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March 11, 2026 21:48
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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013
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| # Solve.mjs Log - 2026-03-11T21:40:58.045Z | |
| [2026-03-11T21:40:58.045Z] [INFO] 📁 Log file: /home/hive/solve-2026-03-11T21-40-58-044Z.log | |
| [2026-03-11T21:40:58.046Z] [INFO] (All output will be logged here) | |
| [2026-03-11T21:40:58.988Z] [INFO] | |
| [2026-03-11T21:40:58.988Z] [INFO] 🚀 solve v1.30.4 | |
| [2026-03-11T21:40:58.989Z] [INFO] 🔧 Raw command executed: | |
| [2026-03-11T21:40:58.989Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats | |
| [2026-03-11T21:40:58.990Z] [INFO] | |
| [2026-03-11T21:40:59.010Z] [INFO] | |
| [2026-03-11T21:40:59.011Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-03-11T21:40:59.011Z] [INFO] | |
| [2026-03-11T21:40:59.011Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-03-11T21:40:59.011Z] [INFO] The log may contain sensitive information such as: | |
| [2026-03-11T21:40:59.012Z] [INFO] • API keys, tokens, or secrets | |
| [2026-03-11T21:40:59.012Z] [INFO] • File paths and directory structures | |
| [2026-03-11T21:40:59.012Z] [INFO] • Command outputs and error messages | |
| [2026-03-11T21:40:59.012Z] [INFO] • Internal system information | |
| [2026-03-11T21:40:59.012Z] [INFO] | |
| [2026-03-11T21:40:59.012Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-03-11T21:40:59.013Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-03-11T21:40:59.013Z] [INFO] | |
| [2026-03-11T21:40:59.013Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-03-11T21:40:59.013Z] [INFO] | |
| [2026-03-11T21:41:04.021Z] [INFO] | |
| [2026-03-11T21:41:04.050Z] [INFO] 💾 Disk space check: 41405MB available (2048MB required) ✅ | |
| [2026-03-11T21:41:04.053Z] [INFO] 🧠 Memory check: 10937MB available, swap: none, total: 10937MB (256MB required) ✅ | |
| [2026-03-11T21:41:04.079Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-03-11T21:41:04.081Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-03-11T21:41:04.081Z] [INFO] 📋 URL validation: | |
| [2026-03-11T21:41:04.082Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013 | |
| [2026-03-11T21:41:04.083Z] [INFO] Is Issue URL: false | |
| [2026-03-11T21:41:04.083Z] [INFO] Is PR URL: true | |
| [2026-03-11T21:41:04.083Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-03-11T21:41:04.932Z] [INFO] Repository visibility: public | |
| [2026-03-11T21:41:04.932Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-03-11T21:41:04.933Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-03-11T21:41:05.251Z] [INFO] Repository visibility: public | |
| [2026-03-11T21:41:05.252Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-03-11T21:41:05.253Z] [INFO] 🔄 Continue mode: Working with PR #1013 | |
| [2026-03-11T21:41:05.254Z] [INFO] Continue mode activated: PR URL provided directly | |
| [2026-03-11T21:41:05.254Z] [INFO] PR Number set to: 1013 | |
| [2026-03-11T21:41:05.254Z] [INFO] Will fetch PR details and linked issue | |
| [2026-03-11T21:41:05.958Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:41:05.959Z] [INFO] Fork owner: konard | |
| [2026-03-11T21:41:05.960Z] [INFO] Will clone fork repository for continue mode | |
| [2026-03-11T21:41:05.961Z] [INFO] 📝 PR branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:05.963Z] [INFO] 🔗 Found linked issue #809 | |
| [2026-03-11T21:41:05.964Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1773265265964 | |
| [2026-03-11T21:41:05.967Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-03-11T21:41:05.967Z] [INFO] Checking fork status... | |
| [2026-03-11T21:41:06.295Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-03-11T21:41:07.346Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-03-11T21:41:07.652Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:41:07.653Z] [INFO] 🔍 Validating fork parent... | |
| [2026-03-11T21:41:08.165Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:41:08.166Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:41:14.682Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1773265265964 | |
| [2026-03-11T21:41:14.694Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:41:14.705Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-03-11T21:41:14.706Z] [INFO] 🔄 Fetching upstream... | |
| [2026-03-11T21:41:18.229Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-03-11T21:41:18.229Z] [INFO] 🔄 Syncing default branch... | |
| [2026-03-11T21:41:18.545Z] [INFO] ℹ️ Default branch: main | |
| [2026-03-11T21:41:18.597Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-03-11T21:41:18.598Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-03-11T21:41:19.516Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-03-11T21:41:19.517Z] [INFO] | |
| 🔍 Checking PR fork: Determining if branch is in another fork... | |
| [2026-03-11T21:41:19.802Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote | |
| [2026-03-11T21:41:19.874Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-03-11T21:41:19.906Z] [INFO] | |
| 🔄 Checking out PR branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:19.907Z] [INFO] 📥 Fetching branches: From remote... | |
| [2026-03-11T21:41:20.387Z] [INFO] 🔍 Verifying: Branch checkout... | |
| [2026-03-11T21:41:20.396Z] [INFO] ✅ Branch checked out: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:20.397Z] [INFO] ✅ Current branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:20.397Z] [INFO] Branch operation: Checkout existing PR branch | |
| [2026-03-11T21:41:20.398Z] [INFO] Branch verification: Matches expected | |
| [2026-03-11T21:41:20.400Z] [INFO] | |
| 🔄 Continue mode: ACTIVE | |
| [2026-03-11T21:41:20.401Z] [INFO] Using existing PR: #1013 | |
| [2026-03-11T21:41:20.401Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013 | |
| [2026-03-11T21:41:20.401Z] [INFO] | |
| 🚀 Starting work session: 2026-03-11T21:41:20.401Z | |
| [2026-03-11T21:41:20.708Z] [INFO] 📝 Converting PR: Back to draft mode... | |
| [2026-03-11T21:41:21.597Z] [INFO] ✅ PR converted: Now in draft mode | |
| [2026-03-11T21:41:22.769Z] [INFO] 💬 Posted: AI Work Session Started comment | |
| [2026-03-11T21:41:23.063Z] [INFO] 👤 Current user: konard | |
| [2026-03-11T21:41:23.063Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-03-11T21:41:23.064Z] [INFO] prNumber: 1013 | |
| [2026-03-11T21:41:23.064Z] [INFO] branchName: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:23.064Z] [INFO] isContinueMode: true | |
| [2026-03-11T21:41:23.064Z] [INFO] Will count comments: true | |
| [2026-03-11T21:41:23.064Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-03-11T21:41:23.064Z] [INFO] PR #1013 on branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:23.065Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:41:23.396Z] [INFO] 📅 Last commit time (from API): 2026-03-11T20:38:54.000Z | |
| [2026-03-11T21:41:24.252Z] [INFO] 💬 New PR comments: 3 | |
| [2026-03-11T21:41:24.253Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-03-11T21:41:24.253Z] [INFO] 💬 New issue comments: 0 | |
| [2026-03-11T21:41:24.253Z] [INFO] Total new comments: 3 | |
| [2026-03-11T21:41:24.253Z] [INFO] Comment lines to add: Yes | |
| [2026-03-11T21:41:24.253Z] [INFO] PR review comments fetched: 0 | |
| [2026-03-11T21:41:24.253Z] [INFO] PR conversation comments fetched: 6 | |
| [2026-03-11T21:41:24.254Z] [INFO] Total PR comments checked: 6 | |
| [2026-03-11T21:41:26.932Z] [INFO] Feedback info will be added to prompt: | |
| [2026-03-11T21:41:26.932Z] [INFO] - New comments on the pull request: 3 | |
| [2026-03-11T21:41:26.932Z] [INFO] - Pull request description was edited after last commit | |
| [2026-03-11T21:41:26.932Z] [INFO] - Merge status is DIRTY (conflicts detected) | |
| [2026-03-11T21:41:26.932Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-03-11T21:41:27.433Z] [INFO] 📝 Issue updated: 2026-03-11T20:22:04.000Z | |
| [2026-03-11T21:41:27.710Z] [INFO] 💬 Comments: None found | |
| [2026-03-11T21:41:28.030Z] [INFO] 🔀 Recent PR: 2026-03-11T21:34:47.000Z | |
| [2026-03-11T21:41:28.030Z] [INFO] | |
| ✅ Reference time: 2026-03-11T21:34:47.000Z | |
| [2026-03-11T21:41:28.031Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-03-11T21:41:28.065Z] [INFO] ✅ No uncommitted changes found | |
| [2026-03-11T21:41:28.348Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:29.818Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled | |
| [2026-03-11T21:41:29.934Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-03-11T21:41:29.937Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-03-11T21:41:29.938Z] [INFO] Characters: 665 | |
| [2026-03-11T21:41:29.938Z] [INFO] System prompt characters: 11996 | |
| [2026-03-11T21:41:29.938Z] [INFO] Feedback info: Included | |
| [2026-03-11T21:41:29.940Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-03-11T21:41:29.940Z] [INFO] Model: opus | |
| [2026-03-11T21:41:29.940Z] [INFO] Working directory: /tmp/gh-issue-solver-1773265265964 | |
| [2026-03-11T21:41:29.940Z] [INFO] Branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:29.941Z] [INFO] Prompt length: 665 chars | |
| [2026-03-11T21:41:29.941Z] [INFO] System prompt length: 11996 chars | |
| [2026-03-11T21:41:29.941Z] [INFO] Feedback info included: Yes (3 lines) | |
| [2026-03-11T21:41:29.958Z] [INFO] 📈 System resources before execution: | |
| [2026-03-11T21:41:29.959Z] [INFO] Memory: MemFree: 6543616 kB | |
| [2026-03-11T21:41:29.959Z] [INFO] Load: 0.61 0.41 0.37 1/372 122646 | |
| [2026-03-11T21:41:29.960Z] [INFO] | |
| 📝 Raw command: | |
| [2026-03-11T21:41:29.960Z] [INFO] (cd "/tmp/gh-issue-solver-1773265265964" && 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/809 | |
| Your prepared branch: issue-809-a3b91a0ec33d | |
| Your prepared working directory: /tmp/gh-issue-solver-1773265265964 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013 | |
| 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-809-a3b91a0ec33d | |
| New comments on the pull request: 3 | |
| Pull request description was edited after last commit | |
| Merge status is DIRTY (conflicts detected) | |
| Continue. | |
| " --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-809-a3b91a0ec33d --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, download the image to a local file first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's \"Not Found\" pages saved as .png) can cause \"Could not process image\" errors and will crash the AI solver process. If the file command shows \"HTML\", \"text\", or \"ASCII text\", the download FAILED — do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing \"github.com/user-attachments\"), these require authentication — retry with: curl -L -H \"Authorization: token \$(gh auth token)\" -o <filename> \"<url>\" (2) If retry still fails, skip the image and note it was unavailable. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/809. | |
| - 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/1013/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1013/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1013/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/809/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 1013 --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 1013, 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 1013. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-809-a3b91a0ec33d. | |
| - When you finish, create a pull request from branch issue-809-a3b91a0ec33d. (Note: PR 1013 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-809-a3b91a0ec33d. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 1013 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-809-a3b91a0ec33d/docs/screenshots/result.png?raw=true). | |
| - When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories). | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .) | |
| [2026-03-11T21:41:29.961Z] [INFO] | |
| [2026-03-11T21:41:29.961Z] [INFO] 📋 User prompt: | |
| [2026-03-11T21:41:29.961Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-03-11T21:41:29.961Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/809 | |
| Your prepared branch: issue-809-a3b91a0ec33d | |
| Your prepared working directory: /tmp/gh-issue-solver-1773265265964 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013 | |
| 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-809-a3b91a0ec33d | |
| New comments on the pull request: 3 | |
| Pull request description was edited after last commit | |
| Merge status is DIRTY (conflicts detected) | |
| Continue. | |
| [2026-03-11T21:41:29.961Z] [INFO] ---END USER PROMPT--- | |
| [2026-03-11T21:41:29.961Z] [INFO] 📋 System prompt: | |
| [2026-03-11T21:41:29.962Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-03-11T21:41:29.962Z] [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-809-a3b91a0ec33d --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, download the image to a local file first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's "Not Found" pages saved as .png) can cause "Could not process image" errors and will crash the AI solver process. If the file command shows "HTML", "text", or "ASCII text", the download FAILED — do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing "github.com/user-attachments"), these require authentication — retry with: curl -L -H "Authorization: token $(gh auth token)" -o <filename> "<url>" (2) If retry still fails, skip the image and note it was unavailable. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/809. | |
| - 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/1013/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1013/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1013/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/809/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 1013 --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 1013, 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 1013. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-809-a3b91a0ec33d. | |
| - When you finish, create a pull request from branch issue-809-a3b91a0ec33d. (Note: PR 1013 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-809-a3b91a0ec33d. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 1013 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-809-a3b91a0ec33d/docs/screenshots/result.png?raw=true). | |
| - When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories). | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-03-11T21:41:29.962Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-03-11T21:41:29.963Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-03-11T21:41:29.963Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup) | |
| [2026-03-11T21:41:29.964Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution) | |
| [2026-03-11T21:41:29.964Z] [INFO] 📊 ANTHROPIC_LOG: debug (verbose mode) | |
| [2026-03-11T21:41:29.964Z] [INFO] 📋 Command details: | |
| [2026-03-11T21:41:29.964Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1773265265964 | |
| [2026-03-11T21:41:29.964Z] [INFO] 🌿 Branch: issue-809-a3b91a0ec33d | |
| [2026-03-11T21:41:29.964Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-03-11T21:41:29.964Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:41:29.965Z] [INFO] | |
| ▶️ Streaming output: | |
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| [2026-03-11T21:41:31.390Z] [INFO] 📌 Session ID: f58bfc67-eb8b-4ec1-b083-9a63104c263b | |
| [2026-03-11T21:41:31.390Z] [INFO] 📁 Log renamed to: /home/hive/f58bfc67-eb8b-4ec1-b083-9a63104c263b.log | |
| [2026-03-11T21:41:31.404Z] [INFO] [log_05f2d7] sending request { | |
| [2026-03-11T21:41:31.405Z] [INFO] method: 'post', | |
| [2026-03-11T21:41:31.406Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:41:31.406Z] [INFO] options: { | |
| [2026-03-11T21:41:31.406Z] [INFO] method: 'post', | |
| [2026-03-11T21:41:31.407Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:41:31.408Z] [INFO] body: { | |
| [2026-03-11T21:41:31.408Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:41:31.408Z] [INFO] messages: [Array], | |
| [2026-03-11T21:41:31.408Z] [INFO] system: [Array], | |
| [2026-03-11T21:41:31.408Z] [INFO] tools: [Array], | |
| [2026-03-11T21:41:31.408Z] [INFO] tool_choice: undefined, | |
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| [2026-03-11T21:41:31.409Z] [INFO] max_tokens: 64000, | |
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| [2026-03-11T21:41:31.409Z] [INFO] }, | |
| [2026-03-11T21:41:31.409Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:41:31.409Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:41:31.409Z] [INFO] stream: true | |
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| [2026-03-11T21:41:31.410Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
| [2026-03-11T21:41:31.410Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:41:31.410Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:41:31.410Z] [INFO] authorization: '***', | |
| [2026-03-11T21:41:31.411Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:41:31.411Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:41:31.411Z] [INFO] 'x-app': 'cli', | |
| [2026-03-11T21:41:31.411Z] [INFO] 'x-stainless-arch': 'x64', | |
| [2026-03-11T21:41:31.411Z] [INFO] 'x-stainless-lang': 'js', | |
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| [2026-03-11T21:41:31.412Z] [INFO] 'x-stainless-retry-count': '0', | |
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| [2026-03-11T21:41:33.406Z] [INFO] [log_05f2d7, request-id: "req_011CYx27naV5yWcjEH3hQ65X"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2004ms | |
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| [2026-03-11T21:41:33.408Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
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| [2026-03-11T21:41:33.409Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed', | |
| [2026-03-11T21:41:33.409Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.6', | |
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Will continue until PR becomes mergeable.*\",\"createdAt\":\"2026-03-11T20:36:51Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013#issuecomment-4042053147\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7UnV\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## 🔄 Auto-restart-until-mergeable Log (iteration 1)\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $2.196710\\n- Calculated by Anthropic: $1.247998 USD\\n- Difference: $-0.948712 (-43.19%)\\n📎 **Log file uploaded as Gist** (2972KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/387397949d792980c0efd5061ceb4727/raw/58fcab2cdce3ed22eaf970b68042a470472ca80d/solution-draft-log-pr-1773261708334.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"createdAt\":\"2026-03-11T20:41:53Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013#issuecomment-4042082773\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7V7v\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"createdAt\":\"2026-03-11T20:42:58Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013#issuecomment-4042088175\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w8hkO\",\"author\":{\"login\":\"Jhon-Crow\"},\"authorAssociation\":\"OWNER\",\"body\":\"1. селект должен быть не в experimental а в gameplay пункте меню\\r\\n2. используй те же строки обучения, что и на карте Лаборатория когда надо показать подсказки\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"createdAt\":\"2026-03-11T21:39:55Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013#issuecomment-4042397966\",\"viewerDidAuthor\":false},{\"id\":\"IC_kwDOQ35BQ87w8jY8\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T21:41:20.401Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. 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Please wait for the session to finish, and provide your feedback._\",\"createdAt\":\"2026-03-11T21:41:22Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1013#issuecomment-4042405436\",\"viewerDidAuthor\":true}],\"mergeStateStatus\":\"DIRTY\",\"mergeable\":\"CONFLICTING\",\"state\":\"OPEN\",\"title\":\"feat: добавь обучение новому оружию (weapon training hints)\"}", | |
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✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable 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| [2026-03-11T21:41:57.596Z] [INFO] 'cf-cache-status': 'DYNAMIC', | |
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| [2026-03-11T21:41:57.596Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true } | |
| [2026-03-11T21:41:57.597Z] [INFO] [log_3e373f] response parsed { | |
| [2026-03-11T21:41:57.597Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:41:57.597Z] [INFO] status: 200, | |
| [2026-03-11T21:41:57.597Z] [INFO] body: qG { | |
| [2026-03-11T21:41:57.598Z] [INFO] iterator: [AsyncGeneratorFunction: _], | |
| [2026-03-11T21:41:57.598Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } } | |
| [2026-03-11T21:41:57.598Z] [INFO] }, | |
| [2026-03-11T21:41:57.598Z] [INFO] durationMs: 1850 | |
| [2026-03-11T21:41:57.598Z] [INFO] } | |
| [2026-03-11T21:41:58.234Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01B5AontnK5ZRrubA3SJXP73", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01UgmFrtegNexXeRenDPWxmR", | |
| "name": "Bash", | |
| "input": { | |
| "command": "git merge upstream/main 2>&1", | |
| "description": "Merge upstream/main to detect conflicts" | |
| }, | |
| "caller": { | |
| "type": "direct" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 274, | |
| "cache_read_input_tokens": 28568, | |
| "cache_creation": { | |
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| "ephemeral_1h_input_tokens": 274 | |
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| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "7efcb16b-59d4-46ef-a97d-5353d987e67c" | |
| } | |
| [2026-03-11T21:41:58.323Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "Exit code 1\nAuto-merging scenes/ui/ExperimentalMenu.tscn\nAuto-merging scripts/levels/beach_level.gd\nAuto-merging scripts/levels/castle_level.gd\nAuto-merging scripts/levels/city_level.gd\nAuto-merging scripts/levels/docks_level.gd\nAuto-merging scripts/levels/revolver_level.gd\nAuto-merging scripts/ui/experimental_menu.gd\nCONFLICT (content): Merge conflict in scripts/ui/experimental_menu.gd\nAutomatic merge failed; fix conflicts and then commit the result.", | |
| "is_error": true, | |
| "tool_use_id": "toolu_01UgmFrtegNexXeRenDPWxmR" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
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| "uuid": "a08a6296-2716-43c9-915b-89128db50041", | |
| "tool_use_result": "Error: Exit code 1\nAuto-merging scenes/ui/ExperimentalMenu.tscn\nAuto-merging scripts/levels/beach_level.gd\nAuto-merging scripts/levels/castle_level.gd\nAuto-merging scripts/levels/city_level.gd\nAuto-merging scripts/levels/docks_level.gd\nAuto-merging scripts/levels/revolver_level.gd\nAuto-merging scripts/ui/experimental_menu.gd\nCONFLICT (content): Merge conflict in scripts/ui/experimental_menu.gd\nAutomatic merge failed; fix conflicts and then commit the result." | |
| } | |
| [2026-03-11T21:41:58.327Z] [INFO] [log_0c714e] sending request { | |
| [2026-03-11T21:41:58.328Z] [INFO] method: 'post', | |
| [2026-03-11T21:41:58.328Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:41:58.328Z] [INFO] options: { | |
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| [2026-03-11T21:41:58.329Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:41:58.329Z] [INFO] body: { | |
| [2026-03-11T21:41:58.329Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:41:58.330Z] [INFO] messages: [Array], | |
| [2026-03-11T21:41:58.330Z] [INFO] system: [Array], | |
| [2026-03-11T21:41:58.330Z] [INFO] tools: [Array], | |
| [2026-03-11T21:41:58.331Z] [INFO] tool_choice: undefined, | |
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| [2026-03-11T21:41:58.331Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:41:58.331Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:41:58.331Z] [INFO] temperature: 1, | |
| [2026-03-11T21:41:58.332Z] [INFO] stream: true | |
| [2026-03-11T21:41:58.332Z] [INFO] }, | |
| [2026-03-11T21:41:58.332Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:41:58.332Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:41:58.332Z] [INFO] stream: true | |
| [2026-03-11T21:41:58.333Z] [INFO] }, | |
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| [2026-03-11T21:41:58.333Z] [INFO] accept: 'application/json', | |
| [2026-03-11T21:41:58.333Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
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| [2026-03-11T21:41:58.334Z] [INFO] authorization: '***', | |
| [2026-03-11T21:41:58.334Z] [INFO] 'content-type': 'application/json', | |
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| [2026-03-11T21:41:58.334Z] [INFO] 'x-app': 'cli', | |
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| [2026-03-11T21:41:58.335Z] [INFO] 'x-stainless-lang': 'js', | |
| [2026-03-11T21:41:58.335Z] [INFO] 'x-stainless-os': 'Linux', | |
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| [2026-03-11T21:42:00.523Z] [INFO] [log_0c714e, request-id: "req_011CYx29mkS9UZRFcKaBo7tm"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2195ms | |
| [2026-03-11T21:42:00.524Z] [INFO] [log_0c714e] response start { | |
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| [2026-03-11T21:42:00.526Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.6', | |
| [2026-03-11T21:42:00.526Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400', | |
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| [2026-03-11T21:42:00.527Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5', | |
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| [2026-03-11T21:42:00.528Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected', | |
| [2026-03-11T21:42:00.528Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day', | |
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| [2026-03-11T21:42:00.530Z] [INFO] connection: 'keep-alive', | |
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| [2026-03-11T21:42:00.530Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'", | |
| [2026-03-11T21:42:00.530Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8', | |
| [2026-03-11T21:42:00.530Z] [INFO] date: 'Wed, 11 Mar 2026 21:42:00 GMT', | |
| [2026-03-11T21:42:00.530Z] [INFO] 'request-id': 'req_011CYx29mkS9UZRFcKaBo7tm', | |
| [2026-03-11T21:42:00.530Z] [INFO] server: 'cloudflare', | |
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| [2026-03-11T21:42:00.531Z] [INFO] vary: 'Accept-Encoding', | |
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| [2026-03-11T21:42:00.531Z] [INFO] }, | |
| [2026-03-11T21:42:00.531Z] [INFO] durationMs: 2195 | |
| [2026-03-11T21:42:00.532Z] [INFO] } | |
| [2026-03-11T21:42:00.532Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers { | |
| [2026-03-11T21:42:00.532Z] [INFO] date: 'Wed, 11 Mar 2026 21:42:00 GMT', | |
| [2026-03-11T21:42:00.532Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8', | |
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| [2026-03-11T21:42:00.533Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.6', | |
| [2026-03-11T21:42:00.534Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning', | |
| [2026-03-11T21:42:00.535Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400', | |
| [2026-03-11T21:42:00.535Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84', | |
| [2026-03-11T21:42:00.535Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75', | |
| [2026-03-11T21:42:00.535Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day', | |
| [2026-03-11T21:42:00.536Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5', | |
| [2026-03-11T21:42:00.536Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available', | |
| [2026-03-11T21:42:00.536Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400', | |
| [2026-03-11T21:42:00.537Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled', | |
| [2026-03-11T21:42:00.537Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected', | |
| [2026-03-11T21:42:00.537Z] [INFO] 'request-id': 'req_011CYx29mkS9UZRFcKaBo7tm', | |
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| [2026-03-11T21:42:00.539Z] [INFO] server: 'cloudflare', | |
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| [2026-03-11T21:42:00.539Z] [INFO] vary: 'Accept-Encoding', | |
| [2026-03-11T21:42:00.539Z] [INFO] 'x-robots-tag': 'none', | |
| [2026-03-11T21:42:00.540Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'", | |
| [2026-03-11T21:42:00.540Z] [INFO] 'cf-cache-status': 'DYNAMIC', | |
| [2026-03-11T21:42:00.540Z] [INFO] 'cf-ray': '9dadb9ef98989b67-FRA' | |
| [2026-03-11T21:42:00.540Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true } | |
| [2026-03-11T21:42:00.540Z] [INFO] [log_0c714e] response parsed { | |
| [2026-03-11T21:42:00.540Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:42:00.541Z] [INFO] status: 200, | |
| [2026-03-11T21:42:00.541Z] [INFO] body: qG { | |
| [2026-03-11T21:42:00.541Z] [INFO] iterator: [AsyncGeneratorFunction: _], | |
| [2026-03-11T21:42:00.541Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } } | |
| [2026-03-11T21:42:00.541Z] [INFO] }, | |
| [2026-03-11T21:42:00.542Z] [INFO] durationMs: 2196 | |
| [2026-03-11T21:42:00.542Z] [INFO] } | |
| [2026-03-11T21:42:00.950Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01AopFkaSYA6e3E5GhFWDtR1", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I have a merge conflict. Let me check the conflict and resolve it." | |
| } | |
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| "service_tier": "standard", | |
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| } | |
| [2026-03-11T21:42:01.919Z] [INFO] { | |
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| "model": "claude-opus-4-5-20251101", | |
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| { | |
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| "id": "toolu_016XmMQ9s1XPWcjWobaQamEe", | |
| "name": "Read", | |
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| [2026-03-11T21:42:01.943Z] [INFO] { | |
| "type": "user", | |
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| "content": [ | |
| { | |
| "tool_use_id": "toolu_016XmMQ9s1XPWcjWobaQamEe", | |
| "type": "tool_result", | |
| "content": " 1→extends CanvasLayer\n 2→## Experimental features menu.\n 3→##\n 4→## Allows the player to enable/disable experimental game features.\n 5→## All experimental features are disabled by default.\n 6→## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Reference to UI elements.\n 12→@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n 13→@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n 14→@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n 15→@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n 16→@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n 17→@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n 18→@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n 19→@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n 20→@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n 21→@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n 22→@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n 23→@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n 24→@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n 25→@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n 26→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n 27→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n 28→\n 29→## Reference to the unlock table menu scene.\n 30→var unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n 31→\n 32→## The instantiated unlock table menu.\n 33→var unlock_table_menu: CanvasLayer = null\n 34→\n 35→\n 36→func _ready() -> void:\n 37→\t# Connect button signals\n 38→\tfov_checkbox.toggled.connect(_on_fov_toggled)\n 39→\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n 40→\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n 41→\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n 42→\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n 43→\treplay_checkbox.toggled.connect(_on_replay_toggled)\n 44→\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n 45→\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n 46→\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n 47→\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n 48→\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n 49→\t_setup_weapon_hints_option()\n 50→\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n 51→\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n 52→\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n 53→\tback_button.pressed.connect(_on_back_pressed)\n 54→\n 55→\t# Update UI based on current settings\n 56→\t_update_ui()\n 57→\n 58→\t# Connect to settings changes\n 59→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 60→\tif experimental_settings:\n 61→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 62→\n 63→\t# Set process mode to allow input while paused\n 64→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 65→\n 66→\n 67→func _update_ui() -> void:\n 68→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 69→\tif experimental_settings == null:\n 70→\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n 71→\t\treturn\n 72→\n 73→\t# Update checkbox state (inverted: checked = FOV disabled)\n 74→\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n 75→\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n 76→\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n 77→\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n 78→\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n 79→\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n 80→\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n 81→\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n 82→\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n 83→\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n 84→\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n 85→\n 86→\t# Update weapon hints option\n 87→\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n 88→\tif weapon_hints_settings:\n 89→\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n 90→\t\tweapon_hints_option.select(current_mode)\n 91→\n 92→\t# Update status label - show status of all settings\n 93→\tvar status_parts: Array[String] = []\n 94→\tif experimental_settings.is_fov_enabled():\n 95→\t\tstatus_parts.append(\"FOV: 100° cone\")\n 96→\tif experimental_settings.is_complex_grenade_throwing():\n 97→\t\tstatus_parts.append(\"Grenades: complex throwing\")\n 98→\tif experimental_settings.is_ai_prediction_enabled():\n 99→\t\tstatus_parts.append(\"AI: player prediction\")\n 100→\tif experimental_settings.is_debug_mode_enabled():\n 101→\t\tstatus_parts.append(\"Debug mode\")\n 102→\tif experimental_settings.is_invincibility_enabled():\n 103→\t\tstatus_parts.append(\"Invincibility\")\n 104→\tif experimental_settings.is_replay_enabled():\n 105→\t\tstatus_parts.append(\"Replay viewing\")\n 106→\tif experimental_settings.is_logging_enabled():\n 107→\t\tstatus_parts.append(\"Log recording\")\n 108→\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n 109→\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n 110→\tif experimental_settings.is_fps_counter_enabled():\n 111→\t\tstatus_parts.append(\"FPS counter\")\n 112→\tif experimental_settings.is_fps_drop_logging_enabled():\n 113→\t\tstatus_parts.append(\"FPS drop logging\")\n 114→\tif experimental_settings.is_all_weapons_unlocked():\n 115→\t\tstatus_parts.append(\"All weapons unlocked\")\n 116→\n 117→\tif status_parts.is_empty():\n 118→\t\tstatus_label.text = \"All experimental features disabled\"\n 119→\telse:\n 120→\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n 121→\n 122→\n 123→func _on_fov_toggled(disabled: bool) -> void:\n 124→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 125→\tif experimental_settings:\n 126→\t\t# Inverted: checkbox checked = FOV disabled\n 127→\t\texperimental_settings.set_fov_enabled(not disabled)\n 128→\t_update_ui()\n 129→\n 130→\n 131→func _on_complex_grenade_toggled(enabled: bool) -> void:\n 132→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 133→\tif experimental_settings:\n 134→\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n 135→\t_update_ui()\n 136→\n 137→\n 138→func _on_ai_prediction_toggled(enabled: bool) -> void:\n 139→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 140→\tif experimental_settings:\n 141→\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n 142→\t_update_ui()\n 143→\n 144→\n 145→func _on_debug_mode_toggled(enabled: bool) -> void:\n 146→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 147→\tif experimental_settings:\n 148→\t\texperimental_settings.set_debug_mode_enabled(enabled)\n 149→\t# Also sync to GameManager for runtime signal emission\n 150→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 151→\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n 152→\t\tif game_manager.debug_mode_enabled != enabled:\n 153→\t\t\tgame_manager.debug_mode_enabled = enabled\n 154→\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n 155→\t_update_ui()\n 156→\n 157→\n 158→func _on_invincibility_toggled(enabled: bool) -> void:\n 159→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 160→\tif experimental_settings:\n 161→\t\texperimental_settings.set_invincibility_enabled(enabled)\n 162→\t# Also sync to GameManager for runtime signal emission\n 163→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 164→\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n 165→\t\tif game_manager.invincibility_enabled != enabled:\n 166→\t\t\tgame_manager.invincibility_enabled = enabled\n 167→\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n 168→\t_update_ui()\n 169→\n 170→\n 171→func _on_replay_toggled(enabled: bool) -> void:\n 172→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 173→\tif experimental_settings:\n 174→\t\texperimental_settings.set_replay_enabled(enabled)\n 175→\t_update_ui()\n 176→\n 177→\n 178→func _on_logging_toggled(enabled: bool) -> void:\n 179→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 180→\tif experimental_settings:\n 181→\t\texperimental_settings.set_logging_enabled(enabled)\n 182→\t_update_ui()\n 183→\n 184→\n 185→func _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n 186→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 187→\tif experimental_settings:\n 188→\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n 189→\t_update_ui()\n 190→\n 191→\n 192→func _on_fps_counter_toggled(enabled: bool) -> void:\n 193→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 194→\tif experimental_settings:\n 195→\t\texperimental_settings.set_fps_counter_enabled(enabled)\n 196→\t_update_ui()\n 197→\n 198→\n 199→func _on_fps_drop_logging_toggled(enabled: bool) -> void:\n 200→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 201→\tif experimental_settings:\n 202→\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n 203→\t_update_ui()\n 204→\n 205→\n 206→func _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n 207→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 208→\tif experimental_settings:\n 209→\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n 210→\t_update_ui()\n 211→\n 212→\n 213→func _on_delete_saves_pressed() -> void:\n 214→\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n 215→\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n 216→\t\tpersist_manager.clear_all_saves()\n 217→\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n 218→\n 219→\n 220→func _on_unlock_table_pressed() -> void:\n 221→\t# Instantiate unlock table menu on first use.\n 222→\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n 223→\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n 224→\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n 225→\t_log(\"Unlock table button pressed\")\n 226→\tif unlock_table_menu == null:\n 227→\t\t_log(\"Creating new unlock table menu instance\")\n 228→\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n 229→\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n 230→\t\t# Add to root node to avoid any CanvasLayer nesting issues\n 231→\t\tget_tree().root.add_child(unlock_table_menu)\n 232→\t\t_log(\"Unlock table menu added to /root, calling show()\")\n 233→\t\t# Explicitly show after adding to tree\n 234→\t\tunlock_table_menu.show()\n 235→\telse:\n 236→\t\t_log(\"Showing existing unlock table menu\")\n 237→\t\t# Refresh and show existing instance\n 238→\t\tif unlock_table_menu.has_method(\"refresh\"):\n 239→\t\t\tunlock_table_menu.refresh()\n 240→\t\tunlock_table_menu.show()\n 241→\n 242→\n 243→func _on_unlock_table_back_pressed() -> void:\n 244→\t_log(\"Unlock table back button pressed\")\n 245→\tif unlock_table_menu:\n 246→\t\tunlock_table_menu.hide()\n 247→\n 248→\n 249→func _on_back_pressed() -> void:\n 250→\tback_pressed.emit()\n 251→\n 252→\n 253→func _on_settings_changed() -> void:\n 254→\t_update_ui()\n 255→\n 256→\n 257→<<<<<<< HEAD\n 258→## Setup the weapon hints option button with items.\n 259→func _setup_weapon_hints_option() -> void:\n 260→\tweapon_hints_option.clear()\n 261→\tweapon_hints_option.add_item(\"Always\", 0)\n 262→\tweapon_hints_option.add_item(\"First time only\", 1)\n 263→\tweapon_hints_option.add_item(\"Never\", 2)\n 264→\n 265→\t# Select current mode from settings\n 266→\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n 267→\tif weapon_hints_settings:\n 268→\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n 269→\t\tweapon_hints_option.select(current_mode)\n 270→\telse:\n 271→\t\t# Default to \"First time only\" if settings not available\n 272→\t\tweapon_hints_option.select(1)\n 273→\n 274→\n 275→## Called when weapon hints option is changed.\n 276→func _on_weapon_hints_selected(index: int) -> void:\n 277→\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n 278→\tif weapon_hints_settings:\n 279→\t\tweapon_hints_settings.set_hint_mode(index)\n 280→\t_update_ui()\n 281→=======\n 282→## Log a message to the file logger if available.\n 283→func _log(message: String) -> void:\n 284→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 285→\tif file_logger and file_logger.has_method(\"log_info\"):\n 286→\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n 287→\telse:\n 288→\t\tprint(\"[ExperimentalMenu] \" + message)\n 289→>>>>>>> upstream/main\n 290→\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": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "6276ae60-3cad-4b3b-9237-3b0347702e21", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/ui/experimental_menu.gd", | |
| "content": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n<<<<<<< HEAD\n## Setup the weapon hints option button with items.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_ui()\n=======\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n>>>>>>> upstream/main\n", | |
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| "text": "I see the conflict. The conflict is between my weapon hints functions and the upstream `_log` function. I need to keep both - the weapon hints functionality AND the log function. Let me resolve this." | |
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| "old_string": "<<<<<<< HEAD\n## Setup the weapon hints option button with items.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_ui()\n=======\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n>>>>>>> upstream/main", | |
| "new_string": "## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)" | |
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| "tool_use_id": "toolu_01L2GWF5UAwP33AryQJGFfee", | |
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| "content": "The file /tmp/gh-issue-solver-1773265265964/scripts/ui/experimental_menu.gd has been updated successfully." | |
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| "oldString": "<<<<<<< HEAD\n## Setup the weapon hints option button with items.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_ui()\n=======\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n>>>>>>> upstream/main", | |
| "newString": "## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)", | |
| "originalFile": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n<<<<<<< HEAD\n## Setup the weapon hints option button with items.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_ui()\n=======\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n>>>>>>> upstream/main\n", | |
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| " _update_ui()", | |
| " ", | |
| " ", | |
| "-<<<<<<< HEAD", | |
| "-## Setup the weapon hints option button with items.", | |
| "-func _setup_weapon_hints_option() -> void:", | |
| "- weapon_hints_option.clear()", | |
| "- weapon_hints_option.add_item(\"Always\", 0)", | |
| "- weapon_hints_option.add_item(\"First time only\", 1)", | |
| "- weapon_hints_option.add_item(\"Never\", 2)", | |
| "-", | |
| "- # Select current mode from settings", | |
| "- var weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")", | |
| "- if weapon_hints_settings:", | |
| "- var current_mode: int = weapon_hints_settings.get_hint_mode()", | |
| "- weapon_hints_option.select(current_mode)", | |
| "- else:", | |
| "- # Default to \"First time only\" if settings not available", | |
| "- weapon_hints_option.select(1)", | |
| "-", | |
| "-", | |
| "-## Called when weapon hints option is changed.", | |
| "-func _on_weapon_hints_selected(index: int) -> void:", | |
| "- var weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")", | |
| "- if weapon_hints_settings:", | |
| "- weapon_hints_settings.set_hint_mode(index)", | |
| "- _update_ui()", | |
| "-=======", | |
| " ## Log a message to the file logger if available.", | |
| " func _log(message: String) -> void:", | |
| " var file_logger: Node = get_node_or_null(\"/root/FileLogger\")" | |
| ] | |
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| " file_logger.log_info(\"[ExperimentalMenu] \" + message)", | |
| " else:", | |
| " print(\"[ExperimentalMenu] \" + message)", | |
| "->>>>>>> upstream/main" | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-03-11T21:42:11.696Z] [INFO] [log_ba8917] sending request { | |
| [2026-03-11T21:42:11.696Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:11.697Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:42:11.697Z] [INFO] options: { | |
| [2026-03-11T21:42:11.698Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:11.698Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:42:11.698Z] [INFO] body: { | |
| [2026-03-11T21:42:11.699Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:42:11.699Z] [INFO] messages: [Array], | |
| [2026-03-11T21:42:11.699Z] [INFO] system: [Array], | |
| [2026-03-11T21:42:11.699Z] [INFO] tools: [Array], | |
| [2026-03-11T21:42:11.699Z] [INFO] tool_choice: undefined, | |
| [2026-03-11T21:42:11.699Z] [INFO] metadata: [Object], | |
| [2026-03-11T21:42:11.700Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:42:11.700Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:42:11.700Z] [INFO] temperature: 1, | |
| [2026-03-11T21:42:11.700Z] [INFO] stream: true | |
| [2026-03-11T21:42:11.701Z] [INFO] }, | |
| [2026-03-11T21:42:11.701Z] [INFO] timeout: 600000, | |
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| "docs/case-studies/issue-691/game_log_20260209_094546.txt", | |
| "docs/case-studies/issue-691/game_log_20260209_094639.txt", | |
| "docs/case-studies/issue-691/game_log_20260209_094746.txt", | |
| "docs/case-studies/issue-678/logs/game_log_20260209_031952.txt", | |
| "docs/case-studies/issue-677/logs/game_log_20260209_030630.txt", | |
| "docs/case-studies/issue-677/logs/game_log_20260209_030446.txt", | |
| "docs/case-studies/issue-676/game_log_20260224_235855.txt", | |
| "docs/case-studies/issue-677/analysis.md", | |
| "docs/case-studies/issue-676/game_log_20260224_231739.txt", | |
| "docs/case-studies/issue-676/game_log_20260224_231923.txt", | |
| "docs/case-studies/issue-676/game_log_20260224_232102.txt", | |
| "docs/case-studies/issue-676/game_log_20260224_195827.txt", | |
| "docs/case-studies/issue-676/game_log_20260224_195916.txt", | |
| "docs/case-studies/issue-675/logs/game_log_20260209_040720.txt", | |
| "docs/case-studies/issue-676/game_log_20260215_231653.txt", | |
| "docs/case-studies/issue-675/logs/game_log_20260209_040549.txt", | |
| "docs/case-studies/issue-674/pr-diff.patch", | |
| "docs/case-studies/issue-674/logs/game_log_20260210_224424.txt", | |
| "docs/case-studies/issue-674/logs/game_log_20260210_224511.txt", | |
| "docs/case-studies/issue-674/game_log_20260225_012900.txt", | |
| "docs/case-studies/issue-674/game_log_20260216_003912.txt", | |
| "docs/case-studies/issue-674/game_log_20260216_001841.txt", | |
| "docs/case-studies/issue-673/logs/game_log_20260209_023610.txt", | |
| "docs/case-studies/issue-674/game_log_20260209_103259.txt", | |
| "docs/case-studies/issue-610/logs/game_log_20260209_010116.txt", | |
| "docs/case-studies/issue-610/analysis.md", | |
| "docs/case-studies/issue-610/bug-report-city-map.md", | |
| "docs/case-studies/issue-610/logs/game_log_20260209_005853.txt", | |
| "docs/case-studies/issue-1006/README.md", | |
| "README.md" | |
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| "numFiles": 174 | |
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| [2026-03-11T21:42:16.891Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Lj77MfbKuPgP5nWENKSd1B", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01KFiWufbdUDsWRWhbDBVtbw", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1773265265964/scenes/ui/ExperimentalMenu.tscn" | |
| }, | |
| "caller": { | |
| "type": "direct" | |
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| [2026-03-11T21:42:16.915Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01KFiWufbdUDsWRWhbDBVtbw", | |
| "type": "tool_result", | |
| "content": " 1→[gd_scene load_steps=4 format=3 uid=\"uid://b4exp3r1m3nt4l\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/ui/experimental_menu.gd\" id=\"1_experimental\"]\n 4→[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n 5→[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"3_neon_theme\"]\n 6→\n 7→[node name=\"ExperimentalMenu\" type=\"CanvasLayer\"]\n 8→layer = 101\n 9→process_mode = 3\n 10→script = ExtResource(\"1_experimental\")\n 11→\n 12→[node name=\"ColorRect\" type=\"ColorRect\" parent=\".\"]\n 13→anchors_preset = 15\n 14→anchor_right = 1.0\n 15→anchor_bottom = 1.0\n 16→grow_horizontal = 2\n 17→grow_vertical = 2\n 18→color = Color(0, 0, 0, 0.7)\n 19→\n 20→[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\n 21→layout_mode = 3\n 22→anchors_preset = 15\n 23→anchor_right = 1.0\n 24→anchor_bottom = 1.0\n 25→grow_horizontal = 2\n 26→grow_vertical = 2\n 27→theme = ExtResource(\"3_neon_theme\")\n 28→\n 29→[node name=\"PanelContainer\" type=\"PanelContainer\" parent=\"MenuContainer\"]\n 30→layout_mode = 1\n 31→anchors_preset = 8\n 32→anchor_left = 0.5\n 33→anchor_top = 0.5\n 34→anchor_right = 0.5\n 35→anchor_bottom = 0.5\n 36→offset_left = -440.0\n 37→offset_top = -370.0\n 38→offset_right = 440.0\n 39→offset_bottom = 370.0\n 40→grow_horizontal = 2\n 41→grow_vertical = 2\n 42→\n 43→[node name=\"MarginContainer\" type=\"MarginContainer\" parent=\"MenuContainer/PanelContainer\"]\n 44→layout_mode = 2\n 45→theme_override_constants/margin_left = 20\n 46→theme_override_constants/margin_top = 20\n 47→theme_override_constants/margin_right = 20\n 48→theme_override_constants/margin_bottom = 20\n 49→\n 50→[node name=\"ScrollContainer\" type=\"ScrollContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer\"]\n 51→layout_mode = 2\n 52→size_flags_vertical = 3\n 53→\n 54→[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer\"]\n 55→layout_mode = 2\n 56→size_flags_horizontal = 3\n 57→theme_override_constants/separation = 15\n 58→\n 59→[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 60→layout_mode = 2\n 61→text = \"Experimental Features\"\n 62→label_settings = ExtResource(\"2_neon_label\")\n 63→horizontal_alignment = 1\n 64→\n 65→[node name=\"DescriptionLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 66→layout_mode = 2\n 67→text = \"These features are experimental and may change.\"\n 68→horizontal_alignment = 1\n 69→autowrap_mode = 2\n 70→\n 71→[node name=\"HSeparator\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 72→layout_mode = 2\n 73→\n 74→[node name=\"FOVContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 75→layout_mode = 2\n 76→\n 77→[node name=\"FOVLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer\"]\n 78→layout_mode = 2\n 79→size_flags_horizontal = 3\n 80→text = \"Disable FOV Limitation\"\n 81→\n 82→[node name=\"FOVCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer\"]\n 83→layout_mode = 2\n 84→\n 85→[node name=\"FOVDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 86→layout_mode = 2\n 87→text = \"When checked, enemies have 360-degree vision.\n 88→FOV limited (100) by default. Press F7 to visualize.\"\n 89→horizontal_alignment = 1\n 90→autowrap_mode = 2\n 91→\n 92→[node name=\"HSeparator2\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 93→layout_mode = 2\n 94→\n 95→[node name=\"ComplexGrenadeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 96→layout_mode = 2\n 97→\n 98→[node name=\"ComplexGrenadeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer\"]\n 99→layout_mode = 2\n 100→size_flags_horizontal = 3\n 101→text = \"Complex Grenade Throwing\"\n 102→\n 103→[node name=\"ComplexGrenadeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer\"]\n 104→layout_mode = 2\n 105→\n 106→[node name=\"ComplexGrenadeDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 107→layout_mode = 2\n 108→text = \"When enabled, uses 3-step throwing (G+RMB drag,\n 109→hold, release). When disabled, hold RMB to aim\n 110→with trajectory preview, release to throw.\"\n 111→horizontal_alignment = 1\n 112→autowrap_mode = 2\n 113→\n 114→[node name=\"HSeparator3\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 115→layout_mode = 2\n 116→\n 117→[node name=\"AIPredictionContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 118→layout_mode = 2\n 119→\n 120→[node name=\"AIPredictionLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer\"]\n 121→layout_mode = 2\n 122→size_flags_horizontal = 3\n 123→text = \"AI Player Prediction\"\n 124→\n 125→[node name=\"AIPredictionCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer\"]\n 126→layout_mode = 2\n 127→\n 128→[node name=\"AIPredictionDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 129→layout_mode = 2\n 130→text = \"When enabled, enemies predict player movement\n 131→after losing sight. Uses cover analysis, flanking,\n 132→velocity tracking, and behavioral adaptation.\"\n 133→horizontal_alignment = 1\n 134→autowrap_mode = 2\n 135→\n 136→[node name=\"HSeparator4\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 137→layout_mode = 2\n 138→\n 139→[node name=\"DebugModeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 140→layout_mode = 2\n 141→\n 142→[node name=\"DebugModeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer\"]\n 143→layout_mode = 2\n 144→size_flags_horizontal = 3\n 145→text = \"Debug Mode (F7)\"\n 146→\n 147→[node name=\"DebugModeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer\"]\n 148→layout_mode = 2\n 149→\n 150→[node name=\"HSeparator5\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 151→layout_mode = 2\n 152→\n 153→[node name=\"InvincibilityContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 154→layout_mode = 2\n 155→\n 156→[node name=\"InvincibilityLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer\"]\n 157→layout_mode = 2\n 158→size_flags_horizontal = 3\n 159→text = \"Invincibility (F6)\"\n 160→\n 161→[node name=\"InvincibilityCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer\"]\n 162→layout_mode = 2\n 163→\n 164→[node name=\"HSeparator6\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 165→layout_mode = 2\n 166→\n 167→[node name=\"ReplayContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 168→layout_mode = 2\n 169→\n 170→[node name=\"ReplayLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer\"]\n 171→layout_mode = 2\n 172→size_flags_horizontal = 3\n 173→text = \"Enable Replay Viewing\"\n 174→\n 175→[node name=\"ReplayCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer\"]\n 176→layout_mode = 2\n 177→\n 178→[node name=\"ReplayDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 179→layout_mode = 2\n 180→text = \"When enabled, watch replay button appears after\n 181→completing levels. Press W on score screen to view.\"\n 182→horizontal_alignment = 1\n 183→autowrap_mode = 2\n 184→\n 185→[node name=\"HSeparator7\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 186→layout_mode = 2\n 187→\n 188→[node name=\"LoggingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 189→layout_mode = 2\n 190→\n 191→[node name=\"LoggingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer\"]\n 192→layout_mode = 2\n 193→size_flags_horizontal = 3\n 194→text = \"Enable Log Recording\"\n 195→\n 196→[node name=\"LoggingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer\"]\n 197→layout_mode = 2\n 198→\n 199→[node name=\"LoggingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 200→layout_mode = 2\n 201→text = \"When enabled (default), game events are written to\n 202→a log file for debugging. Disable to improve FPS.\"\n 203→horizontal_alignment = 1\n 204→autowrap_mode = 2\n 205→\n 206→[node name=\"HSeparator8\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 207→layout_mode = 2\n 208→\n 209→[node name=\"EnemyFlashlightBlindingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 210→layout_mode = 2\n 211→\n 212→[node name=\"EnemyFlashlightBlindingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer\"]\n 213→layout_mode = 2\n 214→size_flags_horizontal = 3\n 215→text = \"Enemy Flashlight Blinding\"\n 216→\n 217→[node name=\"EnemyFlashlightBlindingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer\"]\n 218→layout_mode = 2\n 219→\n 220→[node name=\"EnemyFlashlightBlindingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 221→layout_mode = 2\n 222→text = \"When enabled, enemy flashlights blind the player\n 223→in night mode. Disabled by default.\"\n 224→horizontal_alignment = 1\n 225→autowrap_mode = 2\n 226→\n 227→[node name=\"HSeparator9\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 228→layout_mode = 2\n 229→\n 230→[node name=\"FpsCounterContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 231→layout_mode = 2\n 232→\n 233→[node name=\"FpsCounterLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer\"]\n 234→layout_mode = 2\n 235→size_flags_horizontal = 3\n 236→text = \"Show FPS Counter\"\n 237→\n 238→[node name=\"FpsCounterCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer\"]\n 239→layout_mode = 2\n 240→\n 241→[node name=\"FpsCounterDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 242→layout_mode = 2\n 243→text = \"When enabled, displays current FPS in the top-left\n 244→corner of the screen. Disabled by default.\"\n 245→horizontal_alignment = 1\n 246→autowrap_mode = 2\n 247→\n 248→[node name=\"HSeparator10\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 249→layout_mode = 2\n 250→\n 251→[node name=\"FpsDropLoggingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 252→layout_mode = 2\n 253→\n 254→[node name=\"FpsDropLoggingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer\"]\n 255→layout_mode = 2\n 256→size_flags_horizontal = 3\n 257→text = \"Log FPS Drops\"\n 258→\n 259→[node name=\"FpsDropLoggingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer\"]\n 260→layout_mode = 2\n 261→\n 262→[node name=\"FpsDropLoggingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 263→layout_mode = 2\n 264→text = \"When enabled, logs a warning to the log file when\n 265→FPS drops below 30. Disabled by default.\"\n 266→horizontal_alignment = 1\n 267→autowrap_mode = 2\n 268→\n 269→[node name=\"HSeparator11\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 270→layout_mode = 2\n 271→\n 272→[node name=\"AllWeaponsUnlockedContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 273→layout_mode = 2\n 274→\n 275→[node name=\"AllWeaponsUnlockedLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\n 276→layout_mode = 2\n 277→size_flags_horizontal = 3\n 278→text = \"Unlock All Weapons\"\n 279→\n 280→[node name=\"AllWeaponsUnlockedCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\n 281→layout_mode = 2\n 282→\n 283→[node name=\"AllWeaponsUnlockedDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 284→layout_mode = 2\n 285→text = \"When enabled, all weapons, grenades, and items are\n 286→unlocked in the armory. Disabled by default.\"\n 287→horizontal_alignment = 1\n 288→autowrap_mode = 2\n 289→\n 290→[node name=\"HSeparator12\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 291→layout_mode = 2\n 292→\n 293→[node name=\"WeaponHintsContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 294→layout_mode = 2\n 295→\n 296→[node name=\"WeaponHintsLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer\"]\n 297→layout_mode = 2\n 298→size_flags_horizontal = 3\n 299→text = \"Weapon Hints\"\n 300→\n 301→[node name=\"WeaponHintsOption\" type=\"OptionButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer\"]\n 302→layout_mode = 2\n 303→custom_minimum_size = Vector2(180, 0)\n 304→\n 305→[node name=\"WeaponHintsDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 306→layout_mode = 2\n 307→text = \"Show weapon tutorial hints on level start:\n 308→Always / First time only / Never\"\n 309→horizontal_alignment = 1\n 310→autowrap_mode = 2\n 311→\n 312→[node name=\"HSeparator13\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 313→layout_mode = 2\n 314→\n 315→[node name=\"DeleteSavesContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 316→layout_mode = 2\n 317→\n 318→[node name=\"DeleteSavesLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer\"]\n 319→layout_mode = 2\n 320→size_flags_horizontal = 3\n 321→text = \"Delete Saves\"\n 322→\n 323→[node name=\"DeleteSavesButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer\"]\n 324→layout_mode = 2\n 325→text = \"Delete\"\n 326→\n 327→[node name=\"DeleteSavesDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 328→layout_mode = 2\n 329→text = \"Erases all progress (completed levels, unlocked weapons).\n 330→Game returns to first-launch state.\n 331→Experimental settings are preserved.\"\n 332→horizontal_alignment = 1\n 333→autowrap_mode = 2\n 334→\n 335→[node name=\"HSeparator13\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 336→layout_mode = 2\n 337→\n 338→[node name=\"UnlockTableContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 339→layout_mode = 2\n 340→\n 341→[node name=\"UnlockTableLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer\"]\n 342→layout_mode = 2\n 343→size_flags_horizontal = 3\n 344→text = \"View Unlock Table\"\n 345→\n 346→[node name=\"UnlockTableButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer\"]\n 347→layout_mode = 2\n 348→text = \"Open\"\n 349→\n 350→[node name=\"UnlockTableDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 351→layout_mode = 2\n 352→text = \"Shows which items are unlocked by completing\n 353→which levels at what rank.\"\n 354→horizontal_alignment = 1\n 355→autowrap_mode = 2\n 356→\n 357→[node name=\"StatusLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 358→layout_mode = 2\n 359→text = \"FOV enabled: Enemies see in 100 degree cone\"\n 360→horizontal_alignment = 1\n 361→\n 362→[node name=\"BackButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\n 363→custom_minimum_size = Vector2(200, 40)\n 364→layout_mode = 2\n 365→size_flags_horizontal = 4\n 366→text = \"Back\"\n 367→\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": null, | |
| "session_id": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "b8e7b393-800c-4369-92d9-142aca8477a1", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scenes/ui/ExperimentalMenu.tscn", | |
| "content": "[gd_scene load_steps=4 format=3 uid=\"uid://b4exp3r1m3nt4l\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/ui/experimental_menu.gd\" id=\"1_experimental\"]\n[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"3_neon_theme\"]\n\n[node name=\"ExperimentalMenu\" type=\"CanvasLayer\"]\nlayer = 101\nprocess_mode = 3\nscript = ExtResource(\"1_experimental\")\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\".\"]\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ncolor = Color(0, 0, 0, 0.7)\n\n[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntheme = ExtResource(\"3_neon_theme\")\n\n[node name=\"PanelContainer\" type=\"PanelContainer\" parent=\"MenuContainer\"]\nlayout_mode = 1\nanchors_preset = 8\nanchor_left = 0.5\nanchor_top = 0.5\nanchor_right = 0.5\nanchor_bottom = 0.5\noffset_left = -440.0\noffset_top = -370.0\noffset_right = 440.0\noffset_bottom = 370.0\ngrow_horizontal = 2\ngrow_vertical = 2\n\n[node name=\"MarginContainer\" type=\"MarginContainer\" parent=\"MenuContainer/PanelContainer\"]\nlayout_mode = 2\ntheme_override_constants/margin_left = 20\ntheme_override_constants/margin_top = 20\ntheme_override_constants/margin_right = 20\ntheme_override_constants/margin_bottom = 20\n\n[node name=\"ScrollContainer\" type=\"ScrollContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer\"]\nlayout_mode = 2\nsize_flags_vertical = 3\n\n[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntheme_override_constants/separation = 15\n\n[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"Experimental Features\"\nlabel_settings = ExtResource(\"2_neon_label\")\nhorizontal_alignment = 1\n\n[node name=\"DescriptionLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"These features are experimental and may change.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FOVContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FOVLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Disable FOV Limitation\"\n\n[node name=\"FOVCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer\"]\nlayout_mode = 2\n\n[node name=\"FOVDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When checked, enemies have 360-degree vision.\nFOV limited (100) by default. Press F7 to visualize.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator2\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"ComplexGrenadeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"ComplexGrenadeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Complex Grenade Throwing\"\n\n[node name=\"ComplexGrenadeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer\"]\nlayout_mode = 2\n\n[node name=\"ComplexGrenadeDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, uses 3-step throwing (G+RMB drag,\nhold, release). When disabled, hold RMB to aim\nwith trajectory preview, release to throw.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator3\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AIPredictionContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AIPredictionLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"AI Player Prediction\"\n\n[node name=\"AIPredictionCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer\"]\nlayout_mode = 2\n\n[node name=\"AIPredictionDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, enemies predict player movement\nafter losing sight. Uses cover analysis, flanking,\nvelocity tracking, and behavioral adaptation.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator4\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"DebugModeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"DebugModeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Debug Mode (F7)\"\n\n[node name=\"DebugModeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer\"]\nlayout_mode = 2\n\n[node name=\"HSeparator5\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"InvincibilityContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"InvincibilityLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Invincibility (F6)\"\n\n[node name=\"InvincibilityCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer\"]\nlayout_mode = 2\n\n[node name=\"HSeparator6\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"ReplayContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"ReplayLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Enable Replay Viewing\"\n\n[node name=\"ReplayCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer\"]\nlayout_mode = 2\n\n[node name=\"ReplayDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, watch replay button appears after\ncompleting levels. Press W on score screen to view.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator7\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"LoggingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"LoggingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Enable Log Recording\"\n\n[node name=\"LoggingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer\"]\nlayout_mode = 2\n\n[node name=\"LoggingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled (default), game events are written to\na log file for debugging. Disable to improve FPS.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator8\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"EnemyFlashlightBlindingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"EnemyFlashlightBlindingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Enemy Flashlight Blinding\"\n\n[node name=\"EnemyFlashlightBlindingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer\"]\nlayout_mode = 2\n\n[node name=\"EnemyFlashlightBlindingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, enemy flashlights blind the player\nin night mode. Disabled by default.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator9\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsCounterContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsCounterLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Show FPS Counter\"\n\n[node name=\"FpsCounterCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsCounterDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, displays current FPS in the top-left\ncorner of the screen. Disabled by default.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator10\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsDropLoggingContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsDropLoggingLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Log FPS Drops\"\n\n[node name=\"FpsDropLoggingCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer\"]\nlayout_mode = 2\n\n[node name=\"FpsDropLoggingDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, logs a warning to the log file when\nFPS drops below 30. Disabled by default.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator11\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Unlock All Weapons\"\n\n[node name=\"AllWeaponsUnlockedCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, all weapons, grenades, and items are\nunlocked in the armory. Disabled by default.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator12\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"WeaponHintsContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"WeaponHintsLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Weapon Hints\"\n\n[node name=\"WeaponHintsOption\" type=\"OptionButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer\"]\nlayout_mode = 2\ncustom_minimum_size = Vector2(180, 0)\n\n[node name=\"WeaponHintsDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"Show weapon tutorial hints on level start:\nAlways / First time only / Never\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator13\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"DeleteSavesContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"DeleteSavesLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Delete Saves\"\n\n[node name=\"DeleteSavesButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer\"]\nlayout_mode = 2\ntext = \"Delete\"\n\n[node name=\"DeleteSavesDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"Erases all progress (completed levels, unlocked weapons).\nGame returns to first-launch state.\nExperimental settings are preserved.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator13\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"UnlockTableContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"UnlockTableLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"View Unlock Table\"\n\n[node name=\"UnlockTableButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer\"]\nlayout_mode = 2\ntext = \"Open\"\n\n[node name=\"UnlockTableDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"Shows which items are unlocked by completing\nwhich levels at what rank.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"StatusLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"FOV enabled: Enemies see in 100 degree cone\"\nhorizontal_alignment = 1\n\n[node name=\"BackButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\nsize_flags_horizontal = 4\ntext = \"Back\"\n", | |
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| [2026-03-11T21:42:16.929Z] [INFO] }, | |
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| [2026-03-11T21:42:18.653Z] [INFO] [log_f90c7c, request-id: "req_011CYx2B9Borf3t7Vv9qC5kP"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1727ms | |
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| [2026-03-11T21:42:18.658Z] [INFO] date: 'Wed, 11 Mar 2026 21:42:18 GMT', | |
| [2026-03-11T21:42:18.659Z] [INFO] 'request-id': 'req_011CYx2B9Borf3t7Vv9qC5kP', | |
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| [2026-03-11T21:42:18.666Z] [INFO] [log_f90c7c] response parsed { | |
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| [2026-03-11T21:42:22.278Z] [INFO] [log_1e6e83] response parsed { | |
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| "tool_use_result": "Error: File content (31534 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file." | |
| } | |
| [2026-03-11T21:42:22.301Z] [INFO] [log_a533e1] sending request { | |
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| [2026-03-11T21:42:22.302Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:22.302Z] [INFO] path: '/v1/messages?beta=true', | |
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| [2026-03-11T21:42:22.304Z] [INFO] timeout: 600000, | |
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| "content": "85:## Tutorial hint system for the Laboratory level (Issue #808, #945)\n86:## Mirrors tutorial_level.gd: weapon-dependent hints, grenade hint, no walk/shoot hints.\n89:## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n90:## Bug fixes (Issue #991): AK GL hint no longer overlaps grenade hint (sequential flow via\n91:## GrenadeFired signal); GL hint is dismissed when launcher fires.\n92:## Bug fix (Issue #998): Scope RMB hint shown from the very start for sniper rifle;\n96:## Tutorial hint labels: hint_key -> RichTextLabel node (Issue #945: was Label).\n97:var _tutorial_hints: Dictionary = {}\n99:## Tutorial state machine (same as tutorial_level.gd).\n100:enum TutorialStep {\n106:## Current tutorial step.\n107:var _tutorial_step: TutorialStep = TutorialStep.RELOAD\n110:var _tutorial_has_reloaded: bool = false\n113:var _tutorial_has_thrown_grenade: bool = false\n115:## Whether the player has a shotgun (shotgun-specific reload hint).\n116:var _tutorial_has_shotgun: bool = false\n118:## Whether the player has a sniper rifle (bolt-cycle hint).\n119:var _tutorial_has_sniper_rifle: bool = false\n121:## Whether the player has a revolver (hammer cock hint).\n122:var _tutorial_has_revolver: bool = false\n124:## Whether the player has a Makarov PM (R->R reload hint).\n125:var _tutorial_has_makarov_pm: bool = false\n127:## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\n128:var _tutorial_has_ak_gl: bool = false\n131:var _tutorial_assault_rifle: Node = null\n134:var _tutorial_shotgun: Node = null\n137:var _tutorial_sniper_rifle: Node = null\n140:var _tutorial_sniper_bolt_cycled: bool = false\n142:## Whether the scope has been used (for sniper scope training, Issue #998).\n143:var _tutorial_scope_used: bool = false\n145:## Hint keys (same as tutorial_level.gd).\n146:const TUTORIAL_HINT_RELOAD := \"reload\"\n147:const TUTORIAL_HINT_GRENADE := \"grenade\"\n148:const TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\n149:const TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\n150:const TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n151:const TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\n152:const TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n154:## Vertical spacing between stacked tutorial hints (pixels).\n155:## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\n156:const TUTORIAL_HINT_SPACING: float = 60.0\n158:## Number of shots fired (Issue #945: reload hint appears after 2 shots).\n159:var _tutorial_shots_fired: int = 0\n161:## Whether the reload hint has already been revealed (Issue #945).\n162:var _tutorial_reload_hint_revealed: bool = false\n164:## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\n165:var _tutorial_bolt_cycle_hint_revealed: bool = false\n167:## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n168:var _tutorial_shotgun_full_reload_active: bool = false\n170:## Whether M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n171:var _tutorial_m16_needs_fire_mode_hint: bool = false\n173:## Grenade hint step (Bug fix round 5): 0=arm, 1=G held, 2=G released.\n174:var _tutorial_grenade_hint_step: int = 0\n176:## Whether G key was held last frame (for grenade hint step tracking).\n177:var _tutorial_grenade_g_was_held: bool = false\n179:## Unique colors per hint type (Issue #945: simultaneously displayed hints should be different colors).\n180:const TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n181:const TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n182:const TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n183:const TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n184:const TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n185:const TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\n186:const TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n245:\t# Show tutorial hints for basic controls (Issue #808)\n246:\t_setup_tutorial_hints()\n487:\t# Update tutorial hint positions to follow player (Issue #808)\n488:\t_update_tutorial_hint_positions()\n490:\t# Bug fix round 5: update grenade hint step based on key state\n491:\t_update_tutorial_grenade_hint_step()\n606:\t\t\t# Also count shots for reload hint reveal (Issue #945)\n607:\t\t\tweapon.Fired.connect(_on_tutorial_weapon_fired)\n610:\t\t\tweapon.ShotFired.connect(_on_tutorial_weapon_fired)\n621:\t\t# Detect weapon type for tutorial hints (Issue #808, #945)\n624:\t\t\t\t_tutorial_has_shotgun = true\n625:\t\t\t\t_tutorial_shotgun = weapon # Bug fix #7: reference for shell count\n626:\t\t\t\t# Bug fix round 4: connect ActionStateChanged for pump-action hint updates\n628:\t\t\t\t\tweapon.ActionStateChanged.connect(_on_tutorial_shotgun_action_state_changed)\n630:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_shotgun_reload_state_changed)\n632:\t\t\t\t_tutorial_has_sniper_rifle = true\n633:\t\t\t\t_tutorial_sniper_rifle = weapon # Bug fix #3: reference for bolt step hints\n635:\t\t\t\t\tweapon.BoltStepChanged.connect(_on_tutorial_sniper_bolt_step_changed)\n636:\t\t\t\t# Issue #998: Connect scope state signal to dismiss scope hint when player uses scope.\n638:\t\t\t\t\tweapon.ScopeStateChanged.connect(_on_tutorial_scope_state_changed)\n640:\t\t\t\t_tutorial_has_revolver = true\n641:\t\t\t\t# Connect to HammerCocked signal to dismiss hammer hint (Issue #808)\n643:\t\t\t\t\tweapon.HammerCocked.connect(_on_tutorial_hammer_cocked)\n644:\t\t\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n646:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_revolver_reload_state_changed)\n652:\t\t\t\t_tutorial_has_makarov_pm = true\n654:\t\t\t\t_tutorial_assault_rifle = weapon\n657:\t\t\t\t\tweapon.FireModeChanged.connect(_on_tutorial_fire_mode_changed)\n659:\t\t\t\t_tutorial_has_ak_gl = true # Bug fix #10\n660:\t\t\t\t_tutorial_assault_rifle = weapon # Bug fix #10: reference for GL ammo check\n662:\t\t\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint\n663:\t\t\t\t# sequentially. 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| "content": "85:## Tutorial hint system for the Laboratory level (Issue #808, #945)\n86:## Mirrors tutorial_level.gd: weapon-dependent hints, grenade hint, no walk/shoot hints.\n89:## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n90:## Bug fixes (Issue #991): AK GL hint no longer overlaps grenade hint (sequential flow via\n91:## GrenadeFired signal); GL hint is dismissed when launcher fires.\n92:## Bug fix (Issue #998): Scope RMB hint shown from the very start for sniper rifle;\n96:## Tutorial hint labels: hint_key -> RichTextLabel node (Issue #945: was Label).\n97:var _tutorial_hints: Dictionary = {}\n99:## Tutorial state machine (same as tutorial_level.gd).\n100:enum TutorialStep {\n106:## Current tutorial step.\n107:var _tutorial_step: TutorialStep = TutorialStep.RELOAD\n110:var _tutorial_has_reloaded: bool = false\n113:var _tutorial_has_thrown_grenade: bool = false\n115:## Whether the player has a shotgun (shotgun-specific reload hint).\n116:var _tutorial_has_shotgun: bool = false\n118:## Whether the player has a sniper rifle (bolt-cycle hint).\n119:var _tutorial_has_sniper_rifle: bool = false\n121:## Whether the player has a revolver (hammer cock hint).\n122:var _tutorial_has_revolver: bool = false\n124:## Whether the player has a Makarov PM (R->R reload hint).\n125:var _tutorial_has_makarov_pm: bool = false\n127:## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\n128:var _tutorial_has_ak_gl: bool = false\n131:var _tutorial_assault_rifle: Node = null\n134:var _tutorial_shotgun: Node = null\n137:var _tutorial_sniper_rifle: Node = null\n140:var _tutorial_sniper_bolt_cycled: bool = false\n142:## Whether the scope has been used (for sniper scope training, Issue #998).\n143:var _tutorial_scope_used: bool = false\n145:## Hint keys (same as tutorial_level.gd).\n146:const TUTORIAL_HINT_RELOAD := \"reload\"\n147:const TUTORIAL_HINT_GRENADE := \"grenade\"\n148:const TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\n149:const TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\n150:const TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n151:const TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\n152:const TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n154:## Vertical spacing between stacked tutorial hints (pixels).\n155:## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\n156:const TUTORIAL_HINT_SPACING: float = 60.0\n158:## Number of shots fired (Issue #945: reload hint appears after 2 shots).\n159:var _tutorial_shots_fired: int = 0\n161:## Whether the reload hint has already been revealed (Issue #945).\n162:var _tutorial_reload_hint_revealed: bool = false\n164:## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\n165:var _tutorial_bolt_cycle_hint_revealed: bool = false\n167:## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n168:var _tutorial_shotgun_full_reload_active: bool = false\n170:## Whether M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n171:var _tutorial_m16_needs_fire_mode_hint: bool = false\n173:## Grenade hint step (Bug fix round 5): 0=arm, 1=G held, 2=G released.\n174:var _tutorial_grenade_hint_step: int = 0\n176:## Whether G key was held last frame (for grenade hint step tracking).\n177:var _tutorial_grenade_g_was_held: bool = false\n179:## Unique colors per hint type (Issue #945: simultaneously displayed hints should be different colors).\n180:const TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n181:const TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n182:const TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n183:const TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n184:const TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n185:const TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\n186:const TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n245:\t# Show tutorial hints for basic controls (Issue #808)\n246:\t_setup_tutorial_hints()\n487:\t# Update tutorial hint positions to follow player (Issue #808)\n488:\t_update_tutorial_hint_positions()\n490:\t# Bug fix round 5: update grenade hint step based on key state\n491:\t_update_tutorial_grenade_hint_step()\n606:\t\t\t# Also count shots for reload hint reveal (Issue #945)\n607:\t\t\tweapon.Fired.connect(_on_tutorial_weapon_fired)\n610:\t\t\tweapon.ShotFired.connect(_on_tutorial_weapon_fired)\n621:\t\t# Detect weapon type for tutorial hints (Issue #808, #945)\n624:\t\t\t\t_tutorial_has_shotgun = true\n625:\t\t\t\t_tutorial_shotgun = weapon # Bug fix #7: reference for shell count\n626:\t\t\t\t# Bug fix round 4: connect ActionStateChanged for pump-action hint updates\n628:\t\t\t\t\tweapon.ActionStateChanged.connect(_on_tutorial_shotgun_action_state_changed)\n630:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_shotgun_reload_state_changed)\n632:\t\t\t\t_tutorial_has_sniper_rifle = true\n633:\t\t\t\t_tutorial_sniper_rifle = weapon # Bug fix #3: reference for bolt step hints\n635:\t\t\t\t\tweapon.BoltStepChanged.connect(_on_tutorial_sniper_bolt_step_changed)\n636:\t\t\t\t# Issue #998: Connect scope state signal to dismiss scope hint when player uses scope.\n638:\t\t\t\t\tweapon.ScopeStateChanged.connect(_on_tutorial_scope_state_changed)\n640:\t\t\t\t_tutorial_has_revolver = true\n641:\t\t\t\t# Connect to HammerCocked signal to dismiss hammer hint (Issue #808)\n643:\t\t\t\t\tweapon.HammerCocked.connect(_on_tutorial_hammer_cocked)\n644:\t\t\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n646:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_revolver_reload_state_changed)\n652:\t\t\t\t_tutorial_has_makarov_pm = true\n654:\t\t\t\t_tutorial_assault_rifle = weapon\n657:\t\t\t\t\tweapon.FireModeChanged.connect(_on_tutorial_fire_mode_changed)\n659:\t\t\t\t_tutorial_has_ak_gl = true # Bug fix #10\n660:\t\t\t\t_tutorial_assault_rifle = weapon # Bug fix #10: reference for GL ammo check\n662:\t\t\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint\n663:\t\t\t\t# sequentially. Without this the GL hint never disappears after firing, and both\n664:\t\t\t\t# GL hint + grenade hint appear simultaneously causing overlap.\n666:\t\t\t\t\tweapon.GrenadeFired.connect(_on_tutorial_grenade_launcher_fired)\n690:\t# Connect to grenade thrown signal for grenade tutorial hint (Issue #808)\n692:\t\t_player.GrenadeThrown.connect(_on_tutorial_grenade_thrown)\n694:\t\t_player.grenade_thrown.connect(_on_tutorial_grenade_thrown)", | |
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| [2026-03-11T21:42:32.881Z] [INFO] [log_b336da] response parsed { | |
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| [2026-03-11T21:42:32.881Z] [INFO] status: 200, | |
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| "text": "Let me look for where \"Gameplay\" settings are defined. Also, let me look at the DifficultyMenu since it might be related to gameplay settings." | |
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| "content": " 1→extends CanvasLayer\n 2→## Pause menu controller.\n 3→##\n 4→## Handles game pausing and provides access to controls menu and resume/quit options.\n 5→## This menu pauses the game tree when visible.\n 6→\n 7→## Reference to the controls menu scene.\n 8→@export var controls_menu_scene: PackedScene\n 9→\n 10→## Reference to the main menu container.\n 11→@onready var menu_container: Control = $MenuContainer\n 12→@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n 13→@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n 14→@onready var difficulty_button: Button = $MenuContainer/VBoxContainer/DifficultyButton\n 15→@onready var armory_button: Button = $MenuContainer/VBoxContainer/ArmoryButton\n 16→@onready var levels_button: Button = $MenuContainer/VBoxContainer/LevelsButton\n 17→@onready var training_button: Button = $MenuContainer/VBoxContainer/TrainingButton\n 18→@onready var sound_button: Button = $MenuContainer/VBoxContainer/SoundButton\n 19→@onready var experimental_button: Button = $MenuContainer/VBoxContainer/ExperimentalButton\n 20→@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n 21→\n 22→## The instantiated controls menu.\n 23→var _controls_menu: CanvasLayer = null\n 24→\n 25→## The instantiated difficulty menu.\n 26→var _difficulty_menu: CanvasLayer = null\n 27→\n 28→## The instantiated levels menu.\n 29→var _levels_menu: CanvasLayer = null\n 30→\n 31→## The instantiated experimental menu.\n 32→var _experimental_menu: CanvasLayer = null\n 33→\n 34→## The instantiated armory menu.\n 35→var _armory_menu: CanvasLayer = null\n 36→\n 37→## The instantiated sound menu.\n 38→var _sound_menu: CanvasLayer = null\n 39→\n 40→## Reference to the difficulty menu scene.\n 41→@export var difficulty_menu_scene: PackedScene\n 42→\n 43→## Reference to the levels menu scene.\n 44→@export var levels_menu_scene: PackedScene\n 45→\n 46→## Reference to the experimental menu scene.\n 47→@export var experimental_menu_scene: PackedScene\n 48→\n 49→## Reference to the armory menu scene.\n 50→@export var armory_menu_scene: PackedScene\n 51→\n 52→## Reference to the sound menu scene.\n 53→@export var sound_menu_scene: PackedScene\n 54→\n 55→\n 56→func _ready() -> void:\n 57→\t# Start hidden\n 58→\thide()\n 59→\tset_process_unhandled_input(true)\n 60→\n 61→\t# Connect button signals\n 62→\tresume_button.pressed.connect(_on_resume_pressed)\n 63→\tcontrols_button.pressed.connect(_on_controls_pressed)\n 64→\tdifficulty_button.pressed.connect(_on_difficulty_pressed)\n 65→\tarmory_button.pressed.connect(_on_armory_pressed)\n 66→\tlevels_button.pressed.connect(_on_levels_pressed)\n 67→\ttraining_button.pressed.connect(_on_training_pressed)\n 68→\tsound_button.pressed.connect(_on_sound_pressed)\n 69→\texperimental_button.pressed.connect(_on_experimental_pressed)\n 70→\tquit_button.pressed.connect(_on_quit_pressed)\n 71→\n 72→\t# Highlight armory button if there are available unlocks\n 73→\t_refresh_armory_button_highlight()\n 74→\n 75→\t# Preload controls menu if not set\n 76→\tif controls_menu_scene == null:\n 77→\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n 78→\n 79→\t# Preload difficulty menu if not set\n 80→\tif difficulty_menu_scene == null:\n 81→\t\tdifficulty_menu_scene = preload(\"res://scenes/ui/DifficultyMenu.tscn\")\n 82→\n 83→\t# Preload levels menu if not set\n 84→\tif levels_menu_scene == null:\n 85→\t\tlevels_menu_scene = preload(\"res://scenes/ui/LevelsMenu.tscn\")\n 86→\n 87→\t# Preload experimental menu if not set\n 88→\tif experimental_menu_scene == null:\n 89→\t\texperimental_menu_scene = preload(\"res://scenes/ui/ExperimentalMenu.tscn\")\n 90→\n 91→\t# Preload armory menu if not set\n 92→\tif armory_menu_scene == null:\n 93→\t\tarmory_menu_scene = preload(\"res://scenes/ui/ArmoryMenu.tscn\")\n 94→\n 95→\t# Preload sound menu if not set\n 96→\tif sound_menu_scene == null:\n 97→\t\tsound_menu_scene = preload(\"res://scenes/ui/SoundMenu.tscn\")\n 98→\n 99→\n 100→func _unhandled_input(event: InputEvent) -> void:\n 101→\tif event.is_action_pressed(\"pause\"):\n 102→\t\ttoggle_pause()\n 103→\t\tget_viewport().set_input_as_handled()\n 104→\n 105→\n 106→## Toggles the pause state.\n 107→func toggle_pause() -> void:\n 108→\tif visible:\n 109→\t\tresume_game()\n 110→\telse:\n 111→\t\tpause_game()\n 112→\n 113→\n 114→## Pauses the game and shows the menu.\n 115→func pause_game() -> void:\n 116→\tget_tree().paused = true\n 117→\t# Show cursor for menu interaction (still confined to window)\n 118→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 119→\n 120→\t# Close any open submenus and restore main menu container\n 121→\tif _controls_menu and _controls_menu.visible:\n 122→\t\t_controls_menu.hide()\n 123→\tif _difficulty_menu and _difficulty_menu.visible:\n 124→\t\t_difficulty_menu.hide()\n 125→\tif _levels_menu and _levels_menu.visible:\n 126→\t\t_levels_menu.hide()\n 127→\tif _experimental_menu and _experimental_menu.visible:\n 128→\t\t_experimental_menu.hide()\n 129→\tif _armory_menu and _armory_menu.visible:\n 130→\t\t_armory_menu.hide()\n 131→\tif _sound_menu and _sound_menu.visible:\n 132→\t\t_sound_menu.hide()\n 133→\n 134→\t# Ensure main menu container is visible\n 135→\tmenu_container.show()\n 136→\n 137→\t# Refresh armory highlight each time the menu opens\n 138→\t_refresh_armory_button_highlight()\n 139→\n 140→\tshow()\n 141→\tresume_button.grab_focus()\n 142→\n 143→\n 144→## Resumes the game and hides the menu.\n 145→func resume_game() -> void:\n 146→\tget_tree().paused = false\n 147→\t# Hide cursor again for gameplay (confined and hidden)\n 148→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 149→\thide()\n 150→\n 151→\t# Also close controls menu if open\n 152→\tif _controls_menu and _controls_menu.visible:\n 153→\t\t_controls_menu.hide()\n 154→\n 155→\t# Also close difficulty menu if open\n 156→\tif _difficulty_menu and _difficulty_menu.visible:\n 157→\t\t_difficulty_menu.hide()\n 158→\n 159→\t# Also close levels menu if open\n 160→\tif _levels_menu and _levels_menu.visible:\n 161→\t\t_levels_menu.hide()\n 162→\n 163→\t# Also close experimental menu if open\n 164→\tif _experimental_menu and _experimental_menu.visible:\n 165→\t\t_experimental_menu.hide()\n 166→\n 167→\t# Also close armory menu if open\n 168→\tif _armory_menu and _armory_menu.visible:\n 169→\t\t_armory_menu.hide()\n 170→\n 171→\t# Also close sound menu if open\n 172→\tif _sound_menu and _sound_menu.visible:\n 173→\t\t_sound_menu.hide()\n 174→\n 175→\n 176→func _on_resume_pressed() -> void:\n 177→\tresume_game()\n 178→\n 179→\n 180→func _on_controls_pressed() -> void:\n 181→\t# Hide main menu, show controls menu\n 182→\tmenu_container.hide()\n 183→\n 184→\tif _controls_menu == null:\n 185→\t\t_controls_menu = controls_menu_scene.instantiate()\n 186→\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n 187→\t\tadd_child(_controls_menu)\n 188→\telse:\n 189→\t\t_controls_menu.show()\n 190→\n 191→\n 192→func _on_controls_back() -> void:\n 193→\t# Show main menu again\n 194→\tif _controls_menu:\n 195→\t\t_controls_menu.hide()\n 196→\tmenu_container.show()\n 197→\tcontrols_button.grab_focus()\n 198→\n 199→\n 200→func _on_difficulty_pressed() -> void:\n 201→\t# Hide main menu, show difficulty menu\n 202→\tmenu_container.hide()\n 203→\n 204→\tif _difficulty_menu == null:\n 205→\t\t_difficulty_menu = difficulty_menu_scene.instantiate()\n 206→\t\t_difficulty_menu.back_pressed.connect(_on_difficulty_back)\n 207→\t\tadd_child(_difficulty_menu)\n 208→\telse:\n 209→\t\t_difficulty_menu.show()\n 210→\n 211→\n 212→func _on_difficulty_back() -> void:\n 213→\t# Show main menu again\n 214→\tif _difficulty_menu:\n 215→\t\t_difficulty_menu.hide()\n 216→\tmenu_container.show()\n 217→\tdifficulty_button.grab_focus()\n 218→\n 219→\n 220→func _on_armory_pressed() -> void:\n 221→\tFileLogger.info(\"[PauseMenu] Armory button pressed\")\n 222→\t# Hide main menu, show armory menu\n 223→\tmenu_container.hide()\n 224→\n 225→\tif _armory_menu == null:\n 226→\t\tFileLogger.info(\"[PauseMenu] Creating new armory menu instance\")\n 227→\t\tFileLogger.info(\"[PauseMenu] armory_menu_scene resource path: %s\" % armory_menu_scene.resource_path)\n 228→\t\t_armory_menu = armory_menu_scene.instantiate()\n 229→\t\tFileLogger.info(\"[PauseMenu] Instance created, class: %s, name: %s\" % [_armory_menu.get_class(), _armory_menu.name])\n 230→\t\t# Check if the script is properly attached\n 231→\t\tvar script = _armory_menu.get_script()\n 232→\t\tif script:\n 233→\t\t\tFileLogger.info(\"[PauseMenu] Script attached: %s\" % script.resource_path)\n 234→\t\telse:\n 235→\t\t\tFileLogger.info(\"[PauseMenu] WARNING: No script attached to armory menu instance!\")\n 236→\t\t# Check if it has the expected signal (proves script is loaded)\n 237→\t\tif _armory_menu.has_signal(\"back_pressed\"):\n 238→\t\t\tFileLogger.info(\"[PauseMenu] back_pressed signal exists on instance\")\n 239→\t\telse:\n 240→\t\t\tFileLogger.info(\"[PauseMenu] WARNING: back_pressed signal NOT found on instance!\")\n 241→\t\t_armory_menu.back_pressed.connect(_on_armory_back)\n 242→\t\tFileLogger.info(\"[PauseMenu] back_pressed signal connected\")\n 243→\t\tadd_child(_armory_menu)\n 244→\t\tFileLogger.info(\"[PauseMenu] Armory menu instance added as child, is_inside_tree: %s\" % _armory_menu.is_inside_tree())\n 245→\t\t# Check method existence after adding to tree\n 246→\t\tif _armory_menu.has_method(\"_populate_weapon_grid\"):\n 247→\t\t\tFileLogger.info(\"[PauseMenu] _populate_weapon_grid method exists\")\n 248→\t\telse:\n 249→\t\t\tFileLogger.info(\"[PauseMenu] WARNING: _populate_weapon_grid method NOT found!\")\n 250→\telse:\n 251→\t\tFileLogger.info(\"[PauseMenu] Showing existing armory menu\")\n 252→\t\t# Refresh the weapon grid in case grenade selection changed\n 253→\t\tif _armory_menu.has_method(\"_populate_weapon_grid\"):\n 254→\t\t\t_armory_menu._populate_weapon_grid()\n 255→\t\t_armory_menu.show()\n 256→\n 257→\n 258→func _on_armory_back() -> void:\n 259→\t# Show main menu again\n 260→\tif _armory_menu:\n 261→\t\t_armory_menu.hide()\n 262→\tmenu_container.show()\n 263→\t# Refresh highlight in case the player just unlocked an item\n 264→\t_refresh_armory_button_highlight()\n 265→\tarmory_button.grab_focus()\n 266→\n 267→\n 268→func _on_levels_pressed() -> void:\n 269→\t# Hide main menu, show levels menu\n 270→\tmenu_container.hide()\n 271→\n 272→\tif _levels_menu == null:\n 273→\t\t_levels_menu = levels_menu_scene.instantiate()\n 274→\t\t_levels_menu.back_pressed.connect(_on_levels_back)\n 275→\t\tadd_child(_levels_menu)\n 276→\telse:\n 277→\t\t# Refresh level cards in case current scene or difficulty changed\n 278→\t\tif _levels_menu.has_method(\"_populate_level_cards\"):\n 279→\t\t\t_levels_menu._populate_level_cards()\n 280→\t\t_levels_menu.show()\n 281→\n 282→\n 283→func _on_levels_back() -> void:\n 284→\t# Show main menu again\n 285→\tif _levels_menu:\n 286→\t\t_levels_menu.hide()\n 287→\tmenu_container.show()\n 288→\tlevels_button.grab_focus()\n 289→\n 290→\n 291→func _on_sound_pressed() -> void:\n 292→\t# Hide main menu, show sound menu\n 293→\tmenu_container.hide()\n 294→\n 295→\tif _sound_menu == null:\n 296→\t\t_sound_menu = sound_menu_scene.instantiate()\n 297→\t\t_sound_menu.back_pressed.connect(_on_sound_back)\n 298→\t\tadd_child(_sound_menu)\n 299→\telse:\n 300→\t\t_sound_menu.show()\n 301→\n 302→\n 303→func _on_sound_back() -> void:\n 304→\t# Show main menu again\n 305→\tif _sound_menu:\n 306→\t\t_sound_menu.hide()\n 307→\tmenu_container.show()\n 308→\tsound_button.grab_focus()\n 309→\n 310→\n 311→func _on_experimental_pressed() -> void:\n 312→\t# Hide main menu, show experimental menu\n 313→\tmenu_container.hide()\n 314→\n 315→\tif _experimental_menu == null:\n 316→\t\t_experimental_menu = experimental_menu_scene.instantiate()\n 317→\t\t_experimental_menu.back_pressed.connect(_on_experimental_back)\n 318→\t\tadd_child(_experimental_menu)\n 319→\telse:\n 320→\t\t_experimental_menu.show()\n 321→\n 322→\n 323→func _on_experimental_back() -> void:\n 324→\t# Show main menu again\n 325→\tif _experimental_menu:\n 326→\t\t_experimental_menu.hide()\n 327→\tmenu_container.show()\n 328→\texperimental_button.grab_focus()\n 329→\n 330→\n 331→func _on_training_pressed() -> void:\n 332→\t# Load the tutorial level directly\n 333→\tget_tree().paused = false\n 334→\t# Restore hidden cursor for gameplay (confined and hidden)\n 335→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 336→\n 337→\t# Load the tutorial level\n 338→\tvar tutorial_path: String = \"res://scenes/levels/csharp/TestTier.tscn\"\n 339→\tvar error := get_tree().change_scene_to_file(tutorial_path)\n 340→\tif error != OK:\n 341→\t\tpush_error(\"Failed to load tutorial level: %s\" % error)\n 342→\t\t# Re-pause and show cursor if error occurs\n 343→\t\tget_tree().paused = true\n 344→\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n 345→\n 346→\n 347→func _on_quit_pressed() -> void:\n 348→\tget_tree().paused = false\n 349→\tget_tree().quit()\n 350→\n 351→\n 352→## Refresh the armory button highlight to indicate if there are items available to unlock.\n 353→## The button turns gold when the player has earned the right to unlock an item in the armory\n 354→## but has not yet done so. The highlight disappears once all available items are opened.\n 355→func _refresh_armory_button_highlight() -> void:\n 356→\tvar unlock_manager: Node = get_node_or_null(\"/root/UnlockManager\")\n 357→\tif unlock_manager == null or not unlock_manager.has_method(\"has_any_available_unlock\"):\n 358→\t\treturn\n 359→\n 360→\tif unlock_manager.has_any_available_unlock():\n 361→\t\t# Highlight armory button in gold to draw attention to unlockable items\n 362→\t\tvar highlight_style := StyleBoxFlat.new()\n 363→\t\thighlight_style.bg_color = Color(0.28, 0.22, 0.08, 0.9)\n 364→\t\thighlight_style.border_color = Color(1.0, 0.8, 0.1, 1.0)\n 365→\t\thighlight_style.border_width_left = 2\n 366→\t\thighlight_style.border_width_right = 2\n 367→\t\thighlight_style.border_width_top = 2\n 368→\t\thighlight_style.border_width_bottom = 2\n 369→\t\thighlight_style.corner_radius_top_left = 4\n 370→\t\thighlight_style.corner_radius_top_right = 4\n 371→\t\thighlight_style.corner_radius_bottom_left = 4\n 372→\t\thighlight_style.corner_radius_bottom_right = 4\n 373→\t\tarmory_button.add_theme_stylebox_override(\"normal\", highlight_style)\n 374→\t\tarmory_button.add_theme_color_override(\"font_color\", Color(1.0, 0.85, 0.2, 1.0))\n 375→\telse:\n 376→\t\t# Remove highlight — no available unlocks\n 377→\t\tarmory_button.remove_theme_stylebox_override(\"normal\")\n 378→\t\tarmory_button.remove_theme_color_override(\"font_color\")\n 379→\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": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "a2c6a264-edd7-4a71-873f-a9a3c6fde9df", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/ui/pause_menu.gd", | |
| "content": "extends CanvasLayer\n## Pause menu controller.\n##\n## Handles game pausing and provides access to controls menu and resume/quit options.\n## This menu pauses the game tree when visible.\n\n## Reference to the controls menu scene.\n@export var controls_menu_scene: PackedScene\n\n## Reference to the main menu container.\n@onready var menu_container: Control = $MenuContainer\n@onready var resume_button: Button = $MenuContainer/VBoxContainer/ResumeButton\n@onready var controls_button: Button = $MenuContainer/VBoxContainer/ControlsButton\n@onready var difficulty_button: Button = $MenuContainer/VBoxContainer/DifficultyButton\n@onready var armory_button: Button = $MenuContainer/VBoxContainer/ArmoryButton\n@onready var levels_button: Button = $MenuContainer/VBoxContainer/LevelsButton\n@onready var training_button: Button = $MenuContainer/VBoxContainer/TrainingButton\n@onready var sound_button: Button = $MenuContainer/VBoxContainer/SoundButton\n@onready var experimental_button: Button = $MenuContainer/VBoxContainer/ExperimentalButton\n@onready var quit_button: Button = $MenuContainer/VBoxContainer/QuitButton\n\n## The instantiated controls menu.\nvar _controls_menu: CanvasLayer = null\n\n## The instantiated difficulty menu.\nvar _difficulty_menu: CanvasLayer = null\n\n## The instantiated levels menu.\nvar _levels_menu: CanvasLayer = null\n\n## The instantiated experimental menu.\nvar _experimental_menu: CanvasLayer = null\n\n## The instantiated armory menu.\nvar _armory_menu: CanvasLayer = null\n\n## The instantiated sound menu.\nvar _sound_menu: CanvasLayer = null\n\n## Reference to the difficulty menu scene.\n@export var difficulty_menu_scene: PackedScene\n\n## Reference to the levels menu scene.\n@export var levels_menu_scene: PackedScene\n\n## Reference to the experimental menu scene.\n@export var experimental_menu_scene: PackedScene\n\n## Reference to the armory menu scene.\n@export var armory_menu_scene: PackedScene\n\n## Reference to the sound menu scene.\n@export var sound_menu_scene: PackedScene\n\n\nfunc _ready() -> void:\n\t# Start hidden\n\thide()\n\tset_process_unhandled_input(true)\n\n\t# Connect button signals\n\tresume_button.pressed.connect(_on_resume_pressed)\n\tcontrols_button.pressed.connect(_on_controls_pressed)\n\tdifficulty_button.pressed.connect(_on_difficulty_pressed)\n\tarmory_button.pressed.connect(_on_armory_pressed)\n\tlevels_button.pressed.connect(_on_levels_pressed)\n\ttraining_button.pressed.connect(_on_training_pressed)\n\tsound_button.pressed.connect(_on_sound_pressed)\n\texperimental_button.pressed.connect(_on_experimental_pressed)\n\tquit_button.pressed.connect(_on_quit_pressed)\n\n\t# Highlight armory button if there are available unlocks\n\t_refresh_armory_button_highlight()\n\n\t# Preload controls menu if not set\n\tif controls_menu_scene == null:\n\t\tcontrols_menu_scene = preload(\"res://scenes/ui/ControlsMenu.tscn\")\n\n\t# Preload difficulty menu if not set\n\tif difficulty_menu_scene == null:\n\t\tdifficulty_menu_scene = preload(\"res://scenes/ui/DifficultyMenu.tscn\")\n\n\t# Preload levels menu if not set\n\tif levels_menu_scene == null:\n\t\tlevels_menu_scene = preload(\"res://scenes/ui/LevelsMenu.tscn\")\n\n\t# Preload experimental menu if not set\n\tif experimental_menu_scene == null:\n\t\texperimental_menu_scene = preload(\"res://scenes/ui/ExperimentalMenu.tscn\")\n\n\t# Preload armory menu if not set\n\tif armory_menu_scene == null:\n\t\tarmory_menu_scene = preload(\"res://scenes/ui/ArmoryMenu.tscn\")\n\n\t# Preload sound menu if not set\n\tif sound_menu_scene == null:\n\t\tsound_menu_scene = preload(\"res://scenes/ui/SoundMenu.tscn\")\n\n\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif event.is_action_pressed(\"pause\"):\n\t\ttoggle_pause()\n\t\tget_viewport().set_input_as_handled()\n\n\n## Toggles the pause state.\nfunc toggle_pause() -> void:\n\tif visible:\n\t\tresume_game()\n\telse:\n\t\tpause_game()\n\n\n## Pauses the game and shows the menu.\nfunc pause_game() -> void:\n\tget_tree().paused = true\n\t# Show cursor for menu interaction (still confined to window)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Close any open submenus and restore main menu container\n\tif _controls_menu and _controls_menu.visible:\n\t\t_controls_menu.hide()\n\tif _difficulty_menu and _difficulty_menu.visible:\n\t\t_difficulty_menu.hide()\n\tif _levels_menu and _levels_menu.visible:\n\t\t_levels_menu.hide()\n\tif _experimental_menu and _experimental_menu.visible:\n\t\t_experimental_menu.hide()\n\tif _armory_menu and _armory_menu.visible:\n\t\t_armory_menu.hide()\n\tif _sound_menu and _sound_menu.visible:\n\t\t_sound_menu.hide()\n\n\t# Ensure main menu container is visible\n\tmenu_container.show()\n\n\t# Refresh armory highlight each time the menu opens\n\t_refresh_armory_button_highlight()\n\n\tshow()\n\tresume_button.grab_focus()\n\n\n## Resumes the game and hides the menu.\nfunc resume_game() -> void:\n\tget_tree().paused = false\n\t# Hide cursor again for gameplay (confined and hidden)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\thide()\n\n\t# Also close controls menu if open\n\tif _controls_menu and _controls_menu.visible:\n\t\t_controls_menu.hide()\n\n\t# Also close difficulty menu if open\n\tif _difficulty_menu and _difficulty_menu.visible:\n\t\t_difficulty_menu.hide()\n\n\t# Also close levels menu if open\n\tif _levels_menu and _levels_menu.visible:\n\t\t_levels_menu.hide()\n\n\t# Also close experimental menu if open\n\tif _experimental_menu and _experimental_menu.visible:\n\t\t_experimental_menu.hide()\n\n\t# Also close armory menu if open\n\tif _armory_menu and _armory_menu.visible:\n\t\t_armory_menu.hide()\n\n\t# Also close sound menu if open\n\tif _sound_menu and _sound_menu.visible:\n\t\t_sound_menu.hide()\n\n\nfunc _on_resume_pressed() -> void:\n\tresume_game()\n\n\nfunc _on_controls_pressed() -> void:\n\t# Hide main menu, show controls menu\n\tmenu_container.hide()\n\n\tif _controls_menu == null:\n\t\t_controls_menu = controls_menu_scene.instantiate()\n\t\t_controls_menu.back_pressed.connect(_on_controls_back)\n\t\tadd_child(_controls_menu)\n\telse:\n\t\t_controls_menu.show()\n\n\nfunc _on_controls_back() -> void:\n\t# Show main menu again\n\tif _controls_menu:\n\t\t_controls_menu.hide()\n\tmenu_container.show()\n\tcontrols_button.grab_focus()\n\n\nfunc _on_difficulty_pressed() -> void:\n\t# Hide main menu, show difficulty menu\n\tmenu_container.hide()\n\n\tif _difficulty_menu == null:\n\t\t_difficulty_menu = difficulty_menu_scene.instantiate()\n\t\t_difficulty_menu.back_pressed.connect(_on_difficulty_back)\n\t\tadd_child(_difficulty_menu)\n\telse:\n\t\t_difficulty_menu.show()\n\n\nfunc _on_difficulty_back() -> void:\n\t# Show main menu again\n\tif _difficulty_menu:\n\t\t_difficulty_menu.hide()\n\tmenu_container.show()\n\tdifficulty_button.grab_focus()\n\n\nfunc _on_armory_pressed() -> void:\n\tFileLogger.info(\"[PauseMenu] Armory button pressed\")\n\t# Hide main menu, show armory menu\n\tmenu_container.hide()\n\n\tif _armory_menu == null:\n\t\tFileLogger.info(\"[PauseMenu] Creating new armory menu instance\")\n\t\tFileLogger.info(\"[PauseMenu] armory_menu_scene resource path: %s\" % armory_menu_scene.resource_path)\n\t\t_armory_menu = armory_menu_scene.instantiate()\n\t\tFileLogger.info(\"[PauseMenu] Instance created, class: %s, name: %s\" % [_armory_menu.get_class(), _armory_menu.name])\n\t\t# Check if the script is properly attached\n\t\tvar script = _armory_menu.get_script()\n\t\tif script:\n\t\t\tFileLogger.info(\"[PauseMenu] Script attached: %s\" % script.resource_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[PauseMenu] WARNING: No script attached to armory menu instance!\")\n\t\t# Check if it has the expected signal (proves script is loaded)\n\t\tif _armory_menu.has_signal(\"back_pressed\"):\n\t\t\tFileLogger.info(\"[PauseMenu] back_pressed signal exists on instance\")\n\t\telse:\n\t\t\tFileLogger.info(\"[PauseMenu] WARNING: back_pressed signal NOT found on instance!\")\n\t\t_armory_menu.back_pressed.connect(_on_armory_back)\n\t\tFileLogger.info(\"[PauseMenu] back_pressed signal connected\")\n\t\tadd_child(_armory_menu)\n\t\tFileLogger.info(\"[PauseMenu] Armory menu instance added as child, is_inside_tree: %s\" % _armory_menu.is_inside_tree())\n\t\t# Check method existence after adding to tree\n\t\tif _armory_menu.has_method(\"_populate_weapon_grid\"):\n\t\t\tFileLogger.info(\"[PauseMenu] _populate_weapon_grid method exists\")\n\t\telse:\n\t\t\tFileLogger.info(\"[PauseMenu] WARNING: _populate_weapon_grid method NOT found!\")\n\telse:\n\t\tFileLogger.info(\"[PauseMenu] Showing existing armory menu\")\n\t\t# Refresh the weapon grid in case grenade selection changed\n\t\tif _armory_menu.has_method(\"_populate_weapon_grid\"):\n\t\t\t_armory_menu._populate_weapon_grid()\n\t\t_armory_menu.show()\n\n\nfunc _on_armory_back() -> void:\n\t# Show main menu again\n\tif _armory_menu:\n\t\t_armory_menu.hide()\n\tmenu_container.show()\n\t# Refresh highlight in case the player just unlocked an item\n\t_refresh_armory_button_highlight()\n\tarmory_button.grab_focus()\n\n\nfunc _on_levels_pressed() -> void:\n\t# Hide main menu, show levels menu\n\tmenu_container.hide()\n\n\tif _levels_menu == null:\n\t\t_levels_menu = levels_menu_scene.instantiate()\n\t\t_levels_menu.back_pressed.connect(_on_levels_back)\n\t\tadd_child(_levels_menu)\n\telse:\n\t\t# Refresh level cards in case current scene or difficulty changed\n\t\tif _levels_menu.has_method(\"_populate_level_cards\"):\n\t\t\t_levels_menu._populate_level_cards()\n\t\t_levels_menu.show()\n\n\nfunc _on_levels_back() -> void:\n\t# Show main menu again\n\tif _levels_menu:\n\t\t_levels_menu.hide()\n\tmenu_container.show()\n\tlevels_button.grab_focus()\n\n\nfunc _on_sound_pressed() -> void:\n\t# Hide main menu, show sound menu\n\tmenu_container.hide()\n\n\tif _sound_menu == null:\n\t\t_sound_menu = sound_menu_scene.instantiate()\n\t\t_sound_menu.back_pressed.connect(_on_sound_back)\n\t\tadd_child(_sound_menu)\n\telse:\n\t\t_sound_menu.show()\n\n\nfunc _on_sound_back() -> void:\n\t# Show main menu again\n\tif _sound_menu:\n\t\t_sound_menu.hide()\n\tmenu_container.show()\n\tsound_button.grab_focus()\n\n\nfunc _on_experimental_pressed() -> void:\n\t# Hide main menu, show experimental menu\n\tmenu_container.hide()\n\n\tif _experimental_menu == null:\n\t\t_experimental_menu = experimental_menu_scene.instantiate()\n\t\t_experimental_menu.back_pressed.connect(_on_experimental_back)\n\t\tadd_child(_experimental_menu)\n\telse:\n\t\t_experimental_menu.show()\n\n\nfunc _on_experimental_back() -> void:\n\t# Show main menu again\n\tif _experimental_menu:\n\t\t_experimental_menu.hide()\n\tmenu_container.show()\n\texperimental_button.grab_focus()\n\n\nfunc _on_training_pressed() -> void:\n\t# Load the tutorial level directly\n\tget_tree().paused = false\n\t# Restore hidden cursor for gameplay (confined and hidden)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\n\t# Load the tutorial level\n\tvar tutorial_path: String = \"res://scenes/levels/csharp/TestTier.tscn\"\n\tvar error := get_tree().change_scene_to_file(tutorial_path)\n\tif error != OK:\n\t\tpush_error(\"Failed to load tutorial level: %s\" % error)\n\t\t# Re-pause and show cursor if error occurs\n\t\tget_tree().paused = true\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\nfunc _on_quit_pressed() -> void:\n\tget_tree().paused = false\n\tget_tree().quit()\n\n\n## Refresh the armory button highlight to indicate if there are items available to unlock.\n## The button turns gold when the player has earned the right to unlock an item in the armory\n## but has not yet done so. The highlight disappears once all available items are opened.\nfunc _refresh_armory_button_highlight() -> void:\n\tvar unlock_manager: Node = get_node_or_null(\"/root/UnlockManager\")\n\tif unlock_manager == null or not unlock_manager.has_method(\"has_any_available_unlock\"):\n\t\treturn\n\n\tif unlock_manager.has_any_available_unlock():\n\t\t# Highlight armory button in gold to draw attention to unlockable items\n\t\tvar highlight_style := StyleBoxFlat.new()\n\t\thighlight_style.bg_color = Color(0.28, 0.22, 0.08, 0.9)\n\t\thighlight_style.border_color = Color(1.0, 0.8, 0.1, 1.0)\n\t\thighlight_style.border_width_left = 2\n\t\thighlight_style.border_width_right = 2\n\t\thighlight_style.border_width_top = 2\n\t\thighlight_style.border_width_bottom = 2\n\t\thighlight_style.corner_radius_top_left = 4\n\t\thighlight_style.corner_radius_top_right = 4\n\t\thighlight_style.corner_radius_bottom_left = 4\n\t\thighlight_style.corner_radius_bottom_right = 4\n\t\tarmory_button.add_theme_stylebox_override(\"normal\", highlight_style)\n\t\tarmory_button.add_theme_color_override(\"font_color\", Color(1.0, 0.85, 0.2, 1.0))\n\telse:\n\t\t# Remove highlight — no available unlocks\n\t\tarmory_button.remove_theme_stylebox_override(\"normal\")\n\t\tarmory_button.remove_theme_color_override(\"font_color\")\n", | |
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| "id": "msg_019g1GUBBT28R3pGEhPSMuGj", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
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| [2026-03-11T21:42:38.445Z] [INFO] { | |
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| "content": [ | |
| { | |
| "tool_use_id": "toolu_01BAsPqoMKFuZeMsj52DU4dc", | |
| "type": "tool_result", | |
| "content": " 1→[gd_scene load_steps=4 format=3 uid=\"uid://dxqmk8f3nw5pe\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/ui/pause_menu.gd\" id=\"1_pause\"]\n 4→[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n 5→[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"4_neon_theme\"]\n 6→\n 7→[node name=\"PauseMenu\" type=\"CanvasLayer\"]\n 8→layer = 100\n 9→process_mode = 3\n 10→script = ExtResource(\"1_pause\")\n 11→\n 12→[node name=\"ColorRect\" type=\"ColorRect\" parent=\".\"]\n 13→anchors_preset = 15\n 14→anchor_right = 1.0\n 15→anchor_bottom = 1.0\n 16→grow_horizontal = 2\n 17→grow_vertical = 2\n 18→color = Color(0, 0, 0, 0.5)\n 19→\n 20→[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\n 21→layout_mode = 3\n 22→anchors_preset = 15\n 23→anchor_right = 1.0\n 24→anchor_bottom = 1.0\n 25→grow_horizontal = 2\n 26→grow_vertical = 2\n 27→theme = ExtResource(\"4_neon_theme\")\n 28→\n 29→[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer\"]\n 30→layout_mode = 1\n 31→anchors_preset = 8\n 32→anchor_left = 0.5\n 33→anchor_top = 0.5\n 34→anchor_right = 0.5\n 35→anchor_bottom = 0.5\n 36→offset_left = -100.0\n 37→offset_top = -100.0\n 38→offset_right = 100.0\n 39→offset_bottom = 100.0\n 40→grow_horizontal = 2\n 41→grow_vertical = 2\n 42→theme_override_constants/separation = 20\n 43→\n 44→[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/VBoxContainer\"]\n 45→layout_mode = 2\n 46→text = \"PAUSED\"\n 47→label_settings = ExtResource(\"2_neon_label\")\n 48→horizontal_alignment = 1\n 49→\n 50→[node name=\"ResumeButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 51→custom_minimum_size = Vector2(200, 40)\n 52→layout_mode = 2\n 53→text = \"Resume\"\n 54→\n 55→[node name=\"ControlsButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 56→custom_minimum_size = Vector2(200, 40)\n 57→layout_mode = 2\n 58→text = \"Controls\"\n 59→\n 60→[node name=\"DifficultyButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 61→custom_minimum_size = Vector2(200, 40)\n 62→layout_mode = 2\n 63→text = \"Difficulty\"\n 64→\n 65→[node name=\"ArmoryButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 66→custom_minimum_size = Vector2(200, 40)\n 67→layout_mode = 2\n 68→text = \"Armory\"\n 69→\n 70→[node name=\"LevelsButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 71→custom_minimum_size = Vector2(200, 40)\n 72→layout_mode = 2\n 73→text = \"Levels\"\n 74→\n 75→[node name=\"TrainingButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 76→custom_minimum_size = Vector2(200, 40)\n 77→layout_mode = 2\n 78→text = \"Training\"\n 79→\n 80→[node name=\"SoundButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 81→custom_minimum_size = Vector2(200, 40)\n 82→layout_mode = 2\n 83→text = \"Sound\"\n 84→\n 85→[node name=\"ExperimentalButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 86→custom_minimum_size = Vector2(200, 40)\n 87→layout_mode = 2\n 88→text = \"Experimental\"\n 89→\n 90→[node name=\"QuitButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\n 91→custom_minimum_size = Vector2(200, 40)\n 92→layout_mode = 2\n 93→text = \"Quit\"\n 94→\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": null, | |
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| "uuid": "7a3709f6-77f0-413e-b46d-6d40a8e8b9b1", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scenes/ui/PauseMenu.tscn", | |
| "content": "[gd_scene load_steps=4 format=3 uid=\"uid://dxqmk8f3nw5pe\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/ui/pause_menu.gd\" id=\"1_pause\"]\n[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"4_neon_theme\"]\n\n[node name=\"PauseMenu\" type=\"CanvasLayer\"]\nlayer = 100\nprocess_mode = 3\nscript = ExtResource(\"1_pause\")\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\".\"]\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ncolor = Color(0, 0, 0, 0.5)\n\n[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\nlayout_mode = 3\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntheme = ExtResource(\"4_neon_theme\")\n\n[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer\"]\nlayout_mode = 1\nanchors_preset = 8\nanchor_left = 0.5\nanchor_top = 0.5\nanchor_right = 0.5\nanchor_bottom = 0.5\noffset_left = -100.0\noffset_top = -100.0\noffset_right = 100.0\noffset_bottom = 100.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntheme_override_constants/separation = 20\n\n[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"PAUSED\"\nlabel_settings = ExtResource(\"2_neon_label\")\nhorizontal_alignment = 1\n\n[node name=\"ResumeButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Resume\"\n\n[node name=\"ControlsButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Controls\"\n\n[node name=\"DifficultyButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Difficulty\"\n\n[node name=\"ArmoryButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Armory\"\n\n[node name=\"LevelsButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Levels\"\n\n[node name=\"TrainingButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Training\"\n\n[node name=\"SoundButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Sound\"\n\n[node name=\"ExperimentalButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Experimental\"\n\n[node name=\"QuitButton\" type=\"Button\" parent=\"MenuContainer/VBoxContainer\"]\ncustom_minimum_size = Vector2(200, 40)\nlayout_mode = 2\ntext = \"Quit\"\n", | |
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| [2026-03-11T21:42:38.452Z] [INFO] [log_ebe929] sending request { | |
| [2026-03-11T21:42:38.452Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:38.452Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:42:38.452Z] [INFO] options: { | |
| [2026-03-11T21:42:38.452Z] [INFO] method: 'post', | |
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| [2026-03-11T21:42:38.452Z] [INFO] body: { | |
| [2026-03-11T21:42:38.453Z] [INFO] model: 'claude-opus-4-5-20251101', | |
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| [2026-03-11T21:42:38.453Z] [INFO] tool_choice: undefined, | |
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| [2026-03-11T21:42:38.453Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:42:38.453Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:42:38.453Z] [INFO] temperature: 1, | |
| [2026-03-11T21:42:38.454Z] [INFO] stream: true | |
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| [2026-03-11T21:42:38.454Z] [INFO] timeout: 600000, | |
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| [2026-03-11T21:42:39.846Z] [INFO] [log_ebe929, request-id: "req_011CYx2CjEx8urgVPX6FTtc9"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1394ms | |
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| "text": "Now I understand the structure. The pause menu has: Controls, Difficulty, Armory, Levels, Training, Sound, Experimental, Quit.\n\nThe user wants weapon hints in \"Gameplay\" menu, but there's no explicit \"Gameplay\" menu. Looking at the existing menus, I think Difficulty menu is the closest to \"gameplay\" settings (it controls game difficulty). Let me ask the user to confirm, or alternatively check if there's a pattern I'm missing. But first let me find the exact training strings used in labyrinth_level.gd." | |
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| "content": "87:## Issue #945: RichTextLabel with BBCode colors, red NEXT-button highlight, 2-shot reload delay.\n89:## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n97:var _tutorial_hints: Dictionary = {}\n101:\tRELOAD,\n107:var _tutorial_step: TutorialStep = TutorialStep.RELOAD\n109:## Whether the player has reloaded (for step tracking).\n110:var _tutorial_has_reloaded: bool = false\n115:## Whether the player has a shotgun (shotgun-specific reload hint).\n124:## Whether the player has a Makarov PM (R->R reload hint).\n139:## Whether the sniper bolt has been cycled (for reload step tracking).\n146:const TUTORIAL_HINT_RELOAD := \"reload\"\n147:const TUTORIAL_HINT_GRENADE := \"grenade\"\n148:const TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\n149:const TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\n150:const TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n151:const TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\n152:const TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n156:const TUTORIAL_HINT_SPACING: float = 60.0\n158:## Number of shots fired (Issue #945: reload hint appears after 2 shots).\n161:## Whether the reload hint has already been revealed (Issue #945).\n162:var _tutorial_reload_hint_revealed: bool = false\n167:## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n168:var _tutorial_shotgun_full_reload_active: bool = false\n180:const TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n181:const TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n182:const TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n183:const TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n184:const TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n185:const TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\n186:const TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n210:\tprint(\"Press Q for quick restart\")\n246:\t_setup_tutorial_hints()\n488:\t_update_tutorial_hint_positions()\n606:\t\t\t# Also count shots for reload hint reveal (Issue #945)\n629:\t\t\t\tif weapon.has_signal(\"ReloadStateChanged\"):\n630:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_shotgun_reload_state_changed)\n644:\t\t\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n645:\t\t\t\tif weapon.has_signal(\"ReloadStateChanged\"):\n646:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_revolver_reload_state_changed)\n647:\t\t\t\t# Bug fix round 6: connect CartridgeInserted for real-time ammo counter during cylinder reload.\n648:\t\t\t\t# AmmoChanged fires only when the full reload completes; CartridgeInserted fires per cartridge.\n655:\t\t\t\t# Bug fix round 5: connect FireModeChanged to detect when M16 fire-mode [B] is pressed.\n674:\t# Connect reload/ammo depleted signals\n675:\tif _player.has_signal(\"ReloadStarted\"):\n676:\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n677:\telif _player.has_signal(\"reload_started\"):\n678:\t\t_player.reload_started.connect(_on_player_reload_started)\n680:\tif _player.has_signal(\"ReloadCompleted\"):\n681:\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n682:\telif _player.has_signal(\"reload_completed\"):\n683:\t\t_player.reload_completed.connect(_on_player_reload_completed)\n696:\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n697:\tif _player.has_signal(\"ReloadSequenceProgress\"):\n698:\t\t_player.ReloadSequenceProgress.connect(_on_tutorial_reload_sequence_progress)\n699:\t\tprint(\"[LabyrinthLevel] Connected to ReloadSequenceProgress signal\")\n937:## Called when shotgun shell count changes (during shell-by-shell reload).\n939:## Bug fix round 4: updates using full reload hint builder that tracks reload state.\n942:\tvar reload_state: int = 0\n947:\t\tif weapon != null and weapon.get(\"ReloadState\") != null:\n948:\t\t\treload_state = int(weapon.ReloadState)\n950:\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n951:\tif _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n952:\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_BOLT_CYCLE]\n954:\t\t\tlabel.text = _build_tutorial_shotgun_full_reload_hint_bbcode(reload_state)\n971:## Called when player starts reloading.\n972:func _on_player_reload_started() -> void:\n973:\t_broadcast_player_reloading(true)\n976:\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n977:\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n980:## Called when player finishes reloading.\n981:func _on_player_reload_completed() -> void:\n982:\t_broadcast_player_reloading(false)\n984:\t# Tutorial: handle reload step (Issue #808)\n985:\t_on_tutorial_reload_completed()\n988:## Broadcast player reloading state to all enemies.\n989:func _broadcast_player_reloading(is_reloading: bool) -> void:\n995:\t\tif enemy.has_method(\"set_player_reloading\"):\n996:\t\t\tenemy.set_player_reloading(is_reloading)\n1264:\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n1272:\trestart_button.pressed.connect(_on_restart_pressed)\n1280:\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n1298:\t\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n1331:\t\tarmory_button.pressed.connect(_on_armory_button_pressed)\n1599:\tif event is InputEventKey and event.pressed and not event.echo:\n1601:\t\t\t_on_watch_replay_pressed()\n1604:## Called when the Watch Replay button is pressed (or W key).\n1605:func _on_watch_replay_pressed() -> void:\n1615:## Called when the Restart button is pressed.\n1616:func _on_restart_pressed() -> void:\n1617:\t_log_to_file(\"Restart button pressed\")\n1621:\t\tget_tree().reload_current_scene()\n1624:## Called when the Next Level button is pressed.\n1625:func _on_next_level_pressed(level_path: String) -> void:\n1626:\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n1634:## Called when the Level Select button is pressed.\n1635:func _on_level_select_pressed() -> void:\n1636:\t_log_to_file(\"Level Select button pressed\")\n1643:\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n1648:## Called when the Armory button is pressed on the score screen (Issue #897).\n1649:func _on_armory_button_pressed() -> void:\n1650:\t_log_to_file(\"Armory button pressed from score screen\")\n1658:\t\tarmory_menu.back_pressed.connect(func(): armory_menu.queue_free())\n1710:## No walk/shoot hints. Shows: reload (weapon-specific), hammer cock (revolver),\n1716:## Mirrors tutorial_level.gd: shows reload + weapon-feature + grenade hints.\n1718:## Issue #945: Reload hint is delayed until player fires 2 shots.\n1720:func _setup_tutorial_hints() -> void:\n1721:\t_tutorial_step = TutorialStep.RELOAD\n1722:\tprint(\"[LabyrinthLevel] Tutorial hints initialised — reload hint will appear after 2 shots (Issue #945)\")\n1727:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n1732:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n1738:## - Reload hint appears after 2nd shot.\n1749:\tif not _tutorial_reload_hint_revealed and _tutorial_shots_fired >= 2:\n1750:\t\t_tutorial_reload_hint_revealed = true\n1751:\t\t_reveal_tutorial_reload_hint()\n1755:## Bug fix #4: Bolt-cycle hint shown earlier, separately from the 2-shot reload hint.\n1756:## Bug fix round 4: Shotgun shows simple pump-action hint, not full reload sequence.\n1758:\tif _tutorial_step != TutorialStep.RELOAD:\n1767:\t\tif not _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n1769:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE, _build_tutorial_sniper_bolt_hint_bbcode(0), canvas_layer)\n1771:\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n1772:\t\tif not _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n1773:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE,\n1778:## Reveal the reload-related hints after the player has fired 2 shots (Issue #945).\n1779:func _reveal_tutorial_reload_hint() -> void:\n1780:\tif _tutorial_step != TutorialStep.RELOAD:\n1783:\tprint(\"[LabyrinthLevel] 2 shots fired — revealing reload hint\")\n1788:\t_add_tutorial_reload_hints(canvas_layer)\n1791:## Called when the reload sequence progresses (Issue #945).\n1792:## Updates the reload hint to highlight the NEXT button in red.\n1793:## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\n1795:func _on_tutorial_reload_sequence_progress(step: int, total: int) -> void:\n1800:\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n1805:\t\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(step)\n1806:\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n1809:\t\tprint(\"[LabyrinthLevel] Revolver reload sequence step %d/%d — hint updated\" % [step, total])\n1812:\tvar new_text := _build_tutorial_reload_hint_bbcode(step, total)\n1815:\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n1818:\tprint(\"[LabyrinthLevel] Reload sequence step %d/%d — hint updated\" % [step, total])\n1821:## Build BBCode text for the reload hint based on current step (Issue #945).\n1823:## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n1826:func _build_tutorial_reload_hint_bbcode(step: int, total: int) -> String:\n1832:\t\t# Makarov PM / 2-step reload: R -> R\n1842:\t\t# Standard 3-step reload: R -> F -> R\n1856:func _get_tutorial_hint_color(hint_key: String) -> Color:\n1858:\t\tTUTORIAL_HINT_RELOAD:\n1859:\t\t\treturn TUTORIAL_HINT_COLOR_RELOAD\n1860:\t\tTUTORIAL_HINT_GRENADE:\n1861:\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE\n1862:\t\tTUTORIAL_HINT_BOLT_CYCLE:\n1863:\t\t\treturn TUTORIAL_HINT_COLOR_BOLT_CYCLE\n\n[Showing results with pagination = limit: 150, offset: 0]" | |
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| "content": "87:## Issue #945: RichTextLabel with BBCode colors, red NEXT-button highlight, 2-shot reload delay.\n89:## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n97:var _tutorial_hints: Dictionary = {}\n101:\tRELOAD,\n107:var _tutorial_step: TutorialStep = TutorialStep.RELOAD\n109:## Whether the player has reloaded (for step tracking).\n110:var _tutorial_has_reloaded: bool = false\n115:## Whether the player has a shotgun (shotgun-specific reload hint).\n124:## Whether the player has a Makarov PM (R->R reload hint).\n139:## Whether the sniper bolt has been cycled (for reload step tracking).\n146:const TUTORIAL_HINT_RELOAD := \"reload\"\n147:const TUTORIAL_HINT_GRENADE := \"grenade\"\n148:const TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\n149:const TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\n150:const TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n151:const TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\n152:const TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n156:const TUTORIAL_HINT_SPACING: float = 60.0\n158:## Number of shots fired (Issue #945: reload hint appears after 2 shots).\n161:## Whether the reload hint has already been revealed (Issue #945).\n162:var _tutorial_reload_hint_revealed: bool = false\n167:## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n168:var _tutorial_shotgun_full_reload_active: bool = false\n180:const TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n181:const TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n182:const TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n183:const TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n184:const TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n185:const TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\n186:const TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n210:\tprint(\"Press Q for quick restart\")\n246:\t_setup_tutorial_hints()\n488:\t_update_tutorial_hint_positions()\n606:\t\t\t# Also count shots for reload hint reveal (Issue #945)\n629:\t\t\t\tif weapon.has_signal(\"ReloadStateChanged\"):\n630:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_shotgun_reload_state_changed)\n644:\t\t\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n645:\t\t\t\tif weapon.has_signal(\"ReloadStateChanged\"):\n646:\t\t\t\t\tweapon.ReloadStateChanged.connect(_on_tutorial_revolver_reload_state_changed)\n647:\t\t\t\t# Bug fix round 6: connect CartridgeInserted for real-time ammo counter during cylinder reload.\n648:\t\t\t\t# AmmoChanged fires only when the full reload completes; CartridgeInserted fires per cartridge.\n655:\t\t\t\t# Bug fix round 5: connect FireModeChanged to detect when M16 fire-mode [B] is pressed.\n674:\t# Connect reload/ammo depleted signals\n675:\tif _player.has_signal(\"ReloadStarted\"):\n676:\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n677:\telif _player.has_signal(\"reload_started\"):\n678:\t\t_player.reload_started.connect(_on_player_reload_started)\n680:\tif _player.has_signal(\"ReloadCompleted\"):\n681:\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n682:\telif _player.has_signal(\"reload_completed\"):\n683:\t\t_player.reload_completed.connect(_on_player_reload_completed)\n696:\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n697:\tif _player.has_signal(\"ReloadSequenceProgress\"):\n698:\t\t_player.ReloadSequenceProgress.connect(_on_tutorial_reload_sequence_progress)\n699:\t\tprint(\"[LabyrinthLevel] Connected to ReloadSequenceProgress signal\")\n937:## Called when shotgun shell count changes (during shell-by-shell reload).\n939:## Bug fix round 4: updates using full reload hint builder that tracks reload state.\n942:\tvar reload_state: int = 0\n947:\t\tif weapon != null and weapon.get(\"ReloadState\") != null:\n948:\t\t\treload_state = int(weapon.ReloadState)\n950:\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n951:\tif _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n952:\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_BOLT_CYCLE]\n954:\t\t\tlabel.text = _build_tutorial_shotgun_full_reload_hint_bbcode(reload_state)\n971:## Called when player starts reloading.\n972:func _on_player_reload_started() -> void:\n973:\t_broadcast_player_reloading(true)\n976:\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n977:\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n980:## Called when player finishes reloading.\n981:func _on_player_reload_completed() -> void:\n982:\t_broadcast_player_reloading(false)\n984:\t# Tutorial: handle reload step (Issue #808)\n985:\t_on_tutorial_reload_completed()\n988:## Broadcast player reloading state to all enemies.\n989:func _broadcast_player_reloading(is_reloading: bool) -> void:\n995:\t\tif enemy.has_method(\"set_player_reloading\"):\n996:\t\t\tenemy.set_player_reloading(is_reloading)\n1264:\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n1272:\trestart_button.pressed.connect(_on_restart_pressed)\n1280:\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n1298:\t\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n1331:\t\tarmory_button.pressed.connect(_on_armory_button_pressed)\n1599:\tif event is InputEventKey and event.pressed and not event.echo:\n1601:\t\t\t_on_watch_replay_pressed()\n1604:## Called when the Watch Replay button is pressed (or W key).\n1605:func _on_watch_replay_pressed() -> void:\n1615:## Called when the Restart button is pressed.\n1616:func _on_restart_pressed() -> void:\n1617:\t_log_to_file(\"Restart button pressed\")\n1621:\t\tget_tree().reload_current_scene()\n1624:## Called when the Next Level button is pressed.\n1625:func _on_next_level_pressed(level_path: String) -> void:\n1626:\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n1634:## Called when the Level Select button is pressed.\n1635:func _on_level_select_pressed() -> void:\n1636:\t_log_to_file(\"Level Select button pressed\")\n1643:\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n1648:## Called when the Armory button is pressed on the score screen (Issue #897).\n1649:func _on_armory_button_pressed() -> void:\n1650:\t_log_to_file(\"Armory button pressed from score screen\")\n1658:\t\tarmory_menu.back_pressed.connect(func(): armory_menu.queue_free())\n1710:## No walk/shoot hints. Shows: reload (weapon-specific), hammer cock (revolver),\n1716:## Mirrors tutorial_level.gd: shows reload + weapon-feature + grenade hints.\n1718:## Issue #945: Reload hint is delayed until player fires 2 shots.\n1720:func _setup_tutorial_hints() -> void:\n1721:\t_tutorial_step = TutorialStep.RELOAD\n1722:\tprint(\"[LabyrinthLevel] Tutorial hints initialised — reload hint will appear after 2 shots (Issue #945)\")\n1727:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n1732:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n1738:## - Reload hint appears after 2nd shot.\n1749:\tif not _tutorial_reload_hint_revealed and _tutorial_shots_fired >= 2:\n1750:\t\t_tutorial_reload_hint_revealed = true\n1751:\t\t_reveal_tutorial_reload_hint()\n1755:## Bug fix #4: Bolt-cycle hint shown earlier, separately from the 2-shot reload hint.\n1756:## Bug fix round 4: Shotgun shows simple pump-action hint, not full reload sequence.\n1758:\tif _tutorial_step != TutorialStep.RELOAD:\n1767:\t\tif not _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n1769:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE, _build_tutorial_sniper_bolt_hint_bbcode(0), canvas_layer)\n1771:\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n1772:\t\tif not _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n1773:\t\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE,\n1778:## Reveal the reload-related hints after the player has fired 2 shots (Issue #945).\n1779:func _reveal_tutorial_reload_hint() -> void:\n1780:\tif _tutorial_step != TutorialStep.RELOAD:\n1783:\tprint(\"[LabyrinthLevel] 2 shots fired — revealing reload hint\")\n1788:\t_add_tutorial_reload_hints(canvas_layer)\n1791:## Called when the reload sequence progresses (Issue #945).\n1792:## Updates the reload hint to highlight the NEXT button in red.\n1793:## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\n1795:func _on_tutorial_reload_sequence_progress(step: int, total: int) -> void:\n1800:\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n1805:\t\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(step)\n1806:\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n1809:\t\tprint(\"[LabyrinthLevel] Revolver reload sequence step %d/%d — hint updated\" % [step, total])\n1812:\tvar new_text := _build_tutorial_reload_hint_bbcode(step, total)\n1815:\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n1818:\tprint(\"[LabyrinthLevel] Reload sequence step %d/%d — hint updated\" % [step, total])\n1821:## Build BBCode text for the reload hint based on current step (Issue #945).\n1823:## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n1826:func _build_tutorial_reload_hint_bbcode(step: int, total: int) -> String:\n1832:\t\t# Makarov PM / 2-step reload: R -> R\n1842:\t\t# Standard 3-step reload: R -> F -> R\n1856:func _get_tutorial_hint_color(hint_key: String) -> Color:\n1858:\t\tTUTORIAL_HINT_RELOAD:\n1859:\t\t\treturn TUTORIAL_HINT_COLOR_RELOAD\n1860:\t\tTUTORIAL_HINT_GRENADE:\n1861:\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE\n1862:\t\tTUTORIAL_HINT_BOLT_CYCLE:\n1863:\t\t\treturn TUTORIAL_HINT_COLOR_BOLT_CYCLE", | |
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| [2026-03-11T21:42:50.135Z] [INFO] [log_569fb6] response parsed { | |
| [2026-03-11T21:42:50.135Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:42:50.135Z] [INFO] status: 200, | |
| [2026-03-11T21:42:50.135Z] [INFO] body: qG { | |
| [2026-03-11T21:42:50.135Z] [INFO] iterator: [AsyncGeneratorFunction: _], | |
| [2026-03-11T21:42:50.135Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } } | |
| [2026-03-11T21:42:50.135Z] [INFO] }, | |
| [2026-03-11T21:42:50.135Z] [INFO] durationMs: 3858 | |
| [2026-03-11T21:42:50.136Z] [INFO] } | |
| [2026-03-11T21:42:50.979Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01AdbBSbjqMvRtENQ2UtpF2n", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I need to see more of the hints, particularly the actual strings. Let me search more specifically." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
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| "cache_read_input_tokens": 59082, | |
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| "ephemeral_1h_input_tokens": 3750 | |
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| "output_tokens": 2, | |
| "service_tier": "standard", | |
| "inference_geo": "not_available" | |
| }, | |
| "context_management": null | |
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| "parent_tool_use_id": null, | |
| "session_id": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "a24165b1-2725-4d5f-8965-4344b6fa5c05" | |
| } | |
| [2026-03-11T21:42:52.359Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01AdbBSbjqMvRtENQ2UtpF2n", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01N9SdZqq15oBbxEjpBvE4pH", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1773265265964/scripts/levels/labyrinth_level.gd", | |
| "offset": 1800, | |
| "limit": 300 | |
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| "caller": { | |
| "type": "direct" | |
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| "uuid": "c083e2a4-2d98-480f-a6b3-4f718b739683" | |
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| [2026-03-11T21:42:52.374Z] [INFO] { | |
| "type": "user", | |
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| "role": "user", | |
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| "tool_use_id": "toolu_01N9SdZqq15oBbxEjpBvE4pH", | |
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| "content": " 1800→\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n 1801→\t\treturn\n 1802→\n 1803→\t# Bug fix round 4: revolver step highlighting update\n 1804→\tif _tutorial_has_revolver:\n 1805→\t\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(step)\n 1806→\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n 1807→\t\tif is_instance_valid(label):\n 1808→\t\t\tlabel.text = new_text\n 1809→\t\tprint(\"[LabyrinthLevel] Revolver reload sequence step %d/%d — hint updated\" % [step, total])\n 1810→\t\treturn\n 1811→\n 1812→\tvar new_text := _build_tutorial_reload_hint_bbcode(step, total)\n 1813→\tif new_text.is_empty():\n 1814→\t\treturn\n 1815→\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n 1816→\tif is_instance_valid(label):\n 1817→\t\tlabel.text = new_text\n 1818→\tprint(\"[LabyrinthLevel] Reload sequence step %d/%d — hint updated\" % [step, total])\n 1819→\n 1820→\n 1821→## Build BBCode text for the reload hint based on current step (Issue #945).\n 1822→## The NEXT required button is highlighted in red; completed steps are shown in grey.\n 1823→## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n 1824→## So we highlight step+1 as the next action to perform.\n 1825→## Bug fix #5: Revolver and shotgun use separate hint builders.\n 1826→func _build_tutorial_reload_hint_bbcode(step: int, total: int) -> String:\n 1827→\t# Guard: shotgun uses static/ActionState-based hints\n 1828→\tif _tutorial_has_shotgun:\n 1829→\t\treturn \"\"\n 1830→\n 1831→\tif _tutorial_has_makarov_pm or (not _tutorial_has_sniper_rifle and total <= 2):\n 1832→\t\t# Makarov PM / 2-step reload: R -> R\n 1833→\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n 1834→\t\tmatch step:\n 1835→\t\t\t0:\n 1836→\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n 1837→\t\t\t1:\n 1838→\t\t\t\treturn \"[color=#888888][R][/color] [color=#ff4444][R][/color] Перезарядись\"\n 1839→\t\t\t_:\n 1840→\t\t\t\treturn \"[color=#888888][R] [R][/color] Перезарядись\"\n 1841→\telse:\n 1842→\t\t# Standard 3-step reload: R -> F -> R\n 1843→\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n 1844→\t\tmatch step:\n 1845→\t\t\t0:\n 1846→\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n 1847→\t\t\t1:\n 1848→\t\t\t\treturn \"[color=#888888][R][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n 1849→\t\t\t2:\n 1850→\t\t\t\treturn \"[color=#888888][R] [F][/color] [color=#ff4444][R][/color] Перезарядись\"\n 1851→\t\t\t_:\n 1852→\t\t\t\treturn \"[color=#888888][R] [F] [R][/color] Перезарядись\"\n 1853→\n 1854→\n 1855→## Get the unique color for a tutorial hint by its key (Issue #945).\n 1856→func _get_tutorial_hint_color(hint_key: String) -> Color:\n 1857→\tmatch hint_key:\n 1858→\t\tTUTORIAL_HINT_RELOAD:\n 1859→\t\t\treturn TUTORIAL_HINT_COLOR_RELOAD\n 1860→\t\tTUTORIAL_HINT_GRENADE:\n 1861→\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE\n 1862→\t\tTUTORIAL_HINT_BOLT_CYCLE:\n 1863→\t\t\treturn TUTORIAL_HINT_COLOR_BOLT_CYCLE\n 1864→\t\tTUTORIAL_HINT_HAMMER_COCK:\n 1865→\t\t\treturn TUTORIAL_HINT_COLOR_HAMMER_COCK\n 1866→\t\tTUTORIAL_HINT_GRENADE_LAUNCHER:\n 1867→\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER\n 1868→\t\tTUTORIAL_HINT_FIRE_MODE:\n 1869→\t\t\treturn TUTORIAL_HINT_COLOR_FIRE_MODE # Bug fix round 5\n 1870→\t\tTUTORIAL_HINT_SCOPE:\n 1871→\t\t\treturn TUTORIAL_HINT_COLOR_SCOPE # Issue #998\n 1872→\t\t_:\n 1873→\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n 1874→\n 1875→\n 1876→## Add reload-related hints for the current weapon type.\n 1877→## Mirrors _add_reload_hints() from tutorial_level.gd.\n 1878→## Issue #945: Uses BBCode with the first step highlighted in red.\n 1879→## Bug fix #5: Grenade hint is shown AFTER reload disappears, NOT simultaneously.\n 1880→## Bug fix round 4: Shotgun shows full reload hint (replacing pump-action hint) after 2nd shot.\n 1881→## Bug fix: Sniper bolt-cycle hint is NOT added here (it appears after 1st shot).\n 1882→## Revolver hammer-cock hint is NOT added here (shown from start).\n 1883→func _add_tutorial_reload_hints(canvas_layer: Node) -> void:\n 1884→\tif _tutorial_has_shotgun:\n 1885→\t\t# Bug fix round 4: replace the pump-action hint with the full reload hint after 2nd shot.\n 1886→\t\t# Bug fix round 5: set flag to block ActionStateChanged from re-showing pump hint.\n 1887→\t\t_tutorial_shotgun_full_reload_active = true\n 1888→\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n 1889→\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE, _build_tutorial_shotgun_full_reload_hint_bbcode(0), canvas_layer)\n 1890→\telif _tutorial_has_sniper_rifle:\n 1891→\t\t# Sniper: magazine swap reload hint. Bolt-cycle hint already shown after 1st shot.\n 1892→\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 3), canvas_layer)\n 1893→\telif _tutorial_has_revolver:\n 1894→\t\t# Revolver: cylinder reload hint. Hammer-cock hint is shown from start (Bug fix #3).\n 1895→\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD,\n 1896→\t\t\t\"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\",\n 1897→\t\t\tcanvas_layer)\n 1898→\telif _tutorial_has_makarov_pm:\n 1899→\t\t# Makarov PM uses simplified R->R reload. Initial text = step 0.\n 1900→\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 2), canvas_layer)\n 1901→\telse:\n 1902→\t\t# Standard R->F->R. Initial text = step 0.\n 1903→\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 3), canvas_layer)\n 1904→\n 1905→\t# Bug fix #5: grenade hint shown AFTER reload disappears, not simultaneously.\n 1906→\n 1907→\n 1908→## Called when sniper bolt step changes (Issue #808 - Lab sniper tutorial).\n 1909→## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n 1910→## Bug fix round 4: bolt-cycle completion only dismisses HINT_BOLT_CYCLE; does NOT advance\n 1911→## the tutorial step. The magazine reload (R→F→R) must complete first.\n 1912→func _on_tutorial_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n 1913→\tif _tutorial_step != TutorialStep.RELOAD:\n 1914→\t\treturn\n 1915→\t# Bug fix #3: update bolt-cycle hint text step-by-step\n 1916→\tif _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n 1917→\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_BOLT_CYCLE]\n 1918→\t\tif is_instance_valid(label):\n 1919→\t\t\tlabel.text = _build_tutorial_sniper_bolt_hint_bbcode(step)\n 1920→\tif step >= total_steps and not _tutorial_sniper_bolt_cycled:\n 1921→\t\t_tutorial_sniper_bolt_cycled = true\n 1922→\t\tprint(\"[LabyrinthLevel] Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n 1923→\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n 1924→\t\t# Bug fix round 4: do NOT set _tutorial_has_reloaded or advance tutorial step here.\n 1925→\t\t# The magazine reload (R→F→R) via _on_tutorial_reload_completed handles advancement.\n 1926→\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n 1927→\t\t# Reset for next shot\n 1928→\t\t_tutorial_sniper_bolt_cycled = false\n 1929→\n 1930→\n 1931→## Called when revolver hammer is cocked — dismisses hammer hint (Issue #808).\n 1932→func _on_tutorial_hammer_cocked() -> void:\n 1933→\t_dismiss_tutorial_hint(TUTORIAL_HINT_HAMMER_COCK)\n 1934→\n 1935→\n 1936→## Called when scope state changes (activated/deactivated).\n 1937→## Dismisses the scope hint when the player uses the scope for the first time (Issue #998).\n 1938→func _on_tutorial_scope_state_changed(is_active: bool) -> void:\n 1939→\tif not is_active or _tutorial_scope_used:\n 1940→\t\treturn\n 1941→\t_tutorial_scope_used = true\n 1942→\tprint(\"[LabyrinthLevel] Scope used — dismissing scope hint\")\n 1943→\t_dismiss_tutorial_hint(TUTORIAL_HINT_SCOPE)\n 1944→\n 1945→\n 1946→## Called when player switches fire mode (M16 final training hint, Bug fix round 5).\n 1947→## Dismisses the fire-mode hint and completes the tutorial.\n 1948→func _on_tutorial_fire_mode_changed(_new_mode: int) -> void:\n 1949→\tif _tutorial_m16_needs_fire_mode_hint and _tutorial_hints.has(TUTORIAL_HINT_FIRE_MODE):\n 1950→\t\t_tutorial_m16_needs_fire_mode_hint = false\n 1951→\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_FIRE_MODE)\n 1952→\t\t_tutorial_step = TutorialStep.COMPLETED\n 1953→\t\t_dismiss_all_tutorial_hints()\n 1954→\n 1955→\n 1956→## Called when the revolver reload state changes (Bug fix round 5).\n 1957→## Updates the revolver reload hint to highlight the next action based on reload state.\n 1958→## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n 1959→func _on_tutorial_revolver_reload_state_changed(new_state: int) -> void:\n 1960→\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n 1961→\t\treturn\n 1962→\tif not _tutorial_has_revolver:\n 1963→\t\treturn\n 1964→\n 1965→\tvar hint_step: int = 0\n 1966→\tmatch new_state:\n 1967→\t\t1:\n 1968→\t\t\thint_step = 1 # CylinderOpen → highlight insert cartridge\n 1969→\t\t2:\n 1970→\t\t\thint_step = 2 # Loading → highlight close cylinder\n 1971→\t\t_:\n 1972→\t\t\thint_step = 3 # Done\n 1973→\n 1974→\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(hint_step)\n 1975→\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n 1976→\tif is_instance_valid(label):\n 1977→\t\tlabel.text = new_text\n 1978→\tprint(\"[LabyrinthLevel] Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n 1979→\n 1980→\n 1981→## Called when the revolver has a cartridge inserted during cylinder reload (Bug fix round 6).\n 1982→## Updates the ammo counter in real time as each cartridge is loaded, mirroring tutorial_level.gd.\n 1983→## AmmoChanged only fires at reload completion; CartridgeInserted fires per cartridge (Issue #626).\n 1984→func _on_revolver_cartridge_inserted(_loaded: int, _capacity: int) -> void:\n 1985→\tif _player == null:\n 1986→\t\treturn\n 1987→\tvar revolver = _player.get_node_or_null(\"Revolver\")\n 1988→\tif revolver == null:\n 1989→\t\treturn\n 1990→\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n 1991→\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n 1992→\n 1993→\n 1994→## Called on tutorial reload completion (Issue #808).\n 1995→## Bug fix #5: grenade hint shown AFTER reload (not simultaneously).\n 1996→## Bug fix #7: shotgun bolt-cycle hint dismissed on reload completion.\n 1997→## Bug fix #8: hammer-cock hint NOT dismissed here — only via HammerCocked signal.\n 1998→## Bug fix #9: grenade hint only shown if player has grenades.\n 1999→## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances the tutorial.\n 2000→## Bug fix round 5: M16 [B] hint shown after grenade (not right after reload).\n 2001→func _on_tutorial_reload_completed() -> void:\n 2002→\tif _tutorial_step != TutorialStep.RELOAD:\n 2003→\t\treturn\n 2004→\tif not _tutorial_has_reloaded:\n 2005→\t\t_tutorial_has_reloaded = true\n 2006→\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n 2007→\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — stays until player manually cocks.\n 2008→\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_RELOAD)\n 2009→\t\tif _tutorial_has_shotgun:\n 2010→\t\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n 2011→\t\t\t_tutorial_shotgun_full_reload_active = false # Bug fix round 5: reset flag\n 2012→\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 2013→\t\t# Bug fix round 5: M16 fire-mode [B] hint should appear after grenade, not now.\n 2014→\t\tif _tutorial_assault_rifle != null and not _tutorial_has_ak_gl:\n 2015→\t\t\t_tutorial_m16_needs_fire_mode_hint = true\n 2016→\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n 2017→\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n 2018→\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n 2019→\t\tif _tutorial_has_ak_gl and canvas_layer and _tutorial_ak_gl_has_round_loaded():\n 2020→\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE_LAUNCHER,\n 2021→\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n 2022→\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_tutorial_grenade_launcher_fired).\n 2023→\t\t\treturn\n 2024→\t\tif _tutorial_has_thrown_grenade:\n 2025→\t\t\t_tutorial_step = TutorialStep.COMPLETED\n 2026→\t\t\t_dismiss_all_tutorial_hints()\n 2027→\t\telse:\n 2028→\t\t\t_tutorial_step = TutorialStep.THROW_GRENADE\n 2029→\t\t\t# Bug fix #5: grenade hint shown AFTER reload disappears.\n 2030→\t\t\t# Bug fix #9 (round 4 fix): use GetCurrentGrenades() method for reliable check.\n 2031→\t\t\tif _tutorial_player_has_grenades():\n 2032→\t\t\t\tif canvas_layer and not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n 2033→\t\t\t\t\t_tutorial_grenade_hint_step = 0\n 2034→\t\t\t\t\t_tutorial_grenade_g_was_held = false\n 2035→\t\t\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE,\n 2036→\t\t\t\t\t\t_build_tutorial_grenade_hint_bbcode(0),\n 2037→\t\t\t\t\t\tcanvas_layer)\n 2038→\t\t\telse:\n 2039→\t\t\t\t# No grenades — skip grenade step\n 2040→\t\t\t\tprint(\"[LabyrinthLevel] Player has no grenades — skipping grenade hint\")\n 2041→\t\t\t\t_tutorial_step = TutorialStep.COMPLETED\n 2042→\t\t\t\t_dismiss_all_tutorial_hints()\n 2043→\n 2044→\n 2045→## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n 2046→## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n 2047→## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\n 2048→func _on_tutorial_grenade_launcher_fired() -> void:\n 2049→\t# Dismiss GL hint now that the launcher has been fired\n 2050→\t_dismiss_tutorial_hint(TUTORIAL_HINT_GRENADE_LAUNCHER)\n 2051→\tprint(\"[LabyrinthLevel] Grenade launcher fired — GL hint dismissed\")\n 2052→\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n 2053→\tif _tutorial_has_thrown_grenade:\n 2054→\t\t_tutorial_step = TutorialStep.COMPLETED\n 2055→\t\t_dismiss_all_tutorial_hints()\n 2056→\telse:\n 2057→\t\t_tutorial_step = TutorialStep.THROW_GRENADE\n 2058→\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 2059→\t\tif _tutorial_player_has_grenades():\n 2060→\t\t\tif canvas_layer and not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n 2061→\t\t\t\t_tutorial_grenade_hint_step = 0\n 2062→\t\t\t\t_tutorial_grenade_g_was_held = false\n 2063→\t\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE,\n 2064→\t\t\t\t\t_build_tutorial_grenade_hint_bbcode(0),\n 2065→\t\t\t\t\tcanvas_layer)\n 2066→\t\telse:\n 2067→\t\t\tprint(\"[LabyrinthLevel] Player has no grenades — skipping grenade hint\")\n 2068→\t\t\t_tutorial_step = TutorialStep.COMPLETED\n 2069→\t\t\t_dismiss_all_tutorial_hints()\n 2070→\n 2071→\n 2072→## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n 2073→func _build_tutorial_grenade_hint_bbcode(step: int) -> String:\n 2074→\tmatch step:\n 2075→\t\t0:\n 2076→\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n 2077→\t\t1:\n 2078→\t\t\treturn \"[color=#888888][G+ПКМ вправо][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n 2079→\t\t_:\n 2080→\t\t\treturn \"[color=#888888][G+ПКМ вправо] [G+ПКМ→отпусти G][/color] [color=#ff4444][ПКМ бросок][/color]\"\n 2081→\n 2082→\n 2083→## Update the grenade hint step based on current input (Bug fix round 5).\n 2084→func _update_tutorial_grenade_hint_step() -> void:\n 2085→\tif not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n 2086→\t\t_tutorial_grenade_g_was_held = false\n 2087→\t\t_tutorial_grenade_hint_step = 0\n 2088→\t\treturn\n 2089→\n 2090→\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n 2091→\n 2092→\tif _tutorial_grenade_hint_step == 0 and g_pressed:\n 2093→\t\t_tutorial_grenade_hint_step = 1\n 2094→\t\t_tutorial_grenade_g_was_held = true\n 2095→\telif _tutorial_grenade_hint_step == 1 and not g_pressed and _tutorial_grenade_g_was_held:\n 2096→\t\t_tutorial_grenade_hint_step = 2\n 2097→\t\t_tutorial_grenade_g_was_held = false\n 2098→\n 2099→\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_GRENADE]\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": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "c921c3f1-e5a3-4853-9ded-3ce997fd69ae", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/levels/labyrinth_level.gd", | |
| "content": "\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n\t\treturn\n\n\t# Bug fix round 4: revolver step highlighting update\n\tif _tutorial_has_revolver:\n\t\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(step)\n\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = new_text\n\t\tprint(\"[LabyrinthLevel] Revolver reload sequence step %d/%d — hint updated\" % [step, total])\n\t\treturn\n\n\tvar new_text := _build_tutorial_reload_hint_bbcode(step, total)\n\tif new_text.is_empty():\n\t\treturn\n\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"[LabyrinthLevel] Reload sequence step %d/%d — hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\nfunc _build_tutorial_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _tutorial_has_shotgun:\n\t\treturn \"\"\n\n\tif _tutorial_has_makarov_pm or (not _tutorial_has_sniper_rifle and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][R][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\treturn \"[color=#888888][R] [R][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][R][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][R] [F][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\treturn \"[color=#888888][R] [F] [R][/color] Перезарядись\"\n\n\n## Get the unique color for a tutorial hint by its key (Issue #945).\nfunc _get_tutorial_hint_color(hint_key: String) -> Color:\n\tmatch hint_key:\n\t\tTUTORIAL_HINT_RELOAD:\n\t\t\treturn TUTORIAL_HINT_COLOR_RELOAD\n\t\tTUTORIAL_HINT_GRENADE:\n\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE\n\t\tTUTORIAL_HINT_BOLT_CYCLE:\n\t\t\treturn TUTORIAL_HINT_COLOR_BOLT_CYCLE\n\t\tTUTORIAL_HINT_HAMMER_COCK:\n\t\t\treturn TUTORIAL_HINT_COLOR_HAMMER_COCK\n\t\tTUTORIAL_HINT_GRENADE_LAUNCHER:\n\t\t\treturn TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER\n\t\tTUTORIAL_HINT_FIRE_MODE:\n\t\t\treturn TUTORIAL_HINT_COLOR_FIRE_MODE # Bug fix round 5\n\t\tTUTORIAL_HINT_SCOPE:\n\t\t\treturn TUTORIAL_HINT_COLOR_SCOPE # Issue #998\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n\n\n## Add reload-related hints for the current weapon type.\n## Mirrors _add_reload_hints() from tutorial_level.gd.\n## Issue #945: Uses BBCode with the first step highlighted in red.\n## Bug fix #5: Grenade hint is shown AFTER reload disappears, NOT simultaneously.\n## Bug fix round 4: Shotgun shows full reload hint (replacing pump-action hint) after 2nd shot.\n## Bug fix: Sniper bolt-cycle hint is NOT added here (it appears after 1st shot).\n## Revolver hammer-cock hint is NOT added here (shown from start).\nfunc _add_tutorial_reload_hints(canvas_layer: Node) -> void:\n\tif _tutorial_has_shotgun:\n\t\t# Bug fix round 4: replace the pump-action hint with the full reload hint after 2nd shot.\n\t\t# Bug fix round 5: set flag to block ActionStateChanged from re-showing pump hint.\n\t\t_tutorial_shotgun_full_reload_active = true\n\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n\t\t_add_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE, _build_tutorial_shotgun_full_reload_hint_bbcode(0), canvas_layer)\n\telif _tutorial_has_sniper_rifle:\n\t\t# Sniper: magazine swap reload hint. Bolt-cycle hint already shown after 1st shot.\n\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 3), canvas_layer)\n\telif _tutorial_has_revolver:\n\t\t# Revolver: cylinder reload hint. Hammer-cock hint is shown from start (Bug fix #3).\n\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD,\n\t\t\t\"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\",\n\t\t\tcanvas_layer)\n\telif _tutorial_has_makarov_pm:\n\t\t# Makarov PM uses simplified R->R reload. Initial text = step 0.\n\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 2), canvas_layer)\n\telse:\n\t\t# Standard R->F->R. Initial text = step 0.\n\t\t_add_tutorial_hint(TUTORIAL_HINT_RELOAD, _build_tutorial_reload_hint_bbcode(0, 3), canvas_layer)\n\n\t# Bug fix #5: grenade hint shown AFTER reload disappears, not simultaneously.\n\n\n## Called when sniper bolt step changes (Issue #808 - Lab sniper tutorial).\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion only dismisses HINT_BOLT_CYCLE; does NOT advance\n## the tutorial step. The magazine reload (R→F→R) must complete first.\nfunc _on_tutorial_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _tutorial_step != TutorialStep.RELOAD:\n\t\treturn\n\t# Bug fix #3: update bolt-cycle hint text step-by-step\n\tif _tutorial_hints.has(TUTORIAL_HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_tutorial_sniper_bolt_hint_bbcode(step)\n\tif step >= total_steps and not _tutorial_sniper_bolt_cycled:\n\t\t_tutorial_sniper_bolt_cycled = true\n\t\tprint(\"[LabyrinthLevel] Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _tutorial_has_reloaded or advance tutorial step here.\n\t\t# The magazine reload (R→F→R) via _on_tutorial_reload_completed handles advancement.\n\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n\t\t# Reset for next shot\n\t\t_tutorial_sniper_bolt_cycled = false\n\n\n## Called when revolver hammer is cocked — dismisses hammer hint (Issue #808).\nfunc _on_tutorial_hammer_cocked() -> void:\n\t_dismiss_tutorial_hint(TUTORIAL_HINT_HAMMER_COCK)\n\n\n## Called when scope state changes (activated/deactivated).\n## Dismisses the scope hint when the player uses the scope for the first time (Issue #998).\nfunc _on_tutorial_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _tutorial_scope_used:\n\t\treturn\n\t_tutorial_scope_used = true\n\tprint(\"[LabyrinthLevel] Scope used — dismissing scope hint\")\n\t_dismiss_tutorial_hint(TUTORIAL_HINT_SCOPE)\n\n\n## Called when player switches fire mode (M16 final training hint, Bug fix round 5).\n## Dismisses the fire-mode hint and completes the tutorial.\nfunc _on_tutorial_fire_mode_changed(_new_mode: int) -> void:\n\tif _tutorial_m16_needs_fire_mode_hint and _tutorial_hints.has(TUTORIAL_HINT_FIRE_MODE):\n\t\t_tutorial_m16_needs_fire_mode_hint = false\n\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_FIRE_MODE)\n\t\t_tutorial_step = TutorialStep.COMPLETED\n\t\t_dismiss_all_tutorial_hints()\n\n\n## Called when the revolver reload state changes (Bug fix round 5).\n## Updates the revolver reload hint to highlight the next action based on reload state.\n## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\nfunc _on_tutorial_revolver_reload_state_changed(new_state: int) -> void:\n\tif not _tutorial_hints.has(TUTORIAL_HINT_RELOAD):\n\t\treturn\n\tif not _tutorial_has_revolver:\n\t\treturn\n\n\tvar hint_step: int = 0\n\tmatch new_state:\n\t\t1:\n\t\t\thint_step = 1 # CylinderOpen → highlight insert cartridge\n\t\t2:\n\t\t\thint_step = 2 # Loading → highlight close cylinder\n\t\t_:\n\t\t\thint_step = 3 # Done\n\n\tvar new_text := _build_tutorial_revolver_reload_hint_bbcode(hint_step)\n\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"[LabyrinthLevel] Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n\n\n## Called when the revolver has a cartridge inserted during cylinder reload (Bug fix round 6).\n## Updates the ammo counter in real time as each cartridge is loaded, mirroring tutorial_level.gd.\n## AmmoChanged only fires at reload completion; CartridgeInserted fires per cartridge (Issue #626).\nfunc _on_revolver_cartridge_inserted(_loaded: int, _capacity: int) -> void:\n\tif _player == null:\n\t\treturn\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\tif revolver == null:\n\t\treturn\n\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n\n\n## Called on tutorial reload completion (Issue #808).\n## Bug fix #5: grenade hint shown AFTER reload (not simultaneously).\n## Bug fix #7: shotgun bolt-cycle hint dismissed on reload completion.\n## Bug fix #8: hammer-cock hint NOT dismissed here — only via HammerCocked signal.\n## Bug fix #9: grenade hint only shown if player has grenades.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances the tutorial.\n## Bug fix round 5: M16 [B] hint shown after grenade (not right after reload).\nfunc _on_tutorial_reload_completed() -> void:\n\tif _tutorial_step != TutorialStep.RELOAD:\n\t\treturn\n\tif not _tutorial_has_reloaded:\n\t\t_tutorial_has_reloaded = true\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — stays until player manually cocks.\n\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_RELOAD)\n\t\tif _tutorial_has_shotgun:\n\t\t\t_dismiss_tutorial_hint(TUTORIAL_HINT_BOLT_CYCLE)\n\t\t\t_tutorial_shotgun_full_reload_active = false # Bug fix round 5: reset flag\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 5: M16 fire-mode [B] hint should appear after grenade, not now.\n\t\tif _tutorial_assault_rifle != null and not _tutorial_has_ak_gl:\n\t\t\t_tutorial_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _tutorial_has_ak_gl and canvas_layer and _tutorial_ak_gl_has_round_loaded():\n\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE_LAUNCHER,\n\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_tutorial_grenade_launcher_fired).\n\t\t\treturn\n\t\tif _tutorial_has_thrown_grenade:\n\t\t\t_tutorial_step = TutorialStep.COMPLETED\n\t\t\t_dismiss_all_tutorial_hints()\n\t\telse:\n\t\t\t_tutorial_step = TutorialStep.THROW_GRENADE\n\t\t\t# Bug fix #5: grenade hint shown AFTER reload disappears.\n\t\t\t# Bug fix #9 (round 4 fix): use GetCurrentGrenades() method for reliable check.\n\t\t\tif _tutorial_player_has_grenades():\n\t\t\t\tif canvas_layer and not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n\t\t\t\t\t_tutorial_grenade_hint_step = 0\n\t\t\t\t\t_tutorial_grenade_g_was_held = false\n\t\t\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE,\n\t\t\t\t\t\t_build_tutorial_grenade_hint_bbcode(0),\n\t\t\t\t\t\tcanvas_layer)\n\t\t\telse:\n\t\t\t\t# No grenades — skip grenade step\n\t\t\t\tprint(\"[LabyrinthLevel] Player has no grenades — skipping grenade hint\")\n\t\t\t\t_tutorial_step = TutorialStep.COMPLETED\n\t\t\t\t_dismiss_all_tutorial_hints()\n\n\n## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\nfunc _on_tutorial_grenade_launcher_fired() -> void:\n\t# Dismiss GL hint now that the launcher has been fired\n\t_dismiss_tutorial_hint(TUTORIAL_HINT_GRENADE_LAUNCHER)\n\tprint(\"[LabyrinthLevel] Grenade launcher fired — GL hint dismissed\")\n\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n\tif _tutorial_has_thrown_grenade:\n\t\t_tutorial_step = TutorialStep.COMPLETED\n\t\t_dismiss_all_tutorial_hints()\n\telse:\n\t\t_tutorial_step = TutorialStep.THROW_GRENADE\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\tif _tutorial_player_has_grenades():\n\t\t\tif canvas_layer and not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n\t\t\t\t_tutorial_grenade_hint_step = 0\n\t\t\t\t_tutorial_grenade_g_was_held = false\n\t\t\t\t_add_tutorial_hint(TUTORIAL_HINT_GRENADE,\n\t\t\t\t\t_build_tutorial_grenade_hint_bbcode(0),\n\t\t\t\t\tcanvas_layer)\n\t\telse:\n\t\t\tprint(\"[LabyrinthLevel] Player has no grenades — skipping grenade hint\")\n\t\t\t_tutorial_step = TutorialStep.COMPLETED\n\t\t\t_dismiss_all_tutorial_hints()\n\n\n## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\nfunc _build_tutorial_grenade_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n\t\t1:\n\t\t\treturn \"[color=#888888][G+ПКМ вправо][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n\t\t_:\n\t\t\treturn \"[color=#888888][G+ПКМ вправо] [G+ПКМ→отпусти G][/color] [color=#ff4444][ПКМ бросок][/color]\"\n\n\n## Update the grenade hint step based on current input (Bug fix round 5).\nfunc _update_tutorial_grenade_hint_step() -> void:\n\tif not _tutorial_hints.has(TUTORIAL_HINT_GRENADE):\n\t\t_tutorial_grenade_g_was_held = false\n\t\t_tutorial_grenade_hint_step = 0\n\t\treturn\n\n\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n\n\tif _tutorial_grenade_hint_step == 0 and g_pressed:\n\t\t_tutorial_grenade_hint_step = 1\n\t\t_tutorial_grenade_g_was_held = true\n\telif _tutorial_grenade_hint_step == 1 and not g_pressed and _tutorial_grenade_g_was_held:\n\t\t_tutorial_grenade_hint_step = 2\n\t\t_tutorial_grenade_g_was_held = false\n\n\tvar label: RichTextLabel = _tutorial_hints[TUTORIAL_HINT_GRENADE]", | |
| "numLines": 300, | |
| "startLine": 1800, | |
| "totalLines": 2364 | |
| } | |
| } | |
| } | |
| [2026-03-11T21:42:52.386Z] [INFO] [log_b2d209] sending request { | |
| [2026-03-11T21:42:52.386Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:52.386Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:42:52.387Z] [INFO] options: { | |
| [2026-03-11T21:42:52.387Z] [INFO] method: 'post', | |
| [2026-03-11T21:42:52.387Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:42:52.387Z] [INFO] body: { | |
| [2026-03-11T21:42:52.387Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:42:52.387Z] [INFO] messages: [Array], | |
| [2026-03-11T21:42:52.388Z] [INFO] system: [Array], | |
| [2026-03-11T21:42:52.388Z] [INFO] tools: [Array], | |
| [2026-03-11T21:42:52.388Z] [INFO] tool_choice: undefined, | |
| [2026-03-11T21:42:52.388Z] [INFO] metadata: [Object], | |
| [2026-03-11T21:42:52.389Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:42:52.389Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:42:52.389Z] [INFO] temperature: 1, | |
| [2026-03-11T21:42:52.389Z] [INFO] stream: true | |
| [2026-03-11T21:42:52.389Z] [INFO] }, | |
| [2026-03-11T21:42:52.389Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:42:52.389Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:42:52.390Z] [INFO] stream: true | |
| [2026-03-11T21:42:52.390Z] [INFO] }, | |
| [2026-03-11T21:42:52.390Z] [INFO] headers: { | |
| [2026-03-11T21:42:52.390Z] [INFO] accept: 'application/json', | |
| [2026-03-11T21:42:52.390Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
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| "text": "Now I have a better understanding of the Labyrinth training strings. They're using Russian BBCode strings like:\n- `\"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"` for Makarov\n- `\"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"` for standard reload\n- `\"[color=#ff4444][ПКМ][/color] Взведи курок\"` for hammer cock\n- `\"[color=#ff4444][ПКМ][/color] Прицелься через оптику\"` for scope\n\nLet me also look at the current weapon hints component to see what strings it uses." | |
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| "content": " 1→extends Node\n 2→## WeaponHintsComponent - Shows weapon-specific tutorial hints when equipping new weapons.\n 3→##\n 4→## This component displays floating hints above the player explaining the unique\n 5→## features of each weapon. It respects the user's preference from WeaponHintsSettings:\n 6→## - ALWAYS: Show hints every time\n 7→## - FIRST_TIME_ONLY: Show hints only for first use of each weapon\n 8→## - NEVER: Never show hints\n 9→##\n 10→## Issue #809: добавь обучение новому оружию (add weapon training)\n 11→##\n 12→## Usage:\n 13→## 1. Add this component to a level script\n 14→## 2. Call setup() with the player node and UI container\n 15→## 3. Component will automatically show hints based on current weapon\n 16→\n 17→class_name WeaponHintsComponent\n 18→\n 19→## Reference to the player node.\n 20→var _player: Node2D = null\n 21→\n 22→## Reference to the UI container for hints.\n 23→var _ui: Control = null\n 24→\n 25→## Currently equipped weapon ID.\n 26→var _current_weapon_id: String = \"\"\n 27→\n 28→## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n 29→var _hint_labels: Dictionary = {}\n 30→\n 31→## Whether hints are currently being displayed.\n 32→var _hints_showing: bool = false\n 33→\n 34→## Timer for auto-dismissing hints.\n 35→var _dismiss_timer: Timer = null\n 36→\n 37→## Duration to show hints before auto-dismiss (seconds).\n 38→const HINT_DURATION: float = 8.0\n 39→\n 40→## Vertical spacing between stacked hints.\n 41→const HINT_SPACING := 60\n 42→\n 43→## Vertical offset from player position.\n 44→const HINT_OFFSET_Y := -100\n 45→\n 46→## Hint color for weapon hints (light blue/cyan).\n 47→const HINT_COLOR := Color(0.5, 0.9, 1.0, 1.0)\n 48→\n 49→## Weapon hint definitions.\n 50→## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\n 51→const WEAPON_HINTS: Dictionary = {\n 52→\t\"makarov_pm\": [\n 53→\t\t{\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n 54→\t],\n 55→\t\"m16\": [\n 56→\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},\n 57→\t\t{\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n 58→\t],\n 59→\t\"shotgun\": [\n 60→\t\t{\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},\n 61→\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}\n 62→\t],\n 63→\t\"mini_uzi\": [\n 64→\t\t{\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},\n 65→\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n 66→\t],\n 67→\t\"silenced_pistol\": [\n 68→\t\t{\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},\n 69→\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n 70→\t],\n 71→\t\"sniper\": [\n 72→\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},\n 73→\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}\n 74→\t],\n 75→\t\"revolver\": [\n 76→\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},\n 77→\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}\n 78→\t],\n 79→\t\"ak_gl\": [\n 80→\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},\n 81→\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}\n 82→\t]\n 83→}\n 84→\n 85→\n 86→func _ready() -> void:\n 87→\t# Create dismiss timer\n 88→\t_dismiss_timer = Timer.new()\n 89→\t_dismiss_timer.one_shot = true\n 90→\t_dismiss_timer.timeout.connect(_on_dismiss_timer_timeout)\n 91→\tadd_child(_dismiss_timer)\n 92→\n 93→\n 94→## Setup the component with required references.\n 95→## @param player: The player node to follow.\n 96→## @param ui: The UI Control node to add hints to.\n 97→func setup(player: Node2D, ui: Control) -> void:\n 98→\t_player = player\n 99→\t_ui = ui\n 100→\n 101→\tif _player == null:\n 102→\t\tpush_warning(\"[WeaponHintsComponent] Player is null\")\n 103→\t\treturn\n 104→\n 105→\t# Get current weapon from GameManager\n 106→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 107→\tif game_manager and game_manager.has_method(\"get_selected_weapon\"):\n 108→\t\t_current_weapon_id = game_manager.get_selected_weapon()\n 109→\t\t_try_show_hints()\n 110→\n 111→\n 112→## Called every frame to update hint positions.\n 113→func _process(_delta: float) -> void:\n 114→\tif _hints_showing:\n 115→\t\t_update_hint_positions()\n 116→\n 117→\n 118→## Try to show hints for the current weapon based on settings.\n 119→func _try_show_hints() -> void:\n 120→\tif _current_weapon_id.is_empty():\n 121→\t\treturn\n 122→\n 123→\tvar settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n 124→\tif settings == null:\n 125→\t\t# Settings not available, default to showing hints\n 126→\t\t_show_weapon_hints(_current_weapon_id)\n 127→\t\treturn\n 128→\n 129→\tif settings.should_show_hints(_current_weapon_id):\n 130→\t\t_show_weapon_hints(_current_weapon_id)\n 131→\t\t# Mark weapon as seen for FIRST_TIME_ONLY mode\n 132→\t\tsettings.mark_weapon_seen(_current_weapon_id)\n 133→\n 134→\n 135→## Show hints for a specific weapon.\n 136→## @param weapon_id: The weapon identifier.\n 137→func _show_weapon_hints(weapon_id: String) -> void:\n 138→\tif not weapon_id in WEAPON_HINTS:\n 139→\t\t_log_to_file(\"No hints defined for weapon: %s\" % weapon_id)\n 140→\t\treturn\n 141→\n 142→\tif _ui == null:\n 143→\t\tpush_warning(\"[WeaponHintsComponent] UI is null, cannot show hints\")\n 144→\t\treturn\n 145→\n 146→\t_log_to_file(\"Showing hints for weapon: %s\" % weapon_id)\n 147→\n 148→\tvar hints: Array = WEAPON_HINTS[weapon_id]\n 149→\tfor hint in hints:\n 150→\t\t_show_hint(hint[\"key\"], hint[\"text\"])\n 151→\n 152→\t_hints_showing = true\n 153→\n 154→\t# Start dismiss timer\n 155→\t_dismiss_timer.start(HINT_DURATION)\n 156→\n 157→\n 158→## Show a single hint with the given key and text.\n 159→## @param hint_key: Unique identifier for this hint.\n 160→## @param text: BBCode-formatted text to display.\n 161→func _show_hint(hint_key: String, text: String) -> void:\n 162→\tif hint_key in _hint_labels:\n 163→\t\t# Already showing this hint\n 164→\t\treturn\n 165→\n 166→\tvar hint_label := RichTextLabel.new()\n 167→\thint_label.name = \"WeaponHint_\" + hint_key\n 168→\thint_label.bbcode_enabled = true\n 169→\thint_label.fit_content = true\n 170→\thint_label.scroll_active = false\n 171→\thint_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n 172→\n 173→\t# Style the hint\n 174→\thint_label.add_theme_color_override(\"default_color\", HINT_COLOR)\n 175→\thint_label.add_theme_font_size_override(\"normal_font_size\", 16)\n 176→\n 177→\t# Center text\n 178→\thint_label.text = \"[center]\" + text + \"[/center]\"\n 179→\n 180→\t# Add semi-transparent background\n 181→\tvar style := StyleBoxFlat.new()\n 182→\tstyle.bg_color = Color(0.0, 0.0, 0.0, 0.7)\n 183→\tstyle.corner_radius_top_left = 4\n 184→\tstyle.corner_radius_top_right = 4\n 185→\tstyle.corner_radius_bottom_left = 4\n 186→\tstyle.corner_radius_bottom_right = 4\n 187→\tstyle.content_margin_left = 10\n 188→\tstyle.content_margin_right = 10\n 189→\tstyle.content_margin_top = 5\n 190→\tstyle.content_margin_bottom = 5\n 191→\thint_label.add_theme_stylebox_override(\"normal\", style)\n 192→\n 193→\t# Add to UI\n 194→\t_ui.add_child(hint_label)\n 195→\t_hint_labels[hint_key] = hint_label\n 196→\n 197→\t# Initial position update\n 198→\t_update_hint_positions()\n 199→\n 200→\n 201→## Update positions of all hint labels to follow the player.\n 202→func _update_hint_positions() -> void:\n 203→\tif _player == null or not is_instance_valid(_player):\n 204→\t\treturn\n 205→\n 206→\t# Get player screen position\n 207→\tvar camera: Camera2D = _player.get_node_or_null(\"Camera2D\")\n 208→\tvar screen_center := get_viewport().get_visible_rect().size / 2.0\n 209→\n 210→\t# Calculate position above player\n 211→\tvar hint_keys := _hint_labels.keys()\n 212→\tvar index := 0\n 213→\n 214→\tfor hint_key in hint_keys:\n 215→\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n 216→\t\tif label == null or not is_instance_valid(label):\n 217→\t\t\tcontinue\n 218→\n 219→\t\t# Center horizontally, stack vertically above player\n 220→\t\tvar label_size := label.size\n 221→\t\tvar x_pos := screen_center.x - label_size.x / 2.0\n 222→\t\tvar y_pos := screen_center.y + HINT_OFFSET_Y - (index * HINT_SPACING)\n 223→\n 224→\t\tlabel.position = Vector2(x_pos, y_pos)\n 225→\t\tindex += 1\n 226→\n 227→\n 228→## Dismiss all hints.\n 229→func dismiss_hints() -> void:\n 230→\tfor hint_key in _hint_labels.keys():\n 231→\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n 232→\t\tif label != null and is_instance_valid(label):\n 233→\t\t\tlabel.queue_free()\n 234→\n 235→\t_hint_labels.clear()\n 236→\t_hints_showing = false\n 237→\t_dismiss_timer.stop()\n 238→\t_log_to_file(\"All hints dismissed\")\n 239→\n 240→\n 241→## Called when the dismiss timer times out.\n 242→func _on_dismiss_timer_timeout() -> void:\n 243→\tdismiss_hints()\n 244→\n 245→\n 246→## Clean up when component is removed.\n 247→func _exit_tree() -> void:\n 248→\tdismiss_hints()\n 249→\n 250→\n 251→## Log a message to the file logger if available.\n 252→func _log_to_file(message: String) -> void:\n 253→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 254→\tif file_logger and file_logger.has_method(\"log_info\"):\n 255→\t\tfile_logger.log_info(\"[WeaponHintsComponent] \" + message)\n 256→\telse:\n 257→\t\tprint(\"[WeaponHintsComponent] \" + message)\n 258→\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": null, | |
| "session_id": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "0077a299-f6dc-4136-9a29-94c720dc177f", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/components/weapon_hints_component.gd", | |
| "content": "extends Node\n## WeaponHintsComponent - Shows weapon-specific tutorial hints when equipping new weapons.\n##\n## This component displays floating hints above the player explaining the unique\n## features of each weapon. It respects the user's preference from WeaponHintsSettings:\n## - ALWAYS: Show hints every time\n## - FIRST_TIME_ONLY: Show hints only for first use of each weapon\n## - NEVER: Never show hints\n##\n## Issue #809: добавь обучение новому оружию (add weapon training)\n##\n## Usage:\n## 1. Add this component to a level script\n## 2. Call setup() with the player node and UI container\n## 3. Component will automatically show hints based on current weapon\n\nclass_name WeaponHintsComponent\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container for hints.\nvar _ui: Control = null\n\n## Currently equipped weapon ID.\nvar _current_weapon_id: String = \"\"\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\nvar _hint_labels: Dictionary = {}\n\n## Whether hints are currently being displayed.\nvar _hints_showing: bool = false\n\n## Timer for auto-dismissing hints.\nvar _dismiss_timer: Timer = null\n\n## Duration to show hints before auto-dismiss (seconds).\nconst HINT_DURATION: float = 8.0\n\n## Vertical spacing between stacked hints.\nconst HINT_SPACING := 60\n\n## Vertical offset from player position.\nconst HINT_OFFSET_Y := -100\n\n## Hint color for weapon hints (light blue/cyan).\nconst HINT_COLOR := Color(0.5, 0.9, 1.0, 1.0)\n\n## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}\n\t]\n}\n\n\nfunc _ready() -> void:\n\t# Create dismiss timer\n\t_dismiss_timer = Timer.new()\n\t_dismiss_timer.one_shot = true\n\t_dismiss_timer.timeout.connect(_on_dismiss_timer_timeout)\n\tadd_child(_dismiss_timer)\n\n\n## Setup the component with required references.\n## @param player: The player node to follow.\n## @param ui: The UI Control node to add hints to.\nfunc setup(player: Node2D, ui: Control) -> void:\n\t_player = player\n\t_ui = ui\n\n\tif _player == null:\n\t\tpush_warning(\"[WeaponHintsComponent] Player is null\")\n\t\treturn\n\n\t# Get current weapon from GameManager\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"get_selected_weapon\"):\n\t\t_current_weapon_id = game_manager.get_selected_weapon()\n\t\t_try_show_hints()\n\n\n## Called every frame to update hint positions.\nfunc _process(_delta: float) -> void:\n\tif _hints_showing:\n\t\t_update_hint_positions()\n\n\n## Try to show hints for the current weapon based on settings.\nfunc _try_show_hints() -> void:\n\tif _current_weapon_id.is_empty():\n\t\treturn\n\n\tvar settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif settings == null:\n\t\t# Settings not available, default to showing hints\n\t\t_show_weapon_hints(_current_weapon_id)\n\t\treturn\n\n\tif settings.should_show_hints(_current_weapon_id):\n\t\t_show_weapon_hints(_current_weapon_id)\n\t\t# Mark weapon as seen for FIRST_TIME_ONLY mode\n\t\tsettings.mark_weapon_seen(_current_weapon_id)\n\n\n## Show hints for a specific weapon.\n## @param weapon_id: The weapon identifier.\nfunc _show_weapon_hints(weapon_id: String) -> void:\n\tif not weapon_id in WEAPON_HINTS:\n\t\t_log_to_file(\"No hints defined for weapon: %s\" % weapon_id)\n\t\treturn\n\n\tif _ui == null:\n\t\tpush_warning(\"[WeaponHintsComponent] UI is null, cannot show hints\")\n\t\treturn\n\n\t_log_to_file(\"Showing hints for weapon: %s\" % weapon_id)\n\n\tvar hints: Array = WEAPON_HINTS[weapon_id]\n\tfor hint in hints:\n\t\t_show_hint(hint[\"key\"], hint[\"text\"])\n\n\t_hints_showing = true\n\n\t# Start dismiss timer\n\t_dismiss_timer.start(HINT_DURATION)\n\n\n## Show a single hint with the given key and text.\n## @param hint_key: Unique identifier for this hint.\n## @param text: BBCode-formatted text to display.\nfunc _show_hint(hint_key: String, text: String) -> void:\n\tif hint_key in _hint_labels:\n\t\t# Already showing this hint\n\t\treturn\n\n\tvar hint_label := RichTextLabel.new()\n\thint_label.name = \"WeaponHint_\" + hint_key\n\thint_label.bbcode_enabled = true\n\thint_label.fit_content = true\n\thint_label.scroll_active = false\n\thint_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\t# Style the hint\n\thint_label.add_theme_color_override(\"default_color\", HINT_COLOR)\n\thint_label.add_theme_font_size_override(\"normal_font_size\", 16)\n\n\t# Center text\n\thint_label.text = \"[center]\" + text + \"[/center]\"\n\n\t# Add semi-transparent background\n\tvar style := StyleBoxFlat.new()\n\tstyle.bg_color = Color(0.0, 0.0, 0.0, 0.7)\n\tstyle.corner_radius_top_left = 4\n\tstyle.corner_radius_top_right = 4\n\tstyle.corner_radius_bottom_left = 4\n\tstyle.corner_radius_bottom_right = 4\n\tstyle.content_margin_left = 10\n\tstyle.content_margin_right = 10\n\tstyle.content_margin_top = 5\n\tstyle.content_margin_bottom = 5\n\thint_label.add_theme_stylebox_override(\"normal\", style)\n\n\t# Add to UI\n\t_ui.add_child(hint_label)\n\t_hint_labels[hint_key] = hint_label\n\n\t# Initial position update\n\t_update_hint_positions()\n\n\n## Update positions of all hint labels to follow the player.\nfunc _update_hint_positions() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t# Get player screen position\n\tvar camera: Camera2D = _player.get_node_or_null(\"Camera2D\")\n\tvar screen_center := get_viewport().get_visible_rect().size / 2.0\n\n\t# Calculate position above player\n\tvar hint_keys := _hint_labels.keys()\n\tvar index := 0\n\n\tfor hint_key in hint_keys:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif label == null or not is_instance_valid(label):\n\t\t\tcontinue\n\n\t\t# Center horizontally, stack vertically above player\n\t\tvar label_size := label.size\n\t\tvar x_pos := screen_center.x - label_size.x / 2.0\n\t\tvar y_pos := screen_center.y + HINT_OFFSET_Y - (index * HINT_SPACING)\n\n\t\tlabel.position = Vector2(x_pos, y_pos)\n\t\tindex += 1\n\n\n## Dismiss all hints.\nfunc dismiss_hints() -> void:\n\tfor hint_key in _hint_labels.keys():\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif label != null and is_instance_valid(label):\n\t\t\tlabel.queue_free()\n\n\t_hint_labels.clear()\n\t_hints_showing = false\n\t_dismiss_timer.stop()\n\t_log_to_file(\"All hints dismissed\")\n\n\n## Called when the dismiss timer times out.\nfunc _on_dismiss_timer_timeout() -> void:\n\tdismiss_hints()\n\n\n## Clean up when component is removed.\nfunc _exit_tree() -> void:\n\tdismiss_hints()\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[WeaponHintsComponent] \" + message)\n\telse:\n\t\tprint(\"[WeaponHintsComponent] \" + message)\n", | |
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| [2026-03-11T21:42:59.738Z] [INFO] method: 'post', | |
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| [2026-03-11T21:42:59.741Z] [INFO] timeout: 600000, | |
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| "text": "Now I understand the current implementation. The current weapon hints use their own custom strings (lines 51-83), but the user wants to use \"the same training strings that are on the Labyrinth map.\"\n\nLooking at the Labyrinth code, the training strings use a specific format with:\n- `[color=#ff4444]` for active/next keys (red)\n- `[color=#888888]` for completed steps (grey)\n- Russian text like \"Перезарядись\", \"Взведи курок\", \"Прицелься через оптику\"\n\nThe user feedback is clear:\n1. Move select from Experimental to Gameplay (probably Difficulty menu as that's the gameplay settings)\n2. Use the same training strings as Labyrinth\n\nLet me now:\n1. First, complete the merge resolution \n2. Remove weapon hints from ExperimentalMenu and add to DifficultyMenu\n3. Update the weapon hints component to use Labyrinth-style strings\n\nLet me check the current experimental_menu.gd to see what needs to be cleaned up." | |
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| "content": " 1→extends CanvasLayer\n 2→## Experimental features menu.\n 3→##\n 4→## Allows the player to enable/disable experimental game features.\n 5→## All experimental features are disabled by default.\n 6→## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n 7→\n 8→## Signal emitted when the back button is pressed.\n 9→signal back_pressed\n 10→\n 11→## Reference to UI elements.\n 12→@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n 13→@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n 14→@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n 15→@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n 16→@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n 17→@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n 18→@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n 19→@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n 20→@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n 21→@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n 22→@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n 23→@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n 24→@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n 25→@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n 26→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n 27→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n 28→\n 29→## Reference to the unlock table menu scene.\n 30→var unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n 31→\n 32→## The instantiated unlock table menu.\n 33→var unlock_table_menu: CanvasLayer = null\n 34→\n 35→\n 36→func _ready() -> void:\n 37→\t# Connect button signals\n 38→\tfov_checkbox.toggled.connect(_on_fov_toggled)\n 39→\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n 40→\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n 41→\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n 42→\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n 43→\treplay_checkbox.toggled.connect(_on_replay_toggled)\n 44→\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n 45→\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n 46→\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n 47→\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n 48→\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n 49→\t_setup_weapon_hints_option()\n 50→\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n 51→\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n 52→\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n 53→\tback_button.pressed.connect(_on_back_pressed)\n 54→\n 55→\t# Update UI based on current settings\n 56→\t_update_ui()\n 57→\n 58→\t# Connect to settings changes\n 59→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 60→\tif experimental_settings:\n 61→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 62→\n 63→\t# Set process mode to allow input while paused\n 64→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 65→\n 66→\n 67→func _update_ui() -> void:\n 68→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 69→\tif experimental_settings == null:\n 70→\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n 71→\t\treturn\n 72→\n 73→\t# Update checkbox state (inverted: checked = FOV disabled)\n 74→\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n 75→\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n 76→\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n 77→\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n 78→\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n 79→\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n 80→\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n 81→\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n 82→\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n 83→\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n 84→\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n 85→\n 86→\t# Update weapon hints option\n 87→\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n 88→\tif weapon_hints_settings:\n 89→\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n 90→\t\tweapon_hints_option.select(current_mode)\n 91→\n 92→\t# Update status label - show status of all settings\n 93→\tvar status_parts: Array[String] = []\n 94→\tif experimental_settings.is_fov_enabled():\n 95→\t\tstatus_parts.append(\"FOV: 100° cone\")\n 96→\tif experimental_settings.is_complex_grenade_throwing():\n 97→\t\tstatus_parts.append(\"Grenades: complex throwing\")\n 98→\tif experimental_settings.is_ai_prediction_enabled():\n 99→\t\tstatus_parts.append(\"AI: player prediction\")\n 100→\tif experimental_settings.is_debug_mode_enabled():\n 101→\t\tstatus_parts.append(\"Debug mode\")\n 102→\tif experimental_settings.is_invincibility_enabled():\n 103→\t\tstatus_parts.append(\"Invincibility\")\n 104→\tif experimental_settings.is_replay_enabled():\n 105→\t\tstatus_parts.append(\"Replay viewing\")\n 106→\tif experimental_settings.is_logging_enabled():\n 107→\t\tstatus_parts.append(\"Log recording\")\n 108→\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n 109→\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n 110→\tif experimental_settings.is_fps_counter_enabled():\n 111→\t\tstatus_parts.append(\"FPS counter\")\n 112→\tif experimental_settings.is_fps_drop_logging_enabled():\n 113→\t\tstatus_parts.append(\"FPS drop logging\")\n 114→\tif experimental_settings.is_all_weapons_unlocked():\n 115→\t\tstatus_parts.append(\"All weapons unlocked\")\n 116→\n 117→\tif status_parts.is_empty():\n 118→\t\tstatus_label.text = \"All experimental features disabled\"\n 119→\telse:\n 120→\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n 121→\n 122→\n 123→func _on_fov_toggled(disabled: bool) -> void:\n 124→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 125→\tif experimental_settings:\n 126→\t\t# Inverted: checkbox checked = FOV disabled\n 127→\t\texperimental_settings.set_fov_enabled(not disabled)\n 128→\t_update_ui()\n 129→\n 130→\n 131→func _on_complex_grenade_toggled(enabled: bool) -> void:\n 132→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 133→\tif experimental_settings:\n 134→\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n 135→\t_update_ui()\n 136→\n 137→\n 138→func _on_ai_prediction_toggled(enabled: bool) -> void:\n 139→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 140→\tif experimental_settings:\n 141→\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n 142→\t_update_ui()\n 143→\n 144→\n 145→func _on_debug_mode_toggled(enabled: bool) -> void:\n 146→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 147→\tif experimental_settings:\n 148→\t\texperimental_settings.set_debug_mode_enabled(enabled)\n 149→\t# Also sync to GameManager for runtime signal emission\n 150→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 151→\tif game_manager and game_manager.has_method(\"is_debug_mode_enabled\"):\n 152→\t\tif game_manager.debug_mode_enabled != enabled:\n 153→\t\t\tgame_manager.debug_mode_enabled = enabled\n 154→\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n 155→\t_update_ui()\n 156→\n 157→\n 158→func _on_invincibility_toggled(enabled: bool) -> void:\n 159→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 160→\tif experimental_settings:\n 161→\t\texperimental_settings.set_invincibility_enabled(enabled)\n 162→\t# Also sync to GameManager for runtime signal emission\n 163→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 164→\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n 165→\t\tif game_manager.invincibility_enabled != enabled:\n 166→\t\t\tgame_manager.invincibility_enabled = enabled\n 167→\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n 168→\t_update_ui()\n 169→\n 170→\n 171→func _on_replay_toggled(enabled: bool) -> void:\n 172→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 173→\tif experimental_settings:\n 174→\t\texperimental_settings.set_replay_enabled(enabled)\n 175→\t_update_ui()\n 176→\n 177→\n 178→func _on_logging_toggled(enabled: bool) -> void:\n 179→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 180→\tif experimental_settings:\n 181→\t\texperimental_settings.set_logging_enabled(enabled)\n 182→\t_update_ui()\n 183→\n 184→\n 185→func _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n 186→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 187→\tif experimental_settings:\n 188→\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n 189→\t_update_ui()\n 190→\n 191→\n 192→func _on_fps_counter_toggled(enabled: bool) -> void:\n 193→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 194→\tif experimental_settings:\n 195→\t\texperimental_settings.set_fps_counter_enabled(enabled)\n 196→\t_update_ui()\n 197→\n 198→\n 199→func _on_fps_drop_logging_toggled(enabled: bool) -> void:\n 200→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 201→\tif experimental_settings:\n 202→\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n 203→\t_update_ui()\n 204→\n 205→\n 206→func _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n 207→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 208→\tif experimental_settings:\n 209→\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n 210→\t_update_ui()\n 211→\n 212→\n 213→func _on_delete_saves_pressed() -> void:\n 214→\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n 215→\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n 216→\t\tpersist_manager.clear_all_saves()\n 217→\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n 218→\n 219→\n 220→func _on_unlock_table_pressed() -> void:\n 221→\t# Instantiate unlock table menu on first use.\n 222→\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n 223→\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n 224→\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n 225→\t_log(\"Unlock table button pressed\")\n 226→\tif unlock_table_menu == null:\n 227→\t\t_log(\"Creating new unlock table menu instance\")\n 228→\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n 229→\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n 230→\t\t# Add to root node to avoid any CanvasLayer nesting issues\n 231→\t\tget_tree().root.add_child(unlock_table_menu)\n 232→\t\t_log(\"Unlock table menu added to /root, calling show()\")\n 233→\t\t# Explicitly show after adding to tree\n 234→\t\tunlock_table_menu.show()\n 235→\telse:\n 236→\t\t_log(\"Showing existing unlock table menu\")\n 237→\t\t# Refresh and show existing instance\n 238→\t\tif unlock_table_menu.has_method(\"refresh\"):\n 239→\t\t\tunlock_table_menu.refresh()\n 240→\t\tunlock_table_menu.show()\n 241→\n 242→\n 243→func _on_unlock_table_back_pressed() -> void:\n 244→\t_log(\"Unlock table back button pressed\")\n 245→\tif unlock_table_menu:\n 246→\t\tunlock_table_menu.hide()\n 247→\n 248→\n 249→func _on_back_pressed() -> void:\n 250→\tback_pressed.emit()\n 251→\n 252→\n 253→func _on_settings_changed() -> void:\n 254→\t_update_ui()\n 255→\n 256→\n 257→## Log a message to the file logger if available.\n 258→func _log(message: String) -> void:\n 259→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 260→\tif file_logger and file_logger.has_method(\"log_info\"):\n 261→\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n 262→\telse:\n 263→\t\tprint(\"[ExperimentalMenu] \" + message)\n 264→\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": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "6dda9848-b757-4965-9534-b1970e42f8c5", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/ui/experimental_menu.gd", | |
| "content": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n", | |
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| } | |
| } | |
| } | |
| [2026-03-11T21:43:09.429Z] [INFO] [log_a5ab25] sending request { | |
| [2026-03-11T21:43:09.430Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:09.430Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:43:09.430Z] [INFO] options: { | |
| [2026-03-11T21:43:09.430Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:09.430Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:43:09.430Z] [INFO] body: { | |
| [2026-03-11T21:43:09.431Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:43:09.431Z] [INFO] messages: [Array], | |
| [2026-03-11T21:43:09.431Z] [INFO] system: [Array], | |
| [2026-03-11T21:43:09.431Z] [INFO] tools: [Array], | |
| [2026-03-11T21:43:09.431Z] [INFO] tool_choice: undefined, | |
| [2026-03-11T21:43:09.431Z] [INFO] metadata: [Object], | |
| [2026-03-11T21:43:09.431Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:43:09.431Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:43:09.431Z] [INFO] temperature: 1, | |
| [2026-03-11T21:43:09.432Z] [INFO] stream: true | |
| [2026-03-11T21:43:09.432Z] [INFO] }, | |
| [2026-03-11T21:43:09.432Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:43:09.432Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:43:09.432Z] [INFO] stream: true | |
| [2026-03-11T21:43:09.433Z] [INFO] }, | |
| [2026-03-11T21:43:09.433Z] [INFO] headers: { | |
| [2026-03-11T21:43:09.433Z] [INFO] accept: 'application/json', | |
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| [2026-03-11T21:43:09.433Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:43:09.433Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:43:09.433Z] [INFO] authorization: '***', | |
| [2026-03-11T21:43:09.433Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:43:09.433Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:43:09.433Z] [INFO] 'x-app': 'cli', | |
| [2026-03-11T21:43:09.434Z] [INFO] 'x-stainless-arch': 'x64', | |
| [2026-03-11T21:43:09.434Z] [INFO] 'x-stainless-lang': 'js', | |
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| "text": "I see that the conflict has been resolved but the `_setup_weapon_hints_option` and `_on_weapon_hints_selected` functions were removed. The experimental_menu.gd still references `weapon_hints_option` at line 23 and tries to call `_setup_weapon_hints_option()` at line 49 and connects `_on_weapon_hints_selected` at line 50, but those functions are now missing!\n\nI need to:\n1. Remove weapon hints references from experimental_menu.gd \n2. Remove weapon hints UI elements from ExperimentalMenu.tscn\n3. Add weapon hints to DifficultyMenu.tscn and difficulty_menu.gd\n4. Update weapon hints component to use Labyrinth-style strings\n\nLet me start by fixing the experimental_menu.gd and .tscn files, then add to Difficulty menu." | |
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| "old_string": "@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton", | |
| "new_string": "@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton" | |
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| "content": "The file /tmp/gh-issue-solver-1773265265964/scripts/ui/experimental_menu.gd has been updated successfully." | |
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| "oldString": "@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton", | |
| "newString": "@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton", | |
| "originalFile": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n", | |
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| { | |
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| "lines": [ | |
| " @onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox", | |
| " @onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox", | |
| " @onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox", | |
| "-@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption", | |
| " @onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton", | |
| " @onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton", | |
| " @onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton" | |
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| "originalFile": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n", | |
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| "oldString": "\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings", | |
| "newString": "\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update status label - show status of all settings", | |
| "originalFile": "extends CanvasLayer\n## Experimental features menu.\n##\n## Allows the player to enable/disable experimental game features.\n## All experimental features are disabled by default.\n## Note: Night Mode (realistic visibility) has been moved to the Difficulty menu.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var fov_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FOVContainer/FOVCheckbox\n@onready var complex_grenade_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ComplexGrenadeContainer/ComplexGrenadeCheckbox\n@onready var ai_prediction_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AIPredictionContainer/AIPredictionCheckbox\n@onready var debug_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DebugModeContainer/DebugModeCheckbox\n@onready var invincibility_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/InvincibilityContainer/InvincibilityCheckbox\n@onready var replay_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/ReplayContainer/ReplayCheckbox\n@onready var logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/LoggingContainer/LoggingCheckbox\n@onready var enemy_flashlight_blinding_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/EnemyFlashlightBlindingContainer/EnemyFlashlightBlindingCheckbox\n@onready var fps_counter_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsCounterContainer/FpsCounterCheckbox\n@onready var fps_drop_logging_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/FpsDropLoggingContainer/FpsDropLoggingCheckbox\n@onready var all_weapons_unlocked_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer/AllWeaponsUnlockedCheckbox\n@onready var delete_saves_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/DeleteSavesContainer/DeleteSavesButton\n@onready var unlock_table_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/UnlockTableContainer/UnlockTableButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/StatusLabel\n\n## Reference to the unlock table menu scene.\nvar unlock_table_menu_scene: PackedScene = preload(\"res://scenes/ui/UnlockTableMenu.tscn\")\n\n## The instantiated unlock table menu.\nvar unlock_table_menu: CanvasLayer = null\n\n\nfunc _ready() -> void:\n\t# Connect button signals\n\tfov_checkbox.toggled.connect(_on_fov_toggled)\n\tcomplex_grenade_checkbox.toggled.connect(_on_complex_grenade_toggled)\n\tai_prediction_checkbox.toggled.connect(_on_ai_prediction_toggled)\n\tdebug_mode_checkbox.toggled.connect(_on_debug_mode_toggled)\n\tinvincibility_checkbox.toggled.connect(_on_invincibility_toggled)\n\treplay_checkbox.toggled.connect(_on_replay_toggled)\n\tlogging_checkbox.toggled.connect(_on_logging_toggled)\n\tenemy_flashlight_blinding_checkbox.toggled.connect(_on_enemy_flashlight_blinding_toggled)\n\tfps_counter_checkbox.toggled.connect(_on_fps_counter_toggled)\n\tfps_drop_logging_checkbox.toggled.connect(_on_fps_drop_logging_toggled)\n\tall_weapons_unlocked_checkbox.toggled.connect(_on_all_weapons_unlocked_toggled)\n\tdelete_saves_button.pressed.connect(_on_delete_saves_pressed)\n\tunlock_table_button.pressed.connect(_on_unlock_table_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update UI based on current settings\n\t_update_ui()\n\n\t# Connect to settings changes\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_ui() -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings == null:\n\t\tstatus_label.text = \"Error: ExperimentalSettings not found\"\n\t\treturn\n\n\t# Update checkbox state (inverted: checked = FOV disabled)\n\tfov_checkbox.button_pressed = not experimental_settings.is_fov_enabled()\n\tcomplex_grenade_checkbox.button_pressed = experimental_settings.is_complex_grenade_throwing()\n\tai_prediction_checkbox.button_pressed = experimental_settings.is_ai_prediction_enabled()\n\tdebug_mode_checkbox.button_pressed = experimental_settings.is_debug_mode_enabled()\n\tinvincibility_checkbox.button_pressed = experimental_settings.is_invincibility_enabled()\n\treplay_checkbox.button_pressed = experimental_settings.is_replay_enabled()\n\tlogging_checkbox.button_pressed = experimental_settings.is_logging_enabled()\n\tenemy_flashlight_blinding_checkbox.button_pressed = experimental_settings.is_enemy_flashlight_blinding_enabled()\n\tfps_counter_checkbox.button_pressed = experimental_settings.is_fps_counter_enabled()\n\tfps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()\n\tall_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()\n\n\t# Update weapon hints option\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\n\t# Update status label - show status of all settings\n\tvar status_parts: Array[String] = []\n\tif experimental_settings.is_fov_enabled():\n\t\tstatus_parts.append(\"FOV: 100° cone\")\n\tif experimental_settings.is_complex_grenade_throwing():\n\t\tstatus_parts.append(\"Grenades: complex throwing\")\n\tif experimental_settings.is_ai_prediction_enabled():\n\t\tstatus_parts.append(\"AI: player prediction\")\n\tif experimental_settings.is_debug_mode_enabled():\n\t\tstatus_parts.append(\"Debug mode\")\n\tif experimental_settings.is_invincibility_enabled():\n\t\tstatus_parts.append(\"Invincibility\")\n\tif experimental_settings.is_replay_enabled():\n\t\tstatus_parts.append(\"Replay viewing\")\n\tif experimental_settings.is_logging_enabled():\n\t\tstatus_parts.append(\"Log recording\")\n\tif experimental_settings.is_enemy_flashlight_blinding_enabled():\n\t\tstatus_parts.append(\"Enemy flashlight blinding\")\n\tif experimental_settings.is_fps_counter_enabled():\n\t\tstatus_parts.append(\"FPS counter\")\n\tif experimental_settings.is_fps_drop_logging_enabled():\n\t\tstatus_parts.append(\"FPS drop logging\")\n\tif experimental_settings.is_all_weapons_unlocked():\n\t\tstatus_parts.append(\"All weapons unlocked\")\n\n\tif status_parts.is_empty():\n\t\tstatus_label.text = \"All experimental features disabled\"\n\telse:\n\t\tstatus_label.text = \"Enabled: \" + \", \".join(status_parts)\n\n\nfunc _on_fov_toggled(disabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\t# Inverted: checkbox checked = FOV disabled\n\t\texperimental_settings.set_fov_enabled(not disabled)\n\t_update_ui()\n\n\nfunc _on_complex_grenade_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_complex_grenade_throwing(enabled)\n\t_update_ui()\n\n\nfunc _on_ai_prediction_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_ai_prediction_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_debug_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_debug_mode_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\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\tif game_manager.debug_mode_enabled != enabled:\n\t\t\tgame_manager.debug_mode_enabled = enabled\n\t\t\tgame_manager.debug_mode_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_invincibility_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_invincibility_enabled(enabled)\n\t# Also sync to GameManager for runtime signal emission\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"is_invincibility_enabled\"):\n\t\tif game_manager.invincibility_enabled != enabled:\n\t\t\tgame_manager.invincibility_enabled = enabled\n\t\t\tgame_manager.invincibility_toggled.emit(enabled)\n\t_update_ui()\n\n\nfunc _on_replay_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_replay_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_enemy_flashlight_blinding_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_enemy_flashlight_blinding_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_counter_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_counter_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_fps_drop_logging_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_fps_drop_logging_enabled(enabled)\n\t_update_ui()\n\n\nfunc _on_all_weapons_unlocked_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_all_weapons_unlocked(enabled)\n\t_update_ui()\n\n\nfunc _on_delete_saves_pressed() -> void:\n\tvar persist_manager: Node = get_node_or_null(\"/root/PersistManager\")\n\tif persist_manager and persist_manager.has_method(\"clear_all_saves\"):\n\t\tpersist_manager.clear_all_saves()\n\tstatus_label.text = \"Saves deleted. Game reset to first-launch state.\"\n\n\nfunc _on_unlock_table_pressed() -> void:\n\t# Instantiate unlock table menu on first use.\n\t# IMPORTANT: Add to /root to avoid nested CanvasLayer visibility issues in Godot 4.\n\t# When a CanvasLayer is instanced as a child of another CanvasLayer,\n\t# visibility does not work correctly. See: https://github.com/godotengine/godot/issues/84912\n\t_log(\"Unlock table button pressed\")\n\tif unlock_table_menu == null:\n\t\t_log(\"Creating new unlock table menu instance\")\n\t\tunlock_table_menu = unlock_table_menu_scene.instantiate()\n\t\tunlock_table_menu.back_pressed.connect(_on_unlock_table_back_pressed)\n\t\t# Add to root node to avoid any CanvasLayer nesting issues\n\t\tget_tree().root.add_child(unlock_table_menu)\n\t\t_log(\"Unlock table menu added to /root, calling show()\")\n\t\t# Explicitly show after adding to tree\n\t\tunlock_table_menu.show()\n\telse:\n\t\t_log(\"Showing existing unlock table menu\")\n\t\t# Refresh and show existing instance\n\t\tif unlock_table_menu.has_method(\"refresh\"):\n\t\t\tunlock_table_menu.refresh()\n\t\tunlock_table_menu.show()\n\n\nfunc _on_unlock_table_back_pressed() -> void:\n\t_log(\"Unlock table back button pressed\")\n\tif unlock_table_menu:\n\t\tunlock_table_menu.hide()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_ui()\n\n\n## Log a message to the file logger if available.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ExperimentalMenu] \" + message)\n\telse:\n\t\tprint(\"[ExperimentalMenu] \" + message)\n", | |
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| " fps_drop_logging_checkbox.button_pressed = experimental_settings.is_fps_drop_logging_enabled()", | |
| " all_weapons_unlocked_checkbox.button_pressed = experimental_settings.is_all_weapons_unlocked()", | |
| " ", | |
| "- # Update weapon hints option", | |
| "- var weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")", | |
| "- if weapon_hints_settings:", | |
| "- var current_mode: int = weapon_hints_settings.get_hint_mode()", | |
| "- weapon_hints_option.select(current_mode)", | |
| "-", | |
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Disabled by default.\"\nhorizontal_alignment = 1\nautowrap_mode = 2\n\n[node name=\"HSeparator11\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\nlayout_mode = 2\nsize_flags_horizontal = 3\ntext = \"Unlock All Weapons\"\n\n[node name=\"AllWeaponsUnlockedCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer/AllWeaponsUnlockedContainer\"]\nlayout_mode = 2\n\n[node name=\"AllWeaponsUnlockedDescription\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/ScrollContainer/VBoxContainer\"]\nlayout_mode = 2\ntext = \"When enabled, all weapons, grenades, and items are\nunlocked in the armory. 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| [2026-03-11T21:43:40.190Z] [INFO] [log_c96c5c] sending request { | |
| [2026-03-11T21:43:40.190Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:40.191Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:43:40.191Z] [INFO] options: { | |
| [2026-03-11T21:43:40.191Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:40.191Z] [INFO] path: '/v1/messages?beta=true', | |
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| [2026-03-11T21:43:40.191Z] [INFO] model: 'claude-opus-4-5-20251101', | |
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| [2026-03-11T21:43:40.192Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:43:40.193Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:43:40.193Z] [INFO] temperature: 1, | |
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| [2026-03-11T21:43:40.193Z] [INFO] }, | |
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| [2026-03-11T21:43:40.194Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
| [2026-03-11T21:43:40.194Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:43:40.194Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:43:40.194Z] [INFO] authorization: '***', | |
| [2026-03-11T21:43:40.194Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:43:40.194Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:43:40.194Z] [INFO] 'x-app': 'cli', | |
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| [2026-03-11T21:43:40.195Z] [INFO] 'x-stainless-lang': 'js', | |
| [2026-03-11T21:43:40.195Z] [INFO] 'x-stainless-os': 'Linux', | |
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| [2026-03-11T21:43:41.878Z] [INFO] [log_c96c5c, request-id: "req_011CYx2HHCg5Jj2iwqraa8n1"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1689ms | |
| [2026-03-11T21:43:41.879Z] [INFO] [log_c96c5c] response start { | |
| [2026-03-11T21:43:41.879Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
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| [2026-03-11T21:43:41.880Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f', | |
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| "content": " 1→extends CanvasLayer\n 2→## Difficulty selection menu.\n 3→##\n 4→## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n 5→## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n 6→## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n 7→## Normal mode: Classic game behavior\n 8→## Hard mode: Enemies react when player looks away, reduced ammo\n 9→## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n 10→## Also includes a Night Mode toggle right under the Difficulty title.\n 11→##\n 12→## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n 13→\n 14→## Signal emitted when the back button is pressed.\n 15→signal back_pressed\n 16→\n 17→## Reference to UI elements.\n 18→@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n 19→@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n 20→@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n 21→@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n 22→@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n 23→@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n 24→@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n 25→@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n 26→\n 27→## Gothic bitmap font for Black Metal button (Issue #1014).\n 28→var _gothic_font: Font = null\n 29→\n 30→## Path to the Gothic bitmap font file.\n 31→const GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n 32→\n 33→## Gradient colors for Power Fantasy text (Issue #1014).\n 34→## Bright vibrant gradient from cyan through magenta to yellow.\n 35→const POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n 36→\tColor(0.0, 1.0, 1.0), # Cyan\n 37→\tColor(0.5, 0.0, 1.0), # Purple\n 38→\tColor(1.0, 0.0, 1.0), # Magenta\n 39→\tColor(1.0, 0.5, 0.0), # Orange\n 40→\tColor(1.0, 1.0, 0.0), # Yellow\n 41→]\n 42→\n 43→## RichTextLabel for Power Fantasy gradient text (Issue #1014).\n 44→var _power_fantasy_label: RichTextLabel = null\n 45→\n 46→\n 47→func _ready() -> void:\n 48→\t# Load gothic font for Black Metal button (Issue #1014)\n 49→\t_load_gothic_font()\n 50→\n 51→\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n 52→\t_setup_power_fantasy_button()\n 53→\t_setup_black_metal_button()\n 54→\t# Connect button signals\n 55→\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n 56→\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n 57→\teasy_button.pressed.connect(_on_easy_pressed)\n 58→\tnormal_button.pressed.connect(_on_normal_pressed)\n 59→\thard_button.pressed.connect(_on_hard_pressed)\n 60→\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n 61→\tback_button.pressed.connect(_on_back_pressed)\n 62→\n 63→\t# Update button states based on current difficulty\n 64→\t_update_button_states()\n 65→\n 66→\t# Connect to difficulty changes\n 67→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 68→\tif difficulty_manager:\n 69→\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n 70→\n 71→\t# Connect to experimental settings changes (for night mode)\n 72→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 73→\tif experimental_settings:\n 74→\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n 75→\n 76→\t# Set process mode to allow input while paused\n 77→\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n 78→\n 79→\n 80→func _update_button_states() -> void:\n 81→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 82→\tif difficulty_manager == null:\n 83→\t\treturn\n 84→\n 85→\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n 86→\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n 87→\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n 88→\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n 89→\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n 90→\n 91→\t# Highlight current difficulty - disable the selected button\n 92→\tpower_fantasy_button.disabled = is_power_fantasy\n 93→\teasy_button.disabled = is_easy\n 94→\tnormal_button.disabled = is_normal\n 95→\thard_button.disabled = is_hard\n 96→\tblack_metal_button.disabled = is_black_metal\n 97→\n 98→\t# Update button text to show selection\n 99→\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n 100→\t_update_power_fantasy_text(is_power_fantasy)\n 101→\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n 102→\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n 103→\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n 104→\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n 105→\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n 106→\n 107→\t# Update night mode checkbox\n 108→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 109→\tif experimental_settings:\n 110→\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n 111→\n 112→\t# Update status label based on current difficulty\n 113→\tvar status_text: String = \"\"\n 114→\tif is_power_fantasy:\n 115→\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n 116→\telif is_easy:\n 117→\t\tstatus_text = \"Easy mode: Enemies react slower\"\n 118→\telif is_hard:\n 119→\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n 120→\telif is_black_metal:\n 121→\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n 122→\telse:\n 123→\t\tstatus_text = \"Normal mode: Classic gameplay\"\n 124→\n 125→\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n 126→\t\tstatus_text += \" | Night Mode ON\"\n 127→\n 128→\tstatus_label.text = status_text\n 129→\n 130→\n 131→func _on_night_mode_toggled(enabled: bool) -> void:\n 132→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 133→\tif experimental_settings:\n 134→\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n 135→\t_update_button_states()\n 136→\n 137→\n 138→func _on_power_fantasy_pressed() -> void:\n 139→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 140→\tif difficulty_manager:\n 141→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n 142→\t_update_button_states()\n 143→\n 144→\n 145→func _on_easy_pressed() -> void:\n 146→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 147→\tif difficulty_manager:\n 148→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n 149→\t_update_button_states()\n 150→\n 151→\n 152→func _on_normal_pressed() -> void:\n 153→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 154→\tif difficulty_manager:\n 155→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n 156→\t_update_button_states()\n 157→\n 158→\n 159→func _on_hard_pressed() -> void:\n 160→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 161→\tif difficulty_manager:\n 162→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n 163→\t_update_button_states()\n 164→\n 165→\n 166→func _on_black_metal_pressed() -> void:\n 167→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 168→\tif difficulty_manager:\n 169→\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n 170→\t_update_button_states()\n 171→\n 172→\n 173→func _on_back_pressed() -> void:\n 174→\tback_pressed.emit()\n 175→\n 176→\n 177→func _on_difficulty_changed(_new_difficulty: int) -> void:\n 178→\t_update_button_states()\n 179→\n 180→\n 181→func _on_settings_changed() -> void:\n 182→\t_update_button_states()\n 183→\n 184→\n 185→## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\n 186→func _load_gothic_font() -> void:\n 187→\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n 188→\t\tvar font = load(GOTHIC_FONT_PATH)\n 189→\t\tif font != null:\n 190→\t\t\t_gothic_font = font\n 191→\t\telse:\n 192→\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n 193→\telse:\n 194→\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n 195→\n 196→\n 197→## Sets up the Power Fantasy button with gradient text (Issue #1014).\n 198→## Creates a RichTextLabel overlay on the button for the gradient effect.\n 199→func _setup_power_fantasy_button() -> void:\n 200→\t# Hide the button's default text - we'll use a RichTextLabel overlay\n 201→\tpower_fantasy_button.text = \"\"\n 202→\n 203→\t# Create a CenterContainer to vertically center the RichTextLabel\n 204→\tvar center_container := CenterContainer.new()\n 205→\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n 206→\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 207→\n 208→\t# Create RichTextLabel for gradient text\n 209→\t_power_fantasy_label = RichTextLabel.new()\n 210→\t_power_fantasy_label.bbcode_enabled = true\n 211→\t_power_fantasy_label.scroll_active = false\n 212→\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 213→\t_power_fantasy_label.fit_content = true\n 214→\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n 215→\n 216→\tcenter_container.add_child(_power_fantasy_label)\n 217→\tpower_fantasy_button.add_child(center_container)\n 218→\n 219→\t# Apply initial gradient text\n 220→\t_update_power_fantasy_text(false)\n 221→\n 222→\n 223→## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n 224→## @param is_selected: Whether Power Fantasy mode is currently selected.\n 225→func _update_power_fantasy_text(is_selected: bool) -> void:\n 226→\tif _power_fantasy_label == null:\n 227→\t\treturn\n 228→\n 229→\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n 230→\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n 231→\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n 232→\n 233→\n 234→## Creates BBCode text with per-character gradient coloring (Issue #1014).\n 235→## @param text: The text to apply gradient to.\n 236→## @returns: BBCode formatted text with color tags for each character.\n 237→func _create_gradient_bbcode(text: String) -> String:\n 238→\tif text.is_empty():\n 239→\t\treturn \"\"\n 240→\n 241→\tvar result: String = \"\"\n 242→\tvar text_length: int = text.length()\n 243→\n 244→\tfor i in range(text_length):\n 245→\t\tvar char: String = text[i]\n 246→\n 247→\t\t# Skip whitespace characters (no color needed)\n 248→\t\tif char == \" \":\n 249→\t\t\tresult += \" \"\n 250→\t\t\tcontinue\n 251→\n 252→\t\t# Calculate gradient position (0.0 to 1.0)\n 253→\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n 254→\n 255→\t\t# Interpolate color along the gradient\n 256→\t\tvar color: Color = _sample_gradient(t)\n 257→\n 258→\t\t# Convert to hex and wrap character in color tag\n 259→\t\tvar hex_color: String = color.to_html(false)\n 260→\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n 261→\n 262→\treturn result\n 263→\n 264→\n 265→## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n 266→## @param t: Position along gradient (0.0 to 1.0).\n 267→## @returns: Interpolated color at the given position.\n 268→func _sample_gradient(t: float) -> Color:\n 269→\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n 270→\tvar num_colors: int = colors.size()\n 271→\n 272→\tif num_colors == 0:\n 273→\t\treturn Color.WHITE\n 274→\tif num_colors == 1:\n 275→\t\treturn colors[0]\n 276→\n 277→\t# Clamp t to valid range\n 278→\tt = clampf(t, 0.0, 1.0)\n 279→\n 280→\t# Calculate which segment we're in\n 281→\tvar segment_size: float = 1.0 / float(num_colors - 1)\n 282→\tvar segment_index: int = int(t / segment_size)\n 283→\n 284→\t# Clamp to valid segment index\n 285→\tif segment_index >= num_colors - 1:\n 286→\t\tsegment_index = num_colors - 2\n 287→\n 288→\t# Calculate position within segment\n 289→\tvar segment_t: float = (t - (float(segment_index) * segment_size)) / segment_size\n 290→\n 291→\t# Interpolate between the two colors\n 292→\treturn colors[segment_index].lerp(colors[segment_index + 1], segment_t)\n 293→\n 294→\n 295→## Sets up the Black Metal button with gothic font styling (Issue #1014).\n 296→func _setup_black_metal_button() -> void:\n 297→\tif _gothic_font != null:\n 298→\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n 299→\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n 300→\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n 301→\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n 302→\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n 303→\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n 304→\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": "f58bfc67-eb8b-4ec1-b083-9a63104c263b", | |
| "uuid": "c627cd2d-12fa-4349-872a-aeba74b6e287", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265265964/scripts/ui/difficulty_menu.gd", | |
| "content": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - we'll use a RichTextLabel overlay\n\tpower_fantasy_button.text = \"\"\n\n\t# Create a CenterContainer to vertically center the RichTextLabel\n\tvar center_container := CenterContainer.new()\n\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Create RichTextLabel for gradient text\n\t_power_fantasy_label = RichTextLabel.new()\n\t_power_fantasy_label.bbcode_enabled = true\n\t_power_fantasy_label.scroll_active = false\n\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t_power_fantasy_label.fit_content = true\n\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\tcenter_container.add_child(_power_fantasy_label)\n\tpower_fantasy_button.add_child(center_container)\n\n\t# Apply initial gradient text\n\t_update_power_fantasy_text(false)\n\n\n## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n## @param is_selected: Whether Power Fantasy mode is currently selected.\nfunc _update_power_fantasy_text(is_selected: bool) -> void:\n\tif _power_fantasy_label == null:\n\t\treturn\n\n\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n\n\n## Creates BBCode text with per-character gradient coloring (Issue #1014).\n## @param text: The text to apply gradient to.\n## @returns: BBCode formatted text with color tags for each character.\nfunc _create_gradient_bbcode(text: String) -> String:\n\tif text.is_empty():\n\t\treturn \"\"\n\n\tvar result: String = \"\"\n\tvar text_length: int = text.length()\n\n\tfor i in range(text_length):\n\t\tvar char: String = text[i]\n\n\t\t# Skip whitespace characters (no color needed)\n\t\tif char == \" \":\n\t\t\tresult += \" \"\n\t\t\tcontinue\n\n\t\t# Calculate gradient position (0.0 to 1.0)\n\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n\n\t\t# Interpolate color along the gradient\n\t\tvar color: Color = _sample_gradient(t)\n\n\t\t# Convert to hex and wrap character in color tag\n\t\tvar hex_color: String = color.to_html(false)\n\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n\n\treturn result\n\n\n## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n## @param t: Position along gradient (0.0 to 1.0).\n## @returns: Interpolated color at the given position.\nfunc _sample_gradient(t: float) -> Color:\n\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n\tvar num_colors: int = colors.size()\n\n\tif num_colors == 0:\n\t\treturn Color.WHITE\n\tif num_colors == 1:\n\t\treturn colors[0]\n\n\t# Clamp t to valid range\n\tt = clampf(t, 0.0, 1.0)\n\n\t# Calculate which segment we're in\n\tvar segment_size: float = 1.0 / float(num_colors - 1)\n\tvar segment_index: int = int(t / segment_size)\n\n\t# Clamp to valid segment index\n\tif segment_index >= num_colors - 1:\n\t\tsegment_index = num_colors - 2\n\n\t# Calculate position within segment\n\tvar segment_t: float = (t - (float(segment_index) * segment_size)) / segment_size\n\n\t# Interpolate between the two colors\n\treturn colors[segment_index].lerp(colors[segment_index + 1], segment_t)\n\n\n## Sets up the Black Metal button with gothic font styling (Issue #1014).\nfunc _setup_black_metal_button() -> void:\n\tif _gothic_font != null:\n\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n", | |
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| } | |
| [2026-03-11T21:43:43.085Z] [INFO] [log_bd9710] sending request { | |
| [2026-03-11T21:43:43.085Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:43.085Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:43:43.086Z] [INFO] options: { | |
| [2026-03-11T21:43:43.086Z] [INFO] method: 'post', | |
| [2026-03-11T21:43:43.086Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:43:43.086Z] [INFO] body: { | |
| [2026-03-11T21:43:43.086Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:43:43.086Z] [INFO] messages: [Array], | |
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| [2026-03-11T21:43:43.088Z] [INFO] }, | |
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| [2026-03-11T21:43:44.948Z] [INFO] date: 'Wed, 11 Mar 2026 21:43:44 GMT', | |
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| [2026-03-11T21:43:44.953Z] [INFO] [log_bd9710] response parsed { | |
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| [2026-03-11T21:43:44.953Z] [INFO] status: 200, | |
| [2026-03-11T21:43:44.953Z] [INFO] body: qG { | |
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| "model": "claude-opus-4-5-20251101", | |
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| { | |
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| "text": "Now I understand the difficulty_menu.gd structure. I need to add the weapon hints dropdown. Let me also read the DifficultyMenu.tscn to see the current UI structure." | |
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| "content": " 1→[gd_scene load_steps=4 format=3 uid=\"uid://c5qmk2v3nw8df\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/ui/difficulty_menu.gd\" id=\"1_difficulty\"]\n 4→[ext_resource type=\"LabelSettings\" uid=\"uid://c3qneonlabel01\" path=\"res://resources/themes/neon_label_settings.tres\" id=\"2_neon_label\"]\n 5→[ext_resource type=\"Theme\" uid=\"uid://c3qneonbtn01\" path=\"res://resources/themes/neon_button_theme.tres\" id=\"3_neon_theme\"]\n 6→\n 7→[node name=\"DifficultyMenu\" type=\"CanvasLayer\"]\n 8→layer = 101\n 9→process_mode = 2\n 10→script = ExtResource(\"1_difficulty\")\n 11→\n 12→[node name=\"MenuContainer\" type=\"Control\" parent=\".\"]\n 13→layout_mode = 3\n 14→anchors_preset = 15\n 15→anchor_right = 1.0\n 16→anchor_bottom = 1.0\n 17→grow_horizontal = 2\n 18→grow_vertical = 2\n 19→theme = ExtResource(\"3_neon_theme\")\n 20→\n 21→[node name=\"PanelContainer\" type=\"PanelContainer\" parent=\"MenuContainer\"]\n 22→layout_mode = 1\n 23→anchors_preset = 8\n 24→anchor_left = 0.5\n 25→anchor_top = 0.5\n 26→anchor_right = 0.5\n 27→anchor_bottom = 0.5\n 28→offset_left = -150.0\n 29→offset_top = -265.0\n 30→offset_right = 150.0\n 31→offset_bottom = 265.0\n 32→grow_horizontal = 2\n 33→grow_vertical = 2\n 34→\n 35→[node name=\"MarginContainer\" type=\"MarginContainer\" parent=\"MenuContainer/PanelContainer\"]\n 36→layout_mode = 2\n 37→theme_override_constants/margin_left = 20\n 38→theme_override_constants/margin_top = 20\n 39→theme_override_constants/margin_right = 20\n 40→theme_override_constants/margin_bottom = 20\n 41→\n 42→[node name=\"VBoxContainer\" type=\"VBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer\"]\n 43→layout_mode = 2\n 44→theme_override_constants/separation = 15\n 45→\n 46→[node name=\"TitleLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 47→layout_mode = 2\n 48→text = \"Difficulty\"\n 49→label_settings = ExtResource(\"2_neon_label\")\n 50→horizontal_alignment = 1\n 51→\n 52→[node name=\"NightModeContainer\" type=\"HBoxContainer\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 53→layout_mode = 2\n 54→\n 55→[node name=\"NightModeLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\n 56→layout_mode = 2\n 57→size_flags_horizontal = 3\n 58→text = \"Night Mode\"\n 59→\n 60→[node name=\"NightModeCheckbox\" type=\"CheckButton\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer\"]\n 61→layout_mode = 2\n 62→\n 63→[node name=\"Separator\" type=\"HSeparator\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 64→layout_mode = 2\n 65→\n 66→[node name=\"PowerFantasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 67→custom_minimum_size = Vector2(200, 40)\n 68→layout_mode = 2\n 69→text = \"Power Fantasy\"\n 70→\n 71→[node name=\"EasyButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 72→custom_minimum_size = Vector2(200, 40)\n 73→layout_mode = 2\n 74→text = \"Easy\"\n 75→\n 76→[node name=\"NormalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 77→custom_minimum_size = Vector2(200, 40)\n 78→layout_mode = 2\n 79→text = \"Normal (Selected)\"\n 80→\n 81→[node name=\"HardButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 82→custom_minimum_size = Vector2(200, 40)\n 83→layout_mode = 2\n 84→text = \"Hard\"\n 85→\n 86→[node name=\"BlackMetalButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 87→custom_minimum_size = Vector2(200, 40)\n 88→layout_mode = 2\n 89→text = \"Black Metal\"\n 90→\n 91→[node name=\"StatusLabel\" type=\"Label\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 92→custom_minimum_size = Vector2(0, 40)\n 93→layout_mode = 2\n 94→text = \"Normal mode: Classic gameplay\"\n 95→horizontal_alignment = 1\n 96→vertical_alignment = 1\n 97→autowrap_mode = 2\n 98→\n 99→[node name=\"BackButton\" type=\"Button\" parent=\"MenuContainer/PanelContainer/MarginContainer/VBoxContainer\"]\n 100→custom_minimum_size = Vector2(200, 40)\n 101→layout_mode = 2\n 102→text = \"Back\"\n 103→\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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| "text": "Now let me add the weapon hints UI to DifficultyMenu.tscn. I'll add it after BlackMetalButton and before StatusLabel with a separator." | |
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| { | |
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| "content": "The file /tmp/gh-issue-solver-1773265265964/scenes/ui/DifficultyMenu.tscn has been updated successfully." | |
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| "originalFile": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - we'll use a RichTextLabel overlay\n\tpower_fantasy_button.text = \"\"\n\n\t# Create a CenterContainer to vertically center the RichTextLabel\n\tvar center_container := CenterContainer.new()\n\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Create RichTextLabel for gradient text\n\t_power_fantasy_label = RichTextLabel.new()\n\t_power_fantasy_label.bbcode_enabled = true\n\t_power_fantasy_label.scroll_active = false\n\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t_power_fantasy_label.fit_content = true\n\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\tcenter_container.add_child(_power_fantasy_label)\n\tpower_fantasy_button.add_child(center_container)\n\n\t# Apply initial gradient text\n\t_update_power_fantasy_text(false)\n\n\n## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n## @param is_selected: Whether Power Fantasy mode is currently selected.\nfunc _update_power_fantasy_text(is_selected: bool) -> void:\n\tif _power_fantasy_label == null:\n\t\treturn\n\n\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n\n\n## Creates BBCode text with per-character gradient coloring (Issue #1014).\n## @param text: The text to apply gradient to.\n## @returns: BBCode formatted text with color tags for each character.\nfunc _create_gradient_bbcode(text: String) -> String:\n\tif text.is_empty():\n\t\treturn \"\"\n\n\tvar result: String = \"\"\n\tvar text_length: int = text.length()\n\n\tfor i in range(text_length):\n\t\tvar char: String = text[i]\n\n\t\t# Skip whitespace characters (no color needed)\n\t\tif char == \" \":\n\t\t\tresult += \" \"\n\t\t\tcontinue\n\n\t\t# Calculate gradient position (0.0 to 1.0)\n\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n\n\t\t# Interpolate color along the gradient\n\t\tvar color: Color = _sample_gradient(t)\n\n\t\t# Convert to hex and wrap character in color tag\n\t\tvar hex_color: String = color.to_html(false)\n\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n\n\treturn result\n\n\n## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n## @param t: Position along gradient (0.0 to 1.0).\n## @returns: Interpolated color at the given position.\nfunc _sample_gradient(t: float) -> Color:\n\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n\tvar num_colors: int = colors.size()\n\n\tif num_colors == 0:\n\t\treturn Color.WHITE\n\tif num_colors == 1:\n\t\treturn colors[0]\n\n\t# Clamp t to valid range\n\tt = clampf(t, 0.0, 1.0)\n\n\t# Calculate which segment we're in\n\tvar segment_size: float = 1.0 / float(num_colors - 1)\n\tvar segment_index: int = int(t / segment_size)\n\n\t# Clamp to valid segment index\n\tif segment_index >= num_colors - 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| "originalFile": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - 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| "text": "Now let me add the weapon hints functions at the end of difficulty_menu.gd." | |
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| "new_string": "\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n\n\n## Setup the weapon hints option button with items.\n## Issue #809: Weapon hints setting moved to Difficulty/Gameplay menu.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_button_states()" | |
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| "oldString": "\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))", | |
| "newString": "\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n\n\n## Setup the weapon hints option button with items.\n## Issue #809: Weapon hints setting moved to Difficulty/Gameplay menu.\nfunc _setup_weapon_hints_option() -> void:\n\tweapon_hints_option.clear()\n\tweapon_hints_option.add_item(\"Always\", 0)\n\tweapon_hints_option.add_item(\"First time only\", 1)\n\tweapon_hints_option.add_item(\"Never\", 2)\n\n\t# Select current mode from settings\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tvar current_mode: int = weapon_hints_settings.get_hint_mode()\n\t\tweapon_hints_option.select(current_mode)\n\telse:\n\t\t# Default to \"First time only\" if settings not available\n\t\tweapon_hints_option.select(1)\n\n\n## Called when weapon hints option is changed.\nfunc _on_weapon_hints_selected(index: int) -> void:\n\tvar weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif weapon_hints_settings:\n\t\tweapon_hints_settings.set_hint_mode(index)\n\t_update_button_states()", | |
| "originalFile": "extends CanvasLayer\n## Difficulty selection menu.\n##\n## Allows the player to select between Power Fantasy, Easy, Normal, Hard, and Black Metal modes.\n## Power Fantasy mode: 10 HP, 3x ammo, reduced recoil, blue laser sights, special effects\n## Easy mode: Longer enemy reaction delay - enemies take more time to shoot after spotting player\n## Normal mode: Classic game behavior\n## Hard mode: Enemies react when player looks away, reduced ammo\n## Black Metal mode: 25% less HP, 25% faster movement, black-and-white-red visual filter (Issue #958)\n## Also includes a Night Mode toggle right under the Difficulty title.\n##\n## Issue #1014: Power Fantasy uses bright gradient text, Black Metal uses gothic font.\n\n## Signal emitted when the back button is pressed.\nsignal back_pressed\n\n## Reference to UI elements.\n@onready var night_mode_checkbox: CheckButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NightModeContainer/NightModeCheckbox\n@onready var power_fantasy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/PowerFantasyButton\n@onready var easy_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/EasyButton\n@onready var normal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/NormalButton\n@onready var hard_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/HardButton\n@onready var black_metal_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BlackMetalButton\n@onready var weapon_hints_option: OptionButton = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/WeaponHintsContainer/WeaponHintsOption\n@onready var back_button: Button = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/BackButton\n@onready var status_label: Label = $MenuContainer/PanelContainer/MarginContainer/VBoxContainer/StatusLabel\n\n## Gothic bitmap font for Black Metal button (Issue #1014).\nvar _gothic_font: Font = null\n\n## Path to the Gothic bitmap font file.\nconst GOTHIC_FONT_PATH: String = \"res://assets/fonts/gothic_bitmap.fnt\"\n\n## Gradient colors for Power Fantasy text (Issue #1014).\n## Bright vibrant gradient from cyan through magenta to yellow.\nconst POWER_FANTASY_GRADIENT_COLORS: Array[Color] = [\n\tColor(0.0, 1.0, 1.0), # Cyan\n\tColor(0.5, 0.0, 1.0), # Purple\n\tColor(1.0, 0.0, 1.0), # Magenta\n\tColor(1.0, 0.5, 0.0), # Orange\n\tColor(1.0, 1.0, 0.0), # Yellow\n]\n\n## RichTextLabel for Power Fantasy gradient text (Issue #1014).\nvar _power_fantasy_label: RichTextLabel = null\n\n\nfunc _ready() -> void:\n\t# Load gothic font for Black Metal button (Issue #1014)\n\t_load_gothic_font()\n\n\t# Apply special styling to Power Fantasy and Black Metal buttons (Issue #1014)\n\t_setup_power_fantasy_button()\n\t_setup_black_metal_button()\n\t# Connect button signals\n\tnight_mode_checkbox.toggled.connect(_on_night_mode_toggled)\n\tpower_fantasy_button.pressed.connect(_on_power_fantasy_pressed)\n\teasy_button.pressed.connect(_on_easy_pressed)\n\tnormal_button.pressed.connect(_on_normal_pressed)\n\thard_button.pressed.connect(_on_hard_pressed)\n\tblack_metal_button.pressed.connect(_on_black_metal_pressed)\n\t_setup_weapon_hints_option()\n\tweapon_hints_option.item_selected.connect(_on_weapon_hints_selected)\n\tback_button.pressed.connect(_on_back_pressed)\n\n\t# Update button states based on current difficulty\n\t_update_button_states()\n\n\t# Connect to difficulty changes\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\n\t# Connect to experimental settings changes (for night mode)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.settings_changed.connect(_on_settings_changed)\n\n\t# Set process mode to allow input while paused\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\n\nfunc _update_button_states() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager == null:\n\t\treturn\n\n\tvar is_easy: bool = difficulty_manager.is_easy_mode()\n\tvar is_normal: bool = difficulty_manager.is_normal_mode()\n\tvar is_hard: bool = difficulty_manager.is_hard_mode()\n\tvar is_power_fantasy: bool = difficulty_manager.is_power_fantasy_mode()\n\tvar is_black_metal: bool = difficulty_manager.is_black_metal_mode()\n\n\t# Highlight current difficulty - disable the selected button\n\tpower_fantasy_button.disabled = is_power_fantasy\n\teasy_button.disabled = is_easy\n\tnormal_button.disabled = is_normal\n\thard_button.disabled = is_hard\n\tblack_metal_button.disabled = is_black_metal\n\n\t# Update button text to show selection\n\t# Power Fantasy uses gradient text via RichTextLabel (Issue #1014)\n\t_update_power_fantasy_text(is_power_fantasy)\n\teasy_button.text = \"Easy (Selected)\" if is_easy else \"Easy\"\n\tnormal_button.text = \"Normal (Selected)\" if is_normal else \"Normal\"\n\thard_button.text = \"Hard (Selected)\" if is_hard else \"Hard\"\n\t# Use uppercase for Black Metal because the gothic font only has uppercase glyphs (Issue #1014)\n\tblack_metal_button.text = \"BLACK METAL (SELECTED)\" if is_black_metal else \"BLACK METAL\"\n\n\t# Update night mode checkbox\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\tnight_mode_checkbox.button_pressed = experimental_settings.is_realistic_visibility_enabled()\n\n\t# Update status label based on current difficulty\n\tvar status_text: String = \"\"\n\tif is_power_fantasy:\n\t\tstatus_text = \"Power Fantasy: 10 HP, 3x ammo, blue lasers\"\n\telif is_easy:\n\t\tstatus_text = \"Easy mode: Enemies react slower\"\n\telif is_hard:\n\t\tstatus_text = \"Hard mode: Enemies react when you look away\"\n\telif is_black_metal:\n\t\tstatus_text = \"Black Metal: 25% less HP, 25% faster, B&W filter\"\n\telse:\n\t\tstatus_text = \"Normal mode: Classic gameplay\"\n\n\tif experimental_settings and experimental_settings.is_realistic_visibility_enabled():\n\t\tstatus_text += \" | Night Mode ON\"\n\n\tstatus_label.text = status_text\n\n\nfunc _on_night_mode_toggled(enabled: bool) -> void:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings:\n\t\texperimental_settings.set_realistic_visibility_enabled(enabled)\n\t_update_button_states()\n\n\nfunc _on_power_fantasy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.POWER_FANTASY)\n\t_update_button_states()\n\n\nfunc _on_easy_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.EASY)\n\t_update_button_states()\n\n\nfunc _on_normal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.NORMAL)\n\t_update_button_states()\n\n\nfunc _on_hard_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.HARD)\n\t_update_button_states()\n\n\nfunc _on_black_metal_pressed() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.set_difficulty(difficulty_manager.Difficulty.BLACK_METAL)\n\t_update_button_states()\n\n\nfunc _on_back_pressed() -> void:\n\tback_pressed.emit()\n\n\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_update_button_states()\n\n\nfunc _on_settings_changed() -> void:\n\t_update_button_states()\n\n\n## Loads the Gothic bitmap font for Black Metal button (Issue #1014).\nfunc _load_gothic_font() -> void:\n\tif ResourceLoader.exists(GOTHIC_FONT_PATH):\n\t\tvar font = load(GOTHIC_FONT_PATH)\n\t\tif font != null:\n\t\t\t_gothic_font = font\n\t\telse:\n\t\t\tpush_warning(\"[DifficultyMenu] Failed to load Gothic font from: \" + GOTHIC_FONT_PATH)\n\telse:\n\t\tpush_warning(\"[DifficultyMenu] Gothic font file not found: \" + GOTHIC_FONT_PATH)\n\n\n## Sets up the Power Fantasy button with gradient text (Issue #1014).\n## Creates a RichTextLabel overlay on the button for the gradient effect.\nfunc _setup_power_fantasy_button() -> void:\n\t# Hide the button's default text - we'll use a RichTextLabel overlay\n\tpower_fantasy_button.text = \"\"\n\n\t# Create a CenterContainer to vertically center the RichTextLabel\n\tvar center_container := CenterContainer.new()\n\tcenter_container.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tcenter_container.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Create RichTextLabel for gradient text\n\t_power_fantasy_label = RichTextLabel.new()\n\t_power_fantasy_label.bbcode_enabled = true\n\t_power_fantasy_label.scroll_active = false\n\t_power_fantasy_label.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t_power_fantasy_label.fit_content = true\n\t_power_fantasy_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\tcenter_container.add_child(_power_fantasy_label)\n\tpower_fantasy_button.add_child(center_container)\n\n\t# Apply initial gradient text\n\t_update_power_fantasy_text(false)\n\n\n## Updates the Power Fantasy button text with gradient effect (Issue #1014).\n## @param is_selected: Whether Power Fantasy mode is currently selected.\nfunc _update_power_fantasy_text(is_selected: bool) -> void:\n\tif _power_fantasy_label == null:\n\t\treturn\n\n\tvar base_text: String = \"Power Fantasy (Selected)\" if is_selected else \"Power Fantasy\"\n\tvar gradient_text: String = _create_gradient_bbcode(base_text)\n\t_power_fantasy_label.text = \"[center]\" + gradient_text + \"[/center]\"\n\n\n## Creates BBCode text with per-character gradient coloring (Issue #1014).\n## @param text: The text to apply gradient to.\n## @returns: BBCode formatted text with color tags for each character.\nfunc _create_gradient_bbcode(text: String) -> String:\n\tif text.is_empty():\n\t\treturn \"\"\n\n\tvar result: String = \"\"\n\tvar text_length: int = text.length()\n\n\tfor i in range(text_length):\n\t\tvar char: String = text[i]\n\n\t\t# Skip whitespace characters (no color needed)\n\t\tif char == \" \":\n\t\t\tresult += \" \"\n\t\t\tcontinue\n\n\t\t# Calculate gradient position (0.0 to 1.0)\n\t\tvar t: float = float(i) / float(text_length - 1) if text_length > 1 else 0.0\n\n\t\t# Interpolate color along the gradient\n\t\tvar color: Color = _sample_gradient(t)\n\n\t\t# Convert to hex and wrap character in color tag\n\t\tvar hex_color: String = color.to_html(false)\n\t\tresult += \"[color=#\" + hex_color + \"]\" + char + \"[/color]\"\n\n\treturn result\n\n\n## Samples a color from the Power Fantasy gradient at position t (Issue #1014).\n## @param t: Position along gradient (0.0 to 1.0).\n## @returns: Interpolated color at the given position.\nfunc _sample_gradient(t: float) -> Color:\n\tvar colors: Array[Color] = POWER_FANTASY_GRADIENT_COLORS\n\tvar num_colors: int = colors.size()\n\n\tif num_colors == 0:\n\t\treturn Color.WHITE\n\tif num_colors == 1:\n\t\treturn colors[0]\n\n\t# Clamp t to valid range\n\tt = clampf(t, 0.0, 1.0)\n\n\t# Calculate which segment we're in\n\tvar segment_size: float = 1.0 / float(num_colors - 1)\n\tvar segment_index: int = int(t / segment_size)\n\n\t# Clamp to valid segment index\n\tif segment_index >= num_colors - 1:\n\t\tsegment_index = num_colors - 2\n\n\t# Calculate position within segment\n\tvar segment_t: float = (t - (float(segment_index) * segment_size)) / segment_size\n\n\t# Interpolate between the two colors\n\treturn colors[segment_index].lerp(colors[segment_index + 1], segment_t)\n\n\n## Sets up the Black Metal button with gothic font styling (Issue #1014).\nfunc _setup_black_metal_button() -> void:\n\tif _gothic_font != null:\n\t\tblack_metal_button.add_theme_font_override(\"font\", _gothic_font)\n\t\t# Use a silver/gray color that fits the Black Metal aesthetic\n\t\tblack_metal_button.add_theme_color_override(\"font_color\", Color(0.85, 0.85, 0.85))\n\t\tblack_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))\n\t\tblack_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))\n\t\tblack_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))\n", | |
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| " black_metal_button.add_theme_color_override(\"font_hover_color\", Color(1.0, 0.9, 0.9))", | |
| " black_metal_button.add_theme_color_override(\"font_pressed_color\", Color(0.7, 0.6, 0.6))", | |
| " black_metal_button.add_theme_color_override(\"font_disabled_color\", Color(0.5, 0.5, 0.5))", | |
| "+", | |
| "+", | |
| "+## Setup the weapon hints option button with items.", | |
| "+## Issue #809: Weapon hints setting moved to Difficulty/Gameplay menu.", | |
| "+func _setup_weapon_hints_option() -> void:", | |
| "+ weapon_hints_option.clear()", | |
| "+ weapon_hints_option.add_item(\"Always\", 0)", | |
| "+ weapon_hints_option.add_item(\"First time only\", 1)", | |
| "+ weapon_hints_option.add_item(\"Never\", 2)", | |
| "+", | |
| "+ # Select current mode from settings", | |
| "+ var weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")", | |
| "+ if weapon_hints_settings:", | |
| "+ var current_mode: int = weapon_hints_settings.get_hint_mode()", | |
| "+ weapon_hints_option.select(current_mode)", | |
| "+ else:", | |
| "+ # Default to \"First time only\" if settings not available", | |
| "+ weapon_hints_option.select(1)", | |
| "+", | |
| "+", | |
| "+## Called when weapon hints option is changed.", | |
| "+func _on_weapon_hints_selected(index: int) -> void:", | |
| "+ var weapon_hints_settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")", | |
| "+ if weapon_hints_settings:", | |
| "+ weapon_hints_settings.set_hint_mode(index)", | |
| "+ _update_button_states()" | |
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| "text": "Now let me update the weapon hints component to use the same strings as the Labyrinth level. Looking at the labyrinth_level.gd, the training strings use:\n- Russian-only text (no English)\n- `[color=#ff4444]` for keys (red) \n- Short, concise format\n\nLet me update the weapon_hints_component.gd:" | |
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| "old_string": "## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}\n\t]\n}", | |
| "new_string": "## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\n## Issue #809: Uses same training strings format as Labyrinth level (labyrinth_level.gd).\n## Format: [color=#ff4444] for highlighted keys, Russian text only.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=#ff4444][B][/color] Переключи режим огня\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][СКМ+ПКМ↓ xN] [ПКМ↓][/color] Перезарядись\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=#ff4444][←][/color] [color=#888888][↓] [↑] [→][/color] Передёрни затвор\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=#ff4444][ПКМ][/color] Взведи курок\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t]\n}" | |
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| "oldString": "## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}\n\t]\n}", | |
| "newString": "## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\n## Issue #809: Uses same training strings format as Labyrinth level (labyrinth_level.gd).\n## Format: [color=#ff4444] for highlighted keys, Russian text only.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=#ff4444][B][/color] Переключи режим огня\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][СКМ+ПКМ↓ xN] [ПКМ↓][/color] Перезарядись\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=#ff4444][←][/color] [color=#888888][↓] [↑] [→][/color] Передёрни затвор\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=#ff4444][ПКМ][/color] Взведи курок\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}\n\t]\n}", | |
| "originalFile": "extends Node\n## WeaponHintsComponent - Shows weapon-specific tutorial hints when equipping new weapons.\n##\n## This component displays floating hints above the player explaining the unique\n## features of each weapon. It respects the user's preference from WeaponHintsSettings:\n## - ALWAYS: Show hints every time\n## - FIRST_TIME_ONLY: Show hints only for first use of each weapon\n## - NEVER: Never show hints\n##\n## Issue #809: добавь обучение новому оружию (add weapon training)\n##\n## Usage:\n## 1. Add this component to a level script\n## 2. Call setup() with the player node and UI container\n## 3. Component will automatically show hints based on current weapon\n\nclass_name WeaponHintsComponent\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container for hints.\nvar _ui: Control = null\n\n## Currently equipped weapon ID.\nvar _current_weapon_id: String = \"\"\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\nvar _hint_labels: Dictionary = {}\n\n## Whether hints are currently being displayed.\nvar _hints_showing: bool = false\n\n## Timer for auto-dismissing hints.\nvar _dismiss_timer: Timer = null\n\n## Duration to show hints before auto-dismiss (seconds).\nconst HINT_DURATION: float = 8.0\n\n## Vertical spacing between stacked hints.\nconst HINT_SPACING := 60\n\n## Vertical offset from player position.\nconst HINT_OFFSET_Y := -100\n\n## Hint color for weapon hints (light blue/cyan).\nconst HINT_COLOR := Color(0.5, 0.9, 1.0, 1.0)\n\n## Weapon hint definitions.\n## Each weapon has an array of hint objects with \"key\" and \"text\" fields.\nconst WEAPON_HINTS: Dictionary = {\n\t\"makarov_pm\": [\n\t\t{\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"m16\": [\n\t\t{\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},\n\t\t{\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"shotgun\": [\n\t\t{\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},\n\t\t{\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}\n\t],\n\t\"mini_uzi\": [\n\t\t{\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},\n\t\t{\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"silenced_pistol\": [\n\t\t{\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},\n\t\t{\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}\n\t],\n\t\"sniper\": [\n\t\t{\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},\n\t\t{\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}\n\t],\n\t\"revolver\": [\n\t\t{\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},\n\t\t{\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}\n\t],\n\t\"ak_gl\": [\n\t\t{\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},\n\t\t{\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}\n\t]\n}\n\n\nfunc _ready() -> void:\n\t# Create dismiss timer\n\t_dismiss_timer = Timer.new()\n\t_dismiss_timer.one_shot = true\n\t_dismiss_timer.timeout.connect(_on_dismiss_timer_timeout)\n\tadd_child(_dismiss_timer)\n\n\n## Setup the component with required references.\n## @param player: The player node to follow.\n## @param ui: The UI Control node to add hints to.\nfunc setup(player: Node2D, ui: Control) -> void:\n\t_player = player\n\t_ui = ui\n\n\tif _player == null:\n\t\tpush_warning(\"[WeaponHintsComponent] Player is null\")\n\t\treturn\n\n\t# Get current weapon from GameManager\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"get_selected_weapon\"):\n\t\t_current_weapon_id = game_manager.get_selected_weapon()\n\t\t_try_show_hints()\n\n\n## Called every frame to update hint positions.\nfunc _process(_delta: float) -> void:\n\tif _hints_showing:\n\t\t_update_hint_positions()\n\n\n## Try to show hints for the current weapon based on settings.\nfunc _try_show_hints() -> void:\n\tif _current_weapon_id.is_empty():\n\t\treturn\n\n\tvar settings: Node = get_node_or_null(\"/root/WeaponHintsSettings\")\n\tif settings == null:\n\t\t# Settings not available, default to showing hints\n\t\t_show_weapon_hints(_current_weapon_id)\n\t\treturn\n\n\tif settings.should_show_hints(_current_weapon_id):\n\t\t_show_weapon_hints(_current_weapon_id)\n\t\t# Mark weapon as seen for FIRST_TIME_ONLY mode\n\t\tsettings.mark_weapon_seen(_current_weapon_id)\n\n\n## Show hints for a specific weapon.\n## @param weapon_id: The weapon identifier.\nfunc _show_weapon_hints(weapon_id: String) -> void:\n\tif not weapon_id in WEAPON_HINTS:\n\t\t_log_to_file(\"No hints defined for weapon: %s\" % weapon_id)\n\t\treturn\n\n\tif _ui == null:\n\t\tpush_warning(\"[WeaponHintsComponent] UI is null, cannot show hints\")\n\t\treturn\n\n\t_log_to_file(\"Showing hints for weapon: %s\" % weapon_id)\n\n\tvar hints: Array = WEAPON_HINTS[weapon_id]\n\tfor hint in hints:\n\t\t_show_hint(hint[\"key\"], hint[\"text\"])\n\n\t_hints_showing = true\n\n\t# Start dismiss timer\n\t_dismiss_timer.start(HINT_DURATION)\n\n\n## Show a single hint with the given key and text.\n## @param hint_key: Unique identifier for this hint.\n## @param text: BBCode-formatted text to display.\nfunc _show_hint(hint_key: String, text: String) -> void:\n\tif hint_key in _hint_labels:\n\t\t# Already showing this hint\n\t\treturn\n\n\tvar hint_label := RichTextLabel.new()\n\thint_label.name = \"WeaponHint_\" + hint_key\n\thint_label.bbcode_enabled = true\n\thint_label.fit_content = true\n\thint_label.scroll_active = false\n\thint_label.autowrap_mode = TextServer.AUTOWRAP_OFF\n\n\t# Style the hint\n\thint_label.add_theme_color_override(\"default_color\", HINT_COLOR)\n\thint_label.add_theme_font_size_override(\"normal_font_size\", 16)\n\n\t# Center text\n\thint_label.text = \"[center]\" + text + \"[/center]\"\n\n\t# Add semi-transparent background\n\tvar style := StyleBoxFlat.new()\n\tstyle.bg_color = Color(0.0, 0.0, 0.0, 0.7)\n\tstyle.corner_radius_top_left = 4\n\tstyle.corner_radius_top_right = 4\n\tstyle.corner_radius_bottom_left = 4\n\tstyle.corner_radius_bottom_right = 4\n\tstyle.content_margin_left = 10\n\tstyle.content_margin_right = 10\n\tstyle.content_margin_top = 5\n\tstyle.content_margin_bottom = 5\n\thint_label.add_theme_stylebox_override(\"normal\", style)\n\n\t# Add to UI\n\t_ui.add_child(hint_label)\n\t_hint_labels[hint_key] = hint_label\n\n\t# Initial position update\n\t_update_hint_positions()\n\n\n## Update positions of all hint labels to follow the player.\nfunc _update_hint_positions() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t# Get player screen position\n\tvar camera: Camera2D = _player.get_node_or_null(\"Camera2D\")\n\tvar screen_center := get_viewport().get_visible_rect().size / 2.0\n\n\t# Calculate position above player\n\tvar hint_keys := _hint_labels.keys()\n\tvar index := 0\n\n\tfor hint_key in hint_keys:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif label == null or not is_instance_valid(label):\n\t\t\tcontinue\n\n\t\t# Center horizontally, stack vertically above player\n\t\tvar label_size := label.size\n\t\tvar x_pos := screen_center.x - label_size.x / 2.0\n\t\tvar y_pos := screen_center.y + HINT_OFFSET_Y - (index * HINT_SPACING)\n\n\t\tlabel.position = Vector2(x_pos, y_pos)\n\t\tindex += 1\n\n\n## Dismiss all hints.\nfunc dismiss_hints() -> void:\n\tfor hint_key in _hint_labels.keys():\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif label != null and is_instance_valid(label):\n\t\t\tlabel.queue_free()\n\n\t_hint_labels.clear()\n\t_hints_showing = false\n\t_dismiss_timer.stop()\n\t_log_to_file(\"All hints dismissed\")\n\n\n## Called when the dismiss timer times out.\nfunc _on_dismiss_timer_timeout() -> void:\n\tdismiss_hints()\n\n\n## Clean up when component is removed.\nfunc _exit_tree() -> void:\n\tdismiss_hints()\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[WeaponHintsComponent] \" + message)\n\telse:\n\t\tprint(\"[WeaponHintsComponent] \" + message)\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 48, | |
| "oldLines": 37, | |
| "newStart": 48, | |
| "newLines": 37, | |
| "lines": [ | |
| " ", | |
| " ## Weapon hint definitions.", | |
| " ## Each weapon has an array of hint objects with \"key\" and \"text\" fields.", | |
| "+## Issue #809: Uses same training strings format as Labyrinth level (labyrinth_level.gd).", | |
| "+## Format: [color=#ff4444] for highlighted keys, Russian text only.", | |
| " const WEAPON_HINTS: Dictionary = {", | |
| " \"makarov_pm\": [", | |
| "- {\"key\": \"pm_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}", | |
| "+ {\"key\": \"pm_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"}", | |
| " ],", | |
| " \"m16\": [", | |
| "- {\"key\": \"m16_fire_mode\", \"text\": \"[color=yellow][B][/color] — переключение режима огня\\n[B] — switch fire mode (auto/semi)\"},", | |
| "- {\"key\": \"m16_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}", | |
| "+ {\"key\": \"m16_fire_mode\", \"text\": \"[color=#ff4444][B][/color] Переключи режим огня\"},", | |
| "+ {\"key\": \"m16_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}", | |
| " ],", | |
| " \"shotgun\": [", | |
| "- {\"key\": \"shotgun_pump\", \"text\": \"После выстрела: [color=yellow][ПКМ↑][/color] для перезарядки затвора\\nAfter shot: [color=yellow][RMB↑][/color] to pump\"},", | |
| "- {\"key\": \"shotgun_reload\", \"text\": \"[color=yellow][ПКМ↑][/color] → [color=yellow][СКМ+ПКМ↓][/color] xN → [color=yellow][ПКМ↓][/color] — полная перезарядка\\n[RMB↑] → [MMB+RMB↓] xN → [RMB↓] — full reload\"}", | |
| "+ {\"key\": \"shotgun_pump\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"},", | |
| "+ {\"key\": \"shotgun_reload\", \"text\": \"[color=#ff4444][ПКМ↑][/color] [color=#888888][СКМ+ПКМ↓ xN] [ПКМ↓][/color] Перезарядись\"}", | |
| " ],", | |
| " \"mini_uzi\": [", | |
| "- {\"key\": \"uzi_rate\", \"text\": \"Высокая скорострельность — экономьте патроны!\\nHigh fire rate — conserve ammo!\"},", | |
| "- {\"key\": \"uzi_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}", | |
| "+ {\"key\": \"uzi_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}", | |
| " ],", | |
| " \"silenced_pistol\": [", | |
| "- {\"key\": \"silenced_stealth\", \"text\": \"Бесшумный — враги не услышат выстрелы\\nSilenced — enemies won't hear shots\"},", | |
| "- {\"key\": \"silenced_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка\\n[R]+[F]+[R] — reload\"}", | |
| "+ {\"key\": \"silenced_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}", | |
| " ],", | |
| " \"sniper\": [", | |
| "- {\"key\": \"sniper_scope\", \"text\": \"[color=yellow][ПКМ][/color] — прицел (удержание)\\n[color=yellow][RMB][/color] — scope (hold)\"},", | |
| "- {\"key\": \"sniper_bolt\", \"text\": \"[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — перезарядка затвора\\n[color=yellow][←][/color][color=yellow][↓][/color][color=yellow][↑][/color][color=yellow][→][/color] — bolt-action reload\"}", | |
| "+ {\"key\": \"sniper_scope\", \"text\": \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\"},", | |
| "+ {\"key\": \"sniper_bolt\", \"text\": \"[color=#ff4444][←][/color] [color=#888888][↓] [↑] [→][/color] Передёрни затвор\"}", | |
| " ],", | |
| " \"revolver\": [", | |
| "- {\"key\": \"revolver_cylinder\", \"text\": \"[color=yellow][R][/color] — открыть барабан, [color=yellow][F][/color] xN — вставить патроны, [color=yellow][R][/color] — закрыть\\n[R] — open cylinder, [F] xN — load rounds, [R] — close\"},", | |
| "- {\"key\": \"revolver_hammer\", \"text\": \"[color=yellow][СКМ][/color] — взвести курок для точного выстрела\\n[color=yellow][MMB][/color] — cock hammer for accurate shot\"}", | |
| "+ {\"key\": \"revolver_cylinder\", \"text\": \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"},", | |
| "+ {\"key\": \"revolver_hammer\", \"text\": \"[color=#ff4444][ПКМ][/color] Взведи курок\"}", | |
| " ],", | |
| " \"ak_gl\": [", | |
| "- {\"key\": \"akgl_launcher\", \"text\": \"[color=yellow][ПКМ][/color] — подствольный гранатомёт (когда заряжен)\\n[color=yellow][RMB][/color] — underbarrel grenade launcher (when loaded)\"},", | |
| "- {\"key\": \"akgl_reload\", \"text\": \"[color=yellow][R][/color] + [color=yellow][F][/color] + [color=yellow][R][/color] — перезарядка магазина\\n[R]+[F]+[R] — magazine reload\"}", | |
| "+ {\"key\": \"akgl_launcher\", \"text\": \"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\"},", | |
| "+ {\"key\": \"akgl_reload\", \"text\": \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"}", | |
| " ]", | |
| " }", | |
| " " | |
| ] | |
| } | |
| ], | |
| "userModified": false, | |
| "replaceAll": false | |
| } | |
| } | |
| [2026-03-11T21:44:43.039Z] [INFO] [log_da0938] sending request { | |
| [2026-03-11T21:44:43.040Z] [INFO] method: 'post', | |
| [2026-03-11T21:44:43.040Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:44:43.040Z] [INFO] options: { | |
| [2026-03-11T21:44:43.040Z] [INFO] method: 'post', | |
| [2026-03-11T21:44:43.040Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:44:43.041Z] [INFO] body: { | |
| [2026-03-11T21:44:43.041Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:44:43.041Z] [INFO] messages: [Array], | |
| [2026-03-11T21:44:43.041Z] [INFO] system: [Array], | |
| [2026-03-11T21:44:43.041Z] [INFO] tools: [Array], | |
| [2026-03-11T21:44:43.041Z] [INFO] tool_choice: undefined, | |
| [2026-03-11T21:44:43.041Z] [INFO] metadata: [Object], | |
| [2026-03-11T21:44:43.042Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:44:43.042Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:44:43.042Z] [INFO] temperature: 1, | |
| [2026-03-11T21:44:43.042Z] [INFO] stream: true | |
| [2026-03-11T21:44:43.042Z] [INFO] }, | |
| [2026-03-11T21:44:43.042Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:44:43.043Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:44:43.043Z] [INFO] stream: true | |
| [2026-03-11T21:44:43.043Z] [INFO] }, | |
| [2026-03-11T21:44:43.043Z] [INFO] headers: { | |
| [2026-03-11T21:44:43.043Z] [INFO] accept: 'application/json', | |
| [2026-03-11T21:44:43.043Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
| [2026-03-11T21:44:43.043Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:44:43.043Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:44:43.044Z] [INFO] authorization: '***', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-app': 'cli', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-stainless-arch': 'x64', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-stainless-lang': 'js', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-stainless-os': 'Linux', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-stainless-package-version': '0.74.0', | |
| [2026-03-11T21:44:43.044Z] [INFO] 'x-stainless-retry-count': '0', | |
| [2026-03-11T21:44:43.045Z] [INFO] 'x-stainless-runtime': 'node', | |
| [2026-03-11T21:44:43.045Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1', | |
| [2026-03-11T21:44:43.045Z] [INFO] 'x-stainless-timeout': '600' | |
| [2026-03-11T21:44:43.046Z] [INFO] } | |
| [2026-03-11T21:44:43.046Z] [INFO] } | |
| [2026-03-11T21:44:44.801Z] [INFO] [log_da0938, request-id: "req_011CYx2Mv26dim6N83xBWh2U"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1762ms | |
| [2026-03-11T21:44:44.802Z] [INFO] [log_da0938] response start { | |
| [2026-03-11T21:44:44.802Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:44:44.802Z] [INFO] status: 200, | |
| [2026-03-11T21:44:44.802Z] [INFO] headers: { | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.61', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning', | |
| [2026-03-11T21:44:44.803Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.85', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400', | |
| [2026-03-11T21:44:44.804Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning', | |
| [2026-03-11T21:44:44.805Z] [INFO] 'cache-control': 'no-cache', | |
| [2026-03-11T21:44:44.805Z] [INFO] 'cf-cache-status': 'DYNAMIC', | |
| [2026-03-11T21:44:44.805Z] [INFO] 'cf-ray': '9dadbdf50d2a9b67-FRA', | |
| [2026-03-11T21:44:44.805Z] [INFO] connection: 'keep-alive', | |
| [2026-03-11T21:44:44.805Z] [INFO] 'content-encoding': 'gzip', | |
| [2026-03-11T21:44:44.805Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'", | |
| [2026-03-11T21:44:44.805Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8', | |
| [2026-03-11T21:44:44.806Z] [INFO] date: 'Wed, 11 Mar 2026 21:44:44 GMT', | |
| [2026-03-11T21:44:44.806Z] [INFO] 'request-id': 'req_011CYx2Mv26dim6N83xBWh2U', | |
| [2026-03-11T21:44:44.806Z] [INFO] server: 'cloudflare', | |
| [2026-03-11T21:44:44.806Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload', | |
| [2026-03-11T21:44:44.806Z] [INFO] 'transfer-encoding': 'chunked', | |
| [2026-03-11T21:44:44.806Z] [INFO] vary: 'Accept-Encoding', | |
| [2026-03-11T |
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