n\t\t_effect_used = true # Mark as used (only triggers once per life, not for grenade)\n\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n\n\t_log(\"Starting last chance effect:\")\n\t_log(\" - Time will be frozen (except player)\")\n\t_log(\" - Duration: %.2f real seconds\" % duration_seconds)\n\t_log(\" - Trigger: %s\" % (\"grenade explosion\" if is_grenade else \"threat detected\"))\n\t_log(\" - Sepia intensity: %.2f\" % SEPIA_INTENSITY)\n\t_log(\" - Brightness: %.2f\" % BRIGHTNESS)\n\n\tif not is_grenade:\n\t\t# CRITICAL: Push all threatening bullets away from player BEFORE freezing time\n\t\t# This gives the player a fighting chance to survive\n\t\t_push_threatening_bullets_away()\n\n\t\t# Grant temporary invulnerability to player during time freeze\n\t\t_grant_player_invulnerability()\n\n\t# Freeze time for everything except the player\n\t_freeze_time()\n\n\t# Apply visual effects\n\t_apply_visual_effects()\n\n\n## Freezes time for everything except the player.\n## IMPORTANT: We don't use Engine.time_scale = 0 because it also freezes physics delta,\n## which prevents CharacterBody2D.MoveAndSlide() from working even with PROCESS_MODE_ALWAYS.\n## Instead, we disable processing on all nodes except the player and this manager.\nfunc _freeze_time() -> void:\n\t# Clear previous stored modes\n\t_original_process_modes.clear()\n\n\t# CRITICAL: Do NOT set Engine.time_scale to 0!\n\t# Physics delta becomes 0 which makes MoveAndSlide() not work.\n\t# Instead, we disable all nodes except player.\n\n\t# CRITICAL FIX: First, set player and all children to PROCESS_MODE_ALWAYS\n\t# This MUST happen BEFORE freezing the scene, because:\n\t# 1. The player's parent (scene root) will be set to DISABLED\n\t# 2. By default, player has INHERIT, which would inherit DISABLED\n\t# 3. Setting to ALWAYS overrides the parent's disabled state\n\tif _player != null:\n\t\t_enable_player_processing_always(_player)\n\n\t# Freeze all top-level nodes in the scene tree except player and autoloads\n\tvar root := get_tree().root\n\tfor child in root.get_children():\n\t\t# Skip autoloads (they should keep running for UI, audio, etc.)\n\t\t# Include GameManager to preserve quick restart (Q key) functionality\n\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\n\t\t\tcontinue\n\n\t\t# This is likely the current scene - freeze everything inside except player\n\t\t_freeze_node_except_player(child)\n\n\t_log(\"Froze all nodes except player and autoloads (including GameManager for quick restart)\")\n\n\t# This manager uses PROCESS_MODE_ALWAYS to keep running the timer\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\t# Connect to node_added signal to freeze any new bullets fired during the freeze\n\t# This ensures player-fired bullets also get frozen immediately\n\tif not get_tree().node_added.is_connected(_on_node_added_during_freeze):\n\t\tget_tree().node_added.connect(_on_node_added_during_freeze)\n\n\n## Recursively sets the player and all children to PROCESS_MODE_ALWAYS.\n## This is needed because the player's parent scene will be DISABLED,\n## and we need ALWAYS mode to override the inherited disabled state.\nfunc _enable_player_processing_always(node: Node, depth: int = 0) -> void:\n\tif node == null or not is_instance_valid(node):\n\t\treturn\n\n\t# Store original process mode for restoration later\n\t_original_process_modes[node] = node.process_mode\n\n\t# Set to ALWAYS so player can move even when parent scene is DISABLED\n\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n\n\t# Only log the player node itself and important children to avoid spam\n\tif depth == 0:\n\t\t_log(\"Set player %s and all %d children to PROCESS_MODE_ALWAYS\" % [node.name, _count_descendants(node)])\n\n\t# Recursively enable all children too (weapon, input, animations, etc.)\n\tfor child in node.get_children():\n\t\t_enable_player_processing_always(child, depth + 1)\n\n\n## Counts total number of descendant nodes.\nfunc _count_descendants(node: Node) -> int:\n\tvar count := 0\n\tfor child in node.get_children():\n\t\tcount += 1 + _count_descendants(child)\n\treturn count\n\n\n## Recursively freezes a node and its children, except for the player node.\n## Uses a selective approach that only disables nodes that need to be frozen,\n## preserving physics collision by NOT setting container nodes or physics bodies to DISABLED.\nfunc _freeze_node_except_player(node: Node) -> void:\n\tif node == null or not is_instance_valid(node):\n\t\treturn\n\n\t# Skip the player and all its children - they should keep processing normally\n\tif node == _player:\n\t\t_log(\"Skipping player node: %s\" % node.name)\n\t\treturn\n\n\t# Also skip if this node is a child of player (already handled)\n\tif _player != null and _is_descendant_of(_player, node):\n\t\treturn\n\n\t# CRITICAL FIX: Only freeze nodes that actually need freezing.\n\t# DO NOT freeze container nodes (Node2D, Node, Control) that have physics bodies as children.\n\t# The issue is that setting parent containers to DISABLED affects physics collision detection\n\t# even if we set the physics bodies themselves to ALWAYS.\n\t#\n\t# Strategy:\n\t# 1. StaticBody2D (walls) - set to ALWAYS to ensure collision detection works\n\t# 2. CollisionShape2D - set to ALWAYS to ensure collision shapes are active\n\t# 3. CharacterBody2D (enemies) - DISABLE to freeze them\n\t# 4. RigidBody2D (physics objects) - DISABLE if they have enemy-like behavior\n\t# 5. Container nodes (Node2D, Node, etc.) - DON'T disable, just process children\n\t# This is key: leaving containers at INHERIT preserves the physics tree structure\n\n\t# Handle physics collision bodies - set to ALWAYS to preserve collision detection\n\tif node is StaticBody2D:\n\t\t_original_process_modes[node] = node.process_mode\n\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n\t\t_log(\"Set StaticBody2D '%s' to PROCESS_MODE_ALWAYS for collision\" % node.name)\n\t\t# Process children - collision shapes need ALWAYS too\n\t\tfor child in node.get_children():\n\t\t\t_freeze_node_except_player(child)\n\t\treturn\n\n\t# CollisionShape2D nodes need ALWAYS to stay active for collision detection\n\tif node is CollisionShape2D:\n\t\t_original_process_modes[node] = node.process_mode\n\t\tnode.process_mode = Node.PROCESS_MODE_ALWAYS\n\t\treturn\n\n\t# Freeze CharacterBody2D nodes that are NOT the player (enemies)\n\tif node is CharacterBody2D:\n\t\t_original_process_modes[node] = node.process_mode\n\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n\t\t# Freeze all children of enemy character bodies\n\t\tfor child in node.get_children():\n\t\t\t_freeze_node_except_player(child)\n\t\treturn\n\n\t# Freeze RigidBody2D nodes (physics objects like grenades and casings)\n\tif node is RigidBody2D:\n\t\t_original_process_modes[node] = node.process_mode\n\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t\t# Check if this is a grenade and track it separately for proper unfreezing\n\t\tvar script: Script = node.get_script()\n\t\tif script != null:\n\t\t\tvar script_path: String = script.resource_path\n\t\t\tif \"grenade\" in script_path.to_lower():\n\t\t\t\tif node not in _frozen_grenades:\n\t\t\t\t\t_frozen_grenades.append(node)\n\t\t\t\t\t_log(\"Froze existing grenade: %s\" % node.name)\n\t\t\t# Check if this is a bullet casing and track it separately\n\t\t\telif \"casing\" in script_path.to_lower():\n\t\t\t\tif node not in _frozen_casings:\n\t\t\t\t\t_frozen_casings.append(node)\n\t\t\t\t\t# Call freeze_time method on casing if available\n\t\t\t\t\tif node.has_method(\"freeze_time\"):\n\t\t\t\t\t\tnode.freeze_time()\n\t\t\t\t\t_log(\"Froze existing bullet casing: %s\" % node.name)\n\n\t\tfor child in node.get_children():\n\t\t\t_freeze_node_except_player(child)\n\t\treturn\n\n\t# Freeze Area2D nodes (triggers, hit areas, bullets, shrapnel, etc.)\n\tif node is Area2D:\n\t\t_original_process_modes[node] = node.process_mode\n\t\tnode.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t\t# Track shrapnel separately for proper logging\n\t\tvar script: Script = node.get_script()\n\t\tif script != null:\n\t\t\tvar script_path: String = script.resource_path\n\t\t\tif \"shrapnel\" in script_path.to_lower():\n\t\t\t\tif node not in _frozen_shrapnel:\n\t\t\t\t\t_frozen_shrapnel.append(node)\n\t\t\t\t\t_log(\"Froze existing shrapnel: %s\" % node.name)\n\n\t\tfor child in node.get_children():\n\t\t\t_freeze_node_except_player(child)\n\t\treturn\n\n\t# Issue #505: Check if this Node2D is an explosion visual effect (flashbang_effect.gd, explosion_flash.gd)\n\t# These need to be frozen to pause their fade-out animation and keep the flash visible\n\tif node is Node2D:\n\t\tvar node2d_script: Script = node.get_script()\n\t\tif node2d_script != null:\n\t\t\tvar node2d_script_path: String = node2d_script.resource_path\n\t\t\tif \"flashbang_effect\" in node2d_script_path.to_lower() or \"explosion_flash\" in node2d_script_path.to_lower():\n\t\t\t\t_freeze_explosion_visual(node as Node2D)\n\t\t\t\treturn\n\n\t# For container nodes (Node2D, Node, Control, etc.), DON'T set to DISABLED\n\t# Just recurse into children to find actual freezable nodes\n\t# This preserves the physics tree structure and allows collision detection to work\n\tfor child in node.get_children():\n\t\t_freeze_node_except_player(child)\n\n\n## Checks if 'node' is a descendant of 'ancestor'.\nfunc _is_descendant_of(ancestor: Node, node: Node) -> bool:\n\tif ancestor == null or node == null:\n\t\treturn false\n\n\tvar parent := node.get_parent()\n\twhile parent != null:\n\t\tif parent == ancestor:\n\t\t\treturn true\n\t\tparent = parent.get_parent()\n\n\treturn false\n\n\n\n\n## Applies the visual effects (blue sepia + ripple + arm saturation).\nfunc _apply_visual_effects() -> void:\n\t_effect_rect.visible = true\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"sepia_intensity\", SEPIA_INTENSITY)\n\t\tmaterial.set_shader_parameter(\"brightness\", BRIGHTNESS)\n\t\tmaterial.set_shader_parameter(\"ripple_strength\", RIPPLE_STRENGTH)\n\t\tmaterial.set_shader_parameter(\"time_offset\", 0.0)\n\t\t_log(\"Applied visual effects: sepia=%.2f, brightness=%.2f, ripple=%.4f\" % [SEPIA_INTENSITY, BRIGHTNESS, RIPPLE_STRENGTH])\n\n\t# Apply saturation boost to player's sprites (makes player more visible)\n\t_apply_player_saturation()\n\n\n## Ends the last chance effect.\n## Starts the fade-out animation for visual effects (Issue #442).\nfunc _end_last_chance_effect() -> void:\n\tif not _is_effect_active:\n\t\treturn\n\n\t_is_effect_active = false\n\t_log(\"Ending last chance effect\")\n\n\t# CRITICAL: Reset enemy memory BEFORE unfreezing time (Issue #318)\n\t# This ensures enemies forget the player's position during the freeze,\n\t# treating the player's movement as a \"teleport\" they couldn't see\n\t_reset_all_enemy_memory()\n\n\t# Restore normal time\n\t_unfreeze_time()\n\n\t# Start visual effects fade-out animation instead of removing instantly (Issue #442)\n\t_start_fade_out()\n\n\n## Starts the visual effects fade-out animation (Issue #442).\n## Visual effects fade smoothly over FADE_OUT_DURATION_SECONDS for a smooth transition.\nfunc _start_fade_out() -> void:\n\t_is_fading_out = true\n\t_fade_out_start_time = Time.get_ticks_msec() / 1000.0\n\t_log(\"Starting visual effects fade-out over %.0fms\" % (FADE_OUT_DURATION_SECONDS * 1000.0))\n\n\n## Updates the fade-out animation each frame (Issue #442).\n## Uses real time to ensure the fade works correctly regardless of Engine.time_scale.\nfunc _update_fade_out() -> void:\n\tvar current_time := Time.get_ticks_msec() / 1000.0\n\tvar elapsed := current_time - _fade_out_start_time\n\tvar progress := clampf(elapsed / FADE_OUT_DURATION_SECONDS, 0.0, 1.0)\n\n\t# Interpolate shader parameters from effect values to neutral values\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\t# Fade sepia intensity: SEPIA_INTENSITY -> 0.0\n\t\tvar current_sepia := lerpf(SEPIA_INTENSITY, 0.0, progress)\n\t\tmaterial.set_shader_parameter(\"sepia_intensity\", current_sepia)\n\n\t\t# Fade brightness: BRIGHTNESS -> 1.0\n\t\tvar current_brightness := lerpf(BRIGHTNESS, 1.0, progress)\n\t\tmaterial.set_shader_parameter(\"brightness\", current_brightness)\n\n\t\t# Fade ripple strength: RIPPLE_STRENGTH -> 0.0\n\t\tvar current_ripple := lerpf(RIPPLE_STRENGTH, 0.0, progress)\n\t\tmaterial.set_shader_parameter(\"ripple_strength\", current_ripple)\n\n\t# Fade player sprite saturation back to original colors\n\t_update_player_colors_fade(progress)\n\n\t# Check if fade-out is complete\n\tif progress >= 1.0:\n\t\t_complete_fade_out()\n\n\n## Updates player sprite colors during fade-out animation (Issue #442).\n## Gradually interpolates from saturated colors back to original colors.\nfunc _update_player_colors_fade(progress: float) -> void:\n\tfor sprite in _player_original_colors.keys():\n\t\tif is_instance_valid(sprite):\n\t\t\tvar original_color: Color = _player_original_colors[sprite]\n\t\t\tvar saturated_color: Color = _saturate_color(original_color, PLAYER_SATURATION_MULTIPLIER)\n\t\t\t# Interpolate from saturated color back to original color\n\t\t\tsprite.modulate = saturated_color.lerp(original_color, progress)\n\n\n## Completes the fade-out animation and removes visual effects (Issue #442).\nfunc _complete_fade_out() -> void:\n\t_is_fading_out = false\n\t_log(\"Visual effects fade-out complete\")\n\n\t# Now fully remove the visual effects\n\t_remove_visual_effects()\n\n\n## Unfreezes time and restores normal processing.\nfunc _unfreeze_time() -> void:\n\t# Disconnect the node_added signal we connected during freeze\n\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n\n\t# Restore all nodes' original process modes\n\t_restore_all_process_modes()\n\n\t# Restore this manager's process mode\n\tprocess_mode = Node.PROCESS_MODE_INHERIT\n\n\t# Remove player invulnerability\n\t_remove_player_invulnerability()\n\n\t# Unfreeze any player bullets that were fired during the time freeze\n\t_unfreeze_player_bullets()\n\n\t# Unfreeze any grenades that were created during the time freeze\n\t_unfreeze_grenades()\n\n\t# Unfreeze any bullet casings that were frozen during the time freeze\n\t_unfreeze_casings()\n\n\t# Unfreeze any shrapnel pieces that were frozen during the time freeze\n\t_unfreeze_shrapnel()\n\n\t# Unfreeze any explosion visual effects that were frozen during the time freeze\n\t_unfreeze_explosion_effects()\n\n\t# Unfreeze any explosion visual effect containers that were frozen during the time freeze (Issue #505)\n\t_unfreeze_explosion_visuals()\n\n\n## Restores all stored original process modes.\nfunc _restore_all_process_modes() -> void:\n\tfor node in _original_process_modes.keys():\n\t\tif is_instance_valid(node):\n\t\t\tnode.process_mode = _original_process_modes[node]\n\n\t_original_process_modes.clear()\n\t_log(\"All process modes restored\")\n\n\n## Removes the visual effects.\nfunc _remove_visual_effects() -> void:\n\t_effect_rect.visible = false\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n\n\t# Restore original player sprite colors\n\t_restore_player_colors()\n\n\n## Applies saturation boost to all player sprites (visibility during effect).\n## This makes the entire player more vivid during the last chance effect.\nfunc _apply_player_saturation() -> void:\n\tif _player == null:\n\t\treturn\n\n\t_player_original_colors.clear()\n\n\t# Find all player sprites in PlayerModel\n\tvar player_model := _player.get_node_or_null(\"PlayerModel\") as Node2D\n\tif player_model == null:\n\t\t_log(\"WARNING: PlayerModel not found on player\")\n\t\treturn\n\n\t# Apply saturation to all direct sprite children (Body, Head, LeftArm, RightArm)\n\tvar sprites_saturated: int = 0\n\tfor child in player_model.get_children():\n\t\tif child is Sprite2D:\n\t\t\t_player_original_colors[child] = child.modulate\n\t\t\tchild.modulate = _saturate_color(child.modulate, PLAYER_SATURATION_MULTIPLIER)\n\t\t\tsprites_saturated += 1\n\n\t# Also apply saturation to armband (sibling of RightArm, not child - to avoid inheriting health modulate)\n\tvar armband := player_model.get_node_or_null(\"Armband\") as Sprite2D\n\tif armband:\n\t\t_player_original_colors[armband] = armband.modulate\n\t\tarmband.modulate = _saturate_color(armband.modulate, PLAYER_SATURATION_MULTIPLIER)\n\t\tsprites_saturated += 1\n\n\t_log(\"Applied %.1fx saturation to %d player sprites\" % [PLAYER_SATURATION_MULTIPLIER, sprites_saturated])\n\n\n## Restores original colors to player's sprites.\n## After restoring, tells the player to refresh their health visual to ensure\n## the correct health-based coloring is applied (not the stale stored colors).\nfunc _restore_player_colors() -> void:\n\tfor sprite in _player_original_colors.keys():\n\t\tif is_instance_valid(sprite):\n\t\t\tsprite.modulate = _player_original_colors[sprite]\n\n\tif _player_original_colors.size() > 0:\n\t\t_log(\"Restored original colors to %d player sprites\" % _player_original_colors.size())\n\n\t_player_original_colors.clear()\n\n\t# Tell the player to refresh their health visual to apply correct colors\n\t# This is needed because the stored colors might be stale (captured at a different\n\t# health level or during a previous effect state)\n\tif _player != null and is_instance_valid(_player):\n\t\t# Try C# player method (RefreshHealthVisual)\n\t\tif _player.has_method(\"RefreshHealthVisual\"):\n\t\t\t_player.RefreshHealthVisual()\n\t\t\t_log(\"Called player RefreshHealthVisual (C#)\")\n\t\t# Try GDScript player method (refresh_health_visual)\n\t\telif _player.has_method(\"refresh_health_visual\"):\n\t\t\t_player.refresh_health_visual()\n\t\t\t_log(\"Called player refresh_health_visual (GDScript)\")\n\n\n## Increase saturation of a color by a multiplier.\n## Uses standard luminance-based saturation algorithm.\nfunc _saturate_color(color: Color, multiplier: float) -> Color:\n\t# Calculate luminance using standard weights\n\tvar luminance := color.r * 0.299 + color.g * 0.587 + color.b * 0.114\n\n\t# Increase saturation by moving away from grayscale\n\tvar saturated_r: float = lerp(luminance, color.r, multiplier)\n\tvar saturated_g: float = lerp(luminance, color.g, multiplier)\n\tvar saturated_b: float = lerp(luminance, color.b, multiplier)\n\n\t# Clamp to valid color range\n\treturn Color(\n\t\tclampf(saturated_r, 0.0, 1.0),\n\t\tclampf(saturated_g, 0.0, 1.0),\n\t\tclampf(saturated_b, 0.0, 1.0),\n\t\tcolor.a\n\t)\n\n\n## Pushes all bullets that are close to the player away.\n## This gives the player a fighting chance when time freezes.\nfunc _push_threatening_bullets_away() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar player_pos: Vector2 = _player.global_position\n\tvar bullets_pushed: int = 0\n\n\t# Get all bullets in the scene (they are Area2D nodes in the \"bullets\" group or have bullet script)\n\tvar bullets: Array = get_tree().get_nodes_in_group(\"bullets\")\n\n\t# Also search for Area2D nodes that might be bullets but not in the group\n\tfor node in get_tree().get_nodes_in_group(\"enemies\"):\n\t\t# Enemy projectiles might not be in bullets group\n\t\tpass\n\n\t# Search through all Area2D nodes\n\tfor area in _get_all_bullets():\n\t\tif not is_instance_valid(area):\n\t\t\tcontinue\n\n\t\tvar bullet_pos: Vector2 = area.global_position\n\t\tvar distance: float = player_pos.distance_to(bullet_pos)\n\n\t\t# Only push bullets that are within the threat radius\n\t\tif distance < _threat_sphere.threat_radius if _threat_sphere else 200.0:\n\t\t\t# Calculate direction away from player\n\t\t\tvar push_direction: Vector2 = (bullet_pos - player_pos).normalized()\n\t\t\tif push_direction == Vector2.ZERO:\n\t\t\t\tpush_direction = Vector2.RIGHT # Fallback direction\n\n\t\t\t# Push bullet away\n\t\t\tvar new_pos: Vector2 = player_pos + push_direction * BULLET_PUSH_DISTANCE\n\t\t\tarea.global_position = new_pos\n\n\t\t\tbullets_pushed += 1\n\t\t\t_log(\"Pushed bullet %s from distance %.1f to %.1f\" % [area.name, distance, BULLET_PUSH_DISTANCE])\n\n\tif bullets_pushed > 0:\n\t\t_log(\"Pushed %d threatening bullets away from player\" % bullets_pushed)\n\n\n## Gets all bullet nodes in the scene.\nfunc _get_all_bullets() -> Array:\n\tvar bullets: Array = []\n\n\t# Check bullets group\n\tbullets.append_array(get_tree().get_nodes_in_group(\"bullets\"))\n\n\t# Also find Area2D nodes that look like bullets\n\tfor node in get_tree().get_root().get_children():\n\t\t_find_bullets_recursive(node, bullets)\n\n\treturn bullets\n\n\n## Recursively finds bullet and pellet nodes.\nfunc _find_bullets_recursive(node: Node, bullets: Array) -> void:\n\tif node is Area2D:\n\t\t# Check if it's a bullet or pellet by script or name\n\t\tvar script: Script = node.get_script()\n\t\tif script != null:\n\t\t\tvar script_path: String = script.resource_path\n\t\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n\t\t\t\tif node not in bullets:\n\t\t\t\t\tbullets.append(node)\n\t\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n\t\t\tif node not in bullets:\n\t\t\t\tbullets.append(node)\n\n\tfor child in node.get_children():\n\t\t_find_bullets_recursive(child, bullets)\n\n\n## Grants temporary invulnerability to the player during time freeze.\nfunc _grant_player_invulnerability() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to access the health component and set invulnerability\n\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n\tif health_component != null:\n\t\t# Try to set Invulnerable property (C# - exported property with Pascal case)\n\t\tif \"Invulnerable\" in health_component:\n\t\t\t_player_was_invulnerable = health_component.Invulnerable\n\t\t\thealth_component.Invulnerable = true\n\t\t\t_log(\"Player granted temporary invulnerability (C# Invulnerable property)\")\n\t\t\treturn\n\n\t\t# Try to set is_invulnerable property (GDScript snake_case)\n\t\tif \"is_invulnerable\" in health_component:\n\t\t\t_player_was_invulnerable = health_component.is_invulnerable\n\t\t\thealth_component.is_invulnerable = true\n\t\t\t_log(\"Player granted temporary invulnerability (GDScript property)\")\n\t\t\treturn\n\n\t# Fallback: try to access invulnerable property on player directly\n\tif \"is_invulnerable\" in _player:\n\t\t_player_was_invulnerable = _player.is_invulnerable\n\t\t_player.is_invulnerable = true\n\t\t_log(\"Player granted temporary invulnerability (on player)\")\n\n\n## Removes temporary invulnerability from the player.\nfunc _remove_player_invulnerability() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\tvar health_component: Node = _player.get_node_or_null(\"HealthComponent\")\n\tif health_component != null:\n\t\t# Try to restore Invulnerable property (C#)\n\t\tif \"Invulnerable\" in health_component:\n\t\t\thealth_component.Invulnerable = _player_was_invulnerable\n\t\t\t_log(\"Player invulnerability restored to %s (C# property)\" % _player_was_invulnerable)\n\t\t\treturn\n\n\t\t# Try to restore is_invulnerable property (GDScript)\n\t\tif \"is_invulnerable\" in health_component:\n\t\t\thealth_component.is_invulnerable = _player_was_invulnerable\n\t\t\t_log(\"Player invulnerability restored to %s (GDScript property)\" % _player_was_invulnerable)\n\t\t\treturn\n\n\t# Fallback: try to restore on player directly\n\tif \"is_invulnerable\" in _player:\n\t\t_player.is_invulnerable = _player_was_invulnerable\n\t\t_log(\"Player invulnerability restored to %s (on player)\" % _player_was_invulnerable)\n\n\n## Registers a player bullet that was fired during time freeze.\n## These bullets should stay frozen until time unfreezes.\nfunc register_frozen_bullet(bullet: Node2D) -> void:\n\tif not _is_effect_active:\n\t\treturn\n\n\tif bullet not in _frozen_player_bullets:\n\t\t_frozen_player_bullets.append(bullet)\n\t\t# Freeze the bullet's processing\n\t\tbullet.process_mode = Node.PROCESS_MODE_DISABLED\n\t\t_log(\"Registered frozen player bullet: %s\" % bullet.name)\n\n\n## Unfreezes all player bullets that were fired during time freeze.\nfunc _unfreeze_player_bullets() -> void:\n\tfor bullet in _frozen_player_bullets:\n\t\tif is_instance_valid(bullet):\n\t\t\tbullet.process_mode = Node.PROCESS_MODE_INHERIT\n\t\t\t_log(\"Unfroze player bullet: %s\" % bullet.name)\n\n\t_frozen_player_bullets.clear()\n\n\n## Freezes a grenade that was created during the time freeze.\n## This stops both the grenade's timer and its physics movement.\nfunc _freeze_grenade(grenade: RigidBody2D) -> void:\n\tif grenade in _frozen_grenades:\n\t\treturn\n\n\t_frozen_grenades.append(grenade)\n\n\t# Store original process mode for restoration\n\t_original_process_modes[grenade] = grenade.process_mode\n\n\t# Disable processing to stop the timer countdown in _physics_process\n\tgrenade.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t# Also freeze the RigidBody2D physics to stop any movement\n\tif not grenade.freeze:\n\t\tgrenade.freeze = true\n\n\t_log(\"Registered frozen grenade: %s\" % grenade.name)\n\n\n## Freezes a bullet casing that was created during the time freeze.\n## This stops both the casing's auto-land timer and its physics movement.\nfunc _freeze_casing(casing: RigidBody2D) -> void:\n\tif casing in _frozen_casings:\n\t\treturn\n\n\t_frozen_casings.append(casing)\n\n\t# Store original process mode for restoration\n\t_original_process_modes[casing] = casing.process_mode\n\n\t# Disable processing to stop the auto-land timer in _physics_process\n\tcasing.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t# Call freeze_time method on casing to stop movement\n\tif casing.has_method(\"freeze_time\"):\n\t\tcasing.freeze_time()\n\n\t_log(\"Registered frozen bullet casing: %s\" % casing.name)\n\n\n## Unfreezes all grenades that were created during time freeze.\nfunc _unfreeze_grenades() -> void:\n\tfor grenade in _frozen_grenades:\n\t\tif is_instance_valid(grenade):\n\t\t\t# Restore process mode to allow timer to continue\n\t\t\tif grenade in _original_process_modes:\n\t\t\t\tgrenade.process_mode = _original_process_modes[grenade]\n\t\t\telse:\n\t\t\t\tgrenade.process_mode = Node.PROCESS_MODE_INHERIT\n\n\t\t\t# Note: Don't unfreeze physics here - the grenade's throw_grenade() method\n\t\t\t# will handle unfreezing when the player actually throws it\n\t\t\t# If it was already thrown before the freeze, it will continue moving\n\t\t\t_log(\"Unfroze grenade: %s\" % grenade.name)\n\n\t_frozen_grenades.clear()\n\n\n## Unfreezes all bullet casings that were frozen during time freeze.\nfunc _unfreeze_casings() -> void:\n\tfor casing in _frozen_casings:\n\t\tif is_instance_valid(casing):\n\t\t\t# Restore process mode to allow casing to continue falling/landing\n\t\t\tif casing in _original_process_modes:\n\t\t\t\tcasing.process_mode = _original_process_modes[casing]\n\t\t\telse:\n\t\t\t\tcasing.process_mode = Node.PROCESS_MODE_INHERIT\n\n\t\t\t# Call unfreeze_time method on casing to restore velocities\n\t\t\tif casing.has_method(\"unfreeze_time\"):\n\t\t\t\tcasing.unfreeze_time()\n\n\t\t\t_log(\"Unfroze bullet casing: %s\" % casing.name)\n\n\t_frozen_casings.clear()\n\n\n## Freezes a shrapnel piece that was created during the time freeze.\n## This stops the shrapnel's movement and lifetime countdown.\nfunc _freeze_shrapnel_piece(shrapnel: Area2D) -> void:\n\tif shrapnel in _frozen_shrapnel:\n\t\treturn\n\n\t_frozen_shrapnel.append(shrapnel)\n\n\t# Store original process mode for restoration\n\t_original_process_modes[shrapnel] = shrapnel.process_mode\n\n\t# Disable processing to stop movement and lifetime timer\n\tshrapnel.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t_log(\"Registered frozen shrapnel: %s\" % shrapnel.name)\n\n\n## Unfreezes all shrapnel pieces that were frozen during time freeze.\nfunc _unfreeze_shrapnel() -> void:\n\tfor shrapnel in _frozen_shrapnel:\n\t\tif is_instance_valid(shrapnel):\n\t\t\t# Restore process mode to allow shrapnel to continue moving\n\t\t\tif shrapnel in _original_process_modes:\n\t\t\t\tshrapnel.process_mode = _original_process_modes[shrapnel]\n\t\t\telse:\n\t\t\t\tshrapnel.process_mode = Node.PROCESS_MODE_INHERIT\n\n\t\t\t_log(\"Unfroze shrapnel: %s\" % shrapnel.name)\n\n\t_frozen_shrapnel.clear()\n\n\n## Freezes an explosion visual effect (PointLight2D) that was created during the time freeze.\n## This pauses the light's fade-out tween so the explosion flash remains visible while frozen.\nfunc _freeze_explosion_effect(light: PointLight2D) -> void:\n\tif light in _frozen_explosion_effects:\n\t\treturn\n\n\t_frozen_explosion_effects.append(light)\n\n\t# Store original process mode for restoration\n\t_original_process_modes[light] = light.process_mode\n\n\t# Disable processing to pause the tween fade-out animation\n\tlight.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t_log(\"Registered frozen explosion effect: %s\" % light.name)\n\n\n## Unfreezes all explosion visual effects that were frozen during time freeze.\nfunc _unfreeze_explosion_effects() -> void:\n\tfor light in _frozen_explosion_effects:\n\t\tif is_instance_valid(light):\n\t\t\t# Restore process mode to allow fade-out tween to continue\n\t\t\tif light in _original_process_modes:\n\t\t\t\tlight.process_mode = _original_process_modes[light]\n\t\t\telse:\n\t\t\t\tlight.process_mode = Node.PROCESS_MODE_INHERIT\n\n\t\t\t_log(\"Unfroze explosion effect: %s\" % light.name)\n\n\t_frozen_explosion_effects.clear()\n\n\n## Freezes an explosion visual effect container (Node2D with flashbang/explosion script) (Issue #505).\n## This pauses the container's _process() which controls the light fade-out animation,\n## keeping the flash visible while time is frozen.\nfunc _freeze_explosion_visual(visual: Node2D) -> void:\n\tif visual in _frozen_explosion_visuals:\n\t\treturn\n\n\t_frozen_explosion_visuals.append(visual)\n\n\t# Store original process mode for restoration\n\t_original_process_modes[visual] = visual.process_mode\n\n\t# Disable processing to pause the fade-out animation\n\tvisual.process_mode = Node.PROCESS_MODE_DISABLED\n\n\t_log(\"Registered frozen explosion visual: %s\" % visual.name)\n\n\n## Unfreezes all explosion visual effect containers that were frozen during time freeze (Issue #505).\nfunc _unfreeze_explosion_visuals() -> void:\n\tfor visual in _frozen_explosion_visuals:\n\t\tif is_instance_valid(visual):\n\t\t\t# Restore process mode to allow fade-out animation to continue\n\t\t\tif visual in _original_process_modes:\n\t\t\t\tvisual.process_mode = _original_process_modes[visual]\n\t\t\telse:\n\t\t\t\tvisual.process_mode = Node.PROCESS_MODE_INHERIT\n\n\t\t\t_log(\"Unfroze explosion visual: %s\" % visual.name)\n\n\t_frozen_explosion_visuals.clear()\n\n\n## Resets memory for all enemies when the last chance effect ends (Issue #318).\n## This ensures enemies don't know where the player moved during the time freeze,\n## treating the player's movement as a \"teleport\" they couldn't observe.\n## Enemies must re-acquire the player through visual contact or sound detection.\nfunc _reset_all_enemy_memory() -> void:\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar reset_count := 0\n\n\tfor enemy in enemies:\n\t\tif not is_instance_valid(enemy):\n\t\t\tcontinue\n\n\t\t# Call the reset_memory method on each enemy that has it\n\t\tif enemy.has_method(\"reset_memory\"):\n\t\t\tenemy.reset_memory()\n\t\t\treset_count += 1\n\n\tif reset_count > 0:\n\t\t_log(\"Reset memory for %d enemies (player teleport effect)\" % reset_count)\n\n\n## Called when a node is added to the scene tree during time freeze.\n## Automatically freezes player-fired bullets, grenades, shrapnel, and explosion effects\n## to maintain the time freeze effect.\nfunc _on_node_added_during_freeze(node: Node) -> void:\n\tif not _is_effect_active:\n\t\treturn\n\n\t# Check if this is a grenade or casing (RigidBody2D with grenade/casing script)\n\tif node is RigidBody2D:\n\t\tvar script: Script = node.get_script()\n\t\tif script != null:\n\t\t\tvar script_path: String = script.resource_path\n\t\t\tif \"grenade\" in script_path.to_lower():\n\t\t\t\t# This is a grenade - freeze it immediately\n\t\t\t\t_log(\"Freezing newly created grenade: %s\" % node.name)\n\t\t\t\t_freeze_grenade(node as RigidBody2D)\n\t\t\t\treturn\n\t\t\telif \"casing\" in script_path.to_lower():\n\t\t\t\t# This is a bullet casing - freeze it immediately\n\t\t\t\t_log(\"Freezing newly created bullet casing: %s\" % node.name)\n\t\t\t\t_freeze_casing(node as RigidBody2D)\n\t\t\t\treturn\n\n\t# Check if this is an explosion visual effect (PointLight2D or Node2D with effect script)\n\t# Grenade explosions create PointLight2D nodes that should also freeze\n\tif node is PointLight2D:\n\t\t_log(\"Freezing newly created explosion effect: %s\" % node.name)\n\t\t_freeze_explosion_effect(node as PointLight2D)\n\t\treturn\n\n\t# Issue #505: Also freeze Node2D explosion effect containers (flashbang_effect.gd, explosion_flash.gd)\n\t# These are Node2D parents with PointLight2D children - their _process() fades the light,\n\t# so we need to freeze them to keep the flash visible while time is frozen\n\tif node is Node2D:\n\t\tvar node_script: Script = node.get_script()\n\t\tif node_script != null:\n\t\t\tvar node_script_path: String = node_script.resource_path\n\t\t\tif \"flashbang_effect\" in node_script_path.to_lower() or \"explosion_flash\" in node_script_path.to_lower():\n\t\t\t\t_log(\"Freezing newly created explosion visual effect (Node2D): %s\" % node.name)\n\t\t\t\t_freeze_explosion_visual(node as Node2D)\n\t\t\t\treturn\n\n\t# Check if this is a bullet or shrapnel (Area2D with relevant script or name)\n\tif not node is Area2D:\n\t\treturn\n\n\t# Check if it's shrapnel by script path or name\n\tvar script: Script = node.get_script()\n\tif script != null:\n\t\tvar script_path: String = script.resource_path\n\t\tif \"shrapnel\" in script_path.to_lower():\n\t\t\t# This is shrapnel from a grenade - freeze it immediately\n\t\t\t_log(\"Freezing newly created shrapnel: %s\" % node.name)\n\t\t\t_freeze_shrapnel_piece(node as Area2D)\n\t\t\treturn\n\telif \"Shrapnel\" in node.name or \"shrapnel\" in node.name:\n\t\t_log(\"Freezing newly created shrapnel (by name): %s\" % node.name)\n\t\t_freeze_shrapnel_piece(node as Area2D)\n\t\treturn\n\n\t# Check if it's a bullet or pellet by script path or name\n\tvar is_bullet: bool = false\n\tif script != null:\n\t\tvar script_path: String = script.resource_path\n\t\tif \"bullet\" in script_path.to_lower() or \"pellet\" in script_path.to_lower():\n\t\t\tis_bullet = true\n\telif \"Bullet\" in node.name or \"bullet\" in node.name or \"Pellet\" in node.name or \"pellet\" in node.name:\n\t\tis_bullet = true\n\n\tif not is_bullet:\n\t\treturn\n\n\t# Check if this is a player bullet (shot by the player)\n\t# Player bullets have shooter_id matching the player's instance ID\n\tvar shooter_id: int = -1\n\tif \"shooter_id\" in node:\n\t\tshooter_id = node.shooter_id\n\telif \"ShooterId\" in node:\n\t\tshooter_id = node.ShooterId\n\n\tif shooter_id == -1:\n\t\treturn\n\n\t# Check if the shooter is the player\n\tif _player != null and shooter_id == _player.get_instance_id():\n\t\t# This is a player bullet - freeze it immediately\n\t\t_log(\"Freezing newly fired player bullet: %s\" % node.name)\n\t\tregister_frozen_bullet(node as Node2D)\n\n\n## Resets all effects (useful when restarting the scene).\nfunc reset_effects() -> void:\n\t_log(\"Resetting all effects (scene change detected)\")\n\n\t# Disconnect node_added signal if connected\n\tif get_tree().node_added.is_connected(_on_node_added_during_freeze):\n\t\tget_tree().node_added.disconnect(_on_node_added_during_freeze)\n\n\tif _is_effect_active:\n\t\t_is_effect_active = false\n\t\t# Restore normal time\n\t\t_unfreeze_time()\n\n\t# Reset fade-out state (Issue #442)\n\t_is_fading_out = false\n\t_fade_out_start_time = 0.0\n\n\t# CRITICAL FIX (Issue #452): Always remove visual effects immediately on scene change.\n\t# This ensures the sepia/brightness/ripple overlay is hidden even if the effect\n\t# was active or fading out when the scene changed. Previously, the overlay would\n\t# persist after death/restart because _remove_visual_effects() was only called\n\t# when the fade-out animation completed, not during scene resets.\n\t_remove_visual_effects()\n\n\t_player = null\n\t_threat_sphere = null\n\t_connected_to_player = false\n\t_effect_used = false # Reset on scene change\n\t_is_grenade_triggered = false\n\t_current_effect_duration = FREEZE_DURATION_REAL_SECONDS\n\t_player_current_health = 0.0 # Reset cached health on scene change\n\t_frozen_player_bullets.clear()\n\t_frozen_grenades.clear()\n\t_frozen_casings.clear()\n\t_frozen_shrapnel.clear()\n\t_frozen_explosion_effects.clear()\n\t_frozen_explosion_visuals.clear()\n\t_original_process_modes.clear()\n\t_player_original_colors.clear()\n\t_player_was_invulnerable = false\n\n\n## Called when the scene tree structure changes.\n## Used to reset effects when a new scene is loaded.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\treset_effects()\n\n\n## Performs warmup to pre-compile the last chance shader.\n## This prevents a shader compilation stutter on first use (Issue #343).\nfunc _warmup_shader() -> void:\n\tif _effect_rect == null or _effect_rect.material == null:\n\t\treturn\n\n\t_log(\"Starting shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Briefly enable the effect rect with zero visual effect\n\tvar material := _effect_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"sepia_intensity\", 0.0)\n\t\tmaterial.set_shader_parameter(\"brightness\", 1.0)\n\t\tmaterial.set_shader_parameter(\"ripple_strength\", 0.0)\n\n\t_effect_rect.visible = true\n\n\t# Wait one frame to ensure GPU processes and compiles the shader\n\tawait get_tree().process_frame\n\n\t# Hide the overlay again\n\t_effect_rect.visible = false\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n\n\n## Returns whether the last chance effect is currently active.\nfunc is_effect_active() -> bool:\n\treturn _is_effect_active\n\n\n## Returns whether the last chance effect has been used this life.\nfunc is_effect_used() -> bool:\n\treturn _effect_used\n", | |
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| [2026-02-06T20:13:15.446Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
| "id": "msg_01EuFdrMAEz8jK3hYsRQcJsc", | |
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| { | |
| "type": "text", | |
| "text": "Now I have a clear picture of the issue. Let me also read the frag_grenade.gd to see how `_scatter_casings` is called during explosion." | |
| } | |
| ], | |
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| [2026-02-06T20:13:16.657Z] [INFO] { | |
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| "model": "claude-opus-4-6", | |
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| "role": "assistant", | |
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| "type": "tool_use", | |
| "id": "toolu_013fCZJmZfiAwCS98hhQrGvu", | |
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| "file_path": "/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd" | |
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| [2026-02-06T20:13:16.669Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_013fCZJmZfiAwCS98hhQrGvu", | |
| "type": "tool_result", | |
| "content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Track the previous freeze state to detect when grenade is released.\n 39→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 40→## throw methods, _is_thrown was never set to true, preventing explosion.\n 41→var _was_frozen: bool = true\n 42→\n 43→\n 44→func _ready() -> void:\n 45→\tsuper._ready()\n 46→\n 47→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 48→\t# (5% increase for \"slightly lighter\")\n 49→\tmax_throw_speed *= 1.05\n 50→\n 51→\t# Load shrapnel scene if not set\n 52→\tif shrapnel_scene == null:\n 53→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 54→\t\tif ResourceLoader.exists(shrapnel_path):\n 55→\t\t\tshrapnel_scene = load(shrapnel_path)\n 56→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 57→\t\telse:\n 58→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 59→\n 60→\n 61→## Override to prevent timer countdown for frag grenades.\n 62→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 63→## Per issue requirement: \"без таймера\" = \"without timer\"\n 64→func activate_timer() -> void:\n 65→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 66→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 67→\tif _timer_active:\n 68→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 69→\t\treturn\n 70→\t_timer_active = true\n 71→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 72→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 73→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 74→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 75→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 76→\n 77→\t# Play activation sound (pin pull)\n 78→\tif not _activation_sound_played:\n 79→\t\t_activation_sound_played = true\n 80→\t\t_play_activation_sound()\n 81→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 82→\n 83→\n 84→## Override _physics_process to disable blinking (no timer countdown for frag grenades).\n 85→func _physics_process(delta: float) -> void:\n 86→\tif _has_exploded:\n 87→\t\treturn\n 88→\n 89→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 90→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 91→\t# are not called and _is_thrown remains false, preventing explosion.\n 92→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 93→\tif _was_frozen and not freeze:\n 94→\t\t_was_frozen = false\n 95→\t\tif not _is_thrown:\n 96→\t\t\t_is_thrown = true\n 97→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 98→\n 99→\t# Apply velocity-dependent ground friction to slow down\n 100→\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n 101→\t# only slowing down noticeably at the very end of its path.\n 102→\t# At high velocities: reduced friction (grenade maintains speed)\n 103→\t# At low velocities: full friction (grenade slows to stop)\n 104→\tif linear_velocity.length() > 0:\n 105→\t\tvar current_speed := linear_velocity.length()\n 106→\n 107→\t\t# Calculate friction multiplier based on velocity\n 108→\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n 109→\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n 110→\t\tvar friction_multiplier: float\n 111→\t\tif current_speed >= friction_ramp_velocity:\n 112→\t\t\t# High speed: minimal friction to maintain velocity\n 113→\t\t\tfriction_multiplier = min_friction_multiplier\n 114→\t\telse:\n 115→\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n 116→\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n 117→\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n 118→\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n 119→\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n 120→\n 121→\t\tvar effective_friction := ground_friction * friction_multiplier\n 122→\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n 123→\t\tif friction_force.length() > linear_velocity.length():\n 124→\t\t\tlinear_velocity = Vector2.ZERO\n 125→\t\telse:\n 126→\t\t\tlinear_velocity -= friction_force\n 127→\n 128→\t# Check for landing (grenade comes to near-stop after being thrown)\n 129→\tif not _has_landed and _timer_active:\n 130→\t\tvar current_speed := linear_velocity.length()\n 131→\t\tvar previous_speed := _previous_velocity.length()\n 132→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 133→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 134→\t\t\t_on_grenade_landed()\n 135→\t_previous_velocity = linear_velocity\n 136→\n 137→\t# NOTE: No timer countdown or blink effect for frag grenades\n 138→\t# They only explode on impact, not on a timer\n 139→\n 140→\n 141→## Override throw to mark grenade as thrown (legacy drag-based method).\n 142→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 143→\tsuper.throw_grenade(direction, drag_distance)\n 144→\t_is_thrown = true\n 145→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 146→\n 147→\n 148→## Override velocity-based throw to mark grenade as thrown.\n 149→## This is the primary method used by the C# Player.cs for throwing.\n 150→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 151→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 152→\t_is_thrown = true\n 153→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 154→\n 155→\n 156→## Override directional throw to mark grenade as thrown.\n 157→## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n 158→## Without this override, _is_thrown stays false and impact detection never triggers!\n 159→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 160→\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n 161→\t_is_thrown = true\n 162→\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n 163→\n 164→\n 165→## Override simple throw to mark grenade as thrown.\n 166→## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n 167→## Without this override, _is_thrown stays false and impact detection never triggers!\n 168→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 169→\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n 170→\t_is_thrown = true\n 171→\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n 172→\n 173→\n 174→## Override body_entered to detect wall impacts.\n 175→func _on_body_entered(body: Node) -> void:\n 176→\tsuper._on_body_entered(body)\n 177→\n 178→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 179→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 180→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 181→\t\t# StaticBody2D = walls, obstacles, furniture\n 182→\t\t# TileMap = terrain tiles\n 183→\t\t# CharacterBody2D = enemies and player\n 184→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 185→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 186→\t\t\t_trigger_impact_explosion()\n 187→\t\telse:\n 188→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 189→\n 190→\n 191→## Called when grenade lands on the ground.\n 192→## Overridden to trigger immediate explosion on landing.\n 193→func _on_grenade_landed() -> void:\n 194→\tsuper._on_grenade_landed()\n 195→\n 196→\t# Trigger explosion on landing\n 197→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 198→\t\t_trigger_impact_explosion()\n 199→\n 200→\n 201→## Trigger explosion from impact (wall hit or landing).\n 202→func _trigger_impact_explosion() -> void:\n 203→\t_has_impacted = true\n 204→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 205→\t_explode()\n 206→\n 207→\n 208→## Override to define the explosion effect.\n 209→func _on_explode() -> void:\n 210→\t# Find all enemies within effect radius and apply direct explosion damage\n 211→\tvar enemies := _get_enemies_in_radius()\n 212→\n 213→\tfor enemy in enemies:\n 214→\t\t_apply_explosion_damage(enemy)\n 215→\n 216→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 217→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 218→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 219→\tvar player := _get_player_in_radius()\n 220→\tif player != null:\n 221→\t\t_apply_explosion_damage(player)\n 222→\n 223→\t# Scatter shell casings on the floor (Issue #432)\n 224→\t_scatter_casings(effect_radius)\n 225→\n 226→\t# Spawn shrapnel in all directions\n 227→\t_spawn_shrapnel()\n 228→\n 229→\t# Spawn visual explosion effect\n 230→\t_spawn_explosion_effect()\n 231→\n 232→\n 233→## Override explosion sound to play frag grenade specific sound.\n 234→func _play_explosion_sound() -> void:\n 235→\t# Use offensive grenade explosion sound\n 236→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 237→\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n 238→\t\t# Play offensive grenade explosion sound (Issue #496)\n 239→\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n 240→\n 241→\t# Also emit sound for AI awareness via SoundPropagation\n 242→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 243→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 244→\t\tvar viewport := get_viewport()\n 245→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 246→\t\tif viewport:\n 247→\t\t\tvar size := viewport.get_visible_rect().size\n 248→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 249→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 250→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 251→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 252→\n 253→\n 254→## Check if the player is within the explosion effect radius and has line of sight.\n 255→## Walls block the audio effect of the explosion (Issue #469).\n 256→func _is_player_in_zone() -> bool:\n 257→\tvar player: Node2D = null\n 258→\n 259→\t# Check for player in \"player\" group\n 260→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 261→\tif players.size() > 0 and players[0] is Node2D:\n 262→\t\tplayer = players[0] as Node2D\n 263→\n 264→\t# Fallback: check for node named \"Player\" in current scene\n 265→\tif player == null:\n 266→\t\tvar scene := get_tree().current_scene\n 267→\t\tif scene:\n 268→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 269→\n 270→\tif player == null:\n 271→\t\treturn false\n 272→\n 273→\t# Check if player is in effect radius first\n 274→\tif not is_in_effect_radius(player.global_position):\n 275→\t\treturn false\n 276→\n 277→\t# Check line of sight - walls block the explosion effect (Issue #469)\n 278→\treturn _has_line_of_sight_to(player)\n 279→\n 280→\n 281→## Get the effect radius for this grenade type.\n 282→func _get_effect_radius() -> float:\n 283→\treturn effect_radius\n 284→\n 285→\n 286→## Find all enemies within the effect radius.\n 287→func _get_enemies_in_radius() -> Array:\n 288→\tvar enemies_in_range: Array = []\n 289→\n 290→\t# Get all enemies in the scene\n 291→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 292→\n 293→\tfor enemy in enemies:\n 294→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 295→\t\t\t# Check line of sight for explosion damage\n 296→\t\t\tif _has_line_of_sight_to(enemy):\n 297→\t\t\t\tenemies_in_range.append(enemy)\n 298→\n 299→\treturn enemies_in_range\n 300→\n 301→\n 302→## Find the player if within the effect radius (for offensive grenade damage).\n 303→## Returns null if player is not in radius or has no line of sight.\n 304→func _get_player_in_radius() -> Node2D:\n 305→\tvar player: Node2D = null\n 306→\n 307→\t# Check for player in \"player\" group\n 308→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 309→\tif players.size() > 0 and players[0] is Node2D:\n 310→\t\tplayer = players[0] as Node2D\n 311→\n 312→\t# Fallback: check for node named \"Player\" in current scene\n 313→\tif player == null:\n 314→\t\tvar scene := get_tree().current_scene\n 315→\t\tif scene:\n 316→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 317→\n 318→\tif player == null:\n 319→\t\treturn null\n 320→\n 321→\t# Check if player is in effect radius\n 322→\tif not is_in_effect_radius(player.global_position):\n 323→\t\treturn null\n 324→\n 325→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 326→\tif not _has_line_of_sight_to(player):\n 327→\t\treturn null\n 328→\n 329→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 330→\treturn player\n 331→\n 332→\n 333→## Check if there's line of sight from grenade to target.\n 334→func _has_line_of_sight_to(target: Node2D) -> bool:\n 335→\tvar space_state := get_world_2d().direct_space_state\n 336→\n 337→\tvar query := PhysicsRayQueryParameters2D.create(\n 338→\t\tglobal_position,\n 339→\t\ttarget.global_position\n 340→\t)\n 341→\tquery.collision_mask = 4 # Only check against obstacles\n 342→\tquery.exclude = [self]\n 343→\n 344→\tvar result := space_state.intersect_ray(query)\n 345→\n 346→\t# If no hit, we have line of sight\n 347→\treturn result.is_empty()\n 348→\n 349→\n 350→## Apply direct explosion damage to an enemy.\n 351→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 352→func _apply_explosion_damage(enemy: Node2D) -> void:\n 353→\tvar distance := global_position.distance_to(enemy.global_position)\n 354→\n 355→\t# Flat damage to all enemies in blast zone - no distance scaling\n 356→\tvar final_damage := explosion_damage\n 357→\n 358→\t# Try to apply damage through various methods\n 359→\tif enemy.has_method(\"on_hit_with_info\"):\n 360→\t\t# Calculate direction from explosion to enemy\n 361→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 362→\t\tfor i in range(final_damage):\n 363→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 364→\telif enemy.has_method(\"on_hit\"):\n 365→\t\tfor i in range(final_damage):\n 366→\t\t\tenemy.on_hit()\n 367→\n 368→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 369→\n 370→\n 371→## Spawn shrapnel pieces in all directions.\n 372→func _spawn_shrapnel() -> void:\n 373→\tif shrapnel_scene == null:\n 374→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 375→\t\treturn\n 376→\n 377→\t# Calculate base angle step for even distribution\n 378→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 379→\n 380→\tfor i in range(shrapnel_count):\n 381→\t\t# Base direction for this shrapnel piece\n 382→\t\tvar base_angle := i * angle_step\n 383→\n 384→\t\t# Add random deviation\n 385→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 386→\t\tvar final_angle := base_angle + deviation\n 387→\n 388→\t\t# Calculate direction vector\n 389→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 390→\n 391→\t\t# Create shrapnel instance\n 392→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 393→\t\tif shrapnel == null:\n 394→\t\t\tcontinue\n 395→\n 396→\t\t# Set shrapnel properties\n 397→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 398→\t\tshrapnel.direction = direction\n 399→\t\tshrapnel.source_id = get_instance_id()\n 400→\n 401→\t\t# Add to scene\n 402→\t\tget_tree().current_scene.add_child(shrapnel)\n 403→\n 404→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 405→\n 406→\n 407→## Spawn visual explosion effect at explosion position.\n 408→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 409→func _spawn_explosion_effect() -> void:\n 410→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 411→\n 412→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 413→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 414→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 415→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 416→\t\t# Fallback to flashbang effect (also wall-aware)\n 417→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 418→\telse:\n 419→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 420→\t\t_create_simple_explosion()\n 421→\n 422→\n 423→## Create a simple explosion effect if no manager is available.\n 424→func _create_simple_explosion() -> void:\n 425→\t# Create an orange/red explosion flash\n 426→\tvar flash := Sprite2D.new()\n 427→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 428→\tflash.global_position = global_position\n 429→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 430→\tflash.z_index = 100 # Draw on top\n 431→\n 432→\tget_tree().current_scene.add_child(flash)\n 433→\n 434→\t# Fade out the flash\n 435→\tvar tween := get_tree().create_tween()\n 436→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 437→\ttween.tween_callback(flash.queue_free)\n 438→\n 439→\n 440→## Create an explosion texture.\n 441→func _create_explosion_texture(radius: int) -> ImageTexture:\n 442→\tvar size := radius * 2\n 443→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 444→\tvar center := Vector2(radius, radius)\n 445→\n 446→\tfor x in range(size):\n 447→\t\tfor y in range(size):\n 448→\t\t\tvar pos := Vector2(x, y)\n 449→\t\t\tvar distance := pos.distance_to(center)\n 450→\t\t\tif distance <= radius:\n 451→\t\t\t\t# Fade from center\n 452→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 453→\t\t\t\t# Orange/yellow explosion color\n 454→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 455→\t\t\telse:\n 456→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 457→\n 458→\treturn ImageTexture.create_from_image(image)\n 459→\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": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "c3d1d7c6-7c91-42b9-b018-5aa2fb230d6c", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/scripts/projectiles/frag_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name FragGrenade\n## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n##\n## Key characteristics:\n## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n## - Smaller explosion radius than flashbang\n## - Releases 4 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Slightly lighter than flashbang (throws a bit farther/easier)\n##\n## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n## Translation: \"explodes on landing/hitting a wall (without timer)\"\n\n## Effect radius for the explosion.\n## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n@export var effect_radius: float = 225.0\n\n## Number of shrapnel pieces to spawn.\n@export var shrapnel_count: int = 4\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 20.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n## Whether the grenade has impacted (landed or hit wall).\nvar _has_impacted: bool = false\n\n## Track if we've started throwing (to avoid impact during initial spawn).\nvar _is_thrown: bool = false\n\n## Track the previous freeze state to detect when grenade is released.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n## throw methods, _is_thrown was never set to true, preventing explosion.\nvar _was_frozen: bool = true\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# Frag grenade is slightly lighter - increase max throw speed slightly\n\t# (5% increase for \"slightly lighter\")\n\tmax_throw_speed *= 1.05\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to prevent timer countdown for frag grenades.\n## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n## Per issue requirement: \"без таймера\" = \"without timer\"\nfunc activate_timer() -> void:\n\t# Set _timer_active to true so landing detection works (line 114 in base class)\n\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n\tif _timer_active:\n\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n\t\treturn\n\t_timer_active = true\n\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n\t# Actually, better approach: set to infinity-like value so timer never triggers\n\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n\n\n## Override _physics_process to disable blinking (no timer countdown for frag grenades).\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n\t# are not called and _is_thrown remains false, preventing explosion.\n\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n\tif _was_frozen and not freeze:\n\t\t_was_frozen = false\n\t\tif not _is_thrown:\n\t\t\t_is_thrown = true\n\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n\n\t# Apply velocity-dependent ground friction to slow down\n\t# FIX for issue #435: Grenade should maintain speed for most of flight,\n\t# only slowing down noticeably at the very end of its path.\n\t# At high velocities: reduced friction (grenade maintains speed)\n\t# At low velocities: full friction (grenade slows to stop)\n\tif linear_velocity.length() > 0:\n\t\tvar current_speed := linear_velocity.length()\n\n\t\t# Calculate friction multiplier based on velocity\n\t\t# Above friction_ramp_velocity: use min_friction_multiplier (minimal drag)\n\t\t# Below friction_ramp_velocity: smoothly ramp up to full friction\n\t\tvar friction_multiplier: float\n\t\tif current_speed >= friction_ramp_velocity:\n\t\t\t# High speed: minimal friction to maintain velocity\n\t\t\tfriction_multiplier = min_friction_multiplier\n\t\telse:\n\t\t\t# Low speed: smoothly increase friction from min to full (1.0)\n\t\t\t# Use quadratic curve for smooth transition: more aggressive braking at very low speeds\n\t\t\tvar t := current_speed / friction_ramp_velocity # 0.0 at stopped, 1.0 at threshold\n\t\t\t# Quadratic ease-out: starts slow, ends fast (more natural deceleration feel)\n\t\t\tfriction_multiplier = min_friction_multiplier + (1.0 - min_friction_multiplier) * (1.0 - t * t)\n\n\t\tvar effective_friction := ground_friction * friction_multiplier\n\t\tvar friction_force := linear_velocity.normalized() * effective_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# NOTE: No timer countdown or blink effect for frag grenades\n\t# They only explode on impact, not on a timer\n\n\n## Override throw to mark grenade as thrown (legacy drag-based method).\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\tsuper.throw_grenade(direction, drag_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n\n\n## Override velocity-based throw to mark grenade as thrown.\n## This is the primary method used by the C# Player.cs for throwing.\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n\n\n## Override directional throw to mark grenade as thrown.\n## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n\n\n## Override simple throw to mark grenade as thrown.\n## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n\n\n## Override body_entered to detect wall impacts.\nfunc _on_body_entered(body: Node) -> void:\n\tsuper._on_body_entered(body)\n\n\t# Only explode on impact if we've been thrown and haven't exploded yet\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n\t\t# StaticBody2D = walls, obstacles, furniture\n\t\t# TileMap = terrain tiles\n\t\t# CharacterBody2D = enemies and player\n\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n\t\t\t_trigger_impact_explosion()\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n\n\n## Called when grenade lands on the ground.\n## Overridden to trigger immediate explosion on landing.\nfunc _on_grenade_landed() -> void:\n\tsuper._on_grenade_landed()\n\n\t# Trigger explosion on landing\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t_trigger_impact_explosion()\n\n\n## Trigger explosion from impact (wall hit or landing).\nfunc _trigger_impact_explosion() -> void:\n\t_has_impacted = true\n\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n\t_explode()\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play frag grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use offensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n\t\t# Play offensive grenade explosion sound (Issue #496)\n\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the explosion effect radius and has line of sight.\n## Walls block the audio effect of the explosion (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the explosion effect (Issue #469)\n\treturn _has_line_of_sight_to(player)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (for offensive grenade damage).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Fallback to flashbang effect (also wall-aware)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Final fallback: create simple explosion effect without wall occlusion\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - 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| "text": "Now I have a complete understanding of the issue. Let me trace through the execution flow:\n\n## Root Cause Analysis\n\nWhen a grenade explodes in Power Fantasy mode, here's the sequence:\n\n1. **`grenade_base.gd:_explode()` (line 384)** is called\n2. **Line 392-394**: It calls `power_fantasy_manager.on_grenade_exploded()` **FIRST**\n3. **`power_fantasy_effects_manager.gd:on_grenade_exploded()` (line 126)** then calls `last_chance_manager.trigger_grenade_last_chance(2.0)` \n4. **`last_chance_effects_manager.gd:trigger_grenade_last_chance()` (line 295)** calls `_start_last_chance_effect(duration_seconds, true)`\n5. This calls **`_freeze_time()` (line 418)** which freezes ALL nodes including casings, calling `casing.freeze_time()` on each casing\n6. **Back in `grenade_base.gd:_explode()`**: Then `_on_explode()` is called (line 400)\n7. **`frag_grenade.gd:_on_explode()` (line 209)**: This calls `_scatter_casings(effect_radius)` at line 224\n8. **`grenade_base.gd:_scatter_casings()` (line 561)**: For each casing, it calls `casing.receive_kick(impulse)` at line 632\n9. **`casing.gd:receive_kick()` (line 217)**: At line 221-222, it checks `if _is_time_frozen: return` -- **and returns immediately because the casing was just frozen!**\n\n**The bug**: The time freeze is triggered **BEFORE** the casing scatter happens, so by the time `_scatter_casings()` runs, all casings are already frozen and `receive_kick()` simply returns without applying any impulse.\n\nThe issue says \"должны отбрасываться сразу после разморозки времени\" (they should be pushed away immediately after time unfreeze). The fix should store pending explosion impulses during the freeze and apply them when time unfreezes.\n\nLet me also check the flashbang/defensive grenade to see if they also call `_scatter_casings`." | |
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| "content": "scripts/projectiles/grenade_base.gd:561:func _scatter_casings(effect_radius: float) -> void:\nscripts/projectiles/flashbang_grenade.gd:39:\t_scatter_casings(effect_radius * 0.4)\nscripts/projectiles/frag_grenade.gd:224:\t_scatter_casings(effect_radius)\nscripts/projectiles/defensive_grenade.gd:68:\t_scatter_casings(effect_radius)\ndocs/case-studies/issue-506/analysis.md:13:1. **GDScript fix applied** to `scripts/projectiles/grenade_base.gd` in `_scatter_casings()`:\ndocs/case-studies/issue-506/analysis.md:48: │ └── _on_explode() → _scatter_casings() ← HAS LOS check (Issue #506 fix)\ndocs/case-studies/issue-506/analysis.md:76:The initial fix only modified the GDScript `_scatter_casings()` in `grenade_base.gd`. However:\ndocs/case-studies/issue-506/analysis.md:111:| GDScript `_scatter_casings()` | `grenade_base.gd:592-602` | `space_state.intersect_ray()` with `collision_mask = 4` |\ndocs/case-studies/issue-506/analysis.md:128:| `scripts/projectiles/grenade_base.gd` | Added LOS raycast in `_scatter_casings()` (initial fix) |\ndocs/case-studies/issue-432/README.md:59:2. `grenade_base.gd` change: Adds `_scatter_casings()` method - only called AFTER explosion\ndocs/case-studies/issue-432/README.md:60:3. `frag_grenade.gd`/`flashbang_grenade.gd` changes: Call `_scatter_casings()` inside `_on_explode()` - only executes after explosion" | |
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| "content": "scripts/projectiles/grenade_base.gd:561:func _scatter_casings(effect_radius: float) -> void:\nscripts/projectiles/flashbang_grenade.gd:39:\t_scatter_casings(effect_radius * 0.4)\nscripts/projectiles/frag_grenade.gd:224:\t_scatter_casings(effect_radius)\nscripts/projectiles/defensive_grenade.gd:68:\t_scatter_casings(effect_radius)\ndocs/case-studies/issue-506/analysis.md:13:1. **GDScript fix applied** to `scripts/projectiles/grenade_base.gd` in `_scatter_casings()`:\ndocs/case-studies/issue-506/analysis.md:48: │ └── _on_explode() → _scatter_casings() ← HAS LOS check (Issue #506 fix)\ndocs/case-studies/issue-506/analysis.md:76:The initial fix only modified the GDScript `_scatter_casings()` in `grenade_base.gd`. However:\ndocs/case-studies/issue-506/analysis.md:111:| GDScript `_scatter_casings()` | `grenade_base.gd:592-602` | `space_state.intersect_ray()` with `collision_mask = 4` |\ndocs/case-studies/issue-506/analysis.md:128:| `scripts/projectiles/grenade_base.gd` | Added LOS raycast in `_scatter_casings()` (initial fix) |\ndocs/case-studies/issue-432/README.md:59:2. `grenade_base.gd` change: Adds `_scatter_casings()` method - only called AFTER explosion\ndocs/case-studies/issue-432/README.md:60:3. `frag_grenade.gd`/`flashbang_grenade.gd` changes: Call `_scatter_casings()` inside `_on_explode()` - only executes after explosion", | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FlashbangGrenade\n 3→## Flashbang (stun) grenade that blinds and stuns enemies.\n 4→##\n 5→## Effects on enemies within the blast radius:\n 6→## - Blindness: Enemies cannot see the player for 12 seconds\n 7→## - Stun: Enemies cannot move for 6 seconds\n 8→##\n 9→## Does not deal damage.\n 10→## Effect radius is 400 pixels (doubled from original 200 per user request).\n 11→\n 12→## Duration of blindness effect in seconds.\n 13→@export var blindness_duration: float = 12.0\n 14→\n 15→## Duration of stun effect in seconds.\n 16→@export var stun_duration: float = 6.0\n 17→\n 18→## Effect radius - doubled per user request.\n 19→## Now covers larger areas for better tactical usage.\n 20→@export var effect_radius: float = 400.0\n 21→\n 22→\n 23→func _ready() -> void:\n 24→\tsuper._ready()\n 25→\t# Flashbang uses default 4 second fuse\n 26→\n 27→\n 28→## Override to define the explosion effect.\n 29→func _on_explode() -> void:\n 30→\t# Find all enemies within effect radius\n 31→\tvar enemies := _get_enemies_in_radius()\n 32→\n 33→\tfor enemy in enemies:\n 34→\t\t_apply_flashbang_effects(enemy)\n 35→\n 36→\t# Scatter shell casings on the floor (Issue #432)\n 37→\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n 38→\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n 39→\t_scatter_casings(effect_radius * 0.4)\n 40→\n 41→\t# Spawn visual flash effect\n 42→\t_spawn_flash_effect()\n 43→\n 44→\n 45→## Override explosion sound to play zone-specific flashbang sounds.\n 46→## Plays different sounds based on whether player is in the affected zone.\n 47→func _play_explosion_sound() -> void:\n 48→\t# Check if player is in the effect radius\n 49→\tvar player_in_zone := _is_player_in_zone()\n 50→\n 51→\t# Play flashbang explosion sound via AudioManager\n 52→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 53→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 54→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 55→\n 56→\t# Also emit sound for AI awareness via SoundPropagation\n 57→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 58→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 59→\t\tvar viewport := get_viewport()\n 60→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 61→\t\tif viewport:\n 62→\t\t\tvar size := viewport.get_visible_rect().size\n 63→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 64→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 65→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 66→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 67→\n 68→\n 69→## Check if the player is within the flashbang effect radius and has line of sight.\n 70→## Walls block both the visual and audio effects of the flashbang (Issue #469).\n 71→func _is_player_in_zone() -> bool:\n 72→\t# Try to find the player in common ways\n 73→\tvar player: Node2D = null\n 74→\n 75→\t# Check for player in \"player\" group\n 76→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 77→\tif players.size() > 0 and players[0] is Node2D:\n 78→\t\tplayer = players[0] as Node2D\n 79→\n 80→\t# Fallback: check for node named \"Player\" in current scene\n 81→\tif player == null:\n 82→\t\tvar scene := get_tree().current_scene\n 83→\t\tif scene:\n 84→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 85→\n 86→\tif player == null:\n 87→\t\t# No player found, assume outside zone (plays distant explosion sound)\n 88→\t\treturn false\n 89→\n 90→\t# Check if player is in effect radius first\n 91→\tif not is_in_effect_radius(player.global_position):\n 92→\t\treturn false\n 93→\n 94→\t# Check line of sight - walls block the flashbang effect (Issue #469)\n 95→\t# Similar to how enemy targeting already works\n 96→\treturn _has_line_of_sight_to(player)\n 97→\n 98→\n 99→## Get the effect radius for this grenade type.\n 100→func _get_effect_radius() -> float:\n 101→\treturn effect_radius\n 102→\n 103→\n 104→## Find all enemies within the effect radius.\n 105→func _get_enemies_in_radius() -> Array:\n 106→\tvar enemies_in_range: Array = []\n 107→\n 108→\t# Get all enemies in the scene\n 109→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 110→\n 111→\tfor enemy in enemies:\n 112→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 113→\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n 114→\t\t\tif _has_line_of_sight_to(enemy):\n 115→\t\t\t\tenemies_in_range.append(enemy)\n 116→\n 117→\treturn enemies_in_range\n 118→\n 119→\n 120→## Check if there's line of sight from grenade to target.\n 121→func _has_line_of_sight_to(target: Node2D) -> bool:\n 122→\tvar space_state := get_world_2d().direct_space_state\n 123→\n 124→\tvar query := PhysicsRayQueryParameters2D.create(\n 125→\t\tglobal_position,\n 126→\t\ttarget.global_position\n 127→\t)\n 128→\tquery.collision_mask = 4 # Only check against obstacles\n 129→\tquery.exclude = [self]\n 130→\n 131→\tvar result := space_state.intersect_ray(query)\n 132→\n 133→\t# If no hit, we have line of sight\n 134→\treturn result.is_empty()\n 135→\n 136→\n 137→## Apply blindness and stun effects to an enemy.\n 138→func _apply_flashbang_effects(enemy: Node2D) -> void:\n 139→\t# Use the status effects manager if available\n 140→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 141→\n 142→\tif status_manager:\n 143→\t\tif status_manager.has_method(\"apply_blindness\"):\n 144→\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n 145→\t\tif status_manager.has_method(\"apply_stun\"):\n 146→\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n 147→\telse:\n 148→\t\t# Fallback: apply effects directly to enemy if it supports them\n 149→\t\tif enemy.has_method(\"apply_blindness\"):\n 150→\t\t\tenemy.apply_blindness(blindness_duration)\n 151→\t\tif enemy.has_method(\"apply_stun\"):\n 152→\t\t\tenemy.apply_stun(stun_duration)\n 153→\n 154→\n 155→## Spawn visual flash effect at explosion position.\n 156→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 157→func _spawn_flash_effect() -> void:\n 158→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 159→\n 160→\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 161→\t\t# Wall-aware flashbang effect (blocks visual through walls)\n 162→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 163→\telse:\n 164→\t\t# Fallback: create simple flash effect without wall occlusion\n 165→\t\t_create_simple_flash()\n 166→\n 167→\n 168→## Create a simple flash effect if no manager is available.\n 169→func _create_simple_flash() -> void:\n 170→\t# Create a bright white flash that fades\n 171→\tvar flash := Sprite2D.new()\n 172→\tflash.texture = _create_white_circle_texture(int(effect_radius))\n 173→\tflash.global_position = global_position\n 174→\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n 175→\tflash.z_index = 100 # Draw on top\n 176→\n 177→\tget_tree().current_scene.add_child(flash)\n 178→\n 179→\t# Fade out the flash\n 180→\tvar tween := get_tree().create_tween()\n 181→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n 182→\ttween.tween_callback(flash.queue_free)\n 183→\n 184→\n 185→## Create a simple white circle texture for the flash effect.\n 186→func _create_white_circle_texture(radius: int) -> ImageTexture:\n 187→\tvar size := radius * 2\n 188→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 189→\tvar center := Vector2(radius, radius)\n 190→\n 191→\tfor x in range(size):\n 192→\t\tfor y in range(size):\n 193→\t\t\tvar pos := Vector2(x, y)\n 194→\t\t\tvar distance := pos.distance_to(center)\n 195→\t\t\tif distance <= radius:\n 196→\t\t\t\t# Fade from center\n 197→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 198→\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n 199→\t\t\telse:\n 200→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 201→\n 202→\treturn ImageTexture.create_from_image(image)\n 203→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "extends GrenadeBase\nclass_name FlashbangGrenade\n## Flashbang (stun) grenade that blinds and stuns enemies.\n##\n## Effects on enemies within the blast radius:\n## - Blindness: Enemies cannot see the player for 12 seconds\n## - Stun: Enemies cannot move for 6 seconds\n##\n## Does not deal damage.\n## Effect radius is 400 pixels (doubled from original 200 per user request).\n\n## Duration of blindness effect in seconds.\n@export var blindness_duration: float = 12.0\n\n## Duration of stun effect in seconds.\n@export var stun_duration: float = 6.0\n\n## Effect radius - doubled per user request.\n## Now covers larger areas for better tactical usage.\n@export var effect_radius: float = 400.0\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\t# Flashbang uses default 4 second fuse\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_flashbang_effects(enemy)\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t# Flashbang has larger radius but weaker physical effect (non-lethal)\n\t# Use 40% of effect radius as \"lethal-equivalent\" zone for casing scatter\n\t_scatter_casings(effect_radius * 0.4)\n\n\t# Spawn visual flash effect\n\t_spawn_flash_effect()\n\n\n## Override explosion sound to play zone-specific flashbang sounds.\n## Plays different sounds based on whether player is in the affected zone.\nfunc _play_explosion_sound() -> void:\n\t# Check if player is in the effect radius\n\tvar player_in_zone := _is_player_in_zone()\n\n\t# Play flashbang explosion sound via AudioManager\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the flashbang effect radius and has line of sight.\n## Walls block both the visual and audio effects of the flashbang (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\t# Try to find the player in common ways\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\t# No player found, assume outside zone (plays distant explosion sound)\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the flashbang effect (Issue #469)\n\t# Similar to how enemy targeting already works\n\treturn _has_line_of_sight_to(player)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply blindness and stun effects to an enemy.\nfunc _apply_flashbang_effects(enemy: Node2D) -> void:\n\t# Use the status effects manager if available\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\n\tif status_manager:\n\t\tif status_manager.has_method(\"apply_blindness\"):\n\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n\t\tif status_manager.has_method(\"apply_stun\"):\n\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n\telse:\n\t\t# Fallback: apply effects directly to enemy if it supports them\n\t\tif enemy.has_method(\"apply_blindness\"):\n\t\t\tenemy.apply_blindness(blindness_duration)\n\t\tif enemy.has_method(\"apply_stun\"):\n\t\t\tenemy.apply_stun(stun_duration)\n\n\n## Spawn visual flash effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_flash_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Wall-aware flashbang effect (blocks visual through walls)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Fallback: create simple flash effect without wall occlusion\n\t\t_create_simple_flash()\n\n\n## Create a simple flash effect if no manager is available.\nfunc _create_simple_flash() -> void:\n\t# Create a bright white flash that fades\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_white_circle_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create a simple white circle texture for the flash effect.\nfunc _create_white_circle_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - 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| [2026-02-06T20:13:37.483Z] [INFO] { | |
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| "content": " 1→extends GrenadeBase\n 2→class_name DefensiveGrenade\n 3→## Defensive (F-1) grenade that explodes on a timer and releases heavy shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Timer-based detonation (4 second fuse, like flashbang)\n 7→## - Large explosion radius (700px) - designed for area denial\n 8→## - Releases 40 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Heavier than frag grenade (real F-1 weighs 0.6kg)\n 11→##\n 12→## Per issue #495 requirements:\n 13→## - радиус поражения = 700px (damage radius)\n 14→## - количество осколков = 40 (shrapnel count)\n 15→## - таймер = 4 секунды (timer = 4 seconds)\n 16→## - звук взрыва = assets/audio/взрыв оборонительной гранаты.wav\n 17→\n 18→## Effect radius for the explosion.\n 19→## Per issue #495: radius must be 700px.\n 20→@export var effect_radius: float = 700.0\n 21→\n 22→## Number of shrapnel pieces to spawn.\n 23→## Per issue #495: 40 shrapnel pieces.\n 24→@export var shrapnel_count: int = 40\n 25→\n 26→## Shrapnel scene to instantiate.\n 27→@export var shrapnel_scene: PackedScene\n 28→\n 29→## Random angle deviation for shrapnel spread in degrees.\n 30→@export var shrapnel_spread_deviation: float = 15.0\n 31→\n 32→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 33→## High damage to all enemies in the blast zone.\n 34→@export var explosion_damage: int = 99\n 35→\n 36→\n 37→func _ready() -> void:\n 38→\tsuper._ready()\n 39→\n 40→\t# F-1 is heavier than frag grenade (0.6kg real weight)\n 41→\t# This means slightly slower throw speed\n 42→\tgrenade_mass = 0.6\n 43→\n 44→\t# Load shrapnel scene if not set\n 45→\tif shrapnel_scene == null:\n 46→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 47→\t\tif ResourceLoader.exists(shrapnel_path):\n 48→\t\t\tshrapnel_scene = load(shrapnel_path)\n 49→\t\t\tFileLogger.info(\"[DefensiveGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 50→\t\telse:\n 51→\t\t\tFileLogger.info(\"[DefensiveGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 52→\n 53→\n 54→## Override to define the explosion effect.\n 55→func _on_explode() -> void:\n 56→\t# Find all enemies within effect radius and apply direct explosion damage\n 57→\tvar enemies := _get_enemies_in_radius()\n 58→\n 59→\tfor enemy in enemies:\n 60→\t\t_apply_explosion_damage(enemy)\n 61→\n 62→\t# Also damage the player if in blast radius (defensive grenade deals same damage to all)\n 63→\tvar player := _get_player_in_radius()\n 64→\tif player != null:\n 65→\t\t_apply_explosion_damage(player)\n 66→\n 67→\t# Scatter shell casings on the floor\n 68→\t_scatter_casings(effect_radius)\n 69→\n 70→\t# Spawn shrapnel in all directions (40 pieces!)\n 71→\t_spawn_shrapnel()\n 72→\n 73→\t# Spawn visual explosion effect\n 74→\t_spawn_explosion_effect()\n 75→\n 76→\n 77→## Override explosion sound to play defensive grenade specific sound.\n 78→func _play_explosion_sound() -> void:\n 79→\t# Use AudioManager to play the defensive grenade explosion sound\n 80→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 81→\tif audio_manager and audio_manager.has_method(\"play_defensive_grenade_explosion\"):\n 82→\t\taudio_manager.play_defensive_grenade_explosion(global_position)\n 83→\n 84→\t# Also emit sound for AI awareness via SoundPropagation\n 85→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 86→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 87→\t\tvar viewport := get_viewport()\n 88→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 89→\t\tif viewport:\n 90→\t\t\tvar size := viewport.get_visible_rect().size\n 91→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 92→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 93→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 94→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 95→\n 96→\n 97→## Get the effect radius for this grenade type.\n 98→func _get_effect_radius() -> float:\n 99→\treturn effect_radius\n 100→\n 101→\n 102→## Find all enemies within the effect radius.\n 103→func _get_enemies_in_radius() -> Array:\n 104→\tvar enemies_in_range: Array = []\n 105→\n 106→\t# Get all enemies in the scene\n 107→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 108→\n 109→\tfor enemy in enemies:\n 110→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 111→\t\t\t# Check line of sight for explosion damage\n 112→\t\t\tif _has_line_of_sight_to(enemy):\n 113→\t\t\t\tenemies_in_range.append(enemy)\n 114→\n 115→\treturn enemies_in_range\n 116→\n 117→\n 118→## Find the player if within the effect radius (defensive grenade damages everyone).\n 119→## Returns null if player is not in radius or has no line of sight.\n 120→func _get_player_in_radius() -> Node2D:\n 121→\tvar player: Node2D = null\n 122→\n 123→\t# Check for player in \"player\" group\n 124→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 125→\tif players.size() > 0 and players[0] is Node2D:\n 126→\t\tplayer = players[0] as Node2D\n 127→\n 128→\t# Fallback: check for node named \"Player\" in current scene\n 129→\tif player == null:\n 130→\t\tvar scene := get_tree().current_scene\n 131→\t\tif scene:\n 132→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 133→\n 134→\tif player == null:\n 135→\t\treturn null\n 136→\n 137→\t# Check if player is in effect radius\n 138→\tif not is_in_effect_radius(player.global_position):\n 139→\t\treturn null\n 140→\n 141→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 142→\tif not _has_line_of_sight_to(player):\n 143→\t\treturn null\n 144→\n 145→\tFileLogger.info(\"[DefensiveGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 146→\treturn player\n 147→\n 148→\n 149→## Check if there's line of sight from grenade to target.\n 150→func _has_line_of_sight_to(target: Node2D) -> bool:\n 151→\tvar space_state := get_world_2d().direct_space_state\n 152→\n 153→\tvar query := PhysicsRayQueryParameters2D.create(\n 154→\t\tglobal_position,\n 155→\t\ttarget.global_position\n 156→\t)\n 157→\tquery.collision_mask = 4 # Only check against obstacles\n 158→\tquery.exclude = [self]\n 159→\n 160→\tvar result := space_state.intersect_ray(query)\n 161→\n 162→\t# If no hit, we have line of sight\n 163→\treturn result.is_empty()\n 164→\n 165→\n 166→## Apply direct explosion damage to an enemy.\n 167→## Flat damage to ALL enemies in the blast zone (no distance scaling).\n 168→func _apply_explosion_damage(enemy: Node2D) -> void:\n 169→\tvar distance := global_position.distance_to(enemy.global_position)\n 170→\n 171→\t# Flat damage to all enemies in blast zone - no distance scaling\n 172→\tvar final_damage := explosion_damage\n 173→\n 174→\t# Try to apply damage through various methods\n 175→\tif enemy.has_method(\"on_hit_with_info\"):\n 176→\t\t# Calculate direction from explosion to enemy\n 177→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 178→\t\tfor i in range(final_damage):\n 179→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 180→\telif enemy.has_method(\"on_hit\"):\n 181→\t\tfor i in range(final_damage):\n 182→\t\t\tenemy.on_hit()\n 183→\n 184→\tFileLogger.info(\"[DefensiveGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 185→\n 186→\n 187→## Spawn shrapnel pieces in all directions.\n 188→func _spawn_shrapnel() -> void:\n 189→\tif shrapnel_scene == null:\n 190→\t\tFileLogger.info(\"[DefensiveGrenade] Cannot spawn shrapnel: scene is null\")\n 191→\t\treturn\n 192→\n 193→\t# Calculate base angle step for even distribution\n 194→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 195→\n 196→\tfor i in range(shrapnel_count):\n 197→\t\t# Base direction for this shrapnel piece\n 198→\t\tvar base_angle := i * angle_step\n 199→\n 200→\t\t# Add random deviation\n 201→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 202→\t\tvar final_angle := base_angle + deviation\n 203→\n 204→\t\t# Calculate direction vector\n 205→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 206→\n 207→\t\t# Create shrapnel instance\n 208→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 209→\t\tif shrapnel == null:\n 210→\t\t\tcontinue\n 211→\n 212→\t\t# Set shrapnel properties\n 213→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 214→\t\tshrapnel.direction = direction\n 215→\t\tshrapnel.source_id = get_instance_id()\n 216→\n 217→\t\t# Add to scene\n 218→\t\tget_tree().current_scene.add_child(shrapnel)\n 219→\n 220→\t\tFileLogger.info(\"[DefensiveGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 221→\n 222→\n 223→## Spawn visual explosion effect at explosion position.\n 224→## Uses wall-aware effect spawning to prevent visual effects from passing through walls.\n 225→func _spawn_explosion_effect() -> void:\n 226→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 227→\n 228→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 229→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 230→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 231→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 232→\t\t# Fallback to flashbang effect (also wall-aware)\n 233→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 234→\telse:\n 235→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 236→\t\t_create_simple_explosion()\n 237→\n 238→\n 239→## Create a simple explosion effect if no manager is available.\n 240→func _create_simple_explosion() -> void:\n 241→\t# Create an orange/red explosion flash\n 242→\tvar flash := Sprite2D.new()\n 243→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 244→\tflash.global_position = global_position\n 245→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 246→\tflash.z_index = 100 # Draw on top\n 247→\n 248→\tget_tree().current_scene.add_child(flash)\n 249→\n 250→\t# Fade out the flash\n 251→\tvar tween := get_tree().create_tween()\n 252→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 253→\ttween.tween_callback(flash.queue_free)\n 254→\n 255→\n 256→## Create an explosion texture.\n 257→func _create_explosion_texture(radius: int) -> ImageTexture:\n 258→\tvar size := radius * 2\n 259→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 260→\tvar center := Vector2(radius, radius)\n 261→\n 262→\tfor x in range(size):\n 263→\t\tfor y in range(size):\n 264→\t\t\tvar pos := Vector2(x, y)\n 265→\t\t\tvar distance := pos.distance_to(center)\n 266→\t\t\tif distance <= radius:\n 267→\t\t\t\t# Fade from center\n 268→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 269→\t\t\t\t# Orange/yellow explosion color\n 270→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 271→\t\t\telse:\n 272→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 273→\n 274→\treturn ImageTexture.create_from_image(image)\n 275→\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": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "cd8ffb91-46f6-4d50-a7d6-d162ab7fd708", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/scripts/projectiles/defensive_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name DefensiveGrenade\n## Defensive (F-1) grenade that explodes on a timer and releases heavy shrapnel.\n##\n## Key characteristics:\n## - Timer-based detonation (4 second fuse, like flashbang)\n## - Large explosion radius (700px) - designed for area denial\n## - Releases 40 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Heavier than frag grenade (real F-1 weighs 0.6kg)\n##\n## Per issue #495 requirements:\n## - радиус поражения = 700px (damage radius)\n## - количество осколков = 40 (shrapnel count)\n## - таймер = 4 секунды (timer = 4 seconds)\n## - звук взрыва = assets/audio/взрыв оборонительной гранаты.wav\n\n## Effect radius for the explosion.\n## Per issue #495: radius must be 700px.\n@export var effect_radius: float = 700.0\n\n## Number of shrapnel pieces to spawn.\n## Per issue #495: 40 shrapnel pieces.\n@export var shrapnel_count: int = 40\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 15.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## High damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# F-1 is heavier than frag grenade (0.6kg real weight)\n\t# This means slightly slower throw speed\n\tgrenade_mass = 0.6\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[DefensiveGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[DefensiveGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (defensive grenade deals same damage to all)\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions (40 pieces!)\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play defensive grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use AudioManager to play the defensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_defensive_grenade_explosion\"):\n\t\taudio_manager.play_defensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (defensive grenade damages everyone).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[DefensiveGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Flat damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[DefensiveGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[DefensiveGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[DefensiveGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls.\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Fallback to flashbang effect (also wall-aware)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Final fallback: create simple explosion effect without wall occlusion\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\t# Orange/yellow explosion color\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| "text": "Now I have the full picture. The issue is confirmed. Let me now read the existing test file and look at merged PRs for style guidance." | |
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| [2026-02-06T20:13:41.933Z] [INFO] { | |
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| "content": " 1→extends GutTest\n 2→## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n 3→##\n 4→## Tests that shell casings on the floor react appropriately to explosions:\n 5→## 1. Casings inside lethal blast zone scatter with strong impulse\n 6→## 2. Casings in proximity zone receive weak impulse\n 7→## 3. Casings far away are not affected\n 8→## 4. Works with both FragGrenade and FlashbangGrenade\n 9→## 5. Casings behind obstacles are NOT pushed (Issue #506)\n 10→\n 11→\n 12→# ============================================================================\n 13→# Mock Classes for Logic Tests\n 14→# ============================================================================\n 15→\n 16→\n 17→class MockCasing:\n 18→\t## Simulates a shell casing on the floor.\n 19→\tvar global_position: Vector2 = Vector2.ZERO\n 20→\tvar received_kicks: Array = []\n 21→\tvar _has_landed: bool = true\n 22→\tvar _is_time_frozen: bool = false\n 23→\n 24→\tfunc receive_kick(impulse: Vector2) -> void:\n 25→\t\tif _is_time_frozen:\n 26→\t\t\treturn\n 27→\t\treceived_kicks.append(impulse)\n 28→\n 29→\tfunc has_method(method_name: String) -> bool:\n 30→\t\treturn method_name == \"receive_kick\"\n 31→\n 32→\tfunc get_total_impulse_strength() -> float:\n 33→\t\tvar total: float = 0.0\n 34→\t\tfor kick in received_kicks:\n 35→\t\t\ttotal += kick.length()\n 36→\t\treturn total\n 37→\n 38→\n 39→## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\n 40→class MockObstacle:\n 41→\tvar start: Vector2\n 42→\tvar end: Vector2\n 43→\n 44→\tfunc _init(s: Vector2, e: Vector2) -> void:\n 45→\t\tstart = s\n 46→\t\tend = e\n 47→\n 48→\n 49→class MockGrenade:\n 50→\t## Simulates a grenade for testing casing scatter.\n 51→\tvar global_position: Vector2 = Vector2.ZERO\n 52→\tvar _mock_casings: Array = []\n 53→\t## Obstacles that block shockwave line of sight (Issue #506).\n 54→\tvar _mock_obstacles: Array = []\n 55→\n 56→\t## Set mock casings for testing.\n 57→\tfunc set_mock_casings(casings: Array) -> void:\n 58→\t\t_mock_casings = casings\n 59→\n 60→\t## Set mock obstacles (wall segments) for testing (Issue #506).\n 61→\tfunc set_mock_obstacles(obstacles: Array) -> void:\n 62→\t\t_mock_obstacles = obstacles\n 63→\n 64→\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n 65→\t## Uses simple 2D line segment intersection test.\n 66→\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n 67→\t\tfor obstacle in _mock_obstacles:\n 68→\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n 69→\t\t\t\treturn true\n 70→\t\treturn false\n 71→\n 72→\t## 2D line segment intersection test using cross product method.\n 73→\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n 74→\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n 75→\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n 76→\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n 77→\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n 78→\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n 79→\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n 80→\t\t\treturn true\n 81→\t\treturn false\n 82→\n 83→\t## 2D cross product of two vectors.\n 84→\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n 85→\t\treturn a.x * b.y - a.y * b.x\n 86→\n 87→\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n 88→\t## This is a copy of the actual implementation for testing logic.\n 89→\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n 90→\tfunc scatter_casings(effect_radius: float) -> void:\n 91→\t\tif _mock_casings.is_empty():\n 92→\t\t\treturn\n 93→\n 94→\t\t# Proximity zone extends to 1.5x the effect radius\n 95→\t\tvar proximity_radius := effect_radius * 1.5\n 96→\n 97→\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n 98→\t\tvar lethal_impulse_base: float = 45.0\n 99→\t\tvar proximity_impulse_base: float = 10.0\n 100→\n 101→\t\tfor casing in _mock_casings:\n 102→\t\t\tif casing == null:\n 103→\t\t\t\tcontinue\n 104→\n 105→\t\t\tvar distance := global_position.distance_to(casing.global_position)\n 106→\n 107→\t\t\t# Skip casings too far away\n 108→\t\t\tif distance > proximity_radius:\n 109→\t\t\t\tcontinue\n 110→\n 111→\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n 112→\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n 113→\t\t\t\tcontinue\n 114→\n 115→\t\t\t# Calculate direction from explosion to casing\n 116→\t\t\tvar direction := (casing.global_position - global_position).normalized()\n 117→\n 118→\t\t\tvar impulse_strength: float = 0.0\n 119→\n 120→\t\t\tif distance <= effect_radius:\n 121→\t\t\t\t# Inside lethal zone - strong scatter effect\n 122→\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 123→\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 124→\t\t\telse:\n 125→\t\t\t\t# Proximity zone - weak push\n 126→\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 127→\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 128→\n 129→\t\t\t# Apply the kick impulse to the casing\n 130→\t\t\tif casing.has_method(\"receive_kick\"):\n 131→\t\t\t\tvar impulse := direction * impulse_strength\n 132→\t\t\t\tcasing.receive_kick(impulse)\n 133→\n 134→\n 135→var grenade: MockGrenade\n 136→\n 137→\n 138→func before_each() -> void:\n 139→\tgrenade = MockGrenade.new()\n 140→\tgrenade.global_position = Vector2(100, 100)\n 141→\n 142→\n 143→func after_each() -> void:\n 144→\tgrenade = null\n 145→\n 146→\n 147→# ============================================================================\n 148→# Issue #432 Tests: Casing Scatter in Lethal Zone\n 149→# ============================================================================\n 150→\n 151→\n 152→func test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n 153→\t# Requirement 1: Casings in lethal blast zone should scatter\n 154→\tvar casing := MockCasing.new()\n 155→\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n 156→\n 157→\tgrenade.set_mock_casings([casing])\n 158→\tgrenade.scatter_casings(225.0)\n 159→\n 160→\tassert_gt(casing.received_kicks.size(), 0,\n 161→\t\t\"Casing in lethal zone should receive kick\")\n 162→\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n 163→\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n 164→\n 165→\n 166→func test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n 167→\tvar casing_center := MockCasing.new()\n 168→\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n 169→\n 170→\tvar casing_edge := MockCasing.new()\n 171→\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n 172→\n 173→\tgrenade.set_mock_casings([casing_center, casing_edge])\n 174→\tgrenade.scatter_casings(225.0)\n 175→\n 176→\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n 177→\t\t\"Casing closer to center should receive stronger impulse\")\n 178→\n 179→\n 180→func test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n 181→\tvar casings: Array = []\n 182→\tfor i in range(5):\n 183→\t\tvar casing := MockCasing.new()\n 184→\t\t# Place casings around the explosion within lethal zone\n 185→\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n 186→\t\tcasings.append(casing)\n 187→\n 188→\tgrenade.set_mock_casings(casings)\n 189→\tgrenade.scatter_casings(225.0)\n 190→\n 191→\tfor casing in casings:\n 192→\t\tassert_gt(casing.received_kicks.size(), 0,\n 193→\t\t\t\"All casings in lethal zone should receive kick\")\n 194→\n 195→\n 196→# ============================================================================\n 197→# Issue #432 Tests: Proximity Zone (Weak Impulse)\n 198→# ============================================================================\n 199→\n 200→\n 201→func test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n 202→\t# Requirement 2: Casings near lethal zone should move slightly\n 203→\tvar casing := MockCasing.new()\n 204→\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n 205→\tcasing.global_position = Vector2(350, 100) # 250 units away\n 206→\n 207→\tgrenade.set_mock_casings([casing])\n 208→\tgrenade.scatter_casings(225.0)\n 209→\n 210→\tassert_gt(casing.received_kicks.size(), 0,\n 211→\t\t\"Casing in proximity zone should receive kick\")\n 212→\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n 213→\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n 214→\n 215→\n 216→func test_proximity_impulse_weaker_than_lethal_zone() -> void:\n 217→\tvar casing_lethal := MockCasing.new()\n 218→\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n 219→\n 220→\tvar casing_proximity := MockCasing.new()\n 221→\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n 222→\n 223→\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n 224→\tgrenade.scatter_casings(225.0)\n 225→\n 226→\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n 227→\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n 228→\n 229→\n 230→# ============================================================================\n 231→# Issue #432 Tests: Casings Outside Effect Range\n 232→# ============================================================================\n 233→\n 234→\n 235→func test_casing_far_away_not_affected() -> void:\n 236→\tvar casing := MockCasing.new()\n 237→\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n 238→\n 239→\tgrenade.set_mock_casings([casing])\n 240→\tgrenade.scatter_casings(225.0)\n 241→\n 242→\tassert_eq(casing.received_kicks.size(), 0,\n 243→\t\t\"Casing far from explosion should not receive kick\")\n 244→\n 245→\n 246→func test_casing_just_outside_proximity_not_affected() -> void:\n 247→\tvar casing := MockCasing.new()\n 248→\t# Proximity radius = 225 * 1.5 = 337.5\n 249→\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n 250→\n 251→\tgrenade.set_mock_casings([casing])\n 252→\tgrenade.scatter_casings(225.0)\n 253→\n 254→\tassert_eq(casing.received_kicks.size(), 0,\n 255→\t\t\"Casing just outside proximity zone should not receive kick\")\n 256→\n 257→\n 258→# ============================================================================\n 259→# Issue #432 Tests: Direction of Impulse\n 260→# ============================================================================\n 261→\n 262→\n 263→func test_impulse_direction_away_from_explosion() -> void:\n 264→\tvar casing := MockCasing.new()\n 265→\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n 266→\n 267→\tgrenade.set_mock_casings([casing])\n 268→\tgrenade.scatter_casings(225.0)\n 269→\n 270→\tassert_gt(casing.received_kicks.size(), 0)\n 271→\tvar impulse: Vector2 = casing.received_kicks[0]\n 272→\t# Impulse should point away from explosion (positive X direction)\n 273→\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n 274→\n 275→\n 276→func test_impulse_direction_different_angles() -> void:\n 277→\tvar casing_right := MockCasing.new()\n 278→\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n 279→\n 280→\tvar casing_up := MockCasing.new()\n 281→\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n 282→\n 283→\tvar casing_left := MockCasing.new()\n 284→\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n 285→\n 286→\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n 287→\tgrenade.scatter_casings(225.0)\n 288→\n 289→\t# Check directions are correct (with some tolerance for random rotation)\n 290→\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n 291→\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n 292→\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n 293→\n 294→\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n 295→\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n 296→\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n 297→\n 298→\n 299→# ============================================================================\n 300→# Issue #432 Tests: Time-Frozen Casings\n 301→# ============================================================================\n 302→\n 303→\n 304→func test_time_frozen_casing_not_affected() -> void:\n 305→\tvar casing := MockCasing.new()\n 306→\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n 307→\tcasing._is_time_frozen = true\n 308→\n 309→\tgrenade.set_mock_casings([casing])\n 310→\tgrenade.scatter_casings(225.0)\n 311→\n 312→\tassert_eq(casing.received_kicks.size(), 0,\n 313→\t\t\"Time-frozen casing should not receive kick\")\n 314→\n 315→\n 316→# ============================================================================\n 317→# Issue #432 Tests: No Casings in Scene\n 318→# ============================================================================\n 319→\n 320→\n 321→func test_no_casings_does_not_crash() -> void:\n 322→\t# Empty casings array - should not crash\n 323→\tgrenade.set_mock_casings([])\n 324→\tgrenade.scatter_casings(225.0)\n 325→\t# Test passes if no crash occurs\n 326→\tassert_true(true, \"Should handle empty casings array gracefully\")\n 327→\n 328→\n 329→# ============================================================================\n 330→# Issue #432 Tests: Different Grenade Types\n 331→# ============================================================================\n 332→\n 333→\n 334→func test_flashbang_smaller_effective_radius() -> void:\n 335→\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n 336→\tvar casing := MockCasing.new()\n 337→\tcasing.global_position = Vector2(200, 100) # 100 units away\n 338→\n 339→\tgrenade.set_mock_casings([casing])\n 340→\t# Flashbang effective radius: 160 (40% of 400)\n 341→\tgrenade.scatter_casings(160.0)\n 342→\n 343→\tassert_gt(casing.received_kicks.size(), 0,\n 344→\t\t\"Casing should be affected by flashbang explosion\")\n 345→\n 346→\n 347→func test_frag_grenade_larger_effective_radius() -> void:\n 348→\t# FragGrenade uses full 225 radius\n 349→\tvar casing := MockCasing.new()\n 350→\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n 351→\n 352→\tgrenade.set_mock_casings([casing])\n 353→\tgrenade.scatter_casings(225.0)\n 354→\n 355→\tassert_gt(casing.received_kicks.size(), 0,\n 356→\t\t\"Casing should be affected by frag grenade explosion\")\n 357→\n 358→\n 359→# ============================================================================\n 360→# Edge Cases\n 361→# ============================================================================\n 362→\n 363→\n 364→func test_casing_at_exact_lethal_radius_edge() -> void:\n 365→\tvar casing := MockCasing.new()\n 366→\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n 367→\n 368→\tgrenade.set_mock_casings([casing])\n 369→\tgrenade.scatter_casings(225.0)\n 370→\n 371→\t# Should still receive some impulse (minimum for lethal zone edge)\n 372→\tassert_gt(casing.received_kicks.size(), 0,\n 373→\t\t\"Casing at lethal radius edge should receive kick\")\n 374→\n 375→\n 376→func test_casing_at_exact_proximity_radius_edge() -> void:\n 377→\tvar casing := MockCasing.new()\n 378→\t# Proximity radius = 225 * 1.5 = 337.5\n 379→\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n 380→\n 381→\tgrenade.set_mock_casings([casing])\n 382→\tgrenade.scatter_casings(225.0)\n 383→\n 384→\t# Should receive minimal impulse\n 385→\tassert_gt(casing.received_kicks.size(), 0,\n 386→\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n 387→\n 388→\n 389→# ============================================================================\n 390→# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n 391→# ============================================================================\n 392→\n 393→\n 394→func test_casing_behind_wall_not_pushed() -> void:\n 395→\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n 396→\tvar casing := MockCasing.new()\n 397→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 398→\n 399→\t# Place a wall between grenade and casing\n 400→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n 401→\n 402→\tgrenade.set_mock_casings([casing])\n 403→\tgrenade.set_mock_obstacles([wall])\n 404→\tgrenade.scatter_casings(225.0)\n 405→\n 406→\tassert_eq(casing.received_kicks.size(), 0,\n 407→\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n 408→\n 409→\n 410→func test_casing_not_behind_wall_still_pushed() -> void:\n 411→\t# Issue #506: Casing with clear line of sight should still be pushed\n 412→\tvar casing := MockCasing.new()\n 413→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 414→\n 415→\t# Place a wall that does NOT block the path (wall is above the line of fire)\n 416→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n 417→\n 418→\tgrenade.set_mock_casings([casing])\n 419→\tgrenade.set_mock_obstacles([wall])\n 420→\tgrenade.scatter_casings(225.0)\n 421→\n 422→\tassert_gt(casing.received_kicks.size(), 0,\n 423→\t\t\"Casing with clear line of sight should still receive kick\")\n 424→\n 425→\n 426→func test_some_casings_blocked_some_not() -> void:\n 427→\t# Issue #506: Mix of blocked and unblocked casings\n 428→\tvar casing_exposed := MockCasing.new()\n 429→\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n 430→\n 431→\tvar casing_blocked := MockCasing.new()\n 432→\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n 433→\n 434→\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n 435→\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n 436→\n 437→\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n 438→\tgrenade.set_mock_obstacles([wall])\n 439→\tgrenade.scatter_casings(225.0)\n 440→\n 441→\tassert_gt(casing_exposed.received_kicks.size(), 0,\n 442→\t\t\"Exposed casing should receive kick\")\n 443→\tassert_eq(casing_blocked.received_kicks.size(), 0,\n 444→\t\t\"Blocked casing should NOT receive kick\")\n 445→\n 446→\n 447→func test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n 448→\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n 449→\tvar casing := MockCasing.new()\n 450→\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n 451→\n 452→\t# Wall between grenade and casing\n 453→\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n 454→\n 455→\tgrenade.set_mock_casings([casing])\n 456→\tgrenade.set_mock_obstacles([wall])\n 457→\tgrenade.scatter_casings(225.0)\n 458→\n 459→\tassert_eq(casing.received_kicks.size(), 0,\n 460→\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n 461→\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": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "cdc764dc-bd8c-44df-bb6f-470031cd5657", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd", | |
| "content": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n\n\n# ============================================================================\n# Mock Classes for Logic Tests\n# ============================================================================\n\n\nclass MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total\n\n\n## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\nclass MockObstacle:\n\tvar start: Vector2\n\tvar end: Vector2\n\n\tfunc _init(s: Vector2, e: Vector2) -> void:\n\t\tstart = s\n\t\tend = e\n\n\nclass MockGrenade:\n\t## Simulates a grenade for testing casing scatter.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar _mock_casings: Array = []\n\t## Obstacles that block shockwave line of sight (Issue #506).\n\tvar _mock_obstacles: Array = []\n\n\t## Set mock casings for testing.\n\tfunc set_mock_casings(casings: Array) -> void:\n\t\t_mock_casings = casings\n\n\t## Set mock obstacles (wall segments) for testing (Issue #506).\n\tfunc set_mock_obstacles(obstacles: Array) -> void:\n\t\t_mock_obstacles = obstacles\n\n\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n\t## Uses simple 2D line segment intersection test.\n\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n\t\tfor obstacle in _mock_obstacles:\n\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n\t\t\t\treturn true\n\t\treturn false\n\n\t## 2D line segment intersection test using cross product method.\n\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n\t\t\treturn true\n\t\treturn false\n\n\t## 2D cross product of two vectors.\n\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n\t\treturn a.x * b.y - a.y * b.x\n\n\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n\t## This is a copy of the actual implementation for testing logic.\n\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n\tfunc scatter_casings(effect_radius: float) -> void:\n\t\tif _mock_casings.is_empty():\n\t\t\treturn\n\n\t\t# Proximity zone extends to 1.5x the effect radius\n\t\tvar proximity_radius := effect_radius * 1.5\n\n\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n\t\tvar lethal_impulse_base: float = 45.0\n\t\tvar proximity_impulse_base: float = 10.0\n\n\t\tfor casing in _mock_casings:\n\t\t\tif casing == null:\n\t\t\t\tcontinue\n\n\t\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t\t# Skip casings too far away\n\t\t\tif distance > proximity_radius:\n\t\t\t\tcontinue\n\n\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n\t\t\t\tcontinue\n\n\t\t\t# Calculate direction from explosion to casing\n\t\t\tvar direction := (casing.global_position - global_position).normalized()\n\n\t\t\tvar impulse_strength: float = 0.0\n\n\t\t\tif distance <= effect_radius:\n\t\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\telse:\n\t\t\t\t# Proximity zone - weak push\n\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\n\t\t\t# Apply the kick impulse to the casing\n\t\t\tif casing.has_method(\"receive_kick\"):\n\t\t\t\tvar impulse := direction * impulse_strength\n\t\t\t\tcasing.receive_kick(impulse)\n\n\nvar grenade: MockGrenade\n\n\nfunc before_each() -> void:\n\tgrenade = MockGrenade.new()\n\tgrenade.global_position = Vector2(100, 100)\n\n\nfunc after_each() -> void:\n\tgrenade = null\n\n\n# ============================================================================\n# Issue #432 Tests: Casing Scatter in Lethal Zone\n# ============================================================================\n\n\nfunc test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n\t# Requirement 1: Casings in lethal blast zone should scatter\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in lethal zone should receive kick\")\n\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n\n\nfunc test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n\tvar casing_center := MockCasing.new()\n\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n\n\tvar casing_edge := MockCasing.new()\n\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n\n\tgrenade.set_mock_casings([casing_center, casing_edge])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n\t\t\"Casing closer to center should receive stronger impulse\")\n\n\nfunc test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n\tvar casings: Array = []\n\tfor i in range(5):\n\t\tvar casing := MockCasing.new()\n\t\t# Place casings around the explosion within lethal zone\n\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n\t\tcasings.append(casing)\n\n\tgrenade.set_mock_casings(casings)\n\tgrenade.scatter_casings(225.0)\n\n\tfor casing in casings:\n\t\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\t\"All casings in lethal zone should receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Proximity Zone (Weak Impulse)\n# ============================================================================\n\n\nfunc test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n\t# Requirement 2: Casings near lethal zone should move slightly\n\tvar casing := MockCasing.new()\n\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n\tcasing.global_position = Vector2(350, 100) # 250 units away\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone should receive kick\")\n\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n\n\nfunc test_proximity_impulse_weaker_than_lethal_zone() -> void:\n\tvar casing_lethal := MockCasing.new()\n\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n\n\tvar casing_proximity := MockCasing.new()\n\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n\n\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n\n\n# ============================================================================\n# Issue #432 Tests: Casings Outside Effect Range\n# ============================================================================\n\n\nfunc test_casing_far_away_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing far from explosion should not receive kick\")\n\n\nfunc test_casing_just_outside_proximity_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing just outside proximity zone should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Direction of Impulse\n# ============================================================================\n\n\nfunc test_impulse_direction_away_from_explosion() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0)\n\tvar impulse: Vector2 = casing.received_kicks[0]\n\t# Impulse should point away from explosion (positive X direction)\n\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n\n\nfunc test_impulse_direction_different_angles() -> void:\n\tvar casing_right := MockCasing.new()\n\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n\n\tvar casing_up := MockCasing.new()\n\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n\n\tvar casing_left := MockCasing.new()\n\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n\n\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n\tgrenade.scatter_casings(225.0)\n\n\t# Check directions are correct (with some tolerance for random rotation)\n\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n\n\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n\n\n# ============================================================================\n# Issue #432 Tests: Time-Frozen Casings\n# ============================================================================\n\n\nfunc test_time_frozen_casing_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n\tcasing._is_time_frozen = true\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Time-frozen casing should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: No Casings in Scene\n# ============================================================================\n\n\nfunc test_no_casings_does_not_crash() -> void:\n\t# Empty casings array - should not crash\n\tgrenade.set_mock_casings([])\n\tgrenade.scatter_casings(225.0)\n\t# Test passes if no crash occurs\n\tassert_true(true, \"Should handle empty casings array gracefully\")\n\n\n# ============================================================================\n# Issue #432 Tests: Different Grenade Types\n# ============================================================================\n\n\nfunc test_flashbang_smaller_effective_radius() -> void:\n\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away\n\n\tgrenade.set_mock_casings([casing])\n\t# Flashbang effective radius: 160 (40% of 400)\n\tgrenade.scatter_casings(160.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by flashbang explosion\")\n\n\nfunc test_frag_grenade_larger_effective_radius() -> void:\n\t# FragGrenade uses full 225 radius\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by frag grenade explosion\")\n\n\n# ============================================================================\n# Edge Cases\n# ============================================================================\n\n\nfunc test_casing_at_exact_lethal_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should still receive some impulse (minimum for lethal zone edge)\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at lethal radius edge should receive kick\")\n\n\nfunc test_casing_at_exact_proximity_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should receive minimal impulse\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n\n\n# ============================================================================\n# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n# ============================================================================\n\n\nfunc test_casing_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n\n\nfunc test_casing_not_behind_wall_still_pushed() -> void:\n\t# Issue #506: Casing with clear line of sight should still be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall that does NOT block the path (wall is above the line of fire)\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing with clear line of sight should still receive kick\")\n\n\nfunc test_some_casings_blocked_some_not() -> void:\n\t# Issue #506: Mix of blocked and unblocked casings\n\tvar casing_exposed := MockCasing.new()\n\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n\n\tvar casing_blocked := MockCasing.new()\n\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n\n\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n\n\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_exposed.received_kicks.size(), 0,\n\t\t\"Exposed casing should receive kick\")\n\tassert_eq(casing_blocked.received_kicks.size(), 0,\n\t\t\"Blocked casing should NOT receive kick\")\n\n\nfunc test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n\n\t# Wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n", | |
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| "text": "## Implementation Plan\n\nThe fix is straightforward and minimal. In `casing.gd`, the `receive_kick()` method currently returns immediately when `_is_time_frozen` is true. Instead, it should **store the pending impulse** and apply it when `unfreeze_time()` is called.\n\nThis matches the issue description: \"должны отбрасываться сразу после разморозки времени\" (they should be pushed away immediately after time unfreeze)." | |
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| "old_string": "## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false", | |
| "new_string": "## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Pending explosion impulse to apply after time unfreeze (Issue #522).\n## When a casing is frozen and an explosion tries to kick it,\n## the impulse is stored here and applied when time unfreezes.\nvar _pending_kick_impulse: Vector2 = Vector2.ZERO" | |
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| "content": "The file /tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd has been updated successfully." | |
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| "oldString": "## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false", | |
| "newString": "## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Pending explosion impulse to apply after time unfreeze (Issue #522).\n## When a casing is frozen and an explosion tries to kick it,\n## the impulse is stored here and applied when time unfreezes.\nvar _pending_kick_impulse: Vector2 = Vector2.ZERO", | |
| "originalFile": "extends RigidBody2D\n## Bullet casing that gets ejected from weapons and falls to the ground.\n##\n## Casings are spawned when weapons fire, ejected in the opposite direction\n## of the shot with some randomness. They fall to the ground and remain there\n## permanently as persistent environmental detail.\n\n## Lifetime in seconds before auto-destruction (0 = infinite).\n@export var lifetime: float = 0.0\n\n## Caliber data for determining casing appearance.\n## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n@export var caliber_data: Resource = null:\n\tset(value):\n\t\tcaliber_data = value\n\t\t# Update appearance when caliber data is set (even after _ready)\n\t\tif is_node_ready():\n\t\t\t_set_casing_appearance()\n\n## Whether the casing has landed on the ground.\nvar _has_landed: bool = false\n\n## Timer for lifetime management.\nvar _lifetime_timer: float = 0.0\n\n## Timer for automatic landing (since no floor in top-down game).\nvar _auto_land_timer: float = 0.0\n\n## Time before casing automatically \"lands\" and stops moving.\nconst AUTO_LAND_TIME: float = 2.0\n\n## Stores velocity before time freeze (to restore after unfreeze).\nvar _frozen_linear_velocity: Vector2 = Vector2.ZERO\nvar _frozen_angular_velocity: float = 0.0\n\n## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n## This fixes Issue #392 where casings would push the player at spawn time.\nconst SPAWN_COLLISION_DELAY: float = 0.1\n\n## Timer for spawn collision delay.\nvar _spawn_timer: float = 0.0\n\n## Whether collision has been enabled after spawn delay.\nvar _spawn_collision_enabled: bool = false\n\n\n## Enable debug logging for casing physics (Issue #392 debugging).\nconst DEBUG_CASING_PHYSICS: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to casings group for explosion detection (Issue #432)\n\tadd_to_group(\"casings\")\n\n\t# Connect to collision signals to detect landing\n\tbody_entered.connect(_on_body_entered)\n\n\t# Set initial rotation to random for variety\n\trotation = randf_range(0, 2 * PI)\n\n\t# Set casing appearance based on caliber\n\t_set_casing_appearance()\n\n\t# Disable collision at spawn to prevent pushing player (Issue #392)\n\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n\t_disable_collision()\n\n\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n\t# The collision layer/mask setup is sufficient:\n\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n\t# - Casing collision_layer = 64 (layer 7)\n\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n\t# The collision exception was causing issues with casing physics.\n\t# _add_player_collision_exception() # DISABLED\n\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n\n\nfunc _physics_process(delta: float) -> void:\n\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n\tif _is_time_frozen:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\treturn\n\n\t# Handle spawn collision delay (Issue #392)\n\t# Enable collision after the casing has moved away from spawn point\n\tif not _spawn_collision_enabled:\n\t\t_spawn_timer += delta\n\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n\t\t\t_enable_collision()\n\t\t\t_spawn_collision_enabled = true\n\n\t# Handle lifetime if set\n\tif lifetime > 0:\n\t\t_lifetime_timer += delta\n\t\tif _lifetime_timer >= lifetime:\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t# Auto-land after a few seconds if not landed yet\n\tif not _has_landed:\n\t\t_auto_land_timer += delta\n\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n\t\t\t_land()\n\n\t# Once landed, stop all movement and rotation\n\tif _has_landed:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\t# Disable physics processing to save performance\n\t\tset_physics_process(false)\n\n\n## Makes the casing \"land\" by stopping all movement.\nfunc _land() -> void:\n\t_has_landed = true\n\t# Play landing sound based on caliber type\n\t_play_landing_sound()\n\n\n## Plays the appropriate casing landing sound based on caliber type.\nfunc _play_landing_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Sets the visual appearance of the casing based on its caliber.\nfunc _set_casing_appearance() -> void:\n\tvar sprite = $Sprite2D\n\tif sprite == null:\n\t\treturn\n\n\t# Try to get the casing sprite from caliber data\n\tif caliber_data != null and caliber_data is CaliberData:\n\t\tvar caliber: CaliberData = caliber_data as CaliberData\n\t\tif caliber.casing_sprite != null:\n\t\t\tsprite.texture = caliber.casing_sprite\n\t\t\t# Reset modulate to show actual sprite colors\n\t\t\tsprite.modulate = Color.WHITE\n\t\t\treturn\n\n\t# Fallback: If no sprite in caliber data, use color-based appearance\n\t# Default color (rifle casing - brass)\n\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n\n\tif caliber_data != null:\n\t\t# Check caliber name to determine color\n\t\tvar caliber_name: String = \"\"\n\t\tif caliber_data is CaliberData:\n\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n\t\telif caliber_data.has_method(\"get\"):\n\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n\n\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n\t\t# Rifle (5.45x39mm) keeps default brass color\n\n\t# Apply the color to the sprite\n\tsprite.modulate = casing_color\n\n\n## Called when the casing collides with something (usually the ground).\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only consider landing if we hit a static body (ground/walls)\n\tif body is StaticBody2D or body is TileMap:\n\t\t_land()\n\n\n## Freezes the casing's movement during time stop effects.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc freeze_time() -> void:\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Store current velocities to restore later\n\t_frozen_linear_velocity = linear_velocity\n\t_frozen_angular_velocity = angular_velocity\n\n\t# Stop all movement\n\tlinear_velocity = Vector2.ZERO\n\tangular_velocity = 0.0\n\n\t# Mark as frozen\n\t_is_time_frozen = true\n\n\n## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\n## Receives a kick impulse from a character (player or enemy) walking into this casing.\n## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n## @param impulse The kick impulse vector (direction * force).\nfunc receive_kick(impulse: Vector2) -> void:\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Re-enable physics if casing was landed\n\tif _has_landed:\n\t\t_has_landed = false\n\t\t_auto_land_timer = 0.0\n\t\tset_physics_process(true)\n\n\t# Apply the kick impulse\n\tapply_central_impulse(impulse)\n\n\t# Add random spin for realism\n\tangular_velocity = randf_range(-15.0, 15.0)\n\n\t# Play kick sound if impulse is strong enough\n\t_play_kick_sound(impulse.length())\n\n\n## Minimum impulse strength to play kick sound.\nconst MIN_KICK_SOUND_IMPULSE: float = 5.0\n\n## Plays the casing kick sound if impulse is above threshold.\n## @param impulse_strength The magnitude of the kick impulse.\nfunc _play_kick_sound(impulse_strength: float) -> void:\n\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n\t\treturn\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t# Play sound based on caliber type for authenticity\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Plays the appropriate casing sound based on caliber type.\n## @param audio_manager The AudioManager node.\nfunc _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n\tvar caliber_name: String = _get_caliber_name()\n\n\t# Determine sound to play based on caliber\n\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t# Shotgun shell casing\n\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n\t\t\taudio_manager.play_shell_shotgun(global_position)\n\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t# Pistol casing\n\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n\t\t\taudio_manager.play_shell_pistol(global_position)\n\telse:\n\t\t# Default to rifle casing sound (5.45x39mm and others)\n\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n\t\t\taudio_manager.play_shell_rifle(global_position)\n\n\n## Gets the caliber name from caliber_data.\n## @return The caliber name string, or empty string if not available.\nfunc _get_caliber_name() -> String:\n\tif caliber_data == null:\n\t\treturn \"\"\n\n\tif caliber_data is CaliberData:\n\t\treturn (caliber_data as CaliberData).caliber_name\n\n\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n\t# we need to access the property correctly. Resources have a get() method\n\t# that returns the property value, and we should check if the property exists\n\t# by checking if get() returns a non-null value.\n\tif caliber_data is Resource:\n\t\tvar name_value = caliber_data.get(\"caliber_name\")\n\t\tif name_value != null and name_value is String:\n\t\t\treturn name_value\n\n\treturn \"\"\n\n\n## Disables collision shape to prevent physics interactions.\n## Used at spawn time to prevent pushing the player (Issue #392).\nfunc _disable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = true\n\n\n## Enables collision shape after spawn delay.\n## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\nfunc _enable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = false\n\n\n## Adds collision exception for player to prevent casings from blocking player movement.\n## This is a defense-in-depth measure on top of collision layer separation.\n## Uses add_collision_exception_with() which makes the casing ignore the player.\n## Note: We only add exception in ONE direction (casing ignores player).\n## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\nfunc _add_player_collision_exception() -> void:\n\t# Find player in scene tree (player is in \"player\" group)\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n\tfor player in players:\n\t\tif player is PhysicsBody2D:\n\t\t\t# Make this casing ignore the player in collision detection\n\t\t\t# This prevents the casing from pushing the player when they overlap\n\t\t\tadd_collision_exception_with(player)\n\t\t\tif DEBUG_CASING_PHYSICS:\n\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n\t\t\t# That would break the player's CasingPusher Area2D detection\n", | |
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| " ## Whether the casing is currently frozen in time.", | |
| " var _is_time_frozen: bool = false", | |
| " ", | |
| "+## Pending explosion impulse to apply after time unfreeze (Issue #522).", | |
| "+## When a casing is frozen and an explosion tries to kick it,", | |
| "+## the impulse is stored here and applied when time unfreezes.", | |
| "+var _pending_kick_impulse: Vector2 = Vector2.ZERO", | |
| "+", | |
| " ## Time before enabling collision after spawn (to prevent colliding with player at spawn).", | |
| " ## This fixes Issue #392 where casings would push the player at spawn time.", | |
| " const SPAWN_COLLISION_DELAY: float = 0.1" | |
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| [2026-02-06T20:14:01.899Z] [INFO] { | |
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| "text": "Now modify `receive_kick()` to store the impulse when frozen:" | |
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| "old_string": "\tif _is_time_frozen:\n\t\treturn\n\n\t# Re-enable physics if casing was landed", | |
| "new_string": "\t# Issue #522: If time is frozen, store the impulse to apply after unfreeze.\n\t# This happens when a grenade explodes during Power Fantasy time-freeze:\n\t# the explosion triggers time-freeze BEFORE scatter_casings() runs,\n\t# so casings need to queue the impulse for when time resumes.\n\tif _is_time_frozen:\n\t\t_pending_kick_impulse += impulse\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])\n\t\treturn\n\n\t# Re-enable physics if casing was landed" | |
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| "content": "The file /tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd has been updated successfully." | |
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| "oldString": "\tif _is_time_frozen:\n\t\treturn\n\n\t# Re-enable physics if casing was landed", | |
| "newString": "\t# Issue #522: If time is frozen, store the impulse to apply after unfreeze.\n\t# This happens when a grenade explodes during Power Fantasy time-freeze:\n\t# the explosion triggers time-freeze BEFORE scatter_casings() runs,\n\t# so casings need to queue the impulse for when time resumes.\n\tif _is_time_frozen:\n\t\t_pending_kick_impulse += impulse\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])\n\t\treturn\n\n\t# Re-enable physics if casing was landed", | |
| "originalFile": "extends RigidBody2D\n## Bullet casing that gets ejected from weapons and falls to the ground.\n##\n## Casings are spawned when weapons fire, ejected in the opposite direction\n## of the shot with some randomness. They fall to the ground and remain there\n## permanently as persistent environmental detail.\n\n## Lifetime in seconds before auto-destruction (0 = infinite).\n@export var lifetime: float = 0.0\n\n## Caliber data for determining casing appearance.\n## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n@export var caliber_data: Resource = null:\n\tset(value):\n\t\tcaliber_data = value\n\t\t# Update appearance when caliber data is set (even after _ready)\n\t\tif is_node_ready():\n\t\t\t_set_casing_appearance()\n\n## Whether the casing has landed on the ground.\nvar _has_landed: bool = false\n\n## Timer for lifetime management.\nvar _lifetime_timer: float = 0.0\n\n## Timer for automatic landing (since no floor in top-down game).\nvar _auto_land_timer: float = 0.0\n\n## Time before casing automatically \"lands\" and stops moving.\nconst AUTO_LAND_TIME: float = 2.0\n\n## Stores velocity before time freeze (to restore after unfreeze).\nvar _frozen_linear_velocity: Vector2 = Vector2.ZERO\nvar _frozen_angular_velocity: float = 0.0\n\n## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Pending explosion impulse to apply after time unfreeze (Issue #522).\n## When a casing is frozen and an explosion tries to kick it,\n## the impulse is stored here and applied when time unfreezes.\nvar _pending_kick_impulse: Vector2 = Vector2.ZERO\n\n## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n## This fixes Issue #392 where casings would push the player at spawn time.\nconst SPAWN_COLLISION_DELAY: float = 0.1\n\n## Timer for spawn collision delay.\nvar _spawn_timer: float = 0.0\n\n## Whether collision has been enabled after spawn delay.\nvar _spawn_collision_enabled: bool = false\n\n\n## Enable debug logging for casing physics (Issue #392 debugging).\nconst DEBUG_CASING_PHYSICS: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to casings group for explosion detection (Issue #432)\n\tadd_to_group(\"casings\")\n\n\t# Connect to collision signals to detect landing\n\tbody_entered.connect(_on_body_entered)\n\n\t# Set initial rotation to random for variety\n\trotation = randf_range(0, 2 * PI)\n\n\t# Set casing appearance based on caliber\n\t_set_casing_appearance()\n\n\t# Disable collision at spawn to prevent pushing player (Issue #392)\n\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n\t_disable_collision()\n\n\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n\t# The collision layer/mask setup is sufficient:\n\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n\t# - Casing collision_layer = 64 (layer 7)\n\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n\t# The collision exception was causing issues with casing physics.\n\t# _add_player_collision_exception() # DISABLED\n\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n\n\nfunc _physics_process(delta: float) -> void:\n\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n\tif _is_time_frozen:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\treturn\n\n\t# Handle spawn collision delay (Issue #392)\n\t# Enable collision after the casing has moved away from spawn point\n\tif not _spawn_collision_enabled:\n\t\t_spawn_timer += delta\n\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n\t\t\t_enable_collision()\n\t\t\t_spawn_collision_enabled = true\n\n\t# Handle lifetime if set\n\tif lifetime > 0:\n\t\t_lifetime_timer += delta\n\t\tif _lifetime_timer >= lifetime:\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t# Auto-land after a few seconds if not landed yet\n\tif not _has_landed:\n\t\t_auto_land_timer += delta\n\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n\t\t\t_land()\n\n\t# Once landed, stop all movement and rotation\n\tif _has_landed:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\t# Disable physics processing to save performance\n\t\tset_physics_process(false)\n\n\n## Makes the casing \"land\" by stopping all movement.\nfunc _land() -> void:\n\t_has_landed = true\n\t# Play landing sound based on caliber type\n\t_play_landing_sound()\n\n\n## Plays the appropriate casing landing sound based on caliber type.\nfunc _play_landing_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Sets the visual appearance of the casing based on its caliber.\nfunc _set_casing_appearance() -> void:\n\tvar sprite = $Sprite2D\n\tif sprite == null:\n\t\treturn\n\n\t# Try to get the casing sprite from caliber data\n\tif caliber_data != null and caliber_data is CaliberData:\n\t\tvar caliber: CaliberData = caliber_data as CaliberData\n\t\tif caliber.casing_sprite != null:\n\t\t\tsprite.texture = caliber.casing_sprite\n\t\t\t# Reset modulate to show actual sprite colors\n\t\t\tsprite.modulate = Color.WHITE\n\t\t\treturn\n\n\t# Fallback: If no sprite in caliber data, use color-based appearance\n\t# Default color (rifle casing - brass)\n\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n\n\tif caliber_data != null:\n\t\t# Check caliber name to determine color\n\t\tvar caliber_name: String = \"\"\n\t\tif caliber_data is CaliberData:\n\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n\t\telif caliber_data.has_method(\"get\"):\n\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n\n\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n\t\t# Rifle (5.45x39mm) keeps default brass color\n\n\t# Apply the color to the sprite\n\tsprite.modulate = casing_color\n\n\n## Called when the casing collides with something (usually the ground).\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only consider landing if we hit a static body (ground/walls)\n\tif body is StaticBody2D or body is TileMap:\n\t\t_land()\n\n\n## Freezes the casing's movement during time stop effects.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc freeze_time() -> void:\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Store current velocities to restore later\n\t_frozen_linear_velocity = linear_velocity\n\t_frozen_angular_velocity = angular_velocity\n\n\t# Stop all movement\n\tlinear_velocity = Vector2.ZERO\n\tangular_velocity = 0.0\n\n\t# Mark as frozen\n\t_is_time_frozen = true\n\n\n## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\n## Receives a kick impulse from a character (player or enemy) walking into this casing.\n## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n## @param impulse The kick impulse vector (direction * force).\nfunc receive_kick(impulse: Vector2) -> void:\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Re-enable physics if casing was landed\n\tif _has_landed:\n\t\t_has_landed = false\n\t\t_auto_land_timer = 0.0\n\t\tset_physics_process(true)\n\n\t# Apply the kick impulse\n\tapply_central_impulse(impulse)\n\n\t# Add random spin for realism\n\tangular_velocity = randf_range(-15.0, 15.0)\n\n\t# Play kick sound if impulse is strong enough\n\t_play_kick_sound(impulse.length())\n\n\n## Minimum impulse strength to play kick sound.\nconst MIN_KICK_SOUND_IMPULSE: float = 5.0\n\n## Plays the casing kick sound if impulse is above threshold.\n## @param impulse_strength The magnitude of the kick impulse.\nfunc _play_kick_sound(impulse_strength: float) -> void:\n\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n\t\treturn\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t# Play sound based on caliber type for authenticity\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Plays the appropriate casing sound based on caliber type.\n## @param audio_manager The AudioManager node.\nfunc _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n\tvar caliber_name: String = _get_caliber_name()\n\n\t# Determine sound to play based on caliber\n\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t# Shotgun shell casing\n\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n\t\t\taudio_manager.play_shell_shotgun(global_position)\n\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t# Pistol casing\n\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n\t\t\taudio_manager.play_shell_pistol(global_position)\n\telse:\n\t\t# Default to rifle casing sound (5.45x39mm and others)\n\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n\t\t\taudio_manager.play_shell_rifle(global_position)\n\n\n## Gets the caliber name from caliber_data.\n## @return The caliber name string, or empty string if not available.\nfunc _get_caliber_name() -> String:\n\tif caliber_data == null:\n\t\treturn \"\"\n\n\tif caliber_data is CaliberData:\n\t\treturn (caliber_data as CaliberData).caliber_name\n\n\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n\t# we need to access the property correctly. Resources have a get() method\n\t# that returns the property value, and we should check if the property exists\n\t# by checking if get() returns a non-null value.\n\tif caliber_data is Resource:\n\t\tvar name_value = caliber_data.get(\"caliber_name\")\n\t\tif name_value != null and name_value is String:\n\t\t\treturn name_value\n\n\treturn \"\"\n\n\n## Disables collision shape to prevent physics interactions.\n## Used at spawn time to prevent pushing the player (Issue #392).\nfunc _disable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = true\n\n\n## Enables collision shape after spawn delay.\n## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\nfunc _enable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = false\n\n\n## Adds collision exception for player to prevent casings from blocking player movement.\n## This is a defense-in-depth measure on top of collision layer separation.\n## Uses add_collision_exception_with() which makes the casing ignore the player.\n## Note: We only add exception in ONE direction (casing ignores player).\n## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\nfunc _add_player_collision_exception() -> void:\n\t# Find player in scene tree (player is in \"player\" group)\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n\tfor player in players:\n\t\tif player is PhysicsBody2D:\n\t\t\t# Make this casing ignore the player in collision detection\n\t\t\t# This prevents the casing from pushing the player when they overlap\n\t\t\tadd_collision_exception_with(player)\n\t\t\tif DEBUG_CASING_PHYSICS:\n\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n\t\t\t# That would break the player's CasingPusher Area2D detection\n", | |
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| " if DEBUG_CASING_PHYSICS:", | |
| " print(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])", | |
| " ", | |
| "+ # Issue #522: If time is frozen, store the impulse to apply after unfreeze.", | |
| "+ # This happens when a grenade explodes during Power Fantasy time-freeze:", | |
| "+ # the explosion triggers time-freeze BEFORE scatter_casings() runs,", | |
| "+ # so casings need to queue the impulse for when time resumes.", | |
| " if _is_time_frozen:", | |
| "+ _pending_kick_impulse += impulse", | |
| "+ if DEBUG_CASING_PHYSICS:", | |
| "+ print(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])", | |
| " return", | |
| " ", | |
| " # Re-enable physics if casing was landed" | |
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| "text": "Now modify `unfreeze_time()` to apply the pending impulse:" | |
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| "old_string": "## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0", | |
| "new_string": "## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\t# Issue #522: Apply any pending explosion impulse that was queued during freeze.\n\t# This makes casings scatter immediately after time unfreezes.\n\tif _pending_kick_impulse != Vector2.ZERO:\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Applying pending kick impulse after unfreeze: %s\" % _pending_kick_impulse)\n\t\t# Use receive_kick to properly re-enable physics and apply the impulse\n\t\treceive_kick(_pending_kick_impulse)\n\t\t_pending_kick_impulse = Vector2.ZERO" | |
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| "content": "The file /tmp/gh-issue-solver-1770408675396/scripts/effects/casing.gd has been updated successfully." | |
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| "oldString": "## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0", | |
| "newString": "## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\t# Issue #522: Apply any pending explosion impulse that was queued during freeze.\n\t# This makes casings scatter immediately after time unfreezes.\n\tif _pending_kick_impulse != Vector2.ZERO:\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Applying pending kick impulse after unfreeze: %s\" % _pending_kick_impulse)\n\t\t# Use receive_kick to properly re-enable physics and apply the impulse\n\t\treceive_kick(_pending_kick_impulse)\n\t\t_pending_kick_impulse = Vector2.ZERO", | |
| "originalFile": "extends RigidBody2D\n## Bullet casing that gets ejected from weapons and falls to the ground.\n##\n## Casings are spawned when weapons fire, ejected in the opposite direction\n## of the shot with some randomness. They fall to the ground and remain there\n## permanently as persistent environmental detail.\n\n## Lifetime in seconds before auto-destruction (0 = infinite).\n@export var lifetime: float = 0.0\n\n## Caliber data for determining casing appearance.\n## Issue #477 Fix: Use setter to update appearance when caliber_data is set\n## (needed because property is set AFTER _ready() by SpawnCasing in C#)\n@export var caliber_data: Resource = null:\n\tset(value):\n\t\tcaliber_data = value\n\t\t# Update appearance when caliber data is set (even after _ready)\n\t\tif is_node_ready():\n\t\t\t_set_casing_appearance()\n\n## Whether the casing has landed on the ground.\nvar _has_landed: bool = false\n\n## Timer for lifetime management.\nvar _lifetime_timer: float = 0.0\n\n## Timer for automatic landing (since no floor in top-down game).\nvar _auto_land_timer: float = 0.0\n\n## Time before casing automatically \"lands\" and stops moving.\nconst AUTO_LAND_TIME: float = 2.0\n\n## Stores velocity before time freeze (to restore after unfreeze).\nvar _frozen_linear_velocity: Vector2 = Vector2.ZERO\nvar _frozen_angular_velocity: float = 0.0\n\n## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Pending explosion impulse to apply after time unfreeze (Issue #522).\n## When a casing is frozen and an explosion tries to kick it,\n## the impulse is stored here and applied when time unfreezes.\nvar _pending_kick_impulse: Vector2 = Vector2.ZERO\n\n## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n## This fixes Issue #392 where casings would push the player at spawn time.\nconst SPAWN_COLLISION_DELAY: float = 0.1\n\n## Timer for spawn collision delay.\nvar _spawn_timer: float = 0.0\n\n## Whether collision has been enabled after spawn delay.\nvar _spawn_collision_enabled: bool = false\n\n\n## Enable debug logging for casing physics (Issue #392 debugging).\nconst DEBUG_CASING_PHYSICS: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to casings group for explosion detection (Issue #432)\n\tadd_to_group(\"casings\")\n\n\t# Connect to collision signals to detect landing\n\tbody_entered.connect(_on_body_entered)\n\n\t# Set initial rotation to random for variety\n\trotation = randf_range(0, 2 * PI)\n\n\t# Set casing appearance based on caliber\n\t_set_casing_appearance()\n\n\t# Disable collision at spawn to prevent pushing player (Issue #392)\n\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n\t_disable_collision()\n\n\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n\t# The collision layer/mask setup is sufficient:\n\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n\t# - Casing collision_layer = 64 (layer 7)\n\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n\t# The collision exception was causing issues with casing physics.\n\t# _add_player_collision_exception() # DISABLED\n\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n\n\nfunc _physics_process(delta: float) -> void:\n\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n\tif _is_time_frozen:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\treturn\n\n\t# Handle spawn collision delay (Issue #392)\n\t# Enable collision after the casing has moved away from spawn point\n\tif not _spawn_collision_enabled:\n\t\t_spawn_timer += delta\n\t\tif _spawn_timer >= SPAWN_COLLISION_DELAY:\n\t\t\t_enable_collision()\n\t\t\t_spawn_collision_enabled = true\n\n\t# Handle lifetime if set\n\tif lifetime > 0:\n\t\t_lifetime_timer += delta\n\t\tif _lifetime_timer >= lifetime:\n\t\t\tqueue_free()\n\t\t\treturn\n\n\t# Auto-land after a few seconds if not landed yet\n\tif not _has_landed:\n\t\t_auto_land_timer += delta\n\t\tif _auto_land_timer >= AUTO_LAND_TIME:\n\t\t\t_land()\n\n\t# Once landed, stop all movement and rotation\n\tif _has_landed:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\t# Disable physics processing to save performance\n\t\tset_physics_process(false)\n\n\n## Makes the casing \"land\" by stopping all movement.\nfunc _land() -> void:\n\t_has_landed = true\n\t# Play landing sound based on caliber type\n\t_play_landing_sound()\n\n\n## Plays the appropriate casing landing sound based on caliber type.\nfunc _play_landing_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Sets the visual appearance of the casing based on its caliber.\nfunc _set_casing_appearance() -> void:\n\tvar sprite = $Sprite2D\n\tif sprite == null:\n\t\treturn\n\n\t# Try to get the casing sprite from caliber data\n\tif caliber_data != null and caliber_data is CaliberData:\n\t\tvar caliber: CaliberData = caliber_data as CaliberData\n\t\tif caliber.casing_sprite != null:\n\t\t\tsprite.texture = caliber.casing_sprite\n\t\t\t# Reset modulate to show actual sprite colors\n\t\t\tsprite.modulate = Color.WHITE\n\t\t\treturn\n\n\t# Fallback: If no sprite in caliber data, use color-based appearance\n\t# Default color (rifle casing - brass)\n\tvar casing_color = Color(0.9, 0.8, 0.4) # Brass color\n\n\tif caliber_data != null:\n\t\t# Check caliber name to determine color\n\t\tvar caliber_name: String = \"\"\n\t\tif caliber_data is CaliberData:\n\t\t\tcaliber_name = (caliber_data as CaliberData).caliber_name\n\t\telif caliber_data.has_method(\"get\"):\n\t\t\tcaliber_name = caliber_data.get(\"caliber_name\") if caliber_data.has(\"caliber_name\") else \"\"\n\n\t\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t\tcasing_color = Color(0.8, 0.2, 0.2) # Red for shotgun\n\t\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t\tcasing_color = Color(0.7, 0.7, 0.7) # Silver for pistol\n\t\t# Rifle (5.45x39mm) keeps default brass color\n\n\t# Apply the color to the sprite\n\tsprite.modulate = casing_color\n\n\n## Called when the casing collides with something (usually the ground).\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only consider landing if we hit a static body (ground/walls)\n\tif body is StaticBody2D or body is TileMap:\n\t\t_land()\n\n\n## Freezes the casing's movement during time stop effects.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc freeze_time() -> void:\n\tif _is_time_frozen:\n\t\treturn\n\n\t# Store current velocities to restore later\n\t_frozen_linear_velocity = linear_velocity\n\t_frozen_angular_velocity = angular_velocity\n\n\t# Stop all movement\n\tlinear_velocity = Vector2.ZERO\n\tangular_velocity = 0.0\n\n\t# Mark as frozen\n\t_is_time_frozen = true\n\n\n## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\n## Receives a kick impulse from a character (player or enemy) walking into this casing.\n## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n## @param impulse The kick impulse vector (direction * force).\nfunc receive_kick(impulse: Vector2) -> void:\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n\n\t# Issue #522: If time is frozen, store the impulse to apply after unfreeze.\n\t# This happens when a grenade explodes during Power Fantasy time-freeze:\n\t# the explosion triggers time-freeze BEFORE scatter_casings() runs,\n\t# so casings need to queue the impulse for when time resumes.\n\tif _is_time_frozen:\n\t\t_pending_kick_impulse += impulse\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])\n\t\treturn\n\n\t# Re-enable physics if casing was landed\n\tif _has_landed:\n\t\t_has_landed = false\n\t\t_auto_land_timer = 0.0\n\t\tset_physics_process(true)\n\n\t# Apply the kick impulse\n\tapply_central_impulse(impulse)\n\n\t# Add random spin for realism\n\tangular_velocity = randf_range(-15.0, 15.0)\n\n\t# Play kick sound if impulse is strong enough\n\t_play_kick_sound(impulse.length())\n\n\n## Minimum impulse strength to play kick sound.\nconst MIN_KICK_SOUND_IMPULSE: float = 5.0\n\n## Plays the casing kick sound if impulse is above threshold.\n## @param impulse_strength The magnitude of the kick impulse.\nfunc _play_kick_sound(impulse_strength: float) -> void:\n\tif impulse_strength < MIN_KICK_SOUND_IMPULSE:\n\t\treturn\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager == null:\n\t\treturn\n\n\t# Play sound based on caliber type for authenticity\n\t_play_casing_sound_for_caliber(audio_manager)\n\n\n## Plays the appropriate casing sound based on caliber type.\n## @param audio_manager The AudioManager node.\nfunc _play_casing_sound_for_caliber(audio_manager: Node) -> void:\n\tvar caliber_name: String = _get_caliber_name()\n\n\t# Determine sound to play based on caliber\n\tif \"buckshot\" in caliber_name.to_lower() or \"Buckshot\" in caliber_name:\n\t\t# Shotgun shell casing\n\t\tif audio_manager.has_method(\"play_shell_shotgun\"):\n\t\t\taudio_manager.play_shell_shotgun(global_position)\n\telif \"9x19\" in caliber_name or \"9mm\" in caliber_name.to_lower():\n\t\t# Pistol casing\n\t\tif audio_manager.has_method(\"play_shell_pistol\"):\n\t\t\taudio_manager.play_shell_pistol(global_position)\n\telse:\n\t\t# Default to rifle casing sound (5.45x39mm and others)\n\t\tif audio_manager.has_method(\"play_shell_rifle\"):\n\t\t\taudio_manager.play_shell_rifle(global_position)\n\n\n## Gets the caliber name from caliber_data.\n## @return The caliber name string, or empty string if not available.\nfunc _get_caliber_name() -> String:\n\tif caliber_data == null:\n\t\treturn \"\"\n\n\tif caliber_data is CaliberData:\n\t\treturn (caliber_data as CaliberData).caliber_name\n\n\t# Issue #477 Fix: For Resources loaded from C# (like WeaponData.Caliber),\n\t# we need to access the property correctly. Resources have a get() method\n\t# that returns the property value, and we should check if the property exists\n\t# by checking if get() returns a non-null value.\n\tif caliber_data is Resource:\n\t\tvar name_value = caliber_data.get(\"caliber_name\")\n\t\tif name_value != null and name_value is String:\n\t\t\treturn name_value\n\n\treturn \"\"\n\n\n## Disables collision shape to prevent physics interactions.\n## Used at spawn time to prevent pushing the player (Issue #392).\nfunc _disable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = true\n\n\n## Enables collision shape after spawn delay.\n## Called after SPAWN_COLLISION_DELAY seconds to allow normal physics interactions.\nfunc _enable_collision() -> void:\n\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n\tif collision_shape != null:\n\t\tcollision_shape.disabled = false\n\n\n## Adds collision exception for player to prevent casings from blocking player movement.\n## This is a defense-in-depth measure on top of collision layer separation.\n## Uses add_collision_exception_with() which makes the casing ignore the player.\n## Note: We only add exception in ONE direction (casing ignores player).\n## The player's CasingPusher Area2D handles pushing casings without needing physics collision.\n## Adding player.add_collision_exception_with(self) would break CasingPusher detection.\nfunc _add_player_collision_exception() -> void:\n\t# Find player in scene tree (player is in \"player\" group)\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Found %d players in 'player' group\" % players.size())\n\tfor player in players:\n\t\tif player is PhysicsBody2D:\n\t\t\t# Make this casing ignore the player in collision detection\n\t\t\t# This prevents the casing from pushing the player when they overlap\n\t\t\tadd_collision_exception_with(player)\n\t\t\tif DEBUG_CASING_PHYSICS:\n\t\t\t\tprint(\"[Casing] Added collision exception with player: %s\" % player.name)\n\t\t\t# NOTE: Do NOT add player.add_collision_exception_with(self)\n\t\t\t# That would break the player's CasingPusher Area2D detection\n", | |
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| " _frozen_linear_velocity = Vector2.ZERO", | |
| " _frozen_angular_velocity = 0.0", | |
| " ", | |
| "+ # Issue #522: Apply any pending explosion impulse that was queued during freeze.", | |
| "+ # This makes casings scatter immediately after time unfreezes.", | |
| "+ if _pending_kick_impulse != Vector2.ZERO:", | |
| "+ if DEBUG_CASING_PHYSICS:", | |
| "+ print(\"[Casing] Applying pending kick impulse after unfreeze: %s\" % _pending_kick_impulse)", | |
| "+ # Use receive_kick to properly re-enable physics and apply the impulse", | |
| "+ receive_kick(_pending_kick_impulse)", | |
| "+ _pending_kick_impulse = Vector2.ZERO", | |
| " ", | |
| "+", | |
| " ## Receives a kick impulse from a character (player or enemy) walking into this casing.", | |
| " ## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.", | |
| " ## @param impulse The kick impulse vector (direction * force)." | |
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| "content": " 33→## Stores velocity before time freeze (to restore after unfreeze).\n 34→var _frozen_linear_velocity: Vector2 = Vector2.ZERO\n 35→var _frozen_angular_velocity: float = 0.0\n 36→\n 37→## Whether the casing is currently frozen in time.\n 38→var _is_time_frozen: bool = false\n 39→\n 40→## Pending explosion impulse to apply after time unfreeze (Issue #522).\n 41→## When a casing is frozen and an explosion tries to kick it,\n 42→## the impulse is stored here and applied when time unfreezes.\n 43→var _pending_kick_impulse: Vector2 = Vector2.ZERO\n 44→\n 45→## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n 46→## This fixes Issue #392 where casings would push the player at spawn time.\n 47→const SPAWN_COLLISION_DELAY: float = 0.1\n 48→\n 49→## Timer for spawn collision delay.\n 50→var _spawn_timer: float = 0.0\n 51→\n 52→## Whether collision has been enabled after spawn delay.\n 53→var _spawn_collision_enabled: bool = false\n 54→\n 55→\n 56→## Enable debug logging for casing physics (Issue #392 debugging).\n 57→const DEBUG_CASING_PHYSICS: bool = false\n 58→\n 59→\n 60→func _ready() -> void:\n 61→\t# Add to casings group for explosion detection (Issue #432)\n 62→\tadd_to_group(\"casings\")\n 63→\n 64→\t# Connect to collision signals to detect landing\n 65→\tbody_entered.connect(_on_body_entered)\n 66→\n 67→\t# Set initial rotation to random for variety\n 68→\trotation = randf_range(0, 2 * PI)\n 69→\n 70→\t# Set casing appearance based on caliber\n 71→\t_set_casing_appearance()\n 72→\n 73→\t# Disable collision at spawn to prevent pushing player (Issue #392)\n 74→\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n 75→\t_disable_collision()\n 76→\n 77→\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n 78→\t# The collision layer/mask setup is sufficient:\n 79→\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n 80→\t# - Casing collision_layer = 64 (layer 7)\n 81→\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n 82→\t# The collision exception was causing issues with casing physics.\n 83→\t# _add_player_collision_exception() # DISABLED\n 84→\n 85→\tif DEBUG_CASING_PHYSICS:\n 86→\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n 87→\n 88→\n 89→func _physics_process(delta: float) -> void:\n 90→\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n 91→\tif _is_time_frozen:\n 92→\t\tlinear_velocity = Vector2.ZERO\n 93→\t\tangular_velocity = 0.0\n 94→\t\treturn\n 95→\n 96→\t# Handle spawn collision delay (Issue #392)\n 97→\t# Enable collision after the casing has moved away from spawn point\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": "## Stores velocity before time freeze (to restore after unfreeze).\nvar _frozen_linear_velocity: Vector2 = Vector2.ZERO\nvar _frozen_angular_velocity: float = 0.0\n\n## Whether the casing is currently frozen in time.\nvar _is_time_frozen: bool = false\n\n## Pending explosion impulse to apply after time unfreeze (Issue #522).\n## When a casing is frozen and an explosion tries to kick it,\n## the impulse is stored here and applied when time unfreezes.\nvar _pending_kick_impulse: Vector2 = Vector2.ZERO\n\n## Time before enabling collision after spawn (to prevent colliding with player at spawn).\n## This fixes Issue #392 where casings would push the player at spawn time.\nconst SPAWN_COLLISION_DELAY: float = 0.1\n\n## Timer for spawn collision delay.\nvar _spawn_timer: float = 0.0\n\n## Whether collision has been enabled after spawn delay.\nvar _spawn_collision_enabled: bool = false\n\n\n## Enable debug logging for casing physics (Issue #392 debugging).\nconst DEBUG_CASING_PHYSICS: bool = false\n\n\nfunc _ready() -> void:\n\t# Add to casings group for explosion detection (Issue #432)\n\tadd_to_group(\"casings\")\n\n\t# Connect to collision signals to detect landing\n\tbody_entered.connect(_on_body_entered)\n\n\t# Set initial rotation to random for variety\n\trotation = randf_range(0, 2 * PI)\n\n\t# Set casing appearance based on caliber\n\t_set_casing_appearance()\n\n\t# Disable collision at spawn to prevent pushing player (Issue #392)\n\t# Collision will be re-enabled after SPAWN_COLLISION_DELAY seconds\n\t_disable_collision()\n\n\t# NOTE: Collision exception with player has been REMOVED (Issue #392 Iteration 6)\n\t# The collision layer/mask setup is sufficient:\n\t# - Player collision_mask = 4 (doesn't include layer 7 where casings are)\n\t# - Casing collision_layer = 64 (layer 7)\n\t# - CasingPusher Area2D collision_mask = 64 (detects layer 7)\n\t# The collision exception was causing issues with casing physics.\n\t# _add_player_collision_exception() # DISABLED\n\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] Spawned at %s with velocity %s (speed: %.1f)\" % [global_position, linear_velocity, linear_velocity.length()])\n\n\nfunc _physics_process(delta: float) -> void:\n\t# If time is frozen, maintain frozen state (velocity should stay at zero)\n\tif _is_time_frozen:\n\t\tlinear_velocity = Vector2.ZERO\n\t\tangular_velocity = 0.0\n\t\treturn\n\n\t# Handle spawn collision delay (Issue #392)\n\t# Enable collision after the casing has moved away from spawn point", | |
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| [2026-02-06T20:14:20.132Z] [INFO] { | |
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| "content": " 195→\t# Stop all movement\n 196→\tlinear_velocity = Vector2.ZERO\n 197→\tangular_velocity = 0.0\n 198→\n 199→\t# Mark as frozen\n 200→\t_is_time_frozen = true\n 201→\n 202→\n 203→## Unfreezes the casing's movement after time stop effects end.\n 204→## Called by LastChanceEffectsManager or other time-manipulation systems.\n 205→func unfreeze_time() -> void:\n 206→\tif not _is_time_frozen:\n 207→\t\treturn\n 208→\n 209→\t# Restore velocities from before the freeze\n 210→\tlinear_velocity = _frozen_linear_velocity\n 211→\tangular_velocity = _frozen_angular_velocity\n 212→\n 213→\t# Clear frozen state\n 214→\t_is_time_frozen = false\n 215→\t_frozen_linear_velocity = Vector2.ZERO\n 216→\t_frozen_angular_velocity = 0.0\n 217→\n 218→\t# Issue #522: Apply any pending explosion impulse that was queued during freeze.\n 219→\t# This makes casings scatter immediately after time unfreezes.\n 220→\tif _pending_kick_impulse != Vector2.ZERO:\n 221→\t\tif DEBUG_CASING_PHYSICS:\n 222→\t\t\tprint(\"[Casing] Applying pending kick impulse after unfreeze: %s\" % _pending_kick_impulse)\n 223→\t\t# Use receive_kick to properly re-enable physics and apply the impulse\n 224→\t\treceive_kick(_pending_kick_impulse)\n 225→\t\t_pending_kick_impulse = Vector2.ZERO\n 226→\n 227→\n 228→## Receives a kick impulse from a character (player or enemy) walking into this casing.\n 229→## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n 230→## @param impulse The kick impulse vector (direction * force).\n 231→func receive_kick(impulse: Vector2) -> void:\n 232→\tif DEBUG_CASING_PHYSICS:\n 233→\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n 234→\n 235→\t# Issue #522: If time is frozen, store the impulse to apply after unfreeze.\n 236→\t# This happens when a grenade explodes during Power Fantasy time-freeze:\n 237→\t# the explosion triggers time-freeze BEFORE scatter_casings() runs,\n 238→\t# so casings need to queue the impulse for when time resumes.\n 239→\tif _is_time_frozen:\n 240→\t\t_pending_kick_impulse += impulse\n 241→\t\tif DEBUG_CASING_PHYSICS:\n 242→\t\t\tprint(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])\n 243→\t\treturn\n 244→\n 245→\t# Re-enable physics if casing was landed\n 246→\tif _has_landed:\n 247→\t\t_has_landed = false\n 248→\t\t_auto_land_timer = 0.0\n 249→\t\tset_physics_process(true)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "\t# Stop all movement\n\tlinear_velocity = Vector2.ZERO\n\tangular_velocity = 0.0\n\n\t# Mark as frozen\n\t_is_time_frozen = true\n\n\n## Unfreezes the casing's movement after time stop effects end.\n## Called by LastChanceEffectsManager or other time-manipulation systems.\nfunc unfreeze_time() -> void:\n\tif not _is_time_frozen:\n\t\treturn\n\n\t# Restore velocities from before the freeze\n\tlinear_velocity = _frozen_linear_velocity\n\tangular_velocity = _frozen_angular_velocity\n\n\t# Clear frozen state\n\t_is_time_frozen = false\n\t_frozen_linear_velocity = Vector2.ZERO\n\t_frozen_angular_velocity = 0.0\n\n\t# Issue #522: Apply any pending explosion impulse that was queued during freeze.\n\t# This makes casings scatter immediately after time unfreezes.\n\tif _pending_kick_impulse != Vector2.ZERO:\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Applying pending kick impulse after unfreeze: %s\" % _pending_kick_impulse)\n\t\t# Use receive_kick to properly re-enable physics and apply the impulse\n\t\treceive_kick(_pending_kick_impulse)\n\t\t_pending_kick_impulse = Vector2.ZERO\n\n\n## Receives a kick impulse from a character (player or enemy) walking into this casing.\n## Called by BaseCharacter after MoveAndSlide() detects collision with the casing.\n## @param impulse The kick impulse vector (direction * force).\nfunc receive_kick(impulse: Vector2) -> void:\n\tif DEBUG_CASING_PHYSICS:\n\t\tprint(\"[Casing] receive_kick called with impulse %s (frozen: %s, landed: %s)\" % [impulse, _is_time_frozen, _has_landed])\n\n\t# Issue #522: If time is frozen, store the impulse to apply after unfreeze.\n\t# This happens when a grenade explodes during Power Fantasy time-freeze:\n\t# the explosion triggers time-freeze BEFORE scatter_casings() runs,\n\t# so casings need to queue the impulse for when time resumes.\n\tif _is_time_frozen:\n\t\t_pending_kick_impulse += impulse\n\t\tif DEBUG_CASING_PHYSICS:\n\t\t\tprint(\"[Casing] Time frozen - queued kick impulse %s (total pending: %s)\" % [impulse, _pending_kick_impulse])\n\t\treturn\n\n\t# Re-enable physics if casing was landed\n\tif _has_landed:\n\t\t_has_landed = false\n\t\t_auto_land_timer = 0.0\n\t\tset_physics_process(true)", | |
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| "text": "The implementation looks correct. Now let me update the tests." | |
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| [2026-02-06T20:14:30.034Z] [INFO] { | |
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| "text": "Now I need to update the existing test to reflect the new behavior. The old test `test_time_frozen_casing_not_affected` verified that frozen casings get NO kick - but now they should queue the kick. I need to update the MockCasing and add new tests for the pending impulse behavior." | |
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| [2026-02-06T20:14:31.275Z] [INFO] { | |
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| "content": " 1→extends GutTest\n 2→## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n 3→##\n 4→## Tests that shell casings on the floor react appropriately to explosions:\n 5→## 1. Casings inside lethal blast zone scatter with strong impulse\n 6→## 2. Casings in proximity zone receive weak impulse\n 7→## 3. Casings far away are not affected\n 8→## 4. Works with both FragGrenade and FlashbangGrenade\n 9→## 5. Casings behind obstacles are NOT pushed (Issue #506)\n 10→\n 11→\n 12→# ============================================================================\n 13→# Mock Classes for Logic Tests\n 14→# ============================================================================\n 15→\n 16→\n 17→class MockCasing:\n 18→\t## Simulates a shell casing on the floor.\n 19→\tvar global_position: Vector2 = Vector2.ZERO\n 20→\tvar received_kicks: Array = []\n 21→\tvar _has_landed: bool = true\n 22→\tvar _is_time_frozen: bool = false\n 23→\n 24→\tfunc receive_kick(impulse: Vector2) -> void:\n 25→\t\tif _is_time_frozen:\n 26→\t\t\treturn\n 27→\t\treceived_kicks.append(impulse)\n 28→\n 29→\tfunc has_method(method_name: String) -> bool:\n 30→\t\treturn method_name == \"receive_kick\"\n 31→\n 32→\tfunc get_total_impulse_strength() -> float:\n 33→\t\tvar total: float = 0.0\n 34→\t\tfor kick in received_kicks:\n 35→\t\t\ttotal += kick.length()\n 36→\t\treturn total\n 37→\n 38→\n 39→## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\n 40→class MockObstacle:\n 41→\tvar start: Vector2\n 42→\tvar end: Vector2\n 43→\n 44→\tfunc _init(s: Vector2, e: Vector2) -> void:\n 45→\t\tstart = s\n 46→\t\tend = e\n 47→\n 48→\n 49→class MockGrenade:\n 50→\t## Simulates a grenade for testing casing scatter.\n 51→\tvar global_position: Vector2 = Vector2.ZERO\n 52→\tvar _mock_casings: Array = []\n 53→\t## Obstacles that block shockwave line of sight (Issue #506).\n 54→\tvar _mock_obstacles: Array = []\n 55→\n 56→\t## Set mock casings for testing.\n 57→\tfunc set_mock_casings(casings: Array) -> void:\n 58→\t\t_mock_casings = casings\n 59→\n 60→\t## Set mock obstacles (wall segments) for testing (Issue #506).\n 61→\tfunc set_mock_obstacles(obstacles: Array) -> void:\n 62→\t\t_mock_obstacles = obstacles\n 63→\n 64→\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n 65→\t## Uses simple 2D line segment intersection test.\n 66→\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n 67→\t\tfor obstacle in _mock_obstacles:\n 68→\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n 69→\t\t\t\treturn true\n 70→\t\treturn false\n 71→\n 72→\t## 2D line segment intersection test using cross product method.\n 73→\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n 74→\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n 75→\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n 76→\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n 77→\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n 78→\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n 79→\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n 80→\t\t\treturn true\n 81→\t\treturn false\n 82→\n 83→\t## 2D cross product of two vectors.\n 84→\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n 85→\t\treturn a.x * b.y - a.y * b.x\n 86→\n 87→\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n 88→\t## This is a copy of the actual implementation for testing logic.\n 89→\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n 90→\tfunc scatter_casings(effect_radius: float) -> void:\n 91→\t\tif _mock_casings.is_empty():\n 92→\t\t\treturn\n 93→\n 94→\t\t# Proximity zone extends to 1.5x the effect radius\n 95→\t\tvar proximity_radius := effect_radius * 1.5\n 96→\n 97→\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n 98→\t\tvar lethal_impulse_base: float = 45.0\n 99→\t\tvar proximity_impulse_base: float = 10.0\n 100→\n 101→\t\tfor casing in _mock_casings:\n 102→\t\t\tif casing == null:\n 103→\t\t\t\tcontinue\n 104→\n 105→\t\t\tvar distance := global_position.distance_to(casing.global_position)\n 106→\n 107→\t\t\t# Skip casings too far away\n 108→\t\t\tif distance > proximity_radius:\n 109→\t\t\t\tcontinue\n 110→\n 111→\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n 112→\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n 113→\t\t\t\tcontinue\n 114→\n 115→\t\t\t# Calculate direction from explosion to casing\n 116→\t\t\tvar direction := (casing.global_position - global_position).normalized()\n 117→\n 118→\t\t\tvar impulse_strength: float = 0.0\n 119→\n 120→\t\t\tif distance <= effect_radius:\n 121→\t\t\t\t# Inside lethal zone - strong scatter effect\n 122→\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n 123→\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n 124→\t\t\telse:\n 125→\t\t\t\t# Proximity zone - weak push\n 126→\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n 127→\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n 128→\n 129→\t\t\t# Apply the kick impulse to the casing\n 130→\t\t\tif casing.has_method(\"receive_kick\"):\n 131→\t\t\t\tvar impulse := direction * impulse_strength\n 132→\t\t\t\tcasing.receive_kick(impulse)\n 133→\n 134→\n 135→var grenade: MockGrenade\n 136→\n 137→\n 138→func before_each() -> void:\n 139→\tgrenade = MockGrenade.new()\n 140→\tgrenade.global_position = Vector2(100, 100)\n 141→\n 142→\n 143→func after_each() -> void:\n 144→\tgrenade = null\n 145→\n 146→\n 147→# ============================================================================\n 148→# Issue #432 Tests: Casing Scatter in Lethal Zone\n 149→# ============================================================================\n 150→\n 151→\n 152→func test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n 153→\t# Requirement 1: Casings in lethal blast zone should scatter\n 154→\tvar casing := MockCasing.new()\n 155→\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n 156→\n 157→\tgrenade.set_mock_casings([casing])\n 158→\tgrenade.scatter_casings(225.0)\n 159→\n 160→\tassert_gt(casing.received_kicks.size(), 0,\n 161→\t\t\"Casing in lethal zone should receive kick\")\n 162→\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n 163→\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n 164→\n 165→\n 166→func test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n 167→\tvar casing_center := MockCasing.new()\n 168→\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n 169→\n 170→\tvar casing_edge := MockCasing.new()\n 171→\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n 172→\n 173→\tgrenade.set_mock_casings([casing_center, casing_edge])\n 174→\tgrenade.scatter_casings(225.0)\n 175→\n 176→\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n 177→\t\t\"Casing closer to center should receive stronger impulse\")\n 178→\n 179→\n 180→func test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n 181→\tvar casings: Array = []\n 182→\tfor i in range(5):\n 183→\t\tvar casing := MockCasing.new()\n 184→\t\t# Place casings around the explosion within lethal zone\n 185→\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n 186→\t\tcasings.append(casing)\n 187→\n 188→\tgrenade.set_mock_casings(casings)\n 189→\tgrenade.scatter_casings(225.0)\n 190→\n 191→\tfor casing in casings:\n 192→\t\tassert_gt(casing.received_kicks.size(), 0,\n 193→\t\t\t\"All casings in lethal zone should receive kick\")\n 194→\n 195→\n 196→# ============================================================================\n 197→# Issue #432 Tests: Proximity Zone (Weak Impulse)\n 198→# ============================================================================\n 199→\n 200→\n 201→func test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n 202→\t# Requirement 2: Casings near lethal zone should move slightly\n 203→\tvar casing := MockCasing.new()\n 204→\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n 205→\tcasing.global_position = Vector2(350, 100) # 250 units away\n 206→\n 207→\tgrenade.set_mock_casings([casing])\n 208→\tgrenade.scatter_casings(225.0)\n 209→\n 210→\tassert_gt(casing.received_kicks.size(), 0,\n 211→\t\t\"Casing in proximity zone should receive kick\")\n 212→\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n 213→\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n 214→\n 215→\n 216→func test_proximity_impulse_weaker_than_lethal_zone() -> void:\n 217→\tvar casing_lethal := MockCasing.new()\n 218→\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n 219→\n 220→\tvar casing_proximity := MockCasing.new()\n 221→\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n 222→\n 223→\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n 224→\tgrenade.scatter_casings(225.0)\n 225→\n 226→\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n 227→\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n 228→\n 229→\n 230→# ============================================================================\n 231→# Issue #432 Tests: Casings Outside Effect Range\n 232→# ============================================================================\n 233→\n 234→\n 235→func test_casing_far_away_not_affected() -> void:\n 236→\tvar casing := MockCasing.new()\n 237→\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n 238→\n 239→\tgrenade.set_mock_casings([casing])\n 240→\tgrenade.scatter_casings(225.0)\n 241→\n 242→\tassert_eq(casing.received_kicks.size(), 0,\n 243→\t\t\"Casing far from explosion should not receive kick\")\n 244→\n 245→\n 246→func test_casing_just_outside_proximity_not_affected() -> void:\n 247→\tvar casing := MockCasing.new()\n 248→\t# Proximity radius = 225 * 1.5 = 337.5\n 249→\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n 250→\n 251→\tgrenade.set_mock_casings([casing])\n 252→\tgrenade.scatter_casings(225.0)\n 253→\n 254→\tassert_eq(casing.received_kicks.size(), 0,\n 255→\t\t\"Casing just outside proximity zone should not receive kick\")\n 256→\n 257→\n 258→# ============================================================================\n 259→# Issue #432 Tests: Direction of Impulse\n 260→# ============================================================================\n 261→\n 262→\n 263→func test_impulse_direction_away_from_explosion() -> void:\n 264→\tvar casing := MockCasing.new()\n 265→\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n 266→\n 267→\tgrenade.set_mock_casings([casing])\n 268→\tgrenade.scatter_casings(225.0)\n 269→\n 270→\tassert_gt(casing.received_kicks.size(), 0)\n 271→\tvar impulse: Vector2 = casing.received_kicks[0]\n 272→\t# Impulse should point away from explosion (positive X direction)\n 273→\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n 274→\n 275→\n 276→func test_impulse_direction_different_angles() -> void:\n 277→\tvar casing_right := MockCasing.new()\n 278→\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n 279→\n 280→\tvar casing_up := MockCasing.new()\n 281→\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n 282→\n 283→\tvar casing_left := MockCasing.new()\n 284→\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n 285→\n 286→\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n 287→\tgrenade.scatter_casings(225.0)\n 288→\n 289→\t# Check directions are correct (with some tolerance for random rotation)\n 290→\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n 291→\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n 292→\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n 293→\n 294→\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n 295→\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n 296→\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n 297→\n 298→\n 299→# ============================================================================\n 300→# Issue #432 Tests: Time-Frozen Casings\n 301→# ============================================================================\n 302→\n 303→\n 304→func test_time_frozen_casing_not_affected() -> void:\n 305→\tvar casing := MockCasing.new()\n 306→\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n 307→\tcasing._is_time_frozen = true\n 308→\n 309→\tgrenade.set_mock_casings([casing])\n 310→\tgrenade.scatter_casings(225.0)\n 311→\n 312→\tassert_eq(casing.received_kicks.size(), 0,\n 313→\t\t\"Time-frozen casing should not receive kick\")\n 314→\n 315→\n 316→# ============================================================================\n 317→# Issue #432 Tests: No Casings in Scene\n 318→# ============================================================================\n 319→\n 320→\n 321→func test_no_casings_does_not_crash() -> void:\n 322→\t# Empty casings array - should not crash\n 323→\tgrenade.set_mock_casings([])\n 324→\tgrenade.scatter_casings(225.0)\n 325→\t# Test passes if no crash occurs\n 326→\tassert_true(true, \"Should handle empty casings array gracefully\")\n 327→\n 328→\n 329→# ============================================================================\n 330→# Issue #432 Tests: Different Grenade Types\n 331→# ============================================================================\n 332→\n 333→\n 334→func test_flashbang_smaller_effective_radius() -> void:\n 335→\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n 336→\tvar casing := MockCasing.new()\n 337→\tcasing.global_position = Vector2(200, 100) # 100 units away\n 338→\n 339→\tgrenade.set_mock_casings([casing])\n 340→\t# Flashbang effective radius: 160 (40% of 400)\n 341→\tgrenade.scatter_casings(160.0)\n 342→\n 343→\tassert_gt(casing.received_kicks.size(), 0,\n 344→\t\t\"Casing should be affected by flashbang explosion\")\n 345→\n 346→\n 347→func test_frag_grenade_larger_effective_radius() -> void:\n 348→\t# FragGrenade uses full 225 radius\n 349→\tvar casing := MockCasing.new()\n 350→\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n 351→\n 352→\tgrenade.set_mock_casings([casing])\n 353→\tgrenade.scatter_casings(225.0)\n 354→\n 355→\tassert_gt(casing.received_kicks.size(), 0,\n 356→\t\t\"Casing should be affected by frag grenade explosion\")\n 357→\n 358→\n 359→# ============================================================================\n 360→# Edge Cases\n 361→# ============================================================================\n 362→\n 363→\n 364→func test_casing_at_exact_lethal_radius_edge() -> void:\n 365→\tvar casing := MockCasing.new()\n 366→\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n 367→\n 368→\tgrenade.set_mock_casings([casing])\n 369→\tgrenade.scatter_casings(225.0)\n 370→\n 371→\t# Should still receive some impulse (minimum for lethal zone edge)\n 372→\tassert_gt(casing.received_kicks.size(), 0,\n 373→\t\t\"Casing at lethal radius edge should receive kick\")\n 374→\n 375→\n 376→func test_casing_at_exact_proximity_radius_edge() -> void:\n 377→\tvar casing := MockCasing.new()\n 378→\t# Proximity radius = 225 * 1.5 = 337.5\n 379→\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n 380→\n 381→\tgrenade.set_mock_casings([casing])\n 382→\tgrenade.scatter_casings(225.0)\n 383→\n 384→\t# Should receive minimal impulse\n 385→\tassert_gt(casing.received_kicks.size(), 0,\n 386→\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n 387→\n 388→\n 389→# ============================================================================\n 390→# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n 391→# ============================================================================\n 392→\n 393→\n 394→func test_casing_behind_wall_not_pushed() -> void:\n 395→\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n 396→\tvar casing := MockCasing.new()\n 397→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 398→\n 399→\t# Place a wall between grenade and casing\n 400→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n 401→\n 402→\tgrenade.set_mock_casings([casing])\n 403→\tgrenade.set_mock_obstacles([wall])\n 404→\tgrenade.scatter_casings(225.0)\n 405→\n 406→\tassert_eq(casing.received_kicks.size(), 0,\n 407→\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n 408→\n 409→\n 410→func test_casing_not_behind_wall_still_pushed() -> void:\n 411→\t# Issue #506: Casing with clear line of sight should still be pushed\n 412→\tvar casing := MockCasing.new()\n 413→\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n 414→\n 415→\t# Place a wall that does NOT block the path (wall is above the line of fire)\n 416→\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n 417→\n 418→\tgrenade.set_mock_casings([casing])\n 419→\tgrenade.set_mock_obstacles([wall])\n 420→\tgrenade.scatter_casings(225.0)\n 421→\n 422→\tassert_gt(casing.received_kicks.size(), 0,\n 423→\t\t\"Casing with clear line of sight should still receive kick\")\n 424→\n 425→\n 426→func test_some_casings_blocked_some_not() -> void:\n 427→\t# Issue #506: Mix of blocked and unblocked casings\n 428→\tvar casing_exposed := MockCasing.new()\n 429→\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n 430→\n 431→\tvar casing_blocked := MockCasing.new()\n 432→\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n 433→\n 434→\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n 435→\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n 436→\n 437→\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n 438→\tgrenade.set_mock_obstacles([wall])\n 439→\tgrenade.scatter_casings(225.0)\n 440→\n 441→\tassert_gt(casing_exposed.received_kicks.size(), 0,\n 442→\t\t\"Exposed casing should receive kick\")\n 443→\tassert_eq(casing_blocked.received_kicks.size(), 0,\n 444→\t\t\"Blocked casing should NOT receive kick\")\n 445→\n 446→\n 447→func test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n 448→\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n 449→\tvar casing := MockCasing.new()\n 450→\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n 451→\n 452→\t# Wall between grenade and casing\n 453→\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n 454→\n 455→\tgrenade.set_mock_casings([casing])\n 456→\tgrenade.set_mock_obstacles([wall])\n 457→\tgrenade.scatter_casings(225.0)\n 458→\n 459→\tassert_eq(casing.received_kicks.size(), 0,\n 460→\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n 461→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
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| "session_id": "3d5cbd2c-db21-45b4-a40d-c4372f176c58", | |
| "uuid": "4884cb99-8111-4b0d-bd5a-7de1ae4f24c6", | |
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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd", | |
| "content": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n\n\n# ============================================================================\n# Mock Classes for Logic Tests\n# ============================================================================\n\n\nclass MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total\n\n\n## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\nclass MockObstacle:\n\tvar start: Vector2\n\tvar end: Vector2\n\n\tfunc _init(s: Vector2, e: Vector2) -> void:\n\t\tstart = s\n\t\tend = e\n\n\nclass MockGrenade:\n\t## Simulates a grenade for testing casing scatter.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar _mock_casings: Array = []\n\t## Obstacles that block shockwave line of sight (Issue #506).\n\tvar _mock_obstacles: Array = []\n\n\t## Set mock casings for testing.\n\tfunc set_mock_casings(casings: Array) -> void:\n\t\t_mock_casings = casings\n\n\t## Set mock obstacles (wall segments) for testing (Issue #506).\n\tfunc set_mock_obstacles(obstacles: Array) -> void:\n\t\t_mock_obstacles = obstacles\n\n\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n\t## Uses simple 2D line segment intersection test.\n\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n\t\tfor obstacle in _mock_obstacles:\n\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n\t\t\t\treturn true\n\t\treturn false\n\n\t## 2D line segment intersection test using cross product method.\n\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n\t\t\treturn true\n\t\treturn false\n\n\t## 2D cross product of two vectors.\n\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n\t\treturn a.x * b.y - a.y * b.x\n\n\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n\t## This is a copy of the actual implementation for testing logic.\n\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n\tfunc scatter_casings(effect_radius: float) -> void:\n\t\tif _mock_casings.is_empty():\n\t\t\treturn\n\n\t\t# Proximity zone extends to 1.5x the effect radius\n\t\tvar proximity_radius := effect_radius * 1.5\n\n\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n\t\tvar lethal_impulse_base: float = 45.0\n\t\tvar proximity_impulse_base: float = 10.0\n\n\t\tfor casing in _mock_casings:\n\t\t\tif casing == null:\n\t\t\t\tcontinue\n\n\t\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t\t# Skip casings too far away\n\t\t\tif distance > proximity_radius:\n\t\t\t\tcontinue\n\n\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n\t\t\t\tcontinue\n\n\t\t\t# Calculate direction from explosion to casing\n\t\t\tvar direction := (casing.global_position - global_position).normalized()\n\n\t\t\tvar impulse_strength: float = 0.0\n\n\t\t\tif distance <= effect_radius:\n\t\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\telse:\n\t\t\t\t# Proximity zone - weak push\n\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\n\t\t\t# Apply the kick impulse to the casing\n\t\t\tif casing.has_method(\"receive_kick\"):\n\t\t\t\tvar impulse := direction * impulse_strength\n\t\t\t\tcasing.receive_kick(impulse)\n\n\nvar grenade: MockGrenade\n\n\nfunc before_each() -> void:\n\tgrenade = MockGrenade.new()\n\tgrenade.global_position = Vector2(100, 100)\n\n\nfunc after_each() -> void:\n\tgrenade = null\n\n\n# ============================================================================\n# Issue #432 Tests: Casing Scatter in Lethal Zone\n# ============================================================================\n\n\nfunc test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n\t# Requirement 1: Casings in lethal blast zone should scatter\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in lethal zone should receive kick\")\n\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n\n\nfunc test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n\tvar casing_center := MockCasing.new()\n\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n\n\tvar casing_edge := MockCasing.new()\n\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n\n\tgrenade.set_mock_casings([casing_center, casing_edge])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n\t\t\"Casing closer to center should receive stronger impulse\")\n\n\nfunc test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n\tvar casings: Array = []\n\tfor i in range(5):\n\t\tvar casing := MockCasing.new()\n\t\t# Place casings around the explosion within lethal zone\n\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n\t\tcasings.append(casing)\n\n\tgrenade.set_mock_casings(casings)\n\tgrenade.scatter_casings(225.0)\n\n\tfor casing in casings:\n\t\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\t\"All casings in lethal zone should receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Proximity Zone (Weak Impulse)\n# ============================================================================\n\n\nfunc test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n\t# Requirement 2: Casings near lethal zone should move slightly\n\tvar casing := MockCasing.new()\n\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n\tcasing.global_position = Vector2(350, 100) # 250 units away\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone should receive kick\")\n\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n\n\nfunc test_proximity_impulse_weaker_than_lethal_zone() -> void:\n\tvar casing_lethal := MockCasing.new()\n\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n\n\tvar casing_proximity := MockCasing.new()\n\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n\n\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n\n\n# ============================================================================\n# Issue #432 Tests: Casings Outside Effect Range\n# ============================================================================\n\n\nfunc test_casing_far_away_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing far from explosion should not receive kick\")\n\n\nfunc test_casing_just_outside_proximity_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing just outside proximity zone should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Direction of Impulse\n# ============================================================================\n\n\nfunc test_impulse_direction_away_from_explosion() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0)\n\tvar impulse: Vector2 = casing.received_kicks[0]\n\t# Impulse should point away from explosion (positive X direction)\n\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n\n\nfunc test_impulse_direction_different_angles() -> void:\n\tvar casing_right := MockCasing.new()\n\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n\n\tvar casing_up := MockCasing.new()\n\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n\n\tvar casing_left := MockCasing.new()\n\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n\n\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n\tgrenade.scatter_casings(225.0)\n\n\t# Check directions are correct (with some tolerance for random rotation)\n\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n\n\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n\n\n# ============================================================================\n# Issue #432 Tests: Time-Frozen Casings\n# ============================================================================\n\n\nfunc test_time_frozen_casing_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n\tcasing._is_time_frozen = true\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Time-frozen casing should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: No Casings in Scene\n# ============================================================================\n\n\nfunc test_no_casings_does_not_crash() -> void:\n\t# Empty casings array - should not crash\n\tgrenade.set_mock_casings([])\n\tgrenade.scatter_casings(225.0)\n\t# Test passes if no crash occurs\n\tassert_true(true, \"Should handle empty casings array gracefully\")\n\n\n# ============================================================================\n# Issue #432 Tests: Different Grenade Types\n# ============================================================================\n\n\nfunc test_flashbang_smaller_effective_radius() -> void:\n\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away\n\n\tgrenade.set_mock_casings([casing])\n\t# Flashbang effective radius: 160 (40% of 400)\n\tgrenade.scatter_casings(160.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by flashbang explosion\")\n\n\nfunc test_frag_grenade_larger_effective_radius() -> void:\n\t# FragGrenade uses full 225 radius\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by frag grenade explosion\")\n\n\n# ============================================================================\n# Edge Cases\n# ============================================================================\n\n\nfunc test_casing_at_exact_lethal_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should still receive some impulse (minimum for lethal zone edge)\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at lethal radius edge should receive kick\")\n\n\nfunc test_casing_at_exact_proximity_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should receive minimal impulse\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n\n\n# ============================================================================\n# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n# ============================================================================\n\n\nfunc test_casing_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n\n\nfunc test_casing_not_behind_wall_still_pushed() -> void:\n\t# Issue #506: Casing with clear line of sight should still be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall that does NOT block the path (wall is above the line of fire)\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing with clear line of sight should still receive kick\")\n\n\nfunc test_some_casings_blocked_some_not() -> void:\n\t# Issue #506: Mix of blocked and unblocked casings\n\tvar casing_exposed := MockCasing.new()\n\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n\n\tvar casing_blocked := MockCasing.new()\n\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n\n\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n\n\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_exposed.received_kicks.size(), 0,\n\t\t\"Exposed casing should receive kick\")\n\tassert_eq(casing_blocked.received_kicks.size(), 0,\n\t\t\"Blocked casing should NOT receive kick\")\n\n\nfunc test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n\n\t# Wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n", | |
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| "text": "Now I need to update the MockCasing to match the new behavior and update/add tests. The MockCasing needs to support the pending impulse mechanism, and the old test `test_time_frozen_casing_not_affected` needs to be updated to reflect the new behavior (impulses are queued, not dropped)." | |
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| "old_string": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)", | |
| "new_string": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506, #522).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n## 6. Time-frozen casings queue impulse and apply on unfreeze (Issue #522)" | |
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| "content": "The file /tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd has been updated successfully." | |
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| "oldString": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)", | |
| "newString": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506, #522).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n## 6. Time-frozen casings queue impulse and apply on unfreeze (Issue #522)", | |
| "originalFile": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n\n\n# ============================================================================\n# Mock Classes for Logic Tests\n# ============================================================================\n\n\nclass MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total\n\n\n## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\nclass MockObstacle:\n\tvar start: Vector2\n\tvar end: Vector2\n\n\tfunc _init(s: Vector2, e: Vector2) -> void:\n\t\tstart = s\n\t\tend = e\n\n\nclass MockGrenade:\n\t## Simulates a grenade for testing casing scatter.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar _mock_casings: Array = []\n\t## Obstacles that block shockwave line of sight (Issue #506).\n\tvar _mock_obstacles: Array = []\n\n\t## Set mock casings for testing.\n\tfunc set_mock_casings(casings: Array) -> void:\n\t\t_mock_casings = casings\n\n\t## Set mock obstacles (wall segments) for testing (Issue #506).\n\tfunc set_mock_obstacles(obstacles: Array) -> void:\n\t\t_mock_obstacles = obstacles\n\n\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n\t## Uses simple 2D line segment intersection test.\n\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n\t\tfor obstacle in _mock_obstacles:\n\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n\t\t\t\treturn true\n\t\treturn false\n\n\t## 2D line segment intersection test using cross product method.\n\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n\t\t\treturn true\n\t\treturn false\n\n\t## 2D cross product of two vectors.\n\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n\t\treturn a.x * b.y - a.y * b.x\n\n\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n\t## This is a copy of the actual implementation for testing logic.\n\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n\tfunc scatter_casings(effect_radius: float) -> void:\n\t\tif _mock_casings.is_empty():\n\t\t\treturn\n\n\t\t# Proximity zone extends to 1.5x the effect radius\n\t\tvar proximity_radius := effect_radius * 1.5\n\n\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n\t\tvar lethal_impulse_base: float = 45.0\n\t\tvar proximity_impulse_base: float = 10.0\n\n\t\tfor casing in _mock_casings:\n\t\t\tif casing == null:\n\t\t\t\tcontinue\n\n\t\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t\t# Skip casings too far away\n\t\t\tif distance > proximity_radius:\n\t\t\t\tcontinue\n\n\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n\t\t\t\tcontinue\n\n\t\t\t# Calculate direction from explosion to casing\n\t\t\tvar direction := (casing.global_position - global_position).normalized()\n\n\t\t\tvar impulse_strength: float = 0.0\n\n\t\t\tif distance <= effect_radius:\n\t\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\telse:\n\t\t\t\t# Proximity zone - weak push\n\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\n\t\t\t# Apply the kick impulse to the casing\n\t\t\tif casing.has_method(\"receive_kick\"):\n\t\t\t\tvar impulse := direction * impulse_strength\n\t\t\t\tcasing.receive_kick(impulse)\n\n\nvar grenade: MockGrenade\n\n\nfunc before_each() -> void:\n\tgrenade = MockGrenade.new()\n\tgrenade.global_position = Vector2(100, 100)\n\n\nfunc after_each() -> void:\n\tgrenade = null\n\n\n# ============================================================================\n# Issue #432 Tests: Casing Scatter in Lethal Zone\n# ============================================================================\n\n\nfunc test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n\t# Requirement 1: Casings in lethal blast zone should scatter\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in lethal zone should receive kick\")\n\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n\n\nfunc test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n\tvar casing_center := MockCasing.new()\n\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n\n\tvar casing_edge := MockCasing.new()\n\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n\n\tgrenade.set_mock_casings([casing_center, casing_edge])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n\t\t\"Casing closer to center should receive stronger impulse\")\n\n\nfunc test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n\tvar casings: Array = []\n\tfor i in range(5):\n\t\tvar casing := MockCasing.new()\n\t\t# Place casings around the explosion within lethal zone\n\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n\t\tcasings.append(casing)\n\n\tgrenade.set_mock_casings(casings)\n\tgrenade.scatter_casings(225.0)\n\n\tfor casing in casings:\n\t\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\t\"All casings in lethal zone should receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Proximity Zone (Weak Impulse)\n# ============================================================================\n\n\nfunc test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n\t# Requirement 2: Casings near lethal zone should move slightly\n\tvar casing := MockCasing.new()\n\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n\tcasing.global_position = Vector2(350, 100) # 250 units away\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone should receive kick\")\n\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n\n\nfunc test_proximity_impulse_weaker_than_lethal_zone() -> void:\n\tvar casing_lethal := MockCasing.new()\n\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n\n\tvar casing_proximity := MockCasing.new()\n\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n\n\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n\n\n# ============================================================================\n# Issue #432 Tests: Casings Outside Effect Range\n# ============================================================================\n\n\nfunc test_casing_far_away_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing far from explosion should not receive kick\")\n\n\nfunc test_casing_just_outside_proximity_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing just outside proximity zone should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Direction of Impulse\n# ============================================================================\n\n\nfunc test_impulse_direction_away_from_explosion() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0)\n\tvar impulse: Vector2 = casing.received_kicks[0]\n\t# Impulse should point away from explosion (positive X direction)\n\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n\n\nfunc test_impulse_direction_different_angles() -> void:\n\tvar casing_right := MockCasing.new()\n\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n\n\tvar casing_up := MockCasing.new()\n\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n\n\tvar casing_left := MockCasing.new()\n\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n\n\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n\tgrenade.scatter_casings(225.0)\n\n\t# Check directions are correct (with some tolerance for random rotation)\n\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n\n\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n\n\n# ============================================================================\n# Issue #432 Tests: Time-Frozen Casings\n# ============================================================================\n\n\nfunc test_time_frozen_casing_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n\tcasing._is_time_frozen = true\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Time-frozen casing should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: No Casings in Scene\n# ============================================================================\n\n\nfunc test_no_casings_does_not_crash() -> void:\n\t# Empty casings array - should not crash\n\tgrenade.set_mock_casings([])\n\tgrenade.scatter_casings(225.0)\n\t# Test passes if no crash occurs\n\tassert_true(true, \"Should handle empty casings array gracefully\")\n\n\n# ============================================================================\n# Issue #432 Tests: Different Grenade Types\n# ============================================================================\n\n\nfunc test_flashbang_smaller_effective_radius() -> void:\n\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away\n\n\tgrenade.set_mock_casings([casing])\n\t# Flashbang effective radius: 160 (40% of 400)\n\tgrenade.scatter_casings(160.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by flashbang explosion\")\n\n\nfunc test_frag_grenade_larger_effective_radius() -> void:\n\t# FragGrenade uses full 225 radius\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by frag grenade explosion\")\n\n\n# ============================================================================\n# Edge Cases\n# ============================================================================\n\n\nfunc test_casing_at_exact_lethal_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should still receive some impulse (minimum for lethal zone edge)\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at lethal radius edge should receive kick\")\n\n\nfunc test_casing_at_exact_proximity_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should receive minimal impulse\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n\n\n# ============================================================================\n# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n# ============================================================================\n\n\nfunc test_casing_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n\n\nfunc test_casing_not_behind_wall_still_pushed() -> void:\n\t# Issue #506: Casing with clear line of sight should still be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall that does NOT block the path (wall is above the line of fire)\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing with clear line of sight should still receive kick\")\n\n\nfunc test_some_casings_blocked_some_not() -> void:\n\t# Issue #506: Mix of blocked and unblocked casings\n\tvar casing_exposed := MockCasing.new()\n\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n\n\tvar casing_blocked := MockCasing.new()\n\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n\n\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n\n\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_exposed.received_kicks.size(), 0,\n\t\t\"Exposed casing should receive kick\")\n\tassert_eq(casing_blocked.received_kicks.size(), 0,\n\t\t\"Blocked casing should NOT receive kick\")\n\n\nfunc test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n\n\t# Wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n", | |
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| " extends GutTest", | |
| "-## Unit tests for shell casing reaction to explosions (Issue #432, #506).", | |
| "+## Unit tests for shell casing reaction to explosions (Issue #432, #506, #522).", | |
| " ##", | |
| " ## Tests that shell casings on the floor react appropriately to explosions:", | |
| " ## 1. Casings inside lethal blast zone scatter with strong impulse" | |
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| " ## 3. Casings far away are not affected", | |
| " ## 4. Works with both FragGrenade and FlashbangGrenade", | |
| " ## 5. Casings behind obstacles are NOT pushed (Issue #506)", | |
| "+## 6. Time-frozen casings queue impulse and apply on unfreeze (Issue #522)", | |
| " ", | |
| " ", | |
| " # ============================================================================" | |
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| "text": "Now update the MockCasing to match the new behavior:" | |
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| "old_string": "class MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total", | |
| "new_string": "class MockCasing:\n\t## Simulates a shell casing on the floor.\n\t## Updated for Issue #522: supports pending impulse during time freeze.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\tvar _pending_kick_impulse: Vector2 = Vector2.ZERO\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\t# Issue #522: Queue impulse during freeze instead of discarding\n\t\tif _is_time_frozen:\n\t\t\t_pending_kick_impulse += impulse\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc unfreeze_time() -> void:\n\t\t_is_time_frozen = false\n\t\t# Issue #522: Apply pending impulse on unfreeze\n\t\tif _pending_kick_impulse != Vector2.ZERO:\n\t\t\treceive_kick(_pending_kick_impulse)\n\t\t\t_pending_kick_impulse = Vector2.ZERO\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\" or method_name == \"unfreeze_time\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total" | |
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| "filePath": "/tmp/gh-issue-solver-1770408675396/tests/unit/test_casing_explosion_reaction.gd", | |
| "oldString": "class MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total", | |
| "newString": "class MockCasing:\n\t## Simulates a shell casing on the floor.\n\t## Updated for Issue #522: supports pending impulse during time freeze.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\tvar _pending_kick_impulse: Vector2 = Vector2.ZERO\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\t# Issue #522: Queue impulse during freeze instead of discarding\n\t\tif _is_time_frozen:\n\t\t\t_pending_kick_impulse += impulse\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc unfreeze_time() -> void:\n\t\t_is_time_frozen = false\n\t\t# Issue #522: Apply pending impulse on unfreeze\n\t\tif _pending_kick_impulse != Vector2.ZERO:\n\t\t\treceive_kick(_pending_kick_impulse)\n\t\t\t_pending_kick_impulse = Vector2.ZERO\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\" or method_name == \"unfreeze_time\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total", | |
| "originalFile": "extends GutTest\n## Unit tests for shell casing reaction to explosions (Issue #432, #506, #522).\n##\n## Tests that shell casings on the floor react appropriately to explosions:\n## 1. Casings inside lethal blast zone scatter with strong impulse\n## 2. Casings in proximity zone receive weak impulse\n## 3. Casings far away are not affected\n## 4. Works with both FragGrenade and FlashbangGrenade\n## 5. Casings behind obstacles are NOT pushed (Issue #506)\n## 6. Time-frozen casings queue impulse and apply on unfreeze (Issue #522)\n\n\n# ============================================================================\n# Mock Classes for Logic Tests\n# ============================================================================\n\n\nclass MockCasing:\n\t## Simulates a shell casing on the floor.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar received_kicks: Array = []\n\tvar _has_landed: bool = true\n\tvar _is_time_frozen: bool = false\n\n\tfunc receive_kick(impulse: Vector2) -> void:\n\t\tif _is_time_frozen:\n\t\t\treturn\n\t\treceived_kicks.append(impulse)\n\n\tfunc has_method(method_name: String) -> bool:\n\t\treturn method_name == \"receive_kick\"\n\n\tfunc get_total_impulse_strength() -> float:\n\t\tvar total: float = 0.0\n\t\tfor kick in received_kicks:\n\t\t\ttotal += kick.length()\n\t\treturn total\n\n\n## Represents an obstacle segment (wall) that blocks line of sight (Issue #506).\nclass MockObstacle:\n\tvar start: Vector2\n\tvar end: Vector2\n\n\tfunc _init(s: Vector2, e: Vector2) -> void:\n\t\tstart = s\n\t\tend = e\n\n\nclass MockGrenade:\n\t## Simulates a grenade for testing casing scatter.\n\tvar global_position: Vector2 = Vector2.ZERO\n\tvar _mock_casings: Array = []\n\t## Obstacles that block shockwave line of sight (Issue #506).\n\tvar _mock_obstacles: Array = []\n\n\t## Set mock casings for testing.\n\tfunc set_mock_casings(casings: Array) -> void:\n\t\t_mock_casings = casings\n\n\t## Set mock obstacles (wall segments) for testing (Issue #506).\n\tfunc set_mock_obstacles(obstacles: Array) -> void:\n\t\t_mock_obstacles = obstacles\n\n\t## Check if a line segment from A to B intersects with any obstacle (Issue #506).\n\t## Uses simple 2D line segment intersection test.\n\tfunc _is_blocked_by_obstacle(from: Vector2, to: Vector2) -> bool:\n\t\tfor obstacle in _mock_obstacles:\n\t\t\tif _segments_intersect(from, to, obstacle.start, obstacle.end):\n\t\t\t\treturn true\n\t\treturn false\n\n\t## 2D line segment intersection test using cross product method.\n\tstatic func _segments_intersect(a1: Vector2, a2: Vector2, b1: Vector2, b2: Vector2) -> bool:\n\t\tvar d1 := _cross_2d(b2 - b1, a1 - b1)\n\t\tvar d2 := _cross_2d(b2 - b1, a2 - b1)\n\t\tvar d3 := _cross_2d(a2 - a1, b1 - a1)\n\t\tvar d4 := _cross_2d(a2 - a1, b2 - a1)\n\t\tif ((d1 > 0 and d2 < 0) or (d1 < 0 and d2 > 0)) and \\\n\t\t ((d3 > 0 and d4 < 0) or (d3 < 0 and d4 > 0)):\n\t\t\treturn true\n\t\treturn false\n\n\t## 2D cross product of two vectors.\n\tstatic func _cross_2d(a: Vector2, b: Vector2) -> float:\n\t\treturn a.x * b.y - a.y * b.x\n\n\t## Scatter shell casings within and near the explosion radius (Issue #432, #506).\n\t## This is a copy of the actual implementation for testing logic.\n\t## Issue #506: Now checks obstacle line of sight before applying impulse.\n\tfunc scatter_casings(effect_radius: float) -> void:\n\t\tif _mock_casings.is_empty():\n\t\t\treturn\n\n\t\t# Proximity zone extends to 1.5x the effect radius\n\t\tvar proximity_radius := effect_radius * 1.5\n\n\t\t# Impulse strengths (calibrated based on player kick force ~6-9 units)\n\t\tvar lethal_impulse_base: float = 45.0\n\t\tvar proximity_impulse_base: float = 10.0\n\n\t\tfor casing in _mock_casings:\n\t\t\tif casing == null:\n\t\t\t\tcontinue\n\n\t\t\tvar distance := global_position.distance_to(casing.global_position)\n\n\t\t\t# Skip casings too far away\n\t\t\tif distance > proximity_radius:\n\t\t\t\tcontinue\n\n\t\t\t# Issue #506: Check if obstacle blocks line of sight to casing\n\t\t\tif _is_blocked_by_obstacle(global_position, casing.global_position):\n\t\t\t\tcontinue\n\n\t\t\t# Calculate direction from explosion to casing\n\t\t\tvar direction := (casing.global_position - global_position).normalized()\n\n\t\t\tvar impulse_strength: float = 0.0\n\n\t\t\tif distance <= effect_radius:\n\t\t\t\t# Inside lethal zone - strong scatter effect\n\t\t\t\tvar distance_factor := 1.0 - (distance / effect_radius)\n\t\t\t\timpulse_strength = lethal_impulse_base * sqrt(distance_factor + 0.1)\n\t\t\telse:\n\t\t\t\t# Proximity zone - weak push\n\t\t\t\tvar proximity_factor := 1.0 - ((distance - effect_radius) / (proximity_radius - effect_radius))\n\t\t\t\timpulse_strength = proximity_impulse_base * proximity_factor\n\n\t\t\t# Apply the kick impulse to the casing\n\t\t\tif casing.has_method(\"receive_kick\"):\n\t\t\t\tvar impulse := direction * impulse_strength\n\t\t\t\tcasing.receive_kick(impulse)\n\n\nvar grenade: MockGrenade\n\n\nfunc before_each() -> void:\n\tgrenade = MockGrenade.new()\n\tgrenade.global_position = Vector2(100, 100)\n\n\nfunc after_each() -> void:\n\tgrenade = null\n\n\n# ============================================================================\n# Issue #432 Tests: Casing Scatter in Lethal Zone\n# ============================================================================\n\n\nfunc test_casing_in_lethal_zone_receives_strong_impulse() -> void:\n\t# Requirement 1: Casings in lethal blast zone should scatter\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # 50 units away, inside 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in lethal zone should receive kick\")\n\tassert_gt(casing.get_total_impulse_strength(), 30.0,\n\t\t\"Casing in lethal zone should receive strong impulse (>30)\")\n\n\nfunc test_casing_at_explosion_center_receives_strongest_impulse() -> void:\n\tvar casing_center := MockCasing.new()\n\tcasing_center.global_position = Vector2(101, 100) # Very close to center\n\n\tvar casing_edge := MockCasing.new()\n\tcasing_edge.global_position = Vector2(300, 100) # Near edge of 225 radius\n\n\tgrenade.set_mock_casings([casing_center, casing_edge])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_center.get_total_impulse_strength(), casing_edge.get_total_impulse_strength(),\n\t\t\"Casing closer to center should receive stronger impulse\")\n\n\nfunc test_multiple_casings_in_lethal_zone_all_scatter() -> void:\n\tvar casings: Array = []\n\tfor i in range(5):\n\t\tvar casing := MockCasing.new()\n\t\t# Place casings around the explosion within lethal zone\n\t\tcasing.global_position = Vector2(100 + i * 30, 100 + i * 20)\n\t\tcasings.append(casing)\n\n\tgrenade.set_mock_casings(casings)\n\tgrenade.scatter_casings(225.0)\n\n\tfor casing in casings:\n\t\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\t\"All casings in lethal zone should receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Proximity Zone (Weak Impulse)\n# ============================================================================\n\n\nfunc test_casing_in_proximity_zone_receives_weak_impulse() -> void:\n\t# Requirement 2: Casings near lethal zone should move slightly\n\tvar casing := MockCasing.new()\n\t# Place casing just outside lethal zone (225) but inside proximity (337.5)\n\tcasing.global_position = Vector2(350, 100) # 250 units away\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone should receive kick\")\n\tassert_lt(casing.get_total_impulse_strength(), 15.0,\n\t\t\"Casing in proximity zone should receive weak impulse (<15)\")\n\n\nfunc test_proximity_impulse_weaker_than_lethal_zone() -> void:\n\tvar casing_lethal := MockCasing.new()\n\tcasing_lethal.global_position = Vector2(200, 100) # 100 units away, inside lethal\n\n\tvar casing_proximity := MockCasing.new()\n\tcasing_proximity.global_position = Vector2(350, 100) # 250 units away, proximity\n\n\tgrenade.set_mock_casings([casing_lethal, casing_proximity])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_lethal.get_total_impulse_strength(), casing_proximity.get_total_impulse_strength(),\n\t\t\"Lethal zone impulse should be stronger than proximity zone\")\n\n\n# ============================================================================\n# Issue #432 Tests: Casings Outside Effect Range\n# ============================================================================\n\n\nfunc test_casing_far_away_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(500, 100) # 400 units away, outside proximity (337.5)\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing far from explosion should not receive kick\")\n\n\nfunc test_casing_just_outside_proximity_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(440, 100) # 340 units away, just outside\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing just outside proximity zone should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: Direction of Impulse\n# ============================================================================\n\n\nfunc test_impulse_direction_away_from_explosion() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units to the right\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0)\n\tvar impulse: Vector2 = casing.received_kicks[0]\n\t# Impulse should point away from explosion (positive X direction)\n\tassert_gt(impulse.x, 0, \"Impulse should push casing away from explosion\")\n\n\nfunc test_impulse_direction_different_angles() -> void:\n\tvar casing_right := MockCasing.new()\n\tcasing_right.global_position = Vector2(200, 100) # Right of explosion\n\n\tvar casing_up := MockCasing.new()\n\tcasing_up.global_position = Vector2(100, 0) # Above explosion\n\n\tvar casing_left := MockCasing.new()\n\tcasing_left.global_position = Vector2(0, 100) # Left of explosion\n\n\tgrenade.set_mock_casings([casing_right, casing_up, casing_left])\n\tgrenade.scatter_casings(225.0)\n\n\t# Check directions are correct (with some tolerance for random rotation)\n\tvar right_impulse: Vector2 = casing_right.received_kicks[0]\n\tvar up_impulse: Vector2 = casing_up.received_kicks[0]\n\tvar left_impulse: Vector2 = casing_left.received_kicks[0]\n\n\tassert_gt(right_impulse.x, 0, \"Right casing should be pushed right\")\n\tassert_lt(up_impulse.y, 0, \"Up casing should be pushed up (negative Y)\")\n\tassert_lt(left_impulse.x, 0, \"Left casing should be pushed left\")\n\n\n# ============================================================================\n# Issue #432 Tests: Time-Frozen Casings\n# ============================================================================\n\n\nfunc test_time_frozen_casing_not_affected() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(150, 100) # Inside lethal zone\n\tcasing._is_time_frozen = true\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Time-frozen casing should not receive kick\")\n\n\n# ============================================================================\n# Issue #432 Tests: No Casings in Scene\n# ============================================================================\n\n\nfunc test_no_casings_does_not_crash() -> void:\n\t# Empty casings array - should not crash\n\tgrenade.set_mock_casings([])\n\tgrenade.scatter_casings(225.0)\n\t# Test passes if no crash occurs\n\tassert_true(true, \"Should handle empty casings array gracefully\")\n\n\n# ============================================================================\n# Issue #432 Tests: Different Grenade Types\n# ============================================================================\n\n\nfunc test_flashbang_smaller_effective_radius() -> void:\n\t# Flashbang uses 40% of its radius (400 * 0.4 = 160) as lethal-equivalent\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away\n\n\tgrenade.set_mock_casings([casing])\n\t# Flashbang effective radius: 160 (40% of 400)\n\tgrenade.scatter_casings(160.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by flashbang explosion\")\n\n\nfunc test_frag_grenade_larger_effective_radius() -> void:\n\t# FragGrenade uses full 225 radius\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(300, 100) # 200 units away, inside 225\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing should be affected by frag grenade explosion\")\n\n\n# ============================================================================\n# Edge Cases\n# ============================================================================\n\n\nfunc test_casing_at_exact_lethal_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(325, 100) # Exactly at 225 radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should still receive some impulse (minimum for lethal zone edge)\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at lethal radius edge should receive kick\")\n\n\nfunc test_casing_at_exact_proximity_radius_edge() -> void:\n\tvar casing := MockCasing.new()\n\t# Proximity radius = 225 * 1.5 = 337.5\n\tcasing.global_position = Vector2(437.5, 100) # Exactly at proximity radius\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.scatter_casings(225.0)\n\n\t# Should receive minimal impulse\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing at proximity radius edge should receive (minimal) kick\")\n\n\n# ============================================================================\n# Issue #506 Tests: Obstacle Blocking (Line of Sight)\n# ============================================================================\n\n\nfunc test_casing_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing behind a wall should NOT be pushed by explosion\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 200)) # Vertical wall at x=150\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing behind a wall should NOT receive kick from explosion\")\n\n\nfunc test_casing_not_behind_wall_still_pushed() -> void:\n\t# Issue #506: Casing with clear line of sight should still be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(200, 100) # 100 units away, inside lethal zone\n\n\t# Place a wall that does NOT block the path (wall is above the line of fire)\n\tvar wall := MockObstacle.new(Vector2(150, 0), Vector2(150, 50)) # Wall ends at y=50, casing at y=100\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing.received_kicks.size(), 0,\n\t\t\"Casing with clear line of sight should still receive kick\")\n\n\nfunc test_some_casings_blocked_some_not() -> void:\n\t# Issue #506: Mix of blocked and unblocked casings\n\tvar casing_exposed := MockCasing.new()\n\tcasing_exposed.global_position = Vector2(200, 100) # Same Y, no wall in the way\n\n\tvar casing_blocked := MockCasing.new()\n\tcasing_blocked.global_position = Vector2(100, 300) # Below the wall\n\n\t# Horizontal wall at y=200, blocking path from grenade (100,100) to casing (100,300)\n\tvar wall := MockObstacle.new(Vector2(50, 200), Vector2(150, 200))\n\n\tgrenade.set_mock_casings([casing_exposed, casing_blocked])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_gt(casing_exposed.received_kicks.size(), 0,\n\t\t\"Exposed casing should receive kick\")\n\tassert_eq(casing_blocked.received_kicks.size(), 0,\n\t\t\"Blocked casing should NOT receive kick\")\n\n\nfunc test_casing_in_proximity_zone_behind_wall_not_pushed() -> void:\n\t# Issue #506: Casing in proximity zone behind wall should not be pushed\n\tvar casing := MockCasing.new()\n\tcasing.global_position = Vector2(350, 100) # 250 units away, in proximity zone\n\n\t# Wall between grenade and casing\n\tvar wall := MockObstacle.new(Vector2(250, 0), Vector2(250, 200))\n\n\tgrenade.set_mock_casings([casing])\n\tgrenade.set_mock_obstacles([wall])\n\tgrenade.scatter_casings(225.0)\n\n\tassert_eq(casing.received_kicks.size(), 0,\n\t\t\"Casing in proximity zone behind wall should NOT receive kick\")\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 17, | |
| "oldLines": 18, | |
| "newStart": 17, | |
| "newLines": 29, | |
| "lines": [ | |
| " ", | |
| " class MockCasing:", | |
| " ## Simulates a shell casing on the floor.", | |
| "+ ## Updated for Issue #522: supports pending impulse during time freeze.", | |
| " var global_position: Vector2 = Vector2.ZERO", | |
| " var received_kicks: Array = []", | |
| " var _has_landed: bool = true", | |
| " var _is_time_frozen: bool = false", | |
| "+ var _pending_kick_impulse: Vector2 = Vector2.ZERO", | |
| " ", | |
| " func receive_kick(impulse: Vector2) -> void:", | |
| "+ # Issue #522: Queue impulse during freeze instead of discarding", | |
| " if _is_time_frozen:", | |
| "+ _pending_kick_impulse += impulse", | |
| " return", | |
| " received_kicks.append(impulse)", |
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