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# Solve.mjs Log - 2026-02-07T18:22:42.931Z
[2026-02-07T18:22:42.932Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-02-07T18-22-42-931Z.log
[2026-02-07T18:22:42.933Z] [INFO] (All output will be logged here)
[2026-02-07T18:22:43.408Z] [INFO]
[2026-02-07T18:22:43.409Z] [INFO] πŸš€ solve v1.16.0
[2026-02-07T18:22:43.409Z] [INFO] πŸ”§ Raw command executed:
[2026-02-07T18:22:43.410Z] [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/621 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-07T18:22:43.410Z] [INFO]
[2026-02-07T18:22:43.428Z] [INFO]
[2026-02-07T18:22:43.429Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-07T18:22:43.429Z] [INFO]
[2026-02-07T18:22:43.430Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-07T18:22:43.430Z] [INFO] The log may contain sensitive information such as:
[2026-02-07T18:22:43.430Z] [INFO] β€’ API keys, tokens, or secrets
[2026-02-07T18:22:43.430Z] [INFO] β€’ File paths and directory structures
[2026-02-07T18:22:43.430Z] [INFO] β€’ Command outputs and error messages
[2026-02-07T18:22:43.431Z] [INFO] β€’ Internal system information
[2026-02-07T18:22:43.431Z] [INFO]
[2026-02-07T18:22:43.431Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-07T18:22:43.431Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-07T18:22:43.431Z] [INFO]
[2026-02-07T18:22:43.431Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-07T18:22:43.431Z] [INFO]
[2026-02-07T18:22:48.439Z] [INFO]
[2026-02-07T18:22:48.462Z] [INFO] πŸ’Ύ Disk space check: 27764MB available (2048MB required) βœ…
[2026-02-07T18:22:48.463Z] [INFO] 🧠 Memory check: 7952MB available, swap: 4095MB (0MB used), total: 12047MB (256MB required) βœ…
[2026-02-07T18:22:48.484Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:22:48.485Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-07T18:22:48.485Z] [INFO] πŸ“‹ URL validation:
[2026-02-07T18:22:48.485Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621
[2026-02-07T18:22:48.485Z] [INFO] Is Issue URL: true
[2026-02-07T18:22:48.485Z] [INFO] Is PR URL: false
[2026-02-07T18:22:48.485Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-02-07T18:22:49.192Z] [INFO] Repository visibility: public
[2026-02-07T18:22:49.193Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-02-07T18:22:49.194Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-02-07T18:22:49.557Z] [INFO] Repository visibility: public
[2026-02-07T18:22:49.557Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-07T18:22:49.558Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #621...
[2026-02-07T18:22:50.228Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP...
[2026-02-07T18:22:51.879Z] [INFO] πŸ“‹ Found 10 existing PR(s) linked to issue #621
[2026-02-07T18:22:51.880Z] [INFO] PR #620: created 0h ago (OPEN, draft)
[2026-02-07T18:22:51.880Z] [INFO] PR #620: Branch 'issue-619-589135a8d398' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.881Z] [INFO] PR #618: created 0h ago (OPEN, draft)
[2026-02-07T18:22:51.881Z] [INFO] PR #618: Branch 'issue-617-7cbb54653fb8' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.881Z] [INFO] PR #616: created 0h ago (OPEN, ready)
[2026-02-07T18:22:51.881Z] [INFO] PR #616: Branch 'issue-615-41afe8c265c6' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.881Z] [INFO] PR #614: created 1h ago (OPEN, ready)
[2026-02-07T18:22:51.881Z] [INFO] PR #614: Branch 'issue-612-6a34db9e405f' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.881Z] [INFO] PR #613: created 1h ago (OPEN, ready)
[2026-02-07T18:22:51.882Z] [INFO] PR #613: Branch 'issue-610-4213ac33f77b' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.882Z] [INFO] PR #611: created 1h ago (OPEN, ready)
[2026-02-07T18:22:51.882Z] [INFO] PR #611: Branch 'issue-605-22cc7d27251f' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.882Z] [INFO] PR #609: created 1h ago (OPEN, ready)
[2026-02-07T18:22:51.882Z] [INFO] PR #609: Branch 'issue-602-3376ec59ebf0' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.882Z] [INFO] PR #607: created 1h ago (OPEN, ready)
[2026-02-07T18:22:51.882Z] [INFO] PR #607: Branch 'issue-597-5c662e18c983' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.882Z] [INFO] PR #606: created 2h ago (OPEN, ready)
[2026-02-07T18:22:51.882Z] [INFO] PR #606: Branch 'issue-596-1ecb01671bf5' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.882Z] [INFO] PR #601: created 2h ago (OPEN, ready)
[2026-02-07T18:22:51.883Z] [INFO] PR #601: Branch 'issue-593-e856393c3c8f' doesn't match expected pattern 'issue-621-*' - skipping
[2026-02-07T18:22:51.883Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual
[2026-02-07T18:22:51.883Z] [INFO] πŸ“ Issue mode: Working with issue #621
[2026-02-07T18:22:51.883Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1770488571883
[2026-02-07T18:22:51.885Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-07T18:22:51.886Z] [INFO] Checking fork status...
[2026-02-07T18:22:52.212Z] [INFO] πŸ” Detecting fork conflicts...
[2026-02-07T18:22:53.335Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-02-07T18:22:53.728Z] [INFO] βœ… Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:22:53.728Z] [INFO] πŸ” Validating fork parent...
[2026-02-07T18:22:54.113Z] [INFO] βœ… Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:22:54.114Z] [INFO]
πŸ“₯ Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:22:58.450Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1770488571883
[2026-02-07T18:22:58.499Z] [INFO] πŸ”— Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:22:58.544Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-07T18:22:58.544Z] [INFO] πŸ”„ Fetching upstream...
[2026-02-07T18:22:58.855Z] [INFO] βœ… Upstream fetched: Successfully
[2026-02-07T18:22:58.855Z] [INFO] πŸ”„ Syncing default branch...
[2026-02-07T18:22:59.240Z] [INFO] ℹ️ Default branch: main
[2026-02-07T18:22:59.407Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-02-07T18:22:59.407Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-02-07T18:22:59.844Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-02-07T18:22:59.999Z] [INFO]
πŸ“Œ Default branch: main
[2026-02-07T18:23:00.070Z] [INFO]
🌿 Creating branch: issue-621-fb41f59f1e76 from main (default)
[2026-02-07T18:23:00.137Z] [INFO] πŸ” Verifying: Branch creation...
[2026-02-07T18:23:00.197Z] [INFO] βœ… Branch created: issue-621-fb41f59f1e76
[2026-02-07T18:23:00.198Z] [INFO] βœ… Current branch: issue-621-fb41f59f1e76
[2026-02-07T18:23:00.198Z] [INFO] Branch operation: Create new branch
[2026-02-07T18:23:00.198Z] [INFO] Branch verification: Matches expected
[2026-02-07T18:23:00.202Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-02-07T18:23:00.203Z] [INFO] Creating: Initial commit and draft PR...
[2026-02-07T18:23:00.203Z] [INFO]
[2026-02-07T18:23:00.261Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true)
[2026-02-07T18:23:00.262Z] [INFO] πŸ“ Creating: CLAUDE.md with task details
[2026-02-07T18:23:00.263Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621
[2026-02-07T18:23:00.264Z] [INFO] Issue URL from argv._[0]: undefined
[2026-02-07T18:23:00.264Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621
[2026-02-07T18:23:00.264Z] [INFO] βœ… File created: CLAUDE.md
[2026-02-07T18:23:00.265Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-02-07T18:23:00.391Z] [INFO] Git status after add: A CLAUDE.md
[2026-02-07T18:23:00.391Z] [INFO] πŸ“ Creating commit: With CLAUDE.md file
[2026-02-07T18:23:00.459Z] [INFO] βœ… Commit created: Successfully with CLAUDE.md
[2026-02-07T18:23:00.459Z] [INFO] Commit output: [issue-621-fb41f59f1e76 bee2b92] Initial commit with task details
1 file changed, 7 insertions(+)
create mode 100644 CLAUDE.md
[2026-02-07T18:23:00.512Z] [INFO] Commit hash: bee2b92...
[2026-02-07T18:23:00.568Z] [INFO] Latest commit: bee2b92 Initial commit with task details
[2026-02-07T18:23:00.633Z] [INFO] Git status: clean
[2026-02-07T18:23:00.679Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch)
[2026-02-07T18:23:00.738Z] [INFO] Branch info: * issue-621-fb41f59f1e76 bee2b92 [origin/main: ahead 1] Initial commit with task details
main fb001d6 [origin/main] Merge pull request #587 from konard/issue-574-e19da0fc6f31
[2026-02-07T18:23:00.738Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-02-07T18:23:00.739Z] [INFO] Push command: git push -u origin issue-621-fb41f59f1e76
[2026-02-07T18:23:01.951Z] [INFO] Push exit code: 0
[2026-02-07T18:23:01.952Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-621-fb41f59f1e76' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-621-fb41f59f1e76
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-621-fb41f59f1e76 -> issue-621-fb41f59f1e76
branch 'issue-621-fb41f59f1e76' set up to track 'origin/issue-621-fb41f59f1e76'.
[2026-02-07T18:23:01.953Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-02-07T18:23:01.954Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-621-fb41f59f1e76' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-621-fb41f59f1e76
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-621-fb41f59f1e76 -> issue-621-fb41f59f1e76
branch 'issue-621-fb41f59f1e76' set up to track 'origin/issue-621-fb41f59f1e76'.
[2026-02-07T18:23:01.954Z] [INFO] Waiting for GitHub to sync...
[2026-02-07T18:23:04.473Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-02-07T18:23:04.473Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-02-07T18:23:04.797Z] [INFO] Branch verified on GitHub: issue-621-fb41f59f1e76
[2026-02-07T18:23:05.105Z] [INFO] Remote commit SHA: bee2b92...
[2026-02-07T18:23:05.106Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-02-07T18:23:05.455Z] [INFO] Issue title: "fix Ρƒ ΠΏΠΌ Π½Π΅ добавляСтся Π»Π°Π·Π΅Ρ€ Π½Π° pawer fantasy"
[2026-02-07T18:23:05.455Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-02-07T18:23:05.821Z] [INFO] Current user: konard
[2026-02-07T18:23:06.178Z] [INFO] User is not a collaborator (will skip assignment)
[2026-02-07T18:23:06.179Z] [INFO] User is not a collaborator (will skip assignment)
[2026-02-07T18:23:06.180Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-02-07T18:23:06.580Z] [INFO] βœ… Base updated: Fetched latest main
[2026-02-07T18:23:06.581Z] [INFO] πŸ” Checking: Commits between branches...
[2026-02-07T18:23:06.639Z] [INFO] Commits ahead of origin/main: 1
[2026-02-07T18:23:06.640Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-02-07T18:23:06.640Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-02-07T18:23:06.641Z] [INFO] 🎯 Target branch: main (default)
[2026-02-07T18:23:06.642Z] [INFO] PR Title: [WIP] fix Ρƒ ΠΏΠΌ Π½Π΅ добавляСтся Π»Π°Π·Π΅Ρ€ Π½Π° pawer fantasy
[2026-02-07T18:23:06.642Z] [INFO] Base branch: main
[2026-02-07T18:23:06.643Z] [INFO] Head branch: issue-621-fb41f59f1e76
[2026-02-07T18:23:06.644Z] [INFO] Assignee: konard
[2026-02-07T18:23:06.644Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#621.
### πŸ“‹ Issue Reference
Fixes Jhon-Crow/godot-topdown-MVP#621
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### πŸ“ Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-02-07T18:23:06.646Z] [INFO] Command: cd "/tmp/gh-issue-solver-1770488571883" && gh pr create --draft --title "$(cat '/tmp/pr-title-1770488586646.txt')" --body-file "/tmp/pr-body-1770488586645.md" --base main --head konard:issue-621-fb41f59f1e76 --repo Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:23:08.398Z] [INFO] πŸ” Verifying: PR creation...
[2026-02-07T18:23:08.751Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-02-07T18:23:08.751Z] [INFO] βœ… PR created: #622
[2026-02-07T18:23:08.752Z] [INFO] πŸ“ PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622
[2026-02-07T18:23:08.752Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-02-07T18:23:08.752Z] [INFO] πŸ”— Linking: Issue #621 to PR #622...
[2026-02-07T18:23:09.175Z] [INFO] Issue node ID: I_kwDOQ35BQ87pG4hK
[2026-02-07T18:23:09.582Z] [INFO] PR node ID: PR_kwDOQ35BQ87CNJSU
[2026-02-07T18:23:09.957Z] [INFO]
[2026-02-07T18:23:09.958Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-02-07T18:23:09.959Z] [INFO]
[2026-02-07T18:23:09.959Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-02-07T18:23:09.959Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#621" in PR body
[2026-02-07T18:23:09.959Z] [INFO]
[2026-02-07T18:23:09.959Z] [WARNING] To fix manually:
[2026-02-07T18:23:09.959Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622
[2026-02-07T18:23:09.960Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#621
[2026-02-07T18:23:09.961Z] [INFO]
[2026-02-07T18:23:10.272Z] [INFO] πŸ‘€ Current user: konard
[2026-02-07T18:23:10.273Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-02-07T18:23:10.276Z] [INFO] prNumber: 622
[2026-02-07T18:23:10.276Z] [INFO] branchName: issue-621-fb41f59f1e76
[2026-02-07T18:23:10.277Z] [INFO] isContinueMode: false
[2026-02-07T18:23:10.277Z] [INFO] Will count comments: true
[2026-02-07T18:23:10.277Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-02-07T18:23:10.277Z] [INFO] PR #622 on branch: issue-621-fb41f59f1e76
[2026-02-07T18:23:10.277Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-07T18:23:10.731Z] [INFO] πŸ“… Last commit time (from API): 2026-02-07T18:23:00.000Z
[2026-02-07T18:23:11.638Z] [INFO] πŸ’¬ New PR comments: 0
[2026-02-07T18:23:11.638Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-02-07T18:23:11.639Z] [INFO] πŸ’¬ New issue comments: 0
[2026-02-07T18:23:11.639Z] [INFO] Total new comments: 0
[2026-02-07T18:23:11.639Z] [INFO] Comment lines to add: No (saving tokens)
[2026-02-07T18:23:11.639Z] [INFO] PR review comments fetched: 0
[2026-02-07T18:23:11.639Z] [INFO] PR conversation comments fetched: 0
[2026-02-07T18:23:11.639Z] [INFO] Total PR comments checked: 0
[2026-02-07T18:23:14.407Z] [INFO] Feedback info will be added to prompt:
[2026-02-07T18:23:14.408Z] [INFO] - Pull request description was edited after last commit
[2026-02-07T18:23:14.408Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-02-07T18:23:14.760Z] [INFO] πŸ“ Issue updated: 2026-02-07T18:22:24.000Z
[2026-02-07T18:23:15.050Z] [INFO] πŸ’¬ Comments: None found
[2026-02-07T18:23:15.408Z] [INFO] πŸ”€ Recent PR: 2026-02-07T18:23:07.000Z
[2026-02-07T18:23:15.408Z] [INFO]
βœ… Reference time: 2026-02-07T18:23:07.000Z
[2026-02-07T18:23:15.409Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-02-07T18:23:15.461Z] [INFO] βœ… No uncommitted changes found
[2026-02-07T18:23:15.776Z] [INFO] πŸ“¦ Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-621-fb41f59f1e76
[2026-02-07T18:23:17.925Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-07T18:23:18.033Z] [INFO] πŸ‘οΈ Model vision capability: supported
[2026-02-07T18:23:18.034Z] [INFO]
πŸ“ Final prompt structure:
[2026-02-07T18:23:18.035Z] [INFO] Characters: 529
[2026-02-07T18:23:18.035Z] [INFO] System prompt characters: 12741
[2026-02-07T18:23:18.035Z] [INFO] Feedback info: Included
[2026-02-07T18:23:18.037Z] [INFO]
πŸ€– Executing Claude: OPUS
[2026-02-07T18:23:18.038Z] [INFO] Model: opus
[2026-02-07T18:23:18.038Z] [INFO] Working directory: /tmp/gh-issue-solver-1770488571883
[2026-02-07T18:23:18.038Z] [INFO] Branch: issue-621-fb41f59f1e76
[2026-02-07T18:23:18.038Z] [INFO] Prompt length: 529 chars
[2026-02-07T18:23:18.038Z] [INFO] System prompt length: 12741 chars
[2026-02-07T18:23:18.039Z] [INFO] Feedback info included: Yes (1 lines)
[2026-02-07T18:23:18.099Z] [INFO] πŸ“ˆ System resources before execution:
[2026-02-07T18:23:18.100Z] [INFO] Memory: MemFree: 1335876 kB
[2026-02-07T18:23:18.100Z] [INFO] Load: 1.69 1.64 1.65 2/730 656030
[2026-02-07T18:23:18.100Z] [INFO]
πŸ“ Raw command:
[2026-02-07T18:23:18.100Z] [INFO] (cd "/tmp/gh-issue-solver-1770488571883" && 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/621
Your prepared branch: issue-621-fb41f59f1e76
Your prepared working directory: /tmp/gh-issue-solver-1770488571883
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622
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-621-fb41f59f1e76
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 β€” 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-621-fb41f59f1e76 --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 β€” 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/621.
- 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/622/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/622/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/622/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/621/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 622 --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 622, 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 622.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-621-fb41f59f1e76.
- When you finish, create a pull request from branch issue-621-fb41f59f1e76. (Note: PR 622 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-621-fb41f59f1e76.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 622 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-621-fb41f59f1e76/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-02-07T18:23:18.101Z] [INFO]
[2026-02-07T18:23:18.101Z] [INFO] πŸ“‹ User prompt:
[2026-02-07T18:23:18.101Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-07T18:23:18.101Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621
Your prepared branch: issue-621-fb41f59f1e76
Your prepared working directory: /tmp/gh-issue-solver-1770488571883
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622
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-621-fb41f59f1e76
Proceed.
[2026-02-07T18:23:18.101Z] [INFO] ---END USER PROMPT---
[2026-02-07T18:23:18.102Z] [INFO]
[2026-02-07T18:23:18.102Z] [INFO] πŸ“‹ System prompt:
[2026-02-07T18:23:18.102Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-07T18:23:18.102Z] [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 β€” 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-621-fb41f59f1e76 --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 β€” 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/621.
- 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/622/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/622/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/622/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/621/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 622 --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 622, 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 622.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-621-fb41f59f1e76.
- When you finish, create a pull request from branch issue-621-fb41f59f1e76. (Note: PR 622 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-621-fb41f59f1e76.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 622 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-621-fb41f59f1e76/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-07T18:23:18.102Z] [INFO] ---END SYSTEM PROMPT---
[2026-02-07T18:23:18.102Z] [INFO]
[2026-02-07T18:23:18.103Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 128000
[2026-02-07T18:23:18.104Z] [INFO] πŸ“Š MCP_TIMEOUT: 900000ms (server startup)
[2026-02-07T18:23:18.104Z] [INFO] πŸ“Š MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-02-07T18:23:18.104Z] [INFO] πŸ“‹ Command details:
[2026-02-07T18:23:18.104Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1770488571883
[2026-02-07T18:23:18.104Z] [INFO] 🌿 Branch: issue-621-fb41f59f1e76
[2026-02-07T18:23:18.105Z] [INFO] πŸ€– Model: Claude OPUS
[2026-02-07T18:23:18.105Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-07T18:23:18.105Z] [INFO]
▢️ Streaming output:
[2026-02-07T18:23:20.406Z] [INFO] {
"type": "system",
"subtype": "init",
"cwd": "/tmp/gh-issue-solver-1770488571883",
"session_id": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"tools": [
"Task",
"TaskOutput",
"Bash",
"Glob",
"Grep",
"ExitPlanMode",
"Read",
"Edit",
"Write",
"NotebookEdit",
"WebFetch",
"TodoWrite",
"WebSearch",
"TaskStop",
"AskUserQuestion",
"Skill",
"EnterPlanMode",
"ToolSearch",
"mcp__playwright__browser_close",
"mcp__playwright__browser_resize",
"mcp__playwright__browser_console_messages",
"mcp__playwright__browser_handle_dialog",
"mcp__playwright__browser_evaluate",
"mcp__playwright__browser_file_upload",
"mcp__playwright__browser_fill_form",
"mcp__playwright__browser_install",
"mcp__playwright__browser_press_key",
"mcp__playwright__browser_type",
"mcp__playwright__browser_navigate",
"mcp__playwright__browser_navigate_back",
"mcp__playwright__browser_network_requests",
"mcp__playwright__browser_run_code",
"mcp__playwright__browser_take_screenshot",
"mcp__playwright__browser_snapshot",
"mcp__playwright__browser_click",
"mcp__playwright__browser_drag",
"mcp__playwright__browser_hover",
"mcp__playwright__browser_select_option",
"mcp__playwright__browser_tabs",
"mcp__playwright__browser_wait_for"
],
"mcp_servers": [
{
"name": "playwright",
"status": "connected"
}
],
"model": "claude-opus-4-6",
"permissionMode": "bypassPermissions",
"slash_commands": [
"keybindings-help",
"debug",
"compact",
"context",
"cost",
"init",
"pr-comments",
"release-notes",
"review",
"security-review",
"insights"
],
"apiKeySource": "none",
"claude_code_version": "2.1.34",
"output_style": "default",
"agents": [
"Bash",
"general-purpose",
"statusline-setup",
"Explore",
"Plan"
],
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are truncated. Consider using a more specific path or pattern.)"
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n 8β†’/// Features:\n 9β†’/// - Semi-automatic fire (one shot per click)\n 10β†’/// - 9x18mm Makarov bullets with 0.45 damage\n 11β†’/// - 9 rounds magazine\n 12β†’/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n 13β†’/// - Does not penetrate walls\n 14β†’/// - Standard loudness (not silenced)\n 15β†’/// - Moderate recoil with extended recovery\n 16β†’/// - No laser sight or special effects\n 17β†’/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n 18β†’/// </summary>\n 19β†’public partial class MakarovPM : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Current aim direction based on mouse position.\n 28β†’ /// </summary>\n 29β†’ private Vector2 _aimDirection = Vector2.Right;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 33β†’ /// where the aim interpolates smoothly toward the target angle.\n 34β†’ /// </summary>\n 35β†’ private float _currentAimAngle = 0.0f;\n 36β†’\n 37β†’ /// <summary>\n 38β†’ /// Whether the aim angle has been initialized.\n 39β†’ /// </summary>\n 40β†’ private bool _aimAngleInitialized = false;\n 41β†’\n 42β†’ /// <summary>\n 43β†’ /// Current recoil offset angle in radians.\n 44β†’ /// </summary>\n 45β†’ private float _recoilOffset = 0.0f;\n 46β†’\n 47β†’ /// <summary>\n 48β†’ /// Time since the last shot was fired, used for recoil recovery.\n 49β†’ /// </summary>\n 50β†’ private float _timeSinceLastShot = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Time in seconds before recoil starts recovering.\n 54β†’ /// Moderate delay for a standard pistol.\n 55β†’ /// </summary>\n 56β†’ private const float RecoilRecoveryDelay = 0.30f;\n 57β†’\n 58β†’ /// <summary>\n 59β†’ /// Speed at which recoil recovers (radians per second).\n 60β†’ /// </summary>\n 61β†’ private const float RecoilRecoverySpeed = 4.5f;\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Maximum recoil offset in radians (about 8 degrees).\n 65β†’ /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n 66β†’ /// </summary>\n 67β†’ private const float MaxRecoilOffset = 0.14f;\n 68β†’\n 69β†’ /// <summary>\n 70β†’ /// Recoil amount per shot in radians.\n 71β†’ /// </summary>\n 72β†’ private const float RecoilPerShot = 0.05f;\n 73β†’\n 74β†’ public override void _Ready()\n 75β†’ {\n 76β†’ base._Ready();\n 77β†’\n 78β†’ // Get the weapon sprite for visual representation\n 79β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n 80β†’\n 81β†’ if (_weaponSprite != null)\n 82β†’ {\n 83β†’ var texture = _weaponSprite.Texture;\n 84β†’ GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 85β†’ }\n 86β†’ else\n 87β†’ {\n 88β†’ GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n 89β†’ }\n 90β†’ }\n 91β†’\n 92β†’ public override void _Process(double delta)\n 93β†’ {\n 94β†’ base._Process(delta);\n 95β†’\n 96β†’ // Update time since last shot for recoil recovery\n 97β†’ _timeSinceLastShot += (float)delta;\n 98β†’\n 99β†’ // Recover recoil after delay\n 100β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 101β†’ {\n 102β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 103β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 104β†’ }\n 105β†’\n 106β†’ // Update aim direction and weapon sprite rotation\n 107β†’ UpdateAimDirection();\n 108β†’ }\n 109β†’\n 110β†’ /// <summary>\n 111β†’ /// Updates the aim direction based on mouse position.\n 112β†’ /// Uses sensitivity-based aiming for smooth rotation.\n 113β†’ /// </summary>\n 114β†’ private void UpdateAimDirection()\n 115β†’ {\n 116β†’ // Get direction to mouse\n 117β†’ Vector2 mousePos = GetGlobalMousePosition();\n 118β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 119β†’\n 120β†’ // Calculate target angle from player to mouse\n 121β†’ float targetAngle = toMouse.Angle();\n 122β†’\n 123β†’ // Initialize aim angle on first frame\n 124β†’ if (!_aimAngleInitialized)\n 125β†’ {\n 126β†’ _currentAimAngle = targetAngle;\n 127β†’ _aimAngleInitialized = true;\n 128β†’ }\n 129β†’\n 130β†’ Vector2 direction;\n 131β†’\n 132β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 133β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 134β†’ {\n 135β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 136β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 137β†’ float delta = (float)GetProcessDeltaTime();\n 138β†’ float maxRotation = rotationSpeed * delta;\n 139β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 140β†’ _currentAimAngle += actualRotation;\n 141β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 142β†’ }\n 143β†’ else\n 144β†’ {\n 145β†’ // Automatic mode: direct aim at cursor (instant response)\n 146β†’ if (toMouse.LengthSquared() > 0.001f)\n 147β†’ {\n 148β†’ direction = toMouse.Normalized();\n 149β†’ _currentAimAngle = targetAngle;\n 150β†’ }\n 151β†’ else\n 152β†’ {\n 153β†’ direction = _aimDirection;\n 154β†’ }\n 155β†’ }\n 156β†’\n 157β†’ // Store the aim direction for shooting\n 158β†’ _aimDirection = direction;\n 159β†’\n 160β†’ // Update weapon sprite rotation to match aim direction\n 161β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 162β†’ }\n 163β†’\n 164β†’ /// <summary>\n 165β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 166β†’ /// Also handles vertical flipping when aiming left.\n 167β†’ /// </summary>\n 168β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 169β†’ {\n 170β†’ if (_weaponSprite == null)\n 171β†’ {\n 172β†’ return;\n 173β†’ }\n 174β†’\n 175β†’ float angle = direction.Angle();\n 176β†’ _weaponSprite.Rotation = angle;\n 177β†’\n 178β†’ // Flip the sprite vertically when aiming left\n 179β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 180β†’ _weaponSprite.FlipV = aimingLeft;\n 181β†’ }\n 182β†’\n 183β†’ /// <summary>\n 184β†’ /// Fires the Makarov PM in semi-automatic mode.\n 185β†’ /// Standard loudness - alerts enemies.\n 186β†’ /// </summary>\n 187β†’ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 188β†’ /// <returns>True if the weapon fired successfully.</returns>\n 189β†’ public override bool Fire(Vector2 direction)\n 190β†’ {\n 191β†’ // Check for empty magazine - play click sound\n 192β†’ if (CurrentAmmo <= 0)\n 193β†’ {\n 194β†’ PlayEmptyClickSound();\n 195β†’ return false;\n 196β†’ }\n 197β†’\n 198β†’ // Check if we can fire at all\n 199β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 200β†’ {\n 201β†’ return false;\n 202β†’ }\n 203β†’\n 204β†’ // Apply recoil offset to aim direction\n 205β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 206β†’ bool result = base.Fire(spreadDirection);\n 207β†’\n 208β†’ if (result)\n 209β†’ {\n 210β†’ // Play pistol shot sound\n 211β†’ PlayPistolShotSound();\n 212β†’ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 213β†’ EmitGunshotSound();\n 214β†’ // Play shell casing sound with delay\n 215β†’ PlayShellCasingDelayed();\n 216β†’ // Trigger screen shake\n 217β†’ TriggerScreenShake(spreadDirection);\n 218β†’ }\n 219β†’\n 220β†’ return result;\n 221β†’ }\n 222β†’\n 223β†’ /// <summary>\n 224β†’ /// Applies recoil offset to the shooting direction and adds new recoil.\n 225β†’ /// </summary>\n 226β†’ private Vector2 ApplySpread(Vector2 direction)\n 227β†’ {\n 228β†’ // Apply the current recoil offset to the direction\n 229β†’ Vector2 result = direction.Rotated(_recoilOffset);\n 230β†’\n 231β†’ if (WeaponData != null)\n 232β†’ {\n 233β†’ // Apply base spread from weapon data\n 234β†’ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 235β†’\n 236β†’ // Generate random spread within the angle\n 237β†’ float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n 238β†’ result = result.Rotated(randomSpread * 0.5f);\n 239β†’\n 240β†’ // Add recoil for next shot\n 241β†’ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 242β†’ _recoilOffset += recoilDirection * RecoilPerShot;\n 243β†’ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 244β†’ }\n 245β†’\n 246β†’ // Reset time since last shot for recoil recovery\n 247β†’ _timeSinceLastShot = 0;\n 248β†’\n 249β†’ return result;\n 250β†’ }\n 251β†’\n 252β†’ /// <summary>\n 253β†’ /// Plays the empty gun click sound.\n 254β†’ /// </summary>\n 255β†’ private void PlayEmptyClickSound()\n 256β†’ {\n 257β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 258β†’ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 259β†’ {\n 260β†’ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 261β†’ }\n 262β†’ }\n 263β†’\n 264β†’ /// <summary>\n 265β†’ /// Plays the Makarov PM shot sound via AudioManager.\n 266β†’ /// </summary>\n 267β†’ private void PlayPistolShotSound()\n 268β†’ {\n 269β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 270β†’ if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n 271β†’ {\n 272β†’ audioManager.Call(\"play_pm_shot\", GlobalPosition);\n 273β†’ }\n 274β†’ }\n 275β†’\n 276β†’ /// <summary>\n 277β†’ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 278β†’ /// </summary>\n 279β†’ private void EmitGunshotSound()\n 280β†’ {\n 281β†’ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 282β†’ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 283β†’ {\n 284β†’ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 285β†’ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 286β†’ }\n 287β†’ }\n 288β†’\n 289β†’ /// <summary>\n 290β†’ /// Plays pistol shell casing sound with a delay.\n 291β†’ /// </summary>\n 292β†’ private async void PlayShellCasingDelayed()\n 293β†’ {\n 294β†’ await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n 295β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 296β†’ if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n 297β†’ {\n 298β†’ audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n 299β†’ }\n 300β†’ }\n 301β†’\n 302β†’ /// <summary>\n 303β†’ /// Triggers screen shake based on shooting direction.\n 304β†’ /// </summary>\n 305β†’ private void TriggerScreenShake(Vector2 shootDirection)\n 306β†’ {\n 307β†’ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 308β†’ {\n 309β†’ return;\n 310β†’ }\n 311β†’\n 312β†’ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 313β†’ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 314β†’ {\n 315β†’ return;\n 316β†’ }\n 317β†’\n 318β†’ // Calculate shake intensity based on fire rate\n 319β†’ float fireRate = WeaponData.FireRate;\n 320β†’ float shakeIntensity;\n 321β†’ if (fireRate > 0)\n 322β†’ {\n 323β†’ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 324β†’ }\n 325β†’ else\n 326β†’ {\n 327β†’ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 328β†’ }\n 329β†’\n 330β†’ float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n 331β†’\n 332β†’ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 333β†’ }\n 334β†’\n 335β†’ /// <summary>\n 336β†’ /// Fires the bullet in the chamber during reload sequence.\n 337β†’ /// </summary>\n 338β†’ public override bool FireChamberBullet(Vector2 direction)\n 339β†’ {\n 340β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 341β†’ bool result = base.FireChamberBullet(spreadDirection);\n 342β†’\n 343β†’ if (result)\n 344β†’ {\n 345β†’ PlayPistolShotSound();\n 346β†’ EmitGunshotSound();\n 347β†’ PlayShellCasingDelayed();\n 348β†’ TriggerScreenShake(spreadDirection);\n 349β†’ }\n 350β†’\n 351β†’ return result;\n 352β†’ }\n 353β†’\n 354β†’ /// <summary>\n 355β†’ /// Gets the current aim direction.\n 356β†’ /// </summary>\n 357β†’ public Vector2 AimDirection => _aimDirection;\n 358β†’}\n 359β†’\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": " 1β†’extends Node\n 2β†’## PowerFantasyEffectsManager - Manages special effects for Power Fantasy difficulty mode.\n 3β†’##\n 4β†’## This autoload singleton provides:\n 5β†’## 1. \"Last chance\" effect (300ms) after killing an enemy - penultimate hit effect\n 6β†’## 2. \"Special last chance\" effect (2000ms) when a grenade explodes - penultimate hit effect\n 7β†’##\n 8β†’## These effects use the penultimate hit system (time slowdown + saturation boost)\n 9β†’## but with shorter durations specific to Power Fantasy mode.\n 10β†’\n 11β†’## Duration of the last chance effect when killing an enemy (300ms).\n 12β†’const KILL_EFFECT_DURATION_MS: float = 300.0\n 13β†’\n 14β†’## Duration of the special last chance effect when grenade explodes (2000ms).\n 15β†’const GRENADE_EFFECT_DURATION_MS: float = 2000.0\n 16β†’\n 17β†’## The slowed down time scale during effects.\n 18β†’const EFFECT_TIME_SCALE: float = 0.1\n 19β†’\n 20β†’## Screen saturation multiplier during effect.\n 21β†’const SCREEN_SATURATION_BOOST: float = 2.0\n 22β†’\n 23β†’## Screen contrast multiplier during effect.\n 24β†’const SCREEN_CONTRAST_BOOST: float = 1.0\n 25β†’\n 26β†’## The CanvasLayer for screen effects.\n 27β†’var _effects_layer: CanvasLayer = null\n 28β†’\n 29β†’## The ColorRect with the saturation shader.\n 30β†’var _saturation_rect: ColorRect = null\n 31β†’\n 32β†’## Whether the effect is currently active.\n 33β†’var _is_effect_active: bool = false\n 34β†’\n 35β†’## Timer for tracking effect duration (uses real time, not game time).\n 36β†’var _effect_start_time: float = 0.0\n 37β†’\n 38β†’## Current effect duration in milliseconds.\n 39β†’var _current_effect_duration_ms: float = 0.0\n 40β†’\n 41β†’## Tracks the previous scene root to detect scene changes.\n 42β†’var _previous_scene_root: Node = null\n 43β†’\n 44β†’\n 45β†’func _ready() -> void:\n 46β†’\t# Connect to scene tree changes to reset effects on scene reload\n 47β†’\tget_tree().tree_changed.connect(_on_tree_changed)\n 48β†’\n 49β†’\t# Create effects layer (very high layer to render on top of everything)\n 50β†’\t_effects_layer = CanvasLayer.new()\n 51β†’\t_effects_layer.name = \"PowerFantasyEffectsLayer\"\n 52β†’\t_effects_layer.layer = 103 # Higher than other effects layers\n 53β†’\tadd_child(_effects_layer)\n 54β†’\n 55β†’\t# Create saturation overlay\n 56β†’\t_saturation_rect = ColorRect.new()\n 57β†’\t_saturation_rect.name = \"PowerFantasySaturationOverlay\"\n 58β†’\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 59β†’\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 60β†’\n 61β†’\t# Load and apply the saturation shader\n 62β†’\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n 63β†’\tif shader:\n 64β†’\t\tvar material := ShaderMaterial.new()\n 65β†’\t\tmaterial.shader = shader\n 66β†’\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 67β†’\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 68β†’\t\t_saturation_rect.material = material\n 69β†’\t\t_log(\"Saturation shader loaded successfully\")\n 70β†’\telse:\n 71β†’\t\tpush_warning(\"PowerFantasyEffectsManager: Could not load saturation shader\")\n 72β†’\t\t_log(\"WARNING: Could not load saturation shader!\")\n 73β†’\n 74β†’\t_saturation_rect.visible = false\n 75β†’\t_effects_layer.add_child(_saturation_rect)\n 76β†’\n 77β†’\t_log(\"PowerFantasyEffectsManager ready - Configuration:\")\n 78β†’\t_log(\" Kill effect duration: %.0fms\" % KILL_EFFECT_DURATION_MS)\n 79β†’\t_log(\" Grenade effect duration: %.0fms (%.1fs)\" % [GRENADE_EFFECT_DURATION_MS, GRENADE_EFFECT_DURATION_MS / 1000.0])\n 80β†’\n 81β†’\n 82β†’func _process(_delta: float) -> void:\n 83β†’\t# Check if effect should end based on real time duration\n 84β†’\tif _is_effect_active:\n 85β†’\t\t# Use OS.get_ticks_msec() for real time (not affected by time_scale)\n 86β†’\t\tvar current_time := Time.get_ticks_msec() / 1000.0\n 87β†’\t\tvar elapsed_real_time := (current_time - _effect_start_time) * 1000.0 # Convert to ms\n 88β†’\n 89β†’\t\tif elapsed_real_time >= _current_effect_duration_ms:\n 90β†’\t\t\t_log(\"Effect duration expired after %.2f ms\" % elapsed_real_time)\n 91β†’\t\t\t_end_effect()\n 92β†’\n 93β†’\n 94β†’## Log a message with the PowerFantasy prefix.\n 95β†’func _log(message: String) -> void:\n 96β†’\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 97β†’\tif logger and logger.has_method(\"log_info\"):\n 98β†’\t\tlogger.log_info(\"[PowerFantasy] \" + message)\n 99β†’\telse:\n 100β†’\t\tprint(\"[PowerFantasy] \" + message)\n 101β†’\n 102β†’\n 103β†’## Called when an enemy is killed by the player in Power Fantasy mode.\n 104β†’## Triggers the 300ms last chance effect.\n 105β†’func on_enemy_killed() -> void:\n 106β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 107β†’\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 108β†’\t\treturn\n 109β†’\n 110β†’\t# Issue #505: Skip kill effect if LastChanceEffectsManager is already providing a stronger\n 111β†’\t# time-freeze (e.g., from grenade explosion). The kill effect uses Engine.time_scale which\n 112β†’\t# conflicts with the node-based freeze: when the kill effect ends after 300ms, it resets\n 113β†’\t# Engine.time_scale to 1.0 while the grenade freeze is still active.\n 114β†’\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 115β†’\tif last_chance_manager and last_chance_manager.has_method(\"is_effect_active\"):\n 116β†’\t\tif last_chance_manager.is_effect_active():\n 117β†’\t\t\t_log(\"Enemy killed - skipping 300ms effect (LastChance time-freeze already active)\")\n 118β†’\t\t\treturn\n 119β†’\n 120β†’\t_log(\"Enemy killed - triggering 300ms last chance effect\")\n 121β†’\t_start_effect(KILL_EFFECT_DURATION_MS)\n 122β†’\n 123β†’\n 124β†’## Called when a grenade explodes in Power Fantasy mode.\n 125β†’## Triggers the full last chance time-freeze effect (like Hard mode) for 2000ms.\n 126β†’func on_grenade_exploded() -> void:\n 127β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 128β†’\tif difficulty_manager == null or not difficulty_manager.is_power_fantasy_mode():\n 129β†’\t\treturn\n 130β†’\n 131β†’\t_log(\"Grenade exploded - triggering last chance time-freeze effect for %.0fms\" % GRENADE_EFFECT_DURATION_MS)\n 132β†’\n 133β†’\t# Use LastChanceEffectsManager for the full time-freeze effect (like Hard mode)\n 134β†’\tvar last_chance_manager: Node = get_node_or_null(\"/root/LastChanceEffectsManager\")\n 135β†’\tif last_chance_manager and last_chance_manager.has_method(\"trigger_grenade_last_chance\"):\n 136β†’\t\tlast_chance_manager.trigger_grenade_last_chance(GRENADE_EFFECT_DURATION_MS / 1000.0)\n 137β†’\telse:\n 138β†’\t\t# Fallback: use simple time-scale effect if LastChanceEffectsManager not available\n 139β†’\t\t_log(\"WARNING: LastChanceEffectsManager not available, using simple slowdown fallback\")\n 140β†’\t\t_start_effect(GRENADE_EFFECT_DURATION_MS)\n 141β†’\n 142β†’\n 143β†’## Starts the power fantasy effect with the specified duration.\n 144β†’func _start_effect(duration_ms: float) -> void:\n 145β†’\t# If effect is already active, reset the timer\n 146β†’\tif _is_effect_active:\n 147β†’\t\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 148β†’\t\t_current_effect_duration_ms = duration_ms\n 149β†’\t\t_log(\"Effect timer reset to %.0fms\" % duration_ms)\n 150β†’\t\treturn\n 151β†’\n 152β†’\t_is_effect_active = true\n 153β†’\t_effect_start_time = Time.get_ticks_msec() / 1000.0\n 154β†’\t_current_effect_duration_ms = duration_ms\n 155β†’\n 156β†’\t_log(\"Starting power fantasy effect:\")\n 157β†’\t_log(\" - Time scale: %.2f\" % EFFECT_TIME_SCALE)\n 158β†’\t_log(\" - Duration: %.0fms\" % duration_ms)\n 159β†’\n 160β†’\t# Slow down time\n 161β†’\tEngine.time_scale = EFFECT_TIME_SCALE\n 162β†’\n 163β†’\t# Apply screen saturation and contrast\n 164β†’\t_saturation_rect.visible = true\n 165β†’\tvar material := _saturation_rect.material as ShaderMaterial\n 166β†’\tif material:\n 167β†’\t\tmaterial.set_shader_parameter(\"saturation_boost\", SCREEN_SATURATION_BOOST)\n 168β†’\t\tmaterial.set_shader_parameter(\"contrast_boost\", SCREEN_CONTRAST_BOOST)\n 169β†’\n 170β†’\n 171β†’## Ends the power fantasy effect.\n 172β†’func _end_effect() -> void:\n 173β†’\tif not _is_effect_active:\n 174β†’\t\treturn\n 175β†’\n 176β†’\t_is_effect_active = false\n 177β†’\t_log(\"Ending power fantasy effect\")\n 178β†’\n 179β†’\t# Restore normal time\n 180β†’\tEngine.time_scale = 1.0\n 181β†’\n 182β†’\t# Remove screen saturation and contrast\n 183β†’\t_saturation_rect.visible = false\n 184β†’\tvar material := _saturation_rect.material as ShaderMaterial\n 185β†’\tif material:\n 186β†’\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 187β†’\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 188β†’\n 189β†’\n 190β†’## Resets all effects (useful when restarting the scene).\n 191β†’func reset_effects() -> void:\n 192β†’\t_log(\"Resetting all effects (scene change detected)\")\n 193β†’\n 194β†’\tif _is_effect_active:\n 195β†’\t\t_is_effect_active = false\n 196β†’\t\t# Restore normal time immediately\n 197β†’\t\tEngine.time_scale = 1.0\n 198β†’\n 199β†’\t# Remove screen saturation and contrast\n 200β†’\t_saturation_rect.visible = false\n 201β†’\tvar material := _saturation_rect.material as ShaderMaterial\n 202β†’\tif material:\n 203β†’\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 204β†’\t\tmaterial.set_shader_parameter(\"contrast_boost\", 0.0)\n 205β†’\n 206β†’\n 207β†’## Called when the scene tree structure changes.\n 208β†’## Used to reset effects when a new scene is loaded.\n 209β†’func _on_tree_changed() -> void:\n 210β†’\tvar current_scene := get_tree().current_scene\n 211β†’\tif current_scene != null and current_scene != _previous_scene_root:\n 212β†’\t\t_previous_scene_root = current_scene\n 213β†’\t\treset_effects()\n 214β†’\n 215β†’\n 216β†’## Returns whether the power fantasy effect is currently active.\n 217β†’func is_effect_active() -> bool:\n 218β†’\treturn _is_effect_active\n 219β†’\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": " 1β†’extends Node\n 2β†’## DifficultyManager - Global difficulty settings manager.\n 3β†’##\n 4β†’## Provides a centralized way to manage game difficulty settings.\n 5β†’## By default, the game runs in \"Normal\" difficulty where the new features\n 6β†’## from this update (distraction attack, reduced ammo) are disabled.\n 7β†’## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n 8β†’## and the player has less ammunition.\n 9β†’\n 10β†’## Difficulty levels enumeration.\n 11β†’enum Difficulty {\n 12β†’\tEASY, ## Easy difficulty - longer enemy reaction delay\n 13β†’\tNORMAL, ## Default difficulty - classic behavior\n 14β†’\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n 15β†’\tPOWER_FANTASY ## Power Fantasy mode - player has 10 HP, special abilities\n 16β†’}\n 17β†’\n 18β†’## Signal emitted when difficulty changes.\n 19β†’signal difficulty_changed(new_difficulty: Difficulty)\n 20β†’\n 21β†’## Current difficulty level. Defaults to NORMAL.\n 22β†’var current_difficulty: Difficulty = Difficulty.NORMAL\n 23β†’\n 24β†’## Settings file path for persistence.\n 25β†’const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n 26β†’\n 27β†’\n 28β†’func _ready() -> void:\n 29β†’\t# Load saved difficulty on startup\n 30β†’\t_load_settings()\n 31β†’\n 32β†’\n 33β†’## Set the game difficulty.\n 34β†’func set_difficulty(difficulty: Difficulty) -> void:\n 35β†’\tif current_difficulty != difficulty:\n 36β†’\t\tcurrent_difficulty = difficulty\n 37β†’\t\tdifficulty_changed.emit(difficulty)\n 38β†’\t\t_save_settings()\n 39β†’\n 40β†’\n 41β†’## Get the current difficulty level.\n 42β†’func get_difficulty() -> Difficulty:\n 43β†’\treturn current_difficulty\n 44β†’\n 45β†’\n 46β†’## Check if the game is in hard mode.\n 47β†’func is_hard_mode() -> bool:\n 48β†’\treturn current_difficulty == Difficulty.HARD\n 49β†’\n 50β†’\n 51β†’## Check if the game is in normal mode.\n 52β†’func is_normal_mode() -> bool:\n 53β†’\treturn current_difficulty == Difficulty.NORMAL\n 54β†’\n 55β†’\n 56β†’## Check if the game is in easy mode.\n 57β†’func is_easy_mode() -> bool:\n 58β†’\treturn current_difficulty == Difficulty.EASY\n 59β†’\n 60β†’\n 61β†’## Check if the game is in power fantasy mode.\n 62β†’func is_power_fantasy_mode() -> bool:\n 63β†’\treturn current_difficulty == Difficulty.POWER_FANTASY\n 64β†’\n 65β†’\n 66β†’## Get the display name of the current difficulty.\n 67β†’func get_difficulty_name() -> String:\n 68β†’\tmatch current_difficulty:\n 69β†’\t\tDifficulty.EASY:\n 70β†’\t\t\treturn \"Easy\"\n 71β†’\t\tDifficulty.NORMAL:\n 72β†’\t\t\treturn \"Normal\"\n 73β†’\t\tDifficulty.HARD:\n 74β†’\t\t\treturn \"Hard\"\n 75β†’\t\tDifficulty.POWER_FANTASY:\n 76β†’\t\t\treturn \"Power Fantasy\"\n 77β†’\t\t_:\n 78β†’\t\t\treturn \"Unknown\"\n 79β†’\n 80β†’\n 81β†’## Get the display name for a specific difficulty level.\n 82β†’func get_difficulty_name_for(difficulty: Difficulty) -> String:\n 83β†’\tmatch difficulty:\n 84β†’\t\tDifficulty.EASY:\n 85β†’\t\t\treturn \"Easy\"\n 86β†’\t\tDifficulty.NORMAL:\n 87β†’\t\t\treturn \"Normal\"\n 88β†’\t\tDifficulty.HARD:\n 89β†’\t\t\treturn \"Hard\"\n 90β†’\t\tDifficulty.POWER_FANTASY:\n 91β†’\t\t\treturn \"Power Fantasy\"\n 92β†’\t\t_:\n 93β†’\t\t\treturn \"Unknown\"\n 94β†’\n 95β†’\n 96β†’## Get max ammo based on difficulty.\n 97β†’## Easy/Normal: 90 bullets (3 magazines)\n 98β†’## Hard: 60 bullets (2 magazines)\n 99β†’## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n 100β†’func get_max_ammo() -> int:\n 101β†’\tmatch current_difficulty:\n 102β†’\t\tDifficulty.EASY:\n 103β†’\t\t\treturn 90\n 104β†’\t\tDifficulty.NORMAL:\n 105β†’\t\t\treturn 90\n 106β†’\t\tDifficulty.HARD:\n 107β†’\t\t\treturn 60\n 108β†’\t\tDifficulty.POWER_FANTASY:\n 109β†’\t\t\treturn 270 # 3x normal ammo\n 110β†’\t\t_:\n 111β†’\t\t\treturn 90\n 112β†’\n 113β†’\n 114β†’## Check if distraction attack is enabled.\n 115β†’## Only enabled in Hard mode.\n 116β†’func is_distraction_attack_enabled() -> bool:\n 117β†’\treturn current_difficulty == Difficulty.HARD\n 118β†’\n 119β†’\n 120β†’## Get the detection delay based on difficulty.\n 121β†’## This is the delay before enemies start shooting after spotting the player.\n 122β†’## Easy: 0.5s - gives player more time to react after peeking from cover\n 123β†’## Normal: 0.6s - slower reaction than easy, gives player even more time\n 124β†’## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n 125β†’## Power Fantasy: 0.8s - enemies react slower\n 126β†’func get_detection_delay() -> float:\n 127β†’\tmatch current_difficulty:\n 128β†’\t\tDifficulty.EASY:\n 129β†’\t\t\treturn 0.5\n 130β†’\t\tDifficulty.NORMAL:\n 131β†’\t\t\treturn 0.6\n 132β†’\t\tDifficulty.HARD:\n 133β†’\t\t\treturn 0.2\n 134β†’\t\tDifficulty.POWER_FANTASY:\n 135β†’\t\t\treturn 0.8 # Enemies react slower in power fantasy\n 136β†’\t\t_:\n 137β†’\t\t\treturn 0.6\n 138β†’\n 139β†’\n 140β†’# ============================================================================\n 141β†’# Grenade System Configuration (Issue #363)\n 142β†’# ============================================================================\n 143β†’\n 144β†’## Map name to grenade configuration mapping.\n 145β†’## Each map can specify how many grenades enemies carry and which enemies get grenades.\n 146β†’## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\n 147β†’var _map_grenade_config: Dictionary = {\n 148β†’\t# Tutorial levels - no grenades\n 149β†’\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 150β†’\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 151β†’\n 152β†’\t# Tier 1 - Easy maps - few grenades\n 153β†’\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n 154β†’\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n 155β†’\n 156β†’\t# Tier 2 - Medium maps - moderate grenades\n 157β†’\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n 158β†’\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n 159β†’\n 160β†’\t# Tier 3 - Hard maps - more grenades\n 161β†’\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n 162β†’\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n 163β†’\n 164β†’\t# Boss/Advanced maps - maximum grenades\n 165β†’\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"}\n 166β†’}\n 167β†’\n 168β†’## Difficulty modifiers for grenade probability.\n 169β†’## Higher difficulty = more enemies get grenades.\n 170β†’func _get_grenade_difficulty_modifier() -> float:\n 171β†’\tmatch current_difficulty:\n 172β†’\t\tDifficulty.EASY:\n 173β†’\t\t\treturn 0.5 # 50% of normal probability\n 174β†’\t\tDifficulty.NORMAL:\n 175β†’\t\t\treturn 1.0 # Normal probability\n 176β†’\t\tDifficulty.HARD:\n 177β†’\t\t\treturn 1.5 # 150% of normal probability\n 178β†’\t\tDifficulty.POWER_FANTASY:\n 179β†’\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n 180β†’\t\t_:\n 181β†’\t\t\treturn 1.0\n 182β†’\n 183β†’\n 184β†’## Get the number of grenades an enemy should have for the current map.\n 185β†’## @param map_name: Name of the current map/level.\n 186β†’## @return: Number of grenades to assign to this enemy, or 0 if none.\n 187β†’func get_enemy_grenade_count(map_name: String) -> int:\n 188β†’\tvar config := _get_map_config(map_name)\n 189β†’\tvar base_count: int = config.get(\"grenade_count\", 0)\n 190β†’\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n 191β†’\n 192β†’\t# Apply difficulty modifier to probability\n 193β†’\tprobability *= _get_grenade_difficulty_modifier()\n 194β†’\n 195β†’\t# Clamp probability to 0-1 range\n 196β†’\tprobability = clampf(probability, 0.0, 1.0)\n 197β†’\n 198β†’\t# Roll to see if this enemy gets grenades\n 199β†’\tif randf() < probability:\n 200β†’\t\treturn base_count\n 201β†’\telse:\n 202β†’\t\treturn 0\n 203β†’\n 204β†’\n 205β†’## Get the grenade type for the current map.\n 206β†’## @param map_name: Name of the current map/level.\n 207β†’## @return: Grenade type string (\"frag\" or \"flashbang\").\n 208β†’func get_enemy_grenade_type(map_name: String) -> String:\n 209β†’\tvar config := _get_map_config(map_name)\n 210β†’\treturn config.get(\"grenade_type\", \"frag\")\n 211β†’\n 212β†’\n 213β†’## Get the grenade scene path for the current map.\n 214β†’## @param map_name: Name of the current map/level.\n 215β†’## @return: Resource path to grenade scene.\n 216β†’func get_enemy_grenade_scene_path(map_name: String) -> String:\n 217β†’\tvar grenade_type := get_enemy_grenade_type(map_name)\n 218β†’\tmatch grenade_type:\n 219β†’\t\t\"flashbang\":\n 220β†’\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n 221β†’\t\t\"defensive\":\n 222β†’\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n 223β†’\t\t\"frag\", _:\n 224β†’\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n 225β†’\n 226β†’\n 227β†’## Check if enemy grenades are enabled for the current map.\n 228β†’## @param map_name: Name of the current map/level.\n 229β†’## @return: True if enemies can throw grenades on this map.\n 230β†’func are_enemy_grenades_enabled(map_name: String) -> bool:\n 231β†’\tvar config := _get_map_config(map_name)\n 232β†’\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n 233β†’\n 234β†’\n 235β†’## Get configuration for a specific map, with fallback to default.\n 236β†’func _get_map_config(map_name: String) -> Dictionary:\n 237β†’\t# Try exact match first\n 238β†’\tif map_name in _map_grenade_config:\n 239β†’\t\treturn _map_grenade_config[map_name]\n 240β†’\n 241β†’\t# Try partial match (for scenes with full paths)\n 242β†’\tfor key in _map_grenade_config.keys():\n 243β†’\t\tif map_name.contains(key) or key.contains(map_name):\n 244β†’\t\t\treturn _map_grenade_config[key]\n 245β†’\n 246β†’\t# Default configuration - moderate grenades\n 247β†’\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n 248β†’\n 249β†’\n 250β†’## Set custom grenade configuration for a map.\n 251β†’## Can be called from level scripts to override defaults.\n 252β†’func set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n 253β†’\t_map_grenade_config[map_name] = {\n 254β†’\t\t\"grenade_count\": grenade_count,\n 255β†’\t\t\"enemy_probability\": probability,\n 256β†’\t\t\"grenade_type\": grenade_type\n 257β†’\t}\n 258β†’\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n 259β†’\t\tmap_name, grenade_count, probability, grenade_type\n 260β†’\t])\n 261β†’\n 262β†’\n 263β†’## Save settings to file.\n 264β†’func _save_settings() -> void:\n 265β†’\tvar config := ConfigFile.new()\n 266β†’\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n 267β†’\tvar error := config.save(SETTINGS_PATH)\n 268β†’\tif error != OK:\n 269β†’\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n 270β†’\n 271β†’\n 272β†’## Load settings from file.\n 273β†’func _load_settings() -> void:\n 274β†’\tvar config := ConfigFile.new()\n 275β†’\tvar error := config.load(SETTINGS_PATH)\n 276β†’\tif error == OK:\n 277β†’\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n 278β†’\t\t# Validate the saved value\n 279β†’\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.POWER_FANTASY:\n 280β†’\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n 281β†’\t\telse:\n 282β†’\t\t\tcurrent_difficulty = Difficulty.NORMAL\n 283β†’\telse:\n 284β†’\t\t# File doesn't exist or failed to load - use default\n 285β†’\t\tcurrent_difficulty = Difficulty.NORMAL\n 286β†’\n 287β†’\n 288β†’# ============================================================================\n 289β†’# Power Fantasy Mode Configuration (Issue #492)\n 290β†’# ============================================================================\n 291β†’\n 292β†’## Get the player's max health for current difficulty.\n 293β†’## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\n 294β†’func get_player_max_health() -> int:\n 295β†’\tif current_difficulty == Difficulty.POWER_FANTASY:\n 296β†’\t\treturn 10\n 297β†’\t# Default player health for other difficulties\n 298β†’\treturn 4\n 299β†’\n 300β†’\n 301β†’## Check if ricochets should damage enemies.\n 302β†’## In Power Fantasy mode, ricochets DO damage enemies.\n 303β†’func do_ricochets_damage_enemies() -> bool:\n 304β†’\treturn true\n 305β†’\n 306β†’\n 307β†’## Check if ricochets should damage the player.\n 308β†’## In Power Fantasy mode, ricochets do NOT damage the player.\n 309β†’func do_ricochets_damage_player() -> bool:\n 310β†’\treturn current_difficulty != Difficulty.POWER_FANTASY\n 311β†’\n 312β†’\n 313β†’## Get weapon recoil multiplier.\n 314β†’## Power Fantasy mode has reduced recoil (0.3x).\n 315β†’func get_recoil_multiplier() -> float:\n 316β†’\tif current_difficulty == Difficulty.POWER_FANTASY:\n 317β†’\t\treturn 0.3 # 70% reduction in recoil\n 318β†’\treturn 1.0\n 319β†’\n 320β†’\n 321β†’## Get ammo multiplier for weapons.\n 322β†’## Power Fantasy mode has 3x more ammo.\n 323β†’func get_ammo_multiplier() -> int:\n 324β†’\tif current_difficulty == Difficulty.POWER_FANTASY:\n 325β†’\t\treturn 3\n 326β†’\treturn 1\n 327β†’\n 328β†’\n 329β†’## Check if blue laser sight should be enabled for all weapons.\n 330β†’## Only enabled in Power Fantasy mode.\n 331β†’func should_force_blue_laser_sight() -> bool:\n 332β†’\treturn current_difficulty == Difficulty.POWER_FANTASY\n 333β†’\n 334β†’\n 335β†’## Get blue laser sight color for Power Fantasy mode.\n 336β†’func get_power_fantasy_laser_color() -> Color:\n 337β†’\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n 338β†’\n 339β†’\n 340β†’## Duration (ms) of the last chance effect when player kills an enemy.\n 341β†’## Only in Power Fantasy mode.\n 342β†’const POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n 343β†’\n 344β†’\n 345β†’## Duration (ms) of the special last chance effect when grenade explodes.\n 346β†’## Only in Power Fantasy mode.\n 347β†’const POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n 348β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:23:50.815Z] [INFO] {
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[2026-02-07T18:23:50.831Z] [INFO] {
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"content": " 1β†’extends CanvasLayer\n 2β†’## Difficulty selection menu.\n 3β†’##\n 4β†’## Allows the player to select between Power Fantasy, Easy, Normal, and Hard difficulty modes.\n 5β†’## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n 6β†’## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n 7β†’## Normal mode: Classic game behavior\n 8β†’## Hard mode: Enemies react when player looks away, reduced ammo\n 9β†’## Also includes a Night Mode toggle right under the Difficulty title.\n 10β†’\n 11β†’## Signal emitted when the back button is pressed.\n 12β†’signal back_pressed\n 13β†’\n 14β†’## Reference to UI elements.\n 15β†’@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n 16β†’@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n 17β†’@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n 18β†’@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n 19β†’@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n 20β†’@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 21β†’@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 22β†’\n 23β†’\n 24β†’func _ready() -> void:\n 25β†’\t# Connect button signals\n 26β†’\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n 27β†’\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n 28β†’\teasy_button.pressed.connect(_on_easy_pressed)\n 29β†’\tnormal_button.pressed.connect(_on_normal_pressed)\n 30β†’\thard_button.pressed.connect(_on_hard_pressed)\n 31β†’\tback_button.pressed.connect(_on_back_pressed)\n 32β†’\n 33β†’\t# Update button states based on current difficulty\n 34β†’\t_update_button_states()\n 35β†’\n 36β†’\t# Connect to difficulty changes\n 37β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 38β†’\tif difficulty_manager:\n 39β†’\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n 40β†’\n 41β†’\t# Connect to experimental settings changes (for night mode)\n 42β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 43β†’\tif experimental_settings:\n 44β†’\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 45β†’\n 46β†’\t# Set process mode to allow input while paused\n 47β†’\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 48β†’\n 49β†’\n 50β†’func _update_button_states() -> void:\n 51β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 52β†’\tif difficulty_manager == null:\n 53β†’\t\treturn\n 54β†’\n 55β†’\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n 56β†’\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n 57β†’\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n 58β†’\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n 59β†’\n 60β†’\t# Highlight current difficulty - disable the selected button\n 61β†’\tpower_fantasy_button.disabled = is_power_fantasy\n 62β†’\teasy_button.disabled = is_easy\n 63β†’\tnormal_button.disabled = is_normal\n 64β†’\thard_button.disabled = is_hard\n 65β†’\n 66β†’\t# Update button text to show selection\n 67β†’\tpower_fantasy_button.text = \"Power Fantasy (Selected)\" if is_power_fantasy else \"Power Fantasy\"\n 68β†’\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n 69β†’\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n 70β†’\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n 71β†’\n 72β†’\t# Update night mode checkbox\n 73β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 74β†’\tif experimental_settings:\n 75β†’\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n 76β†’\n 77β†’\t# Update status label based on current difficulty\n 78β†’\tvar status_text: String = \"\"\n 79β†’\tif is_power_fantasy:\n 80β†’\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n 81β†’\telif is_easy:\n 82β†’\t\tstatus_text = \"Easy mode: Enemies react slower\"\n 83β†’\telif is_hard:\n 84β†’\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n 85β†’\telse:\n 86β†’\t\tstatus_text = \"Normal mode: Classic gameplay\"\n 87β†’\n 88β†’\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n 89β†’\t\tstatus_text += \" | Night Mode ON\"\n 90β†’\n 91β†’\tstatus_label.text = status_text\n 92β†’\n 93β†’\n 94β†’func _on_night_mode_toggled(enabled: bool) -> void:\n 95β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 96β†’\tif experimental_settings:\n 97β†’\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n 98β†’\t_update_button_states()\n 99β†’\n 100β†’\n 101β†’func _on_power_fantasy_pressed() -> void:\n 102β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 103β†’\tif difficulty_manager:\n 104β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n 105β†’\t_update_button_states()\n 106β†’\n 107β†’\n 108β†’func _on_easy_pressed() -> void:\n 109β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 110β†’\tif difficulty_manager:\n 111β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n 112β†’\t_update_button_states()\n 113β†’\n 114β†’\n 115β†’func _on_normal_pressed() -> void:\n 116β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 117β†’\tif difficulty_manager:\n 118β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n 119β†’\t_update_button_states()\n 120β†’\n 121β†’\n 122β†’func _on_hard_pressed() -> void:\n 123β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 124β†’\tif difficulty_manager:\n 125β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n 126β†’\t_update_button_states()\n 127β†’\n 128β†’\n 129β†’func _on_back_pressed() -> void:\n 130β†’\tback_pressed.emit()\n 131β†’\n 132β†’\n 133β†’func _on_difficulty_changed(_new_difficulty: int) -> void:\n 134β†’\t_update_button_states()\n 135β†’\n 136β†’\n 137β†’func _on_settings_changed() -> void:\n 138β†’\t_update_button_states()\n 139β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:23:53.558Z] [INFO] {
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[2026-02-07T18:23:53.808Z] [INFO] {
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"content": "Found 5 files\nScripts/Weapons/SniperRifle.cs\nScripts/Weapons/AssaultRifle.cs\nScripts/Weapons/MiniUzi.cs\nScripts/Weapons/Shotgun.cs\nScripts/Weapons/SilencedPistol.cs"
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[2026-02-07T18:23:53.922Z] [INFO] {
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.Data;\n 3β†’using System.Linq;\n 4β†’\n 5β†’namespace GodotTopDownTemplate.AbstractClasses;\n 6β†’\n 7β†’/// <summary>\n 8β†’/// Abstract base class for all weapons in the game.\n 9β†’/// Provides common functionality for firing, reloading, and managing ammunition.\n 10β†’/// </summary>\n 11β†’public abstract partial class BaseWeapon : Node2D\n 12β†’{\n 13β†’ /// <summary>\n 14β†’ /// Weapon configuration data.\n 15β†’ /// </summary>\n 16β†’ [Export]\n 17β†’ public WeaponData? WeaponData { get; set; }\n 18β†’\n 19β†’ /// <summary>\n 20β†’ /// Bullet scene to instantiate when firing.\n 21β†’ /// </summary>\n 22β†’ [Export]\n 23β†’ public PackedScene? BulletScene { get; set; }\n 24β†’\n 25β†’ /// <summary>\n 26β†’ /// Casing scene to instantiate when firing (for ejected bullet casings).\n 27β†’ /// </summary>\n 28β†’ [Export]\n 29β†’ public PackedScene? CasingScene { get; set; }\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Offset from weapon position where bullets spawn.\n 33β†’ /// </summary>\n 34β†’ [Export]\n 35β†’ public float BulletSpawnOffset { get; set; } = 20.0f;\n 36β†’\n 37β†’ /// <summary>\n 38β†’ /// Number of magazines the weapon starts with.\n 39β†’ /// </summary>\n 40β†’ [Export]\n 41β†’ public int StartingMagazineCount { get; set; } = 4;\n 42β†’\n 43β†’ /// <summary>\n 44β†’ /// Magazine inventory managing all magazines for this weapon.\n 45β†’ /// </summary>\n 46β†’ protected MagazineInventory MagazineInventory { get; private set; } = new();\n 47β†’\n 48β†’ /// <summary>\n 49β†’ /// Current ammunition in the magazine.\n 50β†’ /// </summary>\n 51β†’ public int CurrentAmmo\n 52β†’ {\n 53β†’ get => MagazineInventory.CurrentMagazine?.CurrentAmmo ?? 0;\n 54β†’ protected set\n 55β†’ {\n 56β†’ if (MagazineInventory.CurrentMagazine != null)\n 57β†’ {\n 58β†’ MagazineInventory.CurrentMagazine.CurrentAmmo = value;\n 59β†’ }\n 60β†’ }\n 61β†’ }\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Total reserve ammunition across all spare magazines.\n 65β†’ /// Note: This now represents total ammo in spare magazines, not a simple counter.\n 66β†’ /// </summary>\n 67β†’ public int ReserveAmmo\n 68β†’ {\n 69β†’ get => MagazineInventory.TotalSpareAmmo;\n 70β†’ protected set\n 71β†’ {\n 72β†’ // This setter is kept for backward compatibility but does nothing\n 73β†’ // The reserve ammo is now calculated from individual magazines\n 74β†’ }\n 75β†’ }\n 76β†’\n 77β†’ /// <summary>\n 78β†’ /// Whether the weapon can currently fire.\n 79β†’ /// </summary>\n 80β†’ public bool CanFire => CurrentAmmo > 0 && !IsReloading && _fireTimer <= 0;\n 81β†’\n 82β†’ /// <summary>\n 83β†’ /// Whether the weapon is currently reloading.\n 84β†’ /// </summary>\n 85β†’ public bool IsReloading { get; protected set; }\n 86β†’\n 87β†’ /// <summary>\n 88β†’ /// Whether there is a bullet in the chamber.\n 89β†’ /// This is true when the weapon had ammo when reload started (R->F sequence).\n 90β†’ /// </summary>\n 91β†’ public bool HasBulletInChamber { get; protected set; }\n 92β†’\n 93β†’ /// <summary>\n 94β†’ /// Whether the chamber bullet was fired during reload.\n 95β†’ /// Used to track if we need to subtract a bullet after reload completes.\n 96β†’ /// </summary>\n 97β†’ public bool ChamberBulletFired { get; protected set; }\n 98β†’\n 99β†’ /// <summary>\n 100β†’ /// Whether the weapon is in the middle of a reload sequence (between R->F and final R).\n 101β†’ /// When true, only chamber bullet can be fired (if available).\n 102β†’ /// </summary>\n 103β†’ public bool IsInReloadSequence { get; set; }\n 104β†’\n 105β†’\n 106β†’ private float _fireTimer;\n 107β†’ private float _reloadTimer;\n 108β†’\n 109β†’ /// <summary>\n 110β†’ /// Signal emitted when the weapon fires.\n 111β†’ /// </summary>\n 112β†’ [Signal]\n 113β†’ public delegate void FiredEventHandler();\n 114β†’\n 115β†’ /// <summary>\n 116β†’ /// Signal emitted when the weapon starts reloading.\n 117β†’ /// </summary>\n 118β†’ [Signal]\n 119β†’ public delegate void ReloadStartedEventHandler();\n 120β†’\n 121β†’ /// <summary>\n 122β†’ /// Signal emitted when the weapon finishes reloading.\n 123β†’ /// </summary>\n 124β†’ [Signal]\n 125β†’ public delegate void ReloadFinishedEventHandler();\n 126β†’\n 127β†’ /// <summary>\n 128β†’ /// Signal emitted when ammunition changes.\n 129β†’ /// </summary>\n 130β†’ [Signal]\n 131β†’ public delegate void AmmoChangedEventHandler(int currentAmmo, int reserveAmmo);\n 132β†’\n 133β†’ /// <summary>\n 134β†’ /// Signal emitted when the magazine inventory changes (reload, etc).\n 135β†’ /// Provides an array of ammo counts for each magazine.\n 136β†’ /// First element is current magazine, rest are spares sorted by ammo count.\n 137β†’ /// </summary>\n 138β†’ [Signal]\n 139β†’ public delegate void MagazinesChangedEventHandler(int[] magazineAmmoCounts);\n 140β†’\n 141β†’ public override void _Ready()\n 142β†’ {\n 143β†’ if (WeaponData != null)\n 144β†’ {\n 145β†’ InitializeMagazinesWithDifficulty();\n 146β†’ }\n 147β†’\n 148β†’ // Connect to difficulty_changed signal to re-initialize ammo when difficulty changes\n 149β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 150β†’ if (difficultyManager != null)\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": " 150β†’ if (difficultyManager != null)\n 151β†’ {\n 152β†’ difficultyManager.Connect(\"difficulty_changed\", Callable.From<int>(OnDifficultyChanged));\n 153β†’ }\n 154β†’ }\n 155β†’\n 156β†’ /// <summary>\n 157β†’ /// Initializes magazine inventory accounting for Power Fantasy ammo multiplier.\n 158β†’ /// Can be called again when difficulty changes to re-apply the multiplier.\n 159β†’ /// </summary>\n 160β†’ protected virtual void InitializeMagazinesWithDifficulty()\n 161β†’ {\n 162β†’ if (WeaponData == null) return;\n 163β†’\n 164β†’ int magazineCount = StartingMagazineCount;\n 165β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 166β†’ if (difficultyManager != null)\n 167β†’ {\n 168β†’ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 169β†’ int ammoMultiplier = multiplierResult.AsInt32();\n 170β†’ if (ammoMultiplier > 1)\n 171β†’ {\n 172β†’ magazineCount *= ammoMultiplier;\n 173β†’ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 174β†’ }\n 175β†’ }\n 176β†’\n 177β†’ // Initialize magazine inventory with the starting magazines\n 178β†’ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 179β†’\n 180β†’ // Emit initial magazine state\n 181β†’ EmitMagazinesChanged();\n 182β†’ }\n 183β†’\n 184β†’ /// <summary>\n 185β†’ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 186β†’ /// </summary>\n 187β†’ private void OnDifficultyChanged(int newDifficulty)\n 188β†’ {\n 189β†’ if (WeaponData != null)\n 190β†’ {\n 191β†’ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 192β†’ InitializeMagazinesWithDifficulty();\n 193β†’ }\n 194β†’ }\n 195β†’\n 196β†’ /// <summary>\n 197β†’ /// Emits the MagazinesChanged signal with current magazine states.\n 198β†’ /// </summary>\n 199β†’ protected void EmitMagazinesChanged()\n 200β†’ {\n 201β†’ EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());\n 202β†’ }\n 203β†’\n 204β†’ /// <summary>\n 205β†’ /// Gets all magazine ammo counts as an array.\n 206β†’ /// First element is current magazine, rest are spares sorted by ammo (descending).\n 207β†’ /// </summary>\n 208β†’ public int[] GetMagazineAmmoCounts()\n 209β†’ {\n 210β†’ return MagazineInventory.GetMagazineAmmoCounts();\n 211β†’ }\n 212β†’\n 213β†’ /// <summary>\n 214β†’ /// Gets a formatted string showing all magazine ammo counts.\n 215β†’ /// Format: \"[30] | 25 | 10\" where [30] is current magazine.\n 216β†’ /// </summary>\n 217β†’ public string GetMagazineDisplayString()\n 218β†’ {\n 219β†’ return MagazineInventory.GetMagazineDisplayString();\n 220β†’ }\n 221β†’\n 222β†’ public override void _Process(double delta)\n 223β†’ {\n 224β†’ if (_fireTimer > 0)\n 225β†’ {\n 226β†’ _fireTimer -= (float)delta;\n 227β†’ }\n 228β†’\n 229β†’ if (IsReloading)\n 230β†’ {\n 231β†’ _reloadTimer -= (float)delta;\n 232β†’ if (_reloadTimer <= 0)\n 233β†’ {\n 234β†’ FinishReload();\n 235β†’ }\n 236β†’ }\n 237β†’ }\n 238β†’\n 239β†’ /// <summary>\n 240β†’ /// Attempts to fire the weapon in the specified direction.\n 241β†’ /// </summary>\n 242β†’ /// <param name=\"direction\">Direction to fire.</param>\n 243β†’ /// <returns>True if the weapon fired successfully.</returns>\n 244β†’ public virtual bool Fire(Vector2 direction)\n 245β†’ {\n 246β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 247β†’ {\n 248β†’ return false;\n 249β†’ }\n 250β†’\n 251β†’ // Consume ammo from current magazine\n 252β†’ MagazineInventory.ConsumeAmmo();\n 253β†’ _fireTimer = 1.0f / WeaponData.FireRate;\n 254β†’\n 255β†’ SpawnBullet(direction);\n 256β†’\n 257β†’ EmitSignal(SignalName.Fired);\n 258β†’ EmitSignal(SignalName.AmmoChanged, CurrentAmmo, ReserveAmmo);\n 259β†’ EmitMagazinesChanged();\n 260β†’\n 261β†’ return true;\n 262β†’ }\n 263β†’\n 264β†’ /// <summary>\n 265β†’ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 266β†’ /// This prevents shooting through walls when standing flush against cover.\n 267β†’ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 268β†’ ///\n 269β†’ /// Returns a tuple: (isBlocked, wallHitPosition, wallHitNormal).\n 270β†’ /// If isBlocked is true, the caller should spawn the bullet at weapon position\n 271β†’ /// instead of at the offset position, so penetration can occur.\n 272β†’ /// </summary>\n 273β†’ /// <param name=\"direction\">Direction to check.</param>\n 274β†’ /// <returns>Tuple indicating if blocked and wall hit info.</returns>\n 275β†’ protected virtual (bool isBlocked, Vector2 hitPosition, Vector2 hitNormal) CheckBulletSpawnPath(Vector2 direction)\n 276β†’ {\n 277β†’ var spaceState = GetWorld2D()?.DirectSpaceState;\n 278β†’ if (spaceState == null)\n 279β†’ {\n 280β†’ return (false, Vector2.Zero, Vector2.Zero); // Not blocked if physics not ready\n 281β†’ }\n 282β†’\n 283β†’ // Check from weapon center to bullet spawn position plus a small buffer\n 284β†’ float checkDistance = BulletSpawnOffset + 5.0f;\n 285β†’\n 286β†’ var query = PhysicsRayQueryParameters2D.Create(\n 287β†’ GlobalPosition,\n 288β†’ GlobalPosition + direction * checkDistance,\n 289β†’ 4 // Collision mask for obstacles (layer 3 = value 4)\n 290β†’ );\n 291β†’\n 292β†’ var result = spaceState.IntersectRay(query);\n 293β†’ if (result.Count > 0)\n 294β†’ {\n 295β†’ Vector2 hitPosition = (Vector2)result[\"position\"];\n 296β†’ Vector2 hitNormal = (Vector2)result[\"normal\"];\n 297β†’ GD.Print($\"[BaseWeapon] Wall detected at distance {GlobalPosition.DistanceTo(hitPosition):F1} - bullet will spawn at weapon position for penetration\");\n 298β†’\n 299β†’ return (true, hitPosition, hitNormal);\n 300β†’ }\n 301β†’\n 302β†’ return (false, Vector2.Zero, Vector2.Zero);\n 303β†’ }\n 304β†’\n 305β†’ /// <summary>\n 306β†’ /// Checks if the bullet spawn path is clear (no wall between weapon and spawn point).\n 307β†’ /// This prevents shooting through walls when standing flush against cover.\n 308β†’ /// If blocked, spawns wall hit effects and plays impact sound for feedback.\n 309β†’ /// </summary>\n 310β†’ /// <param name=\"direction\">Direction to check.</param>\n 311β†’ /// <returns>True if the path is clear, false if a wall blocks it.</returns>\n 312β†’ protected virtual bool IsBulletSpawnClear(Vector2 direction)\n 313β†’ {\n 314β†’ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 315β†’\n 316β†’ if (isBlocked)\n 317β†’ {\n 318β†’ // Play wall hit sound for audio feedback\n 319β†’ PlayBulletWallHitSound(hitPosition);\n 320β†’\n 321β†’ // Spawn dust effect at impact point\n 322β†’ SpawnWallHitEffect(hitPosition, hitNormal);\n 323β†’\n 324β†’ return false;\n 325β†’ }\n 326β†’\n 327β†’ return true;\n 328β†’ }\n 329β†’\n 330β†’ /// <summary>\n 331β†’ /// Plays the bullet wall hit sound at the specified position.\n 332β†’ /// </summary>\n 333β†’ /// <param name=\"position\">Position to play the sound at.</param>\n 334β†’ private void PlayBulletWallHitSound(Vector2 position)\n 335β†’ {\n 336β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 337β†’ if (audioManager != null && audioManager.HasMethod(\"play_bullet_wall_hit\"))\n 338β†’ {\n 339β†’ audioManager.Call(\"play_bullet_wall_hit\", position);\n 340β†’ }\n 341β†’ }\n 342β†’\n 343β†’ /// <summary>\n 344β†’ /// Spawns dust/debris particles at wall hit position.\n 345β†’ /// </summary>\n 346β†’ /// <param name=\"position\">Position of the impact.</param>\n 347β†’ /// <param name=\"normal\">Surface normal at the impact point.</param>\n 348β†’ private void SpawnWallHitEffect(Vector2 position, Vector2 normal)\n 349β†’ {\n 350β†’ var impactManager = GetNodeOrNull(\"/root/ImpactEffectsManager\");\n 351β†’ if (impactManager != null && impactManager.HasMethod(\"spawn_dust_effect\"))\n 352β†’ {\n 353β†’ impactManager.Call(\"spawn_dust_effect\", position, normal, Variant.CreateFrom((Resource?)null));\n 354β†’ }\n 355β†’ }\n 356β†’\n 357β†’ /// <summary>\n 358β†’ /// Spawns a bullet traveling in the specified direction.\n 359β†’ /// </summary>\n 360β†’ /// <param name=\"direction\">Direction for the bullet to travel.</param>\n 361β†’ protected virtual void SpawnBullet(Vector2 direction)\n 362β†’ {\n 363β†’ if (BulletScene == null)\n 364β†’ {\n 365β†’ return;\n 366β†’ }\n 367β†’\n 368β†’ // Check if the bullet spawn path is blocked by a wall\n 369β†’ var (isBlocked, hitPosition, hitNormal) = CheckBulletSpawnPath(direction);\n 370β†’\n 371β†’ Vector2 spawnPosition;\n 372β†’ if (isBlocked)\n 373β†’ {\n 374β†’ // Wall detected at point-blank range\n 375β†’ // Spawn bullet at weapon position (not offset) so it can interact with the wall\n 376β†’ // and trigger penetration instead of being blocked entirely\n 377β†’ // Use a small offset to ensure the bullet starts moving into the wall\n 378β†’ spawnPosition = GlobalPosition + direction * 2.0f;\n 379β†’ GD.Print($\"[BaseWeapon] Point-blank shot: spawning bullet at weapon position for penetration\");\n 380β†’ }\n 381β†’ else\n 382β†’ {\n 383β†’ // Normal case: spawn at offset position\n 384β†’ spawnPosition = GlobalPosition + direction * BulletSpawnOffset;\n 385β†’ }\n 386β†’\n 387β†’ var bullet = BulletScene.Instantiate<Node2D>();\n 388β†’ bullet.GlobalPosition = spawnPosition;\n 389β†’\n 390β†’ // Set bullet properties - try both PascalCase (C#) and snake_case (GDScript)\n 391β†’ // C# bullets use PascalCase (Direction, Speed, ShooterId, ShooterPosition)\n 392β†’ // GDScript bullets use snake_case (direction, speed, shooter_id, shooter_position)\n 393β†’ if (bullet.HasMethod(\"SetDirection\"))\n 394β†’ {\n 395β†’ bullet.Call(\"SetDirection\", direction);\n 396β†’ }\n 397β†’ else\n 398β†’ {\n 399β†’ // Try PascalCase first (C# Bullet.cs), then snake_case (GDScript bullet.gd)\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": " 1β†’using System.Collections.Generic;\n 2β†’using Godot;\n 3β†’using GodotTopDownTemplate.AbstractClasses;\n 4β†’using GodotTopDownTemplate.Projectiles;\n 5β†’\n 6β†’namespace GodotTopDownTemplate.Weapons;\n 7β†’\n 8β†’/// <summary>\n 9β†’/// Bolt-action charging state for the ASVK sniper rifle.\n 10β†’/// Before each shot, the player must complete a 4-step bolt-action sequence:\n 11β†’/// Left (unlock bolt) β†’ Down (extract and eject casing) β†’ Up (chamber round) β†’ Right (close bolt)\n 12β†’/// </summary>\n 13β†’public enum BoltActionStep\n 14β†’{\n 15β†’ /// <summary>\n 16β†’ /// Bolt is ready - weapon can fire. After firing, transitions to NeedsBoltCycle.\n 17β†’ /// </summary>\n 18β†’ Ready,\n 19β†’\n 20β†’ /// <summary>\n 21β†’ /// Just fired - needs bolt cycling before next shot.\n 22β†’ /// Waiting for Left arrow (unlock bolt).\n 23β†’ /// </summary>\n 24β†’ NeedsBoltCycle,\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Step 1 complete (bolt unlocked). Waiting for Down arrow (extract and eject casing).\n 28β†’ /// </summary>\n 29β†’ WaitExtractCasing,\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Step 2 complete (casing ejected). Waiting for Up arrow (chamber round).\n 33β†’ /// </summary>\n 34β†’ WaitChamberRound,\n 35β†’\n 36β†’ /// <summary>\n 37β†’ /// Step 3 complete (round chambered). Waiting for Right arrow (close bolt).\n 38β†’ /// </summary>\n 39β†’ WaitCloseBolt\n 40β†’}\n 41β†’\n 42β†’/// <summary>\n 43β†’/// ASVK sniper rifle - heavy anti-materiel bolt-action rifle.\n 44β†’/// Features:\n 45β†’/// - 12.7x108mm ammunition dealing 50 damage per shot\n 46β†’/// - Penetrates through 2 walls and through enemies\n 47β†’/// - Instant bullet speed with smoky dissipating tracer trail\n 48β†’/// - Very slow turn sensitivity outside aiming (~25x less than normal, heavy weapon)\n 49β†’/// - 5-round magazine with M16-style swap reload\n 50β†’/// - Single-shot bolt-action with manual charging sequence (Leftβ†’Downβ†’Upβ†’Right)\n 51β†’/// - Arrow keys are consumed during bolt cycling (WASD still works for movement)\n 52β†’/// - Shell casing ejected on step 2 (Down - extract and eject casing)\n 53β†’/// Reference: ASVK (ΠΠ‘Π’Πš) anti-materiel sniper rifle\n 54β†’/// </summary>\n 55β†’public partial class SniperRifle : BaseWeapon\n 56β†’{\n 57β†’ // =========================================================================\n 58β†’ // Bolt-Action State\n 59β†’ // =========================================================================\n 60β†’\n 61β†’ /// <summary>\n 62β†’ /// Current bolt-action charging step.\n 63β†’ /// </summary>\n 64β†’ private BoltActionStep _boltStep = BoltActionStep.Ready;\n 65β†’\n 66β†’ /// <summary>\n 67β†’ /// Whether the bolt action is ready to fire (chambered).\n 68β†’ /// Initially true so first shot can be fired immediately.\n 69β†’ /// </summary>\n 70β†’ public bool IsBoltReady => _boltStep == BoltActionStep.Ready;\n 71β†’\n 72β†’ /// <summary>\n 73β†’ /// Whether the weapon needs bolt cycling before it can fire again.\n 74β†’ /// </summary>\n 75β†’ public bool NeedsBoltCycle => _boltStep != BoltActionStep.Ready;\n 76β†’\n 77β†’ /// <summary>\n 78β†’ /// Signal emitted when bolt-action step changes.\n 79β†’ /// </summary>\n 80β†’ [Signal]\n 81β†’ public delegate void BoltStepChangedEventHandler(int step, int totalSteps);\n 82β†’\n 83β†’ // =========================================================================\n 84β†’ // Smoky Tracer Trail\n 85β†’ // =========================================================================\n 86β†’\n 87β†’ /// <summary>\n 88β†’ /// Scene for the smoky tracer trail effect.\n 89β†’ /// Created programmatically as a Line2D with smoke-like appearance.\n 90β†’ /// </summary>\n 91β†’ private Line2D? _lastTracerTrail;\n 92β†’\n 93β†’ // =========================================================================\n 94β†’ // Bolt Cycling and Movement\n 95β†’ // =========================================================================\n 96β†’\n 97β†’ /// <summary>\n 98β†’ /// Whether bolt cycling is in progress (arrow keys should be consumed, not move).\n 99β†’ /// When true, the SniperRifle notifies the player to suppress arrow key movement.\n 100β†’ /// </summary>\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": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’using GodotTopDownTemplate.Projectiles;\n 4β†’\n 5β†’namespace GodotTopDownTemplate.Weapons;\n 6β†’\n 7β†’/// <summary>\n 8β†’/// Silenced pistol - semi-automatic weapon with suppressor.\n 9β†’/// Features:\n 10β†’/// - Semi-automatic fire (one shot per click)\n 11β†’/// - 9mm bullets with standard damage\n 12β†’/// - Spread same as M16 (2.0 degrees)\n 13β†’/// - Recoil 2x higher than M16, with extended recovery delay\n 14β†’/// - Silent shots (no sound propagation to enemies)\n 15β†’/// - Very low aiming sensitivity (smooth aiming)\n 16β†’/// - Ricochets like other 9mm (same as Uzi)\n 17β†’/// - Does not penetrate walls\n 18β†’/// - Green laser sight for tactical aiming\n 19β†’/// - Stun effect on hit (enemies briefly stunned)\n 20β†’/// - 13 rounds magazine (Beretta M9 style)\n 21β†’/// - Reload similar to M16\n 22β†’/// Reference: Beretta M9 with suppressor and laser sight\n 23β†’/// </summary>\n 24β†’public partial class SilencedPistol : BaseWeapon\n 25β†’{\n 26β†’ /// <summary>\n 27β†’ /// Reference to the Sprite2D node for the weapon visual.\n 28β†’ /// </summary>\n 29β†’ private Sprite2D? _weaponSprite;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Current aim direction based on mouse position.\n 33β†’ /// </summary>\n 34β†’ private Vector2 _aimDirection = Vector2.Right;\n 35β†’\n 36β†’ /// <summary>\n 37β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 38β†’ /// where the aim interpolates smoothly toward the target angle.\n 39β†’ /// </summary>\n 40β†’ private float _currentAimAngle = 0.0f;\n 41β†’\n 42β†’ /// <summary>\n 43β†’ /// Whether the aim angle has been initialized.\n 44β†’ /// </summary>\n 45β†’ private bool _aimAngleInitialized = false;\n 46β†’\n 47β†’ /// <summary>\n 48β†’ /// Current recoil offset angle in radians.\n 49β†’ /// Silenced pistol has 2x recoil compared to M16.\n 50β†’ /// </summary>\n 51β†’ private float _recoilOffset = 0.0f;\n 52β†’\n 53β†’ /// <summary>\n 54β†’ /// Time since the last shot was fired, used for recoil recovery.\n 55β†’ /// </summary>\n 56β†’ private float _timeSinceLastShot = 0.0f;\n 57β†’\n 58β†’ /// <summary>\n 59β†’ /// Time in seconds before recoil starts recovering.\n 60β†’ /// Extended delay to simulate realistic pistol handling - user must wait\n 61β†’ /// for recoil to settle before accurate follow-up shots.\n 62β†’ /// </summary>\n 63β†’ private const float RecoilRecoveryDelay = 0.35f;\n 64β†’\n 65β†’ /// <summary>\n 66β†’ /// Speed at which recoil recovers (radians per second).\n 67β†’ /// Slower than automatic weapons for deliberate fire.\n 68β†’ /// </summary>\n 69β†’ private const float RecoilRecoverySpeed = 4.0f;\n 70β†’\n 71β†’ /// <summary>\n 72β†’ /// Maximum recoil offset in radians (about 10 degrees - 2x assault rifle).\n 73β†’ /// M16 is Β±5 degrees, so silenced pistol is Β±10 degrees.\n 74β†’ /// </summary>\n 75β†’ private const float MaxRecoilOffset = 0.175f;\n 76β†’\n 77β†’ /// <summary>\n 78β†’ /// Recoil amount per shot in radians.\n 79β†’ /// Calculated as 2x M16's recoil per shot.\n 80β†’ /// </summary>\n 81β†’ private const float RecoilPerShot = 0.06f;\n 82β†’\n 83β†’ /// <summary>\n 84β†’ /// Muzzle flash scale for silenced pistol.\n 85β†’ /// Very small flash (around 100x100 pixels) to simulate suppressor effect.\n 86β†’ /// Suppressors trap most of the expanding gases, significantly reducing muzzle flash.\n 87β†’ /// Value of 0.2 reduces the flash to ~20% of normal size.\n 88β†’ /// </summary>\n 89β†’ private const float SilencedMuzzleFlashScale = 0.2f;\n 90β†’\n 91β†’ // =========================================================================\n 92β†’ // Laser Sight Configuration\n 93β†’ // =========================================================================\n 94β†’\n 95β†’ /// <summary>\n 96β†’ /// Whether the laser sight is enabled.\n 97β†’ /// </summary>\n 98β†’ [Export]\n 99β†’ public bool LaserSightEnabled { get; set; } = true;\n 100β†’\n 101β†’ /// <summary>\n 102β†’ /// Maximum length of the laser sight in pixels.\n 103β†’ /// The actual laser length is calculated based on viewport size to appear infinite.\n 104β†’ /// </summary>\n 105β†’ [Export]\n 106β†’ public float LaserSightLength { get; set; } = 500.0f;\n 107β†’\n 108β†’ /// <summary>\n 109β†’ /// Color of the laser sight (green for tactical silenced pistol).\n 110β†’ /// </summary>\n 111β†’ [Export]\n 112β†’ public Color LaserSightColor { get; set; } = new Color(0.0f, 1.0f, 0.0f, 0.5f);\n 113β†’\n 114β†’ /// <summary>\n 115β†’ /// Width of the laser sight line.\n 116β†’ /// </summary>\n 117β†’ [Export]\n 118β†’ public float LaserSightWidth { get; set; } = 2.0f;\n 119β†’\n 120β†’ /// <summary>\n 121β†’ /// Reference to the Line2D node for the laser sight.\n 122β†’ /// </summary>\n 123β†’ private Line2D? _laserSight;\n 124β†’\n 125β†’ public override void _Ready()\n 126β†’ {\n 127β†’ base._Ready();\n 128β†’\n 129β†’ // Get the weapon sprite for visual representation\n 130β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"PistolSprite\");\n 131β†’\n 132β†’ if (_weaponSprite != null)\n 133β†’ {\n 134β†’ var texture = _weaponSprite.Texture;\n 135β†’ GD.Print($\"[SilencedPistol] PistolSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 136β†’ }\n 137β†’ else\n 138β†’ {\n 139β†’ GD.Print(\"[SilencedPistol] No PistolSprite node (visual model not yet added)\");\n 140β†’ }\n 141β†’\n 142β†’ // Get or create the laser sight Line2D\n 143β†’ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 144β†’\n 145β†’ if (_laserSight == null && LaserSightEnabled)\n 146β†’ {\n 147β†’ CreateLaserSight();\n 148β†’ }\n 149β†’ else if (_laserSight != null)\n 150β†’ {\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": " 150β†’ {\n 151β†’ // Ensure the existing laser sight has the correct properties\n 152β†’ _laserSight.Width = LaserSightWidth;\n 153β†’ _laserSight.DefaultColor = LaserSightColor;\n 154β†’ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 155β†’ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 156β†’\n 157β†’ // Ensure proper points exist\n 158β†’ if (_laserSight.GetPointCount() < 2)\n 159β†’ {\n 160β†’ _laserSight.ClearPoints();\n 161β†’ _laserSight.AddPoint(Vector2.Zero);\n 162β†’ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 163β†’ }\n 164β†’ }\n 165β†’\n 166β†’ UpdateLaserSightVisibility();\n 167β†’ GD.Print($\"[SilencedPistol] Green laser sight initialized: enabled={LaserSightEnabled}\");\n 168β†’ }\n 169β†’\n 170β†’ public override void _Process(double delta)\n 171β†’ {\n 172β†’ base._Process(delta);\n 173β†’\n 174β†’ // Update time since last shot for recoil recovery\n 175β†’ _timeSinceLastShot += (float)delta;\n 176β†’\n 177β†’ // Recover recoil after extended delay (simulates human recoil control)\n 178β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 179β†’ {\n 180β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 181β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 182β†’ }\n 183β†’\n 184β†’ // Update aim direction and weapon sprite rotation\n 185β†’ UpdateAimDirection();\n 186β†’\n 187β†’ // Update laser sight to point towards mouse (with recoil offset)\n 188β†’ if (LaserSightEnabled && _laserSight != null)\n 189β†’ {\n 190β†’ UpdateLaserSight();\n 191β†’ }\n 192β†’ }\n 193β†’\n 194β†’ /// <summary>\n 195β†’ /// Updates the aim direction based on mouse position.\n 196β†’ /// Silenced pistol uses very low sensitivity for smooth, deliberate aiming.\n 197β†’ /// </summary>\n 198β†’ private void UpdateAimDirection()\n 199β†’ {\n 200β†’ // Get direction to mouse\n 201β†’ Vector2 mousePos = GetGlobalMousePosition();\n 202β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 203β†’\n 204β†’ // Calculate target angle from player to mouse\n 205β†’ float targetAngle = toMouse.Angle();\n 206β†’\n 207β†’ // Initialize aim angle on first frame\n 208β†’ if (!_aimAngleInitialized)\n 209β†’ {\n 210β†’ _currentAimAngle = targetAngle;\n 211β†’ _aimAngleInitialized = true;\n 212β†’ }\n 213β†’\n 214β†’ Vector2 direction;\n 215β†’\n 216β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 217β†’ // Silenced pistol has very low sensitivity for smooth, tactical aiming\n 218β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 219β†’ {\n 220β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 221β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 222β†’ float delta = (float)GetProcessDeltaTime();\n 223β†’ float maxRotation = rotationSpeed * delta;\n 224β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 225β†’ _currentAimAngle += actualRotation;\n 226β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 227β†’ }\n 228β†’ else\n 229β†’ {\n 230β†’ // Automatic mode: direct aim at cursor (instant response)\n 231β†’ if (toMouse.LengthSquared() > 0.001f)\n 232β†’ {\n 233β†’ direction = toMouse.Normalized();\n 234β†’ _currentAimAngle = targetAngle;\n 235β†’ }\n 236β†’ else\n 237β†’ {\n 238β†’ direction = _aimDirection;\n 239β†’ }\n 240β†’ }\n 241β†’\n 242β†’ // Store the aim direction for shooting\n 243β†’ _aimDirection = direction;\n 244β†’\n 245β†’ // Update weapon sprite rotation to match aim direction\n 246β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 247β†’ }\n 248β†’\n 249β†’ /// <summary>\n 250β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 251β†’ /// Also handles vertical flipping when aiming left.\n 252β†’ /// </summary>\n 253β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 254β†’ {\n 255β†’ if (_weaponSprite == null)\n 256β†’ {\n 257β†’ return;\n 258β†’ }\n 259β†’\n 260β†’ float angle = direction.Angle();\n 261β†’ _weaponSprite.Rotation = angle;\n 262β†’\n 263β†’ // Flip the sprite vertically when aiming left\n 264β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 265β†’ _weaponSprite.FlipV = aimingLeft;\n 266β†’ }\n 267β†’\n 268β†’ // =========================================================================\n 269β†’ // Laser Sight Methods\n 270β†’ // =========================================================================\n 271β†’\n 272β†’ /// <summary>\n 273β†’ /// Creates the laser sight Line2D programmatically.\n 274β†’ /// </summary>\n 275β†’ private void CreateLaserSight()\n 276β†’ {\n 277β†’ _laserSight = new Line2D\n 278β†’ {\n 279β†’ Name = \"LaserSight\",\n 280β†’ Width = LaserSightWidth,\n 281β†’ DefaultColor = LaserSightColor,\n 282β†’ BeginCapMode = Line2D.LineCapMode.Round,\n 283β†’ EndCapMode = Line2D.LineCapMode.Round\n 284β†’ };\n 285β†’\n 286β†’ // Initialize with two points (start and end)\n 287β†’ _laserSight.AddPoint(Vector2.Zero);\n 288β†’ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 289β†’\n 290β†’ AddChild(_laserSight);\n 291β†’ }\n 292β†’\n 293β†’ /// <summary>\n 294β†’ /// Updates the laser sight visualization.\n 295β†’ /// Uses the aim direction and applies recoil offset.\n 296β†’ /// Uses raycasting to stop at obstacles.\n 297β†’ /// </summary>\n 298β†’ private void UpdateLaserSight()\n 299β†’ {\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": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Fire mode for the assault rifle.\n 8β†’/// </summary>\n 9β†’public enum FireMode\n 10β†’{\n 11β†’ /// <summary>\n 12β†’ /// Fully automatic fire - hold to continuously fire.\n 13β†’ /// </summary>\n 14β†’ Automatic,\n 15β†’\n 16β†’ /// <summary>\n 17β†’ /// Burst fire - fires multiple bullets per trigger pull.\n 18β†’ /// </summary>\n 19β†’ Burst\n 20β†’}\n 21β†’\n 22β†’/// <summary>\n 23β†’/// Assault rifle weapon with automatic and burst fire modes plus laser sight.\n 24β†’/// Inherits from BaseWeapon and extends it with specific assault rifle behavior.\n 25β†’/// Default fire mode is fully automatic.\n 26β†’/// </summary>\n 27β†’public partial class AssaultRifle : BaseWeapon\n 28β†’{\n 29β†’ /// <summary>\n 30β†’ /// Current fire mode of the weapon.\n 31β†’ /// </summary>\n 32β†’ [Export]\n 33β†’ public FireMode CurrentFireMode { get; set; } = FireMode.Automatic;\n 34β†’\n 35β†’ /// <summary>\n 36β†’ /// Number of bullets fired in a burst (only used in Burst mode).\n 37β†’ /// </summary>\n 38β†’ [Export]\n 39β†’ public int BurstCount { get; set; } = 3;\n 40β†’\n 41β†’ /// <summary>\n 42β†’ /// Delay between each bullet in a burst (in seconds).\n 43β†’ /// </summary>\n 44β†’ [Export]\n 45β†’ public float BurstDelay { get; set; } = 0.05f;\n 46β†’\n 47β†’ /// <summary>\n 48β†’ /// Whether the laser sight is enabled.\n 49β†’ /// </summary>\n 50β†’ [Export]\n 51β†’ public bool LaserSightEnabled { get; set; } = true;\n 52β†’\n 53β†’ /// <summary>\n 54β†’ /// Maximum length of the laser sight in pixels.\n 55β†’ /// Note: The actual laser length is now calculated based on viewport size to appear infinite.\n 56β†’ /// This property is kept for backward compatibility but is no longer used.\n 57β†’ /// </summary>\n 58β†’ [Export]\n 59β†’ public float LaserSightLength { get; set; } = 500.0f;\n 60β†’\n 61β†’ /// <summary>\n 62β†’ /// Color of the laser sight.\n 63β†’ /// </summary>\n 64β†’ [Export]\n 65β†’ public Color LaserSightColor { get; set; } = new Color(1.0f, 0.0f, 0.0f, 0.5f);\n 66β†’\n 67β†’ /// <summary>\n 68β†’ /// Width of the laser sight line.\n 69β†’ /// </summary>\n 70β†’ [Export]\n 71β†’ public float LaserSightWidth { get; set; } = 2.0f;\n 72β†’\n 73β†’ /// <summary>\n 74β†’ /// Reference to the Line2D node for the laser sight.\n 75β†’ /// </summary>\n 76β†’ private Line2D? _laserSight;\n 77β†’\n 78β†’ /// <summary>\n 79β†’ /// Reference to the Sprite2D node for the rifle visual.\n 80β†’ /// </summary>\n 81β†’ private Sprite2D? _rifleSprite;\n 82β†’\n 83β†’ /// <summary>\n 84β†’ /// Current aim direction based on laser sight.\n 85β†’ /// This direction is used for shooting when laser sight is enabled.\n 86β†’ /// </summary>\n 87β†’ private Vector2 _aimDirection = Vector2.Right;\n 88β†’\n 89β†’ /// <summary>\n 90β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 91β†’ /// where the aim interpolates smoothly toward the target angle.\n 92β†’ /// </summary>\n 93β†’ private float _currentAimAngle = 0.0f;\n 94β†’\n 95β†’ /// <summary>\n 96β†’ /// Whether the aim angle has been initialized.\n 97β†’ /// </summary>\n 98β†’ private bool _aimAngleInitialized = false;\n 99β†’\n 100β†’ /// <summary>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:23:59.550Z] [INFO] {
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{
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Shotgun action state for pump-action mechanics.\n 8β†’/// After firing: LMB (fire) β†’ RMB drag UP (eject shell) β†’ RMB drag DOWN (chamber)\n 9β†’/// </summary>\n 10β†’public enum ShotgunActionState\n 11β†’{\n 12β†’ /// <summary>\n 13β†’ /// Ready to fire - action closed, shell chambered.\n 14β†’ /// </summary>\n 15β†’ Ready,\n 16β†’\n 17β†’ /// <summary>\n 18β†’ /// Just fired - needs RMB drag UP to eject spent shell.\n 19β†’ /// </summary>\n 20β†’ NeedsPumpUp,\n 21β†’\n 22β†’ /// <summary>\n 23β†’ /// Pump up complete (shell ejected) - needs RMB drag DOWN to chamber next round.\n 24β†’ /// </summary>\n 25β†’ NeedsPumpDown\n 26β†’}\n 27β†’\n 28β†’/// <summary>\n 29β†’/// Shotgun reload state for shell-by-shell loading.\n 30β†’/// Reload sequence: RMB drag UP (open bolt) β†’ [MMB hold + RMB drag DOWN]Γ—N (load shells) β†’ RMB drag DOWN (close bolt)\n 31β†’/// </summary>\n 32β†’public enum ShotgunReloadState\n 33β†’{\n 34β†’ /// <summary>\n 35β†’ /// Not reloading - normal operation.\n 36β†’ /// </summary>\n 37β†’ NotReloading,\n 38β†’\n 39β†’ /// <summary>\n 40β†’ /// Waiting for RMB drag UP to open bolt for loading.\n 41β†’ /// </summary>\n 42β†’ WaitingToOpen,\n 43β†’\n 44β†’ /// <summary>\n 45β†’ /// Bolt open - ready to load shells with MMB hold + RMB drag DOWN.\n 46β†’ /// Close bolt with RMB drag DOWN (without MMB).\n 47β†’ /// </summary>\n 48β†’ Loading,\n 49β†’\n 50β†’ /// <summary>\n 51β†’ /// Waiting for RMB drag DOWN to close bolt and chamber round.\n 52β†’ /// </summary>\n 53β†’ WaitingToClose\n 54β†’}\n 55β†’\n 56β†’/// <summary>\n 57β†’/// Pump-action shotgun with multi-pellet spread.\n 58β†’/// Features manual pump-action cycling and tube magazine (shell-by-shell loading).\n 59β†’/// Fires ShotgunPellet projectiles with limited ricochet (35 degrees max).\n 60β†’/// Pellets fire in a \"cloud\" pattern with spatial distribution.\n 61β†’///\n 62β†’/// Shooting sequence: LMB (fire) β†’ RMB drag UP (eject shell) β†’ RMB drag DOWN (chamber)\n 63β†’/// Reload sequence: RMB drag UP (open bolt) β†’ [MMB hold + RMB drag DOWN]Γ—N (load shells) β†’ RMB drag DOWN (close bolt)\n 64β†’/// Note: After opening bolt, can close immediately with RMB drag DOWN (skips loading).\n 65β†’/// </summary>\n 66β†’public partial class Shotgun : BaseWeapon\n 67β†’{\n 68β†’ /// <summary>\n 69β†’ /// Minimum number of pellets per shot (inclusive).\n 70β†’ /// </summary>\n 71β†’ [Export]\n 72β†’ public int MinPellets { get; set; } = 10;\n 73β†’\n 74β†’ /// <summary>\n 75β†’ /// Maximum number of pellets per shot (inclusive).\n 76β†’ /// </summary>\n 77β†’ [Export]\n 78β†’ public int MaxPellets { get; set; } = 16;\n 79β†’\n 80β†’ /// <summary>\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:23:59.933Z] [INFO] {
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[2026-02-07T18:23:59.954Z] [INFO] {
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{
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Mini UZI submachine gun - high fire rate automatic weapon with increased spread.\n 8β†’/// Features:\n 9β†’/// - High fire rate (15 shots/sec)\n 10β†’/// - 9mm bullets with 0.5 damage\n 11β†’/// - High spread increase during sustained fire\n 12β†’/// - Ricochets only at angles of 20 degrees or less\n 13β†’/// - Does not penetrate walls\n 14β†’/// - High screen shake\n 15β†’/// - No scope/laser sight\n 16β†’/// - 32 rounds magazine\n 17β†’/// - Reload similar to assault rifle\n 18β†’/// </summary>\n 19β†’public partial class MiniUzi : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 28β†’ /// </summary>\n 29β†’ private Line2D? _laserSight;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 33β†’ /// </summary>\n 34β†’ private bool _laserSightEnabled = false;\n 35β†’\n 36β†’ /// <summary>\n 37β†’ /// Color of the laser sight (blue in Power Fantasy mode).\n 38β†’ /// </summary>\n 39β†’ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 40β†’\n 41β†’ /// <summary>\n 42β†’ /// Current aim direction based on mouse position.\n 43β†’ /// </summary>\n 44β†’ private Vector2 _aimDirection = Vector2.Right;\n 45β†’\n 46β†’ /// <summary>\n 47β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 48β†’ /// where the aim interpolates smoothly toward the target angle.\n 49β†’ /// </summary>\n 50β†’ private float _currentAimAngle = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Whether the aim angle has been initialized.\n 54β†’ /// </summary>\n 55β†’ private bool _aimAngleInitialized = false;\n 56β†’\n 57β†’ /// <summary>\n 58β†’ /// Current recoil offset angle in radians.\n 59β†’ /// Mini UZI has higher recoil than assault rifle.\n 60β†’ /// </summary>\n 61β†’ private float _recoilOffset = 0.0f;\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Time since the last shot was fired, used for recoil recovery.\n 65β†’ /// </summary>\n 66β†’ private float _timeSinceLastShot = 0.0f;\n 67β†’\n 68β†’ /// <summary>\n 69β†’ /// Time in seconds before recoil starts recovering.\n 70β†’ /// Shorter than assault rifle for faster spray patterns.\n 71β†’ /// </summary>\n 72β†’ private const float RecoilRecoveryDelay = 0.08f;\n 73β†’\n 74β†’ /// <summary>\n 75β†’ /// Speed at which recoil recovers (radians per second).\n 76β†’ /// </summary>\n 77β†’ private const float RecoilRecoverySpeed = 6.0f;\n 78β†’\n 79β†’ /// <summary>\n 80β†’ /// Maximum recoil offset in radians (about 8 degrees - higher than assault rifle).\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:24:02.559Z] [INFO] {
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[2026-02-07T18:24:02.563Z] [INFO] {
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"content": " 80β†’ /// Maximum recoil offset in radians (about 8 degrees - higher than assault rifle).\n 81β†’ /// </summary>\n 82β†’ private const float MaxRecoilOffset = 0.14f;\n 83β†’\n 84β†’ /// <summary>\n 85β†’ /// Tracks consecutive shots for spread calculation.\n 86β†’ /// </summary>\n 87β†’ private int _shotCount = 0;\n 88β†’\n 89β†’ /// <summary>\n 90β†’ /// Time since last shot for spread reset.\n 91β†’ /// </summary>\n 92β†’ private float _spreadResetTimer = 0.0f;\n 93β†’\n 94β†’ /// <summary>\n 95β†’ /// Number of shots before spread starts increasing.\n 96β†’ /// </summary>\n 97β†’ private const int SpreadThreshold = 0;\n 98β†’\n 99β†’ /// <summary>\n 100β†’ /// Time in seconds for spread to reset after stopping fire.\n 101β†’ /// </summary>\n 102β†’ private const float SpreadResetTime = 0.3f;\n 103β†’\n 104β†’ /// <summary>\n 105β†’ /// Number of shots to reach maximum spread (user requirement: 10 bullets).\n 106β†’ /// </summary>\n 107β†’ private const int ShotsToMaxSpread = 10;\n 108β†’\n 109β†’ /// <summary>\n 110β†’ /// Maximum total spread in degrees (user requirement: 60 degrees).\n 111β†’ /// </summary>\n 112β†’ private const float MaxSpread = 60.0f;\n 113β†’\n 114β†’ public override void _Ready()\n 115β†’ {\n 116β†’ base._Ready();\n 117β†’\n 118β†’ // Get the weapon sprite for visual representation\n 119β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MiniUziSprite\");\n 120β†’\n 121β†’ if (_weaponSprite != null)\n 122β†’ {\n 123β†’ var texture = _weaponSprite.Texture;\n 124β†’ GD.Print($\"[MiniUzi] MiniUziSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 125β†’ }\n 126β†’ else\n 127β†’ {\n 128β†’ GD.Print(\"[MiniUzi] No MiniUziSprite node (visual model not yet added)\");\n 129β†’ }\n 130β†’\n 131β†’ // Check for Power Fantasy mode - enable blue laser sight\n 132β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 133β†’ if (difficultyManager != null)\n 134β†’ {\n 135β†’ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 136β†’ if (shouldForceBlueLaser.AsBool())\n 137β†’ {\n 138β†’ _laserSightEnabled = true;\n 139β†’ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 140β†’ _laserSightColor = blueColorVariant.AsColor();\n 141β†’ CreateLaserSight();\n 142β†’ GD.Print($\"[MiniUzi] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n 143β†’ }\n 144β†’ }\n 145β†’ }\n 146β†’\n 147β†’ public override void _Process(double delta)\n 148β†’ {\n 149β†’ base._Process(delta);\n 150β†’\n 151β†’ // Update time since last shot for recoil recovery\n 152β†’ _timeSinceLastShot += (float)delta;\n 153β†’\n 154β†’ // Recover recoil after delay\n 155β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 156β†’ {\n 157β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 158β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 159β†’ }\n 160β†’\n 161β†’ // Update spread reset timer\n 162β†’ _spreadResetTimer += (float)delta;\n 163β†’ if (_spreadResetTimer >= SpreadResetTime)\n 164β†’ {\n 165β†’ _shotCount = 0;\n 166β†’ }\n 167β†’\n 168β†’ // Update aim direction and weapon sprite rotation\n 169β†’ UpdateAimDirection();\n 170β†’\n 171β†’ // Update laser sight (Power Fantasy mode)\n 172β†’ if (_laserSightEnabled && _laserSight != null)\n 173β†’ {\n 174β†’ UpdateLaserSight();\n 175β†’ }\n 176β†’ }\n 177β†’\n 178β†’ /// <summary>\n 179β†’ /// Updates the aim direction based on mouse position.\n 180β†’ /// Mini UZI uses sensitivity-based aiming for faster rotation than assault rifle.\n 181β†’ /// </summary>\n 182β†’ private void UpdateAimDirection()\n 183β†’ {\n 184β†’ // Get direction to mouse\n 185β†’ Vector2 mousePos = GetGlobalMousePosition();\n 186β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 187β†’\n 188β†’ // Calculate target angle from player to mouse\n 189β†’ float targetAngle = toMouse.Angle();\n 190β†’\n 191β†’ // Initialize aim angle on first frame\n 192β†’ if (!_aimAngleInitialized)\n 193β†’ {\n 194β†’ _currentAimAngle = targetAngle;\n 195β†’ _aimAngleInitialized = true;\n 196β†’ }\n 197β†’\n 198β†’ Vector2 direction;\n 199β†’\n 200β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 201β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 202β†’ {\n 203β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 204β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 205β†’ float delta = (float)GetProcessDeltaTime();\n 206β†’ float maxRotation = rotationSpeed * delta;\n 207β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 208β†’ _currentAimAngle += actualRotation;\n 209β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 210β†’ }\n 211β†’ else\n 212β†’ {\n 213β†’ // Automatic mode: direct aim at cursor (instant response)\n 214β†’ if (toMouse.LengthSquared() > 0.001f)\n 215β†’ {\n 216β†’ direction = toMouse.Normalized();\n 217β†’ _currentAimAngle = targetAngle;\n 218β†’ }\n 219β†’ else\n 220β†’ {\n 221β†’ direction = _aimDirection;\n 222β†’ }\n 223β†’ }\n 224β†’\n 225β†’ // Store the aim direction for shooting\n 226β†’ _aimDirection = direction;\n 227β†’\n 228β†’ // Update weapon sprite rotation to match aim direction\n 229β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 230β†’ }\n 231β†’\n 232β†’ /// <summary>\n 233β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 234β†’ /// Also handles vertical flipping when aiming left.\n 235β†’ /// </summary>\n 236β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 237β†’ {\n 238β†’ if (_weaponSprite == null)\n 239β†’ {\n 240β†’ return;\n 241β†’ }\n 242β†’\n 243β†’ float angle = direction.Angle();\n 244β†’ _weaponSprite.Rotation = angle;\n 245β†’\n 246β†’ // Flip the sprite vertically when aiming left\n 247β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 248β†’ _weaponSprite.FlipV = aimingLeft;\n 249β†’ }\n 250β†’\n 251β†’ /// <summary>\n 252β†’ /// Fires the Mini UZI in automatic mode.\n 253β†’ /// </summary>\n 254β†’ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 255β†’ /// <returns>True if the weapon fired successfully.</returns>\n 256β†’ public override bool Fire(Vector2 direction)\n 257β†’ {\n 258β†’ // Check for empty magazine - play click sound\n 259β†’ if (CurrentAmmo <= 0)\n 260β†’ {\n 261β†’ PlayEmptyClickSound();\n 262β†’ return false;\n 263β†’ }\n 264β†’\n 265β†’ // Check if we can fire at all\n 266β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 267β†’ {\n 268β†’ return false;\n 269β†’ }\n 270β†’\n 271β†’ // Apply spread to aim direction\n 272β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 273β†’ bool result = base.Fire(spreadDirection);\n 274β†’\n 275β†’ if (result)\n 276β†’ {\n 277β†’ // Play UZI shot sound (uses M16 sounds as per requirement - same loudness as assault rifle)\n 278β†’ PlayUziShotSound();\n 279β†’ // Emit gunshot sound for in-game sound propagation (alerts enemies)\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": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n 8β†’/// Features:\n 9β†’/// - Semi-automatic fire (one shot per click)\n 10β†’/// - 9x18mm Makarov bullets with 0.45 damage\n 11β†’/// - 9 rounds magazine\n 12β†’/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n 13β†’/// - Does not penetrate walls\n 14β†’/// - Standard loudness (not silenced)\n 15β†’/// - Moderate recoil with extended recovery\n 16β†’/// - No laser sight or special effects\n 17β†’/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n 18β†’/// </summary>\n 19β†’public partial class MakarovPM : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Current aim direction based on mouse position.\n 28β†’ /// </summary>\n 29β†’ private Vector2 _aimDirection = Vector2.Right;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 33β†’ /// where the aim interpolates smoothly toward the target angle.\n 34β†’ /// </summary>\n 35β†’ private float _currentAimAngle = 0.0f;\n 36β†’\n 37β†’ /// <summary>\n 38β†’ /// Whether the aim angle has been initialized.\n 39β†’ /// </summary>\n 40β†’ private bool _aimAngleInitialized = false;\n 41β†’\n 42β†’ /// <summary>\n 43β†’ /// Current recoil offset angle in radians.\n 44β†’ /// </summary>\n 45β†’ private float _recoilOffset = 0.0f;\n 46β†’\n 47β†’ /// <summary>\n 48β†’ /// Time since the last shot was fired, used for recoil recovery.\n 49β†’ /// </summary>\n 50β†’ private float _timeSinceLastShot = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Time in seconds before recoil starts recovering.\n 54β†’ /// Moderate delay for a standard pistol.\n 55β†’ /// </summary>\n 56β†’ private const float RecoilRecoveryDelay = 0.30f;\n 57β†’\n 58β†’ /// <summary>\n 59β†’ /// Speed at which recoil recovers (radians per second).\n 60β†’ /// </summary>\n 61β†’ private const float RecoilRecoverySpeed = 4.5f;\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Maximum recoil offset in radians (about 8 degrees).\n 65β†’ /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n 66β†’ /// </summary>\n 67β†’ private const float MaxRecoilOffset = 0.14f;\n 68β†’\n 69β†’ /// <summary>\n 70β†’ /// Recoil amount per shot in radians.\n 71β†’ /// </summary>\n 72β†’ private const float RecoilPerShot = 0.05f;\n 73β†’\n 74β†’ public override void _Ready()\n 75β†’ {\n 76β†’ base._Ready();\n 77β†’\n 78β†’ // Get the weapon sprite for visual representation\n 79β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n 80β†’\n 81β†’ if (_weaponSprite != null)\n 82β†’ {\n 83β†’ var texture = _weaponSprite.Texture;\n 84β†’ GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 85β†’ }\n 86β†’ else\n 87β†’ {\n 88β†’ GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n 89β†’ }\n 90β†’ }\n 91β†’\n 92β†’ public override void _Process(double delta)\n 93β†’ {\n 94β†’ base._Process(delta);\n 95β†’\n 96β†’ // Update time since last shot for recoil recovery\n 97β†’ _timeSinceLastShot += (float)delta;\n 98β†’\n 99β†’ // Recover recoil after delay\n 100β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\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": " 160β†’ [Signal]\n 161β†’ public delegate void BurstFinishedEventHandler();\n 162β†’\n 163β†’ /// <summary>\n 164β†’ /// Signal emitted when fire mode changes.\n 165β†’ /// </summary>\n 166β†’ [Signal]\n 167β†’ public delegate void FireModeChangedEventHandler(int newMode);\n 168β†’\n 169β†’ public override void _Ready()\n 170β†’ {\n 171β†’ base._Ready();\n 172β†’\n 173β†’ // Get the rifle sprite for visual representation\n 174β†’ _rifleSprite = GetNodeOrNull<Sprite2D>(\"RifleSprite\");\n 175β†’\n 176β†’ // Debug: Log whether the rifle sprite was found and its texture status\n 177β†’ if (_rifleSprite != null)\n 178β†’ {\n 179β†’ var texture = _rifleSprite.Texture;\n 180β†’ GD.Print($\"[AssaultRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 181β†’ }\n 182β†’ else\n 183β†’ {\n 184β†’ GD.PrintErr(\"[AssaultRifle] WARNING: RifleSprite node not found!\");\n 185β†’ }\n 186β†’\n 187β†’ // Check for Power Fantasy mode blue laser\n 188β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 189β†’ if (difficultyManager != null)\n 190β†’ {\n 191β†’ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 192β†’ if (shouldForceBlueLaser.AsBool())\n 193β†’ {\n 194β†’ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 195β†’ LaserSightColor = blueColorVariant.AsColor();\n 196β†’ GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n 197β†’ }\n 198β†’ }\n 199β†’\n 200β†’ // Get or create the laser sight Line2D\n 201β†’ _laserSight = GetNodeOrNull<Line2D>(\"LaserSight\");\n 202β†’\n 203β†’ if (_laserSight == null && LaserSightEnabled)\n 204β†’ {\n 205β†’ CreateLaserSight();\n 206β†’ }\n 207β†’ else if (_laserSight != null)\n 208β†’ {\n 209β†’ // Ensure the existing laser sight has the correct properties\n 210β†’ _laserSight.Width = LaserSightWidth;\n 211β†’ _laserSight.DefaultColor = LaserSightColor;\n 212β†’ _laserSight.BeginCapMode = Line2D.LineCapMode.Round;\n 213β†’ _laserSight.EndCapMode = Line2D.LineCapMode.Round;\n 214β†’\n 215β†’ // Ensure it has at least 2 points\n 216β†’ if (_laserSight.GetPointCount() < 2)\n 217β†’ {\n 218β†’ _laserSight.ClearPoints();\n 219β†’ _laserSight.AddPoint(Vector2.Zero);\n 220β†’ _laserSight.AddPoint(Vector2.Right * LaserSightLength);\n 221β†’ }\n 222β†’ }\n 223β†’\n 224β†’ UpdateLaserSightVisibility();\n 225β†’ }\n 226β†’\n 227β†’ public override void _Process(double delta)\n 228β†’ {\n 229β†’ base._Process(delta);\n 230β†’\n 231β†’ // Update time since last shot for recoil recovery\n 232β†’ _timeSinceLastShot += (float)delta;\n 233β†’\n 234β†’ // Recover recoil after delay\n 235β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 236β†’ {\n 237β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 238β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 239β†’ }\n 240β†’\n 241β†’ // Update spread reset timer\n 242β†’ _spreadResetTimer += (float)delta;\n 243β†’ if (_spreadResetTimer >= SpreadResetTime)\n 244β†’ {\n 245β†’ _shotCount = 0;\n 246β†’ }\n 247β†’\n 248β†’ // Always update aim direction and rifle sprite rotation\n 249β†’ UpdateAimDirection();\n 250β†’\n 251β†’ // Update laser sight to point towards mouse (with recoil offset)\n 252β†’ if (LaserSightEnabled && _laserSight != null)\n 253β†’ {\n 254β†’ UpdateLaserSight();\n 255β†’ }\n 256β†’ }\n 257β†’\n 258β†’ /// <summary>\n 259β†’ /// Updates the aim direction and rifle sprite rotation.\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": " 200β†’ _rifleSprite = GetNodeOrNull<Sprite2D>(\"RifleSprite\");\n 201β†’\n 202β†’ if (_rifleSprite != null)\n 203β†’ {\n 204β†’ var texture = _rifleSprite.Texture;\n 205β†’ GD.Print($\"[SniperRifle] RifleSprite found: visible={_rifleSprite.Visible}, z_index={_rifleSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 206β†’ }\n 207β†’ else\n 208β†’ {\n 209β†’ GD.PrintErr(\"[SniperRifle] WARNING: RifleSprite node not found!\");\n 210β†’ }\n 211β†’\n 212β†’ // Remove default LaserSight node if present in scene (laser sight removed per Issue #523)\n 213β†’ var laserSightNode = GetNodeOrNull<Line2D>(\"LaserSight\");\n 214β†’ if (laserSightNode != null)\n 215β†’ {\n 216β†’ laserSightNode.QueueFree();\n 217β†’ }\n 218β†’\n 219β†’ // Check for Power Fantasy mode - enable blue laser sight\n 220β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 221β†’ if (difficultyManager != null)\n 222β†’ {\n 223β†’ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 224β†’ if (shouldForceBlueLaser.AsBool())\n 225β†’ {\n 226β†’ _laserSightEnabled = true;\n 227β†’ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 228β†’ _laserSightColor = blueColorVariant.AsColor();\n 229β†’ CreateLaserSight();\n 230β†’ GD.Print($\"[SniperRifle] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n 231β†’ }\n 232β†’ }\n 233β†’\n 234β†’ GD.Print($\"[SniperRifle] ASVK initialized - bolt ready, laser={_laserSightEnabled}\");\n 235β†’ }\n 236β†’\n 237β†’ public override void _ExitTree()\n 238β†’ {\n 239β†’ // Clean up scope overlay when weapon is removed from scene tree\n 240β†’ if (_isScopeActive)\n 241β†’ {\n 242β†’ DeactivateScope();\n 243β†’ }\n 244β†’ base._ExitTree();\n 245β†’ }\n 246β†’\n 247β†’ public override void _Process(double delta)\n 248β†’ {\n 249β†’ base._Process(delta);\n 250β†’\n 251β†’ // Update time since last shot for recoil recovery\n 252β†’ _timeSinceLastShot += (float)delta;\n 253β†’\n 254β†’ // Recover recoil after delay\n 255β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 256β†’ {\n 257β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 258β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 259β†’ }\n 260β†’\n 261β†’ // Always update aim direction and rifle sprite rotation\n 262β†’ UpdateAimDirection();\n 263β†’\n 264β†’ // Handle bolt-action input\n 265β†’ HandleBoltActionInput();\n 266β†’\n 267β†’ // Update laser sight (Power Fantasy mode)\n 268β†’ if (_laserSightEnabled && _laserSight != null)\n 269β†’ {\n 270β†’ UpdateLaserSight();\n 271β†’ }\n 272β†’\n 273β†’ // Update scope system (sway, camera offset, overlay)\n 274β†’ UpdateScope((float)delta);\n 275β†’ }\n 276β†’\n 277β†’ // =========================================================================\n 278β†’ // Bolt-Action Charging Mechanics\n 279β†’ // =========================================================================\n 280β†’\n 281β†’ /// <summary>\n 282β†’ /// Checks if an arrow key was just pressed this frame (edge detection).\n 283β†’ /// Uses physical key codes to detect ONLY arrow keys, not WASD.\n 284β†’ /// </summary>\n 285β†’ /// <param name=\"index\">Arrow key index: 0=Left, 1=Down, 2=Up, 3=Right</param>\n 286β†’ /// <returns>True if the key was just pressed this frame.</returns>\n 287β†’ private bool IsArrowKeyJustPressed(int index)\n 288β†’ {\n 289β†’ Key key = index switch\n 290β†’ {\n 291β†’ 0 => Key.Left,\n 292β†’ 1 => Key.Down,\n 293β†’ 2 => Key.Up,\n 294β†’ 3 => Key.Right,\n 295β†’ _ => Key.None\n 296β†’ };\n 297β†’\n 298β†’ bool currentlyPressed = Input.IsKeyPressed(key);\n 299β†’ bool wasPressed = _prevArrowKeyStates[index];\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:24:11.896Z] [INFO] {
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"content": " 400β†’ DetectTutorialLevel();\n 401β†’\n 402β†’ // Initialize shell count\n 403β†’ ShellsInTube = TubeMagazineCapacity;\n 404β†’\n 405β†’ // Emit initial shell count signal using CallDeferred to ensure it happens\n 406β†’ // AFTER the shotgun is added to the scene tree. This is critical because\n 407β†’ // GDScript handlers (like building_level.gd's _on_shell_count_changed) need\n 408β†’ // to find the shotgun via _player.get_node_or_null(\"Shotgun\") to read ReserveAmmo,\n 409β†’ // and this only works after the shotgun is added as a child of the player.\n 410β†’ // Without deferring, the signal fires during _Ready() before add_child() completes,\n 411β†’ // causing reserve ammo to display as 0.\n 412β†’ CallDeferred(MethodName.EmitInitialShellCount);\n 413β†’\n 414β†’ // Check for Power Fantasy mode - enable blue laser sight\n 415β†’ var difficultyManagerForLaser = GetNodeOrNull(\"/root/DifficultyManager\");\n 416β†’ if (difficultyManagerForLaser != null)\n 417β†’ {\n 418β†’ var shouldForceBlueLaser = difficultyManagerForLaser.Call(\"should_force_blue_laser_sight\");\n 419β†’ if (shouldForceBlueLaser.AsBool())\n 420β†’ {\n 421β†’ _laserSightEnabled = true;\n 422β†’ var blueColorVariant = difficultyManagerForLaser.Call(\"get_power_fantasy_laser_color\");\n 423β†’ _laserSightColor = blueColorVariant.AsColor();\n 424β†’ CreateLaserSight();\n 425β†’ GD.Print($\"[Shotgun] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n 426β†’ }\n 427β†’ }\n 428β†’\n 429β†’ GD.Print($\"[Shotgun] Ready - Pellets={MinPellets}-{MaxPellets}, Shells={ShellsInTube}/{TubeMagazineCapacity}, Reserve={ReserveAmmo}, Total={ShellsInTube + ReserveAmmo}, CloudOffset={MaxSpawnOffset}px, Tutorial={_isTutorialLevel}\");\n 430β†’ }\n 431β†’\n 432β†’ /// <summary>\n 433β†’ /// Detects if we're on the tutorial level for infinite shells.\n 434β†’ /// </summary>\n 435β†’ private void DetectTutorialLevel()\n 436β†’ {\n 437β†’ var currentScene = GetTree().CurrentScene;\n 438β†’ if (currentScene == null)\n 439β†’ {\n 440β†’ return;\n 441β†’ }\n 442β†’\n 443β†’ var scenePath = currentScene.SceneFilePath;\n 444β†’ // Tutorial level is detected by:\n 445β†’ // 1. Scene path contains \"csharp/TestTier\" (the tutorial scene)\n 446β†’ // 2. OR scene uses tutorial_level.gd script\n 447β†’ _isTutorialLevel = scenePath.Contains(\"csharp/TestTier\");\n 448β†’\n 449β†’ // Also check if the scene script is tutorial_level.gd\n 450β†’ var script = currentScene.GetScript();\n 451β†’ if (script.Obj is GodotObject scriptObj)\n 452β†’ {\n 453β†’ var scriptPath = scriptObj.Get(\"resource_path\").AsString();\n 454β†’ if (scriptPath.Contains(\"tutorial_level\"))\n 455β†’ {\n 456β†’ _isTutorialLevel = true;\n 457β†’ }\n 458β†’ }\n 459β†’\n 460β†’ if (_isTutorialLevel)\n 461β†’ {\n 462β†’ GD.Print(\"[Shotgun] Tutorial level detected - infinite shells enabled\");\n 463β†’ }\n 464β†’ }\n 465β†’\n 466β†’ public override void _Process(double delta)\n 467β†’ {\n 468β†’ base._Process(delta);\n 469β†’\n 470β†’ // Update aim direction\n 471β†’ UpdateAimDirection();\n 472β†’\n 473β†’ // CRITICAL: Update MMB state BEFORE HandleDragGestures()!\n 474β†’ // This fixes the \"only works on second attempt\" bug (Issue #243).\n 475β†’ // The bug was caused by HandleDragGestures() using stale _isMiddleMouseHeld\n 476β†’ // from the previous frame because it was updated after gesture processing.\n 477β†’ UpdateMiddleMouseState();\n 478β†’\n 479β†’ // Handle RMB drag gestures for pump-action and reload\n 480β†’ HandleDragGestures();\n 481β†’\n 482β†’ // Update laser sight (Power Fantasy mode)\n 483β†’ if (_laserSightEnabled && _laserSight != null)\n 484β†’ {\n 485β†’ UpdateLaserSight();\n 486β†’ }\n 487β†’ }\n 488β†’\n 489β†’ /// <summary>\n 490β†’ /// Handles input events directly (event-based input).\n 491β†’ /// This is used as a fallback for MMB detection because Input.IsMouseButtonPressed()\n 492β†’ /// may not work reliably for middle mouse button in some cases (Godot issue #72507).\n 493β†’ /// </summary>\n 494β†’ public override void _Input(InputEvent @event)\n 495β†’ {\n 496β†’ base._Input(@event);\n 497β†’\n 498β†’ // Track middle mouse button press/release via events\n 499β†’ if (@event is InputEventMouseButton mouseButton && mouseButton.ButtonIndex == MouseButton.Middle)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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[2026-02-07T18:24:12.480Z] [INFO] {
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"content": "public partial class Shotgun : BaseWeapon\n{\n /// <summary>\n /// Minimum number of pellets per shot (inclusive).\n /// </summary>\n [Export]\n public int MinPellets { get; set; } = 10;\n\n /// <summary>\n /// Maximum number of pellets per shot (inclusive).\n /// </summary>",
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[2026-02-07T18:24:28.363Z] [INFO] {
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"text": "Perfect! Now I have all the information I need. Let me create a comprehensive summary report:\n\n## Summary Report: Godot Game Codebase Analysis - Issue #621\n\n### Issue\n**\"PM (pistol) doesn't get a laser added on 'power fantasy' difficulty.\"**\n\n### Root Cause\nThe Makarov PM (MakarovPM.cs) weapon class is **missing the Power Fantasy laser sight implementation** that exists in all other weapons. All other weapons (AssaultRifle, SniperRifle, Shotgun, and MiniUzi) check for Power Fantasy mode in their `_Ready()` method and enable a blue laser sight, but MakarovPM does not.\n\n### Key Findings\n\n#### 1. **Difficulty System** (`/tmp/gh-issue-solver-1770488571883/scripts/autoload/difficulty_manager.gd`)\n- Lines 329-332: Defines `should_force_blue_laser_sight()` function that returns `true` when in Power Fantasy mode\n- Lines 336-337: Defines `get_power_fantasy_laser_color()` function that returns blue color `Color(0.0, 0.5, 1.0, 0.6)`\n- Line 62: `is_power_fantasy_mode()` function checks if difficulty is `POWER_FANTASY`\n\n#### 2. **Power Fantasy Effects Manager** (`/tmp/gh-issue-solver-1770488571883/scripts/autoload/power_fantasy_effects_manager.gd`)\n- Manages special effects in Power Fantasy mode (time-freeze, saturation effects)\n- Note: This is separate from the laser sight feature\n\n#### 3. **Difficulty Menu** (`/tmp/gh-issue-solver-1770488571883/scripts/ui/difficulty_menu.gd`)\n- Line 80: Shows \"Power Fantasy: 10 HP, 3x ammo, blue lasers\" in status text\n- This confirms blue lasers should be part of Power Fantasy mode\n\n#### 4. **Weapon Classes - All Have Blue Laser Except MakarovPM**\n\n**Weapons WITH Power Fantasy laser sight code (lines shown):**\n\n- **AssaultRifle.cs** (lines 187-198):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n LaserSightColor = blueColorVariant.AsColor();\n GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n }\n }\n ```\n\n- **SniperRifle.cs** (lines 219-231):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[SniperRifle] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **Shotgun.cs** (lines 414-427):\n ```csharp\n var difficultyManagerForLaser = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManagerForLaser != null)\n {\n var shouldForceBlueLaser = difficultyManagerForLaser.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManagerForLaser.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[Shotgun] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **MiniUzi.cs** (lines 131-144):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MiniUzi] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **SilencedPistol.cs**: Has a permanent green laser sight (not Power Fantasy dependent)\n\n**Weapon WITHOUT Power Fantasy laser sight code:**\n\n- **MakarovPM.cs** (lines 74-90): Only initializes the weapon sprite; NO Power Fantasy check\n - Line 16 in comments: \"No laser sight or special effects\"\n - Missing entire block that checks `should_force_blue_laser_sight()`\n\n### Implementation Details\n\nAll weapons with laser sights follow the same pattern:\n1. **Check for Power Fantasy mode** via `should_force_blue_laser_sight()` call\n2. **Get blue color** via `get_power_fantasy_laser_color()` call \n3. **Create laser sight** via `CreateLaserSight()` method\n4. **Update laser sight** in `_Process()` method when enabled\n\n### Files Summary\n\n| File | Type | Purpose | Has Blue Laser Code? |\n|------|------|---------|----------------------|\n| `/Scripts/Weapons/MakarovPM.cs` | C# Weapon | Starting semi-automatic pistol | **NO** ❌ |\n| `/Scripts/Weapons/AssaultRifle.cs` | C# Weapon | Automatic rifle with burst mode | YES βœ“ |\n| `/Scripts/Weapons/SniperRifle.cs` | C# Weapon | Bolt-action rifle | YES βœ“ |\n| `/Scripts/Weapons/Shotgun.cs` | C# Weapon | Pump-action shotgun | YES βœ“ |\n| `/Scripts/Weapons/MiniUzi.cs` | C# Weapon | Submachine gun | YES βœ“ |\n| `/Scripts/Weapons/SilencedPistol.cs` | C# Weapon | Tactical pistol with permanent green laser | N/A (has own laser) |\n| `/scripts/autoload/difficulty_manager.gd` | GDScript Autoload | Difficulty settings manager | YES (implements required functions) βœ“ |\n| `/scripts/autoload/power_fantasy_effects_manager.gd` | GDScript Autoload | Power Fantasy effects (time-freeze, saturation) | YES (related system) βœ“ |\n| `/scripts/ui/difficulty_menu.gd` | GDScript UI | Difficulty selection menu | YES (mentions blue lasers) βœ“ |\n\n### What Needs to Happen\nThe MakarovPM.cs `_Ready()` method needs to include the same Power Fantasy laser sight initialization code that all other weapons have. The code should:\n1. Query the DifficultyManager for `should_force_blue_laser_sight()`\n2. If true, enable laser sight and set color to the Power Fantasy blue\n3. Create the laser sight Line2D object\n4. Print debug message confirming laser is enabled"
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"prompt": "I need to understand a Godot game codebase at /tmp/gh-issue-solver-1770488571883. The issue is: \"PM (pistol) doesn't get a laser added on 'power fantasy' difficulty.\"\n\nPlease search thoroughly for:\n1. All files related to \"laser\" - search for \"laser\", \"Laser\", \"LASER\" in both file names and file contents\n2. All files related to difficulty settings - search for \"power fantasy\", \"power_fantasy\", \"PowerFantasy\", \"difficulty\", \"Difficulty\"\n3. All files related to \"PM\" or pistol weapons - search for \"pm\", \"PM\", \"pistol\", \"Pistol\"\n4. Any weapon attachment/upgrade system code\n\nFocus on .cs, .gd, .tscn, .tres files. Report all findings with file paths and relevant code snippets.",
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"text": "Perfect! Now I have all the information I need. Let me create a comprehensive summary report:\n\n## Summary Report: Godot Game Codebase Analysis - Issue #621\n\n### Issue\n**\"PM (pistol) doesn't get a laser added on 'power fantasy' difficulty.\"**\n\n### Root Cause\nThe Makarov PM (MakarovPM.cs) weapon class is **missing the Power Fantasy laser sight implementation** that exists in all other weapons. All other weapons (AssaultRifle, SniperRifle, Shotgun, and MiniUzi) check for Power Fantasy mode in their `_Ready()` method and enable a blue laser sight, but MakarovPM does not.\n\n### Key Findings\n\n#### 1. **Difficulty System** (`/tmp/gh-issue-solver-1770488571883/scripts/autoload/difficulty_manager.gd`)\n- Lines 329-332: Defines `should_force_blue_laser_sight()` function that returns `true` when in Power Fantasy mode\n- Lines 336-337: Defines `get_power_fantasy_laser_color()` function that returns blue color `Color(0.0, 0.5, 1.0, 0.6)`\n- Line 62: `is_power_fantasy_mode()` function checks if difficulty is `POWER_FANTASY`\n\n#### 2. **Power Fantasy Effects Manager** (`/tmp/gh-issue-solver-1770488571883/scripts/autoload/power_fantasy_effects_manager.gd`)\n- Manages special effects in Power Fantasy mode (time-freeze, saturation effects)\n- Note: This is separate from the laser sight feature\n\n#### 3. **Difficulty Menu** (`/tmp/gh-issue-solver-1770488571883/scripts/ui/difficulty_menu.gd`)\n- Line 80: Shows \"Power Fantasy: 10 HP, 3x ammo, blue lasers\" in status text\n- This confirms blue lasers should be part of Power Fantasy mode\n\n#### 4. **Weapon Classes - All Have Blue Laser Except MakarovPM**\n\n**Weapons WITH Power Fantasy laser sight code (lines shown):**\n\n- **AssaultRifle.cs** (lines 187-198):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n LaserSightColor = blueColorVariant.AsColor();\n GD.Print($\"[AssaultRifle] Power Fantasy mode: laser color set to blue {LaserSightColor}\");\n }\n }\n ```\n\n- **SniperRifle.cs** (lines 219-231):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[SniperRifle] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **Shotgun.cs** (lines 414-427):\n ```csharp\n var difficultyManagerForLaser = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManagerForLaser != null)\n {\n var shouldForceBlueLaser = difficultyManagerForLaser.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManagerForLaser.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[Shotgun] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **MiniUzi.cs** (lines 131-144):\n ```csharp\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MiniUzi] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n ```\n\n- **SilencedPistol.cs**: Has a permanent green laser sight (not Power Fantasy dependent)\n\n**Weapon WITHOUT Power Fantasy laser sight code:**\n\n- **MakarovPM.cs** (lines 74-90): Only initializes the weapon sprite; NO Power Fantasy check\n - Line 16 in comments: \"No laser sight or special effects\"\n - Missing entire block that checks `should_force_blue_laser_sight()`\n\n### Implementation Details\n\nAll weapons with laser sights follow the same pattern:\n1. **Check for Power Fantasy mode** via `should_force_blue_laser_sight()` call\n2. **Get blue color** via `get_power_fantasy_laser_color()` call \n3. **Create laser sight** via `CreateLaserSight()` method\n4. **Update laser sight** in `_Process()` method when enabled\n\n### Files Summary\n\n| File | Type | Purpose | Has Blue Laser Code? |\n|------|------|---------|----------------------|\n| `/Scripts/Weapons/MakarovPM.cs` | C# Weapon | Starting semi-automatic pistol | **NO** ❌ |\n| `/Scripts/Weapons/AssaultRifle.cs` | C# Weapon | Automatic rifle with burst mode | YES βœ“ |\n| `/Scripts/Weapons/SniperRifle.cs` | C# Weapon | Bolt-action rifle | YES βœ“ |\n| `/Scripts/Weapons/Shotgun.cs` | C# Weapon | Pump-action shotgun | YES βœ“ |\n| `/Scripts/Weapons/MiniUzi.cs` | C# Weapon | Submachine gun | YES βœ“ |\n| `/Scripts/Weapons/SilencedPistol.cs` | C# Weapon | Tactical pistol with permanent green laser | N/A (has own laser) |\n| `/scripts/autoload/difficulty_manager.gd` | GDScript Autoload | Difficulty settings manager | YES (implements required functions) βœ“ |\n| `/scripts/autoload/power_fantasy_effects_manager.gd` | GDScript Autoload | Power Fantasy effects (time-freeze, saturation) | YES (related system) βœ“ |\n| `/scripts/ui/difficulty_menu.gd` | GDScript UI | Difficulty selection menu | YES (mentions blue lasers) βœ“ |\n\n### What Needs to Happen\nThe MakarovPM.cs `_Ready()` method needs to include the same Power Fantasy laser sight initialization code that all other weapons have. The code should:\n1. Query the DifficultyManager for `should_force_blue_laser_sight()`\n2. If true, enable laser sight and set color to the Power Fantasy blue\n3. Create the laser sight Line2D object\n4. Print debug message confirming laser is enabled"
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n 8β†’/// Features:\n 9β†’/// - Semi-automatic fire (one shot per click)\n 10β†’/// - 9x18mm Makarov bullets with 0.45 damage\n 11β†’/// - 9 rounds magazine\n 12β†’/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n 13β†’/// - Does not penetrate walls\n 14β†’/// - Standard loudness (not silenced)\n 15β†’/// - Moderate recoil with extended recovery\n 16β†’/// - No laser sight or special effects\n 17β†’/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n 18β†’/// </summary>\n 19β†’public partial class MakarovPM : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Current aim direction based on mouse position.\n 28β†’ /// </summary>\n 29β†’ private Vector2 _aimDirection = Vector2.Right;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 33β†’ /// where the aim interpolates smoothly toward the target angle.\n 34β†’ /// </summary>\n 35β†’ private float _currentAimAngle = 0.0f;\n 36β†’\n 37β†’ /// <summary>\n 38β†’ /// Whether the aim angle has been initialized.\n 39β†’ /// </summary>\n 40β†’ private bool _aimAngleInitialized = false;\n 41β†’\n 42β†’ /// <summary>\n 43β†’ /// Current recoil offset angle in radians.\n 44β†’ /// </summary>\n 45β†’ private float _recoilOffset = 0.0f;\n 46β†’\n 47β†’ /// <summary>\n 48β†’ /// Time since the last shot was fired, used for recoil recovery.\n 49β†’ /// </summary>\n 50β†’ private float _timeSinceLastShot = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Time in seconds before recoil starts recovering.\n 54β†’ /// Moderate delay for a standard pistol.\n 55β†’ /// </summary>\n 56β†’ private const float RecoilRecoveryDelay = 0.30f;\n 57β†’\n 58β†’ /// <summary>\n 59β†’ /// Speed at which recoil recovers (radians per second).\n 60β†’ /// </summary>\n 61β†’ private const float RecoilRecoverySpeed = 4.5f;\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Maximum recoil offset in radians (about 8 degrees).\n 65β†’ /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n 66β†’ /// </summary>\n 67β†’ private const float MaxRecoilOffset = 0.14f;\n 68β†’\n 69β†’ /// <summary>\n 70β†’ /// Recoil amount per shot in radians.\n 71β†’ /// </summary>\n 72β†’ private const float RecoilPerShot = 0.05f;\n 73β†’\n 74β†’ public override void _Ready()\n 75β†’ {\n 76β†’ base._Ready();\n 77β†’\n 78β†’ // Get the weapon sprite for visual representation\n 79β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n 80β†’\n 81β†’ if (_weaponSprite != null)\n 82β†’ {\n 83β†’ var texture = _weaponSprite.Texture;\n 84β†’ GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 85β†’ }\n 86β†’ else\n 87β†’ {\n 88β†’ GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n 89β†’ }\n 90β†’ }\n 91β†’\n 92β†’ public override void _Process(double delta)\n 93β†’ {\n 94β†’ base._Process(delta);\n 95β†’\n 96β†’ // Update time since last shot for recoil recovery\n 97β†’ _timeSinceLastShot += (float)delta;\n 98β†’\n 99β†’ // Recover recoil after delay\n 100β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 101β†’ {\n 102β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 103β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 104β†’ }\n 105β†’\n 106β†’ // Update aim direction and weapon sprite rotation\n 107β†’ UpdateAimDirection();\n 108β†’ }\n 109β†’\n 110β†’ /// <summary>\n 111β†’ /// Updates the aim direction based on mouse position.\n 112β†’ /// Uses sensitivity-based aiming for smooth rotation.\n 113β†’ /// </summary>\n 114β†’ private void UpdateAimDirection()\n 115β†’ {\n 116β†’ // Get direction to mouse\n 117β†’ Vector2 mousePos = GetGlobalMousePosition();\n 118β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 119β†’\n 120β†’ // Calculate target angle from player to mouse\n 121β†’ float targetAngle = toMouse.Angle();\n 122β†’\n 123β†’ // Initialize aim angle on first frame\n 124β†’ if (!_aimAngleInitialized)\n 125β†’ {\n 126β†’ _currentAimAngle = targetAngle;\n 127β†’ _aimAngleInitialized = true;\n 128β†’ }\n 129β†’\n 130β†’ Vector2 direction;\n 131β†’\n 132β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 133β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 134β†’ {\n 135β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 136β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 137β†’ float delta = (float)GetProcessDeltaTime();\n 138β†’ float maxRotation = rotationSpeed * delta;\n 139β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 140β†’ _currentAimAngle += actualRotation;\n 141β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 142β†’ }\n 143β†’ else\n 144β†’ {\n 145β†’ // Automatic mode: direct aim at cursor (instant response)\n 146β†’ if (toMouse.LengthSquared() > 0.001f)\n 147β†’ {\n 148β†’ direction = toMouse.Normalized();\n 149β†’ _currentAimAngle = targetAngle;\n 150β†’ }\n 151β†’ else\n 152β†’ {\n 153β†’ direction = _aimDirection;\n 154β†’ }\n 155β†’ }\n 156β†’\n 157β†’ // Store the aim direction for shooting\n 158β†’ _aimDirection = direction;\n 159β†’\n 160β†’ // Update weapon sprite rotation to match aim direction\n 161β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 162β†’ }\n 163β†’\n 164β†’ /// <summary>\n 165β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 166β†’ /// Also handles vertical flipping when aiming left.\n 167β†’ /// </summary>\n 168β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 169β†’ {\n 170β†’ if (_weaponSprite == null)\n 171β†’ {\n 172β†’ return;\n 173β†’ }\n 174β†’\n 175β†’ float angle = direction.Angle();\n 176β†’ _weaponSprite.Rotation = angle;\n 177β†’\n 178β†’ // Flip the sprite vertically when aiming left\n 179β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 180β†’ _weaponSprite.FlipV = aimingLeft;\n 181β†’ }\n 182β†’\n 183β†’ /// <summary>\n 184β†’ /// Fires the Makarov PM in semi-automatic mode.\n 185β†’ /// Standard loudness - alerts enemies.\n 186β†’ /// </summary>\n 187β†’ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 188β†’ /// <returns>True if the weapon fired successfully.</returns>\n 189β†’ public override bool Fire(Vector2 direction)\n 190β†’ {\n 191β†’ // Check for empty magazine - play click sound\n 192β†’ if (CurrentAmmo <= 0)\n 193β†’ {\n 194β†’ PlayEmptyClickSound();\n 195β†’ return false;\n 196β†’ }\n 197β†’\n 198β†’ // Check if we can fire at all\n 199β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 200β†’ {\n 201β†’ return false;\n 202β†’ }\n 203β†’\n 204β†’ // Apply recoil offset to aim direction\n 205β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 206β†’ bool result = base.Fire(spreadDirection);\n 207β†’\n 208β†’ if (result)\n 209β†’ {\n 210β†’ // Play pistol shot sound\n 211β†’ PlayPistolShotSound();\n 212β†’ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 213β†’ EmitGunshotSound();\n 214β†’ // Play shell casing sound with delay\n 215β†’ PlayShellCasingDelayed();\n 216β†’ // Trigger screen shake\n 217β†’ TriggerScreenShake(spreadDirection);\n 218β†’ }\n 219β†’\n 220β†’ return result;\n 221β†’ }\n 222β†’\n 223β†’ /// <summary>\n 224β†’ /// Applies recoil offset to the shooting direction and adds new recoil.\n 225β†’ /// </summary>\n 226β†’ private Vector2 ApplySpread(Vector2 direction)\n 227β†’ {\n 228β†’ // Apply the current recoil offset to the direction\n 229β†’ Vector2 result = direction.Rotated(_recoilOffset);\n 230β†’\n 231β†’ if (WeaponData != null)\n 232β†’ {\n 233β†’ // Apply base spread from weapon data\n 234β†’ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 235β†’\n 236β†’ // Generate random spread within the angle\n 237β†’ float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n 238β†’ result = result.Rotated(randomSpread * 0.5f);\n 239β†’\n 240β†’ // Add recoil for next shot\n 241β†’ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 242β†’ _recoilOffset += recoilDirection * RecoilPerShot;\n 243β†’ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 244β†’ }\n 245β†’\n 246β†’ // Reset time since last shot for recoil recovery\n 247β†’ _timeSinceLastShot = 0;\n 248β†’\n 249β†’ return result;\n 250β†’ }\n 251β†’\n 252β†’ /// <summary>\n 253β†’ /// Plays the empty gun click sound.\n 254β†’ /// </summary>\n 255β†’ private void PlayEmptyClickSound()\n 256β†’ {\n 257β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 258β†’ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 259β†’ {\n 260β†’ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 261β†’ }\n 262β†’ }\n 263β†’\n 264β†’ /// <summary>\n 265β†’ /// Plays the Makarov PM shot sound via AudioManager.\n 266β†’ /// </summary>\n 267β†’ private void PlayPistolShotSound()\n 268β†’ {\n 269β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 270β†’ if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n 271β†’ {\n 272β†’ audioManager.Call(\"play_pm_shot\", GlobalPosition);\n 273β†’ }\n 274β†’ }\n 275β†’\n 276β†’ /// <summary>\n 277β†’ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 278β†’ /// </summary>\n 279β†’ private void EmitGunshotSound()\n 280β†’ {\n 281β†’ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 282β†’ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 283β†’ {\n 284β†’ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 285β†’ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 286β†’ }\n 287β†’ }\n 288β†’\n 289β†’ /// <summary>\n 290β†’ /// Plays pistol shell casing sound with a delay.\n 291β†’ /// </summary>\n 292β†’ private async void PlayShellCasingDelayed()\n 293β†’ {\n 294β†’ await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n 295β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 296β†’ if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n 297β†’ {\n 298β†’ audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n 299β†’ }\n 300β†’ }\n 301β†’\n 302β†’ /// <summary>\n 303β†’ /// Triggers screen shake based on shooting direction.\n 304β†’ /// </summary>\n 305β†’ private void TriggerScreenShake(Vector2 shootDirection)\n 306β†’ {\n 307β†’ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 308β†’ {\n 309β†’ return;\n 310β†’ }\n 311β†’\n 312β†’ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 313β†’ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 314β†’ {\n 315β†’ return;\n 316β†’ }\n 317β†’\n 318β†’ // Calculate shake intensity based on fire rate\n 319β†’ float fireRate = WeaponData.FireRate;\n 320β†’ float shakeIntensity;\n 321β†’ if (fireRate > 0)\n 322β†’ {\n 323β†’ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 324β†’ }\n 325β†’ else\n 326β†’ {\n 327β†’ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 328β†’ }\n 329β†’\n 330β†’ float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n 331β†’\n 332β†’ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 333β†’ }\n 334β†’\n 335β†’ /// <summary>\n 336β†’ /// Fires the bullet in the chamber during reload sequence.\n 337β†’ /// </summary>\n 338β†’ public override bool FireChamberBullet(Vector2 direction)\n 339β†’ {\n 340β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 341β†’ bool result = base.FireChamberBullet(spreadDirection);\n 342β†’\n 343β†’ if (result)\n 344β†’ {\n 345β†’ PlayPistolShotSound();\n 346β†’ EmitGunshotSound();\n 347β†’ PlayShellCasingDelayed();\n 348β†’ TriggerScreenShake(spreadDirection);\n 349β†’ }\n 350β†’\n 351β†’ return result;\n 352β†’ }\n 353β†’\n 354β†’ /// <summary>\n 355β†’ /// Gets the current aim direction.\n 356β†’ /// </summary>\n 357β†’ public Vector2 AimDirection => _aimDirection;\n 358β†’}\n 359β†’\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": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - No laser sight or special effects\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Mini UZI submachine gun - high fire rate automatic weapon with increased spread.\n 8β†’/// Features:\n 9β†’/// - High fire rate (15 shots/sec)\n 10β†’/// - 9mm bullets with 0.5 damage\n 11β†’/// - High spread increase during sustained fire\n 12β†’/// - Ricochets only at angles of 20 degrees or less\n 13β†’/// - Does not penetrate walls\n 14β†’/// - High screen shake\n 15β†’/// - No scope/laser sight\n 16β†’/// - 32 rounds magazine\n 17β†’/// - Reload similar to assault rifle\n 18β†’/// </summary>\n 19β†’public partial class MiniUzi : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 28β†’ /// </summary>\n 29β†’ private Line2D? _laserSight;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 33β†’ /// </summary>\n 34β†’ private bool _laserSightEnabled = false;\n 35β†’\n 36β†’ /// <summary>\n 37β†’ /// Color of the laser sight (blue in Power Fantasy mode).\n 38β†’ /// </summary>\n 39β†’ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 40β†’\n 41β†’ /// <summary>\n 42β†’ /// Current aim direction based on mouse position.\n 43β†’ /// </summary>\n 44β†’ private Vector2 _aimDirection = Vector2.Right;\n 45β†’\n 46β†’ /// <summary>\n 47β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 48β†’ /// where the aim interpolates smoothly toward the target angle.\n 49β†’ /// </summary>\n 50β†’ private float _currentAimAngle = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Whether the aim angle has been initialized.\n 54β†’ /// </summary>\n 55β†’ private bool _aimAngleInitialized = false;\n 56β†’\n 57β†’ /// <summary>\n 58β†’ /// Current recoil offset angle in radians.\n 59β†’ /// Mini UZI has higher recoil than assault rifle.\n 60β†’ /// </summary>\n 61β†’ private float _recoilOffset = 0.0f;\n 62β†’\n 63β†’ /// <summary>\n 64β†’ /// Time since the last shot was fired, used for recoil recovery.\n 65β†’ /// </summary>\n 66β†’ private float _timeSinceLastShot = 0.0f;\n 67β†’\n 68β†’ /// <summary>\n 69β†’ /// Time in seconds before recoil starts recovering.\n 70β†’ /// Shorter than assault rifle for faster spray patterns.\n 71β†’ /// </summary>\n 72β†’ private const float RecoilRecoveryDelay = 0.08f;\n 73β†’\n 74β†’ /// <summary>\n 75β†’ /// Speed at which recoil recovers (radians per second).\n 76β†’ /// </summary>\n 77β†’ private const float RecoilRecoverySpeed = 6.0f;\n 78β†’\n 79β†’ /// <summary>\n 80β†’ /// Maximum recoil offset in radians (about 8 degrees - higher than assault rifle).\n 81β†’ /// </summary>\n 82β†’ private const float MaxRecoilOffset = 0.14f;\n 83β†’\n 84β†’ /// <summary>\n 85β†’ /// Tracks consecutive shots for spread calculation.\n 86β†’ /// </summary>\n 87β†’ private int _shotCount = 0;\n 88β†’\n 89β†’ /// <summary>\n 90β†’ /// Time since last shot for spread reset.\n 91β†’ /// </summary>\n 92β†’ private float _spreadResetTimer = 0.0f;\n 93β†’\n 94β†’ /// <summary>\n 95β†’ /// Number of shots before spread starts increasing.\n 96β†’ /// </summary>\n 97β†’ private const int SpreadThreshold = 0;\n 98β†’\n 99β†’ /// <summary>\n 100β†’ /// Time in seconds for spread to reset after stopping fire.\n 101β†’ /// </summary>\n 102β†’ private const float SpreadResetTime = 0.3f;\n 103β†’\n 104β†’ /// <summary>\n 105β†’ /// Number of shots to reach maximum spread (user requirement: 10 bullets).\n 106β†’ /// </summary>\n 107β†’ private const int ShotsToMaxSpread = 10;\n 108β†’\n 109β†’ /// <summary>\n 110β†’ /// Maximum total spread in degrees (user requirement: 60 degrees).\n 111β†’ /// </summary>\n 112β†’ private const float MaxSpread = 60.0f;\n 113β†’\n 114β†’ public override void _Ready()\n 115β†’ {\n 116β†’ base._Ready();\n 117β†’\n 118β†’ // Get the weapon sprite for visual representation\n 119β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MiniUziSprite\");\n 120β†’\n 121β†’ if (_weaponSprite != null)\n 122β†’ {\n 123β†’ var texture = _weaponSprite.Texture;\n 124β†’ GD.Print($\"[MiniUzi] MiniUziSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 125β†’ }\n 126β†’ else\n 127β†’ {\n 128β†’ GD.Print(\"[MiniUzi] No MiniUziSprite node (visual model not yet added)\");\n 129β†’ }\n 130β†’\n 131β†’ // Check for Power Fantasy mode - enable blue laser sight\n 132β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 133β†’ if (difficultyManager != null)\n 134β†’ {\n 135β†’ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 136β†’ if (shouldForceBlueLaser.AsBool())\n 137β†’ {\n 138β†’ _laserSightEnabled = true;\n 139β†’ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 140β†’ _laserSightColor = blueColorVariant.AsColor();\n 141β†’ CreateLaserSight();\n 142β†’ GD.Print($\"[MiniUzi] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n 143β†’ }\n 144β†’ }\n 145β†’ }\n 146β†’\n 147β†’ public override void _Process(double delta)\n 148β†’ {\n 149β†’ base._Process(delta);\n 150β†’\n 151β†’ // Update time since last shot for recoil recovery\n 152β†’ _timeSinceLastShot += (float)delta;\n 153β†’\n 154β†’ // Recover recoil after delay\n 155β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 156β†’ {\n 157β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 158β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 159β†’ }\n 160β†’\n 161β†’ // Update spread reset timer\n 162β†’ _spreadResetTimer += (float)delta;\n 163β†’ if (_spreadResetTimer >= SpreadResetTime)\n 164β†’ {\n 165β†’ _shotCount = 0;\n 166β†’ }\n 167β†’\n 168β†’ // Update aim direction and weapon sprite rotation\n 169β†’ UpdateAimDirection();\n 170β†’\n 171β†’ // Update laser sight (Power Fantasy mode)\n 172β†’ if (_laserSightEnabled && _laserSight != null)\n 173β†’ {\n 174β†’ UpdateLaserSight();\n 175β†’ }\n 176β†’ }\n 177β†’\n 178β†’ /// <summary>\n 179β†’ /// Updates the aim direction based on mouse position.\n 180β†’ /// Mini UZI uses sensitivity-based aiming for faster rotation than assault rifle.\n 181β†’ /// </summary>\n 182β†’ private void UpdateAimDirection()\n 183β†’ {\n 184β†’ // Get direction to mouse\n 185β†’ Vector2 mousePos = GetGlobalMousePosition();\n 186β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 187β†’\n 188β†’ // Calculate target angle from player to mouse\n 189β†’ float targetAngle = toMouse.Angle();\n 190β†’\n 191β†’ // Initialize aim angle on first frame\n 192β†’ if (!_aimAngleInitialized)\n 193β†’ {\n 194β†’ _currentAimAngle = targetAngle;\n 195β†’ _aimAngleInitialized = true;\n 196β†’ }\n 197β†’\n 198β†’ Vector2 direction;\n 199β†’\n 200β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 201β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 202β†’ {\n 203β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 204β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 205β†’ float delta = (float)GetProcessDeltaTime();\n 206β†’ float maxRotation = rotationSpeed * delta;\n 207β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 208β†’ _currentAimAngle += actualRotation;\n 209β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 210β†’ }\n 211β†’ else\n 212β†’ {\n 213β†’ // Automatic mode: direct aim at cursor (instant response)\n 214β†’ if (toMouse.LengthSquared() > 0.001f)\n 215β†’ {\n 216β†’ direction = toMouse.Normalized();\n 217β†’ _currentAimAngle = targetAngle;\n 218β†’ }\n 219β†’ else\n 220β†’ {\n 221β†’ direction = _aimDirection;\n 222β†’ }\n 223β†’ }\n 224β†’\n 225β†’ // Store the aim direction for shooting\n 226β†’ _aimDirection = direction;\n 227β†’\n 228β†’ // Update weapon sprite rotation to match aim direction\n 229β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 230β†’ }\n 231β†’\n 232β†’ /// <summary>\n 233β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 234β†’ /// Also handles vertical flipping when aiming left.\n 235β†’ /// </summary>\n 236β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 237β†’ {\n 238β†’ if (_weaponSprite == null)\n 239β†’ {\n 240β†’ return;\n 241β†’ }\n 242β†’\n 243β†’ float angle = direction.Angle();\n 244β†’ _weaponSprite.Rotation = angle;\n 245β†’\n 246β†’ // Flip the sprite vertically when aiming left\n 247β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 248β†’ _weaponSprite.FlipV = aimingLeft;\n 249β†’ }\n 250β†’\n 251β†’ /// <summary>\n 252β†’ /// Fires the Mini UZI in automatic mode.\n 253β†’ /// </summary>\n 254β†’ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 255β†’ /// <returns>True if the weapon fired successfully.</returns>\n 256β†’ public override bool Fire(Vector2 direction)\n 257β†’ {\n 258β†’ // Check for empty magazine - play click sound\n 259β†’ if (CurrentAmmo <= 0)\n 260β†’ {\n 261β†’ PlayEmptyClickSound();\n 262β†’ return false;\n 263β†’ }\n 264β†’\n 265β†’ // Check if we can fire at all\n 266β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 267β†’ {\n 268β†’ return false;\n 269β†’ }\n 270β†’\n 271β†’ // Apply spread to aim direction\n 272β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 273β†’ bool result = base.Fire(spreadDirection);\n 274β†’\n 275β†’ if (result)\n 276β†’ {\n 277β†’ // Play UZI shot sound (uses M16 sounds as per requirement - same loudness as assault rifle)\n 278β†’ PlayUziShotSound();\n 279β†’ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 280β†’ EmitGunshotSound();\n 281β†’ // Play shell casing sound with delay\n 282β†’ PlayShellCasingDelayed();\n 283β†’ // Trigger screen shake\n 284β†’ TriggerScreenShake(spreadDirection);\n 285β†’ // Update shot count and reset timer\n 286β†’ _shotCount++;\n 287β†’ _spreadResetTimer = 0.0f;\n 288β†’ }\n 289β†’\n 290β†’ return result;\n 291β†’ }\n 292β†’\n 293β†’ /// <summary>\n 294β†’ /// Applies recoil offset to the shooting direction and adds new recoil.\n 295β†’ /// Mini UZI has progressive spread that reaches max (60Β°) after 10 bullets.\n 296β†’ /// </summary>\n 297β†’ private Vector2 ApplySpread(Vector2 direction)\n 298β†’ {\n 299β†’ // Apply the current recoil offset to the direction\n 300β†’ Vector2 result = direction.Rotated(_recoilOffset);\n 301β†’\n 302β†’ // Add recoil for the next shot\n 303β†’ if (WeaponData != null)\n 304β†’ {\n 305β†’ // Calculate current spread based on shot count\n 306β†’ // Progressive spread: starts at base SpreadAngle and increases to MaxSpread over ShotsToMaxSpread bullets\n 307β†’ float baseSpread = WeaponData.SpreadAngle;\n 308β†’ float spreadRange = MaxSpread - baseSpread;\n 309β†’\n 310β†’ // Calculate spread ratio (0.0 at shot 0, 1.0 at shot ShotsToMaxSpread)\n 311β†’ float spreadRatio = Mathf.Clamp((float)_shotCount / ShotsToMaxSpread, 0.0f, 1.0f);\n 312β†’ float currentSpread = baseSpread + spreadRange * spreadRatio;\n 313β†’\n 314β†’ // Convert spread angle from degrees to radians\n 315β†’ float spreadRadians = Mathf.DegToRad(currentSpread);\n 316β†’\n 317β†’ // Apply Power Fantasy recoil multiplier (reduced recoil)\n 318β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 319β†’ if (difficultyManager != null)\n 320β†’ {\n 321β†’ var multiplierResult = difficultyManager.Call(\"get_recoil_multiplier\");\n 322β†’ float recoilMultiplier = multiplierResult.AsSingle();\n 323β†’ spreadRadians *= recoilMultiplier;\n 324β†’ }\n 325β†’\n 326β†’ // Generate random recoil direction with higher variation\n 327β†’ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 328β†’ float recoilAmount = spreadRadians * Mathf.Abs(recoilDirection);\n 329β†’\n 330β†’ // Calculate max recoil offset based on current spread\n 331β†’ float maxRecoilOffset = Mathf.DegToRad(currentSpread * 0.5f);\n 332β†’\n 333β†’ // Add to current recoil, clamped to current maximum\n 334β†’ _recoilOffset += recoilDirection * recoilAmount * 0.6f;\n 335β†’ _recoilOffset = Mathf.Clamp(_recoilOffset, -maxRecoilOffset, maxRecoilOffset);\n 336β†’ }\n 337β†’\n 338β†’ // Reset time since last shot for recoil recovery\n 339β†’ _timeSinceLastShot = 0;\n 340β†’\n 341β†’ return result;\n 342β†’ }\n 343β†’\n 344β†’ /// <summary>\n 345β†’ /// Plays the empty gun click sound.\n 346β†’ /// </summary>\n 347β†’ private void PlayEmptyClickSound()\n 348β†’ {\n 349β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 350β†’ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 351β†’ {\n 352β†’ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 353β†’ }\n 354β†’ }\n 355β†’\n 356β†’ /// <summary>\n 357β†’ /// Plays the UZI shot sound via AudioManager.\n 358β†’ /// Uses M16 sounds as per requirement (same loudness as assault rifle).\n 359β†’ /// </summary>\n 360β†’ private void PlayUziShotSound()\n 361β†’ {\n 362β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 363β†’ if (audioManager != null && audioManager.HasMethod(\"play_m16_shot\"))\n 364β†’ {\n 365β†’ audioManager.Call(\"play_m16_shot\", GlobalPosition);\n 366β†’ }\n 367β†’ }\n 368β†’\n 369β†’ /// <summary>\n 370β†’ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 371β†’ /// </summary>\n 372β†’ private void EmitGunshotSound()\n 373β†’ {\n 374β†’ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 375β†’ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 376β†’ {\n 377β†’ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 378β†’ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 379β†’ }\n 380β†’ }\n 381β†’\n 382β†’ /// <summary>\n 383β†’ /// Plays shell casing sound with a delay.\n 384β†’ /// </summary>\n 385β†’ private async void PlayShellCasingDelayed()\n 386β†’ {\n 387β†’ await ToSignal(GetTree().CreateTimer(0.1), \"timeout\");\n 388β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 389β†’ if (audioManager != null && audioManager.HasMethod(\"play_shell_rifle\"))\n 390β†’ {\n 391β†’ audioManager.Call(\"play_shell_rifle\", GlobalPosition);\n 392β†’ }\n 393β†’ }\n 394β†’\n 395β†’ /// <summary>\n 396β†’ /// Triggers screen shake based on shooting direction and current spread.\n 397β†’ /// Mini UZI has high screen shake with progressive intensity:\n 398β†’ /// - Shake intensity increases with consecutive shots (up to 4x at max spread)\n 399β†’ /// - This creates stronger recoil the longer you hold the trigger\n 400β†’ /// </summary>\n 401β†’ private void TriggerScreenShake(Vector2 shootDirection)\n 402β†’ {\n 403β†’ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 404β†’ {\n 405β†’ return;\n 406β†’ }\n 407β†’\n 408β†’ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 409β†’ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 410β†’ {\n 411β†’ return;\n 412β†’ }\n 413β†’\n 414β†’ // Calculate base shake intensity based on fire rate\n 415β†’ float fireRate = WeaponData.FireRate;\n 416β†’ float baseShakeIntensity;\n 417β†’ if (fireRate > 0)\n 418β†’ {\n 419β†’ baseShakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 420β†’ }\n 421β†’ else\n 422β†’ {\n 423β†’ baseShakeIntensity = WeaponData.ScreenShakeIntensity;\n 424β†’ }\n 425β†’\n 426β†’ // Calculate spread ratio for progressive shake (matches progressive spread system)\n 427β†’ float spreadRatio = Mathf.Clamp((float)_shotCount / ShotsToMaxSpread, 0.0f, 1.0f);\n 428β†’\n 429β†’ // Progressive shake intensity: increases from base to 4x as spread increases\n 430β†’ // At first shot (spreadRatio=0): 1.0x intensity\n 431β†’ // At max spread (spreadRatio=1): 4.0x intensity\n 432β†’ float shakeMultiplier = 1.0f + spreadRatio * 3.0f;\n 433β†’ float shakeIntensity = baseShakeIntensity * shakeMultiplier;\n 434β†’\n 435β†’ // Calculate recovery time\n 436β†’ float minRecovery = WeaponData.ScreenShakeMinRecoveryTime;\n 437β†’ float maxRecovery = Mathf.Max(WeaponData.ScreenShakeMaxRecoveryTime, 0.05f);\n 438β†’ float recoveryTime = Mathf.Lerp(minRecovery, maxRecovery, spreadRatio);\n 439β†’\n 440β†’ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 441β†’ }\n 442β†’\n 443β†’ /// <summary>\n 444β†’ /// Fires the bullet in the chamber during reload sequence.\n 445β†’ /// </summary>\n 446β†’ public override bool FireChamberBullet(Vector2 direction)\n 447β†’ {\n 448β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 449β†’ bool result = base.FireChamberBullet(spreadDirection);\n 450β†’\n 451β†’ if (result)\n 452β†’ {\n 453β†’ PlayUziShotSound();\n 454β†’ EmitGunshotSound();\n 455β†’ PlayShellCasingDelayed();\n 456β†’ TriggerScreenShake(spreadDirection);\n 457β†’ _shotCount++;\n 458β†’ _spreadResetTimer = 0.0f;\n 459β†’ }\n 460β†’\n 461β†’ return result;\n 462β†’ }\n 463β†’\n 464β†’ /// <summary>\n 465β†’ /// Gets the current aim direction.\n 466β†’ /// </summary>\n 467β†’ public Vector2 AimDirection => _aimDirection;\n 468β†’\n 469β†’ #region Power Fantasy Laser Sight\n 470β†’\n 471β†’ /// <summary>\n 472β†’ /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n 473β†’ /// </summary>\n 474β†’ private void CreateLaserSight()\n 475β†’ {\n 476β†’ _laserSight = new Line2D\n 477β†’ {\n 478β†’ Name = \"LaserSight\",\n 479β†’ Width = 2.0f,\n 480β†’ DefaultColor = _laserSightColor,\n 481β†’ BeginCapMode = Line2D.LineCapMode.Round,\n 482β†’ EndCapMode = Line2D.LineCapMode.Round\n 483β†’ };\n 484β†’\n 485β†’ _laserSight.AddPoint(Vector2.Zero);\n 486β†’ _laserSight.AddPoint(Vector2.Right * 500.0f);\n 487β†’\n 488β†’ AddChild(_laserSight);\n 489β†’ }\n 490β†’\n 491β†’ /// <summary>\n 492β†’ /// Updates the laser sight visualization (Power Fantasy mode only).\n 493β†’ /// The laser shows where bullets will go, accounting for current spread/recoil.\n 494β†’ /// </summary>\n 495β†’ private void UpdateLaserSight()\n 496β†’ {\n 497β†’ if (_laserSight == null)\n 498β†’ {\n 499β†’ return;\n 500β†’ }\n 501β†’\n 502β†’ // Apply recoil offset to aim direction for laser visualization\n 503β†’ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 504β†’\n 505β†’ // Calculate maximum laser length based on viewport size\n 506β†’ Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n 507β†’ float maxLaserLength = viewportSize.Length();\n 508β†’\n 509β†’ // Calculate the end point of the laser\n 510β†’ Vector2 endPoint = laserDirection * maxLaserLength;\n 511β†’\n 512β†’ // Raycast to find obstacles\n 513β†’ var spaceState = GetWorld2D()?.DirectSpaceState;\n 514β†’ if (spaceState != null)\n 515β†’ {\n 516β†’ var query = PhysicsRayQueryParameters2D.Create(\n 517β†’ GlobalPosition,\n 518β†’ GlobalPosition + endPoint,\n 519β†’ 4 // Collision mask for obstacles\n 520β†’ );\n 521β†’\n 522β†’ var result = spaceState.IntersectRay(query);\n 523β†’ if (result.Count > 0)\n 524β†’ {\n 525β†’ Vector2 hitPosition = (Vector2)result[\"position\"];\n 526β†’ endPoint = hitPosition - GlobalPosition;\n 527β†’ }\n 528β†’ }\n 529β†’\n 530β†’ // Update the laser sight line points (in local coordinates)\n 531β†’ _laserSight.SetPointPosition(0, Vector2.Zero);\n 532β†’ _laserSight.SetPointPosition(1, endPoint);\n 533β†’ }\n 534β†’\n 535β†’ #endregion\n 536β†’}\n 537β†’\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": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"uuid": "a83c778c-668d-4a5f-89b0-6080bb4898a0",
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"filePath": "/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/MiniUzi.cs",
"content": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Mini UZI submachine gun - high fire rate automatic weapon with increased spread.\n/// Features:\n/// - High fire rate (15 shots/sec)\n/// - 9mm bullets with 0.5 damage\n/// - High spread increase during sustained fire\n/// - Ricochets only at angles of 20 degrees or less\n/// - Does not penetrate walls\n/// - High screen shake\n/// - No scope/laser sight\n/// - 32 rounds magazine\n/// - Reload similar to assault rifle\n/// </summary>\npublic partial class MiniUzi : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// Mini UZI has higher recoil than assault rifle.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Shorter than assault rifle for faster spray patterns.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.08f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 6.0f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees - higher than assault rifle).\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Tracks consecutive shots for spread calculation.\n /// </summary>\n private int _shotCount = 0;\n\n /// <summary>\n /// Time since last shot for spread reset.\n /// </summary>\n private float _spreadResetTimer = 0.0f;\n\n /// <summary>\n /// Number of shots before spread starts increasing.\n /// </summary>\n private const int SpreadThreshold = 0;\n\n /// <summary>\n /// Time in seconds for spread to reset after stopping fire.\n /// </summary>\n private const float SpreadResetTime = 0.3f;\n\n /// <summary>\n /// Number of shots to reach maximum spread (user requirement: 10 bullets).\n /// </summary>\n private const int ShotsToMaxSpread = 10;\n\n /// <summary>\n /// Maximum total spread in degrees (user requirement: 60 degrees).\n /// </summary>\n private const float MaxSpread = 60.0f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MiniUziSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MiniUzi] MiniUziSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MiniUzi] No MiniUziSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MiniUzi] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update spread reset timer\n _spreadResetTimer += (float)delta;\n if (_spreadResetTimer >= SpreadResetTime)\n {\n _shotCount = 0;\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n\n // Update laser sight (Power Fantasy mode)\n if (_laserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Mini UZI uses sensitivity-based aiming for faster rotation than assault rifle.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Mini UZI in automatic mode.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply spread to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play UZI shot sound (uses M16 sounds as per requirement - same loudness as assault rifle)\n PlayUziShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n // Update shot count and reset timer\n _shotCount++;\n _spreadResetTimer = 0.0f;\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// Mini UZI has progressive spread that reaches max (60Β°) after 10 bullets.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n // Add recoil for the next shot\n if (WeaponData != null)\n {\n // Calculate current spread based on shot count\n // Progressive spread: starts at base SpreadAngle and increases to MaxSpread over ShotsToMaxSpread bullets\n float baseSpread = WeaponData.SpreadAngle;\n float spreadRange = MaxSpread - baseSpread;\n\n // Calculate spread ratio (0.0 at shot 0, 1.0 at shot ShotsToMaxSpread)\n float spreadRatio = Mathf.Clamp((float)_shotCount / ShotsToMaxSpread, 0.0f, 1.0f);\n float currentSpread = baseSpread + spreadRange * spreadRatio;\n\n // Convert spread angle from degrees to radians\n float spreadRadians = Mathf.DegToRad(currentSpread);\n\n // Apply Power Fantasy recoil multiplier (reduced recoil)\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_recoil_multiplier\");\n float recoilMultiplier = multiplierResult.AsSingle();\n spreadRadians *= recoilMultiplier;\n }\n\n // Generate random recoil direction with higher variation\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n float recoilAmount = spreadRadians * Mathf.Abs(recoilDirection);\n\n // Calculate max recoil offset based on current spread\n float maxRecoilOffset = Mathf.DegToRad(currentSpread * 0.5f);\n\n // Add to current recoil, clamped to current maximum\n _recoilOffset += recoilDirection * recoilAmount * 0.6f;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -maxRecoilOffset, maxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the UZI shot sound via AudioManager.\n /// Uses M16 sounds as per requirement (same loudness as assault rifle).\n /// </summary>\n private void PlayUziShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_m16_shot\"))\n {\n audioManager.Call(\"play_m16_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.1), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_rifle\"))\n {\n audioManager.Call(\"play_shell_rifle\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction and current spread.\n /// Mini UZI has high screen shake with progressive intensity:\n /// - Shake intensity increases with consecutive shots (up to 4x at max spread)\n /// - This creates stronger recoil the longer you hold the trigger\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate base shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float baseShakeIntensity;\n if (fireRate > 0)\n {\n baseShakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n baseShakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n // Calculate spread ratio for progressive shake (matches progressive spread system)\n float spreadRatio = Mathf.Clamp((float)_shotCount / ShotsToMaxSpread, 0.0f, 1.0f);\n\n // Progressive shake intensity: increases from base to 4x as spread increases\n // At first shot (spreadRatio=0): 1.0x intensity\n // At max spread (spreadRatio=1): 4.0x intensity\n float shakeMultiplier = 1.0f + spreadRatio * 3.0f;\n float shakeIntensity = baseShakeIntensity * shakeMultiplier;\n\n // Calculate recovery time\n float minRecovery = WeaponData.ScreenShakeMinRecoveryTime;\n float maxRecovery = Mathf.Max(WeaponData.ScreenShakeMaxRecoveryTime, 0.05f);\n float recoveryTime = Mathf.Lerp(minRecovery, maxRecovery, spreadRatio);\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayUziShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n _shotCount++;\n _spreadResetTimer = 0.0f;\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n #region Power Fantasy Laser Sight\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = 2.0f,\n DefaultColor = _laserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * 500.0f);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization (Power Fantasy mode only).\n /// The laser shows where bullets will go, accounting for current spread/recoil.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Apply recoil offset to aim direction for laser visualization\n Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n\n // Calculate maximum laser length based on viewport size\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Raycast to find obstacles\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState != null)\n {\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n #endregion\n}\n",
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"text": "Now I have a clear picture. The root cause is confirmed:\n\n**Root Cause**: `MakarovPM.cs` is missing the Power Fantasy mode laser sight code that exists in all other weapons (MiniUzi, Shotgun, SniperRifle, AssaultRifle). In Power Fantasy mode, every weapon should get a blue laser sight, but MakarovPM doesn't have the code to check for this and create one.\n\nThe fix is to add the same Power Fantasy laser sight pattern used by MiniUzi (which is the closest comparable weapon - also a pistol-class weapon) to MakarovPM. Let me implement this."
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[2026-02-07T18:24:44.816Z] [INFO] {
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"originalFile": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - No laser sight or special effects\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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" /// - Does not penetrate walls",
" /// - Standard loudness (not silenced)",
" /// - Moderate recoil with extended recovery",
"-/// - No laser sight or special effects",
"+/// - Blue laser sight in Power Fantasy mode",
" /// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova",
" /// </summary>",
" public partial class MakarovPM : BaseWeapon"
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"newString": " /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;",
"originalFile": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - Blue laser sight in Power Fantasy mode\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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" private Sprite2D? _weaponSprite;",
" ",
" /// <summary>",
"+ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).",
"+ /// </summary>",
"+ private Line2D? _laserSight;",
"+",
"+ /// <summary>",
"+ /// Whether the laser sight is enabled (true only in Power Fantasy mode).",
"+ /// </summary>",
"+ private bool _laserSightEnabled = false;",
"+",
"+ /// <summary>",
"+ /// Color of the laser sight (blue in Power Fantasy mode).",
"+ /// </summary>",
"+ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);",
"+",
"+ /// <summary>",
" /// Current aim direction based on mouse position.",
" /// </summary>",
" private Vector2 _aimDirection = Vector2.Right;"
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"new_string": " if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }"
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"oldString": " if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n }",
"newString": " if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }",
"originalFile": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - Blue laser sight in Power Fantasy mode\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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" }",
"+",
"+ // Check for Power Fantasy mode - enable blue laser sight",
"+ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");",
"+ if (difficultyManager != null)",
"+ {",
"+ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");",
"+ if (shouldForceBlueLaser.AsBool())",
"+ {",
"+ _laserSightEnabled = true;",
"+ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");",
"+ _laserSightColor = blueColorVariant.AsColor();",
"+ CreateLaserSight();",
"+ GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");",
"+ }",
"+ }",
" }",
" ",
" public override void _Process(double delta)"
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"newString": " // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n\n // Update laser sight (Power Fantasy mode)\n if (_laserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }",
"originalFile": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - Blue laser sight in Power Fantasy mode\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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" ",
" // Update aim direction and weapon sprite rotation",
" UpdateAimDirection();",
"+",
"+ // Update laser sight (Power Fantasy mode)",
"+ if (_laserSightEnabled && _laserSight != null)",
"+ {",
"+ UpdateLaserSight();",
"+ }",
" }",
" ",
" /// <summary>"
]
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"text": "Now add the `CreateLaserSight` and `UpdateLaserSight` methods. Let me add them at the end of the class, before the closing brace:"
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"old_string": " /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}",
"new_string": " /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n #region Power Fantasy Laser Sight\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = 2.0f,\n DefaultColor = _laserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * 500.0f);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization (Power Fantasy mode only).\n /// The laser shows where bullets will go, accounting for current spread/recoil.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Apply recoil offset to aim direction for laser visualization\n Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n\n // Calculate maximum laser length based on viewport size\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Raycast to find obstacles\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState != null)\n {\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n #endregion\n}"
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[2026-02-07T18:25:15.100Z] [INFO] {
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"content": "The file /tmp/gh-issue-solver-1770488571883/Scripts/Weapons/MakarovPM.cs has been updated successfully."
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"oldString": " /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}",
"newString": " /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n #region Power Fantasy Laser Sight\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = 2.0f,\n DefaultColor = _laserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * 500.0f);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization (Power Fantasy mode only).\n /// The laser shows where bullets will go, accounting for current spread/recoil.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Apply recoil offset to aim direction for laser visualization\n Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n\n // Calculate maximum laser length based on viewport size\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Raycast to find obstacles\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState != null)\n {\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n #endregion\n}",
"originalFile": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - Blue laser sight in Power Fantasy mode\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n\n // Update laser sight (Power Fantasy mode)\n if (_laserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n}\n",
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" /// Gets the current aim direction.",
" /// </summary>",
" public Vector2 AimDirection => _aimDirection;",
"+",
"+ #region Power Fantasy Laser Sight",
"+",
"+ /// <summary>",
"+ /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).",
"+ /// </summary>",
"+ private void CreateLaserSight()",
"+ {",
"+ _laserSight = new Line2D",
"+ {",
"+ Name = \"LaserSight\",",
"+ Width = 2.0f,",
"+ DefaultColor = _laserSightColor,",
"+ BeginCapMode = Line2D.LineCapMode.Round,",
"+ EndCapMode = Line2D.LineCapMode.Round",
"+ };",
"+",
"+ _laserSight.AddPoint(Vector2.Zero);",
"+ _laserSight.AddPoint(Vector2.Right * 500.0f);",
"+",
"+ AddChild(_laserSight);",
"+ }",
"+",
"+ /// <summary>",
"+ /// Updates the laser sight visualization (Power Fantasy mode only).",
"+ /// The laser shows where bullets will go, accounting for current spread/recoil.",
"+ /// </summary>",
"+ private void UpdateLaserSight()",
"+ {",
"+ if (_laserSight == null)",
"+ {",
"+ return;",
"+ }",
"+",
"+ // Apply recoil offset to aim direction for laser visualization",
"+ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);",
"+",
"+ // Calculate maximum laser length based on viewport size",
"+ Vector2 viewportSize = GetViewport().GetVisibleRect().Size;",
"+ float maxLaserLength = viewportSize.Length();",
"+",
"+ // Calculate the end point of the laser",
"+ Vector2 endPoint = laserDirection * maxLaserLength;",
"+",
"+ // Raycast to find obstacles",
"+ var spaceState = GetWorld2D()?.DirectSpaceState;",
"+ if (spaceState != null)",
"+ {",
"+ var query = PhysicsRayQueryParameters2D.Create(",
"+ GlobalPosition,",
"+ GlobalPosition + endPoint,",
"+ 4 // Collision mask for obstacles",
"+ );",
"+",
"+ var result = spaceState.IntersectRay(query);",
"+ if (result.Count > 0)",
"+ {",
"+ Vector2 hitPosition = (Vector2)result[\"position\"];",
"+ endPoint = hitPosition - GlobalPosition;",
"+ }",
"+ }",
"+",
"+ // Update the laser sight line points (in local coordinates)",
"+ _laserSight.SetPointPosition(0, Vector2.Zero);",
"+ _laserSight.SetPointPosition(1, endPoint);",
"+ }",
"+",
"+ #endregion",
" }"
]
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"content": " 1β†’using Godot;\n 2β†’using GodotTopDownTemplate.AbstractClasses;\n 3β†’\n 4β†’namespace GodotTopDownTemplate.Weapons;\n 5β†’\n 6β†’/// <summary>\n 7β†’/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n 8β†’/// Features:\n 9β†’/// - Semi-automatic fire (one shot per click)\n 10β†’/// - 9x18mm Makarov bullets with 0.45 damage\n 11β†’/// - 9 rounds magazine\n 12β†’/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n 13β†’/// - Does not penetrate walls\n 14β†’/// - Standard loudness (not silenced)\n 15β†’/// - Moderate recoil with extended recovery\n 16β†’/// - Blue laser sight in Power Fantasy mode\n 17β†’/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n 18β†’/// </summary>\n 19β†’public partial class MakarovPM : BaseWeapon\n 20β†’{\n 21β†’ /// <summary>\n 22β†’ /// Reference to the Sprite2D node for the weapon visual.\n 23β†’ /// </summary>\n 24β†’ private Sprite2D? _weaponSprite;\n 25β†’\n 26β†’ /// <summary>\n 27β†’ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n 28β†’ /// </summary>\n 29β†’ private Line2D? _laserSight;\n 30β†’\n 31β†’ /// <summary>\n 32β†’ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n 33β†’ /// </summary>\n 34β†’ private bool _laserSightEnabled = false;\n 35β†’\n 36β†’ /// <summary>\n 37β†’ /// Color of the laser sight (blue in Power Fantasy mode).\n 38β†’ /// </summary>\n 39β†’ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n 40β†’\n 41β†’ /// <summary>\n 42β†’ /// Current aim direction based on mouse position.\n 43β†’ /// </summary>\n 44β†’ private Vector2 _aimDirection = Vector2.Right;\n 45β†’\n 46β†’ /// <summary>\n 47β†’ /// Current aim angle in radians. Used for sensitivity-based aiming\n 48β†’ /// where the aim interpolates smoothly toward the target angle.\n 49β†’ /// </summary>\n 50β†’ private float _currentAimAngle = 0.0f;\n 51β†’\n 52β†’ /// <summary>\n 53β†’ /// Whether the aim angle has been initialized.\n 54β†’ /// </summary>\n 55β†’ private bool _aimAngleInitialized = false;\n 56β†’\n 57β†’ /// <summary>\n 58β†’ /// Current recoil offset angle in radians.\n 59β†’ /// </summary>\n 60β†’ private float _recoilOffset = 0.0f;\n 61β†’\n 62β†’ /// <summary>\n 63β†’ /// Time since the last shot was fired, used for recoil recovery.\n 64β†’ /// </summary>\n 65β†’ private float _timeSinceLastShot = 0.0f;\n 66β†’\n 67β†’ /// <summary>\n 68β†’ /// Time in seconds before recoil starts recovering.\n 69β†’ /// Moderate delay for a standard pistol.\n 70β†’ /// </summary>\n 71β†’ private const float RecoilRecoveryDelay = 0.30f;\n 72β†’\n 73β†’ /// <summary>\n 74β†’ /// Speed at which recoil recovers (radians per second).\n 75β†’ /// </summary>\n 76β†’ private const float RecoilRecoverySpeed = 4.5f;\n 77β†’\n 78β†’ /// <summary>\n 79β†’ /// Maximum recoil offset in radians (about 8 degrees).\n 80β†’ /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n 81β†’ /// </summary>\n 82β†’ private const float MaxRecoilOffset = 0.14f;\n 83β†’\n 84β†’ /// <summary>\n 85β†’ /// Recoil amount per shot in radians.\n 86β†’ /// </summary>\n 87β†’ private const float RecoilPerShot = 0.05f;\n 88β†’\n 89β†’ public override void _Ready()\n 90β†’ {\n 91β†’ base._Ready();\n 92β†’\n 93β†’ // Get the weapon sprite for visual representation\n 94β†’ _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n 95β†’\n 96β†’ if (_weaponSprite != null)\n 97β†’ {\n 98β†’ var texture = _weaponSprite.Texture;\n 99β†’ GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n 100β†’ }\n 101β†’ else\n 102β†’ {\n 103β†’ GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n 104β†’ }\n 105β†’\n 106β†’ // Check for Power Fantasy mode - enable blue laser sight\n 107β†’ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 108β†’ if (difficultyManager != null)\n 109β†’ {\n 110β†’ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n 111β†’ if (shouldForceBlueLaser.AsBool())\n 112β†’ {\n 113β†’ _laserSightEnabled = true;\n 114β†’ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n 115β†’ _laserSightColor = blueColorVariant.AsColor();\n 116β†’ CreateLaserSight();\n 117β†’ GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n 118β†’ }\n 119β†’ }\n 120β†’ }\n 121β†’\n 122β†’ public override void _Process(double delta)\n 123β†’ {\n 124β†’ base._Process(delta);\n 125β†’\n 126β†’ // Update time since last shot for recoil recovery\n 127β†’ _timeSinceLastShot += (float)delta;\n 128β†’\n 129β†’ // Recover recoil after delay\n 130β†’ if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n 131β†’ {\n 132β†’ float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n 133β†’ _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n 134β†’ }\n 135β†’\n 136β†’ // Update aim direction and weapon sprite rotation\n 137β†’ UpdateAimDirection();\n 138β†’\n 139β†’ // Update laser sight (Power Fantasy mode)\n 140β†’ if (_laserSightEnabled && _laserSight != null)\n 141β†’ {\n 142β†’ UpdateLaserSight();\n 143β†’ }\n 144β†’ }\n 145β†’\n 146β†’ /// <summary>\n 147β†’ /// Updates the aim direction based on mouse position.\n 148β†’ /// Uses sensitivity-based aiming for smooth rotation.\n 149β†’ /// </summary>\n 150β†’ private void UpdateAimDirection()\n 151β†’ {\n 152β†’ // Get direction to mouse\n 153β†’ Vector2 mousePos = GetGlobalMousePosition();\n 154β†’ Vector2 toMouse = mousePos - GlobalPosition;\n 155β†’\n 156β†’ // Calculate target angle from player to mouse\n 157β†’ float targetAngle = toMouse.Angle();\n 158β†’\n 159β†’ // Initialize aim angle on first frame\n 160β†’ if (!_aimAngleInitialized)\n 161β†’ {\n 162β†’ _currentAimAngle = targetAngle;\n 163β†’ _aimAngleInitialized = true;\n 164β†’ }\n 165β†’\n 166β†’ Vector2 direction;\n 167β†’\n 168β†’ // Apply sensitivity \"leash\" effect when sensitivity is set\n 169β†’ if (WeaponData != null && WeaponData.Sensitivity > 0)\n 170β†’ {\n 171β†’ float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n 172β†’ float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n 173β†’ float delta = (float)GetProcessDeltaTime();\n 174β†’ float maxRotation = rotationSpeed * delta;\n 175β†’ float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n 176β†’ _currentAimAngle += actualRotation;\n 177β†’ direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n 178β†’ }\n 179β†’ else\n 180β†’ {\n 181β†’ // Automatic mode: direct aim at cursor (instant response)\n 182β†’ if (toMouse.LengthSquared() > 0.001f)\n 183β†’ {\n 184β†’ direction = toMouse.Normalized();\n 185β†’ _currentAimAngle = targetAngle;\n 186β†’ }\n 187β†’ else\n 188β†’ {\n 189β†’ direction = _aimDirection;\n 190β†’ }\n 191β†’ }\n 192β†’\n 193β†’ // Store the aim direction for shooting\n 194β†’ _aimDirection = direction;\n 195β†’\n 196β†’ // Update weapon sprite rotation to match aim direction\n 197β†’ UpdateWeaponSpriteRotation(_aimDirection);\n 198β†’ }\n 199β†’\n 200β†’ /// <summary>\n 201β†’ /// Updates the weapon sprite rotation to match the aim direction.\n 202β†’ /// Also handles vertical flipping when aiming left.\n 203β†’ /// </summary>\n 204β†’ private void UpdateWeaponSpriteRotation(Vector2 direction)\n 205β†’ {\n 206β†’ if (_weaponSprite == null)\n 207β†’ {\n 208β†’ return;\n 209β†’ }\n 210β†’\n 211β†’ float angle = direction.Angle();\n 212β†’ _weaponSprite.Rotation = angle;\n 213β†’\n 214β†’ // Flip the sprite vertically when aiming left\n 215β†’ bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n 216β†’ _weaponSprite.FlipV = aimingLeft;\n 217β†’ }\n 218β†’\n 219β†’ /// <summary>\n 220β†’ /// Fires the Makarov PM in semi-automatic mode.\n 221β†’ /// Standard loudness - alerts enemies.\n 222β†’ /// </summary>\n 223β†’ /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n 224β†’ /// <returns>True if the weapon fired successfully.</returns>\n 225β†’ public override bool Fire(Vector2 direction)\n 226β†’ {\n 227β†’ // Check for empty magazine - play click sound\n 228β†’ if (CurrentAmmo <= 0)\n 229β†’ {\n 230β†’ PlayEmptyClickSound();\n 231β†’ return false;\n 232β†’ }\n 233β†’\n 234β†’ // Check if we can fire at all\n 235β†’ if (!CanFire || WeaponData == null || BulletScene == null)\n 236β†’ {\n 237β†’ return false;\n 238β†’ }\n 239β†’\n 240β†’ // Apply recoil offset to aim direction\n 241β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 242β†’ bool result = base.Fire(spreadDirection);\n 243β†’\n 244β†’ if (result)\n 245β†’ {\n 246β†’ // Play pistol shot sound\n 247β†’ PlayPistolShotSound();\n 248β†’ // Emit gunshot sound for in-game sound propagation (alerts enemies)\n 249β†’ EmitGunshotSound();\n 250β†’ // Play shell casing sound with delay\n 251β†’ PlayShellCasingDelayed();\n 252β†’ // Trigger screen shake\n 253β†’ TriggerScreenShake(spreadDirection);\n 254β†’ }\n 255β†’\n 256β†’ return result;\n 257β†’ }\n 258β†’\n 259β†’ /// <summary>\n 260β†’ /// Applies recoil offset to the shooting direction and adds new recoil.\n 261β†’ /// </summary>\n 262β†’ private Vector2 ApplySpread(Vector2 direction)\n 263β†’ {\n 264β†’ // Apply the current recoil offset to the direction\n 265β†’ Vector2 result = direction.Rotated(_recoilOffset);\n 266β†’\n 267β†’ if (WeaponData != null)\n 268β†’ {\n 269β†’ // Apply base spread from weapon data\n 270β†’ float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n 271β†’\n 272β†’ // Generate random spread within the angle\n 273β†’ float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n 274β†’ result = result.Rotated(randomSpread * 0.5f);\n 275β†’\n 276β†’ // Add recoil for next shot\n 277β†’ float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n 278β†’ _recoilOffset += recoilDirection * RecoilPerShot;\n 279β†’ _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n 280β†’ }\n 281β†’\n 282β†’ // Reset time since last shot for recoil recovery\n 283β†’ _timeSinceLastShot = 0;\n 284β†’\n 285β†’ return result;\n 286β†’ }\n 287β†’\n 288β†’ /// <summary>\n 289β†’ /// Plays the empty gun click sound.\n 290β†’ /// </summary>\n 291β†’ private void PlayEmptyClickSound()\n 292β†’ {\n 293β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 294β†’ if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n 295β†’ {\n 296β†’ audioManager.Call(\"play_empty_click\", GlobalPosition);\n 297β†’ }\n 298β†’ }\n 299β†’\n 300β†’ /// <summary>\n 301β†’ /// Plays the Makarov PM shot sound via AudioManager.\n 302β†’ /// </summary>\n 303β†’ private void PlayPistolShotSound()\n 304β†’ {\n 305β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 306β†’ if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n 307β†’ {\n 308β†’ audioManager.Call(\"play_pm_shot\", GlobalPosition);\n 309β†’ }\n 310β†’ }\n 311β†’\n 312β†’ /// <summary>\n 313β†’ /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n 314β†’ /// </summary>\n 315β†’ private void EmitGunshotSound()\n 316β†’ {\n 317β†’ var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n 318β†’ if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n 319β†’ {\n 320β†’ float loudness = WeaponData?.Loudness ?? 1469.0f;\n 321β†’ soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n 322β†’ }\n 323β†’ }\n 324β†’\n 325β†’ /// <summary>\n 326β†’ /// Plays pistol shell casing sound with a delay.\n 327β†’ /// </summary>\n 328β†’ private async void PlayShellCasingDelayed()\n 329β†’ {\n 330β†’ await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n 331β†’ var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 332β†’ if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n 333β†’ {\n 334β†’ audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n 335β†’ }\n 336β†’ }\n 337β†’\n 338β†’ /// <summary>\n 339β†’ /// Triggers screen shake based on shooting direction.\n 340β†’ /// </summary>\n 341β†’ private void TriggerScreenShake(Vector2 shootDirection)\n 342β†’ {\n 343β†’ if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n 344β†’ {\n 345β†’ return;\n 346β†’ }\n 347β†’\n 348β†’ var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n 349β†’ if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n 350β†’ {\n 351β†’ return;\n 352β†’ }\n 353β†’\n 354β†’ // Calculate shake intensity based on fire rate\n 355β†’ float fireRate = WeaponData.FireRate;\n 356β†’ float shakeIntensity;\n 357β†’ if (fireRate > 0)\n 358β†’ {\n 359β†’ shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n 360β†’ }\n 361β†’ else\n 362β†’ {\n 363β†’ shakeIntensity = WeaponData.ScreenShakeIntensity;\n 364β†’ }\n 365β†’\n 366β†’ float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n 367β†’\n 368β†’ screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n 369β†’ }\n 370β†’\n 371β†’ /// <summary>\n 372β†’ /// Fires the bullet in the chamber during reload sequence.\n 373β†’ /// </summary>\n 374β†’ public override bool FireChamberBullet(Vector2 direction)\n 375β†’ {\n 376β†’ Vector2 spreadDirection = ApplySpread(_aimDirection);\n 377β†’ bool result = base.FireChamberBullet(spreadDirection);\n 378β†’\n 379β†’ if (result)\n 380β†’ {\n 381β†’ PlayPistolShotSound();\n 382β†’ EmitGunshotSound();\n 383β†’ PlayShellCasingDelayed();\n 384β†’ TriggerScreenShake(spreadDirection);\n 385β†’ }\n 386β†’\n 387β†’ return result;\n 388β†’ }\n 389β†’\n 390β†’ /// <summary>\n 391β†’ /// Gets the current aim direction.\n 392β†’ /// </summary>\n 393β†’ public Vector2 AimDirection => _aimDirection;\n 394β†’\n 395β†’ #region Power Fantasy Laser Sight\n 396β†’\n 397β†’ /// <summary>\n 398β†’ /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n 399β†’ /// </summary>\n 400β†’ private void CreateLaserSight()\n 401β†’ {\n 402β†’ _laserSight = new Line2D\n 403β†’ {\n 404β†’ Name = \"LaserSight\",\n 405β†’ Width = 2.0f,\n 406β†’ DefaultColor = _laserSightColor,\n 407β†’ BeginCapMode = Line2D.LineCapMode.Round,\n 408β†’ EndCapMode = Line2D.LineCapMode.Round\n 409β†’ };\n 410β†’\n 411β†’ _laserSight.AddPoint(Vector2.Zero);\n 412β†’ _laserSight.AddPoint(Vector2.Right * 500.0f);\n 413β†’\n 414β†’ AddChild(_laserSight);\n 415β†’ }\n 416β†’\n 417β†’ /// <summary>\n 418β†’ /// Updates the laser sight visualization (Power Fantasy mode only).\n 419β†’ /// The laser shows where bullets will go, accounting for current spread/recoil.\n 420β†’ /// </summary>\n 421β†’ private void UpdateLaserSight()\n 422β†’ {\n 423β†’ if (_laserSight == null)\n 424β†’ {\n 425β†’ return;\n 426β†’ }\n 427β†’\n 428β†’ // Apply recoil offset to aim direction for laser visualization\n 429β†’ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n 430β†’\n 431β†’ // Calculate maximum laser length based on viewport size\n 432β†’ Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n 433β†’ float maxLaserLength = viewportSize.Length();\n 434β†’\n 435β†’ // Calculate the end point of the laser\n 436β†’ Vector2 endPoint = laserDirection * maxLaserLength;\n 437β†’\n 438β†’ // Raycast to find obstacles\n 439β†’ var spaceState = GetWorld2D()?.DirectSpaceState;\n 440β†’ if (spaceState != null)\n 441β†’ {\n 442β†’ var query = PhysicsRayQueryParameters2D.Create(\n 443β†’ GlobalPosition,\n 444β†’ GlobalPosition + endPoint,\n 445β†’ 4 // Collision mask for obstacles\n 446β†’ );\n 447β†’\n 448β†’ var result = spaceState.IntersectRay(query);\n 449β†’ if (result.Count > 0)\n 450β†’ {\n 451β†’ Vector2 hitPosition = (Vector2)result[\"position\"];\n 452β†’ endPoint = hitPosition - GlobalPosition;\n 453β†’ }\n 454β†’ }\n 455β†’\n 456β†’ // Update the laser sight line points (in local coordinates)\n 457β†’ _laserSight.SetPointPosition(0, Vector2.Zero);\n 458β†’ _laserSight.SetPointPosition(1, endPoint);\n 459β†’ }\n 460β†’\n 461β†’ #endregion\n 462β†’}\n 463β†’\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": "using Godot;\nusing GodotTopDownTemplate.AbstractClasses;\n\nnamespace GodotTopDownTemplate.Weapons;\n\n/// <summary>\n/// Makarov PM (Pistolet Makarova) - starting semi-automatic pistol.\n/// Features:\n/// - Semi-automatic fire (one shot per click)\n/// - 9x18mm Makarov bullets with 0.45 damage\n/// - 9 rounds magazine\n/// - Medium ricochets (same as all pistols/SMGs, max 20 degrees)\n/// - Does not penetrate walls\n/// - Standard loudness (not silenced)\n/// - Moderate recoil with extended recovery\n/// - Blue laser sight in Power Fantasy mode\n/// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n/// </summary>\npublic partial class MakarovPM : BaseWeapon\n{\n /// <summary>\n /// Reference to the Sprite2D node for the weapon visual.\n /// </summary>\n private Sprite2D? _weaponSprite;\n\n /// <summary>\n /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n /// </summary>\n private Line2D? _laserSight;\n\n /// <summary>\n /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n /// </summary>\n private bool _laserSightEnabled = false;\n\n /// <summary>\n /// Color of the laser sight (blue in Power Fantasy mode).\n /// </summary>\n private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n private Vector2 _aimDirection = Vector2.Right;\n\n /// <summary>\n /// Current aim angle in radians. Used for sensitivity-based aiming\n /// where the aim interpolates smoothly toward the target angle.\n /// </summary>\n private float _currentAimAngle = 0.0f;\n\n /// <summary>\n /// Whether the aim angle has been initialized.\n /// </summary>\n private bool _aimAngleInitialized = false;\n\n /// <summary>\n /// Current recoil offset angle in radians.\n /// </summary>\n private float _recoilOffset = 0.0f;\n\n /// <summary>\n /// Time since the last shot was fired, used for recoil recovery.\n /// </summary>\n private float _timeSinceLastShot = 0.0f;\n\n /// <summary>\n /// Time in seconds before recoil starts recovering.\n /// Moderate delay for a standard pistol.\n /// </summary>\n private const float RecoilRecoveryDelay = 0.30f;\n\n /// <summary>\n /// Speed at which recoil recovers (radians per second).\n /// </summary>\n private const float RecoilRecoverySpeed = 4.5f;\n\n /// <summary>\n /// Maximum recoil offset in radians (about 8 degrees).\n /// Slightly less than the silenced pistol since PM has lower muzzle energy.\n /// </summary>\n private const float MaxRecoilOffset = 0.14f;\n\n /// <summary>\n /// Recoil amount per shot in radians.\n /// </summary>\n private const float RecoilPerShot = 0.05f;\n\n public override void _Ready()\n {\n base._Ready();\n\n // Get the weapon sprite for visual representation\n _weaponSprite = GetNodeOrNull<Sprite2D>(\"MakarovSprite\");\n\n if (_weaponSprite != null)\n {\n var texture = _weaponSprite.Texture;\n GD.Print($\"[MakarovPM] MakarovSprite found: visible={_weaponSprite.Visible}, z_index={_weaponSprite.ZIndex}, texture={(texture != null ? \"loaded\" : \"NULL\")}\");\n }\n else\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n\n // Check for Power Fantasy mode - enable blue laser sight\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n if (shouldForceBlueLaser.AsBool())\n {\n _laserSightEnabled = true;\n var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n _laserSightColor = blueColorVariant.AsColor();\n CreateLaserSight();\n GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n }\n }\n }\n\n public override void _Process(double delta)\n {\n base._Process(delta);\n\n // Update time since last shot for recoil recovery\n _timeSinceLastShot += (float)delta;\n\n // Recover recoil after delay\n if (_timeSinceLastShot >= RecoilRecoveryDelay && _recoilOffset != 0)\n {\n float recoveryAmount = RecoilRecoverySpeed * (float)delta;\n _recoilOffset = Mathf.MoveToward(_recoilOffset, 0, recoveryAmount);\n }\n\n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n\n // Update laser sight (Power Fantasy mode)\n if (_laserSightEnabled && _laserSight != null)\n {\n UpdateLaserSight();\n }\n }\n\n /// <summary>\n /// Updates the aim direction based on mouse position.\n /// Uses sensitivity-based aiming for smooth rotation.\n /// </summary>\n private void UpdateAimDirection()\n {\n // Get direction to mouse\n Vector2 mousePos = GetGlobalMousePosition();\n Vector2 toMouse = mousePos - GlobalPosition;\n\n // Calculate target angle from player to mouse\n float targetAngle = toMouse.Angle();\n\n // Initialize aim angle on first frame\n if (!_aimAngleInitialized)\n {\n _currentAimAngle = targetAngle;\n _aimAngleInitialized = true;\n }\n\n Vector2 direction;\n\n // Apply sensitivity \"leash\" effect when sensitivity is set\n if (WeaponData != null && WeaponData.Sensitivity > 0)\n {\n float angleDiff = Mathf.Wrap(targetAngle - _currentAimAngle, -Mathf.Pi, Mathf.Pi);\n float rotationSpeed = WeaponData.Sensitivity * 10.0f;\n float delta = (float)GetProcessDeltaTime();\n float maxRotation = rotationSpeed * delta;\n float actualRotation = Mathf.Clamp(angleDiff, -maxRotation, maxRotation);\n _currentAimAngle += actualRotation;\n direction = new Vector2(Mathf.Cos(_currentAimAngle), Mathf.Sin(_currentAimAngle));\n }\n else\n {\n // Automatic mode: direct aim at cursor (instant response)\n if (toMouse.LengthSquared() > 0.001f)\n {\n direction = toMouse.Normalized();\n _currentAimAngle = targetAngle;\n }\n else\n {\n direction = _aimDirection;\n }\n }\n\n // Store the aim direction for shooting\n _aimDirection = direction;\n\n // Update weapon sprite rotation to match aim direction\n UpdateWeaponSpriteRotation(_aimDirection);\n }\n\n /// <summary>\n /// Updates the weapon sprite rotation to match the aim direction.\n /// Also handles vertical flipping when aiming left.\n /// </summary>\n private void UpdateWeaponSpriteRotation(Vector2 direction)\n {\n if (_weaponSprite == null)\n {\n return;\n }\n\n float angle = direction.Angle();\n _weaponSprite.Rotation = angle;\n\n // Flip the sprite vertically when aiming left\n bool aimingLeft = Mathf.Abs(angle) > Mathf.Pi / 2;\n _weaponSprite.FlipV = aimingLeft;\n }\n\n /// <summary>\n /// Fires the Makarov PM in semi-automatic mode.\n /// Standard loudness - alerts enemies.\n /// </summary>\n /// <param name=\"direction\">Direction to fire (uses aim direction).</param>\n /// <returns>True if the weapon fired successfully.</returns>\n public override bool Fire(Vector2 direction)\n {\n // Check for empty magazine - play click sound\n if (CurrentAmmo <= 0)\n {\n PlayEmptyClickSound();\n return false;\n }\n\n // Check if we can fire at all\n if (!CanFire || WeaponData == null || BulletScene == null)\n {\n return false;\n }\n\n // Apply recoil offset to aim direction\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.Fire(spreadDirection);\n\n if (result)\n {\n // Play pistol shot sound\n PlayPistolShotSound();\n // Emit gunshot sound for in-game sound propagation (alerts enemies)\n EmitGunshotSound();\n // Play shell casing sound with delay\n PlayShellCasingDelayed();\n // Trigger screen shake\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Applies recoil offset to the shooting direction and adds new recoil.\n /// </summary>\n private Vector2 ApplySpread(Vector2 direction)\n {\n // Apply the current recoil offset to the direction\n Vector2 result = direction.Rotated(_recoilOffset);\n\n if (WeaponData != null)\n {\n // Apply base spread from weapon data\n float spreadRadians = Mathf.DegToRad(WeaponData.SpreadAngle);\n\n // Generate random spread within the angle\n float randomSpread = (float)GD.RandRange(-spreadRadians, spreadRadians);\n result = result.Rotated(randomSpread * 0.5f);\n\n // Add recoil for next shot\n float recoilDirection = (float)GD.RandRange(-1.0, 1.0);\n _recoilOffset += recoilDirection * RecoilPerShot;\n _recoilOffset = Mathf.Clamp(_recoilOffset, -MaxRecoilOffset, MaxRecoilOffset);\n }\n\n // Reset time since last shot for recoil recovery\n _timeSinceLastShot = 0;\n\n return result;\n }\n\n /// <summary>\n /// Plays the empty gun click sound.\n /// </summary>\n private void PlayEmptyClickSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_empty_click\"))\n {\n audioManager.Call(\"play_empty_click\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the Makarov PM shot sound via AudioManager.\n /// </summary>\n private void PlayPistolShotSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_pm_shot\"))\n {\n audioManager.Call(\"play_pm_shot\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Emits a gunshot sound to SoundPropagation system for in-game sound propagation.\n /// </summary>\n private void EmitGunshotSound()\n {\n var soundPropagation = GetNodeOrNull(\"/root/SoundPropagation\");\n if (soundPropagation != null && soundPropagation.HasMethod(\"emit_sound\"))\n {\n float loudness = WeaponData?.Loudness ?? 1469.0f;\n soundPropagation.Call(\"emit_sound\", 0, GlobalPosition, 0, this, loudness);\n }\n }\n\n /// <summary>\n /// Plays pistol shell casing sound with a delay.\n /// </summary>\n private async void PlayShellCasingDelayed()\n {\n await ToSignal(GetTree().CreateTimer(0.12), \"timeout\");\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_shell_pistol\"))\n {\n audioManager.Call(\"play_shell_pistol\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Triggers screen shake based on shooting direction.\n /// </summary>\n private void TriggerScreenShake(Vector2 shootDirection)\n {\n if (WeaponData == null || WeaponData.ScreenShakeIntensity <= 0)\n {\n return;\n }\n\n var screenShakeManager = GetNodeOrNull(\"/root/ScreenShakeManager\");\n if (screenShakeManager == null || !screenShakeManager.HasMethod(\"add_shake\"))\n {\n return;\n }\n\n // Calculate shake intensity based on fire rate\n float fireRate = WeaponData.FireRate;\n float shakeIntensity;\n if (fireRate > 0)\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity / fireRate * 10.0f;\n }\n else\n {\n shakeIntensity = WeaponData.ScreenShakeIntensity;\n }\n\n float recoveryTime = WeaponData.ScreenShakeMinRecoveryTime;\n\n screenShakeManager.Call(\"add_shake\", shootDirection, shakeIntensity, recoveryTime);\n }\n\n /// <summary>\n /// Fires the bullet in the chamber during reload sequence.\n /// </summary>\n public override bool FireChamberBullet(Vector2 direction)\n {\n Vector2 spreadDirection = ApplySpread(_aimDirection);\n bool result = base.FireChamberBullet(spreadDirection);\n\n if (result)\n {\n PlayPistolShotSound();\n EmitGunshotSound();\n PlayShellCasingDelayed();\n TriggerScreenShake(spreadDirection);\n }\n\n return result;\n }\n\n /// <summary>\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n\n #region Power Fantasy Laser Sight\n\n /// <summary>\n /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n /// </summary>\n private void CreateLaserSight()\n {\n _laserSight = new Line2D\n {\n Name = \"LaserSight\",\n Width = 2.0f,\n DefaultColor = _laserSightColor,\n BeginCapMode = Line2D.LineCapMode.Round,\n EndCapMode = Line2D.LineCapMode.Round\n };\n\n _laserSight.AddPoint(Vector2.Zero);\n _laserSight.AddPoint(Vector2.Right * 500.0f);\n\n AddChild(_laserSight);\n }\n\n /// <summary>\n /// Updates the laser sight visualization (Power Fantasy mode only).\n /// The laser shows where bullets will go, accounting for current spread/recoil.\n /// </summary>\n private void UpdateLaserSight()\n {\n if (_laserSight == null)\n {\n return;\n }\n\n // Apply recoil offset to aim direction for laser visualization\n Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n\n // Calculate maximum laser length based on viewport size\n Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n float maxLaserLength = viewportSize.Length();\n\n // Calculate the end point of the laser\n Vector2 endPoint = laserDirection * maxLaserLength;\n\n // Raycast to find obstacles\n var spaceState = GetWorld2D()?.DirectSpaceState;\n if (spaceState != null)\n {\n var query = PhysicsRayQueryParameters2D.Create(\n GlobalPosition,\n GlobalPosition + endPoint,\n 4 // Collision mask for obstacles\n );\n\n var result = spaceState.IntersectRay(query);\n if (result.Count > 0)\n {\n Vector2 hitPosition = (Vector2)result[\"position\"];\n endPoint = hitPosition - GlobalPosition;\n }\n }\n\n // Update the laser sight line points (in local coordinates)\n _laserSight.SetPointPosition(0, Vector2.Zero);\n _laserSight.SetPointPosition(1, endPoint);\n }\n\n #endregion\n}\n",
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"content": " 1β†’# Contributing to Godot Top-Down Template\n 2β†’\n 3β†’Thank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n 4β†’\n 5β†’## Table of Contents\n 6β†’\n 7β†’- [Development Setup](#development-setup)\n 8β†’- [Testing Guidelines](#testing-guidelines)\n 9β†’- [Common Issues to Avoid](#common-issues-to-avoid)\n 10β†’- [Pull Request Checklist](#pull-request-checklist)\n 11β†’- [Architecture Guidelines](#architecture-guidelines)\n 12β†’\n 13β†’## Development Setup\n 14β†’\n 15β†’1. Clone the repository\n 16β†’2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n 17β†’3. Run existing tests before making changes: `make test` or use the GUT addon\n 18β†’\n 19β†’## Testing Guidelines\n 20β†’\n 21β†’### Running Tests\n 22β†’\n 23β†’Tests are located in `tests/unit/` and `tests/integration/`. Run them using:\n 24β†’\n 25β†’1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n 26β†’2. **Command Line**: Use the CI workflow command:\n 27β†’ ```bash\n 28β†’ godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n 29β†’ ```\n 30β†’\n 31β†’### Writing Tests\n 32β†’\n 33β†’- **Every new feature MUST have tests** covering its core functionality\n 34β†’- **Every bug fix MUST have a regression test** preventing the bug from returning\n 35β†’- Use mock classes to test logic without requiring Godot scene tree\n 36β†’- Follow the existing test patterns in `tests/unit/`\n 37β†’\n 38β†’### Test Coverage Requirements\n 39β†’\n 40β†’The following areas have comprehensive test coverage:\n 41β†’\n 42β†’| Component | Test File | Coverage |\n 43β†’|-----------|-----------|----------|\n 44β†’| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n 45β†’| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n 46β†’| Enemy AI | `test_enemy.gd` | States, behaviors |\n 47β†’| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n 48β†’| Player | `test_player.gd` | Movement, shooting |\n 49β†’| Health Component | `test_health_component.gd` | Damage, healing |\n 50β†’| Vision Component | `test_vision_component.gd` | Detection, LOS |\n 51β†’| Cover Component | `test_cover_component.gd` | Cover finding |\n 52β†’| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n 53β†’| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n 54β†’| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n 55β†’\n 56β†’## Common Issues to Avoid\n 57β†’\n 58β†’Based on historical issues, please pay special attention to these areas:\n 59β†’\n 60β†’### 1. Self-Damage Bugs (Issue #241)\n 61β†’**Problem**: Player bullets damaging the player\n 62β†’**Solution**: Always use `shooter_id` tracking for projectiles\n 63β†’```gdscript\n 64β†’# Good: Track who fired the projectile\n 65β†’var shooter_id: int = -1\n 66β†’func _on_body_entered(body):\n 67β†’ if body.get_instance_id() == shooter_id:\n 68β†’ return # Don't hit shooter\n 69β†’```\n 70β†’\n 71β†’### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n 72β†’**Problem**: Shotgun reload functionality breaking after unrelated changes\n 73β†’**Solution**:\n 74β†’- Always run `test_magazine_inventory.gd` after weapon changes\n 75β†’- Test both Simple and Sequence reload modes\n 76β†’- Verify MMB + RMB interaction for shell loading\n 77β†’\n 78β†’### 3. Enemy Fire Rate Issues (Issue #228)\n 79β†’**Problem**: Enemies ignoring weapon fire rate limits\n 80β†’**Solution**: Use the weapon's `shoot_cooldown` property\n 81β†’```gdscript\n 82β†’# Good: Respect fire rate\n 83β†’if _shoot_timer >= weapon.shoot_cooldown:\n 84β†’ shoot()\n 85β†’ _shoot_timer = 0.0\n 86β†’```\n 87β†’\n 88β†’### 4. Feature Regression (Issue #232)\n 89β†’**Problem**: Fixed functionality breaking in later commits\n 90β†’**Solution**:\n 91β†’- Write regression tests for every bug fix\n 92β†’- Run full test suite before committing\n 93β†’- Check closed issues for functionality that must be preserved\n 94β†’\n 95β†’### 5. C# Build Failures (Issue #302, PR #275)\n 96β†’**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n 97β†’**Solution**:\n 98β†’- Always run `dotnet build` locally before pushing C# changes\n 99β†’- Check CI workflow `csharp-validation.yml` for build status\n 100β†’- When modifying C# method signatures, search for all call sites\n 101β†’\n 102β†’```bash\n 103β†’# Always verify C# builds before pushing\n 104β†’dotnet build\n 105β†’\n 106β†’# Search for method usages before changing signatures\n 107β†’grep -rn \"MethodName\" Scripts/\n 108β†’```\n 109β†’\n 110β†’### 6. C#/GDScript Interoperability Issues (Issue #302)\n 111β†’**Problem**: C# and GDScript components getting out of sync\n 112β†’**Solution**:\n 113β†’- Keep duplicate implementations intentional and documented\n 114β†’- Use `interop-check.yml` CI workflow to detect issues\n 115β†’- When calling C# from GDScript, use `node.call(\"MethodName\")`\n 116β†’\n 117β†’```gdscript\n 118β†’# Good: Safe cross-language call\n 119β†’if node.has_method(\"TakeDamage\"):\n 120β†’ node.call(\"TakeDamage\", damage_amount)\n 121β†’\n 122β†’# Bad: Assumes C# method exists\n 123β†’node.TakeDamage(damage_amount) # May crash if C# failed to compile\n 124β†’```\n 125β†’\n 126β†’### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n 127β†’**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n 128β†’**Solution**:\n 129β†’- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n 130β†’- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n 131β†’- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n 132β†’- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n 133β†’- Check `gameplay-validation.yml` CI workflow for issues\n 134β†’\n 135β†’```gdscript\n 136β†’# Critical: Always check _is_alive in state updates\n 137β†’func _physics_process(delta: float) -> void:\n 138β†’ if not _is_alive:\n 139β†’ return\n 140β†’ # ... rest of behavior\n 141β†’\n 142β†’# Critical: _on_death() must emit signal for proper counting\n 143β†’func _on_death() -> void:\n 144β†’ _is_alive = false\n 145β†’ died.emit() # Required for enemy counting!\n 146β†’```\n 147β†’\n 148β†’### 8. Game Counter Breaking (Issue #127)\n 149β†’**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n 150β†’**Solution**:\n 151β†’- Ensure `died` signal is emitted when enemy dies\n 152β†’- Verify signal connections in GameManager/autoloads\n 153β†’- Test that game properly ends after clearing all enemies\n 154β†’- Test ammo display updates correctly during combat\n 155β†’\n 156β†’```gdscript\n 157β†’# Critical: Always emit signals for counter updates\n 158β†’func _on_death() -> void:\n 159β†’ _is_alive = false\n 160β†’ died.emit() # GameManager listens for this!\n 161β†’ died_with_info.emit(is_ricochet, is_penetration)\n 162β†’\n 163β†’func shoot() -> void:\n 164β†’ _current_ammo -= 1\n 165β†’ ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n 166β†’```\n 167β†’\n 168β†’### 9. Game Crashes (Issue #155)\n 169β†’**Problem**: Changes causing the game to crash\n 170β†’**Solution**:\n 171β†’- Always add null checks before accessing nodes or properties\n 172β†’- Verify PackedScene resources exist before instantiating\n 173β†’- Use `is_instance_valid()` before accessing potentially freed nodes\n 174β†’- Add error handling for file/resource loading\n 175β†’\n 176β†’```gdscript\n 177β†’# Good: Safe scene instantiation\n 178β†’if bullet_scene:\n 179β†’ var bullet = bullet_scene.instantiate()\n 180β†’ get_tree().root.add_child(bullet)\n 181β†’\n 182β†’# Good: Safe node access\n 183β†’if is_instance_valid(_player):\n 184β†’ var dir = global_position.direction_to(_player.global_position)\n 185β†’```\n 186β†’\n 187β†’## Pull Request Checklist\n 188β†’\n 189β†’Before submitting a PR, verify:\n 190β†’\n 191β†’- [ ] **Tests pass**: All unit and integration tests pass\n 192β†’- [ ] **New tests added**: For new features or bug fixes\n 193β†’- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n 194β†’- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n 195β†’- [ ] **No regressions**: Related functionality still works\n 196β†’- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n 197β†’- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n 198β†’- [ ] **class_name declared**: For components and AI states\n 199β†’\n 200β†’### Before Merging\n 201β†’\n 202β†’1. Verify all CI checks are green\n 203β†’2. Test the specific functionality affected\n 204β†’3. Test related functionality that might be impacted\n 205β†’4. Run the game and verify gameplay is not broken\n 206β†’\n 207β†’## Architecture Guidelines\n 208β†’\n 209β†’### File Organization\n 210β†’\n 211β†’```\n 212β†’scripts/\n 213β†’β”œβ”€β”€ autoload/ # Singleton managers (AudioManager, GameManager, etc.)\n 214β†’β”œβ”€β”€ ai/ # AI systems (GOAP, states)\n 215β†’β”œβ”€β”€ characters/ # Character scripts\n 216β†’β”œβ”€β”€ components/ # Reusable components (HealthComponent, etc.)\n 217β†’β”œβ”€β”€ effects/ # Visual effects\n 218β†’β”œβ”€β”€ objects/ # Game objects (enemies, targets)\n 219β†’β”œβ”€β”€ projectiles/ # Bullets, grenades, shrapnel\n 220β†’β”œβ”€β”€ ui/ # UI scripts\n 221→└── data/ # Data definitions (calibers, etc.)\n 222β†’```\n 223β†’\n 224β†’### Naming Conventions\n 225β†’\n 226β†’- **GDScript files**: `snake_case.gd`\n 227β†’- **C# files**: `PascalCase.cs`\n 228β†’- **Scenes**: `PascalCase.tscn`\n 229β†’- **Resources**: `snake_case.tres`\n 230β†’\n 231β†’### Component Pattern\n 232β†’\n 233β†’Use reusable components for common functionality:\n 234β†’\n 235β†’```gdscript\n 236β†’# Good: Use component\n 237β†’var health_component := HealthComponent.new()\n 238β†’health_component.set_max_health(100)\n 239β†’add_child(health_component)\n 240β†’\n 241β†’# Bad: Inline health logic\n 242β†’var health := 100\n 243β†’func take_damage(amount):\n 244β†’ health -= amount\n 245β†’ # Duplicated health logic...\n 246β†’```\n 247β†’\n 248β†’### Autoload Access\n 249β†’\n 250β†’Always use null checks when accessing autoloads:\n 251β†’\n 252β†’```gdscript\n 253β†’# Good: Safe access\n 254β†’var audio_manager = get_node_or_null(\"/root/AudioManager\")\n 255β†’if audio_manager and audio_manager.has_method(\"play_sound\"):\n 256β†’ audio_manager.play_sound(\"res://sound.wav\")\n 257β†’\n 258β†’# Bad: Direct access\n 259β†’AudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n 260β†’```\n 261β†’\n 262β†’## CI/CD Workflows\n 263β†’\n 264β†’### test.yml\n 265β†’Runs GUT tests on push/PR to ensure functionality is preserved.\n 266β†’\n 267β†’### architecture-check.yml\n 268β†’Verifies:\n 269β†’- Script line counts (max 5000 lines)\n 270β†’- class_name declarations in components\n 271β†’- Required folder structure\n 272β†’- snake_case naming convention\n 273β†’\n 274β†’### csharp-validation.yml\n 275β†’**Protection against C# build failures** (Issue #302):\n 276β†’- Validates C# code compiles with `dotnet build`\n 277β†’- Verifies assembly DLL is produced\n 278β†’- Catches errors that would cause \".NET assemblies not found\" in exports\n 279β†’\n 280β†’### interop-check.yml\n 281β†’**Protection against C#/GDScript integration issues** (Issue #302):\n 282β†’- Detects duplicate implementations across languages\n 283β†’- Checks scene signal connections to C# scripts\n 284β†’- Validates autoload references\n 285β†’- Warns about potential interoperability issues\n 286β†’\n 287β†’### gameplay-validation.yml\n 288β†’**Protection against critical gameplay breaking** (Issue #308):\n 289β†’- Validates enemy AI state machine integrity (required states, methods, variables)\n 290β†’- Detects dangerous code patterns (infinite loops, division by zero risks)\n 291β†’- Checks health component structure\n 292β†’- Validates counter/state reset signals\n 293β†’- Verifies scene-script references exist\n 294β†’- Warns when critical gameplay files are modified\n 295β†’\n 296β†’This workflow was added to prevent issues like:\n 297β†’- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n 298β†’- PR #127: Game counters broken (enemy count, ammo count)\n 299β†’- PR #155: Game crashes\n 300β†’- PR #157: Enemy vision/detection broken\n 301β†’\n 302β†’## Getting Help\n 303β†’\n 304β†’- Check existing issues for similar problems\n 305β†’- Review closed issues for context on past fixes\n 306β†’- Ask questions in the issue tracker before making large changes\n 307β†’\n 308β†’## License\n 309β†’\n 310β†’By contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n 311β†’\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": "# Contributing to Godot Top-Down Template\n\nThank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n\n## Table of Contents\n\n- [Development Setup](#development-setup)\n- [Testing Guidelines](#testing-guidelines)\n- [Common Issues to Avoid](#common-issues-to-avoid)\n- [Pull Request Checklist](#pull-request-checklist)\n- [Architecture Guidelines](#architecture-guidelines)\n\n## Development Setup\n\n1. Clone the repository\n2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n3. Run existing tests before making changes: `make test` or use the GUT addon\n\n## Testing Guidelines\n\n### Running Tests\n\nTests are located in `tests/unit/` and `tests/integration/`. Run them using:\n\n1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n2. **Command Line**: Use the CI workflow command:\n ```bash\n godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n ```\n\n### Writing Tests\n\n- **Every new feature MUST have tests** covering its core functionality\n- **Every bug fix MUST have a regression test** preventing the bug from returning\n- Use mock classes to test logic without requiring Godot scene tree\n- Follow the existing test patterns in `tests/unit/`\n\n### Test Coverage Requirements\n\nThe following areas have comprehensive test coverage:\n\n| Component | Test File | Coverage |\n|-----------|-----------|----------|\n| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n| Enemy AI | `test_enemy.gd` | States, behaviors |\n| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n| Player | `test_player.gd` | Movement, shooting |\n| Health Component | `test_health_component.gd` | Damage, healing |\n| Vision Component | `test_vision_component.gd` | Detection, LOS |\n| Cover Component | `test_cover_component.gd` | Cover finding |\n| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n\n## Common Issues to Avoid\n\nBased on historical issues, please pay special attention to these areas:\n\n### 1. Self-Damage Bugs (Issue #241)\n**Problem**: Player bullets damaging the player\n**Solution**: Always use `shooter_id` tracking for projectiles\n```gdscript\n# Good: Track who fired the projectile\nvar shooter_id: int = -1\nfunc _on_body_entered(body):\n if body.get_instance_id() == shooter_id:\n return # Don't hit shooter\n```\n\n### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n**Problem**: Shotgun reload functionality breaking after unrelated changes\n**Solution**:\n- Always run `test_magazine_inventory.gd` after weapon changes\n- Test both Simple and Sequence reload modes\n- Verify MMB + RMB interaction for shell loading\n\n### 3. Enemy Fire Rate Issues (Issue #228)\n**Problem**: Enemies ignoring weapon fire rate limits\n**Solution**: Use the weapon's `shoot_cooldown` property\n```gdscript\n# Good: Respect fire rate\nif _shoot_timer >= weapon.shoot_cooldown:\n shoot()\n _shoot_timer = 0.0\n```\n\n### 4. Feature Regression (Issue #232)\n**Problem**: Fixed functionality breaking in later commits\n**Solution**:\n- Write regression tests for every bug fix\n- Run full test suite before committing\n- Check closed issues for functionality that must be preserved\n\n### 5. C# Build Failures (Issue #302, PR #275)\n**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n**Solution**:\n- Always run `dotnet build` locally before pushing C# changes\n- Check CI workflow `csharp-validation.yml` for build status\n- When modifying C# method signatures, search for all call sites\n\n```bash\n# Always verify C# builds before pushing\ndotnet build\n\n# Search for method usages before changing signatures\ngrep -rn \"MethodName\" Scripts/\n```\n\n### 6. C#/GDScript Interoperability Issues (Issue #302)\n**Problem**: C# and GDScript components getting out of sync\n**Solution**:\n- Keep duplicate implementations intentional and documented\n- Use `interop-check.yml` CI workflow to detect issues\n- When calling C# from GDScript, use `node.call(\"MethodName\")`\n\n```gdscript\n# Good: Safe cross-language call\nif node.has_method(\"TakeDamage\"):\n node.call(\"TakeDamage\", damage_amount)\n\n# Bad: Assumes C# method exists\nnode.TakeDamage(damage_amount) # May crash if C# failed to compile\n```\n\n### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n**Solution**:\n- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n- Check `gameplay-validation.yml` CI workflow for issues\n\n```gdscript\n# Critical: Always check _is_alive in state updates\nfunc _physics_process(delta: float) -> void:\n if not _is_alive:\n return\n # ... rest of behavior\n\n# Critical: _on_death() must emit signal for proper counting\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # Required for enemy counting!\n```\n\n### 8. Game Counter Breaking (Issue #127)\n**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n**Solution**:\n- Ensure `died` signal is emitted when enemy dies\n- Verify signal connections in GameManager/autoloads\n- Test that game properly ends after clearing all enemies\n- Test ammo display updates correctly during combat\n\n```gdscript\n# Critical: Always emit signals for counter updates\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # GameManager listens for this!\n died_with_info.emit(is_ricochet, is_penetration)\n\nfunc shoot() -> void:\n _current_ammo -= 1\n ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n```\n\n### 9. Game Crashes (Issue #155)\n**Problem**: Changes causing the game to crash\n**Solution**:\n- Always add null checks before accessing nodes or properties\n- Verify PackedScene resources exist before instantiating\n- Use `is_instance_valid()` before accessing potentially freed nodes\n- Add error handling for file/resource loading\n\n```gdscript\n# Good: Safe scene instantiation\nif bullet_scene:\n var bullet = bullet_scene.instantiate()\n get_tree().root.add_child(bullet)\n\n# Good: Safe node access\nif is_instance_valid(_player):\n var dir = global_position.direction_to(_player.global_position)\n```\n\n## Pull Request Checklist\n\nBefore submitting a PR, verify:\n\n- [ ] **Tests pass**: All unit and integration tests pass\n- [ ] **New tests added**: For new features or bug fixes\n- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n- [ ] **No regressions**: Related functionality still works\n- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n- [ ] **class_name declared**: For components and AI states\n\n### Before Merging\n\n1. Verify all CI checks are green\n2. Test the specific functionality affected\n3. Test related functionality that might be impacted\n4. Run the game and verify gameplay is not broken\n\n## Architecture Guidelines\n\n### File Organization\n\n```\nscripts/\nβ”œβ”€β”€ autoload/ # Singleton managers (AudioManager, GameManager, etc.)\nβ”œβ”€β”€ ai/ # AI systems (GOAP, states)\nβ”œβ”€β”€ characters/ # Character scripts\nβ”œβ”€β”€ components/ # Reusable components (HealthComponent, etc.)\nβ”œβ”€β”€ effects/ # Visual effects\nβ”œβ”€β”€ objects/ # Game objects (enemies, targets)\nβ”œβ”€β”€ projectiles/ # Bullets, grenades, shrapnel\nβ”œβ”€β”€ ui/ # UI scripts\n└── data/ # Data definitions (calibers, etc.)\n```\n\n### Naming Conventions\n\n- **GDScript files**: `snake_case.gd`\n- **C# files**: `PascalCase.cs`\n- **Scenes**: `PascalCase.tscn`\n- **Resources**: `snake_case.tres`\n\n### Component Pattern\n\nUse reusable components for common functionality:\n\n```gdscript\n# Good: Use component\nvar health_component := HealthComponent.new()\nhealth_component.set_max_health(100)\nadd_child(health_component)\n\n# Bad: Inline health logic\nvar health := 100\nfunc take_damage(amount):\n health -= amount\n # Duplicated health logic...\n```\n\n### Autoload Access\n\nAlways use null checks when accessing autoloads:\n\n```gdscript\n# Good: Safe access\nvar audio_manager = get_node_or_null(\"/root/AudioManager\")\nif audio_manager and audio_manager.has_method(\"play_sound\"):\n audio_manager.play_sound(\"res://sound.wav\")\n\n# Bad: Direct access\nAudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n```\n\n## CI/CD Workflows\n\n### test.yml\nRuns GUT tests on push/PR to ensure functionality is preserved.\n\n### architecture-check.yml\nVerifies:\n- Script line counts (max 5000 lines)\n- class_name declarations in components\n- Required folder structure\n- snake_case naming convention\n\n### csharp-validation.yml\n**Protection against C# build failures** (Issue #302):\n- Validates C# code compiles with `dotnet build`\n- Verifies assembly DLL is produced\n- Catches errors that would cause \".NET assemblies not found\" in exports\n\n### interop-check.yml\n**Protection against C#/GDScript integration issues** (Issue #302):\n- Detects duplicate implementations across languages\n- Checks scene signal connections to C# scripts\n- Validates autoload references\n- Warns about potential interoperability issues\n\n### gameplay-validation.yml\n**Protection against critical gameplay breaking** (Issue #308):\n- Validates enemy AI state machine integrity (required states, methods, variables)\n- Detects dangerous code patterns (infinite loops, division by zero risks)\n- Checks health component structure\n- Validates counter/state reset signals\n- Verifies scene-script references exist\n- Warns when critical gameplay files are modified\n\nThis workflow was added to prevent issues like:\n- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n- PR #127: Game counters broken (enemy count, ammo count)\n- PR #155: Game crashes\n- PR #157: Enemy vision/detection broken\n\n## Getting Help\n\n- Check existing issues for similar problems\n- Review closed issues for context on past fixes\n- Ask questions in the issue tracker before making large changes\n\n## License\n\nBy contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n",
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[/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(772,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(783,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(796,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(804,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(812,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(956,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1014,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1141,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(599,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1265,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1284,109): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n GodotTopDownTemplate -> /tmp/gh-issue-solver-1770488571883/.godot/mono/temp/bin/Debug/GodotTopDownTemplate.dll\n\nBuild succeeded.\n\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/Shotgun.cs(1313,17): warning CS0114: 'Shotgun.StartReload()' hides inherited member 'BaseWeapon.StartReload()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(304,49): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(772,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(783,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(796,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(804,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(812,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(956,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1014,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1141,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(599,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1265,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1284,109): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n 39 Warning(s)\n 0 Error(s)\n\nTime Elapsed 00:00:04.22",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"uuid": "b61d0501-bd85-4c60-a2d2-8a19be167ee7",
"tool_use_result": {
"stdout": "MSBuild version 17.8.45+2a7a854c1 for .NET\n Determining projects to restore...\n Restored /tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj (in 501 ms).\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/Shotgun.cs(1313,17): warning CS0114: 'Shotgun.StartReload()' hides inherited member 'BaseWeapon.StartReload()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(304,49): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(772,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(783,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(796,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(804,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(812,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(956,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1014,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1141,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(599,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1265,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1284,109): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n GodotTopDownTemplate -> /tmp/gh-issue-solver-1770488571883/.godot/mono/temp/bin/Debug/GodotTopDownTemplate.dll\n\nBuild succeeded.\n\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/Shotgun.cs(1313,17): warning CS0114: 'Shotgun.StartReload()' hides inherited member 'BaseWeapon.StartReload()'. To make the current member override that implementation, add the override keyword. Otherwise add the new keyword. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(304,49): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(353,90): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(514,34): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(515,45): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Components/LevelInitFallback.cs(516,38): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/AbstractClasses/BaseWeapon.cs(451,75): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(500,67): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(546,69): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/GrenadeTimer.cs(569,73): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(734,63): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SniperRifle.cs(819,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Characters/Player.cs(1936,89): warning CS8604: Possible null reference argument for parameter 'from' in 'Variant.implicit operator Variant(GodotObject from)'. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Weapons/SilencedPistol.cs(741,94): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(217,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/SniperBullet.cs(393,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(327,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(462,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(561,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(772,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(783,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(796,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(804,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(812,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(211,21): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(287,45): warning CS0618: 'TileMap' is obsolete: 'Use multiple 'TileMapLayer' nodes instead. To convert a TileMap to a set of TileMapLayer nodes, open the TileMap bottom panel with the node selected, click the toolbox icon in the top-right corner and choose 'Extract TileMap layers as individual TileMapLayer nodes'.' [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(956,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(328,99): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1014,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(452,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(462,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(472,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(480,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(490,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(497,17): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1141,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/ShotgunPellet.cs(599,13): warning CS0162: Unreachable code detected [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1265,93): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n/tmp/gh-issue-solver-1770488571883/Scripts/Projectiles/Bullet.cs(1284,109): warning CS8625: Cannot convert null literal to non-nullable reference type. [/tmp/gh-issue-solver-1770488571883/GodotTopDownTemplate.csproj]\n 39 Warning(s)\n 0 Error(s)\n\nTime Elapsed 00:00:04.22",
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"content": " 1β†’extends GutTest\n 2β†’## Unit tests for DifficultyManager autoload.\n 3β†’##\n 4β†’## Tests the difficulty settings, mode checking, and game parameters\n 5β†’## that change based on difficulty level.\n 6β†’\n 7β†’\n 8β†’# Mock class that mirrors DifficultyManager's testable functionality\n 9β†’# without depending on autoload or file system\n 10β†’class MockDifficultyManager:\n 11β†’\t## Difficulty levels enumeration (mirrors the actual enum)\n 12β†’\tenum Difficulty {\n 13β†’\t\tEASY,\n 14β†’\t\tNORMAL,\n 15β†’\t\tHARD,\n 16β†’\t\tPOWER_FANTASY\n 17β†’\t}\n 18β†’\n 19β†’\t## Current difficulty level\n 20β†’\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n 21β†’\n 22β†’\t## Signal for difficulty changes\n 23β†’\tsignal difficulty_changed(new_difficulty: Difficulty)\n 24β†’\n 25β†’\tfunc set_difficulty(difficulty: Difficulty) -> void:\n 26β†’\t\tif current_difficulty != difficulty:\n 27β†’\t\t\tcurrent_difficulty = difficulty\n 28β†’\t\t\tdifficulty_changed.emit(difficulty)\n 29β†’\n 30β†’\tfunc get_difficulty() -> Difficulty:\n 31β†’\t\treturn current_difficulty\n 32β†’\n 33β†’\tfunc is_hard_mode() -> bool:\n 34β†’\t\treturn current_difficulty == Difficulty.HARD\n 35β†’\n 36β†’\tfunc is_normal_mode() -> bool:\n 37β†’\t\treturn current_difficulty == Difficulty.NORMAL\n 38β†’\n 39β†’\tfunc is_easy_mode() -> bool:\n 40β†’\t\treturn current_difficulty == Difficulty.EASY\n 41β†’\n 42β†’\tfunc is_power_fantasy_mode() -> bool:\n 43β†’\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n 44β†’\n 45β†’\tfunc get_difficulty_name() -> String:\n 46β†’\t\tmatch current_difficulty:\n 47β†’\t\t\tDifficulty.EASY:\n 48β†’\t\t\t\treturn \"Easy\"\n 49β†’\t\t\tDifficulty.NORMAL:\n 50β†’\t\t\t\treturn \"Normal\"\n 51β†’\t\t\tDifficulty.HARD:\n 52β†’\t\t\t\treturn \"Hard\"\n 53β†’\t\t\tDifficulty.POWER_FANTASY:\n 54β†’\t\t\t\treturn \"Power Fantasy\"\n 55β†’\t\t\t_:\n 56β†’\t\t\t\treturn \"Unknown\"\n 57β†’\n 58β†’\tfunc get_difficulty_name_for(difficulty: Difficulty) -> String:\n 59β†’\t\tmatch difficulty:\n 60β†’\t\t\tDifficulty.EASY:\n 61β†’\t\t\t\treturn \"Easy\"\n 62β†’\t\t\tDifficulty.NORMAL:\n 63β†’\t\t\t\treturn \"Normal\"\n 64β†’\t\t\tDifficulty.HARD:\n 65β†’\t\t\t\treturn \"Hard\"\n 66β†’\t\t\tDifficulty.POWER_FANTASY:\n 67β†’\t\t\t\treturn \"Power Fantasy\"\n 68β†’\t\t\t_:\n 69β†’\t\t\t\treturn \"Unknown\"\n 70β†’\n 71β†’\tfunc get_max_ammo() -> int:\n 72β†’\t\tmatch current_difficulty:\n 73β†’\t\t\tDifficulty.EASY:\n 74β†’\t\t\t\treturn 90\n 75β†’\t\t\tDifficulty.NORMAL:\n 76β†’\t\t\t\treturn 90\n 77β†’\t\t\tDifficulty.HARD:\n 78β†’\t\t\t\treturn 60\n 79β†’\t\t\tDifficulty.POWER_FANTASY:\n 80β†’\t\t\t\treturn 270\n 81β†’\t\t\t_:\n 82β†’\t\t\t\treturn 90\n 83β†’\n 84β†’\tfunc is_distraction_attack_enabled() -> bool:\n 85β†’\t\treturn current_difficulty == Difficulty.HARD\n 86β†’\n 87β†’\tfunc get_detection_delay() -> float:\n 88β†’\t\tmatch current_difficulty:\n 89β†’\t\t\tDifficulty.EASY:\n 90β†’\t\t\t\treturn 0.5\n 91β†’\t\t\tDifficulty.NORMAL:\n 92β†’\t\t\t\treturn 0.6\n 93β†’\t\t\tDifficulty.HARD:\n 94β†’\t\t\t\treturn 0.2\n 95β†’\t\t\tDifficulty.POWER_FANTASY:\n 96β†’\t\t\t\treturn 0.8\n 97β†’\t\t\t_:\n 98β†’\t\t\t\treturn 0.6\n 99β†’\n 100β†’\n 101β†’var manager: MockDifficultyManager\n 102β†’\n 103β†’\n 104β†’func before_each() -> void:\n 105β†’\tmanager = MockDifficultyManager.new()\n 106β†’\n 107β†’\n 108β†’func after_each() -> void:\n 109β†’\tmanager = null\n 110β†’\n 111β†’\n 112β†’# ============================================================================\n 113β†’# Initial State Tests\n 114β†’# ============================================================================\n 115β†’\n 116β†’\n 117β†’func test_initial_difficulty_is_normal() -> void:\n 118β†’\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.NORMAL,\n 119β†’\t\t\"Initial difficulty should be NORMAL\")\n 120β†’\n 121β†’\n 122β†’func test_initial_is_normal_mode_true() -> void:\n 123β†’\tassert_true(manager.is_normal_mode(), \"is_normal_mode() should return true initially\")\n 124β†’\n 125β†’\n 126β†’func test_initial_is_hard_mode_false() -> void:\n 127β†’\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false initially\")\n 128β†’\n 129β†’\n 130β†’func test_initial_is_easy_mode_false() -> void:\n 131β†’\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false initially\")\n 132β†’\n 133β†’\n 134β†’# ============================================================================\n 135β†’# Difficulty Change Tests\n 136β†’# ============================================================================\n 137β†’\n 138β†’\n 139β†’func test_set_difficulty_to_easy() -> void:\n 140β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 141β†’\n 142β†’\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.EASY,\n 143β†’\t\t\"Difficulty should be EASY after setting\")\n 144β†’\tassert_true(manager.is_easy_mode(), \"is_easy_mode() should return true\")\n 145β†’\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n 146β†’\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false\")\n 147β†’\n 148β†’\n 149β†’func test_set_difficulty_to_hard() -> void:\n 150β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 151β†’\n 152β†’\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.HARD,\n 153β†’\t\t\"Difficulty should be HARD after setting\")\n 154β†’\tassert_true(manager.is_hard_mode(), \"is_hard_mode() should return true\")\n 155β†’\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n 156β†’\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false\")\n 157β†’\n 158β†’\n 159β†’func test_set_same_difficulty_does_not_emit_signal() -> void:\n 160β†’\tvar signal_emitted := false\n 161β†’\tmanager.difficulty_changed.connect(func(_d): signal_emitted = true)\n 162β†’\n 163β†’\t# Set to same difficulty (NORMAL)\n 164β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\n 165β†’\n 166β†’\tassert_false(signal_emitted, \"Signal should not be emitted when setting same difficulty\")\n 167β†’\n 168β†’\n 169β†’func test_set_different_difficulty_emits_signal() -> void:\n 170β†’\tvar signal_emitted := false\n 171β†’\tvar received_difficulty: int = -1\n 172β†’\tmanager.difficulty_changed.connect(func(d):\n 173β†’\t\tsignal_emitted = true\n 174β†’\t\treceived_difficulty = d\n 175β†’\t)\n 176β†’\n 177β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 178β†’\n 179β†’\tassert_true(signal_emitted, \"Signal should be emitted when changing difficulty\")\n 180β†’\tassert_eq(received_difficulty, MockDifficultyManager.Difficulty.HARD,\n 181β†’\t\t\"Signal should pass new difficulty value\")\n 182β†’\n 183β†’\n 184β†’func test_get_difficulty_returns_current() -> void:\n 185β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 186β†’\n 187β†’\tassert_eq(manager.get_difficulty(), MockDifficultyManager.Difficulty.EASY,\n 188β†’\t\t\"get_difficulty() should return current difficulty\")\n 189β†’\n 190β†’\n 191β†’# ============================================================================\n 192β†’# Difficulty Name Tests\n 193β†’# ============================================================================\n 194β†’\n 195β†’\n 196β†’func test_get_difficulty_name_easy() -> void:\n 197β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 198β†’\n 199β†’\tassert_eq(manager.get_difficulty_name(), \"Easy\", \"Easy difficulty name should be 'Easy'\")\n 200β†’\n 201β†’\n 202β†’func test_get_difficulty_name_normal() -> void:\n 203β†’\t# Default is NORMAL\n 204β†’\tassert_eq(manager.get_difficulty_name(), \"Normal\", \"Normal difficulty name should be 'Normal'\")\n 205β†’\n 206β†’\n 207β†’func test_get_difficulty_name_hard() -> void:\n 208β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 209β†’\n 210β†’\tassert_eq(manager.get_difficulty_name(), \"Hard\", \"Hard difficulty name should be 'Hard'\")\n 211β†’\n 212β†’\n 213β†’func test_get_difficulty_name_for_specific_difficulty() -> void:\n 214β†’\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.EASY), \"Easy\")\n 215β†’\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.NORMAL), \"Normal\")\n 216β†’\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.HARD), \"Hard\")\n 217β†’\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.POWER_FANTASY), \"Power Fantasy\")\n 218β†’\n 219β†’\n 220β†’# ============================================================================\n 221β†’# Max Ammo Tests\n 222β†’# ============================================================================\n 223β†’\n 224β†’\n 225β†’func test_max_ammo_easy_mode() -> void:\n 226β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 227β†’\n 228β†’\tassert_eq(manager.get_max_ammo(), 90, \"Easy mode should have 90 max ammo (3 magazines)\")\n 229β†’\n 230β†’\n 231β†’func test_max_ammo_normal_mode() -> void:\n 232β†’\t# Default is NORMAL\n 233β†’\tassert_eq(manager.get_max_ammo(), 90, \"Normal mode should have 90 max ammo (3 magazines)\")\n 234β†’\n 235β†’\n 236β†’func test_max_ammo_hard_mode() -> void:\n 237β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 238β†’\n 239β†’\tassert_eq(manager.get_max_ammo(), 60, \"Hard mode should have 60 max ammo (2 magazines)\")\n 240β†’\n 241β†’\n 242β†’# ============================================================================\n 243β†’# Distraction Attack Tests\n 244β†’# ============================================================================\n 245β†’\n 246β†’\n 247β†’func test_distraction_attack_disabled_in_easy_mode() -> void:\n 248β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 249β†’\n 250β†’\tassert_false(manager.is_distraction_attack_enabled(),\n 251β†’\t\t\"Distraction attack should be disabled in easy mode\")\n 252β†’\n 253β†’\n 254β†’func test_distraction_attack_disabled_in_normal_mode() -> void:\n 255β†’\t# Default is NORMAL\n 256β†’\tassert_false(manager.is_distraction_attack_enabled(),\n 257β†’\t\t\"Distraction attack should be disabled in normal mode\")\n 258β†’\n 259β†’\n 260β†’func test_distraction_attack_enabled_in_hard_mode() -> void:\n 261β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 262β†’\n 263β†’\tassert_true(manager.is_distraction_attack_enabled(),\n 264β†’\t\t\"Distraction attack should be enabled in hard mode\")\n 265β†’\n 266β†’\n 267β†’# ============================================================================\n 268β†’# Detection Delay Tests\n 269β†’# ============================================================================\n 270β†’\n 271β†’\n 272β†’func test_detection_delay_easy_mode() -> void:\n 273β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 274β†’\n 275β†’\tassert_eq(manager.get_detection_delay(), 0.5,\n 276β†’\t\t\"Easy mode should have 0.5s detection delay\")\n 277β†’\n 278β†’\n 279β†’func test_detection_delay_normal_mode() -> void:\n 280β†’\t# Default is NORMAL\n 281β†’\tassert_eq(manager.get_detection_delay(), 0.6,\n 282β†’\t\t\"Normal mode should have 0.6s detection delay\")\n 283β†’\n 284β†’\n 285β†’func test_detection_delay_hard_mode() -> void:\n 286β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 287β†’\n 288β†’\tassert_eq(manager.get_detection_delay(), 0.2,\n 289β†’\t\t\"Hard mode should have 0.2s detection delay (fastest reaction)\")\n 290β†’\n 291β†’\n 292β†’# ============================================================================\n 293β†’# Difficulty Cycling Tests\n 294β†’# ============================================================================\n 295β†’\n 296β†’\n 297β†’func test_cycle_through_all_difficulties() -> void:\n 298β†’\t# Start at NORMAL (default)\n 299β†’\tassert_true(manager.is_normal_mode())\n 300β†’\n 301β†’\t# Go to EASY\n 302β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n 303β†’\tassert_true(manager.is_easy_mode())\n 304β†’\tassert_eq(manager.get_max_ammo(), 90)\n 305β†’\tassert_eq(manager.get_detection_delay(), 0.5)\n 306β†’\n 307β†’\t# Go to HARD\n 308β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n 309β†’\tassert_true(manager.is_hard_mode())\n 310β†’\tassert_eq(manager.get_max_ammo(), 60)\n 311β†’\tassert_true(manager.is_distraction_attack_enabled())\n 312β†’\n 313β†’\t# Go back to NORMAL\n 314β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\n 315β†’\tassert_true(manager.is_normal_mode())\n 316β†’\tassert_eq(manager.get_max_ammo(), 90)\n 317β†’\tassert_false(manager.is_distraction_attack_enabled())\n 318β†’\n 319β†’\n 320β†’# ============================================================================\n 321β†’# Power Fantasy Mode Tests (Issue #492)\n 322β†’# ============================================================================\n 323β†’\n 324β†’\n 325β†’func test_set_difficulty_to_power_fantasy() -> void:\n 326β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n 327β†’\n 328β†’\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.POWER_FANTASY,\n 329β†’\t\t\"Difficulty should be POWER_FANTASY after setting\")\n 330β†’\tassert_true(manager.is_power_fantasy_mode(), \"is_power_fantasy_mode() should return true\")\n 331β†’\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n 332β†’\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false\")\n 333β†’\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false\")\n 334β†’\n 335β†’\n 336β†’func test_get_difficulty_name_power_fantasy() -> void:\n 337β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n 338β†’\n 339β†’\tassert_eq(manager.get_difficulty_name(), \"Power Fantasy\",\n 340β†’\t\t\"Power Fantasy difficulty name should be 'Power Fantasy'\")\n 341β†’\n 342β†’\n 343β†’func test_max_ammo_power_fantasy_mode() -> void:\n 344β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n 345β†’\n 346β†’\tassert_eq(manager.get_max_ammo(), 270,\n 347β†’\t\t\"Power Fantasy mode should have 270 max ammo (3x normal)\")\n 348β†’\n 349β†’\n 350β†’func test_distraction_attack_disabled_in_power_fantasy_mode() -> void:\n 351β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n 352β†’\n 353β†’\tassert_false(manager.is_distraction_attack_enabled(),\n 354β†’\t\t\"Distraction attack should be disabled in Power Fantasy mode\")\n 355β†’\n 356β†’\n 357β†’func test_detection_delay_power_fantasy_mode() -> void:\n 358β†’\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n 359β†’\n 360β†’\tassert_eq(manager.get_detection_delay(), 0.8,\n 361β†’\t\t\"Power Fantasy mode should have 0.8s detection delay (slowest reaction)\")\n 362β†’\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": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"uuid": "2842922a-e7de-4801-b6fc-8ec425fe6161",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1770488571883/tests/unit/test_difficulty_manager.gd",
"content": "extends GutTest\n## Unit tests for DifficultyManager autoload.\n##\n## Tests the difficulty settings, mode checking, and game parameters\n## that change based on difficulty level.\n\n\n# Mock class that mirrors DifficultyManager's testable functionality\n# without depending on autoload or file system\nclass MockDifficultyManager:\n\t## Difficulty levels enumeration (mirrors the actual enum)\n\tenum Difficulty {\n\t\tEASY,\n\t\tNORMAL,\n\t\tHARD,\n\t\tPOWER_FANTASY\n\t}\n\n\t## Current difficulty level\n\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n\n\t## Signal for difficulty changes\n\tsignal difficulty_changed(new_difficulty: Difficulty)\n\n\tfunc set_difficulty(difficulty: Difficulty) -> void:\n\t\tif current_difficulty != difficulty:\n\t\t\tcurrent_difficulty = difficulty\n\t\t\tdifficulty_changed.emit(difficulty)\n\n\tfunc get_difficulty() -> Difficulty:\n\t\treturn current_difficulty\n\n\tfunc is_hard_mode() -> bool:\n\t\treturn current_difficulty == Difficulty.HARD\n\n\tfunc is_normal_mode() -> bool:\n\t\treturn current_difficulty == Difficulty.NORMAL\n\n\tfunc is_easy_mode() -> bool:\n\t\treturn current_difficulty == Difficulty.EASY\n\n\tfunc is_power_fantasy_mode() -> bool:\n\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\tfunc get_difficulty_name() -> String:\n\t\tmatch current_difficulty:\n\t\t\tDifficulty.EASY:\n\t\t\t\treturn \"Easy\"\n\t\t\tDifficulty.NORMAL:\n\t\t\t\treturn \"Normal\"\n\t\t\tDifficulty.HARD:\n\t\t\t\treturn \"Hard\"\n\t\t\tDifficulty.POWER_FANTASY:\n\t\t\t\treturn \"Power Fantasy\"\n\t\t\t_:\n\t\t\t\treturn \"Unknown\"\n\n\tfunc get_difficulty_name_for(difficulty: Difficulty) -> String:\n\t\tmatch difficulty:\n\t\t\tDifficulty.EASY:\n\t\t\t\treturn \"Easy\"\n\t\t\tDifficulty.NORMAL:\n\t\t\t\treturn \"Normal\"\n\t\t\tDifficulty.HARD:\n\t\t\t\treturn \"Hard\"\n\t\t\tDifficulty.POWER_FANTASY:\n\t\t\t\treturn \"Power Fantasy\"\n\t\t\t_:\n\t\t\t\treturn \"Unknown\"\n\n\tfunc get_max_ammo() -> int:\n\t\tmatch current_difficulty:\n\t\t\tDifficulty.EASY:\n\t\t\t\treturn 90\n\t\t\tDifficulty.NORMAL:\n\t\t\t\treturn 90\n\t\t\tDifficulty.HARD:\n\t\t\t\treturn 60\n\t\t\tDifficulty.POWER_FANTASY:\n\t\t\t\treturn 270\n\t\t\t_:\n\t\t\t\treturn 90\n\n\tfunc is_distraction_attack_enabled() -> bool:\n\t\treturn current_difficulty == Difficulty.HARD\n\n\tfunc get_detection_delay() -> float:\n\t\tmatch current_difficulty:\n\t\t\tDifficulty.EASY:\n\t\t\t\treturn 0.5\n\t\t\tDifficulty.NORMAL:\n\t\t\t\treturn 0.6\n\t\t\tDifficulty.HARD:\n\t\t\t\treturn 0.2\n\t\t\tDifficulty.POWER_FANTASY:\n\t\t\t\treturn 0.8\n\t\t\t_:\n\t\t\t\treturn 0.6\n\n\nvar manager: MockDifficultyManager\n\n\nfunc before_each() -> void:\n\tmanager = MockDifficultyManager.new()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Initial State Tests\n# ============================================================================\n\n\nfunc test_initial_difficulty_is_normal() -> void:\n\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.NORMAL,\n\t\t\"Initial difficulty should be NORMAL\")\n\n\nfunc test_initial_is_normal_mode_true() -> void:\n\tassert_true(manager.is_normal_mode(), \"is_normal_mode() should return true initially\")\n\n\nfunc test_initial_is_hard_mode_false() -> void:\n\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false initially\")\n\n\nfunc test_initial_is_easy_mode_false() -> void:\n\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false initially\")\n\n\n# ============================================================================\n# Difficulty Change Tests\n# ============================================================================\n\n\nfunc test_set_difficulty_to_easy() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.EASY,\n\t\t\"Difficulty should be EASY after setting\")\n\tassert_true(manager.is_easy_mode(), \"is_easy_mode() should return true\")\n\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false\")\n\n\nfunc test_set_difficulty_to_hard() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.HARD,\n\t\t\"Difficulty should be HARD after setting\")\n\tassert_true(manager.is_hard_mode(), \"is_hard_mode() should return true\")\n\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false\")\n\n\nfunc test_set_same_difficulty_does_not_emit_signal() -> void:\n\tvar signal_emitted := false\n\tmanager.difficulty_changed.connect(func(_d): signal_emitted = true)\n\n\t# Set to same difficulty (NORMAL)\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\n\n\tassert_false(signal_emitted, \"Signal should not be emitted when setting same difficulty\")\n\n\nfunc test_set_different_difficulty_emits_signal() -> void:\n\tvar signal_emitted := false\n\tvar received_difficulty: int = -1\n\tmanager.difficulty_changed.connect(func(d):\n\t\tsignal_emitted = true\n\t\treceived_difficulty = d\n\t)\n\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_true(signal_emitted, \"Signal should be emitted when changing difficulty\")\n\tassert_eq(received_difficulty, MockDifficultyManager.Difficulty.HARD,\n\t\t\"Signal should pass new difficulty value\")\n\n\nfunc test_get_difficulty_returns_current() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_eq(manager.get_difficulty(), MockDifficultyManager.Difficulty.EASY,\n\t\t\"get_difficulty() should return current difficulty\")\n\n\n# ============================================================================\n# Difficulty Name Tests\n# ============================================================================\n\n\nfunc test_get_difficulty_name_easy() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_eq(manager.get_difficulty_name(), \"Easy\", \"Easy difficulty name should be 'Easy'\")\n\n\nfunc test_get_difficulty_name_normal() -> void:\n\t# Default is NORMAL\n\tassert_eq(manager.get_difficulty_name(), \"Normal\", \"Normal difficulty name should be 'Normal'\")\n\n\nfunc test_get_difficulty_name_hard() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_eq(manager.get_difficulty_name(), \"Hard\", \"Hard difficulty name should be 'Hard'\")\n\n\nfunc test_get_difficulty_name_for_specific_difficulty() -> void:\n\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.EASY), \"Easy\")\n\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.NORMAL), \"Normal\")\n\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.HARD), \"Hard\")\n\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.POWER_FANTASY), \"Power Fantasy\")\n\n\n# ============================================================================\n# Max Ammo Tests\n# ============================================================================\n\n\nfunc test_max_ammo_easy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_eq(manager.get_max_ammo(), 90, \"Easy mode should have 90 max ammo (3 magazines)\")\n\n\nfunc test_max_ammo_normal_mode() -> void:\n\t# Default is NORMAL\n\tassert_eq(manager.get_max_ammo(), 90, \"Normal mode should have 90 max ammo (3 magazines)\")\n\n\nfunc test_max_ammo_hard_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_eq(manager.get_max_ammo(), 60, \"Hard mode should have 60 max ammo (2 magazines)\")\n\n\n# ============================================================================\n# Distraction Attack Tests\n# ============================================================================\n\n\nfunc test_distraction_attack_disabled_in_easy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_false(manager.is_distraction_attack_enabled(),\n\t\t\"Distraction attack should be disabled in easy mode\")\n\n\nfunc test_distraction_attack_disabled_in_normal_mode() -> void:\n\t# Default is NORMAL\n\tassert_false(manager.is_distraction_attack_enabled(),\n\t\t\"Distraction attack should be disabled in normal mode\")\n\n\nfunc test_distraction_attack_enabled_in_hard_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_true(manager.is_distraction_attack_enabled(),\n\t\t\"Distraction attack should be enabled in hard mode\")\n\n\n# ============================================================================\n# Detection Delay Tests\n# ============================================================================\n\n\nfunc test_detection_delay_easy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\n\tassert_eq(manager.get_detection_delay(), 0.5,\n\t\t\"Easy mode should have 0.5s detection delay\")\n\n\nfunc test_detection_delay_normal_mode() -> void:\n\t# Default is NORMAL\n\tassert_eq(manager.get_detection_delay(), 0.6,\n\t\t\"Normal mode should have 0.6s detection delay\")\n\n\nfunc test_detection_delay_hard_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\n\tassert_eq(manager.get_detection_delay(), 0.2,\n\t\t\"Hard mode should have 0.2s detection delay (fastest reaction)\")\n\n\n# ============================================================================\n# Difficulty Cycling Tests\n# ============================================================================\n\n\nfunc test_cycle_through_all_difficulties() -> void:\n\t# Start at NORMAL (default)\n\tassert_true(manager.is_normal_mode())\n\n\t# Go to EASY\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\n\tassert_true(manager.is_easy_mode())\n\tassert_eq(manager.get_max_ammo(), 90)\n\tassert_eq(manager.get_detection_delay(), 0.5)\n\n\t# Go to HARD\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\n\tassert_true(manager.is_hard_mode())\n\tassert_eq(manager.get_max_ammo(), 60)\n\tassert_true(manager.is_distraction_attack_enabled())\n\n\t# Go back to NORMAL\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\n\tassert_true(manager.is_normal_mode())\n\tassert_eq(manager.get_max_ammo(), 90)\n\tassert_false(manager.is_distraction_attack_enabled())\n\n\n# ============================================================================\n# Power Fantasy Mode Tests (Issue #492)\n# ============================================================================\n\n\nfunc test_set_difficulty_to_power_fantasy() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n\n\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.POWER_FANTASY,\n\t\t\"Difficulty should be POWER_FANTASY after setting\")\n\tassert_true(manager.is_power_fantasy_mode(), \"is_power_fantasy_mode() should return true\")\n\tassert_false(manager.is_normal_mode(), \"is_normal_mode() should return false\")\n\tassert_false(manager.is_easy_mode(), \"is_easy_mode() should return false\")\n\tassert_false(manager.is_hard_mode(), \"is_hard_mode() should return false\")\n\n\nfunc test_get_difficulty_name_power_fantasy() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n\n\tassert_eq(manager.get_difficulty_name(), \"Power Fantasy\",\n\t\t\"Power Fantasy difficulty name should be 'Power Fantasy'\")\n\n\nfunc test_max_ammo_power_fantasy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n\n\tassert_eq(manager.get_max_ammo(), 270,\n\t\t\"Power Fantasy mode should have 270 max ammo (3x normal)\")\n\n\nfunc test_distraction_attack_disabled_in_power_fantasy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n\n\tassert_false(manager.is_distraction_attack_enabled(),\n\t\t\"Distraction attack should be disabled in Power Fantasy mode\")\n\n\nfunc test_detection_delay_power_fantasy_mode() -> void:\n\tmanager.set_difficulty(MockDifficultyManager.Difficulty.POWER_FANTASY)\n\n\tassert_eq(manager.get_detection_delay(), 0.8,\n\t\t\"Power Fantasy mode should have 0.8s detection delay (slowest reaction)\")\n",
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"text": "Now let me look at how the difficulty_manager.gd implements the laser-related functions to make sure our test mock matches."
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"text": "Now let me write a regression test for this bug. I'll add it to the existing difficulty manager test file, since this is about verifying that all weapons properly implement the Power Fantasy laser check."
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"content": " 1β†’extends GutTest\n 2β†’## Unit tests for Makarov PM weapon configuration.\n 3β†’##\n 4β†’## Tests the weapon data resource and 9x18mm caliber resource\n 5β†’## to ensure correct values as specified in issue #577:\n 6β†’## - 9 rounds in magazine\n 7β†’## - 9x18mm caliber with 0.45 damage\n 8β†’## - Medium ricochets (like all pistols/SMGs)\n 9β†’## - Does not penetrate walls\n 10β†’## - Semi-automatic fire\n 11β†’\n 12β†’\n 13β†’# ============================================================================\n 14β†’# Mock Weapon Data for Testing\n 15β†’# ============================================================================\n 16β†’\n 17β†’\n 18β†’class MockWeaponData:\n 19β†’\tvar Name: String = \"PM\"\n 20β†’\tvar Damage: float = 0.45\n 21β†’\tvar FireRate: float = 7.0\n 22β†’\tvar MagazineSize: int = 9\n 23β†’\tvar MaxReserveAmmo: int = 18\n 24β†’\tvar ReloadTime: float = 2.0\n 25β†’\tvar BulletSpeed: float = 1000.0\n 26β†’\tvar Range: float = 600.0\n 27β†’\tvar SpreadAngle: float = 2.0\n 28β†’\tvar BulletsPerShot: int = 1\n 29β†’\tvar IsAutomatic: bool = false\n 30β†’\tvar Loudness: float = 1469.0\n 31β†’\tvar Sensitivity: float = 3.0\n 32β†’\tvar ScreenShakeIntensity: float = 8.0\n 33β†’\tvar ScreenShakeMinRecoveryTime: float = 0.35\n 34β†’\tvar ScreenShakeMaxRecoveryTime: float = 0.15\n 35β†’\n 36β†’\n 37β†’class MockCaliberData:\n 38β†’\tvar caliber_name: String = \"9x18mm Makarov\"\n 39β†’\tvar diameter_mm: float = 9.0\n 40β†’\tvar mass_grams: float = 6.1\n 41β†’\tvar base_velocity: float = 1000.0\n 42β†’\tvar can_ricochet: bool = true\n 43β†’\tvar max_ricochets: int = 1\n 44β†’\tvar max_ricochet_angle: float = 20.0\n 45β†’\tvar base_ricochet_probability: float = 0.7\n 46β†’\tvar velocity_retention: float = 0.4\n 47β†’\tvar ricochet_damage_multiplier: float = 0.3\n 48β†’\tvar ricochet_angle_deviation: float = 12.0\n 49β†’\tvar penetration_power: float = 8.0\n 50β†’\tvar can_penetrate: bool = false\n 51β†’\tvar max_penetration_distance: float = 0.0\n 52β†’\tvar effect_scale: float = 0.5\n 53β†’\n 54β†’\n 55β†’var weapon: MockWeaponData\n 56β†’var caliber: MockCaliberData\n 57β†’\n 58β†’\n 59β†’func before_each() -> void:\n 60β†’\tweapon = MockWeaponData.new()\n 61β†’\tcaliber = MockCaliberData.new()\n 62β†’\n 63β†’\n 64β†’func after_each() -> void:\n 65β†’\tweapon = null\n 66β†’\tcaliber = null\n 67β†’\n 68β†’\n 69β†’# ============================================================================\n 70β†’# Weapon Name & Identity Tests\n 71β†’# ============================================================================\n 72β†’\n 73β†’\n 74β†’func test_weapon_name() -> void:\n 75β†’\tassert_eq(weapon.Name, \"PM\",\n 76β†’\t\t\"Weapon name should be PM (Pistolet Makarova)\")\n 77β†’\n 78β†’\n 79β†’# ============================================================================\n 80β†’# Damage Tests\n 81β†’# ============================================================================\n 82β†’\n 83β†’\n 84β†’func test_damage_value() -> void:\n 85β†’\tassert_eq(weapon.Damage, 0.45,\n 86β†’\t\t\"Damage should be 0.45 as specified in issue #577\")\n 87β†’\n 88β†’\n 89β†’func test_damage_is_less_than_mini_uzi() -> void:\n 90β†’\t# Mini UZI has 0.5 damage, PM should be less\n 91β†’\tassert_true(weapon.Damage < 0.5,\n 92β†’\t\t\"PM damage should be less than Mini UZI (0.5)\")\n 93β†’\n 94β†’\n 95β†’# ============================================================================\n 96β†’# Magazine & Ammo Tests\n 97β†’# ============================================================================\n 98β†’\n 99β†’\n 100β†’func test_magazine_size() -> void:\n 101β†’\tassert_eq(weapon.MagazineSize, 9,\n 102β†’\t\t\"Magazine size should be 9 as specified in issue #577\")\n 103β†’\n 104β†’\n 105β†’func test_max_reserve_ammo() -> void:\n 106β†’\tassert_eq(weapon.MaxReserveAmmo, 18,\n 107β†’\t\t\"Reserve ammo should be 18 (2 spare magazines of 9)\")\n 108β†’\n 109β†’\n 110β†’func test_bullets_per_shot() -> void:\n 111β†’\tassert_eq(weapon.BulletsPerShot, 1,\n 112β†’\t\t\"Should fire 1 bullet per shot (not a shotgun)\")\n 113β†’\n 114β†’\n 115β†’# ============================================================================\n 116β†’# Fire Mode Tests\n 117β†’# ============================================================================\n 118β†’\n 119β†’\n 120β†’func test_is_semi_automatic() -> void:\n 121β†’\tassert_false(weapon.IsAutomatic,\n 122β†’\t\t\"PM should be semi-automatic (not automatic)\")\n 123β†’\n 124β†’\n 125β†’func test_fire_rate() -> void:\n 126β†’\tassert_eq(weapon.FireRate, 7.0,\n 127β†’\t\t\"Fire rate should be 7 shots/second\")\n 128β†’\n 129β†’\n 130β†’# ============================================================================\n 131β†’# Caliber Tests - 9x18mm Makarov\n 132β†’# ============================================================================\n 133β†’\n 134β†’\n 135β†’func test_caliber_name() -> void:\n 136β†’\tassert_eq(caliber.caliber_name, \"9x18mm Makarov\",\n 137β†’\t\t\"Caliber should be 9x18mm Makarov\")\n 138β†’\n 139β†’\n 140β†’func test_caliber_diameter() -> void:\n 141β†’\tassert_eq(caliber.diameter_mm, 9.0,\n 142β†’\t\t\"Diameter should be 9mm\")\n 143β†’\n 144β†’\n 145β†’func test_caliber_mass() -> void:\n 146β†’\tassert_eq(caliber.mass_grams, 6.1,\n 147β†’\t\t\"Mass should be 6.1 grams (standard 9x18 bullet)\")\n 148β†’\n 149β†’\n 150β†’func test_caliber_velocity() -> void:\n 151β†’\tassert_eq(caliber.base_velocity, 1000.0,\n 152β†’\t\t\"Base velocity should be 1000 (lower than 9x19)\")\n 153β†’\n 154β†’\n 155β†’func test_caliber_velocity_less_than_9x19() -> void:\n 156β†’\t# 9x19mm Parabellum has base_velocity 1200.0\n 157β†’\tassert_true(caliber.base_velocity < 1200.0,\n 158β†’\t\t\"9x18 velocity should be less than 9x19 (1200)\")\n 159β†’\n 160β†’\n 161β†’# ============================================================================\n 162β†’# Ricochet Tests - \"Medium ricochets like all pistols/SMGs\"\n 163β†’# ============================================================================\n 164β†’\n 165β†’\n 166β†’func test_can_ricochet() -> void:\n 167β†’\tassert_true(caliber.can_ricochet,\n 168β†’\t\t\"9x18 should be able to ricochet\")\n 169β†’\n 170β†’\n 171β†’func test_max_ricochets() -> void:\n 172β†’\tassert_eq(caliber.max_ricochets, 1,\n 173β†’\t\t\"Max ricochets should be 1 (same as 9x19)\")\n 174β†’\n 175β†’\n 176β†’func test_max_ricochet_angle() -> void:\n 177β†’\tassert_eq(caliber.max_ricochet_angle, 20.0,\n 178β†’\t\t\"Max ricochet angle should be 20 degrees (same as 9x19)\")\n 179β†’\n 180β†’\n 181β†’func test_ricochet_probability() -> void:\n 182β†’\tassert_eq(caliber.base_ricochet_probability, 0.7,\n 183β†’\t\t\"Ricochet probability should be 0.7 (same as 9x19)\")\n 184β†’\n 185β†’\n 186β†’func test_velocity_retention() -> void:\n 187β†’\tassert_eq(caliber.velocity_retention, 0.4,\n 188β†’\t\t\"Velocity retention should be 0.4 (same as 9x19)\")\n 189β†’\n 190β†’\n 191β†’func test_ricochet_damage_multiplier() -> void:\n 192β†’\tassert_eq(caliber.ricochet_damage_multiplier, 0.3,\n 193β†’\t\t\"Ricochet damage multiplier should be 0.3 (same as 9x19)\")\n 194β†’\n 195β†’\n 196β†’func test_ricochet_angle_deviation() -> void:\n 197β†’\tassert_eq(caliber.ricochet_angle_deviation, 12.0,\n 198β†’\t\t\"Ricochet angle deviation should be 12 degrees (same as 9x19)\")\n 199β†’\n 200β†’\n 201β†’# ============================================================================\n 202β†’# Wall Penetration Tests - \"Does not penetrate walls\"\n 203β†’# ============================================================================\n 204β†’\n 205β†’\n 206β†’func test_cannot_penetrate_walls() -> void:\n 207β†’\tassert_false(caliber.can_penetrate,\n 208β†’\t\t\"9x18 should NOT penetrate walls (as specified in issue)\")\n 209β†’\n 210β†’\n 211β†’func test_penetration_distance_zero() -> void:\n 212β†’\tassert_eq(caliber.max_penetration_distance, 0.0,\n 213β†’\t\t\"Penetration distance should be 0 (no penetration)\")\n 214β†’\n 215β†’\n 216β†’# ============================================================================\n 217β†’# Sound Tests - PM is NOT silenced\n 218β†’# ============================================================================\n 219β†’\n 220β†’\n 221β†’func test_loudness_is_standard() -> void:\n 222β†’\tassert_true(weapon.Loudness > 0.0,\n 223β†’\t\t\"PM should NOT be silenced (loudness > 0)\")\n 224β†’\n 225β†’\n 226β†’func test_loudness_matches_standard() -> void:\n 227β†’\tassert_eq(weapon.Loudness, 1469.0,\n 228β†’\t\t\"Loudness should be standard (1469 pixels, same as assault rifle)\")\n 229β†’\n 230β†’\n 231β†’# ============================================================================\n 232β†’# Range & Accuracy Tests\n 233β†’# ============================================================================\n 234β†’\n 235β†’\n 236β†’func test_range() -> void:\n 237β†’\tassert_eq(weapon.Range, 600.0,\n 238β†’\t\t\"Range should be 600 pixels (shorter than assault rifle)\")\n 239β†’\n 240β†’\n 241β†’func test_spread_angle() -> void:\n 242β†’\tassert_eq(weapon.SpreadAngle, 2.0,\n 243β†’\t\t\"Spread angle should be 2 degrees\")\n 244β†’\n 245β†’\n 246β†’func test_bullet_speed() -> void:\n 247β†’\tassert_eq(weapon.BulletSpeed, 1000.0,\n 248β†’\t\t\"Bullet speed should match 9x18 caliber velocity\")\n 249β†’\n 250β†’\n 251β†’# ============================================================================\n 252β†’# Reload Tests\n 253β†’# ============================================================================\n 254β†’\n 255β†’\n 256β†’func test_reload_time() -> void:\n 257β†’\tassert_eq(weapon.ReloadTime, 2.0,\n 258β†’\t\t\"Reload time should be 2 seconds\")\n 259β†’\n 260β†’\n 261β†’# ============================================================================\n 262β†’# Effect Scale Tests\n 263β†’# ============================================================================\n 264β†’\n 265β†’\n 266β†’func test_effect_scale() -> void:\n 267β†’\tassert_eq(caliber.effect_scale, 0.5,\n 268β†’\t\t\"Effect scale should be 0.5 (same as 9x19)\")\n 269β†’\n 270β†’\n 271β†’# ============================================================================\n 272β†’# Sensitivity Tests\n 273β†’# ============================================================================\n 274β†’\n 275β†’\n 276β†’func test_sensitivity() -> void:\n 277β†’\tassert_eq(weapon.Sensitivity, 3.0,\n 278β†’\t\t\"Sensitivity should be 3.0 for moderate aiming speed\")\n 279β†’\n 280β†’\n 281β†’# ============================================================================\n 282β†’# Screen Shake Tests\n 283β†’# ============================================================================\n 284β†’\n 285β†’\n 286β†’func test_screen_shake_intensity() -> void:\n 287β†’\tassert_eq(weapon.ScreenShakeIntensity, 8.0,\n 288β†’\t\t\"Screen shake intensity should be 8.0\")\n 289β†’\n 290β†’\n 291β†’func test_screen_shake_min_recovery() -> void:\n 292β†’\tassert_eq(weapon.ScreenShakeMinRecoveryTime, 0.35,\n 293β†’\t\t\"Min recovery time should be 0.35 seconds\")\n 294β†’\n 295β†’\n 296β†’# ============================================================================\n 297β†’# Comparison with 9x19mm Parabellum (ensuring 9x18 is weaker)\n 298β†’# ============================================================================\n 299β†’\n 300β†’\n 301β†’func test_9x18_weaker_than_9x19_velocity() -> void:\n 302β†’\t# 9x19 has base_velocity 1200, mass 8.0g\n 303β†’\t# 9x18 should have lower velocity and mass\n 304β†’\tassert_true(caliber.base_velocity <= 1200.0,\n 305β†’\t\t\"9x18 velocity should be <= 9x19 velocity\")\n 306β†’\tassert_true(caliber.mass_grams < 8.0,\n 307β†’\t\t\"9x18 mass should be less than 9x19 (8.0g)\")\n 308β†’\n 309β†’\n 310β†’func test_penetration_power_lower_than_9x19() -> void:\n 311β†’\t# 9x19 has penetration_power 10.0\n 312β†’\tassert_true(caliber.penetration_power < 10.0,\n 313β†’\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n 314β†’\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends GutTest\n## Unit tests for Makarov PM weapon configuration.\n##\n## Tests the weapon data resource and 9x18mm caliber resource\n## to ensure correct values as specified in issue #577:\n## - 9 rounds in magazine\n## - 9x18mm caliber with 0.45 damage\n## - Medium ricochets (like all pistols/SMGs)\n## - Does not penetrate walls\n## - Semi-automatic fire\n\n\n# ============================================================================\n# Mock Weapon Data for Testing\n# ============================================================================\n\n\nclass MockWeaponData:\n\tvar Name: String = \"PM\"\n\tvar Damage: float = 0.45\n\tvar FireRate: float = 7.0\n\tvar MagazineSize: int = 9\n\tvar MaxReserveAmmo: int = 18\n\tvar ReloadTime: float = 2.0\n\tvar BulletSpeed: float = 1000.0\n\tvar Range: float = 600.0\n\tvar SpreadAngle: float = 2.0\n\tvar BulletsPerShot: int = 1\n\tvar IsAutomatic: bool = false\n\tvar Loudness: float = 1469.0\n\tvar Sensitivity: float = 3.0\n\tvar ScreenShakeIntensity: float = 8.0\n\tvar ScreenShakeMinRecoveryTime: float = 0.35\n\tvar ScreenShakeMaxRecoveryTime: float = 0.15\n\n\nclass MockCaliberData:\n\tvar caliber_name: String = \"9x18mm Makarov\"\n\tvar diameter_mm: float = 9.0\n\tvar mass_grams: float = 6.1\n\tvar base_velocity: float = 1000.0\n\tvar can_ricochet: bool = true\n\tvar max_ricochets: int = 1\n\tvar max_ricochet_angle: float = 20.0\n\tvar base_ricochet_probability: float = 0.7\n\tvar velocity_retention: float = 0.4\n\tvar ricochet_damage_multiplier: float = 0.3\n\tvar ricochet_angle_deviation: float = 12.0\n\tvar penetration_power: float = 8.0\n\tvar can_penetrate: bool = false\n\tvar max_penetration_distance: float = 0.0\n\tvar effect_scale: float = 0.5\n\n\nvar weapon: MockWeaponData\nvar caliber: MockCaliberData\n\n\nfunc before_each() -> void:\n\tweapon = MockWeaponData.new()\n\tcaliber = MockCaliberData.new()\n\n\nfunc after_each() -> void:\n\tweapon = null\n\tcaliber = null\n\n\n# ============================================================================\n# Weapon Name & Identity Tests\n# ============================================================================\n\n\nfunc test_weapon_name() -> void:\n\tassert_eq(weapon.Name, \"PM\",\n\t\t\"Weapon name should be PM (Pistolet Makarova)\")\n\n\n# ============================================================================\n# Damage Tests\n# ============================================================================\n\n\nfunc test_damage_value() -> void:\n\tassert_eq(weapon.Damage, 0.45,\n\t\t\"Damage should be 0.45 as specified in issue #577\")\n\n\nfunc test_damage_is_less_than_mini_uzi() -> void:\n\t# Mini UZI has 0.5 damage, PM should be less\n\tassert_true(weapon.Damage < 0.5,\n\t\t\"PM damage should be less than Mini UZI (0.5)\")\n\n\n# ============================================================================\n# Magazine & Ammo Tests\n# ============================================================================\n\n\nfunc test_magazine_size() -> void:\n\tassert_eq(weapon.MagazineSize, 9,\n\t\t\"Magazine size should be 9 as specified in issue #577\")\n\n\nfunc test_max_reserve_ammo() -> void:\n\tassert_eq(weapon.MaxReserveAmmo, 18,\n\t\t\"Reserve ammo should be 18 (2 spare magazines of 9)\")\n\n\nfunc test_bullets_per_shot() -> void:\n\tassert_eq(weapon.BulletsPerShot, 1,\n\t\t\"Should fire 1 bullet per shot (not a shotgun)\")\n\n\n# ============================================================================\n# Fire Mode Tests\n# ============================================================================\n\n\nfunc test_is_semi_automatic() -> void:\n\tassert_false(weapon.IsAutomatic,\n\t\t\"PM should be semi-automatic (not automatic)\")\n\n\nfunc test_fire_rate() -> void:\n\tassert_eq(weapon.FireRate, 7.0,\n\t\t\"Fire rate should be 7 shots/second\")\n\n\n# ============================================================================\n# Caliber Tests - 9x18mm Makarov\n# ============================================================================\n\n\nfunc test_caliber_name() -> void:\n\tassert_eq(caliber.caliber_name, \"9x18mm Makarov\",\n\t\t\"Caliber should be 9x18mm Makarov\")\n\n\nfunc test_caliber_diameter() -> void:\n\tassert_eq(caliber.diameter_mm, 9.0,\n\t\t\"Diameter should be 9mm\")\n\n\nfunc test_caliber_mass() -> void:\n\tassert_eq(caliber.mass_grams, 6.1,\n\t\t\"Mass should be 6.1 grams (standard 9x18 bullet)\")\n\n\nfunc test_caliber_velocity() -> void:\n\tassert_eq(caliber.base_velocity, 1000.0,\n\t\t\"Base velocity should be 1000 (lower than 9x19)\")\n\n\nfunc test_caliber_velocity_less_than_9x19() -> void:\n\t# 9x19mm Parabellum has base_velocity 1200.0\n\tassert_true(caliber.base_velocity < 1200.0,\n\t\t\"9x18 velocity should be less than 9x19 (1200)\")\n\n\n# ============================================================================\n# Ricochet Tests - \"Medium ricochets like all pistols/SMGs\"\n# ============================================================================\n\n\nfunc test_can_ricochet() -> void:\n\tassert_true(caliber.can_ricochet,\n\t\t\"9x18 should be able to ricochet\")\n\n\nfunc test_max_ricochets() -> void:\n\tassert_eq(caliber.max_ricochets, 1,\n\t\t\"Max ricochets should be 1 (same as 9x19)\")\n\n\nfunc test_max_ricochet_angle() -> void:\n\tassert_eq(caliber.max_ricochet_angle, 20.0,\n\t\t\"Max ricochet angle should be 20 degrees (same as 9x19)\")\n\n\nfunc test_ricochet_probability() -> void:\n\tassert_eq(caliber.base_ricochet_probability, 0.7,\n\t\t\"Ricochet probability should be 0.7 (same as 9x19)\")\n\n\nfunc test_velocity_retention() -> void:\n\tassert_eq(caliber.velocity_retention, 0.4,\n\t\t\"Velocity retention should be 0.4 (same as 9x19)\")\n\n\nfunc test_ricochet_damage_multiplier() -> void:\n\tassert_eq(caliber.ricochet_damage_multiplier, 0.3,\n\t\t\"Ricochet damage multiplier should be 0.3 (same as 9x19)\")\n\n\nfunc test_ricochet_angle_deviation() -> void:\n\tassert_eq(caliber.ricochet_angle_deviation, 12.0,\n\t\t\"Ricochet angle deviation should be 12 degrees (same as 9x19)\")\n\n\n# ============================================================================\n# Wall Penetration Tests - \"Does not penetrate walls\"\n# ============================================================================\n\n\nfunc test_cannot_penetrate_walls() -> void:\n\tassert_false(caliber.can_penetrate,\n\t\t\"9x18 should NOT penetrate walls (as specified in issue)\")\n\n\nfunc test_penetration_distance_zero() -> void:\n\tassert_eq(caliber.max_penetration_distance, 0.0,\n\t\t\"Penetration distance should be 0 (no penetration)\")\n\n\n# ============================================================================\n# Sound Tests - PM is NOT silenced\n# ============================================================================\n\n\nfunc test_loudness_is_standard() -> void:\n\tassert_true(weapon.Loudness > 0.0,\n\t\t\"PM should NOT be silenced (loudness > 0)\")\n\n\nfunc test_loudness_matches_standard() -> void:\n\tassert_eq(weapon.Loudness, 1469.0,\n\t\t\"Loudness should be standard (1469 pixels, same as assault rifle)\")\n\n\n# ============================================================================\n# Range & Accuracy Tests\n# ============================================================================\n\n\nfunc test_range() -> void:\n\tassert_eq(weapon.Range, 600.0,\n\t\t\"Range should be 600 pixels (shorter than assault rifle)\")\n\n\nfunc test_spread_angle() -> void:\n\tassert_eq(weapon.SpreadAngle, 2.0,\n\t\t\"Spread angle should be 2 degrees\")\n\n\nfunc test_bullet_speed() -> void:\n\tassert_eq(weapon.BulletSpeed, 1000.0,\n\t\t\"Bullet speed should match 9x18 caliber velocity\")\n\n\n# ============================================================================\n# Reload Tests\n# ============================================================================\n\n\nfunc test_reload_time() -> void:\n\tassert_eq(weapon.ReloadTime, 2.0,\n\t\t\"Reload time should be 2 seconds\")\n\n\n# ============================================================================\n# Effect Scale Tests\n# ============================================================================\n\n\nfunc test_effect_scale() -> void:\n\tassert_eq(caliber.effect_scale, 0.5,\n\t\t\"Effect scale should be 0.5 (same as 9x19)\")\n\n\n# ============================================================================\n# Sensitivity Tests\n# ============================================================================\n\n\nfunc test_sensitivity() -> void:\n\tassert_eq(weapon.Sensitivity, 3.0,\n\t\t\"Sensitivity should be 3.0 for moderate aiming speed\")\n\n\n# ============================================================================\n# Screen Shake Tests\n# ============================================================================\n\n\nfunc test_screen_shake_intensity() -> void:\n\tassert_eq(weapon.ScreenShakeIntensity, 8.0,\n\t\t\"Screen shake intensity should be 8.0\")\n\n\nfunc test_screen_shake_min_recovery() -> void:\n\tassert_eq(weapon.ScreenShakeMinRecoveryTime, 0.35,\n\t\t\"Min recovery time should be 0.35 seconds\")\n\n\n# ============================================================================\n# Comparison with 9x19mm Parabellum (ensuring 9x18 is weaker)\n# ============================================================================\n\n\nfunc test_9x18_weaker_than_9x19_velocity() -> void:\n\t# 9x19 has base_velocity 1200, mass 8.0g\n\t# 9x18 should have lower velocity and mass\n\tassert_true(caliber.base_velocity <= 1200.0,\n\t\t\"9x18 velocity should be <= 9x19 velocity\")\n\tassert_true(caliber.mass_grams < 8.0,\n\t\t\"9x18 mass should be less than 9x19 (8.0g)\")\n\n\nfunc test_penetration_power_lower_than_9x19() -> void:\n\t# 9x19 has penetration_power 10.0\n\tassert_true(caliber.penetration_power < 10.0,\n\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n",
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"text": "Now I'll add a regression test to the existing MakarovPM test file. The test should verify that MakarovPM.cs contains the Power Fantasy laser sight code pattern (checking the source code structure, since we can't actually instantiate Godot nodes in a mock test).\n\nLet me also write a more structural test that verifies all weapons have the laser pattern. Let me check if there's a test that verifies code structure across weapons."
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"text": "There's no existing test for this. Let me add a regression test to the MakarovPM test file. Since the tests use mock objects and can't instantiate real Godot nodes, I'll add a test that validates the Power Fantasy laser behavior through a mock that mirrors the structure we added."
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"new_string": "func test_penetration_power_lower_than_9x19() -> void:\n\t# 9x19 has penetration_power 10.0\n\tassert_true(caliber.penetration_power < 10.0,\n\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n\n\n# ============================================================================\n# Power Fantasy Laser Sight Tests (Issue #621)\n# Regression test: MakarovPM must enable blue laser sight in Power Fantasy mode,\n# just like all other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi).\n# ============================================================================\n\n\nclass MockDifficultyManagerForLaser:\n\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n\n\tfunc should_force_blue_laser_sight() -> bool:\n\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\tfunc get_power_fantasy_laser_color() -> Color:\n\t\treturn Color(0.0, 0.5, 1.0, 0.6)\n\n\nfunc test_power_fantasy_enables_blue_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.POWER_FANTASY\n\n\tassert_true(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Power Fantasy mode should force blue laser sight on all weapons including PM\")\n\n\tvar laser_color = diff_manager.get_power_fantasy_laser_color()\n\tassert_eq(laser_color, Color(0.0, 0.5, 1.0, 0.6),\n\t\t\"Power Fantasy laser color should be blue with transparency\")\n\n\nfunc test_normal_mode_does_not_enable_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\n\tassert_false(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Normal mode should not force blue laser sight\")\n\n\nfunc test_hard_mode_does_not_enable_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.HARD\n\n\tassert_false(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Hard mode should not force blue laser sight\")\n\n\nfunc test_makarov_pm_source_has_power_fantasy_laser_code() -> void:\n\t# Regression test: verify MakarovPM.cs contains the Power Fantasy laser check.\n\t# This prevents future changes from accidentally removing the laser sight code.\n\tvar file = FileAccess.open(\"res://Scripts/Weapons/MakarovPM.cs\", FileAccess.READ)\n\tif file == null:\n\t\t# If file can't be opened in test environment, skip gracefully\n\t\tpass_test(\"Skipped: MakarovPM.cs not accessible in test environment\")\n\t\treturn\n\n\tvar content = file.get_as_text()\n\tfile.close()\n\n\tassert_true(content.contains(\"should_force_blue_laser_sight\"),\n\t\t\"MakarovPM.cs must call should_force_blue_laser_sight() for Power Fantasy mode (Issue #621)\")\n\tassert_true(content.contains(\"get_power_fantasy_laser_color\"),\n\t\t\"MakarovPM.cs must call get_power_fantasy_laser_color() for laser color (Issue #621)\")\n\tassert_true(content.contains(\"CreateLaserSight\"),\n\t\t\"MakarovPM.cs must have CreateLaserSight() method for Power Fantasy mode (Issue #621)\")"
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"oldString": "func test_penetration_power_lower_than_9x19() -> void:\n\t# 9x19 has penetration_power 10.0\n\tassert_true(caliber.penetration_power < 10.0,\n\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")",
"newString": "func test_penetration_power_lower_than_9x19() -> void:\n\t# 9x19 has penetration_power 10.0\n\tassert_true(caliber.penetration_power < 10.0,\n\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n\n\n# ============================================================================\n# Power Fantasy Laser Sight Tests (Issue #621)\n# Regression test: MakarovPM must enable blue laser sight in Power Fantasy mode,\n# just like all other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi).\n# ============================================================================\n\n\nclass MockDifficultyManagerForLaser:\n\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n\n\tfunc should_force_blue_laser_sight() -> bool:\n\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\tfunc get_power_fantasy_laser_color() -> Color:\n\t\treturn Color(0.0, 0.5, 1.0, 0.6)\n\n\nfunc test_power_fantasy_enables_blue_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.POWER_FANTASY\n\n\tassert_true(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Power Fantasy mode should force blue laser sight on all weapons including PM\")\n\n\tvar laser_color = diff_manager.get_power_fantasy_laser_color()\n\tassert_eq(laser_color, Color(0.0, 0.5, 1.0, 0.6),\n\t\t\"Power Fantasy laser color should be blue with transparency\")\n\n\nfunc test_normal_mode_does_not_enable_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\n\tassert_false(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Normal mode should not force blue laser sight\")\n\n\nfunc test_hard_mode_does_not_enable_laser() -> void:\n\tvar diff_manager = MockDifficultyManagerForLaser.new()\n\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.HARD\n\n\tassert_false(diff_manager.should_force_blue_laser_sight(),\n\t\t\"Hard mode should not force blue laser sight\")\n\n\nfunc test_makarov_pm_source_has_power_fantasy_laser_code() -> void:\n\t# Regression test: verify MakarovPM.cs contains the Power Fantasy laser check.\n\t# This prevents future changes from accidentally removing the laser sight code.\n\tvar file = FileAccess.open(\"res://Scripts/Weapons/MakarovPM.cs\", FileAccess.READ)\n\tif file == null:\n\t\t# If file can't be opened in test environment, skip gracefully\n\t\tpass_test(\"Skipped: MakarovPM.cs not accessible in test environment\")\n\t\treturn\n\n\tvar content = file.get_as_text()\n\tfile.close()\n\n\tassert_true(content.contains(\"should_force_blue_laser_sight\"),\n\t\t\"MakarovPM.cs must call should_force_blue_laser_sight() for Power Fantasy mode (Issue #621)\")\n\tassert_true(content.contains(\"get_power_fantasy_laser_color\"),\n\t\t\"MakarovPM.cs must call get_power_fantasy_laser_color() for laser color (Issue #621)\")\n\tassert_true(content.contains(\"CreateLaserSight\"),\n\t\t\"MakarovPM.cs must have CreateLaserSight() method for Power Fantasy mode (Issue #621)\")",
"originalFile": "extends GutTest\n## Unit tests for Makarov PM weapon configuration.\n##\n## Tests the weapon data resource and 9x18mm caliber resource\n## to ensure correct values as specified in issue #577:\n## - 9 rounds in magazine\n## - 9x18mm caliber with 0.45 damage\n## - Medium ricochets (like all pistols/SMGs)\n## - Does not penetrate walls\n## - Semi-automatic fire\n\n\n# ============================================================================\n# Mock Weapon Data for Testing\n# ============================================================================\n\n\nclass MockWeaponData:\n\tvar Name: String = \"PM\"\n\tvar Damage: float = 0.45\n\tvar FireRate: float = 7.0\n\tvar MagazineSize: int = 9\n\tvar MaxReserveAmmo: int = 18\n\tvar ReloadTime: float = 2.0\n\tvar BulletSpeed: float = 1000.0\n\tvar Range: float = 600.0\n\tvar SpreadAngle: float = 2.0\n\tvar BulletsPerShot: int = 1\n\tvar IsAutomatic: bool = false\n\tvar Loudness: float = 1469.0\n\tvar Sensitivity: float = 3.0\n\tvar ScreenShakeIntensity: float = 8.0\n\tvar ScreenShakeMinRecoveryTime: float = 0.35\n\tvar ScreenShakeMaxRecoveryTime: float = 0.15\n\n\nclass MockCaliberData:\n\tvar caliber_name: String = \"9x18mm Makarov\"\n\tvar diameter_mm: float = 9.0\n\tvar mass_grams: float = 6.1\n\tvar base_velocity: float = 1000.0\n\tvar can_ricochet: bool = true\n\tvar max_ricochets: int = 1\n\tvar max_ricochet_angle: float = 20.0\n\tvar base_ricochet_probability: float = 0.7\n\tvar velocity_retention: float = 0.4\n\tvar ricochet_damage_multiplier: float = 0.3\n\tvar ricochet_angle_deviation: float = 12.0\n\tvar penetration_power: float = 8.0\n\tvar can_penetrate: bool = false\n\tvar max_penetration_distance: float = 0.0\n\tvar effect_scale: float = 0.5\n\n\nvar weapon: MockWeaponData\nvar caliber: MockCaliberData\n\n\nfunc before_each() -> void:\n\tweapon = MockWeaponData.new()\n\tcaliber = MockCaliberData.new()\n\n\nfunc after_each() -> void:\n\tweapon = null\n\tcaliber = null\n\n\n# ============================================================================\n# Weapon Name & Identity Tests\n# ============================================================================\n\n\nfunc test_weapon_name() -> void:\n\tassert_eq(weapon.Name, \"PM\",\n\t\t\"Weapon name should be PM (Pistolet Makarova)\")\n\n\n# ============================================================================\n# Damage Tests\n# ============================================================================\n\n\nfunc test_damage_value() -> void:\n\tassert_eq(weapon.Damage, 0.45,\n\t\t\"Damage should be 0.45 as specified in issue #577\")\n\n\nfunc test_damage_is_less_than_mini_uzi() -> void:\n\t# Mini UZI has 0.5 damage, PM should be less\n\tassert_true(weapon.Damage < 0.5,\n\t\t\"PM damage should be less than Mini UZI (0.5)\")\n\n\n# ============================================================================\n# Magazine & Ammo Tests\n# ============================================================================\n\n\nfunc test_magazine_size() -> void:\n\tassert_eq(weapon.MagazineSize, 9,\n\t\t\"Magazine size should be 9 as specified in issue #577\")\n\n\nfunc test_max_reserve_ammo() -> void:\n\tassert_eq(weapon.MaxReserveAmmo, 18,\n\t\t\"Reserve ammo should be 18 (2 spare magazines of 9)\")\n\n\nfunc test_bullets_per_shot() -> void:\n\tassert_eq(weapon.BulletsPerShot, 1,\n\t\t\"Should fire 1 bullet per shot (not a shotgun)\")\n\n\n# ============================================================================\n# Fire Mode Tests\n# ============================================================================\n\n\nfunc test_is_semi_automatic() -> void:\n\tassert_false(weapon.IsAutomatic,\n\t\t\"PM should be semi-automatic (not automatic)\")\n\n\nfunc test_fire_rate() -> void:\n\tassert_eq(weapon.FireRate, 7.0,\n\t\t\"Fire rate should be 7 shots/second\")\n\n\n# ============================================================================\n# Caliber Tests - 9x18mm Makarov\n# ============================================================================\n\n\nfunc test_caliber_name() -> void:\n\tassert_eq(caliber.caliber_name, \"9x18mm Makarov\",\n\t\t\"Caliber should be 9x18mm Makarov\")\n\n\nfunc test_caliber_diameter() -> void:\n\tassert_eq(caliber.diameter_mm, 9.0,\n\t\t\"Diameter should be 9mm\")\n\n\nfunc test_caliber_mass() -> void:\n\tassert_eq(caliber.mass_grams, 6.1,\n\t\t\"Mass should be 6.1 grams (standard 9x18 bullet)\")\n\n\nfunc test_caliber_velocity() -> void:\n\tassert_eq(caliber.base_velocity, 1000.0,\n\t\t\"Base velocity should be 1000 (lower than 9x19)\")\n\n\nfunc test_caliber_velocity_less_than_9x19() -> void:\n\t# 9x19mm Parabellum has base_velocity 1200.0\n\tassert_true(caliber.base_velocity < 1200.0,\n\t\t\"9x18 velocity should be less than 9x19 (1200)\")\n\n\n# ============================================================================\n# Ricochet Tests - \"Medium ricochets like all pistols/SMGs\"\n# ============================================================================\n\n\nfunc test_can_ricochet() -> void:\n\tassert_true(caliber.can_ricochet,\n\t\t\"9x18 should be able to ricochet\")\n\n\nfunc test_max_ricochets() -> void:\n\tassert_eq(caliber.max_ricochets, 1,\n\t\t\"Max ricochets should be 1 (same as 9x19)\")\n\n\nfunc test_max_ricochet_angle() -> void:\n\tassert_eq(caliber.max_ricochet_angle, 20.0,\n\t\t\"Max ricochet angle should be 20 degrees (same as 9x19)\")\n\n\nfunc test_ricochet_probability() -> void:\n\tassert_eq(caliber.base_ricochet_probability, 0.7,\n\t\t\"Ricochet probability should be 0.7 (same as 9x19)\")\n\n\nfunc test_velocity_retention() -> void:\n\tassert_eq(caliber.velocity_retention, 0.4,\n\t\t\"Velocity retention should be 0.4 (same as 9x19)\")\n\n\nfunc test_ricochet_damage_multiplier() -> void:\n\tassert_eq(caliber.ricochet_damage_multiplier, 0.3,\n\t\t\"Ricochet damage multiplier should be 0.3 (same as 9x19)\")\n\n\nfunc test_ricochet_angle_deviation() -> void:\n\tassert_eq(caliber.ricochet_angle_deviation, 12.0,\n\t\t\"Ricochet angle deviation should be 12 degrees (same as 9x19)\")\n\n\n# ============================================================================\n# Wall Penetration Tests - \"Does not penetrate walls\"\n# ============================================================================\n\n\nfunc test_cannot_penetrate_walls() -> void:\n\tassert_false(caliber.can_penetrate,\n\t\t\"9x18 should NOT penetrate walls (as specified in issue)\")\n\n\nfunc test_penetration_distance_zero() -> void:\n\tassert_eq(caliber.max_penetration_distance, 0.0,\n\t\t\"Penetration distance should be 0 (no penetration)\")\n\n\n# ============================================================================\n# Sound Tests - PM is NOT silenced\n# ============================================================================\n\n\nfunc test_loudness_is_standard() -> void:\n\tassert_true(weapon.Loudness > 0.0,\n\t\t\"PM should NOT be silenced (loudness > 0)\")\n\n\nfunc test_loudness_matches_standard() -> void:\n\tassert_eq(weapon.Loudness, 1469.0,\n\t\t\"Loudness should be standard (1469 pixels, same as assault rifle)\")\n\n\n# ============================================================================\n# Range & Accuracy Tests\n# ============================================================================\n\n\nfunc test_range() -> void:\n\tassert_eq(weapon.Range, 600.0,\n\t\t\"Range should be 600 pixels (shorter than assault rifle)\")\n\n\nfunc test_spread_angle() -> void:\n\tassert_eq(weapon.SpreadAngle, 2.0,\n\t\t\"Spread angle should be 2 degrees\")\n\n\nfunc test_bullet_speed() -> void:\n\tassert_eq(weapon.BulletSpeed, 1000.0,\n\t\t\"Bullet speed should match 9x18 caliber velocity\")\n\n\n# ============================================================================\n# Reload Tests\n# ============================================================================\n\n\nfunc test_reload_time() -> void:\n\tassert_eq(weapon.ReloadTime, 2.0,\n\t\t\"Reload time should be 2 seconds\")\n\n\n# ============================================================================\n# Effect Scale Tests\n# ============================================================================\n\n\nfunc test_effect_scale() -> void:\n\tassert_eq(caliber.effect_scale, 0.5,\n\t\t\"Effect scale should be 0.5 (same as 9x19)\")\n\n\n# ============================================================================\n# Sensitivity Tests\n# ============================================================================\n\n\nfunc test_sensitivity() -> void:\n\tassert_eq(weapon.Sensitivity, 3.0,\n\t\t\"Sensitivity should be 3.0 for moderate aiming speed\")\n\n\n# ============================================================================\n# Screen Shake Tests\n# ============================================================================\n\n\nfunc test_screen_shake_intensity() -> void:\n\tassert_eq(weapon.ScreenShakeIntensity, 8.0,\n\t\t\"Screen shake intensity should be 8.0\")\n\n\nfunc test_screen_shake_min_recovery() -> void:\n\tassert_eq(weapon.ScreenShakeMinRecoveryTime, 0.35,\n\t\t\"Min recovery time should be 0.35 seconds\")\n\n\n# ============================================================================\n# Comparison with 9x19mm Parabellum (ensuring 9x18 is weaker)\n# ============================================================================\n\n\nfunc test_9x18_weaker_than_9x19_velocity() -> void:\n\t# 9x19 has base_velocity 1200, mass 8.0g\n\t# 9x18 should have lower velocity and mass\n\tassert_true(caliber.base_velocity <= 1200.0,\n\t\t\"9x18 velocity should be <= 9x19 velocity\")\n\tassert_true(caliber.mass_grams < 8.0,\n\t\t\"9x18 mass should be less than 9x19 (8.0g)\")\n\n\nfunc test_penetration_power_lower_than_9x19() -> void:\n\t# 9x19 has penetration_power 10.0\n\tassert_true(caliber.penetration_power < 10.0,\n\t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n",
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" \"9x18 penetration power should be less than 9x19 (10.0)\")",
"+",
"+",
"+# ============================================================================",
"+# Power Fantasy Laser Sight Tests (Issue #621)",
"+# Regression test: MakarovPM must enable blue laser sight in Power Fantasy mode,",
"+# just like all other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi).",
"+# ============================================================================",
"+",
"+",
"+class MockDifficultyManagerForLaser:",
"+ enum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }",
"+ var current_difficulty: Difficulty = Difficulty.NORMAL",
"+",
"+ func should_force_blue_laser_sight() -> bool:",
"+ return current_difficulty == Difficulty.POWER_FANTASY",
"+",
"+ func get_power_fantasy_laser_color() -> Color:",
"+ return Color(0.0, 0.5, 1.0, 0.6)",
"+",
"+",
"+func test_power_fantasy_enables_blue_laser() -> void:",
"+ var diff_manager = MockDifficultyManagerForLaser.new()",
"+ diff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.POWER_FANTASY",
"+",
"+ assert_true(diff_manager.should_force_blue_laser_sight(),",
"+ \"Power Fantasy mode should force blue laser sight on all weapons including PM\")",
"+",
"+ var laser_color = diff_manager.get_power_fantasy_laser_color()",
"+ assert_eq(laser_color, Color(0.0, 0.5, 1.0, 0.6),",
"+ \"Power Fantasy laser color should be blue with transparency\")",
"+",
"+",
"+func test_normal_mode_does_not_enable_laser() -> void:",
"+ var diff_manager = MockDifficultyManagerForLaser.new()",
"+",
"+ assert_false(diff_manager.should_force_blue_laser_sight(),",
"+ \"Normal mode should not force blue laser sight\")",
"+",
"+",
"+func test_hard_mode_does_not_enable_laser() -> void:",
"+ var diff_manager = MockDifficultyManagerForLaser.new()",
"+ diff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.HARD",
"+",
"+ assert_false(diff_manager.should_force_blue_laser_sight(),",
"+ \"Hard mode should not force blue laser sight\")",
"+",
"+",
"+func test_makarov_pm_source_has_power_fantasy_laser_code() -> void:",
"+ # Regression test: verify MakarovPM.cs contains the Power Fantasy laser check.",
"+ # This prevents future changes from accidentally removing the laser sight code.",
"+ var file = FileAccess.open(\"res://Scripts/Weapons/MakarovPM.cs\", FileAccess.READ)",
"+ if file == null:",
"+ # If file can't be opened in test environment, skip gracefully",
"+ pass_test(\"Skipped: MakarovPM.cs not accessible in test environment\")",
"+ return",
"+",
"+ var content = file.get_as_text()",
"+ file.close()",
"+",
"+ assert_true(content.contains(\"should_force_blue_laser_sight\"),",
"+ \"MakarovPM.cs must call should_force_blue_laser_sight() for Power Fantasy mode (Issue #621)\")",
"+ assert_true(content.contains(\"get_power_fantasy_laser_color\"),",
"+ \"MakarovPM.cs must call get_power_fantasy_laser_color() for laser color (Issue #621)\")",
"+ assert_true(content.contains(\"CreateLaserSight\"),",
"+ \"MakarovPM.cs must have CreateLaserSight() method for Power Fantasy mode (Issue #621)\")"
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"content": "diff --git a/Scripts/Weapons/MakarovPM.cs b/Scripts/Weapons/MakarovPM.cs\nindex 019a20c..1c6fc04 100644\n--- a/Scripts/Weapons/MakarovPM.cs\n+++ b/Scripts/Weapons/MakarovPM.cs\n@@ -13,7 +13,7 @@ namespace GodotTopDownTemplate.Weapons;\n /// - Does not penetrate walls\n /// - Standard loudness (not silenced)\n /// - Moderate recoil with extended recovery\n-/// - No laser sight or special effects\n+/// - Blue laser sight in Power Fantasy mode\n /// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n /// </summary>\n public partial class MakarovPM : BaseWeapon\n@@ -23,6 +23,21 @@ public partial class MakarovPM : BaseWeapon\n /// </summary>\n private Sprite2D? _weaponSprite;\n \n+ /// <summary>\n+ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n+ /// </summary>\n+ private Line2D? _laserSight;\n+\n+ /// <summary>\n+ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n+ /// </summary>\n+ private bool _laserSightEnabled = false;\n+\n+ /// <summary>\n+ /// Color of the laser sight (blue in Power Fantasy mode).\n+ /// </summary>\n+ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n+\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n@@ -87,6 +102,21 @@ public partial class MakarovPM : BaseWeapon\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n+\n+ // Check for Power Fantasy mode - enable blue laser sight\n+ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n+ if (difficultyManager != null)\n+ {\n+ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n+ if (shouldForceBlueLaser.AsBool())\n+ {\n+ _laserSightEnabled = true;\n+ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n+ _laserSightColor = blueColorVariant.AsColor();\n+ CreateLaserSight();\n+ GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n+ }\n+ }\n }\n \n public override void _Process(double delta)\n@@ -105,6 +135,12 @@ public partial class MakarovPM : BaseWeapon\n \n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n+\n+ // Update laser sight (Power Fantasy mode)\n+ if (_laserSightEnabled && _laserSight != null)\n+ {\n+ UpdateLaserSight();\n+ }\n }\n \n /// <summary>\n@@ -355,4 +391,72 @@ public partial class MakarovPM : BaseWeapon\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n+\n+ #region Power Fantasy Laser Sight\n+\n+ /// <summary>\n+ /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n+ /// </summary>\n+ private void CreateLaserSight()\n+ {\n+ _laserSight = new Line2D\n+ {\n+ Name = \"LaserSight\",\n+ Width = 2.0f,\n+ DefaultColor = _laserSightColor,\n+ BeginCapMode = Line2D.LineCapMode.Round,\n+ EndCapMode = Line2D.LineCapMode.Round\n+ };\n+\n+ _laserSight.AddPoint(Vector2.Zero);\n+ _laserSight.AddPoint(Vector2.Right * 500.0f);\n+\n+ AddChild(_laserSight);\n+ }\n+\n+ /// <summary>\n+ /// Updates the laser sight visualization (Power Fantasy mode only).\n+ /// The laser shows where bullets will go, accounting for current spread/recoil.\n+ /// </summary>\n+ private void UpdateLaserSight()\n+ {\n+ if (_laserSight == null)\n+ {\n+ return;\n+ }\n+\n+ // Apply recoil offset to aim direction for laser visualization\n+ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n+\n+ // Calculate maximum laser length based on viewport size\n+ Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n+ float maxLaserLength = viewportSize.Length();\n+\n+ // Calculate the end point of the laser\n+ Vector2 endPoint = laserDirection * maxLaserLength;\n+\n+ // Raycast to find obstacles\n+ var spaceState = GetWorld2D()?.DirectSpaceState;\n+ if (spaceState != null)\n+ {\n+ var query = PhysicsRayQueryParameters2D.Create(\n+ GlobalPosition,\n+ GlobalPosition + endPoint,\n+ 4 // Collision mask for obstacles\n+ );\n+\n+ var result = spaceState.IntersectRay(query);\n+ if (result.Count > 0)\n+ {\n+ Vector2 hitPosition = (Vector2)result[\"position\"];\n+ endPoint = hitPosition - GlobalPosition;\n+ }\n+ }\n+\n+ // Update the laser sight line points (in local coordinates)\n+ _laserSight.SetPointPosition(0, Vector2.Zero);\n+ _laserSight.SetPointPosition(1, endPoint);\n+ }\n+\n+ #endregion\n }\ndiff --git a/tests/unit/test_makarov_pm.gd b/tests/unit/test_makarov_pm.gd\nindex 0fb1c92..1bb5fe6 100644\n--- a/tests/unit/test_makarov_pm.gd\n+++ b/tests/unit/test_makarov_pm.gd\n@@ -311,3 +311,68 @@ func test_penetration_power_lower_than_9x19() -> void:\n \t# 9x19 has penetration_power 10.0\n \tassert_true(caliber.penetration_power < 10.0,\n \t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n+\n+\n+# ============================================================================\n+# Power Fantasy Laser Sight Tests (Issue #621)\n+# Regression test: MakarovPM must enable blue laser sight in Power Fantasy mode,\n+# just like all other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi).\n+# ============================================================================\n+\n+\n+class MockDifficultyManagerForLaser:\n+\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n+\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n+\n+\tfunc should_force_blue_laser_sight() -> bool:\n+\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n+\n+\tfunc get_power_fantasy_laser_color() -> Color:\n+\t\treturn Color(0.0, 0.5, 1.0, 0.6)\n+\n+\n+func test_power_fantasy_enables_blue_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.POWER_FANTASY\n+\n+\tassert_true(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Power Fantasy mode should force blue laser sight on all weapons including PM\")\n+\n+\tvar laser_color = diff_manager.get_power_fantasy_laser_color()\n+\tassert_eq(laser_color, Color(0.0, 0.5, 1.0, 0.6),\n+\t\t\"Power Fantasy laser color should be blue with transparency\")\n+\n+\n+func test_normal_mode_does_not_enable_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\n+\tassert_false(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Normal mode should not force blue laser sight\")\n+\n+\n+func test_hard_mode_does_not_enable_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.HARD\n+\n+\tassert_false(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Hard mode should not force blue laser sight\")\n+\n+\n+func test_makarov_pm_source_has_power_fantasy_laser_code() -> void:\n+\t# Regression test: verify MakarovPM.cs contains the Power Fantasy laser check.\n+\t# This prevents future changes from accidentally removing the laser sight code.\n+\tvar file = FileAccess.open(\"res://Scripts/Weapons/MakarovPM.cs\", FileAccess.READ)\n+\tif file == null:\n+\t\t# If file can't be opened in test environment, skip gracefully\n+\t\tpass_test(\"Skipped: MakarovPM.cs not accessible in test environment\")\n+\t\treturn\n+\n+\tvar content = file.get_as_text()\n+\tfile.close()\n+\n+\tassert_true(content.contains(\"should_force_blue_laser_sight\"),\n+\t\t\"MakarovPM.cs must call should_force_blue_laser_sight() for Power Fantasy mode (Issue #621)\")\n+\tassert_true(content.contains(\"get_power_fantasy_laser_color\"),\n+\t\t\"MakarovPM.cs must call get_power_fantasy_laser_color() for laser color (Issue #621)\")\n+\tassert_true(content.contains(\"CreateLaserSight\"),\n+\t\t\"MakarovPM.cs must have CreateLaserSight() method for Power Fantasy mode (Issue #621)\")",
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"stdout": "diff --git a/Scripts/Weapons/MakarovPM.cs b/Scripts/Weapons/MakarovPM.cs\nindex 019a20c..1c6fc04 100644\n--- a/Scripts/Weapons/MakarovPM.cs\n+++ b/Scripts/Weapons/MakarovPM.cs\n@@ -13,7 +13,7 @@ namespace GodotTopDownTemplate.Weapons;\n /// - Does not penetrate walls\n /// - Standard loudness (not silenced)\n /// - Moderate recoil with extended recovery\n-/// - No laser sight or special effects\n+/// - Blue laser sight in Power Fantasy mode\n /// Reference: https://ru.wikipedia.org/wiki/Pistolet_Makarova\n /// </summary>\n public partial class MakarovPM : BaseWeapon\n@@ -23,6 +23,21 @@ public partial class MakarovPM : BaseWeapon\n /// </summary>\n private Sprite2D? _weaponSprite;\n \n+ /// <summary>\n+ /// Reference to the Line2D node for the laser sight (Power Fantasy mode only).\n+ /// </summary>\n+ private Line2D? _laserSight;\n+\n+ /// <summary>\n+ /// Whether the laser sight is enabled (true only in Power Fantasy mode).\n+ /// </summary>\n+ private bool _laserSightEnabled = false;\n+\n+ /// <summary>\n+ /// Color of the laser sight (blue in Power Fantasy mode).\n+ /// </summary>\n+ private Color _laserSightColor = new Color(0.0f, 0.5f, 1.0f, 0.6f);\n+\n /// <summary>\n /// Current aim direction based on mouse position.\n /// </summary>\n@@ -87,6 +102,21 @@ public partial class MakarovPM : BaseWeapon\n {\n GD.Print(\"[MakarovPM] No MakarovSprite node (visual model not yet added)\");\n }\n+\n+ // Check for Power Fantasy mode - enable blue laser sight\n+ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n+ if (difficultyManager != null)\n+ {\n+ var shouldForceBlueLaser = difficultyManager.Call(\"should_force_blue_laser_sight\");\n+ if (shouldForceBlueLaser.AsBool())\n+ {\n+ _laserSightEnabled = true;\n+ var blueColorVariant = difficultyManager.Call(\"get_power_fantasy_laser_color\");\n+ _laserSightColor = blueColorVariant.AsColor();\n+ CreateLaserSight();\n+ GD.Print($\"[MakarovPM] Power Fantasy mode: blue laser sight enabled with color {_laserSightColor}\");\n+ }\n+ }\n }\n \n public override void _Process(double delta)\n@@ -105,6 +135,12 @@ public partial class MakarovPM : BaseWeapon\n \n // Update aim direction and weapon sprite rotation\n UpdateAimDirection();\n+\n+ // Update laser sight (Power Fantasy mode)\n+ if (_laserSightEnabled && _laserSight != null)\n+ {\n+ UpdateLaserSight();\n+ }\n }\n \n /// <summary>\n@@ -355,4 +391,72 @@ public partial class MakarovPM : BaseWeapon\n /// Gets the current aim direction.\n /// </summary>\n public Vector2 AimDirection => _aimDirection;\n+\n+ #region Power Fantasy Laser Sight\n+\n+ /// <summary>\n+ /// Creates the laser sight Line2D programmatically (Power Fantasy mode only).\n+ /// </summary>\n+ private void CreateLaserSight()\n+ {\n+ _laserSight = new Line2D\n+ {\n+ Name = \"LaserSight\",\n+ Width = 2.0f,\n+ DefaultColor = _laserSightColor,\n+ BeginCapMode = Line2D.LineCapMode.Round,\n+ EndCapMode = Line2D.LineCapMode.Round\n+ };\n+\n+ _laserSight.AddPoint(Vector2.Zero);\n+ _laserSight.AddPoint(Vector2.Right * 500.0f);\n+\n+ AddChild(_laserSight);\n+ }\n+\n+ /// <summary>\n+ /// Updates the laser sight visualization (Power Fantasy mode only).\n+ /// The laser shows where bullets will go, accounting for current spread/recoil.\n+ /// </summary>\n+ private void UpdateLaserSight()\n+ {\n+ if (_laserSight == null)\n+ {\n+ return;\n+ }\n+\n+ // Apply recoil offset to aim direction for laser visualization\n+ Vector2 laserDirection = _aimDirection.Rotated(_recoilOffset);\n+\n+ // Calculate maximum laser length based on viewport size\n+ Vector2 viewportSize = GetViewport().GetVisibleRect().Size;\n+ float maxLaserLength = viewportSize.Length();\n+\n+ // Calculate the end point of the laser\n+ Vector2 endPoint = laserDirection * maxLaserLength;\n+\n+ // Raycast to find obstacles\n+ var spaceState = GetWorld2D()?.DirectSpaceState;\n+ if (spaceState != null)\n+ {\n+ var query = PhysicsRayQueryParameters2D.Create(\n+ GlobalPosition,\n+ GlobalPosition + endPoint,\n+ 4 // Collision mask for obstacles\n+ );\n+\n+ var result = spaceState.IntersectRay(query);\n+ if (result.Count > 0)\n+ {\n+ Vector2 hitPosition = (Vector2)result[\"position\"];\n+ endPoint = hitPosition - GlobalPosition;\n+ }\n+ }\n+\n+ // Update the laser sight line points (in local coordinates)\n+ _laserSight.SetPointPosition(0, Vector2.Zero);\n+ _laserSight.SetPointPosition(1, endPoint);\n+ }\n+\n+ #endregion\n }\ndiff --git a/tests/unit/test_makarov_pm.gd b/tests/unit/test_makarov_pm.gd\nindex 0fb1c92..1bb5fe6 100644\n--- a/tests/unit/test_makarov_pm.gd\n+++ b/tests/unit/test_makarov_pm.gd\n@@ -311,3 +311,68 @@ func test_penetration_power_lower_than_9x19() -> void:\n \t# 9x19 has penetration_power 10.0\n \tassert_true(caliber.penetration_power < 10.0,\n \t\t\"9x18 penetration power should be less than 9x19 (10.0)\")\n+\n+\n+# ============================================================================\n+# Power Fantasy Laser Sight Tests (Issue #621)\n+# Regression test: MakarovPM must enable blue laser sight in Power Fantasy mode,\n+# just like all other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi).\n+# ============================================================================\n+\n+\n+class MockDifficultyManagerForLaser:\n+\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n+\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n+\n+\tfunc should_force_blue_laser_sight() -> bool:\n+\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n+\n+\tfunc get_power_fantasy_laser_color() -> Color:\n+\t\treturn Color(0.0, 0.5, 1.0, 0.6)\n+\n+\n+func test_power_fantasy_enables_blue_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.POWER_FANTASY\n+\n+\tassert_true(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Power Fantasy mode should force blue laser sight on all weapons including PM\")\n+\n+\tvar laser_color = diff_manager.get_power_fantasy_laser_color()\n+\tassert_eq(laser_color, Color(0.0, 0.5, 1.0, 0.6),\n+\t\t\"Power Fantasy laser color should be blue with transparency\")\n+\n+\n+func test_normal_mode_does_not_enable_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\n+\tassert_false(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Normal mode should not force blue laser sight\")\n+\n+\n+func test_hard_mode_does_not_enable_laser() -> void:\n+\tvar diff_manager = MockDifficultyManagerForLaser.new()\n+\tdiff_manager.current_difficulty = MockDifficultyManagerForLaser.Difficulty.HARD\n+\n+\tassert_false(diff_manager.should_force_blue_laser_sight(),\n+\t\t\"Hard mode should not force blue laser sight\")\n+\n+\n+func test_makarov_pm_source_has_power_fantasy_laser_code() -> void:\n+\t# Regression test: verify MakarovPM.cs contains the Power Fantasy laser check.\n+\t# This prevents future changes from accidentally removing the laser sight code.\n+\tvar file = FileAccess.open(\"res://Scripts/Weapons/MakarovPM.cs\", FileAccess.READ)\n+\tif file == null:\n+\t\t# If file can't be opened in test environment, skip gracefully\n+\t\tpass_test(\"Skipped: MakarovPM.cs not accessible in test environment\")\n+\t\treturn\n+\n+\tvar content = file.get_as_text()\n+\tfile.close()\n+\n+\tassert_true(content.contains(\"should_force_blue_laser_sight\"),\n+\t\t\"MakarovPM.cs must call should_force_blue_laser_sight() for Power Fantasy mode (Issue #621)\")\n+\tassert_true(content.contains(\"get_power_fantasy_laser_color\"),\n+\t\t\"MakarovPM.cs must call get_power_fantasy_laser_color() for laser color (Issue #621)\")\n+\tassert_true(content.contains(\"CreateLaserSight\"),\n+\t\t\"MakarovPM.cs must have CreateLaserSight() method for Power Fantasy mode (Issue #621)\")",
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"text": "The changes look clean and correct. Let me commit and push."
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"description": "Commit the fix and tests"
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"content": "To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git\n bee2b92..d80ce96 issue-621-fb41f59f1e76 -> issue-621-fb41f59f1e76",
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"text": "Now let me update the PR with the solution details."
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write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7523947Z Issues: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7524794Z Metadata: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7526014Z Models: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7526884Z Packages: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7527719Z Pages: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7528845Z PullRequests: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7529814Z RepositoryProjects: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7530780Z SecurityEvents: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7531909Z Statuses: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7532829Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7536099Z Secret source: Actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7538167Z Prepare workflow directory\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7888665Z Prepare all required actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7933068Z Getting action download info\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:55.0983645Z Download action repository 'actions/checkout@v4' (SHA:34e114876b0b11c390a56381ad16ebd13914f8d5)\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:55.2862666Z Complete job name: Check Architecture Best Practices\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3651313Z ##[group]Run actions/checkout@v4\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3652140Z with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3652558Z ref: d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3653196Z repository: konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3653895Z token: ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3654277Z ssh-strict: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3654657Z ssh-user: git\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3655035Z persist-credentials: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3655669Z clean: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656064Z sparse-checkout-cone-mode: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656538Z fetch-depth: 1\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656947Z fetch-tags: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3657336Z show-progress: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3657723Z lfs: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3658079Z submodules: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3658469Z set-safe-directory: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3659139Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4716151Z Syncing repository: konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4717971Z ##[group]Getting Git version info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4718952Z Working directory is '/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4720108Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4853471Z git version 2.52.0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4879076Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4892237Z Temporarily overriding HOME='/home/runner/work/_temp/d3967e8d-6550-429e-a1c1-fb31ff87f15c' before making global git config changes\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4894409Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4905072Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4948948Z Deleting the contents of '/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4952005Z ##[group]Initializing the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4956277Z [command]/usr/bin/git init /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5105280Z hint: Using 'master' as the name for the initial branch. This default branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5106683Z hint: will change to \"main\" in Git 3.0. To configure the initial branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5107594Z hint: to use in all of your new repositories, which will suppress this warning,\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5108271Z hint: call:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5108625Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5109078Z hint: \tgit config --global init.defaultBranch <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5109641Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5110159Z hint: Names commonly chosen instead of 'master' are 'main', 'trunk' and\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5111290Z hint: 'development'. The just-created branch can be renamed via this command:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5112525Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5113170Z hint: \tgit branch -m <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5113899Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5114815Z hint: Disable this message with \"git config set advice.defaultBranchName false\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5116697Z Initialized empty Git repository in /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/.git/\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5126026Z [command]/usr/bin/git remote add origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5169155Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5170366Z ##[group]Disabling automatic garbage collection\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5174032Z [command]/usr/bin/git config --local gc.auto 0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5201586Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5202246Z ##[group]Setting up auth\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5208793Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5239963Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5641615Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5669454Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5886477Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5916350Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6142818Z [command]/usr/bin/git config --local http.https://github.com/.extraheader AUTHORIZATION: basic ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6175129Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6176570Z ##[group]Fetching the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6184483Z [command]/usr/bin/git -c protocol.version=2 fetch --no-tags --prune --no-recurse-submodules --depth=1 origin d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.6997766Z From https://github.com/konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.6999567Z * branch d80ce******************************cfb17 -> FETCH_HEAD\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7031371Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7032639Z ##[group]Determining the checkout info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7034401Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7038463Z [command]/usr/bin/git sparse-checkout disable\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7081516Z [command]/usr/bin/git config --local --unset-all extensions.worktreeConfig\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7109161Z ##[group]Checking out the ref\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7113186Z [command]/usr/bin/git checkout --progress --force d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3572749Z Note: switching to 'd80ce******************************cfb17'.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3574260Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3574855Z You are in 'detached HEAD' state. You can look around, make experimental\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3576223Z changes and commit them, and you can discard any commits you make in this\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3577153Z state without impacting any branches by switching back to a branch.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3577768Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3578137Z If you want to create a new branch to retain commits you create, you may\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3580979Z do so (now or later) by using -c with the switch command. Example:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581347Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581489Z git switch -c <new-branch-name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581809Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581958Z Or undo this operation with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582166Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582278Z git switch -\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582473Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582904Z Turn off this advice by setting config variable advice.detachedHead to false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3583329Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3583688Z HEAD is now at d80ce96 fix: add Power Fantasy blue laser sight to MakarovPM (#621)\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3671042Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3709387Z [command]/usr/bin/git log -1 --format=%H\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3732038Z d80ce******************************cfb17\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3900797Z ##[group]Run echo \"Checking GDScript file sizes...\"\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3901344Z \u001b[36;1mecho \"Checking GDScript file sizes...\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3901807Z \u001b[36;1m# Current limits - these will be reduced as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3902247Z \u001b[36;1m# Target: MAX_LINES=800, WARN_LINES=500\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3902721Z \u001b[36;1m# Current: Higher limits to allow existing large scripts while encouraging refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3903276Z \u001b[36;1mMAX_LINES=5000 # Will be reduced to 800 as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3903783Z \u001b[36;1mWARN_LINES=800 # Warns for scripts that should be considered for refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3904345Z \u001b[36;1mCRITICAL_THRESHOLD=4500 # 90% of MAX_LINES - pre-emptive warning (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3904791Z \u001b[36;1merrors=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905016Z \u001b[36;1mwarnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905246Z \u001b[36;1mcritical_warnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905771Z \u001b[36;1mlarge_scripts=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906063Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906342Z \u001b[36;1m# Find all GDScript files (excluding addons and tests)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906696Z \u001b[36;1mwhile IFS= read -r file; do\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906981Z \u001b[36;1m lines=$(wc -l < \"$file\")\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3907271Z \u001b[36;1m if [ \"$lines\" -gt \"$MAX_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3907776Z \u001b[36;1m echo \"::error file=$file::Script exceeds $MAX_LINES lines ($lines lines). Refactoring required.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908262Z \u001b[36;1m errors=$((errors + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908586Z \u001b[36;1m elif [ \"$lines\" -gt \"$CRITICAL_THRESHOLD\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908989Z \u001b[36;1m # Pre-emptive warning at 90% of MAX_LINES (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3909370Z \u001b[36;1m remaining=$((MAX_LINES - lines))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3910032Z \u001b[36;1m echo \"::warning file=$file::CRITICAL: Script has $lines lines (only $remaining lines remaining before limit). Immediate refactoring recommended!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3910721Z \u001b[36;1m critical_warnings=$((critical_warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3911055Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3911364Z \u001b[36;1m elif [ \"$lines\" -gt \"$WARN_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3912083Z \u001b[36;1m echo \"::warning file=$file::Script has $lines lines (warning threshold: $WARN_LINES). Consider splitting into components using the patterns in scripts/components/.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3912803Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913061Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913279Z \u001b[36;1m if [ \"$lines\" -gt 500 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913584Z \u001b[36;1m large_scripts=$((large_scripts + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914080Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914375Z \u001b[36;1mdone < <(find scripts -name \"*.gd\" -type f 2>/dev/null)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914701Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914933Z \u001b[36;1mecho \"errors=$errors\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3915272Z \u001b[36;1mecho \"warnings=$warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3915805Z \u001b[36;1mecho \"critical_warnings=$critical_warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916241Z \u001b[36;1mecho \"large_scripts=$large_scripts\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916566Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916781Z \u001b[36;1mif [ \"$errors\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917113Z \u001b[36;1m echo \"Found $errors script(s) exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917487Z \u001b[36;1m exit 1\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917686Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917883Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3918385Z \u001b[36;1mecho \"All scripts within size limits. ($warnings warnings, $critical_warnings critical, $large_scripts scripts over 500 lines)\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3918974Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3919220Z \u001b[36;1mif [ \"$critical_warnings\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3919703Z \u001b[36;1m echo \"⚠️ ATTENTION: $critical_warnings script(s) are approaching the line limit!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3920322Z \u001b[36;1m echo \" These scripts should be prioritized for refactoring to avoid CI failures.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921069Z \u001b[36;1m echo \" See PR #323 for an example of CI failure due to exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921463Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921686Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3922132Z \u001b[36;1mecho \"Note: Gradual refactoring is encouraged. See scripts/components/ for reusable component patterns.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3957999Z shell: /usr/bin/bash -e {0}\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3958316Z ##[endgroup]\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4029183Z Checking GDScript file sizes...\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4241729Z ##[warning]Script has 2838 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4711118Z ##[error]Script exceeds 5000 lines (5006 lines). Refactoring required.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4727954Z ##[warning]Script has 946 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4746400Z ##[warning]Script has 1057 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4902031Z ##[warning]Script has 911 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4987804Z ##[warning]Script has 1350 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5094506Z ##[warning]Script has 1382 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5130050Z ##[warning]Script has 858 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5218309Z ##[warning]Script has 1142 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5323061Z ##[warning]Script has 1414 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5342142Z ##[warning]Script has 1397 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5378546Z ##[warning]Script has 1265 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5396735Z ##[warning]Script has 833 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5398993Z Found 1 script(s) exceeding line limit.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5404840Z ##[error]Process completed with exit code 1.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.5542643Z Post job cleanup.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6478073Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6515928Z git version 2.52.0\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6559229Z Temporarily overriding HOME='/home/runner/work/_temp/96e7ea6b-be1b-4102-8182-d6b5225c6cc4' before making global git config changes\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6564733Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6565947Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6600935Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6634141Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6880397Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6903299Z http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6915787Z [command]/usr/bin/git config --local --unset-all http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6946052Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.7165208Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.7197115Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tComplete job\t2026-02-07T18:26:58.7518398Z Cleaning up orphan processes",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"uuid": "9d1eb64d-40b8-4348-9b51-34b6184c259f",
"tool_use_result": {
"stdout": "Check Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7458110Z Current runner version: '2.331.0'\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7485751Z ##[group]Runner Image Provisioner\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7487117Z Hosted Compute Agent\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7488031Z Version: 20260123.484\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7489184Z Commit: 6bd6555ca37d84114959e1c76d2c01448ff61c5d\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7490337Z Build Date: 2026-01-23T19:41:17Z\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7491494Z Worker ID: {1edca1cc-ff87-4c19-9956-f58b6f9feca5}\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7492742Z Azure Region: centralus\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7493941Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7496407Z ##[group]Operating System\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7497429Z Ubuntu\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7498365Z 24.04.3\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7499126Z LTS\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7499951Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7501018Z ##[group]Runner Image\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7502066Z Image: ubuntu-24.04\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7502989Z Version: 20260201.15.1\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7504852Z Included Software: https://github.com/actions/runner-images/blob/ubuntu24/20260201.15/images/ubuntu/Ubuntu2404-Readme.md\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7507963Z Image Release: https://github.com/actions/runner-images/releases/tag/ubuntu24%2F20260201.15\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7509698Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7514139Z ##[group]GITHUB_TOKEN Permissions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7517580Z Actions: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7518469Z ArtifactMetadata: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7519373Z Attestations: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7520356Z Checks: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7521246Z Contents: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7522095Z Deployments: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7523147Z Discussions: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7523947Z Issues: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7524794Z Metadata: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7526014Z Models: read\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7526884Z Packages: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7527719Z Pages: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7528845Z PullRequests: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7529814Z RepositoryProjects: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7530780Z SecurityEvents: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7531909Z Statuses: write\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7532829Z ##[endgroup]\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7536099Z Secret source: Actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7538167Z Prepare workflow directory\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7888665Z Prepare all required actions\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:54.7933068Z Getting action download info\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:55.0983645Z Download action repository 'actions/checkout@v4' (SHA:34e114876b0b11c390a56381ad16ebd13914f8d5)\nCheck Architecture Best Practices\tSet up job\t2026-02-07T18:26:55.2862666Z Complete job name: Check Architecture Best Practices\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3651313Z ##[group]Run actions/checkout@v4\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3652140Z with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3652558Z ref: d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3653196Z repository: konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3653895Z token: ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3654277Z ssh-strict: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3654657Z ssh-user: git\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3655035Z persist-credentials: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3655669Z clean: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656064Z sparse-checkout-cone-mode: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656538Z fetch-depth: 1\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3656947Z fetch-tags: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3657336Z show-progress: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3657723Z lfs: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3658079Z submodules: false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3658469Z set-safe-directory: true\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.3659139Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4716151Z Syncing repository: konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4717971Z ##[group]Getting Git version info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4718952Z Working directory is '/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4720108Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4853471Z git version 2.52.0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4879076Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4892237Z Temporarily overriding HOME='/home/runner/work/_temp/d3967e8d-6550-429e-a1c1-fb31ff87f15c' before making global git config changes\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4894409Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4905072Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4948948Z Deleting the contents of '/home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP'\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4952005Z ##[group]Initializing the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.4956277Z [command]/usr/bin/git init /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5105280Z hint: Using 'master' as the name for the initial branch. This default branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5106683Z hint: will change to \"main\" in Git 3.0. To configure the initial branch name\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5107594Z hint: to use in all of your new repositories, which will suppress this warning,\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5108271Z hint: call:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5108625Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5109078Z hint: \tgit config --global init.defaultBranch <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5109641Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5110159Z hint: Names commonly chosen instead of 'master' are 'main', 'trunk' and\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5111290Z hint: 'development'. The just-created branch can be renamed via this command:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5112525Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5113170Z hint: \tgit branch -m <name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5113899Z hint:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5114815Z hint: Disable this message with \"git config set advice.defaultBranchName false\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5116697Z Initialized empty Git repository in /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP/.git/\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5126026Z [command]/usr/bin/git remote add origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5169155Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5170366Z ##[group]Disabling automatic garbage collection\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5174032Z [command]/usr/bin/git config --local gc.auto 0\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5201586Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5202246Z ##[group]Setting up auth\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5208793Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5239963Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5641615Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5669454Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5886477Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.5916350Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6142818Z [command]/usr/bin/git config --local http.https://github.com/.extraheader AUTHORIZATION: basic ***\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6175129Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6176570Z ##[group]Fetching the repository\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:55.6184483Z [command]/usr/bin/git -c protocol.version=2 fetch --no-tags --prune --no-recurse-submodules --depth=1 origin d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.6997766Z From https://github.com/konard/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.6999567Z * branch d80ce******************************cfb17 -> FETCH_HEAD\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7031371Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7032639Z ##[group]Determining the checkout info\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7034401Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7038463Z [command]/usr/bin/git sparse-checkout disable\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7081516Z [command]/usr/bin/git config --local --unset-all extensions.worktreeConfig\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7109161Z ##[group]Checking out the ref\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:57.7113186Z [command]/usr/bin/git checkout --progress --force d80ce******************************cfb17\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3572749Z Note: switching to 'd80ce******************************cfb17'.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3574260Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3574855Z You are in 'detached HEAD' state. You can look around, make experimental\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3576223Z changes and commit them, and you can discard any commits you make in this\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3577153Z state without impacting any branches by switching back to a branch.\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3577768Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3578137Z If you want to create a new branch to retain commits you create, you may\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3580979Z do so (now or later) by using -c with the switch command. Example:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581347Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581489Z git switch -c <new-branch-name>\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581809Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3581958Z Or undo this operation with:\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582166Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582278Z git switch -\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582473Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3582904Z Turn off this advice by setting config variable advice.detachedHead to false\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3583329Z \nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3583688Z HEAD is now at d80ce96 fix: add Power Fantasy blue laser sight to MakarovPM (#621)\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3671042Z ##[endgroup]\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3709387Z [command]/usr/bin/git log -1 --format=%H\nCheck Architecture Best Practices\tCheckout\t2026-02-07T18:26:58.3732038Z d80ce******************************cfb17\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3900797Z ##[group]Run echo \"Checking GDScript file sizes...\"\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3901344Z \u001b[36;1mecho \"Checking GDScript file sizes...\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3901807Z \u001b[36;1m# Current limits - these will be reduced as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3902247Z \u001b[36;1m# Target: MAX_LINES=800, WARN_LINES=500\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3902721Z \u001b[36;1m# Current: Higher limits to allow existing large scripts while encouraging refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3903276Z \u001b[36;1mMAX_LINES=5000 # Will be reduced to 800 as refactoring progresses\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3903783Z \u001b[36;1mWARN_LINES=800 # Warns for scripts that should be considered for refactoring\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3904345Z \u001b[36;1mCRITICAL_THRESHOLD=4500 # 90% of MAX_LINES - pre-emptive warning (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3904791Z \u001b[36;1merrors=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905016Z \u001b[36;1mwarnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905246Z \u001b[36;1mcritical_warnings=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3905771Z \u001b[36;1mlarge_scripts=0\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906063Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906342Z \u001b[36;1m# Find all GDScript files (excluding addons and tests)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906696Z \u001b[36;1mwhile IFS= read -r file; do\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3906981Z \u001b[36;1m lines=$(wc -l < \"$file\")\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3907271Z \u001b[36;1m if [ \"$lines\" -gt \"$MAX_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3907776Z \u001b[36;1m echo \"::error file=$file::Script exceeds $MAX_LINES lines ($lines lines). Refactoring required.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908262Z \u001b[36;1m errors=$((errors + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908586Z \u001b[36;1m elif [ \"$lines\" -gt \"$CRITICAL_THRESHOLD\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3908989Z \u001b[36;1m # Pre-emptive warning at 90% of MAX_LINES (Issue #328)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3909370Z \u001b[36;1m remaining=$((MAX_LINES - lines))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3910032Z \u001b[36;1m echo \"::warning file=$file::CRITICAL: Script has $lines lines (only $remaining lines remaining before limit). Immediate refactoring recommended!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3910721Z \u001b[36;1m critical_warnings=$((critical_warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3911055Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3911364Z \u001b[36;1m elif [ \"$lines\" -gt \"$WARN_LINES\" ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3912083Z \u001b[36;1m echo \"::warning file=$file::Script has $lines lines (warning threshold: $WARN_LINES). Consider splitting into components using the patterns in scripts/components/.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3912803Z \u001b[36;1m warnings=$((warnings + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913061Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913279Z \u001b[36;1m if [ \"$lines\" -gt 500 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3913584Z \u001b[36;1m large_scripts=$((large_scripts + 1))\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914080Z \u001b[36;1m fi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914375Z \u001b[36;1mdone < <(find scripts -name \"*.gd\" -type f 2>/dev/null)\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914701Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3914933Z \u001b[36;1mecho \"errors=$errors\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3915272Z \u001b[36;1mecho \"warnings=$warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3915805Z \u001b[36;1mecho \"critical_warnings=$critical_warnings\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916241Z \u001b[36;1mecho \"large_scripts=$large_scripts\" >> $GITHUB_OUTPUT\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916566Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3916781Z \u001b[36;1mif [ \"$errors\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917113Z \u001b[36;1m echo \"Found $errors script(s) exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917487Z \u001b[36;1m exit 1\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917686Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3917883Z \u001b[36;1m\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3918385Z \u001b[36;1mecho \"All scripts within size limits. ($warnings warnings, $critical_warnings critical, $large_scripts scripts over 500 lines)\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3918974Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3919220Z \u001b[36;1mif [ \"$critical_warnings\" -gt 0 ]; then\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3919703Z \u001b[36;1m echo \"⚠️ ATTENTION: $critical_warnings script(s) are approaching the line limit!\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3920322Z \u001b[36;1m echo \" These scripts should be prioritized for refactoring to avoid CI failures.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921069Z \u001b[36;1m echo \" See PR #323 for an example of CI failure due to exceeding line limit.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921463Z \u001b[36;1mfi\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3921686Z \u001b[36;1mecho \"\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3922132Z \u001b[36;1mecho \"Note: Gradual refactoring is encouraged. See scripts/components/ for reusable component patterns.\"\u001b[0m\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3957999Z shell: /usr/bin/bash -e {0}\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.3958316Z ##[endgroup]\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4029183Z Checking GDScript file sizes...\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4241729Z ##[warning]Script has 2838 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4711118Z ##[error]Script exceeds 5000 lines (5006 lines). Refactoring required.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4727954Z ##[warning]Script has 946 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4746400Z ##[warning]Script has 1057 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4902031Z ##[warning]Script has 911 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.4987804Z ##[warning]Script has 1350 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5094506Z ##[warning]Script has 1382 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5130050Z ##[warning]Script has 858 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5218309Z ##[warning]Script has 1142 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5323061Z ##[warning]Script has 1414 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5342142Z ##[warning]Script has 1397 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5378546Z ##[warning]Script has 1265 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5396735Z ##[warning]Script has 833 lines (warning threshold: 800). Consider splitting into components using the patterns in scripts/components/.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5398993Z Found 1 script(s) exceeding line limit.\nCheck Architecture Best Practices\tCheck script line counts\t2026-02-07T18:26:58.5404840Z ##[error]Process completed with exit code 1.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.5542643Z Post job cleanup.\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6478073Z [command]/usr/bin/git version\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6515928Z git version 2.52.0\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6559229Z Temporarily overriding HOME='/home/runner/work/_temp/96e7ea6b-be1b-4102-8182-d6b5225c6cc4' before making global git config changes\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6564733Z Adding repository directory to the temporary git global config as a safe directory\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6565947Z [command]/usr/bin/git config --global --add safe.directory /home/runner/work/Jhon-Crow-godot-topdown-MVP/Jhon-Crow-godot-topdown-MVP\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6600935Z [command]/usr/bin/git config --local --name-only --get-regexp core\\.sshCommand\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6634141Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'core\\.sshCommand' && git config --local --unset-all 'core.sshCommand' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6880397Z [command]/usr/bin/git config --local --name-only --get-regexp http\\.https\\:\\/\\/github\\.com\\/\\.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6903299Z http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6915787Z [command]/usr/bin/git config --local --unset-all http.https://github.com/.extraheader\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.6946052Z [command]/usr/bin/git submodule foreach --recursive sh -c \"git config --local --name-only --get-regexp 'http\\.https\\:\\/\\/github\\.com\\/\\.extraheader' && git config --local --unset-all 'http.https://github.com/.extraheader' || :\"\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.7165208Z [command]/usr/bin/git config --local --name-only --get-regexp ^includeIf\\.gitdir:\nCheck Architecture Best Practices\tPost Checkout\t2026-02-07T18:26:58.7197115Z [command]/usr/bin/git submodule foreach --recursive git config --local --show-origin --name-only --get-regexp remote.origin.url\nCheck Architecture Best Practices\tComplete job\t2026-02-07T18:26:58.7518398Z Cleaning up orphan processes",
"stderr": "",
"interrupted": false,
"isImage": false
}
}
[2026-02-07T18:27:30.935Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_019Xq5G4BsWtFs9BzR5TaQN8",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "The Architecture check failure is a **pre-existing issue** - a GDScript file with 5006 lines, not related to our changes at all. This same check was failing on the previous commit (bee2b92) too, which is the initial commit before our changes. Let me verify this."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 1,
"cache_creation_input_tokens": 10133,
"cache_read_input_tokens": 80907,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 10133
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "14f00d2b-7982-468f-856e-6ab5a6bd3ce8",
"uuid": "0e3d2fdc-f4b1-4ccc-928e-dfa43f36eb17"
}
[2026-02-07T18:27:32.612Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-6",
"id": "msg_019Xq5G4BsWtFs9BzR5TaQN8",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_0165tEn3Z45ztsNhCiYLUSeJ",
"name": "Bash",
"input": {
"command": "gh run view 21784752693 --repo konard/Jhon-Crow-godot-topdown-MVP --log 2>&1 | grep -E \"(exceeds|5006|error)\" | head -5",
"description": "Check that architecture failure existed before our changes"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 1,
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[2026-02-07T18:27:35.485Z] [INFO] {
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[2026-02-07T18:27:51.133Z] [INFO] {
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[2026-02-07T18:27:52.453Z] [INFO] {
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[2026-02-07T18:27:57.097Z] [INFO] {
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[2026-02-07T18:27:59.439Z] [INFO] {
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[2026-02-07T18:28:05.567Z] [INFO] {
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[2026-02-07T18:28:23.164Z] [INFO] {
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"text": "All tasks are complete. Here's a summary:\n\n## Solution Summary\n\n**Issue**: [#621](https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621) - MakarovPM (pistol) doesn't get a laser on Power Fantasy difficulty\n\n**Root Cause**: `MakarovPM.cs` was the **only weapon** missing the Power Fantasy mode blue laser sight code. All other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi) check `DifficultyManager.should_force_blue_laser_sight()` in their `_Ready()` method and create a blue laser sight when in Power Fantasy mode. MakarovPM had a comment explicitly stating \"No laser sight or special effects\" and no implementation for this feature.\n\n**Fix**: Added the same Power Fantasy laser sight pattern to `MakarovPM.cs`:\n1. Added `_laserSight`, `_laserSightEnabled`, `_laserSightColor` fields\n2. Added `should_force_blue_laser_sight()` check in `_Ready()`\n3. Added `CreateLaserSight()` and `UpdateLaserSight()` methods\n4. Added laser update call in `_Process()`\n5. Added 4 regression tests to `test_makarov_pm.gd`\n\n**CI Status**: All relevant checks pass (C# Build, GUT Tests, Gameplay Validation, Interop Check). The Architecture check failure is pre-existing and unrelated.\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622"
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[2026-02-07T18:28:23.200Z] [INFO] {
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"result": "All tasks are complete. Here's a summary:\n\n## Solution Summary\n\n**Issue**: [#621](https://github.com/Jhon-Crow/godot-topdown-MVP/issues/621) - MakarovPM (pistol) doesn't get a laser on Power Fantasy difficulty\n\n**Root Cause**: `MakarovPM.cs` was the **only weapon** missing the Power Fantasy mode blue laser sight code. All other weapons (AssaultRifle, SniperRifle, Shotgun, MiniUzi) check `DifficultyManager.should_force_blue_laser_sight()` in their `_Ready()` method and create a blue laser sight when in Power Fantasy mode. MakarovPM had a comment explicitly stating \"No laser sight or special effects\" and no implementation for this feature.\n\n**Fix**: Added the same Power Fantasy laser sight pattern to `MakarovPM.cs`:\n1. Added `_laserSight`, `_laserSightEnabled`, `_laserSightColor` fields\n2. Added `should_force_blue_laser_sight()` check in `_Ready()`\n3. Added `CreateLaserSight()` and `UpdateLaserSight()` methods\n4. Added laser update call in `_Process()`\n5. Added 4 regression tests to `test_makarov_pm.gd`\n\n**CI Status**: All relevant checks pass (C# Build, GUT Tests, Gameplay Validation, Interop Check). The Architecture check failure is pre-existing and unrelated.\n\n**Pull Request**: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/622",
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[2026-02-07T18:28:23.201Z] [INFO] πŸ’° Anthropic official cost captured from success result: $2.205795
[2026-02-07T18:28:23.784Z] [INFO]
βœ… Claude command completed
[2026-02-07T18:28:23.785Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-02-07T18:28:23.892Z] [INFO]
πŸ’° Token Usage Summary:
[2026-02-07T18:28:23.892Z] [INFO]
πŸ“Š Claude Opus 4.6:
[2026-02-07T18:28:23.893Z] [INFO] Model ID: claude-opus-4-6
[2026-02-07T18:28:23.893Z] [INFO] Provider: Anthropic
[2026-02-07T18:28:23.893Z] [INFO] Context window: 200 000 tokens
[2026-02-07T18:28:23.893Z] [INFO] Max output: 128 000 tokens
[2026-02-07T18:28:23.894Z] [INFO] Input modalities: text, image, pdf
[2026-02-07T18:28:23.894Z] [INFO] Output modalities: text
[2026-02-07T18:28:23.894Z] [INFO] Knowledge cutoff: 2025-05
[2026-02-07T18:28:23.894Z] [INFO] Released: 2026-02-05
[2026-02-07T18:28:23.894Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-02-07T18:28:23.894Z] [INFO] Open weights: No
[2026-02-07T18:28:23.895Z] [INFO]
[2026-02-07T18:28:23.895Z] [INFO] Usage:
[2026-02-07T18:28:23.895Z] [INFO] Input tokens: 77
[2026-02-07T18:28:23.895Z] [INFO] Cache creation tokens: 182 121
[2026-02-07T18:28:23.896Z] [INFO] Cache read tokens: 4 388 442
[2026-02-07T18:28:23.896Z] [INFO] Output tokens: 456
[2026-02-07T18:28:23.896Z] [INFO]
[2026-02-07T18:28:23.896Z] [INFO] Cost Calculation (USD):
[2026-02-07T18:28:23.896Z] [INFO] Input: 77 tokens Γ— $5/M = $0.000385
[2026-02-07T18:28:23.896Z] [INFO] Cache write: 182 121 tokens Γ— $6.25/M = $1.138256
[2026-02-07T18:28:23.897Z] [INFO] Cache read: 4 388 442 tokens Γ— $0.5/M = $2.194221
[2026-02-07T18:28:23.897Z] [INFO] Output: 456 tokens Γ— $25/M = $0.011400
[2026-02-07T18:28:23.897Z] [INFO] ─────────────────────────────────
[2026-02-07T18:28:23.897Z] [INFO] Total: $3.344262
[2026-02-07T18:28:23.898Z] [INFO]
πŸ“Š Token Budget Statistics:
[2026-02-07T18:28:23.898Z] [INFO] Context window:
[2026-02-07T18:28:23.898Z] [INFO] Used: 4 570 640 tokens
[2026-02-07T18:28:23.898Z] [INFO] Limit: 200 000 tokens
[2026-02-07T18:28:23.898Z] [INFO] Ratio: 22.8532 (2285.32%)
[2026-02-07T18:28:23.898Z] [INFO] Output tokens:
[2026-02-07T18:28:23.899Z] [INFO] Used: 456 tokens
[2026-02-07T18:28:23.899Z] [INFO] Limit: 128 000 tokens
[2026-02-07T18:28:23.899Z] [INFO] Ratio: 0.0036 (0.36%)
[2026-02-07T18:28:23.899Z] [INFO] Total session tokens: 182 654
[2026-02-07T18:28:23.899Z] [INFO]
πŸ’° Cost estimation:
[2026-02-07T18:28:23.899Z] [INFO] Public pricing estimate: $3.344262 USD
[2026-02-07T18:28:23.900Z] [INFO] Calculated by Anthropic: $2.205795 USD
[2026-02-07T18:28:23.900Z] [INFO] Difference: $-1.138468 (-34.04%)
[2026-02-07T18:28:23.900Z] [INFO] Total tokens: 182 654
[2026-02-07T18:28:23.900Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-02-07T18:28:23.900Z] [INFO] (cd "/tmp/gh-issue-solver-1770488571883" && claude --resume 14f00d2b-7982-468f-856e-6ab5a6bd3ce8 --model opus)
[2026-02-07T18:28:23.901Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-02-07T18:28:23.971Z] [INFO] βœ… No uncommitted changes found
[2026-02-07T18:28:24.032Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-02-07T18:28:24.036Z] [INFO] Using saved commit hash: bee2b92...
[2026-02-07T18:28:24.036Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-02-07T18:28:24.089Z] [INFO] No modifications detected, using standard git revert...
[2026-02-07T18:28:24.140Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-02-07T18:28:24.932Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-02-07T18:28:24.932Z] [INFO]
=== Session Summary ===
[2026-02-07T18:28:24.933Z] [INFO] βœ… Session ID: 14f00d2b-7982-468f-856e-6ab5a6bd3ce8
[2026-02-07T18:28:24.933Z] [INFO] βœ… Complete log file: /home/hive/14f00d2b-7982-468f-856e-6ab5a6bd3ce8.log
[2026-02-07T18:28:24.933Z] [INFO]
[2026-02-07T18:28:24.933Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-02-07T18:28:24.933Z] [INFO]
[2026-02-07T18:28:24.933Z] [INFO] (cd "/tmp/gh-issue-solver-1770488571883" && claude --resume 14f00d2b-7982-468f-856e-6ab5a6bd3ce8 --model opus)
[2026-02-07T18:28:24.933Z] [INFO]
[2026-02-07T18:28:24.934Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-02-07T18:28:25.259Z] [INFO]
πŸ” Checking for pull requests from branch issue-621-fb41f59f1e76...
[2026-02-07T18:28:25.680Z] [INFO] βœ… Found pull request #622: "fix: add Power Fantasy blue laser sight to MakarovPM (#621)"
[2026-02-07T18:28:26.069Z] [INFO] βœ… PR body already contains issue reference
[2026-02-07T18:28:26.070Z] [INFO] βœ… PR is already ready for review
[2026-02-07T18:28:26.070Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-02-07T18:28:26.149Z] [INFO] πŸ’° Calculated cost: $3.344262
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