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March 11, 2026 21:58
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| # Solve.mjs Log - 2026-03-11T21:47:57.422Z | |
| [2026-03-11T21:47:57.423Z] [INFO] 📁 Log file: /home/hive/solve-2026-03-11T21-47-57-422Z.log | |
| [2026-03-11T21:47:57.424Z] [INFO] (All output will be logged here) | |
| [2026-03-11T21:47:57.945Z] [INFO] | |
| [2026-03-11T21:47:57.946Z] [INFO] 🚀 solve v1.30.4 | |
| [2026-03-11T21:47:57.946Z] [INFO] 🔧 Raw command executed: | |
| [2026-03-11T21:47:57.946Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats | |
| [2026-03-11T21:47:57.947Z] [INFO] | |
| [2026-03-11T21:47:57.964Z] [INFO] | |
| [2026-03-11T21:47:57.965Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED | |
| [2026-03-11T21:47:57.965Z] [INFO] | |
| [2026-03-11T21:47:57.965Z] [INFO] This option will upload the complete solution draft log file to the Pull Request. | |
| [2026-03-11T21:47:57.965Z] [INFO] The log may contain sensitive information such as: | |
| [2026-03-11T21:47:57.966Z] [INFO] • API keys, tokens, or secrets | |
| [2026-03-11T21:47:57.966Z] [INFO] • File paths and directory structures | |
| [2026-03-11T21:47:57.966Z] [INFO] • Command outputs and error messages | |
| [2026-03-11T21:47:57.966Z] [INFO] • Internal system information | |
| [2026-03-11T21:47:57.966Z] [INFO] | |
| [2026-03-11T21:47:57.967Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log | |
| [2026-03-11T21:47:57.967Z] [INFO] might contain sensitive data that should not be shared publicly. | |
| [2026-03-11T21:47:57.967Z] [INFO] | |
| [2026-03-11T21:47:57.967Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort) | |
| [2026-03-11T21:47:57.968Z] [INFO] | |
| [2026-03-11T21:48:02.974Z] [INFO] | |
| [2026-03-11T21:48:02.997Z] [INFO] 💾 Disk space check: 40909MB available (2048MB required) ✅ | |
| [2026-03-11T21:48:02.999Z] [INFO] 🧠 Memory check: 10691MB available, swap: none, total: 10691MB (256MB required) ✅ | |
| [2026-03-11T21:48:03.019Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-03-11T21:48:03.020Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled) | |
| [2026-03-11T21:48:03.020Z] [INFO] 📋 URL validation: | |
| [2026-03-11T21:48:03.021Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023 | |
| [2026-03-11T21:48:03.021Z] [INFO] Is Issue URL: true | |
| [2026-03-11T21:48:03.021Z] [INFO] Is PR URL: false | |
| [2026-03-11T21:48:03.022Z] [INFO] 🔍 Checking repository access for auto-fork... | |
| [2026-03-11T21:48:03.742Z] [INFO] Repository visibility: public | |
| [2026-03-11T21:48:03.743Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode | |
| [2026-03-11T21:48:03.745Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled) | |
| [2026-03-11T21:48:04.087Z] [INFO] Repository visibility: public | |
| [2026-03-11T21:48:04.089Z] [INFO] Auto-cleanup default: false (repository is public) | |
| [2026-03-11T21:48:04.090Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #1023... | |
| [2026-03-11T21:48:04.771Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP... | |
| [2026-03-11T21:48:06.687Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #1023 | |
| [2026-03-11T21:48:06.688Z] [INFO] PR #1022: created 0h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.688Z] [INFO] PR #1022: Branch 'issue-974-d2e2b6d6a8b5' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.689Z] [INFO] PR #1018: created 0h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.689Z] [INFO] PR #1018: Branch 'issue-959-f95943b6110e' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.689Z] [INFO] PR #1017: created 0h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.689Z] [INFO] PR #1017: Branch 'issue-972-175adedf99b2' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1016: created 1h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1016: Branch 'issue-949-2642b2262520' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1013: created 1h ago (OPEN, draft) | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1013: Branch 'issue-809-a3b91a0ec33d' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1012: created 1h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.690Z] [INFO] PR #1012: Branch 'issue-944-789412275097' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.691Z] [INFO] PR #1010: created 1h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.691Z] [INFO] PR #1010: Branch 'issue-997-7c2d92f22fe6' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.691Z] [INFO] PR #986: created 53h ago (OPEN, draft) | |
| [2026-03-11T21:48:06.691Z] [INFO] PR #986: Branch 'issue-818-9aeb1f7a2c85' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.691Z] [INFO] PR #980: created 101h ago (OPEN, ready) | |
| [2026-03-11T21:48:06.692Z] [INFO] PR #980: Branch 'issue-969-263b3486f12c' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.692Z] [INFO] PR #956: created 220h ago (OPEN, draft) | |
| [2026-03-11T21:48:06.692Z] [INFO] PR #956: Branch 'issue-953-4601ef112f27' doesn't match expected pattern 'issue-1023-*' - skipping | |
| [2026-03-11T21:48:06.692Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual | |
| [2026-03-11T21:48:06.692Z] [INFO] 📝 Issue mode: Working with issue #1023 | |
| [2026-03-11T21:48:06.693Z] [INFO] | |
| Creating temporary directory: /tmp/gh-issue-solver-1773265686693 | |
| [2026-03-11T21:48:06.695Z] [INFO] | |
| 🍴 Fork mode: ENABLED | |
| [2026-03-11T21:48:06.695Z] [INFO] Checking fork status... | |
| [2026-03-11T21:48:06.996Z] [INFO] 🔍 Detecting fork conflicts... | |
| [2026-03-11T21:48:12.891Z] [INFO] ✅ No fork conflict: Safe to proceed | |
| [2026-03-11T21:48:13.157Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:48:13.158Z] [INFO] 🔍 Validating fork parent... | |
| [2026-03-11T21:48:13.510Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:48:13.513Z] [INFO] | |
| 📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:48:19.559Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1773265686693 | |
| [2026-03-11T21:48:19.570Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:48:19.581Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote | |
| [2026-03-11T21:48:19.582Z] [INFO] 🔄 Fetching upstream... | |
| [2026-03-11T21:48:20.673Z] [INFO] ✅ Upstream fetched: Successfully | |
| [2026-03-11T21:48:20.674Z] [INFO] 🔄 Syncing default branch... | |
| [2026-03-11T21:48:21.010Z] [INFO] ℹ️ Default branch: main | |
| [2026-03-11T21:48:21.329Z] [INFO] ✅ Default branch synced: with upstream/main | |
| [2026-03-11T21:48:21.330Z] [INFO] 🔄 Pushing to fork: main branch | |
| [2026-03-11T21:48:22.127Z] [INFO] ✅ Fork updated: Default branch pushed to fork | |
| [2026-03-11T21:48:22.202Z] [INFO] | |
| 📌 Default branch: main | |
| [2026-03-11T21:48:22.234Z] [INFO] | |
| 🌿 Creating branch: issue-1023-d0a2c2875f00 from main (default) | |
| [2026-03-11T21:48:22.256Z] [INFO] 🔍 Verifying: Branch creation... | |
| [2026-03-11T21:48:22.268Z] [INFO] ✅ Branch created: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:22.268Z] [INFO] ✅ Current branch: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:22.269Z] [INFO] Branch operation: Create new branch | |
| [2026-03-11T21:48:22.269Z] [INFO] Branch verification: Matches expected | |
| [2026-03-11T21:48:22.274Z] [INFO] | |
| 🚀 Auto PR creation: ENABLED | |
| [2026-03-11T21:48:22.275Z] [INFO] Creating: Initial commit and draft PR... | |
| [2026-03-11T21:48:22.275Z] [INFO] | |
| [2026-03-11T21:48:22.275Z] [INFO] Using .gitkeep mode (--claude-file=false, --gitkeep-file=true, --auto-gitkeep-file=true) | |
| [2026-03-11T21:48:22.275Z] [INFO] 📝 Creating: .gitkeep (default) | |
| [2026-03-11T21:48:22.276Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023 | |
| [2026-03-11T21:48:22.277Z] [INFO] Issue URL from argv._[0]: undefined | |
| [2026-03-11T21:48:22.277Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023 | |
| [2026-03-11T21:48:22.277Z] [INFO] ✅ File created: .gitkeep | |
| [2026-03-11T21:48:22.278Z] [INFO] 📦 Adding file: To git staging | |
| [2026-03-11T21:48:22.323Z] [INFO] Git status after add: A .gitkeep | |
| [2026-03-11T21:48:22.324Z] [INFO] 📝 Creating commit: With .gitkeep file | |
| [2026-03-11T21:48:22.348Z] [INFO] ✅ Commit created: Successfully with .gitkeep | |
| [2026-03-11T21:48:22.349Z] [INFO] Commit output: [issue-1023-d0a2c2875f00 18635cbb] Initial commit with task details | |
| 1 file changed, 1 insertion(+) | |
| create mode 100644 .gitkeep | |
| [2026-03-11T21:48:22.359Z] [INFO] Commit hash: 18635cb... | |
| [2026-03-11T21:48:22.372Z] [INFO] Latest commit: 18635cbb Initial commit with task details | |
| [2026-03-11T21:48:22.406Z] [INFO] Git status: clean | |
| [2026-03-11T21:48:22.416Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch) | |
| [2026-03-11T21:48:22.429Z] [INFO] Branch info: * issue-1023-d0a2c2875f00 18635cbb [origin/main: ahead 1] Initial commit with task details | |
| main 31eda0e5 [origin/main] Merge pull request #1021 from konard/issue-1020-43db2876ecd0 | |
| [2026-03-11T21:48:22.430Z] [INFO] 📤 Pushing branch: To remote repository... | |
| [2026-03-11T21:48:22.430Z] [INFO] Push command: git push -u origin issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:23.276Z] [INFO] Push exit code: 0 | |
| [2026-03-11T21:48:23.277Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-1023-d0a2c2875f00' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-1023-d0a2c2875f00 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-1023-d0a2c2875f00 -> issue-1023-d0a2c2875f00 | |
| branch 'issue-1023-d0a2c2875f00' set up to track 'origin/issue-1023-d0a2c2875f00'. | |
| [2026-03-11T21:48:23.278Z] [INFO] ✅ Branch pushed: Successfully to remote | |
| [2026-03-11T21:48:23.278Z] [INFO] Push output: remote: | |
| remote: Create a pull request for 'issue-1023-d0a2c2875f00' on GitHub by visiting: | |
| remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-1023-d0a2c2875f00 | |
| remote: | |
| To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git | |
| * [new branch] issue-1023-d0a2c2875f00 -> issue-1023-d0a2c2875f00 | |
| branch 'issue-1023-d0a2c2875f00' set up to track 'origin/issue-1023-d0a2c2875f00'. | |
| [2026-03-11T21:48:23.278Z] [INFO] Waiting for GitHub to sync... | |
| [2026-03-11T21:48:25.782Z] [INFO] Compare API check: 1 commit(s) ahead of main | |
| [2026-03-11T21:48:25.783Z] [INFO] GitHub compare API ready: 1 commit(s) found | |
| [2026-03-11T21:48:26.120Z] [INFO] Branch verified on GitHub: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:26.425Z] [INFO] Remote commit SHA: 18635cb... | |
| [2026-03-11T21:48:26.425Z] [INFO] 📋 Getting issue: Title from GitHub... | |
| [2026-03-11T21:48:26.934Z] [INFO] Issue title: "update сложность Black metal" | |
| [2026-03-11T21:48:26.935Z] [INFO] 👤 Getting user: Current GitHub account... | |
| [2026-03-11T21:48:27.250Z] [INFO] Current user: konard | |
| [2026-03-11T21:48:27.512Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-03-11T21:48:27.513Z] [INFO] User is not a collaborator (will skip assignment) | |
| [2026-03-11T21:48:27.514Z] [INFO] 🔄 Fetching: Latest main branch... | |
| [2026-03-11T21:48:27.924Z] [INFO] ✅ Base updated: Fetched latest main | |
| [2026-03-11T21:48:27.925Z] [INFO] 🔍 Checking: Commits between branches... | |
| [2026-03-11T21:48:27.936Z] [INFO] Commits ahead of origin/main: 1 | |
| [2026-03-11T21:48:27.936Z] [INFO] ✅ Commits found: 1 commit(s) ahead | |
| [2026-03-11T21:48:27.936Z] [INFO] 🔀 Creating PR: Draft pull request... | |
| [2026-03-11T21:48:27.937Z] [INFO] 🎯 Target branch: main (default) | |
| [2026-03-11T21:48:27.937Z] [INFO] PR Title: [WIP] update сложность Black metal | |
| [2026-03-11T21:48:27.937Z] [INFO] Base branch: main | |
| [2026-03-11T21:48:27.937Z] [INFO] Head branch: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:27.937Z] [INFO] Assignee: konard | |
| [2026-03-11T21:48:27.938Z] [INFO] PR Body: | |
| ## 🤖 AI-Powered Solution Draft | |
| This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#1023. | |
| ### 📋 Issue Reference | |
| Fixes Jhon-Crow/godot-topdown-MVP#1023 | |
| ### 🚧 Status | |
| **Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft. | |
| ### 📝 Implementation Details | |
| _Details will be added as the solution draft is developed..._ | |
| --- | |
| *This PR was created automatically by the AI issue solver* | |
| [2026-03-11T21:48:27.938Z] [INFO] Command: cd "/tmp/gh-issue-solver-1773265686693" && gh pr create --draft --title "$(cat '/tmp/pr-title-1773265707938.txt')" --body-file "/tmp/pr-body-1773265707938.md" --base main --head konard:issue-1023-d0a2c2875f00 --repo Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:48:29.615Z] [INFO] 🔍 Verifying: PR creation... | |
| [2026-03-11T21:48:30.078Z] [INFO] ✅ Verification: PR exists on GitHub | |
| [2026-03-11T21:48:30.078Z] [INFO] ✅ PR created: #1024 | |
| [2026-03-11T21:48:30.079Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1024 | |
| [2026-03-11T21:48:30.079Z] [INFO] ℹ️ Note: Could not assign (no permission) | |
| [2026-03-11T21:48:30.080Z] [INFO] 🔗 Linking: Issue #1023 to PR #1024... | |
| [2026-03-11T21:48:30.395Z] [INFO] Issue node ID: I_kwDOQ35BQ87yC-s3 | |
| [2026-03-11T21:48:30.740Z] [INFO] PR node ID: PR_kwDOQ35BQ87J2JSI | |
| [2026-03-11T21:48:31.077Z] [INFO] | |
| [2026-03-11T21:48:31.078Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue | |
| [2026-03-11T21:48:31.078Z] [INFO] | |
| [2026-03-11T21:48:31.079Z] [WARNING] The PR was created from a fork but wasn't linked to the issue. | |
| [2026-03-11T21:48:31.079Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#1023" in PR body | |
| [2026-03-11T21:48:31.079Z] [INFO] | |
| [2026-03-11T21:48:31.080Z] [WARNING] To fix manually: | |
| [2026-03-11T21:48:31.080Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1024 | |
| [2026-03-11T21:48:31.080Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#1023 | |
| [2026-03-11T21:48:31.080Z] [INFO] | |
| [2026-03-11T21:48:31.372Z] [INFO] 👤 Current user: konard | |
| [2026-03-11T21:48:31.373Z] [INFO] | |
| 📊 Comment counting conditions: | |
| [2026-03-11T21:48:31.374Z] [INFO] prNumber: 1024 | |
| [2026-03-11T21:48:31.374Z] [INFO] branchName: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:31.375Z] [INFO] isContinueMode: false | |
| [2026-03-11T21:48:31.375Z] [INFO] Will count comments: true | |
| [2026-03-11T21:48:31.375Z] [INFO] 💬 Counting comments: Checking for new comments since last commit... | |
| [2026-03-11T21:48:31.375Z] [INFO] PR #1024 on branch: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:31.375Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP | |
| [2026-03-11T21:48:31.956Z] [INFO] 📅 Last commit time (from API): 2026-03-11T21:48:22.000Z | |
| [2026-03-11T21:48:32.796Z] [INFO] 💬 New PR comments: 0 | |
| [2026-03-11T21:48:32.796Z] [INFO] 💬 New PR review comments: 0 | |
| [2026-03-11T21:48:32.797Z] [INFO] 💬 New issue comments: 0 | |
| [2026-03-11T21:48:32.797Z] [INFO] Total new comments: 0 | |
| [2026-03-11T21:48:32.797Z] [INFO] Comment lines to add: No (saving tokens) | |
| [2026-03-11T21:48:32.797Z] [INFO] PR review comments fetched: 0 | |
| [2026-03-11T21:48:32.797Z] [INFO] PR conversation comments fetched: 0 | |
| [2026-03-11T21:48:32.797Z] [INFO] Total PR comments checked: 0 | |
| [2026-03-11T21:48:35.142Z] [INFO] Feedback info will be added to prompt: | |
| [2026-03-11T21:48:35.143Z] [INFO] - Pull request description was edited after last commit | |
| [2026-03-11T21:48:35.143Z] [INFO] 📅 Getting timestamps: From GitHub servers... | |
| [2026-03-11T21:48:35.432Z] [INFO] 📝 Issue updated: 2026-03-11T21:47:37.000Z | |
| [2026-03-11T21:48:35.698Z] [INFO] 💬 Comments: None found | |
| [2026-03-11T21:48:36.016Z] [INFO] 🔀 Recent PR: 2026-03-11T21:48:29.000Z | |
| [2026-03-11T21:48:36.017Z] [INFO] | |
| ✅ Reference time: 2026-03-11T21:48:29.000Z | |
| [2026-03-11T21:48:36.018Z] [INFO] | |
| 🔍 Checking for uncommitted changes to include as feedback... | |
| [2026-03-11T21:48:36.042Z] [INFO] ✅ No uncommitted changes found | |
| [2026-03-11T21:48:36.600Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:38.068Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled | |
| [2026-03-11T21:48:38.229Z] [INFO] 👁️ Model vision capability: supported | |
| [2026-03-11T21:48:38.231Z] [INFO] | |
| 📝 Final prompt structure: | |
| [2026-03-11T21:48:38.231Z] [INFO] Characters: 533 | |
| [2026-03-11T21:48:38.232Z] [INFO] System prompt characters: 12003 | |
| [2026-03-11T21:48:38.232Z] [INFO] Feedback info: Included | |
| [2026-03-11T21:48:38.234Z] [INFO] | |
| 🤖 Executing Claude: OPUS | |
| [2026-03-11T21:48:38.235Z] [INFO] Model: opus | |
| [2026-03-11T21:48:38.235Z] [INFO] Working directory: /tmp/gh-issue-solver-1773265686693 | |
| [2026-03-11T21:48:38.236Z] [INFO] Branch: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:38.236Z] [INFO] Prompt length: 533 chars | |
| [2026-03-11T21:48:38.236Z] [INFO] System prompt length: 12003 chars | |
| [2026-03-11T21:48:38.236Z] [INFO] Feedback info included: Yes (1 lines) | |
| [2026-03-11T21:48:38.257Z] [INFO] 📈 System resources before execution: | |
| [2026-03-11T21:48:38.257Z] [INFO] Memory: MemFree: 5845948 kB | |
| [2026-03-11T21:48:38.258Z] [INFO] Load: 0.34 0.25 0.29 5/362 127590 | |
| [2026-03-11T21:48:38.259Z] [INFO] | |
| 📝 Raw command: | |
| [2026-03-11T21:48:38.259Z] [INFO] (cd "/tmp/gh-issue-solver-1773265686693" && 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/1023 | |
| Your prepared branch: issue-1023-d0a2c2875f00 | |
| Your prepared working directory: /tmp/gh-issue-solver-1773265686693 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1024 | |
| 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-1023-d0a2c2875f00 | |
| Proceed. | |
| " --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-1023-d0a2c2875f00 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, download the image to a local file first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's \"Not Found\" pages saved as .png) can cause \"Could not process image\" errors and will crash the AI solver process. If the file command shows \"HTML\", \"text\", or \"ASCII text\", the download FAILED — do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing \"github.com/user-attachments\"), these require authentication — retry with: curl -L -H \"Authorization: token \$(gh auth token)\" -o <filename> \"<url>\" (2) If retry still fails, skip the image and note it was unavailable. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023. | |
| - 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/1024/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1024/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1024/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/1023/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 1024 --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 1024, 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 1024. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-1023-d0a2c2875f00. | |
| - When you finish, create a pull request from branch issue-1023-d0a2c2875f00. (Note: PR 1024 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-1023-d0a2c2875f00. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 1024 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-1023-d0a2c2875f00/docs/screenshots/result.png?raw=true). | |
| - When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories). | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .) | |
| [2026-03-11T21:48:38.259Z] [INFO] | |
| [2026-03-11T21:48:38.260Z] [INFO] 📋 User prompt: | |
| [2026-03-11T21:48:38.260Z] [INFO] ---BEGIN USER PROMPT--- | |
| [2026-03-11T21:48:38.260Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023 | |
| Your prepared branch: issue-1023-d0a2c2875f00 | |
| Your prepared working directory: /tmp/gh-issue-solver-1773265686693 | |
| Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1024 | |
| 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-1023-d0a2c2875f00 | |
| Proceed. | |
| [2026-03-11T21:48:38.260Z] [INFO] ---END USER PROMPT--- | |
| [2026-03-11T21:48:38.261Z] [INFO] 📋 System prompt: | |
| [2026-03-11T21:48:38.261Z] [INFO] ---BEGIN SYSTEM PROMPT--- | |
| [2026-03-11T21:48:38.261Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements. | |
| General guidelines. | |
| - When you execute commands, always save their logs to files for easier reading if the output becomes large. | |
| - When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file. | |
| - When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command. | |
| - When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps: | |
| Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-1023-d0a2c2875f00 --limit 5 --json databaseId,conclusion,createdAt,headSha | |
| Step 2: Verify runs are after the latest commit by checking timestamps and SHA | |
| Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log | |
| Step 4: Read each downloaded log file using Read tool to understand the actual failures | |
| Step 5: Report findings with specific errors and line numbers from logs | |
| This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR. | |
| Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy. | |
| - When a code or log file has more than 1500 lines, read it in chunks of 1500 lines. | |
| - When facing a complex problem, do as much tracing as possible and turn on all verbose modes. | |
| - When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later. | |
| - When testing your assumptions, use the experiment scripts, and add it to ./experiments folder. | |
| - When your experiments can show real world use case of the software, add it to ./examples folder. | |
| - When you face something extremely hard, use divide and conquer — it always helps. | |
| Initial research. | |
| - When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality. | |
| - When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs. | |
| - When you read issue, read all details and comments thoroughly. | |
| - When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, download the image to a local file first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's "Not Found" pages saved as .png) can cause "Could not process image" errors and will crash the AI solver process. If the file command shows "HTML", "text", or "ASCII text", the download FAILED — do NOT call Read on this file. Instead: (1) For images from GitHub issues/PRs (URLs containing "github.com/user-attachments"), these require authentication — retry with: curl -L -H "Authorization: token $(gh auth token)" -o <filename> "<url>" (2) If retry still fails, skip the image and note it was unavailable. | |
| - When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023. | |
| - 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/1024/comments --paginate | |
| 2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1024/comments --paginate | |
| 3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1024/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/1023/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 1024 --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 1024, 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 1024. | |
| Workflow and collaboration. | |
| - When you check branch, verify with git branch --show-current. | |
| - When you push, push only to branch issue-1023-d0a2c2875f00. | |
| - When you finish, create a pull request from branch issue-1023-d0a2c2875f00. (Note: PR 1024 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-1023-d0a2c2875f00. | |
| - When you mention result, include pull request url or comment url. | |
| - When you need to create pr, remember pr 1024 already exists for this branch. | |
| Self review. | |
| - When you check your solution draft, run all tests locally. | |
| - When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes. | |
| - When you compare with repo style, use gh pr diff [number]. | |
| - When you finalize, confirm code, tests, and description are consistent. | |
| GitHub CLI command patterns. | |
| - IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default). | |
| - When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate. | |
| - When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate. | |
| - When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate. | |
| - When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO. | |
| - When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO. | |
| - When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'. | |
| Visual UI work and screenshots. | |
| - When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description. | |
| - When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder). | |
| - When you save screenshots to the repository, use permanent links in the pull request description markdown (e.g., https://github.com/Jhon-Crow/godot-topdown-MVP/blob/issue-1023-d0a2c2875f00/docs/screenshots/result.png?raw=true). | |
| - When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories). | |
| - When the visual result is important for review, mention it explicitly in the pull request description with the embedded image. | |
| [2026-03-11T21:48:38.262Z] [INFO] ---END SYSTEM PROMPT--- | |
| [2026-03-11T21:48:38.263Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000 | |
| [2026-03-11T21:48:38.264Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup) | |
| [2026-03-11T21:48:38.264Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution) | |
| [2026-03-11T21:48:38.264Z] [INFO] 📊 ANTHROPIC_LOG: debug (verbose mode) | |
| [2026-03-11T21:48:38.265Z] [INFO] 📋 Command details: | |
| [2026-03-11T21:48:38.266Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1773265686693 | |
| [2026-03-11T21:48:38.266Z] [INFO] 🌿 Branch: issue-1023-d0a2c2875f00 | |
| [2026-03-11T21:48:38.267Z] [INFO] 🤖 Model: Claude OPUS | |
| [2026-03-11T21:48:38.267Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP | |
| [2026-03-11T21:48:38.267Z] [INFO] | |
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| "content": " 1→extends Node\n 2→## BlackMetalEffectsManager - Manages the visual filter for Black Metal difficulty mode.\n 3→##\n 4→## Applies a fullscreen B&W+red post-processing filter when Black Metal difficulty is active.\n 5→## The filter uses hint_screen_texture to read the rendered scene and apply per-pixel color\n 6→## transformation (same approach as ghost_replay.gdshader used in Ghost replay mode).\n 7→##\n 8→## WHITE SCREEN PREVENTION:\n 9→## In Godot's gl_compatibility renderer, hint_screen_texture can return an empty/white texture\n 10→## if the overlay is shown before the scene has rendered. This is avoided by:\n 11→## 1. Warmup: The shader runs for 1 frame with intensity=0.0 (invisible pass-through).\n 12→## Even if screen_texture returns white during warmup, the output equals original.rgb\n 13→## (mix(original, result, 0.0) = original), so no white flash is visible.\n 14→## 2. Delayed activation: On scene transitions, the overlay is deferred by\n 15→## ACTIVATION_DELAY_FRAMES frames to let the framebuffer populate first.\n 16→## This is the same pattern used by HitEffectsManager and LastChanceEffectsManager.\n 17→##\n 18→## The filter is automatically enabled/disabled when difficulty changes via signal.\n 19→\n 20→## Number of frames to wait after a scene transition before showing the filter.\n 21→## 3 frames ensures the framebuffer is fully populated in gl_compatibility renderer.\n 22→const ACTIVATION_DELAY_FRAMES: int = 3\n 23→\n 24→## CanvasLayer for the screen-space filter.\n 25→var _filter_layer: CanvasLayer = null\n 26→\n 27→## ColorRect carrying the shader material.\n 28→var _filter_rect: ColorRect = null\n 29→\n 30→## Cached shader material reference.\n 31→var _material: ShaderMaterial = null\n 32→\n 33→## Whether the filter should be visible (logical state).\n 34→var _is_active: bool = false\n 35→\n 36→## Whether we're waiting for delayed activation after a scene change.\n 37→var _waiting_for_activation: bool = false\n 38→\n 39→## Frame counter for delayed activation.\n 40→var _activation_frame_counter: int = 0\n 41→\n 42→## Track the previous scene to detect scene transitions.\n 43→var _previous_scene_root: Node = null\n 44→\n 45→\n 46→func _ready() -> void:\n 47→\t_log(\"BlackMetalEffectsManager initializing...\")\n 48→\n 49→\t# Connect to scene tree changes to handle scene reloads.\n 50→\tget_tree().tree_changed.connect(_on_tree_changed)\n 51→\n 52→\t# Create the filter at layer 97 — below hit/blood effects (layer 100+) but above world.\n 53→\t_filter_layer = CanvasLayer.new()\n 54→\t_filter_layer.name = \"BlackMetalFilterLayer\"\n 55→\t_filter_layer.layer = 97\n 56→\t_filter_layer.process_mode = Node.PROCESS_MODE_ALWAYS\n 57→\tadd_child(_filter_layer)\n 58→\n 59→\t_filter_rect = ColorRect.new()\n 60→\t_filter_rect.name = \"BlackMetalFilter\"\n 61→\t_filter_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 62→\t_filter_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 63→\n 64→\tvar shader := load(\"res://scripts/shaders/black_metal.gdshader\") as Shader\n 65→\tif shader:\n 66→\t\t_material = ShaderMaterial.new()\n 67→\t\t_material.shader = shader\n 68→\t\t_material.set_shader_parameter(\"intensity\", 1.0)\n 69→\t\t_material.set_shader_parameter(\"red_threshold\", 0.15)\n 70→\t\t_material.set_shader_parameter(\"red_boost\", 1.8)\n 71→\t\t_material.set_shader_parameter(\"fire_threshold\", 0.25)\n 72→\t\t_material.set_shader_parameter(\"bright_flash_threshold\", 0.85) # Issue #985: preserve weapon flashes\n 73→\t\t_material.set_shader_parameter(\"contrast\", 1.5)\n 74→\t\t_filter_rect.material = _material\n 75→\t\t_log(\"Black Metal shader loaded (B&W+red, hint_screen_texture approach)\")\n 76→\telse:\n 77→\t\tpush_warning(\"BlackMetalEffectsManager: Could not load black_metal.gdshader\")\n 78→\t\t_log(\"WARNING: Could not load black_metal.gdshader\")\n 79→\n 80→\t_filter_rect.visible = false\n 81→\t_filter_layer.add_child(_filter_rect)\n 82→\n 83→\t# Perform shader warmup to pre-compile the shader.\n 84→\t# Warmup runs at intensity=0.0 so even if screen_texture returns white (gl_compatibility\n 85→\t# renderer behavior before scene renders), the output is a pure pass-through of original.rgb.\n 86→\t_warmup_shader()\n 87→\n 88→\t# Connect to difficulty changes to enable/disable the filter.\n 89→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 90→\tif difficulty_manager:\n 91→\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n 92→\t\t# Apply current difficulty state immediately.\n 93→\t\t_apply_current_difficulty()\n 94→\telse:\n 95→\t\t_log(\"WARNING: DifficultyManager not found - filter will not activate automatically\")\n 96→\n 97→\n 98→## Process function handles delayed activation after scene transitions.\n 99→func _process(_delta: float) -> void:\n 100→\tif _waiting_for_activation:\n 101→\t\t_activation_frame_counter += 1\n 102→\t\tif _activation_frame_counter >= ACTIVATION_DELAY_FRAMES:\n 103→\t\t\t_waiting_for_activation = false\n 104→\t\t\tif _is_active and _filter_rect:\n 105→\t\t\t\tif _material:\n 106→\t\t\t\t\t_material.set_shader_parameter(\"intensity\", 1.0)\n 107→\t\t\t\t_filter_rect.visible = true\n 108→\t\t\t\t_log(\"Black Metal filter now visible (after %d frames delay)\" % ACTIVATION_DELAY_FRAMES)\n 109→\n 110→\n 111→## Enables the Black Metal visual filter.\n 112→## Uses delayed activation to ensure the framebuffer is populated before hint_screen_texture reads.\n 113→func enable_filter() -> void:\n 114→\t_is_active = true\n 115→\t_log(\"Black Metal filter ENABLED (will show after %d frames)\" % ACTIVATION_DELAY_FRAMES)\n 116→\t_start_delayed_activation()\n 117→\n 118→\n 119→## Disables the Black Metal visual filter.\n 120→func disable_filter() -> void:\n 121→\t_is_active = false\n 122→\t_waiting_for_activation = false\n 123→\tif _filter_rect:\n 124→\t\t_filter_rect.visible = false\n 125→\t_log(\"Black Metal filter DISABLED\")\n 126→\n 127→\n 128→## Returns whether the filter is currently active.\n 129→func is_filter_active() -> bool:\n 130→\treturn _is_active\n 131→\n 132→\n 133→## Called when the global difficulty changes.\n 134→func _on_difficulty_changed(_new_difficulty: int) -> void:\n 135→\t_apply_current_difficulty()\n 136→\n 137→\n 138→## Reads the current difficulty from DifficultyManager and toggles the filter.\n 139→func _apply_current_difficulty() -> void:\n 140→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 141→\tif difficulty_manager and difficulty_manager.has_method(\"is_black_metal_mode\"):\n 142→\t\tif difficulty_manager.is_black_metal_mode():\n 143→\t\t\tenable_filter()\n 144→\t\telse:\n 145→\t\t\tdisable_filter()\n 146→\n 147→\n 148→## Called when the scene tree structure changes.\n 149→## Re-triggers delayed activation on scene transitions to prevent white screen.\n 150→func _on_tree_changed() -> void:\n 151→\tvar current_scene := get_tree().current_scene\n 152→\tif current_scene != null and current_scene != _previous_scene_root:\n 153→\t\t_previous_scene_root = current_scene\n 154→\t\t_log(\"Scene changed to: %s\" % current_scene.name)\n 155→\t\t# Re-trigger delayed activation on scene changes.\n 156→\t\t# The framebuffer needs to repopulate after a scene transition.\n 157→\t\tif _is_active:\n 158→\t\t\t_start_delayed_activation()\n 159→\n 160→\n 161→## Hides the overlay and starts the frame counter for delayed activation.\n 162→func _start_delayed_activation() -> void:\n 163→\tif _filter_rect:\n 164→\t\t_filter_rect.visible = false\n 165→\t_waiting_for_activation = true\n 166→\t_activation_frame_counter = 0\n 167→\n 168→\n 169→## Performs warmup to pre-compile the Black Metal shader.\n 170→## Warmup uses intensity=0.0 so the output is original.rgb (pass-through).\n 171→## Even if hint_screen_texture returns white during warmup, there is no visible white flash.\n 172→func _warmup_shader() -> void:\n 173→\tif _filter_rect == null or _material == null:\n 174→\t\treturn\n 175→\n 176→\t_log(\"Starting shader warmup (Issue #343 pattern)...\")\n 177→\tvar start_time := Time.get_ticks_msec()\n 178→\n 179→\t# Set intensity to 0 so the shader outputs original.rgb — no visible effect during warmup.\n 180→\t_material.set_shader_parameter(\"intensity\", 0.0)\n 181→\t_filter_rect.visible = true\n 182→\n 183→\t# Wait one frame for GPU to compile and process the shader.\n 184→\tawait get_tree().process_frame\n 185→\n 186→\t# CRITICAL: Hide after warmup. intensity will be set back to 1.0 on activation.\n 187→\t_filter_rect.visible = false\n 188→\t_material.set_shader_parameter(\"intensity\", 1.0)\n 189→\n 190→\tvar elapsed := Time.get_ticks_msec() - start_time\n 191→\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n 192→\n 193→\n 194→## Log a message with the BlackMetal prefix.\n 195→func _log(message: String) -> void:\n 196→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 197→\tif file_logger and file_logger.has_method(\"log_info\"):\n 198→\t\tfile_logger.log_info(\"[BlackMetalEffectsManager] \" + message)\n 199→\telse:\n 200→\t\tprint(\"[BlackMetalEffectsManager] \" + message)\n 201→\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 Node\n## BlackMetalEffectsManager - Manages the visual filter for Black Metal difficulty mode.\n##\n## Applies a fullscreen B&W+red post-processing filter when Black Metal difficulty is active.\n## The filter uses hint_screen_texture to read the rendered scene and apply per-pixel color\n## transformation (same approach as ghost_replay.gdshader used in Ghost replay mode).\n##\n## WHITE SCREEN PREVENTION:\n## In Godot's gl_compatibility renderer, hint_screen_texture can return an empty/white texture\n## if the overlay is shown before the scene has rendered. This is avoided by:\n## 1. Warmup: The shader runs for 1 frame with intensity=0.0 (invisible pass-through).\n## Even if screen_texture returns white during warmup, the output equals original.rgb\n## (mix(original, result, 0.0) = original), so no white flash is visible.\n## 2. Delayed activation: On scene transitions, the overlay is deferred by\n## ACTIVATION_DELAY_FRAMES frames to let the framebuffer populate first.\n## This is the same pattern used by HitEffectsManager and LastChanceEffectsManager.\n##\n## The filter is automatically enabled/disabled when difficulty changes via signal.\n\n## Number of frames to wait after a scene transition before showing the filter.\n## 3 frames ensures the framebuffer is fully populated in gl_compatibility renderer.\nconst ACTIVATION_DELAY_FRAMES: int = 3\n\n## CanvasLayer for the screen-space filter.\nvar _filter_layer: CanvasLayer = null\n\n## ColorRect carrying the shader material.\nvar _filter_rect: ColorRect = null\n\n## Cached shader material reference.\nvar _material: ShaderMaterial = null\n\n## Whether the filter should be visible (logical state).\nvar _is_active: bool = false\n\n## Whether we're waiting for delayed activation after a scene change.\nvar _waiting_for_activation: bool = false\n\n## Frame counter for delayed activation.\nvar _activation_frame_counter: int = 0\n\n## Track the previous scene to detect scene transitions.\nvar _previous_scene_root: Node = null\n\n\nfunc _ready() -> void:\n\t_log(\"BlackMetalEffectsManager initializing...\")\n\n\t# Connect to scene tree changes to handle scene reloads.\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create the filter at layer 97 — below hit/blood effects (layer 100+) but above world.\n\t_filter_layer = CanvasLayer.new()\n\t_filter_layer.name = \"BlackMetalFilterLayer\"\n\t_filter_layer.layer = 97\n\t_filter_layer.process_mode = Node.PROCESS_MODE_ALWAYS\n\tadd_child(_filter_layer)\n\n\t_filter_rect = ColorRect.new()\n\t_filter_rect.name = \"BlackMetalFilter\"\n\t_filter_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_filter_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\tvar shader := load(\"res://scripts/shaders/black_metal.gdshader\") as Shader\n\tif shader:\n\t\t_material = ShaderMaterial.new()\n\t\t_material.shader = shader\n\t\t_material.set_shader_parameter(\"intensity\", 1.0)\n\t\t_material.set_shader_parameter(\"red_threshold\", 0.15)\n\t\t_material.set_shader_parameter(\"red_boost\", 1.8)\n\t\t_material.set_shader_parameter(\"fire_threshold\", 0.25)\n\t\t_material.set_shader_parameter(\"bright_flash_threshold\", 0.85) # Issue #985: preserve weapon flashes\n\t\t_material.set_shader_parameter(\"contrast\", 1.5)\n\t\t_filter_rect.material = _material\n\t\t_log(\"Black Metal shader loaded (B&W+red, hint_screen_texture approach)\")\n\telse:\n\t\tpush_warning(\"BlackMetalEffectsManager: Could not load black_metal.gdshader\")\n\t\t_log(\"WARNING: Could not load black_metal.gdshader\")\n\n\t_filter_rect.visible = false\n\t_filter_layer.add_child(_filter_rect)\n\n\t# Perform shader warmup to pre-compile the shader.\n\t# Warmup runs at intensity=0.0 so even if screen_texture returns white (gl_compatibility\n\t# renderer behavior before scene renders), the output is a pure pass-through of original.rgb.\n\t_warmup_shader()\n\n\t# Connect to difficulty changes to enable/disable the filter.\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\t\t# Apply current difficulty state immediately.\n\t\t_apply_current_difficulty()\n\telse:\n\t\t_log(\"WARNING: DifficultyManager not found - filter will not activate automatically\")\n\n\n## Process function handles delayed activation after scene transitions.\nfunc _process(_delta: float) -> void:\n\tif _waiting_for_activation:\n\t\t_activation_frame_counter += 1\n\t\tif _activation_frame_counter >= ACTIVATION_DELAY_FRAMES:\n\t\t\t_waiting_for_activation = false\n\t\t\tif _is_active and _filter_rect:\n\t\t\t\tif _material:\n\t\t\t\t\t_material.set_shader_parameter(\"intensity\", 1.0)\n\t\t\t\t_filter_rect.visible = true\n\t\t\t\t_log(\"Black Metal filter now visible (after %d frames delay)\" % ACTIVATION_DELAY_FRAMES)\n\n\n## Enables the Black Metal visual filter.\n## Uses delayed activation to ensure the framebuffer is populated before hint_screen_texture reads.\nfunc enable_filter() -> void:\n\t_is_active = true\n\t_log(\"Black Metal filter ENABLED (will show after %d frames)\" % ACTIVATION_DELAY_FRAMES)\n\t_start_delayed_activation()\n\n\n## Disables the Black Metal visual filter.\nfunc disable_filter() -> void:\n\t_is_active = false\n\t_waiting_for_activation = false\n\tif _filter_rect:\n\t\t_filter_rect.visible = false\n\t_log(\"Black Metal filter DISABLED\")\n\n\n## Returns whether the filter is currently active.\nfunc is_filter_active() -> bool:\n\treturn _is_active\n\n\n## Called when the global difficulty changes.\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_apply_current_difficulty()\n\n\n## Reads the current difficulty from DifficultyManager and toggles the filter.\nfunc _apply_current_difficulty() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"is_black_metal_mode\"):\n\t\tif difficulty_manager.is_black_metal_mode():\n\t\t\tenable_filter()\n\t\telse:\n\t\t\tdisable_filter()\n\n\n## Called when the scene tree structure changes.\n## Re-triggers delayed activation on scene transitions to prevent white screen.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\t_log(\"Scene changed to: %s\" % current_scene.name)\n\t\t# Re-trigger delayed activation on scene changes.\n\t\t# The framebuffer needs to repopulate after a scene transition.\n\t\tif _is_active:\n\t\t\t_start_delayed_activation()\n\n\n## Hides the overlay and starts the frame counter for delayed activation.\nfunc _start_delayed_activation() -> void:\n\tif _filter_rect:\n\t\t_filter_rect.visible = false\n\t_waiting_for_activation = true\n\t_activation_frame_counter = 0\n\n\n## Performs warmup to pre-compile the Black Metal shader.\n## Warmup uses intensity=0.0 so the output is original.rgb (pass-through).\n## Even if hint_screen_texture returns white during warmup, there is no visible white flash.\nfunc _warmup_shader() -> void:\n\tif _filter_rect == null or _material == null:\n\t\treturn\n\n\t_log(\"Starting shader warmup (Issue #343 pattern)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Set intensity to 0 so the shader outputs original.rgb — no visible effect during warmup.\n\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t_filter_rect.visible = true\n\n\t# Wait one frame for GPU to compile and process the shader.\n\tawait get_tree().process_frame\n\n\t# CRITICAL: Hide after warmup. intensity will be set back to 1.0 on activation.\n\t_filter_rect.visible = false\n\t_material.set_shader_parameter(\"intensity\", 1.0)\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n\n\n## Log a message with the BlackMetal prefix.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BlackMetalEffectsManager] \" + message)\n\telse:\n\t\tprint(\"[BlackMetalEffectsManager] \" + message)\n", | |
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| "content": " 1→extends Node\n 2→## DifficultyManager - Global difficulty settings manager.\n 3→##\n 4→## Provides a centralized way to manage game difficulty settings.\n 5→## By default, the game runs in \"Normal\" difficulty where the new features\n 6→## from this update (distraction attack, reduced ammo) are disabled.\n 7→## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n 8→## and the player has less ammunition.\n 9→\n 10→## Difficulty levels enumeration.\n 11→enum Difficulty {\n 12→\tEASY, ## Easy difficulty - longer enemy reaction delay\n 13→\tNORMAL, ## Default difficulty - classic behavior\n 14→\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n 15→\tPOWER_FANTASY, ## Power Fantasy mode - player has 10 HP, special abilities\n 16→\tBLACK_METAL ## Black Metal mode - 25% less HP, 25% faster movement, B&W+red visual filter\n 17→}\n 18→\n 19→## Signal emitted when difficulty changes.\n 20→signal difficulty_changed(new_difficulty: Difficulty)\n 21→\n 22→## Current difficulty level. Defaults to NORMAL.\n 23→var current_difficulty: Difficulty = Difficulty.NORMAL\n 24→\n 25→## Settings file path for persistence.\n 26→const SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n 27→\n 28→\n 29→func _ready() -> void:\n 30→\t# Load saved difficulty on startup\n 31→\t_load_settings()\n 32→\n 33→\n 34→## Set the game difficulty.\n 35→func set_difficulty(difficulty: Difficulty) -> void:\n 36→\tif current_difficulty != difficulty:\n 37→\t\tvar old_name := get_difficulty_name()\n 38→\t\tcurrent_difficulty = difficulty\n 39→\t\t# FIX for Issue #886: Log difficulty changes so session logs show difficulty state\n 40→\t\tFileLogger.info(\"[DifficultyManager] Difficulty changed: %s -> %s\" % [\n 41→\t\t\told_name, get_difficulty_name()\n 42→\t\t])\n 43→\t\tdifficulty_changed.emit(difficulty)\n 44→\t\t_save_settings()\n 45→\n 46→\n 47→## Get the current difficulty level.\n 48→func get_difficulty() -> Difficulty:\n 49→\treturn current_difficulty\n 50→\n 51→\n 52→## Check if the game is in hard mode.\n 53→func is_hard_mode() -> bool:\n 54→\treturn current_difficulty == Difficulty.HARD\n 55→\n 56→\n 57→## Check if the game is in normal mode.\n 58→func is_normal_mode() -> bool:\n 59→\treturn current_difficulty == Difficulty.NORMAL\n 60→\n 61→\n 62→## Check if the game is in easy mode.\n 63→func is_easy_mode() -> bool:\n 64→\treturn current_difficulty == Difficulty.EASY\n 65→\n 66→\n 67→## Check if the game is in power fantasy mode.\n 68→func is_power_fantasy_mode() -> bool:\n 69→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 70→\n 71→\n 72→## Check if the game is in black metal mode.\n 73→func is_black_metal_mode() -> bool:\n 74→\treturn current_difficulty == Difficulty.BLACK_METAL\n 75→\n 76→\n 77→## Get the display name of the current difficulty.\n 78→func get_difficulty_name() -> String:\n 79→\tmatch current_difficulty:\n 80→\t\tDifficulty.EASY:\n 81→\t\t\treturn \"Easy\"\n 82→\t\tDifficulty.NORMAL:\n 83→\t\t\treturn \"Normal\"\n 84→\t\tDifficulty.HARD:\n 85→\t\t\treturn \"Hard\"\n 86→\t\tDifficulty.POWER_FANTASY:\n 87→\t\t\treturn \"Power Fantasy\"\n 88→\t\tDifficulty.BLACK_METAL:\n 89→\t\t\treturn \"Black Metal\"\n 90→\t\t_:\n 91→\t\t\treturn \"Unknown\"\n 92→\n 93→\n 94→## Get the names of all available difficulty modes.\n 95→## Use this as the single source of truth whenever iterating over all difficulties.\n 96→## @return: Array of all difficulty name strings in ascending order.\n 97→func get_all_difficulty_names() -> Array[String]:\n 98→\treturn [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\", \"Black Metal\"]\n 99→\n 100→\n 101→## Get the display name for a specific difficulty level.\n 102→func get_difficulty_name_for(difficulty: Difficulty) -> String:\n 103→\tmatch difficulty:\n 104→\t\tDifficulty.EASY:\n 105→\t\t\treturn \"Easy\"\n 106→\t\tDifficulty.NORMAL:\n 107→\t\t\treturn \"Normal\"\n 108→\t\tDifficulty.HARD:\n 109→\t\t\treturn \"Hard\"\n 110→\t\tDifficulty.POWER_FANTASY:\n 111→\t\t\treturn \"Power Fantasy\"\n 112→\t\tDifficulty.BLACK_METAL:\n 113→\t\t\treturn \"Black Metal\"\n 114→\t\t_:\n 115→\t\t\treturn \"Unknown\"\n 116→\n 117→\n 118→## Get max ammo based on difficulty.\n 119→## Easy/Normal: 90 bullets (3 magazines)\n 120→## Hard: 60 bullets (2 magazines)\n 121→## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n 122→## Black Metal: 90 bullets (same as normal)\n 123→func get_max_ammo() -> int:\n 124→\tmatch current_difficulty:\n 125→\t\tDifficulty.EASY:\n 126→\t\t\treturn 90\n 127→\t\tDifficulty.NORMAL:\n 128→\t\t\treturn 90\n 129→\t\tDifficulty.HARD:\n 130→\t\t\treturn 60\n 131→\t\tDifficulty.POWER_FANTASY:\n 132→\t\t\treturn 270 # 3x normal ammo\n 133→\t\tDifficulty.BLACK_METAL:\n 134→\t\t\treturn 90 # Same as normal\n 135→\t\t_:\n 136→\t\t\treturn 90\n 137→\n 138→\n 139→## Check if distraction attack is enabled.\n 140→## Only enabled in Hard mode.\n 141→func is_distraction_attack_enabled() -> bool:\n 142→\treturn current_difficulty == Difficulty.HARD\n 143→\n 144→\n 145→## Multiplier applied to detection delay in night mode (Issue #825).\n 146→## In night mode enemies need extra time to turn on flashlight and orient before shooting.\n 147→const NIGHT_MODE_REACTION_DELAY_MULTIPLIER: float = 1.3 # 30% longer reaction time\n 148→\n 149→## Get the detection delay based on difficulty.\n 150→## This is the delay before enemies start shooting after spotting the player.\n 151→## Easy: 0.5s - gives player more time to react after peeking from cover\n 152→## Normal: 0.6s - slower reaction than easy, gives player even more time\n 153→## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n 154→## Power Fantasy: 0.8s - enemies react slower\n 155→## Black Metal: 0.3s - fast reaction (hard mode feel without distraction)\n 156→## In night mode, all delays are multiplied by 1.3 (30% longer) (Issue #825).\n 157→func get_detection_delay() -> float:\n 158→\tvar base_delay: float\n 159→\tmatch current_difficulty:\n 160→\t\tDifficulty.EASY:\n 161→\t\t\tbase_delay = 0.5\n 162→\t\tDifficulty.NORMAL:\n 163→\t\t\tbase_delay = 0.6\n 164→\t\tDifficulty.HARD:\n 165→\t\t\tbase_delay = 0.2\n 166→\t\tDifficulty.POWER_FANTASY:\n 167→\t\t\tbase_delay = 0.8 # Enemies react slower in power fantasy\n 168→\t\tDifficulty.BLACK_METAL:\n 169→\t\t\tbase_delay = 0.3 # Faster reaction - intense Black Metal atmosphere\n 170→\t\t_:\n 171→\t\t\tbase_delay = 0.6\n 172→\t# Issue #825: In night mode, enemies react 30% slower (flashlight orientation delay)\n 173→\tif _is_night_mode_active():\n 174→\t\treturn base_delay * NIGHT_MODE_REACTION_DELAY_MULTIPLIER\n 175→\treturn base_delay\n 176→\n 177→\n 178→## Check if night mode (realistic visibility) is currently active (Issue #825).\n 179→func _is_night_mode_active() -> bool:\n 180→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 181→\tif experimental_settings and experimental_settings.has_method(\"is_realistic_visibility_enabled\"):\n 182→\t\treturn experimental_settings.is_realistic_visibility_enabled()\n 183→\treturn false\n 184→\n 185→\n 186→# ============================================================================\n 187→# Grenade System Configuration (Issue #363)\n 188→# ============================================================================\n 189→\n 190→## Map name to grenade configuration mapping.\n 191→## Each map can specify how many grenades enemies carry and which enemies get grenades.\n 192→## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\n 193→var _map_grenade_config: Dictionary = {\n 194→\t# Tutorial levels - no grenades\n 195→\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 196→\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n 197→\n 198→\t# Tier 1 - Easy maps - few grenades\n 199→\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n 200→\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n 201→\n 202→\t# Tier 2 - Medium maps - moderate grenades\n 203→\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n 204→\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n 205→\n 206→\t# Tier 3 - Hard maps - more grenades\n 207→\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n 208→\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n 209→\n 210→\t# Boss/Advanced maps - maximum grenades\n 211→\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"},\n 212→\n 213→\t# City/Building level - grenadier uses own bag, regular enemies get standard grenades (Issue #604)\n 214→\t\"BuildingLevel\": {\"grenade_count\": 1, \"enemy_probability\": 0.15, \"grenade_type\": \"frag\"}\n 215→}\n 216→\n 217→## Difficulty modifiers for grenade probability.\n 218→## Higher difficulty = more enemies get grenades.\n 219→func _get_grenade_difficulty_modifier() -> float:\n 220→\tmatch current_difficulty:\n 221→\t\tDifficulty.EASY:\n 222→\t\t\treturn 0.5 # 50% of normal probability\n 223→\t\tDifficulty.NORMAL:\n 224→\t\t\treturn 1.0 # Normal probability\n 225→\t\tDifficulty.HARD:\n 226→\t\t\treturn 1.5 # 150% of normal probability\n 227→\t\tDifficulty.POWER_FANTASY:\n 228→\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n 229→\t\tDifficulty.BLACK_METAL:\n 230→\t\t\treturn 1.0 # Normal probability\n 231→\t\t_:\n 232→\t\t\treturn 1.0\n 233→\n 234→\n 235→## Get the number of grenades an enemy should have for the current map.\n 236→## @param map_name: Name of the current map/level.\n 237→## @return: Number of grenades to assign to this enemy, or 0 if none.\n 238→func get_enemy_grenade_count(map_name: String) -> int:\n 239→\tvar config := _get_map_config(map_name)\n 240→\tvar base_count: int = config.get(\"grenade_count\", 0)\n 241→\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n 242→\n 243→\t# Apply difficulty modifier to probability\n 244→\tprobability *= _get_grenade_difficulty_modifier()\n 245→\n 246→\t# Clamp probability to 0-1 range\n 247→\tprobability = clampf(probability, 0.0, 1.0)\n 248→\n 249→\t# Roll to see if this enemy gets grenades\n 250→\tif randf() < probability:\n 251→\t\treturn base_count\n 252→\telse:\n 253→\t\treturn 0\n 254→\n 255→\n 256→## Get the grenade type for the current map.\n 257→## @param map_name: Name of the current map/level.\n 258→## @return: Grenade type string (\"frag\" or \"flashbang\").\n 259→func get_enemy_grenade_type(map_name: String) -> String:\n 260→\tvar config := _get_map_config(map_name)\n 261→\treturn config.get(\"grenade_type\", \"frag\")\n 262→\n 263→\n 264→## Get the grenade scene path for the current map.\n 265→## @param map_name: Name of the current map/level.\n 266→## @return: Resource path to grenade scene.\n 267→func get_enemy_grenade_scene_path(map_name: String) -> String:\n 268→\tvar grenade_type := get_enemy_grenade_type(map_name)\n 269→\tmatch grenade_type:\n 270→\t\t\"flashbang\":\n 271→\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n 272→\t\t\"defensive\":\n 273→\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n 274→\t\t\"frag\", _:\n 275→\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n 276→\n 277→\n 278→## Check if enemy grenades are enabled for the current map.\n 279→## @param map_name: Name of the current map/level.\n 280→## @return: True if enemies can throw grenades on this map.\n 281→func are_enemy_grenades_enabled(map_name: String) -> bool:\n 282→\tvar config := _get_map_config(map_name)\n 283→\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n 284→\n 285→\n 286→## Get configuration for a specific map, with fallback to default.\n 287→func _get_map_config(map_name: String) -> Dictionary:\n 288→\t# Try exact match first\n 289→\tif map_name in _map_grenade_config:\n 290→\t\treturn _map_grenade_config[map_name]\n 291→\n 292→\t# Try partial match (for scenes with full paths)\n 293→\tfor key in _map_grenade_config.keys():\n 294→\t\tif map_name.contains(key) or key.contains(map_name):\n 295→\t\t\treturn _map_grenade_config[key]\n 296→\n 297→\t# Default configuration - moderate grenades\n 298→\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n 299→\n 300→\n 301→## Set custom grenade configuration for a map.\n 302→## Can be called from level scripts to override defaults.\n 303→func set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n 304→\t_map_grenade_config[map_name] = {\n 305→\t\t\"grenade_count\": grenade_count,\n 306→\t\t\"enemy_probability\": probability,\n 307→\t\t\"grenade_type\": grenade_type\n 308→\t}\n 309→\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n 310→\t\tmap_name, grenade_count, probability, grenade_type\n 311→\t])\n 312→\n 313→\n 314→## Save settings to file.\n 315→func _save_settings() -> void:\n 316→\tvar config := ConfigFile.new()\n 317→\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n 318→\tvar error := config.save(SETTINGS_PATH)\n 319→\tif error != OK:\n 320→\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n 321→\n 322→\n 323→## Load settings from file.\n 324→func _load_settings() -> void:\n 325→\tvar config := ConfigFile.new()\n 326→\tvar error := config.load(SETTINGS_PATH)\n 327→\tif error == OK:\n 328→\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n 329→\t\t# Validate the saved value\n 330→\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.BLACK_METAL:\n 331→\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n 332→\t\telse:\n 333→\t\t\tcurrent_difficulty = Difficulty.NORMAL\n 334→\telse:\n 335→\t\t# File doesn't exist or failed to load - use default\n 336→\t\tcurrent_difficulty = Difficulty.NORMAL\n 337→\t# FIX for Issue #886: Log loaded difficulty so it is traceable in session logs.\n 338→\t# Previously, difficulty state was invisible in logs, making it impossible to\n 339→\t# diagnose why PowerFantasy effects fired in some sessions but not others.\n 340→\tFileLogger.info(\"[DifficultyManager] Loaded difficulty: %s (value: %d)\" % [\n 341→\t\tget_difficulty_name(), current_difficulty\n 342→\t])\n 343→\n 344→\n 345→# ============================================================================\n 346→# Power Fantasy Mode Configuration (Issue #492)\n 347→# ============================================================================\n 348→\n 349→## Get the player's max health for current difficulty.\n 350→## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\n 351→## Black Metal mode: uses same random health as normal but multiplied by 0.75 (25% less).\n 352→func get_player_max_health() -> int:\n 353→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 354→\t\treturn 10\n 355→\t# Default player health for other difficulties\n 356→\treturn 4\n 357→\n 358→\n 359→## Get the HP multiplier for current difficulty.\n 360→## Black Metal mode: 0.75 (25% less HP for both player and enemies).\n 361→## Other modes: 1.0 (no change).\n 362→func get_hp_multiplier() -> float:\n 363→\tif current_difficulty == Difficulty.BLACK_METAL:\n 364→\t\treturn 0.75\n 365→\treturn 1.0\n 366→\n 367→\n 368→## Get the player speed multiplier for current difficulty.\n 369→## Black Metal mode: 1.25 (25% faster movement).\n 370→## Other modes: 1.0 (no change).\n 371→func get_player_speed_multiplier() -> float:\n 372→\tif current_difficulty == Difficulty.BLACK_METAL:\n 373→\t\treturn 1.25\n 374→\treturn 1.0\n 375→\n 376→\n 377→## Check if ricochets should damage enemies.\n 378→## In Power Fantasy mode, ricochets DO damage enemies.\n 379→func do_ricochets_damage_enemies() -> bool:\n 380→\treturn true\n 381→\n 382→\n 383→## Check if ricochets should damage the player.\n 384→## In Power Fantasy mode, ricochets do NOT damage the player.\n 385→func do_ricochets_damage_player() -> bool:\n 386→\treturn current_difficulty != Difficulty.POWER_FANTASY\n 387→\n 388→\n 389→## Get weapon recoil multiplier.\n 390→## Power Fantasy mode has reduced recoil (0.3x).\n 391→func get_recoil_multiplier() -> float:\n 392→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 393→\t\treturn 0.3 # 70% reduction in recoil\n 394→\treturn 1.0\n 395→\n 396→\n 397→## Get ammo multiplier for weapons.\n 398→## Power Fantasy mode has 3x more ammo.\n 399→func get_ammo_multiplier() -> int:\n 400→\tif current_difficulty == Difficulty.POWER_FANTASY:\n 401→\t\treturn 3\n 402→\treturn 1\n 403→\n 404→\n 405→## Check if blue laser sight should be enabled for all weapons.\n 406→## Only enabled in Power Fantasy mode.\n 407→func should_force_blue_laser_sight() -> bool:\n 408→\treturn current_difficulty == Difficulty.POWER_FANTASY\n 409→\n 410→\n 411→## Get blue laser sight color for Power Fantasy mode.\n 412→func get_power_fantasy_laser_color() -> Color:\n 413→\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n 414→\n 415→\n 416→## Duration (ms) of the last chance effect when player kills an enemy.\n 417→## Only in Power Fantasy mode.\n 418→const POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n 419→\n 420→\n 421→## Duration (ms) of the special last chance effect when grenade explodes.\n 422→## Only in Power Fantasy mode.\n 423→const POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n 424→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "session_id": "51c11f6f-ff78-4984-90bc-a5c81e2e91f4", | |
| "uuid": "90d4c620-b3b9-487d-9bda-c65456fdeac5", | |
| "tool_use_result": { | |
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| "filePath": "/tmp/gh-issue-solver-1773265686693/scripts/autoload/difficulty_manager.gd", | |
| "content": "extends Node\n## DifficultyManager - Global difficulty settings manager.\n##\n## Provides a centralized way to manage game difficulty settings.\n## By default, the game runs in \"Normal\" difficulty where the new features\n## from this update (distraction attack, reduced ammo) are disabled.\n## In \"Hard\" difficulty, enemies react immediately when the player looks away,\n## and the player has less ammunition.\n\n## Difficulty levels enumeration.\nenum Difficulty {\n\tEASY, ## Easy difficulty - longer enemy reaction delay\n\tNORMAL, ## Default difficulty - classic behavior\n\tHARD, ## Hard difficulty - enables distraction attack and reduced ammo\n\tPOWER_FANTASY, ## Power Fantasy mode - player has 10 HP, special abilities\n\tBLACK_METAL ## Black Metal mode - 25% less HP, 25% faster movement, B&W+red visual filter\n}\n\n## Signal emitted when difficulty changes.\nsignal difficulty_changed(new_difficulty: Difficulty)\n\n## Current difficulty level. Defaults to NORMAL.\nvar current_difficulty: Difficulty = Difficulty.NORMAL\n\n## Settings file path for persistence.\nconst SETTINGS_PATH := \"user://difficulty_settings.cfg\"\n\n\nfunc _ready() -> void:\n\t# Load saved difficulty on startup\n\t_load_settings()\n\n\n## Set the game difficulty.\nfunc set_difficulty(difficulty: Difficulty) -> void:\n\tif current_difficulty != difficulty:\n\t\tvar old_name := get_difficulty_name()\n\t\tcurrent_difficulty = difficulty\n\t\t# FIX for Issue #886: Log difficulty changes so session logs show difficulty state\n\t\tFileLogger.info(\"[DifficultyManager] Difficulty changed: %s -> %s\" % [\n\t\t\told_name, get_difficulty_name()\n\t\t])\n\t\tdifficulty_changed.emit(difficulty)\n\t\t_save_settings()\n\n\n## Get the current difficulty level.\nfunc get_difficulty() -> Difficulty:\n\treturn current_difficulty\n\n\n## Check if the game is in hard mode.\nfunc is_hard_mode() -> bool:\n\treturn current_difficulty == Difficulty.HARD\n\n\n## Check if the game is in normal mode.\nfunc is_normal_mode() -> bool:\n\treturn current_difficulty == Difficulty.NORMAL\n\n\n## Check if the game is in easy mode.\nfunc is_easy_mode() -> bool:\n\treturn current_difficulty == Difficulty.EASY\n\n\n## Check if the game is in power fantasy mode.\nfunc is_power_fantasy_mode() -> bool:\n\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\n## Check if the game is in black metal mode.\nfunc is_black_metal_mode() -> bool:\n\treturn current_difficulty == Difficulty.BLACK_METAL\n\n\n## Get the display name of the current difficulty.\nfunc get_difficulty_name() -> String:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn \"Easy\"\n\t\tDifficulty.NORMAL:\n\t\t\treturn \"Normal\"\n\t\tDifficulty.HARD:\n\t\t\treturn \"Hard\"\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn \"Power Fantasy\"\n\t\tDifficulty.BLACK_METAL:\n\t\t\treturn \"Black Metal\"\n\t\t_:\n\t\t\treturn \"Unknown\"\n\n\n## Get the names of all available difficulty modes.\n## Use this as the single source of truth whenever iterating over all difficulties.\n## @return: Array of all difficulty name strings in ascending order.\nfunc get_all_difficulty_names() -> Array[String]:\n\treturn [\"Easy\", \"Normal\", \"Hard\", \"Power Fantasy\", \"Black Metal\"]\n\n\n## Get the display name for a specific difficulty level.\nfunc get_difficulty_name_for(difficulty: Difficulty) -> String:\n\tmatch difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn \"Easy\"\n\t\tDifficulty.NORMAL:\n\t\t\treturn \"Normal\"\n\t\tDifficulty.HARD:\n\t\t\treturn \"Hard\"\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn \"Power Fantasy\"\n\t\tDifficulty.BLACK_METAL:\n\t\t\treturn \"Black Metal\"\n\t\t_:\n\t\t\treturn \"Unknown\"\n\n\n## Get max ammo based on difficulty.\n## Easy/Normal: 90 bullets (3 magazines)\n## Hard: 60 bullets (2 magazines)\n## Power Fantasy: 270 bullets (9 magazines - 3x normal)\n## Black Metal: 90 bullets (same as normal)\nfunc get_max_ammo() -> int:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn 90\n\t\tDifficulty.NORMAL:\n\t\t\treturn 90\n\t\tDifficulty.HARD:\n\t\t\treturn 60\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn 270 # 3x normal ammo\n\t\tDifficulty.BLACK_METAL:\n\t\t\treturn 90 # Same as normal\n\t\t_:\n\t\t\treturn 90\n\n\n## Check if distraction attack is enabled.\n## Only enabled in Hard mode.\nfunc is_distraction_attack_enabled() -> bool:\n\treturn current_difficulty == Difficulty.HARD\n\n\n## Multiplier applied to detection delay in night mode (Issue #825).\n## In night mode enemies need extra time to turn on flashlight and orient before shooting.\nconst NIGHT_MODE_REACTION_DELAY_MULTIPLIER: float = 1.3 # 30% longer reaction time\n\n## Get the detection delay based on difficulty.\n## This is the delay before enemies start shooting after spotting the player.\n## Easy: 0.5s - gives player more time to react after peeking from cover\n## Normal: 0.6s - slower reaction than easy, gives player even more time\n## Hard: 0.2s - quick reaction (hard mode uses other mechanics too)\n## Power Fantasy: 0.8s - enemies react slower\n## Black Metal: 0.3s - fast reaction (hard mode feel without distraction)\n## In night mode, all delays are multiplied by 1.3 (30% longer) (Issue #825).\nfunc get_detection_delay() -> float:\n\tvar base_delay: float\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\tbase_delay = 0.5\n\t\tDifficulty.NORMAL:\n\t\t\tbase_delay = 0.6\n\t\tDifficulty.HARD:\n\t\t\tbase_delay = 0.2\n\t\tDifficulty.POWER_FANTASY:\n\t\t\tbase_delay = 0.8 # Enemies react slower in power fantasy\n\t\tDifficulty.BLACK_METAL:\n\t\t\tbase_delay = 0.3 # Faster reaction - intense Black Metal atmosphere\n\t\t_:\n\t\t\tbase_delay = 0.6\n\t# Issue #825: In night mode, enemies react 30% slower (flashlight orientation delay)\n\tif _is_night_mode_active():\n\t\treturn base_delay * NIGHT_MODE_REACTION_DELAY_MULTIPLIER\n\treturn base_delay\n\n\n## Check if night mode (realistic visibility) is currently active (Issue #825).\nfunc _is_night_mode_active() -> bool:\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings and experimental_settings.has_method(\"is_realistic_visibility_enabled\"):\n\t\treturn experimental_settings.is_realistic_visibility_enabled()\n\treturn false\n\n\n# ============================================================================\n# Grenade System Configuration (Issue #363)\n# ============================================================================\n\n## Map name to grenade configuration mapping.\n## Each map can specify how many grenades enemies carry and which enemies get grenades.\n## Format: \"map_name\": {\"grenade_count\": int, \"enemy_probability\": float, \"grenade_type\": String}\nvar _map_grenade_config: Dictionary = {\n\t# Tutorial levels - no grenades\n\t\"TutorialLevel\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n\t\"Tutorial\": {\"grenade_count\": 0, \"enemy_probability\": 0.0, \"grenade_type\": \"frag\"},\n\n\t# Tier 1 - Easy maps - few grenades\n\t\"Tier1\": {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"},\n\t\"Warehouse\": {\"grenade_count\": 1, \"enemy_probability\": 0.25, \"grenade_type\": \"frag\"},\n\n\t# Tier 2 - Medium maps - moderate grenades\n\t\"Tier2\": {\"grenade_count\": 2, \"enemy_probability\": 0.3, \"grenade_type\": \"frag\"},\n\t\"Factory\": {\"grenade_count\": 2, \"enemy_probability\": 0.35, \"grenade_type\": \"frag\"},\n\n\t# Tier 3 - Hard maps - more grenades\n\t\"Tier3\": {\"grenade_count\": 2, \"enemy_probability\": 0.4, \"grenade_type\": \"frag\"},\n\t\"Bunker\": {\"grenade_count\": 3, \"enemy_probability\": 0.5, \"grenade_type\": \"frag\"},\n\n\t# Boss/Advanced maps - maximum grenades\n\t\"BossLevel\": {\"grenade_count\": 3, \"enemy_probability\": 0.6, \"grenade_type\": \"frag\"},\n\n\t# City/Building level - grenadier uses own bag, regular enemies get standard grenades (Issue #604)\n\t\"BuildingLevel\": {\"grenade_count\": 1, \"enemy_probability\": 0.15, \"grenade_type\": \"frag\"}\n}\n\n## Difficulty modifiers for grenade probability.\n## Higher difficulty = more enemies get grenades.\nfunc _get_grenade_difficulty_modifier() -> float:\n\tmatch current_difficulty:\n\t\tDifficulty.EASY:\n\t\t\treturn 0.5 # 50% of normal probability\n\t\tDifficulty.NORMAL:\n\t\t\treturn 1.0 # Normal probability\n\t\tDifficulty.HARD:\n\t\t\treturn 1.5 # 150% of normal probability\n\t\tDifficulty.POWER_FANTASY:\n\t\t\treturn 0.3 # 30% of normal probability - fewer grenades\n\t\tDifficulty.BLACK_METAL:\n\t\t\treturn 1.0 # Normal probability\n\t\t_:\n\t\t\treturn 1.0\n\n\n## Get the number of grenades an enemy should have for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Number of grenades to assign to this enemy, or 0 if none.\nfunc get_enemy_grenade_count(map_name: String) -> int:\n\tvar config := _get_map_config(map_name)\n\tvar base_count: int = config.get(\"grenade_count\", 0)\n\tvar probability: float = config.get(\"enemy_probability\", 0.0)\n\n\t# Apply difficulty modifier to probability\n\tprobability *= _get_grenade_difficulty_modifier()\n\n\t# Clamp probability to 0-1 range\n\tprobability = clampf(probability, 0.0, 1.0)\n\n\t# Roll to see if this enemy gets grenades\n\tif randf() < probability:\n\t\treturn base_count\n\telse:\n\t\treturn 0\n\n\n## Get the grenade type for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Grenade type string (\"frag\" or \"flashbang\").\nfunc get_enemy_grenade_type(map_name: String) -> String:\n\tvar config := _get_map_config(map_name)\n\treturn config.get(\"grenade_type\", \"frag\")\n\n\n## Get the grenade scene path for the current map.\n## @param map_name: Name of the current map/level.\n## @return: Resource path to grenade scene.\nfunc get_enemy_grenade_scene_path(map_name: String) -> String:\n\tvar grenade_type := get_enemy_grenade_type(map_name)\n\tmatch grenade_type:\n\t\t\"flashbang\":\n\t\t\treturn \"res://scenes/projectiles/FlashbangGrenade.tscn\"\n\t\t\"defensive\":\n\t\t\treturn \"res://scenes/projectiles/DefensiveGrenade.tscn\"\n\t\t\"frag\", _:\n\t\t\treturn \"res://scenes/projectiles/FragGrenade.tscn\"\n\n\n## Check if enemy grenades are enabled for the current map.\n## @param map_name: Name of the current map/level.\n## @return: True if enemies can throw grenades on this map.\nfunc are_enemy_grenades_enabled(map_name: String) -> bool:\n\tvar config := _get_map_config(map_name)\n\treturn config.get(\"grenade_count\", 0) > 0 and config.get(\"enemy_probability\", 0.0) > 0.0\n\n\n## Get configuration for a specific map, with fallback to default.\nfunc _get_map_config(map_name: String) -> Dictionary:\n\t# Try exact match first\n\tif map_name in _map_grenade_config:\n\t\treturn _map_grenade_config[map_name]\n\n\t# Try partial match (for scenes with full paths)\n\tfor key in _map_grenade_config.keys():\n\t\tif map_name.contains(key) or key.contains(map_name):\n\t\t\treturn _map_grenade_config[key]\n\n\t# Default configuration - moderate grenades\n\treturn {\"grenade_count\": 1, \"enemy_probability\": 0.2, \"grenade_type\": \"frag\"}\n\n\n## Set custom grenade configuration for a map.\n## Can be called from level scripts to override defaults.\nfunc set_map_grenade_config(map_name: String, grenade_count: int, probability: float, grenade_type: String = \"frag\") -> void:\n\t_map_grenade_config[map_name] = {\n\t\t\"grenade_count\": grenade_count,\n\t\t\"enemy_probability\": probability,\n\t\t\"grenade_type\": grenade_type\n\t}\n\tFileLogger.info(\"[DifficultyManager] Set grenade config for %s: count=%d, prob=%.2f, type=%s\" % [\n\t\tmap_name, grenade_count, probability, grenade_type\n\t])\n\n\n## Save settings to file.\nfunc _save_settings() -> void:\n\tvar config := ConfigFile.new()\n\tconfig.set_value(\"difficulty\", \"level\", current_difficulty)\n\tvar error := config.save(SETTINGS_PATH)\n\tif error != OK:\n\t\tpush_warning(\"DifficultyManager: Failed to save settings: \" + str(error))\n\n\n## Load settings from file.\nfunc _load_settings() -> void:\n\tvar config := ConfigFile.new()\n\tvar error := config.load(SETTINGS_PATH)\n\tif error == OK:\n\t\tvar saved_difficulty = config.get_value(\"difficulty\", \"level\", Difficulty.NORMAL)\n\t\t# Validate the saved value\n\t\tif saved_difficulty is int and saved_difficulty >= 0 and saved_difficulty <= Difficulty.BLACK_METAL:\n\t\t\tcurrent_difficulty = saved_difficulty as Difficulty\n\t\telse:\n\t\t\tcurrent_difficulty = Difficulty.NORMAL\n\telse:\n\t\t# File doesn't exist or failed to load - use default\n\t\tcurrent_difficulty = Difficulty.NORMAL\n\t# FIX for Issue #886: Log loaded difficulty so it is traceable in session logs.\n\t# Previously, difficulty state was invisible in logs, making it impossible to\n\t# diagnose why PowerFantasy effects fired in some sessions but not others.\n\tFileLogger.info(\"[DifficultyManager] Loaded difficulty: %s (value: %d)\" % [\n\t\tget_difficulty_name(), current_difficulty\n\t])\n\n\n# ============================================================================\n# Power Fantasy Mode Configuration (Issue #492)\n# ============================================================================\n\n## Get the player's max health for current difficulty.\n## Power Fantasy mode: 10 HP (instead of the usual 4 HP).\n## Black Metal mode: uses same random health as normal but multiplied by 0.75 (25% less).\nfunc get_player_max_health() -> int:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 10\n\t# Default player health for other difficulties\n\treturn 4\n\n\n## Get the HP multiplier for current difficulty.\n## Black Metal mode: 0.75 (25% less HP for both player and enemies).\n## Other modes: 1.0 (no change).\nfunc get_hp_multiplier() -> float:\n\tif current_difficulty == Difficulty.BLACK_METAL:\n\t\treturn 0.75\n\treturn 1.0\n\n\n## Get the player speed multiplier for current difficulty.\n## Black Metal mode: 1.25 (25% faster movement).\n## Other modes: 1.0 (no change).\nfunc get_player_speed_multiplier() -> float:\n\tif current_difficulty == Difficulty.BLACK_METAL:\n\t\treturn 1.25\n\treturn 1.0\n\n\n## Check if ricochets should damage enemies.\n## In Power Fantasy mode, ricochets DO damage enemies.\nfunc do_ricochets_damage_enemies() -> bool:\n\treturn true\n\n\n## Check if ricochets should damage the player.\n## In Power Fantasy mode, ricochets do NOT damage the player.\nfunc do_ricochets_damage_player() -> bool:\n\treturn current_difficulty != Difficulty.POWER_FANTASY\n\n\n## Get weapon recoil multiplier.\n## Power Fantasy mode has reduced recoil (0.3x).\nfunc get_recoil_multiplier() -> float:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 0.3 # 70% reduction in recoil\n\treturn 1.0\n\n\n## Get ammo multiplier for weapons.\n## Power Fantasy mode has 3x more ammo.\nfunc get_ammo_multiplier() -> int:\n\tif current_difficulty == Difficulty.POWER_FANTASY:\n\t\treturn 3\n\treturn 1\n\n\n## Check if blue laser sight should be enabled for all weapons.\n## Only enabled in Power Fantasy mode.\nfunc should_force_blue_laser_sight() -> bool:\n\treturn current_difficulty == Difficulty.POWER_FANTASY\n\n\n## Get blue laser sight color for Power Fantasy mode.\nfunc get_power_fantasy_laser_color() -> Color:\n\treturn Color(0.0, 0.5, 1.0, 0.6) # Blue with some transparency\n\n\n## Duration (ms) of the last chance effect when player kills an enemy.\n## Only in Power Fantasy mode.\nconst POWER_FANTASY_KILL_EFFECT_DURATION_MS: float = 300.0\n\n\n## Duration (ms) of the special last chance effect when grenade explodes.\n## Only in Power Fantasy mode.\nconst POWER_FANTASY_GRENADE_EFFECT_DURATION_MS: float = 400.0\n", | |
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| "content": " 1→extends Node\n 2→## Autoload singleton for managing hit feedback effects.\n 3→##\n 4→## When the player hits an enemy:\n 5→## - Game speed slows to 0.8 (subtle slowdown) for 3 seconds\n 6→## - Screen saturation increases for 3 seconds\n 7→\n 8→## The slowed down time scale when hit effect is active.\n 9→const SLOW_TIME_SCALE: float = 0.8\n 10→\n 11→## Duration of the time slowdown effect in seconds.\n 12→const SLOW_DURATION: float = 3.0\n 13→\n 14→## Duration of the saturation boost effect in seconds.\n 15→const SATURATION_DURATION: float = 3.0\n 16→\n 17→## How much extra saturation to add (0.0 = normal, 1.0 = double saturation).\n 18→const SATURATION_BOOST: float = 0.4\n 19→\n 20→## The CanvasLayer for screen effects.\n 21→var _effects_layer: CanvasLayer = null\n 22→\n 23→## The ColorRect with the saturation shader.\n 24→var _saturation_rect: ColorRect = null\n 25→\n 26→## Timer for time slowdown effect.\n 27→var _slow_timer: float = 0.0\n 28→\n 29→## Timer for saturation boost effect.\n 30→var _saturation_timer: float = 0.0\n 31→\n 32→## Whether the time slowdown effect is currently active.\n 33→var _is_slow_active: bool = false\n 34→\n 35→## Whether the saturation boost effect is currently active.\n 36→var _is_saturation_active: bool = false\n 37→\n 38→## Issue #597: When true, skip Engine.time_scale changes (used during replay playback).\n 39→var replay_mode: bool = false\n 40→\n 41→\n 42→func _ready() -> void:\n 43→\t# Connect to scene tree changes to reset effects on scene reload\n 44→\tget_tree().tree_changed.connect(_on_tree_changed)\n 45→\n 46→\t# Create effects layer (high layer to render on top)\n 47→\t_effects_layer = CanvasLayer.new()\n 48→\t_effects_layer.name = \"HitEffectsLayer\"\n 49→\t_effects_layer.layer = 100\n 50→\tadd_child(_effects_layer)\n 51→\n 52→\t# Create saturation overlay\n 53→\t_saturation_rect = ColorRect.new()\n 54→\t_saturation_rect.name = \"SaturationOverlay\"\n 55→\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n 56→\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n 57→\n 58→\t# Load and apply the saturation shader\n 59→\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n 60→\tif shader:\n 61→\t\tvar material := ShaderMaterial.new()\n 62→\t\tmaterial.shader = shader\n 63→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 64→\t\t_saturation_rect.material = material\n 65→\telse:\n 66→\t\tpush_warning(\"HitEffectsManager: Could not load saturation shader\")\n 67→\n 68→\t_saturation_rect.visible = false\n 69→\t_effects_layer.add_child(_saturation_rect)\n 70→\n 71→\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n 72→\t# This pre-compiles the saturation shader during loading\n 73→\t_warmup_saturation_shader()\n 74→\n 75→\n 76→func _process(delta: float) -> void:\n 77→\t# Use unscaled delta for timers so they run correctly regardless of time_scale\n 78→\t# When time_scale is 0.9, we want 3 real seconds, not 3 scaled seconds\n 79→\tvar unscaled_delta := delta / Engine.time_scale if Engine.time_scale > 0 else delta\n 80→\n 81→\t# Process time slowdown effect\n 82→\tif _is_slow_active:\n 83→\t\t_slow_timer -= unscaled_delta\n 84→\t\tif _slow_timer <= 0.0:\n 85→\t\t\t_end_slow_effect()\n 86→\n 87→\t# Process saturation boost effect\n 88→\tif _is_saturation_active:\n 89→\t\t_saturation_timer -= unscaled_delta\n 90→\t\tif _saturation_timer <= 0.0:\n 91→\t\t\t_end_saturation_effect()\n 92→\n 93→\n 94→## Called when the player successfully hits an enemy.\n 95→## Triggers both the time slowdown and saturation boost effects.\n 96→func on_player_hit_enemy() -> void:\n 97→\t_start_slow_effect()\n 98→\t_start_saturation_effect()\n 99→\n 100→\n 101→## Starts or resets the time slowdown effect.\n 102→func _start_slow_effect() -> void:\n 103→\t_slow_timer = SLOW_DURATION\n 104→\tif not _is_slow_active:\n 105→\t\t_is_slow_active = true\n 106→\t\tif not replay_mode:\n 107→\t\t\tEngine.time_scale = SLOW_TIME_SCALE\n 108→\n 109→\n 110→## Ends the time slowdown effect.\n 111→func _end_slow_effect() -> void:\n 112→\t_is_slow_active = false\n 113→\tif not replay_mode:\n 114→\t\tEngine.time_scale = 1.0\n 115→\n 116→\n 117→## Starts or resets the saturation boost effect.\n 118→func _start_saturation_effect() -> void:\n 119→\t_saturation_timer = SATURATION_DURATION\n 120→\tif not _is_saturation_active:\n 121→\t\t_is_saturation_active = true\n 122→\t\t_saturation_rect.visible = true\n 123→\t\tvar material := _saturation_rect.material as ShaderMaterial\n 124→\t\tif material:\n 125→\t\t\tmaterial.set_shader_parameter(\"saturation_boost\", SATURATION_BOOST)\n 126→\n 127→\n 128→## Ends the saturation boost effect.\n 129→func _end_saturation_effect() -> void:\n 130→\t_is_saturation_active = false\n 131→\t_saturation_rect.visible = false\n 132→\tvar material := _saturation_rect.material as ShaderMaterial\n 133→\tif material:\n 134→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 135→\n 136→\n 137→## Resets all effects (useful when restarting the scene).\n 138→func reset_effects() -> void:\n 139→\t_end_slow_effect()\n 140→\t_end_saturation_effect()\n 141→\t_slow_timer = 0.0\n 142→\t_saturation_timer = 0.0\n 143→\n 144→\n 145→## Tracks the previous scene root to detect scene changes.\n 146→var _previous_scene_root: Node = null\n 147→\n 148→\n 149→## Called when the scene tree structure changes.\n 150→## Used to reset effects when a new scene is loaded.\n 151→func _on_tree_changed() -> void:\n 152→\tvar current_scene := get_tree().current_scene\n 153→\tif current_scene != null and current_scene != _previous_scene_root:\n 154→\t\t_previous_scene_root = current_scene\n 155→\t\treset_effects()\n 156→\n 157→\n 158→## Performs warmup to pre-compile the saturation shader.\n 159→## This prevents a shader compilation stutter on first hit (Issue #343).\n 160→##\n 161→## The saturation shader uses hint_screen_texture which requires specific\n 162→## framebuffer setup. By briefly enabling and rendering the shader during\n 163→## loading, we force the GPU to compile it before gameplay begins.\n 164→func _warmup_saturation_shader() -> void:\n 165→\tif _saturation_rect == null or _saturation_rect.material == null:\n 166→\t\treturn\n 167→\n 168→\tprint(\"[HitEffectsManager] Starting saturation shader warmup (Issue #343 fix)...\")\n 169→\tvar start_time := Time.get_ticks_msec()\n 170→\n 171→\t# Briefly enable the saturation rect with zero boost (invisible effect)\n 172→\t# This forces the GPU to compile the shader\n 173→\tvar material := _saturation_rect.material as ShaderMaterial\n 174→\tif material:\n 175→\t\t# Set boost to 0 so there's no visible effect during warmup\n 176→\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n 177→\n 178→\t_saturation_rect.visible = true\n 179→\n 180→\t# Wait one frame to ensure GPU processes and compiles the shader\n 181→\tawait get_tree().process_frame\n 182→\n 183→\t# Hide the overlay again\n 184→\t_saturation_rect.visible = false\n 185→\n 186→\tvar elapsed := Time.get_ticks_msec() - start_time\n 187→\tprint(\"[HitEffectsManager] Saturation shader warmup complete in %d ms\" % elapsed)\n 188→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| "content": "extends Node\n## Autoload singleton for managing hit feedback effects.\n##\n## When the player hits an enemy:\n## - Game speed slows to 0.8 (subtle slowdown) for 3 seconds\n## - Screen saturation increases for 3 seconds\n\n## The slowed down time scale when hit effect is active.\nconst SLOW_TIME_SCALE: float = 0.8\n\n## Duration of the time slowdown effect in seconds.\nconst SLOW_DURATION: float = 3.0\n\n## Duration of the saturation boost effect in seconds.\nconst SATURATION_DURATION: float = 3.0\n\n## How much extra saturation to add (0.0 = normal, 1.0 = double saturation).\nconst SATURATION_BOOST: float = 0.4\n\n## The CanvasLayer for screen effects.\nvar _effects_layer: CanvasLayer = null\n\n## The ColorRect with the saturation shader.\nvar _saturation_rect: ColorRect = null\n\n## Timer for time slowdown effect.\nvar _slow_timer: float = 0.0\n\n## Timer for saturation boost effect.\nvar _saturation_timer: float = 0.0\n\n## Whether the time slowdown effect is currently active.\nvar _is_slow_active: bool = false\n\n## Whether the saturation boost effect is currently active.\nvar _is_saturation_active: bool = false\n\n## Issue #597: When true, skip Engine.time_scale changes (used during replay playback).\nvar replay_mode: bool = false\n\n\nfunc _ready() -> void:\n\t# Connect to scene tree changes to reset effects on scene reload\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create effects layer (high layer to render on top)\n\t_effects_layer = CanvasLayer.new()\n\t_effects_layer.name = \"HitEffectsLayer\"\n\t_effects_layer.layer = 100\n\tadd_child(_effects_layer)\n\n\t# Create saturation overlay\n\t_saturation_rect = ColorRect.new()\n\t_saturation_rect.name = \"SaturationOverlay\"\n\t_saturation_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\t# Load and apply the saturation shader\n\tvar shader := load(\"res://scripts/shaders/saturation.gdshader\") as Shader\n\tif shader:\n\t\tvar material := ShaderMaterial.new()\n\t\tmaterial.shader = shader\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\t\t_saturation_rect.material = material\n\telse:\n\t\tpush_warning(\"HitEffectsManager: Could not load saturation shader\")\n\n\t_saturation_rect.visible = false\n\t_effects_layer.add_child(_saturation_rect)\n\n\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n\t# This pre-compiles the saturation shader during loading\n\t_warmup_saturation_shader()\n\n\nfunc _process(delta: float) -> void:\n\t# Use unscaled delta for timers so they run correctly regardless of time_scale\n\t# When time_scale is 0.9, we want 3 real seconds, not 3 scaled seconds\n\tvar unscaled_delta := delta / Engine.time_scale if Engine.time_scale > 0 else delta\n\n\t# Process time slowdown effect\n\tif _is_slow_active:\n\t\t_slow_timer -= unscaled_delta\n\t\tif _slow_timer <= 0.0:\n\t\t\t_end_slow_effect()\n\n\t# Process saturation boost effect\n\tif _is_saturation_active:\n\t\t_saturation_timer -= unscaled_delta\n\t\tif _saturation_timer <= 0.0:\n\t\t\t_end_saturation_effect()\n\n\n## Called when the player successfully hits an enemy.\n## Triggers both the time slowdown and saturation boost effects.\nfunc on_player_hit_enemy() -> void:\n\t_start_slow_effect()\n\t_start_saturation_effect()\n\n\n## Starts or resets the time slowdown effect.\nfunc _start_slow_effect() -> void:\n\t_slow_timer = SLOW_DURATION\n\tif not _is_slow_active:\n\t\t_is_slow_active = true\n\t\tif not replay_mode:\n\t\t\tEngine.time_scale = SLOW_TIME_SCALE\n\n\n## Ends the time slowdown effect.\nfunc _end_slow_effect() -> void:\n\t_is_slow_active = false\n\tif not replay_mode:\n\t\tEngine.time_scale = 1.0\n\n\n## Starts or resets the saturation boost effect.\nfunc _start_saturation_effect() -> void:\n\t_saturation_timer = SATURATION_DURATION\n\tif not _is_saturation_active:\n\t\t_is_saturation_active = true\n\t\t_saturation_rect.visible = true\n\t\tvar material := _saturation_rect.material as ShaderMaterial\n\t\tif material:\n\t\t\tmaterial.set_shader_parameter(\"saturation_boost\", SATURATION_BOOST)\n\n\n## Ends the saturation boost effect.\nfunc _end_saturation_effect() -> void:\n\t_is_saturation_active = false\n\t_saturation_rect.visible = false\n\tvar material := _saturation_rect.material as ShaderMaterial\n\tif material:\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\n\n## Resets all effects (useful when restarting the scene).\nfunc reset_effects() -> void:\n\t_end_slow_effect()\n\t_end_saturation_effect()\n\t_slow_timer = 0.0\n\t_saturation_timer = 0.0\n\n\n## Tracks the previous scene root to detect scene changes.\nvar _previous_scene_root: Node = null\n\n\n## Called when the scene tree structure changes.\n## Used to reset effects when a new scene is loaded.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\treset_effects()\n\n\n## Performs warmup to pre-compile the saturation shader.\n## This prevents a shader compilation stutter on first hit (Issue #343).\n##\n## The saturation shader uses hint_screen_texture which requires specific\n## framebuffer setup. By briefly enabling and rendering the shader during\n## loading, we force the GPU to compile it before gameplay begins.\nfunc _warmup_saturation_shader() -> void:\n\tif _saturation_rect == null or _saturation_rect.material == null:\n\t\treturn\n\n\tprint(\"[HitEffectsManager] Starting saturation shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Briefly enable the saturation rect with zero boost (invisible effect)\n\t# This forces the GPU to compile the shader\n\tvar material := _saturation_rect.material as ShaderMaterial\n\tif material:\n\t\t# Set boost to 0 so there's no visible effect during warmup\n\t\tmaterial.set_shader_parameter(\"saturation_boost\", 0.0)\n\n\t_saturation_rect.visible = true\n\n\t# Wait one frame to ensure GPU processes and compiles the shader\n\tawait get_tree().process_frame\n\n\t# Hide the overlay again\n\t_saturation_rect.visible = false\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\tprint(\"[HitEffectsManager] Saturation shader warmup complete in %d ms\" % elapsed)\n", | |
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| "text": "Now let me read the enemy script to see how hits are detected, and check the existing flash/effect scenes." | |
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| "service_tier": "standard", | |
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| "session_id": "51c11f6f-ff78-4984-90bc-a5c81e2e91f4", | |
| "uuid": "5dd7eb52-a06f-4a2e-bb54-d41b033f61f3" | |
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| [2026-03-11T21:49:13.113Z] [INFO] { | |
| "type": "assistant", | |
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| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01XtPFYFPUbqMRR6TszgiKRJ", | |
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| "role": "assistant", | |
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| { | |
| "type": "tool_use", | |
| "id": "toolu_0135MDaB3u1syEim68xJWxMR", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1773265686693/scripts/objects/enemy.gd" | |
| }, | |
| "caller": { | |
| "type": "direct" | |
| } | |
| } | |
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| "uuid": "9560bda3-92cc-4481-880e-c051fab89e1a" | |
| } | |
| [2026-03-11T21:49:13.121Z] [INFO] [log_2b5ce2] sending request { | |
| [2026-03-11T21:49:13.122Z] [INFO] method: 'post', | |
| [2026-03-11T21:49:13.122Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true', | |
| [2026-03-11T21:49:13.122Z] [INFO] options: { | |
| [2026-03-11T21:49:13.123Z] [INFO] method: 'post', | |
| [2026-03-11T21:49:13.123Z] [INFO] path: '/v1/messages/count_tokens?beta=true', | |
| [2026-03-11T21:49:13.123Z] [INFO] body: { model: 'claude-opus-4-5-20251101', messages: [Array], tools: [] } | |
| [2026-03-11T21:49:13.123Z] [INFO] }, | |
| [2026-03-11T21:49:13.123Z] [INFO] headers: { | |
| [2026-03-11T21:49:13.123Z] [INFO] accept: 'application/json', | |
| [2026-03-11T21:49:13.123Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,token-counting-2024-11-01', | |
| [2026-03-11T21:49:13.124Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:49:13.124Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:49:13.124Z] [INFO] authorization: '***', | |
| [2026-03-11T21:49:13.124Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:49:13.124Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-app': 'cli', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-stainless-arch': 'x64', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-stainless-lang': 'js', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-stainless-os': 'Linux', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-stainless-package-version': '0.74.0', | |
| [2026-03-11T21:49:13.125Z] [INFO] 'x-stainless-retry-count': '0', | |
| [2026-03-11T21:49:13.126Z] [INFO] 'x-stainless-runtime': 'node', | |
| [2026-03-11T21:49:13.126Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1' | |
| [2026-03-11T21:49:13.127Z] [INFO] } | |
| [2026-03-11T21:49:13.127Z] [INFO] } | |
| [2026-03-11T21:49:13.353Z] [INFO] [log_2b5ce2, request-id: "req_011CYx2hpo8dTFKca2oMTiaV"] post https://api.anthropic.com/v1/messages/count_tokens?beta=true succeeded with status 200 in 231ms | |
| [2026-03-11T21:49:13.353Z] [INFO] [log_2b5ce2] response start { | |
| [2026-03-11T21:49:13.354Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true', | |
| [2026-03-11T21:49:13.354Z] [INFO] status: 200, | |
| [2026-03-11T21:49:13.354Z] [INFO] headers: { | |
| [2026-03-11T21:49:13.354Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f', | |
| [2026-03-11T21:49:13.355Z] [INFO] 'cf-cache-status': 'DYNAMIC', | |
| [2026-03-11T21:49:13.355Z] [INFO] 'cf-ray': '9dadc48d4b2cd081-CDG', | |
| [2026-03-11T21:49:13.355Z] [INFO] connection: 'keep-alive', | |
| [2026-03-11T21:49:13.355Z] [INFO] 'content-length': '22', | |
| [2026-03-11T21:49:13.355Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'", | |
| [2026-03-11T21:49:13.355Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:49:13.356Z] [INFO] date: 'Wed, 11 Mar 2026 21:49:13 GMT', | |
| [2026-03-11T21:49:13.356Z] [INFO] 'request-id': 'req_011CYx2hpo8dTFKca2oMTiaV', | |
| [2026-03-11T21:49:13.356Z] [INFO] server: 'cloudflare', | |
| [2026-03-11T21:49:13.356Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload', | |
| [2026-03-11T21:49:13.356Z] [INFO] 'x-envoy-upstream-service-time': '62', | |
| [2026-03-11T21:49:13.356Z] [INFO] 'x-robots-tag': 'none' | |
| [2026-03-11T21:49:13.356Z] [INFO] }, | |
| [2026-03-11T21:49:13.356Z] [INFO] durationMs: 231 | |
| [2026-03-11T21:49:13.357Z] [INFO] } | |
| [2026-03-11T21:49:13.357Z] [INFO] [log_2b5ce2] response parsed { | |
| [2026-03-11T21:49:13.357Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true', | |
| [2026-03-11T21:49:13.358Z] [INFO] status: 200, | |
| [2026-03-11T21:49:13.358Z] [INFO] body: { input_tokens: 75819 }, | |
| [2026-03-11T21:49:13.359Z] [INFO] durationMs: 232 | |
| [2026-03-11T21:49:13.359Z] [INFO] } | |
| [2026-03-11T21:49:13.431Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "type": "tool_result", | |
| "content": "File content (75819 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.", | |
| "is_error": true, | |
| "tool_use_id": "toolu_0135MDaB3u1syEim68xJWxMR" | |
| } | |
| ] | |
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| "session_id": "51c11f6f-ff78-4984-90bc-a5c81e2e91f4", | |
| "uuid": "8f4117fc-193d-4251-ac72-e572a2568537", | |
| "tool_use_result": "Error: File content (75819 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file." | |
| } | |
| [2026-03-11T21:49:13.440Z] [INFO] { | |
| "type": "assistant", | |
| "message": { | |
| "model": "claude-opus-4-5-20251101", | |
| "id": "msg_01XtPFYFPUbqMRR6TszgiKRJ", | |
| "type": "message", | |
| "role": "assistant", | |
| "content": [ | |
| { | |
| "type": "tool_use", | |
| "id": "toolu_01Qb6MkNSPne4w4X866XGPpV", | |
| "name": "Read", | |
| "input": { | |
| "file_path": "/tmp/gh-issue-solver-1773265686693/scenes/effects/ExplosionFlash.tscn" | |
| }, | |
| "caller": { | |
| "type": "direct" | |
| } | |
| } | |
| ], | |
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| "cache_read_input_tokens": 31298, | |
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| "service_tier": "standard", | |
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| "context_management": null | |
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| "session_id": "51c11f6f-ff78-4984-90bc-a5c81e2e91f4", | |
| "uuid": "da3d9916-de14-4a30-acdb-9779b5163e4c" | |
| } | |
| [2026-03-11T21:49:13.449Z] [INFO] { | |
| "type": "user", | |
| "message": { | |
| "role": "user", | |
| "content": [ | |
| { | |
| "tool_use_id": "toolu_01Qb6MkNSPne4w4X866XGPpV", | |
| "type": "tool_result", | |
| "content": " 1→[gd_scene load_steps=5 format=3 uid=\"uid://explosion_flash_scene\"]\n 2→\n 3→[ext_resource type=\"Script\" path=\"res://scripts/effects/explosion_flash.gd\" id=\"1_explosion_flash\"]\n 4→\n 5→[sub_resource type=\"Gradient\" id=\"Gradient_explosion\"]\n 6→offsets = PackedFloat32Array(0, 0.15, 0.4, 1)\n 7→colors = PackedColorArray(1, 1, 0.9, 1, 1, 0.85, 0.4, 0.9, 1, 0.5, 0.15, 0.4, 0.8, 0.3, 0.1, 0)\n 8→\n 9→[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_explosion\"]\n 10→gradient = SubResource(\"Gradient_explosion\")\n 11→width = 512\n 12→height = 512\n 13→fill = 1\n 14→fill_from = Vector2(0.5, 0.5)\n 15→\n 16→[sub_resource type=\"ParticleProcessMaterial\" id=\"ParticleProcessMaterial_explosion\"]\n 17→lifetime_randomness = 0.3\n 18→particle_flag_disable_z = true\n 19→emission_shape = 1\n 20→emission_sphere_radius = 20.0\n 21→direction = Vector3(0, 0, 0)\n 22→spread = 180.0\n 23→initial_velocity_min = 50.0\n 24→initial_velocity_max = 150.0\n 25→gravity = Vector3(0, 0, 0)\n 26→damping_min = 100.0\n 27→damping_max = 200.0\n 28→scale_min = 0.2\n 29→scale_max = 0.5\n 30→color = Color(1, 0.9, 0.5, 1)\n 31→\n 32→[node name=\"ExplosionFlash\" type=\"Node2D\"]\n 33→z_index = 10\n 34→script = ExtResource(\"1_explosion_flash\")\n 35→\n 36→[node name=\"GPUParticles2D\" type=\"GPUParticles2D\" parent=\".\"]\n 37→emitting = false\n 38→amount = 12\n 39→process_material = SubResource(\"ParticleProcessMaterial_explosion\")\n 40→texture = SubResource(\"GradientTexture2D_explosion\")\n 41→lifetime = 0.15\n 42→one_shot = true\n 43→explosiveness = 0.9\n 44→randomness = 0.2\n 45→\n 46→[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\n 47→color = Color(1, 0.85, 0.5, 1)\n 48→energy = 0.0\n 49→shadow_enabled = true\n 50→shadow_color = Color(0, 0, 0, 0.9)\n 51→shadow_filter = 1\n 52→shadow_filter_smooth = 6.0\n 53→texture = SubResource(\"GradientTexture2D_explosion\")\n 54→texture_scale = 3.0\n 55→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| ] | |
| }, | |
| "parent_tool_use_id": null, | |
| "session_id": "51c11f6f-ff78-4984-90bc-a5c81e2e91f4", | |
| "uuid": "5749d4ee-9f1d-4034-a2b5-62c8a469698f", | |
| "tool_use_result": { | |
| "type": "text", | |
| "file": { | |
| "filePath": "/tmp/gh-issue-solver-1773265686693/scenes/effects/ExplosionFlash.tscn", | |
| "content": "[gd_scene load_steps=5 format=3 uid=\"uid://explosion_flash_scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/effects/explosion_flash.gd\" id=\"1_explosion_flash\"]\n\n[sub_resource type=\"Gradient\" id=\"Gradient_explosion\"]\noffsets = PackedFloat32Array(0, 0.15, 0.4, 1)\ncolors = PackedColorArray(1, 1, 0.9, 1, 1, 0.85, 0.4, 0.9, 1, 0.5, 0.15, 0.4, 0.8, 0.3, 0.1, 0)\n\n[sub_resource type=\"GradientTexture2D\" id=\"GradientTexture2D_explosion\"]\ngradient = SubResource(\"Gradient_explosion\")\nwidth = 512\nheight = 512\nfill = 1\nfill_from = Vector2(0.5, 0.5)\n\n[sub_resource type=\"ParticleProcessMaterial\" id=\"ParticleProcessMaterial_explosion\"]\nlifetime_randomness = 0.3\nparticle_flag_disable_z = true\nemission_shape = 1\nemission_sphere_radius = 20.0\ndirection = Vector3(0, 0, 0)\nspread = 180.0\ninitial_velocity_min = 50.0\ninitial_velocity_max = 150.0\ngravity = Vector3(0, 0, 0)\ndamping_min = 100.0\ndamping_max = 200.0\nscale_min = 0.2\nscale_max = 0.5\ncolor = Color(1, 0.9, 0.5, 1)\n\n[node name=\"ExplosionFlash\" type=\"Node2D\"]\nz_index = 10\nscript = ExtResource(\"1_explosion_flash\")\n\n[node name=\"GPUParticles2D\" type=\"GPUParticles2D\" parent=\".\"]\nemitting = false\namount = 12\nprocess_material = SubResource(\"ParticleProcessMaterial_explosion\")\ntexture = SubResource(\"GradientTexture2D_explosion\")\nlifetime = 0.15\none_shot = true\nexplosiveness = 0.9\nrandomness = 0.2\n\n[node name=\"PointLight2D\" type=\"PointLight2D\" parent=\".\"]\ncolor = Color(1, 0.85, 0.5, 1)\nenergy = 0.0\nshadow_enabled = true\nshadow_color = Color(0, 0, 0, 0.9)\nshadow_filter = 1\nshadow_filter_smooth = 6.0\ntexture = SubResource(\"GradientTexture2D_explosion\")\ntexture_scale = 3.0\n", | |
| "numLines": 55, | |
| "startLine": 1, | |
| "totalLines": 55 | |
| } | |
| } | |
| } | |
| [2026-03-11T21:49:13.462Z] [INFO] [log_22d949] sending request { | |
| [2026-03-11T21:49:13.462Z] [INFO] method: 'post', | |
| [2026-03-11T21:49:13.462Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:49:13.463Z] [INFO] options: { | |
| [2026-03-11T21:49:13.463Z] [INFO] method: 'post', | |
| [2026-03-11T21:49:13.463Z] [INFO] path: '/v1/messages?beta=true', | |
| [2026-03-11T21:49:13.463Z] [INFO] body: { | |
| [2026-03-11T21:49:13.463Z] [INFO] model: 'claude-opus-4-5-20251101', | |
| [2026-03-11T21:49:13.463Z] [INFO] messages: [Array], | |
| [2026-03-11T21:49:13.464Z] [INFO] system: [Array], | |
| [2026-03-11T21:49:13.464Z] [INFO] tools: [Array], | |
| [2026-03-11T21:49:13.464Z] [INFO] tool_choice: undefined, | |
| [2026-03-11T21:49:13.464Z] [INFO] metadata: [Object], | |
| [2026-03-11T21:49:13.464Z] [INFO] max_tokens: 64000, | |
| [2026-03-11T21:49:13.464Z] [INFO] thinking: undefined, | |
| [2026-03-11T21:49:13.465Z] [INFO] temperature: 1, | |
| [2026-03-11T21:49:13.465Z] [INFO] stream: true | |
| [2026-03-11T21:49:13.465Z] [INFO] }, | |
| [2026-03-11T21:49:13.465Z] [INFO] timeout: 600000, | |
| [2026-03-11T21:49:13.465Z] [INFO] signal: AbortSignal { aborted: false }, | |
| [2026-03-11T21:49:13.466Z] [INFO] stream: true | |
| [2026-03-11T21:49:13.466Z] [INFO] }, | |
| [2026-03-11T21:49:13.466Z] [INFO] headers: { | |
| [2026-03-11T21:49:13.466Z] [INFO] accept: 'application/json', | |
| [2026-03-11T21:49:13.466Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20', | |
| [2026-03-11T21:49:13.466Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true', | |
| [2026-03-11T21:49:13.466Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:49:13.467Z] [INFO] authorization: '***', | |
| [2026-03-11T21:49:13.467Z] [INFO] 'content-type': 'application/json', | |
| [2026-03-11T21:49:13.467Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)', | |
| [2026-03-11T21:49:13.468Z] [INFO] 'x-app': 'cli', | |
| [2026-03-11T21:49:13.468Z] [INFO] 'x-stainless-arch': 'x64', | |
| [2026-03-11T21:49:13.468Z] [INFO] 'x-stainless-lang': 'js', | |
| [2026-03-11T21:49:13.468Z] [INFO] 'x-stainless-os': 'Linux', | |
| [2026-03-11T21:49:13.468Z] [INFO] 'x-stainless-package-version': '0.74.0', | |
| [2026-03-11T21:49:13.469Z] [INFO] 'x-stainless-retry-count': '0', | |
| [2026-03-11T21:49:13.469Z] [INFO] 'x-stainless-runtime': 'node', | |
| [2026-03-11T21:49:13.469Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1', | |
| [2026-03-11T21:49:13.469Z] [INFO] 'x-stainless-timeout': '600' | |
| [2026-03-11T21:49:13.469Z] [INFO] } | |
| [2026-03-11T21:49:13.469Z] [INFO] } | |
| [2026-03-11T21:49:15.224Z] [INFO] [log_22d949, request-id: "req_011CYx2hr42sz1LzcTZaXc1F"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1760ms | |
| [2026-03-11T21:49:15.225Z] [INFO] [log_22d949] response start { | |
| [2026-03-11T21:49:15.225Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:49:15.225Z] [INFO] status: 200, | |
| [2026-03-11T21:49:15.225Z] [INFO] headers: { | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.63', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning', | |
| [2026-03-11T21:49:15.226Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.85', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected', | |
| [2026-03-11T21:49:15.227Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day', | |
| [2026-03-11T21:49:15.228Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400', | |
| [2026-03-11T21:49:15.228Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning', | |
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| "content": " 1→extends CharacterBody2D\n 2→## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n 3→\n 4→## AI States for tactical behavior.\n 5→enum AIState {\n 6→\tIDLE, ## Default idle state (patrol or guard)\n 7→\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n 8→\tSEEKING_COVER, ## Moving to cover position\n 9→\tIN_COVER, ## Taking cover from player fire\n 10→\tFLANKING, ## Attempting to flank the player\n 11→\tSUPPRESSED, ## Under fire, staying in cover\n 12→\tRETREATING, ## Retreating to cover while possibly shooting\n 13→\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n 14→\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n 15→\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n 16→\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n 17→}\n 18→\n 19→## Retreat behavior modes based on damage taken.\n 20→enum RetreatMode {\n 21→\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n 22→\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n 23→\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n 24→}\n 25→\n 26→## Behavior modes for the enemy.\n 27→enum BehaviorMode {\n 28→\tPATROL, ## Moves between patrol points\n 29→\tGUARD ## Stands in one place\n 30→}\n 31→\n 32→## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\n 33→enum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n 34→\n 35→@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n 36→@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n 37→@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n 38→@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n 39→@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n 40→@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n 41→@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n 42→@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n 43→@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n 44→@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n 45→@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n 46→@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n 47→@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n 48→@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n 49→@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n 50→@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n 51→@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n 52→@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n 53→@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n 54→@export var destroy_on_death: bool = false ## Destroy enemy after death.\n 55→@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n 56→\n 57→@export var min_health: int = 2 ## Minimum random health.\n 58→@export var max_health: int = 4 ## Maximum random health.\n 59→@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n 60→@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n 61→@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n 62→@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n 63→@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n 64→@export var enable_flanking: bool = true ## Enable flanking behavior.\n 65→@export var enable_cover: bool = true ## Enable cover behavior.\n 66→@export var debug_logging: bool = false ## Enable debug logging.\n 67→@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n 68→@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n 69→@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n 70→@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n 71→@export var magazine_size: int = 30 ## Bullets per magazine.\n 72→@export var total_magazines: int = 5 ## Number of magazines carried.\n 73→\n 74→@export var reload_time: float = 3.0 ## Time to reload in seconds.\n 75→@export var detection_delay: float = 0.2 ## Delay between spotting player and shooting (reaction time).\n 76→@export var lead_prediction_delay: float = 0.3 ## Min visibility time before enabling lead prediction.\n 77→@export var lead_prediction_visibility_threshold: float = 0.6 ## Min visibility ratio for lead prediction.\n 78→@export var walk_anim_speed: float = 12.0 ## Walking animation speed multiplier.\n 79→@export var walk_anim_intensity: float = 1.0 ## Walking animation intensity.\n 80→@export var enemy_model_scale: float = 1.3 ## Scale multiplier for enemy model (1.3 matches player).\n 81→\n 82→@export var is_grenadier: bool = false ## Whether this enemy is a grenadier type (Issue #604).\n 83→# Grenade System Configuration (Issue #363, #375)\n 84→@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n 85→@export var grenade_scene: PackedScene ## Grenade scene to throw\n 86→@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n 87→@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n 88→@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n 89→@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n 90→@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n 91→@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n 92→@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n 93→@export var grenade_debug_logging: bool = false ## Grenade debug logging\n 94→\n 95→signal hit ## Enemy hit\n 96→signal died ## Enemy died\n 97→signal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\n 98→signal state_changed(new_state: AIState) ## AI state changed\n 99→signal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\n 100→signal reload_started ## Reload started\n 101→signal reload_finished ## Reload finished\n 102→signal ammo_depleted ## All ammo depleted\n 103→signal death_animation_completed ## Death animation done\n 104→signal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n 105→\n 106→const PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\n 107→const AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n 108→\n 109→@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n 110→@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n 111→@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n 112→@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n 113→@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n 114→@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n 115→@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n 116→@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n 117→@onready var _debug_label: Label = $DebugLabel ## Debug state label\n 118→@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n 119→\n 120→## HitArea for bullet collision detection (disabled on death).\n 121→@onready var _hit_area: Area2D = $HitArea\n 122→@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n 123→@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\n 124→var _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\n 125→var _original_hit_area_mask: int = 0\n 126→var _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n 127→\n 128→var _walk_anim_time: float = 0.0 ## Walking animation accumulator\n 129→var _is_walking: bool = false ## Currently walking (for anim)\n 130→var _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\n 131→var _model_facing_left: bool = false ## Model flipped for left-facing direction\n 132→const MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\n 133→var _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\n 134→var _idle_scan_target_index: int = 0\n 135→var _idle_scan_targets: Array[float] = []\n 136→const IDLE_SCAN_INTERVAL: float = 10.0\n 137→var _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\n 138→var _base_head_pos: Vector2 = Vector2.ZERO\n 139→var _base_left_arm_pos: Vector2 = Vector2.ZERO\n 140→var _base_right_arm_pos: Vector2 = Vector2.ZERO\n 141→var _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\n 142→const WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\n 143→const WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\n 144→const WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\n 145→const WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\n 146→const WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\n 147→var _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\n 148→const COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\n 149→const COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\n 150→var _current_health: int = 0 ## Current health\n 151→var _max_health: int = 0 ## Max health (set at spawn)\n 152→var _is_alive: bool = true ## Is alive\n 153→var _player: Node2D = null ## Player reference\n 154→var _shoot_timer: float = 0.0 ## Time since last shot\n 155→var _current_ammo: int = 0 ## Ammo in magazine\n 156→var _reserve_ammo: int = 0 ## Reserve ammo\n 157→var _is_reloading: bool = false ## Currently reloading\n 158→var _reload_timer: float = 0.0 ## Reload progress\n 159→## Weapon configuration for player-like weapons (Issue #417 PR feedback).\n 160→var _is_shotgun_weapon: bool = false ## Whether weapon fires multiple pellets\n 161→var _pellet_count_min: int = 1 ## Minimum pellets per shot (for shotgun)\n 162→var _pellet_count_max: int = 1 ## Maximum pellets per shot (for shotgun)\n 163→var _spread_angle: float = 0.0 ## Spread angle in degrees (for shotgun)\n 164→var _spread_threshold: int = 3; var _initial_spread: float = 0.5; var _spread_increment: float = 0.6; var _max_spread: float = 4.0; var _spread_reset_time: float = 0.25; var _shot_count: int = 0; var _spread_timer: float = 0.0 ## Issue #516: progressive spread\n 165→var _caliber_data: Resource = null ## Caliber data for casings\n 166→var _patrol_points: Array[Vector2] = [] ## Patrol state\n 167→var _current_patrol_index: int = 0\n 168→var _is_waiting_at_patrol_point: bool = false\n 169→var _patrol_wait_timer: float = 0.0\n 170→var _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\n 171→var _corner_check_timer: float = 0.0 ## Timer for corner check duration\n 172→var _last_rotation_reason: String = \"\" ## Issue #397 debug: track rotation priority changes\n 173→const CORNER_CHECK_DURATION: float = 0.3 ## How long to look at a corner (seconds)\n 174→const CORNER_CHECK_DISTANCE: float = 150.0 ## Max distance to detect openings\n 175→var _initial_position: Vector2\n 176→var _can_see_player: bool = false ## Can see player\n 177→var _bff_targeting: BffTargetingComponent = null ## Issue #934: companion targeting\n 178→var _companion: Node2D = null ## BFF companion reference (Issue #934, alias for _bff_targeting.companion)\n 179→var _can_see_companion: bool = false ## Can see BFF companion (Issue #934)\n 180→var _current_target: Node2D = null ## Best current target: player or companion (Issue #934)\n 181→var _current_state: AIState = AIState.IDLE ## AI state\n 182→var _cover_position: Vector2 = Vector2.ZERO ## Cover position\n 183→var _has_valid_cover: bool = false ## Has valid cover\n 184→var _suppression_timer: float = 0.0 ## Suppression cooldown\n 185→var _under_fire: bool = false ## Under fire (bullets in threat sphere)\n 186→\n 187→var _flank_target: Vector2 = Vector2.ZERO ## Flank target position\n 188→var _threat_sphere: Area2D = null ## Threat sphere Area2D for detecting nearby bullets\n 189→var _bullets_in_threat_sphere: Array = [] ## Bullets currently in threat sphere\n 190→var _threat_reaction_timer: float = 0.0 ## Time since first bullet entered threat sphere\n 191→var _threat_reaction_delay_elapsed: bool = false ## Whether enemy can react to bullets\n 192→var _threat_memory_timer: float = 0.0 ## Memory timer for bullets that passed through threat sphere\n 193→const THREAT_MEMORY_DURATION: float = 0.5 ## Duration to remember bullet passage\n 194→var _retreat_mode: RetreatMode = RetreatMode.FULL_HP ## Current retreat mode determined by damage taken\n 195→var _hits_taken_in_encounter: int = 0 ## Hits taken this encounter, resets on IDLE or retreat completion\n 196→\n 197→var _retreat_turn_timer: float = 0.0 ## Periodic cover turn timer\n 198→const RETREAT_TURN_DURATION: float = 0.8 ## Duration to face cover (sec)\n 199→const RETREAT_TURN_INTERVAL: float = 1.5 ## Turn interval (sec)\n 200→var _retreat_turning_to_cover: bool = false ## In turn-to-cover phase\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 CharacterBody2D\n## Enemy AI with tactical behaviors: patrol, guard, cover, flanking, GOAP.\n\n## AI States for tactical behavior.\nenum AIState {\n\tIDLE, ## Default idle state (patrol or guard)\n\tCOMBAT, ## Actively engaging the player (coming out of cover, shooting 2-3s, returning)\n\tSEEKING_COVER, ## Moving to cover position\n\tIN_COVER, ## Taking cover from player fire\n\tFLANKING, ## Attempting to flank the player\n\tSUPPRESSED, ## Under fire, staying in cover\n\tRETREATING, ## Retreating to cover while possibly shooting\n\tPURSUING, ## Moving cover-to-cover toward player (when far and can't hit)\n\tASSAULT, ## Coordinated multi-enemy assault (rush player after 5s wait)\n\tSEARCHING, ## Methodically searching area where player was last seen (Issue #322)\n\tEVADING_GRENADE ## Fleeing from grenade danger zone (Issue #407)\n}\n\n## Retreat behavior modes based on damage taken.\nenum RetreatMode {\n\tFULL_HP, ## No damage - retreat backwards while shooting, periodically turn to cover\n\tONE_HIT, ## One hit taken - quick burst then retreat without shooting\n\tMULTIPLE_HITS ## Multiple hits - quick burst then retreat without shooting (same as ONE_HIT)\n}\n\n## Behavior modes for the enemy.\nenum BehaviorMode {\n\tPATROL, ## Moves between patrol points\n\tGUARD ## Stands in one place\n}\n\n## Weapon types: RIFLE (M16), SHOTGUN (slow/powerful), UZI (fast SMG), MACHETE (melee, Issue #579).\nenum WeaponType { RIFLE, SHOTGUN, UZI, MACHETE }\n\n@export var behavior_mode: BehaviorMode = BehaviorMode.GUARD ## Current behavior mode.\n@export var weapon_type: WeaponType = WeaponType.RIFLE ## Weapon type for this enemy.\n@export var move_speed: float = 220.0 ## Maximum movement speed (px/s).\n@export var combat_move_speed: float = 320.0 ## Combat movement speed (flanking/cover).\n@export var rotation_speed: float = 25.0 ## Rotation speed (rad/s, 25 for aim-before-shoot #254).\n@export var detection_range: float = 0.0 ## Detection range (0=unlimited, line-of-sight only).\n@export var fov_angle: float = 100.0 ## FOV angle (deg). 0/negative = 360°. Default 100° per #66.\n@export var fov_enabled: bool = true ## FOV enabled (combined with ExperimentalSettings).\n@export var shoot_cooldown: float = 0.1 ## Time between shots (0.1s = 10 rounds/sec).\n@export var bullet_scene: PackedScene ## Bullet scene to instantiate when shooting.\n@export var casing_scene: PackedScene ## Casing scene for ejected bullet casings.\n@export var bullet_spawn_offset: float = 30.0 ## Offset from center for bullet spawn.\n@export var weapon_loudness: float = 1469.0 ## Weapon loudness for alerting enemies.\n@export var patrol_offsets: Array[Vector2] = [Vector2(100, 0), Vector2(-100, 0)] ## Patrol points.\n@export var patrol_wait_time: float = 1.5 ## Wait time at each patrol point (seconds).\n@export var full_health_color: Color = Color(0.9, 0.2, 0.2, 1.0) ## Color at full health.\n@export var low_health_color: Color = Color(0.3, 0.1, 0.1, 1.0) ## Color at low health.\n@export var hit_flash_color: Color = Color(1.0, 1.0, 1.0, 1.0) ## Color to flash when hit.\n@export var hit_flash_duration: float = 0.1 ## Hit flash duration (seconds).\n@export var destroy_on_death: bool = false ## Destroy enemy after death.\n@export var respawn_delay: float = 2.0 ## Delay before respawn/destroy (seconds).\n\n@export var min_health: int = 2 ## Minimum random health.\n@export var max_health: int = 4 ## Maximum random health.\n@export var threat_sphere_radius: float = 100.0 ## Bullets within radius trigger suppression.\n@export var suppression_cooldown: float = 2.0 ## Time suppressed after bullets leave.\n@export var threat_reaction_delay: float = 0.2 ## Delay before reacting to threats.\n@export var flank_angle: float = PI / 3.0 ## Flank angle from player facing (60 deg).\n@export var flank_distance: float = 200.0 ## Distance to maintain while flanking.\n@export var enable_flanking: bool = true ## Enable flanking behavior.\n@export var enable_cover: bool = true ## Enable cover behavior.\n@export var debug_logging: bool = false ## Enable debug logging.\n@export var debug_label_enabled: bool = false ## Enable debug label above enemy.\n@export var enable_friendly_fire_avoidance: bool = true ## Don't shoot if allies in way.\n@export var enable_lead_prediction: bool = true ## Shoot ahead of moving targets.\n@export var bullet_speed: float = 2500.0 ## Bullet speed for lead prediction.\n@export var magazine_size: int = 30 ## Bullets per magazine.\n@export var total_magazines: int = 5 ## Number of magazines carried.\n\n@export var reload_time: float = 3.0 ## Time to reload in seconds.\n@export var detection_delay: float = 0.2 ## Delay between spotting player and shooting (reaction time).\n@export var lead_prediction_delay: float = 0.3 ## Min visibility time before enabling lead prediction.\n@export var lead_prediction_visibility_threshold: float = 0.6 ## Min visibility ratio for lead prediction.\n@export var walk_anim_speed: float = 12.0 ## Walking animation speed multiplier.\n@export var walk_anim_intensity: float = 1.0 ## Walking animation intensity.\n@export var enemy_model_scale: float = 1.3 ## Scale multiplier for enemy model (1.3 matches player).\n\n@export var is_grenadier: bool = false ## Whether this enemy is a grenadier type (Issue #604).\n# Grenade System Configuration (Issue #363, #375)\n@export var grenade_count: int = 0 ## Grenades carried (0 = use DifficultyManager)\n@export var grenade_scene: PackedScene ## Grenade scene to throw\n@export var enable_grenade_throwing: bool = true ## Enable grenade throwing\n@export var grenade_throw_cooldown: float = 15.0 ## Cooldown between throws (sec)\n@export var grenade_max_throw_distance: float = 600.0 ## Max throw distance (px)\n@export var grenade_min_throw_distance: float = 275.0 ## Min safe distance (blast_radius:225 + margin:50, Issue #375)\n@export var grenade_safety_margin: float = 50.0 ## Safety margin added to blast radius (Issue #375)\n@export var grenade_inaccuracy: float = 0.15 ## Throw inaccuracy (radians)\n@export var grenade_throw_delay: float = 0.4 ## Delay before throw (sec)\n@export var grenade_debug_logging: bool = false ## Grenade debug logging\n\nsignal hit ## Enemy hit\nsignal died ## Enemy died\nsignal died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) ## Death with kill info\nsignal state_changed(new_state: AIState) ## AI state changed\nsignal ammo_changed(current_ammo: int, reserve_ammo: int) ## Ammo changed\nsignal reload_started ## Reload started\nsignal reload_finished ## Reload finished\nsignal ammo_depleted ## All ammo depleted\nsignal death_animation_completed ## Death animation done\nsignal grenade_thrown(grenade: Node, target_position: Vector2) ## Grenade thrown (Issue #363)\n\nconst PLAYER_DISTRACTION_ANGLE: float = 0.4014 ## ~23° - player distracted threshold\nconst AIM_TOLERANCE_DOT: float = 0.866 ## cos(30°) - aim tolerance (issue #254/#264)\n\n@onready var _enemy_model: Node2D = $EnemyModel ## Model node with all sprites\n@onready var _body_sprite: Sprite2D = $EnemyModel/Body ## Body sprite\n@onready var _head_sprite: Sprite2D = $EnemyModel/Head ## Head sprite\n@onready var _left_arm_sprite: Sprite2D = $EnemyModel/LeftArm ## Left arm sprite\n@onready var _right_arm_sprite: Sprite2D = $EnemyModel/RightArm ## Right arm sprite\n@onready var _weapon_sprite: Sprite2D = $EnemyModel/WeaponMount/WeaponSprite ## Weapon sprite\n@onready var _weapon_mount: Node2D = $EnemyModel/WeaponMount ## Weapon mount\n@onready var _raycast: RayCast2D = $RayCast2D ## Line of sight raycast\n@onready var _debug_label: Label = $DebugLabel ## Debug state label\n@onready var _nav_agent: NavigationAgent2D = $NavigationAgent2D ## Pathfinding\n\n## HitArea for bullet collision detection (disabled on death).\n@onready var _hit_area: Area2D = $HitArea\n@onready var _hit_collision_shape: CollisionShape2D = $HitArea/HitCollisionShape ## Collision on death\n@onready var _casing_pusher: Area2D = $CasingPusher ## Casing pusher Area2D (Issue #438)\nvar _original_hit_area_layer: int = 0 ## Original collision layer (restore on respawn)\nvar _original_hit_area_mask: int = 0\nvar _overlapping_casings: Array[RigidBody2D] = [] ## Casings in CasingPusher (Issue #438)\n\nvar _walk_anim_time: float = 0.0 ## Walking animation accumulator\nvar _is_walking: bool = false ## Currently walking (for anim)\nvar _target_model_rotation: float = 0.0 ## Target rotation for smooth interpolation\nvar _model_facing_left: bool = false ## Model flipped for left-facing direction\nconst MODEL_ROTATION_SPEED: float = 3.0 ## Max model rotation speed (3.0 rad/s = 172 deg/s)\nvar _idle_scan_timer: float = 0.0 ## IDLE scanning state for GUARD enemies\nvar _idle_scan_target_index: int = 0\nvar _idle_scan_targets: Array[float] = []\nconst IDLE_SCAN_INTERVAL: float = 10.0\nvar _base_body_pos: Vector2 = Vector2.ZERO ## Base positions for animation\nvar _base_head_pos: Vector2 = Vector2.ZERO\nvar _base_left_arm_pos: Vector2 = Vector2.ZERO\nvar _base_right_arm_pos: Vector2 = Vector2.ZERO\nvar _wall_raycasts: Array[RayCast2D] = [] ## Wall detection raycasts\nconst WALL_CHECK_DISTANCE: float = 60.0 ## Wall check distance\nconst WALL_CHECK_COUNT: int = 8 ## Number of wall raycasts\nconst WALL_AVOIDANCE_MIN_WEIGHT: float = 0.7 ## Min avoidance (close)\nconst WALL_AVOIDANCE_MAX_WEIGHT: float = 0.3 ## Max avoidance (far)\nconst WALL_SLIDE_DISTANCE: float = 30.0 ## Wall slide threshold\nvar _cover_raycasts: Array[RayCast2D] = [] ## Cover detection raycasts\nconst COVER_CHECK_COUNT: int = 16 ## Number of cover raycasts\nconst COVER_CHECK_DISTANCE: float = 300.0 ## Cover check distance\nvar _current_health: int = 0 ## Current health\nvar _max_health: int = 0 ## Max health (set at spawn)\nvar _is_alive: bool = true ## Is alive\nvar _player: Node2D = null ## Player reference\nvar _shoot_timer: float = 0.0 ## Time since last shot\nvar _current_ammo: int = 0 ## Ammo in magazine\nvar _reserve_ammo: int = 0 ## Reserve ammo\nvar _is_reloading: bool = false ## Currently reloading\nvar _reload_timer: float = 0.0 ## Reload progress\n## Weapon configuration for player-like weapons (Issue #417 PR feedback).\nvar _is_shotgun_weapon: bool = false ## Whether weapon fires multiple pellets\nvar _pellet_count_min: int = 1 ## Minimum pellets per shot (for shotgun)\nvar _pellet_count_max: int = 1 ## Maximum pellets per shot (for shotgun)\nvar _spread_angle: float = 0.0 ## Spread angle in degrees (for shotgun)\nvar _spread_threshold: int = 3; var _initial_spread: float = 0.5; var _spread_increment: float = 0.6; var _max_spread: float = 4.0; var _spread_reset_time: float = 0.25; var _shot_count: int = 0; var _spread_timer: float = 0.0 ## Issue #516: progressive spread\nvar _caliber_data: Resource = null ## Caliber data for casings\nvar _patrol_points: Array[Vector2] = [] ## Patrol state\nvar _current_patrol_index: int = 0\nvar _is_waiting_at_patrol_point: bool = false\nvar _patrol_wait_timer: float = 0.0\nvar _corner_check_angle: float = 0.0 ## Angle to look toward when checking a corner\nvar _corner_check_timer: float = 0.0 ## Timer for corner check duration\nvar _last_rotation_reason: String = \"\" ## Issue #397 debug: track rotation priority changes\nconst CORNER_CHECK_DURATION: float = 0.3 ## How long to look at a corner (seconds)\nconst CORNER_CHECK_DISTANCE: float = 150.0 ## Max distance to detect openings\nvar _initial_position: Vector2\nvar _can_see_player: bool = false ## Can see player\nvar _bff_targeting: BffTargetingComponent = null ## Issue #934: companion targeting\nvar _companion: Node2D = null ## BFF companion reference (Issue #934, alias for _bff_targeting.companion)\nvar _can_see_companion: bool = false ## Can see BFF companion (Issue #934)\nvar _current_target: Node2D = null ## Best current target: player or companion (Issue #934)\nvar _current_state: AIState = AIState.IDLE ## AI state\nvar _cover_position: Vector2 = Vector2.ZERO ## Cover position\nvar _has_valid_cover: bool = false ## Has valid cover\nvar _suppression_timer: float = 0.0 ## Suppression cooldown\nvar _under_fire: bool = false ## Under fire (bullets in threat sphere)\n\nvar _flank_target: Vector2 = Vector2.ZERO ## Flank target position\nvar _threat_sphere: Area2D = null ## Threat sphere Area2D for detecting nearby bullets\nvar _bullets_in_threat_sphere: Array = [] ## Bullets currently in threat sphere\nvar _threat_reaction_timer: float = 0.0 ## Time since first bullet entered threat sphere\nvar _threat_reaction_delay_elapsed: bool = false ## Whether enemy can react to bullets\nvar _threat_memory_timer: float = 0.0 ## Memory timer for bullets that passed through threat sphere\nconst THREAT_MEMORY_DURATION: float = 0.5 ## Duration to remember bullet passage\nvar _retreat_mode: RetreatMode = RetreatMode.FULL_HP ## Current retreat mode determined by damage taken\nvar _hits_taken_in_encounter: int = 0 ## Hits taken this encounter, resets on IDLE or retreat completion\n\nvar _retreat_turn_timer: float = 0.0 ## Periodic cover turn timer\nconst RETREAT_TURN_DURATION: float = 0.8 ## Duration to face cover (sec)\nconst RETREAT_TURN_INTERVAL: float = 1.5 ## Turn interval (sec)\nvar _retreat_turning_to_cover: bool = false ## In turn-to-cover phase", | |
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| "content": " 4100→\tif _idle_scan_targets.size() < 2:\n 4101→\t\t_idle_scan_targets = [0.0, PI]\n 4102→\t_idle_scan_target_index = randi() % _idle_scan_targets.size()\n 4103→\n 4104→## Called when a bullet enters the threat sphere.\n 4105→func _on_threat_area_entered(area: Area2D) -> void:\n 4106→\tif (\"shooter_id\" in area and area.shooter_id == get_instance_id()) or not _is_position_visible_to_enemy(area.global_position):\n 4107→\t\treturn # Own bullet or wall blocking line of sight — no suppression\n 4108→\t_bullets_in_threat_sphere.append(area)\n 4109→\t_threat_memory_timer = THREAT_MEMORY_DURATION\n 4110→\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n 4111→\n 4112→## Called when a bullet exits the threat sphere.\n 4113→func _on_threat_area_exited(area: Area2D) -> void:\n 4114→\t_bullets_in_threat_sphere.erase(area)\n 4115→\n 4116→## Apply damage to the enemy (IDamageable interface for C# Bullet). Primary entry point for C# bullets.\n 4117→func take_damage(amount: float) -> void:\n 4118→\ton_hit_with_bullet_info(Vector2.RIGHT, null, false, false, amount)\n 4119→\n 4120→## Called when the enemy is hit (by bullet.gd). Default damage = 1.\n 4121→func on_hit() -> void:\n 4122→\ton_hit_with_info(Vector2.RIGHT, null)\n 4123→\n 4124→## Called when the enemy is hit with extended hit information.\n 4125→func on_hit_with_info(hit_direction: Vector2, caliber_data: Resource) -> void:\n 4126→\ton_hit_with_bullet_info(hit_direction, caliber_data, false, false, 1.0)\n 4127→\n 4128→## Called when enemy is hit with full bullet information. @param damage: Damage amount (default 1.0).\n 4129→func on_hit_with_bullet_info(hit_direction: Vector2, caliber_data: Resource, has_ricocheted: bool, has_penetrated: bool, damage: float = 1.0) -> void:\n 4130→\tif not _is_alive:\n 4131→\t\treturn\n 4132→\n 4133→\thit.emit()\n 4134→\n 4135→\t# Store hit direction for death animation\n 4136→\t_last_hit_direction = hit_direction\n 4137→\n 4138→\tvar attacker_direction := -hit_direction.normalized()\n 4139→\tif attacker_direction.length_squared() > 0.01: _force_model_to_face_direction(attacker_direction)\n 4140→\t_hits_taken_in_encounter += 1\n 4141→\tvar actual_damage: int = maxi(int(round(damage)), 1)\n 4142→\t_log_to_file(\"Hit: dmg=%d, hp=%d/%d->%d/%d\" % [actual_damage, _current_health, _max_health, _current_health - actual_damage, _max_health])\n 4143→\t_show_hit_flash()\n 4144→\t_current_health -= actual_damage # Apply damage\n 4145→\n 4146→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 4147→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 4148→\tif _current_health <= 0:\n 4149→\t\t_killed_by_ricochet = has_ricocheted; _killed_by_penetration = has_penetrated\n 4150→\t\t# Play lethal hit sound\n 4151→\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n 4152→\t\t\taudio_manager.play_hit_lethal(global_position)\n 4153→\t\t# Spawn blood splatter effect for lethal hit (with decal)\n 4154→\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n 4155→\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, true)\n 4156→\t\t_on_death()\n 4157→\telse:\n 4158→\t\t# Play non-lethal hit sound\n 4159→\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n 4160→\t\t\taudio_manager.play_hit_non_lethal(global_position)\n 4161→\t\t# Spawn blood effect for non-lethal hit (smaller, no decal)\n 4162→\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n 4163→\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, false)\n 4164→\t\t_update_health_visual() # [Issue #919] check_retaliation removed: aggression must not propagate to hit enemies\n 4165→\t\t# Issue #910: When hit in non-combat state, transition to COMBAT and fire back\n 4166→\t\tif _current_state in [AIState.IDLE, AIState.SEARCHING, AIState.RETREATING, AIState.SEEKING_COVER]:\n 4167→\t\t\tvar est_pos := global_position + attacker_direction * 300.0; _last_known_player_position = est_pos\n 4168→\t\t\tif _memory: _memory.update_position(est_pos, 0.6); _memory_reset_confusion_timer = 0.0\n 4169→\t\t\t_log_to_file(\"[#910] Hit triggered COMBAT from %s\" % AIState.keys()[_current_state]); _transition_to_combat()\n 4170→\t\t\tif _suppressive_fire and _player and _player.has_method(\"is_invisible\") and _player.is_invisible(): _suppressive_fire.shoot(est_pos)\n 4171→\n 4172→## Shows a brief flash effect when hit.\n 4173→func _show_hit_flash() -> void:\n 4174→\tif not _enemy_model:\n 4175→\t\treturn\n 4176→\n 4177→\t_set_all_sprites_modulate(hit_flash_color)\n 4178→\n 4179→\tawait get_tree().create_timer(hit_flash_duration).timeout\n 4180→\n 4181→\t# Restore color based on current health (if still alive)\n 4182→\tif _is_alive:\n 4183→\t\t_update_health_visual()\n 4184→\n 4185→## Updates the sprite color based on current health percentage.\n 4186→func _update_health_visual() -> void:\n 4187→\t# Interpolate color based on health percentage\n 4188→\tvar health_percent := _get_health_percent()\n 4189→\tvar color := full_health_color.lerp(low_health_color, 1.0 - health_percent)\n 4190→\t_set_all_sprites_modulate(color)\n 4191→\n 4192→## Sets the modulate color on all enemy sprite parts.\n 4193→func _set_all_sprites_modulate(color: Color) -> void:\n 4194→\tif _body_sprite:\n 4195→\t\t_body_sprite.modulate = color\n 4196→\tif _head_sprite:\n 4197→\t\t_head_sprite.modulate = color\n 4198→\tif _left_arm_sprite:\n 4199→\t\t_left_arm_sprite.modulate = color\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": "\tif _idle_scan_targets.size() < 2:\n\t\t_idle_scan_targets = [0.0, PI]\n\t_idle_scan_target_index = randi() % _idle_scan_targets.size()\n\n## Called when a bullet enters the threat sphere.\nfunc _on_threat_area_entered(area: Area2D) -> void:\n\tif (\"shooter_id\" in area and area.shooter_id == get_instance_id()) or not _is_position_visible_to_enemy(area.global_position):\n\t\treturn # Own bullet or wall blocking line of sight — no suppression\n\t_bullets_in_threat_sphere.append(area)\n\t_threat_memory_timer = THREAT_MEMORY_DURATION\n\t_log_debug(\"Bullet entered threat sphere, starting reaction delay...\")\n\n## Called when a bullet exits the threat sphere.\nfunc _on_threat_area_exited(area: Area2D) -> void:\n\t_bullets_in_threat_sphere.erase(area)\n\n## Apply damage to the enemy (IDamageable interface for C# Bullet). Primary entry point for C# bullets.\nfunc take_damage(amount: float) -> void:\n\ton_hit_with_bullet_info(Vector2.RIGHT, null, false, false, amount)\n\n## Called when the enemy is hit (by bullet.gd). Default damage = 1.\nfunc on_hit() -> void:\n\ton_hit_with_info(Vector2.RIGHT, null)\n\n## Called when the enemy is hit with extended hit information.\nfunc on_hit_with_info(hit_direction: Vector2, caliber_data: Resource) -> void:\n\ton_hit_with_bullet_info(hit_direction, caliber_data, false, false, 1.0)\n\n## Called when enemy is hit with full bullet information. @param damage: Damage amount (default 1.0).\nfunc on_hit_with_bullet_info(hit_direction: Vector2, caliber_data: Resource, has_ricocheted: bool, has_penetrated: bool, damage: float = 1.0) -> void:\n\tif not _is_alive:\n\t\treturn\n\n\thit.emit()\n\n\t# Store hit direction for death animation\n\t_last_hit_direction = hit_direction\n\n\tvar attacker_direction := -hit_direction.normalized()\n\tif attacker_direction.length_squared() > 0.01: _force_model_to_face_direction(attacker_direction)\n\t_hits_taken_in_encounter += 1\n\tvar actual_damage: int = maxi(int(round(damage)), 1)\n\t_log_to_file(\"Hit: dmg=%d, hp=%d/%d->%d/%d\" % [actual_damage, _current_health, _max_health, _current_health - actual_damage, _max_health])\n\t_show_hit_flash()\n\t_current_health -= actual_damage # Apply damage\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif _current_health <= 0:\n\t\t_killed_by_ricochet = has_ricocheted; _killed_by_penetration = has_penetrated\n\t\t# Play lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\taudio_manager.play_hit_lethal(global_position)\n\t\t# Spawn blood splatter effect for lethal hit (with decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, true)\n\t\t_on_death()\n\telse:\n\t\t# Play non-lethal hit sound\n\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\taudio_manager.play_hit_non_lethal(global_position)\n\t\t# Spawn blood effect for non-lethal hit (smaller, no decal)\n\t\tif impact_manager and impact_manager.has_method(\"spawn_blood_effect\"):\n\t\t\timpact_manager.spawn_blood_effect(global_position, hit_direction, caliber_data, false)\n\t\t_update_health_visual() # [Issue #919] check_retaliation removed: aggression must not propagate to hit enemies\n\t\t# Issue #910: When hit in non-combat state, transition to COMBAT and fire back\n\t\tif _current_state in [AIState.IDLE, AIState.SEARCHING, AIState.RETREATING, AIState.SEEKING_COVER]:\n\t\t\tvar est_pos := global_position + attacker_direction * 300.0; _last_known_player_position = est_pos\n\t\t\tif _memory: _memory.update_position(est_pos, 0.6); _memory_reset_confusion_timer = 0.0\n\t\t\t_log_to_file(\"[#910] Hit triggered COMBAT from %s\" % AIState.keys()[_current_state]); _transition_to_combat()\n\t\t\tif _suppressive_fire and _player and _player.has_method(\"is_invisible\") and _player.is_invisible(): _suppressive_fire.shoot(est_pos)\n\n## Shows a brief flash effect when hit.\nfunc _show_hit_flash() -> void:\n\tif not _enemy_model:\n\t\treturn\n\n\t_set_all_sprites_modulate(hit_flash_color)\n\n\tawait get_tree().create_timer(hit_flash_duration).timeout\n\n\t# Restore color based on current health (if still alive)\n\tif _is_alive:\n\t\t_update_health_visual()\n\n## Updates the sprite color based on current health percentage.\nfunc _update_health_visual() -> void:\n\t# Interpolate color based on health percentage\n\tvar health_percent := _get_health_percent()\n\tvar color := full_health_color.lerp(low_health_color, 1.0 - health_percent)\n\t_set_all_sprites_modulate(color)\n\n## Sets the modulate color on all enemy sprite parts.\nfunc _set_all_sprites_modulate(color: Color) -> void:\n\tif _body_sprite:\n\t\t_body_sprite.modulate = color\n\tif _head_sprite:\n\t\t_head_sprite.modulate = color\n\tif _left_arm_sprite:\n\t\t_left_arm_sprite.modulate = color", | |
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| "content": " 1→extends Node2D\n 2→## Explosion flash effect combining particles and dynamic lighting with wall occlusion.\n 3→##\n 4→## Creates a bright flash of light at the explosion point that respects wall geometry.\n 5→## Uses PointLight2D with shadow_enabled=true to automatically prevent the flash\n 6→## from being visible through walls (same approach as muzzle_flash.gd).\n 7→##\n 8→## Issue #470 Fix: Unlike a simple Sprite2D which ignores walls, the PointLight2D's\n 9→## shadow system ensures the flash is occluded by any obstacle that casts shadows.\n 10→\n 11→## Explosion type determines visual appearance.\n 12→enum ExplosionType {\n 13→\tFLASHBANG, # Bright white flash\n 14→\tFRAG # Orange/red explosion\n 15→}\n 16→\n 17→## Duration of the explosion flash effect in seconds.\n 18→const FLASH_DURATION: float = 0.4\n 19→\n 20→## Starting energy (intensity) of the point light for flashbang.\n 21→const FLASHBANG_LIGHT_ENERGY: float = 8.0\n 22→\n 23→## Starting energy (intensity) of the point light for frag.\n 24→const FRAG_LIGHT_ENERGY: float = 6.0\n 25→\n 26→## The type of explosion (affects color and intensity).\n 27→var explosion_type: ExplosionType = ExplosionType.FLASHBANG\n 28→\n 29→## Effect radius (used to scale the light).\n 30→var effect_radius: float = 400.0\n 31→\n 32→## Reference to the point light child node.\n 33→var _point_light: PointLight2D = null\n 34→\n 35→## Reference to the particles child node.\n 36→var _particles: GPUParticles2D = null\n 37→\n 38→## Time tracker for fade animation.\n 39→var _elapsed_time: float = 0.0\n 40→\n 41→## Whether the effect has started.\n 42→var _is_active: bool = false\n 43→\n 44→\n 45→func _ready() -> void:\n 46→\t# Get references to child nodes\n 47→\t_point_light = get_node_or_null(\"PointLight2D\")\n 48→\t_particles = get_node_or_null(\"GPUParticles2D\")\n 49→\n 50→\t# Configure based on explosion type\n 51→\t_configure_for_type()\n 52→\n 53→\t# Start the effect\n 54→\t_start_effect()\n 55→\n 56→\n 57→## Configures the effect based on explosion type.\n 58→func _configure_for_type() -> void:\n 59→\tif _point_light == null:\n 60→\t\treturn\n 61→\n 62→\tif explosion_type == ExplosionType.FLASHBANG:\n 63→\t\t# Flashbang: bright white flash\n 64→\t\t_point_light.color = Color(1.0, 0.95, 0.9, 1.0)\n 65→\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 66→\t\t# Scale light based on effect radius (flashbang has larger radius)\n 67→\t\t_point_light.texture_scale = effect_radius / 100.0\n 68→\telse:\n 69→\t\t# Frag: orange/red explosion\n 70→\t\t_point_light.color = Color(1.0, 0.6, 0.2, 1.0)\n 71→\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 72→\t\t# Scale light based on effect radius\n 73→\t\t_point_light.texture_scale = effect_radius / 80.0\n 74→\n 75→\t# Update particle color to match\n 76→\tif _particles and _particles.process_material is ParticleProcessMaterial:\n 77→\t\tvar mat: ParticleProcessMaterial = _particles.process_material as ParticleProcessMaterial\n 78→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 79→\t\t\tmat.color = Color(1.0, 1.0, 0.9, 1.0)\n 80→\t\telse:\n 81→\t\t\tmat.color = Color(1.0, 0.7, 0.3, 1.0)\n 82→\n 83→\n 84→## Starts the explosion flash effect.\n 85→func _start_effect() -> void:\n 86→\t_is_active = true\n 87→\t_elapsed_time = 0.0\n 88→\n 89→\t# Start particles emitting\n 90→\tif _particles:\n 91→\t\t_particles.emitting = true\n 92→\n 93→\t# Set initial light energy\n 94→\tif _point_light:\n 95→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 96→\t\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n 97→\t\telse:\n 98→\t\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n 99→\t\t_point_light.visible = true\n 100→\n 101→\n 102→func _process(delta: float) -> void:\n 103→\tif not _is_active:\n 104→\t\treturn\n 105→\n 106→\t_elapsed_time += delta\n 107→\n 108→\t# Calculate fade progress (0 to 1)\n 109→\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n 110→\n 111→\t# Fade out the light using ease-out curve for more natural falloff\n 112→\tif _point_light:\n 113→\t\tvar fade := 1.0 - progress\n 114→\t\t# Apply ease-out curve (starts fast, slows down)\n 115→\t\tfade = fade * fade\n 116→\t\tvar start_energy: float\n 117→\t\tif explosion_type == ExplosionType.FLASHBANG:\n 118→\t\t\tstart_energy = FLASHBANG_LIGHT_ENERGY\n 119→\t\telse:\n 120→\t\t\tstart_energy = FRAG_LIGHT_ENERGY\n 121→\t\t_point_light.energy = start_energy * fade\n 122→\n 123→\t# Check if effect is complete\n 124→\tif progress >= 1.0:\n 125→\t\t_is_active = false\n 126→\t\t# Schedule cleanup after particles finish\n 127→\t\t_schedule_cleanup()\n 128→\n 129→\n 130→## Schedules the node for cleanup after particles finish.\n 131→func _schedule_cleanup() -> void:\n 132→\t# Wait a bit for particles to fully fade, then remove\n 133→\tvar tree := get_tree()\n 134→\tif tree == null:\n 135→\t\tqueue_free()\n 136→\t\treturn\n 137→\n 138→\t# Use the particle lifetime plus small buffer for cleanup\n 139→\tvar cleanup_delay := 0.3\n 140→\tif _particles:\n 141→\t\tcleanup_delay = _particles.lifetime + 0.2\n 142→\n 143→\tawait tree.create_timer(cleanup_delay).timeout\n 144→\n 145→\tif is_instance_valid(self):\n 146→\t\tqueue_free()\n 147→\n 148→\n 149→## Static helper to create and configure the explosion flash.\n 150→## Called by GrenadeTimer or other scripts to spawn the effect.\n 151→static func create_at(pos: Vector2, type: ExplosionType, radius: float, parent: Node) -> void:\n 152→\tvar scene: PackedScene = load(\"res://scenes/effects/ExplosionFlash.tscn\")\n 153→\tif scene == null:\n 154→\t\tpush_error(\"[ExplosionFlash] Failed to load ExplosionFlash.tscn\")\n 155→\t\treturn\n 156→\n 157→\tvar instance: Node2D = scene.instantiate() as Node2D\n 158→\tif instance == null:\n 159→\t\tpush_error(\"[ExplosionFlash] Failed to instantiate ExplosionFlash\")\n 160→\t\treturn\n 161→\n 162→\tinstance.global_position = pos\n 163→\tinstance.explosion_type = type\n 164→\tinstance.effect_radius = radius\n 165→\n 166→\tparent.add_child(instance)\n 167→\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 Node2D\n## Explosion flash effect combining particles and dynamic lighting with wall occlusion.\n##\n## Creates a bright flash of light at the explosion point that respects wall geometry.\n## Uses PointLight2D with shadow_enabled=true to automatically prevent the flash\n## from being visible through walls (same approach as muzzle_flash.gd).\n##\n## Issue #470 Fix: Unlike a simple Sprite2D which ignores walls, the PointLight2D's\n## shadow system ensures the flash is occluded by any obstacle that casts shadows.\n\n## Explosion type determines visual appearance.\nenum ExplosionType {\n\tFLASHBANG, # Bright white flash\n\tFRAG # Orange/red explosion\n}\n\n## Duration of the explosion flash effect in seconds.\nconst FLASH_DURATION: float = 0.4\n\n## Starting energy (intensity) of the point light for flashbang.\nconst FLASHBANG_LIGHT_ENERGY: float = 8.0\n\n## Starting energy (intensity) of the point light for frag.\nconst FRAG_LIGHT_ENERGY: float = 6.0\n\n## The type of explosion (affects color and intensity).\nvar explosion_type: ExplosionType = ExplosionType.FLASHBANG\n\n## Effect radius (used to scale the light).\nvar effect_radius: float = 400.0\n\n## Reference to the point light child node.\nvar _point_light: PointLight2D = null\n\n## Reference to the particles child node.\nvar _particles: GPUParticles2D = null\n\n## Time tracker for fade animation.\nvar _elapsed_time: float = 0.0\n\n## Whether the effect has started.\nvar _is_active: bool = false\n\n\nfunc _ready() -> void:\n\t# Get references to child nodes\n\t_point_light = get_node_or_null(\"PointLight2D\")\n\t_particles = get_node_or_null(\"GPUParticles2D\")\n\n\t# Configure based on explosion type\n\t_configure_for_type()\n\n\t# Start the effect\n\t_start_effect()\n\n\n## Configures the effect based on explosion type.\nfunc _configure_for_type() -> void:\n\tif _point_light == null:\n\t\treturn\n\n\tif explosion_type == ExplosionType.FLASHBANG:\n\t\t# Flashbang: bright white flash\n\t\t_point_light.color = Color(1.0, 0.95, 0.9, 1.0)\n\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n\t\t# Scale light based on effect radius (flashbang has larger radius)\n\t\t_point_light.texture_scale = effect_radius / 100.0\n\telse:\n\t\t# Frag: orange/red explosion\n\t\t_point_light.color = Color(1.0, 0.6, 0.2, 1.0)\n\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n\t\t# Scale light based on effect radius\n\t\t_point_light.texture_scale = effect_radius / 80.0\n\n\t# Update particle color to match\n\tif _particles and _particles.process_material is ParticleProcessMaterial:\n\t\tvar mat: ParticleProcessMaterial = _particles.process_material as ParticleProcessMaterial\n\t\tif explosion_type == ExplosionType.FLASHBANG:\n\t\t\tmat.color = Color(1.0, 1.0, 0.9, 1.0)\n\t\telse:\n\t\t\tmat.color = Color(1.0, 0.7, 0.3, 1.0)\n\n\n## Starts the explosion flash effect.\nfunc _start_effect() -> void:\n\t_is_active = true\n\t_elapsed_time = 0.0\n\n\t# Start particles emitting\n\tif _particles:\n\t\t_particles.emitting = true\n\n\t# Set initial light energy\n\tif _point_light:\n\t\tif explosion_type == ExplosionType.FLASHBANG:\n\t\t\t_point_light.energy = FLASHBANG_LIGHT_ENERGY\n\t\telse:\n\t\t\t_point_light.energy = FRAG_LIGHT_ENERGY\n\t\t_point_light.visible = true\n\n\nfunc _process(delta: float) -> void:\n\tif not _is_active:\n\t\treturn\n\n\t_elapsed_time += delta\n\n\t# Calculate fade progress (0 to 1)\n\tvar progress := clampf(_elapsed_time / FLASH_DURATION, 0.0, 1.0)\n\n\t# Fade out the light using ease-out curve for more natural falloff\n\tif _point_light:\n\t\tvar fade := 1.0 - progress\n\t\t# Apply ease-out curve (starts fast, slows down)\n\t\tfade = fade * fade\n\t\tvar start_energy: float\n\t\tif explosion_type == ExplosionType.FLASHBANG:\n\t\t\tstart_energy = FLASHBANG_LIGHT_ENERGY\n\t\telse:\n\t\t\tstart_energy = FRAG_LIGHT_ENERGY\n\t\t_point_light.energy = start_energy * fade\n\n\t# Check if effect is complete\n\tif progress >= 1.0:\n\t\t_is_active = false\n\t\t# Schedule cleanup after particles finish\n\t\t_schedule_cleanup()\n\n\n## Schedules the node for cleanup after particles finish.\nfunc _schedule_cleanup() -> void:\n\t# Wait a bit for particles to fully fade, then remove\n\tvar tree := get_tree()\n\tif tree == null:\n\t\tqueue_free()\n\t\treturn\n\n\t# Use the particle lifetime plus small buffer for cleanup\n\tvar cleanup_delay := 0.3\n\tif _particles:\n\t\tcleanup_delay = _particles.lifetime + 0.2\n\n\tawait tree.create_timer(cleanup_delay).timeout\n\n\tif is_instance_valid(self):\n\t\tqueue_free()\n\n\n## Static helper to create and configure the explosion flash.\n## Called by GrenadeTimer or other scripts to spawn the effect.\nstatic func create_at(pos: Vector2, type: ExplosionType, radius: float, parent: Node) -> void:\n\tvar scene: PackedScene = load(\"res://scenes/effects/ExplosionFlash.tscn\")\n\tif scene == null:\n\t\tpush_error(\"[ExplosionFlash] Failed to load ExplosionFlash.tscn\")\n\t\treturn\n\n\tvar instance: Node2D = scene.instantiate() as Node2D\n\tif instance == null:\n\t\tpush_error(\"[ExplosionFlash] Failed to instantiate ExplosionFlash\")\n\t\treturn\n\n\tinstance.global_position = pos\n\tinstance.explosion_type = type\n\tinstance.effect_radius = radius\n\n\tparent.add_child(instance)\n", | |
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| "I found several relevant resources for Godot 4 lightning and screen flash effects:\n\n## Lightning Effects\n\nThe lightning shader features Fractal Brownian Motion and Perlin Noise, with a fully explained tutorial available. You can drop a lightning shader on top of any ColorRect to change the base color from white to something else.\n\nFor 2D lightning specifically, you can create pixel art lightning effects by lowering the resolution, and adjust parameters like `lightning_color` for color, `size` for bolt thickness, `width` for bolt range, and `speed` for animation speed.\n\n## Screen Flash/Screen-Wide Effects\n\nThere's a screen damage flash shader that assigns to a ColorRect's material and can be triggered by animating the intensity parameter with a Tween. This creates a fullscreen flash effect that can be adapted for lightning-based screen flashes.\n\nFlash shaders create flashing effects on textures and sprites, allowing objects to briefly brighten or change color, useful for simulating damage feedback or other visual cues.\n\nThe best approach for a fullscreen lightning screen flash would be to combine a flash shader with a ColorRect covering the entire screen, then animate the intensity when lightning strikes occur in your game." | |
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| "content": "Web search results for query: \"Godot 4 PointLight2D screen-wide flash effect thunder storm visual\"\n\nLinks: [{\"title\":\"2D lights and shadows — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html\"},{\"title\":\"PointLight2D — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html\"},{\"title\":\"PointLight2D — Godot Engine (4.3) documentation in English\",\"url\":\"https://docs.godotengine.org/en/4.3/classes/class_pointlight2d.html\"},{\"title\":\"Realisitic light cones - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/realisitic-light-cones/106123\"},{\"title\":\"Random 2D Lightning Strikes - Godot Shaders\",\"url\":\"https://godotshaders.com/shader/random-2d-lightning-strikes/\"},{\"title\":\"How to make a flashlight using PointLight2D with a texture. - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-make-a-flashlight-using-pointlight2d-with-a-texture/68074\"},{\"title\":\"Help with pointlight2d - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/help-with-pointlight2d/134367\"},{\"title\":\"Having issue with 2D lighting in Godot - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/having-issue-with-2d-lighting-in-godot/68063\"},{\"title\":\"PointLight2D — Godot Engine (4.4) documentation in English\",\"url\":\"https://docs.godotengine.org/en/4.4/classes/class_pointlight2d.html\"},{\"title\":\"Thunder Lightning Strike Shader for Godot | gameidea\",\"url\":\"https://gameidea.org/2024/08/28/thunder-lightning-strike-shader-for-godot/\"}]\n\nBased on the search results, I found resources related to creating lightning and lighting effects in Godot 4:\n\n**PointLight2D Documentation and Usage:**\nThe search returned official Godot Engine 4.3 documentation for the PointLight2D class, which is the primary node you'd use for creating point light effects in 2D games.\n\n**Lightning and Storm Effects:**\nFor creating thunder and lightning storm visuals, the search found:\n\n1. A shader for creating realistic lightning strike effects for 2D storms and thunderstorms available on Godot Shaders\n\n2. A Thunder Lightning Strike Shader based on 2D lightning shaders, with added controls for thickness and alpha modifications\n\n**Practical Applications:**\nThe forum discussions show developers using PointLight2D with different blend modes (Subtract and Add) to create various lighting effects.\n\nFor creating a screen-wide flash effect during a thunderstorm, you could combine a PointLight2D node with animated intensity changes or use custom shaders like those mentioned in the search results to create the lightning bolt visuals, then layer a PointLight2D or full-screen overlay for the bright flash effect.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks." | |
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| "title": "Random 2D Lightning Strikes - Godot Shaders", | |
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| "title": "Having issue with 2D lighting in Godot - Help - Godot Forum", | |
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| "Based on the search results, I found resources related to creating lightning and lighting effects in Godot 4:\n\n**PointLight2D Documentation and Usage:**\nThe search returned official Godot Engine 4.3 documentation for the PointLight2D class, which is the primary node you'd use for creating point light effects in 2D games.\n\n**Lightning and Storm Effects:**\nFor creating thunder and lightning storm visuals, the search found:\n\n1. A shader for creating realistic lightning strike effects for 2D storms and thunderstorms available on Godot Shaders\n\n2. A Thunder Lightning Strike Shader based on 2D lightning shaders, with added controls for thickness and alpha modifications\n\n**Practical Applications:**\nThe forum discussions show developers using PointLight2D with different blend modes (Subtract and Add) to create various lighting effects.\n\nFor creating a screen-wide flash effect during a thunderstorm, you could combine a PointLight2D node with animated intensity changes or use custom shaders like those mentioned in the search results to create the lightning bolt visuals, then layer a PointLight2D or full-screen overlay for the bright flash effect." | |
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| "content": "# Lightning Shader Explanation\n\n## Shader Code Overview\n\nThe lightning effect is a 2D canvas shader that generates an electric discharge using procedural noise techniques. Here's the core implementation:\n\n```glsl\nshader_type canvas_item;\n\nuniform vec3 effect_color: source_color = vec3(0.2, 0.3, 0.8);\nuniform int octave_count: hint_range(1, 20) = 10;\nuniform float amp_start = 0.5;\nuniform float amp_coeff = 0.5;\nuniform float freq_coeff = 2.0;\nuniform float speed = 0.5;\n```\n\n## How It Works\n\n**Key Technique**: The shader combines \"Fractal Brownian Motion and Perlin Noise\" to create the lightning effect.\n\nThe process involves three main components:\n\n1. **Noise Functions**: Hash-based functions generate pseudo-random values used to create natural-looking disturbances\n2. **Fractal Brownian Motion (FBM)**: This layered noise approach combines multiple noise octaves at different frequencies and amplitudes to produce complex, organic patterns\n3. **Displacement & Rendering**: The noise distorts UV coordinates, then a distance calculation creates the sharp, bright lightning streaks\n\n## Customization Parameters\n\n- **effect_color**: Determines lightning hue (default: blue at 0.2, 0.3, 0.8)\n- **octave_count**: Controls complexity (1-20 range; higher = more detailed)\n- **amp_start**: Initial amplitude for noise layers\n- **amp_coeff**: How quickly each layer's strength decreases\n- **freq_coeff**: Frequency scaling between octaves (2.0 = doubles frequency each layer)\n- **speed**: Animation velocity through the noise space\n\nAdjust these values to create different electrical effects or adapt the shader for various visual styles." | |
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| "result": "# Lightning Shader Explanation\n\n## Shader Code Overview\n\nThe lightning effect is a 2D canvas shader that generates an electric discharge using procedural noise techniques. Here's the core implementation:\n\n```glsl\nshader_type canvas_item;\n\nuniform vec3 effect_color: source_color = vec3(0.2, 0.3, 0.8);\nuniform int octave_count: hint_range(1, 20) = 10;\nuniform float amp_start = 0.5;\nuniform float amp_coeff = 0.5;\nuniform float freq_coeff = 2.0;\nuniform float speed = 0.5;\n```\n\n## How It Works\n\n**Key Technique**: The shader combines \"Fractal Brownian Motion and Perlin Noise\" to create the lightning effect.\n\nThe process involves three main components:\n\n1. **Noise Functions**: Hash-based functions generate pseudo-random values used to create natural-looking disturbances\n2. **Fractal Brownian Motion (FBM)**: This layered noise approach combines multiple noise octaves at different frequencies and amplitudes to produce complex, organic patterns\n3. **Displacement & Rendering**: The noise distorts UV coordinates, then a distance calculation creates the sharp, bright lightning streaks\n\n## Customization Parameters\n\n- **effect_color**: Determines lightning hue (default: blue at 0.2, 0.3, 0.8)\n- **octave_count**: Controls complexity (1-20 range; higher = more detailed)\n- **amp_start**: Initial amplitude for noise layers\n- **amp_coeff**: How quickly each layer's strength decreases\n- **freq_coeff**: Frequency scaling between octaves (2.0 = doubles frequency each layer)\n- **speed**: Animation velocity through the noise space\n\nAdjust these values to create different electrical effects or adapt the shader for various visual styles.", | |
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| "url": "https://godotshaders.com/shader/lightning/" | |
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| "content": "[{\"body\":\"## Summary\\n\\n- Increased Black Metal font size to 24pt for better visibility\\n- Added black background (StyleBoxFlat) to the Black Metal button to match the aesthetic\\n- Fixed broken symbol display by replacing parentheses with dash in selected text (\\\"BLACK METAL - SELECTED\\\" instead of \\\"BLACK METAL (SELECTED)\\\"), since the gothic bitmap font doesn't contain parentheses characters\\n- Increased button minimum size from 200x40 to 260x50 to accommodate the larger font\\n\\n## Technical Details\\n\\nThe gothic bitmap font (`gothic_bitmap.fnt`) has a limited character set that includes:\\n- Uppercase letters A-Z\\n- Numbers 0-9\\n- Special characters: `:`, `&`, `?`, `!`, `-`, `+`, space, lowercase `x`\\n\\n**Parentheses are NOT included**, which caused the broken symbols shown in the issue screenshot.\\n\\n## Fixes\\n\\nFixes #1020\\n\\n## Test plan\\n\\n- [ ] Open the difficulty menu in the pause menu\\n- [ ] Verify Black Metal button has a black/dark background\\n- [ ] Verify the gothic font is larger and more readable\\n- [ ] Select Black Metal difficulty and verify text shows \\\"BLACK METAL - SELECTED\\\" without broken symbols\\n- [ ] Verify hover and disabled states work correctly\\n\\n---\\n🤖 Generated with [Claude Code](https://claude.ai/code)\",\"title\":\"fix: improve Black Metal difficulty button styling\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1021\"},{\"body\":\"## Summary\\n\\nAdds a **\\\"View Unlock Table\\\"** button to the Experimental menu that opens a read-only table showing unlock conditions for all items.\\n\\n### Features\\n\\n- **Table displays**: Map name, minimum rank required, and unlockable items for each level\\n- **Visual feedback**: Green checkmark (✓) appears next to levels whose condition is already met\\n- **Unallocated items**: Items without unlock conditions (available from start) are shown in a separate row at the bottom\\n- **Color-coded ranks**: D=orange, F=red, S=gold, Any=green, etc.\\n\\n### Table Layout\\n\\n| MAP | MIN RANK | UNLOCKABLE ITEMS |\\n|-----|----------|------------------|\\n| Labyrinth | D | Mini UZI |\\n| Building | D | Shotgun |\\n| Polygon | D | ASVK, Flashlight |\\n| Castle | F | RSh-12, Teleport Bracers |\\n| — (no condition) | Any | PM, M16, Silenced Pistol, AK + GL, Flashbang, Frag Grenade, F-1 Grenade, Aggression Gas, Homing Bullets, ... |\\n\\n### Technical Details\\n\\n**Root Cause of Previous Failure (PR #1003)**:\\nThe previous attempt failed because the `UnlockTableMenu` (a CanvasLayer) was added as a child of `PauseMenu` (also a CanvasLayer). In Godot 4, nested CanvasLayers have visibility issues — even calling `show()` may not make them visible. See: [godotengine/godot#84912](https://github.com/godotengine/godot/issues/84912)\\n\\n**Fix Applied**:\\n- `UnlockTableMenu` is added to `get_tree().root` instead of as a child of any CanvasLayer\\n- This ensures the menu is at the top level of the scene tree, avoiding nesting issues\\n- Explicit `show()` call after instantiation\\n\\n### Files Changed\\n\\n**Added:**\\n- `scripts/ui/unlock_table_menu.gd` — Table menu script (follows LevelsMenu/ArmoryMenu pattern)\\n- `scenes/ui/UnlockTableMenu.tscn` — Minimal scene file\\n\\n**Modified:**\\n- `scenes/ui/ExperimentalMenu.tscn` — Added button and description label\\n- `scripts/ui/experimental_menu.gd` — Wired up button handler with root-level instantiation\\n\\n### Issue Reference\\nFixes Jhon-Crow/godot-topdown-MVP#1002\\n\\n---\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"feat: add unlock table to Experimental menu (Issue #1002)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1019\"},{\"body\":\"## Summary\\n\\nThis PR implements the visual enhancements for difficulty buttons as requested in #1014:\\n\\n- **Power Fantasy**: Text displays with a bright gradient (cyan → purple → magenta → orange → yellow) from first letter to last\\n- **Black Metal**: Text uses the existing `gothic_bitmap.fnt` font with a silver/gray color\\n\\n## Bug Fixes (from user feedback)\\n\\n### Fixed: Black Metal showing as boxes (▯▯▯▯▯)\\n**Root Cause**: The `gothic_bitmap.fnt` font only contains uppercase letters (A-Z), numbers, and special characters. It does NOT contain lowercase letters (a-z). The text \\\"Black Metal\\\" has lowercase letters which the font couldn't render.\\n\\n**Fix**: Changed button text to uppercase: `\\\"BLACK METAL\\\"` instead of `\\\"Black Metal\\\"`\\n\\n### Fixed: Power Fantasy gradient appearing as vertical dots\\n**Root Cause**: The RichTextLabel was positioned with `PRESET_CENTER` anchor combined with `fit_content = true`, causing it to collapse to minimal size. Each character rendered on its own line vertically.\\n\\n**Fix**: Wrapped the RichTextLabel in a `CenterContainer` with `PRESET_FULL_RECT` to properly fill the button area and center the text.\\n\\n## Implementation Details\\n\\n### Power Fantasy Gradient\\n- Uses a RichTextLabel overlay with BBCode enabled\\n- Per-character color gradient using `[color=#hex]` BBCode tags\\n- Wrapped in CenterContainer for proper horizontal and vertical centering\\n- Colors: Cyan (#00FFFF) → Purple (#8000FF) → Magenta (#FF00FF) → Orange (#FF8000) → Yellow (#FFFF00)\\n\\n### Black Metal Gothic Font\\n- Loads the existing `assets/fonts/gothic_bitmap.fnt` font\\n- Uses UPPERCASE text to match available font glyphs\\n- Silver/gray color (#D9D9D9) for normal state with appropriate hover/pressed/disabled states\\n\\n## Files Changed\\n- `scripts/ui/difficulty_menu.gd` - Main implementation with bug fixes\\n- `docs/case-studies/issue-1014/README.md` - Case study documentation with root cause analysis\\n\\n## Case Study\\nFull root cause analysis and timeline available in `docs/case-studies/issue-1014/README.md`\\n\\n## Test Plan\\n- [ ] Open the difficulty menu from the pause screen\\n- [ ] Verify Power Fantasy button shows gradient text (not dots) centered in the button\\n- [ ] Verify Black Metal button shows \\\"BLACK METAL\\\" in gothic font (not boxes)\\n- [ ] Switch between difficulties and verify the styling updates correctly\\n- [ ] Verify \\\"(SELECTED)\\\" suffix appears with correct styling when a difficulty is active\\n\\n---\\nFixes #1014\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"feat: add gradient text for Power Fantasy and gothic font for Black Metal buttons\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1015\"},{\"body\":\"## Summary\\n\\nImplements visual scorch marks that remain on the floor after grenade explosions:\\n\\n- **Flashbang (светошумовая):** 20px radius, 0.15 alpha - small, almost invisible mark\\n- **Frag/Offensive (наступательная):** 40px radius, 0.6 alpha - 2x grenade size, burnt mark \\n- **F-1/Defensive (оборонительная):** 80px radius, 0.7 alpha - 2x frag size, prominent burnt mark\\n\\nPer issue requirements:\\n> после взрыва гранаты должен оставаться чёрный след на полу\\n> от светошумовой размером с саму гранату и почти невидный\\n> от наступательной - в 2 раза больше жжёный след\\n> от ф-1 - в 2 раза больше чем у наступательной\\n\\n## Changes\\n\\n- Add `ExplosionScorchMark` scene and script (`scripts/effects/explosion_scorch_mark.gd`)\\n- Add `_spawn_scorch_mark()` method to `grenade_base.gd` base class\\n- Integrate scorch marks into `_on_explode()` for all grenade types\\n- Add `spawn_explosion_scorch_mark()` to `ImpactEffectsManager` for centralized spawning\\n- Add cleanup methods for scorch marks on scene transitions\\n- Add comprehensive unit tests (`tests/unit/test_explosion_scorch_mark.gd`)\\n- Add case study documentation (`docs/case-studies/issue-1005/`)\\n\\n## Technical Details\\n\\nThe scorch mark uses a procedurally generated radial gradient texture:\\n- Dark charcoal center (RGB: 0.05, 0.05, 0.05)\\n- Mid-section with slight brown tint (burnt appearance)\\n- Smooth alpha fade to transparent edges\\n\\nVisual design follows existing patterns (BloodDecal, BulletHole).\\n\\n## Test Plan\\n\\n- [x] Unit tests for scorch mark configuration and size requirements\\n- [x] Verify flashbang creates small, nearly invisible mark\\n- [x] Verify frag grenade creates medium burnt mark (2x flashbang)\\n- [x] Verify F-1 grenade creates large prominent mark (2x frag)\\n- [x] Verify scorch marks persist and don't disappear\\n- [x] Verify cleanup on scene transitions\\n\\n## Fixes\\n\\nFixes Jhon-Crow/godot-topdown-MVP#1005\\n\\n---\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"Add explosion scorch marks after grenade explosions (Issue #1005)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1011\"},{\"body\":\"## Summary\\n\\nThis PR moves the Ricochet Points feature from the experimental settings menu to the active items system, making it a proper equippable item that players can select in the armory.\\n\\n- Removed Ricochet Points toggle from Experimental Features menu\\n- Added Ricochet Points as new active item (freely available from start)\\n- Increased ricochet chance boost from 20% to 30% as requested\\n- When Ricochet Points active item is equipped, ricochet chance at valid angles (green ray) is increased by 30%\\n\\n## Changes\\n\\n### Removed from Experimental Settings\\n- `scripts/autoload/experimental_settings.gd` - Removed ricochet_points_enabled variable and methods\\n- `scripts/ui/experimental_menu.gd` - Removed UI checkbox and handler\\n- `scenes/ui/ExperimentalMenu.tscn` - Removed scene nodes\\n\\n### Added as Active Item\\n- `scripts/autoload/active_item_manager.gd` - Added RICOCHET_POINTS (ID: 10) to enum, data, and unlock state\\n- `scripts/projectiles/bullet.gd` - Updated ricochet calculation to check ActiveItemManager with 30% boost\\n\\n### Updated Tests\\n- `tests/unit/test_experimental_settings.gd` - Removed ricochet points tests\\n- `tests/unit/test_ricochet.gd` - Updated boost from 20% to 30%\\n- `tests/unit/test_active_item_manager.gd` - Added ricochet points tests\\n\\n## Test plan\\n\\n- [ ] Verify Ricochet Points no longer appears in Experimental Features menu\\n- [ ] Verify Ricochet Points appears in armory as equippable active item\\n- [ ] Verify when equipped, ricochets at valid angles occur 30% more often\\n- [ ] Run unit tests to ensure all pass\\n\\nFixes #1004\\n\\n---\\n*Generated with [Claude Code](https://claude.com/claude-code)*\",\"title\":\"Move Ricochet Points from experimental to active item (Issue #1004)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1009\"}]", | |
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In Godot 4, nested CanvasLayers have visibility issues — even calling `show()` may not make them visible. See: [godotengine/godot#84912](https://github.com/godotengine/godot/issues/84912)\\n\\n**Fix Applied**:\\n- `UnlockTableMenu` is added to `get_tree().root` instead of as a child of any CanvasLayer\\n- This ensures the menu is at the top level of the scene tree, avoiding nesting issues\\n- Explicit `show()` call after instantiation\\n\\n### Files Changed\\n\\n**Added:**\\n- `scripts/ui/unlock_table_menu.gd` — Table menu script (follows LevelsMenu/ArmoryMenu pattern)\\n- `scenes/ui/UnlockTableMenu.tscn` — Minimal scene file\\n\\n**Modified:**\\n- `scenes/ui/ExperimentalMenu.tscn` — Added button and description label\\n- `scripts/ui/experimental_menu.gd` — Wired up button handler with root-level instantiation\\n\\n### Issue Reference\\nFixes Jhon-Crow/godot-topdown-MVP#1002\\n\\n---\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"feat: add unlock table to Experimental menu (Issue #1002)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1019\"},{\"body\":\"## Summary\\n\\nThis PR implements the visual enhancements for difficulty buttons as requested in #1014:\\n\\n- **Power Fantasy**: Text displays with a bright gradient (cyan → purple → magenta → orange → yellow) from first letter to last\\n- **Black Metal**: Text uses the existing `gothic_bitmap.fnt` font with a silver/gray color\\n\\n## Bug Fixes (from user feedback)\\n\\n### Fixed: Black Metal showing as boxes (▯▯▯▯▯)\\n**Root Cause**: The `gothic_bitmap.fnt` font only contains uppercase letters (A-Z), numbers, and special characters. It does NOT contain lowercase letters (a-z). The text \\\"Black Metal\\\" has lowercase letters which the font couldn't render.\\n\\n**Fix**: Changed button text to uppercase: `\\\"BLACK METAL\\\"` instead of `\\\"Black Metal\\\"`\\n\\n### Fixed: Power Fantasy gradient appearing as vertical dots\\n**Root Cause**: The RichTextLabel was positioned with `PRESET_CENTER` anchor combined with `fit_content = true`, causing it to collapse to minimal size. Each character rendered on its own line vertically.\\n\\n**Fix**: Wrapped the RichTextLabel in a `CenterContainer` with `PRESET_FULL_RECT` to properly fill the button area and center the text.\\n\\n## Implementation Details\\n\\n### Power Fantasy Gradient\\n- Uses a RichTextLabel overlay with BBCode enabled\\n- Per-character color gradient using `[color=#hex]` BBCode tags\\n- Wrapped in CenterContainer for proper horizontal and vertical centering\\n- Colors: Cyan (#00FFFF) → Purple (#8000FF) → Magenta (#FF00FF) → Orange (#FF8000) → Yellow (#FFFF00)\\n\\n### Black Metal Gothic Font\\n- Loads the existing `assets/fonts/gothic_bitmap.fnt` font\\n- Uses UPPERCASE text to match available font glyphs\\n- Silver/gray color (#D9D9D9) for normal state with appropriate hover/pressed/disabled states\\n\\n## Files Changed\\n- `scripts/ui/difficulty_menu.gd` - Main implementation with bug fixes\\n- `docs/case-studies/issue-1014/README.md` - Case study documentation with root cause analysis\\n\\n## Case Study\\nFull root cause analysis and timeline available in `docs/case-studies/issue-1014/README.md`\\n\\n## Test Plan\\n- [ ] Open the difficulty menu from the pause screen\\n- [ ] Verify Power Fantasy button shows gradient text (not dots) centered in the button\\n- [ ] Verify Black Metal button shows \\\"BLACK METAL\\\" in gothic font (not boxes)\\n- [ ] Switch between difficulties and verify the styling updates correctly\\n- [ ] Verify \\\"(SELECTED)\\\" suffix appears with correct styling when a difficulty is active\\n\\n---\\nFixes #1014\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"feat: add gradient text for Power Fantasy and gothic font for Black Metal buttons\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1015\"},{\"body\":\"## Summary\\n\\nImplements visual scorch marks that remain on the floor after grenade explosions:\\n\\n- **Flashbang (светошумовая):** 20px radius, 0.15 alpha - small, almost invisible mark\\n- **Frag/Offensive (наступательная):** 40px radius, 0.6 alpha - 2x grenade size, burnt mark \\n- **F-1/Defensive (оборонительная):** 80px radius, 0.7 alpha - 2x frag size, prominent burnt mark\\n\\nPer issue requirements:\\n> после взрыва гранаты должен оставаться чёрный след на полу\\n> от светошумовой размером с саму гранату и почти невидный\\n> от наступательной - в 2 раза больше жжёный след\\n> от ф-1 - в 2 раза больше чем у наступательной\\n\\n## Changes\\n\\n- Add `ExplosionScorchMark` scene and script (`scripts/effects/explosion_scorch_mark.gd`)\\n- Add `_spawn_scorch_mark()` method to `grenade_base.gd` base class\\n- Integrate scorch marks into `_on_explode()` for all grenade types\\n- Add `spawn_explosion_scorch_mark()` to `ImpactEffectsManager` for centralized spawning\\n- Add cleanup methods for scorch marks on scene transitions\\n- Add comprehensive unit tests (`tests/unit/test_explosion_scorch_mark.gd`)\\n- Add case study documentation (`docs/case-studies/issue-1005/`)\\n\\n## Technical Details\\n\\nThe scorch mark uses a procedurally generated radial gradient texture:\\n- Dark charcoal center (RGB: 0.05, 0.05, 0.05)\\n- Mid-section with slight brown tint (burnt appearance)\\n- Smooth alpha fade to transparent edges\\n\\nVisual design follows existing patterns (BloodDecal, BulletHole).\\n\\n## Test Plan\\n\\n- [x] Unit tests for scorch mark configuration and size requirements\\n- [x] Verify flashbang creates small, nearly invisible mark\\n- [x] Verify frag grenade creates medium burnt mark (2x flashbang)\\n- [x] Verify F-1 grenade creates large prominent mark (2x frag)\\n- [x] Verify scorch marks persist and don't disappear\\n- [x] Verify cleanup on scene transitions\\n\\n## Fixes\\n\\nFixes Jhon-Crow/godot-topdown-MVP#1005\\n\\n---\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"title\":\"Add explosion scorch marks after grenade explosions (Issue #1005)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1011\"},{\"body\":\"## Summary\\n\\nThis PR moves the Ricochet Points feature from the experimental settings menu to the active items system, making it a proper equippable item that players can select in the armory.\\n\\n- Removed Ricochet Points toggle from Experimental Features menu\\n- Added Ricochet Points as new active item (freely available from start)\\n- Increased ricochet chance boost from 20% to 30% as requested\\n- When Ricochet Points active item is equipped, ricochet chance at valid angles (green ray) is increased by 30%\\n\\n## Changes\\n\\n### Removed from Experimental Settings\\n- `scripts/autoload/experimental_settings.gd` - Removed ricochet_points_enabled variable and methods\\n- `scripts/ui/experimental_menu.gd` - Removed UI checkbox and handler\\n- `scenes/ui/ExperimentalMenu.tscn` - Removed scene nodes\\n\\n### Added as Active Item\\n- `scripts/autoload/active_item_manager.gd` - Added RICOCHET_POINTS (ID: 10) to enum, data, and unlock state\\n- `scripts/projectiles/bullet.gd` - Updated ricochet calculation to check ActiveItemManager with 30% boost\\n\\n### Updated Tests\\n- `tests/unit/test_experimental_settings.gd` - Removed ricochet points tests\\n- `tests/unit/test_ricochet.gd` - Updated boost from 20% to 30%\\n- `tests/unit/test_active_item_manager.gd` - Added ricochet points tests\\n\\n## Test plan\\n\\n- [ ] Verify Ricochet Points no longer appears in Experimental Features menu\\n- [ ] Verify Ricochet Points appears in armory as equippable active item\\n- [ ] Verify when equipped, ricochets at valid angles occur 30% more often\\n- [ ] Run unit tests to ensure all pass\\n\\nFixes #1004\\n\\n---\\n*Generated with [Claude Code](https://claude.com/claude-code)*\",\"title\":\"Move Ricochet Points from experimental to active item (Issue #1004)\",\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1009\"}]", | |
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| "content": "# Case Study: Issue #1023 - Thunder and Lightning Effects for Black Metal Difficulty\n\n## Issue Summary\n\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023\n\n**Request (translated from Russian):**\n> Add thunder and lightning effects on every enemy hit.\n> This should add more Black Metal style and should look diverse.\n> Lightning should illuminate the entire screen.\n> Make it look cooler.\n\n## Analysis\n\n### Current State of Black Metal Mode\n\nBlack Metal difficulty mode currently provides:\n- **Visual Filter:** B&W + red color palette via `black_metal.gdshader`\n- **Gameplay Modifiers:** 25% less HP, 25% faster movement, 0.3s enemy reaction time\n- **Effects Manager:** `BlackMetalEffectsManager` handles the visual filter\n\n### Enemy Hit Detection\n\nEnemy hits are processed in `scripts/objects/enemy.gd`:\n- `on_hit_with_bullet_info()` - main entry point for hit detection\n- Emits `hit` signal that can be listened to\n- `HitEffectsManager` already provides saturation boost and time slowdown on hits\n\n### Existing Effect Systems\n\nThe project has several effect patterns we can follow:\n1. **ExplosionFlash** - PointLight2D with fade animation for explosions\n2. **MuzzleFlash** - Brief light flash with particles\n3. **HitEffectsManager** - Screen-wide effects using CanvasLayer + ColorRect shader\n4. **BlackMetalEffectsManager** - Fullscreen shader overlay\n\n## Solution Design\n\n### Core Concept\n\nCreate a **BlackMetalLightningEffectsManager** autoload that:\n1. Listens for enemy hit events when Black Metal mode is active\n2. Triggers screen-wide lightning flash effect\n3. Creates diverse lightning bolt visuals\n4. Plays thunder sound effects\n\n### Technical Implementation\n\n#### 1. Lightning Flash Effect\n\nUse a **CanvasLayer** with **ColorRect** + custom shader approach:\n- White flash that illuminates entire screen\n- Quick flash (0.1-0.2s) with rapid fadeout\n- Randomized intensity for visual diversity\n- Multiple flash patterns (single, double, triple flash)\n\n#### 2. Lightning Bolt Visual (Optional)\n\nBased on [Godot Shaders - Lightning](https://godotshaders.com/shader/lightning/):\n- Procedural lightning bolts using Fractal Brownian Motion + Perlin Noise\n- Randomized position and shape for each hit\n- Can be toggled for performance\n\n#### 3. Integration Points\n\n- Hook into `HitEffectsManager` or create dedicated manager\n- Listen to enemy `hit` signal\n- Check `DifficultyManager.is_black_metal_mode()` before triggering\n\n### Visual Diversity\n\nTo make the effect look diverse:\n1. **Randomized intensity:** 0.8-1.0 energy multiplier\n2. **Flash patterns:** Single (40%), double (40%), triple (20%)\n3. **Flash duration variation:** 0.08-0.15 seconds\n4. **Optional lightning bolt position:** Random screen positions\n5. **Color variation:** Pure white to slight blue tint\n\n## Implementation Plan\n\n1. Create `BlackMetalLightningEffectsManager` autoload\n2. Create lightning flash shader (`lightning_flash.gdshader`)\n3. Integrate with enemy hit detection\n4. Add visual diversity through randomization\n5. Register autoload in `project.godot`\n6. Test thoroughly\n\n## Research Sources\n\n- [Godot Shaders - Lightning](https://godotshaders.com/shader/lightning/) - Fractal Brownian Motion approach\n- [Godot Shaders - 2D Lightning](https://godotshaders.com/shader/2d-lightning/) - Pixel art lightning\n- [Godot Shaders - Random 2D Lightning Strikes](https://godotshaders.com/shader/random-2d-lightning-strikes/) - Random bolt positioning\n- [Godot Shaders - Flash Shader](https://godotshaders.com/shader/flash-shader/) - Screen flash techniques\n- [Godot Docs - PointLight2D](https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html) - 2D lighting\n\n## Expected Result\n\nWhen playing in Black Metal mode, each enemy hit will trigger:\n1. A bright white screen flash that illuminates everything\n2. Rapid fadeout creating a lightning-like effect\n3. Visual diversity through randomized flash patterns and intensity\n4. Enhanced \"Black Metal\" atmosphere with dramatic lighting\n" | |
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| "content": "# Case Study: Issue #1023 - Thunder and Lightning Effects for Black Metal Difficulty\n\n## Issue Summary\n\n**Issue URL:** https://github.com/Jhon-Crow/godot-topdown-MVP/issues/1023\n\n**Request (translated from Russian):**\n> Add thunder and lightning effects on every enemy hit.\n> This should add more Black Metal style and should look diverse.\n> Lightning should illuminate the entire screen.\n> Make it look cooler.\n\n## Analysis\n\n### Current State of Black Metal Mode\n\nBlack Metal difficulty mode currently provides:\n- **Visual Filter:** B&W + red color palette via `black_metal.gdshader`\n- **Gameplay Modifiers:** 25% less HP, 25% faster movement, 0.3s enemy reaction time\n- **Effects Manager:** `BlackMetalEffectsManager` handles the visual filter\n\n### Enemy Hit Detection\n\nEnemy hits are processed in `scripts/objects/enemy.gd`:\n- `on_hit_with_bullet_info()` - main entry point for hit detection\n- Emits `hit` signal that can be listened to\n- `HitEffectsManager` already provides saturation boost and time slowdown on hits\n\n### Existing Effect Systems\n\nThe project has several effect patterns we can follow:\n1. **ExplosionFlash** - PointLight2D with fade animation for explosions\n2. **MuzzleFlash** - Brief light flash with particles\n3. **HitEffectsManager** - Screen-wide effects using CanvasLayer + ColorRect shader\n4. **BlackMetalEffectsManager** - Fullscreen shader overlay\n\n## Solution Design\n\n### Core Concept\n\nCreate a **BlackMetalLightningEffectsManager** autoload that:\n1. Listens for enemy hit events when Black Metal mode is active\n2. Triggers screen-wide lightning flash effect\n3. Creates diverse lightning bolt visuals\n4. Plays thunder sound effects\n\n### Technical Implementation\n\n#### 1. Lightning Flash Effect\n\nUse a **CanvasLayer** with **ColorRect** + custom shader approach:\n- White flash that illuminates entire screen\n- Quick flash (0.1-0.2s) with rapid fadeout\n- Randomized intensity for visual diversity\n- Multiple flash patterns (single, double, triple flash)\n\n#### 2. Lightning Bolt Visual (Optional)\n\nBased on [Godot Shaders - Lightning](https://godotshaders.com/shader/lightning/):\n- Procedural lightning bolts using Fractal Brownian Motion + Perlin Noise\n- Randomized position and shape for each hit\n- Can be toggled for performance\n\n#### 3. Integration Points\n\n- Hook into `HitEffectsManager` or create dedicated manager\n- Listen to enemy `hit` signal\n- Check `DifficultyManager.is_black_metal_mode()` before triggering\n\n### Visual Diversity\n\nTo make the effect look diverse:\n1. **Randomized intensity:** 0.8-1.0 energy multiplier\n2. **Flash patterns:** Single (40%), double (40%), triple (20%)\n3. **Flash duration variation:** 0.08-0.15 seconds\n4. **Optional lightning bolt position:** Random screen positions\n5. **Color variation:** Pure white to slight blue tint\n\n## Implementation Plan\n\n1. Create `BlackMetalLightningEffectsManager` autoload\n2. Create lightning flash shader (`lightning_flash.gdshader`)\n3. Integrate with enemy hit detection\n4. Add visual diversity through randomization\n5. Register autoload in `project.godot`\n6. Test thoroughly\n\n## Research Sources\n\n- [Godot Shaders - Lightning](https://godotshaders.com/shader/lightning/) - Fractal Brownian Motion approach\n- [Godot Shaders - 2D Lightning](https://godotshaders.com/shader/2d-lightning/) - Pixel art lightning\n- [Godot Shaders - Random 2D Lightning Strikes](https://godotshaders.com/shader/random-2d-lightning-strikes/) - Random bolt positioning\n- [Godot Shaders - Flash Shader](https://godotshaders.com/shader/flash-shader/) - Screen flash techniques\n- [Godot Docs - PointLight2D](https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html) - 2D lighting\n\n## Expected Result\n\nWhen playing in Black Metal mode, each enemy hit will trigger:\n1. A bright white screen flash that illuminates everything\n2. Rapid fadeout creating a lightning-like effect\n3. Visual diversity through randomized flash patterns and intensity\n4. Enhanced \"Black Metal\" atmosphere with dramatic lighting\n", | |
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| "content": "extends Node\n## BlackMetalLightningEffectsManager - Thunder and lightning effects for Black Metal difficulty.\n##\n## Issue #1023: Adds dramatic lightning flash effects when the player hits an enemy\n## in Black Metal difficulty mode. The lightning illuminates the entire screen,\n## adding to the intense Black Metal atmosphere.\n##\n## Features:\n## - Screen-wide lightning flash on enemy hits\n## - Visual diversity through randomized flash patterns (single, double, triple)\n## - Randomized intensity and duration for natural look\n## - Respects the existing B&W+red filter (renders on top)\n## - Uses the same white-flash prevention pattern as other effect managers\n\n\n## Number of frames to wait after a scene transition before showing effects.\n## Matches the pattern from HitEffectsManager and BlackMetalEffectsManager.\nconst ACTIVATION_DELAY_FRAMES: int = 3\n\n## Flash pattern types for visual diversity.\nenum FlashPattern {\n\tSINGLE, ## One flash\n\tDOUBLE, ## Two quick flashes\n\tTRIPLE ## Three rapid flashes\n}\n\n## Minimum flash intensity (0-1).\nconst MIN_INTENSITY: float = 0.7\n\n## Maximum flash intensity (0-1).\nconst MAX_INTENSITY: float = 1.0\n\n## Minimum flash duration in seconds.\nconst MIN_FLASH_DURATION: float = 0.06\n\n## Maximum flash duration in seconds.\nconst MAX_FLASH_DURATION: float = 0.12\n\n## Gap between flashes in multi-flash patterns (seconds).\nconst MULTI_FLASH_GAP: float = 0.04\n\n## Probability of double flash pattern.\nconst DOUBLE_FLASH_CHANCE: float = 0.35\n\n## Probability of triple flash pattern (remaining is single).\nconst TRIPLE_FLASH_CHANCE: float = 0.15\n\n## CanvasLayer for the lightning flash overlay.\nvar _flash_layer: CanvasLayer = null\n\n## ColorRect carrying the flash shader material.\nvar _flash_rect: ColorRect = null\n\n## Cached shader material reference.\nvar _material: ShaderMaterial = null\n\n## Whether the manager is active (Black Metal mode enabled).\nvar _is_active: bool = false\n\n## Whether a flash animation is currently playing.\nvar _is_flashing: bool = false\n\n## Whether we're waiting for delayed activation after a scene change.\nvar _waiting_for_activation: bool = false\n\n## Frame counter for delayed activation.\nvar _activation_frame_counter: int = 0\n\n## Track the previous scene to detect scene transitions.\nvar _previous_scene_root: Node = null\n\n## Current flash state for animation.\nvar _flash_timer: float = 0.0\nvar _flash_duration: float = 0.0\nvar _flash_intensity: float = 0.0\nvar _flashes_remaining: int = 0\nvar _in_gap: bool = false\nvar _gap_timer: float = 0.0\n\n\nfunc _ready() -> void:\n\t_log(\"BlackMetalLightningEffectsManager initializing...\")\n\n\t# Connect to scene tree changes to handle scene reloads.\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create the flash layer at layer 98 — above the Black Metal filter (97) but below hit effects (100).\n\t_flash_layer = CanvasLayer.new()\n\t_flash_layer.name = \"BlackMetalLightningLayer\"\n\t_flash_layer.layer = 98\n\t_flash_layer.process_mode = Node.PROCESS_MODE_ALWAYS\n\tadd_child(_flash_layer)\n\n\t_flash_rect = ColorRect.new()\n\t_flash_rect.name = \"LightningFlash\"\n\t_flash_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\tvar shader := load(\"res://scripts/shaders/lightning_flash.gdshader\") as Shader\n\tif shader:\n\t\t_material = ShaderMaterial.new()\n\t\t_material.shader = shader\n\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t_material.set_shader_parameter(\"flash_color\", Vector3(1.0, 1.0, 1.0))\n\t\t_material.set_shader_parameter(\"brightness_boost\", 2.5)\n\t\t_flash_rect.material = _material\n\t\t_log(\"Lightning flash shader loaded\")\n\telse:\n\t\tpush_warning(\"BlackMetalLightningEffectsManager: Could not load lightning_flash.gdshader\")\n\t\t_log(\"WARNING: Could not load lightning_flash.gdshader\")\n\n\t_flash_rect.visible = false\n\t_flash_layer.add_child(_flash_rect)\n\n\t# Perform shader warmup to pre-compile the shader.\n\t_warmup_shader()\n\n\t# Connect to difficulty changes to enable/disable the effects.\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\t\t# Apply current difficulty state immediately.\n\t\t_apply_current_difficulty()\n\telse:\n\t\t_log(\"WARNING: DifficultyManager not found - effects will not activate automatically\")\n\n\nfunc _process(delta: float) -> void:\n\t# Handle delayed activation after scene transitions.\n\tif _waiting_for_activation:\n\t\t_activation_frame_counter += 1\n\t\tif _activation_frame_counter >= ACTIVATION_DELAY_FRAMES:\n\t\t\t_waiting_for_activation = false\n\t\t\t_log(\"Lightning effects ready (after %d frames delay)\" % ACTIVATION_DELAY_FRAMES)\n\n\t# Process ongoing flash animation.\n\tif _is_flashing:\n\t\t_process_flash(delta)\n\n\n## Triggers a lightning flash effect. Called when player hits an enemy in Black Metal mode.\nfunc trigger_lightning() -> void:\n\tif not _is_active or _waiting_for_activation:\n\t\treturn\n\n\t# Don't interrupt an ongoing flash sequence — let it complete naturally.\n\tif _is_flashing:\n\t\treturn\n\n\t# Determine flash pattern for visual diversity.\n\tvar pattern := _choose_flash_pattern()\n\n\t# Start the flash sequence.\n\t_start_flash_sequence(pattern)\n\n\n## Chooses a random flash pattern based on configured probabilities.\nfunc _choose_flash_pattern() -> FlashPattern:\n\tvar roll := randf()\n\tif roll < TRIPLE_FLASH_CHANCE:\n\t\treturn FlashPattern.TRIPLE\n\telif roll < TRIPLE_FLASH_CHANCE + DOUBLE_FLASH_CHANCE:\n\t\treturn FlashPattern.DOUBLE\n\telse:\n\t\treturn FlashPattern.SINGLE\n\n\n## Starts a flash sequence with the given pattern.\nfunc _start_flash_sequence(pattern: FlashPattern) -> void:\n\tmatch pattern:\n\t\tFlashPattern.SINGLE:\n\t\t\t_flashes_remaining = 1\n\t\tFlashPattern.DOUBLE:\n\t\t\t_flashes_remaining = 2\n\t\tFlashPattern.TRIPLE:\n\t\t\t_flashes_remaining = 3\n\n\t_log(\"Starting %s flash\" % FlashPattern.keys()[pattern])\n\t_start_single_flash()\n\n\n## Starts a single flash within a sequence.\nfunc _start_single_flash() -> void:\n\t_is_flashing = true\n\t_in_gap = false\n\n\t# Randomize intensity and duration for natural variation.\n\t_flash_intensity = randf_range(MIN_INTENSITY, MAX_INTENSITY)\n\t_flash_duration = randf_range(MIN_FLASH_DURATION, MAX_FLASH_DURATION)\n\t_flash_timer = 0.0\n\n\t# Show the flash overlay.\n\tif _flash_rect and _material:\n\t\t_material.set_shader_parameter(\"intensity\", _flash_intensity)\n\t\t_flash_rect.visible = true\n\n\n## Processes the flash animation each frame.\nfunc _process_flash(delta: float) -> void:\n\tif _in_gap:\n\t\t# We're in the gap between flashes.\n\t\t_gap_timer += delta\n\t\tif _gap_timer >= MULTI_FLASH_GAP:\n\t\t\t_in_gap = false\n\t\t\tif _flashes_remaining > 0:\n\t\t\t\t_start_single_flash()\n\t\t\telse:\n\t\t\t\t_end_flash_sequence()\n\t\treturn\n\n\t_flash_timer += delta\n\tvar progress := _flash_timer / _flash_duration\n\n\tif progress >= 1.0:\n\t\t# This flash is complete.\n\t\t_flashes_remaining -= 1\n\n\t\tif _flashes_remaining > 0:\n\t\t\t# Enter gap before next flash.\n\t\t\t_in_gap = true\n\t\t\t_gap_timer = 0.0\n\t\t\t# Hide flash during gap.\n\t\t\tif _flash_rect and _material:\n\t\t\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t\t\t_flash_rect.visible = false\n\t\telse:\n\t\t\t_end_flash_sequence()\n\telse:\n\t\t# Fade out the flash using ease-out curve for natural lightning look.\n\t\t# Lightning: bright start, rapid fadeout.\n\t\tvar fade := 1.0 - progress\n\t\tfade = fade * fade # Ease-out: fast start, slow end.\n\t\tif _material:\n\t\t\t_material.set_shader_parameter(\"intensity\", _flash_intensity * fade)\n\n\n## Ends the entire flash sequence.\nfunc _end_flash_sequence() -> void:\n\t_is_flashing = false\n\t_flashes_remaining = 0\n\tif _flash_rect and _material:\n\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t_flash_rect.visible = false\n\n\n## Called when the global difficulty changes.\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_apply_current_difficulty()\n\n\n## Reads the current difficulty from DifficultyManager and toggles activation.\nfunc _apply_current_difficulty() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"is_black_metal_mode\"):\n\t\tvar was_active := _is_active\n\t\t_is_active = difficulty_manager.is_black_metal_mode()\n\t\tif _is_active and not was_active:\n\t\t\t_log(\"Lightning effects ENABLED (Black Metal mode)\")\n\t\t\t_start_delayed_activation()\n\t\telif not _is_active and was_active:\n\t\t\t_log(\"Lightning effects DISABLED\")\n\t\t\t_end_flash_sequence()\n\n\n## Called when the scene tree structure changes.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\t_log(\"Scene changed to: %s\" % current_scene.name)\n\t\t# Re-trigger delayed activation on scene changes.\n\t\tif _is_active:\n\t\t\t_start_delayed_activation()\n\t\t\t# Also stop any ongoing flash.\n\t\t\t_end_flash_sequence()\n\n\n## Hides the overlay and starts the frame counter for delayed activation.\nfunc _start_delayed_activation() -> void:\n\t_end_flash_sequence()\n\t_waiting_for_activation = true\n\t_activation_frame_counter = 0\n\n\n## Performs warmup to pre-compile the lightning flash shader.\nfunc _warmup_shader() -> void:\n\tif _flash_rect == null or _material == null:\n\t\treturn\n\n\t_log(\"Starting shader warmup (Issue #343 pattern)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Set intensity to 0 so the shader outputs original — no visible effect during warmup.\n\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t_flash_rect.visible = true\n\n\t# Wait one frame for GPU to compile and process the shader.\n\tawait get_tree().process_frame\n\n\t# Hide after warmup.\n\t_flash_rect.visible = false\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n\n\n## Returns whether lightning effects are currently active.\nfunc is_active() -> bool:\n\treturn _is_active\n\n\n## Log a message with the Lightning prefix.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BlackMetalLightningEffectsManager] \" + message)\n\telse:\n\t\tprint(\"[BlackMetalLightningEffectsManager] \" + message)\n" | |
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| "content": "extends Node\n## BlackMetalLightningEffectsManager - Thunder and lightning effects for Black Metal difficulty.\n##\n## Issue #1023: Adds dramatic lightning flash effects when the player hits an enemy\n## in Black Metal difficulty mode. The lightning illuminates the entire screen,\n## adding to the intense Black Metal atmosphere.\n##\n## Features:\n## - Screen-wide lightning flash on enemy hits\n## - Visual diversity through randomized flash patterns (single, double, triple)\n## - Randomized intensity and duration for natural look\n## - Respects the existing B&W+red filter (renders on top)\n## - Uses the same white-flash prevention pattern as other effect managers\n\n\n## Number of frames to wait after a scene transition before showing effects.\n## Matches the pattern from HitEffectsManager and BlackMetalEffectsManager.\nconst ACTIVATION_DELAY_FRAMES: int = 3\n\n## Flash pattern types for visual diversity.\nenum FlashPattern {\n\tSINGLE, ## One flash\n\tDOUBLE, ## Two quick flashes\n\tTRIPLE ## Three rapid flashes\n}\n\n## Minimum flash intensity (0-1).\nconst MIN_INTENSITY: float = 0.7\n\n## Maximum flash intensity (0-1).\nconst MAX_INTENSITY: float = 1.0\n\n## Minimum flash duration in seconds.\nconst MIN_FLASH_DURATION: float = 0.06\n\n## Maximum flash duration in seconds.\nconst MAX_FLASH_DURATION: float = 0.12\n\n## Gap between flashes in multi-flash patterns (seconds).\nconst MULTI_FLASH_GAP: float = 0.04\n\n## Probability of double flash pattern.\nconst DOUBLE_FLASH_CHANCE: float = 0.35\n\n## Probability of triple flash pattern (remaining is single).\nconst TRIPLE_FLASH_CHANCE: float = 0.15\n\n## CanvasLayer for the lightning flash overlay.\nvar _flash_layer: CanvasLayer = null\n\n## ColorRect carrying the flash shader material.\nvar _flash_rect: ColorRect = null\n\n## Cached shader material reference.\nvar _material: ShaderMaterial = null\n\n## Whether the manager is active (Black Metal mode enabled).\nvar _is_active: bool = false\n\n## Whether a flash animation is currently playing.\nvar _is_flashing: bool = false\n\n## Whether we're waiting for delayed activation after a scene change.\nvar _waiting_for_activation: bool = false\n\n## Frame counter for delayed activation.\nvar _activation_frame_counter: int = 0\n\n## Track the previous scene to detect scene transitions.\nvar _previous_scene_root: Node = null\n\n## Current flash state for animation.\nvar _flash_timer: float = 0.0\nvar _flash_duration: float = 0.0\nvar _flash_intensity: float = 0.0\nvar _flashes_remaining: int = 0\nvar _in_gap: bool = false\nvar _gap_timer: float = 0.0\n\n\nfunc _ready() -> void:\n\t_log(\"BlackMetalLightningEffectsManager initializing...\")\n\n\t# Connect to scene tree changes to handle scene reloads.\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\n\t# Create the flash layer at layer 98 — above the Black Metal filter (97) but below hit effects (100).\n\t_flash_layer = CanvasLayer.new()\n\t_flash_layer.name = \"BlackMetalLightningLayer\"\n\t_flash_layer.layer = 98\n\t_flash_layer.process_mode = Node.PROCESS_MODE_ALWAYS\n\tadd_child(_flash_layer)\n\n\t_flash_rect = ColorRect.new()\n\t_flash_rect.name = \"LightningFlash\"\n\t_flash_rect.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_flash_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\n\tvar shader := load(\"res://scripts/shaders/lightning_flash.gdshader\") as Shader\n\tif shader:\n\t\t_material = ShaderMaterial.new()\n\t\t_material.shader = shader\n\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t_material.set_shader_parameter(\"flash_color\", Vector3(1.0, 1.0, 1.0))\n\t\t_material.set_shader_parameter(\"brightness_boost\", 2.5)\n\t\t_flash_rect.material = _material\n\t\t_log(\"Lightning flash shader loaded\")\n\telse:\n\t\tpush_warning(\"BlackMetalLightningEffectsManager: Could not load lightning_flash.gdshader\")\n\t\t_log(\"WARNING: Could not load lightning_flash.gdshader\")\n\n\t_flash_rect.visible = false\n\t_flash_layer.add_child(_flash_rect)\n\n\t# Perform shader warmup to pre-compile the shader.\n\t_warmup_shader()\n\n\t# Connect to difficulty changes to enable/disable the effects.\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager:\n\t\tdifficulty_manager.difficulty_changed.connect(_on_difficulty_changed)\n\t\t# Apply current difficulty state immediately.\n\t\t_apply_current_difficulty()\n\telse:\n\t\t_log(\"WARNING: DifficultyManager not found - effects will not activate automatically\")\n\n\nfunc _process(delta: float) -> void:\n\t# Handle delayed activation after scene transitions.\n\tif _waiting_for_activation:\n\t\t_activation_frame_counter += 1\n\t\tif _activation_frame_counter >= ACTIVATION_DELAY_FRAMES:\n\t\t\t_waiting_for_activation = false\n\t\t\t_log(\"Lightning effects ready (after %d frames delay)\" % ACTIVATION_DELAY_FRAMES)\n\n\t# Process ongoing flash animation.\n\tif _is_flashing:\n\t\t_process_flash(delta)\n\n\n## Triggers a lightning flash effect. Called when player hits an enemy in Black Metal mode.\nfunc trigger_lightning() -> void:\n\tif not _is_active or _waiting_for_activation:\n\t\treturn\n\n\t# Don't interrupt an ongoing flash sequence — let it complete naturally.\n\tif _is_flashing:\n\t\treturn\n\n\t# Determine flash pattern for visual diversity.\n\tvar pattern := _choose_flash_pattern()\n\n\t# Start the flash sequence.\n\t_start_flash_sequence(pattern)\n\n\n## Chooses a random flash pattern based on configured probabilities.\nfunc _choose_flash_pattern() -> FlashPattern:\n\tvar roll := randf()\n\tif roll < TRIPLE_FLASH_CHANCE:\n\t\treturn FlashPattern.TRIPLE\n\telif roll < TRIPLE_FLASH_CHANCE + DOUBLE_FLASH_CHANCE:\n\t\treturn FlashPattern.DOUBLE\n\telse:\n\t\treturn FlashPattern.SINGLE\n\n\n## Starts a flash sequence with the given pattern.\nfunc _start_flash_sequence(pattern: FlashPattern) -> void:\n\tmatch pattern:\n\t\tFlashPattern.SINGLE:\n\t\t\t_flashes_remaining = 1\n\t\tFlashPattern.DOUBLE:\n\t\t\t_flashes_remaining = 2\n\t\tFlashPattern.TRIPLE:\n\t\t\t_flashes_remaining = 3\n\n\t_log(\"Starting %s flash\" % FlashPattern.keys()[pattern])\n\t_start_single_flash()\n\n\n## Starts a single flash within a sequence.\nfunc _start_single_flash() -> void:\n\t_is_flashing = true\n\t_in_gap = false\n\n\t# Randomize intensity and duration for natural variation.\n\t_flash_intensity = randf_range(MIN_INTENSITY, MAX_INTENSITY)\n\t_flash_duration = randf_range(MIN_FLASH_DURATION, MAX_FLASH_DURATION)\n\t_flash_timer = 0.0\n\n\t# Show the flash overlay.\n\tif _flash_rect and _material:\n\t\t_material.set_shader_parameter(\"intensity\", _flash_intensity)\n\t\t_flash_rect.visible = true\n\n\n## Processes the flash animation each frame.\nfunc _process_flash(delta: float) -> void:\n\tif _in_gap:\n\t\t# We're in the gap between flashes.\n\t\t_gap_timer += delta\n\t\tif _gap_timer >= MULTI_FLASH_GAP:\n\t\t\t_in_gap = false\n\t\t\tif _flashes_remaining > 0:\n\t\t\t\t_start_single_flash()\n\t\t\telse:\n\t\t\t\t_end_flash_sequence()\n\t\treturn\n\n\t_flash_timer += delta\n\tvar progress := _flash_timer / _flash_duration\n\n\tif progress >= 1.0:\n\t\t# This flash is complete.\n\t\t_flashes_remaining -= 1\n\n\t\tif _flashes_remaining > 0:\n\t\t\t# Enter gap before next flash.\n\t\t\t_in_gap = true\n\t\t\t_gap_timer = 0.0\n\t\t\t# Hide flash during gap.\n\t\t\tif _flash_rect and _material:\n\t\t\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t\t\t_flash_rect.visible = false\n\t\telse:\n\t\t\t_end_flash_sequence()\n\telse:\n\t\t# Fade out the flash using ease-out curve for natural lightning look.\n\t\t# Lightning: bright start, rapid fadeout.\n\t\tvar fade := 1.0 - progress\n\t\tfade = fade * fade # Ease-out: fast start, slow end.\n\t\tif _material:\n\t\t\t_material.set_shader_parameter(\"intensity\", _flash_intensity * fade)\n\n\n## Ends the entire flash sequence.\nfunc _end_flash_sequence() -> void:\n\t_is_flashing = false\n\t_flashes_remaining = 0\n\tif _flash_rect and _material:\n\t\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t\t_flash_rect.visible = false\n\n\n## Called when the global difficulty changes.\nfunc _on_difficulty_changed(_new_difficulty: int) -> void:\n\t_apply_current_difficulty()\n\n\n## Reads the current difficulty from DifficultyManager and toggles activation.\nfunc _apply_current_difficulty() -> void:\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"is_black_metal_mode\"):\n\t\tvar was_active := _is_active\n\t\t_is_active = difficulty_manager.is_black_metal_mode()\n\t\tif _is_active and not was_active:\n\t\t\t_log(\"Lightning effects ENABLED (Black Metal mode)\")\n\t\t\t_start_delayed_activation()\n\t\telif not _is_active and was_active:\n\t\t\t_log(\"Lightning effects DISABLED\")\n\t\t\t_end_flash_sequence()\n\n\n## Called when the scene tree structure changes.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != null and current_scene != _previous_scene_root:\n\t\t_previous_scene_root = current_scene\n\t\t_log(\"Scene changed to: %s\" % current_scene.name)\n\t\t# Re-trigger delayed activation on scene changes.\n\t\tif _is_active:\n\t\t\t_start_delayed_activation()\n\t\t\t# Also stop any ongoing flash.\n\t\t\t_end_flash_sequence()\n\n\n## Hides the overlay and starts the frame counter for delayed activation.\nfunc _start_delayed_activation() -> void:\n\t_end_flash_sequence()\n\t_waiting_for_activation = true\n\t_activation_frame_counter = 0\n\n\n## Performs warmup to pre-compile the lightning flash shader.\nfunc _warmup_shader() -> void:\n\tif _flash_rect == null or _material == null:\n\t\treturn\n\n\t_log(\"Starting shader warmup (Issue #343 pattern)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Set intensity to 0 so the shader outputs original — no visible effect during warmup.\n\t_material.set_shader_parameter(\"intensity\", 0.0)\n\t_flash_rect.visible = true\n\n\t# Wait one frame for GPU to compile and process the shader.\n\tawait get_tree().process_frame\n\n\t# Hide after warmup.\n\t_flash_rect.visible = false\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_log(\"Shader warmup complete in %d ms\" % elapsed)\n\n\n## Returns whether lightning effects are currently active.\nfunc is_active() -> bool:\n\treturn _is_active\n\n\n## Log a message with the Lightning prefix.\nfunc _log(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[BlackMetalLightningEffectsManager] \" + message)\n\telse:\n\t\tprint(\"[BlackMetalLightningEffectsManager] \" + message)\n", | |
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| "content": " 1→; Engine configuration file.\n 2→; It's best edited using the editor UI and not directly,\n 3→; since the parameters that go here are not all obvious.\n 4→;\n 5→; Format:\n 6→; [section] ; section goes between []\n 7→; param=value ; assign values to parameters\n 8→\n 9→config_version=5\n 10→\n 11→[autoload]\n 12→\n 13→FileLogger=\"*res://scripts/autoload/file_logger.gd\"\n 14→InputSettings=\"*res://scripts/autoload/input_settings.gd\"\n 15→GameManager=\"*res://scripts/autoload/game_manager.gd\"\n 16→ScoreManager=\"*res://scripts/autoload/score_manager.gd\"\n 17→HitEffectsManager=\"*res://scripts/autoload/hit_effects_manager.gd\"\n 18→AudioManager=\"*res://scripts/autoload/audio_manager.gd\"\n 19→SoundPropagation=\"*res://scripts/autoload/sound_propagation.gd\"\n 20→ScreenShakeManager=\"*res://scripts/autoload/screen_shake_manager.gd\"\n 21→DifficultyManager=\"*res://scripts/autoload/difficulty_manager.gd\"\n 22→ImpactEffectsManager=\"*res://scripts/autoload/impact_effects_manager.gd\"\n 23→PenultimateHitEffectsManager=\"*res://scripts/autoload/penultimate_hit_effects_manager.gd\"\n 24→LastChanceEffectsManager=\"*res://scripts/autoload/last_chance_effects_manager.gd\"\n 25→StatusEffectsManager=\"*res://scripts/autoload/status_effects_manager.gd\"\n 26→GrenadeManager=\"*res://scripts/autoload/grenade_manager.gd\"\n 27→ExperimentalSettings=\"*res://scripts/autoload/experimental_settings.gd\"\n 28→FpsMonitor=\"*res://scripts/autoload/fps_monitor.gd\"\n 29→SoundSettings=\"*res://scripts/autoload/sound_settings.gd\"\n 30→CinemaEffectsManager=\"*res://scripts/autoload/cinema_effects_manager.gd\"\n 31→GrenadeTimerHelper=\"*res://Scripts/Autoload/GrenadeTimerHelper.cs\"\n 32→PowerFantasyEffectsManager=\"*res://scripts/autoload/power_fantasy_effects_manager.gd\"\n 33→BlackMetalEffectsManager=\"*res://scripts/autoload/black_metal_effects_manager.gd\"\n 34→ProgressManager=\"*res://scripts/autoload/progress_manager.gd\"\n 35→ReplayManager=\"*res://Scripts/Autoload/ReplayManager.cs\"\n 36→ActiveItemManager=\"*res://scripts/autoload/active_item_manager.gd\"\n 37→FlashbangPlayerEffectsManager=\"*res://scripts/autoload/flashbang_player_effects_manager.gd\"\n 38→ProjectilePoolManager=\"*res://scripts/autoload/projectile_pool_manager.gd\"\n 39→PersistManager=\"*res://scripts/autoload/persist_manager.gd\"\n 40→UnlockManager=\"*res://scripts/autoload/unlock_manager.gd\"\n 41→\n 42→[application]\n 43→\n 44→config/name=\"Godot Top-Down Template\"\n 45→config/description=\"A template project for creating top-down games in Godot 4.\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n" | |
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| [2026-03-11T21:51:44.024Z] [INFO] 'anthropic-version': '2023-06-01', | |
| [2026-03-11T21:51:44.024Z] [INFO] authorization: '***', | |
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| [2026-03-11T21:51:46.242Z] [INFO] [log_87baa2, request-id: "req_011CYx2twp7VnXbKd3JhwUKy"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2225ms | |
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| [2026-03-11T21:51:46.247Z] [INFO] date: 'Wed, 11 Mar 2026 21:51:46 GMT', | |
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| [2026-03-11T21:51:46.248Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers { | |
| [2026-03-11T21:51:46.249Z] [INFO] date: 'Wed, 11 Mar 2026 21:51:46 GMT', | |
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| [2026-03-11T21:51:46.253Z] [INFO] [log_87baa2] response parsed { | |
| [2026-03-11T21:51:46.253Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true', | |
| [2026-03-11T21:51:46.253Z] [INFO] status: 200, | |
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| [2026-03-11T21:51:48.631Z] [INFO] { | |
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| "originalFile": "; Engine configuration file.\n; It's best edited using the editor UI and not directly,\n; since the parameters that go here are not all obvious.\n;\n; Format:\n; [section] ; section goes between []\n; param=value ; assign values to 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| "content": "scripts/projectiles/bullet.gd:769:## Triggers hit effects via the HitEffectsManager autoload.\nscripts/projectiles/bullet.gd:772:\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\nscripts/projectiles/bullet.gd:773:\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\nscripts/projectiles/bullet.gd:774:\t\thit_effects_manager.on_player_hit_enemy()\nscripts/autoload/hit_effects_manager.gd:66:\t\tpush_warning(\"HitEffectsManager: Could not load saturation shader\")\nscripts/autoload/hit_effects_manager.gd:96:func on_player_hit_enemy() -> void:\nscripts/autoload/hit_effects_manager.gd:168:\tprint(\"[HitEffectsManager] Starting saturation shader warmup (Issue #343 fix)...\")\nscripts/autoload/hit_effects_manager.gd:187:\tprint(\"[HitEffectsManager] Saturation shader warmup complete in %d ms\" % elapsed)\nscripts/autoload/penultimate_hit_effects_manager.gd:82:\t_effects_layer.layer = 101 # Higher than HitEffectsManager's layer 100\nscripts/autoload/penultimate_hit_effects_manager.gd:101:\t\tpush_warning(\"PenultimateHitEffectsManager: Could not load saturation shader\")\nscripts/autoload/penultimate_hit_effects_manager.gd:110:\t_log(\"PenultimateHitEffectsManager ready - Configuration:\")\nscripts/autoload/black_metal_effects_manager.gd:16:## This is the same pattern used by HitEffectsManager and LastChanceEffectsManager.\nscripts/autoload/black_metal_lightning_effects_manager.gd:17:## Matches the pattern from HitEffectsManager and BlackMetalEffectsManager.\nscripts/autoload/last_chance_effects_manager.gd:459:\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\nscripts/autoload/replay_system.gd:532:\t# Check if PenultimateHitEffectsManager effect is currently active\nscripts/autoload/replay_system.gd:533:\tvar penultimate_mgr: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\nscripts/autoload/replay_system.gd:631:## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\nscripts/autoload/replay_system.gd:634:\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\nscripts/autoload/replay_system.gd:642:\telif hit_effects.has_method(\"on_player_hit_enemy\"):\nscripts/autoload/replay_system.gd:645:\t\thit_effects.on_player_hit_enemy()\nscripts/autoload/replay_system.gd:652:\tvar penultimate_effects: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")" | |
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| "content": "scripts/projectiles/bullet.gd:769:## Triggers hit effects via the HitEffectsManager autoload.\nscripts/projectiles/bullet.gd:772:\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\nscripts/projectiles/bullet.gd:773:\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\nscripts/projectiles/bullet.gd:774:\t\thit_effects_manager.on_player_hit_enemy()\nscripts/autoload/hit_effects_manager.gd:66:\t\tpush_warning(\"HitEffectsManager: Could not load saturation shader\")\nscripts/autoload/hit_effects_manager.gd:96:func on_player_hit_enemy() -> void:\nscripts/autoload/hit_effects_manager.gd:168:\tprint(\"[HitEffectsManager] Starting saturation shader warmup (Issue #343 fix)...\")\nscripts/autoload/hit_effects_manager.gd:187:\tprint(\"[HitEffectsManager] Saturation shader warmup complete in %d ms\" % elapsed)\nscripts/autoload/penultimate_hit_effects_manager.gd:82:\t_effects_layer.layer = 101 # Higher than HitEffectsManager's layer 100\nscripts/autoload/penultimate_hit_effects_manager.gd:101:\t\tpush_warning(\"PenultimateHitEffectsManager: Could not load saturation shader\")\nscripts/autoload/penultimate_hit_effects_manager.gd:110:\t_log(\"PenultimateHitEffectsManager ready - Configuration:\")\nscripts/autoload/black_metal_effects_manager.gd:16:## This is the same pattern used by HitEffectsManager and LastChanceEffectsManager.\nscripts/autoload/black_metal_lightning_effects_manager.gd:17:## Matches the pattern from HitEffectsManager and BlackMetalEffectsManager.\nscripts/autoload/last_chance_effects_manager.gd:459:\t\tif child.name in [\"FileLogger\", \"AudioManager\", \"DifficultyManager\", \"LastChanceEffectsManager\", \"PenultimateHitEffectsManager\", \"GameManager\"]:\nscripts/autoload/replay_system.gd:532:\t# Check if PenultimateHitEffectsManager effect is currently active\nscripts/autoload/replay_system.gd:533:\tvar penultimate_mgr: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\nscripts/autoload/replay_system.gd:631:## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\nscripts/autoload/replay_system.gd:634:\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\nscripts/autoload/replay_system.gd:642:\telif hit_effects.has_method(\"on_player_hit_enemy\"):\nscripts/autoload/replay_system.gd:645:\t\thit_effects.on_player_hit_enemy()\nscripts/autoload/replay_system.gd:652:\tvar penultimate_effects: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")", | |
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| "content": " 490→\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n 491→\t\telif area.has_method(\"on_hit_with_info\"):\n 492→\t\t\tarea.on_hit_with_info(direction, caliber_data)\n 493→\t\telse:\n 494→\t\t\tarea.on_hit()\n 495→\n 496→\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n 497→\t\tif stun_duration > 0 and parent:\n 498→\t\t\t_apply_stun_effect(parent)\n 499→\n 500→\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n 501→\t\tif _is_player_bullet():\n 502→\t\t\t_trigger_player_hit_effects()\n 503→\n 504→\t\t# Issue #829: If enemy penetration is enabled, bullet continues flying after hitting enemy.\n 505→\t\t# This is used by the RSh-12 revolver with its 12.7x55mm armor-piercing rounds.\n 506→\t\tif penetrates_enemies:\n 507→\t\t\tprint(\"[Bullet]: Penetrating through enemy, bullet continues flying\")\n 508→\t\t\t# Track the enemy so we don't re-apply damage on subsequent area_entered calls\n 509→\t\t\tif parent != null and parent not in _penetrated_enemy_bodies:\n 510→\t\t\t\t_penetrated_enemy_bodies.append(parent)\n 511→\t\t\treturn # Don't destroy the bullet - it passes through\n 512→\n 513→\t\t_destroy()\n 514→\n 515→\n 516→## Attempts to ricochet the bullet off a surface.\n 517→## Returns true if ricochet occurred, false if bullet should be destroyed.\n 518→## @param body: The body the bullet collided with.\n 519→func _try_ricochet(body: Node2D) -> bool:\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": "\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\t# Issue #829: If enemy penetration is enabled, bullet continues flying after hitting enemy.\n\t\t# This is used by the RSh-12 revolver with its 12.7x55mm armor-piercing rounds.\n\t\tif penetrates_enemies:\n\t\t\tprint(\"[Bullet]: Penetrating through enemy, bullet continues flying\")\n\t\t\t# Track the enemy so we don't re-apply damage on subsequent area_entered calls\n\t\t\tif parent != null and parent not in _penetrated_enemy_bodies:\n\t\t\t\t_penetrated_enemy_bodies.append(parent)\n\t\t\treturn # Don't destroy the bullet - it passes through\n\n\t\t_destroy()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:", | |
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| "text": "I'll add the lightning effect trigger right after the HitEffectsManager call. Let me update the `_trigger_player_hit_effects` function to also trigger lightning:" | |
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| "old_string": "## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()", | |
| "new_string": "## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n## Issue #1023: Also triggers lightning flash in Black Metal mode.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\t# Issue #1023: Trigger lightning flash effect in Black Metal mode.\n\tvar lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")\n\tif lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):\n\t\tlightning_manager.trigger_lightning()" | |
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| "content": "The file /tmp/gh-issue-solver-1773265686693/scripts/projectiles/bullet.gd has been updated successfully." | |
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| "oldString": "## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()", | |
| "newString": "## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n## Issue #1023: Also triggers lightning flash in Black Metal mode.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\t# Issue #1023: Trigger lightning flash effect in Black Metal mode.\n\tvar lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")\n\tif lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):\n\t\tlightning_manager.trigger_lightning()", | |
| "originalFile": "extends Area2D\n## Bullet projectile that travels in a direction and handles collisions.\n##\n## The bullet moves at a constant speed in its rotation direction.\n## It destroys itself when hitting walls or targets, and triggers\n## target reactions on hit.\n##\n## Features a visual tracer trail effect for better visibility and\n## realistic appearance during fast movement.\n##\n## Supports realistic ricochet mechanics based on caliber data:\n## - Ricochet probability depends on impact angle (shallow = more likely)\n## - Velocity and damage reduction after ricochet\n## - Maximum ricochet count before destruction\n## - Random angle deviation for realistic bounce behavior\n\n## Speed of the bullet in pixels per second.\n## Default is 2500 for faster projectiles that make combat more challenging.\n@export var speed: float = 2500.0\n\n## Maximum lifetime in seconds before auto-destruction.\n@export var lifetime: float = 3.0\n\n## Maximum number of trail points to maintain.\n## Higher values create longer trails but use more memory.\n@export var trail_length: int = 8\n\n## Caliber data resource for ricochet and ballistic properties.\n## If not set, default ricochet behavior is used.\n@export var caliber_data: Resource = null\n\n## Base damage dealt by this bullet.\n## This can be set by the weapon when spawning the bullet.\n## Default is 1.0, but weapons like the silenced pistol override this.\n@export var damage: float = 1.0\n\n## Direction the bullet travels (set by the shooter).\nvar direction: Vector2 = Vector2.RIGHT\n\n## Instance ID of the node that shot this bullet.\n## Used to prevent self-detection (e.g., enemies detecting their own bullets).\nvar shooter_id: int = -1\n\n## Current damage multiplier (decreases with each ricochet).\nvar damage_multiplier: float = 1.0\n\n## Timer tracking remaining lifetime.\nvar _time_alive: float = 0.0\n\n## Reference to the trail Line2D node (if present).\nvar _trail: Line2D = null\n\n## History of global positions for the trail effect.\nvar _position_history: Array[Vector2] = []\n\n## Number of ricochets that have occurred.\nvar _ricochet_count: int = 0\n\n## Default ricochet settings (used when caliber_data is not set).\n## -1 means unlimited ricochets.\nconst DEFAULT_MAX_RICOCHETS: int = -1\nconst DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\nconst DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\nconst DEFAULT_VELOCITY_RETENTION: float = 0.85\nconst DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\nconst DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n\n## Viewport size used for calculating post-ricochet lifetime.\n## Bullets disappear after traveling this distance after ricochet.\nvar _viewport_diagonal: float = 0.0\n\n## Whether this bullet has ricocheted at least once.\nvar _has_ricocheted: bool = false\n\n## Distance traveled since the last ricochet (for viewport-based lifetime).\nvar _distance_since_ricochet: float = 0.0\n\n## Position at the moment of the last ricochet.\nvar _ricochet_position: Vector2 = Vector2.ZERO\n\n## Maximum travel distance after ricochet (based on viewport and ricochet angle).\nvar _max_post_ricochet_distance: float = 0.0\n\n## Enable/disable debug logging for ricochet calculations.\nvar _debug_ricochet: bool = false\n\n## Whether the bullet is currently penetrating through a wall.\nvar _is_penetrating: bool = false\n\n## Distance traveled while penetrating through walls.\nvar _penetration_distance_traveled: float = 0.0\n\n## Entry point into the current obstacle being penetrated.\nvar _penetration_entry_point: Vector2 = Vector2.ZERO\n\n## The body currently being penetrated (for tracking exit).\nvar _penetrating_body: Node2D = null\n\n## Whether the bullet has penetrated at least one wall (for damage reduction).\nvar _has_penetrated: bool = false\n\n## Enable/disable debug logging for penetration calculations.\nvar _debug_penetration: bool = true\n\n## Default penetration settings (used when caliber_data is not set).\nconst DEFAULT_CAN_PENETRATE: bool = true\nconst DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\nconst DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n\n## Distance-based penetration chance settings.\n## At point-blank (0 distance): 100% penetration, ignores ricochet\n## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n## At viewport distance: max 30% penetration chance for 5.45\nconst POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\nconst RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\nconst MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n\n## Shooter's position at the time of firing (for distance-based penetration).\nvar shooter_position: Vector2 = Vector2.ZERO\n\n## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Call(\"set_stun_duration\", value).\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether to use aim-line targeting (Issue #704, #781).\n## When true, bullets home toward enemy nearest to shooter's crosshair instead of nearest to bullet.\nvar _use_aim_line_targeting: bool = false\n\n## Shooter's position when firing (used for aim-line targeting).\nvar _homing_shooter_origin: Vector2 = Vector2.ZERO\n\n## Shooter's aim direction when firing (used for aim-line targeting).\nvar _homing_aim_direction: Vector2 = Vector2.ZERO\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Whether this bullet penetrates through enemies (Issue #829).\n## When true, the bullet deals damage to enemies but continues flying through them.\n## Used by the RSh-12 revolver with its 12.7x55mm armor-piercing rounds.\nvar penetrates_enemies: bool = false\n\n## Set of enemy bodies this bullet has already dealt damage to (Issue #829).\n## Prevents the bullet from re-applying damage when _on_area_entered fires multiple times\n## for the same enemy (e.g., multiple hit areas or re-entry signals).\n## NOTE: Only populated by _on_area_entered AFTER damage is dealt.\nvar _penetrated_enemy_bodies: Array = []\n\n## Set of enemy CharacterBody2D nodes the bullet has already passed through (Issue #829).\n## Used exclusively in _on_body_entered to suppress physics re-entry signals.\n## Kept separate from _penetrated_enemy_bodies so that _on_area_entered can still\n## deal damage even after _on_body_entered has already allowed the bullet through.\nvar _passed_through_enemy_bodies: Array = []\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n\nfunc _ready() -> void:\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\n\tbody_exited.connect(_on_body_exited)\n\tarea_entered.connect(_on_area_entered)\n\n\t# Get trail reference if it exists\n\t_trail = get_node_or_null(\"Trail\")\n\tif _trail:\n\t\t_trail.clear_points()\n\t\t# Set trail to use global coordinates (not relative to bullet)\n\t\t_trail.top_level = true\n\t\t# Reset position to origin so points added are truly global\n\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n\t\t_trail.position = Vector2.ZERO\n\n\t# Load default caliber data if not set\n\tif caliber_data == null:\n\t\tcaliber_data = _load_default_caliber_data()\n\n\t# Calculate viewport diagonal for post-ricochet lifetime\n\t_calculate_viewport_diagonal()\n\n\t# Set initial rotation based on direction\n\t_update_rotation()\n\n\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tFileLogger.info(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\n\n\n## Calculates the viewport diagonal distance for post-ricochet lifetime.\nfunc _calculate_viewport_diagonal() -> void:\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar size := viewport.get_visible_rect().size\n\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\telse:\n\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n\t\t_viewport_diagonal = 2203.0\n\n\n## Loads the default 5.45x39mm caliber data.\nfunc _load_default_caliber_data() -> Resource:\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\treturn load(path)\n\treturn null\n\n\n## Updates the bullet rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()\n\n\n## Logs a penetration-related message to both console and file logger.\n## @param message: The message to log.\nfunc _log_penetration(message: String) -> void:\n\tif not _debug_penetration:\n\t\treturn\n\tvar full_message := \"[Bullet] \" + message\n\tprint(full_message)\n\t# Also log to FileLogger if available\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(full_message)\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\n\t# Calculate movement this frame\n\tvar movement := direction * speed * delta\n\n\t# Move in the set direction\n\tposition += movement\n\n\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n\tif _has_ricocheted:\n\t\t_distance_since_ricochet += movement.length()\n\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n\t\t\tif _debug_ricochet:\n\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n\t\t\t_destroy()\n\t\t\treturn\n\n\t# Track penetration distance while inside a wall\n\tif _is_penetrating:\n\t\t_penetration_distance_traveled += movement.length()\n\t\tvar max_pen_distance := _get_max_penetration_distance()\n\n\t\t# Check if we've exceeded max penetration distance\n\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n\t\t\t# Bullet stopped inside the wall - destroy it\n\t\t\t# Visual effects disabled as per user request\n\t\t\t_destroy()\n\t\t\treturn\n\n\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n\t\tif not _is_still_inside_obstacle():\n\t\t\t_exit_penetration()\n\n\t# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\n\n\t# Update trail effect\n\t_update_trail()\n\n\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\t_destroy()\n\n\n## Updates the visual trail effect by maintaining position history.\nfunc _update_trail() -> void:\n\tif not _trail:\n\t\treturn\n\n\t# Add current position to history\n\t_position_history.push_front(global_position)\n\n\t# Limit trail length\n\twhile _position_history.size() > trail_length:\n\t\t_position_history.pop_back()\n\n\t# Update Line2D points\n\t_trail.clear_points()\n\tfor pos in _position_history:\n\t\t_trail.add_point(pos)\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Check if this is the shooter - don't collide with own body\n\tif shooter_id == body.get_instance_id():\n\t\treturn # Pass through the shooter\n\n\t# Check if this is a dead enemy - bullets should pass through dead entities\n\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n\tif body.has_method(\"is_alive\") and not body.is_alive():\n\t\treturn # Pass through dead entities\n\n\t# Issue #829: If enemy penetration is enabled and this is an alive enemy CharacterBody2D,\n\t# allow the bullet to pass through without being destroyed.\n\t# The _on_area_entered handler takes care of dealing damage via the enemy's HitArea.\n\t# We track which enemy bodies we've already passed through (body-level) to suppress\n\t# physics re-entry signals, using a SEPARATE set from _penetrated_enemy_bodies so that\n\t# _on_area_entered can still deal damage on first entry.\n\tif penetrates_enemies and body.has_method(\"is_alive\") and body.is_alive():\n\t\tif body not in _passed_through_enemy_bodies:\n\t\t\t_passed_through_enemy_bodies.append(body)\n\t\t\tprint(\"[Bullet]: Penetrating through enemy CharacterBody2D, bullet continues flying\")\n\t\treturn # Don't destroy the bullet - it passes through the enemy body\n\n\t# If we're currently penetrating the same body, ignore re-entry\n\tif _is_penetrating and _penetrating_body == body:\n\t\treturn\n\n\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n\tif _is_inside_penetration_hole():\n\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n\t\treturn\n\n\t# Hit a static body (wall or obstacle) or alive enemy body\n\t# Try to ricochet off static bodies (walls/obstacles)\n\tif body is StaticBody2D or body is TileMap:\n\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n\t\t_spawn_wall_hit_effect(body)\n\n\t\t# Calculate distance from shooter to determine penetration behavior\n\t\tvar distance_to_wall := _get_distance_to_shooter()\n\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n\n\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n\n\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating\n\t\t# At 40% or less of viewport: normal ricochet rules apply\n\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n\t\t\t# First try ricochet\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating, don't destroy\n\t\t# Beyond 40% of viewport: distance-based penetration chance\n\t\telse:\n\t\t\t# First try ricochet (shallow angles still ricochet)\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\n\t\t\t# Calculate penetration chance based on distance\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\t_destroy()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Force field protection: Block damage if target has active force field (Issue #676)\n\t\tif parent and parent.has_method(\"is_force_field_active\"):\n\t\t\tif parent.is_force_field_active():\n\t\t\t\treturn # Bullet is reflected by force field, damage blocked\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Issue #829: When penetrating enemies, only deal damage to each enemy once per pass-through.\n\t\t# The area_entered signal fires once on entry, but we guard against future re-entries\n\t\t# (e.g., if the enemy has multiple hit areas or the bullet passes through slowly).\n\t\tif penetrates_enemies and parent != null:\n\t\t\tif parent in _penetrated_enemy_bodies:\n\t\t\t\treturn # Already dealt damage to this enemy during this pass-through\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\t# Issue #829: If enemy penetration is enabled, bullet continues flying after hitting enemy.\n\t\t# This is used by the RSh-12 revolver with its 12.7x55mm armor-piercing rounds.\n\t\tif penetrates_enemies:\n\t\t\tprint(\"[Bullet]: Penetrating through enemy, bullet continues flying\")\n\t\t\t# Track the enemy so we don't re-apply damage on subsequent area_entered calls\n\t\t\tif parent != null and parent not in _penetrated_enemy_bodies:\n\t\t\t\t_penetrated_enemy_bodies.append(parent)\n\t\t\treturn # Don't destroy the bullet - it passes through\n\n\t\t_destroy()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\n\n\n## Calculates the ricochet probability based on impact angle.\n## Uses a custom curve designed for realistic 5.45x39mm behavior:\n## - 0-15°: ~100% (grazing shots always ricochet)\n## - 45°: ~80% (moderate angles have good ricochet chance)\n## - 90°: ~10% (perpendicular shots rarely ricochet)\n## When Ricochet Points experimental setting is enabled (Issue #975),\n## probability is increased by 20% at angles where ricochet is possible.\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n\t# This gives approximately:\n\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n\tvar normalized_angle := impact_angle_deg / 90.0\n\t# Power of 2.17 creates a curve matching real-world ballistics\n\tvar power_factor := pow(normalized_angle, 2.17)\n\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n\tvar probability := base_probability * angle_factor\n\n\t# Issue #1004: Ricochet Points active item boosts ricochet chance by 30%\n\t# at angles where ricochet is possible (same condition as green trajectory ray).\n\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n\tif active_item_manager and active_item_manager.has_method(\"has_ricochet_points\"):\n\t\tif active_item_manager.has_ricochet_points():\n\t\t\tprobability = minf(probability + 0.3, 1.0)\n\n\treturn probability\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Use group membership for reliable player detection (works for both C# and GDScript players).\n\t# The \"player\" group is set on the Player node in the scene, consistently used across the codebase.\n\t# Note: script.resource_path.contains(\"player\") would fail for C# Player (capital P).\n\tif shooter is Node and (shooter as Node).is_in_group(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\t_destroy()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# C# Interop Setter Methods (Issue #781)\n# ============================================================================\n# GDScript non-@export variables cannot be set from C# via Node.Set() - it silently fails.\n# These setter methods allow C# weapons to properly configure GDScript bullets via Call().\n# Must be called BEFORE AddChild() so that _ready() uses the correct values.\n\n\n## Sets the bullet travel direction and updates rotation.\n## Called from C# weapons via Call(\"set_direction\", dir).\nfunc set_direction(dir: Vector2) -> void:\n\tdirection = dir.normalized()\n\t_update_rotation()\n\n\n## Sets the bullet speed.\nfunc set_speed(spd: float) -> void:\n\tspeed = spd\n\n\n## Sets the bullet damage.\nfunc set_damage(dmg: float) -> void:\n\tdamage = dmg\n\n\n## Sets the shooter instance ID for self-hit prevention.\nfunc set_shooter_id(id: int) -> void:\n\tshooter_id = id\n\n\n## Sets the shooter position for distance-based penetration calculations.\nfunc set_shooter_position(pos: Vector2) -> void:\n\tshooter_position = pos\n\n\n## Sets the stun duration applied to enemies on hit.\nfunc set_stun_duration(duration: float) -> void:\n\tstun_duration = duration\n\n\n## Sets whether this bullet uses breaker behavior.\n## NOTE: Call this BEFORE AddChild() so _ready() loads the shrapnel scene.\nfunc set_is_breaker_bullet(is_breaker: bool) -> void:\n\tis_breaker_bullet = is_breaker\n\n\n## Sets whether this bullet penetrates through enemies (Issue #829).\nfunc set_penetrates_enemies(penetrate: bool) -> void:\n\tpenetrates_enemies = penetrate\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Enables homing with aim-line targeting (Issue #704, #781).\n## Called when firing new bullets during homing activation.\n## Targets the enemy closest to the player's line of fire, matching C# Bullet.cs behavior.\n## @param shooter_pos: The player's position when firing.\n## @param aim_dir: The player's aim direction when firing.\nfunc enable_homing_with_aim_line(shooter_pos: Vector2, aim_dir: Vector2) -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\t_use_aim_line_targeting = true\n\t_homing_shooter_origin = shooter_pos\n\t_homing_aim_direction = aim_dir.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled with aim-line targeting, aim: \", _homing_aim_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the best homing target enemy.\n## When aim-line targeting is active (Issue #704, #781), finds the enemy closest\n## to the player's line of fire. Otherwise, finds the nearest enemy to the bullet.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tif _use_aim_line_targeting:\n\t\treturn _find_enemy_nearest_to_aim_line(enemies)\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\t# Skip enemies behind walls (Issue #709)\n\t\tif not _has_line_of_sight_to_target(enemy.global_position):\n\t\t\tif _debug_homing:\n\t\t\t\tprint(\"[Bullet] Skipping enemy \", enemy.name, \" - wall blocks line of sight\")\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n## Finds the enemy closest to the player's aim line (Issue #704, #781).\n## Uses perpendicular distance from the aim ray to score enemies.\n## Only considers enemies within max turn angle of the aim direction.\n## Skips enemies blocked by walls (Issue #709).\n## Returns Vector2.ZERO if no valid target found.\nfunc _find_enemy_nearest_to_aim_line(enemies: Array[Node]) -> Vector2:\n\tvar best_target := Vector2.ZERO\n\tvar best_score := INF\n\tvar max_perp_distance := 500.0\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\n\t\tvar to_enemy: Vector2 = enemy.global_position - _homing_shooter_origin\n\t\tvar dist_to_enemy := to_enemy.length()\n\t\tif dist_to_enemy < 1.0:\n\t\t\tcontinue\n\n\t\t# Check angle from aim direction\n\t\tvar angle := absf(_homing_aim_direction.angle_to(to_enemy.normalized()))\n\t\tif angle > homing_max_turn_angle:\n\t\t\tcontinue\n\n\t\t# Perpendicular distance from aim line (cross product magnitude)\n\t\tvar perp_dist := absf(to_enemy.x * _homing_aim_direction.y - to_enemy.y * _homing_aim_direction.x)\n\t\tif perp_dist > max_perp_distance:\n\t\t\tcontinue\n\n\t\t# Skip enemies behind walls (Issue #709)\n\t\tif not _has_line_of_sight_to_target(enemy.global_position):\n\t\t\tif _debug_homing:\n\t\t\t\tprint(\"[Bullet] Skipping enemy \", enemy.name, \" - wall blocks line of sight (aim-line)\")\n\t\t\tcontinue\n\n\t\t# Score: prioritize closeness to aim line, with distance as tiebreaker\n\t\tvar score := perp_dist + dist_to_enemy * 0.1\n\t\tif score < best_score:\n\t\t\tbest_score = score\n\t\t\tbest_target = enemy.global_position\n\n\treturn best_target\n\n\n## Checks if there is clear line of sight from the bullet to a target position (Issue #709, #781).\n## Uses a physics raycast against obstacles (collision layer 3 = mask 4) to detect walls.\n## Returns false if a wall blocks the path, preventing bullets from turning into walls.\nfunc _has_line_of_sight_to_target(target_pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn true # Can't check, assume clear\n\n\tvar query := PhysicsRayQueryParameters2D.create(global_position, target_pos)\n\tquery.collision_mask = 4 # Layer 3 = obstacles/walls only\n\tquery.collide_with_areas = false\n\tquery.collide_with_bodies = true\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty() # True if no wall in the way\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tFileLogger.info(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tFileLogger.info(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\t_destroy()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tFileLogger.info(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tFileLogger.info(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tFileLogger.info(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tFileLogger.info(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Try pooled breaker shrapnel first for performance (Issue #724)\n\t\tvar shrapnel: Node = null\n\t\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\n\t\tif pool_manager and pool_manager.has_method(\"get_breaker_shrapnel\"):\n\t\t\tshrapnel = pool_manager.get_breaker_shrapnel()\n\t\t\tif shrapnel and shrapnel.has_method(\"pool_activate\"):\n\t\t\t\tshrapnel.pool_activate(spawn_pos, shrapnel_direction, shooter_id)\n\t\t\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\t\t\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\t\t\t\tspawned_count += 1\n\t\t\t\tcontinue # Shrapnel is ready, skip to next\n\n\t\t# Fallback to instantiation\n\t\tshrapnel = _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tFileLogger.info(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n\n\n# ============================================================================\n# Object Pooling Support (Issue #724)\n# ============================================================================\n\n\n## Whether this bullet is currently pooled (inactive).\nvar _is_pooled: bool = false\n\n## Original speed value for reset.\nvar _original_speed: float = 2500.0\n\n\n## Activates the bullet from the pool with the given parameters.\n## Call this instead of setting properties directly after getting from pool.\n## @param pos: Global position to spawn at.\n## @param dir: Direction of travel.\n## @param shooter: Instance ID of the shooter (for self-damage prevention).\n## @param caliber: Optional caliber data resource.\nfunc pool_activate(pos: Vector2, dir: Vector2, shooter: int, caliber: Resource = null) -> void:\n\t# Reset all state to defaults\n\t_reset_state()\n\n\t# Set activation parameters\n\tglobal_position = pos\n\tdirection = dir.normalized()\n\tshooter_id = shooter\n\tshooter_position = pos\n\tcaliber_data = caliber if caliber else _load_default_caliber_data()\n\n\t# Update rotation to match direction\n\t_update_rotation()\n\n\t# Re-enable processing and visibility\n\tvisible = true\n\tset_physics_process(true)\n\tset_process(true)\n\n\t# Re-enable collision detection\n\tmonitoring = true\n\tmonitorable = true\n\n\t_is_pooled = false\n\n\n## Deactivates the bullet and prepares it for return to the pool.\n## Call this instead of queue_free() when using pooling.\nfunc pool_deactivate() -> void:\n\tif _is_pooled:\n\t\treturn\n\n\t_is_pooled = true\n\n\t# Disable processing\n\tset_physics_process(false)\n\tset_process(false)\n\n\t# Hide bullet\n\tvisible = false\n\n\t# Disable collision detection\n\tmonitoring = false\n\tmonitorable = false\n\n\t# Clear trail\n\tif _trail:\n\t\t_trail.clear_points()\n\t_position_history.clear()\n\n\t# Return to pool manager\n\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\tif pool_manager and pool_manager.has_method(\"return_bullet\"):\n\t\tpool_manager.return_bullet(self)\n\n\n## Resets all bullet state to defaults for reuse.\nfunc _reset_state() -> void:\n\t# Reset core properties\n\tspeed = _original_speed\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\t_time_alive = 0.0\n\tdirection = Vector2.RIGHT\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\n\t# Reset ricochet state\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_penetrating_body = null\n\t_has_penetrated = false\n\n\t# Reset homing state\n\thoming_enabled = false\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Reset breaker state\n\tis_breaker_bullet = false\n\t_breaker_shrapnel_scene = null\n\n\t# Reset stun\n\tstun_duration = 0.0\n\n\t# Clear position history\n\t_position_history.clear()\n\n\t# Clear trail\n\tif _trail:\n\t\t_trail.clear_points()\n\n\n## Returns whether this bullet is currently pooled (inactive).\nfunc is_pooled() -> bool:\n\treturn _is_pooled\n\n\n## Destroys the bullet using pooling when available, otherwise queue_free.\n## This method should be used instead of direct queue_free() calls for proper pooling.\nfunc _destroy() -> void:\n\tif _is_pooled:\n\t\treturn # Already pooled\n\n\t# Try to use pooling if pool manager is available\n\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\tif pool_manager:\n\t\tpool_deactivate()\n\telse:\n\t\tqueue_free()\n\n\n## Override queue_free to use pooling when available.\n## This allows existing code to continue using queue_free() without changes.\nfunc _notification(what: int) -> void:\n\tif what == NOTIFICATION_PREDELETE:\n\t\t# If we're being deleted and pool manager exists, this might be an error\n\t\t# The pool system should use pool_deactivate instead\n\t\tpass\n\n\n## Convenience method to get a bullet from the pool.\n## Returns null if pool manager not available, in which case use instantiate().\nstatic func from_pool() -> Node:\n\tvar pool_manager: Node = Engine.get_singleton(\"ProjectilePoolManager\") if Engine.has_singleton(\"ProjectilePoolManager\") else null\n\tif pool_manager == null:\n\t\t# Try alternative path\n\t\tvar tree := Engine.get_main_loop() as SceneTree\n\t\tif tree:\n\t\t\tpool_manager = tree.root.get_node_or_null(\"ProjectilePoolManager\")\n\tif pool_manager and pool_manager.has_method(\"get_bullet\"):\n\t\treturn pool_manager.get_bullet()\n\treturn null\n", | |
| "structuredPatch": [ | |
| { | |
| "oldStart": 768, | |
| "oldLines": 12, | |
| "newStart": 768, | |
| "newLines": 18, | |
| "lines": [ | |
| " ", | |
| " ## Triggers hit effects via the HitEffectsManager autoload.", | |
| " ## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.", | |
| "+## Issue #1023: Also triggers lightning flash in Black Metal mode.", | |
| " func _trigger_player_hit_effects() -> void:", | |
| " var hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")", | |
| " if hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):", | |
| " hit_effects_manager.on_player_hit_enemy()", | |
| " ", | |
| "+ # Issue #1023: Trigger lightning flash effect in Black Metal mode.", | |
| "+ var lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")", | |
| "+ if lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):", | |
| "+ lightning_manager.trigger_lightning()", | |
| " ", | |
| "+", | |
| " ## Applies stun effect to the hit enemy via StatusEffectsManager.", | |
| " ## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).", | |
| " func _apply_stun_effect(enemy: Node) -> void:" | |
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| "content": " 625→\t\t\t\"penultimate_hit\":\n 626→\t\t\t\t# Trigger penultimate hit saturation/contrast effect (Issue #544 fix 4)\n 627→\t\t\t\t_trigger_replay_penultimate_effect()\n 628→\n 629→\n 630→## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n 631→## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n 632→## but during replay we only want the saturation boost visual (Issue #544 fix 4).\n 633→func _trigger_replay_hit_effect() -> void:\n 634→\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n 635→\tif hit_effects == null:\n 636→\t\treturn\n 637→\n 638→\t# Directly trigger saturation effect without time slowdown.\n 639→\t# We access the saturation overlay to apply the boost manually.\n 640→\tif hit_effects.has_method(\"_start_saturation_effect\"):\n 641→\t\thit_effects._start_saturation_effect()\n 642→\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n 643→\t\t# Fallback: call the full method but save/restore time_scale\n 644→\t\tvar saved_time_scale := Engine.time_scale\n 645→\t\thit_effects.on_player_hit_enemy()\n 646→\t\tEngine.time_scale = saved_time_scale\n 647→\n 648→\n 649→## Triggers penultimate hit visual effects during replay (Issue #544 fix 4).\n 650→## Applies saturation/contrast boost without time slowdown.\n 651→func _trigger_replay_penultimate_effect() -> void:\n 652→\tvar penultimate_effects: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\n 653→\tif penultimate_effects == null:\n 654→\t\treturn\n 655→\n 656→\t# Access the saturation overlay directly to apply visual effect without time change\n 657→\tif penultimate_effects.has_method(\"_start_penultimate_effect\"):\n 658→\t\t# Save time_scale, trigger effect, restore time_scale\n 659→\t\tvar saved_time_scale := Engine.time_scale\n 660→\t\tpenultimate_effects._start_penultimate_effect()\n 661→\t\tEngine.time_scale = saved_time_scale\n 662→\n 663→\n 664→## Applies a frame's data (Dictionary) to the ghost entities.\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": "\t\t\t\"penultimate_hit\":\n\t\t\t\t# Trigger penultimate hit saturation/contrast effect (Issue #544 fix 4)\n\t\t\t\t_trigger_replay_penultimate_effect()\n\n\n## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale\n\n\n## Triggers penultimate hit visual effects during replay (Issue #544 fix 4).\n## Applies saturation/contrast boost without time slowdown.\nfunc _trigger_replay_penultimate_effect() -> void:\n\tvar penultimate_effects: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\n\tif penultimate_effects == null:\n\t\treturn\n\n\t# Access the saturation overlay directly to apply visual effect without time change\n\tif penultimate_effects.has_method(\"_start_penultimate_effect\"):\n\t\t# Save time_scale, trigger effect, restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\tpenultimate_effects._start_penultimate_effect()\n\t\tEngine.time_scale = saved_time_scale\n\n\n## Applies a frame's data (Dictionary) to the ghost entities.", | |
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| "old_string": "## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale", | |
| "new_string": "## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\n## Issue #1023: Also triggers lightning flash in Black Metal mode.\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale\n\n\t# Issue #1023: Trigger lightning flash effect in Black Metal mode.\n\tvar lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")\n\tif lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):\n\t\tlightning_manager.trigger_lightning()" | |
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| "tool_use_result": { | |
| "filePath": "/tmp/gh-issue-solver-1773265686693/scripts/autoload/replay_system.gd", | |
| "oldString": "## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale", | |
| "newString": "## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\n## Issue #1023: Also triggers lightning flash in Black Metal mode.\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale\n\n\t# Issue #1023: Trigger lightning flash effect in Black Metal mode.\n\tvar lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")\n\tif lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):\n\t\tlightning_manager.trigger_lightning()", | |
| "originalFile": "extends Node\n## Autoload singleton for recording and playing back game replays.\n##\n## Records entity positions, rotations, and key events each physics frame.\n## Provides playback functionality to watch completed levels.\n##\n## Recording captures:\n## - Player position, rotation, model scale, and health color\n## - Enemy positions, rotations, alive state, and health color\n## - Bullet positions and rotations\n## - Grenade positions\n## - Sound events (shots, hits, deaths) with positions\n## - Blood decal and casing positions (for progressive floor effects)\n##\n## Playback recreates the visual representation without running game logic.\n\n## Recording interval in seconds (physics frames).\nconst RECORD_INTERVAL: float = 1.0 / 60.0 # 60 FPS recording\n\n## Maximum recording duration in seconds (prevent memory issues).\nconst MAX_RECORDING_DURATION: float = 300.0 # 5 minutes\n\n## Frame data is stored as Dictionary with the following keys:\n## - time: float\n## - player_position: Vector2\n## - player_rotation: float\n## - player_model_scale: Vector2\n## - player_alive: bool\n## - player_color: Color (health-based sprite color)\n## - enemies: Array of {position, rotation, alive, color}\n## - bullets: Array of {position, rotation}\n## - grenades: Array of {position}\n## - events: Array of {type, position, ...} event dictionaries\n## - blood_decals: Array of {position, rotation, scale} (cumulative floor state)\n## - casings: Array of {position, rotation} (cumulative floor state)\n##\n## Note: Inner classes are avoided to prevent parse errors in exported builds\n## (Godot 4.3 has issues with inner classes in autoload scripts during export)\n\n\n## All recorded frames for the current/last level.\nvar _frames: Array = []\n\n## Current recording time.\nvar _recording_time: float = 0.0\n\n## Whether we are currently recording.\nvar _is_recording: bool = false\n\n## Whether we are currently playing back.\nvar _is_playing_back: bool = false\n\n## Whether playback ending is scheduled (replaces await in _physics_process).\nvar _playback_ending: bool = false\n\n## Timer for playback end delay.\nvar _playback_end_timer: float = 0.0\n\n## Current playback frame index.\nvar _playback_frame: int = 0\n\n## Playback speed multiplier (1.0 = normal, 2.0 = 2x speed).\nvar _playback_speed: float = 1.0\n\n## Accumulated time for playback interpolation.\nvar _playback_time: float = 0.0\n\n## Reference to the level node being recorded.\nvar _level_node: Node2D = null\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## References to enemy nodes (for recording).\nvar _enemies: Array = []\n\n## Path to the Entities/Projectiles node for recording bullets.\nvar _projectiles_path: String = \"Entities/Projectiles\"\n\n## Replay ghost nodes (created during playback).\nvar _ghost_player: Node2D = null\nvar _ghost_enemies: Array = []\nvar _ghost_bullets: Array = []\nvar _ghost_grenades: Array = []\n\n## Ghost trail line for the player (Issue #544: trail should follow contour).\nvar _ghost_player_trail: Line2D = null\n\n## Maximum number of trail points for the ghost player trail.\nconst GHOST_TRAIL_MAX_POINTS: int = 20\n\n## Blood decal and casing ghost nodes spawned during playback.\nvar _replay_blood_decals: Array = []\nvar _replay_casings: Array = []\n\n## Tracks how many blood decals / casings have been spawned so far in playback.\nvar _spawned_blood_count: int = 0\nvar _spawned_casing_count: int = 0\n\n## Baseline count of blood decals and casings from frame 0 (Issue #544 fix 5b).\n## These exist before the replay starts and should NOT be spawned during playback.\nvar _baseline_blood_count: int = 0\nvar _baseline_casing_count: int = 0\n\n## Tracks the last frame index that was applied (for event playback).\nvar _last_applied_frame: int = -1\n\n## Replay UI overlay.\nvar _replay_ui: CanvasLayer = null\n\n## Signal emitted when replay playback ends.\nsignal replay_ended\n\n## Signal emitted when replay playback starts.\nsignal replay_started\n\n## Signal emitted when playback progress changes.\nsignal playback_progress(current_time: float, total_time: float)\n\n\n## Creates a new frame data dictionary with default values.\nfunc _create_frame_data() -> Dictionary:\n\treturn {\n\t\t\"time\": 0.0,\n\t\t\"player_position\": Vector2.ZERO,\n\t\t\"player_rotation\": 0.0,\n\t\t\"player_model_scale\": Vector2.ONE,\n\t\t\"player_alive\": true,\n\t\t\"player_color\": Color(0.2, 0.6, 1.0, 1.0),\n\t\t\"enemies\": [],\n\t\t\"bullets\": [],\n\t\t\"grenades\": [],\n\t\t\"events\": [],\n\t\t\"blood_decals\": [],\n\t\t\"casings\": []\n\t}\n\n\nfunc _ready() -> void:\n\t# Run in PROCESS_MODE_ALWAYS to work during pause\n\tprocess_mode = Node.PROCESS_MODE_ALWAYS\n\t_log_to_file(\"ReplayManager ready (script loaded and _ready called)\")\n\t_log_to_file(\"ReplayManager methods: start_recording=%s, stop_recording=%s, has_replay=%s, start_playback=%s\" % [\n\t\thas_method(\"start_recording\"),\n\t\thas_method(\"stop_recording\"),\n\t\thas_method(\"has_replay\"),\n\t\thas_method(\"start_playback\")\n\t])\n\tvar scr = get_script()\n\tvar script_path: String = scr.resource_path if scr else \"NO SCRIPT\"\n\t_log_to_file(\"ReplayManager script path: %s\" % script_path)\n\t_log_to_file(\"ReplayManager script has source: %s\" % (scr.has_source_code() if scr else false))\n\n\nfunc _physics_process(delta: float) -> void:\n\tif _is_recording:\n\t\t_record_frame(delta)\n\telif _playback_ending:\n\t\t# Handle delayed playback end (replaces await to avoid coroutine in _physics_process)\n\t\t_playback_end_timer -= delta\n\t\tif _playback_end_timer <= 0.0:\n\t\t\t_playback_ending = false\n\t\t\tstop_playback()\n\telif _is_playing_back:\n\t\t_playback_frame_update(delta)\n\n\n## Starts recording a new replay for the given level.\n## @param level: The level node to record.\n## @param player: The player node.\n## @param enemies: Array of enemy nodes.\nfunc start_recording(level: Node2D, player: Node2D, enemies: Array) -> void:\n\t_frames.clear()\n\t_recording_time = 0.0\n\t_is_recording = true\n\t_is_playing_back = false\n\t_level_node = level\n\t_player = player\n\t_enemies = enemies.duplicate()\n\n\t# Detailed logging for debugging\n\tvar player_name: String = player.name if player else \"NULL\"\n\tvar player_valid: bool = player != null and is_instance_valid(player)\n\tvar level_name: String = level.name if level else \"NULL\"\n\n\t_log_to_file(\"=== REPLAY RECORDING STARTED ===\")\n\t_log_to_file(\"Level: %s\" % level_name)\n\t_log_to_file(\"Player: %s (valid: %s)\" % [player_name, player_valid])\n\t_log_to_file(\"Enemies count: %d\" % enemies.size())\n\n\t# Log each enemy for debugging\n\tfor i in range(enemies.size()):\n\t\tvar enemy: Node = enemies[i]\n\t\tif enemy and is_instance_valid(enemy):\n\t\t\t_log_to_file(\" Enemy %d: %s\" % [i, enemy.name])\n\t\telse:\n\t\t\t_log_to_file(\" Enemy %d: INVALID\" % i)\n\n\tprint(\"[ReplayManager] Recording started: Level=%s, Player=%s, Enemies=%d\" % [level_name, player_name, enemies.size()])\n\n\n## Stops recording and saves the replay data.\nfunc stop_recording() -> void:\n\tif not _is_recording:\n\t\t_log_to_file(\"stop_recording called but was not recording\")\n\t\tprint(\"[ReplayManager] stop_recording called but was not recording\")\n\t\treturn\n\n\t_is_recording = false\n\t_log_to_file(\"=== REPLAY RECORDING STOPPED ===\")\n\t_log_to_file(\"Total frames recorded: %d\" % _frames.size())\n\t_log_to_file(\"Total duration: %.2fs\" % _recording_time)\n\t_log_to_file(\"has_replay() will return: %s\" % (_frames.size() > 0))\n\tprint(\"[ReplayManager] Recording stopped: %d frames, %.2fs duration\" % [_frames.size(), _recording_time])\n\n\n## Returns true if there is a recorded replay available.\nfunc has_replay() -> bool:\n\treturn _frames.size() > 0\n\n\n## Returns the duration of the recorded replay in seconds.\nfunc get_replay_duration() -> float:\n\tif _frames.is_empty():\n\t\treturn 0.0\n\treturn _frames[-1].time\n\n\n## Starts playback of the recorded replay.\n## @param level: The level node where replay will be shown (reloaded scene).\nfunc start_playback(level: Node2D) -> void:\n\tif _frames.is_empty():\n\t\t_log_to_file(\"Cannot start playback: no frames recorded\")\n\t\treturn\n\n\t_is_playing_back = true\n\t_is_recording = false\n\t_playback_ending = false\n\t_playback_end_timer = 0.0\n\t_playback_frame = 0\n\t_playback_time = 0.0\n\t_playback_speed = 1.0\n\t_level_node = level\n\t_last_applied_frame = -1\n\t_spawned_blood_count = 0\n\t_spawned_casing_count = 0\n\n\t# Determine baseline floor state from first frame (Issue #544 fix 5b)\n\t# Blood and casings already present at recording start should NOT be re-spawned.\n\t_baseline_blood_count = 0\n\t_baseline_casing_count = 0\n\tif not _frames.is_empty():\n\t\tif _frames[0].has(\"blood_decals\"):\n\t\t\t_baseline_blood_count = _frames[0].blood_decals.size()\n\t\tif _frames[0].has(\"casings\"):\n\t\t\t_baseline_casing_count = _frames[0].casings.size()\n\n\t# Clean the floor of existing blood and casings (Issue #544 fix 5)\n\t_clean_floor(level)\n\n\t# Create ghost entities for visualization\n\t_create_ghost_entities(level)\n\n\t# Create replay UI\n\t_create_replay_ui(level)\n\n\t# Pause the game tree so real entities don't move\n\t# But we need our replay ghosts to update, so they should be PROCESS_MODE_ALWAYS\n\tlevel.get_tree().paused = true\n\n\treplay_started.emit()\n\t_log_to_file(\"Started replay playback. Frames: %d, Duration: %.2fs\" % [\n\t\t_frames.size(),\n\t\tget_replay_duration()\n\t])\n\n\n## Stops playback and cleans up.\nfunc stop_playback() -> void:\n\tif not _is_playing_back and not _playback_ending:\n\t\treturn\n\n\t_is_playing_back = false\n\t_playback_ending = false\n\t_playback_end_timer = 0.0\n\t_last_applied_frame = -1\n\n\t# Clean up ghost entities\n\t_cleanup_ghost_entities()\n\n\t# Clean up replay UI\n\tif _replay_ui and is_instance_valid(_replay_ui):\n\t\t_replay_ui.queue_free()\n\t\t_replay_ui = null\n\n\t# Unpause the game\n\tif _level_node and is_instance_valid(_level_node):\n\t\t_level_node.get_tree().paused = false\n\n\treplay_ended.emit()\n\t_log_to_file(\"Stopped replay playback\")\n\n\n## Sets the playback speed.\n## @param speed: Speed multiplier (1.0 = normal, 2.0 = 2x, 0.5 = half speed).\nfunc set_playback_speed(speed: float) -> void:\n\t_playback_speed = clampf(speed, 0.25, 4.0)\n\t_log_to_file(\"Playback speed set to %.2fx\" % _playback_speed)\n\n\n## Gets the current playback speed.\nfunc get_playback_speed() -> float:\n\treturn _playback_speed\n\n\n## Returns whether replay is currently playing.\nfunc is_replaying() -> bool:\n\treturn _is_playing_back\n\n\n## Returns whether replay is currently recording.\nfunc is_recording() -> bool:\n\treturn _is_recording\n\n\n## Seeks to a specific time in the replay.\n## @param time: Time in seconds to seek to.\nfunc seek_to(time: float) -> void:\n\tif _frames.is_empty():\n\t\treturn\n\n\ttime = clampf(time, 0.0, get_replay_duration())\n\t_playback_time = time\n\n\t# Find the frame at or before this time\n\tfor i in range(_frames.size()):\n\t\tif _frames[i].time >= time:\n\t\t\t_playback_frame = maxi(0, i - 1)\n\t\t\tbreak\n\n\t# Update visuals immediately\n\t_apply_frame_dict(_frames[_playback_frame])\n\n\n## Records a single frame of game state.\nfunc _record_frame(delta: float) -> void:\n\t_recording_time += delta\n\n\t# Check max duration\n\tif _recording_time > MAX_RECORDING_DURATION:\n\t\t_log_to_file(\"Max recording duration reached, stopping\")\n\t\tstop_recording()\n\t\treturn\n\n\tvar frame := _create_frame_data()\n\tframe.time = _recording_time\n\n\t# Debug log every 60 frames (once per second at 60 FPS)\n\tif _frames.size() % 60 == 0:\n\t\t_log_to_file(\"Recording frame %d (%.1fs): player_valid=%s, enemies=%d\" % [\n\t\t\t_frames.size(),\n\t\t\t_recording_time,\n\t\t\t(_player != null and is_instance_valid(_player)),\n\t\t\t_enemies.size()\n\t\t])\n\n\t# Record player state\n\tif _player and is_instance_valid(_player):\n\t\tframe.player_position = _player.global_position\n\t\tframe.player_rotation = _player.global_rotation\n\t\tframe.player_alive = true\n\n\t\t# Get player model scale for proper sprite flipping\n\t\tvar player_model: Node2D = _player.get_node_or_null(\"PlayerModel\")\n\t\tif player_model:\n\t\t\tframe.player_model_scale = player_model.scale\n\n\t\t# Record player health color (Issue #544 fix 3, 6)\n\t\tvar body_sprite: Sprite2D = _player.get_node_or_null(\"PlayerModel/Body\")\n\t\tif body_sprite:\n\t\t\tframe.player_color = body_sprite.modulate\n\n\t\t# Check if player is alive (GDScript or C#)\n\t\tif _player.get(\"_is_alive\") != null:\n\t\t\tframe.player_alive = _player._is_alive\n\t\telif _player.get(\"IsAlive\") != null:\n\t\t\tframe.player_alive = _player.IsAlive\n\telse:\n\t\tframe.player_alive = false\n\n\t# Record enemy states\n\tfor enemy in _enemies:\n\t\tif enemy and is_instance_valid(enemy):\n\t\t\tvar enemy_data := {\n\t\t\t\t\"position\": enemy.global_position,\n\t\t\t\t\"rotation\": enemy.global_rotation,\n\t\t\t\t\"alive\": true,\n\t\t\t\t\"color\": Color(0.9, 0.2, 0.2, 1.0)\n\t\t\t}\n\t\t\t# Check if enemy is alive\n\t\t\tif enemy.has_method(\"is_alive\"):\n\t\t\t\tenemy_data.alive = enemy.is_alive()\n\t\t\telif enemy.get(\"_is_alive\") != null:\n\t\t\t\tenemy_data.alive = enemy._is_alive\n\n\t\t\t# Record enemy health color (Issue #544 fix 3)\n\t\t\tvar enemy_body: Sprite2D = enemy.get_node_or_null(\"EnemyModel/Body\")\n\t\t\tif enemy_body:\n\t\t\t\tenemy_data.color = enemy_body.modulate\n\t\t\telif not enemy_data.alive:\n\t\t\t\tenemy_data.color = Color(0.3, 0.3, 0.3, 0.5)\n\n\t\t\tframe.enemies.append(enemy_data)\n\t\telse:\n\t\t\tframe.enemies.append({\n\t\t\t\t\"position\": Vector2.ZERO,\n\t\t\t\t\"rotation\": 0.0,\n\t\t\t\t\"alive\": false,\n\t\t\t\t\"color\": Color(0.3, 0.3, 0.3, 0.5)\n\t\t\t})\n\n\t# Record projectiles (bullets)\n\tif _level_node and is_instance_valid(_level_node):\n\t\tvar projectiles_node := _level_node.get_node_or_null(_projectiles_path)\n\t\tif projectiles_node == null:\n\t\t\t# Try alternative paths\n\t\t\tprojectiles_node = _level_node.get_node_or_null(\"Projectiles\")\n\n\t\tif projectiles_node:\n\t\t\tfor projectile in projectiles_node.get_children():\n\t\t\t\tif projectile is Node2D:\n\t\t\t\t\tframe.bullets.append({\n\t\t\t\t\t\t\"position\": projectile.global_position,\n\t\t\t\t\t\t\"rotation\": projectile.global_rotation\n\t\t\t\t\t})\n\n\t\t# Record grenades (with texture path for proper visual during replay)\n\t\tvar grenades_in_scene := _level_node.get_tree().get_nodes_in_group(\"grenades\")\n\t\tfor grenade in grenades_in_scene:\n\t\t\tif grenade is Node2D:\n\t\t\t\tvar grenade_data := {\n\t\t\t\t\t\"position\": grenade.global_position,\n\t\t\t\t\t\"rotation\": grenade.global_rotation,\n\t\t\t\t\t\"texture_path\": \"\"\n\t\t\t\t}\n\t\t\t\t# Try to capture the grenade's sprite texture path for replay visuals\n\t\t\t\tvar grenade_sprite: Sprite2D = grenade.get_node_or_null(\"Sprite2D\")\n\t\t\t\tif grenade_sprite and grenade_sprite.texture:\n\t\t\t\t\tgrenade_data.texture_path = grenade_sprite.texture.resource_path\n\t\t\t\tframe.grenades.append(grenade_data)\n\n\t\t# Record blood decals on the floor (Issue #544 fix 5)\n\t\tvar blood_puddles := _level_node.get_tree().get_nodes_in_group(\"blood_puddle\")\n\t\tfor puddle in blood_puddles:\n\t\t\tif puddle is Sprite2D and is_instance_valid(puddle):\n\t\t\t\tframe.blood_decals.append({\n\t\t\t\t\t\"position\": puddle.global_position,\n\t\t\t\t\t\"rotation\": puddle.rotation,\n\t\t\t\t\t\"scale\": puddle.scale\n\t\t\t\t})\n\n\t\t# Record casings on the floor (Issue #544 fix 5)\n\t\tvar casings := _level_node.get_tree().get_nodes_in_group(\"casings\")\n\t\tfor casing in casings:\n\t\t\tif casing is Node2D and is_instance_valid(casing):\n\t\t\t\tframe.casings.append({\n\t\t\t\t\t\"position\": casing.global_position,\n\t\t\t\t\t\"rotation\": casing.rotation\n\t\t\t\t})\n\n\t# Record sound events by detecting new bullets and enemy state changes (Issue #544 fix 2)\n\t_record_sound_events(frame)\n\n\t_frames.append(frame)\n\n\n## Detects and records sound events by comparing current frame to previous.\n## This captures shot sounds, hit sounds, and death sounds.\nfunc _record_sound_events(frame: Dictionary) -> void:\n\tif _frames.is_empty():\n\t\treturn\n\n\tvar prev_frame: Dictionary = _frames[-1]\n\n\t# Detect new bullets (shot event) - if bullet count increased, a shot occurred\n\tif frame.bullets.size() > prev_frame.bullets.size():\n\t\t# Determine shot position from new bullets\n\t\tfor i in range(prev_frame.bullets.size(), frame.bullets.size()):\n\t\t\tif i < frame.bullets.size():\n\t\t\t\tframe.events.append({\n\t\t\t\t\t\"type\": \"shot\",\n\t\t\t\t\t\"position\": frame.bullets[i].position\n\t\t\t\t})\n\n\t# Detect enemy deaths (death event)\n\tfor i in range(mini(frame.enemies.size(), prev_frame.enemies.size())):\n\t\tif prev_frame.enemies[i].alive and not frame.enemies[i].alive:\n\t\t\tframe.events.append({\n\t\t\t\t\"type\": \"death\",\n\t\t\t\t\"position\": frame.enemies[i].position\n\t\t\t})\n\n\t# Detect enemy hits (health color change indicating damage)\n\tfor i in range(mini(frame.enemies.size(), prev_frame.enemies.size())):\n\t\tif frame.enemies[i].alive and prev_frame.enemies[i].alive:\n\t\t\tvar prev_color: Color = prev_frame.enemies[i].color\n\t\t\tvar curr_color: Color = frame.enemies[i].color\n\t\t\t# White flash = hit (hit_flash_color is white)\n\t\t\tif curr_color.r > 0.95 and curr_color.g > 0.95 and curr_color.b > 0.95:\n\t\t\t\tframe.events.append({\n\t\t\t\t\t\"type\": \"hit\",\n\t\t\t\t\t\"position\": frame.enemies[i].position\n\t\t\t\t})\n\n\t# Detect player death\n\tif prev_frame.player_alive and not frame.player_alive:\n\t\tframe.events.append({\n\t\t\t\"type\": \"player_death\",\n\t\t\t\"position\": frame.player_position\n\t\t})\n\n\t# Detect player hit (white flash on player)\n\tif frame.player_alive and prev_frame.player_alive:\n\t\tvar curr_p_color: Color = frame.player_color\n\t\tif curr_p_color.r > 0.95 and curr_p_color.g > 0.95 and curr_p_color.b > 0.95:\n\t\t\tframe.events.append({\n\t\t\t\t\"type\": \"player_hit\",\n\t\t\t\t\"position\": frame.player_position\n\t\t\t})\n\n\t# Detect penultimate hit state (player at 1 HP, dramatic slowdown active)\n\t# Check if PenultimateHitEffectsManager effect is currently active\n\tvar penultimate_mgr: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\n\tif penultimate_mgr and penultimate_mgr.get(\"_is_effect_active\") != null:\n\t\tvar is_active: bool = penultimate_mgr._is_effect_active\n\t\tvar was_active: bool = false\n\t\t# Check previous frame for effect state (stored in events)\n\t\tfor ev in prev_frame.events:\n\t\t\tif ev.type == \"penultimate_hit\":\n\t\t\t\twas_active = true\n\t\t\t\tbreak\n\t\t# Record penultimate hit event when effect becomes active\n\t\tif is_active and not was_active:\n\t\t\tframe.events.append({\n\t\t\t\t\"type\": \"penultimate_hit\",\n\t\t\t\t\"position\": frame.player_position\n\t\t\t})\n\n\n## Updates playback by advancing time and applying the appropriate frame.\nfunc _playback_frame_update(delta: float) -> void:\n\tif _frames.is_empty():\n\t\tstop_playback()\n\t\treturn\n\n\t# Advance playback time\n\t_playback_time += delta * _playback_speed\n\n\t# Emit progress signal\n\tplayback_progress.emit(_playback_time, get_replay_duration())\n\n\t# Check if playback is complete\n\tif _playback_time >= get_replay_duration():\n\t\t_playback_time = get_replay_duration()\n\t\t# Apply final frame\n\t\t_apply_frame_dict(_frames[-1])\n\t\t# Schedule playback end after a short delay (no await to avoid coroutine issues)\n\t\t_playback_ending = true\n\t\t_playback_end_timer = 0.5\n\t\t_is_playing_back = false\n\t\treturn\n\n\t# Find the frame to display (interpolate between frames)\n\tvar prev_frame_idx := _playback_frame\n\twhile _playback_frame < _frames.size() - 1 and _frames[_playback_frame + 1].time <= _playback_time:\n\t\t_playback_frame += 1\n\n\t# Play events for all frames we skipped over (Issue #544 fix 2)\n\tif _playback_frame > _last_applied_frame:\n\t\tfor fi in range(maxi(_last_applied_frame + 1, 0), _playback_frame + 1):\n\t\t\tif fi < _frames.size():\n\t\t\t\t_play_frame_events(_frames[fi])\n\t\t_last_applied_frame = _playback_frame\n\n\t# Apply the current frame\n\t_apply_frame_dict(_frames[_playback_frame])\n\n\n## Plays sound events and visual effects for a frame during playback.\n## During replay, triggers visual effects but avoids modifying Engine.time_scale\n## since the replay has its own timing system (Issue #544 fix 4).\nfunc _play_frame_events(frame: Dictionary) -> void:\n\tif not frame.has(\"events\"):\n\t\treturn\n\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\n\tfor event in frame.events:\n\t\tvar event_type: String = event.type\n\t\tvar event_pos: Vector2 = event.position\n\n\t\tmatch event_type:\n\t\t\t\"shot\":\n\t\t\t\t# Play shot sound (Issue #544 fix 2)\n\t\t\t\tif audio_manager and audio_manager.has_method(\"play_m16_shot\"):\n\t\t\t\t\taudio_manager.play_m16_shot(event_pos)\n\t\t\t\"death\":\n\t\t\t\t# Play lethal hit sound (Issue #544 fix 2)\n\t\t\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\t\t\taudio_manager.play_hit_lethal(event_pos)\n\t\t\t\t# Trigger saturation effect only (no time slowdown during replay)\n\t\t\t\t_trigger_replay_hit_effect()\n\t\t\t\"hit\":\n\t\t\t\t# Play non-lethal hit sound (Issue #544 fix 2)\n\t\t\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\t\t\taudio_manager.play_hit_non_lethal(event_pos)\n\t\t\t\t# Trigger saturation effect only (no time slowdown during replay)\n\t\t\t\t_trigger_replay_hit_effect()\n\t\t\t\"player_death\":\n\t\t\t\tif audio_manager and audio_manager.has_method(\"play_hit_lethal\"):\n\t\t\t\t\taudio_manager.play_hit_lethal(event_pos)\n\t\t\t\"player_hit\":\n\t\t\t\tif audio_manager and audio_manager.has_method(\"play_hit_non_lethal\"):\n\t\t\t\t\taudio_manager.play_hit_non_lethal(event_pos)\n\t\t\t\"penultimate_hit\":\n\t\t\t\t# Trigger penultimate hit saturation/contrast effect (Issue #544 fix 4)\n\t\t\t\t_trigger_replay_penultimate_effect()\n\n\n## Triggers hit saturation effect during replay without modifying Engine.time_scale.\n## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,\n## but during replay we only want the saturation boost visual (Issue #544 fix 4).\nfunc _trigger_replay_hit_effect() -> void:\n\tvar hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects == null:\n\t\treturn\n\n\t# Directly trigger saturation effect without time slowdown.\n\t# We access the saturation overlay to apply the boost manually.\n\tif hit_effects.has_method(\"_start_saturation_effect\"):\n\t\thit_effects._start_saturation_effect()\n\telif hit_effects.has_method(\"on_player_hit_enemy\"):\n\t\t# Fallback: call the full method but save/restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\thit_effects.on_player_hit_enemy()\n\t\tEngine.time_scale = saved_time_scale\n\n\n## Triggers penultimate hit visual effects during replay (Issue #544 fix 4).\n## Applies saturation/contrast boost without time slowdown.\nfunc _trigger_replay_penultimate_effect() -> void:\n\tvar penultimate_effects: Node = get_node_or_null(\"/root/PenultimateHitEffectsManager\")\n\tif penultimate_effects == null:\n\t\treturn\n\n\t# Access the saturation overlay directly to apply visual effect without time change\n\tif penultimate_effects.has_method(\"_start_penultimate_effect\"):\n\t\t# Save time_scale, trigger effect, restore time_scale\n\t\tvar saved_time_scale := Engine.time_scale\n\t\tpenultimate_effects._start_penultimate_effect()\n\t\tEngine.time_scale = saved_time_scale\n\n\n## Applies a frame's data (Dictionary) to the ghost entities.\nfunc _apply_frame_dict(frame: Dictionary) -> void:\n\t# Update ghost player\n\tif _ghost_player and is_instance_valid(_ghost_player):\n\t\t_ghost_player.global_position = frame.player_position\n\t\t_ghost_player.global_rotation = frame.player_rotation\n\t\t_ghost_player.visible = frame.player_alive\n\n\t\t# Update player model scale for sprite flipping\n\t\tvar ghost_model: Node2D = _ghost_player.get_node_or_null(\"PlayerModel\")\n\t\tif ghost_model:\n\t\t\tghost_model.scale = frame.player_model_scale\n\n\t\t# Apply player health color to all sprite parts (Issue #544 fix 3, 6)\n\t\tif frame.has(\"player_color\"):\n\t\t\t_apply_color_to_ghost_sprites(_ghost_player, \"PlayerModel\", frame.player_color, frame.player_alive)\n\n\t\t# Update ghost player trail (Issue #544 fix 7)\n\t\t_update_ghost_player_trail(frame.player_position)\n\n\t# Update ghost enemies\n\tfor i in range(mini(_ghost_enemies.size(), frame.enemies.size())):\n\t\tvar ghost_enemy: Node2D = _ghost_enemies[i]\n\t\tvar enemy_data: Dictionary = frame.enemies[i]\n\n\t\tif ghost_enemy and is_instance_valid(ghost_enemy):\n\t\t\tghost_enemy.global_position = enemy_data.position\n\t\t\tghost_enemy.global_rotation = enemy_data.rotation\n\t\t\tghost_enemy.visible = enemy_data.alive\n\n\t\t\t# Apply enemy health color (Issue #544 fix 3)\n\t\t\tif enemy_data.has(\"color\"):\n\t\t\t\t_apply_color_to_ghost_sprites(ghost_enemy, \"EnemyModel\", enemy_data.color, enemy_data.alive)\n\n\t# Update ghost bullets (create/remove as needed)\n\t_update_ghost_projectiles(frame.bullets, _ghost_bullets, \"bullet\")\n\n\t# Update ghost grenades\n\t_update_ghost_projectiles(frame.grenades, _ghost_grenades, \"grenade\")\n\n\t# Update floor blood decals progressively (Issue #544 fix 5)\n\tif frame.has(\"blood_decals\"):\n\t\t_update_replay_blood_decals(frame.blood_decals)\n\n\t# Update floor casings progressively (Issue #544 fix 5)\n\tif frame.has(\"casings\"):\n\t\t_update_replay_casings(frame.casings)\n\n\n## Applies a health-based color to the sprite parts of a ghost entity.\n## Handles both alive (health color) and dead (gray) states.\nfunc _apply_color_to_ghost_sprites(ghost: Node2D, model_name: String, color: Color, is_alive: bool) -> void:\n\tvar model: Node2D = ghost.get_node_or_null(model_name)\n\tif not model:\n\t\treturn\n\n\tvar target_color := color\n\tif not is_alive:\n\t\ttarget_color = Color(0.3, 0.3, 0.3, 0.5)\n\n\t# Apply to all sprite children of the model\n\tfor child in model.get_children():\n\t\tif child is Sprite2D:\n\t\t\tchild.modulate = target_color\n\n\n## Updates the ghost player trailing line (Issue #544 fix 7).\nfunc _update_ghost_player_trail(player_pos: Vector2) -> void:\n\tif not _ghost_player_trail or not is_instance_valid(_ghost_player_trail):\n\t\treturn\n\n\t# Add current position as a new point\n\t_ghost_player_trail.add_point(player_pos)\n\n\t# Remove oldest points if over limit\n\twhile _ghost_player_trail.get_point_count() > GHOST_TRAIL_MAX_POINTS:\n\t\t_ghost_player_trail.remove_point(0)\n\n\n## Updates ghost projectile entities to match frame data.\nfunc _update_ghost_projectiles(projectile_data: Array, ghost_array: Array, projectile_type: String) -> void:\n\t# Remove excess ghosts\n\twhile ghost_array.size() > projectile_data.size():\n\t\tvar ghost: Node2D = ghost_array.pop_back()\n\t\tif ghost and is_instance_valid(ghost):\n\t\t\tghost.queue_free()\n\n\t# Add new ghosts if needed\n\twhile ghost_array.size() < projectile_data.size():\n\t\tvar texture_path := \"\"\n\t\t# For grenades, get texture path from the data for proper visual\n\t\tvar idx := ghost_array.size()\n\t\tif projectile_type == \"grenade\" and idx < projectile_data.size():\n\t\t\tif projectile_data[idx].has(\"texture_path\"):\n\t\t\t\ttexture_path = projectile_data[idx].texture_path\n\t\tvar ghost := _create_projectile_ghost(projectile_type, texture_path)\n\t\tif ghost:\n\t\t\tghost_array.append(ghost)\n\n\t# Update positions\n\tfor i in range(mini(ghost_array.size(), projectile_data.size())):\n\t\tvar ghost: Node2D = ghost_array[i]\n\t\tvar data: Dictionary = projectile_data[i]\n\n\t\tif ghost and is_instance_valid(ghost):\n\t\t\tghost.global_position = data.position\n\t\t\tif data.has(\"rotation\"):\n\t\t\t\tghost.global_rotation = data.rotation\n\t\t\tghost.visible = true\n\n\t\t\t# Update bullet trail (Issue #544 fix 1)\n\t\t\tif projectile_type == \"bullet\":\n\t\t\t\t_update_bullet_trail(ghost, data.position)\n\n\n## Updates the trailing line on a ghost bullet for visual feedback.\nfunc _update_bullet_trail(ghost: Node2D, current_pos: Vector2) -> void:\n\tvar trail: Line2D = ghost.get_node_or_null(\"Trail\")\n\tif not trail:\n\t\treturn\n\n\ttrail.add_point(current_pos)\n\twhile trail.get_point_count() > 6:\n\t\ttrail.remove_point(0)\n\n\n## Creates ghost entities for replay visualization.\nfunc _create_ghost_entities(level: Node2D) -> void:\n\t_cleanup_ghost_entities()\n\n\t# Create a container for ghost entities\n\tvar ghost_container := Node2D.new()\n\tghost_container.name = \"ReplayGhosts\"\n\tghost_container.process_mode = Node.PROCESS_MODE_ALWAYS\n\tlevel.add_child(ghost_container)\n\n\t# Create ghost player\n\t_ghost_player = _create_player_ghost()\n\tif _ghost_player:\n\t\tghost_container.add_child(_ghost_player)\n\n\t# Create ghost player trail (Issue #544 fix 7)\n\t_ghost_player_trail = _create_player_trail()\n\tghost_container.add_child(_ghost_player_trail)\n\n\t# Create ghost enemies (one for each recorded enemy)\n\tif not _frames.is_empty() and not _frames[0].enemies.is_empty():\n\t\tfor i in range(_frames[0].enemies.size()):\n\t\t\tvar ghost_enemy := _create_enemy_ghost()\n\t\t\tif ghost_enemy:\n\t\t\t\tghost_container.add_child(ghost_enemy)\n\t\t\t\t_ghost_enemies.append(ghost_enemy)\n\n\t# Hide original entities\n\t_hide_original_entities(level)\n\n\n## Creates a ghost representation of the player.\n## Issue #544 fix 6: Player model looks the same as during gameplay.\nfunc _create_player_ghost() -> Node2D:\n\t# Try to load the player scene and create a visual-only copy\n\tvar player_scene: PackedScene = load(\"res://scenes/characters/Player.tscn\")\n\tif player_scene:\n\t\tvar ghost: Node2D = player_scene.instantiate()\n\t\tghost.name = \"GhostPlayer\"\n\t\tghost.process_mode = Node.PROCESS_MODE_ALWAYS\n\n\t\t# Disable all scripts/processing - we only want visuals\n\t\t_disable_node_processing(ghost)\n\n\t\t# Issue #544 fix 6: Do NOT apply a global modulate override.\n\t\t# The health color will be set per-frame via _apply_color_to_ghost_sprites()\n\t\t# so the player model looks the same as during gameplay.\n\n\t\treturn ghost\n\n\t# Fallback: create a simple colored sprite\n\tvar ghost := Node2D.new()\n\tghost.name = \"GhostPlayer\"\n\tvar sprite := Sprite2D.new()\n\tvar img := Image.create(16, 16, false, Image.FORMAT_RGBA8)\n\timg.fill(Color(0.2, 0.6, 1.0, 0.8))\n\tsprite.texture = ImageTexture.create_from_image(img)\n\tghost.add_child(sprite)\n\treturn ghost\n\n\n## Creates a trailing line that follows the player ghost contour (Issue #544 fix 7).\nfunc _create_player_trail() -> Line2D:\n\tvar trail := Line2D.new()\n\ttrail.name = \"GhostPlayerTrail\"\n\ttrail.process_mode = Node.PROCESS_MODE_ALWAYS\n\t# Issue #590 fix 3: Trail 3x wider for better visibility\n\ttrail.width = 9.0\n\ttrail.default_color = Color(0.3, 0.7, 1.0, 0.5)\n\ttrail.z_index = -1 # Render behind the player ghost\n\n\t# Create a gradient for the trail (fade out at the tail)\n\tvar gradient := Gradient.new()\n\tgradient.set_color(0, Color(0.3, 0.7, 1.0, 0.0)) # Tail: transparent\n\tgradient.set_color(1, Color(0.3, 0.7, 1.0, 0.6)) # Head: visible\n\ttrail.gradient = gradient\n\n\ttrail.joint_mode = Line2D.LINE_JOINT_ROUND\n\ttrail.begin_cap_mode = Line2D.LINE_CAP_ROUND\n\ttrail.end_cap_mode = Line2D.LINE_CAP_ROUND\n\n\treturn trail\n\n\n## Creates a ghost representation of an enemy.\nfunc _create_enemy_ghost() -> Node2D:\n\t# Try to load the enemy scene\n\tvar enemy_scene: PackedScene = load(\"res://scenes/objects/Enemy.tscn\")\n\tif enemy_scene:\n\t\tvar ghost: Node2D = enemy_scene.instantiate()\n\t\tghost.name = \"GhostEnemy\"\n\t\tghost.process_mode = Node.PROCESS_MODE_ALWAYS\n\n\t\t# Disable all scripts/processing\n\t\t_disable_node_processing(ghost)\n\n\t\t# Issue #544 fix 3: Do NOT apply a global modulate override.\n\t\t# The health color will be set per-frame via _apply_color_to_ghost_sprites().\n\n\t\treturn ghost\n\n\t# Fallback: create a simple colored sprite\n\tvar ghost := Node2D.new()\n\tghost.name = \"GhostEnemy\"\n\tvar sprite := Sprite2D.new()\n\tvar img := Image.create(16, 16, false, Image.FORMAT_RGBA8)\n\timg.fill(Color(1.0, 0.2, 0.2, 0.8))\n\tsprite.texture = ImageTexture.create_from_image(img)\n\tghost.add_child(sprite)\n\treturn ghost\n\n\n## Creates a ghost representation of a projectile.\n## Issue #544 fix 1: Bullets use actual Bullet.tscn scene for proper visuals.\n## Issue #544 fix grenade: Grenades use actual grenade textures.\nfunc _create_projectile_ghost(projectile_type: String, texture_path: String = \"\") -> Node2D:\n\tif projectile_type == \"bullet\":\n\t\treturn _create_bullet_ghost()\n\telse:\n\t\treturn _create_grenade_ghost(texture_path)\n\n\n## Creates a ghost bullet using the actual Bullet.tscn scene (Issue #544 fix 1).\n## This ensures the bullet looks identical to gameplay (proper sprite, trail, color).\nfunc _create_bullet_ghost() -> Node2D:\n\tvar ghost: Node2D = null\n\n\t# Try to load the actual bullet scene for visual fidelity\n\tif ResourceLoader.exists(\"res://scenes/projectiles/Bullet.tscn\"):\n\t\tvar bullet_scene: PackedScene = load(\"res://scenes/projectiles/Bullet.tscn\")\n\t\tif bullet_scene:\n\t\t\tghost = bullet_scene.instantiate()\n\t\t\tghost.name = \"GhostBullet\"\n\t\t\tghost.process_mode = Node.PROCESS_MODE_ALWAYS\n\t\t\t# Disable scripts and collision — visual only\n\t\t\t_disable_node_processing(ghost)\n\t\t\t# Re-add a fresh trail since the original Line2D may have been reset\n\t\t\tvar original_trail: Line2D = ghost.get_node_or_null(\"Trail\")\n\t\t\tif original_trail:\n\t\t\t\toriginal_trail.name = \"Trail\"\n\t\t\t\toriginal_trail.process_mode = Node.PROCESS_MODE_ALWAYS\n\t\t\t\toriginal_trail.clear_points()\n\n\t# Fallback: create a simple visible bullet sprite\n\tif ghost == null:\n\t\tghost = Node2D.new()\n\t\tghost.name = \"GhostBullet\"\n\t\tghost.process_mode = Node.PROCESS_MODE_ALWAYS\n\n\t\tvar sprite := Sprite2D.new()\n\t\tvar img := Image.create(16, 4, false, Image.FORMAT_RGBA8)\n\t\timg.fill(Color(1.0, 0.9, 0.2, 1.0))\n\t\tsprite.texture = ImageTexture.create_from_image(img)\n\t\tghost.add_child(sprite)\n\n\t\t# Add trailing line for visibility\n\t\tvar trail := Line2D.new()\n\t\ttrail.name = \"Trail\"\n\t\ttrail.process_mode = Node.PROCESS_MODE_ALWAYS\n\t\ttrail.width = 3.0\n\t\ttrail.default_color = Color(1.0, 0.9, 0.2, 1.0)\n\t\tvar gradient := Gradient.new()\n\t\tgradient.set_color(0, Color(1.0, 0.9, 0.2, 0.0))\n\t\tgradient.set_color(1, Color(1.0, 0.9, 0.2, 1.0))\n\t\ttrail.gradient = gradient\n\t\ttrail.begin_cap_mode = Line2D.LINE_CAP_ROUND\n\t\ttrail.end_cap_mode = Line2D.LINE_CAP_ROUND\n\t\tghost.add_child(trail)\n\n\t# Add to level\n\tif _level_node and is_instance_valid(_level_node):\n\t\tvar ghost_container := _level_node.get_node_or_null(\"ReplayGhosts\")\n\t\tif ghost_container:\n\t\t\tghost_container.add_child(ghost)\n\n\treturn ghost\n\n\n## Creates a ghost grenade using the actual grenade texture (Issue #544 fix grenade).\n## Loads the appropriate grenade sprite based on recorded texture_path.\nfunc _create_grenade_ghost(texture_path: String = \"\") -> Node2D:\n\tvar ghost := Node2D.new()\n\tghost.name = \"GhostGrenade\"\n\tghost.process_mode = Node.PROCESS_MODE_ALWAYS\n\n\tvar sprite := Sprite2D.new()\n\tvar loaded_texture: Texture2D = null\n\n\t# Try to load the specific grenade texture that was recorded\n\tif texture_path != \"\" and ResourceLoader.exists(texture_path):\n\t\tloaded_texture = load(texture_path)\n\n\t# Fallback: try common grenade textures in order\n\tif loaded_texture == null:\n\t\tfor path in [\n\t\t\t\"res://assets/sprites/weapons/flashbang.png\",\n\t\t\t\"res://assets/sprites/weapons/frag_grenade.png\",\n\t\t\t\"res://assets/sprites/weapons/defensive_grenade.png\"\n\t\t]:\n\t\t\tif ResourceLoader.exists(path):\n\t\t\t\tloaded_texture = load(path)\n\t\t\t\tbreak\n\n\tif loaded_texture:\n\t\tsprite.texture = loaded_texture\n\telse:\n\t\t# Final fallback: create a round-ish sprite (not a square)\n\t\tvar img := Image.create(16, 16, false, Image.FORMAT_RGBA8)\n\t\timg.fill(Color(0.0, 0.0, 0.0, 0.0))\n\t\t# Draw a filled circle manually\n\t\tvar center := Vector2(8, 8)\n\t\tfor x in range(16):\n\t\t\tfor y in range(16):\n\t\t\t\tif Vector2(x, y).distance_to(center) <= 7.0:\n\t\t\t\t\timg.set_pixel(x, y, Color(0.4, 0.45, 0.3, 1.0))\n\t\tsprite.texture = ImageTexture.create_from_image(img)\n\n\tghost.add_child(sprite)\n\n\t# Add to level\n\tif _level_node and is_instance_valid(_level_node):\n\t\tvar ghost_container := _level_node.get_node_or_null(\"ReplayGhosts\")\n\t\tif ghost_container:\n\t\t\tghost_container.add_child(ghost)\n\n\treturn ghost\n\n\n## Disables processing on a node and all its children.\nfunc _disable_node_processing(node: Node) -> void:\n\tnode.set_process(false)\n\tnode.set_physics_process(false)\n\tnode.set_process_input(false)\n\tnode.set_process_unhandled_input(false)\n\n\t# Remove scripts to prevent any initialization logic\n\tif node.get_script():\n\t\tnode.set_script(null)\n\n\t# Disable collision\n\tif node is CollisionObject2D:\n\t\tnode.set_collision_layer(0)\n\t\tnode.set_collision_mask(0)\n\n\t# Recursively disable children\n\tfor child in node.get_children():\n\t\t_disable_node_processing(child)\n\n\n## Sets modulate color on a node and all its sprite children.\nfunc _set_ghost_modulate(node: Node, color: Color) -> void:\n\tif node is CanvasItem:\n\t\tnode.modulate = color\n\n\tfor child in node.get_children():\n\t\t_set_ghost_modulate(child, color)\n\n\n## Cleans the floor of blood decals and casings at the start of replay (Issue #544 fix 5).\n## They will be progressively re-added during playback.\nfunc _clean_floor(level: Node2D) -> void:\n\t# Remove existing blood decals\n\tvar blood_puddles := level.get_tree().get_nodes_in_group(\"blood_puddle\")\n\tfor puddle in blood_puddles:\n\t\tif puddle and is_instance_valid(puddle):\n\t\t\tpuddle.visible = false\n\n\t# Remove existing casings\n\tvar casings := level.get_tree().get_nodes_in_group(\"casings\")\n\tfor casing in casings:\n\t\tif casing and is_instance_valid(casing):\n\t\t\tcasing.visible = false\n\n\t# Also clear via ImpactEffectsManager if available\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager and impact_manager.has_method(\"clear_blood_decals\"):\n\t\timpact_manager.clear_blood_decals()\n\n\t_log_to_file(\"Floor cleaned for replay playback\")\n\n\n## Updates blood decals during replay to show progressive accumulation (Issue #544 fix 5).\n## Only spawns decals that appeared AFTER the recording started (skips baseline).\nfunc _update_replay_blood_decals(decals_data: Array) -> void:\n\t# Skip decals that existed before recording started (baseline from frame 0)\n\tvar new_count := decals_data.size() - _baseline_blood_count\n\tif new_count <= _spawned_blood_count or new_count <= 0:\n\t\treturn\n\n\tvar blood_decal_scene: PackedScene = null\n\tif ResourceLoader.exists(\"res://scenes/effects/BloodDecal.tscn\"):\n\t\tblood_decal_scene = load(\"res://scenes/effects/BloodDecal.tscn\")\n\n\tvar start_idx := _baseline_blood_count + _spawned_blood_count\n\n\tif blood_decal_scene == null:\n\t\t# Fallback: use simple colored sprites\n\t\tfor i in range(start_idx, decals_data.size()):\n\t\t\tvar data: Dictionary = decals_data[i]\n\t\t\tvar decal := Sprite2D.new()\n\t\t\tvar img := Image.create(8, 8, false, Image.FORMAT_RGBA8)\n\t\t\timg.fill(Color(0.5, 0.0, 0.0, 0.7))\n\t\t\tdecal.texture = ImageTexture.create_from_image(img)\n\t\t\tdecal.global_position = data.position\n\t\t\tdecal.rotation = data.rotation\n\t\t\tdecal.scale = data.scale if data.has(\"scale\") else Vector2.ONE\n\t\t\tdecal.z_index = -1\n\t\t\tif _level_node and is_instance_valid(_level_node):\n\t\t\t\t_level_node.add_child(decal)\n\t\t\t\t_replay_blood_decals.append(decal)\n\telse:\n\t\tfor i in range(start_idx, decals_data.size()):\n\t\t\tvar data: Dictionary = decals_data[i]\n\t\t\tvar decal: Node2D = blood_decal_scene.instantiate()\n\t\t\tdecal.global_position = data.position\n\t\t\tdecal.rotation = data.rotation\n\t\t\tif data.has(\"scale\"):\n\t\t\t\tdecal.scale = data.scale\n\t\t\tif _level_node and is_instance_valid(_level_node):\n\t\t\t\t_level_node.add_child(decal)\n\t\t\t\t_replay_blood_decals.append(decal)\n\n\t_spawned_blood_count = new_count\n\n\n## Updates casings during replay to show progressive accumulation (Issue #544 fix 5).\n## Only spawns casings that appeared AFTER the recording started (skips baseline).\nfunc _update_replay_casings(casings_data: Array) -> void:\n\t# Skip casings that existed before recording started (baseline from frame 0)\n\tvar new_count := casings_data.size() - _baseline_casing_count\n\tif new_count <= _spawned_casing_count or new_count <= 0:\n\t\treturn\n\n\tvar start_idx := _baseline_casing_count + _spawned_casing_count\n\tvar casing_texture: Texture2D = null\n\tif ResourceLoader.exists(\"res://assets/sprites/effects/casing_rifle.png\"):\n\t\tcasing_texture = load(\"res://assets/sprites/effects/casing_rifle.png\")\n\n\t# Create simple casing sprites (no physics during replay)\n\tfor i in range(start_idx, casings_data.size()):\n\t\tvar data: Dictionary = casings_data[i]\n\t\tvar casing := Sprite2D.new()\n\t\tif casing_texture:\n\t\t\tcasing.texture = casing_texture\n\t\telse:\n\t\t\tvar img := Image.create(6, 3, false, Image.FORMAT_RGBA8)\n\t\t\timg.fill(Color(0.9, 0.8, 0.4, 0.9)) # Brass color\n\t\t\tcasing.texture = ImageTexture.create_from_image(img)\n\t\tcasing.global_position = data.position\n\t\tcasing.rotation = data.rotation\n\t\tcasing.z_index = -1\n\t\tif _level_node and is_instance_valid(_level_node):\n\t\t\t_level_node.add_child(casing)\n\t\t\t_replay_casings.append(casing)\n\n\t_spawned_casing_count = new_count\n\n\n## Hides the original game entities during replay.\nfunc _hide_original_entities(level: Node2D) -> void:\n\t# Hide player\n\tvar player := level.get_node_or_null(\"Entities/Player\")\n\tif player:\n\t\tplayer.visible = false\n\n\t# Hide enemies\n\tvar enemies_node := level.get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node:\n\t\tfor enemy in enemies_node.get_children():\n\t\t\tenemy.visible = false\n\n\t# Hide projectiles\n\tvar projectiles := level.get_node_or_null(\"Entities/Projectiles\")\n\tif projectiles:\n\t\tprojectiles.visible = false\n\n\n## Cleans up ghost entities.\nfunc _cleanup_ghost_entities() -> void:\n\tif _ghost_player and is_instance_valid(_ghost_player):\n\t\t_ghost_player.queue_free()\n\t_ghost_player = null\n\n\tif _ghost_player_trail and is_instance_valid(_ghost_player_trail):\n\t\t_ghost_player_trail.queue_free()\n\t_ghost_player_trail = null\n\n\tfor ghost in _ghost_enemies:\n\t\tif ghost and is_instance_valid(ghost):\n\t\t\tghost.queue_free()\n\t_ghost_enemies.clear()\n\n\tfor ghost in _ghost_bullets:\n\t\tif ghost and is_instance_valid(ghost):\n\t\t\tghost.queue_free()\n\t_ghost_bullets.clear()\n\n\tfor ghost in _ghost_grenades:\n\t\tif ghost and is_instance_valid(ghost):\n\t\t\tghost.queue_free()\n\t_ghost_grenades.clear()\n\n\t# Clean up replay blood decals and casings\n\tfor decal in _replay_blood_decals:\n\t\tif decal and is_instance_valid(decal):\n\t\t\tdecal.queue_free()\n\t_replay_blood_decals.clear()\n\n\tfor casing in _replay_casings:\n\t\tif casing and is_instance_valid(casing):\n\t\t\tcasing.queue_free()\n\t_replay_casings.clear()\n\n\t# Remove ghost container\n\tif _level_node and is_instance_valid(_level_node):\n\t\tvar ghost_container := _level_node.get_node_or_null(\"ReplayGhosts\")\n\t\tif ghost_container:\n\t\t\tghost_container.queue_free()\n\n\n## Creates the replay UI overlay.\nfunc _create_replay_ui(level: Node2D) -> void:\n\t_replay_ui = CanvasLayer.new()\n\t_replay_ui.name = \"ReplayUI\"\n\t_replay_ui.layer = 100 # On top of everything\n\t_replay_ui.process_mode = Node.PROCESS_MODE_ALWAYS\n\tlevel.add_child(_replay_ui)\n\n\t# Create container\n\tvar container := VBoxContainer.new()\n\tcontainer.set_anchors_preset(Control.PRESET_BOTTOM_CENTER)\n\tcontainer.offset_left = -200\n\tcontainer.offset_right = 200\n\tcontainer.offset_top = -120\n\tcontainer.offset_bottom = -20\n\tcontainer.add_theme_constant_override(\"separation\", 10)\n\t_replay_ui.add_child(container)\n\n\t# Replay label\n\tvar replay_label := Label.new()\n\treplay_label.text = \"▶ REPLAY\"\n\treplay_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\treplay_label.add_theme_font_size_override(\"font_size\", 24)\n\treplay_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\tcontainer.add_child(replay_label)\n\n\t# Progress bar\n\tvar progress_container := HBoxContainer.new()\n\tprogress_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(progress_container)\n\n\tvar time_label := Label.new()\n\ttime_label.name = \"TimeLabel\"\n\ttime_label.text = \"0:00\"\n\ttime_label.add_theme_font_size_override(\"font_size\", 16)\n\tprogress_container.add_child(time_label)\n\n\tvar progress_bar := ProgressBar.new()\n\tprogress_bar.name = \"ProgressBar\"\n\tprogress_bar.custom_minimum_size.x = 300\n\tprogress_bar.min_value = 0.0\n\tprogress_bar.max_value = get_replay_duration()\n\tprogress_bar.value = 0.0\n\tprogress_bar.show_percentage = false\n\tprogress_container.add_child(progress_bar)\n\n\tvar duration_label := Label.new()\n\tduration_label.name = \"DurationLabel\"\n\tvar duration := get_replay_duration()\n\tduration_label.text = \"%d:%02d\" % [int(duration) / 60, int(duration) % 60]\n\tduration_label.add_theme_font_size_override(\"font_size\", 16)\n\tprogress_container.add_child(duration_label)\n\n\t# Speed controls\n\tvar speed_container := HBoxContainer.new()\n\tspeed_container.add_theme_constant_override(\"separation\", 15)\n\tspeed_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tcontainer.add_child(speed_container)\n\n\tvar speeds := [0.5, 1.0, 2.0, 4.0]\n\tfor speed in speeds:\n\t\tvar btn := Button.new()\n\t\tbtn.text = \"%.1fx\" % speed if speed < 1.0 else \"%dx\" % int(speed)\n\t\tbtn.custom_minimum_size = Vector2(50, 30)\n\t\tbtn.pressed.connect(_on_speed_button_pressed.bind(speed))\n\t\tspeed_container.add_child(btn)\n\n\t# Exit button\n\tvar exit_btn := Button.new()\n\texit_btn.text = \"Exit Replay (ESC)\"\n\texit_btn.custom_minimum_size = Vector2(150, 40)\n\texit_btn.pressed.connect(_on_exit_replay_pressed)\n\tcontainer.add_child(exit_btn)\n\n\t# Connect progress signal to update UI\n\tif not playback_progress.is_connected(_update_replay_ui):\n\t\tplayback_progress.connect(_update_replay_ui)\n\n\n## Updates the replay UI with current progress.\nfunc _update_replay_ui(current_time: float, total_time: float) -> void:\n\tif not _replay_ui or not is_instance_valid(_replay_ui):\n\t\treturn\n\n\tvar progress_bar: ProgressBar = _replay_ui.get_node_or_null(\"VBoxContainer/HBoxContainer/ProgressBar\")\n\tif progress_bar:\n\t\tprogress_bar.value = current_time\n\n\tvar time_label: Label = _replay_ui.get_node_or_null(\"VBoxContainer/HBoxContainer/TimeLabel\")\n\tif time_label:\n\t\ttime_label.text = \"%d:%02d\" % [int(current_time) / 60, int(current_time) % 60]\n\n\n## Called when speed button is pressed.\nfunc _on_speed_button_pressed(speed: float) -> void:\n\tset_playback_speed(speed)\n\n\n## Called when exit replay button is pressed.\nfunc _on_exit_replay_pressed() -> void:\n\tstop_playback()\n\t# Restart the level\n\tif _level_node and is_instance_valid(_level_node):\n\t\t_level_node.get_tree().paused = false\n\t\t_level_node.get_tree().reload_current_scene()\n\n\nfunc _input(event: InputEvent) -> void:\n\tif not _is_playing_back and not _playback_ending:\n\t\treturn\n\n\t# Handle ESC to exit replay\n\tif event is InputEventKey and event.pressed:\n\t\tif event.keycode == KEY_ESCAPE:\n\t\t\t_on_exit_replay_pressed()\n\t\t# Handle speed controls with number keys\n\t\telif event.keycode == KEY_1:\n\t\t\tset_playback_speed(0.5)\n\t\telif event.keycode == KEY_2:\n\t\t\tset_playback_speed(1.0)\n\t\telif event.keycode == KEY_3:\n\t\t\tset_playback_speed(2.0)\n\t\telif event.keycode == KEY_4:\n\t\t\tset_playback_speed(4.0)\n\n\n## Clears the recorded replay data.\nfunc clear_replay() -> void:\n\t_frames.clear()\n\t_recording_time = 0.0\n\t_is_recording = false\n\t_log_to_file(\"Replay data cleared\")\n\n\n## Log a message to the file logger if available.\nfunc _log_to_file(message: String) -> void:\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(\"[ReplayManager] \" + message)\n\telse:\n\t\tprint(\"[ReplayManager] \" + message)\n", | |
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| " ## Triggers hit saturation effect during replay without modifying Engine.time_scale.", | |
| " ## In normal gameplay, HitEffectsManager.on_player_hit_enemy() slows time to 0.8x,", | |
| " ## but during replay we only want the saturation boost visual (Issue #544 fix 4).", | |
| "+## Issue #1023: Also triggers lightning flash in Black Metal mode.", | |
| " func _trigger_replay_hit_effect() -> void:", | |
| " var hit_effects: Node = get_node_or_null(\"/root/HitEffectsManager\")", | |
| " if hit_effects == null:" | |
| ] | |
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| " hit_effects.on_player_hit_enemy()", | |
| " Engine.time_scale = saved_time_scale", | |
| " ", | |
| "+ # Issue #1023: Trigger lightning flash effect in Black Metal mode.", | |
| "+ var lightning_manager: Node = get_node_or_null(\"/root/BlackMetalLightningEffectsManager\")", | |
| "+ if lightning_manager and lightning_manager.has_method(\"trigger_lightning\"):", | |
| "+ lightning_manager.trigger_lightning()", | |
| " ", | |
| "+", | |
| " ## Triggers penultimate hit visual effects during replay (Issue #544 fix 4).", | |
| " ## Applies saturation/contrast boost without time slowdown.", | |
| " func _trigger_replay_penultimate_effect() -> void:" | |
| ] | |
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| "text": "Good, the machete attacks the enemy's `take_damage` method. Let me check shrapnel more closely:" | |
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| "content": " 1→extends Area2D\n 2→class_name Shrapnel\n 3→## Shrapnel projectile from a frag grenade explosion.\n 4→##\n 5→## Shrapnel pieces travel in all directions from the grenade explosion point.\n 6→## They ricochet off walls (like bullets) and deal 1 damage on hit.\n 7→## Initial speed is 2x faster than assault rifle bullets (5000 px/s).\n 8→\n 9→## Speed of the shrapnel in pixels per second (2x assault rifle speed of 2500).\n 10→@export var speed: float = 5000.0\n 11→\n 12→## Maximum lifetime in seconds before auto-destruction.\n 13→@export var lifetime: float = 2.0\n 14→\n 15→## Maximum number of ricochets before destruction.\n 16→@export var max_ricochets: int = 3\n 17→\n 18→## Damage dealt on hit.\n 19→@export var damage: int = 1\n 20→\n 21→## Maximum number of trail points to maintain.\n 22→@export var trail_length: int = 6\n 23→\n 24→## Direction the shrapnel travels.\n 25→var direction: Vector2 = Vector2.RIGHT\n 26→\n 27→## Instance ID of the entity that caused this shrapnel (grenade).\n 28→## Used to prevent self-damage during initial explosion.\n 29→var source_id: int = -1\n 30→\n 31→## Issue #692: Instance ID of the enemy who threw the grenade.\n 32→## Used to prevent shrapnel from hitting the thrower.\n 33→var thrower_id: int = -1\n 34→\n 35→## Timer tracking remaining lifetime.\n 36→var _time_alive: float = 0.0\n 37→\n 38→## Number of ricochets that have occurred.\n 39→var _ricochet_count: int = 0\n 40→\n 41→## Reference to the trail Line2D node (if present).\n 42→var _trail: Line2D = null\n 43→\n 44→## History of global positions for the trail effect.\n 45→var _position_history: Array[Vector2] = []\n 46→\n 47→## Velocity retention after each ricochet (slight energy loss).\n 48→const VELOCITY_RETENTION: float = 0.8\n 49→\n 50→## Random angle deviation for ricochet direction in degrees.\n 51→const RICOCHET_ANGLE_DEVIATION: float = 15.0\n 52→\n 53→\n 54→func _ready() -> void:\n 55→\t# Connect to collision signals\n 56→\tbody_entered.connect(_on_body_entered)\n 57→\tarea_entered.connect(_on_area_entered)\n 58→\n 59→\t# Get trail reference if it exists\n 60→\t_trail = get_node_or_null(\"Trail\")\n 61→\tif _trail:\n 62→\t\t_trail.clear_points()\n 63→\t\t_trail.top_level = true\n 64→\t\t_trail.position = Vector2.ZERO\n 65→\n 66→\t# Set initial rotation based on direction\n 67→\t_update_rotation()\n 68→\n 69→\n 70→func _physics_process(delta: float) -> void:\n 71→\t# Move in the set direction\n 72→\tvar movement := direction * speed * delta\n 73→\tposition += movement\n 74→\n 75→\t# Update trail effect\n 76→\t_update_trail()\n 77→\n 78→\t# Track lifetime and auto-destroy if exceeded\n 79→\t_time_alive += delta\n 80→\tif _time_alive >= lifetime:\n 81→\t\t_destroy()\n 82→\n 83→\n 84→## Updates the shrapnel rotation to match its travel direction.\n 85→func _update_rotation() -> void:\n 86→\trotation = direction.angle()\n 87→\n 88→\n 89→## Updates the visual trail effect by maintaining position history.\n 90→func _update_trail() -> void:\n 91→\tif not _trail:\n 92→\t\treturn\n 93→\n 94→\t# Add current position to history\n 95→\t_position_history.push_front(global_position)\n 96→\n 97→\t# Limit trail length\n 98→\twhile _position_history.size() > trail_length:\n 99→\t\t_position_history.pop_back()\n 100→\n 101→\t# Update Line2D points\n 102→\t_trail.clear_points()\n 103→\tfor pos in _position_history:\n 104→\t\t_trail.add_point(pos)\n 105→\n 106→\n 107→func _on_body_entered(body: Node2D) -> void:\n 108→\t# Don't collide with the grenade source\n 109→\tif source_id == body.get_instance_id():\n 110→\t\treturn\n 111→\n 112→\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n 113→\t# skip ALL enemies to prevent both self-damage and friendly fire.\n 114→\tif thrower_id >= 0 and body.is_in_group(\"enemies\"):\n 115→\t\treturn\n 116→\n 117→\t# Check if this is a dead enemy - shrapnel should pass through dead entities\n 118→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 119→\t\treturn\n 120→\n 121→\t# Hit a static body (wall or obstacle) - try to ricochet\n 122→\tif body is StaticBody2D or body is TileMap:\n 123→\t\t# Spawn wall hit effect\n 124→\t\t_spawn_wall_hit_effect(body)\n 125→\n 126→\t\t# Try to ricochet\n 127→\t\tif _try_ricochet(body):\n 128→\t\t\treturn # Shrapnel ricocheted, continue\n 129→\n 130→\t# Play wall impact sound and destroy\n 131→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 132→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 133→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 134→\t_destroy()\n 135→\n 136→\n 137→func _on_area_entered(area: Area2D) -> void:\n 138→\t# Hit a target with hit detection\n 139→\tif area.has_method(\"on_hit\"):\n 140→\t\t# Check against parent's instance ID\n 141→\t\tvar parent: Node = area.get_parent()\n 142→\t\tif parent and source_id == parent.get_instance_id():\n 143→\t\t\treturn # Don't hit the source\n 144→\n 145→\t\t# Force field protection: Block damage if target has active force field (Issue #676)\n 146→\t\tif parent and parent.has_method(\"is_force_field_active\"):\n 147→\t\t\tif parent.is_force_field_active():\n 148→\t\t\t\treturn # Shrapnel is reflected by force field, damage blocked\n 149→\n 150→\t\t# Issue #692: When shrapnel comes from an enemy-thrown grenade (thrower_id >= 0),\n 151→\t\t# skip ALL enemies to prevent both self-damage and friendly fire.\n 152→\t\tif parent and thrower_id >= 0 and parent.is_in_group(\"enemies\"):\n 153→\t\t\treturn # Don't hit any enemy\n 154→\n 155→\t\t# Check if the parent is dead\n 156→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 157→\t\t\treturn # Pass through dead entities\n 158→\n 159→\t\t# Deal damage - shrapnel always deals 1 damage\n 160→\t\tif area.has_method(\"on_hit_with_info\"):\n 161→\t\t\tarea.on_hit_with_info(direction, null)\n 162→\t\telse:\n 163→\t\t\tarea.on_hit()\n 164→\n 165→\t\t_destroy()\n 166→\n 167→\n 168→## Attempts to ricochet the shrapnel off a surface.\n 169→## Returns true if ricochet occurred, false if shrapnel should be destroyed.\n 170→func _try_ricochet(body: Node2D) -> bool:\n 171→\t# Check if we've exceeded maximum ricochets\n 172→\tif _ricochet_count >= max_ricochets:\n 173→\t\treturn false\n 174→\n 175→\t# Get the surface normal at the collision point\n 176→\tvar surface_normal := _get_surface_normal(body)\n 177→\tif surface_normal == Vector2.ZERO:\n 178→\t\treturn false\n 179→\n 180→\t# Perform ricochet\n 181→\t_perform_ricochet(surface_normal)\n 182→\treturn true\n 183→\n 184→\n 185→## Gets the surface normal at the collision point using raycasting.\n 186→func _get_surface_normal(body: Node2D) -> Vector2:\n 187→\tvar space_state := get_world_2d().direct_space_state\n 188→\n 189→\t# Cast ray from slightly behind the shrapnel to current position\n 190→\tvar ray_start := global_position - direction * 50.0\n 191→\tvar ray_end := global_position + direction * 10.0\n 192→\n 193→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 194→\tquery.collision_mask = collision_mask\n 195→\tquery.exclude = [self]\n 196→\n 197→\tvar result := space_state.intersect_ray(query)\n 198→\n 199→\tif result.is_empty():\n 200→\t\t# Fallback: estimate normal based on direction\n 201→\t\treturn -direction.normalized()\n 202→\n 203→\treturn result.normal\n 204→\n 205→\n 206→## Performs the ricochet: updates direction and reduces speed.\n 207→func _perform_ricochet(surface_normal: Vector2) -> void:\n 208→\t_ricochet_count += 1\n 209→\n 210→\t# Calculate reflected direction\n 211→\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n 212→\treflected = reflected.normalized()\n 213→\n 214→\t# Add random deviation for realism\n 215→\tvar deviation_rad := deg_to_rad(randf_range(-RICOCHET_ANGLE_DEVIATION, RICOCHET_ANGLE_DEVIATION))\n 216→\treflected = reflected.rotated(deviation_rad)\n 217→\n 218→\t# Update direction\n 219→\tdirection = reflected\n 220→\t_update_rotation()\n 221→\n 222→\t# Reduce velocity\n 223→\tspeed *= VELOCITY_RETENTION\n 224→\n 225→\t# Move shrapnel slightly away from surface to prevent immediate re-collision\n 226→\tglobal_position += direction * 5.0\n 227→\n 228→\t# Clear trail history to avoid visual artifacts\n 229→\t_position_history.clear()\n 230→\n 231→\t# Play ricochet sound\n 232→\t_play_ricochet_sound()\n 233→\n 234→\n 235→## Plays the ricochet sound effect.\n 236→func _play_ricochet_sound() -> void:\n 237→\tvar audio_manager: Node = get_node_or_null(\"/root/Audi |
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