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January 25, 2026 01:51
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Solution draft log for https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361
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| # Solve.mjs Log - 2026-01-25T01:44:58.018Z | |
| [2026-01-25T01:44:58.018Z] [INFO] π Log file: /home/hive/solve-2026-01-25T01-44-58-017Z.log | |
| [2026-01-25T01:44:58.019Z] [INFO] (All output will be logged here) | |
| [2026-01-25T01:44:58.656Z] [INFO] | |
| [2026-01-25T01:44:58.657Z] [INFO] π solve v1.9.0 | |
| [2026-01-25T01:44:58.657Z] [INFO] π§ Raw command executed: | |
| [2026-01-25T01:44:58.658Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats | |
| [2026-01-25T01:44:58.658Z] [INFO] | |
| [2026-01-25T01:44:58.674Z] [INFO] | |
| [2026-01-25T01:44:58.675Z] [WARNING] β οΈ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-01-25T01:44:58.675Z] [INFO] | |
| [2026-01-25T01:44:58.676Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-01-25T01:44:58.676Z] [INFO] The log may contain sensitive information such as: | |
| [2026-01-25T01:44:58.676Z] [INFO] β’ API keys, tokens, or secrets | |
| [2026-01-25T01:44:58.676Z] [INFO] β’ File paths and directory structures | |
| [2026-01-25T01:44:58.677Z] [INFO] β’ Command outputs and error messages | |
| [2026-01-25T01:44:58.677Z] [INFO] β’ Internal system information | |
| [2026-01-25T01:44:58.677Z] [INFO] | |
| [2026-01-25T01:44:58.677Z] [INFO] β οΈ DO NOT use this option with public repositories or if the log | |
| [2026-01-25T01:44:58.678Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-01-25T01:44:58.678Z] [INFO] | |
| [2026-01-25T01:44:58.678Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-01-25T01:44:58.678Z] [INFO] | |
| [2026-01-25T01:45:03.683Z] [INFO] | |
| [2026-01-25T01:45:03.713Z] [INFO] πΎ Disk space check: 7257MB available (2048MB required) β | |
| [2026-01-25T01:45:03.715Z] [INFO] π§ Memory check: 10346MB available, swap: 4095MB (1357MB used), total: 13084MB (256MB required) β | |
| [2026-01-25T01:45:03.735Z] [INFO] β© Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:45:03.736Z] [INFO] β© Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-01-25T01:45:03.736Z] [INFO] π URL validation: | |
| [2026-01-25T01:45:03.736Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361 | |
| [2026-01-25T01:45:03.737Z] [INFO] Is Issue URL: false | |
| [2026-01-25T01:45:03.737Z] [INFO] Is PR URL: true | |
| [2026-01-25T01:45:03.737Z] [INFO] π Checking repository access for auto-fork... | |
| [2026-01-25T01:45:04.505Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:45:04.506Z] [INFO] β Auto-fork: No write access detected, enabling fork mode | |
| [2026-01-25T01:45:04.507Z] [INFO] β Repository access check: Skipped (fork mode enabled) | |
| [2026-01-25T01:45:04.858Z] [INFO] Repository visibility: public | |
| [2026-01-25T01:45:04.860Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-01-25T01:45:04.862Z] [INFO] π Continue mode: Working with PR #361 | |
| [2026-01-25T01:45:04.863Z] [INFO] Continue mode activated: PR URL provided directly | |
| [2026-01-25T01:45:04.863Z] [INFO] PR Number set to: 361 | |
| [2026-01-25T01:45:04.864Z] [INFO] Will fetch PR details and linked issue | |
| [2026-01-25T01:45:05.369Z] [INFO] π΄ Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:45:05.369Z] [INFO] Fork owner: konard | |
| [2026-01-25T01:45:05.370Z] [INFO] Will clone fork repository for continue mode | |
| [2026-01-25T01:45:05.371Z] [INFO] π PR branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:05.372Z] [INFO] π Found linked issue #360 | |
| [2026-01-25T01:45:05.374Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1769305505374 | |
| [2026-01-25T01:45:05.377Z] [INFO] | |
| π΄ Fork mode: ENABLED | |
| [2026-01-25T01:45:05.378Z] [INFO] Checking fork status... | |
| [2026-01-25T01:45:05.728Z] [INFO] π Detecting fork conflicts... | |
| [2026-01-25T01:45:06.727Z] [INFO] β No fork conflict: Safe to proceed | |
| [2026-01-25T01:45:07.134Z] [INFO] β Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:45:07.135Z] [INFO] π Validating fork parent... | |
| [2026-01-25T01:45:07.565Z] [INFO] β Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:45:07.568Z] [INFO] | |
| π₯ Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:45:10.757Z] [INFO] β Cloned to: /tmp/gh-issue-solver-1769305505374 | |
| [2026-01-25T01:45:10.826Z] [INFO] π Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:45:10.889Z] [INFO] βΉοΈ Upstream exists: Using existing upstream remote | |
| [2026-01-25T01:45:10.890Z] [INFO] π Fetching upstream... | |
| [2026-01-25T01:45:11.214Z] [INFO] β Upstream fetched: Successfully | |
| [2026-01-25T01:45:11.215Z] [INFO] π Syncing default branch... | |
| [2026-01-25T01:45:11.638Z] [INFO] βΉοΈ Default branch: main | |
| [2026-01-25T01:45:12.313Z] [INFO] β Default branch synced: with upstream/main | |
| [2026-01-25T01:45:12.314Z] [INFO] π Pushing to fork: main branch | |
| [2026-01-25T01:45:13.120Z] [INFO] β Fork updated: Default branch pushed to fork | |
| [2026-01-25T01:45:13.122Z] [INFO] | |
| π Checking PR fork: Determining if branch is in another fork... | |
| [2026-01-25T01:45:13.426Z] [INFO] βΉοΈ PR fork owner: Same as current user, using origin remote | |
| [2026-01-25T01:45:13.617Z] [INFO] | |
| π Default branch: main | |
| [2026-01-25T01:45:13.697Z] [INFO] | |
| π Checking out PR branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:13.698Z] [INFO] π₯ Fetching branches: From remote... | |
| [2026-01-25T01:45:14.196Z] [INFO] π Verifying: Branch checkout... | |
| [2026-01-25T01:45:14.263Z] [INFO] β Branch checked out: issue-360-6b008a412327 | |
| [2026-01-25T01:45:14.264Z] [INFO] β Current branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:14.264Z] [INFO] Branch operation: Checkout existing PR branch | |
| [2026-01-25T01:45:14.264Z] [INFO] Branch verification: Matches expected | |
| [2026-01-25T01:45:14.267Z] [INFO] | |
| π Continue mode: ACTIVE | |
| [2026-01-25T01:45:14.268Z] [INFO] Using existing PR: #361 | |
| [2026-01-25T01:45:14.268Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361 | |
| [2026-01-25T01:45:14.269Z] [INFO] | |
| π Starting work session: 2026-01-25T01:45:14.269Z | |
| [2026-01-25T01:45:14.645Z] [INFO] π Converting PR: Back to draft mode... | |
| [2026-01-25T01:45:15.429Z] [INFO] β PR converted: Now in draft mode | |
| [2026-01-25T01:45:16.264Z] [INFO] π¬ Posted: Work session start comment | |
| [2026-01-25T01:45:16.564Z] [INFO] π€ Current user: konard | |
| [2026-01-25T01:45:16.564Z] [INFO] | |
| π Comment counting conditions: | |
| [2026-01-25T01:45:16.565Z] [INFO] prNumber: 361 | |
| [2026-01-25T01:45:16.565Z] [INFO] branchName: issue-360-6b008a412327 | |
| [2026-01-25T01:45:16.565Z] [INFO] isContinueMode: true | |
| [2026-01-25T01:45:16.565Z] [INFO] Will count comments: true | |
| [2026-01-25T01:45:16.566Z] [INFO] π¬ Counting comments: Checking for new comments since last commit... | |
| [2026-01-25T01:45:16.566Z] [INFO] PR #361 on branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:16.566Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-01-25T01:45:17.059Z] [INFO] π Last commit time (from API): 2026-01-25T01:37:00.000Z | |
| [2026-01-25T01:45:18.085Z] [INFO] π¬ New PR comments: 2 | |
| [2026-01-25T01:45:18.086Z] [INFO] π¬ New PR review comments: 0 | |
| [2026-01-25T01:45:18.086Z] [INFO] π¬ New issue comments: 0 | |
| [2026-01-25T01:45:18.086Z] [INFO] Total new comments: 2 | |
| [2026-01-25T01:45:18.086Z] [INFO] Comment lines to add: Yes | |
| [2026-01-25T01:45:18.087Z] [INFO] PR review comments fetched: 0 | |
| [2026-01-25T01:45:18.087Z] [INFO] PR conversation comments fetched: 4 | |
| [2026-01-25T01:45:18.087Z] [INFO] Total PR comments checked: 4 | |
| [2026-01-25T01:45:20.796Z] [INFO] Feedback info will be added to prompt: | |
| [2026-01-25T01:45:20.797Z] [INFO] - Pull request description was edited after last commit | |
| [2026-01-25T01:45:20.797Z] [INFO] - New comments on the pull request: 2 | |
| [2026-01-25T01:45:20.797Z] [INFO] π Getting timestamps: From GitHub servers... | |
| [2026-01-25T01:45:21.162Z] [INFO] π Issue updated: 2026-01-25T01:26:08.000Z | |
| [2026-01-25T01:45:21.487Z] [INFO] π¬ Comments: None found | |
| [2026-01-25T01:45:21.917Z] [INFO] π Recent PR: 2026-01-25T01:38:41.000Z | |
| [2026-01-25T01:45:21.918Z] [INFO] | |
| β Reference time: 2026-01-25T01:38:41.000Z | |
| [2026-01-25T01:45:21.919Z] [INFO] | |
| π Checking for uncommitted changes to include as feedback... | |
| [2026-01-25T01:45:21.986Z] [INFO] β No uncommitted changes found | |
| [2026-01-25T01:45:22.299Z] [INFO] π¦ Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-360-6b008a412327 | |
| [2026-01-25T01:45:24.001Z] [INFO] π Playwright MCP detected - enabling browser automation hints | |
| [2026-01-25T01:45:24.006Z] [INFO] | |
| π Final prompt structure: | |
| [2026-01-25T01:45:24.006Z] [INFO] Characters: 621 | |
| [2026-01-25T01:45:24.007Z] [INFO] System prompt characters: 11916 | |
| [2026-01-25T01:45:24.008Z] [INFO] Feedback info: Included | |
| [2026-01-25T01:45:24.010Z] [INFO] | |
| π€ Executing Claude: OPUS | |
| [2026-01-25T01:45:24.010Z] [INFO] Model: opus | |
| [2026-01-25T01:45:24.010Z] [INFO] Working directory: /tmp/gh-issue-solver-1769305505374 | |
| [2026-01-25T01:45:24.011Z] [INFO] Branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:24.011Z] [INFO] Prompt length: 621 chars | |
| [2026-01-25T01:45:24.011Z] [INFO] System prompt length: 11916 chars | |
| [2026-01-25T01:45:24.011Z] [INFO] Feedback info included: Yes (2 lines) | |
| [2026-01-25T01:45:24.082Z] [INFO] π System resources before execution: | |
| [2026-01-25T01:45:24.083Z] [INFO] Memory: MemFree: 5844944 kB | |
| [2026-01-25T01:45:24.083Z] [INFO] Load: 0.31 0.51 0.76 1/766 1927818 | |
| [2026-01-25T01:45:24.083Z] [INFO] | |
| π Raw command: | |
| [2026-01-25T01:45:24.084Z] [INFO] (cd "/tmp/gh-issue-solver-1769305505374" && 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/360 | |
| Your prepared branch: issue-360-6b008a412327 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305505374 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361 | |
| 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-360-6b008a412327 | |
| New comments on the pull request: 2 | |
| Pull request description was edited after last commit | |
| 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 β let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-360-6b008a412327 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer β it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360. | |
| - 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/361/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/361/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/361/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/360/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 361 --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 361, 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 361. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-360-6b008a412327. | |
| - When you finish, create a pull request from branch issue-360-6b008a412327. (Note: PR 361 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-360-6b008a412327. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 361 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources." | jq -c .) | |
| [2026-01-25T01:45:24.084Z] [INFO] | |
| [2026-01-25T01:45:24.084Z] [INFO] π User prompt: | |
| [2026-01-25T01:45:24.085Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-01-25T01:45:24.085Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360 | |
| Your prepared branch: issue-360-6b008a412327 | |
| Your prepared working directory: /tmp/gh-issue-solver-1769305505374 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361 | |
| 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-360-6b008a412327 | |
| New comments on the pull request: 2 | |
| Pull request description was edited after last commit | |
| Continue. | |
| [2026-01-25T01:45:24.085Z] [INFO] ---END USER PROMPT--- | |
| [2026-01-25T01:45:24.085Z] [INFO] | |
| [2026-01-25T01:45:24.085Z] [INFO] π System prompt: | |
| [2026-01-25T01:45:24.085Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-01-25T01:45:24.086Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself β let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-360-6b008a412327 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an examples and/or experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to experiments folder. | |
| - When your experiments can show real world use case of the software, add it to examples folder. | |
| - When you face something extremely hard, use divide and conquer β it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360. | |
| - 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/361/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/361/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/361/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/360/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 361 --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 361, 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 361. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-360-6b008a412327. | |
| - When you finish, create a pull request from branch issue-360-6b008a412327. (Note: PR 361 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-360-6b008a412327. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 361 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Playwright MCP usage (browser automation via mcp__playwright__* tools). | |
| - When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser. | |
| - When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing. | |
| - When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools. | |
| - When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP. | |
| - When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form). | |
| - When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP. | |
| - When you finish using the browser, always close it with browser_close to free resources. | |
| [2026-01-25T01:45:24.087Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-01-25T01:45:24.087Z] [INFO] | |
| [2026-01-25T01:45:24.088Z] [INFO] π CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-01-25T01:45:24.089Z] [INFO] π Command details: | |
| [2026-01-25T01:45:24.089Z] [INFO] π Working directory: /tmp/gh-issue-solver-1769305505374 | |
| [2026-01-25T01:45:24.089Z] [INFO] πΏ Branch: issue-360-6b008a412327 | |
| [2026-01-25T01:45:24.090Z] [INFO] π€ Model: Claude OPUS | |
| [2026-01-25T01:45:24.090Z] [INFO] π΄ Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-01-25T01:45:24.090Z] [INFO] | |
| βΆοΈ Streaming output: | |
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| [2026-01-25T01:45:26.690Z] [INFO] π Log renamed to: /home/hive/3dc4328d-5e03-40c9-9619-0f2ad8a0fc61.log | |
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**AI Work Session Started**\\n\\nStarting automated work session at 2026-01-25T01:45:14.269Z\\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 working session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3795815209/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]", | |
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| "content": "title:\tfeat: add bloody footprints (ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t361\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/361\nadditions:\t816\ndeletions:\t3\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements bloody footprints feature as requested in #360. When the player or an enemy steps into a blood puddle, bloody boot footprints appear behind them, becoming more transparent with each step until they disappear.\n\n### Key Features\n- **Blood puddle detection**: Characters detect when they step in blood via Area2D overlap\n- **Fading footprints**: Each consecutive footprint is more transparent than the previous\n- **Persistent decals**: Footprints do NOT fade over time (as per requirements)\n- **Unlimited count**: No maximum limit on footprints (as per requirements)\n- **Both characters**: Feature applies to both player and enemies\n- **Alternating feet**: Left/right foot alternation for realistic trail\n\n### Technical Implementation\n- New `BloodyFeetComponent` component attached to Player and Enemy scenes\n- New `BloodFootprint.tscn` scene for footprint decals\n- Updated `BloodDecal` script to add Area2D collision for puddle detection\n- Added unit tests for `BloodyFeetComponent`\n\n### Configuration (BloodyFeetComponent)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `blood_steps_count` | 6 | Number of footprints before blood runs out |\n| `step_distance` | 30.0 | Pixels between footprint spawns |\n| `initial_alpha` | 0.8 | Alpha of first footprint |\n| `alpha_decay_rate` | 0.12 | Alpha reduction per step |\n| `footprint_scale` | 0.8 | Size multiplier for footprints |\n\n### Files Changed\n- `scripts/components/bloody_feet_component.gd` - Main component (new)\n- `scripts/effects/blood_footprint.gd` - Footprint decal script (new)\n- `scenes/effects/BloodFootprint.tscn` - Footprint scene (new)\n- `scripts/effects/blood_decal.gd` - Added puddle detection Area2D\n- `scenes/characters/Player.tscn` - Added BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Added BloodyFeetComponent\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests (new)\n- `docs/case-studies/issue-360/README.md` - Case study documentation (new)\n\n## Test plan\n\n- [ ] Player stepping in blood puddle triggers footprint spawning\n- [ ] Footprints fade in alpha with each step (not over time)\n- [ ] Footprints stop appearing after `blood_steps_count` steps\n- [ ] Stepping in blood again resets the footprint counter\n- [ ] Enemies also leave bloody footprints\n- [ ] Footprints rotate to match movement direction\n- [ ] No performance issues with many footprints\n- [ ] Unit tests pass\n\nFixes #360\n\nπ€ Generated with [Claude Code](https://claude.com/claude-code)", | |
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| "stdout": "title:\tfeat: add bloody footprints (ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t361\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/361\nadditions:\t816\ndeletions:\t3\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements bloody footprints feature as requested in #360. When the player or an enemy steps into a blood puddle, bloody boot footprints appear behind them, becoming more transparent with each step until they disappear.\n\n### Key Features\n- **Blood puddle detection**: Characters detect when they step in blood via Area2D overlap\n- **Fading footprints**: Each consecutive footprint is more transparent than the previous\n- **Persistent decals**: Footprints do NOT fade over time (as per requirements)\n- **Unlimited count**: No maximum limit on footprints (as per requirements)\n- **Both characters**: Feature applies to both player and enemies\n- **Alternating feet**: Left/right foot alternation for realistic trail\n\n### Technical Implementation\n- New `BloodyFeetComponent` component attached to Player and Enemy scenes\n- New `BloodFootprint.tscn` scene for footprint decals\n- Updated `BloodDecal` script to add Area2D collision for puddle detection\n- Added unit tests for `BloodyFeetComponent`\n\n### Configuration (BloodyFeetComponent)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `blood_steps_count` | 6 | Number of footprints before blood runs out |\n| `step_distance` | 30.0 | Pixels between footprint spawns |\n| `initial_alpha` | 0.8 | Alpha of first footprint |\n| `alpha_decay_rate` | 0.12 | Alpha reduction per step |\n| `footprint_scale` | 0.8 | Size multiplier for footprints |\n\n### Files Changed\n- `scripts/components/bloody_feet_component.gd` - Main component (new)\n- `scripts/effects/blood_footprint.gd` - Footprint decal script (new)\n- `scenes/effects/BloodFootprint.tscn` - Footprint scene (new)\n- `scripts/effects/blood_decal.gd` - Added puddle detection Area2D\n- `scenes/characters/Player.tscn` - Added BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Added BloodyFeetComponent\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests (new)\n- `docs/case-studies/issue-360/README.md` - Case study documentation (new)\n\n## Test plan\n\n- [ ] Player stepping in blood puddle triggers footprint spawning\n- [ ] Footprints fade in alpha with each step (not over time)\n- [ ] Footprints stop appearing after `blood_steps_count` steps\n- [ ] Stepping in blood again resets the footprint counter\n- [ ] Enemies also leave bloody footprints\n- [ ] Footprints rotate to match movement direction\n- [ ] No performance issues with many footprints\n- [ ] Unit tests pass\n\nFixes #360\n\nπ€ Generated with [Claude Code](https://claude.com/claude-code)", | |
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| "text": "Now I understand the situation. The user (Jhon-Crow) left a comment saying:\n1. \"Π½Π΅ Π²ΠΈΠΆΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\" (I don't see changes) \n2. \"ΠΏΡΠΎΠ²Π΅ΡΡ C#\" (check C#) - along with a log file\n3. They want all logs and data compiled to `./docs/case-studies/issue-360` folder for a deep case study analysis\n\nLet me check the current state of the branch and download the log file to understand the issue." | |
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| "content": "On branch issue-360-6b008a412327\nYour branch is up to date with 'origin/issue-360-6b008a412327'.\n\nnothing to commit, working tree clean\n26db530 Revert \"Initial commit with task details\"\n2797dc1 feat: add bloody footprints feature (Issue #360)\nb945640 Initial commit with task details\naa68899 Merge pull request #355 from konard/issue-354-6f77d04e11ae\ne7db90e Revert \"Initial commit with task details\"", | |
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| "stdout": "On branch issue-360-6b008a412327\nYour branch is up to date with 'origin/issue-360-6b008a412327'.\n\nnothing to commit, working tree clean\n26db530 Revert \"Initial commit with task details\"\n2797dc1 feat: add bloody footprints feature (Issue #360)\nb945640 Initial commit with task details\naa68899 Merge pull request #355 from konard/issue-354-6f77d04e11ae\ne7db90e Revert \"Initial commit with task details\"", | |
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| "content": "diff --git a/docs/case-studies/issue-360/README.md b/docs/case-studies/issue-360/README.md\nnew file mode 100644\nindex 00000000..86eddacb\n--- /dev/null\n+++ b/docs/case-studies/issue-360/README.md\n@@ -0,0 +1,274 @@\n+# Case Study: Issue #360 - Add Bloody Footprints\n+\n+## Issue Summary\n+\n+**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360\n+\n+**Problem Description (Russian):**\n+> Π΅ΡΠ»ΠΈ Π²ΡΠ°Π³ ΠΈΠ»ΠΈ ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΡΠΏΠ°Π΅Ρ Π² Π»ΡΠΆΡ ΠΊΡΠΎΠ²ΠΈ Π·Π° Π½ΠΈΠΌΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ Π±ΠΎΡΠΈΠ½ΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ Π²ΡΡ ΠΏΡΠΎΠ·ΡΠ°ΡΠ½Π΅Π΅ Ρ ΠΊΠ°ΠΆΠ΄ΡΠΌ ΡΠ°Π³ΠΎΠΌ, ΠΏΠΎΠΊΠ° Π½Π΅ ΠΈΡΡΠ΅Π·Π½ΡΡ.\n+> ΠΎΠ½ΠΈ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΠΈΡΡΠ΅Π·Π°ΡΡ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈΠΌ, ΠΈΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π½Π΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΎ.\n+\n+**English Translation:**\n+> If an enemy or player steps into a blood puddle, bloody boot footprints should appear behind them, which will become more transparent with each step until they disappear.\n+> They should NOT disappear over time, their maximum number is NOT limited.\n+\n+## Requirements Analysis\n+\n+### Core Requirements\n+\n+1. **Blood Puddle Detection**: Detect when player or enemy steps into a blood puddle\n+2. **Footprint Spawning**: Spawn footprint decals behind the character while they have \"bloody feet\"\n+3. **Fading Transparency**: Each consecutive footprint should be more transparent than the previous\n+4. **Persistence**: Footprints do NOT fade over time - they persist indefinitely\n+5. **Unlimited Count**: No maximum limit on footprints (performance considerations still apply)\n+6. **Both Characters**: Feature applies to both player and enemies\n+\n+### Key Behaviors\n+\n+- Footprints appear **after** stepping into blood (tracking blood outward)\n+- Transparency decreases step-by-step (e.g., 100% β 80% β 60% β 40% β 20% β 0%)\n+- The number of \"bloody steps\" before footprints stop is configurable\n+- Footprints should rotate to match character's movement direction\n+\n+## Technical Research\n+\n+### Existing Codebase Analysis\n+\n+#### Blood System Components\n+\n+1. **BloodDecal.tscn** (`scenes/effects/BloodDecal.tscn`)\n+ - Sprite2D-based blood stain effect\n+ - Uses GradientTexture2D (32x32 radial gradient)\n+ - Has optional auto_fade functionality (disabled by default)\n+ - Script: `scripts/effects/blood_decal.gd`\n+\n+2. **BloodEffect.tscn** (`scenes/effects/BloodEffect.tscn`)\n+ - GPUParticles2D blood spray effect\n+ - Spawns BloodDecal instances at particle landing positions\n+ - Uses `effect_cleanup.gd` script\n+\n+3. **ImpactEffectsManager** (`scripts/autoload/impact_effects_manager.gd`)\n+ - Autoload singleton managing all impact effects\n+ - Spawns blood decals via `spawn_blood_effect()`\n+ - Has `MAX_BLOOD_DECALS: int = 100` limit (but footprints should be unlimited per requirements)\n+ - Already handles blood puddle spawning at hit locations\n+\n+#### Character Movement Systems\n+\n+1. **Player** (`scripts/characters/player.gd`)\n+ - CharacterBody2D-based movement\n+ - Uses `_physics_process()` for movement via `move_and_slide()`\n+ - Has velocity tracking for movement direction\n+ - Walking animation system exists (`_update_walk_animation()`)\n+\n+2. **Enemy** (`scripts/objects/enemy.gd`)\n+ - CharacterBody2D-based movement with AI states\n+ - Uses NavigationAgent2D for pathfinding\n+ - Walking animation system exists\n+\n+### External Research\n+\n+#### Godot Implementation Approaches\n+\n+1. **Trail Effect with Line2D** ([DEV Community](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo))\n+ - Uses Line2D node for drawing trails\n+ - Not ideal for discrete footprints\n+\n+2. **Particle-based Trails** ([Godot Shaders](https://godotshaders.com/shader/particle-based-trail/))\n+ - GPU-efficient for continuous trails\n+ - Overkill for discrete footprint spawning\n+\n+3. **Sprite2D with Tween Fading** ([Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011))\n+ - Most appropriate for this use case\n+ - Each footprint is a Sprite2D instance\n+ - Alpha value set at spawn time (no animation needed per requirements)\n+\n+#### Game Development Best Practices\n+\n+1. **Polygon Treehouse's Footprint System** ([Blog](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go))\n+ - Uses animation events to trigger footprints at foot landing\n+ - Fades footprints over time (we don't need this)\n+ - Limits footprint count for performance (we need unlimited)\n+\n+2. **Blood Trail FX Asset** ([Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx))\n+ - Commercial asset with bloody footprints\n+ - Shows that footprints should be textured (boot shape)\n+ - Frequency of spawning is adjustable\n+\n+### Available Libraries/Components\n+\n+1. **DecalCo Plugin** ([GitHub](https://github.com/Master-J/DecalCo))\n+ - Shader-based decal solution for Godot 3.x\n+ - Not compatible with Godot 4.x directly\n+\n+2. **GPUTrail Plugin** ([GitHub](https://github.com/celyk/GPUTrail))\n+ - GPU-based trail for Godot 4\n+ - Better for continuous trails, not discrete footprints\n+\n+## Proposed Solutions\n+\n+### Solution 1: Component-Based Footprint Manager (Recommended)\n+\n+**Architecture:**\n+```\n+BloodyFeetComponent (Node)\n+βββ Tracks \"blood level\" (decreases with each step)\n+βββ Detects blood puddle entry via Area2D overlap\n+βββ Spawns footprint decals at step intervals\n+βββ Attached to Player and Enemy nodes\n+\n+FootprintDecal (Sprite2D scene)\n+βββ boot-shaped texture\n+βββ z_index = -1 (below characters)\n+βββ rotation matches movement direction\n+βββ modulate.a set at spawn time (no fade animation)\n+\n+BloodyFeetManager (Autoload)\n+βββ Preloads footprint scene\n+βββ Tracks all footprints (for scene cleanup)\n+βββ Handles footprint spawning requests\n+```\n+\n+**Pros:**\n+- Clean separation of concerns\n+- Reusable component for any character\n+- Integrates with existing ImpactEffectsManager pattern\n+- Easy to test\n+\n+**Cons:**\n+- Requires new component class\n+- Needs to hook into character movement\n+\n+### Solution 2: Extend Existing Blood Decal System\n+\n+**Architecture:**\n+- Add Area2D to BloodDecal for collision detection\n+- Add `bloody_feet` tracking directly to Player/Enemy scripts\n+- Spawn footprints from character scripts\n+\n+**Pros:**\n+- Uses existing infrastructure\n+- Minimal new code\n+\n+**Cons:**\n+- Clutters character scripts\n+- Less reusable\n+- Harder to maintain\n+\n+### Solution 3: Signal-Based Event System\n+\n+**Architecture:**\n+- Blood puddles emit `entered` signal\n+- Characters subscribe and set internal state\n+- Characters emit `step_taken` signal with position/direction\n+- BloodyFeetManager listens and spawns footprints\n+\n+**Pros:**\n+- Fully decoupled\n+- Very testable\n+- Event-driven\n+\n+**Cons:**\n+- More complex signal wiring\n+- May have performance overhead from many signals\n+\n+## Recommended Approach\n+\n+**Solution 1 (Component-Based)** is recommended because:\n+\n+1. Follows existing project patterns (components like HealthComponent, VisionComponent)\n+2. Easy to attach to both Player and Enemy\n+3. Self-contained logic\n+4. Can integrate with existing ImpactEffectsManager for decal management\n+5. Testable in isolation\n+\n+## Implementation Plan\n+\n+### Phase 1: Create Footprint Assets\n+1. Create `footprint.png` texture (boot-shaped, grayscale for tinting)\n+2. Create `BloodFootprint.tscn` scene (Sprite2D with script)\n+\n+### Phase 2: Implement Core System\n+1. Create `BloodyFeetComponent` component\n+2. Implement blood puddle detection (Area2D overlap)\n+3. Implement step tracking (distance-based or animation-event)", | |
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| "stdout": "diff --git a/docs/case-studies/issue-360/README.md b/docs/case-studies/issue-360/README.md\nnew file mode 100644\nindex 00000000..86eddacb\n--- /dev/null\n+++ b/docs/case-studies/issue-360/README.md\n@@ -0,0 +1,274 @@\n+# Case Study: Issue #360 - Add Bloody Footprints\n+\n+## Issue Summary\n+\n+**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360\n+\n+**Problem Description (Russian):**\n+> Π΅ΡΠ»ΠΈ Π²ΡΠ°Π³ ΠΈΠ»ΠΈ ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΡΠΏΠ°Π΅Ρ Π² Π»ΡΠΆΡ ΠΊΡΠΎΠ²ΠΈ Π·Π° Π½ΠΈΠΌΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ Π±ΠΎΡΠΈΠ½ΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ Π²ΡΡ ΠΏΡΠΎΠ·ΡΠ°ΡΠ½Π΅Π΅ Ρ ΠΊΠ°ΠΆΠ΄ΡΠΌ ΡΠ°Π³ΠΎΠΌ, ΠΏΠΎΠΊΠ° Π½Π΅ ΠΈΡΡΠ΅Π·Π½ΡΡ.\n+> ΠΎΠ½ΠΈ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΠΈΡΡΠ΅Π·Π°ΡΡ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈΠΌ, ΠΈΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π½Π΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΎ.\n+\n+**English Translation:**\n+> If an enemy or player steps into a blood puddle, bloody boot footprints should appear behind them, which will become more transparent with each step until they disappear.\n+> They should NOT disappear over time, their maximum number is NOT limited.\n+\n+## Requirements Analysis\n+\n+### Core Requirements\n+\n+1. **Blood Puddle Detection**: Detect when player or enemy steps into a blood puddle\n+2. **Footprint Spawning**: Spawn footprint decals behind the character while they have \"bloody feet\"\n+3. **Fading Transparency**: Each consecutive footprint should be more transparent than the previous\n+4. **Persistence**: Footprints do NOT fade over time - they persist indefinitely\n+5. **Unlimited Count**: No maximum limit on footprints (performance considerations still apply)\n+6. **Both Characters**: Feature applies to both player and enemies\n+\n+### Key Behaviors\n+\n+- Footprints appear **after** stepping into blood (tracking blood outward)\n+- Transparency decreases step-by-step (e.g., 100% β 80% β 60% β 40% β 20% β 0%)\n+- The number of \"bloody steps\" before footprints stop is configurable\n+- Footprints should rotate to match character's movement direction\n+\n+## Technical Research\n+\n+### Existing Codebase Analysis\n+\n+#### Blood System Components\n+\n+1. **BloodDecal.tscn** (`scenes/effects/BloodDecal.tscn`)\n+ - Sprite2D-based blood stain effect\n+ - Uses GradientTexture2D (32x32 radial gradient)\n+ - Has optional auto_fade functionality (disabled by default)\n+ - Script: `scripts/effects/blood_decal.gd`\n+\n+2. **BloodEffect.tscn** (`scenes/effects/BloodEffect.tscn`)\n+ - GPUParticles2D blood spray effect\n+ - Spawns BloodDecal instances at particle landing positions\n+ - Uses `effect_cleanup.gd` script\n+\n+3. **ImpactEffectsManager** (`scripts/autoload/impact_effects_manager.gd`)\n+ - Autoload singleton managing all impact effects\n+ - Spawns blood decals via `spawn_blood_effect()`\n+ - Has `MAX_BLOOD_DECALS: int = 100` limit (but footprints should be unlimited per requirements)\n+ - Already handles blood puddle spawning at hit locations\n+\n+#### Character Movement Systems\n+\n+1. **Player** (`scripts/characters/player.gd`)\n+ - CharacterBody2D-based movement\n+ - Uses `_physics_process()` for movement via `move_and_slide()`\n+ - Has velocity tracking for movement direction\n+ - Walking animation system exists (`_update_walk_animation()`)\n+\n+2. **Enemy** (`scripts/objects/enemy.gd`)\n+ - CharacterBody2D-based movement with AI states\n+ - Uses NavigationAgent2D for pathfinding\n+ - Walking animation system exists\n+\n+### External Research\n+\n+#### Godot Implementation Approaches\n+\n+1. **Trail Effect with Line2D** ([DEV Community](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo))\n+ - Uses Line2D node for drawing trails\n+ - Not ideal for discrete footprints\n+\n+2. **Particle-based Trails** ([Godot Shaders](https://godotshaders.com/shader/particle-based-trail/))\n+ - GPU-efficient for continuous trails\n+ - Overkill for discrete footprint spawning\n+\n+3. **Sprite2D with Tween Fading** ([Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011))\n+ - Most appropriate for this use case\n+ - Each footprint is a Sprite2D instance\n+ - Alpha value set at spawn time (no animation needed per requirements)\n+\n+#### Game Development Best Practices\n+\n+1. **Polygon Treehouse's Footprint System** ([Blog](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go))\n+ - Uses animation events to trigger footprints at foot landing\n+ - Fades footprints over time (we don't need this)\n+ - Limits footprint count for performance (we need unlimited)\n+\n+2. **Blood Trail FX Asset** ([Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx))\n+ - Commercial asset with bloody footprints\n+ - Shows that footprints should be textured (boot shape)\n+ - Frequency of spawning is adjustable\n+\n+### Available Libraries/Components\n+\n+1. **DecalCo Plugin** ([GitHub](https://github.com/Master-J/DecalCo))\n+ - Shader-based decal solution for Godot 3.x\n+ - Not compatible with Godot 4.x directly\n+\n+2. **GPUTrail Plugin** ([GitHub](https://github.com/celyk/GPUTrail))\n+ - GPU-based trail for Godot 4\n+ - Better for continuous trails, not discrete footprints\n+\n+## Proposed Solutions\n+\n+### Solution 1: Component-Based Footprint Manager (Recommended)\n+\n+**Architecture:**\n+```\n+BloodyFeetComponent (Node)\n+βββ Tracks \"blood level\" (decreases with each step)\n+βββ Detects blood puddle entry via Area2D overlap\n+βββ Spawns footprint decals at step intervals\n+βββ Attached to Player and Enemy nodes\n+\n+FootprintDecal (Sprite2D scene)\n+βββ boot-shaped texture\n+βββ z_index = -1 (below characters)\n+βββ rotation matches movement direction\n+βββ modulate.a set at spawn time (no fade animation)\n+\n+BloodyFeetManager (Autoload)\n+βββ Preloads footprint scene\n+βββ Tracks all footprints (for scene cleanup)\n+βββ Handles footprint spawning requests\n+```\n+\n+**Pros:**\n+- Clean separation of concerns\n+- Reusable component for any character\n+- Integrates with existing ImpactEffectsManager pattern\n+- Easy to test\n+\n+**Cons:**\n+- Requires new component class\n+- Needs to hook into character movement\n+\n+### Solution 2: Extend Existing Blood Decal System\n+\n+**Architecture:**\n+- Add Area2D to BloodDecal for collision detection\n+- Add `bloody_feet` tracking directly to Player/Enemy scripts\n+- Spawn footprints from character scripts\n+\n+**Pros:**\n+- Uses existing infrastructure\n+- Minimal new code\n+\n+**Cons:**\n+- Clutters character scripts\n+- Less reusable\n+- Harder to maintain\n+\n+### Solution 3: Signal-Based Event System\n+\n+**Architecture:**\n+- Blood puddles emit `entered` signal\n+- Characters subscribe and set internal state\n+- Characters emit `step_taken` signal with position/direction\n+- BloodyFeetManager listens and spawns footprints\n+\n+**Pros:**\n+- Fully decoupled\n+- Very testable\n+- Event-driven\n+\n+**Cons:**\n+- More complex signal wiring\n+- May have performance overhead from many signals\n+\n+## Recommended Approach\n+\n+**Solution 1 (Component-Based)** is recommended because:\n+\n+1. Follows existing project patterns (components like HealthComponent, VisionComponent)\n+2. Easy to attach to both Player and Enemy\n+3. Self-contained logic\n+4. Can integrate with existing ImpactEffectsManager for decal management\n+5. Testable in isolation\n+\n+## Implementation Plan\n+\n+### Phase 1: Create Footprint Assets\n+1. Create `footprint.png` texture (boot-shaped, grayscale for tinting)\n+2. Create `BloodFootprint.tscn` scene (Sprite2D with script)\n+\n+### Phase 2: Implement Core System\n+1. Create `BloodyFeetComponent` component\n+2. Implement blood puddle detection (Area2D overlap)\n+3. Implement step tracking (distance-based or animation-event)", | |
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| "content": " 1βusing Godot;\n 2βusing GodotTopDownTemplate.Components;\n 3βusing GodotTopDownTemplate.Interfaces;\n 4β\n 5βnamespace GodotTopDownTemplate.Objects;\n 6β\n 7β/// <summary>\n 8β/// Enemy/Target that can be damaged and reacts when hit.\n 9β/// Implements IDamageable interface for the damage system.\n 10β/// Can be destroyed or respawn after a delay.\n 11β/// </summary>\n 12βpublic partial class Enemy : Area2D, IDamageable\n 13β{\n 14β /// <summary>\n 15β /// Color when at full health.\n 16β /// </summary>\n 17β [Export]\n 18β public Color FullHealthColor { get; set; } = new Color(0.9f, 0.2f, 0.2f, 1.0f);\n 19β\n 20β /// <summary>\n 21β /// Color when at low health (interpolates based on health percentage).\n 22β /// </summary>\n 23β [Export]\n 24β public Color LowHealthColor { get; set; } = new Color(0.3f, 0.1f, 0.1f, 1.0f);\n 25β\n 26β /// <summary>\n 27β /// Color to flash when hit.\n 28β /// </summary>\n 29β [Export]\n 30β public Color HitFlashColor { get; set; } = new Color(1.0f, 1.0f, 1.0f, 1.0f);\n 31β\n 32β /// <summary>\n 33β /// Duration of hit flash effect in seconds.\n 34β /// </summary>\n 35β [Export]\n 36β public float HitFlashDuration { get; set; } = 0.1f;\n 37β\n 38β /// <summary>\n 39β /// Whether to destroy the target after being hit.\n 40β /// </summary>\n 41β [Export]\n 42β public bool DestroyOnHit { get; set; } = false;\n 43β\n 44β /// <summary>\n 45β /// Delay before respawning or destroying (in seconds).\n 46β /// </summary>\n 47β [Export]\n 48β public float RespawnDelay { get; set; } = 2.0f;\n 49β\n 50β /// <summary>\n 51β /// Health component for managing health.\n 52β /// </summary>\n 53β private HealthComponent? _healthComponent;\n 54β\n 55β /// <summary>\n 56β /// Reference to the sprite for color changes.\n 57β /// </summary>\n 58β private Sprite2D? _sprite;\n 59β\n 60β /// <summary>\n 61β /// Whether the target has been hit and is in hit state.\n 62β /// </summary>\n 63β private bool _isHit;\n 64β\n 65β #region IDamageable Implementation\n 66β\n 67β /// <inheritdoc/>\n 68β public float CurrentHealth => _healthComponent?.CurrentHealth ?? 0;\n 69β\n 70β /// <inheritdoc/>\n 71β public float MaxHealth => _healthComponent?.MaxHealth ?? 100;\n 72β\n 73β /// <inheritdoc/>\n 74β public bool IsAlive => _healthComponent?.IsAlive ?? !_isHit;\n 75β\n 76β /// <inheritdoc/>\n 77β public void TakeDamage(float amount)\n 78β {\n 79β if (!IsAlive)\n 80β {\n 81β return;\n 82β }\n 83β\n 84β EmitSignal(SignalName.Hit);\n 85β\n 86β if (_healthComponent != null)\n 87β {\n 88β // Show hit flash effect\n 89β ShowHitFlash();\n 90β _healthComponent.TakeDamage(amount);\n 91β }\n 92β else\n 93β {\n 94β // Fallback behavior if no health component\n 95β _isHit = true;\n 96β HandleHitEffect();\n 97β }\n 98β }\n 99β\n 100β /// <inheritdoc/>\n 101β public void Heal(float amount)\n 102β {\n 103β _healthComponent?.Heal(amount);\n 104β }\n 105β\n 106β /// <inheritdoc/>\n 107β public void OnDeath()\n 108β {\n 109β HandleDeath();\n 110β }\n 111β\n 112β #endregion\n 113β\n 114β /// <summary>\n 115β /// Signal emitted when the enemy is hit.\n 116β /// </summary>\n 117β [Signal]\n 118β public delegate void HitEventHandler();\n 119β\n 120β /// <summary>\n 121β /// Signal emitted when the enemy dies.\n 122β /// </summary>\n 123β [Signal]\n 124β public delegate void DiedEventHandler();\n 125β\n 126β public override void _Ready()\n 127β {\n 128β // Get sprite reference\n 129β _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n 130β\n 131β // Initialize or create health component\n 132β _healthComponent = GetNodeOrNull<HealthComponent>(\"HealthComponent\");\n 133β if (_healthComponent == null)\n 134β {\n 135β _healthComponent = new HealthComponent();\n 136β AddChild(_healthComponent);\n 137β }\n 138β\n 139β // Configure random health (2-4 HP)\n 140β _healthComponent.UseRandomHealth = true;\n 141β _healthComponent.MinRandomHealth = 2;\n 142β _healthComponent.MaxRandomHealth = 4;\n 143β _healthComponent.InitializeHealth();\n 144β\n 145β GD.Print($\"[Enemy] {Name}: Spawned with health {_healthComponent.CurrentHealth}/{_healthComponent.MaxHealth}\");\n 146β\n 147β // Connect signals\n 148β _healthComponent.Died += OnHealthDied;\n 149β _healthComponent.HealthChanged += OnHealthChanged;\n 150β\n 151β // Update visual color based on initial health\n 152β UpdateHealthVisual();\n 153β }\n 154β\n 155β /// <summary>\n 156β /// Called when health changes - updates visual feedback.\n 157β /// </summary>\n 158β private void OnHealthChanged(float currentHealth, float maxHealth)\n 159β {\n 160β GD.Print($\"[Enemy] {Name}: Health changed to {currentHealth}/{maxHealth} ({_healthComponent?.HealthPercent * 100:F0}%)\");\n 161β UpdateHealthVisual();\n 162β }\n 163β\n 164β /// <summary>\n 165β /// Updates the sprite color based on current health percentage.\n 166β /// </summary>\n 167β private void UpdateHealthVisual()\n 168β {\n 169β if (_sprite == null || _healthComponent == null)\n 170β {\n 171β return;\n 172β }\n 173β\n 174β // Interpolate color based on health percentage\n 175β float healthPercent = _healthComponent.HealthPercent;\n 176β _sprite.Modulate = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n 177β }\n 178β\n 179β /// <summary>\n 180β /// Called when the health component signals death.\n 181β /// </summary>\n 182β private void OnHealthDied()\n 183β {\n 184β GD.Print($\"[Enemy] {Name}: Died!\");\n 185β OnDeath();\n 186β }\n 187β\n 188β /// <summary>\n 189β /// Legacy hit method for backwards compatibility with bullet.gd.\n 190β /// Called when hit by a bullet using the on_hit() method.\n 191β /// </summary>\n 192β public void on_hit()\n 193β {\n 194β OnHit();\n 195β }\n 196β\n 197β /// <summary>\n 198β /// Called when the enemy is hit.\n 199β /// </summary>\n 200β public void OnHit()\n 201β {\n 202β if (!IsAlive)\n 203β {\n 204β return;\n 205β }\n 206β\n 207β EmitSignal(SignalName.Hit);\n 208β\n 209β // Apply 1 damage (for hit-based system)\n 210β if (_healthComponent != null && _healthComponent.IsAlive)\n 211β {\n 212β GD.Print($\"[Enemy] {Name}: Hit! Taking 1 damage. Current health: {_healthComponent.CurrentHealth}\");\n 213β // Show hit flash effect\n 214β ShowHitFlash();\n 215β\n 216β // Determine if this hit will be lethal before applying damage\n 217β bool willBeFatal = _healthComponent.CurrentHealth <= 1.0f;\n 218β\n 219β // Play appropriate hit sound\n 220β if (willBeFatal)\n 221β {\n 222β PlayHitLethalSound();\n 223β }\n 224β else\n 225β {\n 226β PlayHitNonLethalSound();\n 227β }\n 228β\n 229β _healthComponent.TakeDamage(1.0f);\n 230β }\n 231β else\n 232β {\n 233β // Handle without health component (legacy behavior)\n 234β _isHit = true;\n 235β HandleHitEffect();\n 236β }\n 237β }\n 238β\n 239β /// <summary>\n 240β /// Plays the lethal hit sound when enemy dies.\n 241β /// </summary>\n 242β private void PlayHitLethalSound()\n 243β {\n 244β var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 245β if (audioManager != null && audioManager.HasMethod(\"play_hit_lethal\"))\n 246β {\n 247β audioManager.Call(\"play_hit_lethal\", GlobalPosition);\n 248β }\n 249β }\n 250β\n 251β /// <summary>\n 252β /// Plays the non-lethal hit sound when enemy is damaged but survives.\n 253β /// </summary>\n 254β private void PlayHitNonLethalSound()\n 255β {\n 256β var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n 257β if (audioManager != null && audioManager.HasMethod(\"play_hit_non_lethal\"))\n 258β {\n 259β audioManager.Call(\"play_hit_non_lethal\", GlobalPosition);\n 260β }\n 261β }\n 262β\n 263β /// <summary>\n 264β /// Shows a brief flash effect when hit.\n 265β /// </summary>\n 266β private async void ShowHitFlash()\n 267β {\n 268β if (_sprite == null)\n 269β {\n 270β return;\n 271β }\n 272β\n 273β Color previousColor = _sprite.Modulate;\n 274β _sprite.Modulate = HitFlashColor;\n 275β\n 276β await ToSignal(GetTree().CreateTimer(HitFlashDuration), \"timeout\");\n 277β\n 278β // Restore color based on current health (if still alive)\n 279β if (_healthComponent != null && _healthComponent.IsAlive)\n 280β {\n 281β UpdateHealthVisual();\n 282β }\n 283β }\n 284β\n 285β /// <summary>\n 286β /// Handles the visual/behavioral effect of being hit.\n 287β /// </summary>\n 288β private async void HandleHitEffect()\n 289β {\n 290β if (DestroyOnHit)\n 291β {\n 292β // Wait before destroying\n 293β await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n 294β QueueFree();\n 295β }\n 296β else\n 297β {\n 298β // Wait before resetting\n 299β await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n 300β Reset();\n 301β }\n 302β }\n 303β\n 304β /// <summary>\n 305β /// Handles enemy death.\n 306β /// </summary>\n 307β private async void HandleDeath()\n 308β {\n 309β EmitSignal(SignalName.Died);\n 310β\n 311β if (DestroyOnHit)\n 312β {\n 313β await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n 314β QueueFree();\n 315β }\n 316β else\n 317β {\n 318β await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n 319β Reset();\n 320β }\n 321β }\n 322β\n 323β /// <summary>\n 324β /// Resets the enemy to its initial state.\n 325β /// </summary>\n 326β private void Reset()\n 327β {\n 328β _isHit = false;\n 329β\n 330β // Reset health (will re-randomize if UseRandomHealth is true)\n 331β _healthComponent?.ResetToMax();\n 332β\n 333β // Update visual to reflect new health\n 334β UpdateHealthVisual();\n 335β }\n 336β}\n 337β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "using Godot;\nusing GodotTopDownTemplate.Components;\nusing GodotTopDownTemplate.Interfaces;\n\nnamespace GodotTopDownTemplate.Objects;\n\n/// <summary>\n/// Enemy/Target that can be damaged and reacts when hit.\n/// Implements IDamageable interface for the damage system.\n/// Can be destroyed or respawn after a delay.\n/// </summary>\npublic partial class Enemy : Area2D, IDamageable\n{\n /// <summary>\n /// Color when at full health.\n /// </summary>\n [Export]\n public Color FullHealthColor { get; set; } = new Color(0.9f, 0.2f, 0.2f, 1.0f);\n\n /// <summary>\n /// Color when at low health (interpolates based on health percentage).\n /// </summary>\n [Export]\n public Color LowHealthColor { get; set; } = new Color(0.3f, 0.1f, 0.1f, 1.0f);\n\n /// <summary>\n /// Color to flash when hit.\n /// </summary>\n [Export]\n public Color HitFlashColor { get; set; } = new Color(1.0f, 1.0f, 1.0f, 1.0f);\n\n /// <summary>\n /// Duration of hit flash effect in seconds.\n /// </summary>\n [Export]\n public float HitFlashDuration { get; set; } = 0.1f;\n\n /// <summary>\n /// Whether to destroy the target after being hit.\n /// </summary>\n [Export]\n public bool DestroyOnHit { get; set; } = false;\n\n /// <summary>\n /// Delay before respawning or destroying (in seconds).\n /// </summary>\n [Export]\n public float RespawnDelay { get; set; } = 2.0f;\n\n /// <summary>\n /// Health component for managing health.\n /// </summary>\n private HealthComponent? _healthComponent;\n\n /// <summary>\n /// Reference to the sprite for color changes.\n /// </summary>\n private Sprite2D? _sprite;\n\n /// <summary>\n /// Whether the target has been hit and is in hit state.\n /// </summary>\n private bool _isHit;\n\n #region IDamageable Implementation\n\n /// <inheritdoc/>\n public float CurrentHealth => _healthComponent?.CurrentHealth ?? 0;\n\n /// <inheritdoc/>\n public float MaxHealth => _healthComponent?.MaxHealth ?? 100;\n\n /// <inheritdoc/>\n public bool IsAlive => _healthComponent?.IsAlive ?? !_isHit;\n\n /// <inheritdoc/>\n public void TakeDamage(float amount)\n {\n if (!IsAlive)\n {\n return;\n }\n\n EmitSignal(SignalName.Hit);\n\n if (_healthComponent != null)\n {\n // Show hit flash effect\n ShowHitFlash();\n _healthComponent.TakeDamage(amount);\n }\n else\n {\n // Fallback behavior if no health component\n _isHit = true;\n HandleHitEffect();\n }\n }\n\n /// <inheritdoc/>\n public void Heal(float amount)\n {\n _healthComponent?.Heal(amount);\n }\n\n /// <inheritdoc/>\n public void OnDeath()\n {\n HandleDeath();\n }\n\n #endregion\n\n /// <summary>\n /// Signal emitted when the enemy is hit.\n /// </summary>\n [Signal]\n public delegate void HitEventHandler();\n\n /// <summary>\n /// Signal emitted when the enemy dies.\n /// </summary>\n [Signal]\n public delegate void DiedEventHandler();\n\n public override void _Ready()\n {\n // Get sprite reference\n _sprite = GetNodeOrNull<Sprite2D>(\"Sprite2D\");\n\n // Initialize or create health component\n _healthComponent = GetNodeOrNull<HealthComponent>(\"HealthComponent\");\n if (_healthComponent == null)\n {\n _healthComponent = new HealthComponent();\n AddChild(_healthComponent);\n }\n\n // Configure random health (2-4 HP)\n _healthComponent.UseRandomHealth = true;\n _healthComponent.MinRandomHealth = 2;\n _healthComponent.MaxRandomHealth = 4;\n _healthComponent.InitializeHealth();\n\n GD.Print($\"[Enemy] {Name}: Spawned with health {_healthComponent.CurrentHealth}/{_healthComponent.MaxHealth}\");\n\n // Connect signals\n _healthComponent.Died += OnHealthDied;\n _healthComponent.HealthChanged += OnHealthChanged;\n\n // Update visual color based on initial health\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Called when health changes - updates visual feedback.\n /// </summary>\n private void OnHealthChanged(float currentHealth, float maxHealth)\n {\n GD.Print($\"[Enemy] {Name}: Health changed to {currentHealth}/{maxHealth} ({_healthComponent?.HealthPercent * 100:F0}%)\");\n UpdateHealthVisual();\n }\n\n /// <summary>\n /// Updates the sprite color based on current health percentage.\n /// </summary>\n private void UpdateHealthVisual()\n {\n if (_sprite == null || _healthComponent == null)\n {\n return;\n }\n\n // Interpolate color based on health percentage\n float healthPercent = _healthComponent.HealthPercent;\n _sprite.Modulate = FullHealthColor.Lerp(LowHealthColor, 1.0f - healthPercent);\n }\n\n /// <summary>\n /// Called when the health component signals death.\n /// </summary>\n private void OnHealthDied()\n {\n GD.Print($\"[Enemy] {Name}: Died!\");\n OnDeath();\n }\n\n /// <summary>\n /// Legacy hit method for backwards compatibility with bullet.gd.\n /// Called when hit by a bullet using the on_hit() method.\n /// </summary>\n public void on_hit()\n {\n OnHit();\n }\n\n /// <summary>\n /// Called when the enemy is hit.\n /// </summary>\n public void OnHit()\n {\n if (!IsAlive)\n {\n return;\n }\n\n EmitSignal(SignalName.Hit);\n\n // Apply 1 damage (for hit-based system)\n if (_healthComponent != null && _healthComponent.IsAlive)\n {\n GD.Print($\"[Enemy] {Name}: Hit! Taking 1 damage. Current health: {_healthComponent.CurrentHealth}\");\n // Show hit flash effect\n ShowHitFlash();\n\n // Determine if this hit will be lethal before applying damage\n bool willBeFatal = _healthComponent.CurrentHealth <= 1.0f;\n\n // Play appropriate hit sound\n if (willBeFatal)\n {\n PlayHitLethalSound();\n }\n else\n {\n PlayHitNonLethalSound();\n }\n\n _healthComponent.TakeDamage(1.0f);\n }\n else\n {\n // Handle without health component (legacy behavior)\n _isHit = true;\n HandleHitEffect();\n }\n }\n\n /// <summary>\n /// Plays the lethal hit sound when enemy dies.\n /// </summary>\n private void PlayHitLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_lethal\"))\n {\n audioManager.Call(\"play_hit_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Plays the non-lethal hit sound when enemy is damaged but survives.\n /// </summary>\n private void PlayHitNonLethalSound()\n {\n var audioManager = GetNodeOrNull(\"/root/AudioManager\");\n if (audioManager != null && audioManager.HasMethod(\"play_hit_non_lethal\"))\n {\n audioManager.Call(\"play_hit_non_lethal\", GlobalPosition);\n }\n }\n\n /// <summary>\n /// Shows a brief flash effect when hit.\n /// </summary>\n private async void ShowHitFlash()\n {\n if (_sprite == null)\n {\n return;\n }\n\n Color previousColor = _sprite.Modulate;\n _sprite.Modulate = HitFlashColor;\n\n await ToSignal(GetTree().CreateTimer(HitFlashDuration), \"timeout\");\n\n // Restore color based on current health (if still alive)\n if (_healthComponent != null && _healthComponent.IsAlive)\n {\n UpdateHealthVisual();\n }\n }\n\n /// <summary>\n /// Handles the visual/behavioral effect of being hit.\n /// </summary>\n private async void HandleHitEffect()\n {\n if (DestroyOnHit)\n {\n // Wait before destroying\n await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n QueueFree();\n }\n else\n {\n // Wait before resetting\n await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n Reset();\n }\n }\n\n /// <summary>\n /// Handles enemy death.\n /// </summary>\n private async void HandleDeath()\n {\n EmitSignal(SignalName.Died);\n\n if (DestroyOnHit)\n {\n await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n QueueFree();\n }\n else\n {\n await ToSignal(GetTree().CreateTimer(RespawnDelay), \"timeout\");\n Reset();\n }\n }\n\n /// <summary>\n /// Resets the enemy to its initial state.\n /// </summary>\n private void Reset()\n {\n _isHit = false;\n\n // Reset health (will re-randomize if UseRandomHealth is true)\n _healthComponent?.ResetToMax();\n\n // Update visual to reflect new health\n UpdateHealthVisual();\n }\n}\n", | |
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| [2026-01-25T01:46:05.949Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01DBTnuM6j3ZqNVmWmDzgodx","type":"tool_result","content":" 1β[04:43:05] [INFO] ============================================================\n 2β[04:43:05] [INFO] GAME LOG STARTED\n 3β[04:43:05] [INFO] ============================================================\n 4β[04:43:05] [INFO] Timestamp: 2026-01-25T04:43:05\n 5β[04:43:05] [INFO] Log file: I:/ΠΠ°Π³ΡΡΠ·ΠΊΠΈ/godot exe/game_log_20260125_044305.txt\n 6β[04:43:05] [INFO] Executable: I:/ΠΠ°Π³ΡΡΠ·ΠΊΠΈ/godot exe/Godot-Top-Down-Template.exe\n 7β[04:43:05] [INFO] OS: Windows\n 8β[04:43:05] [INFO] Debug build: false\n 9β[04:43:05] [INFO] Engine version: 4.3-stable (official)\n 10β[04:43:05] [INFO] Project: Godot Top-Down Template\n 11β[04:43:05] [INFO] ------------------------------------------------------------\n 12β[04:43:05] [INFO] [GameManager] GameManager ready\n 13β[04:43:05] [INFO] [ScoreManager] ScoreManager ready\n 14β[04:43:05] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15β[04:43:05] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16β[04:43:05] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17β[04:43:05] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 18β[04:43:05] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 19β[04:43:05] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 20β[04:43:05] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 21β[04:43:05] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 22β[04:43:05] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 23β[04:43:05] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 24β[04:43:05] [INFO] [LastChance] Resetting all effects (scene change detected)\n 25β[04:43:05] [INFO] [LastChance] Last chance shader loaded successfully\n 26β[04:43:05] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 27β[04:43:05] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 28β[04:43:05] [INFO] [LastChance] Sepia intensity: 0.70\n 29β[04:43:05] [INFO] [LastChance] Brightness: 0.60\n 30β[04:43:05] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 31β[04:43:05] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 32β[04:43:05] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV enabled: true\n 33β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 34β[04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 35β[04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created\n 36β[04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 37β[04:43:05] [ENEMY] [Enemy1] Death animation component initialized\n 38β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 39β[04:43:05] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 40β[04:43:05] [INFO] [BloodyFeet:Enemy2] Blood detector created\n 41β[04:43:05] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 42β[04:43:05] [ENEMY] [Enemy2] Death animation component initialized\n 43β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 44β[04:43:05] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 45β[04:43:05] [INFO] [BloodyFeet:Enemy3] Blood detector created\n 46β[04:43:05] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 47β[04:43:05] [ENEMY] [Enemy3] Death animation component initialized\n 48β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 49β[04:43:05] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 50β[04:43:05] [INFO] [BloodyFeet:Enemy4] Blood detector created\n 51β[04:43:05] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 52β[04:43:05] [ENEMY] [Enemy4] Death animation component initialized\n 53β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 54β[04:43:05] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 55β[04:43:05] [INFO] [BloodyFeet:Enemy5] Blood detector created\n 56β[04:43:05] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 57β[04:43:05] [ENEMY] [Enemy5] Death animation component initialized\n 58β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 59β[04:43:05] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n 60β[04:43:05] [INFO] [BloodyFeet:Enemy6] Blood detector created\n 61β[04:43:05] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n 62β[04:43:05] [ENEMY] [Enemy6] Death animation component initialized\n 63β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 64β[04:43:05] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n 65β[04:43:05] [INFO] [BloodyFeet:Enemy7] Blood detector created\n 66β[04:43:05] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n 67β[04:43:05] [ENEMY] [Enemy7] Death animation component initialized\n 68β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 69β[04:43:05] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n 70β[04:43:05] [INFO] [BloodyFeet:Enemy8] Blood detector created\n 71β[04:43:05] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n 72β[04:43:05] [ENEMY] [Enemy8] Death animation component initialized\n 73β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 74β[04:43:05] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n 75β[04:43:05] [INFO] [BloodyFeet:Enemy9] Blood detector created\n 76β[04:43:05] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n 77β[04:43:05] [ENEMY] [Enemy9] Death animation component initialized\n 78β[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 79β[04:43:05] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n 80β[04:43:05] [INFO] [BloodyFeet:Enemy10] Blood detector created\n 81β[04:43:05] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n 82β[04:43:05] [ENEMY] [Enemy10] Death animation component initialized\n 83β[04:43:05] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 84β[04:43:05] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 85β[04:43:05] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 86β[04:43:05] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 87β[04:43:05] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 88β[04:43:05] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 89β[04:43:05] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 90β[04:43:05] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 91β[04:43:05] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n 92β[04:43:05] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 93β[04:43:05] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n 94β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n 95β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n 96β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n 97β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n 98β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n 99β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n 100β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n 101β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n 102β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n 103β[04:43:05] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n 104β[04:43:05] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n 105β[04:43:05] [INFO] [ScoreManager] Level started with 10 enemies\n 106β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n 107β[04:43:05] [ENEMY] [Enemy1] Registered as sound listener\n 108β[04:43:05] [ENEMY] [Enemy1] Enemy spawned at (300, 350), health: 4, behavior: GUARD, player_found: yes\n 109β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n 110β[04:43:05] [ENEMY] [Enemy2] Registered as sound listener\n 111β[04:43:05] [ENEMY] [Enemy2] Enemy spawned at (400, 550), health: 4, behavior: GUARD, player_found: yes\n 112β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n 113β[04:43:05] [ENEMY] [Enemy3] Registered as sound listener\n 114β[04:43:05] [ENEMY] [Enemy3] Enemy spawned at (700, 750), health: 2, behavior: GUARD, player_found: yes\n 115β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n 116β[04:43:05] [ENEMY] [Enemy4] Registered as sound listener\n 117β[04:43:05] [ENEMY] [Enemy4] Enemy spawned at (800, 900), health: 2, behavior: GUARD, player_found: yes\n 118β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n 119β[04:43:05] [ENEMY] [Enemy5] Registered as sound listener\n 120β[04:43:05] [ENEMY] [Enemy5] Enemy spawned at (1700, 350), health: 2, behavior: GUARD, player_found: yes\n 121β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n 122β[04:43:05] [ENEMY] [Enemy6] Registered as sound listener\n 123β[04:43:05] [ENEMY] [Enemy6] Enemy spawned at (1950, 450), health: 3, behavior: GUARD, player_found: yes\n 124β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n 125β[04:43:05] [ENEMY] [Enemy7] Registered as sound listener\n 126β[04:43:05] [ENEMY] [Enemy7] Enemy spawned at (1606.114, 893.8859), health: 2, behavior: PATROL, player_found: yes\n 127β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n 128β[04:43:05] [ENEMY] [Enemy8] Registered as sound listener\n 129β[04:43:05] [ENEMY] [Enemy8] Enemy spawned at (1900, 1450), health: 2, behavior: GUARD, player_found: yes\n 130β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n 131β[04:43:05] [ENEMY] [Enemy9] Registered as sound listener\n 132β[04:43:05] [ENEMY] [Enemy9] Enemy spawned at (2100, 1550), health: 4, behavior: GUARD, player_found: yes\n 133β[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n 134β[04:43:05] [ENEMY] [Enemy10] Registered as sound listener\n 135β[04:43:05] [ENEMY] [Enemy10] Enemy spawned at (1200, 1550), health: 4, behavior: PATROL, player_found: yes\n 136β[04:43:05] [INFO] [Player] Detecting weapon pose (frame 3)...\n 137β[04:43:05] [INFO] [Player] Detected weapon: Rifle (default pose)\n 138β[04:43:05] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n 139β[04:43:05] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 140β[04:43:05] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 141β[04:43:05] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 142β[04:43:05] [INFO] [LastChance] Found player: Player\n 143β[04:43:05] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 144β[04:43:05] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 145β[04:43:05] [INFO] [LastChance] Connected to player Died signal (C#)\n 146β[04:43:06] [ENEMY] [Enemy7] PATROL corner check: angle 94.3Β°\n 147β[04:43:06] [ENEMY] [Enemy10] PATROL corner check: angle -0.0Β°\n 148β[04:43:06] [ENEMY] [Enemy7] PATROL corner check: angle 94.3Β°\n 149β[04:43:06] [ENEMY] [Enemy10] PATROL corner check: angle 14.3Β°\n 150β[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 7.0Β°\n 151β[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 3.5Β°\n 152β[04:43:07] [INFO] [Player] Invincibility mode: ON\n 153β[04:43:07] [INFO] [GameManager] Invincibility mode toggled: ON\n 154β[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 1.8Β°\n 155β[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.9Β°\n 156β[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 157β[04:43:08] [ENEMY] [Enemy7] PATROL corner check: angle 90.0Β°\n 158β[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 159β[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.8Β°\n 160β[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 161β[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.7Β°\n 162β[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 163β[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.6Β°\n 164β[04:43:09] [ENEMY] [Enemy3] State: IDLE -> COMBAT\n 165β[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 166β[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.5Β°\n 167β[04:43:10] [ENEMY] [Enemy4] Memory: high confidence (0.88) - transitioning to PURSUING\n 168β[04:43:10] [ENEMY] [Enemy4] State: IDLE -> PURSUING\n 169β[04:43:10] [ENEMY] [Enemy4] PURSUING corner check: angle -104.6Β°\n 170β[04:43:10] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 171β[04:43:10] [ENEMY] [Enemy3] State: COMBAT -> PURSUING\n 172β[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.5Β°\n 173β[04:43:10] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 174β[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=10\n 175β[04:43:10] [ENEMY] [Enemy1] Heard gunshot at (514.105, 769.3851), source_type=0, intensity=0.01, distance=471\n 176β[04:43:10] [ENEMY] [Enemy2] Heard gunshot at (514.105, 769.3851), source_type=0, intensity=0.04, distance=247\n 177β[04:43:10] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n 178β[04:43:10] [ENEMY] [Enemy4] PURSUING corner check: angle -90.1Β°\n 179β[04:43:10] [ENEMY] [Enemy3] Hit taken, health: 1/2\n 180β[04:43:10] [ENEMY] [Enemy3] ImpactEffectsManager found, calling spawn_blood_effect\n 181β[04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750), dir=(1, 0), lethal=false\n 182β[04:43:10] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 183β[04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 184β[04:43:10] [INFO] [ImpactEffects] Blood effect spawned at (700, 750) (scale=1)\n 185β[04:43:10] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 186β[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(660.7941, 913.9636), source=ENEMY (Enemy4), range=1469, listeners=10\n 187β[04:43:10] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n 188β[04:43:10] [INFO] [LastChance] Threat detected: @Area2D@286\n 189β[04:43:10] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 190β[04:43:10] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 191β[04:43:10] [ENEMY] [Enemy4] State: PURSUING -> COMBAT\n 192β[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=10\n 193β[04:43:10] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n 194β[04:43:10] [ENEMY] [Enemy3] State: PURSUING -> COMBAT\n 195β[04:43:10] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 196β[04:43:10] [ENEMY] [Enemy3] Hit taken, health: 0/2\n 197β[04:43:10] [ENEMY] [Enemy3] ImpactEffectsManager found, calling spawn_blood_effect\n 198β[04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750), dir=(1, 0), lethal=true\n 199β[04:43:10] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 200β[04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n 201β[04:43:10] [INFO] [ImpactEffects] Blood effect spawned at (700, 750) (scale=1.5)\n 202β[04:43:10] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n 203β[04:43:10] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n 204β[04:43:10] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 9)\n 205β[04:43:10] [INFO] [DeathAnim] Started - Angle: 0.0 deg, Index: 12\n 206β[04:43:10] [ENEMY] [Enemy3] Death animation started with hit direction: (1, 0)\n 207β[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 208β[04:43:10] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 209β[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 210β[04:43:10] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 211β[04:43:10] [INFO] [LastChance] Threat detected: Bullet\n 212β[04:43:10] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 213β[04:43:10] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 214β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 215β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=9\n 216β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=3, self=0, below_threshold=3\n 217β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 218β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 219β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 220β[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 221β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 222β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 223β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 224β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 225β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=9\n 226β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=3, self=0, below_threshold=3\n 227β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 228β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 229β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 230β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 231β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 232β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 233β[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(514.105, 769.38513), shooter_id=46892320460, bullet_pos=(937.4946, 732.4238)\n 234β[04:43:11] [INFO] [Bullet] Using shooter_position, distance=424,99994\n 235β[04:43:11] [INFO] [Bullet] Distance to wall: 424,99994 (28,93903% of viewport)\n 236β[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 237β[04:43:11] [INFO] [Bullet] Starting wall penetration at (937.4946, 732.4238)\n 238β[04:43:11] [INFO] [Bullet] Raycast backward hit penetrating body at distance 39,833668\n 239β[04:43:11] [INFO] [Bullet] Body exited signal received for penetrating body\n 240β[04:43:11] [INFO] [Bullet] Exiting penetration at (975.68274, 729.0901) after traveling 33,333332 pixels through wall\n 241β[04:43:11] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n 242β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 243β[04:43:11] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 244β[04:43:11] [ENEMY] [Enemy1] State: COMBAT -> PURSUING\n 245β[04:43:11] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n 246β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 247β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 248β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 249β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 250β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 251β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 252β[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(514.105, 769.38513), shooter_id=46892320460, bullet_pos=(937.4168, 731.539)\n 253β[04:43:11] [INFO] [Bullet] Using shooter_position, distance=425,00027\n 254β[04:43:11] [INFO] [Bullet] Distance to wall: 425,00027 (28,93905% of viewport)\n 255β[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 256β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 257β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 258β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 259β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 260β[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 261β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 262β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 263β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 264β[04:43:11] [ENEMY] [Enemy3] Ragdoll activated\n 265β[04:43:11] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n 266β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 267β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 268β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 269β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 270β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 271β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 272β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 273β[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 274β[04:43:11] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n 275β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 276β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 277β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 278β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 279β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 280β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 281β[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(599.4487, 865.1638), shooter_id=44241520174, bullet_pos=(477.2471, 706.8387)\n 282β[04:43:11] [INFO] [Bullet] Using shooter_position, distance=200.000152587891\n 283β[04:43:11] [INFO] [Bullet] Distance to wall: 200.000152587891 (13.6183781575611% of viewport)\n 284β[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 285β[04:43:11] [INFO] [Bullet] Starting wall penetration at (477.2471, 706.8387)\n 286β[04:43:11] [INFO] [Bullet] Raycast backward hit penetrating body at distance 14.5357894897461\n 287β[04:43:11] [INFO] [Bullet] Body exited signal received for penetrating body\n 288β[04:43:11] [INFO] [Bullet] Exiting penetration at (453.8252, 676.4931) after traveling 33.3333320617676 pixels through wall\n 289β[04:43:11] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n 290β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 291β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 292β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 293β[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 294β[04:43:11] [INFO] [LastChance] Threat detected: @Area2D@341\n 295β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 296β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 297β[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 298β[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 299β[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 300β[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n 301β[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 302β[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 303β[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n 304β[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 305β[04:43:12] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 306β[04:43:12] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 307β[04:43:12] [INFO] [LastChance] Threat detected: @Area2D@344\n 308β[04:43:12] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 309β[04:43:12] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 310β[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.1838, 852.708), shooter_id=44241520174, bullet_pos=(517.8476, 569.6315)\n 311β[04:43:12] [INFO] [Bullet] Using shooter_position, distance=299.999938964844\n 312β[04:43:12] [INFO] [Bullet] Distance to wall: 299.999938964844 (20.4275474953606% of viewport)\n 313β[04:43:12] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 314β[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 315β[04:43:12] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n 316β[04:43:12] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n 317β[04:43:12] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 318β[04:43:12] [INFO] [LastChance] Threat detected: @Area2D@347\n 319β[04:43:12] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 320β[04:43:12] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 321β[04:43:12] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 322β[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 323β[04:43:12] [ENEMY] [Enemy4] | |
| [2026-01-25T01:46:05.957Z] [INFO] State: COMBAT -> PURSUING\n 324β[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.1838, 852.708), shooter_id=44241520174, bullet_pos=(808.498, 44.72887)\n 325β[04:43:12] [INFO] [Bullet] Using shooter_position, distance=830.320068359375\n 326β[04:43:12] [INFO] [Bullet] Distance to wall: 830.320068359375 (56.5380202785637% of viewport)\n 327β[04:43:12] [INFO] [Bullet] Distance-based penetration chance: 80.7056430083424%\n 328β[04:43:12] [INFO] [Bullet] Starting wall penetration at (808.498, 44.72887)\n 329β[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n 330β[04:43:12] [INFO] [Bullet] Raycast backward hit penetrating body at distance 18.7833442687988\n 331β[04:43:12] [INFO] [Bullet] Body exited signal received for penetrating body\n 332β[04:43:12] [INFO] [Bullet] Exiting penetration at (824.6452, 15.56761) after traveling 28.3333358764648 pixels through wall\n 333β[04:43:12] [INFO] [Bullet] Damage multiplier after penetration: 0.45\n 334β[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(631.3203, 847.6772), shooter_id=44241520174, bullet_pos=(538.2997, 53.10352)\n 335β[04:43:12] [INFO] [Bullet] Using shooter_position, distance=800.000183105469\n 336β[04:43:12] [INFO] [Bullet] Distance to wall: 800.000183105469 (54.4734835382724% of viewport)\n 337β[04:43:12] [INFO] [Bullet] Distance-based penetration chance: 83.1142692053489%\n 338β[04:43:12] [INFO] [Bullet] Starting wall penetration at (538.2997, 53.10352)\n 339β[04:43:12] [INFO] [Bullet] Raycast backward hit penetrating body at distance 17.0857009887695\n 340β[04:43:12] [INFO] [Bullet] Body exited signal received for penetrating body\n 341β[04:43:12] [INFO] [Bullet] Exiting penetration at (533.8425, 15.03019) after traveling 33.3333358764648 pixels through wall\n 342β[04:43:12] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n 343β[04:43:12] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 344β[04:43:12] [ENEMY] [Enemy3] Death animation completed\n 345β[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n 346β[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 347β[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle -127.4Β°\n 348β[04:43:13] [ENEMY] [Enemy2] PURSUING corner check: angle 144.4Β°\n 349β[04:43:13] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n 350β[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 351β[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle -66.0Β°\n 352β[04:43:13] [ENEMY] [Enemy2] PURSUING corner check: angle -16.3Β°\n 353β[04:43:13] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n 354β[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 355β[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle 116.6Β°\n 356β[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n 357β[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 358β[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n 359β[04:43:14] [INFO] [ScoreManager] Combo ended at 1. Max combo: 1\n 360β[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n 361β[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(463.5161, 650.1093), source=ENEMY (Enemy2), range=1469, listeners=9\n 362β[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=1, below_threshold=3\n 363β[04:43:14] [ENEMY] [Enemy2] State: PURSUING -> COMBAT\n 364β[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 365β[04:43:14] [INFO] [LastChance] Threat detected: Bullet\n 366β[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 367β[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 368β[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n 369β[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(489.9442, 646.6268), source=ENEMY (Enemy2), range=1469, listeners=9\n 370β[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=1, below_threshold=3\n 371β[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(528.0616, 671.6609), shooter_id=43637540362, bullet_pos=(935.8002, 757.4519)\n 372β[04:43:14] [INFO] [Bullet] Using shooter_position, distance=416.666412353516\n 373β[04:43:14] [INFO] [Bullet] Distance to wall: 416.666412353516 (28.371582199123% of viewport)\n 374β[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 375β[04:43:14] [INFO] [Bullet] Starting wall penetration at (935.8002, 757.4519)\n 376β[04:43:14] [INFO] [Bullet] Raycast backward hit penetrating body at distance 46.4625205993652\n 377β[04:43:14] [INFO] [LastChance] Threat detected: @Area2D@352\n 378β[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 379β[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 380β[04:43:14] [INFO] [Bullet] Body exited signal received for penetrating body\n 381β[04:43:14] [INFO] [Bullet] Exiting penetration at (981.467, 767.0605) after traveling 41.6666679382324 pixels through wall\n 382β[04:43:14] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n 383β[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n 384β[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(527.2365, 646.0529), source=ENEMY (Enemy2), range=1469, listeners=9\n 385β[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=2, self=1, below_threshold=4\n 386β[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 387β[04:43:14] [INFO] [LastChance] Threat detected: Bullet\n 388β[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 389β[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 390β[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n 391β[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(560.748, 660.4714), source=ENEMY (Enemy2), range=1469, listeners=9\n 392β[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=2, self=1, below_threshold=4\n 393β[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 394β[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(583.8998, 683.7341), shooter_id=43637540362, bullet_pos=(917.9023, 854.2255)\n 395β[04:43:14] [INFO] [Bullet] Using shooter_position, distance=374.999969482422\n 396β[04:43:14] [INFO] [Bullet] Distance to wall: 374.999969482422 (25.5344374861978% of viewport)\n 397β[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 398β[04:43:14] [INFO] [Bullet] Starting wall penetration at (917.9023, 854.2255)\n 399β[04:43:14] [INFO] [Bullet] Raycast backward hit penetrating body at distance 26.3475379943848\n 400β[04:43:14] [INFO] [Bullet] Body exited signal received for penetrating body\n 401β[04:43:14] [INFO] [Bullet] Exiting penetration at (959.467, 875.4421) after traveling 41.6666679382324 pixels through wall\n 402β[04:43:14] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n 403β[04:43:14] [INFO] [LastChance] Threat detected: @Area2D@356\n 404β[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 405β[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 406β[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n 407β[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(1378.342, 961.7532)\n 408β[04:43:14] [INFO] [Bullet] Using shooter_position, distance=875.000122070313\n 409β[04:43:14] [INFO] [Bullet] Distance to wall: 875.000122070313 (59.5803672951155% of viewport)\n 410β[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(926.3975, 909.9828)\n 411β[04:43:14] [INFO] [Bullet] Using shooter_position, distance=374.999786376953\n 412β[04:43:14] [INFO] [Bullet] Distance to wall: 374.999786376953 (25.5344250182097% of viewport)\n 413β[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 414β[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(1311.329, 997.2475)\n 415β[04:43:14] [INFO] [Bullet] Using shooter_position, distance=825.111450195313\n 416β[04:43:14] [INFO] [Bullet] Distance to wall: 825.111450195313 (56.1833558899684% of viewport)\n 417β[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 418β[04:43:15] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n 419β[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(727.0728, 997.0226)\n 420β[04:43:15] [INFO] [Bullet] Using shooter_position, distance=314.358917236328\n 421β[04:43:15] [INFO] [Bullet] Distance to wall: 314.358917236328 (21.4052767296988% of viewport)\n 422β[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 423β[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 424β[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(510.145, 881.3661)\n 425β[04:43:15] [INFO] [Bullet] Using shooter_position, distance=204.924865722656\n 426β[04:43:15] [INFO] [Bullet] Distance to wall: 204.924865722656 (13.9537109306563% of viewport)\n 427β[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 428β[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(926.6207, 751.3826)\n 429β[04:43:15] [INFO] [Bullet] Using shooter_position, distance=382.809173583984\n 430β[04:43:15] [INFO] [Bullet] Distance to wall: 382.809173583984 (26.0661805533333% of viewport)\n 431β[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 432β[04:43:15] [INFO] [Bullet] Starting wall penetration at (926.6207, 751.3826)\n 433β[04:43:15] [INFO] [Bullet] Raycast backward hit penetrating body at distance 17.752571105957\n 434β[04:43:15] [INFO] [Bullet] Body exited signal received for penetrating body\n 435β[04:43:15] [INFO] [Bullet] Exiting penetration at (897.0414, 732.4786) after traveling 30.1041698455811 pixels through wall\n 436β[04:43:15] [INFO] [Bullet] Damage multiplier after penetration: 0.225\n 437β[04:43:15] [ENEMY] [Enemy4] State: PURSUING -> RETREATING\n 438β[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 439β[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 440β[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 441β[04:43:15] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n 442β[04:43:15] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(643.8631, 876.4056), source=ENEMY (Enemy4), range=1469, listeners=9\n 443β[04:43:15] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 444β[04:43:15] [INFO] [LastChance] Threat detected: Bullet\n 445β[04:43:15] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 446β[04:43:15] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 447β[04:43:15] [ENEMY] [Enemy1] PURSUING corner check: angle 178.2Β°\n 448β[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 449β[04:43:15] [ENEMY] [Enemy4] State: RETREATING -> IN_COVER\n 450β[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(703.414, 909.3342), shooter_id=44241520174, bullet_pos=(896.0852, 988.5841)\n 451β[04:43:15] [INFO] [Bullet] Using shooter_position, distance=208.333236694336\n 452β[04:43:15] [INFO] [Bullet] Distance to wall: 208.333236694336 (14.1857931775595% of viewport)\n 453β[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n 454β[04:43:15] [INFO] [Bullet] Starting wall penetration at (896.0852, 988.5841)\n 455β[04:43:15] [ENEMY] [Enemy4] State: IN_COVER -> SUPPRESSED\n 456β[04:43:15] [INFO] [Bullet] Raycast backward hit penetrating body at distance 16.4826698303223\n 457β[04:43:15] [INFO] [Bullet] Body exited signal received for penetrating body\n 458β[04:43:15] [INFO] [Bullet] Exiting penetration at (939.2435, 1006.336) after traveling 41.6666679382324 pixels through wall\n 459β[04:43:15] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n 460β[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 461β[04:43:16] [ENEMY] [Enemy2] State: PURSUING -> COMBAT\n 462β[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 463β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n 464β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 465β[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n 466β[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 467β[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 468β[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 469β[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 470β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n 471β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 472β[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n 473β[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 474β[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 475β[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 476β[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 477β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n 478β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 479β[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n 480β[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 481β[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 482β[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 483β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n 484β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 485β[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n 486β[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n 487β[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 488β[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 489β[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 490β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n 491β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n 492β[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(842.0698, 815.8768), source=PLAYER (AssaultRifle), range=1469, listeners=9\n 493β[04:43:16] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=0, self=0, below_threshold=6\n 494β[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n 495β[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n 496β[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n 497β[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n 498β[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n 499β[04:43:16] [ENEMY] [Enemy2] Hit taken, health: 3/4\n 500β[04:43:16] [ENEMY] [Enemy2] ImpactEffectsManager found, calling spawn_blood_effect\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":"3dc4328d-5e03-40c9-9619-0f2ad8a0fc61","uuid":"90de53a9-5256-40f3-a00a-5d2d2fbbed96","tool_use_result":{"type":"text","file":{"filePath":"/tmp/game_log_20260125_044305.txt","content":"[04:43:05] [INFO] ============================================================\n[04:43:05] [INFO] GAME LOG STARTED\n[04:43:05] [INFO] ============================================================\n[04:43:05] [INFO] Timestamp: 2026-01-25T04:43:05\n[04:43:05] [INFO] Log file: I:/ΠΠ°Π³ΡΡΠ·ΠΊΠΈ/godot exe/game_log_20260125_044305.txt\n[04:43:05] [INFO] Executable: I:/ΠΠ°Π³ΡΡΠ·ΠΊΠΈ/godot exe/Godot-Top-Down-Template.exe\n[04:43:05] [INFO] OS: Windows\n[04:43:05] [INFO] Debug build: false\n[04:43:05] [INFO] Engine version: 4.3-stable (official)\n[04:43:05] [INFO] Project: Godot Top-Down Template\n[04:43:05] [INFO] ------------------------------------------------------------\n[04:43:05] [INFO] [GameManager] GameManager ready\n[04:43:05] [INFO] [ScoreManager] ScoreManager ready\n[04:43:05] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[04:43:05] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[04:43:05] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[04:43:05] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[04:43:05] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[04:43:05] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[04:43:05] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[04:43:05] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[04:43:05] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[04:43:05] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[04:43:05] [INFO] [LastChance] Resetting all effects (scene change detected)\n[04:43:05] [INFO] [LastChance] Last chance shader loaded successfully\n[04:43:05] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[04:43:05] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[04:43:05] [INFO] [LastChance] Sepia intensity: 0.70\n[04:43:05] [INFO] [LastChance] Brightness: 0.60\n[04:43:05] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[04:43:05] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[04:43:05] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV enabled: true\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[04:43:05] [ENEMY] [Enemy1] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy2] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[04:43:05] [ENEMY] [Enemy2] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy3] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[04:43:05] [ENEMY] [Enemy3] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy4] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[04:43:05] [ENEMY] [Enemy4] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy5] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[04:43:05] [ENEMY] [Enemy5] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy6] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n[04:43:05] [ENEMY] [Enemy6] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy7] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n[04:43:05] [ENEMY] [Enemy7] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy8] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n[04:43:05] [ENEMY] [Enemy8] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy9] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n[04:43:05] [ENEMY] [Enemy9] Death animation component initialized\n[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[04:43:05] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n[04:43:05] [INFO] [BloodyFeet:Enemy10] Blood detector created\n[04:43:05] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10\n[04:43:05] [ENEMY] [Enemy10] Death animation component initialized\n[04:43:05] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[04:43:05] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[04:43:05] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[04:43:05] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[04:43:05] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[04:43:05] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[04:43:05] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[04:43:05] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[04:43:05] [INFO] [Player] Ready! Ammo: 30/30, Grenades: 1/3, Health: 3/4\n[04:43:05] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[04:43:05] [INFO] [BuildingLevel] Found Environment/Enemies node with 10 children\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy1': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy2': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy3': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy4': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy5': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy6': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy7': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy8': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy9': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Child 'Enemy10': script=true, has_died_signal=true\n[04:43:05] [INFO] [BuildingLevel] Enemy tracking complete: 10 enemies registered\n[04:43:05] [INFO] [ScoreManager] Level started with 10 enemies\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[04:43:05] [ENEMY] [Enemy1] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy1] Enemy spawned at (300, 350), health: 4, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[04:43:05] [ENEMY] [Enemy2] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy2] Enemy spawned at (400, 550), health: 4, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[04:43:05] [ENEMY] [Enemy3] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy3] Enemy spawned at (700, 750), health: 2, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[04:43:05] [ENEMY] [Enemy4] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy4] Enemy spawned at (800, 900), health: 2, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[04:43:05] [ENEMY] [Enemy5] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy5] Enemy spawned at (1700, 350), health: 2, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy6 (total: 6)\n[04:43:05] [ENEMY] [Enemy6] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy6] Enemy spawned at (1950, 450), health: 3, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy7 (total: 7)\n[04:43:05] [ENEMY] [Enemy7] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy7] Enemy spawned at (1606.114, 893.8859), health: 2, behavior: PATROL, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy8 (total: 8)\n[04:43:05] [ENEMY] [Enemy8] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy8] Enemy spawned at (1900, 1450), health: 2, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy9 (total: 9)\n[04:43:05] [ENEMY] [Enemy9] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy9] Enemy spawned at (2100, 1550), health: 4, behavior: GUARD, player_found: yes\n[04:43:05] [INFO] [SoundPropagation] Registered listener: Enemy10 (total: 10)\n[04:43:05] [ENEMY] [Enemy10] Registered as sound listener\n[04:43:05] [ENEMY] [Enemy10] Enemy spawned at (1200, 1550), health: 4, behavior: PATROL, player_found: yes\n[04:43:05] [INFO] [Player] Detecting weapon pose (frame 3)...\n[04:43:05] [INFO] [Player] Detected weapon: Rifle (default pose)\n[04:43:05] [INFO] [Player] Applied Rifle arm pose: Left=(24, 6), Right=(-2, 6)\n[04:43:05] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[04:43:05] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[04:43:05] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[04:43:05] [INFO] [LastChance] Found player: Player\n[04:43:05] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[04:43:05] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[04:43:05] [INFO] [LastChance] Connected to player Died signal (C#)\n[04:43:06] [ENEMY] [Enemy7] PATROL corner check: angle 94.3Β°\n[04:43:06] [ENEMY] [Enemy10] PATROL corner check: angle -0.0Β°\n[04:43:06] [ENEMY] [Enemy7] PATROL corner check: angle 94.3Β°\n[04:43:06] [ENEMY] [Enemy10] PATROL corner check: angle 14.3Β°\n[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 7.0Β°\n[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 3.5Β°\n[04:43:07] [INFO] [Player] Invincibility mode: ON\n[04:43:07] [INFO] [GameManager] Invincibility mode toggled: ON\n[04:43:07] [ENEMY] [Enemy10] PATROL corner check: angle 1.8Β°\n[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.9Β°\n[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:08] [ENEMY] [Enemy7] PATROL corner check: angle 90.0Β°\n[04:43:08] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.8Β°\n[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.7Β°\n[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:09] [ENEMY] [Enemy7] PATROL corner check: angle 89.6Β°\n[04:43:09] [ENEMY] [Enemy3] State: IDLE -> COMBAT\n[04:43:09] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.5Β°\n[04:43:10] [ENEMY] [Enemy4] Memory: high confidence (0.88) - transitioning to PURSUING\n[04:43:10] [ENEMY] [Enemy4] State: IDLE -> PURSUING\n[04:43:10] [ENEMY] [Enemy4] PURSUING corner check: angle -104.6Β°\n[04:43:10] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:10] [ENEMY] [Enemy3] State: COMBAT -> PURSUING\n[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.5Β°\n[04:43:10] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=10\n[04:43:10] [ENEMY] [Enemy1] Heard gunshot at (514.105, 769.3851), source_type=0, intensity=0.01, distance=471\n[04:43:10] [ENEMY] [Enemy2] Heard gunshot at (514.105, 769.3851), source_type=0, intensity=0.04, distance=247\n[04:43:10] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n[04:43:10] [ENEMY] [Enemy4] PURSUING corner check: angle -90.1Β°\n[04:43:10] [ENEMY] [Enemy3] Hit taken, health: 1/2\n[04:43:10] [ENEMY] [Enemy3] ImpactEffectsManager found, calling spawn_blood_effect\n[04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750), dir=(1, 0), lethal=false\n[04:43:10] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[04:43:10] [INFO] [ImpactEffects] Blood effect spawned at (700, 750) (scale=1)\n[04:43:10] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(660.7941, 913.9636), source=ENEMY (Enemy4), range=1469, listeners=10\n[04:43:10] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=6\n[04:43:10] [INFO] [LastChance] Threat detected: @Area2D@286\n[04:43:10] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:10] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:10] [ENEMY] [Enemy4] State: PURSUING -> COMBAT\n[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=10\n[04:43:10] [INFO] [SoundPropagation] Sound result: notified=4, out_of_range=3, self=0, below_threshold=3\n[04:43:10] [ENEMY] [Enemy3] State: PURSUING -> COMBAT\n[04:43:10] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:10] [ENEMY] [Enemy3] Hit taken, health: 0/2\n[04:43:10] [ENEMY] [Enemy3] ImpactEffectsManager found, calling spawn_blood_effect\n[04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750), dir=(1, 0), lethal=true\n[04:43:10] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n[04:43:10] [INFO] [ImpactEffects] Blood effect spawned at (700, 750) (scale=1.5)\n[04:43:10] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n[04:43:10] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n[04:43:10] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 9)\n[04:43:10] [INFO] [DeathAnim] Started - Angle: 0.0 deg, Index: 12\n[04:43:10] [ENEMY] [Enemy3] Death animation started with hit direction: (1, 0)\n[04:43:10] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:10] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:10] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:10] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:10] [INFO] [LastChance] Threat detected: Bullet\n[04:43:10] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:10] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=3, self=0, below_threshold=3\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(514.105, 769.3851), source=PLAYER (AssaultRifle), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=3, self=0, below_threshold=3\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(514.105, 769.38513), shooter_id=46892320460, bullet_pos=(937.4946, 732.4238)\n[04:43:11] [INFO] [Bullet] Using shooter_position, distance=424,99994\n[04:43:11] [INFO] [Bullet] Distance to wall: 424,99994 (28,93903% of viewport)\n[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:11] [INFO] [Bullet] Starting wall penetration at (937.4946, 732.4238)\n[04:43:11] [INFO] [Bullet] Raycast backward hit penetrating body at distance 39,833668\n[04:43:11] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:11] [INFO] [Bullet] Exiting penetration at (975.68274, 729.0901) after traveling 33,333332 pixels through wall\n[04:43:11] [INFO] [Bullet] Damage multiplier after penetration: 0,9\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:11] [ENEMY] [Enemy1] State: COMBAT -> PURSUING\n[04:43:11] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(514.105, 769.38513), shooter_id=46892320460, bullet_pos=(937.4168, 731.539)\n[04:43:11] [INFO] [Bullet] Using shooter_position, distance=425,00027\n[04:43:11] [INFO] [Bullet] Distance to wall: 425,00027 (28,93905% of viewport)\n[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [ENEMY] [Enemy3] Ragdoll activated\n[04:43:11] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:11] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(599.4487, 865.1638), shooter_id=44241520174, bullet_pos=(477.2471, 706.8387)\n[04:43:11] [INFO] [Bullet] Using shooter_position, distance=200.000152587891\n[04:43:11] [INFO] [Bullet] Distance to wall: 200.000152587891 (13.6183781575611% of viewport)\n[04:43:11] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:11] [INFO] [Bullet] Starting wall penetration at (477.2471, 706.8387)\n[04:43:11] [INFO] [Bullet] Raycast backward hit penetrating body at distance 14.5357894897461\n[04:43:11] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:11] [INFO] [Bullet] Exiting penetration at (453.8252, 676.4931) after traveling 33.3333320617676 pixels through wall\n[04:43:11] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:11] [INFO] [LastChance] Threat detected: @Area2D@341\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:11] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:11] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:11] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:11] [INFO] [LastChance] Threat detected: Bullet\n[04:43:11] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:11] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:12] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:12] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:12] [INFO] [LastChance] Threat detected: @Area2D@344\n[04:43:12] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:12] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.1838, 852.708), shooter_id=44241520174, bullet_pos=(517.8476, 569.6315)\n[04:43:12] [INFO] [Bullet] Using shooter_position, distance=299.999938964844\n[04:43:12] [INFO] [Bullet] Distance to wall: 299.999938964844 (20.4275474953606% of viewport)\n[04:43:12] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:12] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(646.9275, 913.9118), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:12] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=1, self=1, below_threshold=6\n[04:43:12] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:12] [INFO] [LastChance] Threat detected: @Area2D@347\n[04:43:12] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:12] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:12] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:12] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:12] [ENEMY] [Enemy4] State: COMBAT -> PURSUING\n[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(617.1838, 852.708), shooter_id=44241520174, bullet_pos=(808.498, 44.72887)\n[04:43:12] [INFO] [Bullet] Using shooter_position, distance=830.320068359375\n[04:43:12] [INFO] [Bullet] Distance to wall: 830.320068359375 (56.5380202785637% of viewport)\n[04:43:12] [INFO] [Bullet] Distance-based penetration chance: 80.7056430083424%\n[04:43:12] [INFO] [Bullet] Starting wall penetration at (808.498, 44.72887)\n[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n[04:43:12] [INFO] [Bullet] Raycast backward hit penetrating body at distance 18.7833442687988\n[04:43:12] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:12] [INFO] [Bullet] Exiting penetration at (824.6452, 15.56761) after traveling 28.3333358764648 pixels through wall\n[04:43:12] [INFO] [Bullet] Damage multiplier after penetration: 0.45\n[04:43:12] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(631.3203, 847.6772), shooter_id=44241520174, bullet_pos=(538.2997, 53.10352)\n[04:43:12] [INFO] [Bullet] Using shooter_position, distance=800.000183105469\n[04:43:12] [INFO] [Bullet] Distance to wall: 800.000183105469 (54.4734835382724% of viewport)\n[04:43:12] [INFO] [Bullet] Distance-based penetration chance: 83.1142692053489%\n[04:43:12] [INFO] [Bullet] Starting wall penetration at (538.2997, 53.10352)\n[04:43:12] [INFO] [Bullet] Raycast backward hit penetrating body at distance 17.0857009887695\n[04:43:12] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:12] [INFO] [Bullet] Exiting penetration at (533.8425, 15.03019) after traveling 33.3333358764648 pixels through wall\n[04:43:12] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n[04:43:12] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:12] [ENEMY] [Enemy3] Death animation completed\n[04:43:12] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle -127.4Β°\n[04:43:13] [ENEMY] [Enemy2] PURSUING corner check: angle 144.4Β°\n[04:43:13] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle -66.0Β°\n[04:43:13] [ENEMY] [Enemy2] PURSUING corner check: angle -16.3Β°\n[04:43:13] [ENEMY] [Enemy7] PATROL corner check: angle 89.2Β°\n[04:43:13] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:13] [ENEMY] [Enemy1] PURSUING corner check: angle 116.6Β°\n[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.3Β°\n[04:43:14] [INFO] [ScoreManager] Combo ended at 1. Max combo: 1\n[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(463.5161, 650.1093), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=1, below_threshold=3\n[04:43:14] [ENEMY] [Enemy2] State: PURSUING -> COMBAT\n[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:14] [INFO] [LastChance] Threat detected: Bullet\n[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(489.9442, 646.6268), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=1, below_threshold=3\n[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(528.0616, 671.6609), shooter_id=43637540362, bullet_pos=(935.8002, 757.4519)\n[04:43:14] [INFO] [Bullet] Using shooter_position, distance=416.666412353516\n[04:43:14] [INFO] [Bullet] Distance to wall: 416.666412353516 (28.371582199123% of viewport)\n[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:14] [INFO] [Bullet] Starting wall penetration at (935.8002, 757.4519)\n[04:43:14] [INFO] [Bullet] Raycast backward hit penetrating body at distance 46.4625205993652\n[04:43:14] [INFO] [LastChance] Threat detected: @Area2D@352\n[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:14] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:14] [INFO] [Bullet] Exiting penetration at (981.467, 767.0605) after traveling 41.6666679382324 pixels through wall\n[04:43:14] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(527.2365, 646.0529), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=2, self=1, below_threshold=4\n[04:43:14] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:14] [INFO] [LastChance] Threat detected: Bullet\n[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n[04:43:14] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(560.748, 660.4714), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:14] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=2, self=1, below_threshold=4\n[04:43:14] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(583.8998, 683.7341), shooter_id=43637540362, bullet_pos=(917.9023, 854.2255)\n[04:43:14] [INFO] [Bullet] Using shooter_position, distance=374.999969482422\n[04:43:14] [INFO] [Bullet] Distance to wall: 374.999969482422 (25.5344374861978% of viewport)\n[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:14] [INFO] [Bullet] Starting wall penetration at (917.9023, 854.2255)\n[04:43:14] [INFO] [Bullet] Raycast backward hit penetrating body at distance 26.3475379943848\n[04:43:14] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:14] [INFO] [Bullet] Exiting penetration at (959.467, 875.4421) after traveling 41.6666679382324 pixels through wall\n[04:43:14] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n[04:43:14] [INFO] [LastChance] Threat detected: @Area2D@356\n[04:43:14] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:14] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:14] [ENEMY] [Enemy2] Player distracted - priority attack triggered\n[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(1378.342, 961.7532)\n[04:43:14] [INFO] [Bullet] Using shooter_position, distance=875.000122070313\n[04:43:14] [INFO] [Bullet] Distance to wall: 875.000122070313 (59.5803672951155% of viewport)\n[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(926.3975, 909.9828)\n[04:43:14] [INFO] [Bullet] Using shooter_position, distance=374.999786376953\n[04:43:14] [INFO] [Bullet] Distance to wall: 374.999786376953 (25.5344250182097% of viewport)\n[04:43:14] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:14] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(1311.329, 997.2475)\n[04:43:14] [INFO] [Bullet] Using shooter_position, distance=825.111450195313\n[04:43:14] [INFO] [Bullet] Distance to wall: 825.111450195313 (56.1833558899684% of viewport)\n[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:15] [ENEMY] [Enemy2] State: COMBAT -> PURSUING\n[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(727.0728, 997.0226)\n[04:43:15] [INFO] [Bullet] Using shooter_position, distance=314.358917236328\n[04:43:15] [INFO] [Bullet] Distance to wall: 314.358917236328 (21.4052767296988% of viewport)\n[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(612.9669, 704.1039), shooter_id=43637540362, bullet_pos=(510.145, 881.3661)\n[04:43:15] [INFO] [Bullet] Using shooter_position, distance=204.924865722656\n[04:43:15] [INFO] [Bullet] Distance to wall: 204.924865722656 (13.9537109306563% of viewport)\n[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(551.293, 676.0704), shooter_id=43637540362, bullet_pos=(926.6207, 751.3826)\n[04:43:15] [INFO] [Bullet] Using shooter_position, distance=382.809173583984\n[04:43:15] [INFO] [Bullet] Distance to wall: 382.809173583984 (26.0661805533333% of viewport)\n[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:15] [INFO] [Bullet] Starting wall penetration at (926.6207, 751.3826)\n[04:43:15] [INFO] [Bullet] Raycast backward hit penetrating body at distance 17.752571105957\n[04:43:15] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:15] [INFO] [Bullet] Exiting penetration at (897.0414, 732.4786) after traveling 30.1041698455811 pixels through wall\n[04:43:15] [INFO] [Bullet] Damage multiplier after penetration: 0.225\n[04:43:15] [ENEMY] [Enemy4] State: PURSUING -> RETREATING\n[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:15] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:15] [ENEMY] [Enemy4] Player distracted - priority attack triggered\n[04:43:15] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(643.8631, 876.4056), source=ENEMY (Enemy4), range=1469, listeners=9\n[04:43:15] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:15] [INFO] [LastChance] Threat detected: Bullet\n[04:43:15] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:15] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:15] [ENEMY] [Enemy1] PURSUING corner check: angle 178.2Β°\n[04:43:15] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:15] [ENEMY] [Enemy4] State: RETREATING -> IN_COVER\n[04:43:15] [INFO] [Bullet] _get_distance_to_shooter: shooter_position=(703.414, 909.3342), shooter_id=44241520174, bullet_pos=(896.0852, 988.5841)\n[04:43:15] [INFO] [Bullet] Using shooter_position, distance=208.333236694336\n[04:43:15] [INFO] [Bullet] Distance to wall: 208.333236694336 (14.1857931775595% of viewport)\n[04:43:15] [INFO] [Bullet] Within ricochet range - trying ricochet first\n[04:43:15] [INFO] [Bullet] Starting wall penetration at (896.0852, 988.5841)\n[04:43:15] [ENEMY] [Enemy4] State: IN_COVER -> SUPPRESSED\n[04:43:15] [INFO] [Bullet] Raycast backward hit penetrating body at distance 16.4826698303223\n[04:43:15] [INFO] [Bullet] Body exited signal received for penetrating body\n[04:43:15] [INFO] [Bullet] Exiting penetration at (939.2435, 1006.336) after traveling 41.6666679382324 pixels through wall\n[04:43:15] [INFO] [Bullet] Damage multiplier after penetration: 0.9\n[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:16] [ENEMY] [Enemy2] State: PURSUING -> COMBAT\n[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:16] [ENEMY] [Enemy7] PATROL corner check: angle 89.4Β°\n[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(635.9451, 719.7877), source=ENEMY (Enemy2), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=1, self=1, below_threshold=5\n[04:43:16] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(842.0698, 815.8768), source=PLAYER (AssaultRifle), range=1469, listeners=9\n[04:43:16] [INFO] [SoundPropagation] Sound result: notified=3, out_of_range=0, self=0, below_threshold=6\n[04:43:16] [INFO] [LastChance] Threat detected: Bullet\n[04:43:16] [INFO] [LastChance] Player health is 0.0 - effect requires exactly 1 HP or less but alive\n[04:43:16] [INFO] [LastChance] Cannot trigger effect - conditions not met\n[04:43:16] [ENEMY] [Enemy10] PATROL corner check: angle 0.6Β°\n[04:43:16] [INFO] [Player] Hit blocked by invincibility mode (C#)\n[04:43:16] [ENEMY] [Enemy2] Hit taken, health: 3/4\n[04:43:16] [ENEMY] [Enemy2] ImpactEffectsManager found, calling spawn_blood_effect","numLines":500,"startLine":1,"totalLines":1583}}} | |
| [2026-01-25T01:46:05.995Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "File content (32634 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content.", | |
| "is_error": true, | |
| "tool_use_id": "toolu_01DaQU7W97R8K8V9ynzkSmid" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "318600d1-9754-4f03-ba9d-a9aa426c42c7", | |
| "tool_use_result": "Error: File content (32634 tokens) exceeds maximum allowed tokens (25000). Please use offset and limit parameters to read specific portions of the file, or use the GrepTool to search for specific content." | |
| } | |
| [2026-01-25T01:46:12.579Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01GfjitUeHWKY1xitMiXpRN2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I see! Looking at the log file, I can see the BloodyFeetComponent is logging that it's \"ready\", but I don't see any actual footprint spawning logs. Looking at the PR diff and the code structure, I see:\n\n1. The project uses **both** C# (for core game logic - Player.cs, Enemy.cs) AND GDScript (for effects, AI, components)\n2. The BloodyFeetComponent was implemented in GDScript and attached to scenes\n3. But there are no logs showing actual footprints being spawned, even when the user steps into blood puddles\n\nLet me check what's happening with the implementation and understand the full log for blood interactions." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 3733, | |
| "cache_creation_input_tokens": 21066, | |
| "cache_read_input_tokens": 33315, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 21066, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "8061f9ba-10d6-4f12-b936-5c46ad3e8fd8" | |
| } | |
| [2026-01-25T01:46:17.794Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01GfjitUeHWKY1xitMiXpRN2", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01FAMXQb3AtU91jBJiRURsxe", | |
| "name": "TodoWrite", | |
| "input": { | |
| "todos": [ | |
| { | |
| "content": "Analyze user feedback and game logs to understand why bloody footprints are not appearing", | |
| "status": "in_progress", | |
| "activeForm": "Analyzing user feedback and game logs" | |
| }, | |
| { | |
| "content": "Download all logs and data to docs/case-studies/issue-360 folder", | |
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| [2026-01-25T01:46:22.213Z] [INFO] { | |
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| "content": "33:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n34:[04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n35:[04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created\n36:[04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n38:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n39:[04:43:05] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n40:[04:43:05] [INFO] [BloodyFeet:Enemy2] Blood detector created\n41:[04:43:05] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n43:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n44:[04:43:05] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n45:[04:43:05] [INFO] [BloodyFeet:Enemy3] Blood detector created\n46:[04:43:05] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n48:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n49:[04:43:05] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n50:[04:43:05] [INFO] [BloodyFeet:Enemy4] Blood detector created\n51:[04:43:05] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n53:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n54:[04:43:05] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n55:[04:43:05] [INFO] [BloodyFeet:Enemy5] Blood detector created\n56:[04:43:05] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n58:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n59:[04:43:05] [INFO] [BloodyFeet:Enemy6] Footprint scene loaded\n60:[04:43:05] [INFO] [BloodyFeet:Enemy6] Blood detector created\n61:[04:43:05] [INFO] [BloodyFeet:Enemy6] BloodyFeetComponent ready on Enemy6\n63:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n64:[04:43:05] [INFO] [BloodyFeet:Enemy7] Footprint scene loaded\n65:[04:43:05] [INFO] [BloodyFeet:Enemy7] Blood detector created\n66:[04:43:05] [INFO] [BloodyFeet:Enemy7] BloodyFeetComponent ready on Enemy7\n68:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n69:[04:43:05] [INFO] [BloodyFeet:Enemy8] Footprint scene loaded\n70:[04:43:05] [INFO] [BloodyFeet:Enemy8] Blood detector created\n71:[04:43:05] [INFO] [BloodyFeet:Enemy8] BloodyFeetComponent ready on Enemy8\n73:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n74:[04:43:05] [INFO] [BloodyFeet:Enemy9] Footprint scene loaded\n75:[04:43:05] [INFO] [BloodyFeet:Enemy9] Blood detector created\n76:[04:43:05] [INFO] [BloodyFeet:Enemy9] BloodyFeetComponent ready on Enemy9\n78:[04:43:05] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n79:[04:43:05] [INFO] [BloodyFeet:Enemy10] Footprint scene loaded\n80:[04:43:05] [INFO] [BloodyFeet:Enemy10] Blood detector created\n81:[04:43:05] [INFO] [BloodyFeet:Enemy10] BloodyFeetComponent ready on Enemy10" | |
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| [2026-01-25T01:46:28.486Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_01GVmLciJ6g3q5xrHHteR7Gj","type":"tool_result","content":" 1βextends Node\n 2β## Component that tracks when a character steps in blood and spawns footprints.\n 3β##\n 4β## Attach this component to any CharacterBody2D (Player or Enemy) to enable\n 5β## bloody footprint tracking. The component monitors for blood puddle contact\n 6β## and spawns footprint decals at regular intervals while moving.\n 7βclass_name BloodyFeetComponent\n 8β\n 9β## Number of bloody footprints before the blood runs out.\n 10β@export var blood_steps_count: int = 6\n 11β\n 12β## Distance in pixels between footprint spawns.\n 13β@export var step_distance: float = 30.0\n 14β\n 15β## Alpha value for the first footprint (0.0 to 1.0).\n 16β@export var initial_alpha: float = 0.8\n 17β\n 18β## Alpha reduction per step. Last footprint will be at (initial_alpha - (blood_steps_count - 1) * alpha_decay_rate).\n 19β@export var alpha_decay_rate: float = 0.12\n 20β\n 21β## Footprint scale multiplier.\n 22β@export var footprint_scale: float = 0.8\n 23β\n 24β## Enable debug logging.\n 25β@export var debug_logging: bool = false\n 26β\n 27β## Preloaded footprint scene.\n 28βvar _footprint_scene: PackedScene = null\n 29β\n 30β## Current blood level (number of steps remaining).\n 31βvar _blood_level: int = 0\n 32β\n 33β## Distance traveled since last footprint.\n 34βvar _distance_since_last_footprint: float = 0.0\n 35β\n 36β## Last recorded position for distance tracking.\n 37βvar _last_position: Vector2 = Vector2.ZERO\n 38β\n 39β## Direction of last movement for footprint rotation.\n 40βvar _last_move_direction: Vector2 = Vector2.RIGHT\n 41β\n 42β## Whether component has been initialized.\n 43βvar _initialized: bool = false\n 44β\n 45β## Reference to parent CharacterBody2D.\n 46βvar _parent_body: CharacterBody2D = null\n 47β\n 48β## Track which foot to alternate (left/right).\n 49βvar _is_left_foot: bool = true\n 50β\n 51β## Reference to FileLogger for persistent logging.\n 52βvar _file_logger: Node = null\n 53β\n 54β## Area2D for detecting blood puddles.\n 55βvar _blood_detector: Area2D = null\n 56β\n 57β\n 58βfunc _ready() -> void:\n 59β\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n 60β\t_log_info(\"BloodyFeetComponent initializing...\")\n 61β\n 62β\t# Get parent CharacterBody2D\n 63β\t_parent_body = get_parent() as CharacterBody2D\n 64β\tif _parent_body == null:\n 65β\t\tpush_warning(\"BloodyFeetComponent: Parent must be a CharacterBody2D\")\n 66β\t\treturn\n 67β\n 68β\t_last_position = _parent_body.global_position\n 69β\n 70β\t# Preload footprint scene\n 71β\tvar footprint_path := \"res://scenes/effects/BloodFootprint.tscn\"\n 72β\tif ResourceLoader.exists(footprint_path):\n 73β\t\t_footprint_scene = load(footprint_path)\n 74β\t\t_log_info(\"Footprint scene loaded\")\n 75β\telse:\n 76β\t\tpush_warning(\"BloodyFeetComponent: Footprint scene not found at \" + footprint_path)\n 77β\n 78β\t# Create Area2D for blood puddle detection\n 79β\t_setup_blood_detector()\n 80β\n 81β\t_initialized = true\n 82β\t_log_info(\"BloodyFeetComponent ready on %s\" % _parent_body.name)\n 83β\n 84β\n 85β## Sets up the Area2D for detecting blood puddles.\n 86βfunc _setup_blood_detector() -> void:\n 87β\t_blood_detector = Area2D.new()\n 88β\t_blood_detector.name = \"BloodDetector\"\n 89β\n 90β\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n 91β\t# But we primarily use group detection, so this is for future-proofing\n 92β\t_blood_detector.collision_layer = 0\n 93β\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n 94β\t_blood_detector.monitoring = true\n 95β\t_blood_detector.monitorable = false\n 96β\n 97β\t# Create collision shape matching parent's approximate foot area\n 98β\tvar collision_shape := CollisionShape2D.new()\n 99β\tcollision_shape.name = \"FootCollision\"\n 100β\tvar shape := CircleShape2D.new()\n 101β\tshape.radius = 8.0 # Small radius for foot detection\n 102β\tcollision_shape.shape = shape\n 103β\n 104β\t_blood_detector.add_child(collision_shape)\n 105β\tadd_child(_blood_detector)\n 106β\n 107β\t# Connect signals for blood detection\n 108β\t_blood_detector.area_entered.connect(_on_area_entered)\n 109β\n 110β\t_log_info(\"Blood detector created\")\n 111β\n 112β\n 113βfunc _physics_process(delta: float) -> void:\n 114β\tif not _initialized or _parent_body == null:\n 115β\t\treturn\n 116β\n 117β\t# Check for blood puddles via overlapping areas (using group detection)\n 118β\t_check_blood_puddle_overlap()\n 119β\n 120β\t# Track movement for footprint spawning\n 121β\tif _blood_level > 0:\n 122β\t\t_track_movement()\n 123β\n 124β\n 125β## Checks if we're overlapping with any blood puddle via group detection.\n 126βfunc _check_blood_puddle_overlap() -> void:\n 127β\tif _blood_detector == null:\n 128β\t\treturn\n 129β\n 130β\t# Get all overlapping areas\n 131β\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n 132β\tfor area in overlapping_areas:\n 133β\t\t# Check if the area or its parent is a blood puddle\n 134β\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n 135β\t\t\t_on_blood_puddle_contact()\n 136β\t\t\tbreak\n 137β\n 138β\n 139β## Called when the character contacts a blood puddle.\n 140βfunc _on_blood_puddle_contact() -> void:\n 141β\t# Reset blood level to maximum\n 142β\tvar previous_level := _blood_level\n 143β\t_blood_level = blood_steps_count\n 144β\n 145β\tif previous_level == 0:\n 146β\t\t_log_info(\"Stepped in blood! %d footprints to spawn\" % _blood_level)\n 147β\t\t# Reset distance counter when first stepping in blood\n 148β\t\t_distance_since_last_footprint = 0.0\n 149β\n 150β\n 151β## Called when an area enters the blood detector.\n 152βfunc _on_area_entered(area: Area2D) -> void:\n 153β\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n 154β\t\t_on_blood_puddle_contact()\n 155β\n 156β\n 157β## Tracks movement and spawns footprints at regular intervals.\n 158βfunc _track_movement() -> void:\n 159β\tvar current_pos := _parent_body.global_position\n 160β\tvar movement := current_pos - _last_position\n 161β\tvar distance := movement.length()\n 162β\n 163β\tif distance > 0.1: # Minimum movement threshold\n 164β\t\t_last_move_direction = movement.normalized()\n 165β\t\t_distance_since_last_footprint += distance\n 166β\n 167β\t\t# Check if we should spawn a footprint\n 168β\t\tif _distance_since_last_footprint >= step_distance:\n 169β\t\t\t_spawn_footprint()\n 170β\t\t\t_distance_since_last_footprint = 0.0\n 171β\n 172β\t_last_position = current_pos\n 173β\n 174β\n 175β## Spawns a footprint at the current position.\n 176βfunc _spawn_footprint() -> void:\n 177β\tif _footprint_scene == null or _blood_level <= 0:\n 178β\t\treturn\n 179β\n 180β\tvar footprint := _footprint_scene.instantiate() as Node2D\n 181β\tif footprint == null:\n 182β\t\treturn\n 183β\n 184β\t# Calculate alpha based on remaining steps\n 185β\t# First step has highest alpha, last step has lowest\n 186β\tvar steps_taken := blood_steps_count - _blood_level\n 187β\tvar alpha := initial_alpha - (steps_taken * alpha_decay_rate)\n 188β\talpha = maxf(alpha, 0.05) # Minimum visible alpha\n 189β\n 190β\t# Set footprint properties\n 191β\tfootprint.global_position = _parent_body.global_position\n 192β\tfootprint.rotation = _last_move_direction.angle()\n 193β\tfootprint.scale = Vector2(footprint_scale, footprint_scale)\n 194β\n 195β\t# Alternate left/right foot by slightly offsetting perpendicular to movement\n 196β\tvar perpendicular := _last_move_direction.rotated(PI / 2.0)\n 197β\tvar foot_offset := 4.0 if _is_left_foot else -4.0\n 198β\tfootprint.global_position += perpendicular * foot_offset\n 199β\t_is_left_foot = not _is_left_foot\n 200β\n 201β\t# Set alpha using the footprint's method\n 202β\tif footprint.has_method(\"set_alpha\"):\n 203β\t\tfootprint.set_alpha(alpha)\n 204β\telse:\n 205β\t\tfootprint.modulate.a = alpha\n 206β\n 207β\t# Add to scene tree\n 208β\tvar scene := get_tree().current_scene\n 209β\tif scene:\n 210β\t\tscene.add_child(footprint)\n 211β\telse:\n 212β\t\t_parent_body.get_parent().add_child(footprint)\n 213β\n 214β\t# Decrease blood level\n 215β\t_blood_level -= 1\n 216β\n 217β\tif debug_logging:\n 218β\t\t_log_info(\"Footprint spawned (steps remaining: %d, alpha: %.2f)\" % [_blood_level, alpha])\n 219β\n 220β\tif _blood_level <= 0:\n 221β\t\t_log_info(\"Blood ran out - no more footprints\")\n 222β\n 223β\n 224β## Manually set blood level (for testing or external triggers).\n 225βfunc set_blood_level(level: int) -> void:\n 226β\t_blood_level = clampi(level, 0, blood_steps_count)\n 227β\t_distance_since_last_footprint = 0.0\n 228β\t_log_info(\"Blood level set to %d\" % _blood_level)\n 229β\n 230β\n 231β## Get current blood level.\n 232βfunc get_blood_level() -> int:\n 233β\treturn _blood_level\n 234β\n 235β\n 236β## Check if currently has bloody feet.\n 237βfunc has_bloody_feet() -> bool:\n 238β\treturn _blood_level > 0\n 239β\n 240β\n 241β## Logs to FileLogger and prints to console in debug mode.\n 242βfunc _log_info(message: String) -> void:\n 243β\tvar log_message := \"[BloodyFeet:%s] %s\" % [_parent_body.name if _parent_body else \"?\", message]\n 244β\tif debug_logging:\n 245β\t\tprint(log_message)\n 246β\tif _file_logger and _file_logger.has_method(\"log_info\"):\n 247β\t\t_file_logger.log_info(log_message)\n 248β\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":"3dc4328d-5e03-40c9-9619-0f2ad8a0fc61","uuid":"a3e2fa51-54c8-4a0e-a198-2f7a122967a1","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305505374/scripts/components/bloody_feet_component.gd","content":"extends Node\n## Component that tracks when a character steps in blood and spawns footprints.\n##\n## Attach this component to any CharacterBody2D (Player or Enemy) to enable\n## bloody footprint tracking. The component monitors for blood puddle contact\n## and spawns footprint decals at regular intervals while moving.\nclass_name BloodyFeetComponent\n\n## Number of bloody footprints before the blood runs out.\n@export var blood_steps_count: int = 6\n\n## Distance in pixels between footprint spawns.\n@export var step_distance: float = 30.0\n\n## Alpha value for the first footprint (0.0 to 1.0).\n@export var initial_alpha: float = 0.8\n\n## Alpha reduction per step. Last footprint will be at (initial_alpha - (blood_steps_count - 1) * alpha_decay_rate).\n@export var alpha_decay_rate: float = 0.12\n\n## Footprint scale multiplier.\n@export var footprint_scale: float = 0.8\n\n## Enable debug logging.\n@export var debug_logging: bool = false\n\n## Preloaded footprint scene.\nvar _footprint_scene: PackedScene = null\n\n## Current blood level (number of steps remaining).\nvar _blood_level: int = 0\n\n## Distance traveled since last footprint.\nvar _distance_since_last_footprint: float = 0.0\n\n## Last recorded position for distance tracking.\nvar _last_position: Vector2 = Vector2.ZERO\n\n## Direction of last movement for footprint rotation.\nvar _last_move_direction: Vector2 = Vector2.RIGHT\n\n## Whether component has been initialized.\nvar _initialized: bool = false\n\n## Reference to parent CharacterBody2D.\nvar _parent_body: CharacterBody2D = null\n\n## Track which foot to alternate (left/right).\nvar _is_left_foot: bool = true\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Area2D for detecting blood puddles.\nvar _blood_detector: Area2D = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_log_info(\"BloodyFeetComponent initializing...\")\n\n\t# Get parent CharacterBody2D\n\t_parent_body = get_parent() as CharacterBody2D\n\tif _parent_body == null:\n\t\tpush_warning(\"BloodyFeetComponent: Parent must be a CharacterBody2D\")\n\t\treturn\n\n\t_last_position = _parent_body.global_position\n\n\t# Preload footprint scene\n\tvar footprint_path := \"res://scenes/effects/BloodFootprint.tscn\"\n\tif ResourceLoader.exists(footprint_path):\n\t\t_footprint_scene = load(footprint_path)\n\t\t_log_info(\"Footprint scene loaded\")\n\telse:\n\t\tpush_warning(\"BloodyFeetComponent: Footprint scene not found at \" + footprint_path)\n\n\t# Create Area2D for blood puddle detection\n\t_setup_blood_detector()\n\n\t_initialized = true\n\t_log_info(\"BloodyFeetComponent ready on %s\" % _parent_body.name)\n\n\n## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\tadd_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created\")\n\n\nfunc _physics_process(delta: float) -> void:\n\tif not _initialized or _parent_body == null:\n\t\treturn\n\n\t# Check for blood puddles via overlapping areas (using group detection)\n\t_check_blood_puddle_overlap()\n\n\t# Track movement for footprint spawning\n\tif _blood_level > 0:\n\t\t_track_movement()\n\n\n## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak\n\n\n## Called when the character contacts a blood puddle.\nfunc _on_blood_puddle_contact() -> void:\n\t# Reset blood level to maximum\n\tvar previous_level := _blood_level\n\t_blood_level = blood_steps_count\n\n\tif previous_level == 0:\n\t\t_log_info(\"Stepped in blood! %d footprints to spawn\" % _blood_level)\n\t\t# Reset distance counter when first stepping in blood\n\t\t_distance_since_last_footprint = 0.0\n\n\n## Called when an area enters the blood detector.\nfunc _on_area_entered(area: Area2D) -> void:\n\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t_on_blood_puddle_contact()\n\n\n## Tracks movement and spawns footp | |
| [2026-01-25T01:46:28.497Z] [INFO] rints at regular intervals.\nfunc _track_movement() -> void:\n\tvar current_pos := _parent_body.global_position\n\tvar movement := current_pos - _last_position\n\tvar distance := movement.length()\n\n\tif distance > 0.1: # Minimum movement threshold\n\t\t_last_move_direction = movement.normalized()\n\t\t_distance_since_last_footprint += distance\n\n\t\t# Check if we should spawn a footprint\n\t\tif _distance_since_last_footprint >= step_distance:\n\t\t\t_spawn_footprint()\n\t\t\t_distance_since_last_footprint = 0.0\n\n\t_last_position = current_pos\n\n\n## Spawns a footprint at the current position.\nfunc _spawn_footprint() -> void:\n\tif _footprint_scene == null or _blood_level <= 0:\n\t\treturn\n\n\tvar footprint := _footprint_scene.instantiate() as Node2D\n\tif footprint == null:\n\t\treturn\n\n\t# Calculate alpha based on remaining steps\n\t# First step has highest alpha, last step has lowest\n\tvar steps_taken := blood_steps_count - _blood_level\n\tvar alpha := initial_alpha - (steps_taken * alpha_decay_rate)\n\talpha = maxf(alpha, 0.05) # Minimum visible alpha\n\n\t# Set footprint properties\n\tfootprint.global_position = _parent_body.global_position\n\tfootprint.rotation = _last_move_direction.angle()\n\tfootprint.scale = Vector2(footprint_scale, footprint_scale)\n\n\t# Alternate left/right foot by slightly offsetting perpendicular to movement\n\tvar perpendicular := _last_move_direction.rotated(PI / 2.0)\n\tvar foot_offset := 4.0 if _is_left_foot else -4.0\n\tfootprint.global_position += perpendicular * foot_offset\n\t_is_left_foot = not _is_left_foot\n\n\t# Set alpha using the footprint's method\n\tif footprint.has_method(\"set_alpha\"):\n\t\tfootprint.set_alpha(alpha)\n\telse:\n\t\tfootprint.modulate.a = alpha\n\n\t# Add to scene tree\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(footprint)\n\telse:\n\t\t_parent_body.get_parent().add_child(footprint)\n\n\t# Decrease blood level\n\t_blood_level -= 1\n\n\tif debug_logging:\n\t\t_log_info(\"Footprint spawned (steps remaining: %d, alpha: %.2f)\" % [_blood_level, alpha])\n\n\tif _blood_level <= 0:\n\t\t_log_info(\"Blood ran out - no more footprints\")\n\n\n## Manually set blood level (for testing or external triggers).\nfunc set_blood_level(level: int) -> void:\n\t_blood_level = clampi(level, 0, blood_steps_count)\n\t_distance_since_last_footprint = 0.0\n\t_log_info(\"Blood level set to %d\" % _blood_level)\n\n\n## Get current blood level.\nfunc get_blood_level() -> int:\n\treturn _blood_level\n\n\n## Check if currently has bloody feet.\nfunc has_bloody_feet() -> bool:\n\treturn _blood_level > 0\n\n\n## Logs to FileLogger and prints to console in debug mode.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[BloodyFeet:%s] %s\" % [_parent_body.name if _parent_body else \"?\", message]\n\tif debug_logging:\n\t\tprint(log_message)\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n","numLines":248,"startLine":1,"totalLines":248}}} | |
| [2026-01-25T01:46:28.506Z] [INFO] { | |
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| "content": " 1βextends Sprite2D\n 2β## Persistent blood decal (stain) that remains on the floor.\n 3β##\n 4β## Blood decals slowly fade over time and can be configured\n 5β## to disappear after a set duration. Characters that step\n 6β## on blood decals will leave bloody footprints.\n 7βclass_name BloodDecal\n 8β\n 9β## Time in seconds before the decal starts fading.\n 10β@export var fade_delay: float = 30.0\n 11β\n 12β## Time in seconds for the fade-out animation.\n 13β@export var fade_duration: float = 5.0\n 14β\n 15β## Whether the decal should fade out over time.\n 16β@export var auto_fade: bool = false\n 17β\n 18β## Whether this decal can be stepped in (creates bloody footprints).\n 19β@export var is_puddle: bool = true\n 20β\n 21β## Initial alpha value.\n 22βvar _initial_alpha: float = 0.85\n 23β\n 24β## Area2D for collision detection (allows characters to detect stepping in blood).\n 25βvar _puddle_area: Area2D = null\n 26β\n 27β\n 28βfunc _ready() -> void:\n 29β\t_initial_alpha = modulate.a\n 30β\n 31β\t# Add to blood_puddle group for detection\n 32β\tif is_puddle:\n 33β\t\tadd_to_group(\"blood_puddle\")\n 34β\t\t_setup_puddle_area()\n 35β\n 36β\tif auto_fade:\n 37β\t\t_start_fade_timer()\n 38β\n 39β\n 40β## Creates an Area2D for detecting when characters step in this blood puddle.\n 41βfunc _setup_puddle_area() -> void:\n 42β\t_puddle_area = Area2D.new()\n 43β\t_puddle_area.name = \"PuddleArea\"\n 44β\n 45β\t# Set collision layer 7 for blood puddles (2^6 = 64)\n 46β\t_puddle_area.collision_layer = 64\n 47β\t_puddle_area.collision_mask = 0\n 48β\t_puddle_area.monitoring = false\n 49β\t_puddle_area.monitorable = true\n 50β\n 51β\t# Create collision shape based on texture size\n 52β\tvar collision_shape := CollisionShape2D.new()\n 53β\tcollision_shape.name = \"PuddleCollision\"\n 54β\tvar shape := CircleShape2D.new()\n 55β\t# Use texture size to determine collision radius, scaled appropriately\n 56β\tif texture:\n 57β\t\tshape.radius = max(texture.get_width(), texture.get_height()) * scale.x * 0.4\n 58β\telse:\n 59β\t\tshape.radius = 12.0 # Default radius if no texture\n 60β\tcollision_shape.shape = shape\n 61β\n 62β\t_puddle_area.add_child(collision_shape)\n 63β\tadd_child(_puddle_area)\n 64β\n 65β\t# Add the area to blood_puddle group as well for redundant detection\n 66β\t_puddle_area.add_to_group(\"blood_puddle\")\n 67β\n 68β\n 69β## Starts the timer for automatic fade-out.\n 70βfunc _start_fade_timer() -> void:\n 71β\t# Wait for fade delay\n 72β\t# Check if we're still valid (scene might change during wait)\n 73β\tvar tree := get_tree()\n 74β\tif tree == null:\n 75β\t\treturn\n 76β\tawait tree.create_timer(fade_delay).timeout\n 77β\n 78β\t# Check if node is still valid after await (scene might have changed)\n 79β\tif not is_instance_valid(self) or not is_inside_tree():\n 80β\t\treturn\n 81β\n 82β\t# Gradually fade out\n 83β\tvar tween := create_tween()\n 84β\tif tween == null:\n 85β\t\tqueue_free()\n 86β\t\treturn\n 87β\ttween.tween_property(self, \"modulate:a\", 0.0, fade_duration)\n 88β\ttween.tween_callback(queue_free)\n 89β\n 90β\n 91β## Immediately removes the decal.\n 92βfunc remove() -> void:\n 93β\tqueue_free()\n 94β\n 95β\n 96β## Fades out the decal quickly (for cleanup).\n 97βfunc fade_out_quick() -> void:\n 98β\tvar tween := create_tween()\n 99β\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n 100β\ttween.tween_callback(queue_free)\n 101β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "extends Sprite2D\n## Persistent blood decal (stain) that remains on the floor.\n##\n## Blood decals slowly fade over time and can be configured\n## to disappear after a set duration. Characters that step\n## on blood decals will leave bloody footprints.\nclass_name BloodDecal\n\n## Time in seconds before the decal starts fading.\n@export var fade_delay: float = 30.0\n\n## Time in seconds for the fade-out animation.\n@export var fade_duration: float = 5.0\n\n## Whether the decal should fade out over time.\n@export var auto_fade: bool = false\n\n## Whether this decal can be stepped in (creates bloody footprints).\n@export var is_puddle: bool = true\n\n## Initial alpha value.\nvar _initial_alpha: float = 0.85\n\n## Area2D for collision detection (allows characters to detect stepping in blood).\nvar _puddle_area: Area2D = null\n\n\nfunc _ready() -> void:\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\n\tif auto_fade:\n\t\t_start_fade_timer()\n\n\n## Creates an Area2D for detecting when characters step in this blood puddle.\nfunc _setup_puddle_area() -> void:\n\t_puddle_area = Area2D.new()\n\t_puddle_area.name = \"PuddleArea\"\n\n\t# Set collision layer 7 for blood puddles (2^6 = 64)\n\t_puddle_area.collision_layer = 64\n\t_puddle_area.collision_mask = 0\n\t_puddle_area.monitoring = false\n\t_puddle_area.monitorable = true\n\n\t# Create collision shape based on texture size\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"PuddleCollision\"\n\tvar shape := CircleShape2D.new()\n\t# Use texture size to determine collision radius, scaled appropriately\n\tif texture:\n\t\tshape.radius = max(texture.get_width(), texture.get_height()) * scale.x * 0.4\n\telse:\n\t\tshape.radius = 12.0 # Default radius if no texture\n\tcollision_shape.shape = shape\n\n\t_puddle_area.add_child(collision_shape)\n\tadd_child(_puddle_area)\n\n\t# Add the area to blood_puddle group as well for redundant detection\n\t_puddle_area.add_to_group(\"blood_puddle\")\n\n\n## Starts the timer for automatic fade-out.\nfunc _start_fade_timer() -> void:\n\t# Wait for fade delay\n\t# Check if we're still valid (scene might change during wait)\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\tawait tree.create_timer(fade_delay).timeout\n\n\t# Check if node is still valid after await (scene might have changed)\n\tif not is_instance_valid(self) or not is_inside_tree():\n\t\treturn\n\n\t# Gradually fade out\n\tvar tween := create_tween()\n\tif tween == null:\n\t\tqueue_free()\n\t\treturn\n\ttween.tween_property(self, \"modulate:a\", 0.0, fade_duration)\n\ttween.tween_callback(queue_free)\n\n\n## Immediately removes the decal.\nfunc remove() -> void:\n\tqueue_free()\n\n\n## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)\n", | |
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| "content": " 1βextends Sprite2D\n 2β## Bloody footprint decal that persists on the floor.\n 3β##\n 4β## Blood footprints are spawned when characters walk after stepping\n 5β## in blood puddles. Alpha is set at spawn time (no fade animation).\n 6βclass_name BloodFootprint\n 7β\n 8β## Initial alpha value (set by spawner based on step count).\n 9βvar _initial_alpha: float = 0.8\n 10β\n 11β\n 12βfunc _ready() -> void:\n 13β\t# Ensure footprint stays below characters\n 14β\tz_index = -1\n 15β\n 16β\n 17β## Sets the footprint's alpha value.\n 18β## Called by BloodyFeetComponent when spawning.\n 19βfunc set_alpha(alpha: float) -> void:\n 20β\t_initial_alpha = alpha\n 21β\tmodulate.a = alpha\n 22β\n 23β\n 24β## Immediately removes the footprint.\n 25βfunc remove() -> void:\n 26β\tqueue_free()\n 27β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "extends Sprite2D\n## Bloody footprint decal that persists on the floor.\n##\n## Blood footprints are spawned when characters walk after stepping\n## in blood puddles. Alpha is set at spawn time (no fade animation).\nclass_name BloodFootprint\n\n## Initial alpha value (set by spawner based on step count).\nvar _initial_alpha: float = 0.8\n\n\nfunc _ready() -> void:\n\t# Ensure footprint stays below characters\n\tz_index = -1\n\n\n## Sets the footprint's alpha value.\n## Called by BloodyFeetComponent when spawning.\nfunc set_alpha(alpha: float) -> void:\n\t_initial_alpha = alpha\n\tmodulate.a = alpha\n\n\n## Immediately removes the footprint.\nfunc remove() -> void:\n\tqueue_free()\n", | |
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| "text": "Now I understand the issue! Looking at the log, I can see the BloodyFeetComponent is only initialized for **Enemies**, but NOT for the **Player**. And importantly, the log shows:\n\n1. `[BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1` - for all enemies\n2. But no `[BloodyFeet:Player]` log message\n\nThe problem is that the Player.cs is a **C# script** and it doesn't have the BloodyFeetComponent attached in a way that's compatible. Let me check the Player.tscn scene file to understand the current setup:" | |
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| "content": " 1β[gd_scene load_steps=12 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5β[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"3_threat_sphere\"]\n 6β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"4_body\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"5_head\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"6_left_arm\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"7_right_arm\"]\n 10β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"8_armband\"]\n 11β[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 14βradius = 16.0\n 15β\n 16β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 17βradius = 150.0\n 18β\n 19β[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 20βcollision_layer = 1\n 21βcollision_mask = 4\n 22βscript = ExtResource(\"1_player\")\n 23β\n 24β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 25βshape = SubResource(\"CircleShape2D_player\")\n 26β\n 27β[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 28β\n 29β[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 30βz_index = 1\n 31βposition = Vector2(-4, 0)\n 32βtexture = ExtResource(\"4_body\")\n 33β\n 34β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 35βz_index = 4\n 36βposition = Vector2(24, 6)\n 37βtexture = ExtResource(\"6_left_arm\")\n 38β\n 39β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 40βz_index = 4\n 41βposition = Vector2(-2, 6)\n 42βtexture = ExtResource(\"7_right_arm\")\n 43β\n 44β[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 45βz_index = 5\n 46βposition = Vector2(-2, 6)\n 47βmodulate = Color(2, 0.3, 0.3, 1)\n 48βtexture = ExtResource(\"8_armband\")\n 49β\n 50β[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 51βz_index = 3\n 52βposition = Vector2(-6, -2)\n 53βtexture = ExtResource(\"5_head\")\n 54β\n 55β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 56βposition = Vector2(0, 6)\n 57β\n 58β[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 59βprocess_callback = 0\n 60βlimit_left = 0\n 61βlimit_top = 0\n 62βlimit_right = 4128\n 63βlimit_bottom = 3088\n 64βlimit_smoothed = true\n 65βposition_smoothing_enabled = true\n 66βposition_smoothing_speed = 5.0\n 67β\n 68β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 69βcollision_layer = 1\n 70βcollision_mask = 16\n 71βscript = ExtResource(\"2_hit_area\")\n 72β\n 73β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 74βshape = SubResource(\"CircleShape2D_player\")\n 75β\n 76β[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 77βcollision_layer = 0\n 78βcollision_mask = 16\n 79βmonitorable = false\n 80βscript = ExtResource(\"3_threat_sphere\")\n 81βthreat_radius = 150.0\n 82βtrajectory_tolerance_degrees = 15.0\n 83β\n 84β[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 85βshape = SubResource(\"CircleShape2D_threat\")\n 86β\n 87β[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 88βscript = ExtResource(\"9_bloody_feet\")\n 89βblood_steps_count = 6\n 90βstep_distance = 30.0\n 91βinitial_alpha = 0.8\n 92βalpha_decay_rate = 0.12\n 93βfootprint_scale = 0.8\n 94β\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": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "6c7ca87c-2582-44fe-ad90-f5df7835ca36", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/characters/Player.tscn", | |
| "content": "[gd_scene load_steps=12 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"3_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"4_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"5_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"6_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"7_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"8_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"4_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"6_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"7_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"8_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"5_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(0, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"2_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"3_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
| "numLines": 94, | |
| "startLine": 1, | |
| "totalLines": 94 | |
| } | |
| } | |
| } | |
| [2026-01-25T01:46:37.316Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Sqh8fm1Ms9ZNcnfVMETtdu", | |
| "type": "tool_result", | |
| "content": " 1β[gd_scene load_steps=12 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n 4β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n 6β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n 10β[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n 11β[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\n 14βradius = 24.0\n 15β\n 16β[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\n 17βcollision_layer = 2\n 18βcollision_mask = 4\n 19βscript = ExtResource(\"1_enemy\")\n 20β\n 21β[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n 22β\n 23β[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 24βz_index = 1\n 25βposition = Vector2(-4, 0)\n 26βtexture = ExtResource(\"4_body\")\n 27β\n 28β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 29βz_index = 4\n 30βposition = Vector2(24, 6)\n 31βtexture = ExtResource(\"6_left_arm\")\n 32β\n 33β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 34βz_index = 4\n 35βposition = Vector2(-2, 6)\n 36βtexture = ExtResource(\"7_right_arm\")\n 37β\n 38β[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 39βz_index = 3\n 40βposition = Vector2(-6, -2)\n 41βtexture = ExtResource(\"5_head\")\n 42β\n 43β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\n 44βposition = Vector2(0, 6)\n 45β\n 46β[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\n 47βz_index = 2\n 48βtexture = ExtResource(\"3_rifle_sprite\")\n 49βoffset = Vector2(20, 0)\n 50β\n 51β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 52βshape = SubResource(\"CircleShape2D_enemy\")\n 53β\n 54β[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\n 55βtarget_position = Vector2(400, 0)\n 56βcollision_mask = 5\n 57β\n 58β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 59βcollision_layer = 2\n 60βcollision_mask = 16\n 61βscript = ExtResource(\"2_hit_area\")\n 62β\n 63β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 64βshape = SubResource(\"CircleShape2D_enemy\")\n 65β\n 66β[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\n 67βpath_desired_distance = 4.0\n 68βtarget_desired_distance = 10.0\n 69βavoidance_enabled = true\n 70βradius = 24.0\n 71βneighbor_distance = 100.0\n 72βmax_neighbors = 5\n 73βtime_horizon_agents = 1.0\n 74βtime_horizon_obstacles = 1.0\n 75βmax_speed = 320.0\n 76βdebug_enabled = false\n 77β\n 78β[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\n 79βvisible = false\n 80βoffset_left = -50.0\n 81βoffset_top = -50.0\n 82βoffset_right = 50.0\n 83βoffset_bottom = -30.0\n 84βhorizontal_alignment = 1\n 85βvertical_alignment = 1\n 86β\n 87β[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 88βscript = ExtResource(\"9_bloody_feet\")\n 89βblood_steps_count = 6\n 90βstep_distance = 30.0\n 91βinitial_alpha = 0.8\n 92βalpha_decay_rate = 0.12\n 93βfootprint_scale = 0.8\n 94β\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": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "25e16468-fcf6-4a1f-8634-e91c52dc5eed", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/objects/Enemy.tscn", | |
| "content": "[gd_scene load_steps=12 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\nradius = 24.0\n\n[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\ncollision_layer = 2\ncollision_mask = 4\nscript = ExtResource(\"1_enemy\")\n\n[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"4_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"6_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"7_right_arm\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"5_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\nposition = Vector2(0, 6)\n\n[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\nz_index = 2\ntexture = ExtResource(\"3_rifle_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\ntarget_position = Vector2(400, 0)\ncollision_mask = 5\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 2\ncollision_mask = 16\nscript = ExtResource(\"2_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\npath_desired_distance = 4.0\ntarget_desired_distance = 10.0\navoidance_enabled = true\nradius = 24.0\nneighbor_distance = 100.0\nmax_neighbors = 5\ntime_horizon_agents = 1.0\ntime_horizon_obstacles = 1.0\nmax_speed = 320.0\ndebug_enabled = false\n\n[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\nvisible = false\noffset_left = -50.0\noffset_top = -50.0\noffset_right = 50.0\noffset_bottom = -30.0\nhorizontal_alignment = 1\nvertical_alignment = 1\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
| "numLines": 94, | |
| "startLine": 1, | |
| "totalLines": 94 | |
| } | |
| } | |
| } | |
| [2026-01-25T01:46:43.406Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Dwxvq24KQiNHoSueN2fScv", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "I see both the Player.tscn and Enemy.tscn have the BloodyFeetComponent attached. But notice something critical:\n\n1. **Player.tscn** uses `res://scripts/characters/player.gd` (GDScript)\n2. **Enemy.tscn** uses `res://scripts/objects/enemy.gd` (GDScript)\n\nBut the user mentioned \"ΠΏΡΠΎΠ²Π΅ΡΡ C#\" (check C#). Looking at the folder structure, there are **both** GDScript and C# versions:\n- `scenes/characters/csharp/Player.tscn`\n- `scenes/objects/csharp/Enemy.tscn`\n\nThe user's game is probably using the C# scenes, not the GDScript ones! Let me check what scenes the building level actually uses and also check the C# scene files." | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 3313, | |
| "cache_read_input_tokens": 66189, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 3313, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "c22d93e6-14e9-4450-8b55-a69d55db3e2a" | |
| } | |
| [2026-01-25T01:46:44.412Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Dwxvq24KQiNHoSueN2fScv", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01JMD5mVuMR2BYHnvhFeonqe", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1769305505374/scenes/characters/csharp/Player.tscn" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 3313, | |
| "cache_read_input_tokens": 66189, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 3313, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "667f7e4c-8e5b-4a1c-80f1-7eccaa509483" | |
| } | |
| [2026-01-25T01:46:44.906Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01Dwxvq24KQiNHoSueN2fScv", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01YG7prNUvReQhUXMBVKAdvB", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1769305505374/scenes/objects/csharp/Enemy.tscn" | |
| } | |
| } | |
| ], | |
| "stop_reason": null, | |
| "stop_sequence": null, | |
| "usage": { | |
| "input_tokens": 0, | |
| "cache_creation_input_tokens": 3313, | |
| "cache_read_input_tokens": 66189, | |
| "cache_creation": { | |
| "ephemeral_5m_input_tokens": 3313, | |
| "ephemeral_1h_input_tokens": 0 | |
| }, | |
| "output_tokens": 2, | |
| "service_tier": "standard" | |
| }, | |
| "context_management": null | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
| "uuid": "c0b7f7ed-ce49-4e89-9242-2e4917b18459" | |
| } | |
| [2026-01-25T01:46:44.926Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
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| "content": " 1β[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n 4β[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n 5β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n 6β[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n 10β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n 11β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 14βradius = 16.0\n 15β\n 16β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 17βradius = 150.0\n 18β\n 19β[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 20βcollision_layer = 1\n 21βcollision_mask = 4\n 22βscript = ExtResource(\"1_player\")\n 23βMaxSpeed = 330.0\n 24β\n 25β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 26βshape = SubResource(\"CircleShape2D_player\")\n 27β\n 28β[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 29β\n 30β[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 31βz_index = 1\n 32βposition = Vector2(-4, 0)\n 33βtexture = ExtResource(\"5_body\")\n 34β\n 35β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 36βz_index = 4\n 37βposition = Vector2(24, 6)\n 38βtexture = ExtResource(\"7_left_arm\")\n 39β\n 40β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 41βz_index = 4\n 42βposition = Vector2(-2, 6)\n 43βtexture = ExtResource(\"8_right_arm\")\n 44β\n 45β[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 46βz_index = 5\n 47βposition = Vector2(-2, 6)\n 48βmodulate = Color(2, 0.3, 0.3, 1)\n 49βtexture = ExtResource(\"9_armband\")\n 50β\n 51β[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 52βz_index = 3\n 53βposition = Vector2(-6, -2)\n 54βtexture = ExtResource(\"6_head\")\n 55β\n 56β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 57βposition = Vector2(6, 6)\n 58β\n 59β[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 60βprocess_callback = 0\n 61βlimit_left = 0\n 62βlimit_top = 0\n 63βlimit_right = 4128\n 64βlimit_bottom = 3088\n 65βlimit_smoothed = true\n 66βposition_smoothing_enabled = true\n 67βposition_smoothing_speed = 5.0\n 68β\n 69β[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\n 70βposition = Vector2(0, 6)\n 71β\n 72β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 73βcollision_layer = 1\n 74βcollision_mask = 16\n 75βscript = ExtResource(\"3_hit_area\")\n 76β\n 77β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 78βshape = SubResource(\"CircleShape2D_player\")\n 79β\n 80β[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 81βcollision_layer = 0\n 82βcollision_mask = 16\n 83βmonitorable = false\n 84βscript = ExtResource(\"4_threat_sphere\")\n 85βthreat_radius = 150.0\n 86βtrajectory_tolerance_degrees = 15.0\n 87β\n 88β[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 89βshape = SubResource(\"CircleShape2D_threat\")\n 90β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/characters/csharp/Player.tscn", | |
| "content": "[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n", | |
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| "totalLines": 90 | |
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| } | |
| } | |
| [2026-01-25T01:46:44.942Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01YG7prNUvReQhUXMBVKAdvB", | |
| "type": "tool_result", | |
| "content": " 1β[gd_scene load_steps=4 format=3 uid=\"uid://dx5m8np6u3bwe\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://Scripts/Objects/Enemy.cs\" id=\"1_enemy\"]\n 4β\n 5β[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_enemy\"]\n 6βsize = Vector2(48, 48)\n 7β\n 8β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_enemy\"]\n 9βsize = Vector2(48, 48)\n 10β\n 11β[node name=\"Enemy\" type=\"Area2D\" groups=[\"enemies\"]]\n 12βcollision_layer = 2\n 13βcollision_mask = 16\n 14βscript = ExtResource(\"1_enemy\")\n 15β\n 16β[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\n 17βmodulate = Color(0.9, 0.2, 0.2, 1)\n 18βtexture = SubResource(\"PlaceholderTexture2D_enemy\")\n 19β\n 20β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 21βshape = SubResource(\"RectangleShape2D_enemy\")\n 22β\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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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/objects/csharp/Enemy.tscn", | |
| "content": "[gd_scene load_steps=4 format=3 uid=\"uid://dx5m8np6u3bwe\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Objects/Enemy.cs\" id=\"1_enemy\"]\n\n[sub_resource type=\"PlaceholderTexture2D\" id=\"PlaceholderTexture2D_enemy\"]\nsize = Vector2(48, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_enemy\"]\nsize = Vector2(48, 48)\n\n[node name=\"Enemy\" type=\"Area2D\" groups=[\"enemies\"]]\ncollision_layer = 2\ncollision_mask = 16\nscript = ExtResource(\"1_enemy\")\n\n[node name=\"Sprite2D\" type=\"Sprite2D\" parent=\".\"]\nmodulate = Color(0.9, 0.2, 0.2, 1)\ntexture = SubResource(\"PlaceholderTexture2D_enemy\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"RectangleShape2D_enemy\")\n", | |
| "numLines": 22, | |
| "startLine": 1, | |
| "totalLines": 22 | |
| } | |
| } | |
| } | |
| [2026-01-25T01:46:51.655Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_015tbNH93bGq7cJ2ThbNHHDL", | |
| "type": "message", | |
| "role": "assistant", | |
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| { | |
| "type": "text", | |
| "text": "Now I understand the problem completely! \n\n**ROOT CAUSE IDENTIFIED:**\n\n1. The C# version of Player.tscn (`scenes/characters/csharp/Player.tscn`) does **NOT** have the `BloodyFeetComponent` attached!\n2. The C# version of Enemy.tscn (`scenes/objects/csharp/Enemy.tscn`) is a completely different scene structure (Area2D-based, not CharacterBody2D-based) and also does **NOT** have `BloodyFeetComponent`!\n\nLooking at the game logs, the user is running the C# version of the game (evidenced by logs like `[Player.cs]`, `Player health is 0.0`, etc.), but the BloodyFeetComponent was only added to the GDScript scene files!\n\nLet me also look at the building level scene to confirm which scenes are being used:" | |
| } | |
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| [2026-01-25T01:46:52.044Z] [INFO] { | |
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| [2026-01-25T01:46:52.095Z] [INFO] { | |
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| [2026-01-25T01:46:54.307Z] [INFO] { | |
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| "content": " 1β[gd_scene load_steps=16 format=3 uid=\"uid://c8hmf4bnwx2qk\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/levels/building_level.gd\" id=\"1_building_level\"]\n 4β[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n 5β[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"3_pause_menu\"]\n 6β[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n 7β\n 8β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\n 9βsize = Vector2(2464, 32)\n 10β\n 11β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\n 12βsize = Vector2(32, 2064)\n 13β\n 14β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_h\"]\n 15βsize = Vector2(400, 24)\n 16β\n 17β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_v\"]\n 18βsize = Vector2(24, 400)\n 19β\n 20β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_h\"]\n 21βsize = Vector2(200, 24)\n 22β\n 23β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_v\"]\n 24βsize = Vector2(24, 200)\n 25β\n 26β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_desk\"]\n 27βsize = Vector2(120, 48)\n 28β\n 29β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_table\"]\n 30βsize = Vector2(80, 80)\n 31β\n 32β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_cabinet\"]\n 33βsize = Vector2(48, 96)\n 34β\n 35β[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_corner_fill\"]\n 36βsize = Vector2(24, 24)\n 37β\n 38β[sub_resource type=\"NavigationPolygon\" id=\"NavigationPolygon_level\"]\n 39βvertices = PackedVector2Array(64, 64, 2464, 64, 2464, 2064, 64, 2064)\n 40βpolygons = [PackedInt32Array(0, 1, 2, 3)]\n 41βoutlines = [PackedVector2Array(64, 64, 2464, 64, 2464, 2064, 64, 2064)]\n 42βparsed_geometry_type = 1\n 43βparsed_collision_mask = 4\n 44βsource_geometry_mode = 0\n 45βsource_geometry_group_name = &\"navigation_source\"\n 46βagent_radius = 24.0\n 47β\n 48β[node name=\"BuildingLevel\" type=\"Node2D\"]\n 49βscript = ExtResource(\"1_building_level\")\n 50β\n 51β[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n 52β\n 53β[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\n 54βoffset_right = 2528.0\n 55βoffset_bottom = 2128.0\n 56βcolor = Color(0.05, 0.05, 0.08, 1)\n 57β\n 58β[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\n 59βoffset_left = 64.0\n 60βoffset_top = 64.0\n 61βoffset_right = 2464.0\n 62βoffset_bottom = 2064.0\n 63βcolor = Color(0.18, 0.16, 0.14, 1)\n 64β\n 65β[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n 66β\n 67β[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 68βposition = Vector2(1264, 48)\n 69βcollision_layer = 4\n 70βcollision_mask = 0\n 71β\n 72β[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\n 73βoffset_left = -1232.0\n 74βoffset_top = -16.0\n 75βoffset_right = 1232.0\n 76βoffset_bottom = 16.0\n 77βcolor = Color(0.3, 0.25, 0.2, 1)\n 78β\n 79β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\n 80βshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 81β\n 82β[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 83βposition = Vector2(1264, 2080)\n 84βcollision_layer = 4\n 85βcollision_mask = 0\n 86β\n 87β[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\n 88βoffset_left = -1232.0\n 89βoffset_top = -16.0\n 90βoffset_right = 1232.0\n 91βoffset_bottom = 16.0\n 92βcolor = Color(0.3, 0.25, 0.2, 1)\n 93β\n 94β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\n 95βshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n 96β\n 97β[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\n 98βposition = Vector2(48, 1064)\n 99βcollision_layer = 4\n 100βcollision_mask = 0\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "[gd_scene load_steps=16 format=3 uid=\"uid://c8hmf4bnwx2qk\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/levels/building_level.gd\" id=\"1_building_level\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dxqmk8f3nw5pe\" path=\"res://scenes/ui/PauseMenu.tscn\" id=\"3_pause_menu\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_horizontal\"]\nsize = Vector2(2464, 32)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_wall_vertical\"]\nsize = Vector2(32, 2064)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_h\"]\nsize = Vector2(400, 24)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_v\"]\nsize = Vector2(24, 400)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_h\"]\nsize = Vector2(200, 24)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_interior_wall_short_v\"]\nsize = Vector2(24, 200)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_desk\"]\nsize = Vector2(120, 48)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_table\"]\nsize = Vector2(80, 80)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_cover_cabinet\"]\nsize = Vector2(48, 96)\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_corner_fill\"]\nsize = Vector2(24, 24)\n\n[sub_resource type=\"NavigationPolygon\" id=\"NavigationPolygon_level\"]\nvertices = PackedVector2Array(64, 64, 2464, 64, 2464, 2064, 64, 2064)\npolygons = [PackedInt32Array(0, 1, 2, 3)]\noutlines = [PackedVector2Array(64, 64, 2464, 64, 2464, 2064, 64, 2064)]\nparsed_geometry_type = 1\nparsed_collision_mask = 4\nsource_geometry_mode = 0\nsource_geometry_group_name = &\"navigation_source\"\nagent_radius = 24.0\n\n[node name=\"BuildingLevel\" type=\"Node2D\"]\nscript = ExtResource(\"1_building_level\")\n\n[node name=\"Environment\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Background\" type=\"ColorRect\" parent=\"Environment\"]\noffset_right = 2528.0\noffset_bottom = 2128.0\ncolor = Color(0.05, 0.05, 0.08, 1)\n\n[node name=\"Floor\" type=\"ColorRect\" parent=\"Environment\"]\noffset_left = 64.0\noffset_top = 64.0\noffset_right = 2464.0\noffset_bottom = 2064.0\ncolor = Color(0.18, 0.16, 0.14, 1)\n\n[node name=\"Walls\" type=\"Node2D\" parent=\"Environment\"]\n\n[node name=\"WallTop\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 48)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallTop\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallTop\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallBottom\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(1264, 2080)\ncollision_layer = 4\ncollision_mask = 0\n\n[node name=\"ColorRect\" type=\"ColorRect\" parent=\"Environment/Walls/WallBottom\"]\noffset_left = -1232.0\noffset_top = -16.0\noffset_right = 1232.0\noffset_bottom = 16.0\ncolor = Color(0.3, 0.25, 0.2, 1)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\"Environment/Walls/WallBottom\"]\nshape = SubResource(\"RectangleShape2D_wall_horizontal\")\n\n[node name=\"WallLeft\" type=\"StaticBody2D\" parent=\"Environment/Walls\"]\nposition = Vector2(48, 1064)\ncollision_layer = 4\ncollision_mask = 0", | |
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| } | |
| [2026-01-25T01:47:06.371Z] [INFO] { | |
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| { | |
| "type": "text", | |
| "text": "I found the confirmation. Looking at line 4-6:\n\n```\n[ext_resource type=\"PackedScene\" uid=\"uid://dv8nq2vj5r7p2\" path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n...\n[ext_resource type=\"PackedScene\" uid=\"uid://cx5m8np6u3bwd\" path=\"res://scenes/objects/Enemy.tscn\" id=\"4_enemy\"]\n```\n\nThe BuildingLevel uses:\n- **C# Player** (`scenes/characters/csharp/Player.tscn`) - uid `dv8nq2vj5r7p2`\n- **GDScript Enemy** (`scenes/objects/Enemy.tscn`) - uid `cx5m8np6u3bwd`\n\nSo:\n1. The **Player** is using the **C# version** which **DOES NOT** have `BloodyFeetComponent`\n2. The **Enemy** is using the **GDScript version** which **DOES** have `BloodyFeetComponent` (and we see logs for all 10 enemies initializing)\n\nBut wait - looking at the log again, I see enemies DO have BloodyFeetComponent but NO footprints are being spawned. Let me look for why footprints are not appearing even for enemies by checking:\n1. Whether enemies are actually stepping in blood puddles\n2. Whether the blood decal detection is working" | |
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| [2026-01-25T01:47:11.796Z] [INFO] { | |
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| "input": { | |
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| { | |
| "content": "Analyze user feedback and game logs to understand why bloody footprints are not appearing", | |
| "status": "completed", | |
| "activeForm": "Analyzing user feedback and game logs" | |
| }, | |
| { | |
| "content": "Download all logs and data to docs/case-studies/issue-360 folder", | |
| "status": "pending", | |
| "activeForm": "Downloading logs and data" | |
| }, | |
| { | |
| "content": "Fix C# Player.tscn - add BloodyFeetComponent", | |
| "status": "in_progress", | |
| "activeForm": "Fixing C# Player.tscn" | |
| }, | |
| { | |
| "content": "Investigate why Enemy footprints don't appear (blood detection issue)", | |
| "status": "pending", | |
| "activeForm": "Investigating Enemy blood detection" | |
| }, | |
| { | |
| "content": "Add debug logging to blood_decal.gd to trace Area2D overlap", | |
| "status": "pending", | |
| "activeForm": "Adding debug logging" | |
| }, | |
| { | |
| "content": "Test and verify the fix works", | |
| "status": "pending", | |
| "activeForm": "Testing the fix" | |
| }, | |
| { | |
| "content": "Update case study documentation", | |
| "status": "pending", | |
| "activeForm": "Updating case study documentation" | |
| }, | |
| { | |
| "content": "Commit and push changes", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
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| [2026-01-25T01:47:11.896Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_015jJWBAnDJ7VEzqRKa28bEp", | |
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| "content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable" | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
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| { | |
| "content": "Analyze user feedback and game logs to understand why bloody footprints are not appearing", | |
| "status": "in_progress", | |
| "activeForm": "Analyzing user feedback and game logs" | |
| }, | |
| { | |
| "content": "Download all logs and data to docs/case-studies/issue-360 folder", | |
| "status": "pending", | |
| "activeForm": "Downloading logs and data" | |
| }, | |
| { | |
| "content": "Search game log for blood puddle interactions and footprint spawning", | |
| "status": "pending", | |
| "activeForm": "Searching game log for blood interactions" | |
| }, | |
| { | |
| "content": "Review BloodyFeetComponent implementation for issues", | |
| "status": "pending", | |
| "activeForm": "Reviewing BloodyFeetComponent implementation" | |
| }, | |
| { | |
| "content": "Fix the root cause of missing footprints", | |
| "status": "pending", | |
| "activeForm": "Fixing the root cause" | |
| }, | |
| { | |
| "content": "Test the fix and update case study documentation", | |
| "status": "pending", | |
| "activeForm": "Testing fix and updating documentation" | |
| }, | |
| { | |
| "content": "Commit and push changes", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ], | |
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| { | |
| "content": "Analyze user feedback and game logs to understand why bloody footprints are not appearing", | |
| "status": "completed", | |
| "activeForm": "Analyzing user feedback and game logs" | |
| }, | |
| { | |
| "content": "Download all logs and data to docs/case-studies/issue-360 folder", | |
| "status": "pending", | |
| "activeForm": "Downloading logs and data" | |
| }, | |
| { | |
| "content": "Fix C# Player.tscn - add BloodyFeetComponent", | |
| "status": "in_progress", | |
| "activeForm": "Fixing C# Player.tscn" | |
| }, | |
| { | |
| "content": "Investigate why Enemy footprints don't appear (blood detection issue)", | |
| "status": "pending", | |
| "activeForm": "Investigating Enemy blood detection" | |
| }, | |
| { | |
| "content": "Add debug logging to blood_decal.gd to trace Area2D overlap", | |
| "status": "pending", | |
| "activeForm": "Adding debug logging" | |
| }, | |
| { | |
| "content": "Test and verify the fix works", | |
| "status": "pending", | |
| "activeForm": "Testing the fix" | |
| }, | |
| { | |
| "content": "Update case study documentation", | |
| "status": "pending", | |
| "activeForm": "Updating case study documentation" | |
| }, | |
| { | |
| "content": "Commit and push changes", | |
| "status": "pending", | |
| "activeForm": "Committing and pushing changes" | |
| } | |
| ] | |
| } | |
| } | |
| [2026-01-25T01:47:14.547Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_015nokVnYVYqu4gjP8CQCGQM", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me first add the BloodyFeetComponent to the C# Player.tscn, and then investigate why the enemies aren't detecting blood puddles." | |
| } | |
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| "content": " 1β[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n 4β[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n 5β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n 6β[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n 10β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n 11β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 14βradius = 16.0\n 15β\n 16β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 17βradius = 150.0\n 18β\n 19β[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 20βcollision_layer = 1\n 21βcollision_mask = 4\n 22βscript = ExtResource(\"1_player\")\n 23βMaxSpeed = 330.0\n 24β\n 25β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 26βshape = SubResource(\"CircleShape2D_player\")\n 27β\n 28β[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 29β\n 30β[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 31βz_index = 1\n 32βposition = Vector2(-4, 0)\n 33βtexture = ExtResource(\"5_body\")\n 34β\n 35β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 36βz_index = 4\n 37βposition = Vector2(24, 6)\n 38βtexture = ExtResource(\"7_left_arm\")\n 39β\n 40β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 41βz_index = 4\n 42βposition = Vector2(-2, 6)\n 43βtexture = ExtResource(\"8_right_arm\")\n 44β\n 45β[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 46βz_index = 5\n 47βposition = Vector2(-2, 6)\n 48βmodulate = Color(2, 0.3, 0.3, 1)\n 49βtexture = ExtResource(\"9_armband\")\n 50β\n 51β[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 52βz_index = 3\n 53βposition = Vector2(-6, -2)\n 54βtexture = ExtResource(\"6_head\")\n 55β\n 56β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 57βposition = Vector2(6, 6)\n 58β\n 59β[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 60βprocess_callback = 0\n 61βlimit_left = 0\n 62βlimit_top = 0\n 63βlimit_right = 4128\n 64βlimit_bottom = 3088\n 65βlimit_smoothed = true\n 66βposition_smoothing_enabled = true\n 67βposition_smoothing_speed = 5.0\n 68β\n 69β[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\n 70βposition = Vector2(0, 6)\n 71β\n 72β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 73βcollision_layer = 1\n 74βcollision_mask = 16\n 75βscript = ExtResource(\"3_hit_area\")\n 76β\n 77β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 78βshape = SubResource(\"CircleShape2D_player\")\n 79β\n 80β[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 81βcollision_layer = 0\n 82βcollision_mask = 16\n 83βmonitorable = false\n 84βscript = ExtResource(\"4_threat_sphere\")\n 85βthreat_radius = 150.0\n 86βtrajectory_tolerance_degrees = 15.0\n 87β\n 88β[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 89βshape = SubResource(\"CircleShape2D_threat\")\n 90β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/characters/csharp/Player.tscn", | |
| "content": "[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n", | |
| "numLines": 90, | |
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| "totalLines": 90 | |
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| [2026-01-25T01:47:19.042Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01EE4c7R3B9eZFPL8tbrBkBJ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Now I'll add the BloodyFeetComponent to the C# Player.tscn:" | |
| } | |
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| } | |
| [2026-01-25T01:47:28.671Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01EE4c7R3B9eZFPL8tbrBkBJ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01KvhXBLTNjmbcjcf77crLbA", | |
| "name": "Edit", | |
| "input": { | |
| "replace_all": false, | |
| "file_path": "/tmp/gh-issue-solver-1769305505374/scenes/characters/csharp/Player.tscn", | |
| "old_string": "[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]", | |
| "new_string": "[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]" | |
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| } | |
| [2026-01-25T01:47:28.697Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01KvhXBLTNjmbcjcf77crLbA", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1769305505374/scenes/characters/csharp/Player.tscn has been updated successfully." | |
| } | |
| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "3dc4328d-5e03-40c9-9619-0f2ad8a0fc61", | |
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| "tool_use_result": { | |
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| "oldString": "[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]", | |
| "newString": "[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]", | |
| "originalFile": "[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n", | |
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| "-[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]", | |
| "+[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]", | |
| " ", | |
| " [ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]", | |
| " [ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]" | |
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| " [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]", | |
| "+[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]", | |
| " ", | |
| " [sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]", | |
| " radius = 16.0" | |
| ] | |
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| "replaceAll": false | |
| } | |
| } | |
| [2026-01-25T01:47:33.508Z] [INFO] { | |
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| "id": "msg_011kQ88sKJ2N43xVfZXWyt5r", | |
| "type": "message", | |
| "role": "assistant", | |
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| "oldString": "[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")", | |
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| "originalFile": "[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n", | |
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| " ", | |
| " [node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]", | |
| " shape = SubResource(\"CircleShape2D_threat\")", | |
| "+", | |
| "+[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]", | |
| "+script = ExtResource(\"10_bloody_feet\")", | |
| "+blood_steps_count = 6", | |
| "+step_distance = 30.0", | |
| "+initial_alpha = 0.8", | |
| "+alpha_decay_rate = 0.12", | |
| "+footprint_scale = 0.8" | |
| ] | |
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| [2026-01-25T01:47:39.105Z] [INFO] { | |
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| "model": "claude-opus-4-5-20251101", | |
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| { | |
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| "text": "Now, let me investigate the blood puddle detection issue. Looking at the logs, I see that blood decals are being spawned (e.g., `[ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times`), but there are no logs about characters detecting blood puddles.\n\nThe issue could be:\n1. The blood decals might not have the Area2D collision properly set up on layer 7\n2. The BloodyFeetComponent's blood detector mask might not match\n3. The physics frame timing issue with `get_overlapping_areas()`\n\nLet me check how blood decals are spawned by the ImpactEffectsManager:" | |
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| "name": "Grep", | |
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| { | |
| "tool_use_id": "toolu_01PR4HFPi7b2VNZEKkZhUYj7", | |
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| "content": "Found 2 files\nscripts/autoload/impact_effects_manager.gd\nscripts/autoload/minimal_impact_effects_manager.gd" | |
| } | |
| ] | |
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| "-n": true | |
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| } | |
| [2026-01-25T01:47:44.055Z] [INFO] { | |
| "type": "user", | |
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| { | |
| "tool_use_id": "toolu_01V9FpBYYDER2tdeid6fsMjZ", | |
| "type": "tool_result", | |
| "content": "16:var _blood_decal_scene: PackedScene = null\n43:var _blood_decals = []\n100:\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n134:\t\t_blood_decal_scene = load(blood_decal_path)\n135:\t\tloaded_scenes.append(\"BloodDecal\")\n137:\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n139:\t\tmissing_scenes.append(\"BloodDecal\")\n142:\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n183:\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n186:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n226:\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n228:\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n229:\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n232:\t_log_info(\"Blood particle effect instantiated successfully\")\n256:\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n279:\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n282:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n339:func _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n340:\tif _blood_decal_scene == null:\n418:\tif _blood_decal_scene == null:\n440:\tvar decal := _blood_decal_scene.instantiate() as Node2D\n452:\t_blood_decals.append(decal)\n455:\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n456:\t\tvar oldest := _blood_decals.pop_front() as Node2D\n466:func clear_blood_decals() -> void:\n467:\tfor decal in _blood_decals:\n470:\t_blood_decals.clear()\n481:\tif _blood_decal_scene == null:\n516:\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n549:\t_blood_decals.append(splatter)\n552:\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n553:\t\tvar oldest := _blood_decals.pop_front() as Node2D\n575:\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n578:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n650:\tvar hole := _penetration_hole_scene.instantiate()\n653:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n697:\tclear_blood_decals()\n708:\t\t_blood_decals.clear()" | |
| } | |
| ] | |
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| "mode": "content", | |
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| "content": "16:var _blood_decal_scene: PackedScene = null\n43:var _blood_decals = []\n100:\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n134:\t\t_blood_decal_scene = load(blood_decal_path)\n135:\t\tloaded_scenes.append(\"BloodDecal\")\n137:\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n139:\t\tmissing_scenes.append(\"BloodDecal\")\n142:\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n183:\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n186:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n226:\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n228:\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n229:\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n232:\t_log_info(\"Blood particle effect instantiated successfully\")\n256:\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n279:\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n282:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n339:func _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n340:\tif _blood_decal_scene == null:\n418:\tif _blood_decal_scene == null:\n440:\tvar decal := _blood_decal_scene.instantiate() as Node2D\n452:\t_blood_decals.append(decal)\n455:\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n456:\t\tvar oldest := _blood_decals.pop_front() as Node2D\n466:func clear_blood_decals() -> void:\n467:\tfor decal in _blood_decals:\n470:\t_blood_decals.clear()\n481:\tif _blood_decal_scene == null:\n516:\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n549:\t_blood_decals.append(splatter)\n552:\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n553:\t\tvar oldest := _blood_decals.pop_front() as Node2D\n575:\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n578:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n650:\tvar hole := _penetration_hole_scene.instantiate()\n653:\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n697:\tclear_blood_decals()\n708:\t\t_blood_decals.clear()", | |
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| [2026-01-25T01:47:47.047Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_017iy3oqKKtxsa8fkRWAot7w", | |
| "type": "message", | |
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| "content": [ | |
| { | |
| "type": "text", | |
| "text": "Let me check the `_spawn_blood_decal` function to see how decals are spawned:" | |
| } | |
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| } | |
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| "content": " 405β## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\n 406βfunc _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n 407β\t# Use a timer to delay the spawn\n 408β\tvar tree := get_tree()\n 409β\tif tree == null:\n 410β\t\treturn\n 411β\n 412β\tawait tree.create_timer(delay).timeout\n 413β\n 414β\t# Check if we're still valid after await (scene might have changed)\n 415β\tif not is_instance_valid(self):\n 416β\t\treturn\n 417β\n 418β\tif _blood_decal_scene == null:\n 419β\t\treturn\n 420β\n 421β\t# Get the current scene for raycasting at spawn time\n 422β\tvar scene := get_tree().current_scene\n 423β\tif scene == null:\n 424β\t\treturn\n 425β\n 426β\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n 427β\tif space_state == null:\n 428β\t\treturn\n 429β\n 430β\t# Check if there's a wall between origin and landing position\n 431β\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n 432β\tquery.collide_with_bodies = true\n 433β\tquery.collide_with_areas = false\n 434β\tvar result: Dictionary = space_state.intersect_ray(query)\n 435β\tif not result.is_empty():\n 436β\t\t# Wall detected between origin and landing - skip this decal\n 437β\t\treturn\n 438β\n 439β\t# Create the decal\n 440β\tvar decal := _blood_decal_scene.instantiate() as Node2D\n 441β\tif decal == null:\n 442β\t\treturn\n 443β\n 444β\tdecal.global_position = landing_pos\n 445β\tdecal.rotation = decal_rotation\n 446β\tdecal.scale = Vector2(decal_scale, decal_scale)\n 447β\n 448β\t# Add to scene\n 449β\t_add_effect_to_scene(decal)\n 450β\n 451β\t# Track decal for cleanup\n 452β\t_blood_decals.append(decal)\n 453β\n 454β\t# Remove oldest decals if limit exceeded\n 455β\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n 456β\t\tvar oldest := _blood_decals.pop_front() as Node2D\n 457β\t\tif oldest and is_instance_valid(oldest):\n 458β\t\t\toldest.queue_free()\n 459β\n 460β\tif _debug_effects:\n 461β\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n 462β\n 463β\n 464β## Clears all blood decals from the scene.\n 465β## Call this on scene transitions or when cleaning up.\n 466βfunc clear_blood_decals() -> void:\n 467β\tfor decal in _blood_decals:\n 468β\t\tif decal and is_instance_valid(decal):\n 469β\t\t\tdecal.queue_free()\n 470β\t_blood_decals.clear()\n 471β\tif _debug_effects:\n 472β\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n 473β\n 474β\n 475β## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n 476β## @param hit_position: World position where the hit occurred.\n 477β## @param hit_direction: Direction the bullet was traveling.\n 478β## @param intensity: Scale multiplier for splatter size.\n 479β## @param is_lethal: Whether the hit was lethal (affects splatter size).\n 480βfunc _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n 481β\tif _blood_decal_scene == null:\n 482β\t\treturn\n 483β\n 484β\t# Get the current scene for raycasting\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\nfunc _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n\t# Use a timer to delay the spawn\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\n\tawait tree.create_timer(delay).timeout\n\n\t# Check if we're still valid after await (scene might have changed)\n\tif not is_instance_valid(self):\n\t\treturn\n\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting at spawn time\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Check if there's a wall between origin and landing position\n\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t# Wall detected between origin and landing - skip this decal\n\t\treturn\n\n\t# Create the decal\n\tvar decal := _blood_decal_scene.instantiate() as Node2D\n\tif decal == null:\n\t\treturn\n\n\tdecal.global_position = landing_pos\n\tdecal.rotation = decal_rotation\n\tdecal.scale = Vector2(decal_scale, decal_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(decal)\n\n\t# Track decal for cleanup\n\t_blood_decals.append(decal)\n\n\t# Remove oldest decals if limit exceeded\n\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\tif oldest and is_instance_valid(oldest):\n\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n\n\n## Clears all blood decals from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_blood_decals() -> void:\n\tfor decal in _blood_decals:\n\t\tif decal and is_instance_valid(decal):\n\t\t\tdecal.queue_free()\n\t_blood_decals.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n\n\n## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n## @param hit_position: World position where the hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param intensity: Scale multiplier for splatter size.\n## @param is_lethal: Whether the hit was lethal (affects splatter size).\nfunc _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting", | |
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| [2026-01-25T01:47:54.604Z] [INFO] { | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01XdUKdY6PREGP3uEfH2k5D5", | |
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| "text": "The blood decals are being spawned correctly using `_blood_decal_scene.instantiate()` which should use the BloodDecal.tscn scene that has the `_setup_puddle_area()` method.\n\nLet me check if there's an issue with how the BloodDecal sets up the puddle area. Looking at the blood_decal.gd again, I see:\n\n1. It sets `collision_layer = 64` (layer 7) and `collision_mask = 0`\n2. It sets `monitoring = false` and `monitorable = true`\n\nAnd in BloodyFeetComponent:\n1. Blood detector sets `collision_mask = 64` (layer 7)\n2. `monitoring = true` and `monitorable = false`\n\nThe collision configuration looks correct. But wait - there's a potential issue. Let me check if the blood puddle area is being set up correctly when decals are spawned:" | |
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| [2026-01-25T01:47:55.697Z] [INFO] { | |
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| "tool_use_id": "toolu_013DADJMtSjAjfaFP62sdKN1", | |
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| "content": " 1β[gd_scene load_steps=3 format=3 uid=\"uid://blood_decal_scene\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/effects/blood_decal.gd\" id=\"1_blood_decal\"]\n 4β\n 5β[sub_resource type=\"Gradient\" id=\"Gradient_decal\"]\n 6βoffsets = PackedFloat32Array(0, 0.5, 0.8, 1)\n 7βcolors = PackedColorArray(0.5, 0.02, 0.02, 1.0, 0.5, 0.02, 0.02, 0.95, 0.5, 0.02, 0.02, 0.5, 0.5, 0.02, 0.02, 0)\n 8β\n 9β[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_decal\"]\n 10βgradient = SubResource(\"Gradient_decal\")\n 11βwidth = 32\n 12βheight = 32\n 13βfill = 1\n 14βfill_from = Vector2(0.5, 0.5)\n 15βfill_to = Vector2(1.0, 0.5)\n 16β\n 17β[node name=\"BloodDecal\" type=\"Sprite2D\"]\n 18βz_index = 0\n 19βmodulate = Color(1, 1, 1, 0.9)\n 20βtexture = SubResource(\"GradientTexture2D_decal\")\n 21βscript = ExtResource(\"1_blood_decal\")\n 22β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/effects/BloodDecal.tscn", | |
| "content": "[gd_scene load_steps=3 format=3 uid=\"uid://blood_decal_scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/effects/blood_decal.gd\" id=\"1_blood_decal\"]\n\n[sub_resource type=\"Gradient\" id=\"Gradient_decal\"]\noffsets = PackedFloat32Array(0, 0.5, 0.8, 1)\ncolors = PackedColorArray(0.5, 0.02, 0.02, 1.0, 0.5, 0.02, 0.02, 0.95, 0.5, 0.02, 0.02, 0.5, 0.5, 0.02, 0.02, 0)\n\n[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_decal\"]\ngradient = SubResource(\"Gradient_decal\")\nwidth = 32\nheight = 32\nfill = 1\nfill_from = Vector2(0.5, 0.5)\nfill_to = Vector2(1.0, 0.5)\n\n[node name=\"BloodDecal\" type=\"Sprite2D\"]\nz_index = 0\nmodulate = Color(1, 1, 1, 0.9)\ntexture = SubResource(\"GradientTexture2D_decal\")\nscript = ExtResource(\"1_blood_decal\")\n", | |
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| [2026-01-25T01:48:04.707Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_011wSPK1R8A8YQQXeYvjgSGQ", | |
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| "text": "I see! The BloodDecal.tscn doesn't have a pre-built Area2D - it creates the Area2D dynamically in `_setup_puddle_area()` when `_ready()` is called. This should work, but let me verify the setup by adding some debug logging.\n\nActually, wait - I realized a critical issue! Looking at the `_check_blood_puddle_overlap()` function in `bloody_feet_component.gd`:\n\n```gdscript\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak\n```\n\nThe issue could be that `get_overlapping_areas()` returns an empty array because the physics engine hasn't had time to update the overlap state. This is a common issue in Godot - you need to wait for `physics_process` to run at least once after the areas are created.\n\nBut let me also check - maybe the blood decal's collision layer is getting set incorrectly. Let me add some debug logging to the blood_decal.gd and test this:" | |
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| [2026-01-25T01:48:08.858Z] [INFO] { | |
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| "file_path": "/tmp/gh-issue-solver-1769305505374/scripts/effects/blood_decal.gd", | |
| "old_string": "func _ready() -> void:\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\n\tif auto_fade:\n\t\t_start_fade_timer()", | |
| "new_string": "## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\t\t_log_info(\"Blood puddle created at %s (added to group)\" % global_position)\n\n\tif auto_fade:\n\t\t_start_fade_timer()" | |
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| "content": "The file /tmp/gh-issue-solver-1769305505374/scripts/effects/blood_decal.gd has been updated successfully." | |
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| "oldString": "func _ready() -> void:\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\n\tif auto_fade:\n\t\t_start_fade_timer()", | |
| "newString": "## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\t\t_log_info(\"Blood puddle created at %s (added to group)\" % global_position)\n\n\tif auto_fade:\n\t\t_start_fade_timer()", | |
| "originalFile": "extends Sprite2D\n## Persistent blood decal (stain) that remains on the floor.\n##\n## Blood decals slowly fade over time and can be configured\n## to disappear after a set duration. Characters that step\n## on blood decals will leave bloody footprints.\nclass_name BloodDecal\n\n## Time in seconds before the decal starts fading.\n@export var fade_delay: float = 30.0\n\n## Time in seconds for the fade-out animation.\n@export var fade_duration: float = 5.0\n\n## Whether the decal should fade out over time.\n@export var auto_fade: bool = false\n\n## Whether this decal can be stepped in (creates bloody footprints).\n@export var is_puddle: bool = true\n\n## Initial alpha value.\nvar _initial_alpha: float = 0.85\n\n## Area2D for collision detection (allows characters to detect stepping in blood).\nvar _puddle_area: Area2D = null\n\n\nfunc _ready() -> void:\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\n\tif auto_fade:\n\t\t_start_fade_timer()\n\n\n## Creates an Area2D for detecting when characters step in this blood puddle.\nfunc _setup_puddle_area() -> void:\n\t_puddle_area = Area2D.new()\n\t_puddle_area.name = \"PuddleArea\"\n\n\t# Set collision layer 7 for blood puddles (2^6 = 64)\n\t_puddle_area.collision_layer = 64\n\t_puddle_area.collision_mask = 0\n\t_puddle_area.monitoring = false\n\t_puddle_area.monitorable = true\n\n\t# Create collision shape based on texture size\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"PuddleCollision\"\n\tvar shape := CircleShape2D.new()\n\t# Use texture size to determine collision radius, scaled appropriately\n\tif texture:\n\t\tshape.radius = max(texture.get_width(), texture.get_height()) * scale.x * 0.4\n\telse:\n\t\tshape.radius = 12.0 # Default radius if no texture\n\tcollision_shape.shape = shape\n\n\t_puddle_area.add_child(collision_shape)\n\tadd_child(_puddle_area)\n\n\t# Add the area to blood_puddle group as well for redundant detection\n\t_puddle_area.add_to_group(\"blood_puddle\")\n\n\n## Starts the timer for automatic fade-out.\nfunc _start_fade_timer() -> void:\n\t# Wait for fade delay\n\t# Check if we're still valid (scene might change during wait)\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\tawait tree.create_timer(fade_delay).timeout\n\n\t# Check if node is still valid after await (scene might have changed)\n\tif not is_instance_valid(self) or not is_inside_tree():\n\t\treturn\n\n\t# Gradually fade out\n\tvar tween := create_tween()\n\tif tween == null:\n\t\tqueue_free()\n\t\treturn\n\ttween.tween_property(self, \"modulate:a\", 0.0, fade_duration)\n\ttween.tween_callback(queue_free)\n\n\n## Immediately removes the decal.\nfunc remove() -> void:\n\tqueue_free()\n\n\n## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)\n", | |
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| " var _puddle_area: Area2D = null", | |
| " ", | |
| " ", | |
| "+## Reference to FileLogger for persistent logging.", | |
| "+var _file_logger: Node = null", | |
| "+", | |
| "+", | |
| " func _ready() -> void:", | |
| "+ _file_logger = get_node_or_null(\"/root/FileLogger\")", | |
| " _initial_alpha = modulate.a", | |
| " ", | |
| " # Add to blood_puddle group for detection", | |
| " if is_puddle:", | |
| " add_to_group(\"blood_puddle\")", | |
| " _setup_puddle_area()", | |
| "+ _log_info(\"Blood puddle created at %s (added to group)\" % global_position)", | |
| " ", | |
| " if auto_fade:", | |
| " _start_fade_timer()" | |
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| "old_string": "## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)", | |
| "new_string": "## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)\n\n\n## Logs to FileLogger.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[BloodDecal] %s\" % message\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)" | |
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| "oldString": "## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)", | |
| "newString": "## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)\n\n\n## Logs to FileLogger.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[BloodDecal] %s\" % message\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)", | |
| "originalFile": "extends Sprite2D\n## Persistent blood decal (stain) that remains on the floor.\n##\n## Blood decals slowly fade over time and can be configured\n## to disappear after a set duration. Characters that step\n## on blood decals will leave bloody footprints.\nclass_name BloodDecal\n\n## Time in seconds before the decal starts fading.\n@export var fade_delay: float = 30.0\n\n## Time in seconds for the fade-out animation.\n@export var fade_duration: float = 5.0\n\n## Whether the decal should fade out over time.\n@export var auto_fade: bool = false\n\n## Whether this decal can be stepped in (creates bloody footprints).\n@export var is_puddle: bool = true\n\n## Initial alpha value.\nvar _initial_alpha: float = 0.85\n\n## Area2D for collision detection (allows characters to detect stepping in blood).\nvar _puddle_area: Area2D = null\n\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_initial_alpha = modulate.a\n\n\t# Add to blood_puddle group for detection\n\tif is_puddle:\n\t\tadd_to_group(\"blood_puddle\")\n\t\t_setup_puddle_area()\n\t\t_log_info(\"Blood puddle created at %s (added to group)\" % global_position)\n\n\tif auto_fade:\n\t\t_start_fade_timer()\n\n\n## Creates an Area2D for detecting when characters step in this blood puddle.\nfunc _setup_puddle_area() -> void:\n\t_puddle_area = Area2D.new()\n\t_puddle_area.name = \"PuddleArea\"\n\n\t# Set collision layer 7 for blood puddles (2^6 = 64)\n\t_puddle_area.collision_layer = 64\n\t_puddle_area.collision_mask = 0\n\t_puddle_area.monitoring = false\n\t_puddle_area.monitorable = true\n\n\t# Create collision shape based on texture size\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"PuddleCollision\"\n\tvar shape := CircleShape2D.new()\n\t# Use texture size to determine collision radius, scaled appropriately\n\tif texture:\n\t\tshape.radius = max(texture.get_width(), texture.get_height()) * scale.x * 0.4\n\telse:\n\t\tshape.radius = 12.0 # Default radius if no texture\n\tcollision_shape.shape = shape\n\n\t_puddle_area.add_child(collision_shape)\n\tadd_child(_puddle_area)\n\n\t# Add the area to blood_puddle group as well for redundant detection\n\t_puddle_area.add_to_group(\"blood_puddle\")\n\n\n## Starts the timer for automatic fade-out.\nfunc _start_fade_timer() -> void:\n\t# Wait for fade delay\n\t# Check if we're still valid (scene might change during wait)\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\tawait tree.create_timer(fade_delay).timeout\n\n\t# Check if node is still valid after await (scene might have changed)\n\tif not is_instance_valid(self) or not is_inside_tree():\n\t\treturn\n\n\t# Gradually fade out\n\tvar tween := create_tween()\n\tif tween == null:\n\t\tqueue_free()\n\t\treturn\n\ttween.tween_property(self, \"modulate:a\", 0.0, fade_duration)\n\ttween.tween_callback(queue_free)\n\n\n## Immediately removes the decal.\nfunc remove() -> void:\n\tqueue_free()\n\n\n## Fades out the decal quickly (for cleanup).\nfunc fade_out_quick() -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(self, \"modulate:a\", 0.0, 0.5)\n\ttween.tween_callback(queue_free)\n", | |
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| " var tween := create_tween()", | |
| " tween.tween_property(self, \"modulate:a\", 0.0, 0.5)", | |
| " tween.tween_callback(queue_free)", | |
| "+", | |
| "+", | |
| "+## Logs to FileLogger.", | |
| "+func _log_info(message: String) -> void:", | |
| "+ var log_message := \"[BloodDecal] %s\" % message", | |
| "+ if _file_logger and _file_logger.has_method(\"log_info\"):", | |
| "+ _file_logger.log_info(log_message)" | |
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| "text": "Now let me also add debug logging to the BloodyFeetComponent to trace the overlap detection:" | |
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| "old_string": "## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak", | |
| "new_string": "## Debug: Frame counter for periodic overlap logging\nvar _debug_frame_counter: int = 0\n\n## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\n\t# Periodic debug logging (every 120 frames = ~2 seconds at 60fps)\n\t_debug_frame_counter += 1\n\tif debug_logging and _debug_frame_counter >= 120:\n\t\t_debug_frame_counter = 0\n\t\tvar blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")\n\t\t_log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [\n\t\t\toverlapping_areas.size(),\n\t\t\tblood_puddles_in_scene.size(),\n\t\t\t_blood_detector.global_position\n\t\t])\n\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak" | |
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| "oldString": "## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak", | |
| "newString": "## Debug: Frame counter for periodic overlap logging\nvar _debug_frame_counter: int = 0\n\n## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\n\t# Periodic debug logging (every 120 frames = ~2 seconds at 60fps)\n\t_debug_frame_counter += 1\n\tif debug_logging and _debug_frame_counter >= 120:\n\t\t_debug_frame_counter = 0\n\t\tvar blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")\n\t\t_log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [\n\t\t\toverlapping_areas.size(),\n\t\t\tblood_puddles_in_scene.size(),\n\t\t\t_blood_detector.global_position\n\t\t])\n\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak", | |
| "originalFile": "extends Node\n## Component that tracks when a character steps in blood and spawns footprints.\n##\n## Attach this component to any CharacterBody2D (Player or Enemy) to enable\n## bloody footprint tracking. The component monitors for blood puddle contact\n## and spawns footprint decals at regular intervals while moving.\nclass_name BloodyFeetComponent\n\n## Number of bloody footprints before the blood runs out.\n@export var blood_steps_count: int = 6\n\n## Distance in pixels between footprint spawns.\n@export var step_distance: float = 30.0\n\n## Alpha value for the first footprint (0.0 to 1.0).\n@export var initial_alpha: float = 0.8\n\n## Alpha reduction per step. Last footprint will be at (initial_alpha - (blood_steps_count - 1) * alpha_decay_rate).\n@export var alpha_decay_rate: float = 0.12\n\n## Footprint scale multiplier.\n@export var footprint_scale: float = 0.8\n\n## Enable debug logging.\n@export var debug_logging: bool = false\n\n## Preloaded footprint scene.\nvar _footprint_scene: PackedScene = null\n\n## Current blood level (number of steps remaining).\nvar _blood_level: int = 0\n\n## Distance traveled since last footprint.\nvar _distance_since_last_footprint: float = 0.0\n\n## Last recorded position for distance tracking.\nvar _last_position: Vector2 = Vector2.ZERO\n\n## Direction of last movement for footprint rotation.\nvar _last_move_direction: Vector2 = Vector2.RIGHT\n\n## Whether component has been initialized.\nvar _initialized: bool = false\n\n## Reference to parent CharacterBody2D.\nvar _parent_body: CharacterBody2D = null\n\n## Track which foot to alternate (left/right).\nvar _is_left_foot: bool = true\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Area2D for detecting blood puddles.\nvar _blood_detector: Area2D = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_log_info(\"BloodyFeetComponent initializing...\")\n\n\t# Get parent CharacterBody2D\n\t_parent_body = get_parent() as CharacterBody2D\n\tif _parent_body == null:\n\t\tpush_warning(\"BloodyFeetComponent: Parent must be a CharacterBody2D\")\n\t\treturn\n\n\t_last_position = _parent_body.global_position\n\n\t# Preload footprint scene\n\tvar footprint_path := \"res://scenes/effects/BloodFootprint.tscn\"\n\tif ResourceLoader.exists(footprint_path):\n\t\t_footprint_scene = load(footprint_path)\n\t\t_log_info(\"Footprint scene loaded\")\n\telse:\n\t\tpush_warning(\"BloodyFeetComponent: Footprint scene not found at \" + footprint_path)\n\n\t# Create Area2D for blood puddle detection\n\t_setup_blood_detector()\n\n\t_initialized = true\n\t_log_info(\"BloodyFeetComponent ready on %s\" % _parent_body.name)\n\n\n## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\tadd_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created\")\n\n\nfunc _physics_process(delta: float) -> void:\n\tif not _initialized or _parent_body == null:\n\t\treturn\n\n\t# Check for blood puddles via overlapping areas (using group detection)\n\t_check_blood_puddle_overlap()\n\n\t# Track movement for footprint spawning\n\tif _blood_level > 0:\n\t\t_track_movement()\n\n\n## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak\n\n\n## Called when the character contacts a blood puddle.\nfunc _on_blood_puddle_contact() -> void:\n\t# Reset blood level to maximum\n\tvar previous_level := _blood_level\n\t_blood_level = blood_steps_count\n\n\tif previous_level == 0:\n\t\t_log_info(\"Stepped in blood! %d footprints to spawn\" % _blood_level)\n\t\t# Reset distance counter when first stepping in blood\n\t\t_distance_since_last_footprint = 0.0\n\n\n## Called when an area enters the blood detector.\nfunc _on_area_entered(area: Area2D) -> void:\n\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t_on_blood_puddle_contact()\n\n\n## Tracks movement and spawns footprints at regular intervals.\nfunc _track_movement() -> void:\n\tvar current_pos := _parent_body.global_position\n\tvar movement := current_pos - _last_position\n\tvar distance := movement.length()\n\n\tif distance > 0.1: # Minimum movement threshold\n\t\t_last_move_direction = movement.normalized()\n\t\t_distance_since_last_footprint += distance\n\n\t\t# Check if we should spawn a footprint\n\t\tif _distance_since_last_footprint >= step_distance:\n\t\t\t_spawn_footprint()\n\t\t\t_distance_since_last_footprint = 0.0\n\n\t_last_position = current_pos\n\n\n## Spawns a footprint at the current position.\nfunc _spawn_footprint() -> void:\n\tif _footprint_scene == null or _blood_level <= 0:\n\t\treturn\n\n\tvar footprint := _footprint_scene.instantiate() as Node2D\n\tif footprint == null:\n\t\treturn\n\n\t# Calculate alpha based on remaining steps\n\t# First step has highest alpha, last step has lowest\n\tvar steps_taken := blood_steps_count - _blood_level\n\tvar alpha := initial_alpha - (steps_taken * alpha_decay_rate)\n\talpha = maxf(alpha, 0.05) # Minimum visible alpha\n\n\t# Set footprint properties\n\tfootprint.global_position = _parent_body.global_position\n\tfootprint.rotation = _last_move_direction.angle()\n\tfootprint.scale = Vector2(footprint_scale, footprint_scale)\n\n\t# Alternate left/right foot by slightly offsetting perpendicular to movement\n\tvar perpendicular := _last_move_direction.rotated(PI / 2.0)\n\tvar foot_offset := 4.0 if _is_left_foot else -4.0\n\tfootprint.global_position += perpendicular * foot_offset\n\t_is_left_foot = not _is_left_foot\n\n\t# Set alpha using the footprint's method\n\tif footprint.has_method(\"set_alpha\"):\n\t\tfootprint.set_alpha(alpha)\n\telse:\n\t\tfootprint.modulate.a = alpha\n\n\t# Add to scene tree\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(footprint)\n\telse:\n\t\t_parent_body.get_parent().add_child(footprint)\n\n\t# Decrease blood level\n\t_blood_level -= 1\n\n\tif debug_logging:\n\t\t_log_info(\"Footprint spawned (steps remaining: %d, alpha: %.2f)\" % [_blood_level, alpha])\n\n\tif _blood_level <= 0:\n\t\t_log_info(\"Blood ran out - no more footprints\")\n\n\n## Manually set blood level (for testing or external triggers).\nfunc set_blood_level(level: int) -> void:\n\t_blood_level = clampi(level, 0, blood_steps_count)\n\t_distance_since_last_footprint = 0.0\n\t_log_info(\"Blood level set to %d\" % _blood_level)\n\n\n## Get current blood level.\nfunc get_blood_level() -> int:\n\treturn _blood_level\n\n\n## Check if currently has bloody feet.\nfunc has_bloody_feet() -> bool:\n\treturn _blood_level > 0\n\n\n## Logs to FileLogger and prints to console in debug mode.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[BloodyFeet:%s] %s\" % [_parent_body.name if _parent_body else \"?\", message]\n\tif debug_logging:\n\t\tprint(log_message)\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n", | |
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| " _track_movement()", | |
| " ", | |
| " ", | |
| "+## Debug: Frame counter for periodic overlap logging", | |
| "+var _debug_frame_counter: int = 0", | |
| "+", | |
| " ## Checks if we're overlapping with any blood puddle via group detection.", | |
| " func _check_blood_puddle_overlap() -> void:", | |
| " if _blood_detector == null:" | |
| ] | |
| }, | |
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| "oldStart": 129, | |
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| " ", | |
| " # Get all overlapping areas", | |
| " var overlapping_areas := _blood_detector.get_overlapping_areas()", | |
| "+", | |
| "+ # Periodic debug logging (every 120 frames = ~2 seconds at 60fps)", | |
| "+ _debug_frame_counter += 1", | |
| "+ if debug_logging and _debug_frame_counter >= 120:", | |
| "+ _debug_frame_counter = 0", | |
| "+ var blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")", | |
| "+ _log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [", | |
| "+ overlapping_areas.size(),", | |
| "+ blood_puddles_in_scene.size(),", | |
| "+ _blood_detector.global_position", | |
| "+ ])", | |
| "+", | |
| " for area in overlapping_areas:", | |
| " # Check if the area or its parent is a blood puddle", | |
| " if area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):" | |
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| "text": "Now let me also enable debug_logging by default in the scene files so we can see what's happening:" | |
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| "old_string": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8", | |
| "new_string": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true" | |
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| "tool_use_result": "Error: File has not been read yet. Read it first before writing to it." | |
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| [2026-01-25T01:48:32.602Z] [INFO] { | |
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| "content": " 1β[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n 4β[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n 5β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n 6β[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n 10β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n 11β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n 12β[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n 13β\n 14β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 15βradius = 16.0\n 16β\n 17β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 18βradius = 150.0\n 19β\n 20β[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 21βcollision_layer = 1\n 22βcollision_mask = 4\n 23βscript = ExtResource(\"1_player\")\n 24βMaxSpeed = 330.0\n 25β\n 26β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 27βshape = SubResource(\"CircleShape2D_player\")\n 28β\n 29β[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 30β\n 31β[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 32βz_index = 1\n 33βposition = Vector2(-4, 0)\n 34βtexture = ExtResource(\"5_body\")\n 35β\n 36β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 37βz_index = 4\n 38βposition = Vector2(24, 6)\n 39βtexture = ExtResource(\"7_left_arm\")\n 40β\n 41β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 42βz_index = 4\n 43βposition = Vector2(-2, 6)\n 44βtexture = ExtResource(\"8_right_arm\")\n 45β\n 46β[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 47βz_index = 5\n 48βposition = Vector2(-2, 6)\n 49βmodulate = Color(2, 0.3, 0.3, 1)\n 50βtexture = ExtResource(\"9_armband\")\n 51β\n 52β[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 53βz_index = 3\n 54βposition = Vector2(-6, -2)\n 55βtexture = ExtResource(\"6_head\")\n 56β\n 57β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 58βposition = Vector2(6, 6)\n 59β\n 60β[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 61βprocess_callback = 0\n 62βlimit_left = 0\n 63βlimit_top = 0\n 64βlimit_right = 4128\n 65βlimit_bottom = 3088\n 66βlimit_smoothed = true\n 67βposition_smoothing_enabled = true\n 68βposition_smoothing_speed = 5.0\n 69β\n 70β[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\n 71βposition = Vector2(0, 6)\n 72β\n 73β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 74βcollision_layer = 1\n 75βcollision_mask = 16\n 76βscript = ExtResource(\"3_hit_area\")\n 77β\n 78β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 79βshape = SubResource(\"CircleShape2D_player\")\n 80β\n 81β[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 82βcollision_layer = 0\n 83βcollision_mask = 16\n 84βmonitorable = false\n 85βscript = ExtResource(\"4_threat_sphere\")\n 86βthreat_radius = 150.0\n 87βtrajectory_tolerance_degrees = 15.0\n 88β\n 89β[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 90βshape = SubResource(\"CircleShape2D_threat\")\n 91β\n 92β[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 93βscript = ExtResource(\"10_bloody_feet\")\n 94βblood_steps_count = 6\n 95βstep_distance = 30.0\n 96βinitial_alpha = 0.8\n 97βalpha_decay_rate = 0.12\n 98βfootprint_scale = 0.8\n 99β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
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| "oldString": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8", | |
| "newString": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true", | |
| "originalFile": "[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n\n[ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"3_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"4_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"5_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"6_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\nMaxSpeed = 330.0\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"5_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"7_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"8_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"9_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"6_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(6, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"AssaultRifle\" parent=\".\" instance=ExtResource(\"2_assault_rifle\")]\nposition = Vector2(0, 6)\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"3_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"4_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"10_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
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| "content": " 1β[gd_scene load_steps=12 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n 4β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n 6β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n 10β[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n 11β[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\n 14βradius = 24.0\n 15β\n 16β[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\n 17βcollision_layer = 2\n 18βcollision_mask = 4\n 19βscript = ExtResource(\"1_enemy\")\n 20β\n 21β[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n 22β\n 23β[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 24βz_index = 1\n 25βposition = Vector2(-4, 0)\n 26βtexture = ExtResource(\"4_body\")\n 27β\n 28β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 29βz_index = 4\n 30βposition = Vector2(24, 6)\n 31βtexture = ExtResource(\"6_left_arm\")\n 32β\n 33β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 34βz_index = 4\n 35βposition = Vector2(-2, 6)\n 36βtexture = ExtResource(\"7_right_arm\")\n 37β\n 38β[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\n 39βz_index = 3\n 40βposition = Vector2(-6, -2)\n 41βtexture = ExtResource(\"5_head\")\n 42β\n 43β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\n 44βposition = Vector2(0, 6)\n 45β\n 46β[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\n 47βz_index = 2\n 48βtexture = ExtResource(\"3_rifle_sprite\")\n 49βoffset = Vector2(20, 0)\n 50β\n 51β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 52βshape = SubResource(\"CircleShape2D_enemy\")\n 53β\n 54β[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\n 55βtarget_position = Vector2(400, 0)\n 56βcollision_mask = 5\n 57β\n 58β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 59βcollision_layer = 2\n 60βcollision_mask = 16\n 61βscript = ExtResource(\"2_hit_area\")\n 62β\n 63β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 64βshape = SubResource(\"CircleShape2D_enemy\")\n 65β\n 66β[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\n 67βpath_desired_distance = 4.0\n 68βtarget_desired_distance = 10.0\n 69βavoidance_enabled = true\n 70βradius = 24.0\n 71βneighbor_distance = 100.0\n 72βmax_neighbors = 5\n 73βtime_horizon_agents = 1.0\n 74βtime_horizon_obstacles = 1.0\n 75βmax_speed = 320.0\n 76βdebug_enabled = false\n 77β\n 78β[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\n 79βvisible = false\n 80βoffset_left = -50.0\n 81βoffset_top = -50.0\n 82βoffset_right = 50.0\n 83βoffset_bottom = -30.0\n 84βhorizontal_alignment = 1\n 85βvertical_alignment = 1\n 86β\n 87β[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 88βscript = ExtResource(\"9_bloody_feet\")\n 89βblood_steps_count = 6\n 90βstep_distance = 30.0\n 91βinitial_alpha = 0.8\n 92βalpha_decay_rate = 0.12\n 93βfootprint_scale = 0.8\n 94β\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "[gd_scene load_steps=12 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\nradius = 24.0\n\n[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\ncollision_layer = 2\ncollision_mask = 4\nscript = ExtResource(\"1_enemy\")\n\n[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"4_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"6_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"7_right_arm\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"5_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\nposition = Vector2(0, 6)\n\n[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\nz_index = 2\ntexture = ExtResource(\"3_rifle_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\ntarget_position = Vector2(400, 0)\ncollision_mask = 5\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 2\ncollision_mask = 16\nscript = ExtResource(\"2_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\npath_desired_distance = 4.0\ntarget_desired_distance = 10.0\navoidance_enabled = true\nradius = 24.0\nneighbor_distance = 100.0\nmax_neighbors = 5\ntime_horizon_agents = 1.0\ntime_horizon_obstacles = 1.0\nmax_speed = 320.0\ndebug_enabled = false\n\n[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\nvisible = false\noffset_left = -50.0\noffset_top = -50.0\noffset_right = 50.0\noffset_bottom = -30.0\nhorizontal_alignment = 1\nvertical_alignment = 1\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
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| "type": "tool_use", | |
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| "new_string": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true" | |
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| [2026-01-25T01:48:45.852Z] [INFO] { | |
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| { | |
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| } | |
| ] | |
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| "newString": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true", | |
| "originalFile": "[gd_scene load_steps=12 format=3 uid=\"uid://cx5m8np6u3bwd\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/objects/enemy.gd\" id=\"1_enemy\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/weapons/m16_rifle_topdown.png\" id=\"3_rifle_sprite\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_body.png\" id=\"4_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_head.png\" id=\"5_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_left_arm.png\" id=\"6_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/enemy/enemy_right_arm.png\" id=\"7_right_arm\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://casing_scene\" path=\"res://scenes/effects/Casing.tscn\" id=\"8_casing\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_enemy\"]\nradius = 24.0\n\n[node name=\"Enemy\" type=\"CharacterBody2D\" groups=[\"enemies\"]]\ncollision_layer = 2\ncollision_mask = 4\nscript = ExtResource(\"1_enemy\")\n\n[node name=\"EnemyModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"4_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"6_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"7_right_arm\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"EnemyModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"5_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"EnemyModel\"]\nposition = Vector2(0, 6)\n\n[node name=\"WeaponSprite\" type=\"Sprite2D\" parent=\"EnemyModel/WeaponMount\"]\nz_index = 2\ntexture = ExtResource(\"3_rifle_sprite\")\noffset = Vector2(20, 0)\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"RayCast2D\" type=\"RayCast2D\" parent=\".\"]\ntarget_position = Vector2(400, 0)\ncollision_mask = 5\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 2\ncollision_mask = 16\nscript = ExtResource(\"2_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_enemy\")\n\n[node name=\"NavigationAgent2D\" type=\"NavigationAgent2D\" parent=\".\"]\npath_desired_distance = 4.0\ntarget_desired_distance = 10.0\navoidance_enabled = true\nradius = 24.0\nneighbor_distance = 100.0\nmax_neighbors = 5\ntime_horizon_agents = 1.0\ntime_horizon_obstacles = 1.0\nmax_speed = 320.0\ndebug_enabled = false\n\n[node name=\"DebugLabel\" type=\"Label\" parent=\".\"]\nvisible = false\noffset_left = -50.0\noffset_top = -50.0\noffset_right = 50.0\noffset_bottom = -30.0\nhorizontal_alignment = 1\nvertical_alignment = 1\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
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| " initial_alpha = 0.8", | |
| " alpha_decay_rate = 0.12", | |
| " footprint_scale = 0.8", | |
| "+debug_logging = true" | |
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| [2026-01-25T01:48:48.555Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01QCFTeKVkurX5sDMFupsRwV", | |
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| { | |
| "type": "text", | |
| "text": "Now let me also update the GDScript Player scene file to have debug logging:" | |
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| [2026-01-25T01:48:48.985Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01PaAxu4ug7jD7rDFiF4VmpD", | |
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| "content": " 1β[gd_scene load_steps=12 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n 4β[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n 5β[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"3_threat_sphere\"]\n 6β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"4_body\"]\n 7β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"5_head\"]\n 8β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"6_left_arm\"]\n 9β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"7_right_arm\"]\n 10β[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"8_armband\"]\n 11β[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n 12β\n 13β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n 14βradius = 16.0\n 15β\n 16β[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\n 17βradius = 150.0\n 18β\n 19β[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\n 20βcollision_layer = 1\n 21βcollision_mask = 4\n 22βscript = ExtResource(\"1_player\")\n 23β\n 24β[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\n 25βshape = SubResource(\"CircleShape2D_player\")\n 26β\n 27β[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n 28β\n 29β[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 30βz_index = 1\n 31βposition = Vector2(-4, 0)\n 32βtexture = ExtResource(\"4_body\")\n 33β\n 34β[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 35βz_index = 4\n 36βposition = Vector2(24, 6)\n 37βtexture = ExtResource(\"6_left_arm\")\n 38β\n 39β[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 40βz_index = 4\n 41βposition = Vector2(-2, 6)\n 42βtexture = ExtResource(\"7_right_arm\")\n 43β\n 44β[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 45βz_index = 5\n 46βposition = Vector2(-2, 6)\n 47βmodulate = Color(2, 0.3, 0.3, 1)\n 48βtexture = ExtResource(\"8_armband\")\n 49β\n 50β[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\n 51βz_index = 3\n 52βposition = Vector2(-6, -2)\n 53βtexture = ExtResource(\"5_head\")\n 54β\n 55β[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\n 56βposition = Vector2(0, 6)\n 57β\n 58β[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\n 59βprocess_callback = 0\n 60βlimit_left = 0\n 61βlimit_top = 0\n 62βlimit_right = 4128\n 63βlimit_bottom = 3088\n 64βlimit_smoothed = true\n 65βposition_smoothing_enabled = true\n 66βposition_smoothing_speed = 5.0\n 67β\n 68β[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\n 69βcollision_layer = 1\n 70βcollision_mask = 16\n 71βscript = ExtResource(\"2_hit_area\")\n 72β\n 73β[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\n 74βshape = SubResource(\"CircleShape2D_player\")\n 75β\n 76β[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\n 77βcollision_layer = 0\n 78βcollision_mask = 16\n 79βmonitorable = false\n 80βscript = ExtResource(\"3_threat_sphere\")\n 81βthreat_radius = 150.0\n 82βtrajectory_tolerance_degrees = 15.0\n 83β\n 84β[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n 85βshape = SubResource(\"CircleShape2D_threat\")\n 86β\n 87β[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n 88βscript = ExtResource(\"9_bloody_feet\")\n 89βblood_steps_count = 6\n 90βstep_distance = 30.0\n 91βinitial_alpha = 0.8\n 92βalpha_decay_rate = 0.12\n 93βfootprint_scale = 0.8\n 94β\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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| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1769305505374/scenes/characters/Player.tscn", | |
| "content": "[gd_scene load_steps=12 format=3 uid=\"uid://bk8nq2vj5r7p1\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/characters/player.gd\" id=\"1_player\"]\n[ext_resource type=\"Script\" path=\"res://scripts/objects/hit_area.gd\" id=\"2_hit_area\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/threat_sphere.gd\" id=\"3_threat_sphere\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_body.png\" id=\"4_body\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_head.png\" id=\"5_head\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"6_left_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"7_right_arm\"]\n[ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"8_armband\"]\n[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"9_bloody_feet\"]\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\nradius = 16.0\n\n[sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_threat\"]\nradius = 150.0\n\n[node name=\"Player\" type=\"CharacterBody2D\" groups=[\"player\"]]\ncollision_layer = 1\ncollision_mask = 4\nscript = ExtResource(\"1_player\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"PlayerModel\" type=\"Node2D\" parent=\".\"]\n\n[node name=\"Body\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 1\nposition = Vector2(-4, 0)\ntexture = ExtResource(\"4_body\")\n\n[node name=\"LeftArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(24, 6)\ntexture = ExtResource(\"6_left_arm\")\n\n[node name=\"RightArm\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 4\nposition = Vector2(-2, 6)\ntexture = ExtResource(\"7_right_arm\")\n\n[node name=\"Armband\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 5\nposition = Vector2(-2, 6)\nmodulate = Color(2, 0.3, 0.3, 1)\ntexture = ExtResource(\"8_armband\")\n\n[node name=\"Head\" type=\"Sprite2D\" parent=\"PlayerModel\"]\nz_index = 3\nposition = Vector2(-6, -2)\ntexture = ExtResource(\"5_head\")\n\n[node name=\"WeaponMount\" type=\"Node2D\" parent=\"PlayerModel\"]\nposition = Vector2(0, 6)\n\n[node name=\"Camera2D\" type=\"Camera2D\" parent=\".\"]\nprocess_callback = 0\nlimit_left = 0\nlimit_top = 0\nlimit_right = 4128\nlimit_bottom = 3088\nlimit_smoothed = true\nposition_smoothing_enabled = true\nposition_smoothing_speed = 5.0\n\n[node name=\"HitArea\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 1\ncollision_mask = 16\nscript = ExtResource(\"2_hit_area\")\n\n[node name=\"HitCollisionShape\" type=\"CollisionShape2D\" parent=\"HitArea\"]\nshape = SubResource(\"CircleShape2D_player\")\n\n[node name=\"ThreatSphere\" type=\"Area2D\" parent=\".\"]\ncollision_layer = 0\ncollision_mask = 16\nmonitorable = false\nscript = ExtResource(\"3_threat_sphere\")\nthreat_radius = 150.0\ntrajectory_tolerance_degrees = 15.0\n\n[node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\nshape = SubResource(\"CircleShape2D_threat\")\n\n[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\n", | |
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| [2026-01-25T01:48:53.976Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_0189f6BuNg2NBbK1foi3uZ64", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_01QrB1nWzKWbskMj7YUuAB8h", | |
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| "new_string": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true" | |
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| [2026-01-25T01:48:54.000Z] [INFO] { | |
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| { | |
| "tool_use_id": "toolu_01QrB1nWzKWbskMj7YUuAB8h", | |
| "type": "tool_result", | |
| "content": "The file /tmp/gh-issue-solver-1769305505374/scenes/characters/Player.tscn has been updated successfully." | |
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| "oldString": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8", | |
| "newString": "[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"9_bloody_feet\")\nblood_steps_count = 6\nstep_distance = 30.0\ninitial_alpha = 0.8\nalpha_decay_rate = 0.12\nfootprint_scale = 0.8\ndebug_logging = true", | |
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| "text": "Now let me think about why the blood detection isn't working. Looking at the code flow:\n\n1. Blood decals are created with `is_puddle = true` (default)\n2. In `_ready()`, they call `add_to_group(\"blood_puddle\")` and `_setup_puddle_area()`\n3. `_setup_puddle_area()` creates an Area2D with `collision_layer = 64` (layer 7)\n4. BloodyFeetComponent creates a blood detector with `collision_mask = 64` (layer 7)\n\nBut wait - I think I see the issue! The blood detector in BloodyFeetComponent is created as a **child of the Node**, not as a child of the CharacterBody2D. This means its global_position is at (0, 0) relative to the component, not relative to the character!\n\nLet me check the `_setup_blood_detector()` function:\n\nLooking at line 105: `add_child(_blood_detector)` - this adds the detector to the BloodyFeetComponent (a Node), not to the parent CharacterBody2D.\n\nIn Godot, when you add an Area2D to a regular Node (not Node2D), the Area2D's transform isn't updated with the parent's movement. The Area2D position stays at (0, 0) in world space because the parent Node has no transform.\n\nThis is the bug! Let me fix it by adding the blood detector to the parent CharacterBody2D instead:" | |
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| "old_string": "## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\tadd_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created\")", | |
| "new_string": "## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\n\t# IMPORTANT: Add detector to the parent CharacterBody2D, not to this Node,\n\t# so that its position follows the character's movement.\n\t# If we add to this Node (which has no transform), the detector stays at (0, 0).\n\t_parent_body.add_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created and attached to %s\" % _parent_body.name)" | |
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| "oldString": "## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\tadd_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created\")", | |
| "newString": "## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\n\t# IMPORTANT: Add detector to the parent CharacterBody2D, not to this Node,\n\t# so that its position follows the character's movement.\n\t# If we add to this Node (which has no transform), the detector stays at (0, 0).\n\t_parent_body.add_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created and attached to %s\" % _parent_body.name)", | |
| "originalFile": "extends Node\n## Component that tracks when a character steps in blood and spawns footprints.\n##\n## Attach this component to any CharacterBody2D (Player or Enemy) to enable\n## bloody footprint tracking. The component monitors for blood puddle contact\n## and spawns footprint decals at regular intervals while moving.\nclass_name BloodyFeetComponent\n\n## Number of bloody footprints before the blood runs out.\n@export var blood_steps_count: int = 6\n\n## Distance in pixels between footprint spawns.\n@export var step_distance: float = 30.0\n\n## Alpha value for the first footprint (0.0 to 1.0).\n@export var initial_alpha: float = 0.8\n\n## Alpha reduction per step. Last footprint will be at (initial_alpha - (blood_steps_count - 1) * alpha_decay_rate).\n@export var alpha_decay_rate: float = 0.12\n\n## Footprint scale multiplier.\n@export var footprint_scale: float = 0.8\n\n## Enable debug logging.\n@export var debug_logging: bool = false\n\n## Preloaded footprint scene.\nvar _footprint_scene: PackedScene = null\n\n## Current blood level (number of steps remaining).\nvar _blood_level: int = 0\n\n## Distance traveled since last footprint.\nvar _distance_since_last_footprint: float = 0.0\n\n## Last recorded position for distance tracking.\nvar _last_position: Vector2 = Vector2.ZERO\n\n## Direction of last movement for footprint rotation.\nvar _last_move_direction: Vector2 = Vector2.RIGHT\n\n## Whether component has been initialized.\nvar _initialized: bool = false\n\n## Reference to parent CharacterBody2D.\nvar _parent_body: CharacterBody2D = null\n\n## Track which foot to alternate (left/right).\nvar _is_left_foot: bool = true\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Area2D for detecting blood puddles.\nvar _blood_detector: Area2D = null\n\n\nfunc _ready() -> void:\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\t_log_info(\"BloodyFeetComponent initializing...\")\n\n\t# Get parent CharacterBody2D\n\t_parent_body = get_parent() as CharacterBody2D\n\tif _parent_body == null:\n\t\tpush_warning(\"BloodyFeetComponent: Parent must be a CharacterBody2D\")\n\t\treturn\n\n\t_last_position = _parent_body.global_position\n\n\t# Preload footprint scene\n\tvar footprint_path := \"res://scenes/effects/BloodFootprint.tscn\"\n\tif ResourceLoader.exists(footprint_path):\n\t\t_footprint_scene = load(footprint_path)\n\t\t_log_info(\"Footprint scene loaded\")\n\telse:\n\t\tpush_warning(\"BloodyFeetComponent: Footprint scene not found at \" + footprint_path)\n\n\t# Create Area2D for blood puddle detection\n\t_setup_blood_detector()\n\n\t_initialized = true\n\t_log_info(\"BloodyFeetComponent ready on %s\" % _parent_body.name)\n\n\n## Sets up the Area2D for detecting blood puddles.\nfunc _setup_blood_detector() -> void:\n\t_blood_detector = Area2D.new()\n\t_blood_detector.name = \"BloodDetector\"\n\n\t# Set collision to detect blood puddles (use collision layer 7 for blood)\n\t# But we primarily use group detection, so this is for future-proofing\n\t_blood_detector.collision_layer = 0\n\t_blood_detector.collision_mask = 64 # Layer 7 = 2^6 = 64\n\t_blood_detector.monitoring = true\n\t_blood_detector.monitorable = false\n\n\t# Create collision shape matching parent's approximate foot area\n\tvar collision_shape := CollisionShape2D.new()\n\tcollision_shape.name = \"FootCollision\"\n\tvar shape := CircleShape2D.new()\n\tshape.radius = 8.0 # Small radius for foot detection\n\tcollision_shape.shape = shape\n\n\t_blood_detector.add_child(collision_shape)\n\tadd_child(_blood_detector)\n\n\t# Connect signals for blood detection\n\t_blood_detector.area_entered.connect(_on_area_entered)\n\n\t_log_info(\"Blood detector created\")\n\n\nfunc _physics_process(delta: float) -> void:\n\tif not _initialized or _parent_body == null:\n\t\treturn\n\n\t# Check for blood puddles via overlapping areas (using group detection)\n\t_check_blood_puddle_overlap()\n\n\t# Track movement for footprint spawning\n\tif _blood_level > 0:\n\t\t_track_movement()\n\n\n## Debug: Frame counter for periodic overlap logging\nvar _debug_frame_counter: int = 0\n\n## Checks if we're overlapping with any blood puddle via group detection.\nfunc _check_blood_puddle_overlap() -> void:\n\tif _blood_detector == null:\n\t\treturn\n\n\t# Get all overlapping areas\n\tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n\n\t# Periodic debug logging (every 120 frames = ~2 seconds at 60fps)\n\t_debug_frame_counter += 1\n\tif debug_logging and _debug_frame_counter >= 120:\n\t\t_debug_frame_counter = 0\n\t\tvar blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")\n\t\t_log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [\n\t\t\toverlapping_areas.size(),\n\t\t\tblood_puddles_in_scene.size(),\n\t\t\t_blood_detector.global_position\n\t\t])\n\n\tfor area in overlapping_areas:\n\t\t# Check if the area or its parent is a blood puddle\n\t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t\t_on_blood_puddle_contact()\n\t\t\tbreak\n\n\n## Called when the character contacts a blood puddle.\nfunc _on_blood_puddle_contact() -> void:\n\t# Reset blood level to maximum\n\tvar previous_level := _blood_level\n\t_blood_level = blood_steps_count\n\n\tif previous_level == 0:\n\t\t_log_info(\"Stepped in blood! %d footprints to spawn\" % _blood_level)\n\t\t# Reset distance counter when first stepping in blood\n\t\t_distance_since_last_footprint = 0.0\n\n\n## Called when an area enters the blood detector.\nfunc _on_area_entered(area: Area2D) -> void:\n\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):\n\t\t_on_blood_puddle_contact()\n\n\n## Tracks movement and spawns footprints at regular intervals.\nfunc _track_movement() -> void:\n\tvar current_pos := _parent_body.global_position\n\tvar movement := current_pos - _last_position\n\tvar distance := movement.length()\n\n\tif distance > 0.1: # Minimum movement threshold\n\t\t_last_move_direction = movement.normalized()\n\t\t_distance_since_last_footprint += distance\n\n\t\t# Check if we should spawn a footprint\n\t\tif _distance_since_last_footprint >= step_distance:\n\t\t\t_spawn_footprint()\n\t\t\t_distance_since_last_footprint = 0.0\n\n\t_last_position = current_pos\n\n\n## Spawns a footprint at the current position.\nfunc _spawn_footprint() -> void:\n\tif _footprint_scene == null or _blood_level <= 0:\n\t\treturn\n\n\tvar footprint := _footprint_scene.instantiate() as Node2D\n\tif footprint == null:\n\t\treturn\n\n\t# Calculate alpha based on remaining steps\n\t# First step has highest alpha, last step has lowest\n\tvar steps_taken := blood_steps_count - _blood_level\n\tvar alpha := initial_alpha - (steps_taken * alpha_decay_rate)\n\talpha = maxf(alpha, 0.05) # Minimum visible alpha\n\n\t# Set footprint properties\n\tfootprint.global_position = _parent_body.global_position\n\tfootprint.rotation = _last_move_direction.angle()\n\tfootprint.scale = Vector2(footprint_scale, footprint_scale)\n\n\t# Alternate left/right foot by slightly offsetting perpendicular to movement\n\tvar perpendicular := _last_move_direction.rotated(PI / 2.0)\n\tvar foot_offset := 4.0 if _is_left_foot else -4.0\n\tfootprint.global_position += perpendicular * foot_offset\n\t_is_left_foot = not _is_left_foot\n\n\t# Set alpha using the footprint's method\n\tif footprint.has_method(\"set_alpha\"):\n\t\tfootprint.set_alpha(alpha)\n\telse:\n\t\tfootprint.modulate.a = alpha\n\n\t# Add to scene tree\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(footprint)\n\telse:\n\t\t_parent_body.get_parent().add_child(footprint)\n\n\t# Decrease blood level\n\t_blood_level -= 1\n\n\tif debug_logging:\n\t\t_log_info(\"Footprint spawned (steps remaining: %d, alpha: %.2f)\" % [_blood_level, alpha])\n\n\tif _blood_level <= 0:\n\t\t_log_info(\"Blood ran out - no more footprints\")\n\n\n## Manually set blood level (for testing or external triggers).\nfunc set_blood_level(level: int) -> void:\n\t_blood_level = clampi(level, 0, blood_steps_count)\n\t_distance_since_last_footprint = 0.0\n\t_log_info(\"Blood level set to %d\" % _blood_level)\n\n\n## Get current blood level.\nfunc get_blood_level() -> int:\n\treturn _blood_level\n\n\n## Check if currently has bloody feet.\nfunc has_bloody_feet() -> bool:\n\treturn _blood_level > 0\n\n\n## Logs to FileLogger and prints to console in debug mode.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[BloodyFeet:%s] %s\" % [_parent_body.name if _parent_body else \"?\", message]\n\tif debug_logging:\n\t\tprint(log_message)\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n", | |
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| " collision_shape.shape = shape", | |
| " ", | |
| " _blood_detector.add_child(collision_shape)", | |
| "- add_child(_blood_detector)", | |
| " ", | |
| "+ # IMPORTANT: Add detector to the parent CharacterBody2D, not to this Node,", | |
| "+ # so that its position follows the character's movement.", | |
| "+ # If we add to this Node (which has no transform), the detector stays at (0, 0).", | |
| "+ _parent_body.add_child(_blood_detector)", | |
| "+", | |
| " # Connect signals for blood detection", | |
| " _blood_detector.area_entered.connect(_on_area_entered)", | |
| " ", | |
| "- _log_info(\"Blood detector created\")", | |
| "+ _log_info(\"Blood detector created and attached to %s\" % _parent_body.name)", | |
| " ", | |
| " ", | |
| " func _physics_process(delta: float) -> void:" | |
| ] | |
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| "prompt": "Describe the bloody footprint reference image - what does it show for a blood trail effect?" | |
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| [2026-01-25T01:49:32.770Z] [INFO] {"type":"user","message":{"role":"user","content":[{"tool_use_id":"toolu_015sRHwjUe4LC9PnqF5Lj2Kr","type":"tool_result","content":" 1β# Case Study: Issue #360 - Add Bloody Footprints\n 2β\n 3β## Issue Summary\n 4β\n 5β**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360\n 6β\n 7β**Problem Description (Russian):**\n 8β> Π΅ΡΠ»ΠΈ Π²ΡΠ°Π³ ΠΈΠ»ΠΈ ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΡΠΏΠ°Π΅Ρ Π² Π»ΡΠΆΡ ΠΊΡΠΎΠ²ΠΈ Π·Π° Π½ΠΈΠΌΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ Π±ΠΎΡΠΈΠ½ΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ Π²ΡΡ ΠΏΡΠΎΠ·ΡΠ°ΡΠ½Π΅Π΅ Ρ ΠΊΠ°ΠΆΠ΄ΡΠΌ ΡΠ°Π³ΠΎΠΌ, ΠΏΠΎΠΊΠ° Π½Π΅ ΠΈΡΡΠ΅Π·Π½ΡΡ.\n 9β> ΠΎΠ½ΠΈ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΠΈΡΡΠ΅Π·Π°ΡΡ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈΠΌ, ΠΈΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π½Π΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΎ.\n 10β\n 11β**English Translation:**\n 12β> If an enemy or player steps into a blood puddle, bloody boot footprints should appear behind them, which will become more transparent with each step until they disappear.\n 13β> They should NOT disappear over time, their maximum number is NOT limited.\n 14β\n 15β## Requirements Analysis\n 16β\n 17β### Core Requirements\n 18β\n 19β1. **Blood Puddle Detection**: Detect when player or enemy steps into a blood puddle\n 20β2. **Footprint Spawning**: Spawn footprint decals behind the character while they have \"bloody feet\"\n 21β3. **Fading Transparency**: Each consecutive footprint should be more transparent than the previous\n 22β4. **Persistence**: Footprints do NOT fade over time - they persist indefinitely\n 23β5. **Unlimited Count**: No maximum limit on footprints (performance considerations still apply)\n 24β6. **Both Characters**: Feature applies to both player and enemies\n 25β\n 26β### Key Behaviors\n 27β\n 28β- Footprints appear **after** stepping into blood (tracking blood outward)\n 29β- Transparency decreases step-by-step (e.g., 100% β 80% β 60% β 40% β 20% β 0%)\n 30β- The number of \"bloody steps\" before footprints stop is configurable\n 31β- Footprints should rotate to match character's movement direction\n 32β\n 33β## Technical Research\n 34β\n 35β### Existing Codebase Analysis\n 36β\n 37β#### Blood System Components\n 38β\n 39β1. **BloodDecal.tscn** (`scenes/effects/BloodDecal.tscn`)\n 40β - Sprite2D-based blood stain effect\n 41β - Uses GradientTexture2D (32x32 radial gradient)\n 42β - Has optional auto_fade functionality (disabled by default)\n 43β - Script: `scripts/effects/blood_decal.gd`\n 44β\n 45β2. **BloodEffect.tscn** (`scenes/effects/BloodEffect.tscn`)\n 46β - GPUParticles2D blood spray effect\n 47β - Spawns BloodDecal instances at particle landing positions\n 48β - Uses `effect_cleanup.gd` script\n 49β\n 50β3. **ImpactEffectsManager** (`scripts/autoload/impact_effects_manager.gd`)\n 51β - Autoload singleton managing all impact effects\n 52β - Spawns blood decals via `spawn_blood_effect()`\n 53β - Has `MAX_BLOOD_DECALS: int = 100` limit (but footprints should be unlimited per requirements)\n 54β - Already handles blood puddle spawning at hit locations\n 55β\n 56β#### Character Movement Systems\n 57β\n 58β1. **Player** (`scripts/characters/player.gd`)\n 59β - CharacterBody2D-based movement\n 60β - Uses `_physics_process()` for movement via `move_and_slide()`\n 61β - Has velocity tracking for movement direction\n 62β - Walking animation system exists (`_update_walk_animation()`)\n 63β\n 64β2. **Enemy** (`scripts/objects/enemy.gd`)\n 65β - CharacterBody2D-based movement with AI states\n 66β - Uses NavigationAgent2D for pathfinding\n 67β - Walking animation system exists\n 68β\n 69β### External Research\n 70β\n 71β#### Godot Implementation Approaches\n 72β\n 73β1. **Trail Effect with Line2D** ([DEV Community](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo))\n 74β - Uses Line2D node for drawing trails\n 75β - Not ideal for discrete footprints\n 76β\n 77β2. **Particle-based Trails** ([Godot Shaders](https://godotshaders.com/shader/particle-based-trail/))\n 78β - GPU-efficient for continuous trails\n 79β - Overkill for discrete footprint spawning\n 80β\n 81β3. **Sprite2D with Tween Fading** ([Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011))\n 82β - Most appropriate for this use case\n 83β - Each footprint is a Sprite2D instance\n 84β - Alpha value set at spawn time (no animation needed per requirements)\n 85β\n 86β#### Game Development Best Practices\n 87β\n 88β1. **Polygon Treehouse's Footprint System** ([Blog](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go))\n 89β - Uses animation events to trigger footprints at foot landing\n 90β - Fades footprints over time (we don't need this)\n 91β - Limits footprint count for performance (we need unlimited)\n 92β\n 93β2. **Blood Trail FX Asset** ([Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx))\n 94β - Commercial asset with bloody footprints\n 95β - Shows that footprints should be textured (boot shape)\n 96β - Frequency of spawning is adjustable\n 97β\n 98β### Available Libraries/Components\n 99β\n 100β1. **DecalCo Plugin** ([GitHub](https://github.com/Master-J/DecalCo))\n 101β - Shader-based decal solution for Godot 3.x\n 102β - Not compatible with Godot 4.x directly\n 103β\n 104β2. **GPUTrail Plugin** ([GitHub](https://github.com/celyk/GPUTrail))\n 105β - GPU-based trail for Godot 4\n 106β - Better for continuous trails, not discrete footprints\n 107β\n 108β## Proposed Solutions\n 109β\n 110β### Solution 1: Component-Based Footprint Manager (Recommended)\n 111β\n 112β**Architecture:**\n 113β```\n 114βBloodyFeetComponent (Node)\n 115ββββ Tracks \"blood level\" (decreases with each step)\n 116ββββ Detects blood puddle entry via Area2D overlap\n 117ββββ Spawns footprint decals at step intervals\n 118ββββ Attached to Player and Enemy nodes\n 119β\n 120βFootprintDecal (Sprite2D scene)\n 121ββββ boot-shaped texture\n 122ββββ z_index = -1 (below characters)\n 123ββββ rotation matches movement direction\n 124ββββ modulate.a set at spawn time (no fade animation)\n 125β\n 126βBloodyFeetManager (Autoload)\n 127ββββ Preloads footprint scene\n 128ββββ Tracks all footprints (for scene cleanup)\n 129ββββ Handles footprint spawning requests\n 130β```\n 131β\n 132β**Pros:**\n 133β- Clean separation of concerns\n 134β- Reusable component for any character\n 135β- Integrates with existing ImpactEffectsManager pattern\n 136β- Easy to test\n 137β\n 138β**Cons:**\n 139β- Requires new component class\n 140β- Needs to hook into character movement\n 141β\n 142β### Solution 2: Extend Existing Blood Decal System\n 143β\n 144β**Architecture:**\n 145β- Add Area2D to BloodDecal for collision detection\n 146β- Add `bloody_feet` tracking directly to Player/Enemy scripts\n 147β- Spawn footprints from character scripts\n 148β\n 149β**Pros:**\n 150β- Uses existing infrastructure\n 151β- Minimal new code\n 152β\n 153β**Cons:**\n 154β- Clutters character scripts\n 155β- Less reusable\n 156β- Harder to maintain\n 157β\n 158β### Solution 3: Signal-Based Event System\n 159β\n 160β**Architecture:**\n 161β- Blood puddles emit `entered` signal\n 162β- Characters subscribe and set internal state\n 163β- Characters emit `step_taken` signal with position/direction\n 164β- BloodyFeetManager listens and spawns footprints\n 165β\n 166β**Pros:**\n 167β- Fully decoupled\n 168β- Very testable\n 169β- Event-driven\n 170β\n 171β**Cons:**\n 172β- More complex signal wiring\n 173β- May have performance overhead from many signals\n 174β\n 175β## Recommended Approach\n 176β\n 177β**Solution 1 (Component-Based)** is recommended because:\n 178β\n 179β1. Follows existing project patterns (components like HealthComponent, VisionComponent)\n 180β2. Easy to attach to both Player and Enemy\n 181β3. Self-contained logic\n 182β4. Can integrate with existing ImpactEffectsManager for decal management\n 183β5. Testable in isolation\n 184β\n 185β## Implementation Plan\n 186β\n 187β### Phase 1: Create Footprint Assets\n 188β1. Create `footprint.png` texture (boot-shaped, grayscale for tinting)\n 189β2. Create `BloodFootprint.tscn` scene (Sprite2D with script)\n 190β\n 191β### Phase 2: Implement Core System\n 192β1. Create `BloodyFeetComponent` component\n 193β2. Implement blood puddle detection (Area2D overlap)\n 194β3. Implement step tracking (distance-based or animation-event)\n 195β4. Implement footprint spawning with decreasing alpha\n 196β\n 197β### Phase 3: Integration\n 198β1. Add component to Player scene\n 199β2. Add component to Enemy scene\n 200β3. Make blood decals detectable as \"puddles\"\n 201β\n 202β### Phase 4: Testing\n 203β1. Unit tests for BloodyFeetComponent\n 204β2. Integration tests for footprint spawning\n 205β3. Manual gameplay testing\n 206β\n 207β## Technical Specifications\n 208β\n 209β### BloodyFeetComponent Properties\n 210β\n 211β| Property | Type | Default | Description |\n 212β|----------|------|---------|-------------|\n 213β| `blood_steps_count` | int | 6 | Number of bloody footprints before clean |\n 214β| `step_distance` | float | 30.0 | Distance between footprint spawns (pixels) |\n 215β| `initial_alpha` | float | 0.8 | Alpha of first footprint |\n 216β| `alpha_decay_rate` | float | 0.15 | Alpha reduction per step |\n 217β\n 218β### Footprint Decal Properties\n 219β\n 220β| Property | Type | Default | Description |\n 221β|----------|------|---------|-------------|\n 222β| `z_index` | int | -1 | Below characters |\n 223β| `modulate.a` | float | varies | Set at spawn time |\n 224β| `rotation` | float | varies | Matches movement direction |\n 225β| `scale` | Vector2 | (0.5, 0.5) | Size of footprint |\n 226β\n 227β### Blood Detection\n 228β\n 229βBlood puddles need Area2D collision to be detected. Options:\n 230β1. Add Area2D child to BloodDecal scene\n 231β2. Use collision layer/mask for \"blood\" (new layer 7?)\n 232β3. Group-based detection (\"blood_puddle\" group)\n 233β\n 234β## Files to Create/Modify\n 235β\n 236β### New Files\n 237β- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n 238β- `scripts/effects/blood_footprint.gd` - Footprint script\n 239β- `scripts/components/bloody_feet_component.gd` - Main component\n 240β- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n 241β- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n 242β\n 243β### Modified Files\n 244β- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n 245β- `scripts/effects/blood_decal.gd` - Add group membership\n 246β- `scenes/characters/Player.tscn` - Add BloodyFeetComponent\n 247β- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent\n 248β\n 249β## Performance Considerations\n 250β\n 251β1. **Unlimited footprints**: While requirements say unlimited, extremely high counts could impact performance\n 252β - Consider optional soft limit (e.g., 1000) that removes oldest when exceeded\n 253β - Or implement spatial culling for off-screen footprints\n 254β\n 255β2. **Area2D overlap checks**: Use appropriate collision layers to minimize checks\n 256β - Only characters should detect blood puddles\n 257β - Blood puddles should only be detected by characters\n 258β\n 259β3. **Texture memory**: Footprint texture should be small (16x32 or similar)\n 260β - Consider using same gradient-based approach as BloodDecal\n 261β\n 262β## References\n 263β\n 264β### Internal Code References\n 265β- `scripts/effects/blood_decal.gd` - Existing blood stain implementation\n 266β- `scripts/autoload/impact_effects_manager.gd` - Effect spawning patterns\n 267β- `scripts/components/health_component.gd` - Component pattern example\n 268β\n 269β### External References\n 270β- [How to create Trail Effect in Godot Engine](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo)\n 271β- [Using Area2D - Godot Documentation](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html)\n 272β- [Footprints are GO! - Polygon Treehouse](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go)\n 273β- [Persistent decals 2D - Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011)\n 274β- [Blood Trail FX - Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx)\n 275β\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":"3dc4328d-5e03-40c9-9619-0f2ad8a0fc61","uuid":"c2dcb092-0ad3-4693-be79-82f7899a6fd3","tool_use_result":{"type":"text","file":{"filePath":"/tmp/gh-issue-solver-1769305505374/docs/case-studies/issue-360/README.md","content":"# Case Study: Issue #360 - Add Bloody Footprints\n\n## Issue Summary\n\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360\n\n**Problem Description (Russian):**\n> Π΅ΡΠ»ΠΈ Π²ΡΠ°Π³ ΠΈΠ»ΠΈ ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΡΠΏΠ°Π΅Ρ Π² Π»ΡΠΆΡ ΠΊΡΠΎΠ²ΠΈ Π·Π° Π½ΠΈΠΌΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ Π±ΠΎΡΠΈΠ½ΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ Π²ΡΡ ΠΏΡΠΎΠ·ΡΠ°ΡΠ½Π΅Π΅ Ρ ΠΊΠ°ΠΆΠ΄ΡΠΌ ΡΠ°Π³ΠΎΠΌ, ΠΏΠΎΠΊΠ° Π½Π΅ ΠΈΡΡΠ΅Π·Π½ΡΡ.\n> ΠΎΠ½ΠΈ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΠΈΡΡΠ΅Π·Π°ΡΡ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈΠΌ, ΠΈΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π½Π΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΎ.\n\n**English Translation:**\n> If an enemy or player steps into a blood puddle, bloody boot footprints should appear behind them, which will become more transparent with each step until they disappear.\n> They should NOT disappear over time, their maximum number is NOT limited.\n\n## Requirements Analysis\n\n### Core Requirements\n\n1. **Blood Puddle Detection**: Detect when player or enemy steps into a blood puddle\n2. **Footprint Spawning**: Spawn footprint decals behind the character while they have \"bloody feet\"\n3. **Fading Transparency**: Each consecutive footprint should be more transparent than the previous\n4. **Persistence**: Footprints do NOT fade over time - they persist indefinitely\n5. **Unlimited Count**: No maximum limit on footprints (performance considerations still apply)\n6. **Both Characters**: Feature applies to both player and enemies\n\n### Key Behaviors\n\n- Footprints appear **after** stepping into blood (tracking blood outward)\n- Transparency decreases step-by-step (e.g., 100% β 80% β 60% β 40% β 20% β 0%)\n- The number of \"bloody steps\" before footprints stop is configurable\n- Footprints should rotate to match character's movement direction\n\n## Technical Research\n\n### Existing Codebase Analysis\n\n#### Blood System Components\n\n1. **BloodDecal.tscn** (`scenes/effects/BloodDecal.tscn`)\n - Sprite2D-based blood stain effect\n - Uses GradientTexture2D (32x32 radial gradient)\n - Has optional auto_fade functionality (disabled by default)\n - Script: `scripts/effects/blood_decal.gd`\n\n2. **BloodEffect.tscn** (`scenes/effects/BloodEffect.tscn`)\n - GPUParticles2D blood spray effect\n - Spawns BloodDecal instances at particle landing positions\n - Uses `effect_cleanup.gd` script\n\n3. **ImpactEffectsManager** (`scripts/autoload/impact_effects_manager.gd`)\n - Autoload singleton managing all impact effects\n - Spawns blood decals via `spawn_blood_effect()`\n - Has `MAX_BLOOD_DECALS: int = 100` limit (but footprints should be unlimited per requirements)\n - Already handles blood puddle spawning at hit locations\n\n#### Character Movement Systems\n\n1. **Player** (`scripts/characters/player.gd`)\n - CharacterBody2D-based movement\n - Uses `_physics_process()` for movement via `move_and_slide()`\n - Has velocity tracking for movement direction\n - Walking animation system exists (`_update_walk_animation()`)\n\n2. **Enemy** (`scripts/objects/enemy.gd`)\n - CharacterBody2D-based movement with AI states\n - Uses NavigationAgent2D for pathfinding\n - Walking animation system exists\n\n### External Research\n\n#### Godot Implementation Approaches\n\n1. **Trail Effect with Line2D** ([DEV Community](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo))\n - Uses Line2D node for drawing trails\n - Not ideal for discrete footprints\n\n2. **Particle-based Trails** ([Godot Shaders](https://godotshaders.com/shader/particle-based-trail/))\n - GPU-efficient for continuous trails\n - Overkill for discrete footprint spawning\n\n3. **Sprite2D with Tween Fading** ([Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011))\n - Most appropriate for this use case\n - Each footprint is a Sprite2D instance\n - Alpha value set at spawn time (no animation needed per requirements)\n\n#### Game Development Best Practices\n\n1. **Polygon Treehouse's Footprint System** ([Blog](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go))\n - Uses animation events to trigger footprints at foot landing\n - Fades footprints over time (we don't need this)\n - Limits footprint count for performance (we need unlimited)\n\n2. **Blood Trail FX Asset** ([Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx))\n - Commercial asset with bloody footprints\n - Shows that footprints should be textured (boot shape)\n - Frequency of spawning is adjustable\n\n### Available Libraries/Components\n\n1. **DecalCo Plugin** ([GitHub](https://github.com/Master-J/DecalCo))\n - Shader-based decal solution for Godot 3.x\n - Not compatible with Godot 4.x directly\n\n2. **GPUTrail Plugin** ([GitHub](https://github.com/celyk/GPUTrail))\n - GPU-based trail for | |
| [2026-01-25T01:49:32.781Z] [INFO] Godot 4\n - Better for continuous trails, not discrete footprints\n\n## Proposed Solutions\n\n### Solution 1: Component-Based Footprint Manager (Recommended)\n\n**Architecture:**\n```\nBloodyFeetComponent (Node)\nβββ Tracks \"blood level\" (decreases with each step)\nβββ Detects blood puddle entry via Area2D overlap\nβββ Spawns footprint decals at step intervals\nβββ Attached to Player and Enemy nodes\n\nFootprintDecal (Sprite2D scene)\nβββ boot-shaped texture\nβββ z_index = -1 (below characters)\nβββ rotation matches movement direction\nβββ modulate.a set at spawn time (no fade animation)\n\nBloodyFeetManager (Autoload)\nβββ Preloads footprint scene\nβββ Tracks all footprints (for scene cleanup)\nβββ Handles footprint spawning requests\n```\n\n**Pros:**\n- Clean separation of concerns\n- Reusable component for any character\n- Integrates with existing ImpactEffectsManager pattern\n- Easy to test\n\n**Cons:**\n- Requires new component class\n- Needs to hook into character movement\n\n### Solution 2: Extend Existing Blood Decal System\n\n**Architecture:**\n- Add Area2D to BloodDecal for collision detection\n- Add `bloody_feet` tracking directly to Player/Enemy scripts\n- Spawn footprints from character scripts\n\n**Pros:**\n- Uses existing infrastructure\n- Minimal new code\n\n**Cons:**\n- Clutters character scripts\n- Less reusable\n- Harder to maintain\n\n### Solution 3: Signal-Based Event System\n\n**Architecture:**\n- Blood puddles emit `entered` signal\n- Characters subscribe and set internal state\n- Characters emit `step_taken` signal with position/direction\n- BloodyFeetManager listens and spawns footprints\n\n**Pros:**\n- Fully decoupled\n- Very testable\n- Event-driven\n\n**Cons:**\n- More complex signal wiring\n- May have performance overhead from many signals\n\n## Recommended Approach\n\n**Solution 1 (Component-Based)** is recommended because:\n\n1. Follows existing project patterns (components like HealthComponent, VisionComponent)\n2. Easy to attach to both Player and Enemy\n3. Self-contained logic\n4. Can integrate with existing ImpactEffectsManager for decal management\n5. Testable in isolation\n\n## Implementation Plan\n\n### Phase 1: Create Footprint Assets\n1. Create `footprint.png` texture (boot-shaped, grayscale for tinting)\n2. Create `BloodFootprint.tscn` scene (Sprite2D with script)\n\n### Phase 2: Implement Core System\n1. Create `BloodyFeetComponent` component\n2. Implement blood puddle detection (Area2D overlap)\n3. Implement step tracking (distance-based or animation-event)\n4. Implement footprint spawning with decreasing alpha\n\n### Phase 3: Integration\n1. Add component to Player scene\n2. Add component to Enemy scene\n3. Make blood decals detectable as \"puddles\"\n\n### Phase 4: Testing\n1. Unit tests for BloodyFeetComponent\n2. Integration tests for footprint spawning\n3. Manual gameplay testing\n\n## Technical Specifications\n\n### BloodyFeetComponent Properties\n\n| Property | Type | Default | Description |\n|----------|------|---------|-------------|\n| `blood_steps_count` | int | 6 | Number of bloody footprints before clean |\n| `step_distance` | float | 30.0 | Distance between footprint spawns (pixels) |\n| `initial_alpha` | float | 0.8 | Alpha of first footprint |\n| `alpha_decay_rate` | float | 0.15 | Alpha reduction per step |\n\n### Footprint Decal Properties\n\n| Property | Type | Default | Description |\n|----------|------|---------|-------------|\n| `z_index` | int | -1 | Below characters |\n| `modulate.a` | float | varies | Set at spawn time |\n| `rotation` | float | varies | Matches movement direction |\n| `scale` | Vector2 | (0.5, 0.5) | Size of footprint |\n\n### Blood Detection\n\nBlood puddles need Area2D collision to be detected. Options:\n1. Add Area2D child to BloodDecal scene\n2. Use collision layer/mask for \"blood\" (new layer 7?)\n3. Group-based detection (\"blood_puddle\" group)\n\n## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent\n\n## Performance Considerations\n\n1. **Unlimited footprints**: While requirements say unlimited, extremely high counts could impact performance\n - Consider optional soft limit (e.g., 1000) that removes oldest when exceeded\n - Or implement spatial culling for off-screen footprints\n\n2. **Area2D overlap checks**: Use appropriate collision layers to minimize checks\n - Only characters should detect blood puddles\n - Blood puddles should only be detected by characters\n\n3. **Texture memory**: Footprint texture should be small (16x32 or similar)\n - Consider using same gradient-based approach as BloodDecal\n\n## References\n\n### Internal Code References\n- `scripts/effects/blood_decal.gd` - Existing blood stain implementation\n- `scripts/autoload/impact_effects_manager.gd` - Effect spawning patterns\n- `scripts/components/health_component.gd` - Component pattern example\n\n### External References\n- [How to create Trail Effect in Godot Engine](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo)\n- [Using Area2D - Godot Documentation](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html)\n- [Footprints are GO! - Polygon Treehouse](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go)\n- [Persistent decals 2D - Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011)\n- [Blood Trail FX - Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx)\n","numLines":275,"startLine":1,"totalLines":275}}} | |
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| "old_string": "## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent", | |
| "new_string": "## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent (GDScript version)\n- `scenes/characters/csharp/Player.tscn` - Add BloodyFeetComponent (C# version)\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent\n\n---\n\n## Debugging Session #2 (2026-01-25)\n\n### Problem Report\n\nUser reported \"Π½Π΅ Π²ΠΈΠΆΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\" (I don't see changes) and \"ΠΏΡΠΎΠ²Π΅ΡΡ C#\" (check C#).\n\nThe initial implementation was deployed but footprints were not appearing in the game.\n\n### Log File Analysis\n\n**Log file:** `logs/game_log_20260125_044305.txt`\n\nKey observations from the log:\n\n1. **BloodyFeetComponent is initializing for enemies:**\n ```\n [04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n [04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created\n [04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n ```\n (repeated for all 10 enemies)\n\n2. **No BloodyFeetComponent initialization for Player:**\n - No \"[BloodyFeet:Player]\" messages in the log\n\n3. **Blood effects are being spawned correctly:**\n ```\n [04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750)\n [04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn\n ```\n\n4. **No blood puddle contact logs appear:**\n - Missing \"Stepped in blood!\" messages\n - Missing footprint spawning logs\n\n### Root Cause Analysis\n\n**Two distinct bugs were identified:**\n\n#### Bug #1: C# Player Scene Missing BloodyFeetComponent\n\n**Location:** `scenes/characters/csharp/Player.tscn`\n\n**Cause:** The project has two versions of scenes:\n- GDScript version in `scenes/characters/Player.tscn` (has BloodyFeetComponent)\n- C# version in `scenes/characters/csharp/Player.tscn` (missing BloodyFeetComponent)\n\nThe `BuildingLevel.tscn` uses the C# Player:\n```\n[ext_resource ... path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n```\n\nBut the BloodyFeetComponent was only added to the GDScript Player scene.\n\n**Fix:** Added BloodyFeetComponent to the C# Player scene.\n\n#### Bug #2: Blood Detector Not Following Character Movement\n\n**Location:** `scripts/components/bloody_feet_component.gd` line 105\n\n**Cause:** The blood detector Area2D was added as a child of the BloodyFeetComponent Node:\n```gdscript\nadd_child(_blood_detector) # BUG: adds to Node, not CharacterBody2D\n```\n\nIn Godot, a regular `Node` has no transform. When an Area2D is added to a Node, its global_position stays at (0, 0) in world space and does not follow the parent character's movement.\n\n**Technical Details:**\n- `BloodyFeetComponent` extends `Node` (not `Node2D`)\n- Nodes don't have position/rotation/scale transforms\n- Area2D needs a Node2D parent to inherit transform\n- The detector was at origin (0, 0) instead of at the character's feet\n\n**Fix:** Changed to add the detector to the parent CharacterBody2D:\n```gdscript\n_parent_body.add_child(_blood_detector) # FIX: adds to CharacterBody2D\n```\n\n### Timeline of Events\n\n1. **Initial implementation:** BloodyFeetComponent created and added to GDScript scenes\n2. **User testing:** User runs game (uses C# Player scene)\n3. **Observation:** No footprints appear for player or enemies\n4. **Log analysis:** Found missing Player initialization + no blood contact events\n5. **Investigation:** Discovered dual scene structure (GDScript vs C#)\n6. **Investigation:** Discovered Area2D positioning bug\n7. **Fixes applied:** Added component to C# scene + fixed detector positioning\n\n### Lessons Learned\n\n1. **Always check which scene version is actually used in levels**\n - Projects may have multiple versions of scenes (GDScript, C#)\n - Level scenes reference specific scene files by path\n\n2. **Node hierarchy affects Area2D detection**\n - Area2D requires Node2D parent for proper positioning\n - Regular Node has no transform, so children stay at origin\n\n3. **Enable debug logging during development**\n - Set `debug_logging = true` in scene files for testing\n - Log periodic status updates (e.g., overlap counts, positions)" | |
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| "oldString": "## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent", | |
| "newString": "## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent (GDScript version)\n- `scenes/characters/csharp/Player.tscn` - Add BloodyFeetComponent (C# version)\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent\n\n---\n\n## Debugging Session #2 (2026-01-25)\n\n### Problem Report\n\nUser reported \"Π½Π΅ Π²ΠΈΠΆΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\" (I don't see changes) and \"ΠΏΡΠΎΠ²Π΅ΡΡ C#\" (check C#).\n\nThe initial implementation was deployed but footprints were not appearing in the game.\n\n### Log File Analysis\n\n**Log file:** `logs/game_log_20260125_044305.txt`\n\nKey observations from the log:\n\n1. **BloodyFeetComponent is initializing for enemies:**\n ```\n [04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n [04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created\n [04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n ```\n (repeated for all 10 enemies)\n\n2. **No BloodyFeetComponent initialization for Player:**\n - No \"[BloodyFeet:Player]\" messages in the log\n\n3. **Blood effects are being spawned correctly:**\n ```\n [04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750)\n [04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn\n ```\n\n4. **No blood puddle contact logs appear:**\n - Missing \"Stepped in blood!\" messages\n - Missing footprint spawning logs\n\n### Root Cause Analysis\n\n**Two distinct bugs were identified:**\n\n#### Bug #1: C# Player Scene Missing BloodyFeetComponent\n\n**Location:** `scenes/characters/csharp/Player.tscn`\n\n**Cause:** The project has two versions of scenes:\n- GDScript version in `scenes/characters/Player.tscn` (has BloodyFeetComponent)\n- C# version in `scenes/characters/csharp/Player.tscn` (missing BloodyFeetComponent)\n\nThe `BuildingLevel.tscn` uses the C# Player:\n```\n[ext_resource ... path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]\n```\n\nBut the BloodyFeetComponent was only added to the GDScript Player scene.\n\n**Fix:** Added BloodyFeetComponent to the C# Player scene.\n\n#### Bug #2: Blood Detector Not Following Character Movement\n\n**Location:** `scripts/components/bloody_feet_component.gd` line 105\n\n**Cause:** The blood detector Area2D was added as a child of the BloodyFeetComponent Node:\n```gdscript\nadd_child(_blood_detector) # BUG: adds to Node, not CharacterBody2D\n```\n\nIn Godot, a regular `Node` has no transform. When an Area2D is added to a Node, its global_position stays at (0, 0) in world space and does not follow the parent character's movement.\n\n**Technical Details:**\n- `BloodyFeetComponent` extends `Node` (not `Node2D`)\n- Nodes don't have position/rotation/scale transforms\n- Area2D needs a Node2D parent to inherit transform\n- The detector was at origin (0, 0) instead of at the character's feet\n\n**Fix:** Changed to add the detector to the parent CharacterBody2D:\n```gdscript\n_parent_body.add_child(_blood_detector) # FIX: adds to CharacterBody2D\n```\n\n### Timeline of Events\n\n1. **Initial implementation:** BloodyFeetComponent created and added to GDScript scenes\n2. **User testing:** User runs game (uses C# Player scene)\n3. **Observation:** No footprints appear for player or enemies\n4. **Log analysis:** Found missing Player initialization + no blood contact events\n5. **Investigation:** Discovered dual scene structure (GDScript vs C#)\n6. **Investigation:** Discovered Area2D positioning bug\n7. **Fixes applied:** Added component to C# scene + fixed detector positioning\n\n### Lessons Learned\n\n1. **Always check which scene version is actually used in levels**\n - Projects may have multiple versions of scenes (GDScript, C#)\n - Level scenes reference specific scene files by path\n\n2. **Node hierarchy affects Area2D detection**\n - Area2D requires Node2D parent for proper positioning\n - Regular Node has no transform, so children stay at origin\n\n3. **Enable debug logging during development**\n - Set `debug_logging = true` in scene files for testing\n - Log periodic status updates (e.g., overlap counts, positions)", | |
| "originalFile": "# Case Study: Issue #360 - Add Bloody Footprints\n\n## Issue Summary\n\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/360\n\n**Problem Description (Russian):**\n> Π΅ΡΠ»ΠΈ Π²ΡΠ°Π³ ΠΈΠ»ΠΈ ΠΈΠ³ΡΠΎΠΊ Π²ΡΡΡΠΏΠ°Π΅Ρ Π² Π»ΡΠΆΡ ΠΊΡΠΎΠ²ΠΈ Π·Π° Π½ΠΈΠΌΠΈ Π΄ΠΎΠ»ΠΆΠ½Ρ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ Π±ΠΎΡΠΈΠ½ΠΎΠΊ, ΠΊΠΎΡΠΎΡΡΠ΅ Π±ΡΠ΄ΡΡ Π²ΡΡ ΠΏΡΠΎΠ·ΡΠ°ΡΠ½Π΅Π΅ Ρ ΠΊΠ°ΠΆΠ΄ΡΠΌ ΡΠ°Π³ΠΎΠΌ, ΠΏΠΎΠΊΠ° Π½Π΅ ΠΈΡΡΠ΅Π·Π½ΡΡ.\n> ΠΎΠ½ΠΈ Π½Π΅ Π΄ΠΎΠ»ΠΆΠ½ΠΎ ΠΈΡΡΠ΅Π·Π°ΡΡ ΡΠΎ Π²ΡΠ΅ΠΌΠ΅Π½ΠΈΠΌ, ΠΈΡ ΠΌΠ°ΠΊΡΠΈΠΌΠ°Π»ΡΠ½ΠΎ ΠΊΠΎΠ»ΠΈΡΠ΅ΡΡΠ²ΠΎ Π½Π΅ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΎ.\n\n**English Translation:**\n> If an enemy or player steps into a blood puddle, bloody boot footprints should appear behind them, which will become more transparent with each step until they disappear.\n> They should NOT disappear over time, their maximum number is NOT limited.\n\n## Requirements Analysis\n\n### Core Requirements\n\n1. **Blood Puddle Detection**: Detect when player or enemy steps into a blood puddle\n2. **Footprint Spawning**: Spawn footprint decals behind the character while they have \"bloody feet\"\n3. **Fading Transparency**: Each consecutive footprint should be more transparent than the previous\n4. **Persistence**: Footprints do NOT fade over time - they persist indefinitely\n5. **Unlimited Count**: No maximum limit on footprints (performance considerations still apply)\n6. **Both Characters**: Feature applies to both player and enemies\n\n### Key Behaviors\n\n- Footprints appear **after** stepping into blood (tracking blood outward)\n- Transparency decreases step-by-step (e.g., 100% β 80% β 60% β 40% β 20% β 0%)\n- The number of \"bloody steps\" before footprints stop is configurable\n- Footprints should rotate to match character's movement direction\n\n## Technical Research\n\n### Existing Codebase Analysis\n\n#### Blood System Components\n\n1. **BloodDecal.tscn** (`scenes/effects/BloodDecal.tscn`)\n - Sprite2D-based blood stain effect\n - Uses GradientTexture2D (32x32 radial gradient)\n - Has optional auto_fade functionality (disabled by default)\n - Script: `scripts/effects/blood_decal.gd`\n\n2. **BloodEffect.tscn** (`scenes/effects/BloodEffect.tscn`)\n - GPUParticles2D blood spray effect\n - Spawns BloodDecal instances at particle landing positions\n - Uses `effect_cleanup.gd` script\n\n3. **ImpactEffectsManager** (`scripts/autoload/impact_effects_manager.gd`)\n - Autoload singleton managing all impact effects\n - Spawns blood decals via `spawn_blood_effect()`\n - Has `MAX_BLOOD_DECALS: int = 100` limit (but footprints should be unlimited per requirements)\n - Already handles blood puddle spawning at hit locations\n\n#### Character Movement Systems\n\n1. **Player** (`scripts/characters/player.gd`)\n - CharacterBody2D-based movement\n - Uses `_physics_process()` for movement via `move_and_slide()`\n - Has velocity tracking for movement direction\n - Walking animation system exists (`_update_walk_animation()`)\n\n2. **Enemy** (`scripts/objects/enemy.gd`)\n - CharacterBody2D-based movement with AI states\n - Uses NavigationAgent2D for pathfinding\n - Walking animation system exists\n\n### External Research\n\n#### Godot Implementation Approaches\n\n1. **Trail Effect with Line2D** ([DEV Community](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo))\n - Uses Line2D node for drawing trails\n - Not ideal for discrete footprints\n\n2. **Particle-based Trails** ([Godot Shaders](https://godotshaders.com/shader/particle-based-trail/))\n - GPU-efficient for continuous trails\n - Overkill for discrete footprint spawning\n\n3. **Sprite2D with Tween Fading** ([Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011))\n - Most appropriate for this use case\n - Each footprint is a Sprite2D instance\n - Alpha value set at spawn time (no animation needed per requirements)\n\n#### Game Development Best Practices\n\n1. **Polygon Treehouse's Footprint System** ([Blog](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go))\n - Uses animation events to trigger footprints at foot landing\n - Fades footprints over time (we don't need this)\n - Limits footprint count for performance (we need unlimited)\n\n2. **Blood Trail FX Asset** ([Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx))\n - Commercial asset with bloody footprints\n - Shows that footprints should be textured (boot shape)\n - Frequency of spawning is adjustable\n\n### Available Libraries/Components\n\n1. **DecalCo Plugin** ([GitHub](https://github.com/Master-J/DecalCo))\n - Shader-based decal solution for Godot 3.x\n - Not compatible with Godot 4.x directly\n\n2. **GPUTrail Plugin** ([GitHub](https://github.com/celyk/GPUTrail))\n - GPU-based trail for Godot 4\n - Better for continuous trails, not discrete footprints\n\n## Proposed Solutions\n\n### Solution 1: Component-Based Footprint Manager (Recommended)\n\n**Architecture:**\n```\nBloodyFeetComponent (Node)\nβββ Tracks \"blood level\" (decreases with each step)\nβββ Detects blood puddle entry via Area2D overlap\nβββ Spawns footprint decals at step intervals\nβββ Attached to Player and Enemy nodes\n\nFootprintDecal (Sprite2D scene)\nβββ boot-shaped texture\nβββ z_index = -1 (below characters)\nβββ rotation matches movement direction\nβββ modulate.a set at spawn time (no fade animation)\n\nBloodyFeetManager (Autoload)\nβββ Preloads footprint scene\nβββ Tracks all footprints (for scene cleanup)\nβββ Handles footprint spawning requests\n```\n\n**Pros:**\n- Clean separation of concerns\n- Reusable component for any character\n- Integrates with existing ImpactEffectsManager pattern\n- Easy to test\n\n**Cons:**\n- Requires new component class\n- Needs to hook into character movement\n\n### Solution 2: Extend Existing Blood Decal System\n\n**Architecture:**\n- Add Area2D to BloodDecal for collision detection\n- Add `bloody_feet` tracking directly to Player/Enemy scripts\n- Spawn footprints from character scripts\n\n**Pros:**\n- Uses existing infrastructure\n- Minimal new code\n\n**Cons:**\n- Clutters character scripts\n- Less reusable\n- Harder to maintain\n\n### Solution 3: Signal-Based Event System\n\n**Architecture:**\n- Blood puddles emit `entered` signal\n- Characters subscribe and set internal state\n- Characters emit `step_taken` signal with position/direction\n- BloodyFeetManager listens and spawns footprints\n\n**Pros:**\n- Fully decoupled\n- Very testable\n- Event-driven\n\n**Cons:**\n- More complex signal wiring\n- May have performance overhead from many signals\n\n## Recommended Approach\n\n**Solution 1 (Component-Based)** is recommended because:\n\n1. Follows existing project patterns (components like HealthComponent, VisionComponent)\n2. Easy to attach to both Player and Enemy\n3. Self-contained logic\n4. Can integrate with existing ImpactEffectsManager for decal management\n5. Testable in isolation\n\n## Implementation Plan\n\n### Phase 1: Create Footprint Assets\n1. Create `footprint.png` texture (boot-shaped, grayscale for tinting)\n2. Create `BloodFootprint.tscn` scene (Sprite2D with script)\n\n### Phase 2: Implement Core System\n1. Create `BloodyFeetComponent` component\n2. Implement blood puddle detection (Area2D overlap)\n3. Implement step tracking (distance-based or animation-event)\n4. Implement footprint spawning with decreasing alpha\n\n### Phase 3: Integration\n1. Add component to Player scene\n2. Add component to Enemy scene\n3. Make blood decals detectable as \"puddles\"\n\n### Phase 4: Testing\n1. Unit tests for BloodyFeetComponent\n2. Integration tests for footprint spawning\n3. Manual gameplay testing\n\n## Technical Specifications\n\n### BloodyFeetComponent Properties\n\n| Property | Type | Default | Description |\n|----------|------|---------|-------------|\n| `blood_steps_count` | int | 6 | Number of bloody footprints before clean |\n| `step_distance` | float | 30.0 | Distance between footprint spawns (pixels) |\n| `initial_alpha` | float | 0.8 | Alpha of first footprint |\n| `alpha_decay_rate` | float | 0.15 | Alpha reduction per step |\n\n### Footprint Decal Properties\n\n| Property | Type | Default | Description |\n|----------|------|---------|-------------|\n| `z_index` | int | -1 | Below characters |\n| `modulate.a` | float | varies | Set at spawn time |\n| `rotation` | float | varies | Matches movement direction |\n| `scale` | Vector2 | (0.5, 0.5) | Size of footprint |\n\n### Blood Detection\n\nBlood puddles need Area2D collision to be detected. Options:\n1. Add Area2D child to BloodDecal scene\n2. Use collision layer/mask for \"blood\" (new layer 7?)\n3. Group-based detection (\"blood_puddle\" group)\n\n## Files to Create/Modify\n\n### New Files\n- `scenes/effects/BloodFootprint.tscn` - Footprint decal scene\n- `scripts/effects/blood_footprint.gd` - Footprint script\n- `scripts/components/bloody_feet_component.gd` - Main component\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `assets/sprites/effects/footprint.png` - Boot texture (or generate procedurally)\n\n### Modified Files\n- `scenes/effects/BloodDecal.tscn` - Add Area2D for detection\n- `scripts/effects/blood_decal.gd` - Add group membership\n- `scenes/characters/Player.tscn` - Add BloodyFeetComponent\n- `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent\n\n## Performance Considerations\n\n1. **Unlimited footprints**: While requirements say unlimited, extremely high counts could impact performance\n - Consider optional soft limit (e.g., 1000) that removes oldest when exceeded\n - Or implement spatial culling for off-screen footprints\n\n2. **Area2D overlap checks**: Use appropriate collision layers to minimize checks\n - Only characters should detect blood puddles\n - Blood puddles should only be detected by characters\n\n3. **Texture memory**: Footprint texture should be small (16x32 or similar)\n - Consider using same gradient-based approach as BloodDecal\n\n## References\n\n### Internal Code References\n- `scripts/effects/blood_decal.gd` - Existing blood stain implementation\n- `scripts/autoload/impact_effects_manager.gd` - Effect spawning patterns\n- `scripts/components/health_component.gd` - Component pattern example\n\n### External References\n- [How to create Trail Effect in Godot Engine](https://dev.to/gauravk_/how-to-create-trail-effect-in-godot-engine-49mo)\n- [Using Area2D - Godot Documentation](https://docs.godotengine.org/en/stable/tutorials/physics/using_area_2d.html)\n- [Footprints are GO! - Polygon Treehouse](https://www.polygon-treehouse.com/blog/2018/3/29/footprints-are-go)\n- [Persistent decals 2D - Godot Forum](https://forum.godotengine.org/t/persistent-decals-2d/32011)\n- [Blood Trail FX - Realtime VFX Store](https://realtimevfxstore.com/products/blood-trail-fx)\n", | |
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| " ### Modified Files", | |
| " - `scenes/effects/BloodDecal.tscn` - Add Area2D for detection", | |
| " - `scripts/effects/blood_decal.gd` - Add group membership", | |
| "-- `scenes/characters/Player.tscn` - Add BloodyFeetComponent", | |
| "+- `scenes/characters/Player.tscn` - Add BloodyFeetComponent (GDScript version)", | |
| "+- `scenes/characters/csharp/Player.tscn` - Add BloodyFeetComponent (C# version)", | |
| " - `scenes/objects/Enemy.tscn` - Add BloodyFeetComponent", | |
| " ", | |
| "+---", | |
| "+", | |
| "+## Debugging Session #2 (2026-01-25)", | |
| "+", | |
| "+### Problem Report", | |
| "+", | |
| "+User reported \"Π½Π΅ Π²ΠΈΠΆΡ ΠΈΠ·ΠΌΠ΅Π½Π΅Π½ΠΈΠΉ\" (I don't see changes) and \"ΠΏΡΠΎΠ²Π΅ΡΡ C#\" (check C#).", | |
| "+", | |
| "+The initial implementation was deployed but footprints were not appearing in the game.", | |
| "+", | |
| "+### Log File Analysis", | |
| "+", | |
| "+**Log file:** `logs/game_log_20260125_044305.txt`", | |
| "+", | |
| "+Key observations from the log:", | |
| "+", | |
| "+1. **BloodyFeetComponent is initializing for enemies:**", | |
| "+ ```", | |
| "+ [04:43:05] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded", | |
| "+ [04:43:05] [INFO] [BloodyFeet:Enemy1] Blood detector created", | |
| "+ [04:43:05] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1", | |
| "+ ```", | |
| "+ (repeated for all 10 enemies)", | |
| "+", | |
| "+2. **No BloodyFeetComponent initialization for Player:**", | |
| "+ - No \"[BloodyFeet:Player]\" messages in the log", | |
| "+", | |
| "+3. **Blood effects are being spawned correctly:**", | |
| "+ ```", | |
| "+ [04:43:10] [INFO] [ImpactEffects] spawn_blood_effect called at (700, 750)", | |
| "+ [04:43:10] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn", | |
| "+ ```", | |
| "+", | |
| "+4. **No blood puddle contact logs appear:**", | |
| "+ - Missing \"Stepped in blood!\" messages", | |
| "+ - Missing footprint spawning logs", | |
| "+", | |
| "+### Root Cause Analysis", | |
| "+", | |
| "+**Two distinct bugs were identified:**", | |
| "+", | |
| "+#### Bug #1: C# Player Scene Missing BloodyFeetComponent", | |
| "+", | |
| "+**Location:** `scenes/characters/csharp/Player.tscn`", | |
| "+", | |
| "+**Cause:** The project has two versions of scenes:", | |
| "+- GDScript version in `scenes/characters/Player.tscn` (has BloodyFeetComponent)", | |
| "+- C# version in `scenes/characters/csharp/Player.tscn` (missing BloodyFeetComponent)", | |
| "+", | |
| "+The `BuildingLevel.tscn` uses the C# Player:", | |
| "+```", | |
| "+[ext_resource ... path=\"res://scenes/characters/csharp/Player.tscn\" id=\"2_player\"]", | |
| "+```", | |
| "+", | |
| "+But the BloodyFeetComponent was only added to the GDScript Player scene.", | |
| "+", | |
| "+**Fix:** Added BloodyFeetComponent to the C# Player scene.", | |
| "+", | |
| "+#### Bug #2: Blood Detector Not Following Character Movement", | |
| "+", | |
| "+**Location:** `scripts/components/bloody_feet_component.gd` line 105", | |
| "+", | |
| "+**Cause:** The blood detector Area2D was added as a child of the BloodyFeetComponent Node:", | |
| "+```gdscript", | |
| "+add_child(_blood_detector) # BUG: adds to Node, not CharacterBody2D", | |
| "+```", | |
| "+", | |
| "+In Godot, a regular `Node` has no transform. When an Area2D is added to a Node, its global_position stays at (0, 0) in world space and does not follow the parent character's movement.", | |
| "+", | |
| "+**Technical Details:**", | |
| "+- `BloodyFeetComponent` extends `Node` (not `Node2D`)", | |
| "+- Nodes don't have position/rotation/scale transforms", | |
| "+- Area2D needs a Node2D parent to inherit transform", | |
| "+- The detector was at origin (0, 0) instead of at the character's feet", | |
| "+", | |
| "+**Fix:** Changed to add the detector to the parent CharacterBody2D:", | |
| "+```gdscript", | |
| "+_parent_body.add_child(_blood_detector) # FIX: adds to CharacterBody2D", | |
| "+```", | |
| "+", | |
| "+### Timeline of Events", | |
| "+", | |
| "+1. **Initial implementation:** BloodyFeetComponent created and added to GDScript scenes", | |
| "+2. **User testing:** User runs game (uses C# Player scene)", | |
| "+3. **Observation:** No footprints appear for player or enemies", | |
| "+4. **Log analysis:** Found missing Player initialization + no blood contact events", | |
| "+5. **Investigation:** Discovered dual scene structure (GDScript vs C#)", | |
| "+6. **Investigation:** Discovered Area2D positioning bug", | |
| "+7. **Fixes applied:** Added component to C# scene + fixed detector positioning", | |
| "+", | |
| "+### Lessons Learned", | |
| "+", | |
| "+1. **Always check which scene version is actually used in levels**", | |
| "+ - Projects may have multiple versions of scenes (GDScript, C#)", | |
| "+ - Level scenes reference specific scene files by path", | |
| "+", | |
| "+2. **Node hierarchy affects Area2D detection**", | |
| "+ - Area2D requires Node2D parent for proper positioning", | |
| "+ - Regular Node has no transform, so children stay at origin", | |
| "+", | |
| "+3. **Enable debug logging during development**", | |
| "+ - Set `debug_logging = true` in scene files for testing", | |
| "+ - Log periodic status updates (e.g., overlap counts, positions)", | |
| "+", | |
| " ## Performance Considerations", | |
| " ", | |
| " 1. **Unlimited footprints**: While requirements say unlimited, extremely high counts could impact performance" | |
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| "content": " 1β[gd_scene load_steps=3 format=3 uid=\"uid://blood_footprint_scene\"]\n 2β\n 3β[ext_resource type=\"Script\" path=\"res://scripts/effects/blood_footprint.gd\" id=\"1_blood_footprint\"]\n 4β\n 5β[sub_resource type=\"Gradient\" id=\"Gradient_footprint\"]\n 6βoffsets = PackedFloat32Array(0, 0.4, 0.7, 1)\n 7βcolors = PackedColorArray(0.5, 0.02, 0.02, 1.0, 0.5, 0.02, 0.02, 0.9, 0.5, 0.02, 0.02, 0.5, 0.5, 0.02, 0.02, 0)\n 8β\n 9β[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_footprint\"]\n 10βgradient = SubResource(\"Gradient_footprint\")\n 11βwidth = 12\n 12βheight = 18\n 13βfill = 1\n 14βfill_from = Vector2(0.5, 0.5)\n 15βfill_to = Vector2(1.0, 0.5)\n 16β\n 17β[node name=\"BloodFootprint\" type=\"Sprite2D\"]\n 18βz_index = -1\n 19βmodulate = Color(1, 1, 1, 0.8)\n 20βtexture = SubResource(\"GradientTexture2D_footprint\")\n 21βscript = ExtResource(\"1_blood_footprint\")\n 22β\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": "Good, the BloodFootprint scene exists. Now let me verify all the files that were modified:" | |
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| "status": "completed", | |
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| "content": "Fix blood detector positioning bug - attach to parent CharacterBody2D", | |
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| "status": "completed", | |
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| }, | |
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| "content": "Verify all files are correctly modified", | |
| "status": "in_progress", | |
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| }, | |
| { | |
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| "content": "diff --git a/scripts/components/bloody_feet_component.gd b/scripts/components/bloody_feet_component.gd\nindex b4b105e..6776073 100644\n--- a/scripts/components/bloody_feet_component.gd\n+++ b/scripts/components/bloody_feet_component.gd\n@@ -102,12 +102,16 @@ func _setup_blood_detector() -> void:\n \tcollision_shape.shape = shape\n \n \t_blood_detector.add_child(collision_shape)\n-\tadd_child(_blood_detector)\n+\n+\t# IMPORTANT: Add detector to the parent CharacterBody2D, not to this Node,\n+\t# so that its position follows the character's movement.\n+\t# If we add to this Node (which has no transform), the detector stays at (0, 0).\n+\t_parent_body.add_child(_blood_detector)\n \n \t# Connect signals for blood detection\n \t_blood_detector.area_entered.connect(_on_area_entered)\n \n-\t_log_info(\"Blood detector created\")\n+\t_log_info(\"Blood detector created and attached to %s\" % _parent_body.name)\n \n \n func _physics_process(delta: float) -> void:\n@@ -122,6 +126,9 @@ func _physics_process(delta: float) -> void:\n \t\t_track_movement()\n \n \n+## Debug: Frame counter for periodic overlap logging\n+var _debug_frame_counter: int = 0\n+\n ## Checks if we're overlapping with any blood puddle via group detection.\n func _check_blood_puddle_overlap() -> void:\n \tif _blood_detector == null:\n@@ -129,6 +136,18 @@ func _check_blood_puddle_overlap() -> void:\n \n \t# Get all overlapping areas\n \tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n+\n+\t# Periodic debug logging (every 120 frames = ~2 seconds at 60fps)\n+\t_debug_frame_counter += 1\n+\tif debug_logging and _debug_frame_counter >= 120:\n+\t\t_debug_frame_counter = 0\n+\t\tvar blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")\n+\t\t_log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [\n+\t\t\toverlapping_areas.size(),\n+\t\t\tblood_puddles_in_scene.size(),\n+\t\t\t_blood_detector.global_position\n+\t\t])\n+\n \tfor area in overlapping_areas:\n \t\t# Check if the area or its parent is a blood puddle\n \t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):", | |
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| "stdout": "diff --git a/scripts/components/bloody_feet_component.gd b/scripts/components/bloody_feet_component.gd\nindex b4b105e..6776073 100644\n--- a/scripts/components/bloody_feet_component.gd\n+++ b/scripts/components/bloody_feet_component.gd\n@@ -102,12 +102,16 @@ func _setup_blood_detector() -> void:\n \tcollision_shape.shape = shape\n \n \t_blood_detector.add_child(collision_shape)\n-\tadd_child(_blood_detector)\n+\n+\t# IMPORTANT: Add detector to the parent CharacterBody2D, not to this Node,\n+\t# so that its position follows the character's movement.\n+\t# If we add to this Node (which has no transform), the detector stays at (0, 0).\n+\t_parent_body.add_child(_blood_detector)\n \n \t# Connect signals for blood detection\n \t_blood_detector.area_entered.connect(_on_area_entered)\n \n-\t_log_info(\"Blood detector created\")\n+\t_log_info(\"Blood detector created and attached to %s\" % _parent_body.name)\n \n \n func _physics_process(delta: float) -> void:\n@@ -122,6 +126,9 @@ func _physics_process(delta: float) -> void:\n \t\t_track_movement()\n \n \n+## Debug: Frame counter for periodic overlap logging\n+var _debug_frame_counter: int = 0\n+\n ## Checks if we're overlapping with any blood puddle via group detection.\n func _check_blood_puddle_overlap() -> void:\n \tif _blood_detector == null:\n@@ -129,6 +136,18 @@ func _check_blood_puddle_overlap() -> void:\n \n \t# Get all overlapping areas\n \tvar overlapping_areas := _blood_detector.get_overlapping_areas()\n+\n+\t# Periodic debug logging (every 120 frames = ~2 seconds at 60fps)\n+\t_debug_frame_counter += 1\n+\tif debug_logging and _debug_frame_counter >= 120:\n+\t\t_debug_frame_counter = 0\n+\t\tvar blood_puddles_in_scene := get_tree().get_nodes_in_group(\"blood_puddle\")\n+\t\t_log_info(\"Overlap check: areas=%d, blood_puddles_in_scene=%d, detector_pos=%s\" % [\n+\t\t\toverlapping_areas.size(),\n+\t\t\tblood_puddles_in_scene.size(),\n+\t\t\t_blood_detector.global_position\n+\t\t])\n+\n \tfor area in overlapping_areas:\n \t\t# Check if the area or its parent is a blood puddle\n \t\tif area.is_in_group(\"blood_puddle\") or (area.get_parent() and area.get_parent().is_in_group(\"blood_puddle\")):", | |
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| "content": "diff --git a/scenes/characters/csharp/Player.tscn b/scenes/characters/csharp/Player.tscn\nindex 56ec35a..4a67b72 100644\n--- a/scenes/characters/csharp/Player.tscn\n+++ b/scenes/characters/csharp/Player.tscn\n@@ -1,4 +1,4 @@\n-[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n+[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n \n [ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n [ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n@@ -9,6 +9,7 @@\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n+[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n \n [sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n radius = 16.0\n@@ -87,3 +88,12 @@ trajectory_tolerance_degrees = 15.0\n \n [node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n shape = SubResource(\"CircleShape2D_threat\")\n+\n+[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n+script = ExtResource(\"10_bloody_feet\")\n+blood_steps_count = 6\n+step_distance = 30.0\n+initial_alpha = 0.8\n+alpha_decay_rate = 0.12\n+footprint_scale = 0.8\n+debug_logging = true", | |
| "is_error": false | |
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| "stdout": "diff --git a/scenes/characters/csharp/Player.tscn b/scenes/characters/csharp/Player.tscn\nindex 56ec35a..4a67b72 100644\n--- a/scenes/characters/csharp/Player.tscn\n+++ b/scenes/characters/csharp/Player.tscn\n@@ -1,4 +1,4 @@\n-[gd_scene load_steps=13 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n+[gd_scene load_steps=14 format=3 uid=\"uid://dv8nq2vj5r7p2\"]\n \n [ext_resource type=\"Script\" path=\"res://Scripts/Characters/Player.cs\" id=\"1_player\"]\n [ext_resource type=\"PackedScene\" uid=\"uid://c5q8m3x7n2k1p\" path=\"res://scenes/weapons/csharp/AssaultRifle.tscn\" id=\"2_assault_rifle\"]\n@@ -9,6 +9,7 @@\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_left_arm.png\" id=\"7_left_arm\"]\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_right_arm.png\" id=\"8_right_arm\"]\n [ext_resource type=\"Texture2D\" path=\"res://assets/sprites/characters/player/player_armband.png\" id=\"9_armband\"]\n+[ext_resource type=\"Script\" path=\"res://scripts/components/bloody_feet_component.gd\" id=\"10_bloody_feet\"]\n \n [sub_resource type=\"CircleShape2D\" id=\"CircleShape2D_player\"]\n radius = 16.0\n@@ -87,3 +88,12 @@ trajectory_tolerance_degrees = 15.0\n \n [node name=\"ThreatCollisionShape\" type=\"CollisionShape2D\" parent=\"ThreatSphere\"]\n shape = SubResource(\"CircleShape2D_threat\")\n+\n+[node name=\"BloodyFeetComponent\" type=\"Node\" parent=\".\"]\n+script = ExtResource(\"10_bloody_feet\")\n+blood_steps_count = 6\n+step_distance = 30.0\n+initial_alpha = 0.8\n+alpha_decay_rate = 0.12\n+footprint_scale = 0.8\n+debug_logging = true", | |
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| "command": "gh pr edit 361 --repo Jhon-Crow/godot-topdown-MVP --body \"$(cat <<'EOF'\n## Summary\n\nImplements bloody footprints feature as requested in #360. When the player or an enemy steps into a blood puddle, bloody boot footprints appear behind them, becoming more transparent with each step until they disappear.\n\n### Key Features\n- **Blood puddle detection**: Characters detect when they step in blood via Area2D overlap\n- **Fading footprints**: Each consecutive footprint is more transparent than the previous\n- **Persistent decals**: Footprints do NOT fade over time (as per requirements)\n- **Unlimited count**: No maximum limit on footprints (as per requirements)\n- **Both characters**: Feature applies to both player and enemies\n- **Alternating feet**: Left/right foot alternation for realistic trail\n\n### Technical Implementation\n- New `BloodyFeetComponent` component attached to Player and Enemy scenes\n- New `BloodFootprint.tscn` scene for footprint decals\n- Updated `BloodDecal` script to add Area2D collision for puddle detection\n- Added unit tests for `BloodyFeetComponent`\n\n### Configuration (BloodyFeetComponent)\n| Property | Default | Description |\n|----------|---------|-------------|\n| `blood_steps_count` | 6 | Number of footprints before blood runs out |\n| `step_distance` | 30.0 | Pixels between footprint spawns |\n| `initial_alpha` | 0.8 | Alpha of first footprint |\n| `alpha_decay_rate` | 0.12 | Alpha reduction per step |\n| `footprint_scale` | 0.8 | Size multiplier for footprints |\n\n### Bug Fixes (2026-01-25)\n\nFixed two critical bugs preventing footprints from appearing:\n\n1. **C# Player Scene Missing Component**: The `BloodyFeetComponent` was only added to the GDScript Player scene, but `BuildingLevel.tscn` uses the C# Player scene (`scenes/characters/csharp/Player.tscn`). Added the component to the C# scene.\n\n2. **Blood Detector Not Following Character**: The Area2D blood detector was parented to the `BloodyFeetComponent` Node (which has no transform), causing it to stay at world position (0, 0) instead of following the character. Fixed by parenting the detector to the CharacterBody2D.\n\n### Debug Logging\n- Enabled `debug_logging = true` in scene files for testing\n- Added logging to `blood_decal.gd` for tracing puddle creation\n- Added periodic overlap check logging to `BloodyFeetComponent`\n\n### Files Changed\n- `scripts/components/bloody_feet_component.gd` - Main component (fixed detector positioning)\n- `scripts/effects/blood_footprint.gd` - Footprint decal script\n- `scenes/effects/BloodFootprint.tscn` - Footprint scene\n- `scripts/effects/blood_decal.gd` - Added puddle detection Area2D + logging\n- `scenes/characters/Player.tscn` - Added BloodyFeetComponent (GDScript version)\n- `scenes/characters/csharp/Player.tscn` - Added BloodyFeetComponent (C# version)\n- `scenes/objects/Enemy.tscn` - Added BloodyFeetComponent\n- `tests/unit/test_bloody_feet_component.gd` - Unit tests\n- `docs/case-studies/issue-360/README.md` - Case study with debugging analysis\n- `docs/case-studies/issue-360/logs/` - Game logs for analysis\n\n## Test plan\n\n- [ ] Player stepping in blood puddle triggers footprint spawning\n- [ ] Footprints fade in alpha with each step (not over time)\n- [ ] Footprints stop appearing after `blood_steps_count` steps\n- [ ] Stepping in blood again resets the footprint counter\n- [ ] Enemies also leave bloody footprints\n- [ ] Footprints rotate to match movement direction\n- [ ] No performance issues with many footprints\n- [ ] Unit tests pass\n\nFixes #360\n\nπ€ Generated with [Claude Code](https://claude.com/claude-code)\nEOF\n)\"", | |
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| "command": "gh pr comment 361 --repo Jhon-Crow/godot-topdown-MVP --body \"$(cat <<'EOF'\n## π§ ΠΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΡ (Bug Fixes)\n\nΠΡΠΎΠ°Π½Π°Π»ΠΈΠ·ΠΈΡΠΎΠ²Π°Π» Π»ΠΎΠ³-ΡΠ°ΠΉΠ» `game_log_20260125_044305.txt` ΠΈ Π½Π°ΡΠ΅Π» Π΄Π²Π΅ ΠΊΠ»ΡΡΠ΅Π²ΡΠ΅ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ:\n\n### 1. C# Player Π½Π΅ ΠΈΠΌΠ΅Π» BloodyFeetComponent\n\nΠ Π»ΠΎΠ³Π΅ Π±ΡΠ»ΠΈ Π·Π°ΠΏΠΈΡΠΈ ΠΎΠ± ΠΈΠ½ΠΈΡΠΈΠ°Π»ΠΈΠ·Π°ΡΠΈΠΈ BloodyFeetComponent Π΄Π»Ρ Π²ΡΠ΅Ρ Π²ΡΠ°Π³ΠΎΠ²:\n```\n[BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n...\n```\n\nΠΠΎ **Π½Π΅ Π±ΡΠ»ΠΎ** Π·Π°ΠΏΠΈΡΠ΅ΠΉ Π΄Π»Ρ Player. ΠΡΠΈΡΠΈΠ½Π°: `BuildingLevel.tscn` ΠΈΡΠΏΠΎΠ»ΡΠ·ΡΠ΅Ρ `scenes/characters/csharp/Player.tscn` (C# Π²Π΅ΡΡΠΈΡ), Π½ΠΎ ΠΊΠΎΠΌΠΏΠΎΠ½Π΅Π½Ρ Π±ΡΠ» Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ ΡΠΎΠ»ΡΠΊΠΎ Π² `scenes/characters/Player.tscn` (GDScript Π²Π΅ΡΡΠΈΡ).\n\n**ΠΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅:** ΠΠΎΠ±Π°Π²ΠΈΠ» BloodyFeetComponent Π² C# Π²Π΅ΡΡΠΈΡ Player.tscn.\n\n### 2. ΠΠ΅ΡΠ΅ΠΊΡΠΎΡ ΠΊΡΠΎΠ²ΠΈ Π½Π΅ ΡΠ»Π΅Π΄ΠΎΠ²Π°Π» Π·Π° ΠΏΠ΅ΡΡΠΎΠ½Π°ΠΆΠ΅ΠΌ\n\nArea2D Π΄Π»Ρ ΠΎΠ±Π½Π°ΡΡΠΆΠ΅Π½ΠΈΡ Π»ΡΠΆ ΠΊΡΠΎΠ²ΠΈ Π±ΡΠ» Π΄ΠΎΠ±Π°Π²Π»Π΅Π½ ΠΊΠ°ΠΊ Π΄ΠΎΡΠ΅ΡΠ½ΠΈΠΉ ΡΠ»Π΅ΠΌΠ΅Π½Ρ Node (BloodyFeetComponent), Π° Π½Π΅ CharacterBody2D. Π Godot, ΠΎΠ±ΡΡΠ½ΡΠΉ Node Π½Π΅ ΠΈΠΌΠ΅Π΅Ρ ΡΡΠ°Π½ΡΡΠΎΡΠΌΠ°ΡΠΈΠΈ - ΠΏΠΎΡΡΠΎΠΌΡ Π΄Π΅ΡΠ΅ΠΊΡΠΎΡ ΠΎΡΡΠ°Π²Π°Π»ΡΡ Π½Π° ΠΏΠΎΠ·ΠΈΡΠΈΠΈ (0, 0) Π² ΠΌΠΈΡΠΎΠ²ΡΡ ΠΊΠΎΠΎΡΠ΄ΠΈΠ½Π°ΡΠ°Ρ Π²ΠΌΠ΅ΡΡΠΎ ΡΠΎΠ³ΠΎ, ΡΡΠΎΠ±Ρ ΡΠ»Π΅Π΄ΠΎΠ²Π°ΡΡ Π·Π° ΠΈΠ³ΡΠΎΠΊΠΎΠΌ.\n\n**ΠΡΠΏΡΠ°Π²Π»Π΅Π½ΠΈΠ΅:** ΠΠ·ΠΌΠ΅Π½ΠΈΠ» `_setup_blood_detector()` ΡΡΠΎΠ±Ρ Π΄ΠΎΠ±Π°Π²Π»ΡΡΡ Area2D ΠΊ ΡΠΎΠ΄ΠΈΡΠ΅Π»ΡΡΠΊΠΎΠΌΡ CharacterBody2D:\n```gdscript\n# ΠΡΠ»ΠΎ (Π±Π°Π³):\nadd_child(_blood_detector)\n\n# Π‘ΡΠ°Π»ΠΎ (ΠΈΡΠΏΡΠ°Π²Π»Π΅Π½ΠΎ):\n_parent_body.add_child(_blood_detector)\n```\n\n### ΠΠΎΠ±Π°Π²Π»Π΅Π½ΠΎ ΠΎΡΠ»Π°Π΄ΠΎΡΠ½ΠΎΠ΅ Π»ΠΎΠ³ΠΈΡΠΎΠ²Π°Π½ΠΈΠ΅\n\nΠΠΊΠ»ΡΡΠΈΠ» `debug_logging = true` Π² ΡΡΠ΅Π½Π°Ρ , ΡΡΠΎΠ±Ρ Π±ΡΠ»ΠΎ ΠΏΡΠΎΡΠ΅ ΡΠ΅ΡΡΠΈΡΠΎΠ²Π°ΡΡ. Π Π»ΠΎΠ³Π°Ρ ΡΠ΅ΠΏΠ΅ΡΡ Π±ΡΠ΄ΡΡ ΠΏΠΎΡΠ²Π»ΡΡΡΡΡ:\n- Π‘ΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ ΠΎ ΡΠΎΠ·Π΄Π°Π½ΠΈΠΈ Π»ΡΠΆ ΠΊΡΠΎΠ²ΠΈ\n- ΠΠ΅ΡΠΈΠΎΠ΄ΠΈΡΠ΅ΡΠΊΠΈΠ΅ ΠΏΡΠΎΠ²Π΅ΡΠΊΠΈ ΠΏΠ΅ΡΠ΅ΠΊΡΡΡΠΈΠΉ (ΠΊΠ°ΠΆΠ΄ΡΠ΅ ~2 ΡΠ΅ΠΊΡΠ½Π΄Ρ)\n- Π‘ΠΎΠΎΠ±ΡΠ΅Π½ΠΈΡ ΠΎ ΡΠ°Π³Π°Ρ Π² ΠΊΡΠΎΠ²Ρ ΠΈ ΡΠΎΠ·Π΄Π°Π½ΠΈΠΈ ΡΠ»Π΅Π΄ΠΎΠ²\n\nΠΠΎΠΆΠ°Π»ΡΠΉΡΡΠ°, ΠΏΡΠΎΡΠ΅ΡΡΠΈΡΡΠΉΡΠ΅ Π΅ΡΡ ΡΠ°Π·!\nEOF\n)\"", | |
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| "text": "I've completed the debugging and fixed both root causes of the bloody footprints not appearing. Here's a summary:\n\n## Summary of Fixes\n\n### Root Cause #1: Missing Component in C# Player Scene\nThe `BloodyFeetComponent` was only added to the GDScript Player scene (`scenes/characters/Player.tscn`), but the `BuildingLevel.tscn` actually uses the C# Player scene (`scenes/characters/csharp/Player.tscn`). This is why the player initialization logs were missing from the game log.\n\n**Fix:** Added `BloodyFeetComponent` to `scenes/characters/csharp/Player.tscn`.\n\n### Root Cause #2: Blood Detector Not Following Character Movement\nThe Area2D blood detector was being added as a child of the `BloodyFeetComponent` Node (which is just a regular Node, not Node2D). In Godot, regular Nodes have no transform, so the Area2D remained at world position (0, 0) instead of following the character around.\n\n**Fix:** Changed `_setup_blood_detector()` to add the detector to `_parent_body` (the CharacterBody2D) instead of to the component itself.\n\n### Additional Changes\n- Added debug logging to `blood_decal.gd` to trace puddle creation\n- Added periodic overlap check logging to `BloodyFeetComponent`\n- Enabled `debug_logging = true` in scene files for testing\n- Updated case study documentation with the debugging timeline and analysis\n- Added the game log file to the case study folder\n\n**Pull Request:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361" | |
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| "result": "I've completed the debugging and fixed both root causes of the bloody footprints not appearing. Here's a summary:\n\n## Summary of Fixes\n\n### Root Cause #1: Missing Component in C# Player Scene\nThe `BloodyFeetComponent` was only added to the GDScript Player scene (`scenes/characters/Player.tscn`), but the `BuildingLevel.tscn` actually uses the C# Player scene (`scenes/characters/csharp/Player.tscn`). This is why the player initialization logs were missing from the game log.\n\n**Fix:** Added `BloodyFeetComponent` to `scenes/characters/csharp/Player.tscn`.\n\n### Root Cause #2: Blood Detector Not Following Character Movement\nThe Area2D blood detector was being added as a child of the `BloodyFeetComponent` Node (which is just a regular Node, not Node2D). In Godot, regular Nodes have no transform, so the Area2D remained at world position (0, 0) instead of following the character around.\n\n**Fix:** Changed `_setup_blood_detector()` to add the detector to `_parent_body` (the CharacterBody2D) instead of to the component itself.\n\n### Additional Changes\n- Added debug logging to `blood_decal.gd` to trace puddle creation\n- Added periodic overlap check logging to `BloodyFeetComponent`\n- Enabled `debug_logging = true` in scene files for testing\n- Updated case study documentation with the debugging timeline and analysis\n- Added the game log file to the case study folder\n\n**Pull Request:** https://github.com/Jhon-Crow/godot-topdown-MVP/pull/361", | |
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| "webSearchRequests": 0, | |
| "costUSD": 0.049963, | |
| "contextWindow": 200000, | |
| "maxOutputTokens": 64000 | |
| }, | |
| "claude-opus-4-5-20251101": { | |
| "inputTokens": 6948, | |
| "outputTokens": 17183, | |
| "cacheReadInputTokens": 4365450, | |
| "cacheCreationInputTokens": 86229, | |
| "webSearchRequests": 0, | |
| "costUSD": 3.1859712500000015, | |
| "contextWindow": 200000, | |
| "maxOutputTokens": 64000 | |
| } | |
| }, | |
| "permission_denials": [], | |
| "uuid": "1cd43748-d8ea-43ea-b8ad-f9922d6b0596" | |
| } | |
| [2026-01-25T01:51:52.947Z] [INFO] π° Anthropic official cost captured from success result: $3.235934 | |
| [2026-01-25T01:51:53.397Z] [INFO] | |
| β Claude command completed | |
| [2026-01-25T01:51:53.398Z] [INFO] π Total messages: 0, Tool uses: 0 | |
| [2026-01-25T01:51:53.504Z] [INFO] | |
| π° Token Usage Summary: | |
| [2026-01-25T01:51:53.504Z] [INFO] | |
| π Claude Opus 4.5: | |
| [2026-01-25T01:51:53.505Z] [INFO] Model ID: claude-opus-4-5-20251101 | |
| [2026-01-25T01:51:53.506Z] [INFO] Provider: Anthropic | |
| [2026-01-25T01:51:53.506Z] [INFO] Context window: 200 000 tokens | |
| [2026-01-25T01:51:53.506Z] [INFO] Max output: 64 000 tokens | |
| [2026-01-25T01:51:53.506Z] [INFO] Input modalities: text, image, pdf | |
| [2026-01-25T01:51:53.507Z] [INFO] Output modalities: text | |
| [2026-01-25T01:51:53.507Z] [INFO] Knowledge cutoff: 2025-03-31 | |
| [2026-01-25T01:51:53.507Z] [INFO] Released: 2025-11-01 | |
| [2026-01-25T01:51:53.507Z] [INFO] Capabilities: Attachments, Reasoning, Temperature, Tool calls | |
| [2026-01-25T01:51:53.507Z] [INFO] Open weights: No | |
| [2026-01-25T01:51:53.507Z] [INFO] | |
| [2026-01-25T01:51:53.508Z] [INFO] Usage: | |
| [2026-01-25T01:51:53.508Z] [INFO] Input tokens: 20 328 | |
| [2026-01-25T01:51:53.508Z] [INFO] Cache creation tokens: 207 886 | |
| [2026-01-25T01:51:53.509Z] [INFO] Cache read tokens: 7 056 178 | |
| [2026-01-25T01:51:53.509Z] [INFO] Output tokens: 805 | |
| [2026-01-25T01:51:53.509Z] [INFO] | |
| [2026-01-25T01:51:53.509Z] [INFO] Cost Calculation (USD): | |
| [2026-01-25T01:51:53.510Z] [INFO] Input: 20 328 tokens Γ $5/M = $0.101640 | |
| [2026-01-25T01:51:53.510Z] [INFO] Cache write: 207 886 tokens Γ $6.25/M = $1.299287 | |
| [2026-01-25T01:51:53.510Z] [INFO] Cache read: 7 056 178 tokens Γ $0.5/M = $3.528089 | |
| [2026-01-25T01:51:53.510Z] [INFO] Output: 805 tokens Γ $25/M = $0.020125 | |
| [2026-01-25T01:51:53.510Z] [INFO] βββββββββββββββββββββββββββββββββ | |
| [2026-01-25T01:51:53.511Z] [INFO] Total: $4.949141 | |
| [2026-01-25T01:51:53.511Z] [INFO] | |
| π Token Budget Statistics: | |
| [2026-01-25T01:51:53.511Z] [INFO] Context window: | |
| [2026-01-25T01:51:53.511Z] [INFO] Used: 7 284 392 tokens | |
| [2026-01-25T01:51:53.512Z] [INFO] Limit: 200 000 tokens | |
| [2026-01-25T01:51:53.512Z] [INFO] Ratio: 36.4220 (3642.20%) | |
| [2026-01-25T01:51:53.512Z] [INFO] Output tokens: | |
| [2026-01-25T01:51:53.512Z] [INFO] Used: 805 tokens | |
| [2026-01-25T01:51:53.512Z] [INFO] Limit: 64 000 tokens | |
| [2026-01-25T01:51:53.512Z] [INFO] Ratio: 0.0126 (1.26%) | |
| [2026-01-25T01:51:53.513Z] [INFO] Total session tokens: 229 019 | |
| [2026-01-25T01:51:53.513Z] [INFO] | |
| π° Cost estimation: | |
| [2026-01-25T01:51:53.513Z] [INFO] Public pricing estimate: $4.949141 USD | |
| [2026-01-25T01:51:53.513Z] [INFO] Calculated by Anthropic: $3.235934 USD | |
| [2026-01-25T01:51:53.514Z] [INFO] Difference: $-1.713207 (-34.62%) | |
| [2026-01-25T01:51:53.514Z] [INFO] Total tokens: 229 019 | |
| [2026-01-25T01:51:53.514Z] [INFO] | |
| π‘ To continue this session in Claude Code interactive mode: | |
| [2026-01-25T01:51:53.514Z] [INFO] (cd "/tmp/gh-issue-solver-1769305505374" && claude --resume 3dc4328d-5e03-40c9-9619-0f2ad8a0fc61 --model opus) | |
| [2026-01-25T01:51:53.515Z] [INFO] | |
| π Checking for uncommitted changes... | |
| [2026-01-25T01:51:53.594Z] [INFO] β No uncommitted changes found | |
| [2026-01-25T01:51:53.595Z] [INFO] No initial commit hash from session, attempting to detect from branch... | |
| [2026-01-25T01:51:53.595Z] [INFO] Attempting to detect CLAUDE.md or .gitkeep commit from branch structure... | |
| [2026-01-25T01:51:53.717Z] [INFO] Neither CLAUDE.md nor .gitkeep exists in current branch | |
| [2026-01-25T01:51:53.718Z] [INFO] Could not safely detect initial commit to revert | |
| [2026-01-25T01:51:53.719Z] [INFO] | |
| === Session Summary === | |
| [2026-01-25T01:51:53.719Z] [INFO] β Session ID: 3dc4328d-5e03-40c9-9619-0f2ad8a0fc61 | |
| [2026-01-25T01:51:53.719Z] [INFO] β Complete log file: /home/hive/3dc4328d-5e03-40c9-9619-0f2ad8a0fc61.log | |
| [2026-01-25T01:51:53.719Z] [INFO] | |
| [2026-01-25T01:51:53.719Z] [INFO] π‘ To continue this session in Claude Code interactive mode: | |
| [2026-01-25T01:51:53.720Z] [INFO] | |
| [2026-01-25T01:51:53.720Z] [INFO] (cd "/tmp/gh-issue-solver-1769305505374" && claude --resume 3dc4328d-5e03-40c9-9619-0f2ad8a0fc61 --model opus) | |
| [2026-01-25T01:51:53.720Z] [INFO] | |
| [2026-01-25T01:51:53.721Z] [INFO] | |
| π Searching for created pull requests or comments... | |
| [2026-01-25T01:51:54.023Z] [INFO] | |
| π Checking for pull requests from branch issue-360-6b008a412327... | |
| [2026-01-25T01:51:54.417Z] [INFO] β Found pull request #361: "feat: add bloody footprints (ΠΊΡΠΎΠ²Π°Π²ΡΠ΅ ΡΠ»Π΅Π΄Ρ)" | |
| [2026-01-25T01:51:54.741Z] [INFO] β PR body already contains issue reference | |
| [2026-01-25T01:51:54.742Z] [INFO] β PR is already ready for review | |
| [2026-01-25T01:51:54.743Z] [INFO] | |
| π Uploading solution draft log to Pull Request... | |
| [2026-01-25T01:51:54.809Z] [INFO] π° Calculated cost: $4.949141 |
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