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Created March 11, 2026 21:26
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# Solve.mjs Log - 2026-03-11T21:22:42.192Z
[2026-03-11T21:22:42.193Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-03-11T21-22-42-192Z.log
[2026-03-11T21:22:42.193Z] [INFO] (All output will be logged here)
[2026-03-11T21:22:42.686Z] [INFO]
[2026-03-11T21:22:42.687Z] [INFO] πŸš€ solve v1.30.4
[2026-03-11T21:22:42.687Z] [INFO] πŸ”§ Raw command executed:
[2026-03-11T21:22:42.687Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats
[2026-03-11T21:22:42.688Z] [INFO]
[2026-03-11T21:22:42.707Z] [INFO]
[2026-03-11T21:22:42.708Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-03-11T21:22:42.708Z] [INFO]
[2026-03-11T21:22:42.708Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-03-11T21:22:42.709Z] [INFO] The log may contain sensitive information such as:
[2026-03-11T21:22:42.709Z] [INFO] β€’ API keys, tokens, or secrets
[2026-03-11T21:22:42.709Z] [INFO] β€’ File paths and directory structures
[2026-03-11T21:22:42.709Z] [INFO] β€’ Command outputs and error messages
[2026-03-11T21:22:42.710Z] [INFO] β€’ Internal system information
[2026-03-11T21:22:42.710Z] [INFO]
[2026-03-11T21:22:42.710Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-03-11T21:22:42.710Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-03-11T21:22:42.710Z] [INFO]
[2026-03-11T21:22:42.711Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-03-11T21:22:42.711Z] [INFO]
[2026-03-11T21:22:47.717Z] [INFO]
[2026-03-11T21:22:47.737Z] [INFO] πŸ’Ύ Disk space check: 43388MB available (2048MB required) βœ…
[2026-03-11T21:22:47.738Z] [INFO] 🧠 Memory check: 10785MB available, swap: none, total: 10785MB (256MB required) βœ…
[2026-03-11T21:22:47.753Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:22:47.754Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:22:47.754Z] [INFO] πŸ“‹ URL validation:
[2026-03-11T21:22:47.754Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020
[2026-03-11T21:22:47.755Z] [INFO] Is Issue URL: true
[2026-03-11T21:22:47.755Z] [INFO] Is PR URL: false
[2026-03-11T21:22:47.755Z] [INFO] πŸ” Checking repository access for auto-fork...
[2026-03-11T21:22:48.450Z] [INFO] Repository visibility: public
[2026-03-11T21:22:48.451Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode
[2026-03-11T21:22:48.452Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)
[2026-03-11T21:22:48.756Z] [INFO] Repository visibility: public
[2026-03-11T21:22:48.757Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-03-11T21:22:48.758Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #1020...
[2026-03-11T21:22:49.335Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP...
[2026-03-11T21:22:51.211Z] [INFO] πŸ“‹ Found 10 existing PR(s) linked to issue #1020
[2026-03-11T21:22:51.211Z] [INFO] PR #1019: created 0h ago (OPEN, ready)
[2026-03-11T21:22:51.212Z] [INFO] PR #1019: Branch 'issue-1002-d1e8c47e21ee' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.212Z] [INFO] PR #1018: created 0h ago (OPEN, ready)
[2026-03-11T21:22:51.212Z] [INFO] PR #1018: Branch 'issue-959-f95943b6110e' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.212Z] [INFO] PR #1017: created 0h ago (OPEN, ready)
[2026-03-11T21:22:51.212Z] [INFO] PR #1017: Branch 'issue-972-175adedf99b2' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.213Z] [INFO] PR #1016: created 0h ago (OPEN, ready)
[2026-03-11T21:22:51.213Z] [INFO] PR #1016: Branch 'issue-949-2642b2262520' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.213Z] [INFO] PR #1013: created 0h ago (OPEN, ready)
[2026-03-11T21:22:51.213Z] [INFO] PR #1013: Branch 'issue-809-a3b91a0ec33d' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.213Z] [INFO] PR #1012: created 1h ago (OPEN, ready)
[2026-03-11T21:22:51.213Z] [INFO] PR #1012: Branch 'issue-944-789412275097' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.214Z] [INFO] PR #1010: created 1h ago (OPEN, draft)
[2026-03-11T21:22:51.214Z] [INFO] PR #1010: Branch 'issue-997-7c2d92f22fe6' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.214Z] [INFO] PR #1008: created 1h ago (OPEN, ready)
[2026-03-11T21:22:51.214Z] [INFO] PR #1008: Branch 'issue-974-e1cf3425a1cc' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.214Z] [INFO] PR #995: created 3h ago (OPEN, ready)
[2026-03-11T21:22:51.214Z] [INFO] PR #995: Branch 'issue-957-ae59c47b4c74' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.215Z] [INFO] PR #986: created 53h ago (OPEN, draft)
[2026-03-11T21:22:51.216Z] [INFO] PR #986: Branch 'issue-818-9aeb1f7a2c85' doesn't match expected pattern 'issue-1020-*' - skipping
[2026-03-11T21:22:51.216Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual
[2026-03-11T21:22:51.216Z] [INFO] πŸ“ Issue mode: Working with issue #1020
[2026-03-11T21:22:51.218Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1773264171217
[2026-03-11T21:22:51.219Z] [INFO]
🍴 Fork mode: ENABLED
[2026-03-11T21:22:51.220Z] [INFO] Checking fork status...
[2026-03-11T21:22:51.708Z] [INFO] πŸ” Detecting fork conflicts...
[2026-03-11T21:22:52.619Z] [INFO] βœ… No fork conflict: Safe to proceed
[2026-03-11T21:22:52.954Z] [INFO] βœ… Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:22:52.955Z] [INFO] πŸ” Validating fork parent...
[2026-03-11T21:22:53.330Z] [INFO] βœ… Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:22:53.332Z] [INFO]
πŸ“₯ Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:22:59.583Z] [INFO] βœ… Cloned to: /tmp/gh-issue-solver-1773264171217
[2026-03-11T21:22:59.596Z] [INFO] πŸ”— Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:22:59.608Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-03-11T21:22:59.608Z] [INFO] πŸ”„ Fetching upstream...
[2026-03-11T21:23:00.642Z] [INFO] βœ… Upstream fetched: Successfully
[2026-03-11T21:23:00.644Z] [INFO] πŸ”„ Syncing default branch...
[2026-03-11T21:23:00.934Z] [INFO] ℹ️ Default branch: main
[2026-03-11T21:23:02.639Z] [INFO] βœ… Default branch synced: with upstream/main
[2026-03-11T21:23:02.640Z] [INFO] πŸ”„ Pushing to fork: main branch
[2026-03-11T21:23:03.507Z] [INFO] βœ… Fork updated: Default branch pushed to fork
[2026-03-11T21:23:03.589Z] [INFO]
πŸ“Œ Default branch: main
[2026-03-11T21:23:03.619Z] [INFO]
🌿 Creating branch: issue-1020-43db2876ecd0 from main (default)
[2026-03-11T21:23:03.638Z] [INFO] πŸ” Verifying: Branch creation...
[2026-03-11T21:23:03.649Z] [INFO] βœ… Branch created: issue-1020-43db2876ecd0
[2026-03-11T21:23:03.649Z] [INFO] βœ… Current branch: issue-1020-43db2876ecd0
[2026-03-11T21:23:03.649Z] [INFO] Branch operation: Create new branch
[2026-03-11T21:23:03.650Z] [INFO] Branch verification: Matches expected
[2026-03-11T21:23:03.653Z] [INFO]
πŸš€ Auto PR creation: ENABLED
[2026-03-11T21:23:03.653Z] [INFO] Creating: Initial commit and draft PR...
[2026-03-11T21:23:03.653Z] [INFO]
[2026-03-11T21:23:03.653Z] [INFO] Using .gitkeep mode (--claude-file=false, --gitkeep-file=true, --auto-gitkeep-file=true)
[2026-03-11T21:23:03.653Z] [INFO] πŸ“ Creating: .gitkeep (default)
[2026-03-11T21:23:03.654Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020
[2026-03-11T21:23:03.654Z] [INFO] Issue URL from argv._[0]: undefined
[2026-03-11T21:23:03.654Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020
[2026-03-11T21:23:03.655Z] [INFO] βœ… File created: .gitkeep
[2026-03-11T21:23:03.655Z] [INFO] πŸ“¦ Adding file: To git staging
[2026-03-11T21:23:03.697Z] [INFO] Git status after add: A .gitkeep
[2026-03-11T21:23:03.698Z] [INFO] πŸ“ Creating commit: With .gitkeep file
[2026-03-11T21:23:03.721Z] [INFO] βœ… Commit created: Successfully with .gitkeep
[2026-03-11T21:23:03.722Z] [INFO] Commit output: [issue-1020-43db2876ecd0 30c272f4] Initial commit with task details
1 file changed, 1 insertion(+)
create mode 100644 .gitkeep
[2026-03-11T21:23:03.733Z] [INFO] Commit hash: 30c272f...
[2026-03-11T21:23:03.745Z] [INFO] Latest commit: 30c272f4 Initial commit with task details
[2026-03-11T21:23:03.776Z] [INFO] Git status: clean
[2026-03-11T21:23:03.786Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch)
[2026-03-11T21:23:03.800Z] [INFO] Branch info: * issue-1020-43db2876ecd0 30c272f4 [origin/main: ahead 1] Initial commit with task details
main 710a5160 [origin/main] Merge pull request #1015 from konard/issue-1014-e1d0a083f401
[2026-03-11T21:23:03.800Z] [INFO] πŸ“€ Pushing branch: To remote repository...
[2026-03-11T21:23:03.800Z] [INFO] Push command: git push -u origin issue-1020-43db2876ecd0
[2026-03-11T21:23:05.476Z] [INFO] Push exit code: 0
[2026-03-11T21:23:05.477Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-1020-43db2876ecd0' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-1020-43db2876ecd0
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-1020-43db2876ecd0 -> issue-1020-43db2876ecd0
branch 'issue-1020-43db2876ecd0' set up to track 'origin/issue-1020-43db2876ecd0'.
[2026-03-11T21:23:05.477Z] [INFO] βœ… Branch pushed: Successfully to remote
[2026-03-11T21:23:05.477Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-1020-43db2876ecd0' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-1020-43db2876ecd0
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-1020-43db2876ecd0 -> issue-1020-43db2876ecd0
branch 'issue-1020-43db2876ecd0' set up to track 'origin/issue-1020-43db2876ecd0'.
[2026-03-11T21:23:05.477Z] [INFO] Waiting for GitHub to sync...
[2026-03-11T21:23:07.977Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-03-11T21:23:07.977Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-03-11T21:23:08.298Z] [INFO] Branch verified on GitHub: issue-1020-43db2876ecd0
[2026-03-11T21:23:08.669Z] [INFO] Remote commit SHA: 30c272f...
[2026-03-11T21:23:08.669Z] [INFO] πŸ“‹ Getting issue: Title from GitHub...
[2026-03-11T21:23:08.998Z] [INFO] Issue title: "fix ΡˆΡ€ΠΈΡ„Ρ‚ слоТности Black metal"
[2026-03-11T21:23:08.999Z] [INFO] πŸ‘€ Getting user: Current GitHub account...
[2026-03-11T21:23:09.284Z] [INFO] Current user: konard
[2026-03-11T21:23:09.556Z] [INFO] User is not a collaborator (will skip assignment)
[2026-03-11T21:23:09.556Z] [INFO] User is not a collaborator (will skip assignment)
[2026-03-11T21:23:09.557Z] [INFO] πŸ”„ Fetching: Latest main branch...
[2026-03-11T21:23:09.977Z] [INFO] βœ… Base updated: Fetched latest main
[2026-03-11T21:23:09.977Z] [INFO] πŸ” Checking: Commits between branches...
[2026-03-11T21:23:09.990Z] [INFO] Commits ahead of origin/main: 1
[2026-03-11T21:23:09.991Z] [INFO] βœ… Commits found: 1 commit(s) ahead
[2026-03-11T21:23:09.991Z] [INFO] πŸ”€ Creating PR: Draft pull request...
[2026-03-11T21:23:09.992Z] [INFO] 🎯 Target branch: main (default)
[2026-03-11T21:23:09.992Z] [INFO] PR Title: [WIP] fix ΡˆΡ€ΠΈΡ„Ρ‚ слоТности Black metal
[2026-03-11T21:23:09.992Z] [INFO] Base branch: main
[2026-03-11T21:23:09.992Z] [INFO] Head branch: issue-1020-43db2876ecd0
[2026-03-11T21:23:09.993Z] [INFO] Assignee: konard
[2026-03-11T21:23:09.994Z] [INFO] PR Body:
## πŸ€– AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#1020.
### πŸ“‹ Issue Reference
Fixes Jhon-Crow/godot-topdown-MVP#1020
### 🚧 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*
[2026-03-11T21:23:09.997Z] [INFO] Command: cd "/tmp/gh-issue-solver-1773264171217" && gh pr create --draft --title "$(cat '/tmp/pr-title-1773264189996.txt')" --body-file "/tmp/pr-body-1773264189995.md" --base main --head konard:issue-1020-43db2876ecd0 --repo Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:23:11.806Z] [INFO] πŸ” Verifying: PR creation...
[2026-03-11T21:23:12.159Z] [INFO] βœ… Verification: PR exists on GitHub
[2026-03-11T21:23:12.159Z] [INFO] βœ… PR created: #1021
[2026-03-11T21:23:12.160Z] [INFO] πŸ“ PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021
[2026-03-11T21:23:12.161Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-03-11T21:23:12.161Z] [INFO] πŸ”— Linking: Issue #1020 to PR #1021...
[2026-03-11T21:23:12.454Z] [INFO] Issue node ID: I_kwDOQ35BQ87yCfxt
[2026-03-11T21:23:12.754Z] [INFO] PR node ID: PR_kwDOQ35BQ87J1uVy
[2026-03-11T21:23:13.085Z] [INFO]
[2026-03-11T21:23:13.086Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-03-11T21:23:13.087Z] [INFO]
[2026-03-11T21:23:13.087Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-03-11T21:23:13.087Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#1020" in PR body
[2026-03-11T21:23:13.087Z] [INFO]
[2026-03-11T21:23:13.088Z] [WARNING] To fix manually:
[2026-03-11T21:23:13.088Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021
[2026-03-11T21:23:13.088Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#1020
[2026-03-11T21:23:13.088Z] [INFO]
[2026-03-11T21:23:13.396Z] [INFO] πŸ‘€ Current user: konard
[2026-03-11T21:23:13.397Z] [INFO]
πŸ“Š Comment counting conditions:
[2026-03-11T21:23:13.397Z] [INFO] prNumber: 1021
[2026-03-11T21:23:13.398Z] [INFO] branchName: issue-1020-43db2876ecd0
[2026-03-11T21:23:13.398Z] [INFO] isContinueMode: false
[2026-03-11T21:23:13.398Z] [INFO] Will count comments: true
[2026-03-11T21:23:13.398Z] [INFO] πŸ’¬ Counting comments: Checking for new comments since last commit...
[2026-03-11T21:23:13.399Z] [INFO] PR #1021 on branch: issue-1020-43db2876ecd0
[2026-03-11T21:23:13.399Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:23:13.776Z] [INFO] πŸ“… Last commit time (from API): 2026-03-11T21:23:03.000Z
[2026-03-11T21:23:14.585Z] [INFO] πŸ’¬ New PR comments: 0
[2026-03-11T21:23:14.586Z] [INFO] πŸ’¬ New PR review comments: 0
[2026-03-11T21:23:14.586Z] [INFO] πŸ’¬ New issue comments: 0
[2026-03-11T21:23:14.586Z] [INFO] Total new comments: 0
[2026-03-11T21:23:14.586Z] [INFO] Comment lines to add: No (saving tokens)
[2026-03-11T21:23:14.586Z] [INFO] PR review comments fetched: 0
[2026-03-11T21:23:14.587Z] [INFO] PR conversation comments fetched: 0
[2026-03-11T21:23:14.587Z] [INFO] Total PR comments checked: 0
[2026-03-11T21:23:17.172Z] [INFO] Feedback info will be added to prompt:
[2026-03-11T21:23:17.173Z] [INFO] - Pull request description was edited after last commit
[2026-03-11T21:23:17.173Z] [INFO] πŸ“… Getting timestamps: From GitHub servers...
[2026-03-11T21:23:17.511Z] [INFO] πŸ“ Issue updated: 2026-03-11T21:22:13.000Z
[2026-03-11T21:23:17.787Z] [INFO] πŸ’¬ Comments: None found
[2026-03-11T21:23:18.120Z] [INFO] πŸ”€ Recent PR: 2026-03-11T21:23:11.000Z
[2026-03-11T21:23:18.121Z] [INFO]
βœ… Reference time: 2026-03-11T21:23:11.000Z
[2026-03-11T21:23:18.121Z] [INFO]
πŸ” Checking for uncommitted changes to include as feedback...
[2026-03-11T21:23:18.148Z] [INFO] βœ… No uncommitted changes found
[2026-03-11T21:23:18.462Z] [INFO] πŸ“¦ Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-1020-43db2876ecd0
[2026-03-11T21:23:19.997Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled
[2026-03-11T21:23:20.119Z] [INFO] πŸ‘οΈ Model vision capability: supported
[2026-03-11T21:23:20.120Z] [INFO]
πŸ“ Final prompt structure:
[2026-03-11T21:23:20.120Z] [INFO] Characters: 533
[2026-03-11T21:23:20.121Z] [INFO] System prompt characters: 12003
[2026-03-11T21:23:20.122Z] [INFO] Feedback info: Included
[2026-03-11T21:23:20.127Z] [INFO]
πŸ€– Executing Claude: OPUS
[2026-03-11T21:23:20.128Z] [INFO] Model: opus
[2026-03-11T21:23:20.128Z] [INFO] Working directory: /tmp/gh-issue-solver-1773264171217
[2026-03-11T21:23:20.128Z] [INFO] Branch: issue-1020-43db2876ecd0
[2026-03-11T21:23:20.128Z] [INFO] Prompt length: 533 chars
[2026-03-11T21:23:20.129Z] [INFO] System prompt length: 12003 chars
[2026-03-11T21:23:20.129Z] [INFO] Feedback info included: Yes (1 lines)
[2026-03-11T21:23:20.146Z] [INFO] πŸ“ˆ System resources before execution:
[2026-03-11T21:23:20.147Z] [INFO] Memory: MemFree: 8660760 kB
[2026-03-11T21:23:20.147Z] [INFO] Load: 0.31 0.38 0.44 6/355 107721
[2026-03-11T21:23:20.154Z] [INFO]
πŸ“ Raw command:
[2026-03-11T21:23:20.154Z] [INFO] (cd "/tmp/gh-issue-solver-1773264171217" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020
Your prepared branch: issue-1020-43db2876ecd0
Your prepared working directory: /tmp/gh-issue-solver-1773264171217
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021
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-1020-43db2876ecd0
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-1020-43db2876ecd0 --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, download the image to a local file 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 \"Not Found\" pages saved as .png) can cause \"Could not process image\" errors and will crash the AI solver process. If the file command shows \"HTML\", \"text\", or \"ASCII text\", the download FAILED β€” do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing \"github.com/user-attachments\"), these require authentication β€” retry with: curl -L -H \"Authorization: token \$(gh auth token)\" -o <filename> \"<url>\" (2) If retry still fails, skip the image and note it was unavailable.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020.
- 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/1021/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1021/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1021/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/1020/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 1021 --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 1021, 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 1021.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-1020-43db2876ecd0.
- When you finish, create a pull request from branch issue-1020-43db2876ecd0. (Note: PR 1021 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-1020-43db2876ecd0.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1021 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]'.
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 links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-1020-43db2876ecd0/docs/screenshots/result.png?raw=true).
- When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories).
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-03-11T21:23:20.157Z] [INFO]
[2026-03-11T21:23:20.159Z] [INFO] πŸ“‹ User prompt:
[2026-03-11T21:23:20.159Z] [INFO] ---BEGIN USER PROMPT---
[2026-03-11T21:23:20.159Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020
Your prepared branch: issue-1020-43db2876ecd0
Your prepared working directory: /tmp/gh-issue-solver-1773264171217
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021
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-1020-43db2876ecd0
Proceed.
[2026-03-11T21:23:20.159Z] [INFO] ---END USER PROMPT---
[2026-03-11T21:23:20.159Z] [INFO] πŸ“‹ System prompt:
[2026-03-11T21:23:20.160Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-03-11T21:23:20.160Z] [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-1020-43db2876ecd0 --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, download the image to a local file 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 "Not Found" pages saved as .png) can cause "Could not process image" errors and will crash the AI solver process. If the file command shows "HTML", "text", or "ASCII text", the download FAILED β€” do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing "github.com/user-attachments"), these require authentication β€” retry with: curl -L -H "Authorization: token $(gh auth token)" -o <filename> "<url>" (2) If retry still fails, skip the image and note it was unavailable.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1020.
- 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/1021/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1021/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1021/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/1020/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 1021 --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 1021, 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 1021.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-1020-43db2876ecd0.
- When you finish, create a pull request from branch issue-1020-43db2876ecd0. (Note: PR 1021 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-1020-43db2876ecd0.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1021 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]'.
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 links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-1020-43db2876ecd0/docs/screenshots/result.png?raw=true).
- When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories).
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-03-11T21:23:20.160Z] [INFO] ---END SYSTEM PROMPT---
[2026-03-11T21:23:20.161Z] [INFO] πŸ“Š CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-03-11T21:23:20.161Z] [INFO] πŸ“Š MCP_TIMEOUT: 900000ms (server startup)
[2026-03-11T21:23:20.162Z] [INFO] πŸ“Š MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-03-11T21:23:20.162Z] [INFO] πŸ“Š ANTHROPIC_LOG: debug (verbose mode)
[2026-03-11T21:23:20.162Z] [INFO] πŸ“‹ Command details:
[2026-03-11T21:23:20.162Z] [INFO] πŸ“‚ Working directory: /tmp/gh-issue-solver-1773264171217
[2026-03-11T21:23:20.163Z] [INFO] 🌿 Branch: issue-1020-43db2876ecd0
[2026-03-11T21:23:20.163Z] [INFO] πŸ€– Model: Claude OPUS
[2026-03-11T21:23:20.163Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:23:20.163Z] [INFO]
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[2026-03-11T21:23:21.764Z] [INFO] πŸ“Œ Session ID: 237d7f38-209c-4dd7-8a8c-cb9fcc0ac131
[2026-03-11T21:23:21.765Z] [INFO] πŸ“ Log renamed to: /home/hive/237d7f38-209c-4dd7-8a8c-cb9fcc0ac131.log
[2026-03-11T21:23:21.779Z] [INFO] [log_d958a6] sending request {
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[2026-03-11T21:23:21.784Z] [INFO] body: {
[2026-03-11T21:23:21.785Z] [INFO] model: 'claude-opus-4-5-20251101',
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[2026-03-11T21:23:21.785Z] [INFO] system: [Array],
[2026-03-11T21:23:21.785Z] [INFO] tools: [Array],
[2026-03-11T21:23:21.785Z] [INFO] tool_choice: undefined,
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}
[2026-03-11T21:23:33.101Z] [INFO] [log_1a9bdd] sending request {
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[2026-03-11T21:23:37.030Z] [INFO] {
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[2026-03-11T21:23:37.090Z] [INFO] [log_ed7771] sending request {
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[2026-03-11T21:23:38.706Z] [INFO] [log_ed7771, request-id: "req_011CYwzkbNLpVZaCEZR1Wu9p"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1616ms
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[2026-03-11T21:23:38.708Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:38.708Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:38.708Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:38.708Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:38.708Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:38.709Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:38.709Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:38.710Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:38.710Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:38.710Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:38.710Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:38.710Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:38.711Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:38.711Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:38.711Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:23:38.711Z] [INFO] 'cf-ray': '9dad9f0cdcb3dbc1-FRA',
[2026-03-11T21:23:38.711Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:38.712Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:23:38.712Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:23:38.712Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:38.712Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:38 GMT',
[2026-03-11T21:23:38.712Z] [INFO] 'request-id': 'req_011CYwzkbNLpVZaCEZR1Wu9p',
[2026-03-11T21:23:38.713Z] [INFO] server: 'cloudflare',
[2026-03-11T21:23:38.713Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:38.713Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:38.713Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:23:38.713Z] [INFO] 'x-envoy-upstream-service-time': '1498',
[2026-03-11T21:23:38.713Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:23:38.714Z] [INFO] },
[2026-03-11T21:23:38.714Z] [INFO] durationMs: 1616
[2026-03-11T21:23:38.714Z] [INFO] }
[2026-03-11T21:23:38.714Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:23:38.714Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:38 GMT',
[2026-03-11T21:23:38.714Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:38.715Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:38.715Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:38.715Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:38.715Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:38.715Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:38.715Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:23:38.716Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:38.716Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:38.716Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:38.716Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:38.716Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:38.717Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:38.717Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:38.717Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:38.717Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:38.717Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:38.718Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:38.718Z] [INFO] 'request-id': 'req_011CYwzkbNLpVZaCEZR1Wu9p',
[2026-03-11T21:23:38.718Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:38.718Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:23:38.718Z] [INFO] server: 'cloudflare',
[2026-03-11T21:23:38.719Z] [INFO] 'x-envoy-upstream-service-time': '1498',
[2026-03-11T21:23:38.719Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:23:38.719Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:23:38.719Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:23:38.719Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:23:38.719Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:23:38.720Z] [INFO] 'cf-ray': '9dad9f0cdcb3dbc1-FRA'
[2026-03-11T21:23:38.720Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:23:38.720Z] [INFO] [log_ed7771] response parsed {
[2026-03-11T21:23:38.720Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:38.720Z] [INFO] status: 200,
[2026-03-11T21:23:38.720Z] [INFO] body: qG {
[2026-03-11T21:23:38.721Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:23:38.721Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:23:38.721Z] [INFO] },
[2026-03-11T21:23:38.721Z] [INFO] durationMs: 1616
[2026-03-11T21:23:38.721Z] [INFO] }
[2026-03-11T21:23:39.062Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01R7FvqZPN8ZjD1ybKyNnHb8",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_017voNPsm4nTicABKJTKXA6K",
"name": "Read",
"input": {
"file_path": "/tmp/issue_image.png"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 124,
"cache_read_input_tokens": 23243,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 124
},
"output_tokens": 18,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "237d7f38-209c-4dd7-8a8c-cb9fcc0ac131",
"uuid": "5be4da8b-e697-481d-a864-51ccfb8a1687"
}
[2026-03-11T21:23:39.131Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_017voNPsm4nTicABKJTKXA6K",
"type": "tool_result",
"content": [
{
"type": "image",
"source": {
"type": "base64",
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}
]
},
"parent_tool_use_id": null,
"session_id": "237d7f38-209c-4dd7-8a8c-cb9fcc0ac131",
"uuid": "72b30767-3428-4090-b0c0-7dfa2f34b93e",
"tool_use_result": {
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}
[2026-03-11T21:23:39.140Z] [INFO] [log_e38a4d] sending request {
[2026-03-11T21:23:39.141Z] [INFO] method: 'post',
[2026-03-11T21:23:39.141Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:39.141Z] [INFO] options: {
[2026-03-11T21:23:39.142Z] [INFO] method: 'post',
[2026-03-11T21:23:39.142Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:23:39.142Z] [INFO] body: {
[2026-03-11T21:23:39.142Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:23:39.142Z] [INFO] messages: [Array],
[2026-03-11T21:23:39.143Z] [INFO] system: [Array],
[2026-03-11T21:23:39.143Z] [INFO] tools: [Array],
[2026-03-11T21:23:39.143Z] [INFO] tool_choice: undefined,
[2026-03-11T21:23:39.143Z] [INFO] metadata: [Object],
[2026-03-11T21:23:39.143Z] [INFO] max_tokens: 64000,
[2026-03-11T21:23:39.143Z] [INFO] thinking: undefined,
[2026-03-11T21:23:39.144Z] [INFO] temperature: 1,
[2026-03-11T21:23:39.144Z] [INFO] stream: true
[2026-03-11T21:23:39.144Z] [INFO] },
[2026-03-11T21:23:39.144Z] [INFO] timeout: 600000,
[2026-03-11T21:23:39.144Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:23:39.144Z] [INFO] stream: true
[2026-03-11T21:23:39.144Z] [INFO] },
[2026-03-11T21:23:39.144Z] [INFO] headers: {
[2026-03-11T21:23:39.145Z] [INFO] accept: 'application/json',
[2026-03-11T21:23:39.145Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20',
[2026-03-11T21:23:39.145Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:23:39.145Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:23:39.145Z] [INFO] authorization: '***',
[2026-03-11T21:23:39.145Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:23:39.146Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:23:39.146Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:23:39.146Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:23:39.146Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:23:39.146Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:23:39.146Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:23:39.147Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:23:39.147Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:23:39.147Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:23:39.147Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:23:39.147Z] [INFO] }
[2026-03-11T21:23:39.147Z] [INFO] }
[2026-03-11T21:23:40.871Z] [INFO] [log_e38a4d, request-id: "req_011CYwzkk9S4vx3xX2MyS6SK"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1731ms
[2026-03-11T21:23:40.872Z] [INFO] [log_e38a4d] response start {
[2026-03-11T21:23:40.872Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:40.872Z] [INFO] status: 200,
[2026-03-11T21:23:40.873Z] [INFO] headers: {
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:40.873Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:40.874Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:40.875Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:40.875Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:40.875Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:40.875Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:23:40.875Z] [INFO] 'cf-ray': '9dad9f19a955dbc1-FRA',
[2026-03-11T21:23:40.875Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:40.875Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:23:40.876Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:23:40.876Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:40.876Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:40 GMT',
[2026-03-11T21:23:40.877Z] [INFO] 'request-id': 'req_011CYwzkk9S4vx3xX2MyS6SK',
[2026-03-11T21:23:40.877Z] [INFO] server: 'cloudflare',
[2026-03-11T21:23:40.877Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:40.877Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:40.877Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:23:40.877Z] [INFO] 'x-envoy-upstream-service-time': '1613',
[2026-03-11T21:23:40.877Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:23:40.878Z] [INFO] },
[2026-03-11T21:23:40.878Z] [INFO] durationMs: 1731
[2026-03-11T21:23:40.878Z] [INFO] }
[2026-03-11T21:23:40.878Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:23:40.878Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:40 GMT',
[2026-03-11T21:23:40.878Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:40.878Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:40.879Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:40.879Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:40.879Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:40.879Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:40.879Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:23:40.879Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:40.880Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:40.881Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:40.881Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:40.881Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:40.881Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:40.881Z] [INFO] 'request-id': 'req_011CYwzkk9S4vx3xX2MyS6SK',
[2026-03-11T21:23:40.881Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:40.881Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:23:40.882Z] [INFO] server: 'cloudflare',
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{
"content": "Increase font size for Black Metal difficulty",
"status": "pending",
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{
"content": "Add black background to Black Metal menu item",
"status": "pending",
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},
{
"content": "Remove broken characters (symbols after SELECTED)",
"status": "pending",
"activeForm": "Removing broken characters"
},
{
"content": "Test the changes locally if possible",
"status": "pending",
"activeForm": "Testing the changes locally"
},
{
"content": "Commit and push changes",
"status": "pending",
"activeForm": "Committing and pushing changes"
},
{
"content": "Update pull request description",
"status": "pending",
"activeForm": "Updating pull request description"
}
],
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}
}
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[2026-03-11T21:23:51.189Z] [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, Hard, and Black Metal 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†’## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n 10β†’## Also includes a Night Mode toggle right under the Difficulty title.\n 11β†’##\n 12β†’## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n 13β†’\n 14β†’## Signal emitted when the back button is pressed.\n 15β†’signal back_pressed\n 16β†’\n 17β†’## Reference to UI elements.\n 18β†’@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n 19β†’@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n 20β†’@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n 21β†’@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n 22β†’@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n 23β†’@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n 24β†’@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 25β†’@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 26β†’\n 27β†’## Gothic bitmap font for Black Metal button (Issue #1014).\n 28β†’var _gothic_font: Font = null\n 29β†’\n 30β†’## Path to the Gothic bitmap font file.\n 31β†’const GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n 32β†’\n 33β†’## Gradient colors for Power Fantasy text (Issue #1014).\n 34β†’## Bright vibrant gradient from cyan through magenta to yellow.\n 35β†’const POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n 36β†’\tColor(0.0, 1.0, 1.0), # Cyan\n 37β†’\tColor(0.5, 0.0, 1.0), # Purple\n 38β†’\tColor(1.0, 0.0, 1.0), # Magenta\n 39β†’\tColor(1.0, 0.5, 0.0), # Orange\n 40β†’\tColor(1.0, 1.0, 0.0), # Yellow\n 41β†’]\n 42β†’\n 43β†’## RichTextLabel for Power Fantasy gradient text (Issue #1014).\n 44β†’var _power_fantasy_label: RichTextLabel = null\n 45β†’\n 46β†’\n 47β†’func _ready() -> void:\n 48β†’\t# Load gothic font for Black Metal button (Issue #1014)\n 49β†’\t_load_gothic_font()\n 50β†’\n 51β†’\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n 52β†’\t_setup_power_fantasy_button()\n 53β†’\t_setup_black_metal_button()\n 54β†’\t# Connect button signals\n 55β†’\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n 56β†’\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n 57β†’\teasy_button.pressed.connect(_on_easy_pressed)\n 58β†’\tnormal_button.pressed.connect(_on_normal_pressed)\n 59β†’\thard_button.pressed.connect(_on_hard_pressed)\n 60β†’\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n 61β†’\tback_button.pressed.connect(_on_back_pressed)\n 62β†’\n 63β†’\t# Update button states based on current difficulty\n 64β†’\t_update_button_states()\n 65β†’\n 66β†’\t# Connect to difficulty changes\n 67β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 68β†’\tif difficulty_manager:\n 69β†’\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n 70β†’\n 71β†’\t# Connect to experimental settings changes (for night mode)\n 72β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 73β†’\tif experimental_settings:\n 74β†’\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 75β†’\n 76β†’\t# Set process mode to allow input while paused\n 77β†’\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 78β†’\n 79β†’\n 80β†’func _update_button_states() -> void:\n 81β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 82β†’\tif difficulty_manager == null:\n 83β†’\t\treturn\n 84β†’\n 85β†’\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n 86β†’\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n 87β†’\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n 88β†’\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n 89β†’\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n 90β†’\n 91β†’\t# Highlight current difficulty - disable the selected button\n 92β†’\tpower_fantasy_button.disabled = is_power_fantasy\n 93β†’\teasy_button.disabled = is_easy\n 94β†’\tnormal_button.disabled = is_normal\n 95β†’\thard_button.disabled = is_hard\n 96β†’\tblack_metal_button.disabled = is_black_metal\n 97β†’\n 98β†’\t# Update button text to show selection\n 99β†’\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n 100β†’\t_update_power_fantasy_text(is_power_fantasy)\n 101β†’\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n 102β†’\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n 103β†’\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n 104β†’\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n 105β†’\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n 106β†’\n 107β†’\t# Update night mode checkbox\n 108β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 109β†’\tif experimental_settings:\n 110β†’\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n 111β†’\n 112β†’\t# Update status label based on current difficulty\n 113β†’\tvar status_text: String = \"\"\n 114β†’\tif is_power_fantasy:\n 115β†’\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n 116β†’\telif is_easy:\n 117β†’\t\tstatus_text = \"Easy mode: Enemies react slower\"\n 118β†’\telif is_hard:\n 119β†’\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n 120β†’\telif is_black_metal:\n 121β†’\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n 122β†’\telse:\n 123β†’\t\tstatus_text = \"Normal mode: Classic gameplay\"\n 124β†’\n 125β†’\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n 126β†’\t\tstatus_text += \" | Night Mode ON\"\n 127β†’\n 128β†’\tstatus_label.text = status_text\n 129β†’\n 130β†’\n 131β†’func _on_night_mode_toggled(enabled: bool) -> void:\n 132β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 133β†’\tif experimental_settings:\n 134β†’\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n 135β†’\t_update_button_states()\n 136β†’\n 137β†’\n 138β†’func _on_power_fantasy_pressed() -> void:\n 139β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 140β†’\tif difficulty_manager:\n 141β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n 142β†’\t_update_button_states()\n 143β†’\n 144β†’\n 145β†’func _on_easy_pressed() -> void:\n 146β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 147β†’\tif difficulty_manager:\n 148β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n 149β†’\t_update_button_states()\n 150β†’\n 151β†’\n 152β†’func _on_normal_pressed() -> void:\n 153β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 154β†’\tif difficulty_manager:\n 155β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n 156β†’\t_update_button_states()\n 157β†’\n 158β†’\n 159β†’func _on_hard_pressed() -> void:\n 160β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 161β†’\tif difficulty_manager:\n 162β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n 163β†’\t_update_button_states()\n 164β†’\n 165β†’\n 166β†’func _on_black_metal_pressed() -> void:\n 167β†’\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 168β†’\tif difficulty_manager:\n 169β†’\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n 170β†’\t_update_button_states()\n 171β†’\n 172β†’\n 173β†’func _on_back_pressed() -> void:\n 174β†’\tback_pressed.emit()\n 175β†’\n 176β†’\n 177β†’func _on_difficulty_changed(_new_difficulty: int) -> void:\n 178β†’\t_update_button_states()\n 179β†’\n 180β†’\n 181β†’func _on_settings_changed() -> void:\n 182β†’\t_update_button_states()\n 183β†’\n 184β†’\n 185β†’## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\n 186β†’func _load_gothic_font() -> void:\n 187β†’\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n 188β†’\t\tvar font = load(GOTHIC_FONT_PATH)\n 189β†’\t\tif font != null:\n 190β†’\t\t\t_gothic_font = font\n 191β†’\t\telse:\n 192β†’\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n 193β†’\telse:\n 194β†’\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n 195β†’\n 196β†’\n 197β†’## Sets up the Power Fantasy button with gradient text (Issue #1014).\n 198β†’## Creates a RichTextLabel overlay on the button for the gradient effect.\n 199β†’func _setup_power_fantasy_button() -> void:\n 200β†’\t# Hide the button's default text - we'll use a RichTextLabel overlay\n 201β†’\tpower_fantasy_button.text = \"\"\n 202β†’\n 203β†’\t# Create a CenterContainer to vertically center the RichTextLabel\n 204β†’\tvar center_container := CenterContainer.new()\n 205β†’\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n 206β†’\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 207β†’\n 208β†’\t# Create RichTextLabel for gradient text\n 209β†’\t_power_fantasy_label = RichTextLabel.new()\n 210β†’\t_power_fantasy_label.bbcode_enabled = true\n 211β†’\t_power_fantasy_label.scroll_active = false\n 212β†’\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 213β†’\t_power_fantasy_label.fit_content = true\n 214β†’\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n 215β†’\n 216β†’\tcenter_container.add_child(_power_fantasy_label)\n 217β†’\tpower_fantasy_button.add_child(center_container)\n 218β†’\n 219β†’\t# Apply initial gradient text\n 220β†’\t_update_power_fantasy_text(false)\n 221β†’\n 222β†’\n 223β†’## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n 224β†’## @param is_selected: Whether Power Fantasy mode is currently selected.\n 225β†’func _update_power_fantasy_text(is_selected: bool) -> void:\n 226β†’\tif _power_fantasy_label == null:\n 227β†’\t\treturn\n 228β†’\n 229β†’\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n 230β†’\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n 231β†’\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n 232β†’\n 233β†’\n 234β†’## Creates BBCode text with per-character gradient coloring (Issue #1014).\n 235β†’## @param text: The text to apply gradient to.\n 236β†’## @returns: BBCode formatted text with color tags for each character.\n 237β†’func _create_gradient_bbcode(text: String) -> String:\n 238β†’\tif text.is_empty():\n 239β†’\t\treturn \"\"\n 240β†’\n 241β†’\tvar result: String = \"\"\n 242β†’\tvar text_length: int = text.length()\n 243β†’\n 244β†’\tfor i in range(text_length):\n 245β†’\t\tvar char: String = text[i]\n 246β†’\n 247β†’\t\t# Skip whitespace characters (no color needed)\n 248β†’\t\tif char == \" \":\n 249β†’\t\t\tresult += \" \"\n 250β†’\t\t\tcontinue\n 251β†’\n 252β†’\t\t# Calculate gradient position (0.0 to 1.0)\n 253β†’\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n 254β†’\n 255β†’\t\t# Interpolate color along the gradient\n 256β†’\t\tvar color: Color = _sample_gradient(t)\n 257β†’\n 258β†’\t\t# Convert to hex and wrap character in color tag\n 259β†’\t\tvar hex_color: String = color.to_html(false)\n 260β†’\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n 261β†’\n 262β†’\treturn result\n 263β†’\n 264β†’\n 265β†’## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n 266β†’## @param t: Position along gradient (0.0 to 1.0).\n 267β†’## @returns: Interpolated color at the given position.\n 268β†’func _sample_gradient(t: float) -> Color:\n 269β†’\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n 270β†’\tvar num_colors: int = colors.size()\n 271β†’\n 272β†’\tif num_colors == 0:\n 273β†’\t\treturn Color.WHITE\n 274β†’\tif num_colors == 1:\n 275β†’\t\treturn colors[0]\n 276β†’\n 277β†’\t# Clamp t to valid range\n 278β†’\tt = clampf(t, 0.0, 1.0)\n 279β†’\n 280β†’\t# Calculate which segment we're in\n 281β†’\tvar segment_size: float = 1.0 / float(num_colors - 1)\n 282β†’\tvar segment_index: int = int(t / segment_size)\n 283β†’\n 284β†’\t# Clamp to valid segment index\n 285β†’\tif segment_index >= num_colors - 1:\n 286β†’\t\tsegment_index = num_colors - 2\n 287β†’\n 288β†’\t# Calculate position within segment\n 289β†’\tvar segment_t: float = (t - (float(segment_index) * segment_size)) / segment_size\n 290β†’\n 291β†’\t# Interpolate between the two colors\n 292β†’\treturn colors[segment_index].lerp(colors[segment_index + 1], segment_t)\n 293β†’\n 294β†’\n 295β†’## Sets up the Black Metal button with gothic font styling (Issue #1014).\n 296β†’func _setup_black_metal_button() -> void:\n 297β†’\tif _gothic_font != null:\n 298β†’\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n 299β†’\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n 300β†’\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n 301β†’\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n 302β†’\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n 303β†’\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n 304β†’\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 CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - we'll use a RichTextLabel overlay\n\tpower_fantasy_button.text = \"\"\n\n\t# Create a CenterContainer to vertically center the RichTextLabel\n\tvar center_container := CenterContainer.new()\n\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Create RichTextLabel for gradient text\n\t_power_fantasy_label = RichTextLabel.new()\n\t_power_fantasy_label.bbcode_enabled = true\n\t_power_fantasy_label.scroll_active = false\n\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t_power_fantasy_label.fit_content = true\n\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\tcenter_container.add_child(_power_fantasy_label)\n\tpower_fantasy_button.add_child(center_container)\n\n\t# Apply initial gradient text\n\t_update_power_fantasy_text(false)\n\n\n## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n## @param is_selected: Whether Power Fantasy mode is currently selected.\nfunc _update_power_fantasy_text(is_selected: bool) -> void:\n\tif _power_fantasy_label == null:\n\t\treturn\n\n\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n\n\n## Creates BBCode text with per-character gradient coloring (Issue #1014).\n## @param text: The text to apply gradient to.\n## @returns: BBCode formatted text with color tags for each character.\nfunc _create_gradient_bbcode(text: String) -> String:\n\tif text.is_empty():\n\t\treturn \"\"\n\n\tvar result: String = \"\"\n\tvar text_length: int = text.length()\n\n\tfor i in range(text_length):\n\t\tvar char: String = text[i]\n\n\t\t# Skip whitespace characters (no color needed)\n\t\tif char == \" \":\n\t\t\tresult += \" \"\n\t\t\tcontinue\n\n\t\t# Calculate gradient position (0.0 to 1.0)\n\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n\n\t\t# Interpolate color along the gradient\n\t\tvar color: Color = _sample_gradient(t)\n\n\t\t# Convert to hex and wrap character in color tag\n\t\tvar hex_color: String = color.to_html(false)\n\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n\n\treturn result\n\n\n## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n## @param t: Position along gradient (0.0 to 1.0).\n## @returns: Interpolated color at the given position.\nfunc _sample_gradient(t: float) -> Color:\n\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n\tvar num_colors: int = colors.size()\n\n\tif num_colors == 0:\n\t\treturn Color.WHITE\n\tif num_colors == 1:\n\t\treturn colors[0]\n\n\t# Clamp t to valid range\n\tt = clampf(t, 0.0, 1.0)\n\n\t# Calculate which segment we're in\n\tvar segment_size: float = 1.0 / float(num_colors - 1)\n\tvar segment_index: int = int(t / segment_size)\n\n\t# Clamp to valid segment index\n\tif segment_index >= num_colors - 1:\n\t\tsegment_index = num_colors - 2\n\n\t# Calculate position within segment\n\tvar segment_t: float = (t - (float(segment_index) * segment_size)) / segment_size\n\n\t# Interpolate between the two colors\n\treturn colors[segment_index].lerp(colors[segment_index + 1], segment_t)\n\n\n## Sets up the Black Metal button with gothic font styling (Issue #1014).\nfunc _setup_black_metal_button() -> void:\n\tif _gothic_font != null:\n\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n",
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[2026-03-11T21:23:51.242Z] [INFO] {
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"content": " 1β†’[gd_scene load_steps=4 format=3 uid=\"uid://c5qmk2v3nw8df\"]\n 2β†’\n 3β†’[ext_resource type=\"Script\" path=\"res://scripts/ui/difficulty_menu.gd\" id=\"1_difficulty\"]\n 4β†’[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n 5β†’[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"3_neon_theme\"]\n 6β†’\n 7β†’[node name=\"DifficultyMenu\" type=\"CanvasLayer\"]\n 8β†’layer = 101\n 9β†’process_mode = 2\n 10β†’script = ExtResource(\"1_difficulty\")\n 11β†’\n 12β†’[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\n 13β†’layout_mode = 3\n 14β†’anchors_preset = 15\n 15β†’anchor_right = 1.0\n 16β†’anchor_bottom = 1.0\n 17β†’grow_horizontal = 2\n 18β†’grow_vertical = 2\n 19β†’theme = ExtResource(\"3_neon_theme\")\n 20β†’\n 21β†’[node name=\"PanelContainer\" type=\"PanelContainer\" parent=\"MenuContainer\"]\n 22β†’layout_mode = 1\n 23β†’anchors_preset = 8\n 24β†’anchor_left = 0.5\n 25β†’anchor_top = 0.5\n 26β†’anchor_right = 0.5\n 27β†’anchor_bottom = 0.5\n 28β†’offset_left = -150.0\n 29β†’offset_top = -265.0\n 30β†’offset_right = 150.0\n 31β†’offset_bottom = 265.0\n 32β†’grow_horizontal = 2\n 33β†’grow_vertical = 2\n 34β†’\n 35β†’[node name=\"MarginContainer\" type=\"MarginContainer\" parent=\"MenuContainer/PanelContainer\"]\n 36β†’layout_mode = 2\n 37β†’theme_override_constants/margin_left = 20\n 38β†’theme_override_constants/margin_top = 20\n 39β†’theme_override_constants/margin_right = 20\n 40β†’theme_override_constants/margin_bottom = 20\n 41β†’\n 42β†’[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer\"]\n 43β†’layout_mode = 2\n 44β†’theme_override_constants/separation = 15\n 45β†’\n 46β†’[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 47β†’layout_mode = 2\n 48β†’text = \"Difficulty\"\n 49β†’label_settings = ExtResource(\"2_neon_label\")\n 50β†’horizontal_alignment = 1\n 51β†’\n 52β†’[node name=\"NightModeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 53β†’layout_mode = 2\n 54β†’\n 55β†’[node name=\"NightModeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\n 56β†’layout_mode = 2\n 57β†’size_flags_horizontal = 3\n 58β†’text = \"Night Mode\"\n 59β†’\n 60β†’[node name=\"NightModeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\n 61β†’layout_mode = 2\n 62β†’\n 63β†’[node name=\"Separator\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 64β†’layout_mode = 2\n 65β†’\n 66β†’[node name=\"PowerFantasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 67β†’custom_minimum_size = Vector2(200, 40)\n 68β†’layout_mode = 2\n 69β†’text = \"Power Fantasy\"\n 70β†’\n 71β†’[node name=\"EasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 72β†’custom_minimum_size = Vector2(200, 40)\n 73β†’layout_mode = 2\n 74β†’text = \"Easy\"\n 75β†’\n 76β†’[node name=\"NormalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 77β†’custom_minimum_size = Vector2(200, 40)\n 78β†’layout_mode = 2\n 79β†’text = \"Normal (Selected)\"\n 80β†’\n 81β†’[node name=\"HardButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 82β†’custom_minimum_size = Vector2(200, 40)\n 83β†’layout_mode = 2\n 84β†’text = \"Hard\"\n 85β†’\n 86β†’[node name=\"BlackMetalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 87β†’custom_minimum_size = Vector2(200, 40)\n 88β†’layout_mode = 2\n 89β†’text = \"Black Metal\"\n 90β†’\n 91β†’[node name=\"StatusLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 92β†’custom_minimum_size = Vector2(0, 40)\n 93β†’layout_mode = 2\n 94β†’text = \"Normal mode: Classic gameplay\"\n 95β†’horizontal_alignment = 1\n 96β†’vertical_alignment = 1\n 97β†’autowrap_mode = 2\n 98β†’\n 99β†’[node name=\"BackButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 100β†’custom_minimum_size = Vector2(200, 40)\n 101β†’layout_mode = 2\n 102β†’text = \"Back\"\n 103β†’\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": "[gd_scene load_steps=4 format=3 uid=\"uid://c5qmk2v3nw8df\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/ui/difficulty_menu.gd\" id=\"1_difficulty\"]\n[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"3_neon_theme\"]\n\n[node name=\"DifficultyMenu\" type=\"CanvasLayer\"]\nlayer = 101\nprocess_mode = 2\nscript = ExtResource(\"1_difficulty\")\n\n[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntheme = ExtResource(\"3_neon_theme\")\n\n[node name=\"PanelContainer\" type=\"PanelContainer\" parent=\"MenuContainer\"]\nlayout_mode = 1\nanchors_preset = 8\nanchor_left = 0.5\nanchor_top = 0.5\nanchor_right = 0.5\nanchor_bottom = 0.5\noffset_left = -150.0\noffset_top = -265.0\noffset_right = 150.0\noffset_bottom = 265.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"MarginContainer\" type=\"MarginContainer\" parent=\"MenuContainer/PanelContainer\"]\nlayout_mode = 2\ntheme_override_constants/margin_left = 20\ntheme_override_constants/margin_top = 20\ntheme_override_constants/margin_right = 20\ntheme_override_constants/margin_bottom = 20\n\n[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer\"]\nlayout_mode = 2\ntheme_override_constants/separation = 15\n\n[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"Difficulty\"\nlabel_settings = ExtResource(\"2_neon_label\")\nhorizontal_alignment = 1\n\n[node name=\"NightModeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"NightModeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Night Mode\"\n\n[node name=\"NightModeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\nlayout_mode = 2\n\n[node name=\"Separator\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"PowerFantasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Power Fantasy\"\n\n[node name=\"EasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Easy\"\n\n[node name=\"NormalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Normal (Selected)\"\n\n[node name=\"HardButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Hard\"\n\n[node name=\"BlackMetalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Black Metal\"\n\n[node name=\"StatusLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(0, 40)\nlayout_mode = 2\ntext = \"Normal mode: Classic gameplay\"\nhorizontal_alignment = 1\nvertical_alignment = 1\nautowrap_mode = 2\n\n[node name=\"BackButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Back\"\n",
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[2026-03-11T21:23:51.260Z] [INFO] [log_72a27b] sending request {
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[2026-03-11T21:23:53.129Z] [INFO] [log_72a27b] response parsed {
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[2026-03-11T21:23:55.278Z] [INFO] {
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"message": {
"role": "user",
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{
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"uuid": "c2cdb40b-f0f6-4eb1-a80d-d60d502510d9",
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"stderr": "",
"interrupted": false,
"isImage": false,
"noOutputExpected": false
}
}
[2026-03-11T21:23:55.284Z] [INFO] [log_a94ce6] sending request {
[2026-03-11T21:23:55.284Z] [INFO] method: 'post',
[2026-03-11T21:23:55.285Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:55.285Z] [INFO] options: {
[2026-03-11T21:23:55.285Z] [INFO] method: 'post',
[2026-03-11T21:23:55.285Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:23:55.285Z] [INFO] body: {
[2026-03-11T21:23:55.285Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:23:55.286Z] [INFO] messages: [Array],
[2026-03-11T21:23:55.286Z] [INFO] system: [Array],
[2026-03-11T21:23:55.286Z] [INFO] tools: [Array],
[2026-03-11T21:23:55.286Z] [INFO] tool_choice: undefined,
[2026-03-11T21:23:55.286Z] [INFO] metadata: [Object],
[2026-03-11T21:23:55.286Z] [INFO] max_tokens: 64000,
[2026-03-11T21:23:55.286Z] [INFO] thinking: undefined,
[2026-03-11T21:23:55.286Z] [INFO] temperature: 1,
[2026-03-11T21:23:55.287Z] [INFO] stream: true
[2026-03-11T21:23:55.287Z] [INFO] },
[2026-03-11T21:23:55.287Z] [INFO] timeout: 600000,
[2026-03-11T21:23:55.287Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:23:55.287Z] [INFO] stream: true
[2026-03-11T21:23:55.287Z] [INFO] },
[2026-03-11T21:23:55.287Z] [INFO] headers: {
[2026-03-11T21:23:55.287Z] [INFO] accept: 'application/json',
[2026-03-11T21:23:55.287Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20',
[2026-03-11T21:23:55.288Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:23:55.288Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:23:55.288Z] [INFO] authorization: '***',
[2026-03-11T21:23:55.288Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:23:55.288Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:23:55.289Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:23:55.289Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:23:55.290Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:23:55.290Z] [INFO] }
[2026-03-11T21:23:55.290Z] [INFO] }
[2026-03-11T21:23:57.138Z] [INFO] [log_a94ce6, request-id: "req_011CYwzmwAk7jtpbBAMviLBf"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1855ms
[2026-03-11T21:23:57.139Z] [INFO] [log_a94ce6] response start {
[2026-03-11T21:23:57.139Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:57.139Z] [INFO] status: 200,
[2026-03-11T21:23:57.139Z] [INFO] headers: {
[2026-03-11T21:23:57.140Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:23:57.140Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:23:57.140Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:57.140Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:57.141Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:57.142Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:57.142Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:57.142Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:57.142Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:57.142Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:23:57.142Z] [INFO] 'cf-ray': '9dad9f7e9be9dbc1-FRA',
[2026-03-11T21:23:57.142Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:57.142Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:23:57.143Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:23:57.143Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:57.143Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:57 GMT',
[2026-03-11T21:23:57.143Z] [INFO] 'request-id': 'req_011CYwzmwAk7jtpbBAMviLBf',
[2026-03-11T21:23:57.143Z] [INFO] server: 'cloudflare',
[2026-03-11T21:23:57.143Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:57.143Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:57.144Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:23:57.144Z] [INFO] 'x-envoy-upstream-service-time': '1734',
[2026-03-11T21:23:57.144Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:23:57.144Z] [INFO] },
[2026-03-11T21:23:57.144Z] [INFO] durationMs: 1855
[2026-03-11T21:23:57.144Z] [INFO] }
[2026-03-11T21:23:57.144Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:23:57.144Z] [INFO] date: 'Wed, 11 Mar 2026 21:23:57 GMT',
[2026-03-11T21:23:57.145Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:23:57.145Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:23:57.145Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:23:57.145Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:23:57.145Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:23:57.145Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:23:57.145Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:23:57.145Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.51',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.83',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:23:57.146Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:23:57.147Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:23:57.147Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:23:57.147Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:23:57.147Z] [INFO] 'request-id': 'req_011CYwzmwAk7jtpbBAMviLBf',
[2026-03-11T21:23:57.147Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:23:57.147Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:23:57.147Z] [INFO] server: 'cloudflare',
[2026-03-11T21:23:57.148Z] [INFO] 'x-envoy-upstream-service-time': '1734',
[2026-03-11T21:23:57.148Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:23:57.148Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:23:57.148Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:23:57.148Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:23:57.149Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:23:57.149Z] [INFO] 'cf-ray': '9dad9f7e9be9dbc1-FRA'
[2026-03-11T21:23:57.149Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:23:57.150Z] [INFO] [log_a94ce6] response parsed {
[2026-03-11T21:23:57.150Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:23:57.150Z] [INFO] status: 200,
[2026-03-11T21:23:57.150Z] [INFO] body: qG {
[2026-03-11T21:23:57.150Z] [INFO] iterator: [AsyncGeneratorFunction: _],
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"text": "Now I need to implement the three fixes:\n\n1. **Remove broken characters**: Change the text from \"BLACK METAL (SELECTED)\" to \"BLACK METAL - SELECTED\" or simply \"BLACK METAL x\" (since `x` is in the font)\n2. **Increase font size**: Add a font size override for the Black Metal button\n3. **Add black background**: Add a StyleBoxFlat with black background to the Black Metal button\n\nLet me make these changes:"
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"originalFile": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - 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"old_string": "## Sets up the Black Metal button with gothic font styling (Issue #1014).\nfunc _setup_black_metal_button() -> void:\n\tif _gothic_font != null:\n\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))",
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"originalFile": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\t# Use dash instead of parentheses since the gothic font doesn't have those characters (Issue #1020)\n\tblack_metal_button.text = \"BLACK METAL - SELECTED\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - 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" black_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))",
" black_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))",
" black_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))",
"+ # Increase font size for better visibility (Issue #1020)",
"+ black_metal_button.add_theme_font_size_override(\"font_size\", 24)",
"+",
"+ # Add black background to the Black Metal button (Issue #1020)",
"+ var black_style := StyleBoxFlat.new()",
"+ black_style.bg_color = Color(0.05, 0.05, 0.05) # Near-black background",
"+ black_style.set_corner_radius_all(4)",
"+ black_style.set_content_margin_all(8)",
"+ black_metal_button.add_theme_stylebox_override(\"normal\", black_style)",
"+",
"+ # Create hover style with slightly lighter background",
"+ var hover_style := StyleBoxFlat.new()",
"+ hover_style.bg_color = Color(0.12, 0.12, 0.12)",
"+ hover_style.set_corner_radius_all(4)",
"+ hover_style.set_content_margin_all(8)",
"+ black_metal_button.add_theme_stylebox_override(\"hover\", hover_style)",
"+",
"+ # Create pressed style with darker background",
"+ var pressed_style := StyleBoxFlat.new()",
"+ pressed_style.bg_color = Color(0.02, 0.02, 0.02)",
"+ pressed_style.set_corner_radius_all(4)",
"+ pressed_style.set_content_margin_all(8)",
"+ black_metal_button.add_theme_stylebox_override(\"pressed\", pressed_style)",
"+",
"+ # Create disabled style for when Black Metal is selected",
"+ var disabled_style := StyleBoxFlat.new()",
"+ disabled_style.bg_color = Color(0.08, 0.08, 0.08)",
"+ disabled_style.set_corner_radius_all(4)",
"+ disabled_style.set_content_margin_all(8)",
"+ black_metal_button.add_theme_stylebox_override(\"disabled\", disabled_style)"
]
}
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"content": " 98β†’\t# Update button text to show selection\n 99β†’\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n 100β†’\t_update_power_fantasy_text(is_power_fantasy)\n 101β†’\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n 102β†’\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n 103β†’\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n 104β†’\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n 105β†’\t# Use dash instead of parentheses since the gothic font doesn't have those characters (Issue #1020)\n 106β†’\tblack_metal_button.text = \"BLACK METAL - SELECTED\" if is_black_metal else \"BLACK METAL\"\n 107β†’\n 108β†’\t# Update night mode checkbox\n 109β†’\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 110β†’\tif experimental_settings:\n 111β†’\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n 112β†’\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": " 295β†’\n 296β†’## Sets up the Black Metal button with gothic font styling (Issue #1014).\n 297β†’## Issue #1020: Increased font size, added black background.\n 298β†’func _setup_black_metal_button() -> void:\n 299β†’\tif _gothic_font != null:\n 300β†’\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n 301β†’\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n 302β†’\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n 303β†’\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n 304β†’\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n 305β†’\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n 306β†’\t\t# Increase font size for better visibility (Issue #1020)\n 307β†’\t\tblack_metal_button.add_theme_font_size_override(\"font_size\", 24)\n 308β†’\n 309β†’\t# Add black background to the Black Metal button (Issue #1020)\n 310β†’\tvar black_style := StyleBoxFlat.new()\n 311β†’\tblack_style.bg_color = Color(0.05, 0.05, 0.05) # Near-black background\n 312β†’\tblack_style.set_corner_radius_all(4)\n 313β†’\tblack_style.set_content_margin_all(8)\n 314β†’\tblack_metal_button.add_theme_stylebox_override(\"normal\", black_style)\n 315β†’\n 316β†’\t# Create hover style with slightly lighter background\n 317β†’\tvar hover_style := StyleBoxFlat.new()\n 318β†’\thover_style.bg_color = Color(0.12, 0.12, 0.12)\n 319β†’\thover_style.set_corner_radius_all(4)\n 320β†’\thover_style.set_content_margin_all(8)\n 321β†’\tblack_metal_button.add_theme_stylebox_override(\"hover\", hover_style)\n 322β†’\n 323β†’\t# Create pressed style with darker background\n 324β†’\tvar pressed_style := StyleBoxFlat.new()\n 325β†’\tpressed_style.bg_color = Color(0.02, 0.02, 0.02)\n 326β†’\tpressed_style.set_corner_radius_all(4)\n 327β†’\tpressed_style.set_content_margin_all(8)\n 328β†’\tblack_metal_button.add_theme_stylebox_override(\"pressed\", pressed_style)\n 329β†’\n 330β†’\t# Create disabled style for when Black Metal is selected\n 331β†’\tvar disabled_style := StyleBoxFlat.new()\n 332β†’\tdisabled_style.bg_color = Color(0.08, 0.08, 0.08)\n 333β†’\tdisabled_style.set_corner_radius_all(4)\n 334β†’\tdisabled_style.set_content_margin_all(8)\n 335β†’\tblack_metal_button.add_theme_stylebox_override(\"disabled\", disabled_style)\n 336β†’\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 GutTest\n 2β†’## Unit tests for UI menu scripts.\n 3β†’##\n 4β†’## Tests the logic for pause menu, controls menu, difficulty menu, levels menu, and armory menu.\n 5β†’## Tests the state management and button states without requiring actual UI nodes.\n 6β†’\n 7β†’\n 8β†’# ============================================================================\n 9β†’# Mock Pause Menu\n 10β†’# ============================================================================\n 11β†’\n 12β†’\n 13β†’class MockPauseMenu:\n 14β†’\tvar _controls_menu_visible: bool = false\n 15β†’\tvar _difficulty_menu_visible: bool = false\n 16β†’\tvar _levels_menu_visible: bool = false\n 17β†’\tvar _armory_menu_visible: bool = false\n 18β†’\tvar visible: bool = false\n 19β†’\tvar paused: bool = false\n 20β†’\n 21β†’\tfunc toggle_pause() -> void:\n 22β†’\t\tif visible:\n 23β†’\t\t\tresume_game()\n 24β†’\t\telse:\n 25β†’\t\t\tpause_game()\n 26β†’\n 27β†’\tfunc pause_game() -> void:\n 28β†’\t\tpaused = true\n 29β†’\t\tvisible = true\n 30β†’\n 31β†’\tfunc resume_game() -> void:\n 32β†’\t\tpaused = false\n 33β†’\t\tvisible = false\n 34β†’\t\t_controls_menu_visible = false\n 35β†’\t\t_difficulty_menu_visible = false\n 36β†’\t\t_levels_menu_visible = false\n 37β†’\t\t_armory_menu_visible = false\n 38β†’\n 39β†’\tfunc show_controls_menu() -> void:\n 40β†’\t\t_controls_menu_visible = true\n 41β†’\n 42β†’\tfunc hide_controls_menu() -> void:\n 43β†’\t\t_controls_menu_visible = false\n 44β†’\n 45β†’\tfunc show_difficulty_menu() -> void:\n 46β†’\t\t_difficulty_menu_visible = true\n 47β†’\n 48β†’\tfunc hide_difficulty_menu() -> void:\n 49β†’\t\t_difficulty_menu_visible = false\n 50β†’\n 51β†’\tfunc show_levels_menu() -> void:\n 52β†’\t\t_levels_menu_visible = true\n 53β†’\n 54β†’\tfunc hide_levels_menu() -> void:\n 55β†’\t\t_levels_menu_visible = false\n 56β†’\n 57β†’\tfunc show_armory_menu() -> void:\n 58β†’\t\t_armory_menu_visible = true\n 59β†’\n 60β†’\tfunc hide_armory_menu() -> void:\n 61β†’\t\t_armory_menu_visible = false\n 62β†’\n 63β†’\n 64β†’# ============================================================================\n 65β†’# Mock Controls Menu\n 66β†’# ============================================================================\n 67β†’\n 68β†’\n 69β†’class MockControlsMenu:\n 70β†’\tvar _rebinding_action: String = \"\"\n 71β†’\tvar _pending_bindings: Dictionary = {}\n 72β†’\tvar _has_changes: bool = false\n 73β†’\n 74β†’\tsignal back_pressed\n 75β†’\n 76β†’\tfunc start_rebinding(action_name: String) -> void:\n 77β†’\t\t_rebinding_action = action_name\n 78β†’\n 79β†’\tfunc cancel_rebinding() -> void:\n 80β†’\t\t_rebinding_action = \"\"\n 81β†’\n 82β†’\tfunc is_rebinding() -> bool:\n 83β†’\t\treturn not _rebinding_action.is_empty()\n 84β†’\n 85β†’\tfunc get_rebinding_action() -> String:\n 86β†’\t\treturn _rebinding_action\n 87β†’\n 88β†’\tfunc add_pending_binding(action: String, key: String) -> void:\n 89β†’\t\t_pending_bindings[action] = key\n 90β†’\t\t_has_changes = true\n 91β†’\n 92β†’\tfunc has_pending_changes() -> bool:\n 93β†’\t\treturn _has_changes\n 94β†’\n 95β†’\tfunc apply_changes() -> void:\n 96β†’\t\t_pending_bindings.clear()\n 97β†’\t\t_has_changes = false\n 98β†’\n 99β†’\tfunc reset_changes() -> void:\n 100β†’\t\t_pending_bindings.clear()\n 101β†’\t\t_has_changes = false\n 102β†’\n 103β†’\tfunc get_pending_binding(action: String) -> String:\n 104β†’\t\tif action in _pending_bindings:\n 105β†’\t\t\treturn _pending_bindings[action]\n 106β†’\t\treturn \"\"\n 107β†’\n 108β†’\n 109β†’# ============================================================================\n 110β†’# Mock Difficulty Menu\n 111β†’# ============================================================================\n 112β†’\n 113β†’\n 114β†’class MockDifficultyMenu:\n 115β†’\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n 116β†’\n 117β†’\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n 118β†’\tvar night_mode_enabled: bool = false\n 119β†’\n 120β†’\tsignal back_pressed\n 121β†’\n 122β†’\tfunc set_difficulty(difficulty: Difficulty) -> void:\n 123β†’\t\tcurrent_difficulty = difficulty\n 124β†’\n 125β†’\tfunc get_difficulty() -> Difficulty:\n 126β†’\t\treturn current_difficulty\n 127β†’\n 128β†’\tfunc set_night_mode(enabled: bool) -> void:\n 129β†’\t\tnight_mode_enabled = enabled\n 130β†’\n 131β†’\tfunc is_night_mode_enabled() -> bool:\n 132β†’\t\treturn night_mode_enabled\n 133β†’\n 134β†’\tfunc is_easy_selected() -> bool:\n 135β†’\t\treturn current_difficulty == Difficulty.EASY\n 136β†’\n 137β†’\tfunc is_normal_selected() -> bool:\n 138β†’\t\treturn current_difficulty == Difficulty.NORMAL\n 139β†’\n 140β†’\tfunc is_hard_selected() -> bool:\n 141β†’\t\treturn current_difficulty == Difficulty.HARD\n 142β†’\n 143β†’\tfunc is_power_fantasy_selected() -> bool:\n 144β†’\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n 145β†’\n 146β†’\tfunc get_easy_button_text() -> String:\n 147β†’\t\treturn \"Easy (Selected)\" if is_easy_selected() else \"Easy\"\n 148β†’\n 149β†’\tfunc get_normal_button_text() -> String:\n 150β†’\t\treturn \"Normal (Selected)\" if is_normal_selected() else \"Normal\"\n 151β†’\n 152β†’\tfunc get_hard_button_text() -> String:\n 153β†’\t\treturn \"Hard (Selected)\" if is_hard_selected() else \"Hard\"\n 154β†’\n 155β†’\tfunc get_power_fantasy_button_text() -> String:\n 156β†’\t\treturn \"Power Fantasy (Selected)\" if is_power_fantasy_selected() else \"Power Fantasy\"\n 157β†’\n 158β†’\tfunc get_status_text() -> String:\n 159β†’\t\tvar base_text: String = \"\"\n 160β†’\t\tmatch current_difficulty:\n 161β†’\t\t\tDifficulty.EASY:\n 162β†’\t\t\t\tbase_text = \"Easy mode: Enemies react slower\"\n 163β†’\t\t\tDifficulty.HARD:\n 164β†’\t\t\t\tbase_text = \"Hard mode: Enemies react when you look away\"\n 165β†’\t\t\tDifficulty.POWER_FANTASY:\n 166β†’\t\t\t\tbase_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n 167β†’\t\t\t_:\n 168β†’\t\t\t\tbase_text = \"Normal mode: Classic gameplay\"\n 169β†’\t\tif night_mode_enabled:\n 170β†’\t\t\tbase_text += \" | Night Mode ON\"\n 171β†’\t\treturn base_text\n 172β†’\n 173β†’\n 174β†’# ============================================================================\n 175β†’# Mock Levels Menu (Card-based)\n 176β†’# ============================================================================\n 177β†’\n 178β†’\n 179β†’class MockLevelsMenu:\n 180β†’\t## Level data with card metadata (matches card-based levels_menu.gd).\n 181β†’\t## Labyrinth is index 0 and always unlocked; subsequent levels require completing the prior one.\n 182β†’\tconst LEVELS: Array[Dictionary] = [\n 183β†’\t\t{\n 184β†’\t\t\t\"name\": \"Labyrinth\",\n 185β†’\t\t\t\"name_ru\": \"Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\",\n 186β†’\t\t\t\"path\": \"res://scenes/levels/LabyrinthLevel.tscn\",\n 187β†’\t\t\t\"description\": \"Labyrinth of technical rooms with narrow corridors and enclosed spaces.\",\n 188β†’\t\t\t\"enemy_count\": 5,\n 189β†’\t\t\t\"map_size\": \"1920x1080\"\n 190β†’\t\t},\n 191β†’\t\t{\n 192β†’\t\t\t\"name\": \"Building Level\",\n 193β†’\t\t\t\"path\": \"res://scenes/levels/BuildingLevel.tscn\",\n 194β†’\t\t\t\"description\": \"Hotline Miami style building with interconnected rooms and corridors.\",\n 195β†’\t\t\t\"enemy_count\": 10,\n 196β†’\t\t\t\"map_size\": \"2400x2000\"\n 197β†’\t\t},\n 198β†’\t\t{\n 199β†’\t\t\t\"name\": \"Polygon\",\n 200β†’\t\t\t\"name_ru\": \"Полигон\",\n 201β†’\t\t\t\"path\": \"res://scenes/levels/TestTier.tscn\",\n 202β†’\t\t\t\"description\": \"Open training ground for testing weapons and practicing combat skills.\",\n 203β†’\t\t\t\"enemy_count\": 5,\n 204β†’\t\t\t\"map_size\": \"1280x720\"\n 205β†’\t\t},\n 206β†’\t\t{\n 207β†’\t\t\t\"name\": \"Castle\",\n 208β†’\t\t\t\"name_ru\": \"Π—Π°ΠΌΠΎΠΊ\",\n 209β†’\t\t\t\"path\": \"res://scenes/levels/CastleLevel.tscn\",\n 210β†’\t\t\t\"description\": \"Medieval fortress assault across a massive oval-shaped courtyard.\",\n 211β†’\t\t\t\"enemy_count\": 15,\n 212β†’\t\t\t\"map_size\": \"6000x2560\"\n 213β†’\t\t},\n 214β†’\t\t{\n 215β†’\t\t\t\"name\": \"Beach\",\n 216β†’\t\t\t\"name_ru\": \"ПляТ\",\n 217β†’\t\t\t\"path\": \"res://scenes/levels/BeachLevel.tscn\",\n 218β†’\t\t\t\"description\": \"Outdoor beach environment with machete-wielding enemies and scattered cover.\",\n 219β†’\t\t\t\"enemy_count\": 8,\n 220β†’\t\t\t\"map_size\": \"2400x2000\"\n 221β†’\t\t}\n 222β†’\t]\n 223β†’\n 224β†’\tconst DIFFICULTY_NAMES: Array[String] = [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\", \"Black Metal\"]\n 225β†’\n 226β†’\t## Number of columns in the level grid (4 cards wide).\n 227β†’\tconst GRID_COLUMNS: int = 4\n 228β†’\n 229β†’\tvar current_scene_path: String = \"\"\n 230β†’\n 231β†’\tsignal back_pressed\n 232β†’\n 233β†’\tfunc get_level_count() -> int:\n 234β†’\t\treturn LEVELS.size()\n 235β†’\n 236β†’\tfunc get_level_names() -> Array:\n 237β†’\t\tvar names: Array = []\n 238β†’\t\tfor level in LEVELS:\n 239β†’\t\t\tnames.append(level[\"name\"])\n 240β†’\t\treturn names\n 241β†’\n 242β†’\tfunc get_level_index(name: String) -> int:\n 243β†’\t\tfor i in range(LEVELS.size()):\n 244β†’\t\t\tif LEVELS[i][\"name\"] == name:\n 245β†’\t\t\t\treturn i\n 246β†’\t\treturn -1\n 247β†’\n 248β†’\tfunc get_level_path(name: String) -> String:\n 249β†’\t\tfor level in LEVELS:\n 250β†’\t\t\tif level[\"name\"] == name:\n 251β†’\t\t\t\treturn level[\"path\"]\n 252β†’\t\treturn \"\"\n 253β†’\n 254β†’\tfunc get_level_data(name: String) -> Dictionary:\n 255β†’\t\tfor level in LEVELS:\n 256β†’\t\t\tif level[\"name\"] == name:\n 257β†’\t\t\t\treturn level\n 258β†’\t\treturn {}\n 259β†’\n 260β†’\tfunc is_current_level(level_path: String) -> bool:\n 261β†’\t\treturn level_path == current_scene_path\n 262β†’\n 263β†’\tfunc get_display_name(level_name: String) -> String:\n 264β†’\t\tvar data := get_level_data(level_name)\n 265β†’\t\treturn data.get(\"name_ru\", data.get(\"name\", level_name))\n 266β†’\n 267β†’\tfunc should_disable_card(level_name: String) -> bool:\n 268β†’\t\tvar path := get_level_path(level_name)\n 269β†’\t\treturn is_current_level(path)\n 270β†’\n 271β†’\tfunc get_enemy_count(level_name: String) -> int:\n 272β†’\t\tvar data := get_level_data(level_name)\n 273β†’\t\treturn data.get(\"enemy_count\", 0)\n 274β†’\n 275β†’\t## Progress data per level per difficulty: \"path:difficulty\" β†’ {\"rank\": String, \"score\": int}\n 276β†’\tvar _progress: Dictionary = {}\n 277β†’\n 278β†’\tfunc set_level_progress(level_name: String, difficulty: String, rank: String, score: int) -> void:\n 279β†’\t\tvar path := get_level_path(level_name)\n 280β†’\t\tif not path.is_empty():\n 281β†’\t\t\t_progress[path + \":\" + difficulty] = {\"rank\": rank, \"score\": score}\n 282β†’\n 283β†’\tfunc get_best_rank(level_name: String, difficulty: String) -> String:\n 284β†’\t\tvar path := get_level_path(level_name)\n 285β†’\t\tvar key: String = path + \":\" + difficulty\n 286β†’\t\tif key in _progress:\n 287β†’\t\t\treturn _progress[key].get(\"rank\", \"\")\n 288β†’\t\treturn \"\"\n 289β†’\n 290β†’\tfunc get_best_score(level_name: String, difficulty: String) -> int:\n 291β†’\t\tvar path := get_level_path(level_name)\n 292β†’\t\tvar key: String = path + \":\" + difficulty\n 293β†’\t\tif key in _progress:\n 294β†’\t\t\treturn _progress[key].get(\"score\", 0)\n 295β†’\t\treturn 0\n 296β†’\n 297β†’\tfunc is_level_completed_on(level_name: String, difficulty: String) -> bool:\n 298β†’\t\tvar path := get_level_path(level_name)\n 299β†’\t\treturn (path + \":\" + difficulty) in _progress\n 300β†’\n 301β†’\tfunc is_level_completed_any_difficulty(level_name: String) -> bool:\n 302β†’\t\tfor difficulty in DIFFICULTY_NAMES:\n 303β†’\t\t\tif is_level_completed_on(level_name, difficulty):\n 304β†’\t\t\t\treturn true\n 305β†’\t\treturn false\n 306β†’\n 307β†’\t## Check whether a level at the given index is unlocked.\n 308β†’\t## Index 0 (Labyrinth) is always unlocked.\n 309β†’\t## All other levels require the previous level to be completed on any difficulty.\n 310β†’\tfunc is_level_unlocked(level_index: int) -> bool:\n 311β†’\t\tif level_index <= 0:\n 312β†’\t\t\treturn true\n 313β†’\t\tvar previous_name: String = LEVELS[level_index - 1][\"name\"]\n 314β†’\t\treturn is_level_completed_any_difficulty(previous_name)\n 315β†’\n 316β†’\tfunc is_level_unlocked_by_name(level_name: String) -> bool:\n 317β†’\t\tvar idx := get_level_index(level_name)\n 318β†’\t\tif idx == -1:\n 319β†’\t\t\treturn false\n 320β†’\t\treturn is_level_unlocked(idx)\n 321β†’\n 322β†’\n 323β†’# ============================================================================\n 324β†’# Mock Armory Menu\n 325β†’# ============================================================================\n 326β†’\n 327β†’\n 328β†’class MockArmoryMenu:\n 329β†’\t## Firearms data β€” separate from grenades.\n 330β†’\tconst FIREARMS: Dictionary = {\n 331β†’\t\t\"m16\": {\n 332β†’\t\t\t\"name\": \"M16\",\n 333β†’\t\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n 334β†’\t\t\t\"unlocked\": true,\n 335β†’\t\t\t\"description\": \"Standard assault rifle with auto/burst modes, red laser sight\"\n 336β†’\t\t},\n 337β†’\t\t\"ak47\": {\n 338β†’\t\t\t\"name\": \"???\",\n 339β†’\t\t\t\"icon_path\": \"\",\n 340β†’\t\t\t\"unlocked\": false,\n 341β†’\t\t\t\"description\": \"Coming soon\"\n 342β†’\t\t},\n 343β†’\t\t\"shotgun\": {\n 344β†’\t\t\t\"name\": \"Shotgun\",\n 345β†’\t\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n 346β†’\t\t\t\"unlocked\": true,\n 347β†’\t\t\t\"description\": \"Pump-action shotgun β€” shell-by-shell loading, multi-pellet spread\"\n 348β†’\t\t},\n 349β†’\t\t\"mini_uzi\": {\n 350β†’\t\t\t\"name\": \"Mini UZI\",\n 351β†’\t\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n 352β†’\t\t\t\"unlocked\": true,\n 353β†’\t\t\t\"description\": \"High fire rate SMG\"\n 354β†’\t\t},\n 355β†’\t\t\"silenced_pistol\": {\n 356β†’\t\t\t\"name\": \"Silenced Pistol\",\n 357β†’\t\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n 358β†’\t\t\t\"unlocked\": true,\n 359β†’\t\t\t\"description\": \"Beretta M9 with suppressor\"\n 360β†’\t\t},\n 361β†’\t\t\"sniper\": {\n 362β†’\t\t\t\"name\": \"ASVK\",\n 363β†’\t\t\t\"icon_path\": \"res://assets/sprites/weapons/asvk_topdown.png\",\n 364β†’\t\t\t\"unlocked\": true,\n 365β†’\t\t\t\"description\": \"Anti-materiel sniper\"\n 366β†’\t\t}\n 367β†’\t}\n 368β†’\n 369β†’\tsignal back_pressed\n 370β†’\tsignal weapon_selected(weapon_id: String)\n 371β†’\n 372β†’\tvar _applied_weapon: String = \"m16\"\n 373β†’\tvar _pending_weapon: String = \"m16\"\n 374β†’\n 375β†’\tfunc get_weapon_count() -> int:\n 376β†’\t\treturn FIREARMS.size()\n 377β†’\n 378β†’\tfunc get_weapon_ids() -> Array:\n 379β†’\t\treturn FIREARMS.keys()\n 380β†’\n 381β†’\tfunc get_weapon_data(weapon_id: String) -> Dictionary:\n 382β†’\t\tif weapon_id in FIREARMS:\n 383β†’\t\t\treturn FIREARMS[weapon_id]\n 384β†’\t\treturn {}\n 385β†’\n 386β†’\tfunc is_weapon_unlocked(weapon_id: String) -> bool:\n 387β†’\t\tif weapon_id in FIREARMS:\n 388β†’\t\t\treturn FIREARMS[weapon_id][\"unlocked\"]\n 389β†’\t\treturn false\n 390β†’\n 391β†’\tfunc get_unlocked_count() -> int:\n 392β†’\t\tvar count: int = 0\n 393β†’\t\tfor weapon_id in FIREARMS:\n 394β†’\t\t\tif FIREARMS[weapon_id][\"unlocked\"]:\n 395β†’\t\t\t\tcount += 1\n 396β†’\t\treturn count\n 397β†’\n 398β†’\tfunc select_weapon(weapon_id: String) -> void:\n 399β†’\t\tif weapon_id in FIREARMS and FIREARMS[weapon_id][\"unlocked\"]:\n 400β†’\t\t\t_pending_weapon = weapon_id\n 401β†’\n 402β†’\tfunc has_pending_changes() -> bool:\n 403β†’\t\treturn _pending_weapon != _applied_weapon\n 404β†’\n 405β†’\tfunc apply() -> void:\n 406β†’\t\tif has_pending_changes():\n 407β†’\t\t\t_applied_weapon = _pending_weapon\n 408β†’\t\t\tweapon_selected.emit(_applied_weapon)\n 409β†’\n 410β†’\tfunc get_selected_weapon() -> String:\n 411β†’\t\treturn _applied_weapon\n 412β†’\n 413β†’\tfunc get_pending_weapon() -> String:\n 414β†’\t\treturn _pending_weapon\n 415β†’\n 416β†’\n 417β†’# ============================================================================\n 418β†’# Pause Menu Tests\n 419β†’# ============================================================================\n 420β†’\n 421β†’\n 422β†’var pause_menu: MockPauseMenu\n 423β†’\n 424β†’\n 425β†’func test_pause_menu_initial_state() -> void:\n 426β†’\tpause_menu = MockPauseMenu.new()\n 427β†’\tassert_false(pause_menu.visible, \"Pause menu should start hidden\")\n 428β†’\tassert_false(pause_menu.paused, \"Game should not be paused initially\")\n 429β†’\n 430β†’\n 431β†’func test_toggle_pause_shows_menu() -> void:\n 432β†’\tpause_menu = MockPauseMenu.new()\n 433β†’\tpause_menu.toggle_pause()\n 434β†’\n 435β†’\tassert_true(pause_menu.visible, \"Menu should be visible after pause\")\n 436β†’\tassert_true(pause_menu.paused, \"Game should be paused\")\n 437β†’\n 438β†’\n 439β†’func test_toggle_pause_twice_hides_menu() -> void:\n 440β†’\tpause_menu = MockPauseMenu.new()\n 441β†’\tpause_menu.toggle_pause()\n 442β†’\tpause_menu.toggle_pause()\n 443β†’\n 444β†’\tassert_false(pause_menu.visible, \"Menu should be hidden after unpause\")\n 445β†’\tassert_false(pause_menu.paused, \"Game should not be paused\")\n 446β†’\n 447β†’\n 448β†’func test_resume_closes_submenus() -> void:\n 449β†’\tpause_menu = MockPauseMenu.new()\n 450β†’\tpause_menu.pause_game()\n 451β†’\tpause_menu.show_controls_menu()\n 452β†’\tpause_menu.show_difficulty_menu()\n 453β†’\tpause_menu.show_armory_menu()\n 454β†’\n 455β†’\tpause_menu.resume_game()\n 456β†’\n 457β†’\tassert_false(pause_menu._controls_menu_visible, \"Controls menu should close on resume\")\n 458β†’\tassert_false(pause_menu._difficulty_menu_visible, \"Difficulty menu should close on resume\")\n 459β†’\tassert_false(pause_menu._armory_menu_visible, \"Armory menu should close on resume\")\n 460β†’\n 461β†’\n 462β†’# ============================================================================\n 463β†’# Controls Menu Tests\n 464β†’# ============================================================================\n 465β†’\n 466β†’\n 467β†’var controls_menu: MockControlsMenu\n 468β†’\n 469β†’\n 470β†’func test_controls_menu_not_rebinding_initially() -> void:\n 471β†’\tcontrols_menu = MockControlsMenu.new()\n 472β†’\tassert_false(controls_menu.is_rebinding(), \"Should not be rebinding initially\")\n 473β†’\n 474β†’\n 475β†’func test_start_rebinding_sets_action() -> void:\n 476β†’\tcontrols_menu = MockControlsMenu.new()\n 477β†’\tcontrols_menu.start_rebinding(\"move_up\")\n 478β†’\n 479β†’\tassert_true(controls_menu.is_rebinding(), \"Should be rebinding after start\")\n 480β†’\tassert_eq(controls_menu.get_rebinding_action(), \"move_up\", \"Action should be set\")\n 481β†’\n 482β†’\n 483β†’func test_cancel_rebinding_clears_action() -> void:\n 484β†’\tcontrols_menu = MockControlsMenu.new()\n 485β†’\tcontrols_menu.start_rebinding(\"move_up\")\n 486β†’\tcontrols_menu.cancel_rebinding()\n 487β†’\n 488β†’\tassert_false(controls_menu.is_rebinding(), \"Should not be rebinding after cancel\")\n 489β†’\n 490β†’\n 491β†’func test_add_pending_binding() -> void:\n 492β†’\tcontrols_menu = MockControlsMenu.new()\n 493β†’\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n 494β†’\n 495β†’\tassert_true(controls_menu.has_pending_changes(), \"Should have pending changes\")\n 496β†’\tassert_eq(controls_menu.get_pending_binding(\"move_up\"), \"W\", \"Binding should be stored\")\n 497β†’\n 498β†’\n 499β†’func test_apply_changes_clears_pending() -> void:\n 500β†’\tcontrols_menu = MockControlsMenu.new()\n 501β†’\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n 502β†’\tcontrols_menu.apply_changes()\n 503β†’\n 504β†’\tassert_false(controls_menu.has_pending_changes(), \"Should not have pending changes after apply\")\n 505β†’\n 506β†’\n 507β†’func test_reset_changes_clears_pending() -> void:\n 508β†’\tcontrols_menu = MockControlsMenu.new()\n 509β†’\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n 510β†’\tcontrols_menu.reset_changes()\n 511β†’\n 512β†’\tassert_false(controls_menu.has_pending_changes(), \"Should not have pending changes after reset\")\n 513β†’\n 514β†’\n 515β†’# ============================================================================\n 516β†’# Difficulty Menu Tests\n 517β†’# ============================================================================\n 518β†’\n 519β†’\n 520β†’var difficulty_menu: MockDifficultyMenu\n 521β†’\n 522β†’\n 523β†’func test_difficulty_menu_default_is_normal() -> void:\n 524β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 525β†’\tassert_true(difficulty_menu.is_normal_selected(), \"Normal should be default\")\n 526β†’\n 527β†’\n 528β†’func test_set_difficulty_easy() -> void:\n 529β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 530β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n 531β†’\n 532β†’\tassert_true(difficulty_menu.is_easy_selected(), \"Easy should be selected\")\n 533β†’\tassert_false(difficulty_menu.is_normal_selected(), \"Normal should not be selected\")\n 534β†’\tassert_false(difficulty_menu.is_hard_selected(), \"Hard should not be selected\")\n 535β†’\n 536β†’\n 537β†’func test_set_difficulty_hard() -> void:\n 538β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 539β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n 540β†’\n 541β†’\tassert_true(difficulty_menu.is_hard_selected(), \"Hard should be selected\")\n 542β†’\n 543β†’\n 544β†’func test_button_text_shows_selected() -> void:\n 545β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 546β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n 547β†’\n 548β†’\tassert_eq(difficulty_menu.get_easy_button_text(), \"Easy (Selected)\")\n 549β†’\tassert_eq(difficulty_menu.get_normal_button_text(), \"Normal\")\n 550β†’\tassert_eq(difficulty_menu.get_hard_button_text(), \"Hard\")\n 551β†’\n 552β†’\n 553β†’func test_status_text_for_easy() -> void:\n 554β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 555β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n 556β†’\n 557β†’\tassert_eq(difficulty_menu.get_status_text(), \"Easy mode: Enemies react slower\")\n 558β†’\n 559β†’\n 560β†’func test_status_text_for_normal() -> void:\n 561β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 562β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.NORMAL)\n 563β†’\n 564β†’\tassert_eq(difficulty_menu.get_status_text(), \"Normal mode: Classic gameplay\")\n 565β†’\n 566β†’\n 567β†’func test_status_text_for_hard() -> void:\n 568β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 569β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n 570β†’\n 571β†’\tassert_eq(difficulty_menu.get_status_text(), \"Hard mode: Enemies react when you look away\")\n 572β†’\n 573β†’\n 574β†’func test_set_difficulty_power_fantasy() -> void:\n 575β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 576β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n 577β†’\n 578β†’\tassert_true(difficulty_menu.is_power_fantasy_selected(), \"Power Fantasy should be selected\")\n 579β†’\tassert_false(difficulty_menu.is_normal_selected(), \"Normal should not be selected\")\n 580β†’\tassert_false(difficulty_menu.is_easy_selected(), \"Easy should not be selected\")\n 581β†’\tassert_false(difficulty_menu.is_hard_selected(), \"Hard should not be selected\")\n 582β†’\n 583β†’\n 584β†’func test_button_text_shows_power_fantasy_selected() -> void:\n 585β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 586β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n 587β†’\n 588β†’\tassert_eq(difficulty_menu.get_power_fantasy_button_text(), \"Power Fantasy (Selected)\")\n 589β†’\tassert_eq(difficulty_menu.get_easy_button_text(), \"Easy\")\n 590β†’\tassert_eq(difficulty_menu.get_normal_button_text(), \"Normal\")\n 591β†’\tassert_eq(difficulty_menu.get_hard_button_text(), \"Hard\")\n 592β†’\n 593β†’\n 594β†’func test_status_text_for_power_fantasy() -> void:\n 595β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 596β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n 597β†’\n 598β†’\tassert_eq(difficulty_menu.get_status_text(), \"Power Fantasy: 10 HP, 3x ammo, blue lasers\")\n 599β†’\n 600β†’\n 601β†’func test_night_mode_default_disabled() -> void:\n 602β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 603β†’\tassert_false(difficulty_menu.is_night_mode_enabled(), \"Night mode should be disabled by default\")\n 604β†’\n 605β†’\n 606β†’func test_night_mode_enable() -> void:\n 607β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 608β†’\tdifficulty_menu.set_night_mode(true)\n 609β†’\n 610β†’\tassert_true(difficulty_menu.is_night_mode_enabled(), \"Night mode should be enabled\")\n 611β†’\n 612β†’\n 613β†’func test_night_mode_disable() -> void:\n 614β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 615β†’\tdifficulty_menu.set_night_mode(true)\n 616β†’\tdifficulty_menu.set_night_mode(false)\n 617β†’\n 618β†’\tassert_false(difficulty_menu.is_night_mode_enabled(), \"Night mode should be disabled\")\n 619β†’\n 620β†’\n 621β†’func test_status_text_with_night_mode() -> void:\n 622β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 623β†’\tdifficulty_menu.set_night_mode(true)\n 624β†’\n 625β†’\tassert_eq(difficulty_menu.get_status_text(), \"Normal mode: Classic gameplay | Night Mode ON\")\n 626β†’\n 627β†’\n 628β†’func test_status_text_power_fantasy_with_night_mode() -> void:\n 629β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 630β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n 631β†’\tdifficulty_menu.set_night_mode(true)\n 632β†’\n 633β†’\tassert_eq(difficulty_menu.get_status_text(), \"Power Fantasy: 10 HP, 3x ammo, blue lasers | Night Mode ON\")\n 634β†’\n 635β†’\n 636β†’func test_night_mode_independent_of_difficulty() -> void:\n 637β†’\tdifficulty_menu = MockDifficultyMenu.new()\n 638β†’\tdifficulty_menu.set_night_mode(true)\n 639β†’\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n 640β†’\n 641β†’\tassert_true(difficulty_menu.is_night_mode_enabled(), \"Night mode should stay enabled after difficulty change\")\n 642β†’\tassert_true(difficulty_menu.is_hard_selected(), \"Hard should be selected\")\n 643β†’\n 644β†’\n 645β†’# ============================================================================\n 646β†’# Levels Menu Tests (Card-based)\n 647β†’# ============================================================================\n 648β†’\n 649β†’\n 650β†’var levels_menu: MockLevelsMenu\n 651β†’\n 652β†’\n 653β†’func test_levels_menu_has_levels() -> void:\n 654β†’\tlevels_menu = MockLevelsMenu.new()\n 655β†’\tassert_true(levels_menu.get_level_count() > 0, \"Should have at least one level\")\n 656β†’\n 657β†’\n 658β†’func test_levels_menu_has_five_levels() -> void:\n 659β†’\tlevels_menu = MockLevelsMenu.new()\n 660β†’\tassert_eq(levels_menu.get_level_count(), 5, \"Should have 5 levels\")\n 661β†’\n 662β†’\n 663β†’func test_get_level_path() -> void:\n 664β†’\tlevels_menu = MockLevelsMenu.new()\n 665β†’\tvar path := levels_menu.get_level_path(\"Building Level\")\n 666β†’\n 667β†’\tassert_eq(path, \"res://scenes/levels/BuildingLevel.tscn\", \"Should return correct path\")\n 668β†’\n 669β†’\n 670β†’func test_get_level_path_invalid() -> void:\n 671β†’\tlevels_menu = MockLevelsMenu.new()\n 672β†’\tvar path := levels_menu.get_level_path(\"Non Existent Level\")\n 673β†’\n 674β†’\tassert_eq(path, \"\", \"Should return empty string for invalid level\")\n 675β†’\n 676β†’\n 677β†’func test_is_current_level() -> void:\n 678β†’\tlevels_menu = MockLevelsMenu.new()\n 679β†’\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\n 680β†’\n 681β†’\tassert_true(levels_menu.is_current_level(\"res://scenes/levels/BuildingLevel.tscn\"),\n 682β†’\t\t\"Should detect current level\")\n 683β†’\tassert_false(levels_menu.is_current_level(\"res://scenes/levels/TestTier.tscn\"),\n 684β†’\t\t\"Should not match different level\")\n 685β†’\n 686β†’\n 687β†’func test_should_disable_current_level_card() -> void:\n 688β†’\tlevels_menu = MockLevelsMenu.new()\n 689β†’\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\n 690β†’\n 691β†’\tassert_true(levels_menu.should_disable_card(\"Building Level\"),\n 692β†’\t\t\"Current level card should be disabled\")\n 693β†’\tassert_false(levels_menu.should_disable_card(\"Polygon\"),\n 694β†’\t\t\"Other level cards should not be disabled\")\n 695β†’\n 696β†’\n 697β†’func test_level_display_name_russian() -> void:\n 698β†’\tlevels_menu = MockLevelsMenu.new()\n 699β†’\tassert_eq(levels_menu.get_display_name(\"Polygon\"), \"Полигон\",\n 700β†’\t\t\"Polygon should display as Полигон\")\n 701β†’\tassert_eq(levels_menu.get_display_name(\"Castle\"), \"Π—Π°ΠΌΠΎΠΊ\",\n 702β†’\t\t\"Castle should display as Π—Π°ΠΌΠΎΠΊ\")\n 703β†’\tassert_eq(levels_menu.get_display_name(\"Labyrinth\"), \"Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\",\n 704β†’\t\t\"Labyrinth should display as Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\")\n 705β†’\n 706β†’\n 707β†’func test_level_display_name_fallback() -> void:\n 708β†’\tlevels_menu = MockLevelsMenu.new()\n 709β†’\tassert_eq(levels_menu.get_display_name(\"Building Level\"), \"Building Level\",\n 710β†’\t\t\"Building Level has no Russian name, should use English\")\n 711β†’\n 712β†’\n 713β†’func test_level_enemy_count() -> void:\n 714β†’\tlevels_menu = MockLevelsMenu.new()\n 715β†’\tassert_eq(levels_menu.get_enemy_count(\"Labyrinth\"), 5)\n 716β†’\tassert_eq(levels_menu.get_enemy_count(\"Building Level\"), 10)\n 717β†’\tassert_eq(levels_menu.get_enemy_count(\"Polygon\"), 5)\n 718β†’\tassert_eq(levels_menu.get_enemy_count(\"Castle\"), 15)\n 719β†’\n 720β†’\n 721β†’func test_level_has_description() -> void:\n 722β†’\tlevels_menu = MockLevelsMenu.new()\n 723β†’\tvar data := levels_menu.get_level_data(\"Building Level\")\n 724β†’\tassert_true(data.has(\"description\"), \"Level should have a description\")\n 725β†’\tassert_true(data[\"description\"].length() > 0, \"Description should not be empty\")\n 726β†’\n 727β†’\n 728β†’func test_level_progress_not_completed_initially() -> void:\n 729β†’\tlevels_menu = MockLevelsMenu.new()\n 730β†’\tassert_false(levels_menu.is_level_completed_on(\"Building Level\", \"Normal\"),\n 731β†’\t\t\"Level should not be completed initially\")\n 732β†’\n 733β†’\n 734β†’func test_level_progress_no_rank_initially() -> void:\n 735β†’\tlevels_menu = MockLevelsMenu.new()\n 736β†’\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"\",\n 737β†’\t\t\"Best rank should be empty initially\")\n 738β†’\n 739β†’\n 740β†’func test_level_progress_save_and_retrieve() -> void:\n 741β†’\tlevels_menu = MockLevelsMenu.new()\n 742β†’\tlevels_menu.set_level_progress(\"Building Level\", \"Normal\", \"A\", 7000)\n 743β†’\n 744β†’\tassert_true(levels_menu.is_level_completed_on(\"Building Level\", \"Normal\"),\n 745β†’\t\t\"Level should be completed after saving progress\")\n 746β†’\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"A\",\n 747β†’\t\t\"Best rank should be A\")\n 748β†’\tassert_eq(levels_menu.get_best_score(\"Building Level\", \"Normal\"), 7000,\n 749β†’\t\t\"Best score should be 7000\")\n 750β†’\n 751β†’\n 752β†’func test_level_progress_per_difficulty() -> void:\n 753β†’\tlevels_menu = MockLevelsMenu.new()\n 754β†’\tlevels_menu.set_level_progress(\"Castle\", \"Easy\", \"S\", 15000)\n 755β†’\tlevels_menu.set_level_progress(\"Castle\", \"Hard\", \"D\", 2000)\n 756β†’\n 757β†’\tassert_eq(levels_menu.get_best_rank(\"Castle\", \"Easy\"), \"S\",\n 758β†’\t\t\"Easy rank should be S\")\n 759β†’\tassert_eq(levels_menu.get_best_rank(\"Castle\", \"Hard\"), \"D\",\n 760β†’\t\t\"Hard rank should be D\")\n 761β†’\tassert_false(levels_menu.is_level_completed_on(\"Castle\", \"Normal\"),\n 762β†’\t\t\"Normal should not be completed\")\n 763β†’\n 764β†’\n 765β†’func test_level_progress_per_level() -> void:\n 766β†’\tlevels_menu = MockLevelsMenu.new()\n 767β†’\tlevels_menu.set_level_progress(\"Building Level\", \"Normal\", \"A+\", 9000)\n 768β†’\tlevels_menu.set_level_progress(\"Polygon\", \"Normal\", \"C\", 3000)\n 769β†’\n 770β†’\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"A+\")\n 771β†’\tassert_eq(levels_menu.get_best_rank(\"Polygon\", \"Normal\"), \"C\")\n 772β†’\n 773β†’\n 774β†’func test_levels_menu_grid_has_four_columns() -> void:\n 775β†’\tlevels_menu = MockLevelsMenu.new()\n 776β†’\tassert_eq(levels_menu.GRID_COLUMNS, 4,\n 777β†’\t\t\"Level grid should have 4 columns\")\n 778β†’\n 779β†’\n 780β†’func test_levels_menu_grid_row_count() -> void:\n 781β†’\tlevels_menu = MockLevelsMenu.new()\n 782β†’\tvar level_count := levels_menu.get_level_count()\n 783β†’\tvar columns := levels_menu.GRID_COLUMNS\n 784β†’\t# With 5 levels and 4 columns, we need ceil(5/4) = 2 rows\n 785β†’\tvar expected_rows := ceili(float(level_count) / float(columns))\n 786β†’\tassert_eq(expected_rows, 2, \"5 levels in 4 columns should produce 2 rows\")\n 787β†’\n 788β†’\n 789β†’# ============================================================================\n 790β†’# Level Locking / Progression Tests (Issue #984)\n 791β†’# ============================================================================\n 792β†’\n 793β†’\n 794β†’func test_labyrinth_always_unlocked() -> void:\n 795β†’\tlevels_menu = MockLevelsMenu.new()\n 796β†’\tassert_true(levels_menu.is_level_unlocked(0),\n 797β†’\t\t\"Labyrinth (index 0) should always be unlocked\")\n 798β†’\n 799β†’\n 800β†’func test_second_level_locked_without_progress() -> void:\n 801β†’\tlevels_menu = MockLevelsMenu.new()\n 802β†’\tassert_false(levels_menu.is_level_unlocked(1),\n 803β†’\t\t\"Building Level should be locked when Labyrinth has not been completed\")\n 804β†’\n 805β†’\n 806β†’func test_second_level_unlocked_after_completing_labyrinth() -> void:\n 807β†’\tlevels_menu = MockLevelsMenu.new()\n 808β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"F\", 100)\n 809β†’\tassert_true(levels_menu.is_level_unlocked(1),\n 810β†’\t\t\"Building Level should unlock after completing Labyrinth on any difficulty\")\n 811β†’\n 812β†’\n 813β†’func test_second_level_unlocks_on_any_difficulty() -> void:\n 814β†’\tlevels_menu = MockLevelsMenu.new()\n 815β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Hard\", \"A\", 9000)\n 816β†’\tassert_true(levels_menu.is_level_unlocked(1),\n 817β†’\t\t\"Building Level should unlock when Labyrinth is completed on Hard\")\n 818β†’\n 819β†’\n 820β†’func test_third_level_locked_without_second_completed() -> void:\n 821β†’\tlevels_menu = MockLevelsMenu.new()\n 822β†’\t# Labyrinth is done but Building Level is not\n 823β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"B\", 5000)\n 824β†’\tassert_false(levels_menu.is_level_unlocked(2),\n 825β†’\t\t\"Polygon should remain locked until Building Level is completed\")\n 826β†’\n 827β†’\n 828β†’func test_third_level_unlocked_after_completing_second() -> void:\n 829β†’\tlevels_menu = MockLevelsMenu.new()\n 830β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"B\", 5000)\n 831β†’\tlevels_menu.set_level_progress(\"Building Level\", \"Easy\", \"C\", 3000)\n 832β†’\tassert_true(levels_menu.is_level_unlocked(2),\n 833β†’\t\t\"Polygon should unlock after completing Building Level\")\n 834β†’\n 835β†’\n 836β†’func test_completing_labyrinth_does_not_skip_unlock_chain() -> void:\n 837β†’\tlevels_menu = MockLevelsMenu.new()\n 838β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"S\", 20000)\n 839β†’\t# Only Labyrinth done β€” Polygon (index 2) still requires Building Level (index 1)\n 840β†’\tassert_false(levels_menu.is_level_unlocked(2),\n 841β†’\t\t\"Polygon should not unlock just because Labyrinth is completed β€” chain must be sequential\")\n 842β†’\n 843β†’\n 844β†’func test_all_levels_locked_except_labyrinth_at_start() -> void:\n 845β†’\tlevels_menu = MockLevelsMenu.new()\n 846β†’\tassert_true(levels_menu.is_level_unlocked(0), \"Labyrinth should be unlocked at start\")\n 847β†’\tfor i in range(1, levels_menu.LEVELS.size()):\n 848β†’\t\tassert_false(levels_menu.is_level_unlocked(i),\n 849β†’\t\t\t\"Level at index %d should be locked at start\" % i)\n 850β†’\n 851β†’\n 852β†’func test_is_level_unlocked_by_name_labyrinth() -> void:\n 853β†’\tlevels_menu = MockLevelsMenu.new()\n 854β†’\tassert_true(levels_menu.is_level_unlocked_by_name(\"Labyrinth\"),\n 855β†’\t\t\"Labyrinth should be unlocked by name\")\n 856β†’\n 857β†’\n 858β†’func test_is_level_unlocked_by_name_building_locked() -> void:\n 859β†’\tlevels_menu = MockLevelsMenu.new()\n 860β†’\tassert_false(levels_menu.is_level_unlocked_by_name(\"Building Level\"),\n 861β†’\t\t\"Building Level should be locked by name before Labyrinth is completed\")\n 862β†’\n 863β†’\n 864β†’func test_is_level_unlocked_by_name_building_after_progress() -> void:\n 865β†’\tlevels_menu = MockLevelsMenu.new()\n 866β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"D\", 1000)\n 867β†’\tassert_true(levels_menu.is_level_unlocked_by_name(\"Building Level\"),\n 868β†’\t\t\"Building Level should unlock by name after completing Labyrinth\")\n 869β†’\n 870β†’\n 871β†’func test_completing_level_with_any_rank_unlocks_next() -> void:\n 872β†’\tlevels_menu = MockLevelsMenu.new()\n 873β†’\t# Even an F rank counts as a completion for unlocking purposes\n 874β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"F\", 50)\n 875β†’\tassert_true(levels_menu.is_level_unlocked(1),\n 876β†’\t\t\"Even an F rank completion of Labyrinth should unlock Building Level\")\n 877β†’\n 878β†’\n 879β†’# ============================================================================\n 880β†’# Black Metal Difficulty Unlock Tests (Issue #984 regression)\n 881β†’# ============================================================================\n 882β†’# These tests cover the bug where \"Black Metal\" was missing from the difficulty\n 883β†’# list in is_level_completed_any_difficulty, causing levels to remain locked\n 884β†’# even after they were completed on Black Metal mode.\n 885β†’\n 886β†’\n 887β†’func test_black_metal_completion_unlocks_next_level() -> void:\n 888β†’\t# Regression test: completing Labyrinth on Black Metal must unlock Building Level\n 889β†’\tlevels_menu = MockLevelsMenu.new()\n 890β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"A\", 12369)\n 891β†’\tassert_true(levels_menu.is_level_unlocked(1),\n 892β†’\t\t\"Building Level should unlock after completing Labyrinth on Black Metal (regression: Issue #984)\")\n 893β†’\n 894β†’\n 895β†’func test_black_metal_completion_recognized_by_any_difficulty_check() -> void:\n 896β†’\tlevels_menu = MockLevelsMenu.new()\n 897β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"F\", 0)\n 898β†’\tassert_true(levels_menu.is_level_completed_any_difficulty(\"Labyrinth\"),\n 899β†’\t\t\"is_level_completed_any_difficulty should return true for Black Metal completion\")\n 900β†’\n 901β†’\n 902β†’func test_only_black_metal_progress_still_unlocks_level() -> void:\n 903β†’\t# Ensure we don't depend on having Easy/Normal/Hard/Power Fantasy completions\n 904β†’\tlevels_menu = MockLevelsMenu.new()\n 905β†’\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"S\", 20000)\n 906β†’\t# Building Level should unlock even if only Black Metal was played\n 907β†’\tassert_true(levels_menu.is_level_unlocked(1),\n 908β†’\t\t\"Level should unlock with only Black Metal completion β€” no other difficulty needed\")\n 909β†’\n 910β†’\n 911β†’# ============================================================================\n 912β†’# Armory Menu Tests\n 913β†’# ============================================================================\n 914β†’\n 915β†’\n 916β†’var armory_menu: MockArmoryMenu\n 917β†’\n 918β†’\n 919β†’func test_armory_menu_has_weapons() -> void:\n 920β†’\tarmory_menu = MockArmoryMenu.new()\n 921β†’\tassert_true(armory_menu.get_weapon_count() > 0, \"Should have at least one weapon\")\n 922β†’\n 923β†’\n 924β†’func test_armory_menu_m16_unlocked() -> void:\n 925β†’\tarmory_menu = MockArmoryMenu.new()\n 926β†’\tassert_true(armory_menu.is_weapon_unlocked(\"m16\"), \"M16 should be unlocked\")\n 927β†’\n 928β†’\n 929β†’func test_armory_menu_other_weapons_locked() -> void:\n 930β†’\tarmory_menu = MockArmoryMenu.new()\n 931β†’\tassert_false(armory_menu.is_weapon_unlocked(\"ak47\"), \"AK47 should be locked\")\n 932β†’\n 933β†’\n 934β†’func test_armory_menu_unlocked_count() -> void:\n 935β†’\tarmory_menu = MockArmoryMenu.new()\n 936β†’\tassert_eq(armory_menu.get_unlocked_count(), 5, \"Should have 5 unlocked weapons (M16, Shotgun, Mini UZI, Silenced Pistol, ASVK)\")\n 937β†’\n 938β†’\n 939β†’func test_armory_menu_get_weapon_data() -> void:\n 940β†’\tarmory_menu = MockArmoryMenu.new()\n 941β†’\tvar data := armory_menu.get_weapon_data(\"m16\")\n 942β†’\n 943β†’\tassert_eq(data[\"name\"], \"M16\", \"Should return correct weapon name\")\n 944β†’\tassert_true(data[\"description\"].begins_with(\"Standard assault rifle\"), \"Should return correct description\")\n 945β†’\tassert_true(data[\"unlocked\"], \"Should show as unlocked\")\n 946β†’\n 947β†’\n 948β†’func test_armory_menu_invalid_weapon() -> void:\n 949β†’\tarmory_menu = MockArmoryMenu.new()\n 950β†’\tvar data := armory_menu.get_weapon_data(\"invalid_weapon\")\n 951β†’\n 952β†’\tassert_true(data.is_empty(), \"Should return empty dictionary for invalid weapon\")\n 953β†’\tassert_false(armory_menu.is_weapon_unlocked(\"invalid_weapon\"), \"Invalid weapon should not be unlocked\")\n 954β†’\n 955β†’\n 956β†’func test_armory_menu_shotgun_unlocked() -> void:\n 957β†’\tarmory_menu = MockArmoryMenu.new()\n 958β†’\tassert_true(armory_menu.is_weapon_unlocked(\"shotgun\"), \"Shotgun should be unlocked\")\n 959β†’\n 960β†’\n 961β†’func test_armory_menu_select_weapon_sets_pending() -> void:\n 962β†’\tarmory_menu = MockArmoryMenu.new()\n 963β†’\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\n 964β†’\n 965β†’\tarmory_menu.select_weapon(\"shotgun\")\n 966β†’\n 967β†’\tassert_eq(armory_menu.get_pending_weapon(), \"shotgun\", \"Pending should be shotgun\")\n 968β†’\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Applied should still be M16 until Apply\")\n 969β†’\n 970β†’\n 971β†’func test_armory_menu_apply_changes_selection() -> void:\n 972β†’\tarmory_menu = MockArmoryMenu.new()\n 973β†’\tarmory_menu.select_weapon(\"shotgun\")\n 974β†’\tarmory_menu.apply()\n 975β†’\n 976β†’\tassert_eq(armory_menu.get_selected_weapon(), \"shotgun\", \"Should select shotgun after Apply\")\n 977β†’\n 978β†’\n 979β†’func test_armory_menu_cannot_select_locked_weapon() -> void:\n 980β†’\tarmory_menu = MockArmoryMenu.new()\n 981β†’\tarmory_menu.select_weapon(\"ak47\") # Locked weapon\n 982β†’\n 983β†’\tassert_eq(armory_menu.get_pending_weapon(), \"m16\", \"Pending should remain M16 when trying to select locked weapon\")\n 984β†’\n 985β†’\n 986β†’func test_armory_menu_get_shotgun_data() -> void:\n 987β†’\tarmory_menu = MockArmoryMenu.new()\n 988β†’\tvar data := armory_menu.get_weapon_data(\"shotgun\")\n 989β†’\n 990β†’\tassert_eq(data[\"name\"], \"Shotgun\", \"Should return correct weapon name\")\n 991β†’\tassert_true(data[\"unlocked\"], \"Shotgun should be unlocked\")\n 992β†’\n 993β†’\n 994β†’func test_armory_menu_sniper_unlocked() -> void:\n 995β†’\tarmory_menu = MockArmoryMenu.new()\n 996β†’\tassert_true(armory_menu.is_weapon_unlocked(\"sniper\"), \"ASVK sniper should be unlocked\")\n 997β†’\n 998β†’\n 999β†’func test_armory_menu_has_six_weapons() -> void:\n 1000β†’\tarmory_menu = MockArmoryMenu.new()\n 1001β†’\tassert_eq(armory_menu.get_weapon_count(), 6, \"Should have 6 weapons (5 unlocked + 1 locked)\")\n 1002β†’\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": "237d7f38-209c-4dd7-8a8c-cb9fcc0ac131",
"uuid": "e890cb7c-37ea-4270-8eb5-02dea570a77e",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264171217/tests/unit/test_ui_menus.gd",
"content": "extends GutTest\n## Unit tests for UI menu scripts.\n##\n## Tests the logic for pause menu, controls menu, difficulty menu, levels menu, and armory menu.\n## Tests the state management and button states without requiring actual UI nodes.\n\n\n# ============================================================================\n# Mock Pause Menu\n# ============================================================================\n\n\nclass MockPauseMenu:\n\tvar _controls_menu_visible: bool = false\n\tvar _difficulty_menu_visible: bool = false\n\tvar _levels_menu_visible: bool = false\n\tvar _armory_menu_visible: bool = false\n\tvar visible: bool = false\n\tvar paused: bool = false\n\n\tfunc toggle_pause() -> void:\n\t\tif visible:\n\t\t\tresume_game()\n\t\telse:\n\t\t\tpause_game()\n\n\tfunc pause_game() -> void:\n\t\tpaused = true\n\t\tvisible = true\n\n\tfunc resume_game() -> void:\n\t\tpaused = false\n\t\tvisible = false\n\t\t_controls_menu_visible = false\n\t\t_difficulty_menu_visible = false\n\t\t_levels_menu_visible = false\n\t\t_armory_menu_visible = false\n\n\tfunc show_controls_menu() -> void:\n\t\t_controls_menu_visible = true\n\n\tfunc hide_controls_menu() -> void:\n\t\t_controls_menu_visible = false\n\n\tfunc show_difficulty_menu() -> void:\n\t\t_difficulty_menu_visible = true\n\n\tfunc hide_difficulty_menu() -> void:\n\t\t_difficulty_menu_visible = false\n\n\tfunc show_levels_menu() -> void:\n\t\t_levels_menu_visible = true\n\n\tfunc hide_levels_menu() -> void:\n\t\t_levels_menu_visible = false\n\n\tfunc show_armory_menu() -> void:\n\t\t_armory_menu_visible = true\n\n\tfunc hide_armory_menu() -> void:\n\t\t_armory_menu_visible = false\n\n\n# ============================================================================\n# Mock Controls Menu\n# ============================================================================\n\n\nclass MockControlsMenu:\n\tvar _rebinding_action: String = \"\"\n\tvar _pending_bindings: Dictionary = {}\n\tvar _has_changes: bool = false\n\n\tsignal back_pressed\n\n\tfunc start_rebinding(action_name: String) -> void:\n\t\t_rebinding_action = action_name\n\n\tfunc cancel_rebinding() -> void:\n\t\t_rebinding_action = \"\"\n\n\tfunc is_rebinding() -> bool:\n\t\treturn not _rebinding_action.is_empty()\n\n\tfunc get_rebinding_action() -> String:\n\t\treturn _rebinding_action\n\n\tfunc add_pending_binding(action: String, key: String) -> void:\n\t\t_pending_bindings[action] = key\n\t\t_has_changes = true\n\n\tfunc has_pending_changes() -> bool:\n\t\treturn _has_changes\n\n\tfunc apply_changes() -> void:\n\t\t_pending_bindings.clear()\n\t\t_has_changes = false\n\n\tfunc reset_changes() -> void:\n\t\t_pending_bindings.clear()\n\t\t_has_changes = false\n\n\tfunc get_pending_binding(action: String) -> String:\n\t\tif action in _pending_bindings:\n\t\t\treturn _pending_bindings[action]\n\t\treturn \"\"\n\n\n# ============================================================================\n# Mock Difficulty Menu\n# ============================================================================\n\n\nclass MockDifficultyMenu:\n\tenum Difficulty { EASY, NORMAL, HARD, POWER_FANTASY }\n\n\tvar current_difficulty: Difficulty = Difficulty.NORMAL\n\tvar night_mode_enabled: bool = false\n\n\tsignal back_pressed\n\n\tfunc set_difficulty(difficulty: Difficulty) -> void:\n\t\tcurrent_difficulty = difficulty\n\n\tfunc get_difficulty() -> Difficulty:\n\t\treturn current_difficulty\n\n\tfunc set_night_mode(enabled: bool) -> void:\n\t\tnight_mode_enabled = enabled\n\n\tfunc is_night_mode_enabled() -> bool:\n\t\treturn night_mode_enabled\n\n\tfunc is_easy_selected() -> bool:\n\t\treturn current_difficulty == Difficulty.EASY\n\n\tfunc is_normal_selected() -> bool:\n\t\treturn current_difficulty == Difficulty.NORMAL\n\n\tfunc is_hard_selected() -> bool:\n\t\treturn current_difficulty == Difficulty.HARD\n\n\tfunc is_power_fantasy_selected() -> bool:\n\t\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\tfunc get_easy_button_text() -> String:\n\t\treturn \"Easy (Selected)\" if is_easy_selected() else \"Easy\"\n\n\tfunc get_normal_button_text() -> String:\n\t\treturn \"Normal (Selected)\" if is_normal_selected() else \"Normal\"\n\n\tfunc get_hard_button_text() -> String:\n\t\treturn \"Hard (Selected)\" if is_hard_selected() else \"Hard\"\n\n\tfunc get_power_fantasy_button_text() -> String:\n\t\treturn \"Power Fantasy (Selected)\" if is_power_fantasy_selected() else \"Power Fantasy\"\n\n\tfunc get_status_text() -> String:\n\t\tvar base_text: String = \"\"\n\t\tmatch current_difficulty:\n\t\t\tDifficulty.EASY:\n\t\t\t\tbase_text = \"Easy mode: Enemies react slower\"\n\t\t\tDifficulty.HARD:\n\t\t\t\tbase_text = \"Hard mode: Enemies react when you look away\"\n\t\t\tDifficulty.POWER_FANTASY:\n\t\t\t\tbase_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\t\t\t_:\n\t\t\t\tbase_text = \"Normal mode: Classic gameplay\"\n\t\tif night_mode_enabled:\n\t\t\tbase_text += \" | Night Mode ON\"\n\t\treturn base_text\n\n\n# ============================================================================\n# Mock Levels Menu (Card-based)\n# ============================================================================\n\n\nclass MockLevelsMenu:\n\t## Level data with card metadata (matches card-based levels_menu.gd).\n\t## Labyrinth is index 0 and always unlocked; subsequent levels require completing the prior one.\n\tconst LEVELS: Array[Dictionary] = [\n\t\t{\n\t\t\t\"name\": \"Labyrinth\",\n\t\t\t\"name_ru\": \"Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\",\n\t\t\t\"path\": \"res://scenes/levels/LabyrinthLevel.tscn\",\n\t\t\t\"description\": \"Labyrinth of technical rooms with narrow corridors and enclosed spaces.\",\n\t\t\t\"enemy_count\": 5,\n\t\t\t\"map_size\": \"1920x1080\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Building Level\",\n\t\t\t\"path\": \"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\t\"description\": \"Hotline Miami style building with interconnected rooms and corridors.\",\n\t\t\t\"enemy_count\": 10,\n\t\t\t\"map_size\": \"2400x2000\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Polygon\",\n\t\t\t\"name_ru\": \"Полигон\",\n\t\t\t\"path\": \"res://scenes/levels/TestTier.tscn\",\n\t\t\t\"description\": \"Open training ground for testing weapons and practicing combat skills.\",\n\t\t\t\"enemy_count\": 5,\n\t\t\t\"map_size\": \"1280x720\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Castle\",\n\t\t\t\"name_ru\": \"Π—Π°ΠΌΠΎΠΊ\",\n\t\t\t\"path\": \"res://scenes/levels/CastleLevel.tscn\",\n\t\t\t\"description\": \"Medieval fortress assault across a massive oval-shaped courtyard.\",\n\t\t\t\"enemy_count\": 15,\n\t\t\t\"map_size\": \"6000x2560\"\n\t\t},\n\t\t{\n\t\t\t\"name\": \"Beach\",\n\t\t\t\"name_ru\": \"ПляТ\",\n\t\t\t\"path\": \"res://scenes/levels/BeachLevel.tscn\",\n\t\t\t\"description\": \"Outdoor beach environment with machete-wielding enemies and scattered cover.\",\n\t\t\t\"enemy_count\": 8,\n\t\t\t\"map_size\": \"2400x2000\"\n\t\t}\n\t]\n\n\tconst DIFFICULTY_NAMES: Array[String] = [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\", \"Black Metal\"]\n\n\t## Number of columns in the level grid (4 cards wide).\n\tconst GRID_COLUMNS: int = 4\n\n\tvar current_scene_path: String = \"\"\n\n\tsignal back_pressed\n\n\tfunc get_level_count() -> int:\n\t\treturn LEVELS.size()\n\n\tfunc get_level_names() -> Array:\n\t\tvar names: Array = []\n\t\tfor level in LEVELS:\n\t\t\tnames.append(level[\"name\"])\n\t\treturn names\n\n\tfunc get_level_index(name: String) -> int:\n\t\tfor i in range(LEVELS.size()):\n\t\t\tif LEVELS[i][\"name\"] == name:\n\t\t\t\treturn i\n\t\treturn -1\n\n\tfunc get_level_path(name: String) -> String:\n\t\tfor level in LEVELS:\n\t\t\tif level[\"name\"] == name:\n\t\t\t\treturn level[\"path\"]\n\t\treturn \"\"\n\n\tfunc get_level_data(name: String) -> Dictionary:\n\t\tfor level in LEVELS:\n\t\t\tif level[\"name\"] == name:\n\t\t\t\treturn level\n\t\treturn {}\n\n\tfunc is_current_level(level_path: String) -> bool:\n\t\treturn level_path == current_scene_path\n\n\tfunc get_display_name(level_name: String) -> String:\n\t\tvar data := get_level_data(level_name)\n\t\treturn data.get(\"name_ru\", data.get(\"name\", level_name))\n\n\tfunc should_disable_card(level_name: String) -> bool:\n\t\tvar path := get_level_path(level_name)\n\t\treturn is_current_level(path)\n\n\tfunc get_enemy_count(level_name: String) -> int:\n\t\tvar data := get_level_data(level_name)\n\t\treturn data.get(\"enemy_count\", 0)\n\n\t## Progress data per level per difficulty: \"path:difficulty\" β†’ {\"rank\": String, \"score\": int}\n\tvar _progress: Dictionary = {}\n\n\tfunc set_level_progress(level_name: String, difficulty: String, rank: String, score: int) -> void:\n\t\tvar path := get_level_path(level_name)\n\t\tif not path.is_empty():\n\t\t\t_progress[path + \":\" + difficulty] = {\"rank\": rank, \"score\": score}\n\n\tfunc get_best_rank(level_name: String, difficulty: String) -> String:\n\t\tvar path := get_level_path(level_name)\n\t\tvar key: String = path + \":\" + difficulty\n\t\tif key in _progress:\n\t\t\treturn _progress[key].get(\"rank\", \"\")\n\t\treturn \"\"\n\n\tfunc get_best_score(level_name: String, difficulty: String) -> int:\n\t\tvar path := get_level_path(level_name)\n\t\tvar key: String = path + \":\" + difficulty\n\t\tif key in _progress:\n\t\t\treturn _progress[key].get(\"score\", 0)\n\t\treturn 0\n\n\tfunc is_level_completed_on(level_name: String, difficulty: String) -> bool:\n\t\tvar path := get_level_path(level_name)\n\t\treturn (path + \":\" + difficulty) in _progress\n\n\tfunc is_level_completed_any_difficulty(level_name: String) -> bool:\n\t\tfor difficulty in DIFFICULTY_NAMES:\n\t\t\tif is_level_completed_on(level_name, difficulty):\n\t\t\t\treturn true\n\t\treturn false\n\n\t## Check whether a level at the given index is unlocked.\n\t## Index 0 (Labyrinth) is always unlocked.\n\t## All other levels require the previous level to be completed on any difficulty.\n\tfunc is_level_unlocked(level_index: int) -> bool:\n\t\tif level_index <= 0:\n\t\t\treturn true\n\t\tvar previous_name: String = LEVELS[level_index - 1][\"name\"]\n\t\treturn is_level_completed_any_difficulty(previous_name)\n\n\tfunc is_level_unlocked_by_name(level_name: String) -> bool:\n\t\tvar idx := get_level_index(level_name)\n\t\tif idx == -1:\n\t\t\treturn false\n\t\treturn is_level_unlocked(idx)\n\n\n# ============================================================================\n# Mock Armory Menu\n# ============================================================================\n\n\nclass MockArmoryMenu:\n\t## Firearms data β€” separate from grenades.\n\tconst FIREARMS: Dictionary = {\n\t\t\"m16\": {\n\t\t\t\"name\": \"M16\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/m16_rifle.png\",\n\t\t\t\"unlocked\": true,\n\t\t\t\"description\": \"Standard assault rifle with auto/burst modes, red laser sight\"\n\t\t},\n\t\t\"ak47\": {\n\t\t\t\"name\": \"???\",\n\t\t\t\"icon_path\": \"\",\n\t\t\t\"unlocked\": false,\n\t\t\t\"description\": \"Coming soon\"\n\t\t},\n\t\t\"shotgun\": {\n\t\t\t\"name\": \"Shotgun\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/shotgun_icon.png\",\n\t\t\t\"unlocked\": true,\n\t\t\t\"description\": \"Pump-action shotgun β€” shell-by-shell loading, multi-pellet spread\"\n\t\t},\n\t\t\"mini_uzi\": {\n\t\t\t\"name\": \"Mini UZI\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/mini_uzi_icon.png\",\n\t\t\t\"unlocked\": true,\n\t\t\t\"description\": \"High fire rate SMG\"\n\t\t},\n\t\t\"silenced_pistol\": {\n\t\t\t\"name\": \"Silenced Pistol\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/silenced_pistol_topdown.png\",\n\t\t\t\"unlocked\": true,\n\t\t\t\"description\": \"Beretta M9 with suppressor\"\n\t\t},\n\t\t\"sniper\": {\n\t\t\t\"name\": \"ASVK\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/asvk_topdown.png\",\n\t\t\t\"unlocked\": true,\n\t\t\t\"description\": \"Anti-materiel sniper\"\n\t\t}\n\t}\n\n\tsignal back_pressed\n\tsignal weapon_selected(weapon_id: String)\n\n\tvar _applied_weapon: String = \"m16\"\n\tvar _pending_weapon: String = \"m16\"\n\n\tfunc get_weapon_count() -> int:\n\t\treturn FIREARMS.size()\n\n\tfunc get_weapon_ids() -> Array:\n\t\treturn FIREARMS.keys()\n\n\tfunc get_weapon_data(weapon_id: String) -> Dictionary:\n\t\tif weapon_id in FIREARMS:\n\t\t\treturn FIREARMS[weapon_id]\n\t\treturn {}\n\n\tfunc is_weapon_unlocked(weapon_id: String) -> bool:\n\t\tif weapon_id in FIREARMS:\n\t\t\treturn FIREARMS[weapon_id][\"unlocked\"]\n\t\treturn false\n\n\tfunc get_unlocked_count() -> int:\n\t\tvar count: int = 0\n\t\tfor weapon_id in FIREARMS:\n\t\t\tif FIREARMS[weapon_id][\"unlocked\"]:\n\t\t\t\tcount += 1\n\t\treturn count\n\n\tfunc select_weapon(weapon_id: String) -> void:\n\t\tif weapon_id in FIREARMS and FIREARMS[weapon_id][\"unlocked\"]:\n\t\t\t_pending_weapon = weapon_id\n\n\tfunc has_pending_changes() -> bool:\n\t\treturn _pending_weapon != _applied_weapon\n\n\tfunc apply() -> void:\n\t\tif has_pending_changes():\n\t\t\t_applied_weapon = _pending_weapon\n\t\t\tweapon_selected.emit(_applied_weapon)\n\n\tfunc get_selected_weapon() -> String:\n\t\treturn _applied_weapon\n\n\tfunc get_pending_weapon() -> String:\n\t\treturn _pending_weapon\n\n\n# ============================================================================\n# Pause Menu Tests\n# ============================================================================\n\n\nvar pause_menu: MockPauseMenu\n\n\nfunc test_pause_menu_initial_state() -> void:\n\tpause_menu = MockPauseMenu.new()\n\tassert_false(pause_menu.visible, \"Pause menu should start hidden\")\n\tassert_false(pause_menu.paused, \"Game should not be paused initially\")\n\n\nfunc test_toggle_pause_shows_menu() -> void:\n\tpause_menu = MockPauseMenu.new()\n\tpause_menu.toggle_pause()\n\n\tassert_true(pause_menu.visible, \"Menu should be visible after pause\")\n\tassert_true(pause_menu.paused, \"Game should be paused\")\n\n\nfunc test_toggle_pause_twice_hides_menu() -> void:\n\tpause_menu = MockPauseMenu.new()\n\tpause_menu.toggle_pause()\n\tpause_menu.toggle_pause()\n\n\tassert_false(pause_menu.visible, \"Menu should be hidden after unpause\")\n\tassert_false(pause_menu.paused, \"Game should not be paused\")\n\n\nfunc test_resume_closes_submenus() -> void:\n\tpause_menu = MockPauseMenu.new()\n\tpause_menu.pause_game()\n\tpause_menu.show_controls_menu()\n\tpause_menu.show_difficulty_menu()\n\tpause_menu.show_armory_menu()\n\n\tpause_menu.resume_game()\n\n\tassert_false(pause_menu._controls_menu_visible, \"Controls menu should close on resume\")\n\tassert_false(pause_menu._difficulty_menu_visible, \"Difficulty menu should close on resume\")\n\tassert_false(pause_menu._armory_menu_visible, \"Armory menu should close on resume\")\n\n\n# ============================================================================\n# Controls Menu Tests\n# ============================================================================\n\n\nvar controls_menu: MockControlsMenu\n\n\nfunc test_controls_menu_not_rebinding_initially() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tassert_false(controls_menu.is_rebinding(), \"Should not be rebinding initially\")\n\n\nfunc test_start_rebinding_sets_action() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tcontrols_menu.start_rebinding(\"move_up\")\n\n\tassert_true(controls_menu.is_rebinding(), \"Should be rebinding after start\")\n\tassert_eq(controls_menu.get_rebinding_action(), \"move_up\", \"Action should be set\")\n\n\nfunc test_cancel_rebinding_clears_action() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tcontrols_menu.start_rebinding(\"move_up\")\n\tcontrols_menu.cancel_rebinding()\n\n\tassert_false(controls_menu.is_rebinding(), \"Should not be rebinding after cancel\")\n\n\nfunc test_add_pending_binding() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n\n\tassert_true(controls_menu.has_pending_changes(), \"Should have pending changes\")\n\tassert_eq(controls_menu.get_pending_binding(\"move_up\"), \"W\", \"Binding should be stored\")\n\n\nfunc test_apply_changes_clears_pending() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n\tcontrols_menu.apply_changes()\n\n\tassert_false(controls_menu.has_pending_changes(), \"Should not have pending changes after apply\")\n\n\nfunc test_reset_changes_clears_pending() -> void:\n\tcontrols_menu = MockControlsMenu.new()\n\tcontrols_menu.add_pending_binding(\"move_up\", \"W\")\n\tcontrols_menu.reset_changes()\n\n\tassert_false(controls_menu.has_pending_changes(), \"Should not have pending changes after reset\")\n\n\n# ============================================================================\n# Difficulty Menu Tests\n# ============================================================================\n\n\nvar difficulty_menu: MockDifficultyMenu\n\n\nfunc test_difficulty_menu_default_is_normal() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tassert_true(difficulty_menu.is_normal_selected(), \"Normal should be default\")\n\n\nfunc test_set_difficulty_easy() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n\n\tassert_true(difficulty_menu.is_easy_selected(), \"Easy should be selected\")\n\tassert_false(difficulty_menu.is_normal_selected(), \"Normal should not be selected\")\n\tassert_false(difficulty_menu.is_hard_selected(), \"Hard should not be selected\")\n\n\nfunc test_set_difficulty_hard() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n\n\tassert_true(difficulty_menu.is_hard_selected(), \"Hard should be selected\")\n\n\nfunc test_button_text_shows_selected() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n\n\tassert_eq(difficulty_menu.get_easy_button_text(), \"Easy (Selected)\")\n\tassert_eq(difficulty_menu.get_normal_button_text(), \"Normal\")\n\tassert_eq(difficulty_menu.get_hard_button_text(), \"Hard\")\n\n\nfunc test_status_text_for_easy() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Easy mode: Enemies react slower\")\n\n\nfunc test_status_text_for_normal() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.NORMAL)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Normal mode: Classic gameplay\")\n\n\nfunc test_status_text_for_hard() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Hard mode: Enemies react when you look away\")\n\n\nfunc test_set_difficulty_power_fantasy() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n\n\tassert_true(difficulty_menu.is_power_fantasy_selected(), \"Power Fantasy should be selected\")\n\tassert_false(difficulty_menu.is_normal_selected(), \"Normal should not be selected\")\n\tassert_false(difficulty_menu.is_easy_selected(), \"Easy should not be selected\")\n\tassert_false(difficulty_menu.is_hard_selected(), \"Hard should not be selected\")\n\n\nfunc test_button_text_shows_power_fantasy_selected() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n\n\tassert_eq(difficulty_menu.get_power_fantasy_button_text(), \"Power Fantasy (Selected)\")\n\tassert_eq(difficulty_menu.get_easy_button_text(), \"Easy\")\n\tassert_eq(difficulty_menu.get_normal_button_text(), \"Normal\")\n\tassert_eq(difficulty_menu.get_hard_button_text(), \"Hard\")\n\n\nfunc test_status_text_for_power_fantasy() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Power Fantasy: 10 HP, 3x ammo, blue lasers\")\n\n\nfunc test_night_mode_default_disabled() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tassert_false(difficulty_menu.is_night_mode_enabled(), \"Night mode should be disabled by default\")\n\n\nfunc test_night_mode_enable() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_night_mode(true)\n\n\tassert_true(difficulty_menu.is_night_mode_enabled(), \"Night mode should be enabled\")\n\n\nfunc test_night_mode_disable() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_night_mode(true)\n\tdifficulty_menu.set_night_mode(false)\n\n\tassert_false(difficulty_menu.is_night_mode_enabled(), \"Night mode should be disabled\")\n\n\nfunc test_status_text_with_night_mode() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_night_mode(true)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Normal mode: Classic gameplay | Night Mode ON\")\n\n\nfunc test_status_text_power_fantasy_with_night_mode() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.POWER_FANTASY)\n\tdifficulty_menu.set_night_mode(true)\n\n\tassert_eq(difficulty_menu.get_status_text(), \"Power Fantasy: 10 HP, 3x ammo, blue lasers | Night Mode ON\")\n\n\nfunc test_night_mode_independent_of_difficulty() -> void:\n\tdifficulty_menu = MockDifficultyMenu.new()\n\tdifficulty_menu.set_night_mode(true)\n\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\n\n\tassert_true(difficulty_menu.is_night_mode_enabled(), \"Night mode should stay enabled after difficulty change\")\n\tassert_true(difficulty_menu.is_hard_selected(), \"Hard should be selected\")\n\n\n# ============================================================================\n# Levels Menu Tests (Card-based)\n# ============================================================================\n\n\nvar levels_menu: MockLevelsMenu\n\n\nfunc test_levels_menu_has_levels() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_true(levels_menu.get_level_count() > 0, \"Should have at least one level\")\n\n\nfunc test_levels_menu_has_five_levels() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.get_level_count(), 5, \"Should have 5 levels\")\n\n\nfunc test_get_level_path() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tvar path := levels_menu.get_level_path(\"Building Level\")\n\n\tassert_eq(path, \"res://scenes/levels/BuildingLevel.tscn\", \"Should return correct path\")\n\n\nfunc test_get_level_path_invalid() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tvar path := levels_menu.get_level_path(\"Non Existent Level\")\n\n\tassert_eq(path, \"\", \"Should return empty string for invalid level\")\n\n\nfunc test_is_current_level() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\n\n\tassert_true(levels_menu.is_current_level(\"res://scenes/levels/BuildingLevel.tscn\"),\n\t\t\"Should detect current level\")\n\tassert_false(levels_menu.is_current_level(\"res://scenes/levels/TestTier.tscn\"),\n\t\t\"Should not match different level\")\n\n\nfunc test_should_disable_current_level_card() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\n\n\tassert_true(levels_menu.should_disable_card(\"Building Level\"),\n\t\t\"Current level card should be disabled\")\n\tassert_false(levels_menu.should_disable_card(\"Polygon\"),\n\t\t\"Other level cards should not be disabled\")\n\n\nfunc test_level_display_name_russian() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.get_display_name(\"Polygon\"), \"Полигон\",\n\t\t\"Polygon should display as Полигон\")\n\tassert_eq(levels_menu.get_display_name(\"Castle\"), \"Π—Π°ΠΌΠΎΠΊ\",\n\t\t\"Castle should display as Π—Π°ΠΌΠΎΠΊ\")\n\tassert_eq(levels_menu.get_display_name(\"Labyrinth\"), \"Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\",\n\t\t\"Labyrinth should display as Π›Π°Π±ΠΈΡ€ΠΈΠ½Ρ‚\")\n\n\nfunc test_level_display_name_fallback() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.get_display_name(\"Building Level\"), \"Building Level\",\n\t\t\"Building Level has no Russian name, should use English\")\n\n\nfunc test_level_enemy_count() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.get_enemy_count(\"Labyrinth\"), 5)\n\tassert_eq(levels_menu.get_enemy_count(\"Building Level\"), 10)\n\tassert_eq(levels_menu.get_enemy_count(\"Polygon\"), 5)\n\tassert_eq(levels_menu.get_enemy_count(\"Castle\"), 15)\n\n\nfunc test_level_has_description() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tvar data := levels_menu.get_level_data(\"Building Level\")\n\tassert_true(data.has(\"description\"), \"Level should have a description\")\n\tassert_true(data[\"description\"].length() > 0, \"Description should not be empty\")\n\n\nfunc test_level_progress_not_completed_initially() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_false(levels_menu.is_level_completed_on(\"Building Level\", \"Normal\"),\n\t\t\"Level should not be completed initially\")\n\n\nfunc test_level_progress_no_rank_initially() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"\",\n\t\t\"Best rank should be empty initially\")\n\n\nfunc test_level_progress_save_and_retrieve() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Building Level\", \"Normal\", \"A\", 7000)\n\n\tassert_true(levels_menu.is_level_completed_on(\"Building Level\", \"Normal\"),\n\t\t\"Level should be completed after saving progress\")\n\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"A\",\n\t\t\"Best rank should be A\")\n\tassert_eq(levels_menu.get_best_score(\"Building Level\", \"Normal\"), 7000,\n\t\t\"Best score should be 7000\")\n\n\nfunc test_level_progress_per_difficulty() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Castle\", \"Easy\", \"S\", 15000)\n\tlevels_menu.set_level_progress(\"Castle\", \"Hard\", \"D\", 2000)\n\n\tassert_eq(levels_menu.get_best_rank(\"Castle\", \"Easy\"), \"S\",\n\t\t\"Easy rank should be S\")\n\tassert_eq(levels_menu.get_best_rank(\"Castle\", \"Hard\"), \"D\",\n\t\t\"Hard rank should be D\")\n\tassert_false(levels_menu.is_level_completed_on(\"Castle\", \"Normal\"),\n\t\t\"Normal should not be completed\")\n\n\nfunc test_level_progress_per_level() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Building Level\", \"Normal\", \"A+\", 9000)\n\tlevels_menu.set_level_progress(\"Polygon\", \"Normal\", \"C\", 3000)\n\n\tassert_eq(levels_menu.get_best_rank(\"Building Level\", \"Normal\"), \"A+\")\n\tassert_eq(levels_menu.get_best_rank(\"Polygon\", \"Normal\"), \"C\")\n\n\nfunc test_levels_menu_grid_has_four_columns() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_eq(levels_menu.GRID_COLUMNS, 4,\n\t\t\"Level grid should have 4 columns\")\n\n\nfunc test_levels_menu_grid_row_count() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tvar level_count := levels_menu.get_level_count()\n\tvar columns := levels_menu.GRID_COLUMNS\n\t# With 5 levels and 4 columns, we need ceil(5/4) = 2 rows\n\tvar expected_rows := ceili(float(level_count) / float(columns))\n\tassert_eq(expected_rows, 2, \"5 levels in 4 columns should produce 2 rows\")\n\n\n# ============================================================================\n# Level Locking / Progression Tests (Issue #984)\n# ============================================================================\n\n\nfunc test_labyrinth_always_unlocked() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_true(levels_menu.is_level_unlocked(0),\n\t\t\"Labyrinth (index 0) should always be unlocked\")\n\n\nfunc test_second_level_locked_without_progress() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_false(levels_menu.is_level_unlocked(1),\n\t\t\"Building Level should be locked when Labyrinth has not been completed\")\n\n\nfunc test_second_level_unlocked_after_completing_labyrinth() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"F\", 100)\n\tassert_true(levels_menu.is_level_unlocked(1),\n\t\t\"Building Level should unlock after completing Labyrinth on any difficulty\")\n\n\nfunc test_second_level_unlocks_on_any_difficulty() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Hard\", \"A\", 9000)\n\tassert_true(levels_menu.is_level_unlocked(1),\n\t\t\"Building Level should unlock when Labyrinth is completed on Hard\")\n\n\nfunc test_third_level_locked_without_second_completed() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\t# Labyrinth is done but Building Level is not\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"B\", 5000)\n\tassert_false(levels_menu.is_level_unlocked(2),\n\t\t\"Polygon should remain locked until Building Level is completed\")\n\n\nfunc test_third_level_unlocked_after_completing_second() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"B\", 5000)\n\tlevels_menu.set_level_progress(\"Building Level\", \"Easy\", \"C\", 3000)\n\tassert_true(levels_menu.is_level_unlocked(2),\n\t\t\"Polygon should unlock after completing Building Level\")\n\n\nfunc test_completing_labyrinth_does_not_skip_unlock_chain() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"S\", 20000)\n\t# Only Labyrinth done β€” Polygon (index 2) still requires Building Level (index 1)\n\tassert_false(levels_menu.is_level_unlocked(2),\n\t\t\"Polygon should not unlock just because Labyrinth is completed β€” chain must be sequential\")\n\n\nfunc test_all_levels_locked_except_labyrinth_at_start() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_true(levels_menu.is_level_unlocked(0), \"Labyrinth should be unlocked at start\")\n\tfor i in range(1, levels_menu.LEVELS.size()):\n\t\tassert_false(levels_menu.is_level_unlocked(i),\n\t\t\t\"Level at index %d should be locked at start\" % i)\n\n\nfunc test_is_level_unlocked_by_name_labyrinth() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_true(levels_menu.is_level_unlocked_by_name(\"Labyrinth\"),\n\t\t\"Labyrinth should be unlocked by name\")\n\n\nfunc test_is_level_unlocked_by_name_building_locked() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tassert_false(levels_menu.is_level_unlocked_by_name(\"Building Level\"),\n\t\t\"Building Level should be locked by name before Labyrinth is completed\")\n\n\nfunc test_is_level_unlocked_by_name_building_after_progress() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"D\", 1000)\n\tassert_true(levels_menu.is_level_unlocked_by_name(\"Building Level\"),\n\t\t\"Building Level should unlock by name after completing Labyrinth\")\n\n\nfunc test_completing_level_with_any_rank_unlocks_next() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\t# Even an F rank counts as a completion for unlocking purposes\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Normal\", \"F\", 50)\n\tassert_true(levels_menu.is_level_unlocked(1),\n\t\t\"Even an F rank completion of Labyrinth should unlock Building Level\")\n\n\n# ============================================================================\n# Black Metal Difficulty Unlock Tests (Issue #984 regression)\n# ============================================================================\n# These tests cover the bug where \"Black Metal\" was missing from the difficulty\n# list in is_level_completed_any_difficulty, causing levels to remain locked\n# even after they were completed on Black Metal mode.\n\n\nfunc test_black_metal_completion_unlocks_next_level() -> void:\n\t# Regression test: completing Labyrinth on Black Metal must unlock Building Level\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"A\", 12369)\n\tassert_true(levels_menu.is_level_unlocked(1),\n\t\t\"Building Level should unlock after completing Labyrinth on Black Metal (regression: Issue #984)\")\n\n\nfunc test_black_metal_completion_recognized_by_any_difficulty_check() -> void:\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"F\", 0)\n\tassert_true(levels_menu.is_level_completed_any_difficulty(\"Labyrinth\"),\n\t\t\"is_level_completed_any_difficulty should return true for Black Metal completion\")\n\n\nfunc test_only_black_metal_progress_still_unlocks_level() -> void:\n\t# Ensure we don't depend on having Easy/Normal/Hard/Power Fantasy completions\n\tlevels_menu = MockLevelsMenu.new()\n\tlevels_menu.set_level_progress(\"Labyrinth\", \"Black Metal\", \"S\", 20000)\n\t# Building Level should unlock even if only Black Metal was played\n\tassert_true(levels_menu.is_level_unlocked(1),\n\t\t\"Level should unlock with only Black Metal completion β€” no other difficulty needed\")\n\n\n# ============================================================================\n# Armory Menu Tests\n# ============================================================================\n\n\nvar armory_menu: MockArmoryMenu\n\n\nfunc test_armory_menu_has_weapons() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_true(armory_menu.get_weapon_count() > 0, \"Should have at least one weapon\")\n\n\nfunc test_armory_menu_m16_unlocked() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_true(armory_menu.is_weapon_unlocked(\"m16\"), \"M16 should be unlocked\")\n\n\nfunc test_armory_menu_other_weapons_locked() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_false(armory_menu.is_weapon_unlocked(\"ak47\"), \"AK47 should be locked\")\n\n\nfunc test_armory_menu_unlocked_count() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_eq(armory_menu.get_unlocked_count(), 5, \"Should have 5 unlocked weapons (M16, Shotgun, Mini UZI, Silenced Pistol, ASVK)\")\n\n\nfunc test_armory_menu_get_weapon_data() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tvar data := armory_menu.get_weapon_data(\"m16\")\n\n\tassert_eq(data[\"name\"], \"M16\", \"Should return correct weapon name\")\n\tassert_true(data[\"description\"].begins_with(\"Standard assault rifle\"), \"Should return correct description\")\n\tassert_true(data[\"unlocked\"], \"Should show as unlocked\")\n\n\nfunc test_armory_menu_invalid_weapon() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tvar data := armory_menu.get_weapon_data(\"invalid_weapon\")\n\n\tassert_true(data.is_empty(), \"Should return empty dictionary for invalid weapon\")\n\tassert_false(armory_menu.is_weapon_unlocked(\"invalid_weapon\"), \"Invalid weapon should not be unlocked\")\n\n\nfunc test_armory_menu_shotgun_unlocked() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_true(armory_menu.is_weapon_unlocked(\"shotgun\"), \"Shotgun should be unlocked\")\n\n\nfunc test_armory_menu_select_weapon_sets_pending() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Default weapon should be M16\")\n\n\tarmory_menu.select_weapon(\"shotgun\")\n\n\tassert_eq(armory_menu.get_pending_weapon(), \"shotgun\", \"Pending should be shotgun\")\n\tassert_eq(armory_menu.get_selected_weapon(), \"m16\", \"Applied should still be M16 until Apply\")\n\n\nfunc test_armory_menu_apply_changes_selection() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tarmory_menu.select_weapon(\"shotgun\")\n\tarmory_menu.apply()\n\n\tassert_eq(armory_menu.get_selected_weapon(), \"shotgun\", \"Should select shotgun after Apply\")\n\n\nfunc test_armory_menu_cannot_select_locked_weapon() -> void:\n\tarmory_menu = MockArmoryMenu.new()\n\tarmory_menu.select_weapon(\"ak47\") # Locked 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"content": "diff --git a/docs/case-studies/issue-1014/README.md b/docs/case-studies/issue-1014/README.md\nnew file mode 100644\nindex 000000000..a619ed9c0\n--- /dev/null\n+++ b/docs/case-studies/issue-1014/README.md\n@@ -0,0 +1,133 @@\n+# Case Study: Issue #1014 - Update Difficulty Fonts\n+\n+## Problem Statement\n+\n+The difficulty selection menu needs visual enhancements for two specific difficulty modes:\n+1. **Power Fantasy** - Text should display with a bright gradient (from first letter to last)\n+2. **Black Metal** - Text should use a Black metal style font with an appropriate dark color\n+\n+## Timeline of Events\n+\n+### Initial Implementation (2026-03-11T20:31 - 2026-03-11T20:39)\n+\n+1. AI solution draft was created with the following approach:\n+ - Power Fantasy: RichTextLabel with per-character BBCode color tags for gradient effect\n+ - Black Metal: Gothic bitmap font applied via `add_theme_font_override()`\n+\n+2. Implementation was committed with:\n+ - Gradient colors: Cyan β†’ Purple β†’ Magenta β†’ Orange β†’ Yellow\n+ - Gothic font loaded from `assets/fonts/gothic_bitmap.fnt`\n+ - RichTextLabel positioned with `PRESET_CENTER` anchor\n+\n+### User Feedback (2026-03-11T20:55)\n+\n+User reported: \"ΠΎΠ±Π° ΡˆΡ€ΠΈΡ„Ρ‚Π° ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°ΡŽΡ‚ΡΡ Π½Π΅ ΠΏΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ\" (both fonts display incorrectly)\n+\n+Screenshot showed:\n+- **Black Metal**: Displayed as boxes `β–―β–―β–―β–―β–― β–―β–―β–―β–―β–―` (missing character glyphs)\n+- **Power Fantasy**: Gradient appeared as vertical line of colored dots (layout issue)\n+\n+## Root Cause Analysis\n+\n+### Issue 1: Black Metal Font Shows Boxes\n+\n+**Symptom:** The text \"Black Metal\" renders as rectangular boxes (β–―) instead of gothic letters.\n+\n+**Root Cause:** The `gothic_bitmap.fnt` font has a **limited character set**:\n+- Uppercase letters A-Z (Unicode 65-90) βœ…\n+- Numbers 0-9 (Unicode 48-57) βœ…\n+- Special characters: `:` `&` `?` `!` `-` `+` `x` ` ` βœ…\n+- **Lowercase letters a-z (Unicode 97-122) ❌ NOT INCLUDED**\n+\n+The text \"Black Metal\" contains lowercase letters (`l`, `a`, `c`, `k`, `e`, `t`) which are not present in the font, causing Godot to display fallback boxes.\n+\n+**Evidence from `gothic_bitmap.fnt`:**\n+```\n+chars count=44\n+char id=65 # A\n+char id=66 # B\n+...\n+char id=90 # Z\n+char id=48 # 0\n+...\n+char id=57 # 9\n+char id=120 # x (lowercase, special case - scaled from X)\n+# NO entries for id=97-122 (a-z)\n+```\n+\n+**Solution:** Convert button text to uppercase: `\"BLACK METAL\"` instead of `\"Black Metal\"`\n+\n+### Issue 2: Power Fantasy Gradient Shows as Dots\n+\n+**Symptom:** Gradient colors appear as a vertical line of dots in the center of the screen, not as gradient-colored text.\n+\n+**Root Cause:** The RichTextLabel setup had incorrect positioning:\n+\n+```gdscript\n+# Original problematic code:\n+_power_fantasy_label.set_anchors_preset(Control.PRESET_CENTER) # Only centers anchor point\n+_power_fantasy_label.grow_horizontal = Control.GROW_DIRECTION_BOTH\n+_power_fantasy_label.grow_vertical = Control.GROW_DIRECTION_BOTH\n+_power_fantasy_label.fit_content = true # Fits to text size\n+```\n+\n+With `fit_content = true` and `PRESET_CENTER`, the label collapses to fit its content but doesn't properly expand within the button's area. The `[center]` BBCode tag centers text horizontally within the label's width, but if the label itself has zero or minimal width, each character renders on its own line vertically.\n+\n+**Solution:** Use a `CenterContainer` to properly center the RichTextLabel within the button:\n+\n+```gdscript\n+var center_container := CenterContainer.new()\n+center_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n+center_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n+\n+_power_fantasy_label = RichTextLabel.new()\n+_power_fantasy_label.fit_content = true # Now works correctly within CenterContainer\n+_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n+\n+center_container.add_child(_power_fantasy_label)\n+power_fantasy_button.add_child(center_container)\n+```\n+\n+## Technical Details\n+\n+### Godot 4 RichTextLabel Limitations\n+\n+1. **No vertical alignment in BBCode**: The `[center]` tag only aligns horizontally. Vertical centering requires container nodes or anchors.\n+\n+2. **fit_content behavior**: When enabled, the label sizes to fit its content. Combined with wrong anchor presets, this can cause the label to collapse to minimal size.\n+\n+3. **Reference**: [Godot Proposals #6674](https://github.com/godotengine/godot-proposals/issues/6674) - Add vertical alignment option to RichTextLabel\n+\n+### BMFont Character Set Requirements\n+\n+The BMFont format (`.fnt`) requires explicit character definitions. Characters not defined in the file will render as replacement characters (boxes).\n+\n+**Reference**: [Godot Documentation - Using Fonts](https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html)\n+\n+## Solution Summary\n+\n+| Issue | Root Cause | Fix |\n+|-------|------------|-----|\n+| Black Metal boxes | Gothic font missing lowercase letters | Use uppercase text: `\"BLACK METAL\"` |\n+| Gradient dots | RichTextLabel positioning collapsed | Wrap in CenterContainer with PRESET_FULL_RECT |\n+\n+## Lessons Learned\n+\n+1. **Always verify font character coverage** when using custom bitmap fonts. Check the `.fnt` file for which characters are actually defined.\n+\n+2. **Test UI layouts visually** before declaring implementation complete. Layout issues often only become apparent at runtime.\n+\n+3. **RichTextLabel centering requires containers** - BBCode `[center]` only handles horizontal alignment within the label's bounds.\n+\n+4. **Anchor presets matter** - `PRESET_CENTER` positions the anchor point at center but doesn't fill the parent; use `PRESET_FULL_RECT` for filling containers.\n+\n+## Files Changed\n+\n+- `scripts/ui/difficulty_menu.gd` - Fixed RichTextLabel positioning and uppercase text\n+\n+## References\n+\n+- [Godot BBCode in RichTextLabel](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html)\n+- [Godot Using Fonts](https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html)\n+- [BMFont Character Set Issues (GitHub)](https://github.com/godotengine/godot/issues/74200)\n+- [Vertical Alignment Proposal](https://github.com/godotengine/godot-proposals/issues/6674)\ndiff --git a/docs/case-studies/issue-1014/logs/solution_draft_log.txt b/docs/case-studies/issue-1014/logs/solution_draft_log.txt\nnew file mode 100644\nindex 000000000..920cbecfd\n--- /dev/null\n+++ b/docs/case-studies/issue-1014/logs/solution_draft_log.txt\n@@ -0,0 +1,11921 @@\n+Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1015\n+\n+# Solve.mjs Log - 2026-03-11T20:31:48.094Z\n+\n+[2026-03-11T20:31:48.095Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-03-11T20-31-48-094Z.log\n+[2026-03-11T20:31:48.096Z] [INFO] (All output will be logged here)\n+[2026-03-11T20:31:48.655Z] [INFO] \n+[2026-03-11T20:31:48.656Z] [INFO] πŸš€ solve v1.30.4\n+[2026-03-11T20:31:48.656Z] [INFO] πŸ”§ Raw command executed:\n+[2026-03-11T20:31:48.657Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1014 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats\n+[2026-03-11T20:31:48.657Z] [INFO] \n+[2026-03-11T20:31:48.671Z] [INFO] \n+[2026-03-11T20:31:48.671Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED\n+[2026-03-11T20:31:48.672Z] [INFO] \n+[2026-03-11T20:31:48.672Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.\n+[2026-03-11T20:31:48.672Z] [INFO] The log may contain sensitive information such as:\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ API keys, tokens, or secrets\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ File paths and directory structures\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ Command outputs and error messages\n+[2026-03-11T20:31:48.674Z] [INFO] β€’ Internal system information\n+[2026-03-11T20:31:48.674Z] [INFO] \n+[2026-03-11T20:31:48.674Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log\n+[2026-03-11T20:31:48.674Z] [INFO] might contain sensitive data that should not be shared publicly.\n+[2026-03-11T20:31:48.675Z] [INFO] \n+[2026-03-11T20:31:48.675Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)\n+[2026-03-11T20:31:48.675Z] [INFO] \n+[2026-03-11T20:31:53.682Z] [INFO] \n+[2026-03-11T20:31:53.704Z] [INFO] πŸ’Ύ Disk space check: 49574MB available (2048MB required) βœ…\n+[2026-03-11T20:31:53.707Z] [INFO] 🧠 Memory check: 10799MB available, swap: none, total: 10799MB (256MB required) βœ…\n+[2026-03-11T20:31:53.725Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)\n+[2026-03-11T20:31:53.726Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)\n+[2026-03-11T20:31:53.726Z] [INFO] πŸ“‹ URL validation:\n+[2026-03-11T20:31:53.727Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1014\n+[2026-03-11T20:31:53.727Z] [INFO] Is Issue URL: true\n+[2026-03-11T20:31:53.727Z] [INFO] Is PR URL: false\n+[2026-03-11T20:31:53.727Z] [INFO] πŸ” Checking repository access for auto-fork...\n+[2026-03-11T20:31:54.335Z] [INFO] Repository visibility: public\n+[2026-03-11T20:31:54.336Z] [INFO] βœ… Auto-fork: No write access detected, enabling fork mode\n+[2026-03-11T20:31:54.337Z] [INFO] βœ… Repository access check: Skipped (fork mode enabled)\n+[2026-03-11T20:31:54.638Z] [INFO] Repository visibility: public\n+[2026-03-11T20:31:54.638Z] [INFO] Auto-cleanup default: false (repository is public)\n+[2026-03-11T20:31:54.639Z] [INFO] πŸ” Auto-continue enabled: Checking for existing PRs for issue #1014...\n+[2026-03-11T20:31:55.265Z] [INFO] πŸ” Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP...\n+[2026-03-11T20:31:57.483Z] [INFO] πŸ“‹ Found 10 existing PR(s) linked to issue #1014\n+[2026-03-11T20:31:57.483Z] [INFO] PR #1013: created 0h ago (OPEN, draft)\n+[2026-03-11T20:31:57.484Z] [INFO] PR #1013: Branch 'issue-809-a3b91a0ec33d' doesn't match expected pattern 'issue-1014-*' - skipping\n+[2026-03-11T20:31:57.484Z] [INFO] PR #1012: created 0h ago (OPEN, ready)\n+[2026-03-11T20:31:57.484Z] [INFO] PR #1012: Branch 'issue-944-789412275097' doesn't match expected pattern 'issue-1014-*' - skipping\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1011: created 0h ago (OPEN, ready)\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1011: Branch 'issue-1005-bfb879cc9101' doesn't match expected pattern 'issue-1014-*' - skipping\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1010: created 0h ago (OPEN, ready)\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1010: Branch 'issue-997-7c2d92f22fe6' doesn't match expected pattern 'issue-1014-*' - skipping\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1009: created 0h ago (OPEN, ready)\n+[2026-03-11T20:31:57.485Z] [INFO] PR #1009: Branch 'issue-1004-9d867d04c063' doesn't match expected pattern 'issue-1014-*' - skipping\n+[2026-03-11T20:31:57.486Z] [INFO] PR #1008: created 0h ago (OPEN, ready)",
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"stdout": "diff --git a/docs/case-studies/issue-1014/README.md b/docs/case-studies/issue-1014/README.md\nnew file mode 100644\nindex 000000000..a619ed9c0\n--- /dev/null\n+++ b/docs/case-studies/issue-1014/README.md\n@@ -0,0 +1,133 @@\n+# Case Study: Issue #1014 - Update Difficulty Fonts\n+\n+## Problem Statement\n+\n+The difficulty selection menu needs visual enhancements for two specific difficulty modes:\n+1. **Power Fantasy** - Text should display with a bright gradient (from first letter to last)\n+2. **Black Metal** - Text should use a Black metal style font with an appropriate dark color\n+\n+## Timeline of Events\n+\n+### Initial Implementation (2026-03-11T20:31 - 2026-03-11T20:39)\n+\n+1. AI solution draft was created with the following approach:\n+ - Power Fantasy: RichTextLabel with per-character BBCode color tags for gradient effect\n+ - Black Metal: Gothic bitmap font applied via `add_theme_font_override()`\n+\n+2. Implementation was committed with:\n+ - Gradient colors: Cyan β†’ Purple β†’ Magenta β†’ Orange β†’ Yellow\n+ - Gothic font loaded from `assets/fonts/gothic_bitmap.fnt`\n+ - RichTextLabel positioned with `PRESET_CENTER` anchor\n+\n+### User Feedback (2026-03-11T20:55)\n+\n+User reported: \"ΠΎΠ±Π° ΡˆΡ€ΠΈΡ„Ρ‚Π° ΠΎΡ‚ΠΎΠ±Ρ€Π°ΠΆΠ°ΡŽΡ‚ΡΡ Π½Π΅ ΠΏΡ€Π°Π²ΠΈΠ»ΡŒΠ½ΠΎ\" (both fonts display incorrectly)\n+\n+Screenshot showed:\n+- **Black Metal**: Displayed as boxes `β–―β–―β–―β–―β–― β–―β–―β–―β–―β–―` (missing character glyphs)\n+- **Power Fantasy**: Gradient appeared as vertical line of colored dots (layout issue)\n+\n+## Root Cause Analysis\n+\n+### Issue 1: Black Metal Font Shows Boxes\n+\n+**Symptom:** The text \"Black Metal\" renders as rectangular boxes (β–―) instead of gothic letters.\n+\n+**Root Cause:** The `gothic_bitmap.fnt` font has a **limited character set**:\n+- Uppercase letters A-Z (Unicode 65-90) βœ…\n+- Numbers 0-9 (Unicode 48-57) βœ…\n+- Special characters: `:` `&` `?` `!` `-` `+` `x` ` ` βœ…\n+- **Lowercase letters a-z (Unicode 97-122) ❌ NOT INCLUDED**\n+\n+The text \"Black Metal\" contains lowercase letters (`l`, `a`, `c`, `k`, `e`, `t`) which are not present in the font, causing Godot to display fallback boxes.\n+\n+**Evidence from `gothic_bitmap.fnt`:**\n+```\n+chars count=44\n+char id=65 # A\n+char id=66 # B\n+...\n+char id=90 # Z\n+char id=48 # 0\n+...\n+char id=57 # 9\n+char id=120 # x (lowercase, special case - scaled from X)\n+# NO entries for id=97-122 (a-z)\n+```\n+\n+**Solution:** Convert button text to uppercase: `\"BLACK METAL\"` instead of `\"Black Metal\"`\n+\n+### Issue 2: Power Fantasy Gradient Shows as Dots\n+\n+**Symptom:** Gradient colors appear as a vertical line of dots in the center of the screen, not as gradient-colored text.\n+\n+**Root Cause:** The RichTextLabel setup had incorrect positioning:\n+\n+```gdscript\n+# Original problematic code:\n+_power_fantasy_label.set_anchors_preset(Control.PRESET_CENTER) # Only centers anchor point\n+_power_fantasy_label.grow_horizontal = Control.GROW_DIRECTION_BOTH\n+_power_fantasy_label.grow_vertical = Control.GROW_DIRECTION_BOTH\n+_power_fantasy_label.fit_content = true # Fits to text size\n+```\n+\n+With `fit_content = true` and `PRESET_CENTER`, the label collapses to fit its content but doesn't properly expand within the button's area. The `[center]` BBCode tag centers text horizontally within the label's width, but if the label itself has zero or minimal width, each character renders on its own line vertically.\n+\n+**Solution:** Use a `CenterContainer` to properly center the RichTextLabel within the button:\n+\n+```gdscript\n+var center_container := CenterContainer.new()\n+center_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n+center_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n+\n+_power_fantasy_label = RichTextLabel.new()\n+_power_fantasy_label.fit_content = true # Now works correctly within CenterContainer\n+_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n+\n+center_container.add_child(_power_fantasy_label)\n+power_fantasy_button.add_child(center_container)\n+```\n+\n+## Technical Details\n+\n+### Godot 4 RichTextLabel Limitations\n+\n+1. **No vertical alignment in BBCode**: The `[center]` tag only aligns horizontally. Vertical centering requires container nodes or anchors.\n+\n+2. **fit_content behavior**: When enabled, the label sizes to fit its content. Combined with wrong anchor presets, this can cause the label to collapse to minimal size.\n+\n+3. **Reference**: [Godot Proposals #6674](https://github.com/godotengine/godot-proposals/issues/6674) - Add vertical alignment option to RichTextLabel\n+\n+### BMFont Character Set Requirements\n+\n+The BMFont format (`.fnt`) requires explicit character definitions. Characters not defined in the file will render as replacement characters (boxes).\n+\n+**Reference**: [Godot Documentation - Using Fonts](https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html)\n+\n+## Solution Summary\n+\n+| Issue | Root Cause | Fix |\n+|-------|------------|-----|\n+| Black Metal boxes | Gothic font missing lowercase letters | Use uppercase text: `\"BLACK METAL\"` |\n+| Gradient dots | RichTextLabel positioning collapsed | Wrap in CenterContainer with PRESET_FULL_RECT |\n+\n+## Lessons Learned\n+\n+1. **Always verify font character coverage** when using custom bitmap fonts. Check the `.fnt` file for which characters are actually defined.\n+\n+2. **Test UI layouts visually** before declaring implementation complete. Layout issues often only become apparent at runtime.\n+\n+3. **RichTextLabel centering requires containers** - BBCode `[center]` only handles horizontal alignment within the label's bounds.\n+\n+4. **Anchor presets matter** - `PRESET_CENTER` positions the anchor point at center but doesn't fill the parent; use `PRESET_FULL_RECT` for filling containers.\n+\n+## Files Changed\n+\n+- `scripts/ui/difficulty_menu.gd` - Fixed RichTextLabel positioning and uppercase text\n+\n+## References\n+\n+- [Godot BBCode in RichTextLabel](https://docs.godotengine.org/en/stable/tutorials/ui/bbcode_in_richtextlabel.html)\n+- [Godot Using Fonts](https://docs.godotengine.org/en/stable/tutorials/ui/gui_using_fonts.html)\n+- [BMFont Character Set Issues (GitHub)](https://github.com/godotengine/godot/issues/74200)\n+- [Vertical Alignment Proposal](https://github.com/godotengine/godot-proposals/issues/6674)\ndiff --git a/docs/case-studies/issue-1014/logs/solution_draft_log.txt b/docs/case-studies/issue-1014/logs/solution_draft_log.txt\nnew file mode 100644\nindex 000000000..920cbecfd\n--- /dev/null\n+++ b/docs/case-studies/issue-1014/logs/solution_draft_log.txt\n@@ -0,0 +1,11921 @@\n+Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1015\n+\n+# Solve.mjs Log - 2026-03-11T20:31:48.094Z\n+\n+[2026-03-11T20:31:48.095Z] [INFO] πŸ“ Log file: /home/hive/solve-2026-03-11T20-31-48-094Z.log\n+[2026-03-11T20:31:48.096Z] [INFO] (All output will be logged here)\n+[2026-03-11T20:31:48.655Z] [INFO] \n+[2026-03-11T20:31:48.656Z] [INFO] πŸš€ solve v1.30.4\n+[2026-03-11T20:31:48.656Z] [INFO] πŸ”§ Raw command executed:\n+[2026-03-11T20:31:48.657Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1014 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats\n+[2026-03-11T20:31:48.657Z] [INFO] \n+[2026-03-11T20:31:48.671Z] [INFO] \n+[2026-03-11T20:31:48.671Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED\n+[2026-03-11T20:31:48.672Z] [INFO] \n+[2026-03-11T20:31:48.672Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.\n+[2026-03-11T20:31:48.672Z] [INFO] The log may contain sensitive information such as:\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ API keys, tokens, or secrets\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ File paths and directory structures\n+[2026-03-11T20:31:48.673Z] [INFO] β€’ Command outputs and error messages\n+[2026-03-11T20:31:48.674Z] [INFO] β€’ Internal system information\n+[2026-03-11T20:31:48.674Z] [INFO] \n+[2026-03-11T20:31:48.674Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log\n+[2026-03-11T20:31:48.674Z] [INFO] might contain sensitive data that should not be shared publicly.\n+[2026-03-11T20:31:48.675Z] [INFO] \n+[2026-03-11T20:31:48.675Z] [INFO] Continuing in 5 seconds... 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"content": "diff --git a/scenes/ui/DifficultyMenu.tscn b/scenes/ui/DifficultyMenu.tscn\nindex 5c24c329..9e830618 100644\n--- a/scenes/ui/DifficultyMenu.tscn\n+++ b/scenes/ui/DifficultyMenu.tscn\n@@ -84,7 +84,7 @@ layout_mode = 2\n text = \"Hard\"\n \n [node name=\"BlackMetalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n-custom_minimum_size = Vector2(200, 40)\n+custom_minimum_size = Vector2(260, 50)\n layout_mode = 2\n text = \"Black Metal\"\n \ndiff --git a/scripts/ui/difficulty_menu.gd b/scripts/ui/difficulty_menu.gd\nindex b7509768..8f751107 100644\n--- a/scripts/ui/difficulty_menu.gd\n+++ b/scripts/ui/difficulty_menu.gd\n@@ -102,7 +102,8 @@ func _update_button_states() -> void:\n \tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n \thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n \t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n-\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n+\t# Use dash instead of parentheses since the gothic font doesn't have those characters (Issue #1020)\n+\tblack_metal_button.text = \"BLACK METAL - SELECTED\" if is_black_metal else \"BLACK METAL\"\n \n \t# Update night mode checkbox\n \tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n@@ -293,6 +294,7 @@ func _sample_gradient(t: float) -> Color:\n \n \n ## Sets up the Black Metal button with gothic font styling (Issue #1014).\n+## Issue #1020: Increased font size, added black background.\n func _setup_black_metal_button() -> void:\n \tif _gothic_font != null:\n \t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n@@ -301,3 +303,33 @@ func _setup_black_metal_button() -> void:\n \t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n \t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n \t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n+\t\t# Increase font size for better visibility (Issue #1020)\n+\t\tblack_metal_button.add_theme_font_size_override(\"font_size\", 24)\n+\n+\t# Add black background to the Black Metal button (Issue #1020)\n+\tvar black_style := StyleBoxFlat.new()\n+\tblack_style.bg_color = Color(0.05, 0.05, 0.05) # Near-black background\n+\tblack_style.set_corner_radius_all(4)\n+\tblack_style.set_content_margin_all(8)\n+\tblack_metal_button.add_theme_stylebox_override(\"normal\", black_style)\n+\n+\t# Create hover style with slightly lighter background\n+\tvar hover_style := StyleBoxFlat.new()\n+\thover_style.bg_color = Color(0.12, 0.12, 0.12)\n+\thover_style.set_corner_radius_all(4)\n+\thover_style.set_content_margin_all(8)\n+\tblack_metal_button.add_theme_stylebox_override(\"hover\", hover_style)\n+\n+\t# Create pressed style with darker background\n+\tvar pressed_style := StyleBoxFlat.new()\n+\tpressed_style.bg_color = Color(0.02, 0.02, 0.02)\n+\tpressed_style.set_corner_radius_all(4)\n+\tpressed_style.set_content_margin_all(8)\n+\tblack_metal_button.add_theme_stylebox_override(\"pressed\", pressed_style)\n+\n+\t# Create disabled style for when Black Metal is selected\n+\tvar disabled_style := StyleBoxFlat.new()\n+\tdisabled_style.bg_color = Color(0.08, 0.08, 0.08)\n+\tdisabled_style.set_corner_radius_all(4)\n+\tdisabled_style.set_content_margin_all(8)\n+\tblack_metal_button.add_theme_stylebox_override(\"disabled\", disabled_style)",
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{
"type": "text",
"text": "I have completed the solution for issue #1020. Here's a summary:\n\n## Solution Summary\n\n**Issue:** The Black Metal difficulty button had three problems:\n1. Small font size\n2. No black background\n3. Broken symbols (boxes) appearing when selected (e.g., \"BLACK METAL (SELECTED)\" displayed with broken characters)\n\n**Root Cause:** The gothic bitmap font (`gothic_bitmap.fnt`) only contains uppercase letters A-Z, numbers 0-9, and a few special characters (`:`, `&`, `?`, `!`, `-`, `+`, space, `x`). Parentheses `(` and `)` are **not included** in the font, causing them to render as boxes.\n\n**Changes Made:**\n1. **Increased font size** to 24pt via `add_theme_font_size_override(\"font_size\", 24)`\n2. **Added black background** using `StyleBoxFlat` for normal, hover, pressed, and disabled states\n3. **Replaced parentheses with dash** in the selected text: \"BLACK METAL - SELECTED\" instead of \"BLACK METAL (SELECTED)\"\n4. **Increased button minimum size** from 200x40 to 260x50 to accommodate the larger font\n\n**Pull Request:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021"
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"result": "I have completed the solution for issue #1020. Here's a summary:\n\n## Solution Summary\n\n**Issue:** The Black Metal difficulty button had three problems:\n1. Small font size\n2. No black background\n3. Broken symbols (boxes) appearing when selected (e.g., \"BLACK METAL (SELECTED)\" displayed with broken characters)\n\n**Root Cause:** The gothic bitmap font (`gothic_bitmap.fnt`) only contains uppercase letters A-Z, numbers 0-9, and a few special characters (`:`, `&`, `?`, `!`, `-`, `+`, space, `x`). Parentheses `(` and `)` are **not included** in the font, causing them to render as boxes.\n\n**Changes Made:**\n1. **Increased font size** to 24pt via `add_theme_font_size_override(\"font_size\", 24)`\n2. **Added black background** using `StyleBoxFlat` for normal, hover, pressed, and disabled states\n3. **Replaced parentheses with dash** in the selected text: \"BLACK METAL - SELECTED\" instead of \"BLACK METAL (SELECTED)\"\n4. **Increased button minimum size** from 200x40 to 260x50 to accommodate the larger font\n\n**Pull Request:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021",
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[2026-03-11T21:26:12.239Z] [INFO] πŸ“Œ Result event received, starting 30s stream close timeout (Issue #1280)
[2026-03-11T21:26:12.239Z] [INFO] πŸ’° Anthropic official cost captured from success result: $1.021332
[2026-03-11T21:26:12.240Z] [INFO] πŸ“ Captured result summary from Claude output
[2026-03-11T21:26:12.656Z] [INFO] βœ… Stream closed normally after result event
[2026-03-11T21:26:12.656Z] [INFO]
βœ… Claude command completed
[2026-03-11T21:26:12.656Z] [INFO] πŸ“Š Total messages: 0, Tool uses: 0
[2026-03-11T21:26:14.475Z] [INFO]
πŸ’° Token Usage Summary:
[2026-03-11T21:26:14.476Z] [INFO]
πŸ“Š Claude Opus 4.5:
[2026-03-11T21:26:14.477Z] [INFO] Model ID: claude-opus-4-5-20251101
[2026-03-11T21:26:14.477Z] [INFO] Provider: Anthropic
[2026-03-11T21:26:14.478Z] [INFO] Context window: 200 000 tokens
[2026-03-11T21:26:14.478Z] [INFO] Max output: 64 000 tokens
[2026-03-11T21:26:14.479Z] [INFO] Input modalities: text, image, pdf
[2026-03-11T21:26:14.479Z] [INFO] Output modalities: text
[2026-03-11T21:26:14.481Z] [INFO] Knowledge cutoff: 2025-03-31
[2026-03-11T21:26:14.482Z] [INFO] Released: 2025-11-01
[2026-03-11T21:26:14.482Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls
[2026-03-11T21:26:14.482Z] [INFO] Open weights: No
[2026-03-11T21:26:14.482Z] [INFO]
[2026-03-11T21:26:14.482Z] [INFO] Usage:
[2026-03-11T21:26:14.482Z] [INFO] Input tokens: 12
[2026-03-11T21:26:14.482Z] [INFO] Cache creation tokens: 137 005
[2026-03-11T21:26:14.482Z] [INFO] Cache read tokens: 2 004 347
[2026-03-11T21:26:14.482Z] [INFO] Output tokens: 7 258
[2026-03-11T21:26:14.483Z] [INFO]
[2026-03-11T21:26:14.483Z] [INFO] Cost Calculation (USD):
[2026-03-11T21:26:14.483Z] [INFO] Input: 12 tokens Γ— $5/M = $0.000060
[2026-03-11T21:26:14.483Z] [INFO] Cache write: 137 005 tokens Γ— $6.25/M = $0.856281
[2026-03-11T21:26:14.483Z] [INFO] Cache read: 2 004 347 tokens Γ— $0.5/M = $1.002174
[2026-03-11T21:26:14.483Z] [INFO] Output: 7 258 tokens Γ— $25/M = $0.181450
[2026-03-11T21:26:14.483Z] [INFO] ─────────────────────────────────
[2026-03-11T21:26:14.483Z] [INFO] Total: $2.039965
[2026-03-11T21:26:14.484Z] [INFO]
πŸ“Š Token Budget Statistics:
[2026-03-11T21:26:14.484Z] [INFO] Context window:
[2026-03-11T21:26:14.484Z] [INFO] Used: 2 141 364 tokens
[2026-03-11T21:26:14.484Z] [INFO] Limit: 200 000 tokens
[2026-03-11T21:26:14.484Z] [INFO] Ratio: 10.7068 (1070.68%)
[2026-03-11T21:26:14.484Z] [INFO] Output tokens:
[2026-03-11T21:26:14.484Z] [INFO] Used: 7 258 tokens
[2026-03-11T21:26:14.484Z] [INFO] Limit: 64 000 tokens
[2026-03-11T21:26:14.484Z] [INFO] Ratio: 0.1134 (11.34%)
[2026-03-11T21:26:14.484Z] [INFO] Total session tokens: 144 275
[2026-03-11T21:26:14.485Z] [INFO]
πŸ’° Cost estimation:
[2026-03-11T21:26:14.485Z] [INFO] Public pricing estimate: $2.039965 USD
[2026-03-11T21:26:14.485Z] [INFO] Calculated by Anthropic: $1.021332 USD
[2026-03-11T21:26:14.485Z] [INFO] Difference: $-1.018632 (-49.93%)
[2026-03-11T21:26:14.485Z] [INFO] Total tokens: 144 275
[2026-03-11T21:26:14.485Z] [INFO]
πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-03-11T21:26:14.485Z] [INFO] (cd "/tmp/gh-issue-solver-1773264171217" && claude --resume 237d7f38-209c-4dd7-8a8c-cb9fcc0ac131 --model opus)
[2026-03-11T21:26:14.486Z] [INFO]
πŸ” Checking for uncommitted changes...
[2026-03-11T21:26:14.510Z] [INFO] βœ… No uncommitted changes found
[2026-03-11T21:26:14.520Z] [INFO] πŸ”„ Cleanup: Reverting CLAUDE.md commit
[2026-03-11T21:26:14.520Z] [INFO] Using saved commit hash: 30c272f...
[2026-03-11T21:26:14.520Z] [INFO] Checking if CLAUDE.md was modified since initial commit...
[2026-03-11T21:26:14.529Z] [INFO] No modifications detected, using standard git revert...
[2026-03-11T21:26:14.548Z] [INFO] πŸ“¦ Committed: CLAUDE.md revert
[2026-03-11T21:26:15.588Z] [INFO] πŸ“€ Pushed: CLAUDE.md revert to GitHub
[2026-03-11T21:26:15.589Z] [INFO]
=== Session Summary ===
[2026-03-11T21:26:15.589Z] [INFO] βœ… Session ID: 237d7f38-209c-4dd7-8a8c-cb9fcc0ac131
[2026-03-11T21:26:15.589Z] [INFO] βœ… Complete log file: /home/hive/237d7f38-209c-4dd7-8a8c-cb9fcc0ac131.log
[2026-03-11T21:26:15.590Z] [INFO]
[2026-03-11T21:26:15.590Z] [INFO] πŸ’‘ To continue this session in Claude Code interactive mode:
[2026-03-11T21:26:15.590Z] [INFO]
[2026-03-11T21:26:15.590Z] [INFO] (cd "/tmp/gh-issue-solver-1773264171217" && claude --resume 237d7f38-209c-4dd7-8a8c-cb9fcc0ac131 --model opus)
[2026-03-11T21:26:15.590Z] [INFO]
[2026-03-11T21:26:15.591Z] [INFO]
πŸ” Searching for created pull requests or comments...
[2026-03-11T21:26:16.082Z] [INFO]
πŸ” Checking for pull requests from branch issue-1020-43db2876ecd0...
[2026-03-11T21:26:16.443Z] [INFO] βœ… Found pull request #1021: "fix: improve Black Metal difficulty button styling"
[2026-03-11T21:26:16.763Z] [INFO] βœ… PR body already contains issue reference
[2026-03-11T21:26:16.764Z] [INFO] βœ… PR is already ready for review
[2026-03-11T21:26:16.764Z] [INFO]
πŸ“Ž Uploading solution draft log to Pull Request...
[2026-03-11T21:26:17.011Z] [INFO] πŸ’° Calculated cost: $2.039965
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