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| # Solve.mjs Log - 2026-01-25T01:52:33.702Z | |
| [2026-01-25T01:52:33.703Z] [INFO] 📁 Log file: /home/hive/solve-2026-01-25T01-52-33-701Z.log | |
| [2026-01-25T01:52:33.704Z] [INFO] (All output will be logged here) | |
| [2026-01-25T01:52:34.617Z] [INFO] | |
| [2026-01-25T01:52:34.618Z] [INFO] 🚀 solve v1.9.0 | |
| [2026-01-25T01:52:34.618Z] [INFO] 🔧 Raw command executed: | |
| [2026-01-25T01:52:34.619Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-01-25T01:52:34.619Z] [INFO] | |
| [2026-01-25T01:52:34.636Z] [INFO] | |
| [2026-01-25T01:52:34.637Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-01-25T01:52:34.637Z] [INFO] | |
| [2026-01-25T01:52:34.637Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-01-25T01:52:34.638Z] [INFO] The log may contain sensitive information such as: | |
| [2026-01-25T01:52:34.638Z] [INFO] • API keys, tokens, or secrets | |
| [2026-01-25T01:52:34.638Z] [INFO] • File paths and directory structures | |
| [2026-01-25T01:52:34.638Z] [INFO] • Command outputs and error messages | |
| [2026-01-25T01:52:34.638Z] [INFO] • Internal system information | |
| [2026-01-25T01:52:34.639Z] [INFO] | |
| [2026-01-25T01:52:34.639Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-01-25T01:52:34.639Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-01-25T01:52:34.639Z] [INFO] | |
| [2026-01-25T01:52:34.639Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-01-25T01:52:34.639Z] [INFO] | |
| [2026-01-25T01:52:39.645Z] [INFO] | |
| [2026-01-25T01:52:39.673Z] [INFO] 💾 Disk space check: 7107MB available (2048MB required) ✅ | |
| [2026-01-25T01:52:39.675Z] [INFO] 🧠 Memory check: 11092MB available, swap: 4095MB (1331MB used), total: 13856MB (256MB required) ✅ | |
| [2026-01-25T01:52:39.694Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:52:39.695Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:52:39.695Z] [INFO] 📋 URL validation: | |
| [2026-01-25T01:52:39.695Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363 | |
| [2026-01-25T01:52:39.695Z] [INFO] Is Issue URL: true | |
| [2026-01-25T01:52:39.696Z] [INFO] Is PR URL: false | |
| [2026-01-25T01:52:39.696Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-01-25T01:52:40.742Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:52:40.742Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-25T01:52:40.743Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-01-25T01:52:41.256Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:52:41.257Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-01-25T01:52:41.258Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #363... | |
| [2026-01-25T01:52:41.935Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-01-25T01:52:42.947Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #363 | |
| [2026-01-25T01:52:42.947Z] [INFO] PR #362: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.948Z] [INFO] PR #362: Branch 'issue-73-ace88bc8e9f5' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.948Z] [INFO] PR #361: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.949Z] [INFO] PR #361: Branch 'issue-360-6b008a412327' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.949Z] [INFO] PR #359: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.949Z] [INFO] PR #359: Branch 'issue-341-0566868d3f83' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.949Z] [INFO] PR #358: created 0h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.949Z] [INFO] PR #358: Branch 'issue-357-841c5bd63627' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.950Z] [INFO] PR #338: created 2h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.950Z] [INFO] PR #338: Branch 'issue-337-ab1f79d416c2' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.950Z] [INFO] PR #294: created 25h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.950Z] [INFO] PR #294: Branch 'issue-293-f11cb23cf435' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.951Z] [INFO] PR #274: created 52h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.951Z] [INFO] PR #274: Branch 'issue-273-56e967c72775' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.951Z] [INFO] PR #272: created 52h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.952Z] [INFO] PR #272: Branch 'issue-267-6a8a83767bee' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.952Z] [INFO] PR #233: created 64h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.952Z] [INFO] PR #233: Branch 'issue-232-5205289e4453' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.953Z] [INFO] PR #191: created 73h ago (OPEN, ready) | |
| [2026-01-25T01:52:42.953Z] [INFO] PR #191: Branch 'issue-190-adc7b44ddf0f' doesn't match expected pattern 'issue-363-*' - skipping | |
| [2026-01-25T01:52:42.953Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-01-25T01:52:42.953Z] [INFO] 📝 Issue mode: Working with issue #363 | |
| [2026-01-25T01:52:42.955Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1769305962954 | |
| [2026-01-25T01:52:42.958Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-01-25T01:52:42.959Z] [INFO] Checking fork status... | |
| [2026-01-25T01:52:43.294Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-01-25T01:52:44.281Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-01-25T01:52:44.674Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:52:44.674Z] [INFO] 🔍 Validating fork parent... | |
| [2026-01-25T01:52:45.091Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:52:45.093Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:52:47.948Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1769305962954 | |
| [2026-01-25T01:52:48.008Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:52:48.077Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-01-25T01:52:48.078Z] [INFO] 🔄 Fetching upstream... | |
| [2026-01-25T01:52:48.449Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-01-25T01:52:48.450Z] [INFO] 🔄 Syncing default branch... | |
| [2026-01-25T01:52:48.853Z] [INFO] ℹ️ Default branch: main | |
| [2026-01-25T01:52:49.669Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-01-25T01:52:49.669Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-01-25T01:52:50.119Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-01-25T01:52:50.284Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-01-25T01:52:50.343Z] [INFO] | |
| 🌿 Creating branch: issue-363-138125f6d974 from main (default) | |
| [2026-01-25T01:52:50.409Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-01-25T01:52:50.476Z] [INFO] ✅ Branch created: issue-363-138125f6d974 | |
| [2026-01-25T01:52:50.477Z] [INFO] ✅ Current branch: issue-363-138125f6d974 | |
| [2026-01-25T01:52:50.477Z] [INFO] Branch operation: Create new branch | |
| [2026-01-25T01:52:50.477Z] [INFO] Branch verification: Matches expected | |
| [2026-01-25T01:52:50.480Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-01-25T01:52:50.480Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-01-25T01:52:50.480Z] [INFO] | |
| [2026-01-25T01:52:50.538Z] [INFO] Using CLAUDE.md mode (--claude-file=true, --gitkeep-file=false, --auto-gitkeep-file=true) | |
| [2026-01-25T01:52:50.538Z] [INFO] 📝 Creating: CLAUDE.md with task details | |
| [2026-01-25T01:52:50.539Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363 | |
| [2026-01-25T01:52:50.539Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-01-25T01:52:50.539Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363 | |
| [2026-01-25T01:52:50.540Z] [INFO] ✅ File created: CLAUDE.md | |
| [2026-01-25T01:52:50.540Z] [INFO] 📦 Adding file: To git staging | |
| [2026-01-25T01:52:50.672Z] [INFO] Git status after add: A CLAUDE.md | |
| [2026-01-25T01:52:50.672Z] [INFO] 📝 Creating commit: With CLAUDE.md file | |
| [2026-01-25T01:52:50.742Z] [INFO] ✅ Commit created: Successfully with CLAUDE.md | |
| [2026-01-25T01:52:50.742Z] [INFO] Commit output: [issue-363-138125f6d974 9a34e59] Initial commit with task details | |
| 1 file changed, 7 insertions(+) | |
| create mode 100644 CLAUDE.md | |
| [2026-01-25T01:52:50.805Z] [INFO] Commit hash: 9a34e59... | |
| [2026-01-25T01:52:50.873Z] [INFO] Latest commit: 9a34e59 Initial commit with task details | |
| [2026-01-25T01:52:50.942Z] [INFO] Git status: clean | |
| [2026-01-25T01:52:51.004Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-01-25T01:52:51.070Z] [INFO] Branch info: * issue-363-138125f6d974 9a34e59 [origin/main: ahead 1] Initial commit with task details | |
| main 0cbf8dd [origin/main] Merge pull request #356 from konard/issue-343-c77e35418e13 | |
| [2026-01-25T01:52:51.070Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-01-25T01:52:51.071Z] [INFO] Push command: git push -u origin issue-363-138125f6d974 | |
| [2026-01-25T01:52:51.890Z] [INFO] Push exit code: 0 | |
| [2026-01-25T01:52:51.891Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-363-138125f6d974' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-363-138125f6d974 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-363-138125f6d974 -> issue-363-138125f6d974 | |
| branch 'issue-363-138125f6d974' set up to track 'origin/issue-363-138125f6d974'. | |
| [2026-01-25T01:52:51.892Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-01-25T01:52:51.892Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-363-138125f6d974' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-363-138125f6d974 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-363-138125f6d974 -> issue-363-138125f6d974 | |
| branch 'issue-363-138125f6d974' set up to track 'origin/issue-363-138125f6d974'. | |
| [2026-01-25T01:52:51.892Z] [INFO] Waiting for GitHub to sync... | |
| [2026-01-25T01:52:54.380Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-01-25T01:52:54.380Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-01-25T01:52:54.703Z] [INFO] Branch verified on GitHub: issue-363-138125f6d974 | |
| [2026-01-25T01:52:55.015Z] [INFO] Remote commit SHA: 9a34e59... | |
| [2026-01-25T01:52:55.015Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-01-25T01:52:55.370Z] [INFO] Issue title: "начать добавлять метание гранат врагами" | |
| [2026-01-25T01:52:55.371Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-01-25T01:52:55.723Z] [INFO] Current user: konard | |
| [2026-01-25T01:52:55.978Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-25T01:52:55.979Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-01-25T01:52:55.980Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-01-25T01:52:56.347Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-01-25T01:52:56.347Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-01-25T01:52:56.423Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-01-25T01:52:56.424Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-01-25T01:52:56.424Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-01-25T01:52:56.425Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-01-25T01:52:56.425Z] [INFO] PR Title: [WIP] начать добавлять метание гранат врагами | |
| [2026-01-25T01:52:56.425Z] [INFO] Base branch: main | |
| [2026-01-25T01:52:56.425Z] [INFO] Head branch: issue-363-138125f6d974 | |
| [2026-01-25T01:52:56.426Z] [INFO] Assignee: konard | |
| [2026-01-25T01:52:56.426Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#363. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#363 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-01-25T01:52:56.428Z] [INFO] Command: cd "/tmp/gh-issue-solver-1769305962954" && gh pr create --draft --title "$(cat '/tmp/pr-title-1769305976428.txt')" --body-file "/tmp/pr-body-1769305976427.md" --base main --head konard:issue-363-138125f6d974 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:52:57.962Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-01-25T01:52:58.665Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-01-25T01:52:58.665Z] [INFO] ✅ PR created: #364 | |
| [2026-01-25T01:52:58.666Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/364 | |
| [2026-01-25T01:52:58.666Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-01-25T01:52:58.666Z] [INFO] 🔗 Linking: Issue #363 to PR #364... | |
| [2026-01-25T01:52:59.186Z] [INFO] Issue node ID: I_kwDOQ35BQ87lnuHQ | |
| [2026-01-25T01:52:59.532Z] [INFO] PR node ID: PR_kwDOQ35BQ86_MMZm | |
| [2026-01-25T01:52:59.921Z] [INFO] | |
| [2026-01-25T01:52:59.921Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-01-25T01:52:59.922Z] [INFO] | |
| [2026-01-25T01:52:59.922Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-01-25T01:52:59.922Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#363" in PR body | |
| [2026-01-25T01:52:59.922Z] [INFO] | |
| [2026-01-25T01:52:59.923Z] [WARNING] To fix manually: | |
| [2026-01-25T01:52:59.923Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/364 | |
| [2026-01-25T01:52:59.923Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#363 | |
| [2026-01-25T01:52:59.923Z] [INFO] | |
| [2026-01-25T01:53:00.225Z] [INFO] 👤 Current user: konard | |
| [2026-01-25T01:53:00.226Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-01-25T01:53:00.227Z] [INFO] prNumber: 364 | |
| [2026-01-25T01:53:00.228Z] [INFO] branchName: issue-363-138125f6d974 | |
| [2026-01-25T01:53:00.228Z] [INFO] isContinueMode: false | |
| [2026-01-25T01:53:00.228Z] [INFO] Will count comments: true | |
| [2026-01-25T01:53:00.228Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-01-25T01:53:00.228Z] [INFO] PR #364 on branch: issue-363-138125f6d974 | |
| [2026-01-25T01:53:00.228Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:53:00.745Z] [INFO] 📅 Last commit time (from API): 2026-01-25T01:52:50.000Z | |
| [2026-01-25T01:53:01.737Z] [INFO] 💬 New PR comments: 0 | |
| [2026-01-25T01:53:01.737Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-01-25T01:53:01.738Z] [INFO] 💬 New issue comments: 0 | |
| [2026-01-25T01:53:01.738Z] [INFO] Total new comments: 0 | |
| [2026-01-25T01:53:01.738Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-01-25T01:53:01.739Z] [INFO] PR review comments fetched: 0 | |
| [2026-01-25T01:53:01.740Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-01-25T01:53:01.740Z] [INFO] Total PR comments checked: 0 | |
| [2026-01-25T01:53:04.420Z] [INFO] Feedback info will be added to prompt: | |
| [2026-01-25T01:53:04.421Z] [INFO] - Pull request description was edited after last commit | |
| [2026-01-25T01:53:04.421Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-01-25T01:53:04.791Z] [INFO] 📝 Issue updated: 2026-01-25T01:52:08.000Z | |
| [2026-01-25T01:53:05.293Z] [INFO] 💬 Comments: None found | |
| [2026-01-25T01:53:05.700Z] [INFO] 🔀 Recent PR: 2026-01-25T01:52:57.000Z | |
| [2026-01-25T01:53:05.701Z] [INFO] | |
| ✅ Reference time: 2026-01-25T01:52:57.000Z | |
| [2026-01-25T01:53:05.702Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-01-25T01:53:05.769Z] [INFO] ✅ No uncommitted changes found | |
| [2026-01-25T01:53:06.106Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-363-138125f6d974 | |
| [2026-01-25T01:53:07.798Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints | |
| [2026-01-25T01:53:07.803Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-01-25T01:53:07.803Z] [INFO] Characters: 529 | |
| [2026-01-25T01:53:07.804Z] [INFO] System prompt characters: 11916 | |
| [2026-01-25T01:53:07.804Z] [INFO] Feedback info: Included | |
| [2026-01-25T01:53:07.805Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-01-25T01:53:07.806Z] [INFO] Model: opus | |
| [2026-01-25T01:53:07.806Z] [INFO] Working directory: /tmp/gh-issue-solver-1769305962954 | |
| [2026-01-25T01:53:07.806Z] [INFO] Branch: issue-363-138125f6d974 | |
| [2026-01-25T01:53:07.806Z] [INFO] Prompt length: 529 chars | |
| [2026-01-25T01:53:07.806Z] [INFO] System prompt length: 11916 chars | |
| [2026-01-25T01:53:07.807Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-01-25T01:53:07.879Z] [INFO] 📈 System resources before execution: | |
| [2026-01-25T01:53:07.879Z] [INFO] Memory: MemFree: 6420508 kB | |
| [2026-01-25T01:53:07.880Z] [INFO] Load: 0.78 0.36 0.55 1/688 1936277 | |
| [2026-01-25T01:53:07.881Z] [INFO] | |
| 📝 Raw command: | |
| [2026-01-25T01:53:07.881Z] [INFO] (cd "/tmp/gh-issue-solver-1769305962954" && 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/363 | |
| Your prepared branch: issue-363-138125f6d974 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305962954 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/364 | |
| 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-363-138125f6d974 | |
| Proceed. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-363-138125f6d974 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363. | |
| - 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/364/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/364/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/364/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/363/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 364 --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 364, 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 364. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-363-138125f6d974. | |
| - When you finish, create a pull request from branch issue-363-138125f6d974. (Note: PR 364 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-363-138125f6d974. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 364 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources." | jq -c .) | |
| [2026-01-25T01:53:07.881Z] [INFO] | |
| [2026-01-25T01:53:07.882Z] [INFO] 📋 User prompt: | |
| [2026-01-25T01:53:07.882Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-01-25T01:53:07.882Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363 | |
| Your prepared branch: issue-363-138125f6d974 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305962954 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/364 | |
| 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-363-138125f6d974 | |
| Proceed. | |
| [2026-01-25T01:53:07.882Z] [INFO] ---END USER PROMPT--- | |
| [2026-01-25T01:53:07.883Z] [INFO] | |
| [2026-01-25T01:53:07.883Z] [INFO] 📋 System prompt: | |
| [2026-01-25T01:53:07.884Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-01-25T01:53:07.884Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-363-138125f6d974 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363. | |
| - 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/364/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/364/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/364/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/363/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 364 --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 364, 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 364. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-363-138125f6d974. | |
| - When you finish, create a pull request from branch issue-363-138125f6d974. (Note: PR 364 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-363-138125f6d974. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 364 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| [2026-01-25T01:53:07.885Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-01-25T01:53:07.885Z] [INFO] | |
| [2026-01-25T01:53:07.886Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-25T01:53:07.887Z] [INFO] 📋 Command details: | |
| [2026-01-25T01:53:07.887Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1769305962954 | |
| [2026-01-25T01:53:07.887Z] [INFO] 🌿 Branch: issue-363-138125f6d974 | |
| [2026-01-25T01:53:07.887Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-01-25T01:53:07.887Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:53:07.888Z] [INFO] | |
| ▶️ Streaming output: | |
| [2026-01-25T01:53:10.533Z] [INFO] { | |
| "type": "system", | |
| "subtype": "init", | |
| "cwd": "/tmp/gh-issue-solver-1769305962954", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "tools": [ | |
| "Task", | |
| "TaskOutput", | |
| "Bash", | |
| "Glob", | |
| "Grep", | |
| "ExitPlanMode", | |
| "Read", | |
| "Edit", | |
| "Write", | |
| "NotebookEdit", | |
| "WebFetch", | |
| "TodoWrite", | |
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| "text": "Let me create a comprehensive todo list and explore the codebase to understand the GOAP system and enemy behavior." | |
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| "content": " 1→class_name GOAPPlanner\n 2→extends RefCounted\n 3→## GOAP (Goal Oriented Action Planning) planner.\n 4→##\n 5→## This planner uses A* search to find the optimal sequence of actions\n 6→## to achieve a goal from the current world state.\n 7→##\n 8→## Usage:\n 9→## var planner = GOAPPlanner.new()\n 10→## planner.add_action(some_action)\n 11→## var plan = planner.plan(current_state, goal_state)\n 12→## if plan.size() > 0:\n 13→## execute_plan(plan)\n 14→\n 15→## Available actions for planning.\n 16→var _actions: Array[GOAPAction] = []\n 17→\n 18→## Maximum planning depth to prevent infinite loops.\n 19→var max_depth: int = 10\n 20→\n 21→## Enable debug logging.\n 22→var debug_logging: bool = false\n 23→\n 24→\n 25→## Add an action to the planner's available actions.\n 26→func add_action(action: GOAPAction) -> void:\n 27→\t_actions.append(action)\n 28→\n 29→\n 30→## Remove an action from the planner.\n 31→func remove_action(action: GOAPAction) -> void:\n 32→\t_actions.erase(action)\n 33→\n 34→\n 35→## Clear all actions.\n 36→func clear_actions() -> void:\n 37→\t_actions.clear()\n 38→\n 39→\n 40→## Plan a sequence of actions to achieve the goal from the current state.\n 41→## Returns an array of GOAPAction, or empty array if no plan found.\n 42→func plan(current_state: Dictionary, goal: Dictionary, agent: Node = null) -> Array[GOAPAction]:\n 43→\t_log(\"Planning from state: %s to goal: %s\" % [current_state, goal])\n 44→\n 45→\t# Check if goal is already satisfied\n 46→\tif _is_goal_satisfied(current_state, goal):\n 47→\t\t_log(\"Goal already satisfied!\")\n 48→\t\treturn []\n 49→\n 50→\t# A* search for optimal plan\n 51→\tvar open_set: Array = [] # Array of PlanNode\n 52→\tvar closed_set: Dictionary = {} # state_hash -> best_cost\n 53→\n 54→\t# Start node\n 55→\tvar start_node := PlanNode.new(current_state, [], 0.0)\n 56→\tstart_node.heuristic = _estimate_cost(current_state, goal)\n 57→\topen_set.append(start_node)\n 58→\n 59→\tvar iterations := 0\n 60→\tvar max_iterations := 1000 # Prevent infinite loops\n 61→\n 62→\twhile not open_set.is_empty() and iterations < max_iterations:\n 63→\t\titerations += 1\n 64→\n 65→\t\t# Get node with lowest f-score (cost + heuristic)\n 66→\t\topen_set.sort_custom(func(a, b): return (a.cost + a.heuristic) < (b.cost + b.heuristic))\n 67→\t\tvar current: PlanNode = open_set.pop_front()\n 68→\n 69→\t\t# Check if we reached the goal\n 70→\t\tif _is_goal_satisfied(current.state, goal):\n 71→\t\t\t_log(\"Plan found in %d iterations: %s\" % [iterations, current.actions])\n 72→\t\t\treturn current.actions\n 73→\n 74→\t\t# Skip if we've seen this state with lower cost\n 75→\t\tvar state_hash := _hash_state(current.state)\n 76→\t\tif closed_set.has(state_hash) and closed_set[state_hash] <= current.cost:\n 77→\t\t\tcontinue\n 78→\t\tclosed_set[state_hash] = current.cost\n 79→\n 80→\t\t# Check depth limit\n 81→\t\tif current.actions.size() >= max_depth:\n 82→\t\t\tcontinue\n 83→\n 84→\t\t# Expand node with all valid actions\n 85→\t\tfor action in _actions:\n 86→\t\t\tif action.is_valid(current.state):\n 87→\t\t\t\tvar new_state := action.get_result_state(current.state)\n 88→\t\t\t\tvar action_cost := action.get_cost(agent, current.state) if agent else action.cost\n 89→\t\t\t\tvar new_cost := current.cost + action_cost\n 90→\n 91→\t\t\t\t# Create new plan with this action\n 92→\t\t\t\tvar new_actions: Array[GOAPAction] = current.actions.duplicate()\n 93→\t\t\t\tnew_actions.append(action)\n 94→\n 95→\t\t\t\tvar new_node := PlanNode.new(new_state, new_actions, new_cost)\n 96→\t\t\t\tnew_node.heuristic = _estimate_cost(new_state, goal)\n 97→\n 98→\t\t\t\topen_set.append(new_node)\n 99→\n 100→\t_log(\"No plan found after %d iterations\" % iterations)\n 101→\treturn []\n 102→\n 103→\n 104→## Check if all goal conditions are satisfied in the current state.\n 105→func _is_goal_satisfied(state: Dictionary, goal: Dictionary) -> bool:\n 106→\tfor key in goal:\n 107→\t\tif not state.has(key):\n 108→\t\t\treturn false\n 109→\t\tif state[key] != goal[key]:\n 110→\t\t\treturn false\n 111→\treturn true\n 112→\n 113→\n 114→## Estimate the cost to reach the goal (heuristic for A*).\n 115→## Returns the number of unsatisfied goal conditions.\n 116→func _estimate_cost(state: Dictionary, goal: Dictionary) -> float:\n 117→\tvar unsatisfied := 0.0\n 118→\tfor key in goal:\n 119→\t\tif not state.has(key) or state[key] != goal[key]:\n 120→\t\t\tunsatisfied += 1.0\n 121→\treturn unsatisfied\n 122→\n 123→\n 124→## Create a hash string for a state (for closed set lookup).\n 125→func _hash_state(state: Dictionary) -> String:\n 126→\tvar keys := state.keys()\n 127→\tkeys.sort()\n 128→\tvar parts: Array[String] = []\n 129→\tfor key in keys:\n 130→\t\tparts.append(\"%s=%s\" % [key, state[key]])\n 131→\treturn \",\".join(parts)\n 132→\n 133→\n 134→## Log a debug message.\n 135→func _log(message: String) -> void:\n 136→\tif debug_logging:\n 137→\t\tprint(\"[GOAPPlanner] %s\" % message)\n 138→\n 139→\n 140→## Internal class for A* search nodes.\n 141→class PlanNode:\n 142→\tvar state: Dictionary\n 143→\tvar actions: Array[GOAPAction]\n 144→\tvar cost: float\n 145→\tvar heuristic: float\n 146→\n 147→\tfunc _init(s: Dictionary, a: Array[GOAPAction], c: float) -> void:\n 148→\t\tstate = s\n 149→\t\tactions = a\n 150→\t\tcost = c\n 151→\t\theuristic = 0.0\n 152→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→class_name GOAPAction\n 2→extends RefCounted\n 3→## Base class for GOAP (Goal Oriented Action Planning) actions.\n 4→##\n 5→## This is a foundation for implementing goal-oriented AI behavior.\n 6→## Actions have preconditions (what must be true to execute) and\n 7→## effects (what becomes true after execution).\n 8→##\n 9→## To create a new action, extend this class and override the methods.\n 10→\n 11→## Name of this action for debugging.\n 12→var action_name: String = \"base_action\"\n 13→\n 14→## Cost of performing this action (lower is preferred).\n 15→var cost: float = 1.0\n 16→\n 17→## Preconditions required for this action to be valid.\n 18→## Dictionary of state_key -> required_value pairs.\n 19→var preconditions: Dictionary = {}\n 20→\n 21→## Effects of this action on the world state.\n 22→## Dictionary of state_key -> new_value pairs.\n 23→var effects: Dictionary = {}\n 24→\n 25→\n 26→func _init(name: String = \"base_action\", action_cost: float = 1.0) -> void:\n 27→\taction_name = name\n 28→\tcost = action_cost\n 29→\n 30→\n 31→## Check if this action can be executed given the current world state.\n 32→func is_valid(world_state: Dictionary) -> bool:\n 33→\tfor key in preconditions:\n 34→\t\tif not world_state.has(key):\n 35→\t\t\treturn false\n 36→\t\tif world_state[key] != preconditions[key]:\n 37→\t\t\treturn false\n 38→\treturn true\n 39→\n 40→\n 41→## Get the resulting world state after applying this action's effects.\n 42→func get_result_state(world_state: Dictionary) -> Dictionary:\n 43→\tvar result := world_state.duplicate()\n 44→\tfor key in effects:\n 45→\t\tresult[key] = effects[key]\n 46→\treturn result\n 47→\n 48→\n 49→## Check if this action can satisfy the given goal.\n 50→## Returns true if any of the action's effects match a goal condition.\n 51→func can_satisfy_goal(goal: Dictionary) -> bool:\n 52→\tfor key in goal:\n 53→\t\tif effects.has(key) and effects[key] == goal[key]:\n 54→\t\t\treturn true\n 55→\treturn false\n 56→\n 57→\n 58→## Execute the action. Override this in subclasses.\n 59→## Returns true if action started successfully.\n 60→func execute(_agent: Node) -> bool:\n 61→\treturn true\n 62→\n 63→\n 64→## Check if the action is complete. Override this in subclasses.\n 65→func is_complete(_agent: Node) -> bool:\n 66→\treturn true\n 67→\n 68→\n 69→## Get dynamic cost based on current state. Override for context-sensitive costs.\n 70→func get_cost(_agent: Node, _world_state: Dictionary) -> float:\n 71→\treturn cost\n 72→\n 73→\n 74→## Create a string representation for debugging.\n 75→func _to_string() -> String:\n 76→\treturn \"GOAPAction(%s, cost=%.1f)\" % [action_name, cost]\n 77→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:53:43.098Z] [INFO] { | |
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| "tool_use_id": "toolu_01MiUb5VQQJ5u5rVRy3G5v6K", | |
| "type": "tool_result", | |
| "content": " 1→class_name EnemyActions\n 2→extends RefCounted\n 3→## Collection of GOAP actions for enemy AI.\n 4→##\n 5→## These actions define what enemies can do to achieve their goals.\n 6→## Each action has preconditions, effects, and costs that the\n 7→## GOAP planner uses to find optimal action sequences.\n 8→\n 9→\n 10→## Action to find and move to cover.\n 11→class SeekCoverAction extends GOAPAction:\n 12→\tfunc _init() -> void:\n 13→\t\tsuper._init(\"seek_cover\", 2.0)\n 14→\t\tpreconditions = {\n 15→\t\t\t\"has_cover\": true,\n 16→\t\t\t\"in_cover\": false\n 17→\t\t}\n 18→\t\teffects = {\n 19→\t\t\t\"in_cover\": true,\n 20→\t\t\t\"under_fire\": false\n 21→\t\t}\n 22→\n 23→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 24→\t\t# Higher cost if we're actively engaging\n 25→\t\tif world_state.get(\"player_visible\", false):\n 26→\t\t\treturn 3.0\n 27→\t\treturn 2.0\n 28→\n 29→\n 30→## Action to engage the player in combat.\n 31→class EngagePlayerAction extends GOAPAction:\n 32→\tfunc _init() -> void:\n 33→\t\tsuper._init(\"engage_player\", 1.0)\n 34→\t\tpreconditions = {\n 35→\t\t\t\"player_visible\": true\n 36→\t\t}\n 37→\t\teffects = {\n 38→\t\t\t\"player_engaged\": true\n 39→\t\t}\n 40→\n 41→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 42→\t\t# Lower cost if we have advantage (in cover, not under fire)\n 43→\t\tif world_state.get(\"in_cover\", false):\n 44→\t\t\treturn 0.5\n 45→\t\tif world_state.get(\"under_fire\", false):\n 46→\t\t\treturn 2.0\n 47→\t\treturn 1.0\n 48→\n 49→\n 50→## Action to flank the player.\n 51→class FlankPlayerAction extends GOAPAction:\n 52→\tfunc _init() -> void:\n 53→\t\tsuper._init(\"flank_player\", 3.0)\n 54→\t\tpreconditions = {\n 55→\t\t\t\"player_visible\": false,\n 56→\t\t\t\"under_fire\": false\n 57→\t\t}\n 58→\t\teffects = {\n 59→\t\t\t\"at_flank_position\": true,\n 60→\t\t\t\"player_visible\": true\n 61→\t\t}\n 62→\n 63→\n 64→## Action to patrol the area.\n 65→class PatrolAction extends GOAPAction:\n 66→\tfunc _init() -> void:\n 67→\t\tsuper._init(\"patrol\", 1.0)\n 68→\t\tpreconditions = {\n 69→\t\t\t\"player_visible\": false,\n 70→\t\t\t\"under_fire\": false\n 71→\t\t}\n 72→\t\teffects = {\n 73→\t\t\t\"area_patrolled\": true\n 74→\t\t}\n 75→\n 76→\n 77→## Action to stay suppressed (wait for fire to stop).\n 78→class StaySuppressedAction extends GOAPAction:\n 79→\tfunc _init() -> void:\n 80→\t\tsuper._init(\"stay_suppressed\", 0.5)\n 81→\t\tpreconditions = {\n 82→\t\t\t\"under_fire\": true,\n 83→\t\t\t\"in_cover\": true\n 84→\t\t}\n 85→\t\teffects = {\n 86→\t\t\t\"waiting_for_safe\": true\n 87→\t\t}\n 88→\n 89→\n 90→## Action to return fire while suppressed.\n 91→class ReturnFireAction extends GOAPAction:\n 92→\tfunc _init() -> void:\n 93→\t\tsuper._init(\"return_fire\", 1.5)\n 94→\t\tpreconditions = {\n 95→\t\t\t\"player_visible\": true,\n 96→\t\t\t\"in_cover\": true\n 97→\t\t}\n 98→\t\teffects = {\n 99→\t\t\t\"player_engaged\": true\n 100→\t\t}\n 101→\n 102→\n 103→## Action to find cover (search for cover positions).\n 104→class FindCoverAction extends GOAPAction:\n 105→\tfunc _init() -> void:\n 106→\t\tsuper._init(\"find_cover\", 0.5)\n 107→\t\tpreconditions = {\n 108→\t\t\t\"has_cover\": false\n 109→\t\t}\n 110→\t\teffects = {\n 111→\t\t\t\"has_cover\": true\n 112→\t\t}\n 113→\n 114→\n 115→## Action to retreat when health is low.\n 116→class RetreatAction extends GOAPAction:\n 117→\tfunc _init() -> void:\n 118→\t\tsuper._init(\"retreat\", 4.0)\n 119→\t\tpreconditions = {\n 120→\t\t\t\"health_low\": true\n 121→\t\t}\n 122→\t\teffects = {\n 123→\t\t\t\"in_cover\": true,\n 124→\t\t\t\"retreated\": true\n 125→\t\t}\n 126→\n 127→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 128→\t\t# Very high priority if under fire with low health\n 129→\t\tif world_state.get(\"under_fire\", false):\n 130→\t\t\treturn 1.0\n 131→\t\treturn 4.0\n 132→\n 133→\n 134→## Action to retreat with fire when under suppression (tactical retreat).\n 135→## Cost varies based on number of hits taken during encounter.\n 136→class RetreatWithFireAction extends GOAPAction:\n 137→\tfunc _init() -> void:\n 138→\t\tsuper._init(\"retreat_with_fire\", 1.5)\n 139→\t\tpreconditions = {\n 140→\t\t\t\"under_fire\": true\n 141→\t\t}\n 142→\t\teffects = {\n 143→\t\t\t\"in_cover\": true,\n 144→\t\t\t\"is_retreating\": true\n 145→\t\t}\n 146→\n 147→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 148→\t\t# Cost is lower (higher priority) when under fire\n 149→\t\t# Priority also depends on hits taken\n 150→\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\n 151→\t\tif hits == 0:\n 152→\t\t\t# Full HP - can afford to fight while retreating\n 153→\t\t\treturn 1.0\n 154→\t\telif hits == 1:\n 155→\t\t\t# One hit - quick burst then escape\n 156→\t\t\treturn 0.8\n 157→\t\telse:\n 158→\t\t\t# Multiple hits - just run!\n 159→\t\t\treturn 0.5\n 160→\n 161→\n 162→## Action to pursue the player by moving cover-to-cover.\n 163→## Used when enemy is far from player and can't hit them from current position.\n 164→class PursuePlayerAction extends GOAPAction:\n 165→\tfunc _init() -> void:\n 166→\t\tsuper._init(\"pursue_player\", 2.5)\n 167→\t\tpreconditions = {\n 168→\t\t\t\"player_visible\": false,\n 169→\t\t\t\"player_close\": false\n 170→\t\t}\n 171→\t\teffects = {\n 172→\t\t\t\"is_pursuing\": true,\n 173→\t\t\t\"player_close\": true\n 174→\t\t}\n 175→\n 176→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 177→\t\t# Lower cost if we can't hit from current position\n 178→\t\tif not world_state.get(\"can_hit_from_cover\", false):\n 179→\t\t\treturn 1.5\n 180→\t\treturn 3.0\n 181→\n 182→\n 183→## Action to initiate coordinated assault when multiple enemies are in combat.\n 184→## DISABLED per issue #169 - this action is kept for backwards compatibility but\n 185→## always returns very high cost so it's never selected by the GOAP planner.\n 186→## Previously: All enemies rush the player simultaneously after a 5 second wait.\n 187→class AssaultPlayerAction extends GOAPAction:\n 188→\tfunc _init() -> void:\n 189→\t\tsuper._init(\"assault_player\", 100.0) # Very high base cost - disabled\n 190→\t\tpreconditions = {\n 191→\t\t\t\"player_visible\": true\n 192→\t\t}\n 193→\t\teffects = {\n 194→\t\t\t\"is_assaulting\": true,\n 195→\t\t\t\"player_engaged\": true\n 196→\t\t}\n 197→\n 198→\tfunc get_cost(_agent: Node, _world_state: Dictionary) -> float:\n 199→\t\t# DISABLED per issue #169 - always return very high cost\n 200→\t\t# so this action is never selected by the GOAP planner\n 201→\t\treturn 1000.0 # Never select this action\n 202→\n 203→\n 204→## Action to attack a distracted player (aim > 23° away from enemy).\n 205→## This action has the LOWEST cost (highest priority) of all actions.\n 206→## When the player is visible but not aiming at the enemy, this action takes precedence\n 207→## over all other behaviors, forcing an immediate attack.\n 208→class AttackDistractedPlayerAction extends GOAPAction:\n 209→\tfunc _init() -> void:\n 210→\t\tsuper._init(\"attack_distracted_player\", 0.1) # Very low cost = highest priority\n 211→\t\tpreconditions = {\n 212→\t\t\t\"player_visible\": true,\n 213→\t\t\t\"player_distracted\": true\n 214→\t\t}\n 215→\t\teffects = {\n 216→\t\t\t\"player_engaged\": true\n 217→\t\t}\n 218→\n 219→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 220→\t\t# This action always has the lowest cost when conditions are met\n 221→\t\t# to ensure it takes absolute priority over all other actions.\n 222→\t\t# Return even lower cost to guarantee it's selected.\n 223→\t\tif world_state.get(\"player_distracted\", false):\n 224→\t\t\treturn 0.05 # Absolute highest priority\n 225→\t\treturn 100.0 # Should never happen if preconditions are correct\n 226→\n 227→\n 228→## Action to attack a vulnerable player (reloading or tried to shoot with empty weapon).\n 229→## This action has the LOWEST cost (highest priority) of all actions, tied with AttackDistractedPlayerAction.\n 230→## When the player is visible, close, and vulnerable (reloading or out of ammo),\n 231→## this action takes precedence over all other behaviors, forcing an immediate attack.\n 232→## This punishes players for reloading at unsafe times or running out of ammo near enemies.\n 233→class AttackVulnerablePlayerAction extends GOAPAction:\n 234→\tfunc _init() -> void:\n 235→\t\tsuper._init(\"attack_vulnerable_player\", 0.1) # Very low cost = highest priority\n 236→\t\tpreconditions = {\n 237→\t\t\t\"player_visible\": true,\n 238→\t\t\t\"player_close\": true\n 239→\t\t}\n 240→\t\teffects = {\n 241→\t\t\t\"player_engaged\": true\n 242→\t\t}\n 243→\n 244→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 245→\t\t# Check if player is vulnerable (reloading or empty ammo)\n 246→\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n 247→\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n 248→\t\tvar player_close: bool = world_state.get(\"player_close\", false)\n 249→\n 250→\t\t# Only give highest priority if player is vulnerable AND close\n 251→\t\tif (player_reloading or player_ammo_empty) and player_close:\n 252→\t\t\treturn 0.05 # Absolute highest priority, same as distracted player\n 253→\t\treturn 100.0 # Very high cost if player is not vulnerable\n 254→\n 255→\n 256→## Action to pursue a vulnerable player (reloading or tried to shoot with empty weapon).\n 257→## When the player is vulnerable but NOT close, this action makes the enemy rush toward them.\n 258→## This is different from AttackVulnerablePlayerAction which only works when already close.\n 259→## This ensures enemies actively seek out vulnerable players to exploit the weakness.\n 260→class PursueVulnerablePlayerAction extends GOAPAction:\n 261→\tfunc _init() -> void:\n 262→\t\tsuper._init(\"pursue_vulnerable_player\", 0.2) # Low cost = high priority\n 263→\t\tpreconditions = {\n 264→\t\t\t\"player_visible\": true,\n 265→\t\t\t\"player_close\": false # Only pursue if NOT already close\n 266→\t\t}\n 267→\t\teffects = {\n 268→\t\t\t\"is_pursuing\": true,\n 269→\t\t\t\"player_close\": true # Goal is to get close to the player\n 270→\t\t}\n 271→\n 272→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 273→\t\t# Check if player is vulnerable (reloading or empty ammo)\n 274→\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n 275→\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n 276→\n 277→\t\t# Only pursue if player is vulnerable\n 278→\t\tif player_reloading or player_ammo_empty:\n 279→\t\t\treturn 0.15 # High priority - rush the vulnerable player\n 280→\t\treturn 100.0 # Very high cost if player is not vulnerable\n 281→\n 282→\n 283→## Action to investigate a suspected player position when confidence is high (Issue #297).\n 284→## Used when enemy has high confidence (>0.8) about player location but no direct line of sight.\n 285→## Enemy moves directly to the suspected position.\n 286→class InvestigateHighConfidenceAction extends GOAPAction:\n 287→\tfunc _init() -> void:\n 288→\t\tsuper._init(\"investigate_high_confidence\", 1.5)\n 289→\t\tpreconditions = {\n 290→\t\t\t\"player_visible\": false,\n 291→\t\t\t\"has_suspected_position\": true,\n 292→\t\t\t\"confidence_high\": true\n 293→\t\t}\n 294→\t\teffects = {\n 295→\t\t\t\"is_pursuing\": true,\n 296→\t\t\t\"player_visible\": true # Goal: reach position and potentially see player\n 297→\t\t}\n 298→\n 299→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 300→\t\t# Lower cost when we're very confident about the position\n 301→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 302→\t\tif confidence >= 0.9:\n 303→\t\t\treturn 1.0\n 304→\t\treturn 1.5\n 305→\n 306→\n 307→## Action to investigate a suspected player position when confidence is medium (Issue #297).\n 308→## Used when enemy has medium confidence (0.5-0.8) about player location.\n 309→## Enemy moves cautiously, checking cover along the way.\n 310→class InvestigateMediumConfidenceAction extends GOAPAction:\n 311→\tfunc _init() -> void:\n 312→\t\tsuper._init(\"investigate_medium_confidence\", 2.5)\n 313→\t\tpreconditions = {\n 314→\t\t\t\"player_visible\": false,\n 315→\t\t\t\"has_suspected_position\": true,\n 316→\t\t\t\"confidence_medium\": true\n 317→\t\t}\n 318→\t\teffects = {\n 319→\t\t\t\"is_pursuing\": true\n 320→\t\t}\n 321→\n 322→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 323→\t\t# Medium cost - be cautious\n 324→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 325→\t\treturn 2.0 + (0.8 - confidence) # Lower confidence = higher cost\n 326→\n 327→\n 328→## Action to search near a suspected position when confidence is low (Issue #297).\n 329→## Used when enemy has low confidence (<0.5) about player location.\n 330→## Enemy searches the area but may return to patrol if nothing found.\n 331→class SearchLowConfidenceAction extends GOAPAction:\n 332→\tfunc _init() -> void:\n 333→\t\tsuper._init(\"search_low_confidence\", 3.5)\n 334→\t\tpreconditions = {\n 335→\t\t\t\"player_visible\": false,\n 336→\t\t\t\"has_suspected_position\": true,\n 337→\t\t\t\"confidence_low\": true\n 338→\t\t}\n 339→\t\teffects = {\n 340→\t\t\t\"area_patrolled\": true # Treat as extended patrol\n 341→\t\t}\n 342→\n 343→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 344→\t\t# Higher cost - not very confident, might be waste of time\n 345→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 346→\t\treturn 3.0 + (0.5 - confidence) * 2.0 # Very low confidence = much higher cost\n 347→\n 348→\n 349→## Create and return all enemy actions.\n 350→static func create_all_actions() -> Array[GOAPAction]:\n 351→\tvar actions: Array[GOAPAction] = []\n 352→\tactions.append(SeekCoverAction.new())\n 353→\tactions.append(EngagePlayerAction.new())\n 354→\tactions.append(FlankPlayerAction.new())\n 355→\tactions.append(PatrolAction.new())\n 356→\tactions.append(StaySuppressedAction.new())\n 357→\tactions.append(ReturnFireAction.new())\n 358→\tactions.append(FindCoverAction.new())\n 359→\tactions.append(RetreatAction.new())\n 360→\tactions.append(RetreatWithFireAction.new())\n 361→\tactions.append(PursuePlayerAction.new())\n 362→\tactions.append(AssaultPlayerAction.new())\n 363→\tactions.append(AttackDistractedPlayerAction.new())\n 364→\tactions.append(AttackVulnerablePlayerAction.new())\n 365→\tactions.append(PursueVulnerablePlayerAction.new())\n 366→\t# Memory-based actions (Issue #297)\n 367→\tactions.append(InvestigateHighConfidenceAction.new())\n 368→\tactions.append(InvestigateMediumConfidenceAction.new())\n 369→\tactions.append(SearchLowConfidenceAction.new())\n 370→\treturn actions\n 371→\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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| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
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| } | |
| [2026-01-25T01:53:43.101Z] [INFO] { | |
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| "tool_use_id": "toolu_01JW6ZFeFmV8DQa2ZJYDXpK2", | |
| "type": "tool_result", | |
| "content": " 1→class_name EnemyMemory\n 2→extends RefCounted\n 3→## Memory system for enemy AI that tracks suspected player position with confidence.\n 4→##\n 5→## This class implements an \"enemy memory\" system where enemies maintain:\n 6→## - A suspected position of the player (Vector2)\n 7→## - A confidence level (0.0-1.0) representing certainty about that position\n 8→## - Time-based decay of confidence\n 9→## - Update logic that respects confidence priority\n 10→##\n 11→## Information sources and their confidence levels:\n 12→## - Direct visual contact: confidence = 1.0\n 13→## - Sound (gunshot): confidence = 0.7\n 14→## - Sound (reload/empty click): confidence = 0.6\n 15→## - Information from other enemies: uses source's confidence * 0.9\n 16→##\n 17→## The confidence system affects AI behavior:\n 18→## - High confidence (>0.8): Move directly to suspected position\n 19→## - Medium confidence (0.5-0.8): Move cautiously, check cover along the way\n 20→## - Low confidence (<0.5): Return to patrol/guard behavior\n 21→##\n 22→## Usage:\n 23→## var memory = EnemyMemory.new()\n 24→## memory.update_position(player_pos, 1.0) # Visual contact\n 25→## memory.decay(delta) # Call each frame\n 26→## if memory.has_target():\n 27→## var target = memory.suspected_position\n 28→\n 29→## The suspected position of the target (player).\n 30→var suspected_position: Vector2 = Vector2.ZERO\n 31→\n 32→## Confidence level (0.0 to 1.0) about the suspected position.\n 33→## 1.0 = certain (direct visual), 0.0 = no information.\n 34→var confidence: float = 0.0\n 35→\n 36→## Timestamp (in milliseconds) when the position was last updated.\n 37→var last_updated: float = 0.0\n 38→\n 39→## Minimum time (ms) before a lower-confidence signal can override current position.\n 40→## This prevents immediate overwrites from weaker signals.\n 41→const OVERRIDE_COOLDOWN_MS: float = 5000.0\n 42→\n 43→## Default decay rate per second.\n 44→## At 0.1, confidence drops from 1.0 to 0.0 in 10 seconds.\n 45→const DEFAULT_DECAY_RATE: float = 0.1\n 46→\n 47→## Confidence threshold below which the target is considered \"lost\".\n 48→const LOST_TARGET_THRESHOLD: float = 0.05\n 49→\n 50→## Confidence thresholds for different behavior modes.\n 51→const HIGH_CONFIDENCE_THRESHOLD: float = 0.8\n 52→const MEDIUM_CONFIDENCE_THRESHOLD: float = 0.5\n 53→const LOW_CONFIDENCE_THRESHOLD: float = 0.3\n 54→\n 55→\n 56→## Update the suspected position with new information.\n 57→##\n 58→## The update will occur if:\n 59→## - The new confidence is >= current confidence (stronger or equal signal), OR\n 60→## - The override cooldown has elapsed since last update (5 seconds)\n 61→##\n 62→## Parameters:\n 63→## - pos: The new suspected position\n 64→## - new_confidence: Confidence level of the new information (0.0-1.0)\n 65→##\n 66→## Returns:\n 67→## - true if the position was updated, false if the update was rejected\n 68→func update_position(pos: Vector2, new_confidence: float) -> bool:\n 69→\tvar current_time := Time.get_ticks_msec()\n 70→\tvar time_since_update := current_time - last_updated\n 71→\n 72→\t# Accept update if:\n 73→\t# 1. New confidence is >= current (stronger signal always wins)\n 74→\t# 2. OR cooldown has elapsed (allow weaker signals after timeout)\n 75→\tif new_confidence >= confidence or time_since_update > OVERRIDE_COOLDOWN_MS:\n 76→\t\tsuspected_position = pos\n 77→\t\tconfidence = clampf(new_confidence, 0.0, 1.0)\n 78→\t\tlast_updated = current_time\n 79→\t\treturn true\n 80→\n 81→\treturn false\n 82→\n 83→\n 84→## Apply confidence decay over time.\n 85→##\n 86→## Should be called every frame to gradually reduce confidence.\n 87→## When confidence reaches 0, the enemy loses track of the target.\n 88→##\n 89→## Parameters:\n 90→## - delta: Frame time in seconds\n 91→## - decay_rate: Rate of decay per second (default 0.1 = 10 seconds to fully decay)\n 92→func decay(delta: float, decay_rate: float = DEFAULT_DECAY_RATE) -> void:\n 93→\tif confidence > 0.0:\n 94→\t\tconfidence = maxf(confidence - decay_rate * delta, 0.0)\n 95→\n 96→\n 97→## Check if the memory has a valid target (confidence above threshold).\n 98→func has_target() -> bool:\n 99→\treturn confidence > LOST_TARGET_THRESHOLD\n 100→\n 101→\n 102→## Check if confidence is high (direct engagement behavior).\n 103→func is_high_confidence() -> bool:\n 104→\treturn confidence >= HIGH_CONFIDENCE_THRESHOLD\n 105→\n 106→\n 107→## Check if confidence is medium (cautious approach behavior).\n 108→func is_medium_confidence() -> bool:\n 109→\treturn confidence >= MEDIUM_CONFIDENCE_THRESHOLD and confidence < HIGH_CONFIDENCE_THRESHOLD\n 110→\n 111→\n 112→## Check if confidence is low (search/patrol behavior).\n 113→func is_low_confidence() -> bool:\n 114→\treturn confidence >= LOW_CONFIDENCE_THRESHOLD and confidence < MEDIUM_CONFIDENCE_THRESHOLD\n 115→\n 116→\n 117→## Get the time (in seconds) since the last position update.\n 118→func get_time_since_update() -> float:\n 119→\treturn (Time.get_ticks_msec() - last_updated) / 1000.0\n 120→\n 121→\n 122→## Reset the memory to initial state (no target).\n 123→func reset() -> void:\n 124→\tsuspected_position = Vector2.ZERO\n 125→\tconfidence = 0.0\n 126→\tlast_updated = 0.0\n 127→\n 128→\n 129→## Create a copy of this memory (for sharing information between enemies).\n 130→func duplicate_memory() -> EnemyMemory:\n 131→\tvar copy := EnemyMemory.new()\n 132→\tcopy.suspected_position = suspected_position\n 133→\tcopy.confidence = confidence\n 134→\tcopy.last_updated = last_updated\n 135→\treturn copy\n 136→\n 137→\n 138→## Merge information from another enemy's memory.\n 139→## The received confidence is reduced by a factor to represent information degradation.\n 140→##\n 141→## Parameters:\n 142→## - other: The other enemy's memory to receive information from\n 143→## - confidence_factor: Multiplier for confidence (default 0.9)\n 144→##\n 145→## Returns:\n 146→## - true if our memory was updated with the received information\n 147→func receive_intel(other: EnemyMemory, confidence_factor: float = 0.9) -> bool:\n 148→\tif other == null or not other.has_target():\n 149→\t\treturn false\n 150→\n 151→\t# Reduce confidence when sharing info (information degrades through communication)\n 152→\tvar received_confidence := other.confidence * confidence_factor\n 153→\treturn update_position(other.suspected_position, received_confidence)\n 154→\n 155→\n 156→## Get the behavior mode based on current confidence level.\n 157→## Returns a string describing the recommended behavior.\n 158→func get_behavior_mode() -> String:\n 159→\tif is_high_confidence():\n 160→\t\treturn \"direct_pursuit\"\n 161→\telif is_medium_confidence():\n 162→\t\treturn \"cautious_approach\"\n 163→\telif is_low_confidence():\n 164→\t\treturn \"search\"\n 165→\telse:\n 166→\t\treturn \"patrol\"\n 167→\n 168→\n 169→## Create string representation for debugging.\n 170→func _to_string() -> String:\n 171→\tif not has_target():\n 172→\t\treturn \"EnemyMemory(no target)\"\n 173→\treturn \"EnemyMemory(pos=%s, conf=%.2f, mode=%s)\" % [\n 174→\t\tsuspected_position,\n 175→\t\tconfidence,\n 176→\t\tget_behavior_mode()\n 177→\t]\n 178→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING ## Methodically searching area where player was last seen (Issue #322)\n 16→}\n 17→\n 18→## Retreat behavior modes based on damage taken.\n 19→enum RetreatMode {\n 20→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 21→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 22→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 23→}\n 24→\n 25→## Behavior modes for the enemy.\n 26→enum BehaviorMode {\n 27→\tPATROL, ## Moves between patrol points\n 28→\tGUARD ## Stands in one place\n 29→}\n 30→\n 31→## Current behavior mode.\n 32→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD\n 33→\n 34→## Maximum movement speed in pixels per second.\n 35→@export var move_speed: float = 220.0\n 36→\n 37→## Combat movement speed (faster when flanking/seeking cover).\n 38→@export var combat_move_speed: float = 320.0\n 39→\n 40→## Rotation speed in rad/sec (25 for aim-before-shoot per issue #254).\n 41→@export var rotation_speed: float = 25.0\n 42→## Detection range (0=unlimited, line-of-sight only).\n 43→@export var detection_range: float = 0.0\n 44→\n 45→## Field of view angle in degrees (cone centered on facing dir). 0 or negative = 360° vision. Default 100° per issue #66.\n 46→@export var fov_angle: float = 100.0\n 47→\n 48→## FOV enabled for this enemy (combined with ExperimentalSettings.fov_enabled, both must be true).\n 49→@export var fov_enabled: bool = true\n 50→\n 51→## Time between shots (0.1s = 10 rounds/sec).\n 52→@export var shoot_cooldown: float = 0.1\n 53→\n 54→## Bullet scene to instantiate when shooting.\n 55→@export var bullet_scene: PackedScene\n 56→\n 57→## Casing scene to instantiate when firing (for ejected bullet casings).\n 58→@export var casing_scene: PackedScene\n 59→\n 60→## Offset from enemy center for bullet spawn position.\n 61→@export var bullet_spawn_offset: float = 30.0\n 62→\n 63→## Weapon loudness for alerting enemies (viewport diagonal ~1469 for AR).\n 64→@export var weapon_loudness: float = 1469.0\n 65→## Patrol point offsets from initial position (PATROL mode only).\n 66→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)]\n 67→\n 68→## Wait time at each patrol point in seconds.\n 69→@export var patrol_wait_time: float = 1.5\n 70→\n 71→## Color when at full health.\n 72→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0)\n 73→\n 74→## Color when at low health (interpolates based on health percentage).\n 75→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0)\n 76→\n 77→## Color to flash when hit.\n 78→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0)\n 79→\n 80→## Duration of hit flash effect in seconds.\n 81→@export var hit_flash_duration: float = 0.1\n 82→\n 83→## Whether to destroy the enemy after death.\n 84→@export var destroy_on_death: bool = false\n 85→\n 86→## Delay before respawning or destroying (in seconds).\n 87→@export var respawn_delay: float = 2.0\n 88→\n 89→## Minimum random health.\n 90→@export var min_health: int = 2\n 91→\n 92→## Maximum random health.\n 93→@export var max_health: int = 4\n 94→\n 95→## Threat sphere radius - bullets within this radius trigger suppression.\n 96→@export var threat_sphere_radius: float = 100.0\n 97→\n 98→## Time to stay suppressed after bullets leave threat sphere.\n 99→@export var suppression_cooldown: float = 2.0\n 100→\n 101→## Delay before reacting to threats (gives player reaction time).\n 102→@export var threat_reaction_delay: float = 0.2\n 103→\n 104→## Flank angle from player's facing direction (radians).\n 105→@export var flank_angle: float = PI / 3.0 # 60 degrees\n 106→\n 107→## Distance to maintain while flanking.\n 108→@export var flank_distance: float = 200.0\n 109→\n 110→## Enable/disable flanking behavior.\n 111→@export var enable_flanking: bool = true\n 112→\n 113→## Enable/disable cover behavior.\n 114→@export var enable_cover: bool = true\n 115→\n 116→## Enable/disable debug logging.\n 117→@export var debug_logging: bool = false\n 118→\n 119→## Enable/disable debug label above enemy showing current AI state.\n 120→@export var debug_label_enabled: bool = false\n 121→\n 122→## Enable/disable friendly fire avoidance (don't shoot if other enemies are in the way).\n 123→@export var enable_friendly_fire_avoidance: bool = true\n 124→\n 125→## Enable/disable lead prediction (shooting ahead of moving targets).\n 126→@export var enable_lead_prediction: bool = true\n 127→\n 128→## Bullet speed for lead prediction (2500 for AR).\n 129→@export var bullet_speed: float = 2500.0\n 130→\n 131→## Ammunition system - magazine size (bullets per magazine).\n 132→@export var magazine_size: int = 30\n 133→\n 134→## Ammunition system - number of magazines the enemy carries.\n 135→@export var total_magazines: int = 5\n 136→\n 137→## Ammunition system - time to reload in seconds.\n 138→@export var reload_time: float = 3.0\n 139→\n 140→## Delay between spotting player and shooting (gives reaction time).\n 141→@export var detection_delay: float = 0.2\n 142→## Min visibility time before enabling lead prediction.\n 143→@export var lead_prediction_delay: float = 0.3\n 144→## Min visibility ratio (0-1) for lead prediction (prevents pre-firing at cover edges).\n 145→@export var lead_prediction_visibility_threshold: float = 0.6\n 146→\n 147→## Walking animation speed multiplier - higher = faster leg cycle.\n 148→@export var walk_anim_speed: float = 12.0\n 149→\n 150→## Walking animation intensity - higher = more pronounced movement.\n 151→@export var walk_anim_intensity: float = 1.0\n 152→\n 153→## Scale multiplier for enemy model (1.3 matches player size).\n 154→@export var enemy_model_scale: float = 1.3\n 155→\n 156→signal hit ## Enemy hit\n 157→signal died ## Enemy died\n 158→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 159→signal state_changed(new_state: AIState) ## AI state changed\n 160→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 161→signal reload_started ## Reload started\n 162→signal reload_finished ## Reload finished\n 163→signal ammo_depleted ## All ammo depleted\n 164→signal death_animation_completed ## Death animation done\n 165→\n 166→const PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\n 167→const AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n 168→\n 169→@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n 170→@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n 171→@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n 172→@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n 173→@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n 174→@onready var _sprite: Sprite2D = $EnemyModel/Body ## Legacy ref (body)\n 175→@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n 176→@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n 177→@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n 178→@onready var _debug_label: Label = $DebugLabel ## Debug state label\n 179→@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n 180→\n 181→## HitArea for bullet collision detection (disabled on death).\n 182→@onready var _hit_area: Area2D = $HitArea\n 183→## HitCollisionShape for disabling collision on death (more reliable than toggling monitorable).\n 184→@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape\n 185→\n 186→var _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\n 187→var _original_hit_area_mask: int = 0\n 188→\n 189→var _walk_anim_time: float = 0.0 ## Walking animation accumulator\n 190→var _is_walking: bool = false ## Currently walking (for anim)\n 191→var _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\n 192→var _model_facing_left: bool = false ## Model flipped for left-facing direction\n 193→const MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\n 194→var _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\n 195→var _idle_scan_target_index: int = 0\n 196→var _idle_scan_targets: Array[float] = []\n 197→const IDLE_SCAN_INTERVAL: float = 10.0\n 198→var _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\n 199→var _base_head_pos: Vector2 = Vector2.ZERO\n 200→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:53:46.433Z] [INFO] { | |
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| "content": "95:## Threat sphere radius - bullets within this radius trigger suppression.\n98:## Time to stay suppressed after bullets leave threat sphere.\n99:@export var suppression_cooldown: float = 2.0\n233:var _suppression_timer: float = 0.0 ## Suppression cooldown\n295:## Alarm mode: was suppressed/retreating, persists until reaching cover or IDLE.\n550:\t# Add to enemies group for grenade targeting\n953:\t_update_suppression(delta)\n1120:## Update suppression state.\n1121:func _update_suppression(delta: float) -> void:\n1130:\t\t\t_suppression_timer += delta\n1131:\t\t\tif _suppression_timer >= suppression_cooldown:\n1133:\t\t\t\t_suppression_timer = 0.0\n1153:\t\t\t_suppression_timer = 0.0\n1341:\t\t\t_process_suppressed_state(delta)\n1396:\t# Check for suppression - transition to retreating behavior\n1398:\t# ignore suppression and continue the attack - this is the best time to strike!\n1670:## 1. If under fire -> suppressed\n1677:\t# If still under fire, stay suppressed\n1679:\t\t_transition_to_suppressed()\n1856:func _process_suppressed_state(delta: float) -> void:\n1860:\t# we need to find new cover even while suppressed\n1862:\t\t# In suppressed state we're always in alarm mode - fire a burst before escaping if we can see player\n1882:\t\t\t\treturn # Stay suppressed while firing burst\n1885:\t\t_log_debug(\"Player flanked our cover position while suppressed, seeking new cover\")\n1891:\t# Can still shoot while suppressed (only after detection delay)\n1898:\t# If no longer under fire, exit suppression\n1908:\t\t\t# No cover found, transition to combat or suppressed\n1910:\t\t\t\t_transition_to_suppressed()\n1935:\t\t\t\t\t_transition_to_suppressed()\n2038:\t# Check for suppression - transition to retreating behavior\n2040:\t# ignore suppression and continue the attack - this is the best time to strike!\n2664:func _transition_to_suppressed() -> void:\n2668:\t# Enter alarm mode when suppressed\n4431:\t_suppression_timer = 0.0\n4962:## Set the blinded state (from flashbang grenade).\n4978:## Set the stunned state (from flashbang grenade).\n\n[Showing results with pagination = limit: 50, offset: 0]" | |
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| "content": " 1→class_name VisionComponent\n 2→extends Node\n 3→## Vision and line-of-sight detection component.\n 4→##\n 5→## Handles checking if targets are visible, calculating visibility ratios,\n 6→## and managing detection state.\n 7→\n 8→## Detection range for spotting targets.\n 9→## Set to 0 or negative for unlimited range (line-of-sight only).\n 10→@export var detection_range: float = 0.0\n 11→\n 12→## Delay before reacting to newly visible targets (seconds).\n 13→@export var detection_delay: float = 0.2\n 14→\n 15→## Delay before enabling lead prediction on visible targets (seconds).\n 16→@export var lead_prediction_delay: float = 0.3\n 17→\n 18→## Minimum visibility ratio required for lead prediction.\n 19→@export var lead_prediction_visibility_threshold: float = 0.6\n 20→\n 21→## Reference to the RayCast2D for line-of-sight.\n 22→var _raycast: RayCast2D = null\n 23→\n 24→## Parent node (the entity using this component).\n 25→var _parent: Node2D = null\n 26→\n 27→## Currently tracked target.\n 28→var _target: Node2D = null\n 29→\n 30→## Whether the target is currently visible.\n 31→var _can_see_target: bool = false\n 32→\n 33→## Detection delay timer.\n 34→var _detection_timer: float = 0.0\n 35→\n 36→## Whether detection delay has elapsed.\n 37→var _detection_delay_elapsed: bool = false\n 38→\n 39→## Continuous visibility timer.\n 40→var _continuous_visibility_timer: float = 0.0\n 41→\n 42→## Current visibility ratio of target (0.0 to 1.0).\n 43→var _target_visibility_ratio: float = 0.0\n 44→\n 45→## Signal emitted when target visibility changes.\n 46→signal target_visibility_changed(is_visible: bool)\n 47→\n 48→## Signal emitted when detection is confirmed (after delay).\n 49→signal target_detected\n 50→\n 51→\n 52→func _ready() -> void:\n 53→\t_parent = get_parent() as Node2D\n 54→\t_find_raycast()\n 55→\n 56→\n 57→## Set the raycast to use for line-of-sight checks.\n 58→func set_raycast(raycast: RayCast2D) -> void:\n 59→\t_raycast = raycast\n 60→\n 61→\n 62→## Find raycast in parent.\n 63→func _find_raycast() -> void:\n 64→\tif _parent:\n 65→\t\t_raycast = _parent.get_node_or_null(\"RayCast2D\")\n 66→\n 67→\n 68→## Set the target to track.\n 69→func set_target(target: Node2D) -> void:\n 70→\t_target = target\n 71→\n 72→\n 73→## Check visibility of the current target.\n 74→func check_visibility() -> void:\n 75→\tif not _parent or not _target or not _raycast:\n 76→\t\t_can_see_target = false\n 77→\t\treturn\n 78→\n 79→\tvar was_visible := _can_see_target\n 80→\n 81→\t# Check range (if range is set)\n 82→\tif detection_range > 0.0:\n 83→\t\tvar distance := _parent.global_position.distance_to(_target.global_position)\n 84→\t\tif distance > detection_range:\n 85→\t\t\t_can_see_target = false\n 86→\t\t\tif was_visible:\n 87→\t\t\t\ttarget_visibility_changed.emit(false)\n 88→\t\t\t\t_reset_detection_timers()\n 89→\t\t\treturn\n 90→\n 91→\t# Perform line-of-sight check\n 92→\t_can_see_target = _check_line_of_sight(_target.global_position)\n 93→\n 94→\tif _can_see_target:\n 95→\t\t_continuous_visibility_timer += get_physics_process_delta_time()\n 96→\t\t_target_visibility_ratio = _calculate_visibility_ratio()\n 97→\n 98→\t\tif not was_visible:\n 99→\t\t\ttarget_visibility_changed.emit(true)\n 100→\telse:\n 101→\t\tif was_visible:\n 102→\t\t\ttarget_visibility_changed.emit(false)\n 103→\t\t_reset_detection_timers()\n 104→\n 105→\n 106→## Check line-of-sight to a position.\n 107→func _check_line_of_sight(target_pos: Vector2) -> bool:\n 108→\tif not _raycast or not _parent:\n 109→\t\treturn false\n 110→\n 111→\t_raycast.target_position = _raycast.to_local(target_pos)\n 112→\t_raycast.force_raycast_update()\n 113→\n 114→\tif not _raycast.is_colliding():\n 115→\t\treturn true\n 116→\n 117→\t# Check if the collider is the target\n 118→\tvar collider := _raycast.get_collider()\n 119→\tif collider == _target:\n 120→\t\treturn true\n 121→\n 122→\t# Check if collider is a child of the target\n 123→\tif collider and _target:\n 124→\t\tvar parent: Node = collider.get_parent()\n 125→\t\twhile parent:\n 126→\t\t\tif parent == _target:\n 127→\t\t\t\treturn true\n 128→\t\t\tparent = parent.get_parent()\n 129→\n 130→\treturn false\n 131→\n 132→\n 133→## Calculate visibility ratio using multiple check points.\n 134→func _calculate_visibility_ratio() -> float:\n 135→\tif not _target:\n 136→\t\treturn 0.0\n 137→\n 138→\tvar check_points := _get_target_check_points(_target.global_position)\n 139→\tvar visible_count := 0\n 140→\n 141→\tfor point in check_points:\n 142→\t\tif _is_point_visible(point):\n 143→\t\t\tvisible_count += 1\n 144→\n 145→\treturn float(visible_count) / float(check_points.size())\n 146→\n 147→\n 148→## Get check points around the target center.\n 149→func _get_target_check_points(center: Vector2) -> Array[Vector2]:\n 150→\tvar points: Array[Vector2] = []\n 151→\tvar radius := 15.0 # Approximate target size\n 152→\n 153→\tpoints.append(center)\n 154→\tpoints.append(center + Vector2(0, -radius)) # Top\n 155→\tpoints.append(center + Vector2(0, radius)) # Bottom\n 156→\tpoints.append(center + Vector2(-radius, 0)) # Left\n 157→\tpoints.append(center + Vector2(radius, 0)) # Right\n 158→\n 159→\treturn points\n 160→\n 161→\n 162→## Check if a specific point is visible.\n 163→func _is_point_visible(point: Vector2) -> bool:\n 164→\tif not _raycast or not _parent:\n 165→\t\treturn false\n 166→\n 167→\t_raycast.target_position = _raycast.to_local(point)\n 168→\t_raycast.force_raycast_update()\n 169→\n 170→\treturn not _raycast.is_colliding()\n 171→\n 172→\n 173→## Update detection timer (call from _physics_process).\n 174→func update_detection(delta: float) -> void:\n 175→\tif _can_see_target and not _detection_delay_elapsed:\n 176→\t\t_detection_timer += delta\n 177→\t\tif _detection_timer >= detection_delay:\n 178→\t\t\t_detection_delay_elapsed = true\n 179→\t\t\ttarget_detected.emit()\n 180→\n 181→\n 182→## Reset detection timers.\n 183→func _reset_detection_timers() -> void:\n 184→\t_detection_timer = 0.0\n 185→\t_detection_delay_elapsed = false\n 186→\t_continuous_visibility_timer = 0.0\n 187→\t_target_visibility_ratio = 0.0\n 188→\n 189→\n 190→## Check if target is currently visible.\n 191→func can_see_target() -> bool:\n 192→\treturn _can_see_target\n 193→\n 194→\n 195→## Check if detection delay has elapsed.\n 196→func is_detection_confirmed() -> bool:\n 197→\treturn _detection_delay_elapsed\n 198→\n 199→\n 200→## Check if lead prediction should be enabled.\n 201→func should_enable_lead_prediction() -> bool:\n 202→\treturn _continuous_visibility_timer >= lead_prediction_delay and \\\n 203→\t\t _target_visibility_ratio >= lead_prediction_visibility_threshold\n 204→\n 205→\n 206→## Get the current visibility ratio.\n 207→func get_visibility_ratio() -> float:\n 208→\treturn _target_visibility_ratio\n 209→\n 210→\n 211→## Get the continuous visibility time.\n 212→func get_continuous_visibility_time() -> float:\n 213→\treturn _continuous_visibility_timer\n 214→\n 215→\n 216→## Check if a position is visible from the parent.\n 217→func is_position_visible(pos: Vector2) -> bool:\n 218→\tif not _raycast or not _parent:\n 219→\t\treturn false\n 220→\n 221→\t_raycast.target_position = _raycast.to_local(pos)\n 222→\t_raycast.force_raycast_update()\n 223→\n 224→\treturn not _raycast.is_colliding()\n 225→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": " 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 62→@export var wall_bounce: float = 0.4\n 63→\n 64→## Sound range multiplier (2 = audible at 2 viewport distance).\n 65→@export var sound_range_multiplier: float = 2.0\n 66→\n 67→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 68→@export var landing_velocity_threshold: float = 50.0\n 69→\n 70→## Whether the grenade timer has been activated.\n 71→var _timer_active: bool = false\n 72→\n 73→## Time remaining until explosion.\n 74→var _time_remaining: float = 0.0\n 75→\n 76→## Whether the grenade has exploded.\n 77→var _has_exploded: bool = false\n 78→\n 79→## Reference to the sprite for visual feedback.\n 80→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 81→\n 82→## Blink timer for visual feedback when about to explode.\n 83→var _blink_timer: float = 0.0\n 84→\n 85→## Blink interval - gets faster as explosion approaches.\n 86→var _blink_interval: float = 0.5\n 87→\n 88→## Track if landing sound has been played (grenade has come to rest).\n 89→var _has_landed: bool = false\n 90→\n 91→## Track if activation sound has been played.\n 92→var _activation_sound_played: bool = false\n 93→\n 94→## Track previous velocity for landing detection.\n 95→var _previous_velocity: Vector2 = Vector2.ZERO\n 96→\n 97→## Signal emitted when the grenade explodes.\n 98→signal exploded(position: Vector2, grenade: GrenadeBase)\n 99→\n 100→\n 101→func _ready() -> void:\n 102→\t# Set up collision\n 103→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 104→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 105→\n 106→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 107→\t# Without this, body_entered signal will never fire!\n 108→\tcontact_monitor = true\n 109→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 110→\n 111→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 112→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 113→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 114→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 115→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 116→\n 117→\t# Set up physics\n 118→\tgravity_scale = 0.0 # Top-down, no gravity\n 119→\tlinear_damp = 1.0 # Reduced for easier rolling\n 120→\n 121→\t# Set up physics material for wall bouncing\n 122→\tvar physics_material := PhysicsMaterial.new()\n 123→\tphysics_material.bounce = wall_bounce\n 124→\tphysics_material.friction = 0.3 # Low friction for rolling\n 125→\tphysics_material_override = physics_material\n 126→\n 127→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 128→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 129→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 130→\tfreeze = true\n 131→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 132→\n 133→\t# Connect to body entered for bounce effects\n 134→\tbody_entered.connect(_on_body_entered)\n 135→\n 136→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 137→\n 138→\n 139→func _physics_process(delta: float) -> void:\n 140→\tif _has_exploded:\n 141→\t\treturn\n 142→\n 143→\t# Apply ground friction to slow down\n 144→\tif linear_velocity.length() > 0:\n 145→\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n 146→\t\tif friction_force.length() > linear_velocity.length():\n 147→\t\t\tlinear_velocity = Vector2.ZERO\n 148→\t\telse:\n 149→\t\t\tlinear_velocity -= friction_force\n 150→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:53:53.010Z] [INFO] { | |
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| "content": "535:## Whether the enemy is currently blinded (cannot see the player).\n536:var _is_blinded: bool = false\n538:## Whether the enemy is currently stunned (cannot move or act).\n539:var _is_stunned: bool = false\n1217:\t# If stunned, stop all movement and actions - do nothing\n1218:\tif _is_stunned:\n3660:\t# If blinded, cannot see player at all\n3661:\tif _is_blinded:\n4962:## Set the blinded state (from flashbang grenade).\n4963:## When blinded, the enemy cannot see the player.\n4964:func set_blinded(blinded: bool) -> void:\n4965:\tvar was_blinded := _is_blinded\n4966:\t_is_blinded = blinded\n4968:\tif blinded and not was_blinded:\n4974:\telif not blinded and was_blinded:\n4975:\t\t_log_debug(\"Enemy is no longer blinded\")\n4978:## Set the stunned state (from flashbang grenade).\n4979:## When stunned, the enemy cannot move or take actions.\n4980:func set_stunned(stunned: bool) -> void:\n4981:\tvar was_stunned := _is_stunned\n4982:\t_is_stunned = stunned\n4984:\tif stunned and not was_stunned:\n4989:\telif not stunned and was_stunned:\n4990:\t\t_log_debug(\"Enemy is no longer stunned\")\n4993:## Check if the enemy is currently blinded.\n4994:func is_blinded() -> bool:\n4995:\treturn _is_blinded\n4997:## Check if the enemy is currently stunned.\n4998:func is_stunned() -> bool:\n4999:\treturn _is_stunned\n\n[Showing results with pagination = limit: 30, offset: 0]" | |
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| [2026-01-25T01:53:53.014Z] [INFO] { | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FlashbangGrenade\n 3→## Flashbang (stun) grenade that blinds and stuns enemies.\n 4→##\n 5→## Effects on enemies within the blast radius:\n 6→## - Blindness: Enemies cannot see the player for 12 seconds\n 7→## - Stun: Enemies cannot move for 6 seconds\n 8→##\n 9→## Does not deal damage.\n 10→## Effect radius is approximately a small room from the \"building\" map (~200 pixels).\n 11→\n 12→## Duration of blindness effect in seconds.\n 13→@export var blindness_duration: float = 12.0\n 14→\n 15→## Duration of stun effect in seconds.\n 16→@export var stun_duration: float = 6.0\n 17→\n 18→## Effect radius - doubled per user request.\n 19→## Now covers larger areas for better tactical usage.\n 20→@export var effect_radius: float = 400.0\n 21→\n 22→\n 23→func _ready() -> void:\n 24→\tsuper._ready()\n 25→\t# Flashbang uses default 4 second fuse\n 26→\n 27→\n 28→## Override to define the explosion effect.\n 29→func _on_explode() -> void:\n 30→\t# Find all enemies within effect radius\n 31→\tvar enemies := _get_enemies_in_radius()\n 32→\n 33→\tfor enemy in enemies:\n 34→\t\t_apply_flashbang_effects(enemy)\n 35→\n 36→\t# Spawn visual flash effect\n 37→\t_spawn_flash_effect()\n 38→\n 39→\n 40→## Override explosion sound to play zone-specific flashbang sounds.\n 41→## Plays different sounds based on whether player is in the affected zone.\n 42→func _play_explosion_sound() -> void:\n 43→\t# Check if player is in the effect radius\n 44→\tvar player_in_zone := _is_player_in_zone()\n 45→\n 46→\t# Play flashbang explosion sound via AudioManager\n 47→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 48→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 49→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 50→\n 51→\t# Also emit sound for AI awareness via SoundPropagation\n 52→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 53→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 54→\t\tvar viewport := get_viewport()\n 55→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 56→\t\tif viewport:\n 57→\t\t\tvar size := viewport.get_visible_rect().size\n 58→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 59→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 60→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 61→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 62→\n 63→\n 64→## Check if the player is within the flashbang effect radius.\n 65→func _is_player_in_zone() -> bool:\n 66→\t# Try to find the player in common ways\n 67→\tvar player: Node2D = null\n 68→\n 69→\t# Check for player in \"player\" group\n 70→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 71→\tif players.size() > 0 and players[0] is Node2D:\n 72→\t\tplayer = players[0] as Node2D\n 73→\n 74→\t# Fallback: check for node named \"Player\" in current scene\n 75→\tif player == null:\n 76→\t\tvar scene := get_tree().current_scene\n 77→\t\tif scene:\n 78→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 79→\n 80→\tif player == null:\n 81→\t\t# No player found, assume outside zone (plays distant explosion sound)\n 82→\t\treturn false\n 83→\n 84→\treturn is_in_effect_radius(player.global_position)\n 85→\n 86→\n 87→## Get the effect radius for this grenade type.\n 88→func _get_effect_radius() -> float:\n 89→\treturn effect_radius\n 90→\n 91→\n 92→## Find all enemies within the effect radius.\n 93→func _get_enemies_in_radius() -> Array:\n 94→\tvar enemies_in_range: Array = []\n 95→\n 96→\t# Get all enemies in the scene\n 97→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 98→\n 99→\tfor enemy in enemies:\n 100→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "command": "grep -n \"_get_world_state\\|_update_world_state\\|_process_goap\\|_execute_plan\" /tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd", | |
| "description": "Find GOAP planning integration in enemy.gd" | |
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| [2026-01-25T01:53:56.159Z] [INFO] { | |
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| "content": " 1→class_name EnemyState\n 2→extends RefCounted\n 3→## Base class for enemy AI states.\n 4→##\n 5→## States encapsulate behavior for specific enemy situations like idle,\n 6→## combat, seeking cover, etc. Each state handles its own logic and\n 7→## transitions to other states.\n 8→\n 9→## Reference to the enemy this state belongs to.\n 10→var enemy: Node2D = null\n 11→\n 12→## Name of this state for debugging.\n 13→var state_name: String = \"base\"\n 14→\n 15→\n 16→func _init(enemy_ref: Node2D) -> void:\n 17→\tenemy = enemy_ref\n 18→\n 19→\n 20→## Called when entering this state.\n 21→func enter() -> void:\n 22→\tpass\n 23→\n 24→\n 25→## Called when exiting this state.\n 26→func exit() -> void:\n 27→\tpass\n 28→\n 29→\n 30→## Called every physics frame while in this state.\n 31→## Returns the next state to transition to, or null to stay in current state.\n 32→func process(delta: float) -> EnemyState:\n 33→\treturn null\n 34→\n 35→\n 36→## Get the display name for debug purposes.\n 37→func get_display_name() -> String:\n 38→\treturn state_name\n 39→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:53:58.783Z] [INFO] { | |
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| "command": "grep -n \"GOAPPlanner\\|EnemyActions\\|_planner\\|plan(\" /tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd | head -20", | |
| "description": "Search for GOAP planner usage in enemy.gd" | |
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| [2026-01-25T01:53:59.205Z] [INFO] { | |
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| "command": "find /tmp/gh-issue-solver-1769305962954/scenes -name \"*.tscn\" | xargs grep -l \"enemy\\|Enemy\" 2>/dev/null | head -10", | |
| "description": "Find scene files with enemies" | |
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| [2026-01-25T01:54:01.463Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01KYxkiHXvxuLPMphbpQWNJe","type":"tool_result","content":" 1→extends GutTest\n 2→## Unit tests for PURSUING state improvements (Issue #93).\n 3→##\n 4→## Tests the enemy AI PURSUING state including:\n 5→## - Minimum progress requirement for cover selection\n 6→## - Same-obstacle penalty to prevent shuffling along walls\n 7→## - Path verification to ensure cover is reachable\n 8→## - Approach phase when no cover is available\n 9→\n 10→\n 11→# ============================================================================\n 12→# Constants Tests (verify configuration values exist)\n 13→# ============================================================================\n 14→\n 15→\n 16→func test_pursuit_approach_max_time_constant_exists() -> void:\n 17→\t# Verify the constant is defined and has a reasonable value\n 18→\t# This is a proxy test - we can't directly access constants without instantiating\n 19→\t# The constant PURSUIT_APPROACH_MAX_TIME should be 3.0\n 20→\tassert_true(true, \"PURSUIT_APPROACH_MAX_TIME constant should be defined\")\n 21→\n 22→\n 23→func test_pursuit_min_progress_fraction_constant_exists() -> void:\n 24→\t# The constant PURSUIT_MIN_PROGRESS_FRACTION should be 0.10 (10%)\n 25→\tassert_true(true, \"PURSUIT_MIN_PROGRESS_FRACTION constant should be defined\")\n 26→\n 27→\n 28→func test_pursuit_same_obstacle_penalty_constant_exists() -> void:\n 29→\t# The constant PURSUIT_SAME_OBSTACLE_PENALTY should be 4.0\n 30→\tassert_true(true, \"PURSUIT_SAME_OBSTACLE_PENALTY constant should be defined\")\n 31→\n 32→\n 33→# ============================================================================\n 34→# Score Calculation Tests (theoretical verification)\n 35→# ============================================================================\n 36→\n 37→\n 38→func test_cover_score_calculation_hidden_bonus() -> void:\n 39→\t# Verify hidden cover gets +5.0 bonus\n 40→\tvar hidden_score: float = 5.0\n 41→\tvar not_hidden_score: float = 0.0\n 42→\n 43→\tassert_eq(hidden_score, 5.0, \"Hidden cover should get +5.0 score\")\n 44→\tassert_eq(not_hidden_score, 0.0, \"Visible cover should get 0.0 score\")\n 45→\n 46→\n 47→func test_cover_score_calculation_same_obstacle_penalty() -> void:\n 48→\t# Verify same obstacle penalty reduces score\n 49→\tvar penalty: float = 4.0 # PURSUIT_SAME_OBSTACLE_PENALTY\n 50→\tvar score_without_penalty: float = 5.0 + 2.0 - 1.0 # hidden + approach - distance\n 51→\tvar score_with_penalty: float = score_without_penalty - penalty\n 52→\n 53→\tassert_lt(score_with_penalty, score_without_penalty, \"Same obstacle should reduce score\")\n 54→\n 55→\n 56→func test_cover_score_favors_different_obstacles() -> void:\n 57→\t# Simulate two cover options: one on same obstacle, one on different\n 58→\tvar hidden_bonus: float = 5.0\n 59→\tvar approach_score: float = 2.0\n 60→\tvar distance_penalty: float = 1.0\n 61→\tvar same_obstacle_penalty: float = 4.0\n 62→\n 63→\tvar score_same_obstacle: float = hidden_bonus + approach_score - distance_penalty - same_obstacle_penalty\n 64→\tvar score_diff_obstacle: float = hidden_bonus + approach_score - distance_penalty\n 65→\n 66→\tassert_gt(score_diff_obstacle, score_same_obstacle,\n 67→\t\t\"Cover on different obstacle should score higher than same obstacle\")\n 68→\n 69→\n 70→# ============================================================================\n 71→# Minimum Progress Requirement Tests\n 72→# ============================================================================\n 73→\n 74→\n 75→func test_minimum_progress_fraction_calculation() -> void:\n 76→\t# If enemy is 500 pixels from player and min progress is 10%\n 77→\t# Then minimum required progress is 50 pixels\n 78→\tvar distance_to_player: float = 500.0\n 79→\tvar min_progress_fraction: float = 0.10\n 80→\tvar min_required_progress: float = distance_to_player * min_progress_fraction\n 81→\n 82→\tassert_eq(min_required_progress, 50.0, \"Minimum progress should be 50 pixels for 500px distance\")\n 83→\n 84→\n 85→func test_cover_rejected_when_insufficient_progress() -> void:\n 86→\t# Cover that is only 20 pixels closer should be rejected (less than 10% of 500)\n 87→\tvar distance_to_player: float = 500.0\n 88→\tvar cover_distance_to_player: float = 480.0 # Only 20 pixels closer\n 89→\tvar progress: float = distance_to_player - cover_distance_to_player\n 90→\tvar min_required: float = distance_to_player * 0.10\n 91→\n 92→\tassert_lt(progress, min_required, \"20px progress should be less than required 50px\")\n 93→\n 94→\n 95→func test_cover_accepted_when_sufficient_progress() -> void:\n 96→\t# Cover that is 100 pixels closer should be accepted (20% of 500)\n 97→\tvar distance_to_player: float = 500.0\n 98→\tvar cover_distance_to_player: float = 400.0 # 100 pixels closer\n 99→\tvar progress: float = distance_to_player - cover_distance_to_player\n 100→\tvar min_required: float = distance_to_player * 0.10\n 101→\n 102→\tassert_gt(progress, min_required, \"100px progress should exceed required 50px\")\n 103→\n 104→\n 105→# ============================================================================\n 106→# Approach Phase Logic Tests\n 107→# ============================================================================\n 108→\n 109→\n 110→func test_approach_phase_timer_logic() -> void:\n 111→\t# Simulate approach phase timing\n 112→\tvar approach_timer: float = 0.0\n 113→\tvar approach_max_time: float = 3.0\n 114→\tvar delta: float = 0.5\n 115→\n 116→\t# Simulate 6 frames of approaching\n 117→\tfor _i in range(6):\n 118→\t\tapproach_timer += delta\n 119→\n 120→\tassert_eq(approach_timer, 3.0, \"After 6 frames of 0.5s delta, timer should be 3.0s\")\n 121→\tassert_true(approach_timer >= approach_max_time, \"Timer should trigger transition\")\n 122→\n 123→\n 124→func test_approach_phase_exits_when_can_hit() -> void:\n 125→\t# The approach phase should exit when enemy can hit player\n 126→\tvar can_hit: bool = true\n 127→\tvar should_exit_approach: bool = can_hit\n 128→\n 129→\tassert_true(should_exit_approach, \"Should exit approach when can hit player\")\n 130→\n 131→\n 132→func test_approach_phase_exits_on_timeout() -> void:\n 133→\t# The approach phase should exit when timer expires\n 134→\tvar timer: float = 3.5\n 135→\tvar max_time: float = 3.0\n 136→\tvar should_exit: bool = timer >= max_time\n 137→\n 138→\tassert_true(should_exit, \"Should exit approach when timer exceeds max\")\n 139→\n 140→\n 141→# ============================================================================\n 142→# Path Verification Logic Tests\n 143→# ============================================================================\n 144→\n 145→\n 146→func test_path_clear_when_no_obstacle() -> void:\n 147→\t# If raycast returns empty, path is clear\n 148→\tvar raycast_hit: bool = false\n 149→\tvar path_clear: bool = not raycast_hit\n 150→\n 151→\tassert_true(path_clear, \"Path should be clear when no obstacle detected\")\n 152→\n 153→\n 154→func test_path_blocked_when_obstacle_before_target() -> void:\n 155→\t# If obstacle is 50px away but target is 100px away, path is blocked\n 156→\tvar hit_distance: float = 50.0\n 157→\tvar target_distance: float = 100.0\n 158→\tvar tolerance: float = 10.0\n 159→\tvar path_clear: bool = hit_distance >= target_distance - tolerance\n 160→\n 161→\tassert_false(path_clear, \"Path should be blocked when obstacle is before target\")\n 162→\n 163→\n 164→func test_path_clear_when_obstacle_beyond_target() -> void:\n 165→\t# If obstacle is 150px away but target is 100px away, path is clear\n 166→\tvar hit_distance: float = 150.0\n 167→\tvar target_distance: float = 100.0\n 168→\tvar tolerance: float = 10.0\n 169→\tvar path_clear: bool = hit_distance >= target_distance - tolerance\n 170→\n 171→\tassert_true(path_clear, \"Path should be clear when obstacle is beyond target\")\n 172→\n 173→\n 174→func test_path_clear_within_tolerance() -> void:\n 175→\t# If obstacle is 95px away but target is 100px away (within 10px tolerance), path is clear\n 176→\tvar hit_distance: float = 95.0\n 177→\tvar target_distance: float = 100.0\n 178→\tvar tolerance: float = 10.0\n 179→\tvar path_clear: bool = hit_distance >= target_distance - tolerance\n 180→\n 181→\tassert_true(path_clear, \"Path should be clear when within tolerance\")\n 182→\n 183→\n 184→# ============================================================================\n 185→# State Variable Initialization Tests\n 186→# ============================================================================\n 187→\n 188→\n 189→func test_pursuit_approach_initial_values() -> void:\n 190→\t# New variables should be initialized to false/0/null\n 191→\tvar pursuit_approaching: bool = false\n 192→\tvar pursuit_approach_timer: float = 0.0\n 193→\n 194→\tassert_false(pursuit_approaching, \"pursuit_approaching should start false\")\n 195→\tassert_eq(pursuit_approach_timer, 0.0, \"pursuit_approach_timer should start at 0\")\n 196→\n 197→\n 198→func test_current_cover_obstacle_initial_value() -> void:\n 199→\t# Current cover obstacle should be null initially\n 200→\tvar current_cover_obstacle: Object = null\n 201→\n 202→\tassert_null(current_cover_obstacle, \"current_cover_obstacle should start null\")\n 203→\n 204→\n 205→# ============================================================================\n 206→# Debug Label Tests\n 207→# ============================================================================\n 208→\n 209→\n 210→func test_approach_debug_label_format() -> void:\n 211→\t# When in approach phase, debug label should show time remaining\n 212→\tvar approach_timer: float = 1.5\n 213→\tvar max_time: float = 3.0\n 214→\tvar time_left: float = max_time - approach_timer\n 215→\tvar expected_text: String = \"\\n(APPROACH %.1fs)\" % time_left\n 216→\n 217→\tassert_eq(expected_text, \"\\n(APPROACH 1.5s)\", \"Debug label should show approach time\")\n 218→\n 219→\n 220→func test_waiting_debug_label_format() -> void:\n 221→\t# When waiting at cover, debug label should show time remaining\n 222→\tvar wait_timer: float = 0.5\n 223→\tvar wait_duration: float = 1.5\n 224→\tvar time_left: float = wait_duration - wait_timer\n 225→\tvar expected_text: String = \"\\n(WAIT %.1fs)\" % time_left\n 226→\n 227→\tassert_eq(expected_text, \"\\n(WAIT 1.0s)\", \"Debug label should show wait time\")\n 228→\n 229→\n 230→func test_moving_debug_label_format() -> void:\n 231→\t# When moving to pursuit cover, debug label should show MOVING\n 232→\tvar expected_text: String = \"\\n(MOVING)\"\n 233→\n 234→\tassert_eq(expected_text, \"\\n(MOVING)\", \"Debug label should show MOVING\")\n 235→\n 236→\n 237→# ============================================================================\n 238→# Transition Logic Tests\n 239→# ============================================================================\n 240→\n 241→\n 242→func test_retreat_clears_approach_flag() -> void:\n 243→\t# When transitioning to retreat, approach flag should be cleared\n 244→\tvar pursuit_approaching: bool = true\n 245→\n 246→\t# Simulate retreat transition\n 247→\tpursuit_approaching = false\n 248→\n 249→\tassert_false(pursuit_approaching, \"Approach flag should be cleared on retreat\")\n 250→\n 251→\n 252→func test_assault_clears_approach_flag() -> void:\n 253→\t# When transitioning to assault, approach flag should be cleared\n 254→\tvar pu | |
| [2026-01-25T01:54:01.476Z] [INFO] rsuit_approaching: bool = true\n 255→\n 256→\t# Simulate assault transition\n 257→\tpursuit_approaching = false\n 258→\n 259→\tassert_false(pursuit_approaching, \"Approach flag should be cleared on assault\")\n 260→\n 261→\n 262→func test_combat_clears_approach_flag() -> void:\n 263→\t# When transitioning to combat, approach flag should be cleared\n 264→\tvar pursuit_approaching: bool = true\n 265→\n 266→\t# Simulate combat transition\n 267→\tpursuit_approaching = false\n 268→\n 269→\tassert_false(pursuit_approaching, \"Approach flag should be cleared on combat\")\n 270→\n 271→\n 272→# ============================================================================\n 273→# Edge Case Tests\n 274→# ============================================================================\n 275→\n 276→\n 277→func test_zero_distance_progress_calculation() -> void:\n 278→\t# When enemy and player are at same position, progress calculation shouldn't crash\n 279→\tvar distance_to_player: float = 0.0\n 280→\tvar min_progress: float = distance_to_player * 0.10\n 281→\n 282→\tassert_eq(min_progress, 0.0, \"Zero distance should result in zero minimum progress\")\n 283→\n 284→\n 285→func test_large_distance_progress_calculation() -> void:\n 286→\t# With large distances, minimum progress should scale appropriately\n 287→\tvar distance_to_player: float = 10000.0\n 288→\tvar min_progress: float = distance_to_player * 0.10\n 289→\n 290→\tassert_eq(min_progress, 1000.0, \"Large distance should result in proportional minimum progress\")\n 291→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01DQU2c3DjfF9j3SdniXChFo","session_id":"20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2","uuid":"90f35c48-39ae-4d9d-ba5b-e8289205f653"} | |
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| "content": " 1→extends GutTest\n 2→## Unit tests for GOAPPlanner class.\n 3→##\n 4→## Tests the GOAP planning algorithm including:\n 5→## - Goal satisfaction checking\n 6→## - Cost estimation (heuristic)\n 7→## - State hashing\n 8→## - A* planning algorithm\n 9→\n 10→\n 11→var planner: GOAPPlanner\n 12→\n 13→\n 14→func before_each() -> void:\n 15→\tplanner = GOAPPlanner.new()\n 16→\n 17→\n 18→func after_each() -> void:\n 19→\tplanner = null\n 20→\n 21→\n 22→# ============================================================================\n 23→# Goal Satisfaction Tests\n 24→# ============================================================================\n 25→\n 26→\n 27→func test_is_goal_satisfied_with_matching_state() -> void:\n 28→\tvar state := {\"in_cover\": true, \"player_visible\": true}\n 29→\tvar goal := {\"in_cover\": true}\n 30→\n 31→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 32→\n 33→\tassert_true(result, \"Goal should be satisfied when state contains matching values\")\n 34→\n 35→\n 36→func test_is_goal_satisfied_with_empty_goal() -> void:\n 37→\tvar state := {\"some_key\": \"some_value\"}\n 38→\tvar goal := {}\n 39→\n 40→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 41→\n 42→\tassert_true(result, \"Empty goal should always be satisfied\")\n 43→\n 44→\n 45→func test_is_goal_satisfied_with_missing_key() -> void:\n 46→\tvar state := {\"in_cover\": true}\n 47→\tvar goal := {\"player_visible\": true}\n 48→\n 49→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 50→\n 51→\tassert_false(result, \"Goal should not be satisfied when key is missing from state\")\n 52→\n 53→\n 54→func test_is_goal_satisfied_with_wrong_value() -> void:\n 55→\tvar state := {\"in_cover\": false}\n 56→\tvar goal := {\"in_cover\": true}\n 57→\n 58→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 59→\n 60→\tassert_false(result, \"Goal should not be satisfied when value doesn't match\")\n 61→\n 62→\n 63→func test_is_goal_satisfied_with_multiple_conditions() -> void:\n 64→\tvar state := {\"in_cover\": true, \"player_visible\": true, \"has_ammo\": false}\n 65→\tvar goal := {\"in_cover\": true, \"player_visible\": true}\n 66→\n 67→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 68→\n 69→\tassert_true(result, \"Goal should be satisfied when all conditions are met\")\n 70→\n 71→\n 72→func test_is_goal_satisfied_fails_with_partial_match() -> void:\n 73→\tvar state := {\"in_cover\": true, \"player_visible\": false}\n 74→\tvar goal := {\"in_cover\": true, \"player_visible\": true}\n 75→\n 76→\tvar result: bool = planner._is_goal_satisfied(state, goal)\n 77→\n 78→\tassert_false(result, \"Goal should not be satisfied with only partial match\")\n 79→\n 80→\n 81→# ============================================================================\n 82→# Cost Estimation (Heuristic) Tests\n 83→# ============================================================================\n 84→\n 85→\n 86→func test_estimate_cost_returns_zero_when_goal_satisfied() -> void:\n 87→\tvar state := {\"goal_key\": \"goal_value\"}\n 88→\tvar goal := {\"goal_key\": \"goal_value\"}\n 89→\n 90→\tvar cost: float = planner._estimate_cost(state, goal)\n 91→\n 92→\tassert_eq(cost, 0.0, \"Cost should be 0 when goal is satisfied\")\n 93→\n 94→\n 95→func test_estimate_cost_counts_unsatisfied_conditions() -> void:\n 96→\tvar state := {\"a\": 1}\n 97→\tvar goal := {\"a\": 2, \"b\": 1, \"c\": 1}\n 98→\n 99→\tvar cost: float = planner._estimate_cost(state, goal)\n 100→\n 101→\t# a has wrong value (1 vs 2), b is missing, c is missing = 3 unsatisfied\n 102→\tassert_eq(cost, 3.0, \"Cost should equal number of unsatisfied goal conditions\")\n 103→\n 104→\n 105→func test_estimate_cost_with_missing_keys() -> void:\n 106→\tvar state := {}\n 107→\tvar goal := {\"a\": 1, \"b\": 2}\n 108→\n 109→\tvar cost: float = planner._estimate_cost(state, goal)\n 110→\n 111→\tassert_eq(cost, 2.0, \"Missing keys should count as unsatisfied\")\n 112→\n 113→\n 114→func test_estimate_cost_with_empty_goal() -> void:\n 115→\tvar state := {\"key\": \"value\"}\n 116→\tvar goal := {}\n 117→\n 118→\tvar cost: float = planner._estimate_cost(state, goal)\n 119→\n 120→\tassert_eq(cost, 0.0, \"Empty goal should have zero cost\")\n 121→\n 122→\n 123→# ============================================================================\n 124→# State Hashing Tests\n 125→# ============================================================================\n 126→\n 127→\n 128→func test_hash_state_produces_same_hash_for_same_state() -> void:\n 129→\tvar state := {\"b\": 2, \"a\": 1}\n 130→\n 131→\tvar hash1: String = planner._hash_state(state)\n 132→\tvar hash2: String = planner._hash_state(state)\n 133→\n 134→\tassert_eq(hash1, hash2, \"Same state should produce same hash\")\n 135→\n 136→\n 137→func test_hash_state_produces_same_hash_regardless_of_key_order() -> void:\n 138→\tvar state1 := {\"a\": 1, \"b\": 2}\n 139→\tvar state2 := {\"b\": 2, \"a\": 1}\n 140→\n 141→\tvar hash1: String = planner._hash_state(state1)\n 142→\tvar hash2: String = planner._hash_state(state2)\n 143→\n 144→\tassert_eq(hash1, hash2, \"Key order should not affect hash\")\n 145→\n 146→\n 147→func test_hash_state_produces_different_hash_for_different_state() -> void:\n 148→\tvar state1 := {\"a\": 1}\n 149→\tvar state2 := {\"a\": 2}\n 150→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:54:03.968Z] [INFO] { | |
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| "content": " 1→extends GutTest\n 2→## Unit tests for GOAPAction class.\n 3→##\n 4→## Tests the base GOAP action functionality including:\n 5→## - Precondition validation\n 6→## - State transformation\n 7→## - Goal satisfaction checking\n 8→## - Action initialization\n 9→\n 10→\n 11→func test_action_initialization_default_values() -> void:\n 12→\tvar action := GOAPAction.new()\n 13→\n 14→\tassert_eq(action.action_name, \"base_action\", \"Default action name should be 'base_action'\")\n 15→\tassert_eq(action.cost, 1.0, \"Default cost should be 1.0\")\n 16→\tassert_eq(action.preconditions.size(), 0, \"Default preconditions should be empty\")\n 17→\tassert_eq(action.effects.size(), 0, \"Default effects should be empty\")\n 18→\n 19→\n 20→func test_action_initialization_with_parameters() -> void:\n 21→\tvar action := GOAPAction.new(\"test_action\", 5.0)\n 22→\n 23→\tassert_eq(action.action_name, \"test_action\", \"Action name should match parameter\")\n 24→\tassert_eq(action.cost, 5.0, \"Cost should match parameter\")\n 25→\n 26→\n 27→func test_is_valid_with_empty_preconditions() -> void:\n 28→\tvar action := GOAPAction.new()\n 29→\tvar world_state := {\"key\": \"value\"}\n 30→\n 31→\tassert_true(action.is_valid(world_state), \"Action with no preconditions should always be valid\")\n 32→\n 33→\n 34→func test_is_valid_with_matching_preconditions() -> void:\n 35→\tvar action := GOAPAction.new()\n 36→\taction.preconditions = {\n 37→\t\t\"has_weapon\": true,\n 38→\t\t\"has_ammo\": true\n 39→\t}\n 40→\tvar world_state := {\n 41→\t\t\"has_weapon\": true,\n 42→\t\t\"has_ammo\": true,\n 43→\t\t\"health\": 100\n 44→\t}\n 45→\n 46→\tassert_true(action.is_valid(world_state), \"Action should be valid when all preconditions are met\")\n 47→\n 48→\n 49→func test_is_valid_with_missing_precondition_key() -> void:\n 50→\tvar action := GOAPAction.new()\n 51→\taction.preconditions = {\"has_weapon\": true}\n 52→\tvar world_state := {\"health\": 100}\n 53→\n 54→\tassert_false(action.is_valid(world_state), \"Action should be invalid when precondition key is missing\")\n 55→\n 56→\n 57→func test_is_valid_with_wrong_precondition_value() -> void:\n 58→\tvar action := GOAPAction.new()\n 59→\taction.preconditions = {\"has_weapon\": true}\n 60→\tvar world_state := {\"has_weapon\": false}\n 61→\n 62→\tassert_false(action.is_valid(world_state), \"Action should be invalid when precondition value doesn't match\")\n 63→\n 64→\n 65→func test_is_valid_with_partial_preconditions_met() -> void:\n 66→\tvar action := GOAPAction.new()\n 67→\taction.preconditions = {\n 68→\t\t\"has_weapon\": true,\n 69→\t\t\"has_ammo\": true\n 70→\t}\n 71→\tvar world_state := {\n 72→\t\t\"has_weapon\": true,\n 73→\t\t\"has_ammo\": false\n 74→\t}\n 75→\n 76→\tassert_false(action.is_valid(world_state), \"Action should be invalid when only some preconditions are met\")\n 77→\n 78→\n 79→func test_get_result_state_applies_effects() -> void:\n 80→\tvar action := GOAPAction.new()\n 81→\taction.effects = {\n 82→\t\t\"in_cover\": true,\n 83→\t\t\"under_fire\": false\n 84→\t}\n 85→\tvar world_state := {\n 86→\t\t\"health\": 100,\n 87→\t\t\"in_cover\": false,\n 88→\t\t\"under_fire\": true\n 89→\t}\n 90→\n 91→\tvar result := action.get_result_state(world_state)\n 92→\n 93→\tassert_eq(result[\"in_cover\"], true, \"Effect should change in_cover to true\")\n 94→\tassert_eq(result[\"under_fire\"], false, \"Effect should change under_fire to false\")\n 95→\tassert_eq(result[\"health\"], 100, \"Non-affected state should remain unchanged\")\n 96→\n 97→\n 98→func test_get_result_state_does_not_modify_original() -> void:\n 99→\tvar action := GOAPAction.new()\n 100→\taction.effects = {\"modified\": true}\n 101→\tvar world_state := {\"modified\": false}\n 102→\n 103→\tvar _result := action.get_result_state(world_state)\n 104→\n 105→\tassert_eq(world_state[\"modified\"], false, \"Original state should not be modified\")\n 106→\n 107→\n 108→func test_get_result_state_adds_new_keys() -> void:\n 109→\tvar action := GOAPAction.new()\n 110→\taction.effects = {\"new_key\": \"new_value\"}\n 111→\tvar world_state := {\"existing_key\": \"existing_value\"}\n 112→\n 113→\tvar result := action.get_result_state(world_state)\n 114→\n 115→\tassert_eq(result[\"new_key\"], \"new_value\", \"New effect keys should be added to result state\")\n 116→\tassert_eq(result[\"existing_key\"], \"existing_value\", \"Existing keys should remain\")\n 117→\n 118→\n 119→func test_can_satisfy_goal_returns_true_when_effect_matches_goal() -> void:\n 120→\tvar action := GOAPAction.new()\n 121→\taction.effects = {\"player_engaged\": true}\n 122→\tvar goal := {\"player_engaged\": true}\n 123→\n 124→\tassert_true(action.can_satisfy_goal(goal), \"Action should satisfy goal when effect matches\")\n 125→\n 126→\n 127→func test_can_satisfy_goal_returns_false_when_no_match() -> void:\n 128→\tvar action := GOAPAction.new()\n 129→\taction.effects = {\"in_cover\": true}\n 130→\tvar goal := {\"player_engaged\": true}\n 131→\n 132→\tassert_false(action.can_satisfy_goal(goal), \"Action should not satisfy goal when no effect matches\")\n 133→\n 134→\n 135→func test_can_satisfy_goal_returns_false_when_value_mismatch() -> void:\n 136→\tvar action := GOAPAction.new()\n 137→\taction.effects = {\"player_engaged\": false}\n 138→\tvar goal := {\"player_engaged\": true}\n 139→\n 140→\tassert_false(action.can_satisfy_goal(goal), \"Action should not satisfy goal when effect value doesn't match\")\n 141→\n 142→\n 143→func test_can_satisfy_goal_returns_true_for_partial_goal_match() -> void:\n 144→\tvar action := GOAPAction.new()\n 145→\taction.effects = {\"player_engaged\": true}\n 146→\tvar goal := {\n 147→\t\t\"player_engaged\": true,\n 148→\t\t\"in_cover\": true\n 149→\t}\n 150→\n 151→\tassert_true(action.can_satisfy_goal(goal), \"Action should satisfy goal if any effect matches any goal condition\")\n 152→\n 153→\n 154→func test_execute_returns_true_by_default() -> void:\n 155→\tvar action := GOAPAction.new()\n 156→\n 157→\tassert_true(action.execute(null), \"Default execute should return true\")\n 158→\n 159→\n 160→func test_is_complete_returns_true_by_default() -> void:\n 161→\tvar action := GOAPAction.new()\n 162→\n 163→\tassert_true(action.is_complete(null), \"Default is_complete should return true\")\n 164→\n 165→\n 166→func test_get_cost_returns_action_cost() -> void:\n 167→\tvar action := GOAPAction.new(\"test\", 3.5)\n 168→\n 169→\tassert_eq(action.get_cost(null, {}), 3.5, \"get_cost should return action's cost\")\n 170→\n 171→\n 172→func test_to_string_format() -> void:\n 173→\tvar action := GOAPAction.new(\"test_action\", 2.5)\n 174→\n 175→\tvar str_result := action._to_string()\n 176→\n 177→\tassert_true(str_result.contains(\"test_action\"), \"String should contain action name\")\n 178→\tassert_true(str_result.contains(\"2.5\"), \"String should contain cost\")\n 179→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-01-25T01:54:07.757Z] [INFO] { | |
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| "type": "tool_result", | |
| "content": " 1→class_name CoverComponent\n 2→extends Node\n 3→## Cover detection and evaluation component.\n 4→##\n 5→## Handles finding cover positions, evaluating cover quality,\n 6→## and tracking current cover state.\n 7→\n 8→## Number of raycasts for cover detection.\n 9→@export var cover_check_count: int = 16\n 10→\n 11→## Distance to check for cover.\n 12→@export var cover_check_distance: float = 300.0\n 13→\n 14→## Minimum distance from current position for valid cover.\n 15→@export var min_cover_distance: float = 50.0\n 16→\n 17→## Minimum distance progress required for pursuit cover (fraction).\n 18→@export var pursuit_min_progress_fraction: float = 0.10\n 19→\n 20→## Penalty for cover on same obstacle.\n 21→@export var same_obstacle_penalty: float = 4.0\n 22→\n 23→## Parent node (the entity using this component).\n 24→var _parent: Node2D = null\n 25→\n 26→## Cover detection raycasts.\n 27→var _cover_raycasts: Array[RayCast2D] = []\n 28→\n 29→## Current cover position.\n 30→var _cover_position: Vector2 = Vector2.ZERO\n 31→\n 32→## Whether we have valid cover.\n 33→var _has_valid_cover: bool = false\n 34→\n 35→## The obstacle of current cover (for penalty calculation).\n 36→var _current_cover_obstacle: Object = null\n 37→\n 38→## Target (usually the player) to hide from.\n 39→var _threat_position: Vector2 = Vector2.ZERO\n 40→\n 41→\n 42→func _ready() -> void:\n 43→\t_parent = get_parent() as Node2D\n 44→\tcall_deferred(\"_setup_cover_detection\")\n 45→\n 46→\n 47→## Setup cover detection raycasts.\n 48→func _setup_cover_detection() -> void:\n 49→\tfor i in range(cover_check_count):\n 50→\t\tvar raycast := RayCast2D.new()\n 51→\t\traycast.enabled = true\n 52→\t\traycast.collision_mask = 4 # Obstacles layer\n 53→\t\traycast.exclude_parent = true\n 54→\t\tadd_child(raycast)\n 55→\t\t_cover_raycasts.append(raycast)\n 56→\n 57→\n 58→## Set the threat position to hide from.\n 59→func set_threat_position(pos: Vector2) -> void:\n 60→\t_threat_position = pos\n 61→\n 62→\n 63→## Find the best cover position.\n 64→func find_cover() -> void:\n 65→\tif not _parent:\n 66→\t\treturn\n 67→\n 68→\tvar best_cover: Vector2 = Vector2.ZERO\n 69→\tvar best_score: float = -INF\n 70→\tvar best_obstacle: Object = null\n 71→\n 72→\t# Cast rays in all directions\n 73→\tvar angle_step := TAU / float(cover_check_count)\n 74→\tfor i in range(cover_check_count):\n 75→\t\tvar angle := i * angle_step\n 76→\t\tvar direction := Vector2.from_angle(angle)\n 77→\t\tvar raycast := _cover_raycasts[i]\n 78→\n 79→\t\traycast.target_position = direction * cover_check_distance\n 80→\t\traycast.force_raycast_update()\n 81→\n 82→\t\tif not raycast.is_colliding():\n 83→\t\t\tcontinue\n 84→\n 85→\t\tvar hit_point := raycast.get_collision_point()\n 86→\t\tvar obstacle := raycast.get_collider()\n 87→\n 88→\t\t# Calculate cover position (slightly away from wall)\n 89→\t\tvar normal := raycast.get_collision_normal()\n 90→\t\tvar cover_pos := hit_point + normal * 30.0\n 91→\n 92→\t\t# Evaluate cover quality\n 93→\t\tvar score := _evaluate_cover(cover_pos, obstacle)\n 94→\n 95→\t\tif score > best_score:\n 96→\t\t\tbest_score = score\n 97→\t\t\tbest_cover = cover_pos\n 98→\t\t\tbest_obstacle = obstacle\n 99→\n 100→\tif best_score > 0.0:\n 101→\t\t_cover_position = best_cover\n 102→\t\t_has_valid_cover = true\n 103→\t\t_current_cover_obstacle = best_obstacle\n 104→\telse:\n 105→\t\t_has_valid_cover = false\n 106→\n 107→\n 108→## Find cover that moves closer to a target position.\n 109→func find_pursuit_cover(target_pos: Vector2) -> Vector2:\n 110→\tif not _parent:\n 111→\t\treturn Vector2.ZERO\n 112→\n 113→\tvar current_distance := _parent.global_position.distance_to(target_pos)\n 114→\tvar best_cover: Vector2 = Vector2.ZERO\n 115→\tvar best_score: float = -INF\n 116→\tvar best_obstacle: Object = null\n 117→\n 118→\tvar angle_step := TAU / float(cover_check_count)\n 119→\tfor i in range(cover_check_count):\n 120→\t\tvar angle := i * angle_step\n 121→\t\tvar direction := Vector2.from_angle(angle)\n 122→\t\tvar raycast := _cover_raycasts[i]\n 123→\n 124→\t\traycast.target_position = direction * cover_check_distance\n 125→\t\traycast.force_raycast_update()\n 126→\n 127→\t\tif not raycast.is_colliding():\n 128→\t\t\tcontinue\n 129→\n 130→\t\tvar hit_point := raycast.get_collision_point()\n 131→\t\tvar obstacle := raycast.get_collider()\n 132→\t\tvar normal := raycast.get_collision_normal()\n 133→\t\tvar cover_pos := hit_point + normal * 30.0\n 134→\n 135→\t\t# Check distance progress\n 136→\t\tvar new_distance := cover_pos.distance_to(target_pos)\n 137→\t\tvar progress := current_distance - new_distance\n 138→\t\tvar progress_fraction := progress / current_distance\n 139→\n 140→\t\tif progress_fraction < pursuit_min_progress_fraction:\n 141→\t\t\tcontinue\n 142→\n 143→\t\t# Evaluate cover\n 144→\t\tvar score := _evaluate_pursuit_cover(cover_pos, obstacle, target_pos)\n 145→\n 146→\t\tif score > best_score:\n 147→\t\t\tbest_score = score\n 148→\t\t\tbest_cover = cover_pos\n 149→\t\t\tbest_obstacle = obstacle\n 150→\n 151→\tif best_score > 0.0:\n 152→\t\t_current_cover_obstacle = best_obstacle\n 153→\t\treturn best_cover\n 154→\n 155→\treturn Vector2.ZERO\n 156→\n 157→\n 158→## Evaluate cover quality for defensive purposes.\n 159→func _evaluate_cover(cover_pos: Vector2, obstacle: Object) -> float:\n 160→\tif not _parent:\n 161→\t\treturn -INF\n 162→\n 163→\tvar score := 0.0\n 164→\n 165→\t# Distance from current position (prefer closer cover)\n 166→\tvar distance := _parent.global_position.distance_to(cover_pos)\n 167→\tif distance < min_cover_distance:\n 168→\t\treturn -INF # Too close\n 169→\n 170→\tscore -= distance * 0.01 # Small penalty for distance\n 171→\n 172→\t# Check if cover blocks line of sight to threat\n 173→\tif _is_protected_from_threat(cover_pos):\n 174→\t\tscore += 100.0 # Major bonus for actual cover\n 175→\n 176→\t# Penalty for same obstacle as current cover\n 177→\tif obstacle == _current_cover_obstacle:\n 178→\t\tscore -= same_obstacle_penalty\n 179→\n 180→\treturn score\n 181→\n 182→\n 183→## Evaluate cover for pursuit (moving toward target).\n 184→func _evaluate_pursuit_cover(cover_pos: Vector2, obstacle: Object, target_pos: Vector2) -> float:\n 185→\tif not _parent:\n 186→\t\treturn -INF\n 187→\n 188→\tvar score := 0.0\n 189→\n 190→\t# Distance to target (prefer cover closer to target)\n 191→\tvar distance_to_target := cover_pos.distance_to(target_pos)\n 192→\tscore -= distance_to_target * 0.1\n 193→\n 194→\t# Check if provides cover from threat\n 195→\tif _is_protected_from_threat(cover_pos):\n 196→\t\tscore += 50.0\n 197→\n 198→\t# Penalty for same obstacle\n 199→\tif obstacle == _current_cover_obstacle:\n 200→\t\tscore -= same_obstacle_penalty\n 201→\n 202→\treturn score\n 203→\n 204→\n 205→## Check if position is protected from threat.\n 206→func _is_protected_from_threat(pos: Vector2) -> bool:\n 207→\tif _cover_raycasts.is_empty():\n 208→\t\treturn false\n 209→\n 210→\tvar raycast := _cover_raycasts[0]\n 211→\traycast.global_position = pos\n 212→\traycast.target_position = raycast.to_local(_threat_position)\n 213→\traycast.force_raycast_update()\n 214→\n 215→\t# If raycast hits something, we have cover\n 216→\tvar result := raycast.is_colliding()\n 217→\n 218→\t# Reset raycast position\n 219→\traycast.global_position = _parent.global_position if _parent else Vector2.ZERO\n 220→\n 221→\treturn result\n 222→\n 223→\n 224→## Check if currently in valid cover.\n 225→func is_in_cover(tolerance: float = 30.0) -> bool:\n 226→\tif not _has_valid_cover or not _parent:\n 227→\t\treturn false\n 228→\n 229→\treturn _parent.global_position.distance_to(_cover_position) <= tolerance\n 230→\n 231→\n 232→## Get current cover position.\n 233→func get_cover_position() -> Vector2:\n 234→\treturn _cover_position\n 235→\n 236→\n 237→## Check if has valid cover.\n 238→func has_valid_cover() -> bool:\n 239→\treturn _has_valid_cover\n 240→\n 241→\n 242→## Clear current cover.\n 243→func clear_cover() -> void:\n 244→\t_has_valid_cover = false\n 245→\t_cover_position = Vector2.ZERO\n 246→\t_current_cover_obstacle = null\n 247→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "c1d7329f-a6ff-42e5-8b55-a50ac6dee5f8" | |
| } | |
| [2026-01-25T01:54:07.761Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Kdk4fzAuGuUjSG4irZ4x7W", | |
| "type": "tool_result", | |
| "content": " 1→class_name ThreatSphere\n 2→extends Area2D\n 3→## ThreatSphere - Detects incoming bullets that are on a collision course with the player.\n 4→##\n 5→## This component is used for the \"last chance\" effect in hard mode.\n 6→## When a bullet enters the threat sphere AND is heading toward the player,\n 7→## it triggers the last chance effect via the LastChanceEffectsManager.\n 8→##\n 9→## The sphere only detects enemy bullets (not player bullets) and checks\n 10→## if the bullet's trajectory would hit the player within the sphere.\n 11→\n 12→## Signal emitted when a dangerous bullet enters the threat sphere.\n 13→## The bullet is on a collision course with the player.\n 14→signal threat_detected(bullet: Area2D)\n 15→\n 16→## Radius of the threat detection sphere (in pixels).\n 17→@export var threat_radius: float = 150.0\n 18→\n 19→## Tolerance angle (in degrees) for trajectory checking.\n 20→## A bullet heading within this angle of the player is considered a threat.\n 21→@export var trajectory_tolerance_degrees: float = 15.0\n 22→\n 23→## Reference to the parent player node.\n 24→var _player: Node2D = null\n 25→\n 26→## Enable debug logging.\n 27→var _debug: bool = false\n 28→\n 29→\n 30→func _ready() -> void:\n 31→\t# Get parent reference (should be the player)\n 32→\t_player = get_parent() as Node2D\n 33→\tif _player == null:\n 34→\t\tpush_error(\"ThreatSphere: Must be a child of a Node2D (player)\")\n 35→\t\treturn\n 36→\n 37→\t# Set up collision shape if not present\n 38→\t_setup_collision_shape()\n 39→\n 40→\t# Connect to area entered signal to detect bullets\n 41→\tarea_entered.connect(_on_area_entered)\n 42→\n 43→\t_log(\"ThreatSphere ready on %s with radius %s\" % [_player.name, threat_radius])\n 44→\n 45→\n 46→## Sets up the collision shape for the threat sphere.\n 47→func _setup_collision_shape() -> void:\n 48→\tvar collision_shape := get_node_or_null(\"CollisionShape2D\") as CollisionShape2D\n 49→\tif collision_shape == null:\n 50→\t\t# Create collision shape if not present\n 51→\t\tcollision_shape = CollisionShape2D.new()\n 52→\t\tcollision_shape.name = \"ThreatCollisionShape\"\n 53→\t\tadd_child(collision_shape)\n 54→\n 55→\t# Create or update the circle shape\n 56→\tvar circle_shape := CircleShape2D.new()\n 57→\tcircle_shape.radius = threat_radius\n 58→\tcollision_shape.shape = circle_shape\n 59→\n 60→\n 61→## Called when an area (potentially a bullet) enters the threat sphere.\n 62→func _on_area_entered(area: Area2D) -> void:\n 63→\t# Only process if we have a valid player reference\n 64→\tif _player == null:\n 65→\t\treturn\n 66→\n 67→\t# Check if this is a bullet\n 68→\tif not _is_bullet(area):\n 69→\t\treturn\n 70→\n 71→\t# Check if it's a player bullet - but we still want to detect it if it's\n 72→\t# heading TOWARD the player (e.g., ricocheted bullets coming back)\n 73→\tvar is_player_bullet := _is_player_bullet(area)\n 74→\tif is_player_bullet:\n 75→\t\t# For player bullets, only consider them threats if they're heading back at the player\n 76→\t\t# (e.g., from a ricochet)\n 77→\t\tif not _is_bullet_heading_toward_player(area):\n 78→\t\t\t_log(\"Ignoring player's own bullet (not heading toward player)\")\n 79→\t\t\treturn\n 80→\t\telse:\n 81→\t\t\t_log(\"Player's own bullet heading toward player (ricochet threat)!\")\n 82→\n 83→\t# Check if bullet is heading toward the player\n 84→\tif _is_bullet_heading_toward_player(area):\n 85→\t\t_log(\"THREAT DETECTED: Bullet heading toward player!\")\n 86→\t\tthreat_detected.emit(area)\n 87→\n 88→\n 89→## Checks if the area is a bullet.\n 90→func _is_bullet(area: Area2D) -> bool:\n 91→\t# Check by script name (GDScript bullet)\n 92→\tvar script: Script = area.get_script()\n 93→\tif script != null:\n 94→\t\tvar script_path: String = script.resource_path\n 95→\t\tif \"bullet\" in script_path.to_lower():\n 96→\t\t\treturn true\n 97→\n 98→\t# Check by class name (C# bullet)\n 99→\tvar class_name_str: String = area.get_class()\n 100→\tif \"Bullet\" in class_name_str:\n 101→\t\treturn true\n 102→\n 103→\t# Check by node name\n 104→\tif \"Bullet\" in area.name or \"bullet\" in area.name:\n 105→\t\treturn true\n 106→\n 107→\treturn false\n 108→\n 109→\n 110→## Checks if the bullet was fired by the player.\n 111→func _is_player_bullet(area: Area2D) -> bool:\n 112→\t# Check for shooter_id property (GDScript)\n 113→\tif \"shooter_id\" in area:\n 114→\t\tvar shooter_id: int = area.shooter_id\n 115→\t\tif shooter_id != -1:\n 116→\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n 117→\t\t\tif shooter != null and shooter == _player:\n 118→\t\t\t\treturn true\n 119→\t\t\t# Check if shooter is in player group\n 120→\t\t\tif shooter != null and shooter is Node:\n 121→\t\t\t\tif (shooter as Node).is_in_group(\"player\"):\n 122→\t\t\t\t\treturn true\n 123→\n 124→\t# Check for ShooterId property (C# uses different naming)\n 125→\tif area.has_method(\"get\") and area.get(\"ShooterId\") != null:\n 126→\t\tvar shooter_id: int = area.get(\"ShooterId\")\n 127→\t\tif shooter_id != 0:\n 128→\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n 129→\t\t\tif shooter != null and shooter == _player:\n 130→\t\t\t\treturn true\n 131→\t\t\tif shooter != null and shooter is Node:\n 132→\t\t\t\tif (shooter as Node).is_in_group(\"player\"):\n 133→\t\t\t\t\treturn true\n 134→\n 135→\treturn false\n 136→\n 137→\n 138→## Checks if the bullet is heading toward the player (on a collision course).\n 139→func _is_bullet_heading_toward_player(area: Area2D) -> bool:\n 140→\t# Get bullet position and direction\n 141→\tvar bullet_pos: Vector2 = area.global_position\n 142→\tvar bullet_direction: Vector2 = Vector2.ZERO\n 143→\n 144→\t# Try to get direction from GDScript bullet\n 145→\tif \"direction\" in area:\n 146→\t\tbullet_direction = area.direction\n 147→\n 148→\t# Try to get direction from C# bullet\n 149→\telif area.has_method(\"get\") and area.get(\"Direction\") != null:\n 150→\t\tbullet_direction = area.get(\"Direction\")\n 151→\n 152→\t# Fallback: try to infer direction from rotation\n 153→\telse:\n 154→\t\tbullet_direction = Vector2.RIGHT.rotated(area.rotation)\n 155→\n 156→\tif bullet_direction == Vector2.ZERO:\n 157→\t\t_log(\"Could not determine bullet direction\")\n 158→\t\treturn false\n 159→\n 160→\tbullet_direction = bullet_direction.normalized()\n 161→\n 162→\t# Calculate vector from bullet to player\n 163→\tvar player_pos: Vector2 = _player.global_position\n 164→\tvar to_player: Vector2 = (player_pos - bullet_pos).normalized()\n 165→\n 166→\t# Calculate angle between bullet direction and direction to player\n 167→\tvar angle_to_player_rad: float = bullet_direction.angle_to(to_player)\n 168→\tvar angle_to_player_deg: float = abs(rad_to_deg(angle_to_player_rad))\n 169→\n 170→\t_log(\"Bullet at %s heading %s, angle to player: %.1f degrees\" % [bullet_pos, bullet_direction, angle_to_player_deg])\n 171→\n 172→\t# Check if bullet is heading toward player within tolerance\n 173→\tif angle_to_player_deg <= trajectory_tolerance_degrees:\n 174→\t\treturn true\n 175→\n 176→\treturn false\n 177→\n 178→\n 179→## Logs a debug message.\n 180→func _log(message: String) -> void:\n 181→\tif not _debug:\n 182→\t\treturn\n 183→\tvar logger: Node = get_node_or_null(\"/root/FileLogger\")\n 184→\tif logger and logger.has_method(\"log_info\"):\n 185→\t\tlogger.log_info(\"[ThreatSphere] \" + message)\n 186→\telse:\n 187→\t\tprint(\"[ThreatSphere] \" + message)\n 188→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "a25f94b0-cf5e-466e-ac11-f143f1ccbc91" | |
| } | |
| [2026-01-25T01:54:10.685Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_015Ybrb9CwjUqsUdikRjEAGD", | |
| "type": "message", | |
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| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01VVK56Z6XCFX6hxmbwRP2xA", | |
| "name": "Bash", | |
| "input": { | |
| "command": "grep -n \"class_name\\|func _ready\\|func _physics_process\" /tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd | head -20", | |
| "description": "Find key methods in enemy.gd" | |
| } | |
| } | |
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| "service_tier": "standard" | |
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| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "ce4a1a7e-582f-4e37-9b54-4d21515ff0a7" | |
| } | |
| [2026-01-25T01:54:11.057Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_015Ybrb9CwjUqsUdikRjEAGD", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01AKZ61J2X3SL5etsrJCx7bU", | |
| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd", | |
| "offset": 200, | |
| "limit": 300 | |
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| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "ff5ead03-5f4b-4556-81a8-3f9737fd7a7f" | |
| } | |
| [2026-01-25T01:54:11.093Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01AKZ61J2X3SL5etsrJCx7bU","type":"tool_result","content":" 200→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n 201→var _base_right_arm_pos: Vector2 = Vector2.ZERO\n 202→var _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\n 203→const WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\n 204→const WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\n 205→const WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\n 206→const WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\n 207→const WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\n 208→var _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\n 209→const COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\n 210→const COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\n 211→var _current_health: int = 0 ## Current health\n 212→var _max_health: int = 0 ## Max health (set at spawn)\n 213→var _is_alive: bool = true ## Is alive\n 214→var _player: Node2D = null ## Player reference\n 215→var _shoot_timer: float = 0.0 ## Time since last shot\n 216→var _current_ammo: int = 0 ## Ammo in magazine\n 217→var _reserve_ammo: int = 0 ## Reserve ammo\n 218→var _is_reloading: bool = false ## Currently reloading\n 219→var _reload_timer: float = 0.0 ## Reload progress\n 220→var _patrol_points: Array[Vector2] = [] ## Patrol state\n 221→var _current_patrol_index: int = 0\n 222→var _is_waiting_at_patrol_point: bool = false\n 223→var _patrol_wait_timer: float = 0.0\n 224→var _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\n 225→var _corner_check_timer: float = 0.0 ## Timer for corner check duration\n 226→const CORNER_CHECK_DURATION: float = 0.3 ## How long to look at a corner (seconds)\n 227→const CORNER_CHECK_DISTANCE: float = 150.0 ## Max distance to detect openings\n 228→var _initial_position: Vector2\n 229→var _can_see_player: bool = false ## Can see player\n 230→var _current_state: AIState = AIState.IDLE ## AI state\n 231→var _cover_position: Vector2 = Vector2.ZERO ## Cover position\n 232→var _has_valid_cover: bool = false ## Has valid cover\n 233→var _suppression_timer: float = 0.0 ## Suppression cooldown\n 234→var _under_fire: bool = false ## Under fire (bullets in threat sphere)\n 235→\n 236→## Flank target position.\n 237→var _flank_target: Vector2 = Vector2.ZERO\n 238→\n 239→## Threat sphere Area2D for detecting nearby bullets.\n 240→var _threat_sphere: Area2D = null\n 241→\n 242→## Bullets currently in threat sphere.\n 243→var _bullets_in_threat_sphere: Array = []\n 244→\n 245→## Timer for threat reaction delay - time since first bullet entered threat sphere.\n 246→var _threat_reaction_timer: float = 0.0\n 247→\n 248→## Whether the threat reaction delay has elapsed (enemy can react to bullets).\n 249→var _threat_reaction_delay_elapsed: bool = false\n 250→\n 251→## Memory timer for bullets that passed through threat sphere (allows reaction after fast bullets exit).\n 252→var _threat_memory_timer: float = 0.0\n 253→## Duration to remember bullet passage (longer than reaction delay for complete reaction).\n 254→const THREAT_MEMORY_DURATION: float = 0.5\n 255→\n 256→## Current retreat mode determined by damage taken.\n 257→var _retreat_mode: RetreatMode = RetreatMode.FULL_HP\n 258→\n 259→## Hits taken this retreat/combat encounter. Resets on IDLE or retreat completion.\n 260→var _hits_taken_in_encounter: int = 0\n 261→\n 262→## Timer for periodic turning to cover during FULL_HP retreat.\n 263→var _retreat_turn_timer: float = 0.0\n 264→\n 265→## Duration to face cover during FULL_HP retreat turn (seconds).\n 266→const RETREAT_TURN_DURATION: float = 0.8\n 267→\n 268→## Interval between turns toward cover in FULL_HP retreat (seconds).\n 269→const RETREAT_TURN_INTERVAL: float = 1.5\n 270→\n 271→## Whether currently in the \"turn to cover\" phase of FULL_HP retreat.\n 272→var _retreat_turning_to_cover: bool = false\n 273→\n 274→## Burst fire counter for ONE_HIT retreat mode.\n 275→var _retreat_burst_remaining: int = 0\n 276→\n 277→## Timer for burst fire cooldown in ONE_HIT retreat.\n 278→var _retreat_burst_timer: float = 0.0\n 279→\n 280→## Fast cooldown between burst shots (seconds).\n 281→const RETREAT_BURST_COOLDOWN: float = 0.06\n 282→\n 283→## Whether burst fire phase is complete in ONE_HIT retreat.\n 284→var _retreat_burst_complete: bool = false\n 285→\n 286→## Accuracy reduction during retreat (multiplier for inaccuracy angle spread).\n 287→const RETREAT_INACCURACY_SPREAD: float = 0.15\n 288→\n 289→## Arc spread for ONE_HIT burst fire (radians, total spread).\n 290→const RETREAT_BURST_ARC: float = 0.4\n 291→\n 292→## Current angle offset within burst arc.\n 293→var _retreat_burst_angle_offset: float = 0.0\n 294→\n 295→## Alarm mode: was suppressed/retreating, persists until reaching cover or IDLE.\n 296→var _in_alarm_mode: bool = false\n 297→\n 298→## Whether the enemy needs to fire a cover burst (when leaving cover while in alarm).\n 299→var _cover_burst_pending: bool = false\n 300→\n 301→## --- Combat Cover Cycling (come out, shoot 2-3s, go back) ---\n 302→## Timer for how long the enemy has been shooting while out of cover.\n 303→var _combat_shoot_timer: float = 0.0\n 304→\n 305→## Duration to shoot while out of cover (2-3 seconds, randomized).\n 306→var _combat_shoot_duration: float = 2.5\n 307→\n 308→## Whether the enemy is currently in the \"exposed shooting\" phase of combat.\n 309→var _combat_exposed: bool = false\n 310→\n 311→## Approaching player phase: moving toward player for direct contact.\n 312→var _combat_approaching: bool = false\n 313→\n 314→## Timer for the approach phase of combat.\n 315→var _combat_approach_timer: float = 0.0\n 316→\n 317→## Total COMBAT time this cycle (prevents thrashing on visibility flicker).\n 318→var _combat_state_timer: float = 0.0\n 319→\n 320→## Maximum time to spend approaching player before starting to shoot (seconds).\n 321→const COMBAT_APPROACH_MAX_TIME: float = 2.0\n 322→\n 323→## Distance at which enemy is considered \"close enough\" to start shooting phase.\n 324→const COMBAT_DIRECT_CONTACT_DISTANCE: float = 250.0\n 325→\n 326→## Min COMBAT time before PURSUING (prevents thrashing at wall edges).\n 327→const COMBAT_MIN_DURATION_BEFORE_PURSUE: float = 0.5\n 328→\n 329→## --- Pursuit State (cover-to-cover movement) ---\n 330→## Timer for waiting at cover during pursuit.\n 331→var _pursuit_cover_wait_timer: float = 0.0\n 332→\n 333→## Duration to wait at each cover during pursuit (1-2 seconds, reduced for faster pursuit).\n 334→const PURSUIT_COVER_WAIT_DURATION: float = 1.5\n 335→\n 336→## Current pursuit target cover position.\n 337→var _pursuit_next_cover: Vector2 = Vector2.ZERO\n 338→\n 339→## Whether the enemy has a valid pursuit cover target.\n 340→var _has_pursuit_cover: bool = false\n 341→\n 342→## Current cover obstacle collider (penalizes selecting same obstacle again).\n 343→var _current_cover_obstacle: Object = null\n 344→## Approach phase: at last cover, moving toward player with no better cover.\n 345→var _pursuit_approaching: bool = false\n 346→\n 347→## Timer for approach phase during pursuit.\n 348→var _pursuit_approach_timer: float = 0.0\n 349→\n 350→## Total PURSUING time this cycle (prevents thrashing on visibility flicker).\n 351→var _pursuing_state_timer: float = 0.0\n 352→\n 353→## Maximum time to approach during pursuit before transitioning to COMBAT (seconds).\n 354→const PURSUIT_APPROACH_MAX_TIME: float = 3.0\n 355→\n 356→## Min PURSUING time before COMBAT (prevents thrashing at wall edges).\n 357→const PURSUING_MIN_DURATION_BEFORE_COMBAT: float = 0.3\n 358→## Min progress fraction for valid pursuit cover (must get at least 10% closer).\n 359→const PURSUIT_MIN_PROGRESS_FRACTION: float = 0.10\n 360→## Penalty for same-obstacle cover (prevents shuffling along same wall).\n 361→const PURSUIT_SAME_OBSTACLE_PENALTY: float = 4.0\n 362→\n 363→## --- Flanking State (cover-to-cover movement toward flank target) ---\n 364→## Timer for waiting at cover during flanking.\n 365→var _flank_cover_wait_timer: float = 0.0\n 366→\n 367→## Duration to wait at each cover during flanking (seconds).\n 368→const FLANK_COVER_WAIT_DURATION: float = 0.8\n 369→\n 370→## Current flank cover position to move to.\n 371→var _flank_next_cover: Vector2 = Vector2.ZERO\n 372→\n 373→## Whether the enemy has a valid flank cover target.\n 374→var _has_flank_cover: bool = false\n 375→\n 376→## The side to flank on (1.0 = right, -1.0 = left). Set once when entering FLANKING state.\n 377→var _flank_side: float = 1.0\n 378→\n 379→## Whether flank side has been initialized for this flanking maneuver.\n 380→var _flank_side_initialized: bool = false\n 381→\n 382→## Timer for total time spent in FLANKING state (for timeout detection).\n 383→var _flank_state_timer: float = 0.0\n 384→\n 385→## Maximum time to spend in FLANKING state before giving up (seconds).\n 386→const FLANK_STATE_MAX_TIME: float = 5.0\n 387→\n 388→## Last recorded position for progress tracking during flanking.\n 389→var _flank_last_position: Vector2 = Vector2.ZERO\n 390→\n 391→## Timer for checking if stuck (no progress toward flank target).\n 392→var _flank_stuck_timer: float = 0.0\n 393→\n 394→## Maximum time without progress before considering stuck (seconds).\n 395→const FLANK_STUCK_MAX_TIME: float = 2.0\n 396→\n 397→## Minimum distance that counts as progress toward flank target.\n 398→const FLANK_PROGRESS_THRESHOLD: float = 10.0\n 399→\n 400→## Counter for consec | |
| [2026-01-25T01:54:11.100Z] [INFO] utive flanking failures (to prevent infinite loops).\n 401→var _flank_fail_count: int = 0\n 402→\n 403→## Maximum number of consecutive flanking failures before disabling flanking temporarily.\n 404→const FLANK_FAIL_MAX_COUNT: int = 2\n 405→\n 406→## Cooldown timer after flanking failures (prevents immediate retry).\n 407→var _flank_cooldown_timer: float = 0.0\n 408→\n 409→## Duration to wait after flanking failures before allowing retry (seconds).\n 410→const FLANK_COOLDOWN_DURATION: float = 5.0\n 411→\n 412→## --- Assault State (coordinated multi-enemy rush) ---\n 413→## Timer for assault wait period (5 seconds before rushing).\n 414→var _assault_wait_timer: float = 0.0\n 415→\n 416→## Duration to wait at cover before assault (5 seconds).\n 417→const ASSAULT_WAIT_DURATION: float = 5.0\n 418→\n 419→## Whether the assault wait period is complete.\n 420→var _assault_ready: bool = false\n 421→\n 422→## Whether this enemy is currently participating in an assault.\n 423→var _in_assault: bool = false\n 424→\n 425→## Search State - Issue #322: methodical area search with expanding square pattern\n 426→var _search_center: Vector2 = Vector2.ZERO ## Center position for search pattern\n 427→var _search_radius: float = 100.0 ## Current search radius (expands over time)\n 428→const SEARCH_INITIAL_RADIUS: float = 100.0 ## Initial radius when search begins\n 429→const SEARCH_RADIUS_EXPANSION: float = 75.0 ## Expand by this when all waypoints visited\n 430→const SEARCH_MAX_RADIUS: float = 400.0 ## Max radius before giving up\n 431→var _search_waypoints: Array[Vector2] = [] ## Waypoints to visit during search\n 432→var _search_current_waypoint_index: int = 0 ## Current waypoint index\n 433→var _search_scan_timer: float = 0.0 ## Timer for scanning at waypoint\n 434→const SEARCH_SCAN_DURATION: float = 1.0 ## Seconds to scan at each waypoint\n 435→var _search_state_timer: float = 0.0 ## Total time in SEARCHING state\n 436→const SEARCH_MAX_DURATION: float = 30.0 ## Max time searching before idle\n 437→var _search_direction: int = 0 ## Direction: 0=N, 1=E, 2=S, 3=W\n 438→var _search_leg_length: float = 50.0 ## Current leg length for spiral\n 439→var _search_legs_completed: int = 0 ## Legs completed in pattern\n 440→const SEARCH_WAYPOINT_REACHED_DISTANCE: float = 20.0 ## Waypoint reached threshold\n 441→var _search_moving_to_waypoint: bool = true ## Moving (vs scanning)\n 442→const SEARCH_WAYPOINT_SPACING: float = 75.0 ## Spacing between waypoints\n 443→var _search_visited_zones: Dictionary = {} ## Tracks visited positions (key=snapped pos, val=true)\n 444→const SEARCH_ZONE_SNAP_SIZE: float = 50.0 ## Grid size for snapping positions to zones\n 445→\n 446→## Issue #354: Stuck detection for SEARCHING state.\n 447→var _search_stuck_timer: float = 0.0 ## Timer for no progress toward waypoint.\n 448→var _search_last_progress_position: Vector2 = Vector2.ZERO ## Last progress position.\n 449→const SEARCH_STUCK_MAX_TIME: float = 2.0 ## Max time without progress before skip.\n 450→const SEARCH_PROGRESS_THRESHOLD: float = 10.0 ## Min distance counting as progress.\n 451→\n 452→## Issue #330: Once enemy leaves IDLE, never returns - searches until finding player.\n 453→var _has_left_idle: bool = false\n 454→\n 455→## Distance threshold for \"close\" vs \"far\" from player.\n 456→## Used to determine if enemy can engage from current position or needs to pursue.\n 457→const CLOSE_COMBAT_DISTANCE: float = 400.0\n 458→\n 459→## GOAP world state for goal-oriented planning.\n 460→var _goap_world_state: Dictionary = {}\n 461→\n 462→## Detection delay timer - tracks time since entering combat.\n 463→var _detection_timer: float = 0.0\n 464→\n 465→## Whether the detection delay has elapsed.\n 466→var _detection_delay_elapsed: bool = false\n 467→\n 468→## Continuous visibility timer - tracks how long the player has been continuously visible.\n 469→## Resets when line of sight is lost.\n 470→var _continuous_visibility_timer: float = 0.0\n 471→\n 472→## Current visibility ratio of the player (0.0 to 1.0).\n 473→## Represents what fraction of the player's body is visible to the enemy.\n 474→## Used to determine if lead prediction should be enabled.\n 475→var _player_visibility_ratio: float = 0.0\n 476→\n 477→## --- Clear Shot Movement (move out from cover to get clear shot) ---\n 478→## Target position to move to for getting a clear shot.\n 479→var _clear_shot_target: Vector2 = Vector2.ZERO\n 480→\n 481→## Whether we're currently moving to find a clear shot position.\n 482→var _seeking_clear_shot: bool = false\n 483→\n 484→## Timer for how long we've been trying to find a clear shot.\n 485→var _clear_shot_timer: float = 0.0\n 486→\n 487→## Maximum time to spend finding a clear shot before giving up (seconds).\n 488→const CLEAR_SHOT_MAX_TIME: float = 3.0\n 489→\n 490→## Distance to move when exiting cover to find a clear shot.\n 491→const CLEAR_SHOT_EXIT_DISTANCE: float = 60.0\n 492→\n 493→## --- Sound-Based Detection ---\n 494→## Last known sound source position (for investigation when player not visible).\n 495→var _last_known_player_position: Vector2 = Vector2.ZERO\n 496→## Pursuing vulnerability sound (reload/empty click) without line of sight.\n 497→var _pursuing_vulnerability_sound: bool = false\n 498→\n 499→## --- Enemy Memory System (Issue #297) ---\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"}]},"parent_tool_use_id":"toolu_01DQU2c3DjfF9j3SdniXChFo","session_id":"20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2","uuid":"cb5e4d5a-d8bb-4fc4-ab89-b9b257a5558d"} | |
| [2026-01-25T01:54:11.173Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01VVK56Z6XCFX6hxmbwRP2xA", | |
| "type": "tool_result", | |
| "content": "547:## Note: DeathAnimationComponent is available via class_name declaration.\n549:func _ready() -> void:\n924:func _physics_process(delta: float) -> void:", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
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| [2026-01-25T01:54:13.794Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_011vMpqjxt9q65LT5UUiPew2", | |
| "type": "message", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_013B1zaTyWjuPCyfQQvEy9fn", | |
| "name": "Read", | |
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| "file_path": "/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd", | |
| "offset": 499, | |
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| "cache_read_input_tokens": 57472, | |
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| }, | |
| "output_tokens": 3, | |
| "service_tier": "standard" | |
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| "context_management": null | |
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| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
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| [2026-01-25T01:54:27.894Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-haiku-4-5-20251001", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01U7FmGidPghvw8zywcnAVCp", | |
| "name": "Bash", | |
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| "command": "grep -n \"_enemy_memory\\|_goap\\|Memory\\|world_state\" /tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd | head -40", | |
| "description": "Search for memory and GOAP references in enemy.gd" | |
| } | |
| } | |
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| "uuid": "2a099063-dc12-4b0d-bf11-2e64073bc411" | |
| } | |
| [2026-01-25T01:54:27.929Z] [INFO] { | |
| "type": "user", | |
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| "role": "user", | |
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| { | |
| "tool_use_id": "toolu_013B1zaTyWjuPCyfQQvEy9fn", | |
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| "content": " 499→## --- Enemy Memory System (Issue #297) ---\n 500→## Tracks suspected player position with confidence (0.0=none, 1.0=visual contact).\n 501→## The memory influences AI behavior:\n 502→## - High confidence (>0.8): Direct pursuit to suspected position\n 503→## - Medium confidence (0.5-0.8): Cautious approach with cover checks\n 504→## - Low confidence (<0.5): Return to patrol/guard behavior\n 505→var _memory: EnemyMemory = null\n 506→\n 507→## Confidence values for different detection sources.\n 508→const VISUAL_DETECTION_CONFIDENCE: float = 1.0\n 509→const SOUND_GUNSHOT_CONFIDENCE: float = 0.7\n 510→const SOUND_RELOAD_CONFIDENCE: float = 0.6\n 511→const SOUND_EMPTY_CLICK_CONFIDENCE: float = 0.6\n 512→const INTEL_SHARE_FACTOR: float = 0.9 ## Confidence reduction when sharing intel\n 513→\n 514→## Communication range for enemy-to-enemy information sharing.\n 515→## 660px with direct line of sight, 300px without line of sight.\n 516→const INTEL_SHARE_RANGE_LOS: float = 660.0\n 517→const INTEL_SHARE_RANGE_NO_LOS: float = 300.0\n 518→\n 519→## Timer for periodic intel sharing (to avoid per-frame overhead).\n 520→var _intel_share_timer: float = 0.0\n 521→const INTEL_SHARE_INTERVAL: float = 0.5 ## Share intel every 0.5 seconds\n 522→\n 523→## Memory reset confusion timer (Issue #318): blocks visibility after teleport.\n 524→var _memory_reset_confusion_timer: float = 0.0\n 525→const MEMORY_RESET_CONFUSION_DURATION: float = 2.0 ## Extended to 2s for better player escape window\n 526→\n 527→## --- Score Tracking ---\n 528→## Whether the last hit that killed this enemy was from a ricocheted bullet.\n 529→var _killed_by_ricochet: bool = false\n 530→\n 531→## Whether the last hit that killed this enemy was from a bullet that penetrated a wall.\n 532→var _killed_by_penetration: bool = false\n 533→\n 534→## --- Status Effects ---\n 535→## Whether the enemy is currently blinded (cannot see the player).\n 536→var _is_blinded: bool = false\n 537→\n 538→## Whether the enemy is currently stunned (cannot move or act).\n 539→var _is_stunned: bool = false\n 540→\n 541→## Last hit direction (used for death animation).\n 542→var _last_hit_direction: Vector2 = Vector2.RIGHT\n 543→\n 544→## Death animation component reference.\n 545→var _death_animation: Node = null\n 546→\n 547→## Note: DeathAnimationComponent is available via class_name declaration.\n 548→\n 549→func _ready() -> void:\n 550→\t# Add to enemies group for grenade targeting\n 551→\tadd_to_group(\"enemies\")\n 552→\n 553→\t_initial_position = global_position\n 554→\t_initialize_health()\n 555→\t_initialize_ammo()\n 556→\t_update_health_visual()\n 557→\t_setup_patrol_points()\n 558→\t_find_player()\n 559→\t_setup_wall_detection()\n 560→\t_setup_cover_detection()\n 561→\t_setup_threat_sphere()\n 562→\t_initialize_goap_state()\n 563→\t_initialize_memory()\n 564→\t_connect_debug_mode_signal()\n 565→\t_update_debug_label()\n 566→\t_register_sound_listener()\n 567→\n 568→\t# Store original collision layers for HitArea (to restore on respawn)\n 569→\tif _hit_area:\n 570→\t\t_original_hit_area_layer = _hit_area.collision_layer\n 571→\t\t_original_hit_area_mask = _hit_area.collision_mask\n 572→\n 573→\t# Log that this enemy is ready (use call_deferred to ensure FileLogger is loaded)\n 574→\tcall_deferred(\"_log_spawn_info\")\n 575→\n 576→\t# Debug: Log weapon sprite status\n 577→\tif _weapon_sprite:\n 578→\t\tvar texture_status := \"loaded\" if _weapon_sprite.texture else \"NULL\"\n 579→\t\tprint(\"[Enemy] WeaponSprite found: visible=%s, z_index=%d, texture=%s\" % [_weapon_sprite.visible, _weapon_sprite.z_index, texture_status])\n 580→\telse:\n 581→\t\tpush_error(\"[Enemy] WARNING: WeaponSprite node not found!\")\n 582→\n 583→\t# Preload bullet scene if not set in inspector\n 584→\tif bullet_scene == null:\n 585→\t\tbullet_scene = preload(\"res://scenes/projectiles/Bullet.tscn\")\n 586→\n 587→\t# Preload casing scene if not set in inspector\n 588→\tif casing_scene == null:\n 589→\t\tcasing_scene = preload(\"res://scenes/effects/Casing.tscn\")\n 590→\n 591→\t# Initialize walking animation base positions\n 592→\tif _body_sprite:\n 593→\t\t_base_body_pos = _body_sprite.position\n 594→\tif _head_sprite:\n 595→\t\t_base_head_pos = _head_sprite.position\n 596→\tif _left_arm_sprite:\n 597→\t\t_base_left_arm_pos = _left_arm_sprite.position\n 598→\tif _right_arm_sprite:\n 599→\t\t_base_right_arm_pos = _right_arm_sprite.position\n 600→\n 601→\t# Apply scale to enemy model for larger appearance (same as player)\n 602→\tif _enemy_model:\n 603→\t\t_enemy_model.scale = Vector2(enemy_model_scale, enemy_model_scale)\n 604→\n 605→\t# Initialize death animation component\n 606→\t_init_death_animation()\n 607→\n 608→## Initialize health with random value between min and max.\n 609→func _initialize_health() -> void:\n 610→\t_max_health = randi_range(min_health, max_health)\n 611→\t_current_health = _max_health\n 612→\t_is_alive = true\n 613→\n 614→## Initialize ammunition with full magazine and reserve ammo.\n 615→func _initialize_ammo() -> void:\n 616→\t_current_ammo = magazine_size\n 617→\t# Reserve ammo is (total_magazines - 1) * magazine_size since one magazine is loaded\n 618→\t_reserve_ammo = (total_magazines - 1) * magazine_size\n 619→\t_is_reloading = false\n 620→\t_reload_timer = 0.0\n 621→\n 622→## Setup patrol points based on patrol offsets from initial position.\n 623→func _setup_patrol_points() -> void:\n 624→\t_patrol_points.clear()\n 625→\t_patrol_points.append(_initial_position)\n 626→\tfor offset in patrol_offsets:\n 627→\t\t_patrol_points.append(_initial_position + offset)\n 628→\n 629→## Setup wall detection raycasts for obstacle avoidance.\n 630→func _setup_wall_detection() -> void:\n 631→\t# Create multiple raycasts spread in front of the enemy\n 632→\tfor i in range(WALL_CHECK_COUNT):\n 633→\t\tvar raycast := RayCast2D.new()\n 634→\t\traycast.enabled = true\n 635→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 636→\t\traycast.exclude_parent = true\n 637→\t\tadd_child(raycast)\n 638→\t\t_wall_raycasts.append(raycast)\n 639→\n 640→## Setup cover detection raycasts for finding cover positions.\n 641→func _setup_cover_detection() -> void:\n 642→\tfor i in range(COVER_CHECK_COUNT):\n 643→\t\tvar raycast := RayCast2D.new()\n 644→\t\traycast.enabled = true\n 645→\t\traycast.collision_mask = 4 # Only detect obstacles (layer 3)\n 646→\t\traycast.exclude_parent = true\n 647→\t\tadd_child(raycast)\n 648→\t\t_cover_raycasts.append(raycast)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "251:## Memory timer for bullets that passed through threat sphere (allows reaction after fast bullets exit).\n460:var _goap_world_state: Dictionary = {}\n499:## --- Enemy Memory System (Issue #297) ---\n505:var _memory: EnemyMemory = null\n523:## Memory reset confusion timer (Issue #318): blocks visibility after teleport.\n562:\t_initialize_goap_state()\n716:\t\t_goap_world_state[\"player_reloading\"] = true\n747:\t\t_goap_world_state[\"player_ammo_empty\"] = true\n778:\t\t_goap_world_state[\"player_reloading\"] = false\n779:\t\t_goap_world_state[\"player_ammo_empty\"] = false\n853:func _initialize_goap_state() -> void:\n854:\t_goap_world_state = {\n872:\t\t# Memory system states (Issue #297)\n882:\t_memory = EnemyMemory.new()\n952:\t_update_goap_state()\n979:func _update_goap_state() -> void:\n980:\t_goap_world_state[\"player_visible\"] = _can_see_player\n981:\t_goap_world_state[\"under_fire\"] = _under_fire\n982:\t_goap_world_state[\"health_low\"] = _get_health_percent() < 0.5\n983:\t_goap_world_state[\"in_cover\"] = _current_state == AIState.IN_COVER\n984:\t_goap_world_state[\"has_cover\"] = _has_valid_cover\n985:\t_goap_world_state[\"is_retreating\"] = _current_state == AIState.RETREATING\n986:\t_goap_world_state[\"hits_taken\"] = _hits_taken_in_encounter\n987:\t_goap_world_state[\"is_pursuing\"] = _current_state == AIState.PURSUING\n988:\t_goap_world_state[\"is_assaulting\"] = _current_state == AIState.ASSAULT\n989:\t_goap_world_state[\"player_close\"] = _is_player_close()\n990:\t_goap_world_state[\"can_hit_from_cover\"] = _can_hit_player_from_current_position()\n991:\t_goap_world_state[\"enemies_in_combat\"] = _count_enemies_in_combat()\n992:\t_goap_world_state[\"player_distracted\"] = _is_player_distracted()\n994:\t# Memory system states (Issue #297)\n996:\t\t_goap_world_state[\"has_suspected_position\"] = _memory.has_target()\n997:\t\t_goap_world_state[\"position_confidence\"] = _memory.confidence\n998:\t\t_goap_world_state[\"confidence_high\"] = _memory.is_high_confidence()\n999:\t\t_goap_world_state[\"confidence_medium\"] = _memory.is_medium_confidence()\n1000:\t\t_goap_world_state[\"confidence_low\"] = _memory.is_low_confidence()\n1207:\t\t\tif not _goap_world_state.get(\"ammo_depleted\", false):\n1208:\t\t\t\t_goap_world_state[\"ammo_depleted\"] = true\n1229:\tif is_distraction_enabled and not is_confused and _goap_world_state.get(\"player_distracted\", false) and _can_see_player and _player:\n1252:\tvar player_reloading: bool = _goap_world_state.get(\"player_reloading\", false)\n1253:\tvar player_ammo_empty: bool = _goap_world_state.get(\"player_ammo_empty\", false)", | |
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| "content": "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/363\nYour prepared branch: issue-363-138125f6d974\nYour prepared working directory: /tmp/gh-issue-solver-1769305962954\nYour forked repository: konard/Jhon-Crow-godot-topdown-MVP\nOriginal repository (upstream): Jhon-Crow/godot-topdown-MVP\n\nProceed.", | |
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| "command": "grep -n \"on_sound_detected\\|_on_sound\\|detect.*sound\\|hear\" /tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd | head -20", | |
| "description": "Find sound detection in enemy" | |
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| "content": " 1→extends Node\n 2→## Autoload singleton for managing in-game sound propagation.\n 3→##\n 4→## This system handles the propagation of sounds that affect gameplay behavior,\n 5→## such as gunshots alerting enemies. It is separate from the AudioManager\n 6→## which handles actual audio playback.\n 7→##\n 8→## The system is designed to be extensible:\n 9→## - Add new sound types to the SoundType enum\n 10→## - Define propagation distances for each sound type\n 11→## - Listeners (enemies) register themselves to receive sound events\n 12→## - Sound sources can specify custom loudness (range) for their weapons\n 13→##\n 14→## Usage:\n 15→## - Call emit_sound() when a sound-producing action occurs (shooting, explosions, etc.)\n 16→## - Listeners call register_listener() to receive sound notifications\n 17→## - Listeners implement on_sound_heard(sound_type, position, source) to react\n 18→## - Use custom_range parameter to specify weapon-specific loudness\n 19→\n 20→## Types of sounds that can propagate through the game world.\n 21→## Each type has different propagation characteristics.\n 22→enum SoundType {\n 23→\tGUNSHOT, ## Gunfire from weapons - loud, propagates far\n 24→\tEXPLOSION, ## Explosions - very loud, propagates very far\n 25→\tFOOTSTEP, ## Footsteps - quiet, short range (for future use)\n 26→\tRELOAD, ## Weapon reload - loud mechanical sound, propagates far (through walls)\n 27→\tIMPACT, ## Bullet impacts - medium range (for future use)\n 28→\tEMPTY_CLICK, ## Empty weapon click - audible but shorter range than reload\n 29→\tRELOAD_COMPLETE ## Weapon reload finished - bolt cycling sound, enemies become cautious\n 30→}\n 31→\n 32→## Source types for sounds - used to determine if listener should react.\n 33→enum SourceType {\n 34→\tPLAYER, ## Sound came from the player\n 35→\tENEMY, ## Sound came from an enemy\n 36→\tNEUTRAL ## Sound came from environment or unknown source\n 37→}\n 38→\n 39→## Viewport dimensions for reference (from project settings).\n 40→## Used to calculate viewport-relative propagation distances.\n 41→const VIEWPORT_WIDTH: float = 1280.0\n 42→const VIEWPORT_HEIGHT: float = 720.0\n 43→const VIEWPORT_DIAGONAL: float = 1468.6 # sqrt(1280^2 + 720^2) ≈ 1468.6 pixels\n 44→\n 45→## Propagation distances for each sound type (in pixels).\n 46→## Gunshot range is approximately viewport diagonal for realistic gameplay.\n 47→## These define how far a sound can travel before becoming inaudible.\n 48→## Note: RELOAD, EMPTY_CLICK, and RELOAD_COMPLETE sounds propagate through walls (no line-of-sight check).\n 49→const PROPAGATION_DISTANCES: Dictionary = {\n 50→\tSoundType.GUNSHOT: 1468.6, ## Approximately viewport diagonal\n 51→\tSoundType.EXPLOSION: 2200.0, ## 1.5x viewport diagonal\n 52→\tSoundType.FOOTSTEP: 180.0, ## Very short range\n 53→\tSoundType.RELOAD: 900.0, ## Loud mechanical sound - enemies hear through walls\n 54→\tSoundType.IMPACT: 550.0, ## Medium range\n 55→\tSoundType.EMPTY_CLICK: 600.0, ## Shorter than reload but still audible through walls\n 56→\tSoundType.RELOAD_COMPLETE: 900.0 ## Bolt cycling sound - same range as reload start\n 57→}\n 58→\n 59→## Reference distance for sound intensity calculations (in pixels).\n 60→## At this distance, sound is at \"full\" intensity (1.0).\n 61→const REFERENCE_DISTANCE: float = 50.0\n 62→\n 63→## Minimum intensity threshold below which sound is not propagated.\n 64→## This prevents computation for very distant, inaudible sounds.\n 65→const MIN_INTENSITY_THRESHOLD: float = 0.01\n 66→\n 67→## Registered sound listeners (typically enemies).\n 68→## Each listener must have an on_sound_heard(sound_type, position, source_type, source_node) method.\n 69→var _listeners: Array = []\n 70→\n 71→## Whether debug logging is enabled.\n 72→var _debug_logging: bool = false\n 73→\n 74→## Reference to FileLogger for persistent logging.\n 75→var _file_logger: Node = null\n 76→\n 77→\n 78→func _ready() -> void:\n 79→\t# Get FileLogger reference for persistent logging\n 80→\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n 81→\tif _file_logger:\n 82→\t\t_log_to_file(\"SoundPropagation autoload initialized\")\n 83→\n 84→\t# Try to sync with GameManager debug mode\n 85→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 86→\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n 87→\t\t_debug_logging = game_manager.is_debug_mode_enabled()\n 88→\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n 89→\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n 90→\n 91→\n 92→## Called when debug mode is toggled via GameManager.\n 93→func _on_debug_mode_toggled(enabled: bool) -> void:\n 94→\t_debug_logging = enabled\n 95→\n 96→\n 97→## Register a listener to receive sound events.\n 98→## The listener must implement on_sound_heard(sound_type: SoundType, position: Vector2,\n 99→## source_type: SourceType, source_node: Node2D) -> void\n 100→func register_listener(listener: Node2D) -> void:\n 101→\tif listener and not _listeners.has(listener):\n 102→\t\t_listeners.append(listener)\n 103→\t\t_log_debug(\"Registered sound listener: %s\" % listener.name)\n 104→\t\t_log_to_file(\"Registered listener: %s (total: %d)\" % [listener.name, _listeners.size()])\n 105→\n 106→\n 107→## Unregister a listener from receiving sound events.\n 108→func unregister_listener(listener: Node2D) -> void:\n 109→\tvar idx := _listeners.find(listener)\n 110→\tif idx >= 0:\n 111→\t\t_listeners.remove_at(idx)\n 112→\t\t_log_debug(\"Unregistered sound listener: %s\" % listener.name)\n 113→\t\t_log_to_file(\"Unregistered listener: %s (remaining: %d)\" % [listener.name, _listeners.size()])\n 114→\n 115→\n 116→## Emit a sound at a given position.\n 117→## All registered listeners within range will be notified.\n 118→## Uses physically-based inverse square law for intensity calculation.\n 119→##\n 120→## Parameters:\n 121→## - sound_type: The type of sound being emitted\n 122→## - position: World position where the sound originates\n 123→## - source_type: Whether the sound comes from player, enemy, or neutral source\n 124→## - source_node: The node that produced the sound (optional, can be null)\n 125→## - custom_range: Override the default propagation distance (optional, -1 uses default)\n 126→func emit_sound(sound_type: SoundType, position: Vector2, source_type: SourceType,\n 127→\t\t\t\tsource_node: Node2D = null, custom_range: float = -1.0) -> void:\n 128→\tvar propagation_distance: float = custom_range if custom_range > 0 else float(PROPAGATION_DISTANCES.get(sound_type, 1000.0))\n 129→\n 130→\tvar source_name: String = source_node.name if source_node else \"null\"\n 131→\t_log_debug(\"Sound emitted: type=%s, pos=%s, source=%s, range=%.0f\" % [\n 132→\t\tSoundType.keys()[sound_type],\n 133→\t\tposition,\n 134→\t\tSourceType.keys()[source_type],\n 135→\t\tpropagation_distance\n 136→\t])\n 137→\t_log_to_file(\"Sound emitted: type=%s, pos=%s, source=%s (%s), range=%.0f, listeners=%d\" % [\n 138→\t\tSoundType.keys()[sound_type],\n 139→\t\tposition,\n 140→\t\tSourceType.keys()[source_type],\n 141→\t\tsource_name,\n 142→\t\tpropagation_distance,\n 143→\t\t_listeners.size()\n 144→\t])\n 145→\n 146→\t# Clean up invalid listeners (destroyed nodes)\n 147→\tvar prev_count := _listeners.size()\n 148→\t_listeners = _listeners.filter(func(l): return is_instance_valid(l))\n 149→\tif _listeners.size() < prev_count:\n 150→\t\t_log_to_file(\"Cleaned up %d invalid listeners\" % (prev_count - _listeners.size()))\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "fc99959f-8a54-41c3-8779-575d659f8260" | |
| } | |
| [2026-01-25T01:54:35.486Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01HTLxX1eqNxyMAe9QUWe8zf", | |
| "type": "tool_result", | |
| "content": "692:## Called by SoundPropagation when a sound is heard. Delegates to on_sound_heard_with_intensity.\n693:func on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n695:\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n698:func on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n726:\t\t# All enemies in hearing range should pursue the vulnerable player!\n757:\t\t# All enemies in hearing range should pursue the vulnerable player!\n790:\t\t\t_log_to_file(\"Reload complete sound heard - waiting 200ms before cautious transition from %s\" % AIState.keys()[_current_state])\n2062:\t# VULNERABILITY SOUND PURSUIT: When we heard a reload/empty click sound,\n3777:\t# Reset visibility, detection states, and apply confusion timer (blocks vision AND sounds)", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "4c0f1369-a0b8-4a89-bd70-f7d26c60822e" | |
| } | |
| [2026-01-25T01:54:38.178Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01Pi1wfonX9fhJDEDFfwqfY6", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01MaEtDDxqEtj7oXdPuCQ5kf", | |
| "name": "Bash", | |
| "input": { | |
| "command": "grep -n \"class\\|func \" /tmp/gh-issue-solver-1769305962954/scripts/autoload/grenade_manager.gd | head -30", | |
| "description": "List functions in grenade manager" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
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| "input_tokens": 7, | |
| "cache_creation_input_tokens": 3091, | |
| "cache_read_input_tokens": 66790, | |
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| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 1, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "05ec8498-ac49-4bdd-b772-30ff5df56b81" | |
| } | |
| [2026-01-25T01:54:38.636Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-haiku-4-5-20251001", | |
| "id": "msg_01Pi1wfonX9fhJDEDFfwqfY6", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01CcmbpqsaBpVa6HYxKnn27U", | |
| "name": "Bash", | |
| "input": { | |
| "command": "grep -n \"effect_radius\\|blast\" /tmp/gh-issue-solver-1769305962954/scripts/projectiles/frag_grenade.gd", | |
| "description": "Check frag grenade effect radius" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
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| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "d2859c09-b3e4-4187-9b07-bf5d39f38349" | |
| } | |
| [2026-01-25T01:54:38.762Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01CcmbpqsaBpVa6HYxKnn27U", | |
| "type": "tool_result", | |
| "content": "16:## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n17:@export var effect_radius: float = 225.0\n28:## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n29:## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n162:\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n218:\treturn is_in_effect_radius(player.global_position)\n222:func _get_effect_radius() -> float:\n223:\treturn effect_radius\n234:\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n262:\tif not is_in_effect_radius(player.global_position):\n265:\t# Check line of sight (player must be exposed to blast, walls block damage)\n269:\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n291:## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n295:\t# Flat damage to all enemies in blast zone - no distance scaling\n353:\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n363:\tflash.texture = _create_explosion_texture(int(effect_radius))", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "4c97f1b8-c17f-422e-9bf1-ad1abbc03b5a" | |
| } | |
| [2026-01-25T01:54:38.779Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01MaEtDDxqEtj7oXdPuCQ5kf", | |
| "type": "tool_result", | |
| "content": "41:func _ready() -> void:\n53:func get_current_grenade_scene() -> PackedScene:\n65:func get_grenade_scene(type: int) -> PackedScene:\n75:func set_grenade_type(type: int, restart_level: bool = true) -> void:\n99:func _restart_current_level() -> void:\n120:func get_grenade_data(type: int) -> Dictionary:\n127:func get_all_grenade_types() -> Array:\n132:func get_grenade_name(type: int) -> String:\n139:func get_grenade_description(type: int) -> String:\n146:func get_grenade_icon_path(type: int) -> String:\n153:func is_selected(type: int) -> bool:", | |
| "is_error": false | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
| "session_id": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "e7723c95-b7ee-433b-a2c5-f06786361b82" | |
| } | |
| [2026-01-25T01:55:10.088Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01DQU2c3DjfF9j3SdniXChFo", | |
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| { | |
| "type": "text", | |
| "text": "Excellent! Now I have enough information. Let me create the comprehensive summary:\n\n## Comprehensive GOAP System and Enemy Behavior Analysis\n\nBased on my exploration of the codebase, here's a detailed summary of the GOAP system and enemy behavior:\n\n### 1. GOAP IMPLEMENTATION FILES\n\n**Core GOAP System:**\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/goap_planner.gd` - Main GOAP planner using A* search algorithm\n - Implements goal-oriented action planning with state-based goal satisfaction\n - Supports dynamic cost calculation and heuristic estimation\n - Max planning depth: 10 actions, max iterations: 1000\n \n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/goap_action.gd` - Base class for all GOAP actions\n - Defines preconditions (what must be true to execute)\n - Defines effects (what becomes true after execution)\n - Action costs and dynamic cost calculation methods\n\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/enemy_actions.gd` - 16 enemy action types\n - **Tactical Actions:** SeekCoverAction, FindCoverAction, RetreatAction, RetreatWithFireAction\n - **Combat Actions:** EngagePlayerAction, ReturnFireAction, FlankPlayerAction, PursuePlayerAction\n - **High Priority Actions:** AttackDistractedPlayerAction (cost 0.1), AttackVulnerablePlayerAction (cost 0.1)\n - **Memory-based Actions:** InvestigateHighConfidenceAction, InvestigateMediumConfidenceAction, SearchLowConfidenceAction\n - **Disabled Actions:** AssaultPlayerAction (cost 1000.0 - disabled per issue #169)\n - **Suppression:** StaySuppressedAction, PursueVulnerablePlayerAction\n\n### 2. ENEMY WORLD STATE (GOAP State Dictionary)\n\nLocated in `/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd` (lines 853-1000):\n\n**Visibility & Detection:**\n- `player_visible` - Can currently see the player\n- `player_distracted` - Player aiming >23° away (angle threshold)\n- `player_close` - Player within 400px (CLOSE_COMBAT_DISTANCE)\n- `can_hit_from_cover` - Has line of sight to hit player from current position\n\n**Player State:**\n- `player_reloading` - Player is reloading weapon\n- `player_ammo_empty` - Player tried to shoot with no ammo\n- `ammo_depleted` - All player ammo exhausted\n\n**Enemy State:**\n- `health_low` - Enemy health < 50%\n- `in_cover` - Currently in cover state\n- `has_cover` - Valid cover available\n- `is_retreating` - In RETREATING state\n- `is_pursuing` - In PURSUING state\n- `is_assaulting` - In ASSAULT state\n- `hits_taken` - Number of hits taken in encounter\n\n**Combat Status:**\n- `under_fire` - Bullets detected in threat sphere\n- `enemies_in_combat` - Count of other enemies in combat\n\n**Memory-based States (Issue #297):**\n- `has_suspected_position` - Has target position in memory\n- `position_confidence` - Confidence level (0.0-1.0)\n- `confidence_high` - Confidence > 0.8\n- `confidence_medium` - Confidence 0.5-0.8\n- `confidence_low` - Confidence 0.3-0.5\n\n### 3. ENEMY SCRIPTS AND BEHAVIOR\n\n**Main Enemy Script:**\n`/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd` (63,084 lines)\n\n**AI States (Enum):**\n- `IDLE` - Patrol or guard mode\n- `COMBAT` - Actively engaging (2-3 second bursts from cover)\n- `SEEKING_COVER` - Moving to cover\n- `IN_COVER` - Taking defensive cover\n- `FLANKING` - Attempting to outflank player\n- `SUPPRESSED` - Under fire, staying in cover\n- `RETREATING` - Retreating while possibly shooting\n- `PURSUING` - Cover-to-cover movement toward player\n- `ASSAULT` - Multi-enemy coordinated rush (disabled)\n- `SEARCHING` - Methodically searching where player was seen\n\n**State Classes:**\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/enemy_state.gd` - Base state class\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/idle_state.gd` - Patrol/guard behavior\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/pursuing_state.gd` - Cover-to-cover pursuit\n\n### 4. VISION & PERCEPTION SYSTEM\n\n**VisionComponent:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/vision_component.gd`\n\n- Detection range (0 = unlimited, line-of-sight only)\n- FOV angle: 100° (configurable, 0° = 360° vision)\n- Detects player via raycasts with 5 check points (center, top, bottom, left, right)\n- Visibility ratio calculation (0.0-1.0)\n- Detection delay: 0.2 seconds before confirmed detection\n- Lead prediction delay: 0.3 seconds before enabling trajectory prediction\n- Lead prediction visibility threshold: 0.6 (at least 60% visible)\n\n**Field of View:**\n- Default 100° cone centered on facing direction\n- Can be disabled per enemy via `fov_enabled` export\n- ExperimentalSettings can globally toggle FOV (line 46)\n\n### 5. SOUND DETECTION & HEARING\n\n**Sound Propagation System:**\n`/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd`\n\n**Sound Types & Ranges:**\n- `GUNSHOT` - 1468.6px (viewport diagonal) - Line of sight required\n- `EXPLOSION` - 2200.0px (1.5x diagonal) - Line of sight required\n- `RELOAD` - 900.0px - **Propagates through walls**\n- `EMPTY_CLICK` - 600.0px - **Propagates through walls**\n- `RELOAD_COMPLETE` - 900.0px - **Propagates through walls**\n- `FOOTSTEP` - 180.0px\n- `IMPACT` - 550.0px\n\n**Confidence Levels When Hearing Sounds:**\n- Visual detection: 1.0 (certain)\n- Gunshot sound: 0.7\n- Reload/empty click sound: 0.6\n- Information from other enemies: source_confidence × 0.9\n\n**Enemy Sound Response:**\n`on_sound_heard()` method (line 693) processes:\n- Reload sounds: Updates world state, triggers vulnerability pursuit\n- Empty click sounds: Alerts enemies to reload action\n- Pursuit behavior for vulnerable player sounds\n\n### 6. SUPPRESSION MECHANICS\n\n**Threat Sphere Component:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/threat_sphere.gd`\n\n- Detects incoming enemy bullets within radius (default: 100px)\n- Triggers when bullets on collision course with player\n- Sets `under_fire` flag in GOAP state\n\n**Suppression Variables in enemy.gd:**\n- `threat_sphere_radius` - 100.0 pixels (configurable)\n- `suppression_cooldown` - 2.0 seconds\n- `threat_reaction_delay` - 0.2 seconds (gives player reaction time)\n- `_suppression_timer` - Tracks cooldown\n- `_under_fire` - Boolean flag\n\n**Suppression Behavior:**\n- `_update_suppression(delta)` - Updates suppression state\n- `_transition_to_suppressed()` - Enters suppressed state\n- `_process_suppressed_state(delta)` - Handles suppression logic\n- While suppressed: stays in cover, can still fire bursts, checks for flanking\n\n### 7. GRENADE SYSTEM\n\n**Base Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/grenade_base.gd`\n\n- Fuse time: 4 seconds (configurable)\n- Physics-based throwing with drag distance/direction determining velocity\n- Explosion sound audible at 2x viewport distance\n- Continuous collision detection (CCD) to prevent tunneling\n- Contact monitoring for bounces\n\n**Frag Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/frag_grenade.gd`\n\n- Effect radius: 225 pixels (450 diameter) - flat blast zone\n- Damage: 99 damage to all enemies in blast radius\n- **No distance scaling** - all enemies in zone take full damage\n- Requires line of sight for blast damage\n- Emits explosion sound via AudioManager\n\n**Flashbang Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/flashbang_grenade.gd`\n\n- Effect radius: 400 pixels (doubled per user request)\n- Blindness duration: 12 seconds\n- Stun duration: 6 seconds\n- No damage, only status effects\n- Detects all enemies within radius and applies effects\n\n**Enemy Grenade Response:**\n- `set_blinded(blinded)` - Prevents seeing player\n- `set_stunned(stunned)` - Prevents movement/actions\n- Grenades accessed via \"enemies\" group (line 551)\n- Blast sound triggers `SoundPropagation.emit_sound()` with EXPLOSION type\n\n### 8. COVER SYSTEM\n\n**CoverComponent:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/cover_component.gd`\n\n- 16 raycasts for cover detection (360° coverage)\n- Cover check distance: 300 pixels\n- Minimum cover distance: 50 pixels from current position\n- Cover evaluation scores:\n - Distance penalty: -0.01 per pixel\n - Blocks line of sight bonus: +100.0\n - Same obstacle penalty: -4.0\n - Pursuit mode evaluates progress (minimum 10% closer to player)\n\n**Defensive Cover Evaluation:**\n- Prioritizes cover that blocks line of sight to threat\n- Penalizes using same obstacle repeatedly\n\n**Pursuit Cover Evaluation:**\n- Evaluates cover that moves closer to target\n- Progress fraction requirement: 10% (configurable)\n- Scores based on distance to target\n\n### 9. ENEMY MEMORY SYSTEM (Issue #297)\n\n**EnemyMemory Class:**\n`/tmp/gh-issue-solver-1769305962954/scripts/ai/enemy_memory.gd`\n\n**Memory State:**\n- `suspected_position` - Last known or suspected player position\n- `confidence` - Certainty level (0.0-1.0)\n- `last_updated` - Timestamp of last update\n\n**Confidence Thresholds:**\n- High: > 0.8 - Direct pursuit to suspected position\n- Medium: 0.5-0.8 - Cautious approach with cover checks\n- Low: 0.3-0.5 - Search/patrol behavior\n- Lost: < 0.05 - No target memory\n\n**Update Logic:**\n- Stronger signals override weaker ones immediately\n- 5-second cooldown before weaker signals can override\n- Confidence decays at 0.1 per second (10 seconds to decay from 1.0 to 0.0)\n\n**Enemy Communication:**\n- Enemies share intel within range:\n - 660px with direct line of sight\n - 300px without line of sight\n- Received confidence reduced by 0.9 factor (degradation through communication)\n- Intel sharing interval: 0.5 seconds\n\n### 10. KEY CONFIGURATION EXPORTS\n\n**Movement:**\n- `move_speed` - 220 pixels/sec (patrol)\n- `combat_move_speed` - 320 pixels/sec (tactical)\n- `rotation_speed` - 25 rad/sec\n\n**Combat:**\n- `shoot_cooldown` - 0.1 seconds (10 rounds/sec)\n- `weapon_loudness` - 1469 pixels (viewport diagonal for AR)\n- `magazine_size` - 30 bullets\n- `total_magazines` - 5 magazines\n- `reload_time` - 3.0 seconds\n\n**Health:**\n- `min_health` - 2\n- `max_health` - 4 (randomized per spawn)\n\n**Tactical:**\n- `enable_flanking` - True\n- `enable_cover` - True\n- `enable_friendly_fire_avoidance` - True\n- `enable_lead_prediction` - True\n\n### 11. TEST FILES\n\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_goap_planner.gd` - GOAP A* algorithm tests\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_goap_action.gd` - Action preconditions/effects tests\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_pursuing_state.gd` - Pursuit state behavior tests\n\nThis comprehensive GOAP system enables enemies to make goal-oriented decisions based on their world state, with sophisticated perception, memory, communication, and response mechanisms to player actions including grenades and suppression." | |
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| "prompt": "Explore the codebase to understand the GOAP system and enemy behavior. Look for:\n1. GOAP implementation files\n2. Enemy scripts and behavior\n3. Grenade-related code if any exists\n4. How enemies perceive the player (vision, hearing)\n5. Suppression mechanics\n6. Any existing goal/action systems\n\nSearch in the Scripts and scripts folders, and any relevant scenes. Provide a comprehensive summary of what you find including file paths and key code snippets.", | |
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| "text": "Excellent! Now I have enough information. Let me create the comprehensive summary:\n\n## Comprehensive GOAP System and Enemy Behavior Analysis\n\nBased on my exploration of the codebase, here's a detailed summary of the GOAP system and enemy behavior:\n\n### 1. GOAP IMPLEMENTATION FILES\n\n**Core GOAP System:**\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/goap_planner.gd` - Main GOAP planner using A* search algorithm\n - Implements goal-oriented action planning with state-based goal satisfaction\n - Supports dynamic cost calculation and heuristic estimation\n - Max planning depth: 10 actions, max iterations: 1000\n \n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/goap_action.gd` - Base class for all GOAP actions\n - Defines preconditions (what must be true to execute)\n - Defines effects (what becomes true after execution)\n - Action costs and dynamic cost calculation methods\n\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/enemy_actions.gd` - 16 enemy action types\n - **Tactical Actions:** SeekCoverAction, FindCoverAction, RetreatAction, RetreatWithFireAction\n - **Combat Actions:** EngagePlayerAction, ReturnFireAction, FlankPlayerAction, PursuePlayerAction\n - **High Priority Actions:** AttackDistractedPlayerAction (cost 0.1), AttackVulnerablePlayerAction (cost 0.1)\n - **Memory-based Actions:** InvestigateHighConfidenceAction, InvestigateMediumConfidenceAction, SearchLowConfidenceAction\n - **Disabled Actions:** AssaultPlayerAction (cost 1000.0 - disabled per issue #169)\n - **Suppression:** StaySuppressedAction, PursueVulnerablePlayerAction\n\n### 2. ENEMY WORLD STATE (GOAP State Dictionary)\n\nLocated in `/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd` (lines 853-1000):\n\n**Visibility & Detection:**\n- `player_visible` - Can currently see the player\n- `player_distracted` - Player aiming >23° away (angle threshold)\n- `player_close` - Player within 400px (CLOSE_COMBAT_DISTANCE)\n- `can_hit_from_cover` - Has line of sight to hit player from current position\n\n**Player State:**\n- `player_reloading` - Player is reloading weapon\n- `player_ammo_empty` - Player tried to shoot with no ammo\n- `ammo_depleted` - All player ammo exhausted\n\n**Enemy State:**\n- `health_low` - Enemy health < 50%\n- `in_cover` - Currently in cover state\n- `has_cover` - Valid cover available\n- `is_retreating` - In RETREATING state\n- `is_pursuing` - In PURSUING state\n- `is_assaulting` - In ASSAULT state\n- `hits_taken` - Number of hits taken in encounter\n\n**Combat Status:**\n- `under_fire` - Bullets detected in threat sphere\n- `enemies_in_combat` - Count of other enemies in combat\n\n**Memory-based States (Issue #297):**\n- `has_suspected_position` - Has target position in memory\n- `position_confidence` - Confidence level (0.0-1.0)\n- `confidence_high` - Confidence > 0.8\n- `confidence_medium` - Confidence 0.5-0.8\n- `confidence_low` - Confidence 0.3-0.5\n\n### 3. ENEMY SCRIPTS AND BEHAVIOR\n\n**Main Enemy Script:**\n`/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd` (63,084 lines)\n\n**AI States (Enum):**\n- `IDLE` - Patrol or guard mode\n- `COMBAT` - Actively engaging (2-3 second bursts from cover)\n- `SEEKING_COVER` - Moving to cover\n- `IN_COVER` - Taking defensive cover\n- `FLANKING` - Attempting to outflank player\n- `SUPPRESSED` - Under fire, staying in cover\n- `RETREATING` - Retreating while possibly shooting\n- `PURSUING` - Cover-to-cover movement toward player\n- `ASSAULT` - Multi-enemy coordinated rush (disabled)\n- `SEARCHING` - Methodically searching where player was seen\n\n**State Classes:**\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/enemy_state.gd` - Base state class\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/idle_state.gd` - Patrol/guard behavior\n- `/tmp/gh-issue-solver-1769305962954/scripts/ai/states/pursuing_state.gd` - Cover-to-cover pursuit\n\n### 4. VISION & PERCEPTION SYSTEM\n\n**VisionComponent:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/vision_component.gd`\n\n- Detection range (0 = unlimited, line-of-sight only)\n- FOV angle: 100° (configurable, 0° = 360° vision)\n- Detects player via raycasts with 5 check points (center, top, bottom, left, right)\n- Visibility ratio calculation (0.0-1.0)\n- Detection delay: 0.2 seconds before confirmed detection\n- Lead prediction delay: 0.3 seconds before enabling trajectory prediction\n- Lead prediction visibility threshold: 0.6 (at least 60% visible)\n\n**Field of View:**\n- Default 100° cone centered on facing direction\n- Can be disabled per enemy via `fov_enabled` export\n- ExperimentalSettings can globally toggle FOV (line 46)\n\n### 5. SOUND DETECTION & HEARING\n\n**Sound Propagation System:**\n`/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd`\n\n**Sound Types & Ranges:**\n- `GUNSHOT` - 1468.6px (viewport diagonal) - Line of sight required\n- `EXPLOSION` - 2200.0px (1.5x diagonal) - Line of sight required\n- `RELOAD` - 900.0px - **Propagates through walls**\n- `EMPTY_CLICK` - 600.0px - **Propagates through walls**\n- `RELOAD_COMPLETE` - 900.0px - **Propagates through walls**\n- `FOOTSTEP` - 180.0px\n- `IMPACT` - 550.0px\n\n**Confidence Levels When Hearing Sounds:**\n- Visual detection: 1.0 (certain)\n- Gunshot sound: 0.7\n- Reload/empty click sound: 0.6\n- Information from other enemies: source_confidence × 0.9\n\n**Enemy Sound Response:**\n`on_sound_heard()` method (line 693) processes:\n- Reload sounds: Updates world state, triggers vulnerability pursuit\n- Empty click sounds: Alerts enemies to reload action\n- Pursuit behavior for vulnerable player sounds\n\n### 6. SUPPRESSION MECHANICS\n\n**Threat Sphere Component:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/threat_sphere.gd`\n\n- Detects incoming enemy bullets within radius (default: 100px)\n- Triggers when bullets on collision course with player\n- Sets `under_fire` flag in GOAP state\n\n**Suppression Variables in enemy.gd:**\n- `threat_sphere_radius` - 100.0 pixels (configurable)\n- `suppression_cooldown` - 2.0 seconds\n- `threat_reaction_delay` - 0.2 seconds (gives player reaction time)\n- `_suppression_timer` - Tracks cooldown\n- `_under_fire` - Boolean flag\n\n**Suppression Behavior:**\n- `_update_suppression(delta)` - Updates suppression state\n- `_transition_to_suppressed()` - Enters suppressed state\n- `_process_suppressed_state(delta)` - Handles suppression logic\n- While suppressed: stays in cover, can still fire bursts, checks for flanking\n\n### 7. GRENADE SYSTEM\n\n**Base Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/grenade_base.gd`\n\n- Fuse time: 4 seconds (configurable)\n- Physics-based throwing with drag distance/direction determining velocity\n- Explosion sound audible at 2x viewport distance\n- Continuous collision detection (CCD) to prevent tunneling\n- Contact monitoring for bounces\n\n**Frag Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/frag_grenade.gd`\n\n- Effect radius: 225 pixels (450 diameter) - flat blast zone\n- Damage: 99 damage to all enemies in blast radius\n- **No distance scaling** - all enemies in zone take full damage\n- Requires line of sight for blast damage\n- Emits explosion sound via AudioManager\n\n**Flashbang Grenade:**\n`/tmp/gh-issue-solver-1769305962954/scripts/projectiles/flashbang_grenade.gd`\n\n- Effect radius: 400 pixels (doubled per user request)\n- Blindness duration: 12 seconds\n- Stun duration: 6 seconds\n- No damage, only status effects\n- Detects all enemies within radius and applies effects\n\n**Enemy Grenade Response:**\n- `set_blinded(blinded)` - Prevents seeing player\n- `set_stunned(stunned)` - Prevents movement/actions\n- Grenades accessed via \"enemies\" group (line 551)\n- Blast sound triggers `SoundPropagation.emit_sound()` with EXPLOSION type\n\n### 8. COVER SYSTEM\n\n**CoverComponent:**\n`/tmp/gh-issue-solver-1769305962954/scripts/components/cover_component.gd`\n\n- 16 raycasts for cover detection (360° coverage)\n- Cover check distance: 300 pixels\n- Minimum cover distance: 50 pixels from current position\n- Cover evaluation scores:\n - Distance penalty: -0.01 per pixel\n - Blocks line of sight bonus: +100.0\n - Same obstacle penalty: -4.0\n - Pursuit mode evaluates progress (minimum 10% closer to player)\n\n**Defensive Cover Evaluation:**\n- Prioritizes cover that blocks line of sight to threat\n- Penalizes using same obstacle repeatedly\n\n**Pursuit Cover Evaluation:**\n- Evaluates cover that moves closer to target\n- Progress fraction requirement: 10% (configurable)\n- Scores based on distance to target\n\n### 9. ENEMY MEMORY SYSTEM (Issue #297)\n\n**EnemyMemory Class:**\n`/tmp/gh-issue-solver-1769305962954/scripts/ai/enemy_memory.gd`\n\n**Memory State:**\n- `suspected_position` - Last known or suspected player position\n- `confidence` - Certainty level (0.0-1.0)\n- `last_updated` - Timestamp of last update\n\n**Confidence Thresholds:**\n- High: > 0.8 - Direct pursuit to suspected position\n- Medium: 0.5-0.8 - Cautious approach with cover checks\n- Low: 0.3-0.5 - Search/patrol behavior\n- Lost: < 0.05 - No target memory\n\n**Update Logic:**\n- Stronger signals override weaker ones immediately\n- 5-second cooldown before weaker signals can override\n- Confidence decays at 0.1 per second (10 seconds to decay from 1.0 to 0.0)\n\n**Enemy Communication:**\n- Enemies share intel within range:\n - 660px with direct line of sight\n - 300px without line of sight\n- Received confidence reduced by 0.9 factor (degradation through communication)\n- Intel sharing interval: 0.5 seconds\n\n### 10. KEY CONFIGURATION EXPORTS\n\n**Movement:**\n- `move_speed` - 220 pixels/sec (patrol)\n- `combat_move_speed` - 320 pixels/sec (tactical)\n- `rotation_speed` - 25 rad/sec\n\n**Combat:**\n- `shoot_cooldown` - 0.1 seconds (10 rounds/sec)\n- `weapon_loudness` - 1469 pixels (viewport diagonal for AR)\n- `magazine_size` - 30 bullets\n- `total_magazines` - 5 magazines\n- `reload_time` - 3.0 seconds\n\n**Health:**\n- `min_health` - 2\n- `max_health` - 4 (randomized per spawn)\n\n**Tactical:**\n- `enable_flanking` - True\n- `enable_cover` - True\n- `enable_friendly_fire_avoidance` - True\n- `enable_lead_prediction` - True\n\n### 11. TEST FILES\n\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_goap_planner.gd` - GOAP A* algorithm tests\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_goap_action.gd` - Action preconditions/effects tests\n- `/tmp/gh-issue-solver-1769305962954/tests/unit/test_pursuing_state.gd` - Pursuit state behavior tests\n\nThis comprehensive GOAP system enables enemies to make goal-oriented decisions based on their world state, with sophisticated perception, memory, communication, and response mechanisms to player actions including grenades and suppression." | |
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| "text": "Excellent! This is a very comprehensive exploration. Now let me search online for information about grenade AI patterns in games and research GOAP-based grenade throwing implementations." | |
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| "content": "Web search results for query: \"tactical shooter AI grenade decision making when to throw grenades\"\n\nLinks: [{\"title\":\"Killzone’s AI: dynamic procedural combat tactics Remco Straatman\",\"url\":\"http://cse.unl.edu/~choueiry/Documents/straatman_remco_killzone_ai.pdf\"},{\"title\":\"Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors\",\"url\":\"https://arxiv.org/html/2501.00078v1\"},{\"title\":\"Tactical Shooter AI - Free Download - Unity Asset Free\",\"url\":\"https://unityassets4free.com/tactical-shooter-ai/\"},{\"title\":\"Strategies to Control A.I. Team Grenade Usage in Games : LevelUpTalk\",\"url\":\"https://leveluptalk.com/news/controlling-ai-teammates-grenade-strategy/\"},{\"title\":\"By Tim Verweij, student number 1204955.\",\"url\":\"https://www.guerrilla-games.com/media/News/Files/VUA07_Verweij_Hierarchically-Layered-MP-Bot_System.pdf\"},{\"title\":\"15 Best Tactical Shooter Games in 2025 for Strategy & Teamplay\",\"url\":\"https://www.eneba.com/hub/games/best-tactical-shooter-games/\"},{\"title\":\"Enhancing Tactical Level Targeting With Artificial Intelligence\",\"url\":\"https://www.lineofdeparture.army.mil/Portals/144/PDF/Journals/Field-Artillery/FA-2024-Issue-1/enhancing-tactical-level-targeting.pdf\"},{\"title\":\"GDC Vault - Situational Awareness: Terrain Reasoning for Tactical Shooter AI\",\"url\":\"https://gdcvault.com/play/1015718/Situational-Awareness-Terrain-Reasoning-for\"},{\"title\":\"AGS-17 Simulator — Realistic Training for Grenade Launcher Operators\",\"url\":\"https://skiftech.net/en/ags-17-simulator\"},{\"title\":\"Using AI to build a tactical shooter\",\"url\":\"https://maryrosecook.com/blog/post/using-ai-to-build-a-tactical-shooter\"}]\n\nHere are the search results for tactical shooter AI grenade decision making:\n\n## Key Findings\n\n### Position Evaluation for Grenade Attacks\n\nIn Killzone's AI system, grenade attacks heavily use position evaluation. Indirect fire involves attacks without having a line-of-sight to the target. In Killzone, grenades, missiles and tank shells can be used for indirect fire, because of their blast damage.(no content)The AI can use position picking to reason about a threat's position and how the threat may be vulnerable to indirect fire. It can also reason about the moves available to the threat and how to deny those moves by suppression fire.\n\n### AI Decision-Making Fundamentals\n\nDecision-making in game agents can only be as good as the underlying data used to make those decisions. If the knowledge of the situation is incomplete or erroneous, behavior may look inconsistent or even illogical.(no content)In tactical shooters, much of the information that an agent needs involves the terrain and its features. However, processing information about the battlefield can be a difficult and time-consuming process.\n\n### Common AI Grenade Behaviors\n\nIn Unity's Tactical Shooter AI asset, enemies will lob grenades to flush enemies out of cover.\n\n### Player Frustrations with AI Grenade Usage\n\nIn recent discussions, players have been vocal about their experience with AI teammates in tactical shooter games. A common frustration is the AI's tendency to use grenades inappropriately, disrupting stealth approaches and causing unnecessary alerts.(no content)Game developers are expected to implement more refined AI behaviors in response to player feedback. This could lead to a trend where games prioritize player control over AI assistance to enhance tactical experiences, including introducing more robust commands allowing players to manage their teammates effectively.\n\n### Machine Learning Approaches\n\nOne challenge with neural network-based AI in tactical shooters is that important game objects, such as grenades or enemies far away, can be missed between sensor rays. To address this, developers cast additional range finders for each important game object in the scene, including grenades.(no content)In the Controller role for tactical shooter AI, the character aims to assist teammates by decreasing enemies' access to a target area. It may achieve that either by throwing an incendiary grenade or by launching a visual blocker in the space.\n\n### Planning-Based AI Systems\n\nGoal Oriented Action Planning (GOAP) was used in F.E.A.R., a tactical shooter from the 2000s. In FEAR, the enemies could flank the player and provide suppressing fire. They could stay in cover and coordinate with each other.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "url": "http://cse.unl.edu/~choueiry/Documents/straatman_remco_killzone_ai.pdf" | |
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| "title": "Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors", | |
| "url": "https://arxiv.org/html/2501.00078v1" | |
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| { | |
| "title": "Tactical Shooter AI - Free Download - Unity Asset Free", | |
| "url": "https://unityassets4free.com/tactical-shooter-ai/" | |
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| "title": "Strategies to Control A.I. Team Grenade Usage in Games : LevelUpTalk", | |
| "url": "https://leveluptalk.com/news/controlling-ai-teammates-grenade-strategy/" | |
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| "title": "By Tim Verweij, student number 1204955.", | |
| "url": "https://www.guerrilla-games.com/media/News/Files/VUA07_Verweij_Hierarchically-Layered-MP-Bot_System.pdf" | |
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| "title": "15 Best Tactical Shooter Games in 2025 for Strategy & Teamplay", | |
| "url": "https://www.eneba.com/hub/games/best-tactical-shooter-games/" | |
| }, | |
| { | |
| "title": "Enhancing Tactical Level Targeting With Artificial Intelligence", | |
| "url": "https://www.lineofdeparture.army.mil/Portals/144/PDF/Journals/Field-Artillery/FA-2024-Issue-1/enhancing-tactical-level-targeting.pdf" | |
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| { | |
| "title": "GDC Vault - Situational Awareness: Terrain Reasoning for Tactical Shooter AI", | |
| "url": "https://gdcvault.com/play/1015718/Situational-Awareness-Terrain-Reasoning-for" | |
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| "url": "https://skiftech.net/en/ags-17-simulator" | |
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| "title": "Using AI to build a tactical shooter", | |
| "url": "https://maryrosecook.com/blog/post/using-ai-to-build-a-tactical-shooter" | |
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| "Here are the search results for tactical shooter AI grenade decision making:\n\n## Key Findings\n\n### Position Evaluation for Grenade Attacks\n\nIn Killzone's AI system, grenade attacks heavily use position evaluation. Indirect fire involves attacks without having a line-of-sight to the target. In Killzone, grenades, missiles and tank shells can be used for indirect fire, because of their blast damage.(no content)The AI can use position picking to reason about a threat's position and how the threat may be vulnerable to indirect fire. It can also reason about the moves available to the threat and how to deny those moves by suppression fire.\n\n### AI Decision-Making Fundamentals\n\nDecision-making in game agents can only be as good as the underlying data used to make those decisions. If the knowledge of the situation is incomplete or erroneous, behavior may look inconsistent or even illogical.(no content)In tactical shooters, much of the information that an agent needs involves the terrain and its features. However, processing information about the battlefield can be a difficult and time-consuming process.\n\n### Common AI Grenade Behaviors\n\nIn Unity's Tactical Shooter AI asset, enemies will lob grenades to flush enemies out of cover.\n\n### Player Frustrations with AI Grenade Usage\n\nIn recent discussions, players have been vocal about their experience with AI teammates in tactical shooter games. A common frustration is the AI's tendency to use grenades inappropriately, disrupting stealth approaches and causing unnecessary alerts.(no content)Game developers are expected to implement more refined AI behaviors in response to player feedback. This could lead to a trend where games prioritize player control over AI assistance to enhance tactical experiences, including introducing more robust commands allowing players to manage their teammates effectively.\n\n### Machine Learning Approaches\n\nOne challenge with neural network-based AI in tactical shooters is that important game objects, such as grenades or enemies far away, can be missed between sensor rays. To address this, developers cast additional range finders for each important game object in the scene, including grenades.(no content)In the Controller role for tactical shooter AI, the character aims to assist teammates by decreasing enemies' access to a target area. It may achieve that either by throwing an incendiary grenade or by launching a visual blocker in the space.\n\n### Planning-Based AI Systems\n\nGoal Oriented Action Planning (GOAP) was used in F.E.A.R., a tactical shooter from the 2000s. In FEAR, the enemies could flank the player and provide suppressing fire. They could stay in cover and coordinate with each other." | |
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| "content": "Web search results for query: \"game AI enemy flashbang grenade tactics behavior tree implementation\"\n\nLinks: [{\"title\":\"Behavior trees for AI: How they work\",\"url\":\"https://www.gamedeveloper.com/programming/behavior-trees-for-ai-how-they-work\"},{\"title\":\"Unreal Engine 5.4: Attacking Enemy AI with Behavior Tree! | Tutorial for Game Developers! | Community tutorial\",\"url\":\"https://dev.epicgames.com/community/learning/tutorials/JP2P/unreal-engine-5-4-attacking-enemy-ai-with-behavior-tree-tutorial-for-game-developers\"},{\"title\":\"GitHub - jhlothamer/behavior_tree_enemy_ai_demo: Demo of enemy AI using behavior trees in the Godot Engine\",\"url\":\"https://github.com/jhlothamer/behavior_tree_enemy_ai_demo\"},{\"title\":\"Rediscovering Behavior Trees: A Powerful AI Tool for Modern Games - Wayline\",\"url\":\"https://www.wayline.io/blog/rediscovering-behavior-trees-ai-tool\"},{\"title\":\"Tech. Combat Design: Enemy AI & Behavior Trees - Gerlogu\",\"url\":\"https://gerlogu.com/game-design/tech-combat-design-enemy-ai-behavior-trees/\"},{\"title\":\"GitHub - mtrebi/AI_FPS: AI system to simulate combat behaviors in a FPS game using Behavior Trees (UE4)\",\"url\":\"https://github.com/mtrebi/AI_FPS\"},{\"title\":\"AI-Behaviour Tree for Unity — Part 1 | by OnurKiris | Medium\",\"url\":\"https://medium.com/@onurkiris05/ai-behaviour-tree-for-unity-part-1-c555681ca9af\"},{\"title\":\"GitHub - llamacademy/ai-series-part-48: See a full, end to end implementation of an enemy AI with 4 attacks using a Behavior Tree framework, AI Tree.\",\"url\":\"https://github.com/llamacademy/ai-series-part-48\"},{\"title\":\"Add behavior tree functionality for AI · Issue #281 · godotengine/godot-proposals\",\"url\":\"https://github.com/godotengine/godot-proposals/issues/281\"},{\"title\":\"Survival Game - Behavior Trees & AI Senses (Section 3) - Tom Looman\",\"url\":\"https://www.tomlooman.com/unreal-engine-cpp-survival-sample-game/section-three/\"}]\n\nBased on my search, here's what I found about game AI enemy behavior tree implementation with tactical behaviors:\n\n## Behavior Trees for Game AI\n\nBehavior trees are a powerful AI technique where trees can be extremely deep, with nodes calling sub-trees which perform particular functions, allowing developers to create libraries of behaviors that can be chained together to provide very convincing AI behavior.\n\n### Key Benefits for Tactical AI\n\nDevelopment is highly iterable, where you can start by forming a basic behavior, then create new branches to deal with alternate methods of achieving goals, with branches ordered by their desirability, allowing for the AI to have fallback tactics should a particular behavior fail.\n\n### Modular Combat Design\n\nInstead of one massive \"Combat\" tree, you can create separate subtrees for \"Offensive Actions,\" \"Defensive Actions,\" and \"Tactical Positioning.\" These subtrees can then be combined and reused in different combat scenarios.\n\n### FPS AI Implementation Example\n\nThe AI system can be divided into three phases: Sense, Think and Act. To implement the sense phase, you can use the UE4 Perception System.(no content)For tactical pathfinding, the NPCs should not only move using the shortest path, but also move using the best path tactically speaking - avoiding enemy characters or unsafe positions.(no content)The NPCs should be able to reason about the space and identify the best positions to cover or attack.\n\n### Reactive Behaviors\n\nReactive Behavior Trees can interrupt the current execution and switch to a different branch based on changing conditions. For example, an AI agent patrolling a route could immediately switch to an \"Evade\" behavior if it suddenly detects a threat.\n\n### Performance Optimization\n\nCaching is a great solution for performance concerns. Cache the results of condition checks. Avoid unnecessary tree traversal by using decorators to gate sections of the tree. Consider parallel execution of non-critical tasks. For example, if an \"Is Enemy in Range?\" condition is checked frequently, cache the result for a short period (e.g., 0.1 seconds) to avoid redundant calculations.\n\n### Resources\n\n- There's a demo of enemy AI using behavior trees in the Godot Engine on GitHub (jhlothamer/behavior_tree_enemy_ai_demo).\n- LlamaCademy provides a full, end-to-end implementation of an enemy AI with 4 attacks using a Behavior Tree framework.\n- For Unreal Engine, AI can be set up using C++ and a Behavior Tree including custom Behavior Tree tasks.\n\nWhile I didn't find specific flashbang grenade tactics in the search results, the tactical positioning, threat detection, and reactive behavior patterns described would apply to implementing grenade-related behaviors like taking cover, looking away, or using grenades offensively.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Unreal Engine 5.4: Attacking Enemy AI with Behavior Tree! | Tutorial for Game Developers! | Community tutorial", | |
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| "title": "Rediscovering Behavior Trees: A Powerful AI Tool for Modern Games - Wayline", | |
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| "title": "Tech. Combat Design: Enemy AI & Behavior Trees - Gerlogu", | |
| "url": "https://gerlogu.com/game-design/tech-combat-design-enemy-ai-behavior-trees/" | |
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| { | |
| "title": "GitHub - mtrebi/AI_FPS: AI system to simulate combat behaviors in a FPS game using Behavior Trees (UE4)", | |
| "url": "https://github.com/mtrebi/AI_FPS" | |
| }, | |
| { | |
| "title": "AI-Behaviour Tree for Unity — Part 1 | by OnurKiris | Medium", | |
| "url": "https://medium.com/@onurkiris05/ai-behaviour-tree-for-unity-part-1-c555681ca9af" | |
| }, | |
| { | |
| "title": "GitHub - llamacademy/ai-series-part-48: See a full, end to end implementation of an enemy AI with 4 attacks using a Behavior Tree framework, AI Tree.", | |
| "url": "https://github.com/llamacademy/ai-series-part-48" | |
| }, | |
| { | |
| "title": "Add behavior tree functionality for AI · Issue #281 · godotengine/godot-proposals", | |
| "url": "https://github.com/godotengine/godot-proposals/issues/281" | |
| }, | |
| { | |
| "title": "Survival Game - Behavior Trees & AI Senses (Section 3) - Tom Looman", | |
| "url": "https://www.tomlooman.com/unreal-engine-cpp-survival-sample-game/section-three/" | |
| } | |
| ] | |
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| "Based on my search, here's what I found about game AI enemy behavior tree implementation with tactical behaviors:\n\n## Behavior Trees for Game AI\n\nBehavior trees are a powerful AI technique where trees can be extremely deep, with nodes calling sub-trees which perform particular functions, allowing developers to create libraries of behaviors that can be chained together to provide very convincing AI behavior.\n\n### Key Benefits for Tactical AI\n\nDevelopment is highly iterable, where you can start by forming a basic behavior, then create new branches to deal with alternate methods of achieving goals, with branches ordered by their desirability, allowing for the AI to have fallback tactics should a particular behavior fail.\n\n### Modular Combat Design\n\nInstead of one massive \"Combat\" tree, you can create separate subtrees for \"Offensive Actions,\" \"Defensive Actions,\" and \"Tactical Positioning.\" These subtrees can then be combined and reused in different combat scenarios.\n\n### FPS AI Implementation Example\n\nThe AI system can be divided into three phases: Sense, Think and Act. To implement the sense phase, you can use the UE4 Perception System.(no content)For tactical pathfinding, the NPCs should not only move using the shortest path, but also move using the best path tactically speaking - avoiding enemy characters or unsafe positions.(no content)The NPCs should be able to reason about the space and identify the best positions to cover or attack.\n\n### Reactive Behaviors\n\nReactive Behavior Trees can interrupt the current execution and switch to a different branch based on changing conditions. For example, an AI agent patrolling a route could immediately switch to an \"Evade\" behavior if it suddenly detects a threat.\n\n### Performance Optimization\n\nCaching is a great solution for performance concerns. Cache the results of condition checks. Avoid unnecessary tree traversal by using decorators to gate sections of the tree. Consider parallel execution of non-critical tasks. For example, if an \"Is Enemy in Range?\" condition is checked frequently, cache the result for a short period (e.g., 0.1 seconds) to avoid redundant calculations.\n\n### Resources\n\n- There's a demo of enemy AI using behavior trees in the Godot Engine on GitHub (jhlothamer/behavior_tree_enemy_ai_demo).\n- LlamaCademy provides a full, end-to-end implementation of an enemy AI with 4 attacks using a Behavior Tree framework.\n- For Unreal Engine, AI can be set up using C++ and a Behavior Tree including custom Behavior Tree tasks.\n\nWhile I didn't find specific flashbang grenade tactics in the search results, the tactical positioning, threat detection, and reactive behavior patterns described would apply to implementing grenade-related behaviors like taking cover, looking away, or using grenades offensively." | |
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| "content": "Web search results for query: \"GOAP AI enemy grenade throwing behavior game development\"\n\nLinks: [{\"title\":\"Building the AI of F.E.A.R. with Goal Oriented Action Planning\",\"url\":\"https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning\"},{\"title\":\"NPC AI with GOAP 1: Understanding and Approach | by Pankaj Basnal | Medium\",\"url\":\"https://pankajbasnal17.medium.com/npc-ai-with-goap-1-understanding-and-approach-908312ba7067\"},{\"title\":\"NPC AI planning with GOAP | Excalibur.js\",\"url\":\"https://excaliburjs.com/blog/goal-oriented-action-planning/\"},{\"title\":\"Game AI Planning: GOAP, Utility, and Behavior Trees\",\"url\":\"https://tonogameconsultants.com/game-ai-planning/\"},{\"title\":\"Implementing GOAP For AI Agents - William Box - Game Programmer\",\"url\":\"https://wpbox.dev/2025/05/02/implementing-goap-for-ai-agents/\"},{\"title\":\"Goal-Oriented Action Planning - Advanced AI For Games | Udemy\",\"url\":\"https://www.udemy.com/course/ai_with_goap/\"},{\"title\":\"J Multimed Inf Syst: GOBT: A Synergistic Approach to Game AI Using Goal-Oriented and Utility-Based Planning in Behavior Trees\",\"url\":\"https://www.jmis.org/archive/view_article?pid=jmis-10-4-321\"},{\"title\":\"GOAP and Utility AI in Grab n' Throw - Golden Syrup Games\",\"url\":\"https://goldensyrupgames.com/blog/2024-05-04-grab-n-throw-utility-goap-ai/\"},{\"title\":\"Goap | Behavior AI | Unity Asset Store\",\"url\":\"https://assetstore.unity.com/packages/tools/behavior-ai/goap-252687\"},{\"title\":\"Goal Oriented Action Planning. An artificial intelligence technique | by Vedant Chaudhari | Medium\",\"url\":\"https://medium.com/@vedantchaudhari/goal-oriented-action-planning-34035ed40d0b\"}]\n\nHere are the search results for \"GOAP AI enemy grenade throwing behavior game development\":\n\n## Goal-Oriented Action Planning (GOAP) for Enemy AI\n\n### Overview\n\nGOAP was developed by Jeff Orkin in the early 2000's while working on the AI system for F.E.A.R. The desire was to generate automated planning sequences for Enemies and NPCs to create a more immersive game experience.(no content)GOAP or Goal Oriented Action Planning is a powerful STRIPS-like planning architecture designed for real time control of autonomous character behavior in games. GOAP will give your agents choice and the ability to make intelligent decisions without having to maintain a complex finite state machine (FSM). It's an artificial intelligence system for autonomous agents that allows them to dynamically plan a sequence of actions to satisfy a set goal.\n\n### Grenade Throwing in GOAP\n\nIn GOAP systems, grenade throwing is often included as an action with the reasoning: \"Why shoot if you can blow them up with a grenade 😈.\"(no content)F.E.A.R.'s developers wanted to create a \"cinematic\" experience wherein the combat was as intense as a real human. Fear's AI agents could take cover, blind fire, dive through windows, flush out the player with grenades, communicate with teammates, etc. using GOAP.\n\n### How GOAP Works\n\nNot all actions are possible all the time. For example, agents can't open a door which is already open, or they cannot move to a location that they are already in. To handle these conditions and checks, PreConditions will be evaluated before simulating the action. Once we know that we can execute an action, we want to simulate the effects of the actions during planning. Simulation should return an updated copy of the state to the planner so that the planner can decide if the action should be executed or not. After planning is over, we will use the Execute method of the action to perform expected changes to the state.(no content)A* is typically used for pathfinding - getting your character from point A to point B without running into walls. But in GOAP, we're using it to find a path through possible actions instead of physical space. Think of it like this: each action is a \"node\" in our search space. The \"distance\" between nodes is the cost of taking that action. And the \"destination\" is a world state where our goal is satisfied. A* helps us find the cheapest (most efficient) sequence of actions to reach our goal.\n\n### Implementation Details\n\nInstead of scripting fixed plans, GOAP lets NPCs dynamically choose sequences of actions that satisfy high-level goals. The planner evaluates preconditions and effects to chain together a plan that fits the situation.(no content)GOAP determines which action to execute by evaluating each action's cost. The GOAP planner evaluates which sequence of actions to use by adding up the cumulative cost and selecting the sequence with lowest cost.\n\n### Games Using GOAP\n\nFEAR's use of Goal Oriented Action Planning is still held to this day as some of the most exciting and fun enemy opponents to come across in modern video games. And while it's now been almost 15 years since the game's release, GOAP has continued to have a lasting impact within the video games industry. This includes the likes of Condemned Criminal Origins, S.T.A.L.K.E.R.: Shadow of Chernobyl, Just Cause 2, Deus Ex Human Revolution, the 2013 reboot of Tomb Raider and more recent titles by Monolith such as Middle-Earth: Shadow of Mordor and Shadow of War.\n\n### Resources for Implementation\n\n- Goal-Oriented Action Planning (GOAP) is an AI architecture that provides game characters with the ability to select goals and make plans to achieve those goals based on the state of the environment and available resources.\n\n- Some developers use Utility AI for \"what to do\" and GOAP (Goal Oriented Action Planning) for \"how to do it\".\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "NPC AI with GOAP 1: Understanding and Approach | by Pankaj Basnal | Medium", | |
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| "title": "NPC AI planning with GOAP | Excalibur.js", | |
| "url": "https://excaliburjs.com/blog/goal-oriented-action-planning/" | |
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| "title": "Game AI Planning: GOAP, Utility, and Behavior Trees", | |
| "url": "https://tonogameconsultants.com/game-ai-planning/" | |
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| "title": "Implementing GOAP For AI Agents - William Box - Game Programmer", | |
| "url": "https://wpbox.dev/2025/05/02/implementing-goap-for-ai-agents/" | |
| }, | |
| { | |
| "title": "Goal-Oriented Action Planning - Advanced AI For Games | Udemy", | |
| "url": "https://www.udemy.com/course/ai_with_goap/" | |
| }, | |
| { | |
| "title": "J Multimed Inf Syst: GOBT: A Synergistic Approach to Game AI Using Goal-Oriented and Utility-Based Planning in Behavior Trees", | |
| "url": "https://www.jmis.org/archive/view_article?pid=jmis-10-4-321" | |
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| "url": "https://goldensyrupgames.com/blog/2024-05-04-grab-n-throw-utility-goap-ai/" | |
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| "Here are the search results for \"GOAP AI enemy grenade throwing behavior game development\":\n\n## Goal-Oriented Action Planning (GOAP) for Enemy AI\n\n### Overview\n\nGOAP was developed by Jeff Orkin in the early 2000's while working on the AI system for F.E.A.R. The desire was to generate automated planning sequences for Enemies and NPCs to create a more immersive game experience.(no content)GOAP or Goal Oriented Action Planning is a powerful STRIPS-like planning architecture designed for real time control of autonomous character behavior in games. GOAP will give your agents choice and the ability to make intelligent decisions without having to maintain a complex finite state machine (FSM). It's an artificial intelligence system for autonomous agents that allows them to dynamically plan a sequence of actions to satisfy a set goal.\n\n### Grenade Throwing in GOAP\n\nIn GOAP systems, grenade throwing is often included as an action with the reasoning: \"Why shoot if you can blow them up with a grenade 😈.\"(no content)F.E.A.R.'s developers wanted to create a \"cinematic\" experience wherein the combat was as intense as a real human. Fear's AI agents could take cover, blind fire, dive through windows, flush out the player with grenades, communicate with teammates, etc. using GOAP.\n\n### How GOAP Works\n\nNot all actions are possible all the time. For example, agents can't open a door which is already open, or they cannot move to a location that they are already in. To handle these conditions and checks, PreConditions will be evaluated before simulating the action. Once we know that we can execute an action, we want to simulate the effects of the actions during planning. Simulation should return an updated copy of the state to the planner so that the planner can decide if the action should be executed or not. After planning is over, we will use the Execute method of the action to perform expected changes to the state.(no content)A* is typically used for pathfinding - getting your character from point A to point B without running into walls. But in GOAP, we're using it to find a path through possible actions instead of physical space. Think of it like this: each action is a \"node\" in our search space. The \"distance\" between nodes is the cost of taking that action. And the \"destination\" is a world state where our goal is satisfied. A* helps us find the cheapest (most efficient) sequence of actions to reach our goal.\n\n### Implementation Details\n\nInstead of scripting fixed plans, GOAP lets NPCs dynamically choose sequences of actions that satisfy high-level goals. The planner evaluates preconditions and effects to chain together a plan that fits the situation.(no content)GOAP determines which action to execute by evaluating each action's cost. The GOAP planner evaluates which sequence of actions to use by adding up the cumulative cost and selecting the sequence with lowest cost.\n\n### Games Using GOAP\n\nFEAR's use of Goal Oriented Action Planning is still held to this day as some of the most exciting and fun enemy opponents to come across in modern video games. And while it's now been almost 15 years since the game's release, GOAP has continued to have a lasting impact within the video games industry. This includes the likes of Condemned Criminal Origins, S.T.A.L.K.E.R.: Shadow of Chernobyl, Just Cause 2, Deus Ex Human Revolution, the 2013 reboot of Tomb Raider and more recent titles by Monolith such as Middle-Earth: Shadow of Mordor and Shadow of War.\n\n### Resources for Implementation\n\n- Goal-Oriented Action Planning (GOAP) is an AI architecture that provides game characters with the ability to select goals and make plans to achieve those goals based on the state of the environment and available resources.\n\n- Some developers use Utility AI for \"what to do\" and GOAP (Goal Oriented Action Planning) for \"how to do it\"." | |
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| "content": "Web search results for query: \"Godot grenade throwing AI enemy tutorial implementation\"\n\nLinks: [{\"title\":\"Creating the enemy — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/getting_started/first_2d_game/04.creating_the_enemy.html\"},{\"title\":\"Part 5 — Godot Engine (3.0) documentation in English\",\"url\":\"https://docs.godotengine.org/en/3.0/tutorials/3d/fps_tutorial/part_five.html\"},{\"title\":\"Let’s Learn Godot 4 by Making an RPG — Part 9: Enemy AI Setup🤠 - DEV Community\",\"url\":\"https://dev.to/christinec_dev/lets-learn-godot-4-by-making-an-rpg-part-9-enemy-ai-setup-3nfl\"},{\"title\":\"Implementing a simple AI for games in Godot. | robbert•rocks\",\"url\":\"https://robbert.rocks/implementing-a-simple-ai-for-games-in-godot\"},{\"title\":\"how to throw a grenade? - Godot Forums\",\"url\":\"https://godotforums.org/d/27109-how-to-throw-a-grenade\"},{\"title\":\"How do I code the trajectory for throwing grenades? - Godot Forums\",\"url\":\"https://godotforums.org/d/34759-how-do-i-code-the-trajectory-for-throwing-grenades\"},{\"title\":\"how do i throw a grenage in a 3D enviroment? - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-do-i-throw-a-grenage-in-a-3d-enviroment/255\"},{\"title\":\"Creating Enemy AI in Godot | Sharp Coder Blog\",\"url\":\"https://www.sharpcoderblog.com/blog/creating-enemy-ai-in-godot\"},{\"title\":\"Mastering Enemy AI in Godot: A Step-by-Step Guide\",\"url\":\"https://www.toolify.ai/ai-news/mastering-enemy-ai-in-godot-a-stepbystep-guide-2280017\"},{\"title\":\"How do make arrows/sticky grenades/ throwing weapons stick to their target - Archive - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-do-make-arrows-sticky-grenades-throwing-weapons-stick-to-their-target/10843\"}]\n\nHere are the search results for implementing a grenade-throwing AI enemy in Godot:\n\n## Grenade Throwing in Godot\n\nThe official Godot 3.0 documentation has a tutorial where you add grenades to the player and give the ability to grab and throw objects in an FPS game. This is part of the FPS tutorial series.\n\nFor grenade trajectory, you can use physics equations to make an arc. The Godot forums suggest referencing physics projectile motion formulas for realistic grenade throws.\n\nCreating a grenade in a 3D environment typically involves using a RigidBody for the grenade object.\n\n## Enemy AI Implementation\n\nThere's a beginner's guide on creating enemy AI in Godot Engine that walks through implementing basic enemy AI behavior using Godot's built-in tools and scripting. Enemy AI refers to the behavior and decision-making of NPCs, and in Godot you can create it using a combination of nodes and scripting to simulate intelligent behavior such as chasing, patrolling, and attacking players.\n\n### State Machine Approach\n\nA Finite State Machine design pattern is a common approach for enemy AI.(no content)The idle state is the default state when an enemy spawns. When the idle state method is executed, the idle animation plays, then it searches for a target. If a target is found, the state changes to CHASE.(no content)The chase state checks if there's still a target - if not, it returns to idle. If there is a target, the enemy moves in the direction of the target using `position.direction_to(target)`.(no content)You should organize the enemy's behavior into states and transitions to create more complex AI behavior. Define states such as \"patrol\", \"chase\", and \"attack\", and specify conditions for transitioning between these states based on the enemy's perception.\n\n### Enemy Setup\n\nBegin by creating a kinematic body, collision shape, and sprite for the enemy. Set the desired sprite texture and add a rectangle shape to the 2D collision shape. Then add a script to the kinematic body and define required variables such as speed and velocity.(no content)For player detection, you can use Godot's collision detection system or raycasting to detect when the player enters the enemy's field of view or range. Once detected, the enemy can initiate pursuit or attack.\n\n### Sticky Grenades\n\nFor arrows or sticky grenades that stick to walls or enemies, one approach is using a RigidBody node in Rigid mode and changing the mode to static when it enters the enemy collision shape.\n\n## Suggested Approach for Grenade-Throwing AI\n\nTo combine these concepts for an AI enemy that throws grenades:\n\n1. **Set up the enemy** with a CharacterBody/KinematicBody, collision shape, and sprite\n2. **Implement a state machine** with states like IDLE, CHASE, and THROW_GRENADE\n3. **Add player detection** using Area2D or raycasting\n4. **Create a grenade scene** using RigidBody with appropriate collision\n5. **Calculate throw trajectory** using physics equations for projectile motion\n6. **Instance and launch the grenade** when the enemy is in the THROW_GRENADE state and within range\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Implementing a simple AI for games in Godot. | robbert•rocks", | |
| "url": "https://robbert.rocks/implementing-a-simple-ai-for-games-in-godot" | |
| }, | |
| { | |
| "title": "how to throw a grenade? - Godot Forums", | |
| "url": "https://godotforums.org/d/27109-how-to-throw-a-grenade" | |
| }, | |
| { | |
| "title": "How do I code the trajectory for throwing grenades? - Godot Forums", | |
| "url": "https://godotforums.org/d/34759-how-do-i-code-the-trajectory-for-throwing-grenades" | |
| }, | |
| { | |
| "title": "how do i throw a grenage in a 3D enviroment? - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-do-i-throw-a-grenage-in-a-3d-enviroment/255" | |
| }, | |
| { | |
| "title": "Creating Enemy AI in Godot | Sharp Coder Blog", | |
| "url": "https://www.sharpcoderblog.com/blog/creating-enemy-ai-in-godot" | |
| }, | |
| { | |
| "title": "Mastering Enemy AI in Godot: A Step-by-Step Guide", | |
| "url": "https://www.toolify.ai/ai-news/mastering-enemy-ai-in-godot-a-stepbystep-guide-2280017" | |
| }, | |
| { | |
| "title": "How do make arrows/sticky grenades/ throwing weapons stick to their target - Archive - Godot Forum", | |
| "url": "https://forum.godotengine.org/t/how-do-make-arrows-sticky-grenades-throwing-weapons-stick-to-their-target/10843" | |
| } | |
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| "Here are the search results for implementing a grenade-throwing AI enemy in Godot:\n\n## Grenade Throwing in Godot\n\nThe official Godot 3.0 documentation has a tutorial where you add grenades to the player and give the ability to grab and throw objects in an FPS game. This is part of the FPS tutorial series.\n\nFor grenade trajectory, you can use physics equations to make an arc. The Godot forums suggest referencing physics projectile motion formulas for realistic grenade throws.\n\nCreating a grenade in a 3D environment typically involves using a RigidBody for the grenade object.\n\n## Enemy AI Implementation\n\nThere's a beginner's guide on creating enemy AI in Godot Engine that walks through implementing basic enemy AI behavior using Godot's built-in tools and scripting. Enemy AI refers to the behavior and decision-making of NPCs, and in Godot you can create it using a combination of nodes and scripting to simulate intelligent behavior such as chasing, patrolling, and attacking players.\n\n### State Machine Approach\n\nA Finite State Machine design pattern is a common approach for enemy AI.(no content)The idle state is the default state when an enemy spawns. When the idle state method is executed, the idle animation plays, then it searches for a target. If a target is found, the state changes to CHASE.(no content)The chase state checks if there's still a target - if not, it returns to idle. If there is a target, the enemy moves in the direction of the target using `position.direction_to(target)`.(no content)You should organize the enemy's behavior into states and transitions to create more complex AI behavior. Define states such as \"patrol\", \"chase\", and \"attack\", and specify conditions for transitioning between these states based on the enemy's perception.\n\n### Enemy Setup\n\nBegin by creating a kinematic body, collision shape, and sprite for the enemy. Set the desired sprite texture and add a rectangle shape to the 2D collision shape. Then add a script to the kinematic body and define required variables such as speed and velocity.(no content)For player detection, you can use Godot's collision detection system or raycasting to detect when the player enters the enemy's field of view or range. Once detected, the enemy can initiate pursuit or attack.\n\n### Sticky Grenades\n\nFor arrows or sticky grenades that stick to walls or enemies, one approach is using a RigidBody node in Rigid mode and changing the mode to static when it enters the enemy collision shape.\n\n## Suggested Approach for Grenade-Throwing AI\n\nTo combine these concepts for an AI enemy that throws grenades:\n\n1. **Set up the enemy** with a CharacterBody/KinematicBody, collision shape, and sprite\n2. **Implement a state machine** with states like IDLE, CHASE, and THROW_GRENADE\n3. **Add player detection** using Area2D or raycasting\n4. **Create a grenade scene** using RigidBody with appropriate collision\n5. **Calculate throw trajectory** using physics equations for projectile motion\n6. **Instance and launch the grenade** when the enemy is in the THROW_GRENADE state and within range" | |
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| "content": "Web search results for query: \"FEAR game AI grenade flush out player cover suppression mechanics GDC\"\n\nLinks: [{\"title\":\"GDC Vault - Three States and a Plan: The AI of F.E.A.R.\",\"url\":\"https://gdcvault.com/play/1013282/Three-States-and-a-Plan\"},{\"title\":\"Three States and a Plan: The A.I. of F.E.A.R. 1 Game Developers Conference 2006\",\"url\":\"https://www.gamedevs.org/uploads/three-states-plan-ai-of-fear.pdf\"},{\"title\":\"Paper Insight: The A.I. of F.E.A.R.\",\"url\":\"https://engineering.nordeus.com/https-www-youtube-com-watch-v-d8nrhltca9y/\"},{\"title\":\"F.E.A.R. (video game) - Wikipedia\",\"url\":\"https://en.wikipedia.org/wiki/F.E.A.R._(video_game)\"},{\"title\":\"People greatly exaggerate how good the AI is in this game :: F.E.A.R. General Discussions\",\"url\":\"https://steamcommunity.com/app/21090/discussions/0/133261370010597242/\"},{\"title\":\"N6A3 Fragmentation Grenade | F.E.A.R. Wiki | Fandom\",\"url\":\"https://fear.fandom.com/wiki/N6A3_Fragmentation_Grenade\"},{\"title\":\"GDC 2006: Jeff Orkin - \\\"Three States and a Plan: The AI of F.E.A.R.\\\" : Free Download, Borrow, and Streaming : Internet Archive\",\"url\":\"https://archive.org/details/GDC2006Orkin\"},{\"title\":\"F.E.A.R.: shortest path for realistic AI – Tamás P. Papp\",\"url\":\"https://www.lancaster.ac.uk/stor-i-student-sites/tamas-papp/2020/04/23/fear-shortest-path-for-challenging-ai/\"},{\"title\":\"F.E.A.R. - Weapon/Enemy Guide - PC - By Joylock - GameFAQs\",\"url\":\"https://gamefaqs.gamespot.com/pc/920744-fear/faqs/42853\"},{\"title\":\"5 Horror Games With The Best Enemy AI\",\"url\":\"https://gamerant.com/horror-games-best-enemy-ai/\"}]\n\nBased on the search results, here's what I found about F.E.A.R.'s AI mechanics for grenades, flushing out players, cover, and suppression:\n\n## F.E.A.R. AI Mechanics - GDC Presentation\n\nSoldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of the complexity desired for FEAR.\n\n### The GDC 2006 Presentation\n\nIf polled, the most common AI techniques applied to games would be A* and Finite State Machines (FSMs). F.E.A.R. uses these techniques too, but in unconventional ways. The FSM for characters in F.E.A.R. has only three states, and they use A* to plan sequences of actions as well as to plan paths.(no content)The developers wanted F.E.A.R. to be an over-the-top action movie experience, with combat as intense as multiplayer against experienced humans. The AI takes cover, blind fires, dives through windows, flushes out the player with grenades, and communicates with teammates.\n\n### Dynamic Player Response\n\nThe AI is constantly changing its plan based upon what the player is doing – if the player throws a grenade, the NPCs will flee; if the player is being very aggressive, they'll be defensive; if the player is hiding, they'll be offensive and try to flush him out.\n\n### Suppression Fire and Team Tactics\n\nF.E.A.R.'s artificial intelligence allows hostile NPCs an unusually large range of action; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may also act as a team, taking back routes to flank the player, using suppressive fire, taking cover and often falling back if under fire.(no content)The AI makes enemies fire upon the last known position of the player character, lays down suppressive fire so that other enemies can flank, and flushes players out of cover using grenades.\n\n### Enemy Behavior Details\n\nIf caught by surprise, Replicas can retreat backwards while firing at you, and will dig in somewhere further back to ambush you. Replicas act as a team, performing actions such as setting up ambushes and laying down suppression fire for each other.(no content)Instead of merely shooting at you with their firearms, Replicas can also toss grenades at you to flush you out of cover.(no content)Grenade attacks to flush the player out of cover and coordinated flanking marked the Replica army's behavior.\n\nThe original GDC 2006 presentation by Jeff Orkin, titled \"Three States and a Plan: The AI of F.E.A.R.,\" is available on the [GDC Vault](https://gdcvault.com/play/1013282/Three-States-and-a-Plan) and as a [PDF paper](https://www.gamedevs.org/uploads/three-states-plan-ai-of-fear.pdf).\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "url": "https://gdcvault.com/play/1013282/Three-States-and-a-Plan" | |
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| "title": "Three States and a Plan: The A.I. of F.E.A.R. 1 Game Developers Conference 2006", | |
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| "title": "People greatly exaggerate how good the AI is in this game :: F.E.A.R. General Discussions", | |
| "url": "https://steamcommunity.com/app/21090/discussions/0/133261370010597242/" | |
| }, | |
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| "title": "N6A3 Fragmentation Grenade | F.E.A.R. Wiki | Fandom", | |
| "url": "https://fear.fandom.com/wiki/N6A3_Fragmentation_Grenade" | |
| }, | |
| { | |
| "title": "GDC 2006: Jeff Orkin - \"Three States and a Plan: The AI of F.E.A.R.\" : Free Download, Borrow, and Streaming : Internet Archive", | |
| "url": "https://archive.org/details/GDC2006Orkin" | |
| }, | |
| { | |
| "title": "F.E.A.R.: shortest path for realistic AI – Tamás P. Papp", | |
| "url": "https://www.lancaster.ac.uk/stor-i-student-sites/tamas-papp/2020/04/23/fear-shortest-path-for-challenging-ai/" | |
| }, | |
| { | |
| "title": "F.E.A.R. - Weapon/Enemy Guide - PC - By Joylock - GameFAQs", | |
| "url": "https://gamefaqs.gamespot.com/pc/920744-fear/faqs/42853" | |
| }, | |
| { | |
| "title": "5 Horror Games With The Best Enemy AI", | |
| "url": "https://gamerant.com/horror-games-best-enemy-ai/" | |
| } | |
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| "Based on the search results, here's what I found about F.E.A.R.'s AI mechanics for grenades, flushing out players, cover, and suppression:\n\n## F.E.A.R. AI Mechanics - GDC Presentation\n\nSoldiers advance in formation, split up into organized search parties, and flush out the Player with grenades. The typical game AI techniques of the past could not meet the demands of the complexity desired for FEAR.\n\n### The GDC 2006 Presentation\n\nIf polled, the most common AI techniques applied to games would be A* and Finite State Machines (FSMs). F.E.A.R. uses these techniques too, but in unconventional ways. The FSM for characters in F.E.A.R. has only three states, and they use A* to plan sequences of actions as well as to plan paths.(no content)The developers wanted F.E.A.R. to be an over-the-top action movie experience, with combat as intense as multiplayer against experienced humans. The AI takes cover, blind fires, dives through windows, flushes out the player with grenades, and communicates with teammates.\n\n### Dynamic Player Response\n\nThe AI is constantly changing its plan based upon what the player is doing – if the player throws a grenade, the NPCs will flee; if the player is being very aggressive, they'll be defensive; if the player is hiding, they'll be offensive and try to flush him out.\n\n### Suppression Fire and Team Tactics\n\nF.E.A.R.'s artificial intelligence allows hostile NPCs an unusually large range of action; enemies can duck to travel under crawlspaces, jump through windows, vault over railings, climb ladders, and push over large objects to create cover. Various opponents may also act as a team, taking back routes to flank the player, using suppressive fire, taking cover and often falling back if under fire.(no content)The AI makes enemies fire upon the last known position of the player character, lays down suppressive fire so that other enemies can flank, and flushes players out of cover using grenades.\n\n### Enemy Behavior Details\n\nIf caught by surprise, Replicas can retreat backwards while firing at you, and will dig in somewhere further back to ambush you. Replicas act as a team, performing actions such as setting up ambushes and laying down suppression fire for each other.(no content)Instead of merely shooting at you with their firearms, Replicas can also toss grenades at you to flush you out of cover.(no content)Grenade attacks to flush the player out of cover and coordinated flanking marked the Replica army's behavior.\n\nThe original GDC 2006 presentation by Jeff Orkin, titled \"Three States and a Plan: The AI of F.E.A.R.,\" is available on the [GDC Vault](https://gdcvault.com/play/1013282/Three-States-and-a-Plan) and as a [PDF paper](https://www.gamedevs.org/uploads/three-states-plan-ai-of-fear.pdf)." | |
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| "content": "Web search results for query: \"game AI stun grenade flashbang blind enemy behavior patterns\"\n\nLinks: [{\"title\":\"Flashbangs are too OP and not realistic. :: Insurgency: Sandstorm General Discussions\",\"url\":\"https://steamcommunity.com/app/581320/discussions/0/4521040918051414141/\"},{\"title\":\"Counter-Strike Flashbang Guide: Blind Your Enemies Effectively\",\"url\":\"https://www.strafe.com/news/read/counter-strike-flashbang-guide-blind-your-enemies-effectively/\"},{\"title\":\"Don't Sleep on Flashbangs in Tarkov | Gamers\",\"url\":\"https://vocal.media/gamers/don-t-sleep-on-flashbangs-in-tarkov\"},{\"title\":\"Flashbang grenade - Halopedia, the Halo wiki\",\"url\":\"https://www.halopedia.org/Flashbang_grenade\"},{\"title\":\"Can stun grenades blind you? - Games Learning Society\",\"url\":\"https://www.gameslearningsociety.org/can-stun-grenades-blind-you/\"},{\"title\":\"Call of Duty: Black Ops 7 Flash and Stun Grenade Efficiency Guide | My Premium Collection\",\"url\":\"https://mypremiumcollection.com/blogs/view/2845/call-of-duty-black-ops-7-flash-and-stun-grenade-efficiency-guide\"},{\"title\":\"Can a flash grenade sufficiently stun a blind and deaf person? - Quora\",\"url\":\"https://www.quora.com/Can-a-flash-grenade-sufficiently-stun-a-blind-and-deaf-person\"},{\"title\":\"Stun grenade - Wikipedia\",\"url\":\"https://en.wikipedia.org/wiki/Stun_grenade\"},{\"title\":\"Flashbang Grenade | War Tycoon Roblox | Fandom\",\"url\":\"https://war-tycoon-roblox.fandom.com/wiki/Flashbang_Grenade\"},{\"title\":\"Flashbang Grenade | F.E.A.R. Wiki | Fandom\",\"url\":\"https://fear.fandom.com/wiki/Flashbang_Grenade\"}]\n\nHere are the search results for \"game AI stun grenade flashbang blind enemy behavior patterns\":\n\n## Game AI and Flashbang/Stun Grenade Mechanics\n\n### General Flashbang Effects in Games\n\nA stun grenade, also known as a flash grenade or flashbang, is a non-lethal explosive device used to temporarily disorient an enemy's senses. Upon detonation, a stun grenade produces a blinding flash of light and an extremely loud \"bang\". They are often used in close-quarters combat, door breaching, and riot control, typically to stun enemies or distract them.\n\n### Counter-Strike Flashbang Mechanics\n\nThe flashbang is a crucial utility in Counter-Strike, capable of turning the tide of a round by blinding opponents and creating opportunities. Unlike other grenades, it doesn't deal damage but instead uses a bright flash and a loud bang to disorient enemies.(no content)Players in Global Offensive can hold a maximum of two flashbangs in Classic Competitive mode. A unique feature is the third-person animation that shows blinded players covering their eyes, signaling their state to other players.\n\n### F.E.A.R. Enemy Behavior\n\nAs in the real world, the Flashbang Grenade temporarily blinds an enemy, effectively stunning them for a brief period and allowing for the player to assassinate them before they regain their senses.\n\n### Call of Duty Tactical Grenades\n\nThe flashbang and stun grenade are both powerful tools but serve different purposes. Understanding how each one works is vital for their effective use. The flashbang is designed to temporarily blind and disorient enemies within its blast radius. The key to using a flashbang effectively is timing and positioning. It's perfect for clearing rooms, forcing enemies out of cover, or disorienting snipers.(no content)The stun grenade doesn't blind enemies, but instead, it significantly slows down their movement and hinders their ability to aim accurately.\n\n### Escape from Tarkov Flash Effects\n\nBoth flashbang types will do the same thing, blind people that are in the radius of the blast zone. If you see the flash go off, you will have 40 seconds of the stun debuff given to you, in addition to a blinding effect which fades away after about 20 seconds.\n\n### Halo Wars AI Behavior\n\nIn Halo Wars, the player can research the \"Flash Bang Ability\" upgrade at the Barracks. It grants an active ability to Flamethrower units that stuns enemy infantry for a short period of time.\n\n### War Tycoon (Roblox) Mechanics\n\nWhen the grenade is detonated, it creates a white-colored flash in a 25-stud radius, instantly blinding and deafening an enemy if they are within this area. If used correctly, the Flashbang is adept at confusing and disorienting an enemy, allowing the player to quickly eliminate them before the cessation of the Flashbang's effects.\n\nThe search results primarily cover player-facing mechanics rather than detailed AI behavior patterns. If you need more specific information about how game AI systems handle flashbang/stun states (such as state machines, behavior trees, or pathfinding changes when blinded), I can perform additional searches focused on game development or AI programming resources.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "url": "https://steamcommunity.com/app/581320/discussions/0/4521040918051414141/" | |
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| "url": "https://vocal.media/gamers/don-t-sleep-on-flashbangs-in-tarkov" | |
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| "title": "Flashbang grenade - Halopedia, the Halo wiki", | |
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| "title": "Can stun grenades blind you? - Games Learning Society", | |
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| "title": "Call of Duty: Black Ops 7 Flash and Stun Grenade Efficiency Guide | My Premium Collection", | |
| "url": "https://mypremiumcollection.com/blogs/view/2845/call-of-duty-black-ops-7-flash-and-stun-grenade-efficiency-guide" | |
| }, | |
| { | |
| "title": "Can a flash grenade sufficiently stun a blind and deaf person? - Quora", | |
| "url": "https://www.quora.com/Can-a-flash-grenade-sufficiently-stun-a-blind-and-deaf-person" | |
| }, | |
| { | |
| "title": "Stun grenade - Wikipedia", | |
| "url": "https://en.wikipedia.org/wiki/Stun_grenade" | |
| }, | |
| { | |
| "title": "Flashbang Grenade | War Tycoon Roblox | Fandom", | |
| "url": "https://war-tycoon-roblox.fandom.com/wiki/Flashbang_Grenade" | |
| }, | |
| { | |
| "title": "Flashbang Grenade | F.E.A.R. Wiki | Fandom", | |
| "url": "https://fear.fandom.com/wiki/Flashbang_Grenade" | |
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| "Here are the search results for \"game AI stun grenade flashbang blind enemy behavior patterns\":\n\n## Game AI and Flashbang/Stun Grenade Mechanics\n\n### General Flashbang Effects in Games\n\nA stun grenade, also known as a flash grenade or flashbang, is a non-lethal explosive device used to temporarily disorient an enemy's senses. Upon detonation, a stun grenade produces a blinding flash of light and an extremely loud \"bang\". They are often used in close-quarters combat, door breaching, and riot control, typically to stun enemies or distract them.\n\n### Counter-Strike Flashbang Mechanics\n\nThe flashbang is a crucial utility in Counter-Strike, capable of turning the tide of a round by blinding opponents and creating opportunities. Unlike other grenades, it doesn't deal damage but instead uses a bright flash and a loud bang to disorient enemies.(no content)Players in Global Offensive can hold a maximum of two flashbangs in Classic Competitive mode. A unique feature is the third-person animation that shows blinded players covering their eyes, signaling their state to other players.\n\n### F.E.A.R. Enemy Behavior\n\nAs in the real world, the Flashbang Grenade temporarily blinds an enemy, effectively stunning them for a brief period and allowing for the player to assassinate them before they regain their senses.\n\n### Call of Duty Tactical Grenades\n\nThe flashbang and stun grenade are both powerful tools but serve different purposes. Understanding how each one works is vital for their effective use. The flashbang is designed to temporarily blind and disorient enemies within its blast radius. The key to using a flashbang effectively is timing and positioning. It's perfect for clearing rooms, forcing enemies out of cover, or disorienting snipers.(no content)The stun grenade doesn't blind enemies, but instead, it significantly slows down their movement and hinders their ability to aim accurately.\n\n### Escape from Tarkov Flash Effects\n\nBoth flashbang types will do the same thing, blind people that are in the radius of the blast zone. If you see the flash go off, you will have 40 seconds of the stun debuff given to you, in addition to a blinding effect which fades away after about 20 seconds.\n\n### Halo Wars AI Behavior\n\nIn Halo Wars, the player can research the \"Flash Bang Ability\" upgrade at the Barracks. It grants an active ability to Flamethrower units that stuns enemy infantry for a short period of time.\n\n### War Tycoon (Roblox) Mechanics\n\nWhen the grenade is detonated, it creates a white-colored flash in a 25-stud radius, instantly blinding and deafening an enemy if they are within this area. If used correctly, the Flashbang is adept at confusing and disorienting an enemy, allowing the player to quickly eliminate them before the cessation of the Flashbang's effects.\n\nThe search results primarily cover player-facing mechanics rather than detailed AI behavior patterns. If you need more specific information about how game AI systems handle flashbang/stun states (such as state machines, behavior trees, or pathfinding changes when blinded), I can perform additional searches focused on game development or AI programming resources." | |
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| "content": "Web search results for query: \"\"when to throw grenade\" AI decision tactical games player hiding reload\"\n\nNo links found.\n\nLinks: [{\"title\":\"Killzone’s AI: dynamic procedural combat tactics Remco Straatman\",\"url\":\"http://cse.unl.edu/~choueiry/Documents/straatman_remco_killzone_ai.pdf\"},{\"title\":\"Strategies to Control A.I. Team Grenade Usage in Games : LevelUpTalk\",\"url\":\"https://leveluptalk.com/news/controlling-ai-teammates-grenade-strategy/\"},{\"title\":\"Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors\",\"url\":\"https://arxiv.org/html/2501.00078v1\"},{\"title\":\"Has anybody found an edit to make it so the AI doesnt throw grenades all the time with perfect precision? Thread - MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat - ModDB\",\"url\":\"https://www.moddb.com/mods/stalker-misery/forum/thread/has-anybody-found-an-edit-to-make-it-so-the-ai-doesnt-throw-grenades-all-the-time-with-perfect-precision\"},{\"title\":\"How to Use Grenade Launcher Tarkov - Oreate AI Blog\",\"url\":\"https://www.oreateai.com/blog/how-to-use-grenade-launcher-tarkov/8b6802385f53acb29f78934bf8663d0e\"},{\"title\":\"ArtificialStupidity / First-Person Shooter - TV Tropes\",\"url\":\"https://tvtropes.org/pmwiki/pmwiki.php/ArtificialStupidity/FirstPersonShooter\"},{\"title\":\"Steam Workshop::Rato's AI Overhaul\",\"url\":\"https://steamcommunity.com/sharedfiles/filedetails/?id=3411008594\"},{\"title\":\"Steam Community :: Guide :: Mastering SWAT AI in Ready or Not\",\"url\":\"https://steamcommunity.com/sharedfiles/filedetails/?id=3494083514\"},{\"title\":\"15 Best Tactical Shooter Games in 2025 for Strategy & Teamplay\",\"url\":\"https://www.eneba.com/hub/games/best-tactical-shooter-games/\"},{\"title\":\"AI Grenade Throw Back\",\"url\":\"https://community.gaijin.net/issues/p/enlisted/i/HQCMMopCqETd\"}]\n\nBased on my search results, here's what I found about AI decision-making for grenade usage in tactical games, particularly regarding player hiding and reloading situations:\n\n## AI Grenade Decision-Making in Tactical Games\n\n### Position Evaluation and Indirect Fire\nIn games like Killzone, evaluation functions assist in picking attack positions that are near cover to facilitate reloading.(no content)The AI uses position picking to reason about a threat's position and how the threat may be vulnerable to indirect fire, and can reason about the moves available to the threat and how to deny them by suppression fire.(no content)Indirect fire involves attacks without having a line-of-sight to the target. In Killzone, grenades, missiles and tank shells can be used for indirect fire because of their blast damage.\n\n### When AI Uses Grenades\nIn tactical games with AI overhauls, grenadiers will use grenades frequently, while infantry may use them from time to time or if a good situation appears. Grenadiers and MG units are more adept at targeting enemies in cover, prioritizing cover destruction.(no content)Strategic grenade use involves clearing rooms or flushing out enemies hiding behind cover, requiring thought about placement before firing.\n\n### Player Frustrations with AI Grenade Usage\nIn tactical shooter games, a common frustration is the AI's tendency to use grenades inappropriately, disrupting stealth approaches and causing unnecessary alerts.(no content)When properly implemented, tactical AI should use tactics like taking cover, flanking, and flushing out enemies with grenades.\n\n### Controller Roles in Tactical Shooters\nIn games like Lyra:Ascent, the Controller role aims to assist by decreasing enemies' access to a target area, achieved by throwing an incendiary grenade or by launching a visual blocker in the space.\n\n### Best Practices in Tactical Games\nIn Ready or Not, rather than fast-paced action, players should rely on solid tactics like using mirrors, wedges, team positioning, and grenades to avoid unnecessary firefights.(no content)In Counter-Strike 2, learning common grenade lineups for each map is essential, as a well-placed flash or smoke can create huge advantages, especially during site takes or retakes.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Killzone’s AI: dynamic procedural combat tactics Remco Straatman", | |
| "url": "http://cse.unl.edu/~choueiry/Documents/straatman_remco_killzone_ai.pdf" | |
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| { | |
| "title": "Strategies to Control A.I. Team Grenade Usage in Games : LevelUpTalk", | |
| "url": "https://leveluptalk.com/news/controlling-ai-teammates-grenade-strategy/" | |
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| { | |
| "title": "Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors", | |
| "url": "https://arxiv.org/html/2501.00078v1" | |
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| { | |
| "title": "Has anybody found an edit to make it so the AI doesnt throw grenades all the time with perfect precision? Thread - MISERY mod for S.T.A.L.K.E.R.: Call of Pripyat - ModDB", | |
| "url": "https://www.moddb.com/mods/stalker-misery/forum/thread/has-anybody-found-an-edit-to-make-it-so-the-ai-doesnt-throw-grenades-all-the-time-with-perfect-precision" | |
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| { | |
| "title": "How to Use Grenade Launcher Tarkov - Oreate AI Blog", | |
| "url": "https://www.oreateai.com/blog/how-to-use-grenade-launcher-tarkov/8b6802385f53acb29f78934bf8663d0e" | |
| }, | |
| { | |
| "title": "ArtificialStupidity / First-Person Shooter - TV Tropes", | |
| "url": "https://tvtropes.org/pmwiki/pmwiki.php/ArtificialStupidity/FirstPersonShooter" | |
| }, | |
| { | |
| "title": "Steam Workshop::Rato's AI Overhaul", | |
| "url": "https://steamcommunity.com/sharedfiles/filedetails/?id=3411008594" | |
| }, | |
| { | |
| "title": "Steam Community :: Guide :: Mastering SWAT AI in Ready or Not", | |
| "url": "https://steamcommunity.com/sharedfiles/filedetails/?id=3494083514" | |
| }, | |
| { | |
| "title": "15 Best Tactical Shooter Games in 2025 for Strategy & Teamplay", | |
| "url": "https://www.eneba.com/hub/games/best-tactical-shooter-games/" | |
| }, | |
| { | |
| "title": "AI Grenade Throw Back", | |
| "url": "https://community.gaijin.net/issues/p/enlisted/i/HQCMMopCqETd" | |
| } | |
| ] | |
| }, | |
| "Based on my search results, here's what I found about AI decision-making for grenade usage in tactical games, particularly regarding player hiding and reloading situations:\n\n## AI Grenade Decision-Making in Tactical Games\n\n### Position Evaluation and Indirect Fire\nIn games like Killzone, evaluation functions assist in picking attack positions that are near cover to facilitate reloading.(no content)The AI uses position picking to reason about a threat's position and how the threat may be vulnerable to indirect fire, and can reason about the moves available to the threat and how to deny them by suppression fire.(no content)Indirect fire involves attacks without having a line-of-sight to the target. In Killzone, grenades, missiles and tank shells can be used for indirect fire because of their blast damage.\n\n### When AI Uses Grenades\nIn tactical games with AI overhauls, grenadiers will use grenades frequently, while infantry may use them from time to time or if a good situation appears. Grenadiers and MG units are more adept at targeting enemies in cover, prioritizing cover destruction.(no content)Strategic grenade use involves clearing rooms or flushing out enemies hiding behind cover, requiring thought about placement before firing.\n\n### Player Frustrations with AI Grenade Usage\nIn tactical shooter games, a common frustration is the AI's tendency to use grenades inappropriately, disrupting stealth approaches and causing unnecessary alerts.(no content)When properly implemented, tactical AI should use tactics like taking cover, flanking, and flushing out enemies with grenades.\n\n### Controller Roles in Tactical Shooters\nIn games like Lyra:Ascent, the Controller role aims to assist by decreasing enemies' access to a target area, achieved by throwing an incendiary grenade or by launching a visual blocker in the space.\n\n### Best Practices in Tactical Games\nIn Ready or Not, rather than fast-paced action, players should rely on solid tactics like using mirrors, wedges, team positioning, and grenades to avoid unnecessary firefights.(no content)In Counter-Strike 2, learning common grenade lineups for each map is essential, as a well-placed flash or smoke can create huge advantages, especially during site takes or retakes." | |
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| [2026-01-25T01:56:56.530Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01NadYJtUVYe9DX77eiegemg","type":"tool_result","content":" 1→class_name EnemyActions\n 2→extends RefCounted\n 3→## Collection of GOAP actions for enemy AI.\n 4→##\n 5→## These actions define what enemies can do to achieve their goals.\n 6→## Each action has preconditions, effects, and costs that the\n 7→## GOAP planner uses to find optimal action sequences.\n 8→\n 9→\n 10→## Action to find and move to cover.\n 11→class SeekCoverAction extends GOAPAction:\n 12→\tfunc _init() -> void:\n 13→\t\tsuper._init(\"seek_cover\", 2.0)\n 14→\t\tpreconditions = {\n 15→\t\t\t\"has_cover\": true,\n 16→\t\t\t\"in_cover\": false\n 17→\t\t}\n 18→\t\teffects = {\n 19→\t\t\t\"in_cover\": true,\n 20→\t\t\t\"under_fire\": false\n 21→\t\t}\n 22→\n 23→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 24→\t\t# Higher cost if we're actively engaging\n 25→\t\tif world_state.get(\"player_visible\", false):\n 26→\t\t\treturn 3.0\n 27→\t\treturn 2.0\n 28→\n 29→\n 30→## Action to engage the player in combat.\n 31→class EngagePlayerAction extends GOAPAction:\n 32→\tfunc _init() -> void:\n 33→\t\tsuper._init(\"engage_player\", 1.0)\n 34→\t\tpreconditions = {\n 35→\t\t\t\"player_visible\": true\n 36→\t\t}\n 37→\t\teffects = {\n 38→\t\t\t\"player_engaged\": true\n 39→\t\t}\n 40→\n 41→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 42→\t\t# Lower cost if we have advantage (in cover, not under fire)\n 43→\t\tif world_state.get(\"in_cover\", false):\n 44→\t\t\treturn 0.5\n 45→\t\tif world_state.get(\"under_fire\", false):\n 46→\t\t\treturn 2.0\n 47→\t\treturn 1.0\n 48→\n 49→\n 50→## Action to flank the player.\n 51→class FlankPlayerAction extends GOAPAction:\n 52→\tfunc _init() -> void:\n 53→\t\tsuper._init(\"flank_player\", 3.0)\n 54→\t\tpreconditions = {\n 55→\t\t\t\"player_visible\": false,\n 56→\t\t\t\"under_fire\": false\n 57→\t\t}\n 58→\t\teffects = {\n 59→\t\t\t\"at_flank_position\": true,\n 60→\t\t\t\"player_visible\": true\n 61→\t\t}\n 62→\n 63→\n 64→## Action to patrol the area.\n 65→class PatrolAction extends GOAPAction:\n 66→\tfunc _init() -> void:\n 67→\t\tsuper._init(\"patrol\", 1.0)\n 68→\t\tpreconditions = {\n 69→\t\t\t\"player_visible\": false,\n 70→\t\t\t\"under_fire\": false\n 71→\t\t}\n 72→\t\teffects = {\n 73→\t\t\t\"area_patrolled\": true\n 74→\t\t}\n 75→\n 76→\n 77→## Action to stay suppressed (wait for fire to stop).\n 78→class StaySuppressedAction extends GOAPAction:\n 79→\tfunc _init() -> void:\n 80→\t\tsuper._init(\"stay_suppressed\", 0.5)\n 81→\t\tpreconditions = {\n 82→\t\t\t\"under_fire\": true,\n 83→\t\t\t\"in_cover\": true\n 84→\t\t}\n 85→\t\teffects = {\n 86→\t\t\t\"waiting_for_safe\": true\n 87→\t\t}\n 88→\n 89→\n 90→## Action to return fire while suppressed.\n 91→class ReturnFireAction extends GOAPAction:\n 92→\tfunc _init() -> void:\n 93→\t\tsuper._init(\"return_fire\", 1.5)\n 94→\t\tpreconditions = {\n 95→\t\t\t\"player_visible\": true,\n 96→\t\t\t\"in_cover\": true\n 97→\t\t}\n 98→\t\teffects = {\n 99→\t\t\t\"player_engaged\": true\n 100→\t\t}\n 101→\n 102→\n 103→## Action to find cover (search for cover positions).\n 104→class FindCoverAction extends GOAPAction:\n 105→\tfunc _init() -> void:\n 106→\t\tsuper._init(\"find_cover\", 0.5)\n 107→\t\tpreconditions = {\n 108→\t\t\t\"has_cover\": false\n 109→\t\t}\n 110→\t\teffects = {\n 111→\t\t\t\"has_cover\": true\n 112→\t\t}\n 113→\n 114→\n 115→## Action to retreat when health is low.\n 116→class RetreatAction extends GOAPAction:\n 117→\tfunc _init() -> void:\n 118→\t\tsuper._init(\"retreat\", 4.0)\n 119→\t\tpreconditions = {\n 120→\t\t\t\"health_low\": true\n 121→\t\t}\n 122→\t\teffects = {\n 123→\t\t\t\"in_cover\": true,\n 124→\t\t\t\"retreated\": true\n 125→\t\t}\n 126→\n 127→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 128→\t\t# Very high priority if under fire with low health\n 129→\t\tif world_state.get(\"under_fire\", false):\n 130→\t\t\treturn 1.0\n 131→\t\treturn 4.0\n 132→\n 133→\n 134→## Action to retreat with fire when under suppression (tactical retreat).\n 135→## Cost varies based on number of hits taken during encounter.\n 136→class RetreatWithFireAction extends GOAPAction:\n 137→\tfunc _init() -> void:\n 138→\t\tsuper._init(\"retreat_with_fire\", 1.5)\n 139→\t\tpreconditions = {\n 140→\t\t\t\"under_fire\": true\n 141→\t\t}\n 142→\t\teffects = {\n 143→\t\t\t\"in_cover\": true,\n 144→\t\t\t\"is_retreating\": true\n 145→\t\t}\n 146→\n 147→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 148→\t\t# Cost is lower (higher priority) when under fire\n 149→\t\t# Priority also depends on hits taken\n 150→\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\n 151→\t\tif hits == 0:\n 152→\t\t\t# Full HP - can afford to fight while retreating\n 153→\t\t\treturn 1.0\n 154→\t\telif hits == 1:\n 155→\t\t\t# One hit - quick burst then escape\n 156→\t\t\treturn 0.8\n 157→\t\telse:\n 158→\t\t\t# Multiple hits - just run!\n 159→\t\t\treturn 0.5\n 160→\n 161→\n 162→## Action to pursue the player by moving cover-to-cover.\n 163→## Used when enemy is far from player and can't hit them from current position.\n 164→class PursuePlayerAction extends GOAPAction:\n 165→\tfunc _init() -> void:\n 166→\t\tsuper._init(\"pursue_player\", 2.5)\n 167→\t\tpreconditions = {\n 168→\t\t\t\"player_visible\": false,\n 169→\t\t\t\"player_close\": false\n 170→\t\t}\n 171→\t\teffects = {\n 172→\t\t\t\"is_pursuing\": true,\n 173→\t\t\t\"player_close\": true\n 174→\t\t}\n 175→\n 176→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 177→\t\t# Lower cost if we can't hit from current position\n 178→\t\tif not world_state.get(\"can_hit_from_cover\", false):\n 179→\t\t\treturn 1.5\n 180→\t\treturn 3.0\n 181→\n 182→\n 183→## Action to initiate coordinated assault when multiple enemies are in combat.\n 184→## DISABLED per issue #169 - this action is kept for backwards compatibility but\n 185→## always returns very high cost so it's never selected by the GOAP planner.\n 186→## Previously: All enemies rush the player simultaneously after a 5 second wait.\n 187→class AssaultPlayerAction extends GOAPAction:\n 188→\tfunc _init() -> void:\n 189→\t\tsuper._init(\"assault_player\", 100.0) # Very high base cost - disabled\n 190→\t\tpreconditions = {\n 191→\t\t\t\"player_visible\": true\n 192→\t\t}\n 193→\t\teffects = {\n 194→\t\t\t\"is_assaulting\": true,\n 195→\t\t\t\"player_engaged\": true\n 196→\t\t}\n 197→\n 198→\tfunc get_cost(_agent: Node, _world_state: Dictionary) -> float:\n 199→\t\t# DISABLED per issue #169 - always return very high cost\n 200→\t\t# so this action is never selected by the GOAP planner\n 201→\t\treturn 1000.0 # Never select this action\n 202→\n 203→\n 204→## Action to attack a distracted player (aim > 23° away from enemy).\n 205→## This action has the LOWEST cost (highest priority) of all actions.\n 206→## When the player is visible but not aiming at the enemy, this action takes precedence\n 207→## over all other behaviors, forcing an immediate attack.\n 208→class AttackDistractedPlayerAction extends GOAPAction:\n 209→\tfunc _init() -> void:\n 210→\t\tsuper._init(\"attack_distracted_player\", 0.1) # Very low cost = highest priority\n 211→\t\tpreconditions = {\n 212→\t\t\t\"player_visible\": true,\n 213→\t\t\t\"player_distracted\": true\n 214→\t\t}\n 215→\t\teffects = {\n 216→\t\t\t\"player_engaged\": true\n 217→\t\t}\n 218→\n 219→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 220→\t\t# This action always has the lowest cost when conditions are met\n 221→\t\t# to ensure it takes absolute priority over all other actions.\n 222→\t\t# Return even lower cost to guarantee it's selected.\n 223→\t\tif world_state.get(\"player_distracted\", false):\n 224→\t\t\treturn 0.05 # Absolute highest priority\n 225→\t\treturn 100.0 # Should never happen if preconditions are correct\n 226→\n 227→\n 228→## Action to attack a vulnerable player (reloading or tried to shoot with empty weapon).\n 229→## This action has the LOWEST cost (highest priority) of all actions, tied with AttackDistractedPlayerAction.\n 230→## When the player is visible, close, and vulnerable (reloading or out of ammo),\n 231→## this action takes precedence over all other behaviors, forcing an immediate attack.\n 232→## This punishes players for reloading at unsafe times or running out of ammo near enemies.\n 233→class AttackVulnerablePlayerAction extends GOAPAction:\n 234→\tfunc _init() -> void:\n 235→\t\tsuper._init(\"attack_vulnerable_player\", 0.1) # Very low cost = highest priority\n 236→\t\tpreconditions = {\n 237→\t\t\t\"player_visible\": true,\n 238→\t\t\t\"player_close\": true\n 239→\t\t}\n 240→\t\teffects = {\n 241→\t\t\t\"player_engaged\": true\n 242→\t\t}\n 243→\n 244→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 245→\t\t# Check if player is vulnerable (reloading or empty ammo)\n 246→\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n 247→\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n 248→\t\tvar player_close: bool = world_state.get(\"player_close\", false)\n 249→\n 250→\t\t# Only give highest priority if player is vulnerable AND close\n 251→\t\tif (player_reloading or player_ammo_empty) and player_close:\n 252→\t\t\treturn 0.05 # Absolute highest priority, same as distracted player\n 253→\t\treturn 100.0 # Very high cost if player is not vulnerable\n 254→\n 255→\n 256→## Action to pursue a vulnerable player (reloading or tried to shoot with empty weapon).\n 257→## When the player is vulnerable but NOT close, this action makes the enemy rush toward them.\n 258→## This is different from AttackVulnerablePlayerAction which only works when already close.\n 259→## This ensures enemies actively seek out vulnerable players to exploit the weakness.\n 260→class PursueVulnerablePlayerAction extends GOAPAction:\n 261→\tfunc _init() -> void:\n 262→\t\tsuper._init(\"pursue_vulnerable_player\", 0.2) # Low cost = high priority\n 263→\t\tpreconditions = {\n 264→\t\t\t\"player_visible\": true,\n 265→\t\t\t\"player_close\": false # Only pursue if NOT already close\n 266→\t\t}\n 267→\t\teffects = {\n 268→\t\t\t\"is_pursuing\": true,\n 269→\t\t\t\"player_close\": true # Goal is to get close to the player\n 270→\t\t}\n 271→\n 272→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 273→\t\t# Check if player is vulnerable (reloading or empty ammo)\n 274→\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n 275→\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n 276→\n 277→\t\t# Only pursue if player is vulnerable\n 278→\t\tif player_reloading or player_ammo_empty:\n 279→\t\t\treturn 0.15 # High priority - rush the vulnerable player\n 280→\t\treturn 100.0 # Very high cost if player is not vulnerable\n 281→\n 282→\n 283→## Action to investigate a suspected player position when confidence is high (Issue #297).\n 284→## Used when enemy has high confidence (>0.8) about player location but no direct line of sight.\n 285→## Enemy moves directly to the suspected position.\n 286→class InvestigateHighConfidenceAction extends GOAPAction:\n 287→\tfunc _init() -> void:\n 288→\t\tsuper._init(\"investigate_high_confidence\", 1.5)\n 289→\t\tpreconditions = {\n 290→\t\t\t\"player_visible\": false,\n 291→\t\t\t\"has_suspected_position\": true,\n 292→\t\t\t\"confidence_high\": true\n 293→\t\t}\n 294→\t\teffects = {\n 295→\t\t\t\"is_pursuing\": true,\n 296→\t\t\t\"player_visible\": true # Goal: reach position and potentially see player\n 297→\t\t}\n 298→\n 299→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 300→\t\t# Lower cost when we're very confident about the position\n 301→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 302→\t\tif confidence >= 0.9:\n 303→\t\t\treturn 1.0\n 304→\t\treturn 1.5\n 305→\n 306→\n 307→## Action to investigate a suspected player position when confidence is medium (Issue #297).\n 308→## Used when enemy has medium confidence (0.5-0.8) about player location.\n 309→## Enemy moves cautiously, checking cover along the way.\n 310→class InvestigateMediumConfidenceAction extends GOAPAction:\n 311→\tfunc _init() -> void:\n 312→\t\tsuper._init(\"investigate_medium_confidence\", 2.5)\n 313→\t\tpreconditions = {\n 314→\t\t\t\"player_visible\": false,\n 315→\t\t\t\"has_suspected_position\": true,\n 316→\t\t\t\"confidence_medium\": true\n 317→\t\t}\n 318→\t\teffects = {\n 319→\t\t\t\"is_pursuing\": true\n 320→\t\t}\n 321→\n 322→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 323→\t\t# Medium cost - be cautious\n 324→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 325→\t\treturn 2.0 + (0.8 - confidence) # Lower confidence = higher cost\n 326→\n 327→\n 328→## Action to search near a suspected position when confidence is low (Issue #297).\n 329→## Used when enemy has low confidence (<0.5) about player location.\n 330→## Enemy searches the area but may return to patrol if nothing found.\n 331→class SearchLowConfidenceAction extends GOAPAction:\n 332→\tfunc _init() -> void:\n 333→\t\tsuper._init(\"search_low_confidence\", 3.5)\n 334→\t\tpreconditions = {\n 335→\t\t\t\"player_visible\": false,\n 336→\t\t\t\"has_suspected_position\": true,\n 337→\t\t\t\"confidence_low\": true\n 338→\t\t}\n 339→\t\teffects = {\n 340→\t\t\t\"area_patrolled\": true # Treat as extended patrol\n 341→\t\t}\n 342→\n 343→\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n 344→\t\t# Higher cost - not very confident, might be waste of time\n 345→\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n 346→\t\treturn 3.0 + (0.5 - confidence) * 2.0 # Very low confidence = much higher cost\n 347→\n 348→\n 349→## Create and return all enemy actions.\n 350→static func create_all_actions() -> Array[GOAPAction]:\n 351→\tvar actions: Array[GOAPAction] = []\n 352→\tactions.append(SeekCoverAction.new())\n 353→\tactions.append(EngagePlayerAction.new())\n 354→\tactions.append(FlankPlayerAction.new())\n 355→\tactions.append(PatrolAction.new())\n 356→\tactions.append(StaySuppressedAction.new())\n 357→\tactions.append(ReturnFireAction.new())\n 358→\tactions.append(FindCoverAction.new())\n 359→\tactions.append(RetreatAction.new())\n 360→\tactions.append(RetreatWithFireAction.new())\n 361→\tactions.append(PursuePlayerAction.new())\n 362→\tactions.append(AssaultPlayerAction.new())\n 363→\tactions.append(AttackDistractedPlayerAction.new())\n 364→\tactions.append(AttackVulnerablePlayerAction.new())\n 365→\tactions.append(PursueVulnerablePlayerAction.new())\n 366→\t# Memory-based actions (Issue #297)\n 367→\tactions.append(InvestigateHighConfidenceAction.new())\n 368→\tactions.append(InvestigateMediumConfidenceAction.new())\n 369→\tactions.append(SearchLowConfidenceAction.new())\n 370→\treturn actions\n 371→\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 do | |
| [2026-01-25T01:56:56.541Z] [INFO] ing. 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":"20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2","uuid":"2b4978a6-b42c-44fb-b8e6-bb581277aebe","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305962954/scripts/ai/enemy_actions.gd","content":"class_name EnemyActions\nextends RefCounted\n## Collection of GOAP actions for enemy AI.\n##\n## These actions define what enemies can do to achieve their goals.\n## Each action has preconditions, effects, and costs that the\n## GOAP planner uses to find optimal action sequences.\n\n\n## Action to find and move to cover.\nclass SeekCoverAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"seek_cover\", 2.0)\n\t\tpreconditions = {\n\t\t\t\"has_cover\": true,\n\t\t\t\"in_cover\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"under_fire\": false\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Higher cost if we're actively engaging\n\t\tif world_state.get(\"player_visible\", false):\n\t\t\treturn 3.0\n\t\treturn 2.0\n\n\n## Action to engage the player in combat.\nclass EngagePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"engage_player\", 1.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Lower cost if we have advantage (in cover, not under fire)\n\t\tif world_state.get(\"in_cover\", false):\n\t\t\treturn 0.5\n\t\tif world_state.get(\"under_fire\", false):\n\t\t\treturn 2.0\n\t\treturn 1.0\n\n\n## Action to flank the player.\nclass FlankPlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"flank_player\", 3.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"under_fire\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"at_flank_position\": true,\n\t\t\t\"player_visible\": true\n\t\t}\n\n\n## Action to patrol the area.\nclass PatrolAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"patrol\", 1.0)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"under_fire\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"area_patrolled\": true\n\t\t}\n\n\n## Action to stay suppressed (wait for fire to stop).\nclass StaySuppressedAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"stay_suppressed\", 0.5)\n\t\tpreconditions = {\n\t\t\t\"under_fire\": true,\n\t\t\t\"in_cover\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"waiting_for_safe\": true\n\t\t}\n\n\n## Action to return fire while suppressed.\nclass ReturnFireAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"return_fire\", 1.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true,\n\t\t\t\"in_cover\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\n## Action to find cover (search for cover positions).\nclass FindCoverAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"find_cover\", 0.5)\n\t\tpreconditions = {\n\t\t\t\"has_cover\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"has_cover\": true\n\t\t}\n\n\n## Action to retreat when health is low.\nclass RetreatAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"retreat\", 4.0)\n\t\tpreconditions = {\n\t\t\t\"health_low\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"retreated\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Very high priority if under fire with low health\n\t\tif world_state.get(\"under_fire\", false):\n\t\t\treturn 1.0\n\t\treturn 4.0\n\n\n## Action to retreat with fire when under suppression (tactical retreat).\n## Cost varies based on number of hits taken during encounter.\nclass RetreatWithFireAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"retreat_with_fire\", 1.5)\n\t\tpreconditions = {\n\t\t\t\"under_fire\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"in_cover\": true,\n\t\t\t\"is_retreating\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Cost is lower (higher priority) when under fire\n\t\t# Priority also depends on hits taken\n\t\tvar hits: int = world_state.get(\"hits_taken\", 0)\n\t\tif hits == 0:\n\t\t\t# Full HP - can afford to fight while retreating\n\t\t\treturn 1.0\n\t\telif hits == 1:\n\t\t\t# One hit - quick burst then escape\n\t\t\treturn 0.8\n\t\telse:\n\t\t\t# Multiple hits - just run!\n\t\t\treturn 0.5\n\n\n## Action to pursue the player by moving cover-to-cover.\n## Used when enemy is far from player and can't hit them from current position.\nclass PursuePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"pursue_player\", 2.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"player_close\": false\n\t\t}\n\t\teffects = {\n\t\t\t\"is_pursuing\": true,\n\t\t\t\"player_close\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Lower cost if we can't hit from current position\n\t\tif not world_state.get(\"can_hit_from_cover\", false):\n\t\t\treturn 1.5\n\t\treturn 3.0\n\n\n## Action to initiate coordinated assault when multiple enemies are in combat.\n## DISABLED per issue #169 - this action is kept for backwards compatibility but\n## always returns very high cost so it's never selected by the GOAP planner.\n## Previously: All enemies rush the player simultaneously after a 5 second wait.\nclass AssaultPlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"assault_player\", 100.0) # Very high base cost - disabled\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"is_assaulting\": true,\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, _world_state: Dictionary) -> float:\n\t\t# DISABLED per issue #169 - always return very high cost\n\t\t# so this action is never selected by the GOAP planner\n\t\treturn 1000.0 # Never select this action\n\n\n## Action to attack a distracted player (aim > 23° away from enemy).\n## This action has the LOWEST cost (highest priority) of all actions.\n## When the player is visible but not aiming at the enemy, this action takes precedence\n## over all other behaviors, forcing an immediate attack.\nclass AttackDistractedPlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"attack_distracted_player\", 0.1) # Very low cost = highest priority\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true,\n\t\t\t\"player_distracted\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# This action always has the lowest cost when conditions are met\n\t\t# to ensure it takes absolute priority over all other actions.\n\t\t# Return even lower cost to guarantee it's selected.\n\t\tif world_state.get(\"player_distracted\", false):\n\t\t\treturn 0.05 # Absolute highest priority\n\t\treturn 100.0 # Should never happen if preconditions are correct\n\n\n## Action to attack a vulnerable player (reloading or tried to shoot with empty weapon).\n## This action has the LOWEST cost (highest priority) of all actions, tied with AttackDistractedPlayerAction.\n## When the player is visible, close, and vulnerable (reloading or out of ammo),\n## this action takes precedence over all other behaviors, forcing an immediate attack.\n## This punishes players for reloading at unsafe times or running out of ammo near enemies.\nclass AttackVulnerablePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"attack_vulnerable_player\", 0.1) # Very low cost = highest priority\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true,\n\t\t\t\"player_close\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"player_engaged\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Check if player is vulnerable (reloading or empty ammo)\n\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n\t\tvar player_close: bool = world_state.get(\"player_close\", false)\n\n\t\t# Only give highest priority if player is vulnerable AND close\n\t\tif (player_reloading or player_ammo_empty) and player_close:\n\t\t\treturn 0.05 # Absolute highest priority, same as distracted player\n\t\treturn 100.0 # Very high cost if player is not vulnerable\n\n\n## Action to pursue a vulnerable player (reloading or tried to shoot with empty weapon).\n## When the player is vulnerable but NOT close, this action makes the enemy rush toward them.\n## This is different from AttackVulnerablePlayerAction which only works when already close.\n## This ensures enemies actively seek out vulnerable players to exploit the weakness.\nclass PursueVulnerablePlayerAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"pursue_vulnerable_player\", 0.2) # Low cost = high priority\n\t\tpreconditions = {\n\t\t\t\"player_visible\": true,\n\t\t\t\"player_close\": false # Only pursue if NOT already close\n\t\t}\n\t\teffects = {\n\t\t\t\"is_pursuing\": true,\n\t\t\t\"player_close\": true # Goal is to get close to the player\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Check if player is vulnerable (reloading or empty ammo)\n\t\tvar player_reloading: bool = world_state.get(\"player_reloading\", false)\n\t\tvar player_ammo_empty: bool = world_state.get(\"player_ammo_empty\", false)\n\n\t\t# Only pursue if player is vulnerable\n\t\tif player_reloading or player_ammo_empty:\n\t\t\treturn 0.15 # High priority - rush the vulnerable player\n\t\treturn 100.0 # Very high cost if player is not vulnerable\n\n\n## Action to investigate a suspected player position when confidence is high (Issue #297).\n## Used when enemy has high confidence (>0.8) about player location but no direct line of sight.\n## Enemy moves directly to the suspected position.\nclass InvestigateHighConfidenceAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"investigate_high_confidence\", 1.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"has_suspected_position\": true,\n\t\t\t\"confidence_high\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"is_pursuing\": true,\n\t\t\t\"player_visible\": true # Goal: reach position and potentially see player\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Lower cost when we're very confident about the position\n\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n\t\tif confidence >= 0.9:\n\t\t\treturn 1.0\n\t\treturn 1.5\n\n\n## Action to investigate a suspected player position when confidence is medium (Issue #297).\n## Used when enemy has medium confidence (0.5-0.8) about player location.\n## Enemy moves cautiously, checking cover along the way.\nclass InvestigateMediumConfidenceAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"investigate_medium_confidence\", 2.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"has_suspected_position\": true,\n\t\t\t\"confidence_medium\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"is_pursuing\": true\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Medium cost - be cautious\n\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n\t\treturn 2.0 + (0.8 - confidence) # Lower confidence = higher cost\n\n\n## Action to search near a suspected position when confidence is low (Issue #297).\n## Used when enemy has low confidence (<0.5) about player location.\n## Enemy searches the area but may return to patrol if nothing found.\nclass SearchLowConfidenceAction extends GOAPAction:\n\tfunc _init() -> void:\n\t\tsuper._init(\"search_low_confidence\", 3.5)\n\t\tpreconditions = {\n\t\t\t\"player_visible\": false,\n\t\t\t\"has_suspected_position\": true,\n\t\t\t\"confidence_low\": true\n\t\t}\n\t\teffects = {\n\t\t\t\"area_patrolled\": true # Treat as extended patrol\n\t\t}\n\n\tfunc get_cost(_agent: Node, world_state: Dictionary) -> float:\n\t\t# Higher cost - not very confident, might be waste of time\n\t\tvar confidence: float = world_state.get(\"position_confidence\", 0.0)\n\t\treturn 3.0 + (0.5 - confidence) * 2.0 # Very low confidence = much higher cost\n\n\n## Create and return all enemy actions.\nstatic func create_all_actions() -> Array[GOAPAction]:\n\tvar actions: Array[GOAPAction] = []\n\tactions.append(SeekCoverAction.new())\n\tactions.append(EngagePlayerAction.new())\n\tactions.append(FlankPlayerAction.new())\n\tactions.append(PatrolAction.new())\n\tactions.append(StaySuppressedAction.new())\n\tactions.append(ReturnFireAction.new())\n\tactions.append(FindCoverAction.new())\n\tactions.append(RetreatAction.new())\n\tactions.append(RetreatWithFireAction.new())\n\tactions.append(PursuePlayerAction.new())\n\tactions.append(AssaultPlayerAction.new())\n\tactions.append(AttackDistractedPlayerAction.new())\n\tactions.append(AttackVulnerablePlayerAction.new())\n\tactions.append(PursueVulnerablePlayerAction.new())\n\t# Memory-based actions (Issue #297)\n\tactions.append(InvestigateHighConfidenceAction.new())\n\tactions.append(InvestigateMediumConfidenceAction.new())\n\tactions.append(SearchLowConfidenceAction.new())\n\treturn actions\n","numLines":371,"startLine":1,"totalLines":371}}} | |
| [2026-01-25T01:56:56.550Z] [INFO] { | |
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| "content": [ | |
| { | |
| "tool_use_id": "toolu_01DQGCqkYspUZS5TvWfoAJTQ", | |
| "type": "tool_result", | |
| "content": " 1→class_name GOAPPlanner\n 2→extends RefCounted\n 3→## GOAP (Goal Oriented Action Planning) planner.\n 4→##\n 5→## This planner uses A* search to find the optimal sequence of actions\n 6→## to achieve a goal from the current world state.\n 7→##\n 8→## Usage:\n 9→## var planner = GOAPPlanner.new()\n 10→## planner.add_action(some_action)\n 11→## var plan = planner.plan(current_state, goal_state)\n 12→## if plan.size() > 0:\n 13→## execute_plan(plan)\n 14→\n 15→## Available actions for planning.\n 16→var _actions: Array[GOAPAction] = []\n 17→\n 18→## Maximum planning depth to prevent infinite loops.\n 19→var max_depth: int = 10\n 20→\n 21→## Enable debug logging.\n 22→var debug_logging: bool = false\n 23→\n 24→\n 25→## Add an action to the planner's available actions.\n 26→func add_action(action: GOAPAction) -> void:\n 27→\t_actions.append(action)\n 28→\n 29→\n 30→## Remove an action from the planner.\n 31→func remove_action(action: GOAPAction) -> void:\n 32→\t_actions.erase(action)\n 33→\n 34→\n 35→## Clear all actions.\n 36→func clear_actions() -> void:\n 37→\t_actions.clear()\n 38→\n 39→\n 40→## Plan a sequence of actions to achieve the goal from the current state.\n 41→## Returns an array of GOAPAction, or empty array if no plan found.\n 42→func plan(current_state: Dictionary, goal: Dictionary, agent: Node = null) -> Array[GOAPAction]:\n 43→\t_log(\"Planning from state: %s to goal: %s\" % [current_state, goal])\n 44→\n 45→\t# Check if goal is already satisfied\n 46→\tif _is_goal_satisfied(current_state, goal):\n 47→\t\t_log(\"Goal already satisfied!\")\n 48→\t\treturn []\n 49→\n 50→\t# A* search for optimal plan\n 51→\tvar open_set: Array = [] # Array of PlanNode\n 52→\tvar closed_set: Dictionary = {} # state_hash -> best_cost\n 53→\n 54→\t# Start node\n 55→\tvar start_node := PlanNode.new(current_state, [], 0.0)\n 56→\tstart_node.heuristic = _estimate_cost(current_state, goal)\n 57→\topen_set.append(start_node)\n 58→\n 59→\tvar iterations := 0\n 60→\tvar max_iterations := 1000 # Prevent infinite loops\n 61→\n 62→\twhile not open_set.is_empty() and iterations < max_iterations:\n 63→\t\titerations += 1\n 64→\n 65→\t\t# Get node with lowest f-score (cost + heuristic)\n 66→\t\topen_set.sort_custom(func(a, b): return (a.cost + a.heuristic) < (b.cost + b.heuristic))\n 67→\t\tvar current: PlanNode = open_set.pop_front()\n 68→\n 69→\t\t# Check if we reached the goal\n 70→\t\tif _is_goal_satisfied(current.state, goal):\n 71→\t\t\t_log(\"Plan found in %d iterations: %s\" % [iterations, current.actions])\n 72→\t\t\treturn current.actions\n 73→\n 74→\t\t# Skip if we've seen this state with lower cost\n 75→\t\tvar state_hash := _hash_state(current.state)\n 76→\t\tif closed_set.has(state_hash) and closed_set[state_hash] <= current.cost:\n 77→\t\t\tcontinue\n 78→\t\tclosed_set[state_hash] = current.cost\n 79→\n 80→\t\t# Check depth limit\n 81→\t\tif current.actions.size() >= max_depth:\n 82→\t\t\tcontinue\n 83→\n 84→\t\t# Expand node with all valid actions\n 85→\t\tfor action in _actions:\n 86→\t\t\tif action.is_valid(current.state):\n 87→\t\t\t\tvar new_state := action.get_result_state(current.state)\n 88→\t\t\t\tvar action_cost := action.get_cost(agent, current.state) if agent else action.cost\n 89→\t\t\t\tvar new_cost := current.cost + action_cost\n 90→\n 91→\t\t\t\t# Create new plan with this action\n 92→\t\t\t\tvar new_actions: Array[GOAPAction] = current.actions.duplicate()\n 93→\t\t\t\tnew_actions.append(action)\n 94→\n 95→\t\t\t\tvar new_node := PlanNode.new(new_state, new_actions, new_cost)\n 96→\t\t\t\tnew_node.heuristic = _estimate_cost(new_state, goal)\n 97→\n 98→\t\t\t\topen_set.append(new_node)\n 99→\n 100→\t_log(\"No plan found after %d iterations\" % iterations)\n 101→\treturn []\n 102→\n 103→\n 104→## Check if all goal conditions are satisfied in the current state.\n 105→func _is_goal_satisfied(state: Dictionary, goal: Dictionary) -> bool:\n 106→\tfor key in goal:\n 107→\t\tif not state.has(key):\n 108→\t\t\treturn false\n 109→\t\tif state[key] != goal[key]:\n 110→\t\t\treturn false\n 111→\treturn true\n 112→\n 113→\n 114→## Estimate the cost to reach the goal (heuristic for A*).\n 115→## Returns the number of unsatisfied goal conditions.\n 116→func _estimate_cost(state: Dictionary, goal: Dictionary) -> float:\n 117→\tvar unsatisfied := 0.0\n 118→\tfor key in goal:\n 119→\t\tif not state.has(key) or state[key] != goal[key]:\n 120→\t\t\tunsatisfied += 1.0\n 121→\treturn unsatisfied\n 122→\n 123→\n 124→## Create a hash string for a state (for closed set lookup).\n 125→func _hash_state(state: Dictionary) -> String:\n 126→\tvar keys := state.keys()\n 127→\tkeys.sort()\n 128→\tvar parts: Array[String] = []\n 129→\tfor key in keys:\n 130→\t\tparts.append(\"%s=%s\" % [key, state[key]])\n 131→\treturn \",\".join(parts)\n 132→\n 133→\n 134→## Log a debug message.\n 135→func _log(message: String) -> void:\n 136→\tif debug_logging:\n 137→\t\tprint(\"[GOAPPlanner] %s\" % message)\n 138→\n 139→\n 140→## Internal class for A* search nodes.\n 141→class PlanNode:\n 142→\tvar state: Dictionary\n 143→\tvar actions: Array[GOAPAction]\n 144→\tvar cost: float\n 145→\tvar heuristic: float\n 146→\n 147→\tfunc _init(s: Dictionary, a: Array[GOAPAction], c: float) -> void:\n 148→\t\tstate = s\n 149→\t\tactions = a\n 150→\t\tcost = c\n 151→\t\theuristic = 0.0\n 152→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "uuid": "bf7b9059-9faa-478f-a274-976855a5a8ae", | |
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| "content": "class_name GOAPPlanner\nextends RefCounted\n## GOAP (Goal Oriented Action Planning) planner.\n##\n## This planner uses A* search to find the optimal sequence of actions\n## to achieve a goal from the current world state.\n##\n## Usage:\n## var planner = GOAPPlanner.new()\n## planner.add_action(some_action)\n## var plan = planner.plan(current_state, goal_state)\n## if plan.size() > 0:\n## execute_plan(plan)\n\n## Available actions for planning.\nvar _actions: Array[GOAPAction] = []\n\n## Maximum planning depth to prevent infinite loops.\nvar max_depth: int = 10\n\n## Enable debug logging.\nvar debug_logging: bool = false\n\n\n## Add an action to the planner's available actions.\nfunc add_action(action: GOAPAction) -> void:\n\t_actions.append(action)\n\n\n## Remove an action from the planner.\nfunc remove_action(action: GOAPAction) -> void:\n\t_actions.erase(action)\n\n\n## Clear all actions.\nfunc clear_actions() -> void:\n\t_actions.clear()\n\n\n## Plan a sequence of actions to achieve the goal from the current state.\n## Returns an array of GOAPAction, or empty array if no plan found.\nfunc plan(current_state: Dictionary, goal: Dictionary, agent: Node = null) -> Array[GOAPAction]:\n\t_log(\"Planning from state: %s to goal: %s\" % [current_state, goal])\n\n\t# Check if goal is already satisfied\n\tif _is_goal_satisfied(current_state, goal):\n\t\t_log(\"Goal already satisfied!\")\n\t\treturn []\n\n\t# A* search for optimal plan\n\tvar open_set: Array = [] # Array of PlanNode\n\tvar closed_set: Dictionary = {} # state_hash -> best_cost\n\n\t# Start node\n\tvar start_node := PlanNode.new(current_state, [], 0.0)\n\tstart_node.heuristic = _estimate_cost(current_state, goal)\n\topen_set.append(start_node)\n\n\tvar iterations := 0\n\tvar max_iterations := 1000 # Prevent infinite loops\n\n\twhile not open_set.is_empty() and iterations < max_iterations:\n\t\titerations += 1\n\n\t\t# Get node with lowest f-score (cost + heuristic)\n\t\topen_set.sort_custom(func(a, b): return (a.cost + a.heuristic) < (b.cost + b.heuristic))\n\t\tvar current: PlanNode = open_set.pop_front()\n\n\t\t# Check if we reached the goal\n\t\tif _is_goal_satisfied(current.state, goal):\n\t\t\t_log(\"Plan found in %d iterations: %s\" % [iterations, current.actions])\n\t\t\treturn current.actions\n\n\t\t# Skip if we've seen this state with lower cost\n\t\tvar state_hash := _hash_state(current.state)\n\t\tif closed_set.has(state_hash) and closed_set[state_hash] <= current.cost:\n\t\t\tcontinue\n\t\tclosed_set[state_hash] = current.cost\n\n\t\t# Check depth limit\n\t\tif current.actions.size() >= max_depth:\n\t\t\tcontinue\n\n\t\t# Expand node with all valid actions\n\t\tfor action in _actions:\n\t\t\tif action.is_valid(current.state):\n\t\t\t\tvar new_state := action.get_result_state(current.state)\n\t\t\t\tvar action_cost := action.get_cost(agent, current.state) if agent else action.cost\n\t\t\t\tvar new_cost := current.cost + action_cost\n\n\t\t\t\t# Create new plan with this action\n\t\t\t\tvar new_actions: Array[GOAPAction] = current.actions.duplicate()\n\t\t\t\tnew_actions.append(action)\n\n\t\t\t\tvar new_node := PlanNode.new(new_state, new_actions, new_cost)\n\t\t\t\tnew_node.heuristic = _estimate_cost(new_state, goal)\n\n\t\t\t\topen_set.append(new_node)\n\n\t_log(\"No plan found after %d iterations\" % iterations)\n\treturn []\n\n\n## Check if all goal conditions are satisfied in the current state.\nfunc _is_goal_satisfied(state: Dictionary, goal: Dictionary) -> bool:\n\tfor key in goal:\n\t\tif not state.has(key):\n\t\t\treturn false\n\t\tif state[key] != goal[key]:\n\t\t\treturn false\n\treturn true\n\n\n## Estimate the cost to reach the goal (heuristic for A*).\n## Returns the number of unsatisfied goal conditions.\nfunc _estimate_cost(state: Dictionary, goal: Dictionary) -> float:\n\tvar unsatisfied := 0.0\n\tfor key in goal:\n\t\tif not state.has(key) or state[key] != goal[key]:\n\t\t\tunsatisfied += 1.0\n\treturn unsatisfied\n\n\n## Create a hash string for a state (for closed set lookup).\nfunc _hash_state(state: Dictionary) -> String:\n\tvar keys := state.keys()\n\tkeys.sort()\n\tvar parts: Array[String] = []\n\tfor key in keys:\n\t\tparts.append(\"%s=%s\" % [key, state[key]])\n\treturn \",\".join(parts)\n\n\n## Log a debug message.\nfunc _log(message: String) -> void:\n\tif debug_logging:\n\t\tprint(\"[GOAPPlanner] %s\" % message)\n\n\n## Internal class for A* search nodes.\nclass PlanNode:\n\tvar state: Dictionary\n\tvar actions: Array[GOAPAction]\n\tvar cost: float\n\tvar heuristic: float\n\n\tfunc _init(s: Dictionary, a: Array[GOAPAction], c: float) -> void:\n\t\tstate = s\n\t\tactions = a\n\t\tcost = c\n\t\theuristic = 0.0\n", | |
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| "content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→\n 39→func _ready() -> void:\n 40→\tsuper._ready()\n 41→\n 42→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 43→\t# (5% increase for \"slightly lighter\")\n 44→\tmax_throw_speed *= 1.05\n 45→\n 46→\t# Load shrapnel scene if not set\n 47→\tif shrapnel_scene == null:\n 48→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 49→\t\tif ResourceLoader.exists(shrapnel_path):\n 50→\t\t\tshrapnel_scene = load(shrapnel_path)\n 51→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 52→\t\telse:\n 53→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 54→\n 55→\n 56→## Override to prevent timer countdown for frag grenades.\n 57→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 58→## Per issue requirement: \"без таймера\" = \"without timer\"\n 59→func activate_timer() -> void:\n 60→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 61→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 62→\tif _timer_active:\n 63→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 64→\t\treturn\n 65→\t_timer_active = true\n 66→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 67→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 68→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 69→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 70→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 71→\n 72→\t# Play activation sound (pin pull)\n 73→\tif not _activation_sound_played:\n 74→\t\t_activation_sound_played = true\n 75→\t\t_play_activation_sound()\n 76→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 77→\n 78→\n 79→## Override _physics_process to disable blinking (no timer countdown for frag grenades).\n 80→func _physics_process(delta: float) -> void:\n 81→\tif _has_exploded:\n 82→\t\treturn\n 83→\n 84→\t# Apply ground friction to slow down (copied from base class)\n 85→\tif linear_velocity.length() > 0:\n 86→\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n 87→\t\tif friction_force.length() > linear_velocity.length():\n 88→\t\t\tlinear_velocity = Vector2.ZERO\n 89→\t\telse:\n 90→\t\t\tlinear_velocity -= friction_force\n 91→\n 92→\t# Check for landing (grenade comes to near-stop after being thrown)\n 93→\tif not _has_landed and _timer_active:\n 94→\t\tvar current_speed := linear_velocity.length()\n 95→\t\tvar previous_speed := _previous_velocity.length()\n 96→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 97→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 98→\t\t\t_on_grenade_landed()\n 99→\t_previous_velocity = linear_velocity\n 100→\n 101→\t# NOTE: No timer countdown or blink effect for frag grenades\n 102→\t# They only explode on impact, not on a timer\n 103→\n 104→\n 105→## Override throw to mark grenade as thrown (legacy drag-based method).\n 106→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 107→\tsuper.throw_grenade(direction, drag_distance)\n 108→\t_is_thrown = true\n 109→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 110→\n 111→\n 112→## Override velocity-based throw to mark grenade as thrown.\n 113→## This is the primary method used by the C# Player.cs for throwing.\n 114→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 115→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 116→\t_is_thrown = true\n 117→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 118→\n 119→\n 120→## Override body_entered to detect wall impacts.\n 121→func _on_body_entered(body: Node) -> void:\n 122→\tsuper._on_body_entered(body)\n 123→\n 124→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 125→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 126→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 127→\t\t# StaticBody2D = walls, obstacles, furniture\n 128→\t\t# TileMap = terrain tiles\n 129→\t\t# CharacterBody2D = enemies and player\n 130→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 131→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 132→\t\t\t_trigger_impact_explosion()\n 133→\t\telse:\n 134→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 135→\n 136→\n 137→## Called when grenade lands on the ground.\n 138→## Overridden to trigger immediate explosion on landing.\n 139→func _on_grenade_landed() -> void:\n 140→\tsuper._on_grenade_landed()\n 141→\n 142→\t# Trigger explosion on landing\n 143→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 144→\t\t_trigger_impact_explosion()\n 145→\n 146→\n 147→## Trigger explosion from impact (wall hit or landing).\n 148→func _trigger_impact_explosion() -> void:\n 149→\t_has_impacted = true\n 150→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 151→\t_explode()\n 152→\n 153→\n 154→## Override to define the explosion effect.\n 155→func _on_explode() -> void:\n 156→\t# Find all enemies within effect radius and apply direct explosion damage\n 157→\tvar enemies := _get_enemies_in_radius()\n 158→\n 159→\tfor enemy in enemies:\n 160→\t\t_apply_explosion_damage(enemy)\n 161→\n 162→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 163→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 164→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 165→\tvar player := _get_player_in_radius()\n 166→\tif player != null:\n 167→\t\t_apply_explosion_damage(player)\n 168→\n 169→\t# Spawn shrapnel in all directions\n 170→\t_spawn_shrapnel()\n 171→\n 172→\t# Spawn visual explosion effect\n 173→\t_spawn_explosion_effect()\n 174→\n 175→\n 176→## Override explosion sound to play frag grenade specific sound.\n 177→func _play_explosion_sound() -> void:\n 178→\t# Check if player is in the effect radius for audio variation\n 179→\tvar player_in_zone := _is_player_in_zone()\n 180→\n 181→\t# Use existing explosion sound system\n 182→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 183→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 184→\t\t# Reuse flashbang explosion sound for now (can be replaced with frag-specific sound later)\n 185→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 186→\n 187→\t# Also emit sound for AI awareness via SoundPropagation\n 188→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 189→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 190→\t\tvar viewport := get_viewport()\n 191→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 192→\t\tif viewport:\n 193→\t\t\tvar size := viewport.get_visible_rect().size\n 194→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 195→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 196→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 197→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 198→\n 199→\n 200→## Check if the player is within the explosion effect radius.\n 201→func _is_player_in_zone() -> bool:\n 202→\tvar player: Node2D = null\n 203→\n 204→\t# Check for player in \"player\" group\n 205→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 206→\tif players.size() > 0 and players[0] is Node2D:\n 207→\t\tplayer = players[0] as Node2D\n 208→\n 209→\t# Fallback: check for node named \"Player\" in current scene\n 210→\tif player == null:\n 211→\t\tvar scene := get_tree().current_scene\n 212→\t\tif scene:\n 213→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 214→\n 215→\tif player == null:\n 216→\t\treturn false\n 217→\n 218→\treturn is_in_effect_radius(player.global_position)\n 219→\n 220→\n 221→## Get the effect radius for this grenade type.\n 222→func _get_effect_radius() -> float:\n 223→\treturn effect_radius\n 224→\n 225→\n 226→## Find all enemies within the effect radius.\n 227→func _get_enemies_in_radius() -> Array:\n 228→\tvar enemies_in_range: Array = []\n 229→\n 230→\t# Get all enemies in the scene\n 231→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 232→\n 233→\tfor enemy in enemies:\n 234→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 235→\t\t\t# Check line of sight for explosion damage\n 236→\t\t\tif _has_line_of_sight_to(enemy):\n 237→\t\t\t\tenemies_in_range.append(enemy)\n 238→\n 239→\treturn enemies_in_range\n 240→\n 241→\n 242→## Find the player if within the effect radius (for offensive grenade damage).\n 243→## Returns null if player is not in radius or has no line of sight.\n 244→func _get_player_in_radius() -> Node2D:\n 245→\tvar player: Node2D = null\n 246→\n 247→\t# Check for player in \"player\" group\n 248→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 249→\tif players.size() > 0 and players[0] is Node2D:\n 250→\t\tplayer = players[0] as Node2D\n 251→\n 252→\t# Fallback: check for node named \"Player\" in current scene\n 253→\tif player == null:\n 254→\t\tvar scene := get_tree().current_scene\n 255→\t\tif scene:\n 256→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 257→\n 258→\tif player == null:\n 259→\t\treturn null\n 260→\n 261→\t# Check if player is in effect radius\n 262→\tif not is_in_effect_radius(player.global_position):\n 263→\t\treturn null\n 264→\n 265→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 266→\tif not _has_line_of_sight_to(player):\n 267→\t\treturn null\n 268→\n 269→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 270→\treturn player\n 271→\n 272→\n 273→## Check if there's line of sight from grenade to target.\n 274→func _has_line_of_sight_to(target: Node2D) -> bool:\n 275→\tvar space_state := get_world_2d().direct_space_state\n 276→\n 277→\tvar query := PhysicsRayQueryParameters2D.create(\n 278→\t\tglobal_position,\n 279→\t\ttarget.global_position\n 280→\t)\n 281→\tquery.collision_mask = 4 # Only check against obstacles\n 282→\tquery.exclude = [self]\n 283→\n 284→\tvar result := space_state.intersect_ray(query)\n 285→\n 286→\t# If no hit, we have line of sight\n 287→\treturn result.is_empty()\n 288→\n 289→\n 290→## Apply direct explosion damage to an enemy.\n 291→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 292→func _apply_explosion_damage(enemy: Node2D) -> void:\n 293→\tvar distance := global_position.distance_to(enemy.global_position)\n 294→\n 295→\t# Flat damage to all enemies in blast zone - no distance scaling\n 296→\tvar final_damage := explosion_damage\n 297→\n 298→\t# Try to apply damage through various methods\n 299→\tif enemy.has_method(\"on_hit_with_info\"):\n 300→\t\t# Calculate direction from explosion to enemy\n 301→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 302→\t\tfor i in range(final_damage):\n 303→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 304→\telif enemy.has_method(\"on_hit\"):\n 305→\t\tfor i in range(final_damage):\n 306→\t\t\tenemy.on_hit()\n 307→\n 308→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 309→\n 310→\n 311→## Spawn shrapnel pieces in all directions.\n 312→func _spawn_shrapnel() -> void:\n 313→\tif shrapnel_scene == null:\n 314→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 315→\t\treturn\n 316→\n 317→\t# Calculate base angle step for even distribution\n 318→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 319→\n 320→\tfor i in range(shrapnel_count):\n 321→\t\t# Base direction for this shrapnel piece\n 322→\t\tvar base_angle := i * angle_step\n 323→\n 324→\t\t# Add random deviation\n 325→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 326→\t\tvar final_angle := base_angle + deviation\n 327→\n 328→\t\t# Calculate direction vector\n 329→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 330→\n 331→\t\t# Create shrapnel instance\n 332→\t\tvar shrapnel := shrapnel_scene.instantiate()\n 333→\t\tif shrapnel == null:\n 334→\t\t\tcontinue\n 335→\n 336→\t\t# Set shrapnel properties\n 337→\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n 338→\t\tshrapnel.direction = direction\n 339→\t\tshrapnel.source_id = get_instance_id()\n 340→\n 341→\t\t# Add to scene\n 342→\t\tget_tree().current_scene.add_child(shrapnel)\n 343→\n 344→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 345→\n 346→\n 347→## Spawn visual explosion effect at explosion position.\n 348→func _spawn_explosion_effect() -> void:\n 349→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 350→\n 351→\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 352→\t\t# Reuse flashbang effect with our smaller radius\n 353→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 354→\telse:\n 355→\t\t# Fallback: create simple explosion effect\n 356→\t\t_create_simple_explosion()\n 357→\n 358→\n 359→## Create a simple explosion effect if no manager is available.\n 360→func _create_simple_explosion() -> void:\n 361→\t# Create an orange/red explosion flash\n 362→\tvar flash := Sprite2D.new()\n 363→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 364→\tflash.global_position = global_position\n 365→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 366→\tflash.z_index = 100 # Draw on top\n 367→\n 368→\tget_tree().current_scene.add_child(flash)\n 369→\n 370→\t# Fade out the flash\n 371→\tvar tween := get_tree().create_tween()\n 372→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 373→\ttween.tween_callback(flash.queue_free)\n 374→\n 375→\n 376→## Create an explosion texture.\n 377→func _create_explosion_texture(radius: int) -> ImageTexture:\n 378→\tvar size := radius * 2\n 379→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 380→\tvar center := Vector2(radius, radius)\n 381→\n 382→\tfor x in range(size):\n 383→\t\tfor y in range(size):\n 384→\t\t\tvar pos := Vector2(x, y)\n 385→\t\t\tvar distance := pos.distance_to(center)\n 386→\t\t\tif distance <= radius:\n 387→\t\t\t\t# Fade from center\n 388→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 389→\t\t\t\t# Orange/yellow explosion color\n 390→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 391→\t\t\telse:\n 392→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 393→\n 394→\treturn ImageTexture.create_from_image(image)\n 395→\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": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "17e3548f-0d97-43a6-a744-3f4008eaad79", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305962954/scripts/projectiles/frag_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name FragGrenade\n## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n##\n## Key characteristics:\n## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n## - Smaller explosion radius than flashbang\n## - Releases 4 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Slightly lighter than flashbang (throws a bit farther/easier)\n##\n## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n## Translation: \"explodes on landing/hitting a wall (without timer)\"\n\n## Effect radius for the explosion.\n## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n@export var effect_radius: float = 225.0\n\n## Number of shrapnel pieces to spawn.\n@export var shrapnel_count: int = 4\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 20.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n## Whether the grenade has impacted (landed or hit wall).\nvar _has_impacted: bool = false\n\n## Track if we've started throwing (to avoid impact during initial spawn).\nvar _is_thrown: bool = false\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# Frag grenade is slightly lighter - increase max throw speed slightly\n\t# (5% increase for \"slightly lighter\")\n\tmax_throw_speed *= 1.05\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to prevent timer countdown for frag grenades.\n## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n## Per issue requirement: \"без таймера\" = \"without timer\"\nfunc activate_timer() -> void:\n\t# Set _timer_active to true so landing detection works (line 114 in base class)\n\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n\tif _timer_active:\n\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n\t\treturn\n\t_timer_active = true\n\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n\t# Actually, better approach: set to infinity-like value so timer never triggers\n\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n\n\n## Override _physics_process to disable blinking (no timer countdown for frag grenades).\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# Apply ground friction to slow down (copied from base class)\n\tif linear_velocity.length() > 0:\n\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# NOTE: No timer countdown or blink effect for frag grenades\n\t# They only explode on impact, not on a timer\n\n\n## Override throw to mark grenade as thrown (legacy drag-based method).\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\tsuper.throw_grenade(direction, drag_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n\n\n## Override velocity-based throw to mark grenade as thrown.\n## This is the primary method used by the C# Player.cs for throwing.\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n\n\n## Override body_entered to detect wall impacts.\nfunc _on_body_entered(body: Node) -> void:\n\tsuper._on_body_entered(body)\n\n\t# Only explode on impact if we've been thrown and haven't exploded yet\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n\t\t# StaticBody2D = walls, obstacles, furniture\n\t\t# TileMap = terrain tiles\n\t\t# CharacterBody2D = enemies and player\n\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n\t\t\t_trigger_impact_explosion()\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n\n\n## Called when grenade lands on the ground.\n## Overridden to trigger immediate explosion on landing.\nfunc _on_grenade_landed() -> void:\n\tsuper._on_grenade_landed()\n\n\t# Trigger explosion on landing\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t_trigger_impact_explosion()\n\n\n## Trigger explosion from impact (wall hit or landing).\nfunc _trigger_impact_explosion() -> void:\n\t_has_impacted = true\n\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n\t_explode()\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Spawn shrapnel in all directions\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play frag grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Check if player is in the effect radius for audio variation\n\tvar player_in_zone := _is_player_in_zone()\n\n\t# Use existing explosion sound system\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n\t\t# Reuse flashbang explosion sound for now (can be replaced with frag-specific sound later)\n\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the explosion effect radius.\nfunc _is_player_in_zone() -> bool:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn false\n\n\treturn is_in_effect_radius(player.global_position)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (for offensive grenade damage).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\n\t\t# Create shrapnel instance\n\t\tvar shrapnel := shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = global_position + direction * 10.0 # Slight offset from center\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Reuse flashbang effect with our smaller radius\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Fallback: create simple explosion effect\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\t# Orange/yellow explosion color\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| [2026-01-25T01:57:02.673Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01RpRGuoTAeZsBBUuQBYyeeZ", | |
| "type": "tool_result", | |
| "content": " 1→extends GrenadeBase\n 2→class_name FlashbangGrenade\n 3→## Flashbang (stun) grenade that blinds and stuns enemies.\n 4→##\n 5→## Effects on enemies within the blast radius:\n 6→## - Blindness: Enemies cannot see the player for 12 seconds\n 7→## - Stun: Enemies cannot move for 6 seconds\n 8→##\n 9→## Does not deal damage.\n 10→## Effect radius is approximately a small room from the \"building\" map (~200 pixels).\n 11→\n 12→## Duration of blindness effect in seconds.\n 13→@export var blindness_duration: float = 12.0\n 14→\n 15→## Duration of stun effect in seconds.\n 16→@export var stun_duration: float = 6.0\n 17→\n 18→## Effect radius - doubled per user request.\n 19→## Now covers larger areas for better tactical usage.\n 20→@export var effect_radius: float = 400.0\n 21→\n 22→\n 23→func _ready() -> void:\n 24→\tsuper._ready()\n 25→\t# Flashbang uses default 4 second fuse\n 26→\n 27→\n 28→## Override to define the explosion effect.\n 29→func _on_explode() -> void:\n 30→\t# Find all enemies within effect radius\n 31→\tvar enemies := _get_enemies_in_radius()\n 32→\n 33→\tfor enemy in enemies:\n 34→\t\t_apply_flashbang_effects(enemy)\n 35→\n 36→\t# Spawn visual flash effect\n 37→\t_spawn_flash_effect()\n 38→\n 39→\n 40→## Override explosion sound to play zone-specific flashbang sounds.\n 41→## Plays different sounds based on whether player is in the affected zone.\n 42→func _play_explosion_sound() -> void:\n 43→\t# Check if player is in the effect radius\n 44→\tvar player_in_zone := _is_player_in_zone()\n 45→\n 46→\t# Play flashbang explosion sound via AudioManager\n 47→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 48→\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n 49→\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n 50→\n 51→\t# Also emit sound for AI awareness via SoundPropagation\n 52→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 53→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 54→\t\tvar viewport := get_viewport()\n 55→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 56→\t\tif viewport:\n 57→\t\t\tvar size := viewport.get_visible_rect().size\n 58→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 59→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 60→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 61→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 62→\n 63→\n 64→## Check if the player is within the flashbang effect radius.\n 65→func _is_player_in_zone() -> bool:\n 66→\t# Try to find the player in common ways\n 67→\tvar player: Node2D = null\n 68→\n 69→\t# Check for player in \"player\" group\n 70→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 71→\tif players.size() > 0 and players[0] is Node2D:\n 72→\t\tplayer = players[0] as Node2D\n 73→\n 74→\t# Fallback: check for node named \"Player\" in current scene\n 75→\tif player == null:\n 76→\t\tvar scene := get_tree().current_scene\n 77→\t\tif scene:\n 78→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 79→\n 80→\tif player == null:\n 81→\t\t# No player found, assume outside zone (plays distant explosion sound)\n 82→\t\treturn false\n 83→\n 84→\treturn is_in_effect_radius(player.global_position)\n 85→\n 86→\n 87→## Get the effect radius for this grenade type.\n 88→func _get_effect_radius() -> float:\n 89→\treturn effect_radius\n 90→\n 91→\n 92→## Find all enemies within the effect radius.\n 93→func _get_enemies_in_radius() -> Array:\n 94→\tvar enemies_in_range: Array = []\n 95→\n 96→\t# Get all enemies in the scene\n 97→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 98→\n 99→\tfor enemy in enemies:\n 100→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 101→\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n 102→\t\t\tif _has_line_of_sight_to(enemy):\n 103→\t\t\t\tenemies_in_range.append(enemy)\n 104→\n 105→\treturn enemies_in_range\n 106→\n 107→\n 108→## Check if there's line of sight from grenade to target.\n 109→func _has_line_of_sight_to(target: Node2D) -> bool:\n 110→\tvar space_state := get_world_2d().direct_space_state\n 111→\n 112→\tvar query := PhysicsRayQueryParameters2D.create(\n 113→\t\tglobal_position,\n 114→\t\ttarget.global_position\n 115→\t)\n 116→\tquery.collision_mask = 4 # Only check against obstacles\n 117→\tquery.exclude = [self]\n 118→\n 119→\tvar result := space_state.intersect_ray(query)\n 120→\n 121→\t# If no hit, we have line of sight\n 122→\treturn result.is_empty()\n 123→\n 124→\n 125→## Apply blindness and stun effects to an enemy.\n 126→func _apply_flashbang_effects(enemy: Node2D) -> void:\n 127→\t# Use the status effects manager if available\n 128→\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 129→\n 130→\tif status_manager:\n 131→\t\tif status_manager.has_method(\"apply_blindness\"):\n 132→\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n 133→\t\tif status_manager.has_method(\"apply_stun\"):\n 134→\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n 135→\telse:\n 136→\t\t# Fallback: apply effects directly to enemy if it supports them\n 137→\t\tif enemy.has_method(\"apply_blindness\"):\n 138→\t\t\tenemy.apply_blindness(blindness_duration)\n 139→\t\tif enemy.has_method(\"apply_stun\"):\n 140→\t\t\tenemy.apply_stun(stun_duration)\n 141→\n 142→\n 143→## Spawn visual flash effect at explosion position.\n 144→func _spawn_flash_effect() -> void:\n 145→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 146→\n 147→\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 148→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 149→\telse:\n 150→\t\t# Fallback: create simple flash effect\n 151→\t\t_create_simple_flash()\n 152→\n 153→\n 154→## Create a simple flash effect if no manager is available.\n 155→func _create_simple_flash() -> void:\n 156→\t# Create a bright white flash that fades\n 157→\tvar flash := Sprite2D.new()\n 158→\tflash.texture = _create_white_circle_texture(int(effect_radius))\n 159→\tflash.global_position = global_position\n 160→\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n 161→\tflash.z_index = 100 # Draw on top\n 162→\n 163→\tget_tree().current_scene.add_child(flash)\n 164→\n 165→\t# Fade out the flash\n 166→\tvar tween := get_tree().create_tween()\n 167→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n 168→\ttween.tween_callback(flash.queue_free)\n 169→\n 170→\n 171→## Create a simple white circle texture for the flash effect.\n 172→func _create_white_circle_texture(radius: int) -> ImageTexture:\n 173→\tvar size := radius * 2\n 174→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 175→\tvar center := Vector2(radius, radius)\n 176→\n 177→\tfor x in range(size):\n 178→\t\tfor y in range(size):\n 179→\t\t\tvar pos := Vector2(x, y)\n 180→\t\t\tvar distance := pos.distance_to(center)\n 181→\t\t\tif distance <= radius:\n 182→\t\t\t\t# Fade from center\n 183→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 184→\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n 185→\t\t\telse:\n 186→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 187→\n 188→\treturn ImageTexture.create_from_image(image)\n 189→\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": "20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2", | |
| "uuid": "969c0d67-2343-413d-8591-5714463a51bd", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305962954/scripts/projectiles/flashbang_grenade.gd", | |
| "content": "extends GrenadeBase\nclass_name FlashbangGrenade\n## Flashbang (stun) grenade that blinds and stuns enemies.\n##\n## Effects on enemies within the blast radius:\n## - Blindness: Enemies cannot see the player for 12 seconds\n## - Stun: Enemies cannot move for 6 seconds\n##\n## Does not deal damage.\n## Effect radius is approximately a small room from the \"building\" map (~200 pixels).\n\n## Duration of blindness effect in seconds.\n@export var blindness_duration: float = 12.0\n\n## Duration of stun effect in seconds.\n@export var stun_duration: float = 6.0\n\n## Effect radius - doubled per user request.\n## Now covers larger areas for better tactical usage.\n@export var effect_radius: float = 400.0\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\t# Flashbang uses default 4 second fuse\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_flashbang_effects(enemy)\n\n\t# Spawn visual flash effect\n\t_spawn_flash_effect()\n\n\n## Override explosion sound to play zone-specific flashbang sounds.\n## Plays different sounds based on whether player is in the affected zone.\nfunc _play_explosion_sound() -> void:\n\t# Check if player is in the effect radius\n\tvar player_in_zone := _is_player_in_zone()\n\n\t# Play flashbang explosion sound via AudioManager\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_flashbang_explosion\"):\n\t\taudio_manager.play_flashbang_explosion(global_position, player_in_zone)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the flashbang effect radius.\nfunc _is_player_in_zone() -> bool:\n\t# Try to find the player in common ways\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\t# No player found, assume outside zone (plays distant explosion sound)\n\t\treturn false\n\n\treturn is_in_effect_radius(player.global_position)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Get all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight (flashbang needs to be visible to affect)\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply blindness and stun effects to an enemy.\nfunc _apply_flashbang_effects(enemy: Node2D) -> void:\n\t# Use the status effects manager if available\n\tvar status_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\n\tif status_manager:\n\t\tif status_manager.has_method(\"apply_blindness\"):\n\t\t\tstatus_manager.apply_blindness(enemy, blindness_duration)\n\t\tif status_manager.has_method(\"apply_stun\"):\n\t\t\tstatus_manager.apply_stun(enemy, stun_duration)\n\telse:\n\t\t# Fallback: apply effects directly to enemy if it supports them\n\t\tif enemy.has_method(\"apply_blindness\"):\n\t\t\tenemy.apply_blindness(blindness_duration)\n\t\tif enemy.has_method(\"apply_stun\"):\n\t\t\tenemy.apply_stun(stun_duration)\n\n\n## Spawn visual flash effect at explosion position.\nfunc _spawn_flash_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Fallback: create simple flash effect\n\t\t_create_simple_flash()\n\n\n## Create a simple flash effect if no manager is available.\nfunc _create_simple_flash() -> void:\n\t# Create a bright white flash that fades\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_white_circle_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 1.0, 1.0, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.3)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create a simple white circle texture for the flash effect.\nfunc _create_white_circle_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 1.0, 1.0, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n", | |
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| [2026-01-25T01:57:02.690Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01VBnjkkMGmcxdUkeET7yzEn","type":"tool_result","content":" 1→extends RigidBody2D\n 2→class_name GrenadeBase\n 3→## Abstract base class for all grenades.\n 4→##\n 5→## Handles common grenade mechanics:\n 6→## - Timer-based detonation (4 seconds)\n 7→## - Physics-based throwing with drag distance/direction determining velocity\n 8→## - Explosion sound audible at 2 viewport distance\n 9→## - Max throw distance = viewport length\n 10→## - Min throw distance = at player feet (short drag)\n 11→##\n 12→## Subclasses should override:\n 13→## - _on_explode(): Define explosion effects\n 14→## - _get_effect_radius(): Define effect area\n 15→\n 16→## Time until explosion in seconds (starts when timer is activated).\n 17→@export var fuse_time: float = 4.0\n 18→\n 19→## Maximum throw speed in pixels per second.\n 20→## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n 21→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 22→@export var max_throw_speed: float = 850.0\n 23→\n 24→## Minimum throw speed for a minimal drag (gentle lob).\n 25→@export var min_throw_speed: float = 100.0\n 26→\n 27→## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n 28→## At viewport width (~1280px) drag, reaches near max speed.\n 29→## At ~100px drag (short swing), produces gentle throw.\n 30→@export var drag_to_speed_multiplier: float = 2.0\n 31→\n 32→## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n 33→## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n 34→## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n 35→@export var grenade_mass: float = 0.4\n 36→\n 37→## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n 38→## This is the base ratio before mass adjustment.\n 39→## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n 40→## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n 41→## This allows for a wider range of controllable throw distances.\n 42→@export var mouse_velocity_to_throw_multiplier: float = 0.5\n 43→\n 44→## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n 45→## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n 46→## Reduced from 200px to allow quick flicks to throw reasonably far.\n 47→## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n 48→@export var min_swing_distance: float = 80.0\n 49→\n 50→## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n 51→## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n 52→## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n 53→@export var min_transfer_efficiency: float = 0.35\n 54→\n 55→## Friction/damping applied to slow the grenade.\n 56→## Higher friction = shorter throw distance for same speed.\n 57→## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n 58→## Default 300 with 850 speed → max distance ~1200px (viewport width).\n 59→@export var ground_friction: float = 300.0\n 60→\n 61→## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n 62→@export var wall_bounce: float = 0.4\n 63→\n 64→## Sound range multiplier (2 = audible at 2 viewport distance).\n 65→@export var sound_range_multiplier: float = 2.0\n 66→\n 67→## Minimum velocity to trigger landing sound (prevents multiple triggers).\n 68→@export var landing_velocity_threshold: float = 50.0\n 69→\n 70→## Whether the grenade timer has been activated.\n 71→var _timer_active: bool = false\n 72→\n 73→## Time remaining until explosion.\n 74→var _time_remaining: float = 0.0\n 75→\n 76→## Whether the grenade has exploded.\n 77→var _has_exploded: bool = false\n 78→\n 79→## Reference to the sprite for visual feedback.\n 80→@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n 81→\n 82→## Blink timer for visual feedback when about to explode.\n 83→var _blink_timer: float = 0.0\n 84→\n 85→## Blink interval - gets faster as explosion approaches.\n 86→var _blink_interval: float = 0.5\n 87→\n 88→## Track if landing sound has been played (grenade has come to rest).\n 89→var _has_landed: bool = false\n 90→\n 91→## Track if activation sound has been played.\n 92→var _activation_sound_played: bool = false\n 93→\n 94→## Track previous velocity for landing detection.\n 95→var _previous_velocity: Vector2 = Vector2.ZERO\n 96→\n 97→## Signal emitted when the grenade explodes.\n 98→signal exploded(position: Vector2, grenade: GrenadeBase)\n 99→\n 100→\n 101→func _ready() -> void:\n 102→\t# Set up collision\n 103→\tcollision_layer = 32 # Layer 6 (custom for grenades)\n 104→\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n 105→\n 106→\t# Enable contact monitoring for body_entered signal (required for collision detection)\n 107→\t# Without this, body_entered signal will never fire!\n 108→\tcontact_monitor = true\n 109→\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n 110→\n 111→\t# Enable Continuous Collision Detection to prevent tunneling through walls\n 112→\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n 113→\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n 114→\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n 115→\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n 116→\n 117→\t# Set up physics\n 118→\tgravity_scale = 0.0 # Top-down, no gravity\n 119→\tlinear_damp = 1.0 # Reduced for easier rolling\n 120→\n 121→\t# Set up physics material for wall bouncing\n 122→\tvar physics_material := PhysicsMaterial.new()\n 123→\tphysics_material.bounce = wall_bounce\n 124→\tphysics_material.friction = 0.3 # Low friction for rolling\n 125→\tphysics_material_override = physics_material\n 126→\n 127→\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n 128→\t# This fixes the bug where grenade was thrown from activation position instead of current position\n 129→\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n 130→\tfreeze = true\n 131→\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n 132→\n 133→\t# Connect to body entered for bounce effects\n 134→\tbody_entered.connect(_on_body_entered)\n 135→\n 136→\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n 137→\n 138→\n 139→func _physics_process(delta: float) -> void:\n 140→\tif _has_exploded:\n 141→\t\treturn\n 142→\n 143→\t# Apply ground friction to slow down\n 144→\tif linear_velocity.length() > 0:\n 145→\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n 146→\t\tif friction_force.length() > linear_velocity.length():\n 147→\t\t\tlinear_velocity = Vector2.ZERO\n 148→\t\telse:\n 149→\t\t\tlinear_velocity -= friction_force\n 150→\n 151→\t# Check for landing (grenade comes to near-stop after being thrown)\n 152→\tif not _has_landed and _timer_active:\n 153→\t\tvar current_speed := linear_velocity.length()\n 154→\t\tvar previous_speed := _previous_velocity.length()\n 155→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 156→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 157→\t\t\t_on_grenade_landed()\n 158→\t_previous_velocity = linear_velocity\n 159→\n 160→\t# Update timer if active\n 161→\tif _timer_active:\n 162→\t\t_time_remaining -= delta\n 163→\t\t_update_blink_effect(delta)\n 164→\n 165→\t\tif _time_remaining <= 0:\n 166→\t\t\t_explode()\n 167→\n 168→\n 169→## Activate the grenade timer. Call this when the player starts the throwing motion.\n 170→func activate_timer() -> void:\n 171→\tif _timer_active:\n 172→\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n 173→\t\treturn\n 174→\t_timer_active = true\n 175→\t_time_remaining = fuse_time\n 176→\n 177→\t# Play activation sound (pin pull)\n 178→\tif not _activation_sound_played:\n 179→\t\t_activation_sound_played = true\n 180→\t\t_play_activation_sound()\n 181→\n 182→\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n 183→\n 184→\n 185→## Throw the grenade using realistic velocity-based physics.\n 186→## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n 187→## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n 188→## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n 189→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 190→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 191→\t# Unfreeze the grenade so physics can take over\n 192→\tfreeze = false\n 193→\n 194→\t# Calculate mass-adjusted minimum swing distance\n 195→\t# Heavier grenades need more swing to transfer full velocity\n 196→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 197→\tvar required_swing := min_swing_distance * mass_ratio\n 198→\n 199→\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n 200→\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n 201→\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n 202→\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n 203→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 204→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 205→\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n 206→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 207→\n 208→\t# Convert mouse velocity to throw velocity\n 209→\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n 210→\t# Heavier grenades are harder to throw far with same mouse speed\n 211→\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 212→\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n 213→\n 214→\t# Clamp the final speed\n 215→\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n 216→\n 217→\t# Set velocity (use original direction if speed is non-zero)\n 218→\tif throw_speed > 1.0:\n 219→\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n 220→\t\trotation = linear_velocity.angle()\n 221→\telse:\n 222→\t\t# Mouse wasn't moving - grenade drops at feet\n 223→\t\tlinear_velocity = Vector2.ZERO\n 224→\n 225→\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n 226→\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n 227→\t])\n 228→\n 229→\n 230→## Throw the grenade with explicit direction and speed derived from mouse velocity.\n 231→## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n 232→## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n 233→## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n 234→## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\n 235→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 236→\t# Unfreeze the grenade so physics can take over\n 237→\tfreeze = false\n 238→\n 239→\t# Calculate mass-adjusted minimum swing distance\n 240→\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n 241→\tvar required_swing := min_swing_distance * mass_ratio\n 242→\n 243→\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n 244→\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n 245→\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n 246→\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n 247→\n 248→\t# Calculate throw speed from velocity magnitude\n 249→\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n 250→\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n 251→\n 252→\t# Set velocity using the provided direction (mouse velocity direction)\n 253→\tif throw_speed > 1.0:\n 254→\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n 255→\t\trotation = throw_direction.angle()\n 256→\telse:\n 257→\t\tlinear_velocity = Vector2.ZERO\n 258→\n 259→\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n 260→\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n 261→\t])\n 262→\n 263→\n 264→## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n 265→## @param direction: Normalized direction to throw.\n 266→## @param drag_distance: Distance of the drag in pixels.\n 267→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 268→\t# Unfreeze the grenade so physics can take over\n 269→\t# This must happen before setting velocity, otherwise the velocity won't be applied\n 270→\tfreeze = false\n 271→\n 272→\t# Calculate throw speed based on drag distance\n 273→\tvar throw_speed := clampf(\n 274→\t\tdrag_distance * drag_to_speed_multiplier,\n 275→\t\tmin_throw_speed,\n 276→\t\tmax_throw_speed\n 277→\t)\n 278→\n 279→\t# Set velocity\n 280→\tlinear_velocity = direction.normalized() * throw_speed\n 281→\n 282→\t# Rotate to face direction\n 283→\trotation = direction.angle()\n 284→\n 285→\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n 286→\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n 287→\n 288→\n 289→## Get the explosion effect radius. Override in subclasses.\n 290→func _get_effect_radius() -> float:\n 291→\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n 292→\treturn 200.0\n 293→\n 294→\n 295→## Called when the grenade explodes. Override in subclasses for specific effects.\n 296→func _on_explode() -> void:\n 297→\t# Base implementation does nothing - subclasses define explosion behavior\n 298→\tpass\n 299→\n 300→\n 301→## Internal explosion handling.\n 302→func _explode() -> void:\n 303→\tif _has_exploded:\n 304→\t\treturn\n 305→\t_has_exploded = true\n 306→\n 307→\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n 308→\n 309→\t# Play explosion sound\n 310→\t_play_explosion_sound()\n 311→\n 312→\t# Call subclass explosion effect\n 313→\t_on_explode()\n 314→\n 315→\t# Emit signal\n 316→\texploded.emit(global_position, self)\n 317→\n 318→\t# Destroy grenade after a short delay for effects\n 319→\tawait get_tree().create_timer(0.1).timeout\n 320→\tqueue_free()\n 321→\n 322→\n 323→## Play explosion sound audible at 2 viewport distance.\n 324→func _play_explosion_sound() -> void:\n 325→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 326→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 327→\t\t# Calculate sound range (2 viewport diagonals)\n 328→\t\tvar viewport := get_viewport()\n 329→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 330→\t\tif viewport:\n 331→\t\t\tvar size := viewport.get_visible_rect().size\n 332→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 333→\n 334→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 335→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 336→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 337→\n 338→\n 339→## Update visual blink effect as explosion approaches.\n 340→func _update_blink_effect(delta: float) -> void:\n 341→\tif not _sprite:\n 342→\t\treturn\n 343→\n 344→\t# Blink faster as time decreases\n 345→\tif _time_remaining < 1.0:\n 346→\t\t_blink_interval = 0.05\n 347→\telif _time_remaining < 2.0:\n 348→\t\t_blink_interval = 0.15\n 349→\telif _time_remaining < 3.0:\n 350→\t\t_blink_interval = 0.3\n 351→\telse:\n 352→\t\t_blink_interval = 0.5\n 353→\n 354→\t_blink_timer += delta\n 355→\tif _blink_timer >= _blink_interval:\n 356→\t\t_blink_timer = 0.0\n 357→\t\t# Toggle visibility or color\n 358→\t\tif _sprite.modulate.r > 0.9:\n 359→\t\t\t_sprite.modulate = Color(1.0, 0.3, 0.3, 1.0) # Red tint\n 360→\t\telse:\n 361→\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n 362→\n 363→\n 364→## Handle collision with bodies (bounce off walls).\n 365→func _on_body_entered(body: Node) -> void:\n 366→\t# Log collision for debugging\n 367→\tvar body_type := \"Unknown\"\n 368→\tif body is StaticBody2D:\n 369→\t\tbody_type = \"StaticBody2D\"\n 370→\telif body is TileMap:\n 371→\t\tbody_type = \"TileMap\"\n 372→\telif body is CharacterBody2D:\n 373→\t\tbody_type = \"CharacterBody2D\"\n 374→\telif body is RigidBody2D:\n 375→\t\tbody_type = \"RigidBody2D\"\n 376→\n 377→\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n 378→\n 379→\t# Play wall collision sound if hitting a wall/obstacle\n 380→\tif body is StaticBody2D or body is TileMap:\n 381→\t\t_play_wall_collision_sound()\n 382→\n 383→\n 384→## Check if a position is within the grenade's effect radius.\n 385→func is_in_effect_radius(pos: Vector2) -> bool:\n 386→\treturn global_position.distance_to(pos) <= _get_effect_radius()\n 387→\n 388→\n 389→## Get the remaining time until explosion.\n 390→func get_time_remaining() -> float:\n 391→\treturn _time_remaining\n 392→\n 393→\n 394→## Check if the timer is active.\n 395→func is_timer_active() -> bool:\n 396→\treturn _timer_active\n 397→\n 398→\n 399→## Check if the grenade has exploded.\n 400→func has_exploded() -> bool:\n 401→\treturn _has_exploded\n 402→\n 403→\n 404→## Play activation sound (pin pull) when grenade timer is activated.\n 405→func _play_activation_sound() -> void:\n 406→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 407→\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n 408→\t\taudio_manager.play_grenade_activation(global_position)\n 409→\n 410→\n 411→## Play wall collision sound when grenade hits a wall.\n 412→func _play_wall_collision_sound() -> void:\n 413→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 414→\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n 415→\t\taudio_manager.play_grenade_wall_hit(global_position)\n 416→\n 417→\n 418→## Called when grenade comes to rest on the ground.\n 419→func _on_grenade_landed() -> void:\n 420→\t_has_landed = true\n 421→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 422→\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n 423→\t\taudio_manager.play_grenade_landing(global_position)\n 424→\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n 425→\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":"20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2","uuid":"25ecf45c-df52-41cd-ab36-200503fba2e9","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305962954/scripts/projectiles/grenade_base.gd","content":"extends RigidBody2D\nclass_name GrenadeBase\n## Abstract base class for all grenades.\n##\n## Handles common grenade mechanics:\n## - Timer-based detonation (4 seconds)\n## - Physics-based throwing with drag distance/direction determining velocity\n## - Explosion sound audible at 2 viewport distance\n## - Max throw distance = viewport length\n## - Min throw distance = at player feet (short drag)\n##\n## Subclasses should override:\n## - _on_explode(): Define explosion effects\n## - _get_effect_radius(): Define effect area\n\n## Time until explosion in seconds (starts when timer is activated).\n@export var fuse_time: float = 4.0\n\n## Maximum throw speed in pixels per second.\n## At max speed with default friction (300), grenade travels ~1200px (viewport width).\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n@export var max_throw_speed: float = 850.0\n\n## Minimum throw speed for a minimal drag (gentle lob).\n@export var min_throw_speed: float = 100.0\n\n## Drag multiplier to convert drag distance to throw speed (DEPRECATED - kept for compatibility).\n## At viewport width (~1280px) drag, reaches near max speed.\n## At ~100px drag (short swing), produces gentle throw.\n@export var drag_to_speed_multiplier: float = 2.0\n\n## Mass of the grenade in kg. Affects how mouse velocity translates to throw velocity.\n## Heavier grenades require more \"swing momentum\" to achieve full velocity transfer.\n## Light grenade (0.2kg) = quick flick throw, Heavy grenade (0.6kg) = needs full swing.\n@export var grenade_mass: float = 0.4\n\n## Multiplier to convert mouse velocity (pixels/second) to throw velocity.\n## This is the base ratio before mass adjustment.\n## Lower values = require faster mouse movement for maximum throw (easier to control strength).\n## At 0.5: max throw requires ~2700 px/s mouse velocity for 1352 px/s throw speed.\n## This allows for a wider range of controllable throw distances.\n@export var mouse_velocity_to_throw_multiplier: float = 0.5\n\n## Minimum swing distance (in pixels) required for full velocity transfer at grenade's mass.\n## For a 0.4kg grenade, need ~80px of mouse movement to transfer full velocity.\n## Reduced from 200px to allow quick flicks to throw reasonably far.\n## Formula: actual_min_swing = min_swing_distance * (grenade_mass / 0.4)\n@export var min_swing_distance: float = 80.0\n\n## Minimum transfer efficiency (0.0 to 1.0) for any intentional throw.\n## This ensures quick flicks with high velocity still result in a reasonable throw distance.\n## Set to 0.35 to guarantee at least 35% velocity transfer for any swing > 10px.\n@export var min_transfer_efficiency: float = 0.35\n\n## Friction/damping applied to slow the grenade.\n## Higher friction = shorter throw distance for same speed.\n## Formula: max_distance = max_throw_speed² / (2 × ground_friction)\n## Default 300 with 850 speed → max distance ~1200px (viewport width).\n@export var ground_friction: float = 300.0\n\n## Bounce coefficient when hitting walls (0.0 = no bounce, 1.0 = full bounce).\n@export var wall_bounce: float = 0.4\n\n## Sound range multiplier (2 = audible at 2 viewport distance).\n@export var sound_range_multiplier: float = 2.0\n\n## Minimum velocity to trigger landing sound (prevents multiple triggers).\n@export var landing_velocity_threshold: float = 50.0\n\n## Whether the grenade timer has been activated.\nvar _timer_active: bool = false\n\n## Time remaining until explosion.\nvar _time_remaining: float = 0.0\n\n## Whether the grenade has exploded.\nvar _has_exploded: bool = false\n\n## Reference to the sprite for visual feedback.\n@onready var _sprite: Sprite2D = $Sprite2D if has_node(\"Sprite2D\") else null\n\n## Blink timer for visual feedback when about to explode.\nvar _blink_timer: float = 0.0\n\n## Blink interval - gets faster as explosion approaches.\nvar _blink_interval: float = 0.5\n\n## Track if landing sound has been played (grenade has come to rest).\nvar _has_landed: bool = false\n\n## Track if activation sound has been played.\nvar _activation_sound_played: bool = false\n\n## Track previous velocity for landing detection.\nvar _previous_velocity: Vector2 = Vector2.ZERO\n\n## Signal emitted when the grenade explodes.\nsignal exploded(position: Vector2, grenade: GrenadeBase)\n\n\nfunc _ready() -> void:\n\t# Set up collision\n\tcollision_layer = 32 # Layer 6 (custom for grenades)\n\tcollision_mask = 4 | 2 # obstacles + enemies (NOT player, to avoid collision when throwing)\n\n\t# Enable contact monitoring for body_entered signal (required for collision detection)\n\t# Without this, body_entered signal will never fire!\n\tcontact_monitor = true\n\tmax_contacts_reported = 4 # Track up to 4 simultaneous contacts\n\n\t# Enable Continuous Co | |
| [2026-01-25T01:57:02.701Z] [INFO] llision Detection to prevent tunneling through walls\n\t# at high velocities (grenades can reach ~1200 px/s, which is ~20px per frame at 60 FPS)\n\t# CCD_MODE_CAST_RAY (1) is reliable and recommended for fast-moving objects\n\tcontinuous_cd = RigidBody2D.CCD_MODE_CAST_RAY\n\tFileLogger.info(\"[GrenadeBase] CCD enabled (mode: CAST_RAY) to prevent wall tunneling\")\n\n\t# Set up physics\n\tgravity_scale = 0.0 # Top-down, no gravity\n\tlinear_damp = 1.0 # Reduced for easier rolling\n\n\t# Set up physics material for wall bouncing\n\tvar physics_material := PhysicsMaterial.new()\n\tphysics_material.bounce = wall_bounce\n\tphysics_material.friction = 0.3 # Low friction for rolling\n\tphysics_material_override = physics_material\n\n\t# IMPORTANT: Start frozen to prevent physics interference while grenade follows player\n\t# This fixes the bug where grenade was thrown from activation position instead of current position\n\t# The physics engine can overwrite manual position updates on active RigidBody2D nodes\n\tfreeze = true\n\tfreeze_mode = RigidBody2D.FREEZE_MODE_KINEMATIC\n\n\t# Connect to body entered for bounce effects\n\tbody_entered.connect(_on_body_entered)\n\n\tFileLogger.info(\"[GrenadeBase] Grenade created at %s (frozen)\" % str(global_position))\n\n\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# Apply ground friction to slow down\n\tif linear_velocity.length() > 0:\n\t\tvar friction_force := linear_velocity.normalized() * ground_friction * delta\n\t\tif friction_force.length() > linear_velocity.length():\n\t\t\tlinear_velocity = Vector2.ZERO\n\t\telse:\n\t\t\tlinear_velocity -= friction_force\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# Update timer if active\n\tif _timer_active:\n\t\t_time_remaining -= delta\n\t\t_update_blink_effect(delta)\n\n\t\tif _time_remaining <= 0:\n\t\t\t_explode()\n\n\n## Activate the grenade timer. Call this when the player starts the throwing motion.\nfunc activate_timer() -> void:\n\tif _timer_active:\n\t\tFileLogger.info(\"[GrenadeBase] Timer already active\")\n\t\treturn\n\t_timer_active = true\n\t_time_remaining = fuse_time\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\n\tFileLogger.info(\"[GrenadeBase] Timer activated! %.1f seconds until explosion\" % fuse_time)\n\n\n## Throw the grenade using realistic velocity-based physics.\n## The throw velocity is derived from mouse velocity at release, adjusted by grenade mass.\n## Quick flicks (high velocity, short swing) now throw reasonably far thanks to minimum transfer.\n## @param mouse_velocity: The mouse velocity vector at moment of release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\t# Heavier grenades need more swing to transfer full velocity\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency with minimum guarantee for quick flicks\n\t# FIX for issue #281: Short fast mouse movements now get reasonable transfer\n\t# The swing-based transfer scales from 0 to (1 - min_transfer) based on swing distance\n\t# The minimum transfer (0.35 default) ensures quick flicks still throw reasonably far\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\t# Ensure we don't exceed 1.0 (full transfer at required_swing or beyond)\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Convert mouse velocity to throw velocity\n\t# Base formula: throw_velocity = mouse_velocity * multiplier * transfer_efficiency / mass_ratio\n\t# Heavier grenades are harder to throw far with same mouse speed\n\tvar base_throw_velocity := mouse_velocity * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar mass_adjusted_velocity := base_throw_velocity / sqrt(mass_ratio) # sqrt for more natural feel\n\n\t# Clamp the final speed\n\tvar throw_speed := clampf(mass_adjusted_velocity.length(), 0.0, max_throw_speed)\n\n\t# Set velocity (use original direction if speed is non-zero)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = mass_adjusted_velocity.normalized() * throw_speed\n\t\trotation = linear_velocity.angle()\n\telse:\n\t\t# Mouse wasn't moving - grenade drops at feet\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Velocity-based throw! Mouse vel: %s, Swing: %.1f, Transfer: %.2f, Final speed: %.1f\" % [\n\t\tstr(mouse_velocity), swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade with explicit direction and speed derived from mouse velocity.\n## FIX for issue #313: direction is now mouse velocity direction (how mouse is MOVING).\n## @param throw_direction: The normalized direction to throw (mouse velocity direction).\n## @param velocity_magnitude: The mouse velocity magnitude at release (pixels/second).\n## @param swing_distance: Total distance the mouse traveled during the swing (pixels).\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\tfreeze = false\n\n\t# Calculate mass-adjusted minimum swing distance\n\tvar mass_ratio := grenade_mass / 0.4 # Normalized to \"standard\" 0.4kg grenade\n\tvar required_swing := min_swing_distance * mass_ratio\n\n\t# Calculate velocity transfer efficiency (same formula as throw_grenade_velocity_based)\n\tvar swing_transfer := clampf(swing_distance / required_swing, 0.0, 1.0 - min_transfer_efficiency)\n\tvar transfer_efficiency := min_transfer_efficiency + swing_transfer\n\ttransfer_efficiency = clampf(transfer_efficiency, 0.0, 1.0)\n\n\t# Calculate throw speed from velocity magnitude\n\tvar base_speed := velocity_magnitude * mouse_velocity_to_throw_multiplier * transfer_efficiency\n\tvar throw_speed := clampf(base_speed / sqrt(mass_ratio), 0.0, max_throw_speed)\n\n\t# Set velocity using the provided direction (mouse velocity direction)\n\tif throw_speed > 1.0:\n\t\tlinear_velocity = throw_direction.normalized() * throw_speed\n\t\trotation = throw_direction.angle()\n\telse:\n\t\tlinear_velocity = Vector2.ZERO\n\n\tFileLogger.info(\"[GrenadeBase] Mouse velocity direction throw! Dir: %s, Vel mag: %.1f, Swing: %.1f, Transfer: %.2f, Speed: %.1f\" % [\n\t\tstr(throw_direction), velocity_magnitude, swing_distance, transfer_efficiency, throw_speed\n\t])\n\n\n## Throw the grenade in a direction with speed based on drag distance (LEGACY method).\n## @param direction: Normalized direction to throw.\n## @param drag_distance: Distance of the drag in pixels.\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\t# Unfreeze the grenade so physics can take over\n\t# This must happen before setting velocity, otherwise the velocity won't be applied\n\tfreeze = false\n\n\t# Calculate throw speed based on drag distance\n\tvar throw_speed := clampf(\n\t\tdrag_distance * drag_to_speed_multiplier,\n\t\tmin_throw_speed,\n\t\tmax_throw_speed\n\t)\n\n\t# Set velocity\n\tlinear_velocity = direction.normalized() * throw_speed\n\n\t# Rotate to face direction\n\trotation = direction.angle()\n\n\tFileLogger.info(\"[GrenadeBase] LEGACY throw_grenade() called! Direction: %s, Speed: %.1f (unfrozen)\" % [str(direction), throw_speed])\n\tFileLogger.info(\"[GrenadeBase] NOTE: Using DRAG-BASED system. If velocity-based is expected, ensure grenade has throw_grenade_velocity_based() method.\")\n\n\n## Get the explosion effect radius. Override in subclasses.\nfunc _get_effect_radius() -> float:\n\t# Default: small room size (~200 pixels, roughly 1/6 of viewport width)\n\treturn 200.0\n\n\n## Called when the grenade explodes. Override in subclasses for specific effects.\nfunc _on_explode() -> void:\n\t# Base implementation does nothing - subclasses define explosion behavior\n\tpass\n\n\n## Internal explosion handling.\nfunc _explode() -> void:\n\tif _has_exploded:\n\t\treturn\n\t_has_exploded = true\n\n\tFileLogger.info(\"[GrenadeBase] EXPLODED at %s!\" % str(global_position))\n\n\t# Play explosion sound\n\t_play_explosion_sound()\n\n\t# Call subclass explosion effect\n\t_on_explode()\n\n\t# Emit signal\n\texploded.emit(global_position, self)\n\n\t# Destroy grenade after a short delay for effects\n\tawait get_tree().create_timer(0.1).timeout\n\tqueue_free()\n\n\n## Play explosion sound audible at 2 viewport distance.\nfunc _play_explosion_sound() -> void:\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Calculate sound range (2 viewport diagonals)\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Update visual blink effect as explosion approaches.\nfunc _update_blink_effect(delta: float) -> void:\n\tif not _sprite:\n\t\treturn\n\n\t# Blink faster as time decreases\n\tif _time_remaining < 1.0:\n\t\t_blink_interval = 0.05\n\telif _time_remaining < 2.0:\n\t\t_blink_interval = 0.15\n\telif _time_remaining < 3.0:\n\t\t_blink_interval = 0.3\n\telse:\n\t\t_blink_interval = 0.5\n\n\t_blink_timer += delta\n\tif _blink_timer >= _blink_interval:\n\t\t_blink_timer = 0.0\n\t\t# Toggle visibility or color\n\t\tif _sprite.modulate.r > 0.9:\n\t\t\t_sprite.modulate = Color(1.0, 0.3, 0.3, 1.0) # Red tint\n\t\telse:\n\t\t\t_sprite.modulate = Color(1.0, 1.0, 1.0, 1.0) # Normal\n\n\n## Handle collision with bodies (bounce off walls).\nfunc _on_body_entered(body: Node) -> void:\n\t# Log collision for debugging\n\tvar body_type := \"Unknown\"\n\tif body is StaticBody2D:\n\t\tbody_type = \"StaticBody2D\"\n\telif body is TileMap:\n\t\tbody_type = \"TileMap\"\n\telif body is CharacterBody2D:\n\t\tbody_type = \"CharacterBody2D\"\n\telif body is RigidBody2D:\n\t\tbody_type = \"RigidBody2D\"\n\n\tFileLogger.info(\"[GrenadeBase] Collision detected with %s (type: %s)\" % [body.name, body_type])\n\n\t# Play wall collision sound if hitting a wall/obstacle\n\tif body is StaticBody2D or body is TileMap:\n\t\t_play_wall_collision_sound()\n\n\n## Check if a position is within the grenade's effect radius.\nfunc is_in_effect_radius(pos: Vector2) -> bool:\n\treturn global_position.distance_to(pos) <= _get_effect_radius()\n\n\n## Get the remaining time until explosion.\nfunc get_time_remaining() -> float:\n\treturn _time_remaining\n\n\n## Check if the timer is active.\nfunc is_timer_active() -> bool:\n\treturn _timer_active\n\n\n## Check if the grenade has exploded.\nfunc has_exploded() -> bool:\n\treturn _has_exploded\n\n\n## Play activation sound (pin pull) when grenade timer is activated.\nfunc _play_activation_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_activation\"):\n\t\taudio_manager.play_grenade_activation(global_position)\n\n\n## Play wall collision sound when grenade hits a wall.\nfunc _play_wall_collision_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_wall_hit\"):\n\t\taudio_manager.play_grenade_wall_hit(global_position)\n\n\n## Called when grenade comes to rest on the ground.\nfunc _on_grenade_landed() -> void:\n\t_has_landed = true\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_grenade_landing\"):\n\t\taudio_manager.play_grenade_landing(global_position)\n\tFileLogger.info(\"[GrenadeBase] Grenade landed at %s\" % str(global_position))\n","numLines":425,"startLine":1,"totalLines":425}}} | |
| [2026-01-25T01:57:05.926Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01WJQdje2j7nY98632pjHhdg", | |
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| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me look at the sound propagation system since it's critical for the feature (enemies hearing player sounds)." | |
| } | |
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| [2026-01-25T01:57:06.937Z] [INFO] { | |
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| [2026-01-25T01:57:06.961Z] [INFO] { | |
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| "role": "user", | |
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| "tool_use_id": "toolu_01N6NgVuiLXreCHREjhzffMJ", | |
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| "content": " 1→extends Node\n 2→## Autoload singleton for managing in-game sound propagation.\n 3→##\n 4→## This system handles the propagation of sounds that affect gameplay behavior,\n 5→## such as gunshots alerting enemies. It is separate from the AudioManager\n 6→## which handles actual audio playback.\n 7→##\n 8→## The system is designed to be extensible:\n 9→## - Add new sound types to the SoundType enum\n 10→## - Define propagation distances for each sound type\n 11→## - Listeners (enemies) register themselves to receive sound events\n 12→## - Sound sources can specify custom loudness (range) for their weapons\n 13→##\n 14→## Usage:\n 15→## - Call emit_sound() when a sound-producing action occurs (shooting, explosions, etc.)\n 16→## - Listeners call register_listener() to receive sound notifications\n 17→## - Listeners implement on_sound_heard(sound_type, position, source) to react\n 18→## - Use custom_range parameter to specify weapon-specific loudness\n 19→\n 20→## Types of sounds that can propagate through the game world.\n 21→## Each type has different propagation characteristics.\n 22→enum SoundType {\n 23→\tGUNSHOT, ## Gunfire from weapons - loud, propagates far\n 24→\tEXPLOSION, ## Explosions - very loud, propagates very far\n 25→\tFOOTSTEP, ## Footsteps - quiet, short range (for future use)\n 26→\tRELOAD, ## Weapon reload - loud mechanical sound, propagates far (through walls)\n 27→\tIMPACT, ## Bullet impacts - medium range (for future use)\n 28→\tEMPTY_CLICK, ## Empty weapon click - audible but shorter range than reload\n 29→\tRELOAD_COMPLETE ## Weapon reload finished - bolt cycling sound, enemies become cautious\n 30→}\n 31→\n 32→## Source types for sounds - used to determine if listener should react.\n 33→enum SourceType {\n 34→\tPLAYER, ## Sound came from the player\n 35→\tENEMY, ## Sound came from an enemy\n 36→\tNEUTRAL ## Sound came from environment or unknown source\n 37→}\n 38→\n 39→## Viewport dimensions for reference (from project settings).\n 40→## Used to calculate viewport-relative propagation distances.\n 41→const VIEWPORT_WIDTH: float = 1280.0\n 42→const VIEWPORT_HEIGHT: float = 720.0\n 43→const VIEWPORT_DIAGONAL: float = 1468.6 # sqrt(1280^2 + 720^2) ≈ 1468.6 pixels\n 44→\n 45→## Propagation distances for each sound type (in pixels).\n 46→## Gunshot range is approximately viewport diagonal for realistic gameplay.\n 47→## These define how far a sound can travel before becoming inaudible.\n 48→## Note: RELOAD, EMPTY_CLICK, and RELOAD_COMPLETE sounds propagate through walls (no line-of-sight check).\n 49→const PROPAGATION_DISTANCES: Dictionary = {\n 50→\tSoundType.GUNSHOT: 1468.6, ## Approximately viewport diagonal\n 51→\tSoundType.EXPLOSION: 2200.0, ## 1.5x viewport diagonal\n 52→\tSoundType.FOOTSTEP: 180.0, ## Very short range\n 53→\tSoundType.RELOAD: 900.0, ## Loud mechanical sound - enemies hear through walls\n 54→\tSoundType.IMPACT: 550.0, ## Medium range\n 55→\tSoundType.EMPTY_CLICK: 600.0, ## Shorter than reload but still audible through walls\n 56→\tSoundType.RELOAD_COMPLETE: 900.0 ## Bolt cycling sound - same range as reload start\n 57→}\n 58→\n 59→## Reference distance for sound intensity calculations (in pixels).\n 60→## At this distance, sound is at \"full\" intensity (1.0).\n 61→const REFERENCE_DISTANCE: float = 50.0\n 62→\n 63→## Minimum intensity threshold below which sound is not propagated.\n 64→## This prevents computation for very distant, inaudible sounds.\n 65→const MIN_INTENSITY_THRESHOLD: float = 0.01\n 66→\n 67→## Registered sound listeners (typically enemies).\n 68→## Each listener must have an on_sound_heard(sound_type, position, source_type, source_node) method.\n 69→var _listeners: Array = []\n 70→\n 71→## Whether debug logging is enabled.\n 72→var _debug_logging: bool = false\n 73→\n 74→## Reference to FileLogger for persistent logging.\n 75→var _file_logger: Node = null\n 76→\n 77→\n 78→func _ready() -> void:\n 79→\t# Get FileLogger reference for persistent logging\n 80→\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n 81→\tif _file_logger:\n 82→\t\t_log_to_file(\"SoundPropagation autoload initialized\")\n 83→\n 84→\t# Try to sync with GameManager debug mode\n 85→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 86→\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n 87→\t\t_debug_logging = game_manager.is_debug_mode_enabled()\n 88→\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n 89→\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n 90→\n 91→\n 92→## Called when debug mode is toggled via GameManager.\n 93→func _on_debug_mode_toggled(enabled: bool) -> void:\n 94→\t_debug_logging = enabled\n 95→\n 96→\n 97→## Register a listener to receive sound events.\n 98→## The listener must implement on_sound_heard(sound_type: SoundType, position: Vector2,\n 99→## source_type: SourceType, source_node: Node2D) -> void\n 100→func register_listener(listener: Node2D) -> void:\n 101→\tif listener and not _listeners.has(listener):\n 102→\t\t_listeners.append(listener)\n 103→\t\t_log_debug(\"Registered sound listener: %s\" % listener.name)\n 104→\t\t_log_to_file(\"Registered listener: %s (total: %d)\" % [listener.name, _listeners.size()])\n 105→\n 106→\n 107→## Unregister a listener from receiving sound events.\n 108→func unregister_listener(listener: Node2D) -> void:\n 109→\tvar idx := _listeners.find(listener)\n 110→\tif idx >= 0:\n 111→\t\t_listeners.remove_at(idx)\n 112→\t\t_log_debug(\"Unregistered sound listener: %s\" % listener.name)\n 113→\t\t_log_to_file(\"Unregistered listener: %s (remaining: %d)\" % [listener.name, _listeners.size()])\n 114→\n 115→\n 116→## Emit a sound at a given position.\n 117→## All registered listeners within range will be notified.\n 118→## Uses physically-based inverse square law for intensity calculation.\n 119→##\n 120→## Parameters:\n 121→## - sound_type: The type of sound being emitted\n 122→## - position: World position where the sound originates\n 123→## - source_type: Whether the sound comes from player, enemy, or neutral source\n 124→## - source_node: The node that produced the sound (optional, can be null)\n 125→## - custom_range: Override the default propagation distance (optional, -1 uses default)\n 126→func emit_sound(sound_type: SoundType, position: Vector2, source_type: SourceType,\n 127→\t\t\t\tsource_node: Node2D = null, custom_range: float = -1.0) -> void:\n 128→\tvar propagation_distance: float = custom_range if custom_range > 0 else float(PROPAGATION_DISTANCES.get(sound_type, 1000.0))\n 129→\n 130→\tvar source_name: String = source_node.name if source_node else \"null\"\n 131→\t_log_debug(\"Sound emitted: type=%s, pos=%s, source=%s, range=%.0f\" % [\n 132→\t\tSoundType.keys()[sound_type],\n 133→\t\tposition,\n 134→\t\tSourceType.keys()[source_type],\n 135→\t\tpropagation_distance\n 136→\t])\n 137→\t_log_to_file(\"Sound emitted: type=%s, pos=%s, source=%s (%s), range=%.0f, listeners=%d\" % [\n 138→\t\tSoundType.keys()[sound_type],\n 139→\t\tposition,\n 140→\t\tSourceType.keys()[source_type],\n 141→\t\tsource_name,\n 142→\t\tpropagation_distance,\n 143→\t\t_listeners.size()\n 144→\t])\n 145→\n 146→\t# Clean up invalid listeners (destroyed nodes)\n 147→\tvar prev_count := _listeners.size()\n 148→\t_listeners = _listeners.filter(func(l): return is_instance_valid(l))\n 149→\tif _listeners.size() < prev_count:\n 150→\t\t_log_to_file(\"Cleaned up %d invalid listeners\" % (prev_count - _listeners.size()))\n 151→\n 152→\t# Notify all listeners within range\n 153→\tvar listeners_notified := 0\n 154→\tvar listeners_out_of_range := 0\n 155→\tvar listeners_skipped_self := 0\n 156→\tvar listeners_below_threshold := 0\n 157→\n 158→\tfor listener: Node2D in _listeners:\n 159→\t\tif not is_instance_valid(listener):\n 160→\t\t\tcontinue\n 161→\n 162→\t\t# Skip if listener is the source (can't hear your own sounds as external)\n 163→\t\tif source_node and listener == source_node:\n 164→\t\t\tlisteners_skipped_self += 1\n 165→\t\t\tcontinue\n 166→\n 167→\t\t# Check if listener is within propagation range\n 168→\t\tvar distance: float = listener.global_position.distance_to(position)\n 169→\t\tif distance <= propagation_distance:\n 170→\t\t\t# Calculate sound intensity using inverse square law\n 171→\t\t\t# Intensity = 1.0 at reference distance, falls off with 1/r²\n 172→\t\t\tvar intensity: float = calculate_intensity(distance)\n 173→\n 174→\t\t\t# Only notify if intensity is above threshold\n 175→\t\t\tif intensity >= MIN_INTENSITY_THRESHOLD:\n 176→\t\t\t\t# Notify the listener with intensity information\n 177→\t\t\t\tif listener.has_method(\"on_sound_heard_with_intensity\"):\n 178→\t\t\t\t\tlistener.on_sound_heard_with_intensity(sound_type, position, source_type, source_node, intensity)\n 179→\t\t\t\t\tlisteners_notified += 1\n 180→\t\t\t\telif listener.has_method(\"on_sound_heard\"):\n 181→\t\t\t\t\tlistener.on_sound_heard(sound_type, position, source_type, source_node)\n 182→\t\t\t\t\tlisteners_notified += 1\n 183→\t\t\telse:\n 184→\t\t\t\tlisteners_below_threshold += 1\n 185→\t\telse:\n 186→\t\t\tlisteners_out_of_range += 1\n 187→\n 188→\t_log_to_file(\"Sound result: notified=%d, out_of_range=%d, self=%d, below_threshold=%d\" % [\n 189→\t\tlisteners_notified, listeners_out_of_range, listeners_skipped_self, listeners_below_threshold\n 190→\t])\n 191→\n 192→\tif listeners_notified > 0:\n 193→\t\t_log_debug(\"Sound notified %d listeners\" % listeners_notified)\n 194→\n 195→\n 196→## Calculate sound intensity at a given distance using inverse square law.\n 197→## Uses physically-inspired attenuation: intensity = (reference_distance / distance)²\n 198→##\n 199→## Parameters:\n 200→## - distance: Distance from sound source in pixels\n 201→##\n 202→## Returns:\n 203→## - Intensity value from 0.0 to 1.0 (clamped)\n 204→func calculate_intensity(distance: float) -> float:\n 205→\t# At or closer than reference distance, full intensity\n 206→\tif distance <= REFERENCE_DISTANCE:\n 207→\t\treturn 1.0\n 208→\n 209→\t# Inverse square law: I = I₀ * (r₀/r)²\n 210→\t# Where I₀ = 1.0 at reference distance r₀\n 211→\tvar intensity := pow(REFERENCE_DISTANCE / distance, 2.0)\n 212→\n 213→\treturn clampf(intensity, 0.0, 1.0)\n 214→\n 215→\n 216→## Calculate sound intensity with atmospheric absorption for more realism.\n 217→## Includes both inverse square law and high-frequency absorption.\n 218→##\n 219→## Parameters:\n 220→## - distance: Distance from sound source in pixels\n 221→## - absorption_coefficient: How quickly high frequencies are absorbed (default 0.001)\n 222→##\n 223→## Returns:\n 224→## - Intensity value from 0.0 to 1.0 (clamped)\n 225→func calculate_intensity_with_absorption(distance: float, absorption_coefficient: float = 0.001) -> float:\n 226→\t# Start with inverse square law intensity\n 227→\tvar base_intensity := calculate_intensity(distance)\n 228→\n 229→\t# Apply exponential atmospheric absorption\n 230→\t# This simulates high-frequency content being absorbed over distance\n 231→\tvar absorption_factor := exp(-absorption_coefficient * distance)\n 232→\n 233→\treturn clampf(base_intensity * absorption_factor, 0.0, 1.0)\n 234→\n 235→\n 236→## Convenience method to emit a gunshot sound from the player.\n 237→func emit_player_gunshot(position: Vector2, source_node: Node2D = null) -> void:\n 238→\temit_sound(SoundType.GUNSHOT, position, SourceType.PLAYER, source_node)\n 239→\n 240→\n 241→## Convenience method to emit a gunshot sound from an enemy.\n 242→func emit_enemy_gunshot(position: Vector2, source_node: Node2D = null) -> void:\n 243→\temit_sound(SoundType.GUNSHOT, position, SourceType.ENEMY, source_node)\n 244→\n 245→\n 246→## Convenience method to emit a reload sound from the player.\n 247→## This sound propagates through walls and alerts enemies even behind cover.\n 248→func emit_player_reload(position: Vector2, source_node: Node2D = null) -> void:\n 249→\temit_sound(SoundType.RELOAD, position, SourceType.PLAYER, source_node)\n 250→\n 251→\n 252→## Convenience method to emit an empty click sound from the player.\n 253→## This sound propagates through walls but at shorter range than reload.\n 254→func emit_player_empty_click(position: Vector2, source_node: Node2D = null) -> void:\n 255→\temit_sound(SoundType.EMPTY_CLICK, position, SourceType.PLAYER, source_node)\n 256→\n 257→\n 258→## Convenience method to emit a reload completion sound from the player.\n 259→## This sound propagates through walls and signals enemies to become cautious\n 260→## because the player is no longer vulnerable (reload finished).\n 261→func emit_player_reload_complete(position: Vector2, source_node: Node2D = null) -> void:\n 262→\temit_sound(SoundType.RELOAD_COMPLETE, position, SourceType.PLAYER, source_node)\n 263→\n 264→\n 265→## Get the propagation distance for a sound type.\n 266→func get_propagation_distance(sound_type: SoundType) -> float:\n 267→\treturn PROPAGATION_DISTANCES.get(sound_type, 1000.0)\n 268→\n 269→\n 270→## Get the number of registered listeners.\n 271→func get_listener_count() -> int:\n 272→\t_listeners = _listeners.filter(func(l): return is_instance_valid(l))\n 273→\treturn _listeners.size()\n 274→\n 275→\n 276→## Log a debug message if debug logging is enabled.\n 277→func _log_debug(message: String) -> void:\n 278→\tif _debug_logging:\n 279→\t\tprint(\"[SoundPropagation] \" + message)\n 280→\n 281→\n 282→## Log a message to the file logger for persistent debugging.\n 283→func _log_to_file(message: String) -> void:\n 284→\tif _file_logger and _file_logger.has_method(\"log_info\"):\n 285→\t\t_file_logger.log_info(\"[SoundPropagation] \" + message)\n 286→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd", | |
| "content": "extends Node\n## Autoload singleton for managing in-game sound propagation.\n##\n## This system handles the propagation of sounds that affect gameplay behavior,\n## such as gunshots alerting enemies. It is separate from the AudioManager\n## which handles actual audio playback.\n##\n## The system is designed to be extensible:\n## - Add new sound types to the SoundType enum\n## - Define propagation distances for each sound type\n## - Listeners (enemies) register themselves to receive sound events\n## - Sound sources can specify custom loudness (range) for their weapons\n##\n## Usage:\n## - Call emit_sound() when a sound-producing action occurs (shooting, explosions, etc.)\n## - Listeners call register_listener() to receive sound notifications\n## - Listeners implement on_sound_heard(sound_type, position, source) to react\n## - Use custom_range parameter to specify weapon-specific loudness\n\n## Types of sounds that can propagate through the game world.\n## Each type has different propagation characteristics.\nenum SoundType {\n\tGUNSHOT, ## Gunfire from weapons - loud, propagates far\n\tEXPLOSION, ## Explosions - very loud, propagates very far\n\tFOOTSTEP, ## Footsteps - quiet, short range (for future use)\n\tRELOAD, ## Weapon reload - loud mechanical sound, propagates far (through walls)\n\tIMPACT, ## Bullet impacts - medium range (for future use)\n\tEMPTY_CLICK, ## Empty weapon click - audible but shorter range than reload\n\tRELOAD_COMPLETE ## Weapon reload finished - bolt cycling sound, enemies become cautious\n}\n\n## Source types for sounds - used to determine if listener should react.\nenum SourceType {\n\tPLAYER, ## Sound came from the player\n\tENEMY, ## Sound came from an enemy\n\tNEUTRAL ## Sound came from environment or unknown source\n}\n\n## Viewport dimensions for reference (from project settings).\n## Used to calculate viewport-relative propagation distances.\nconst VIEWPORT_WIDTH: float = 1280.0\nconst VIEWPORT_HEIGHT: float = 720.0\nconst VIEWPORT_DIAGONAL: float = 1468.6 # sqrt(1280^2 + 720^2) ≈ 1468.6 pixels\n\n## Propagation distances for each sound type (in pixels).\n## Gunshot range is approximately viewport diagonal for realistic gameplay.\n## These define how far a sound can travel before becoming inaudible.\n## Note: RELOAD, EMPTY_CLICK, and RELOAD_COMPLETE sounds propagate through walls (no line-of-sight check).\nconst PROPAGATION_DISTANCES: Dictionary = {\n\tSoundType.GUNSHOT: 1468.6, ## Approximately viewport diagonal\n\tSoundType.EXPLOSION: 2200.0, ## 1.5x viewport diagonal\n\tSoundType.FOOTSTEP: 180.0, ## Very short range\n\tSoundType.RELOAD: 900.0, ## Loud mechanical sound - enemies hear through walls\n\tSoundType.IMPACT: 550.0, ## Medium range\n\tSoundType.EMPTY_CLICK: 600.0, ## Shorter than reload but still audible through walls\n\tSoundType.RELOAD_COMPLETE: 900.0 ## Bolt cycling sound - same range as reload start\n}\n\n## Reference distance for sound intensity calculations (in pixels).\n## At this distance, sound is at \"full\" intensity (1.0).\nconst REFERENCE_DISTANCE: float = 50.0\n\n## Minimum intensity threshold below which sound is not propagated.\n## This prevents computation for very distant, inaudible sounds.\nconst MIN_INTENSITY_THRESHOLD: float = 0.01\n\n## Registered sound listeners (typically enemies).\n## Each listener must have an on_sound_heard(sound_type, position, source_type, source_node) method.\nvar _listeners: Array = []\n\n## Whether debug logging is enabled.\nvar _debug_logging: bool = false\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n\nfunc _ready() -> void:\n\t# Get FileLogger reference for persistent logging\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\tif _file_logger:\n\t\t_log_to_file(\"SoundPropagation autoload initialized\")\n\n\t# Try to sync with GameManager debug mode\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n\t\t_debug_logging = game_manager.is_debug_mode_enabled()\n\t\tif game_manager.has_signal(\"debug_mode_toggled\"):\n\t\t\tgame_manager.debug_mode_toggled.connect(_on_debug_mode_toggled)\n\n\n## Called when debug mode is toggled via GameManager.\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\t_debug_logging = enabled\n\n\n## Register a listener to receive sound events.\n## The listener must implement on_sound_heard(sound_type: SoundType, position: Vector2,\n## source_type: SourceType, source_node: Node2D) -> void\nfunc register_listener(listener: Node2D) -> void:\n\tif listener and not _listeners.has(listener):\n\t\t_listeners.append(listener)\n\t\t_log_debug(\"Registered sound listener: %s\" % listener.name)\n\t\t_log_to_file(\"Registered listener: %s (total: %d)\" % [listener.name, _listeners.size()])\n\n\n## Unregister a listener from receiving sound events.\nfunc unregister_listener(listener: Node2D) -> void:\n\tvar idx := _listeners.find(listener)\n\tif idx >= 0:\n\t\t_listeners.remove_at(idx)\n\t\t_log_debug(\"Unregistered sound listener: %s\" % listener.name)\n\t\t_log_to_file(\"Unregistered listener: %s (remaining: %d)\" % [listener.name, _listeners.size()])\n\n\n## Emit a sound at a given position.\n## All registered listeners within range will be notified.\n## Uses physically-based inverse square law for intensity calculation.\n##\n## Parameters:\n## - sound_type: The type of sound being emitted\n## - position: World position where the sound originates\n## - source_type: Whether the sound comes from player, enemy, or neutral source\n## - source_node: The node that produced the sound (optional, can be null)\n## - custom_range: Override the default propagation distance (optional, -1 uses default)\nfunc emit_sound(sound_type: SoundType, position: Vector2, source_type: SourceType,\n\t\t\t\tsource_node: Node2D = null, custom_range: float = -1.0) -> void:\n\tvar propagation_distance: float = custom_range if custom_range > 0 else float(PROPAGATION_DISTANCES.get(sound_type, 1000.0))\n\n\tvar source_name: String = source_node.name if source_node else \"null\"\n\t_log_debug(\"Sound emitted: type=%s, pos=%s, source=%s, range=%.0f\" % [\n\t\tSoundType.keys()[sound_type],\n\t\tposition,\n\t\tSourceType.keys()[source_type],\n\t\tpropagation_distance\n\t])\n\t_log_to_file(\"Sound emitted: type=%s, pos=%s, source=%s (%s), range=%.0f, listeners=%d\" % [\n\t\tSoundType.keys()[sound_type],\n\t\tposition,\n\t\tSourceType.keys()[source_type],\n\t\tsource_name,\n\t\tpropagation_distance,\n\t\t_listeners.size()\n\t])\n\n\t# Clean up invalid listeners (destroyed nodes)\n\tvar prev_count := _listeners.size()\n\t_listeners = _listeners.filter(func(l): return is_instance_valid(l))\n\tif _listeners.size() < prev_count:\n\t\t_log_to_file(\"Cleaned up %d invalid listeners\" % (prev_count - _listeners.size()))\n\n\t# Notify all listeners within range\n\tvar listeners_notified := 0\n\tvar listeners_out_of_range := 0\n\tvar listeners_skipped_self := 0\n\tvar listeners_below_threshold := 0\n\n\tfor listener: Node2D in _listeners:\n\t\tif not is_instance_valid(listener):\n\t\t\tcontinue\n\n\t\t# Skip if listener is the source (can't hear your own sounds as external)\n\t\tif source_node and listener == source_node:\n\t\t\tlisteners_skipped_self += 1\n\t\t\tcontinue\n\n\t\t# Check if listener is within propagation range\n\t\tvar distance: float = listener.global_position.distance_to(position)\n\t\tif distance <= propagation_distance:\n\t\t\t# Calculate sound intensity using inverse square law\n\t\t\t# Intensity = 1.0 at reference distance, falls off with 1/r²\n\t\t\tvar intensity: float = calculate_intensity(distance)\n\n\t\t\t# Only notify if intensity is above threshold\n\t\t\tif intensity >= MIN_INTENSITY_THRESHOLD:\n\t\t\t\t# Notify the listener with intensity information\n\t\t\t\tif listener.has_method(\"on_sound_heard_with_intensity\"):\n\t\t\t\t\tlistener.on_sound_heard_with_intensity(sound_type, position, source_type, source_node, intensity)\n\t\t\t\t\tlisteners_notified += 1\n\t\t\t\telif listener.has_method(\"on_sound_heard\"):\n\t\t\t\t\tlistener.on_sound_heard(sound_type, position, source_type, source_node)\n\t\t\t\t\tlisteners_notified += 1\n\t\t\telse:\n\t\t\t\tlisteners_below_threshold += 1\n\t\telse:\n\t\t\tlisteners_out_of_range += 1\n\n\t_log_to_file(\"Sound result: notified=%d, out_of_range=%d, self=%d, below_threshold=%d\" % [\n\t\tlisteners_notified, listeners_out_of_range, listeners_skipped_self, listeners_below_threshold\n\t])\n\n\tif listeners_notified > 0:\n\t\t_log_debug(\"Sound notified %d listeners\" % listeners_notified)\n\n\n## Calculate sound intensity at a given distance using inverse square law.\n## Uses physically-inspired attenuation: intensity = (reference_distance / distance)²\n##\n## Parameters:\n## - distance: Distance from sound source in pixels\n##\n## Returns:\n## - Intensity value from 0.0 to 1.0 (clamped)\nfunc calculate_intensity(distance: float) -> float:\n\t# At or closer than reference distance, full intensity\n\tif distance <= REFERENCE_DISTANCE:\n\t\treturn 1.0\n\n\t# Inverse square law: I = I₀ * (r₀/r)²\n\t# Where I₀ = 1.0 at reference distance r₀\n\tvar intensity := pow(REFERENCE_DISTANCE / distance, 2.0)\n\n\treturn clampf(intensity, 0.0, 1.0)\n\n\n## Calculate sound intensity with atmospheric absorption for more realism.\n## Includes both inverse square law and high-frequency absorption.\n##\n## Parameters:\n## - distance: Distance from sound source in pixels\n## - absorption_coefficient: How quickly high frequencies are absorbed (default 0.001)\n##\n## Returns:\n## - Intensity value from 0.0 to 1.0 (clamped)\nfunc calculate_intensity_with_absorption(distance: float, absorption_coefficient: float = 0.001) -> float:\n\t# Start with inverse square law intensity\n\tvar base_intensity := calculate_intensity(distance)\n\n\t# Apply exponential atmospheric absorption\n\t# This simulates high-frequency content being absorbed over distance\n\tvar absorption_factor := exp(-absorption_coefficient * distance)\n\n\treturn clampf(base_intensity * absorption_factor, 0.0, 1.0)\n\n\n## Convenience method to emit a gunshot sound from the player.\nfunc emit_player_gunshot(position: Vector2, source_node: Node2D = null) -> void:\n\temit_sound(SoundType.GUNSHOT, position, SourceType.PLAYER, source_node)\n\n\n## Convenience method to emit a gunshot sound from an enemy.\nfunc emit_enemy_gunshot(position: Vector2, source_node: Node2D = null) -> void:\n\temit_sound(SoundType.GUNSHOT, position, SourceType.ENEMY, source_node)\n\n\n## Convenience method to emit a reload sound from the player.\n## This sound propagates through walls and alerts enemies even behind cover.\nfunc emit_player_reload(position: Vector2, source_node: Node2D = null) -> void:\n\temit_sound(SoundType.RELOAD, position, SourceType.PLAYER, source_node)\n\n\n## Convenience method to emit an empty click sound from the player.\n## This sound propagates through walls but at shorter range than reload.\nfunc emit_player_empty_click(position: Vector2, source_node: Node2D = null) -> void:\n\temit_sound(SoundType.EMPTY_CLICK, position, SourceType.PLAYER, source_node)\n\n\n## Convenience method to emit a reload completion sound from the player.\n## This sound propagates through walls and signals enemies to become cautious\n## because the player is no longer vulnerable (reload finished).\nfunc emit_player_reload_complete(position: Vector2, source_node: Node2D = null) -> void:\n\temit_sound(SoundType.RELOAD_COMPLETE, position, SourceType.PLAYER, source_node)\n\n\n## Get the propagation distance for a sound type.\nfunc get_propagation_distance(sound_type: SoundType) -> float:\n\treturn PROPAGATION_DISTANCES.get(sound_type, 1000.0)\n\n\n## Get the number of registered listeners.\nfunc get_listener_count() -> int:\n\t_listeners = _listeners.filter(func(l): return is_instance_valid(l))\n\treturn _listeners.size()\n\n\n## Log a debug message if debug logging is enabled.\nfunc _log_debug(message: String) -> void:\n\tif _debug_logging:\n\t\tprint(\"[SoundPropagation] \" + message)\n\n\n## Log a message to the file logger for persistent debugging.\nfunc _log_to_file(message: String) -> void:\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(\"[SoundPropagation] \" + message)\n", | |
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| } | |
| [2026-01-25T01:57:10.056Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_0169fsmDdJ7WgyfpjDKUzk5r", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now let me check existing enemy scripts for sound handling and suppression behavior." | |
| } | |
| ], | |
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| } | |
| [2026-01-25T01:57:12.090Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
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| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_014B1xW31th9UoLuiv2A8QDD", | |
| "name": "Grep", | |
| "input": { | |
| "pattern": "on_sound_heard", | |
| "path": "/tmp/gh-issue-solver-1769305962954/scripts", | |
| "output_mode": "content", | |
| "-n": true, | |
| "-C": 3 | |
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| [2026-01-25T01:57:12.149Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
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| "content": "scripts/objects/enemy.gd-689-\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-690-\t\tsound_propagation.unregister_listener(self)\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-691-\nscripts/objects/enemy.gd:692:## Called by SoundPropagation when a sound is heard. Delegates to on_sound_heard_with_intensity.\nscripts/objects/enemy.gd:693:func on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-694-\t# Default to full intensity if called without intensity parameter\nscripts/objects/enemy.gd:695:\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-696-\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-697-## Called by SoundPropagation with intensity. Reacts to reload/empty_click/gunshot sounds.\nscripts/objects/enemy.gd:698:func on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-699-\t# Only react if alive and not confused from memory reset (Issue #318 - block sounds during confusion)\nscripts/objects/enemy.gd-700-\tif not _is_alive or _memory_reset_confusion_timer > 0.0:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-701-\t\treturn\n--\nscripts/autoload/sound_propagation.gd-14-## Usage:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-15-## - Call emit_sound() when a sound-producing action occurs (shooting, explosions, etc.)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-16-## - Listeners call register_listener() to receive sound notifications\nscripts/autoload/sound_propagation.gd:17:## - Listeners implement on_sound_heard(sound_type, position, source) to react\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-18-## - Use custom_range parameter to specify weapon-specific loudness\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-19-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-20-## Types of sounds that can propagate through the game world.\n--\nscripts/autoload/sound_propagation.gd-65-const MIN_INTENSITY_THRESHOLD: float = 0.01\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-66-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-67-## Registered sound listeners (typically enemies).\nscripts/autoload/sound_propagation.gd:68:## Each listener must have an on_sound_heard(sound_type, position, source_type, source_node) method.\nscripts/autoload/sound_propagation.gd-69-var _listeners: Array = []\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-70-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-71-## Whether debug logging is enabled.\n--\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-95-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-96-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-97-## Register a listener to receive sound events.\nscripts/autoload/sound_propagation.gd:98:## The listener must implement on_sound_heard(sound_type: SoundType, position: Vector2,\nscripts/autoload/sound_propagation.gd-99-## source_type: SourceType, source_node: Node2D) -> void\nscripts/autoload/sound_propagation.gd-100-func register_listener(listener: Node2D) -> void:\nscripts/autoload/sound_propagation.gd-101-\tif listener and not _listeners.has(listener):\n--\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-174-\t\t\t# Only notify if intensity is above threshold\nscripts/autoload/sound_propagation.gd-175-\t\t\tif intensity >= MIN_INTENSITY_THRESHOLD:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-176-\t\t\t\t# Notify the listener with intensity information\nscripts/autoload/sound_propagation.gd:177:\t\t\t\tif listener.has_method(\"on_sound_heard_with_intensity\"):\nscripts/autoload/sound_propagation.gd:178:\t\t\t\t\tlistener.on_sound_heard_with_intensity(sound_type, position, source_type, source_node, intensity)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-179-\t\t\t\t\tlisteners_notified += 1\nscripts/autoload/sound_propagation.gd:180:\t\t\t\telif listener.has_method(\"on_sound_heard\"):\nscripts/autoload/sound_propagation.gd:181:\t\t\t\t\tlistener.on_sound_heard(sound_type, position, source_type, source_node)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-182-\t\t\t\t\tlisteners_notified += 1\nscripts/autoload/sound_propagation.gd-183-\t\t\telse:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-184-\t\t\t\tlisteners_below_threshold += 1" | |
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| "content": "scripts/objects/enemy.gd-689-\tif sound_propagation and sound_propagation.has_method(\"unregister_listener\"):\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-690-\t\tsound_propagation.unregister_listener(self)\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-691-\nscripts/objects/enemy.gd:692:## Called by SoundPropagation when a sound is heard. Delegates to on_sound_heard_with_intensity.\nscripts/objects/enemy.gd:693:func on_sound_heard(sound_type: int, position: Vector2, source_type: int, source_node: Node2D) -> void:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-694-\t# Default to full intensity if called without intensity parameter\nscripts/objects/enemy.gd:695:\ton_sound_heard_with_intensity(sound_type, position, source_type, source_node, 1.0)\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-696-\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-697-## Called by SoundPropagation with intensity. Reacts to reload/empty_click/gunshot sounds.\nscripts/objects/enemy.gd:698:func on_sound_heard_with_intensity(sound_type: int, position: Vector2, source_type: int, source_node: Node2D, intensity: float) -> void:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-699-\t# Only react if alive and not confused from memory reset (Issue #318 - block sounds during confusion)\nscripts/objects/enemy.gd-700-\tif not _is_alive or _memory_reset_confusion_timer > 0.0:\n/tmp/gh-issue-solver-1769305962954/scripts/objects/enemy.gd-701-\t\treturn\n--\nscripts/autoload/sound_propagation.gd-14-## Usage:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-15-## - Call emit_sound() when a sound-producing action occurs (shooting, explosions, etc.)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-16-## - Listeners call register_listener() to receive sound notifications\nscripts/autoload/sound_propagation.gd:17:## - Listeners implement on_sound_heard(sound_type, position, source) to react\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-18-## - Use custom_range parameter to specify weapon-specific loudness\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-19-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-20-## Types of sounds that can propagate through the game world.\n--\nscripts/autoload/sound_propagation.gd-65-const MIN_INTENSITY_THRESHOLD: float = 0.01\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-66-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-67-## Registered sound listeners (typically enemies).\nscripts/autoload/sound_propagation.gd:68:## Each listener must have an on_sound_heard(sound_type, position, source_type, source_node) method.\nscripts/autoload/sound_propagation.gd-69-var _listeners: Array = []\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-70-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-71-## Whether debug logging is enabled.\n--\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-95-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-96-\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-97-## Register a listener to receive sound events.\nscripts/autoload/sound_propagation.gd:98:## The listener must implement on_sound_heard(sound_type: SoundType, position: Vector2,\nscripts/autoload/sound_propagation.gd-99-## source_type: SourceType, source_node: Node2D) -> void\nscripts/autoload/sound_propagation.gd-100-func register_listener(listener: Node2D) -> void:\nscripts/autoload/sound_propagation.gd-101-\tif listener and not _listeners.has(listener):\n--\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-174-\t\t\t# Only notify if intensity is above threshold\nscripts/autoload/sound_propagation.gd-175-\t\t\tif intensity >= MIN_INTENSITY_THRESHOLD:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-176-\t\t\t\t# Notify the listener with intensity information\nscripts/autoload/sound_propagation.gd:177:\t\t\t\tif listener.has_method(\"on_sound_heard_with_intensity\"):\nscripts/autoload/sound_propagation.gd:178:\t\t\t\t\tlistener.on_sound_heard_with_intensity(sound_type, position, source_type, source_node, intensity)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-179-\t\t\t\t\tlisteners_notified += 1\nscripts/autoload/sound_propagation.gd:180:\t\t\t\telif listener.has_method(\"on_sound_heard\"):\nscripts/autoload/sound_propagation.gd:181:\t\t\t\t\tlistener.on_sound_heard(sound_type, position, source_type, source_node)\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-182-\t\t\t\t\tlisteners_notified += 1\nscripts/autoload/sound_propagation.gd-183-\t\t\telse:\n/tmp/gh-issue-solver-1769305962954/scripts/autoload/sound_propagation.gd-184-\t\t\t\tlisteners_below_threshold += 1", | |
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| "content": " 1→# Contributing to Godot Top-Down Template\n 2→\n 3→Thank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n 4→\n 5→## Table of Contents\n 6→\n 7→- [Development Setup](#development-setup)\n 8→- [Testing Guidelines](#testing-guidelines)\n 9→- [Common Issues to Avoid](#common-issues-to-avoid)\n 10→- [Pull Request Checklist](#pull-request-checklist)\n 11→- [Architecture Guidelines](#architecture-guidelines)\n 12→\n 13→## Development Setup\n 14→\n 15→1. Clone the repository\n 16→2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n 17→3. Run existing tests before making changes: `make test` or use the GUT addon\n 18→\n 19→## Testing Guidelines\n 20→\n 21→### Running Tests\n 22→\n 23→Tests are located in `tests/unit/` and `tests/integration/`. Run them using:\n 24→\n 25→1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n 26→2. **Command Line**: Use the CI workflow command:\n 27→ ```bash\n 28→ godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n 29→ ```\n 30→\n 31→### Writing Tests\n 32→\n 33→- **Every new feature MUST have tests** covering its core functionality\n 34→- **Every bug fix MUST have a regression test** preventing the bug from returning\n 35→- Use mock classes to test logic without requiring Godot scene tree\n 36→- Follow the existing test patterns in `tests/unit/`\n 37→\n 38→### Test Coverage Requirements\n 39→\n 40→The following areas have comprehensive test coverage:\n 41→\n 42→| Component | Test File | Coverage |\n 43→|-----------|-----------|----------|\n 44→| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n 45→| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n 46→| Enemy AI | `test_enemy.gd` | States, behaviors |\n 47→| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n 48→| Player | `test_player.gd` | Movement, shooting |\n 49→| Health Component | `test_health_component.gd` | Damage, healing |\n 50→| Vision Component | `test_vision_component.gd` | Detection, LOS |\n 51→| Cover Component | `test_cover_component.gd` | Cover finding |\n 52→| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n 53→| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n 54→| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n 55→\n 56→## Common Issues to Avoid\n 57→\n 58→Based on historical issues, please pay special attention to these areas:\n 59→\n 60→### 1. Self-Damage Bugs (Issue #241)\n 61→**Problem**: Player bullets damaging the player\n 62→**Solution**: Always use `shooter_id` tracking for projectiles\n 63→```gdscript\n 64→# Good: Track who fired the projectile\n 65→var shooter_id: int = -1\n 66→func _on_body_entered(body):\n 67→ if body.get_instance_id() == shooter_id:\n 68→ return # Don't hit shooter\n 69→```\n 70→\n 71→### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n 72→**Problem**: Shotgun reload functionality breaking after unrelated changes\n 73→**Solution**:\n 74→- Always run `test_magazine_inventory.gd` after weapon changes\n 75→- Test both Simple and Sequence reload modes\n 76→- Verify MMB + RMB interaction for shell loading\n 77→\n 78→### 3. Enemy Fire Rate Issues (Issue #228)\n 79→**Problem**: Enemies ignoring weapon fire rate limits\n 80→**Solution**: Use the weapon's `shoot_cooldown` property\n 81→```gdscript\n 82→# Good: Respect fire rate\n 83→if _shoot_timer >= weapon.shoot_cooldown:\n 84→ shoot()\n 85→ _shoot_timer = 0.0\n 86→```\n 87→\n 88→### 4. Feature Regression (Issue #232)\n 89→**Problem**: Fixed functionality breaking in later commits\n 90→**Solution**:\n 91→- Write regression tests for every bug fix\n 92→- Run full test suite before committing\n 93→- Check closed issues for functionality that must be preserved\n 94→\n 95→### 5. C# Build Failures (Issue #302, PR #275)\n 96→**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n 97→**Solution**:\n 98→- Always run `dotnet build` locally before pushing C# changes\n 99→- Check CI workflow `csharp-validation.yml` for build status\n 100→- When modifying C# method signatures, search for all call sites\n 101→\n 102→```bash\n 103→# Always verify C# builds before pushing\n 104→dotnet build\n 105→\n 106→# Search for method usages before changing signatures\n 107→grep -rn \"MethodName\" Scripts/\n 108→```\n 109→\n 110→### 6. C#/GDScript Interoperability Issues (Issue #302)\n 111→**Problem**: C# and GDScript components getting out of sync\n 112→**Solution**:\n 113→- Keep duplicate implementations intentional and documented\n 114→- Use `interop-check.yml` CI workflow to detect issues\n 115→- When calling C# from GDScript, use `node.call(\"MethodName\")`\n 116→\n 117→```gdscript\n 118→# Good: Safe cross-language call\n 119→if node.has_method(\"TakeDamage\"):\n 120→ node.call(\"TakeDamage\", damage_amount)\n 121→\n 122→# Bad: Assumes C# method exists\n 123→node.TakeDamage(damage_amount) # May crash if C# failed to compile\n 124→```\n 125→\n 126→### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n 127→**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n 128→**Solution**:\n 129→- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n 130→- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n 131→- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n 132→- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n 133→- Check `gameplay-validation.yml` CI workflow for issues\n 134→\n 135→```gdscript\n 136→# Critical: Always check _is_alive in state updates\n 137→func _physics_process(delta: float) -> void:\n 138→ if not _is_alive:\n 139→ return\n 140→ # ... rest of behavior\n 141→\n 142→# Critical: _on_death() must emit signal for proper counting\n 143→func _on_death() -> void:\n 144→ _is_alive = false\n 145→ died.emit() # Required for enemy counting!\n 146→```\n 147→\n 148→### 8. Game Counter Breaking (Issue #127)\n 149→**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n 150→**Solution**:\n 151→- Ensure `died` signal is emitted when enemy dies\n 152→- Verify signal connections in GameManager/autoloads\n 153→- Test that game properly ends after clearing all enemies\n 154→- Test ammo display updates correctly during combat\n 155→\n 156→```gdscript\n 157→# Critical: Always emit signals for counter updates\n 158→func _on_death() -> void:\n 159→ _is_alive = false\n 160→ died.emit() # GameManager listens for this!\n 161→ died_with_info.emit(is_ricochet, is_penetration)\n 162→\n 163→func shoot() -> void:\n 164→ _current_ammo -= 1\n 165→ ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n 166→```\n 167→\n 168→### 9. Game Crashes (Issue #155)\n 169→**Problem**: Changes causing the game to crash\n 170→**Solution**:\n 171→- Always add null checks before accessing nodes or properties\n 172→- Verify PackedScene resources exist before instantiating\n 173→- Use `is_instance_valid()` before accessing potentially freed nodes\n 174→- Add error handling for file/resource loading\n 175→\n 176→```gdscript\n 177→# Good: Safe scene instantiation\n 178→if bullet_scene:\n 179→ var bullet = bullet_scene.instantiate()\n 180→ get_tree().root.add_child(bullet)\n 181→\n 182→# Good: Safe node access\n 183→if is_instance_valid(_player):\n 184→ var dir = global_position.direction_to(_player.global_position)\n 185→```\n 186→\n 187→## Pull Request Checklist\n 188→\n 189→Before submitting a PR, verify:\n 190→\n 191→- [ ] **Tests pass**: All unit and integration tests pass\n 192→- [ ] **New tests added**: For new features or bug fixes\n 193→- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n 194→- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n 195→- [ ] **No regressions**: Related functionality still works\n 196→- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n 197→- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n 198→- [ ] **class_name declared**: For components and AI states\n 199→\n 200→### Before Merging\n 201→\n 202→1. Verify all CI checks are green\n 203→2. Test the specific functionality affected\n 204→3. Test related functionality that might be impacted\n 205→4. Run the game and verify gameplay is not broken\n 206→\n 207→## Architecture Guidelines\n 208→\n 209→### File Organization\n 210→\n 211→```\n 212→scripts/\n 213→├── autoload/ # Singleton managers (AudioManager, GameManager, etc.)\n 214→├── ai/ # AI systems (GOAP, states)\n 215→├── characters/ # Character scripts\n 216→├── components/ # Reusable components (HealthComponent, etc.)\n 217→├── effects/ # Visual effects\n 218→├── objects/ # Game objects (enemies, targets)\n 219→├── projectiles/ # Bullets, grenades, shrapnel\n 220→├── ui/ # UI scripts\n 221→└── data/ # Data definitions (calibers, etc.)\n 222→```\n 223→\n 224→### Naming Conventions\n 225→\n 226→- **GDScript files**: `snake_case.gd`\n 227→- **C# files**: `PascalCase.cs`\n 228→- **Scenes**: `PascalCase.tscn`\n 229→- **Resources**: `snake_case.tres`\n 230→\n 231→### Component Pattern\n 232→\n 233→Use reusable components for common functionality:\n 234→\n 235→```gdscript\n 236→# Good: Use component\n 237→var health_component := HealthComponent.new()\n 238→health_component.set_max_health(100)\n 239→add_child(health_component)\n 240→\n 241→# Bad: Inline health logic\n 242→var health := 100\n 243→func take_damage(amount):\n 244→ health -= amount\n 245→ # Duplicated health logic...\n 246→```\n 247→\n 248→### Autoload Access\n 249→\n 250→Always use null checks when accessing autoloads:\n 251→\n 252→```gdscript\n 253→# Good: Safe access\n 254→var audio_manager = get_node_or_null(\"/root/AudioManager\")\n 255→if audio_manager and audio_manager.has_method(\"play_sound\"):\n 256→ audio_manager.play_sound(\"res://sound.wav\")\n 257→\n 258→# Bad: Direct access\n 259→AudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n 260→```\n 261→\n 262→## CI/CD Workflows\n 263→\n 264→### test.yml\n 265→Runs GUT tests on push/PR to ensure functionality is preserved.\n 266→\n 267→### architecture-check.yml\n 268→Verifies:\n 269→- Script line counts (max 5000 lines)\n 270→- class_name declarations in components\n 271→- Required folder structure\n 272→- snake_case naming convention\n 273→\n 274→### csharp-validation.yml\n 275→**Protection against C# build failures** (Issue #302):\n 276→- Validates C# code compiles with `dotnet build`\n 277→- Verifies assembly DLL is produced\n 278→- Catches errors that would cause \".NET assemblies not found\" in exports\n 279→\n 280→### interop-check.yml\n 281→**Protection against C#/GDScript integration issues** (Issue #302):\n 282→- Detects duplicate implementations across languages\n 283→- Checks scene signal connections to C# scripts\n 284→- Validates autoload references\n 285→- Warns about potential interoperability issues\n 286→\n 287→### gameplay-validation.yml\n 288→**Protection against critical gameplay breaking** (Issue #308):\n 289→- Validates enemy AI state machine integrity (required states, methods, variables)\n 290→- Detects dangerous code patterns (infinite loops, division by zero risks)\n 291→- Checks health component structure\n 292→- Validates counter/state reset signals\n 293→- Verifies scene-script references exist\n 294→- Warns when critical gameplay files are modified\n 295→\n 296→This workflow was added to prevent issues like:\n 297→- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n 298→- PR #127: Game counters broken (enemy count, ammo count)\n 299→- PR #155: Game crashes\n 300→- PR #157: Enemy vision/detection broken\n 301→\n 302→## Getting Help\n 303→\n 304→- Check existing issues for similar problems\n 305→- Review closed issues for context on past fixes\n 306→- Ask questions in the issue tracker before making large changes\n 307→\n 308→## License\n 309→\n 310→By contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n 311→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "# Contributing to Godot Top-Down Template\n\nThank you for your interest in contributing! This document provides guidelines to help maintain code quality and prevent common issues.\n\n## Table of Contents\n\n- [Development Setup](#development-setup)\n- [Testing Guidelines](#testing-guidelines)\n- [Common Issues to Avoid](#common-issues-to-avoid)\n- [Pull Request Checklist](#pull-request-checklist)\n- [Architecture Guidelines](#architecture-guidelines)\n\n## Development Setup\n\n1. Clone the repository\n2. Open in Godot Engine 4.3+ (with .NET support for C# features)\n3. Run existing tests before making changes: `make test` or use the GUT addon\n\n## Testing Guidelines\n\n### Running Tests\n\nTests are located in `tests/unit/` and `tests/integration/`. Run them using:\n\n1. **In Godot**: Open the GUT addon panel and click \"Run All\"\n2. **Command Line**: Use the CI workflow command:\n ```bash\n godot --headless -s addons/gut/gut_cmdln.gd -gdir=res://tests/unit,res://tests/integration -ginclude_subdirs -gexit\n ```\n\n### Writing Tests\n\n- **Every new feature MUST have tests** covering its core functionality\n- **Every bug fix MUST have a regression test** preventing the bug from returning\n- Use mock classes to test logic without requiring Godot scene tree\n- Follow the existing test patterns in `tests/unit/`\n\n### Test Coverage Requirements\n\nThe following areas have comprehensive test coverage:\n\n| Component | Test File | Coverage |\n|-----------|-----------|----------|\n| Audio Manager | `test_audio_manager.gd` | Sound playback, pools |\n| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\n| Enemy AI | `test_enemy.gd` | States, behaviors |\n| GOAP Planner | `test_goap_planner.gd` | Planning, actions |\n| Player | `test_player.gd` | Movement, shooting |\n| Health Component | `test_health_component.gd` | Damage, healing |\n| Vision Component | `test_vision_component.gd` | Detection, LOS |\n| Cover Component | `test_cover_component.gd` | Cover finding |\n| Grenade System | `test_grenade_base.gd` | Timer, throw physics |\n| Status Effects | `test_status_effects_manager.gd` | Blindness, stun |\n| Shrapnel | `test_shrapnel.gd` | Movement, ricochet |\n\n## Common Issues to Avoid\n\nBased on historical issues, please pay special attention to these areas:\n\n### 1. Self-Damage Bugs (Issue #241)\n**Problem**: Player bullets damaging the player\n**Solution**: Always use `shooter_id` tracking for projectiles\n```gdscript\n# Good: Track who fired the projectile\nvar shooter_id: int = -1\nfunc _on_body_entered(body):\n if body.get_instance_id() == shooter_id:\n return # Don't hit shooter\n```\n\n### 2. Shotgun Reload Regressions (Issues #213, #229, #232, #243)\n**Problem**: Shotgun reload functionality breaking after unrelated changes\n**Solution**:\n- Always run `test_magazine_inventory.gd` after weapon changes\n- Test both Simple and Sequence reload modes\n- Verify MMB + RMB interaction for shell loading\n\n### 3. Enemy Fire Rate Issues (Issue #228)\n**Problem**: Enemies ignoring weapon fire rate limits\n**Solution**: Use the weapon's `shoot_cooldown` property\n```gdscript\n# Good: Respect fire rate\nif _shoot_timer >= weapon.shoot_cooldown:\n shoot()\n _shoot_timer = 0.0\n```\n\n### 4. Feature Regression (Issue #232)\n**Problem**: Fixed functionality breaking in later commits\n**Solution**:\n- Write regression tests for every bug fix\n- Run full test suite before committing\n- Check closed issues for functionality that must be preserved\n\n### 5. C# Build Failures (Issue #302, PR #275)\n**Problem**: C# compilation errors cause \".NET assemblies not found\" in exports\n**Solution**:\n- Always run `dotnet build` locally before pushing C# changes\n- Check CI workflow `csharp-validation.yml` for build status\n- When modifying C# method signatures, search for all call sites\n\n```bash\n# Always verify C# builds before pushing\ndotnet build\n\n# Search for method usages before changing signatures\ngrep -rn \"MethodName\" Scripts/\n```\n\n### 6. C#/GDScript Interoperability Issues (Issue #302)\n**Problem**: C# and GDScript components getting out of sync\n**Solution**:\n- Keep duplicate implementations intentional and documented\n- Use `interop-check.yml` CI workflow to detect issues\n- When calling C# from GDScript, use `node.call(\"MethodName\")`\n\n```gdscript\n# Good: Safe cross-language call\nif node.has_method(\"TakeDamage\"):\n node.call(\"TakeDamage\", damage_amount)\n\n# Bad: Assumes C# method exists\nnode.TakeDamage(damage_amount) # May crash if C# failed to compile\n```\n\n### 7. Enemy AI Breaking (Issues #104, #296, #157, PR #308)\n**Problem**: Changes that completely break enemy behavior - enemies not moving, not taking damage, not detecting player\n**Solution**:\n- Never remove or rename critical methods: `_ready`, `_physics_process`, `on_hit`, `_on_death`, `_check_player_visibility`\n- Preserve required state variables: `_is_alive`, `_current_health`, `_current_state`, `_player`, `_can_see_player`\n- Maintain all AIState enum values (IDLE, COMBAT, SEEKING_COVER, etc.)\n- Test enemy behavior after ANY changes to `scripts/objects/enemy.gd` or `scripts/ai/`\n- Check `gameplay-validation.yml` CI workflow for issues\n\n```gdscript\n# Critical: Always check _is_alive in state updates\nfunc _physics_process(delta: float) -> void:\n if not _is_alive:\n return\n # ... rest of behavior\n\n# Critical: _on_death() must emit signal for proper counting\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # Required for enemy counting!\n```\n\n### 8. Game Counter Breaking (Issue #127)\n**Problem**: Enemy counters, ammo counters, or game state breaking after changes\n**Solution**:\n- Ensure `died` signal is emitted when enemy dies\n- Verify signal connections in GameManager/autoloads\n- Test that game properly ends after clearing all enemies\n- Test ammo display updates correctly during combat\n\n```gdscript\n# Critical: Always emit signals for counter updates\nfunc _on_death() -> void:\n _is_alive = false\n died.emit() # GameManager listens for this!\n died_with_info.emit(is_ricochet, is_penetration)\n\nfunc shoot() -> void:\n _current_ammo -= 1\n ammo_changed.emit(_current_ammo, _reserve_ammo) # UI listens for this!\n```\n\n### 9. Game Crashes (Issue #155)\n**Problem**: Changes causing the game to crash\n**Solution**:\n- Always add null checks before accessing nodes or properties\n- Verify PackedScene resources exist before instantiating\n- Use `is_instance_valid()` before accessing potentially freed nodes\n- Add error handling for file/resource loading\n\n```gdscript\n# Good: Safe scene instantiation\nif bullet_scene:\n var bullet = bullet_scene.instantiate()\n get_tree().root.add_child(bullet)\n\n# Good: Safe node access\nif is_instance_valid(_player):\n var dir = global_position.direction_to(_player.global_position)\n```\n\n## Pull Request Checklist\n\nBefore submitting a PR, verify:\n\n- [ ] **Tests pass**: All unit and integration tests pass\n- [ ] **New tests added**: For new features or bug fixes\n- [ ] **CI passes**: All workflows pass (`test.yml`, `architecture-check.yml`, `csharp-validation.yml`, `interop-check.yml`, `gameplay-validation.yml`)\n- [ ] **C# builds locally**: Run `dotnet build` for C# changes\n- [ ] **No regressions**: Related functionality still works\n- [ ] **Code follows style**: snake_case for GDScript, PascalCase for C#\n- [ ] **Line limits**: Scripts under 5000 lines (target: 800)\n- [ ] **class_name declared**: For components and AI states\n\n### Before Merging\n\n1. Verify all CI checks are green\n2. Test the specific functionality affected\n3. Test related functionality that might be impacted\n4. Run the game and verify gameplay is not broken\n\n## Architecture Guidelines\n\n### File Organization\n\n```\nscripts/\n├── autoload/ # Singleton managers (AudioManager, GameManager, etc.)\n├── ai/ # AI systems (GOAP, states)\n├── characters/ # Character scripts\n├── components/ # Reusable components (HealthComponent, etc.)\n├── effects/ # Visual effects\n├── objects/ # Game objects (enemies, targets)\n├── projectiles/ # Bullets, grenades, shrapnel\n├── ui/ # UI scripts\n└── data/ # Data definitions (calibers, etc.)\n```\n\n### Naming Conventions\n\n- **GDScript files**: `snake_case.gd`\n- **C# files**: `PascalCase.cs`\n- **Scenes**: `PascalCase.tscn`\n- **Resources**: `snake_case.tres`\n\n### Component Pattern\n\nUse reusable components for common functionality:\n\n```gdscript\n# Good: Use component\nvar health_component := HealthComponent.new()\nhealth_component.set_max_health(100)\nadd_child(health_component)\n\n# Bad: Inline health logic\nvar health := 100\nfunc take_damage(amount):\n health -= amount\n # Duplicated health logic...\n```\n\n### Autoload Access\n\nAlways use null checks when accessing autoloads:\n\n```gdscript\n# Good: Safe access\nvar audio_manager = get_node_or_null(\"/root/AudioManager\")\nif audio_manager and audio_manager.has_method(\"play_sound\"):\n audio_manager.play_sound(\"res://sound.wav\")\n\n# Bad: Direct access\nAudioManager.play_sound(\"res://sound.wav\") # Crashes if autoload missing\n```\n\n## CI/CD Workflows\n\n### test.yml\nRuns GUT tests on push/PR to ensure functionality is preserved.\n\n### architecture-check.yml\nVerifies:\n- Script line counts (max 5000 lines)\n- class_name declarations in components\n- Required folder structure\n- snake_case naming convention\n\n### csharp-validation.yml\n**Protection against C# build failures** (Issue #302):\n- Validates C# code compiles with `dotnet build`\n- Verifies assembly DLL is produced\n- Catches errors that would cause \".NET assemblies not found\" in exports\n\n### interop-check.yml\n**Protection against C#/GDScript integration issues** (Issue #302):\n- Detects duplicate implementations across languages\n- Checks scene signal connections to C# scripts\n- Validates autoload references\n- Warns about potential interoperability issues\n\n### gameplay-validation.yml\n**Protection against critical gameplay breaking** (Issue #308):\n- Validates enemy AI state machine integrity (required states, methods, variables)\n- Detects dangerous code patterns (infinite loops, division by zero risks)\n- Checks health component structure\n- Validates counter/state reset signals\n- Verifies scene-script references exist\n- Warns when critical gameplay files are modified\n\nThis workflow was added to prevent issues like:\n- PR #104, #296: Enemy AI completely broken (not moving, not taking damage)\n- PR #127: Game counters broken (enemy count, ammo count)\n- PR #155: Game crashes\n- PR #157: Enemy vision/detection broken\n\n## Getting Help\n\n- Check existing issues for similar problems\n- Review closed issues for context on past fixes\n- Ask questions in the issue tracker before making large changes\n\n## License\n\nBy contributing, you agree that your contributions will be licensed under the same license as the project (see LICENSE file).\n", | |
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Full output saved to: /home/hive/.claude/projects/-tmp-gh-issue-solver-1769305962954/20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2/tool-results/toolu_01Q8t662Beynkkk2opaBzgx6.txt\n\nPreview (first 2KB):\nCONTRIBUTING.md:45:| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\nproject.godot:21:DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\nproject.godot:35:run/main_scene=\"res://scenes/levels/BuildingLevel.tscn\"\n.github/workflows/csharp-validation.yml:35: echo \"Building C# project...\"\nREADME.md:488: - DifficultyManager - difficulty settings\nREADME.md:595:## Building\ntests/unit/test_player.gd:510:# Difficulty Integration Tests\ntests/unit/test_player.gd:518:\tassert_eq(player.get_max_ammo(), 60, \"Max ammo should update for difficulty\")\nscripts/projectiles/flashbang_grenade.gd:10:## Effect radius is approximately a small room from the \"building\" map (~200 pixels).\ntests/unit/test_ui_menus.gd:4:## Tests the logic for pause menu, controls menu, difficulty menu, levels menu, and armory menu.\ntests/unit/test_ui_menus.gd:15:\tvar _difficulty_menu_visible: bool = false\ntests/unit/test_ui_menus.gd:35:\t\t_difficulty_menu_visible = false\ntests/unit/test_ui_menus.gd:45:\tfunc show_difficulty_menu() -> void:\ntests/unit/test_ui_menus.gd:46:\t\t_difficulty_menu_visible = true\ntests/unit/test_ui_menus.gd:48:\tfunc hide_difficulty_menu() -> void:\ntests/unit/test_ui_menus.gd:49:\t\t_difficulty_menu_visible = false\ntests/unit/test_ui_menus.gd:110:# Mock Difficulty Menu\ntests/unit/test_ui_menus.gd:114:class MockDifficultyMenu:\ntests/unit/test_ui_menus.gd:115:\tenum Difficulty { EASY, NORMAL, HARD }\ntests/unit/test_ui_menus.gd:117:\tvar current_difficulty: Difficulty = Difficulty.NORMAL\ntests/unit/test_ui_menus.gd:121:\tfunc set_difficulty(difficulty: Difficulty) -> void:\ntests/unit/test_ui_menus.gd:122:\t\tcurrent_difficulty = difficulty\ntests/unit/test_ui_menus.gd:124:\tfunc get_difficulty() -> Difficulty:\ntests/unit/test_ui_menus.gd:125:\t\treturn current_difficulty\ntests/unit/test_ui_menus.gd:128:\t\treturn current_difficulty == Difficulty.EASY\ntests/unit/test_ui_menus.gd:131:\t\treturn current_difficulty == Difficulty.NORMAL\n...\n</persisted-output>"}]},"parent_tool_use_id":null,"session_id":"20e4b6cb-a9cd-4366-a42d-aa4a078ed6f2","uuid":"4d0e570e-9727-4c8b-8e20-f989583a3fe1","tool_use_result":{"mode":"content","numFiles":0,"filenames":[],"content":"CONTRIBUTING.md:45:| Difficulty Manager | `test_difficulty_manager.gd` | Settings, levels |\nproject.godot:21:DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\nproject.godot:35:run/main_scene=\"res://scenes/levels/BuildingLevel.tscn\"\n.github/workflows/csharp-validation.yml:35: echo \"Building C# project...\"\nREADME.md:488: - DifficultyManager - difficulty settings\nREADME.md:595:## Building\ntests/unit/test_player.gd:510:# Difficulty Integration Tests\ntests/unit/test_player.gd:518:\tassert_eq(player.get_max_ammo(), 60, \"Max ammo should update for difficulty\")\nscripts/projectiles/flashbang_grenade.gd:10:## Effect radius is approximately a small room from the \"building\" map (~200 pixels).\ntests/unit/test_ui_menus.gd:4:## Tests the logic for pause menu, controls menu, difficulty menu, levels menu, and armory menu.\ntests/unit/test_ui_menus.gd:15:\tvar _difficulty_menu_visible: bool = false\ntests/unit/test_ui_menus.gd:35:\t\t_difficulty_menu_visible = false\ntests/unit/test_ui_menus.gd:45:\tfunc show_difficulty_menu() -> void:\ntests/unit/test_ui_menus.gd:46:\t\t_difficulty_menu_visible = true\ntests/unit/test_ui_menus.gd:48:\tfunc hide_difficulty_menu() -> void:\ntests/unit/test_ui_menus.gd:49:\t\t_difficulty_menu_visible = false\ntests/unit/test_ui_menus.gd:110:# Mock Difficulty Menu\ntests/unit/test_ui_menus.gd:114:class MockDifficultyMenu:\ntests/unit/test_ui_menus.gd:115:\tenum Difficulty { EASY, NORMAL, HARD }\ntests/unit/test_ui_menus.gd:117:\tvar current_difficulty: Difficulty = Difficulty.NORMAL\ntests/unit/test_ui_menus.gd:121:\tfunc set_difficulty(difficulty: Difficulty) -> void:\ntests/unit/test_ui_menus.gd:122:\t\tcurrent_difficulty = difficulty\ntests/unit/test_ui_menus.gd:124:\tfunc get_difficulty() -> Difficulty:\ntests/unit/test_ui_menus.gd:125:\t\treturn current_difficulty\ntests/unit/test_ui_menus.gd:128:\t\treturn current_difficulty == Difficulty.EASY\ntests/unit/test_ui_menus.gd:131:\t\treturn current_difficulty == Difficulty.NORMAL\ntests/unit/test_ui_menus.gd:134:\t\treturn current_difficulty == Difficulty.HARD\ntests/unit/test_ui_menus.gd:146:\t\tmatch current_difficulty:\ntests/unit/test_ui_menus.gd:147:\t\t\tDifficulty.EASY:\ntests/unit/test_ui_menus.gd:149:\t\t\tDifficulty.HARD:\ntests/unit/test_ui_menus.gd:162:\t\t\"Building Level\": \"res://scenes/levels/BuildingLevel.tscn\",\ntests/unit/test_ui_menus.gd:298:\tpause_menu.show_difficulty_menu()\ntests/unit/test_ui_menus.gd:304:\tassert_false(pause_menu._difficulty_menu_visible, \"Difficulty menu should close on resume\")\ntests/unit/test_ui_menus.gd:362:# Difficulty Menu Tests\ntests/unit/test_ui_menus.gd:366:var difficulty_menu: MockDifficultyMenu\ntests/unit/test_ui_menus.gd:369:func test_difficulty_menu_default_is_normal() -> void:\ntests/unit/test_ui_menus.gd:370:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:371:\tassert_true(difficulty_menu.is_normal_selected(), \"Normal should be default\")\ntests/unit/test_ui_menus.gd:374:func test_set_difficulty_easy() -> void:\ntests/unit/test_ui_menus.gd:375:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:376:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\ntests/unit/test_ui_menus.gd:378:\tassert_true(difficulty_menu.is_easy_selected(), \"Easy should be selected\")\ntests/unit/test_ui_menus.gd:379:\tassert_false(difficulty_menu.is_normal_selected(), \"Normal should not be selected\")\ntests/unit/test_ui_menus.gd:380:\tassert_false(difficulty_menu.is_hard_selected(), \"Hard should not be selected\")\ntests/unit/test_ui_menus.gd:383:func test_set_difficulty_hard() -> void:\ntests/unit/test_ui_menus.gd:384:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:385:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\ntests/unit/test_ui_menus.gd:387:\tassert_true(difficulty_menu.is_hard_selected(), \"Hard should be selected\")\ntests/unit/test_ui_menus.gd:391:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:392:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\ntests/unit/test_ui_menus.gd:394:\tassert_eq(difficulty_menu.get_easy_button_text(), \"Easy (Selected)\")\ntests/unit/test_ui_menus.gd:395:\tassert_eq(difficulty_menu.get_normal_button_text(), \"Normal\")\ntests/unit/test_ui_menus.gd:396:\tassert_eq(difficulty_menu.get_hard_button_text(), \"Hard\")\ntests/unit/test_ui_menus.gd:400:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:401:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.EASY)\ntests/unit/test_ui_menus.gd:403:\tassert_eq(difficulty_menu.get_status_text(), \"Easy mode: Enemies react slower\")\ntests/unit/test_ui_menus.gd:407:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:408:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.NORMAL)\ntests/unit/test_ui_menus.gd:410:\tassert_eq(difficulty_menu.get_status_text(), \"Normal mode: Classic gameplay\")\ntests/unit/test_ui_menus.gd:414:\tdifficulty_menu = MockDifficultyMenu.new()\ntests/unit/test_ui_menus.gd:415:\tdifficulty_menu.set_difficulty(MockDifficultyMenu.Difficulty.HARD)\ntests/unit/test_ui_menus.gd:417:\tassert_eq(difficulty_menu.get_status_text(), \"Hard mode: Enemies react when you look away\")\ntests/unit/test_ui_menus.gd:435:\tvar path := levels_menu.get_level_path(\"Building Level\")\ntests/unit/test_ui_menus.gd:437:\tassert_eq(path, \"res://scenes/levels/BuildingLevel.tscn\", \"Should return correct path\")\ntests/unit/test_ui_menus.gd:449:\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\ntests/unit/test_ui_menus.gd:451:\tassert_true(levels_menu.is_current_level(\"res://scenes/levels/BuildingLevel.tscn\"),\ntests/unit/test_ui_menus.gd:459:\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\ntests/unit/test_ui_menus.gd:461:\tvar text := levels_menu.get_button_text(\"Building Level\")\ntests/unit/test_ui_menus.gd:463:\tassert_eq(text, \"Building Level (Current)\", \"Current level should show (Current)\")\ntests/unit/test_ui_menus.gd:468:\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\ntests/unit/test_ui_menus.gd:477:\tlevels_menu.current_scene_path = \"res://scenes/levels/BuildingLevel.tscn\"\ntests/unit/test_ui_menus.gd:479:\tassert_true(levels_menu.should_disable_button(\"Building Level\"),\ntests/unit/test_penetration.gd:90:\t# Thinnest wall in BuildingLevel is 24 pixels (interior walls)\ntests/unit/test_penetration.gd:98:\tvar thinnest_wall_thickness := 24.0 # From BuildingLevel.tscn interior walls\nScripts/Weapons/Shotgun.cs:335: // GDScript handlers (like building_level.gd's _on_shell_count_changed) need\nscripts/objects/enemy.gd:1226:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/objects/enemy.gd:1227:\tvar is_distraction_enabled: bool = difficulty_manager != null and difficulty_manager.is_distraction_attack_enabled()\nscripts/objects/enemy.gd:4380:## Returns the effective detection delay based on difficulty setting.\nscripts/objects/enemy.gd:4382:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/objects/enemy.gd:4383:\tif difficulty_manager and difficulty_manager.has_method(\"get_detection_delay\"):\nscripts/objects/enemy.gd:4384:\t\treturn difficulty_manager.get_detection_delay()\nscripts/objects/enemy.gd:4385:\t# Fall back to export variable if DifficultyManager is not available\ntests/unit/test_level_helpers.gd:5:## used in level scripts (TestTier, BuildingLevel, TutorialLevel).\nscripts/characters/player.gd:211:\t# Get max ammo from DifficultyManager based on current difficulty\nscripts/characters/player.gd:212:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/characters/player.gd:213:\tif difficulty_manager:\nscripts/characters/player.gd:214:\t\tmax_ammo = difficulty_manager.get_max_ammo()\nscripts/characters/player.gd:215:\t\t# Connect to difficulty changes to update ammo limit mid-game\nscripts/characters/player.gd:216:\t\tif not difficulty_manager.difficulty_changed.is_connected(_on_difficulty_changed):\nscripts/characters/player.gd:217:\t\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\nscripts/characters/player.gd:1031:## Called when difficulty changes mid-game.\nscripts/characters/player.gd:1032:## Updates max ammo based on new difficulty setting.\nscripts/characters/player.gd:1033:func _on_difficulty_changed(_new_difficulty: int) -> void:\nscripts/characters/player.gd:1034:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/characters/player.gd:1035:\tif difficulty_manager:\nscripts/characters/player.gd:1036:\t\tvar new_max_ammo: int = difficulty_manager.get_max_ammo()\nscenes/ui/DifficultyMenu.tscn:3:[ext_resource type=\"Script\" path=\"res://scripts/ui/difficulty_menu.gd\" id=\"1_difficulty\"]\nscenes/ui/DifficultyMenu.tscn:5:[node name=\"DifficultyMenu\" type=\"CanvasLayer\"]\nscenes/ui/DifficultyMenu.tscn:8:script = ExtResource(\"1_difficulty\")\nscenes/ui/DifficultyMenu.tscn:45:text = \"Difficulty\"\ntests/unit/test_difficulty_manager.gd:2:## Unit tests for DifficultyManager autoload.\ntests/unit/test_difficulty_manager.gd:4:## Tests the difficulty settings, mode checking, and game parameters\ntests/unit/test_difficulty_manager.gd:5:## that change based on difficulty level.\ntests/unit/test_difficulty_manager.gd:8:# Mock class that mirrors DifficultyManager's testable functionality\ntests/unit/test_difficulty_manager.gd:10:class MockDifficultyManager:\ntests/unit/test_difficulty_manager.gd:11:\t## Difficulty levels enumeration (mirrors the actual enum)\ntests/unit/test_difficulty_manager.gd:12:\tenum Difficulty {\ntests/unit/test_difficulty_manager.gd:18:\t## Current difficulty level\ntests/unit/test_difficulty_manager.gd:19:\tvar current_difficulty: Difficulty = Difficulty.NORMAL\ntests/unit/test_difficulty_manager.gd:21:\t## Signal for difficulty changes\ntests/unit/test_difficulty_manager.gd:22:\tsignal difficulty_changed(new_difficulty: Difficulty)\ntests/unit/test_difficulty_manager.gd:24:\tfunc set_difficulty(difficulty: Difficulty) -> void:\ntests/unit/test_difficulty_manager.gd:25:\t\tif current_difficulty != difficulty:\ntests/unit/test_difficulty_manager.gd:26:\t\t\tcurrent_difficulty = difficulty\ntests/unit/test_difficulty_manager.gd:27:\t\t\tdifficulty_changed.emit(difficulty)\ntests/unit/test_difficulty_manager.gd:29:\tfunc get_difficulty() -> Difficulty:\ntests/unit/test_difficulty_manager.gd:30:\t\treturn current_difficulty\ntests/unit/test_difficulty_manager.gd:33:\t\treturn current_difficulty == Difficulty.HARD\ntests/unit/test_difficulty_manager.gd:36:\t\treturn current_difficulty == Difficulty.NORMAL\ntests/unit/test_difficulty_manager.gd:39:\t\treturn current_difficulty == Difficulty.EASY\ntests/unit/test_difficulty_manager.gd:41:\tfunc get_difficulty_name() -> String:\ntests/unit/test_difficulty_manager.gd:42:\t\tmatch current_difficulty:\ntests/unit/test_difficulty_manager.gd:43:\t\t\tDifficulty.EASY:\ntests/unit/test_difficulty_manager.gd:45:\t\t\tDifficulty.NORMAL:\ntests/unit/test_difficulty_manager.gd:47:\t\t\tDifficulty.HARD:\ntests/unit/test_difficulty_manager.gd:52:\tfunc get_difficulty_name_for(difficulty: Difficulty) -> String:\ntests/unit/test_difficulty_manager.gd:53:\t\tmatch difficulty:\ntests/unit/test_difficulty_manager.gd:54:\t\t\tDifficulty.EASY:\ntests/unit/test_difficulty_manager.gd:56:\t\t\tDifficulty.NORMAL:\ntests/unit/test_difficulty_manager.gd:58:\t\t\tDifficulty.HARD:\ntests/unit/test_difficulty_manager.gd:64:\t\tmatch current_difficulty:\ntests/unit/test_difficulty_manager.gd:65:\t\t\tDifficulty.EASY:\ntests/unit/test_difficulty_manager.gd:67:\t\t\tDifficulty.NORMAL:\ntests/unit/test_difficulty_manager.gd:69:\t\t\tDifficulty.HARD:\ntests/unit/test_difficulty_manager.gd:75:\t\treturn current_difficulty == Difficulty.HARD\ntests/unit/test_difficulty_manager.gd:78:\t\tmatch current_difficulty:\ntests/unit/test_difficulty_manager.gd:79:\t\t\tDifficulty.EASY:\ntests/unit/test_difficulty_manager.gd:81:\t\t\tDifficulty.NORMAL:\ntests/unit/test_difficulty_manager.gd:83:\t\t\tDifficulty.HARD:\ntests/unit/test_difficulty_manager.gd:89:var manager: MockDifficultyManager\ntests/unit/test_difficulty_manager.gd:93:\tmanager = MockDifficultyManager.new()\ntests/unit/test_difficulty_manager.gd:105:func test_initial_difficulty_is_normal() -> void:\ntests/unit/test_difficulty_manager.gd:106:\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.NORMAL,\ntests/unit/test_difficulty_manager.gd:107:\t\t\"Initial difficulty should be NORMAL\")\ntests/unit/test_difficulty_manager.gd:123:# Difficulty Change Tests\ntests/unit/test_difficulty_manager.gd:127:func test_set_difficulty_to_easy() -> void:\ntests/unit/test_difficulty_manager.gd:128:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:130:\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.EASY,\ntests/unit/test_difficulty_manager.gd:131:\t\t\"Difficulty should be EASY after setting\")\ntests/unit/test_difficulty_manager.gd:137:func test_set_difficulty_to_hard() -> void:\ntests/unit/test_difficulty_manager.gd:138:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:140:\tassert_eq(manager.current_difficulty, MockDifficultyManager.Difficulty.HARD,\ntests/unit/test_difficulty_manager.gd:141:\t\t\"Difficulty should be HARD after setting\")\ntests/unit/test_difficulty_manager.gd:147:func test_set_same_difficulty_does_not_emit_signal() -> void:\ntests/unit/test_difficulty_manager.gd:149:\tmanager.difficulty_changed.connect(func(_d): signal_emitted = true)\ntests/unit/test_difficulty_manager.gd:151:\t# Set to same difficulty (NORMAL)\ntests/unit/test_difficulty_manager.gd:152:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\ntests/unit/test_difficulty_manager.gd:154:\tassert_false(signal_emitted, \"Signal should not be emitted when setting same difficulty\")\ntests/unit/test_difficulty_manager.gd:157:func test_set_different_difficulty_emits_signal() -> void:\ntests/unit/test_difficulty_manager.gd:159:\tvar received_difficulty: int = -1\ntests/unit/test_difficulty_manager.gd:160:\tmanager.difficulty_changed.connect(func(d):\ntests/unit/test_difficulty_manager.gd:162:\t\treceived_difficulty = d\ntests/unit/test_difficulty_manager.gd:165:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:167:\tassert_true(signal_emitted, \"Signal should be emitted when changing difficulty\")\ntests/unit/test_difficulty_manager.gd:168:\tassert_eq(received_difficulty, MockDifficultyManager.Difficulty.HARD,\ntests/unit/test_difficulty_manager.gd:169:\t\t\"Signal should pass new difficulty value\")\ntests/unit/test_difficulty_manager.gd:172:func test_get_difficulty_returns_current() -> void:\ntests/unit/test_difficulty_manager.gd:173:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:175:\tassert_eq(manager.get_difficulty(), MockDifficultyManager.Difficulty.EASY,\ntests/unit/test_difficulty_manager.gd:176:\t\t\"get_difficulty() should return current difficulty\")\ntests/unit/test_difficulty_manager.gd:180:# Difficulty Name Tests\ntests/unit/test_difficulty_manager.gd:184:func test_get_difficulty_name_easy() -> void:\ntests/unit/test_difficulty_manager.gd:185:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:187:\tassert_eq(manager.get_difficulty_name(), \"Easy\", \"Easy difficulty name should be 'Easy'\")\ntests/unit/test_difficulty_manager.gd:190:func test_get_difficulty_name_normal() -> void:\ntests/unit/test_difficulty_manager.gd:192:\tassert_eq(manager.get_difficulty_name(), \"Normal\", \"Normal difficulty name should be 'Normal'\")\ntests/unit/test_difficulty_manager.gd:195:func test_get_difficulty_name_hard() -> void:\ntests/unit/test_difficulty_manager.gd:196:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:198:\tassert_eq(manager.get_difficulty_name(), \"Hard\", \"Hard difficulty name should be 'Hard'\")\ntests/unit/test_difficulty_manager.gd:201:func test_get_difficulty_name_for_specific_difficulty() -> void:\ntests/unit/test_difficulty_manager.gd:202:\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.EASY), \"Easy\")\ntests/unit/test_difficulty_manager.gd:203:\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.NORMAL), \"Normal\")\ntests/unit/test_difficulty_manager.gd:204:\tassert_eq(manager.get_difficulty_name_for(MockDifficultyManager.Difficulty.HARD), \"Hard\")\ntests/unit/test_difficulty_manager.gd:213:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:224:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:235:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:248:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:260:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:273:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:280:# Difficulty Cycling Tests\ntests/unit/test_difficulty_manager.gd:289:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.EASY)\ntests/unit/test_difficulty_manager.gd:295:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.HARD)\ntests/unit/test_difficulty_manager.gd:301:\tmanager.set_difficulty(MockDifficultyManager.Difficulty.NORMAL)\nscripts/ui/pause_menu.gd:14:@onready var difficulty_button: Button = $MenuContainer/VBoxContainer/DifficultyButton\nscripts/ui/pause_menu.gd:23:## The instantiated difficulty menu.\nscripts/ui/pause_menu.gd:24:var _difficulty_menu: CanvasLayer = null\nscripts/ui/pause_menu.gd:35:## Reference to the difficulty menu scene.\nscripts/ui/pause_menu.gd:36:@export var difficulty_menu_scene: PackedScene\nscripts/ui/pause_menu.gd:56:\tdifficulty_button.pressed.connect(_on_difficulty_pressed)\nscripts/ui/pause_menu.gd:66:\t# Preload difficulty menu if not set\nscripts/ui/pause_menu.gd:67:\tif difficulty_menu_scene == null:\nscripts/ui/pause_menu.gd:68:\t\tdifficulty_menu_scene = preload(\"res://scenes/ui/DifficultyMenu.tscn\")\nscripts/ui/pause_menu.gd:106:\tif _difficulty_menu and _difficulty_menu.visible:\nscripts/ui/pause_menu.gd:107:\t\t_difficulty_menu.hide()\nscripts/ui/pause_menu.gd:133:\t# Also close difficulty menu if open\nscripts/ui/pause_menu.gd:134:\tif _difficulty_menu and _difficulty_menu.visible:\nscripts/ui/pause_menu.gd:135:\t\t_difficulty_menu.hide()\nscripts/ui/pause_menu.gd:174:func _on_difficulty_pressed() -> void:\nscripts/ui/pause_menu.gd:175:\t# Hide main menu, show difficulty menu\nscripts/ui/pause_menu.gd:178:\tif _difficulty_menu == null:\nscripts/ui/pause_menu.gd:179:\t\t_difficulty_menu = difficulty_menu_scene.instantiate()\nscripts/ui/pause_menu.gd:180:\t\t_difficulty_menu.back_pressed.connect(_on_difficulty_back)\nscripts/ui/pause_menu.gd:181:\t\tadd_child(_difficulty_menu)\nscripts/ui/pause_menu.gd:183:\t\t_difficulty_menu.show()\nscripts/ui/pause_menu.gd:186:func _on_difficulty_back() -> void:\nscripts/ui/pause_menu.gd:188:\tif _difficulty_menu:\nscripts/ui/pause_menu.gd:189:\t\t_difficulty_menu.hide()\nscripts/ui/pause_menu.gd:191:\tdifficulty_button.grab_focus()\nscenes/ui/PauseMenu.tscn:56:[node name=\"DifficultyButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\nscenes/ui/PauseMenu.tscn:59:text = \"Difficulty\"\nscripts/ui/levels_menu.gd:12:\t\"Building Level\": \"res://scenes/levels/BuildingLevel.tscn\",\nscripts/ui/difficulty_menu.gd:2:## Difficulty selection menu.\nscripts/ui/difficulty_menu.gd:4:## Allows the player to select between Easy, Normal, and Hard difficulty modes.\nscripts/ui/difficulty_menu.gd:27:\t# Update button states based on current difficulty\nscripts/ui/difficulty_menu.gd:30:\t# Connect to difficulty changes\nscripts/ui/difficulty_menu.gd:31:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/ui/difficulty_menu.gd:32:\tif difficulty_manager:\nscripts/ui/difficulty_menu.gd:33:\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\nscripts/ui/difficulty_menu.gd:40:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/ui/difficulty_menu.gd:41:\tif difficulty_manager == null:\nscripts/ui/difficulty_menu.gd:44:\tvar is_easy: bool = difficulty_manager.is_easy_mode()\nscripts/ui/difficulty_menu.gd:45:\tvar is_normal: bool = difficulty_manager.is_normal_mode()\nscripts/ui/difficulty_menu.gd:46:\tvar is_hard: bool = difficulty_manager.is_hard_mode()\nscripts/ui/difficulty_menu.gd:48:\t# Highlight current difficulty - disable the selected button\nscripts/ui/difficulty_menu.gd:58:\t# Update status label based on current difficulty\nscripts/ui/difficulty_menu.gd:68:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/ui/difficulty_menu.gd:69:\tif difficulty_manager:\nscripts/ui/difficulty_menu.gd:70:\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\nscripts/ui/difficulty_menu.gd:75:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/ui/difficulty_menu.gd:76:\tif difficulty_manager:\nscripts/ui/difficulty_menu.gd:77:\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\nscripts/ui/difficulty_menu.gd:82:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/ui/difficulty_menu.gd:83:\tif difficulty_manager:\nscripts/ui/difficulty_menu.gd:84:\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\nscripts/ui/difficulty_menu.gd:92:func _on_difficulty_changed(_new_difficulty: int) -> void:\nscenes/levels/BuildingLevel.tscn:3:[ext_resource type=\"Script\" path=\"res://scripts/levels/building_level.gd\" id=\"1_building_level\"]\nscenes/levels/BuildingLevel.tscn:48:[node name=\"BuildingLevel\" type=\"Node2D\"]\nscenes/levels/BuildingLevel.tscn:49:script = ExtResource(\"1_building_level\")\nscenes/levels/BuildingLevel.tscn:935:text = \"BUILDING INTERIOR\"\nscenes/levels/TestTier.tscn:188:[node name=\"Building1\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:193:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building1\"]\nscenes/levels/TestTier.tscn:200:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building1\"]\nscenes/levels/TestTier.tscn:203:[node name=\"Building2\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:208:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building2\"]\nscenes/levels/TestTier.tscn:215:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building2\"]\nscenes/levels/TestTier.tscn:218:[node name=\"Building3\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:223:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building3\"]\nscenes/levels/TestTier.tscn:230:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building3\"]\nscenes/levels/TestTier.tscn:233:[node name=\"Building4\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:238:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building4\"]\nscenes/levels/TestTier.tscn:245:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building4\"]\nscenes/levels/TestTier.tscn:248:[node name=\"Building5\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:253:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building5\"]\nscenes/levels/TestTier.tscn:260:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building5\"]\nscenes/levels/TestTier.tscn:263:[node name=\"Building6\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:268:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building6\"]\nscenes/levels/TestTier.tscn:275:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building6\"]\nscenes/levels/TestTier.tscn:278:[node name=\"Building7\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:283:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Obstacles/Building7\"]\nscenes/levels/TestTier.tscn:290:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building7\"]\nscenes/levels/TestTier.tscn:293:[node name=\"Building8\" type=\"StaticBody2D\" parent=\"Environment/Obstacles\"]\nscenes/levels/TestTier.tscn:298:[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Envir | |
| [2026-01-25T01:57:22.742Z] [INFO] onment/Obstacles/Building8\"]\nscenes/levels/TestTier.tscn:305:[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Obstacles/Building8\"]\nscripts/autoload/last_chance_effects_manager.gd:2:## LastChanceEffectsManager - Special \"last chance\" effect for hard difficulty.\nscripts/autoload/last_chance_effects_manager.gd:5:## on hard difficulty when the player is about to die (1 HP or less) and an\nscripts/autoload/last_chance_effects_manager.gd:288:\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/autoload/last_chance_effects_manager.gd:289:\tif difficulty_manager == null:\nscripts/autoload/last_chance_effects_manager.gd:290:\t\t_log(\"DifficultyManager not found\")\nscripts/autoload/last_chance_effects_manager.gd:293:\tif not difficulty_manager.is_hard_mode():\nscripts/autoload/last_chance_effects_manager.gd:393:\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\nscripts/levels/building_level.gd:2:## Building level scene for the Godot Top-Down Template.\nscripts/levels/building_level.gd:4:## This scene is a Hotline Miami 2 style building with rooms and halls.\nscripts/levels/building_level.gd:6:## - Building interior layout (~2400x2000 pixels) larger than viewport\nscripts/levels/building_level.gd:57:\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\nscripts/levels/building_level.gd:58:\tprint(\"Building size: ~2400x2000 pixels\")\nscripts/levels/building_level.gd:369:\t\tprint(\"All enemies eliminated! Building cleared!\")\nscripts/levels/building_level.gd:652:\tvictory_label.text = \"BUILDING CLEARED!\"\nscripts/levels/building_level.gd:874:\tprint(\"BuildingLevel: Setting up weapon: %s\" % selected_weapon_id)\nscripts/levels/building_level.gd:882:\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\nscripts/levels/building_level.gd:897:\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\nscripts/levels/building_level.gd:899:\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\nscripts/levels/building_level.gd:906:\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\nscripts/levels/building_level.gd:921:\t\t\t# Add an extra magazine for the Mini UZI in the building level\nscripts/levels/building_level.gd:925:\t\t\t\tprint(\"BuildingLevel: Added extra Mini UZI magazine\")\nscripts/levels/building_level.gd:927:\t\t\tprint(\"BuildingLevel: Mini UZI equipped successfully\")\nscripts/levels/building_level.gd:929:\t\t\tpush_error(\"BuildingLevel: Failed to load MiniUzi scene!\")\nscripts/levels/building_level.gd:936:\t\t\tprint(\"BuildingLevel: Removed default AssaultRifle\")\nscripts/levels/building_level.gd:951:\t\t\tprint(\"BuildingLevel: Silenced Pistol equipped successfully\")\nscripts/levels/building_level.gd:953:\t\t\tpush_error(\"BuildingLevel: Failed to load SilencedPistol scene!\")\nscripts/levels/building_level.gd:968:\t\tfile_logger.log_info(\"[BuildingLevel] \" + message)\nscripts/levels/building_level.gd:970:\t\tprint(\"[BuildingLevel] \" + message)\nscripts/autoload/penultimate_hit_effects_manager.gd:195:\t\t# So we skip the regular penultimate hit effect on hard difficulty\nscripts/autoload/penultimate_hit_effects_manager.gd:196:\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nscripts/autoload/penultimate_hit_effects_manager.gd:197:\t\tif difficulty_manager != null and difficulty_manager.is_hard_mode():\nscripts/autoload/difficulty_manager.gd:2:## DifficultyManager - Global difficulty settings manager.\nscripts/autoload/difficulty_manager.gd:4:## Provides a centralized way to manage game difficulty settings.\nscripts/autoload/difficulty_manager.gd:5:## By default, the game runs in \"Normal\" difficulty where the new features\nscripts/autoload/difficulty_manager.gd:7:## In \"Hard\" difficulty, enemies react immediately when the player looks away,\nscripts/autoload/difficulty_manager.gd:10:## Difficulty levels enumeration.\nscripts/autoload/difficulty_manager.gd:11:enum Difficulty {\nscripts/autoload/difficulty_manager.gd:12:\tEASY, ## Easy difficulty - longer enemy reaction delay\nscripts/autoload/difficulty_manager.gd:13:\tNORMAL, ## Default difficulty - classic behavior\nscripts/autoload/difficulty_manager.gd:14:\tHARD ## Hard difficulty - enables distraction attack and reduced ammo\nscripts/autoload/difficulty_manager.gd:17:## Signal emitted when difficulty changes.\nscripts/autoload/difficulty_manager.gd:18:signal difficulty_changed(new_difficulty: Difficulty)\nscripts/autoload/difficulty_manager.gd:20:## Current difficulty level. Defaults to NORMAL.\nscripts/autoload/difficulty_manager.gd:21:var current_difficulty: Difficulty = Difficulty.NORMAL\nscripts/autoload/difficulty_manager.gd:24:const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\nscripts/autoload/difficulty_manager.gd:28:\t# Load saved difficulty on startup\nscripts/autoload/difficulty_manager.gd:32:## Set the game difficulty.\nscripts/autoload/difficulty_manager.gd:33:func set_difficulty(difficulty: Difficulty) -> void:\nscripts/autoload/difficulty_manager.gd:34:\tif current_difficulty != difficulty:\nscripts/autoload/difficulty_manager.gd:35:\t\tcurrent_difficulty = difficulty\nscripts/autoload/difficulty_manager.gd:36:\t\tdifficulty_changed.emit(difficulty)\nscripts/autoload/difficulty_manager.gd:40:## Get the current difficulty level.\nscripts/autoload/difficulty_manager.gd:41:func get_difficulty() -> Difficulty:\nscripts/autoload/difficulty_manager.gd:42:\treturn current_difficulty\nscripts/autoload/difficulty_manager.gd:47:\treturn current_difficulty == Difficulty.HARD\nscripts/autoload/difficulty_manager.gd:52:\treturn current_difficulty == Difficulty.NORMAL\nscripts/autoload/difficulty_manager.gd:57:\treturn current_difficulty == Difficulty.EASY\nscripts/autoload/difficulty_manager.gd:60:## Get the display name of the current difficulty.\nscripts/autoload/difficulty_manager.gd:61:func get_difficulty_name() -> String:\nscripts/autoload/difficulty_manager.gd:62:\tmatch current_difficulty:\nscripts/autoload/difficulty_manager.gd:63:\t\tDifficulty.EASY:\nscripts/autoload/difficulty_manager.gd:65:\t\tDifficulty.NORMAL:\nscripts/autoload/difficulty_manager.gd:67:\t\tDifficulty.HARD:\nscripts/autoload/difficulty_manager.gd:73:## Get the display name for a specific difficulty level.\nscripts/autoload/difficulty_manager.gd:74:func get_difficulty_name_for(difficulty: Difficulty) -> String:\nscripts/autoload/difficulty_manager.gd:75:\tmatch difficulty:\nscripts/autoload/difficulty_manager.gd:76:\t\tDifficulty.EASY:\nscripts/autoload/difficulty_manager.gd:78:\t\tDifficulty.NORMAL:\nscripts/autoload/difficulty_manager.gd:80:\t\tDifficulty.HARD:\nscripts/autoload/difficulty_manager.gd:86:## Get max ammo based on difficulty.\nscripts/autoload/difficulty_manager.gd:90:\tmatch current_difficulty:\nscripts/autoload/difficulty_manager.gd:91:\t\tDifficulty.EASY:\nscripts/autoload/difficulty_manager.gd:93:\t\tDifficulty.NORMAL:\nscripts/autoload/difficulty_manager.gd:95:\t\tDifficulty.HARD:\nscripts/autoload/difficulty_manager.gd:104:\treturn current_difficulty == Difficulty.HARD\nscripts/autoload/difficulty_manager.gd:107:## Get the detection delay based on difficulty.\nscripts/autoload/difficulty_manager.gd:113:\tmatch current_difficulty:\nscripts/autoload/difficulty_manager.gd:114:\t\tDifficulty.EASY:\nscripts/autoload/difficulty_manager.gd:116:\t\tDifficulty.NORMAL:\nscripts/autoload/difficulty_manager.gd:118:\t\tDifficulty.HARD:\nscripts/autoload/difficulty_manager.gd:127:\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\nscripts/autoload/difficulty_manager.gd:130:\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\nscripts/autoload/difficulty_manager.gd:138:\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\nscripts/autoload/difficulty_manager.gd:140:\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.HARD:\nscripts/autoload/difficulty_manager.gd:141:\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\nscripts/autoload/difficulty_manager.gd:143:\t\t\tcurrent_difficulty = Difficulty.NORMAL\nscripts/autoload/difficulty_manager.gd:146:\t\tcurrent_difficulty = Difficulty.NORMAL\ndocs/case-studies/issue-208/README.md:24:- **Problem Identified**: Missing signal connection in `building_level.gd`\ndocs/case-studies/issue-208/README.md:25:- **Fix Applied**: Added `ShellCountChanged` signal handler to `building_level.gd`\ndocs/case-studies/issue-208/README.md:26:- **Result**: Fix worked for building_level.tscn scene\ndocs/case-studies/issue-208/README.md:38:The initial fix was **incomplete** - only `building_level.gd` was updated, but:\ndocs/case-studies/issue-208/README.md:54:- `building_level.gd` - Main combat level\ndocs/case-studies/issue-208/README.md:87:| Signal | building_level.gd | tutorial_level.gd | test_tier.gd |\ndocs/case-studies/issue-208/README.md:99:2. **scripts/levels/building_level.gd** - Building level UI controller\ndocs/case-studies/issue-208/README.md:156:- `scripts/levels/building_level.gd` - v1 fix (already done)\ndocs/case-studies/issue-208/README.md:190:- `scripts/levels/building_level.gd:203` - Signal connection (v1 fix)\ndocs/case-studies/issue-167/README.md:1:# Case Study: Issue #167 - Special \"Last Chance\" Effect Not Working on Hard Difficulty\ndocs/case-studies/issue-167/README.md:5:The special \"last chance\" time-freeze effect for hard difficulty was not triggering when the player had 1 HP or less. Instead, the regular penultimate hit effect was being used in all cases.\ndocs/case-studies/issue-167/README.md:96:1. Player starts game on hard difficulty with full health (4 HP)\ndocs/case-studies/issue-167/README.md:328:1. The scene hierarchy is: `BuildingLevel` → `Environment` (Node2D) → `Walls` (Node2D) → `WallTop` (StaticBody2D)\ndocs/case-studies/issue-167/README.md:436:1. Start the game on **Hard** difficulty\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:779:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:788:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:931:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:940:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:991:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:1000:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:1172:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:1173:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:2498:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:2507:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:7964:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:7978: \"/tmp/gh-issue-solver-1768947557161/tests/unit/test_difficulty_manager.gd\",\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:8608:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:8617:[Omitted long matching line]\ndocs/case-studies/issue-141/initial-solution-draft-log.txt:8900: \"text\": \"No failures in the ricochet tests. The ricochet tests passed. The 11 failing tests are pre-existing failures in other test files (difficulty_manager, enemy_actions, player, sound_propagation, etc.).\\n\\nLet me update the todo list and finalize the PR.\"\ndocs/case-studies/issue-141/auto-restart-1-log.txt:779:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:788:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:931:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:940:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:991:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:1000:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:1172:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:1173:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:2498:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:2507:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:7964:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:7978: \"/tmp/gh-issue-solver-1768947557161/tests/unit/test_difficulty_manager.gd\",\ndocs/case-studies/issue-141/auto-restart-1-log.txt:8608:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:8617:[Omitted long matching line]\ndocs/case-studies/issue-141/auto-restart-1-log.txt:8900: \"text\": \"No failures in the ricochet tests. The ricochet tests passed. The 11 failing tests are pre-existing failures in other test files (difficulty_manager, enemy_actions, player, sound_propagation, etc.).\\n\\nLet me update the todo list and finalize the PR.\"\ndocs/case-studies/issue-141/solution-draft-final-log.txt:779:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:788:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:931:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:940:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:991:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:1000:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:1172:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:1173:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:2498:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:2507:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:7964:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:7978: \"/tmp/gh-issue-solver-1768947557161/tests/unit/test_difficulty_manager.gd\",\ndocs/case-studies/issue-141/solution-draft-final-log.txt:8608:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:8617:[Omitted long matching line]\ndocs/case-studies/issue-141/solution-draft-final-log.txt:8900: \"text\": \"No failures in the ricochet tests. The ricochet tests passed. The 11 failing tests are pre-existing failures in other test files (difficulty_manager, enemy_actions, player, sound_propagation, etc.).\\n\\nLet me update the todo list and finalize the PR.\"\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1077:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1154: \"/tmp/gh-issue-solver-1769075984381/scripts/autoload/difficulty_manager.gd\",\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1181: \"/tmp/gh-issue-solver-1769075984381/scripts/ui/difficulty_menu.gd\",\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1200:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1234: \"/tmp/gh-issue-solver-1769075984381/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1252: \"/tmp/gh-issue-solver-1769075984381/scenes/ui/DifficultyMenu.tscn\",\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1270:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1279:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1501:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1502:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1503:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1504:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1615:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1616:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1648:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1657:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1859:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:1879:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:2663:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:2664:[Omitted long matching line]\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:4243: \"content\": \"127f4dd Initial commit with task details\\ncdc9a8c Merge pull request #237 from konard/issue-236-50df960cfb82\\n7d747b6 Revert \\\"Initial commit with task details\\\"\\n4a7c4c8 Add extra Mini UZI magazine in BuildingLevel\\n024e88b Initial commit with task details\",\ndocs/case-studies/issue-234/logs/solution-draft-log-pr-240.txt:4252: \"stdout\": \"127f4dd Initial commit with task details\\ncdc9a8c Merge pull request #237 from konard/issue-236-50df960cfb82\\n7d747b6 Revert \\\"Initial commit with task details\\\"\\n4a7c4c8 Add extra Mini UZI magazine in BuildingLevel\\n024e88b Initial commit with task details\",\ndocs/case-studies/issue-152/README.md:28: - `project.godot` defines `BuildingLevel.tscn` as main scene\ndocs/case-studies/issue-152/README.md:29: - `BuildingLevel.tscn` uses `scenes/characters/csharp/Player.tscn`\ndocs/case-studies/issue-152/README.md:93:The main game (`BuildingLevel.tscn`) uses the C# character path, which chains to C# weapons and C# bullets.\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:53:[02:41:57] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:54:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:55:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:56:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:57:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:58:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:59:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:60:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:61:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:62:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:63:[02:41:57] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_024157.txt:64:[02:41:57] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-339/README.md:165:**Level Structure (BuildingLevel.tscn):**\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:53:[02:55:46] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:54:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:55:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:56:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:57:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:58:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:59:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:60:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:61:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:62:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:63:[02:55:46] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-339/game_log_20260125_025545.txt:64:[02:55:46] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-194/README.md:182:- Modified `tutorial_level.gd` and `building_level.gd` to swap weapons based on GameManager selection\ndocs/case-studies/issue-210/README.md:11:1. **Building level should give 20 shotgun charges** - Currently gives too many shells\ndocs/case-studies/issue-210/README.md:25:- `scripts/levels/building_level.gd` - Building level script\ndocs/case-studies/issue-210/README.md:57:The user wants 20 total shells on building level:\ndocs/case-studies/issue-210/README.md:64:**Option B:** Configure per-level starting ammo in building_level.gd\ndocs/case-studies/issue-210/README.md:133:1. Verify building level starts with exactly 20 shells total (8 in tube + 12 reserve)\ndocs/case-studies/issue-210/README.md:252:> \"патронов на карте здание всё ещё 8 + 24\"\ndocs/case-studies/issue-210/README.md:257:- \"Building map still has 8 + 24 shells\"\ndocs/case-studies/issue-210/README.md:381:The `ShellCountChanged` signal was emitted during `Shotgun._Ready()`, **before** the shotgun was added to the player's children. The GDScript handler (`_on_shell_count_changed` in `building_level.gd`) tries to read `ReserveAmmo` from the shotgun via `_player.get_node_or_null(\"Shotgun\")`, but this returns `null` because the shotgun hasn't been added yet.\ndocs/case-studies/issue-210/README.md:384:1. `building_level.gd` calls `shotgun_scene.instantiate()`\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:53:[01:42:47] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:54:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:55:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:56:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:57:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:58:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:59:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:60:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:61:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:62:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:63:[01:42:47] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:64:[01:42:47] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:143:[01:42:57] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:144:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:145:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:146:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:147:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:148:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:149:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:150:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:151:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:152:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:153:[01:42:57] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:154:[01:42:57] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:382:[01:43:17] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:383:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:384:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:385:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:386:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:387:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:388:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:389:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:390:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:391:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:392:[01:43:17] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:393:[01:43:17] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:557:[01:43:22] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:558:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:559:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:560:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:561:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:562:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:563:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:564:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:565:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:566:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:567:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:568:[01:43:22] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:634:[01:43:22] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:635:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:636:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:637:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:638:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:639:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:640:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:641:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:642:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:643:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:644:[01:43:22] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:645:[01:43:22] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:715:[01:43:27] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:716:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:717:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:718:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:719:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:720:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:721:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:722:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:723:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:724:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:725:[01:43:27] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:726:[01:43:27] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1358:[01:43:46] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1359:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1360:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1361:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1362:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1363:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1364:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1365:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1366:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1367:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1368:[01:43:46] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1369:[01:43:46] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1633:[01:43:49] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1634:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1635:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1636:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1637:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1638:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1639:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1640:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1641:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1642:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1643:[01:43:49] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1644:[01:43:49] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1762:[01:43:55] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1763:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1764:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1765:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1766:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1767:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1768:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1769:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1770:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1771:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1772:[01:43:55] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1773:[01:43:55] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1892:[01:44:02] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1893:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1894:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1895:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1896:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1897:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1898:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1899:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1900:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1901:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1902:[01:44:02] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:1903:[01:44:02] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2307:[01:44:08] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2308:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2309:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2310:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2311:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2312:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2313:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2314:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2315:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2316:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2317:[01:44:08] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2318:[01:44:08] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2740:[01:44:27] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2741:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2742:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2743:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2744:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2745:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2746:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2747:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2748:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2749:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2750:[01:44:27] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:2751:[01:44:27] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3332:[01:44:44] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3333:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3334:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3335:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3336:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3337:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3338:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3339:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3340:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3341:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3342:[01:44:44] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014246.txt:3343:[01:44:44] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-110/README.md:98:The map (`BuildingLevel.tscn`) had L-shaped wall corners where:\ndocs/case-studies/issue-110/README.md:185:2. `scenes/levels/BuildingLevel.tscn`\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:654:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:663:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1032:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1110: \"/tmp/gh-issue-solver-1769060751076/scripts/autoload/difficulty_manager.gd\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1129: \"/tmp/gh-issue-solver-1769060751076/scripts/levels/building_level.gd\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1136: \"/tmp/gh-issue-solver-1769060751076/scripts/ui/difficulty_menu.gd\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1178:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1187:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1408:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1417:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1504: \"file_path\": \"/tmp/gh-issue-solver-1769060751076/scripts/levels/building_level.gd\"\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1563:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1564:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1565:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1566:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1567:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:1581: \"text\": \"Now I have a good understanding of the codebase. Let me also check the game_manager.gd and find where the shotgun ammo count is set for the building level.\"\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2019: \"text\": \"I can see that the shotgun has `MaxReserveAmmo = 24`. This is the value that needs to be changed to 20 for the building level. But wait - looking at the issue more carefully, the request is about \\\"20 зарядов дробовика\\\" (20 shotgun charges) - this likely means the total available shells. Let me look closer at how the shotgun gets its starting ammo and where the building level sets up the weapon:\"\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2111:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2163: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2285: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2386:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2427:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2494: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2574: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2616: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2786: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2866: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:2908: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3129: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3209: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3251: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3433: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3513: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3555: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3747:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3884: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:3964: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4006: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4170:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4524: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4604: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4646: \"content\": \"Reduce shotgun reserve ammo to 20 shells for building level\",\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4683:[Omitted long matching line]\ndocs/case-studies/issue-210/logs/solution-draft-log-pr-1769061104361.txt:4712:[Omitted long matching line]\ndocs/case-studies/issue-167/bullet-freeze-fix.md:58:if child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\",\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:53:[01:48:17] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:54:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:55:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:56:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:57:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:58:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:59:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:60:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:61:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:62:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:63:[01:48:17] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:64:[01:48:17] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:742:[01:48:39] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:743:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:744:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:745:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:746:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:747:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:748:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:749:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:750:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:751:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:752:[01:48:39] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:753:[01:48:39] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1648:[01:48:57] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1649:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1650:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1651:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1652:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1653:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1654:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1655:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1656:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1657:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1658:[01:48:57] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1659:[01:48:57] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1755:[01:49:02] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1756:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1757:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1758:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1759:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1760:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1761:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1762:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1763:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1764:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1765:[01:49:02] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:1766:[01:49:02] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2687:[01:49:19] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2688:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2689:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2690:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2691:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2692:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2693:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2694:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2695:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2696:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2697:[01:49:19] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:2698:[01:49:19] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3161:[01:49:32] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3162:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ | |
| [2026-01-25T01:57:22.754Z] [INFO] ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3163:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3164:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3165:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3166:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3167:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3168:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3169:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3170:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3171:[01:49:32] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3172:[01:49:32] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3331:[01:49:43] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3332:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3333:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3334:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3335:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3336:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3337:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3338:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3339:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3340:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3341:[01:49:43] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3342:[01:49:43] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3430:[01:49:45] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3431:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3432:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3433:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3434:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3435:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3436:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3437:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3438:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3439:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3440:[01:49:45] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3441:[01:49:45] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3528:[01:49:50] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3529:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3530:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3531:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3532:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3533:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3534:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3535:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3536:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3537:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3538:[01:49:50] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3539:[01:49:50] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3605:[01:49:54] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3606:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3607:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3608:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3609:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3610:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3611:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3612:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3613:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3614:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3615:[01:49:54] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3616:[01:49:54] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3801:[01:49:57] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3802:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3803:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3804:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3805:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3806:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3807:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3808:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3809:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3810:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3811:[01:49:57] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:3812:[01:49:57] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4388:[01:50:32] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4389:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4390:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4391:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4392:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4393:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4394:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4395:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4396:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4397:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4398:[01:50:32] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4399:[01:50:32] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4465:[01:50:33] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4466:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4467:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4468:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4469:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4470:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4471:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4472:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4473:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4474:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4475:[01:50:33] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4476:[01:50:33] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4831:[01:50:59] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4832:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4833:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4834:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4835:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4836:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4837:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4838:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4839:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4840:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4841:[01:50:59] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:4842:[01:50:59] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5109:[01:51:04] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5110:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5111:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5112:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5113:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5114:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5115:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5116:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5117:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5118:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5119:[01:51:04] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5120:[01:51:04] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5510:[01:51:18] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5511:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5512:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5513:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5514:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5515:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5516:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5517:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5518:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5519:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5520:[01:51:18] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5521:[01:51:18] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5983:[01:51:33] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5984:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5985:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5986:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5987:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5988:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5989:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5990:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5991:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5992:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5993:[01:51:33] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:5994:[01:51:33] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6218:[01:51:37] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6219:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6220:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6221:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6222:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6223:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6224:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6225:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6226:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6227:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6228:[01:51:37] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6229:[01:51:37] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6298:[01:51:40] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6299:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6300:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6301:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6302:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6303:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6304:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6305:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6306:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6307:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6308:[01:51:40] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:6309:[01:51:40] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7073:[01:51:52] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7074:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7075:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7076:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7077:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7078:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7079:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7080:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7081:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7082:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7083:[01:51:52] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7084:[01:51:52] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7817:[01:52:15] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7818:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7819:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7820:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7821:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7822:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7823:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7824:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7825:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7826:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7827:[01:52:15] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:7828:[01:52:15] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8807:[01:52:41] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8808:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8809:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8810:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8811:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8812:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8813:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8814:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8815:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8816:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8817:[01:52:41] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-stu | |
| [2026-01-25T01:57:22.775Z] [INFO] dies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8818:[01:52:41] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8886:[01:52:43] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8887:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8888:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8889:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8890:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8891:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8892:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8893:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8894:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8895:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8896:[01:52:43] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:8897:[01:52:43] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9580:[01:53:09] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9581:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9582:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9583:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9584:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9585:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9586:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9587:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9588:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9589:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9590:[01:53:09] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:9591:[01:53:09] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10290:[01:53:29] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10291:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10292:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10293:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10294:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10295:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10296:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10297:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10298:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10299:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10300:[01:53:29] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:10301:[01:53:29] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11273:[01:53:46] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11274:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11275:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11276:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11277:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11278:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11279:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11280:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11281:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11282:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11283:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11284:[01:53:46] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11350:[01:53:46] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11351:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11352:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11353:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11354:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11355:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11356:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11357:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11358:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11359:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11360:[01:53:46] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11361:[01:53:46] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11634:[01:53:51] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11635:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11636:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11637:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11638:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11639:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11640:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11641:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11642:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11643:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11644:[01:53:51] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11645:[01:53:51] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11721:[01:53:54] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11722:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11723:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11724:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11725:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11726:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11727:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11728:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11729:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11730:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11731:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11732:[01:53:54] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11802:[01:53:54] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11803:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11804:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11805:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11806:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11807:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11808:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11809:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11810:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11811:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11812:[01:53:54] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:11813:[01:53:54] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12160:[01:54:00] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12161:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12162:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12163:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12164:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12165:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12166:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12167:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12168:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12169:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12170:[01:54:00] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:12171:[01:54:00] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13071:[01:54:14] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13072:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13073:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13074:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13075:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13076:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13077:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13078:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13079:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13080:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13081:[01:54:14] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13082:[01:54:14] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13570:[01:54:19] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13571:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13572:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13573:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13574:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13575:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13576:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13577:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13578:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13579:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13580:[01:54:19] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:13581:[01:54:19] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14432:[01:54:34] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14433:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14434:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14435:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14436:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14437:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14438:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14439:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14440:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14441:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14442:[01:54:34] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:14443:[01:54:34] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15254:[01:54:46] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15255:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15256:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15257:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15258:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15259:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15260:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15261:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15262:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15263:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15264:[01:54:46] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014817.txt:15265:[01:54:46] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-306/README.md:270:[BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-306/README.md:292:2. **Difficulty change** - Limited FOV significantly reduces game difficulty\ndocs/case-studies/issue-139/pr-comments.json:1:[Omitted long matching line]\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:53:[02:35:58] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:54:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:55:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:56:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:57:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:58:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:59:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:60:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:61:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:62:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:63:[02:35:58] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:64:[02:35:58] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:166:[02:36:02] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:167:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:168:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:169:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:170:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:171:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:172:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:173:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:174:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:175:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:176:[02:36:02] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:177:[02:36:02] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:274:[02:36:06] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:275:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:276:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:277:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:278:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:279:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:280:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:281:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:282:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:283:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:284:[02:36:06] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:285:[02:36:06] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:405:[02:36:10] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:406:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:407:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:408:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:409:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:410:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:411:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:412:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:413:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:414:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:415:[02:36:10] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:416:[02:36:10] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:510:[02:36:11] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:511:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:512:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:513:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:514:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:515:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:516:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:517:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:518:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:519:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:520:[02:36:11] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:521:[02:36:11] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:769:[02:36:15] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:770:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:771:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:772:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:773:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:774:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:775:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:776:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:777:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:778:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:779:[02:36:15] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:780:[02:36:15] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:965:[02:36:18] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:966:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:967:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:968:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:969:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:970:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:971:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:972:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:973:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:974:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:975:[02:36:18] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:976:[02:36:18] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1174:[02:36:22] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1175:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1176:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1177:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1178:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1179:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1180:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1181:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1182:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1183:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1184:[02:36:22] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1185:[02:36:22] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1827:[02:36:36] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1828:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1829:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1830:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1831:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1832:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1833:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1834:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1835:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1836:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1837:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1838:[02:36:36] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1904:[02:36:36] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1905:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1906:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1907:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1908:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1909:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1910:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1911:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1912:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1913:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1914:[02:36:36] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:1915:[02:36:36] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2434:[02:36:47] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2435:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2436:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2437:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2438:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2439:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2440:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2441:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2442:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2443:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2444:[02:36:47] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2445:[02:36:47] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2706:[02:36:52] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2707:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2708:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2709:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2710:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2711:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2712:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2713:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2714:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2715:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2716:[02:36:52] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2717:[02:36:52] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2827:[02:36:58] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2828:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2829:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2830:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2831:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2832:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2833:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2834:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2835:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2836:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2837:[02:36:58] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:2838:[02:36:58] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3115:[02:37:03] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3116:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3117:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3118:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3119:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3120:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3121:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3122:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3123:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3124:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3125:[02:37:03] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3126:[02:37:03] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3640:[02:37:17] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3641:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3642:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3643:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3644:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3645:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3646:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3647:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3648:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3649:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3650:[02:37:17] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:3651:[02:37:17] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4034:[02:37:34] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4035:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4036:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4037:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4038:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4039:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4040:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4041:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4042:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4043:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4044:[02:37:34] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-344/game_log_20260125_023558.txt:4045:[02:37:34] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-139/README.md:44: - TestTier.tscn and BuildingLevel.tscn still had InstructionsLabel showing WASD controls\ndocs/case-studies/issue-139/README.md:61:- `scenes/levels/BuildingLevel.tscn` (lines 938-946)\ndocs/case-studies/issue-139/README.md:63:Additionally, the GDScript files `test_tier.gd` and `building_level.gd` contained code that updated these labels:\ndocs/case-studies/issue-139/README.md:153:2. `scenes/levels/BuildingLevel.tscn` - Removed InstructionsLabel node\ndocs/case-studies/issue-139/README.md:155:4. `scripts/levels/building_level.gd` - Removed InstructionsLabel update code\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:53:[01:45:21] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:54:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:55:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:56:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:57:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:58:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:59:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:60:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:61:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:62:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:63:[01:45:21] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:64:[01:45:21] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:381:[01:45:56] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:382:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:383:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:384:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:385:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:386:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:387:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:388:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:389:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:390:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:391:[01:45:56] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:392:[01:45:56] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:778:[01:46:11] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:779:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:780:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:781:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:782:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:783:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:784:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:785:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:786:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:787:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:788:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:789:[01:46:11] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:855:[01:46:11] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:856:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:857:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:858:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:859:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:860:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:861:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:862:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:863:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:864:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:865:[01:46:11] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:866:[01:46:11] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1125:[01:47:00] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1126:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1127:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1128:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1129:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1130:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1131:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1132:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1133:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1134:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1135:[01:47:00] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1136:[01:47:00] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1620:[01:47:24] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1621:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1622:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1623:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1624:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1625:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1626:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1627:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1628:[01:47:24] [INFO] [BuildingLevel] Child | |
| [2026-01-25T01:57:22.794Z] [INFO] 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1629:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1630:[01:47:24] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:1631:[01:47:24] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2016:[01:47:39] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2017:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2018:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2019:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2020:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2021:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2022:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2023:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2024:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2025:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2026:[01:47:39] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2027:[01:47:39] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2563:[01:47:52] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2564:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2565:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2566:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2567:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2568:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2569:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2570:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2571:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2572:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2573:[01:47:52] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_014520.txt:2574:[01:47:52] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-254/pr-246-diff.txt:39074:[Omitted long matching line]\ndocs/case-studies/issue-254/pr-246-diff.txt:39088:+ \"/tmp/gh-issue-solver-1769066205054/tests/unit/test_difficulty_manager.gd\",\ndocs/case-studies/issue-254/pr-246-diff.txt:39354:[Omitted long matching line]\ndocs/case-studies/issue-254/pr-246-diff.txt:39363:[Omitted long matching line]\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:53:[01:58:48] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:54:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:55:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:56:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:57:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:58:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:59:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:60:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:61:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:62:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:63:[01:58:48] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:64:[01:58:48] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:227:[01:58:52] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:228:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:229:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:230:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:231:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:232:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:233:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:234:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:235:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:236:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:237:[01:58:52] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:238:[01:58:52] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:436:[01:58:56] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:437:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:438:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:439:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:440:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:441:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:442:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:443:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:444:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:445:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:446:[01:58:56] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:447:[01:58:56] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:840:[01:59:03] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:841:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:842:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:843:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:844:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:845:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:846:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:847:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:848:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:849:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:850:[01:59:03] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_015847.txt:851:[01:59:03] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-96/README.md:209: - `scenes/levels/BuildingLevel.tscn`\ndocs/case-studies/issue-139/solution-draft-log.txt:1036:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1045:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1096:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1105:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1259:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1270:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1473:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1474:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1667:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1668:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1933: \"old_string\": \"## Dictionary mapping level names to their scene paths.\\nconst LEVELS: Dictionary = {\\n\\t\\\"Building Level\\\": \\\"res://scenes/levels/BuildingLevel.tscn\\\",\\n\\t\\\"Test Tier\\\": \\\"res://scenes/levels/TestTier.tscn\\\",\\n\\t\\\"Test Tier (C#)\\\": \\\"res://scenes/levels/csharp/TestTier.tscn\\\"\\n}\",\ndocs/case-studies/issue-139/solution-draft-log.txt:1934: \"new_string\": \"## Dictionary mapping level names to their scene paths.\\nconst LEVELS: Dictionary = {\\n\\t\\\"Building Level\\\": \\\"res://scenes/levels/BuildingLevel.tscn\\\",\\n\\t\\\"Test Tier\\\": \\\"res://scenes/levels/TestTier.tscn\\\",\\n\\t\\\"Обучение\\\": \\\"res://scenes/levels/csharp/TestTier.tscn\\\"\\n}\"\ndocs/case-studies/issue-139/solution-draft-log.txt:1974: \"oldString\": \"## Dictionary mapping level names to their scene paths.\\nconst LEVELS: Dictionary = {\\n\\t\\\"Building Level\\\": \\\"res://scenes/levels/BuildingLevel.tscn\\\",\\n\\t\\\"Test Tier\\\": \\\"res://scenes/levels/TestTier.tscn\\\",\\n\\t\\\"Test Tier (C#)\\\": \\\"res://scenes/levels/csharp/TestTier.tscn\\\"\\n}\",\ndocs/case-studies/issue-139/solution-draft-log.txt:1975: \"newString\": \"## Dictionary mapping level names to their scene paths.\\nconst LEVELS: Dictionary = {\\n\\t\\\"Building Level\\\": \\\"res://scenes/levels/BuildingLevel.tscn\\\",\\n\\t\\\"Test Tier\\\": \\\"res://scenes/levels/TestTier.tscn\\\",\\n\\t\\\"Обучение\\\": \\\"res://scenes/levels/csharp/TestTier.tscn\\\"\\n}\",\ndocs/case-studies/issue-139/solution-draft-log.txt:1976:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:1985: \" \\\"Building Level\\\": \\\"res://scenes/levels/BuildingLevel.tscn\\\",\",\ndocs/case-studies/issue-139/solution-draft-log.txt:4089:[Omitted long matching line]\ndocs/case-studies/issue-139/solution-draft-log.txt:4098:[Omitted long matching line]\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:53:[02:18:07] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:54:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:55:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:56:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:57:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:58:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:59:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:60:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:61:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:62:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:63:[02:18:07] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:64:[02:18:07] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:249:[02:18:35] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:250:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:251:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:252:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:253:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:254:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:255:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:256:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:257:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:258:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:259:[02:18:35] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:260:[02:18:35] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:891:[02:19:48] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:892:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:893:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:894:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:895:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:896:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:897:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:898:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:899:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:900:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:901:[02:19:48] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:902:[02:19:48] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1094:[02:19:57] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1095:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1096:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1097:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1098:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1099:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1100:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1101:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1102:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1103:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1104:[02:19:57] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1105:[02:19:57] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1201:[02:20:28] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1202:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1203:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1204:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1205:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1206:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1207:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1208:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1209:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1210:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1211:[02:20:28] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1212:[02:20:28] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1367:[02:20:31] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1368:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1369:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1370:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1371:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1372:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1373:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1374:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1375:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1376:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1377:[02:20:31] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1378:[02:20:31] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1546:[02:20:35] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1547:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1548:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1549:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1550:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1551:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1552:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1553:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1554:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1555:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1556:[02:20:35] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1557:[02:20:35] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1926:[02:20:44] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1927:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1928:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1929:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1930:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1931:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1932:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1933:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1934:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1935:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1936:[02:20:44] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:1937:[02:20:44] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2165:[02:20:55] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2166:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2167:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2168:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2169:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2170:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2171:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2172:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2173:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2174:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2175:[02:20:55] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2176:[02:20:55] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2330:[02:21:04] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2331:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2332:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2333:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2334:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2335:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2336:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2337:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2338:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2339:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2340:[02:21:04] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2341:[02:21:04] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2552:[02:21:07] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2553:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2554:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2555:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2556:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2557:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2558:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2559:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2560:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2561:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2562:[02:21:07] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2563:[02:21:07] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2716:[02:21:11] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2717:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2718:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2719:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2720:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2721:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2722:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2723:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2724:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2725:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2726:[02:21:11] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:2727:[02:21:11] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3131:[02:21:14] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3132:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3133:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3134:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3135:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3136:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3137:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3138:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3139:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3140:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3141:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3142:[02:21:14] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3208:[02:21:14] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3209:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3210:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3211:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3212:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3213:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3214:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3215:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3216:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3217:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3218:[02:21:14] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3219:[02:21:14] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3699:[02:21:29] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3700:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3701:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3702:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3703:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3704:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3705:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3706:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3707:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3708:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3709:[02:21:29] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-332/logs/game-logs/game_log_20260125_021806.txt:3710:[02:21:29] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-266/pr244_diff.txt:4845:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:4854:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:5309:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:5318:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:5507:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:5508:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:7655:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:7664:[Omitted long matching line]\ndocs/case-studies/issue-266/pr244_diff.txt:9897:[Omitted long matching line]\ndocs/case-studies/issue-42/README.md:7:**Goal:** Configure balance and economy settings for the tactical arena, building upon existing implementations from Issue #12 and PR #38.\ndocs/case-studies/issue-42/README.md:125:- Faster enemy rotation increases difficulty\ndocs/case-studies/issue-109/README.md:125:| 2026-01-18 12:XX:XX | Merge conflict resolved (ScreenShakeManager + DifficultyManager) |\ndocs/case-studies/issue-109/README.md:270:This creates differentiation: a single shotgun blast feels powerful, while full-auto creates building shake.\ndocs/case-studies/issue-109/README.md:345:1. **Merge Conflict**: Concurrent PR #114 (DifficultyManager) modified same file (`project.godot`)\ndocs/case-studies/issue-103/all-issues.json:1:[Omitted long matching line]\ndocs/case-studies/issue-211/README.md:12:1. The game has a \"special last chance\" effect for hard difficulty (implemented in `last_chance_effects_manager.gd`)\ndocs/case-studies/issue-103/README.md:381:- [Building the AI of F.E.A.R. with Goal Oriented Action Planning](https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning)\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:900:[Omitted long matching line]\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:926: \"/tmp/gh-issue-solver-1768734879801/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:953:[Omitted long matching line]\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:1034: \"/tmp/gh-issue-solver-1768734879801/scripts/levels/building_level.gd\",\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:3948:[Omitted long matching line]\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:3959:[Omitted long matching line]\ndocs/case-studies/issue-109/logs/solution-draft-log-pr-1768735405032.txt:4024:[Omitted long matching line]\ndocs/case-studies/issue-103/pr-104-conversation-comments.json:1:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23:+ - Enemies rotated to face room entrances in BuildingLevel.tscn\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:218:+| `scenes/levels/BuildingLevel.tscn` | Reverted enemy rotation values to 0 (default) |\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:397:+e5cbebe - Rotate enemies in BuildingLevel to face room entrances\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:413:+| `scenes/levels/BuildingLevel.tscn` | Level layout | Enemy rotations (later reverted) |\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:18949:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:18958:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19161:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19170:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19184:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19193:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19481:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19847:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:19858:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20055:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20066:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20249:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20361:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20803:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20838:+ \"command\": \"git show upstream-main:scenes/levels/BuildingLevel.tscn | grep -A5 \\\"Enemy\\\" | head -100 2>&1\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:20839:+ \"description\": \"Show enemy sections in upstream BuildingLevel.tscn\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21105:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21116:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21181:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21190:+ \" DifficultyManager=\\\"*res://scripts/autoload/difficulty_manager.gd\\\"\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21286:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21297:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21394:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21414:+ \" ## Reference to the difficulty menu scene.\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21415:+ \" @export var difficulty_menu_scene: PackedScene\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21481:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21568:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:21657:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22045:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22047:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22271:+ \"text\": \"All conflicts are resolved. Now let me mark the files as resolved and check the BuildingLevel.tscn to revert enemy rotations:\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22378:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22453:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22490:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22527:+ \"text\": \"Now let me read the BuildingLevel.tscn to revert enemy rotations to their original state (no rotation values):\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22563:+ \"path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22656:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22699:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22753:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22786:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22794:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22797:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22833:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22858:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22859:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22874:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22907:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22915:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22918:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22954:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22987:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22995:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:22998:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23034:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23067:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23075:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23078:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23114:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23147:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23155:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23158:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23194:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23227:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23235:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23238:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23274:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23307:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23315:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23318:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23354:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23387:+ \"content\": \"The file /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn has been updated successfully.\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23395:+ \"filePath\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23398:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23434:+ \"file_path\": \"/tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23459:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23460:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23506:+ \"command\": \"grep -n \\\"rotation\\\" /tmp/gh-issue-solver-1769226359247/scenes/levels/BuildingLevel.tscn 2>&1 || echo \\\"No rotation found\\\"\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23610:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23685:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23722:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23795:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23836:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23911:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:23957:+ \"command\": \"git add scenes/levels/BuildingLevel.tscn docs/case-studies/issue-66/ 2>&1\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24029:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24104:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24141:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24181:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24333:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24465:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24540:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24577:+ \"content\": \"Revert enemy rotations in BuildingLevel.tscn\",\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24649:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24706:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24735:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:24891: DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:25650: @onready var difficulty_button: Button = $MenuContainer/VBoxContainer/DifficultyButton\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:25657:@@ -25,6 +26,9 @@ var _difficulty_menu: CanvasLayer = null\ndocs/case-studies/issue-306/logs/pr-156-diff.txt:25678: \tdifficulty_button.pressed.connect(_on_difficulty_pressed)\ndocs/case-studies/issue-196/pr_data.json:1:[Omitted long matching line]\ndocs/case-studies/issue-103/pr-104-diff.txt:149:+ - Source: [Building the AI of F.E.A.R. with Goal Oriented Action Planning](https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning)\ndocs/case-studies/issue-103/pr-104-diff.txt:316:+- BuildingLevel.tscn containing 10 enemy instances\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:53:[00:53:11] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:54:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:55:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:56:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:57:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:58:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:59:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:60:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:61:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:62:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:63:[00:53:11] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:64:[00:53:11] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:244:[00:53:15] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:245:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:246:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:247:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:248:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:249:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:250:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:251:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:252:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:253:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:254:[00:53:15] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:255:[00:53:15] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:338:[00:53:19] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:339:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:340:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:341:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:342:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:343:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:344:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:345:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:346:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:347:[00:53:19] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:348:[0 | |
| [2026-01-25T01:57:22.812Z] [INFO] 0:53:19] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:349:[00:53:19] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:515:[00:53:22] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:516:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:517:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:518:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:519:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:520:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:521:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:522:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:523:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:524:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:525:[00:53:22] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\ndocs/case-studies/issue-306/logs/game_log_20260125_005310.txt:526:[00:53:22] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\ndocs/case-studies/issue-103/all-prs.json:1:[Omitted long matching line]\ndocs/case-studies/issue-281/case-study.md:82:The physical \"swing distance\" (wind-up arc) contributes to building momentum, but the **velocity at release** is what actually determines throw distance.\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:4678:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:4704: \"/tmp/gh-issue-solver-1768705478474/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:4798: \"file_path\": \"/tmp/gh-issue-solver-1768705478474/scenes/levels/BuildingLevel.tscn\"\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:4821:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:4822:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6044:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6129:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6140:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6195:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6226:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6236:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6237:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:6280: \"+- BuildingLevel.tscn containing 10 enemy instances\",\ndocs/case-studies/issue-103/logs/solution-draft-log-2.txt:8390:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:860:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:955: \"/tmp/gh-issue-solver-1768704499561/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:1143:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:1162: \"/tmp/gh-issue-solver-1768704499561/scripts/levels/building_level.gd\",\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2406:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2420: \"title\": \"Building the AI of F.E.A.R. with Goal Oriented Action Planning\",\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2421: \"url\": \"https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning\"\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2583: \"url\": \"https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning\",\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2628: \"url\": \"https://www.gamedeveloper.com/design/building-the-ai-of-f-e-a-r-with-goal-oriented-action-planning\"\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2676: \"file_path\": \"/tmp/gh-issue-solver-1768704499561/scenes/levels/BuildingLevel.tscn\"\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2761:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2762:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:2896:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:3059:[Omitted long matching line]\ndocs/case-studies/issue-103/logs/solution-draft-log-1.txt:5435:[Omitted long matching line]\ndocs/case-studies/issue-103/pr-104-details.json:1:[Omitted long matching line]\ndocs/case-studies/issue-169/merged-prs-recent.txt:10:140\tAdd Easy difficulty with longer enemy detection delay\tkonard:issue-134-aecb29ac8458\tMERGED\t2026-01-20T18:18:32Z\ndocs/case-studies/issue-169/merged-prs-recent.txt:18:125\tAdd difficulty selection with distraction attack on Hard mode\tkonard:issue-114-b64ddd3fb5ac\tMERGED\t2026-01-18T10:25:08Z\ndocs/case-studies/issue-169/git-log-enemy-gd.txt:19:a7dd6a0 Add Easy difficulty with longer enemy detection delay\ndocs/case-studies/issue-169/git-log-enemy-gd.txt:29:0629df8 Add difficulty selection to pause menu, disable distraction attack by default\ndocs/case-studies/issue-262/README.md:387:1. **Assemblies not being included when building Godot 4.3 C# build**\ndocs/case-studies/issue-312/README.md:109:Same fix applied to `test_tier.gd` and `building_level.gd`.\ndocs/case-studies/issue-312/README.md:183:**Root Cause**: The level scripts (`tutorial_level.gd`, `test_tier.gd`, `building_level.gd`) had **hardcoded weapon loading logic** with if-else conditions only for \"shotgun\", \"mini_uzi\", and default to \"m16\". There was **no case for \"silenced_pistol\"**, so when selected, the code fell through to the default case which equipped the AssaultRifle.\ndocs/case-studies/issue-312/README.md:192: - `scripts/levels/building_level.gd`\ndocs/case-studies/issue-312/README.md:209:- [ ] **Add weapon loading case to ALL level scripts** (`tutorial_level.gd`, `test_tier.gd`, `building_level.gd`)\ndocs/case-studies/issue-177/README.md:46:**The level scenes (`BuildingLevel.tscn`, `TestTier.tscn`) use `scenes/characters/csharp/Player.tscn` which is attached to `Scripts/Characters/Player.cs` (C#), NOT `scripts/characters/player.gd` (GDScript).**\ndocs/case-studies/issue-177/README.md:217:The position `(450, 1250)` matches the player's spawn position in `BuildingLevel.tscn`:\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:3765:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:3767:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4487:[2026-01-23T17:05:28.895Z] [INFO] \"filePath\": \"scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4490:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4491:[2026-01-23T17:05:28.895Z] [INFO] \"title\": \"scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4493:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4552:[2026-01-23T17:05:36.859Z] [INFO] \"path\": \"scenes/levels/BuildingLevel.tscn\"\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4554:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4616:[2026-01-23T17:05:38.066Z] [INFO] \"filePath\": \"scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4621:[2026-01-23T17:05:38.066Z] [INFO] \"title\": \"scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4681:[2026-01-23T17:05:41.935Z] [INFO] \"filePath\": \"scripts/levels/building_level.gd\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4684:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4685:[2026-01-23T17:05:41.935Z] [INFO] \"title\": \"scripts/levels/building_level.gd\",\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4687:[Omitted long matching line]\ndocs/case-studies/issue-262/logs/solution-draft-log-1.txt:4746:[2026-01-23T17:05:46.693Z] [INFO] \"path\": \"scenes/levels/BuildingLevel.tscn\"\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:107:[22:46:43] [ENEMY] [Enemy3] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:116:[22:46:43] [ENEMY] [Enemy3] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:123:[22:46:43] [ENEMY] [Enemy3] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:195:[22:46:44] [ENEMY] [Enemy4] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:215:[22:46:45] [ENEMY] [Enemy4] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:221:[22:46:45] [ENEMY] [Enemy4] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-257/game_log_20260123_224641.txt:229:[22:46:45] [ENEMY] [Enemy4] Available autoloads: FileLogger, InputSettings, GameManager, ScoreManager, HitEffectsManager, AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager, LastChanceEffectsManager, StatusEffectsManager, GrenadeManager\ndocs/case-studies/issue-177/solution-draft-log.txt:692:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:701:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:763:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:798:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:830:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:943:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:952:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:1903:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:1912:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2062:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2063:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2283:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2292:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2347: \"file_path\": \"/tmp/gh-issue-solver-1769001661360/scripts/levels/building_level.gd\"\ndocs/case-studies/issue-177/solution-draft-log.txt:2456:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2762:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:2773:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3269:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3284:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3289:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3660:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3671:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3877:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:3896: \"/tmp/gh-issue-solver-1769001661360/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-177/solution-draft-log.txt:3899: \"/tmp/gh-issue-solver-1769001661360/scenes/ui/DifficultyMenu.tscn\",\ndocs/case-studies/issue-177/solution-draft-log.txt:3949: \"text\": \"Let me continue reading the enemy.gd file and understand more about how the game handles effects and the building level dimensions:\"\ndocs/case-studies/issue-177/solution-draft-log.txt:4117:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:4128:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:4993:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5034:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5431:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5442:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5496:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5507:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5619:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5729:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5740:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5887:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:5898:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6165:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6167:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6364:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6367:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6598:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6601:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6680:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6691:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6737:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6738:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6741:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6929:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:6939:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7253:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7264:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7361:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7486:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7497:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7514: \" # Get max ammo from DifficultyManager based on current difficulty\",\ndocs/case-studies/issue-177/solution-draft-log.txt:7515: \" var difficulty_manager: Node = get_node_or_null(\\\"/root/DifficultyManager\\\")\",\ndocs/case-studies/issue-177/solution-draft-log.txt:7516: \" if difficulty_manager:\"\ndocs/case-studies/issue-177/solution-draft-log.txt:7659:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7660:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7739:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7750:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7772:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7773:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7796:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:7797:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8858:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:8867:[Omitted long matching line]\ndocs/case-studies/issue-177/solution-draft-log.txt:10185: \"text\": \"The tests are mostly passing:\\n- **Architecture Best Practices Check**: ✅ success\\n- **Run GUT Tests**: ✅ success\\n- **Build Windows Portable EXE**: ⏳ in_progress (still building)\\n\\nThe important tests (Architecture and GUT Tests) have passed. Let me wait a moment and check if the build completes.\"\ndocs/case-studies/issue-256/logs/solution-draft-log-3.txt:1644:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-3.txt:1655:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-3.txt:4768:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-3.txt:4779:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-3.txt:4824:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:1825:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:1866:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:2240:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:2251:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:2457:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:2458:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:3880:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-2.txt:3909:[Omitted long matching line]\ndocs/case-studies/issue-257/analysis.md:283: AudioManager, SoundPropagation, ScreenShakeManager, DifficultyManager, PenultimateHitEffectsManager,\ndocs/case-studies/issue-81/analysis.md:23: - Signal handlers in level scripts (`building_level.gd`, `test_tier.gd`)\ndocs/case-studies/issue-81/analysis.md:50:The game uses the C# Player (from `scenes/characters/csharp/Player.tscn`) which is loaded in `BuildingLevel.tscn`:\ndocs/case-studies/issue-81/analysis.md:66:In `building_level.gd`, the signal connections were structured as:\ndocs/case-studies/issue-81/analysis.md:126:2. **scripts/levels/building_level.gd**:\ndocs/case-studies/issue-81/analysis.md:132: - Same changes as building_level.gd\ndocs/case-studies/issue-81/analysis.md:142: scripts/levels/building_level.gd | 26 +++++++++++++++++++-------\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:877:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:903: \"/tmp/gh-issue-solver-1769100034686/scenes/levels/BuildingLevel.tscn\",\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:915: \"/tmp/gh-issue-solver-1769100034686/scenes/ui/DifficultyMenu.tscn\",\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:947:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1024: \"/tmp/gh-issue-solver-1769100034686/scripts/autoload/difficulty_manager.gd\",\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1043: \"/tmp/gh-issue-solver-1769100034686/scripts/levels/building_level.gd\",\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1070:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1079:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1341:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1342:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1343:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1345:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1591:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1602:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:1997:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:2006:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:3702:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:3871:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:3872:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4040:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4041:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4209:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4210:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4283:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4284:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4859:[Omitted long matching line]\ndocs/case-studies/issue-256/logs/solution-draft-log-1.txt:4870:[Omitted long matching line]\ndocs/case-studies/issue-131/pr-125-difficulty.json:1:[Omitted long matching line]\ndocs/case-studies/issue-131/README.md:32:### PR #125: Difficulty Selection (Merged 2026-01-18)\ndocs/case-studies/issue-131/README.md:34:Added difficulty selection menu as sub-menu of pause menu:\ndocs/case-studies/issue-131/README.md:122:3. Press ESC - pause menu should appear with items (Resume, Controls, Difficulty, Quit)\ndocs/case-studies/issue-131/README.md:125:6. Press ESC, click Difficulty - difficulty menu should appear\ndocs/case-studies/issue-204/pr-195-details.txt:49:- `scripts/levels/building_level.gd` - Swap weapons based on GameManager selection\ndocs/case-studies/issue-131/related-prs.json:1:[Omitted long matching line]\ndocs/case-studies/issue-318/case-study.md:110: - Prevents enemies from rebuilding memory via sound propagation\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:804:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:805:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1187:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1188:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1487:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1488:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1729:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1811: \"/tmp/gh-issue-solver-1769282016536/scripts/autoload/difficulty_manager.gd\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1835: \"/tmp/gh-issue-solver-1769282016536/scripts/levels/building_level.gd\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1889:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1898:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1981: \"content\": \"total 44\\ndrwxrwxr-x 2 hive hive 4096 Jan 24 20:13 .\\ndrwxrwxr-x 14 hive hive 4096 Jan 24 20:13 ..\\n-rw-rw-r-- 1 hive hive 10911 Jan 24 20:13 armory_menu.gd\\n-rw-rw-r-- 1 hive hive 7642 Jan 24 20:13 controls_menu.gd\\n-rw-rw-r-- 1 hive hive 3417 Jan 24 20:13 difficulty_menu.gd\\n-rw-rw-r-- 1 hive hive 2628 Jan 24 20:13 levels_menu.gd\\n-rw-rw-r-- 1 hive hive 7496 Jan 24 20:13 pause_menu.gd\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:1990: \"stdout\": \"total 44\\ndrwxrwxr-x 2 hive hive 4096 Jan 24 20:13 .\\ndrwxrwxr-x 14 hive hive 4096 Jan 24 20:13 ..\\n-rw-rw-r-- 1 hive hive 10911 Jan 24 20:13 armory_menu.gd\\n-rw-rw-r-- 1 hive hive 7642 Jan 24 20:13 controls_menu.gd\\n-rw-rw-r-- 1 hive hive 3417 Jan 24 20:13 difficulty_menu.gd\\n-rw-rw-r-- 1 hive hive 2628 Jan 24 20:13 levels_menu.gd\\n-rw-rw-r-- 1 hive hive 7496 Jan 24 20:13 pause_menu.gd\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2041: \"content\": \"total 28\\ndrwxrwxr-x 2 hive hive 4096 Jan 24 20:13 .\\ndrwxrwxr-x 10 hive hive 4096 Jan 24 20:13 ..\\n-rw-rw-r-- 1 hive hive 0 Jan 24 20:13 .gitkeep\\n-rw-rw-r-- 1 hive hive 2430 Jan 24 20:13 ArmoryMenu.tscn\\n-rw-rw-r-- 1 hive hive 2991 Jan 24 20:13 ControlsMenu.tscn\\n-rw-rw-r-- 1 hive hive 2462 Jan 24 20:13 DifficultyMenu.tscn\\n-rw-rw-r-- 1 hive hive 2252 Jan 24 20:13 LevelsMenu.tscn\\n-rw-rw-r-- 1 hive hive 1977 Jan 24 20:13 PauseMenu.tscn\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2050: \"stdout\": \"total 28\\ndrwxrwxr-x 2 hive hive 4096 Jan 24 20:13 .\\ndrwxrwxr-x 10 hive hive 4096 Jan 24 20:13 ..\\n-rw-rw-r-- 1 hive hive 0 Jan 24 20:13 .gitkeep\\n-rw-rw-r-- 1 hive hive 2430 Jan 24 20:13 ArmoryMenu.tscn\\n-rw-rw-r-- 1 hive hive 2991 Jan 24 20:13 ControlsMenu.tscn\\n-rw-rw-r-- 1 hive hive 2462 Jan 24 20:13 DifficultyMenu.tscn\\n-rw-rw-r-- 1 hive hive 2252 Jan 24 20:13 LevelsMenu.tscn\\n-rw-rw-r-- 1 hive hive 1977 Jan 24 20:13 PauseMenu.tscn\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2092:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2093:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2387:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2398:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2481:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:2492:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3377:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3489:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3605:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3613: \" @onready var difficulty_button: Button = $MenuContainer/VBoxContainer/DifficultyButton\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3685:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3767:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3849:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3857: \" difficulty_button.pressed.connect(_on_difficulty_pressed)\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:3929:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4012:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4020: \" _difficulty_menu.hide()\",\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4093:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4228:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4229:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4398:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4401:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4599:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4602:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4800:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:4802:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5033:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5036:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5234:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5237:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5531:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5533:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5606:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5610:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5808:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:5810:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6102:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6105:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6306:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6309:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6545:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6548:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6588:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6591:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6787:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:6790:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7048:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7051:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7783:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7786:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7827:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:7829:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:8026:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:8028:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:8070:[Omitted long matching line]\ndocs/case-studies/issue-306/logs/solution-draft-log.txt:8072:[Omitted long matching line]\ndocs/case-studies/issue |
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