Skip to content

Instantly share code, notes, and snippets.

@konard
Created March 11, 2026 21:40
Show Gist options
  • Select an option

  • Save konard/9f584c79d8aacb3062eb1a3cca9136bf to your computer and use it in GitHub Desktop.

Select an option

Save konard/9f584c79d8aacb3062eb1a3cca9136bf to your computer and use it in GitHub Desktop.
This file has been truncated, but you can view the full file.
# Solve.mjs Log - 2026-03-11T21:29:33.596Z
[2026-03-11T21:29:33.597Z] [INFO] 📁 Log file: /home/hive/solve-2026-03-11T21-29-33-595Z.log
[2026-03-11T21:29:33.597Z] [INFO] (All output will be logged here)
[2026-03-11T21:29:34.183Z] [INFO]
[2026-03-11T21:29:34.183Z] [INFO] 🚀 solve v1.30.4
[2026-03-11T21:29:34.184Z] [INFO] 🔧 Raw command executed:
[2026-03-11T21:29:34.184Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats
[2026-03-11T21:29:34.185Z] [INFO]
[2026-03-11T21:29:34.202Z] [INFO]
[2026-03-11T21:29:34.203Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-03-11T21:29:34.203Z] [INFO]
[2026-03-11T21:29:34.203Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-03-11T21:29:34.204Z] [INFO] The log may contain sensitive information such as:
[2026-03-11T21:29:34.204Z] [INFO] • API keys, tokens, or secrets
[2026-03-11T21:29:34.204Z] [INFO] • File paths and directory structures
[2026-03-11T21:29:34.204Z] [INFO] • Command outputs and error messages
[2026-03-11T21:29:34.204Z] [INFO] • Internal system information
[2026-03-11T21:29:34.205Z] [INFO]
[2026-03-11T21:29:34.205Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-03-11T21:29:34.205Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-03-11T21:29:34.205Z] [INFO]
[2026-03-11T21:29:34.206Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-03-11T21:29:34.206Z] [INFO]
[2026-03-11T21:29:39.211Z] [INFO]
[2026-03-11T21:29:39.233Z] [INFO] 💾 Disk space check: 42431MB available (2048MB required) ✅
[2026-03-11T21:29:39.235Z] [INFO] 🧠 Memory check: 10508MB available, swap: none, total: 10508MB (256MB required) ✅
[2026-03-11T21:29:39.255Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:29:39.255Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:29:39.255Z] [INFO] 📋 URL validation:
[2026-03-11T21:29:39.256Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012
[2026-03-11T21:29:39.256Z] [INFO] Is Issue URL: false
[2026-03-11T21:29:39.256Z] [INFO] Is PR URL: true
[2026-03-11T21:29:39.256Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-03-11T21:29:40.108Z] [INFO] Repository visibility: public
[2026-03-11T21:29:40.109Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-03-11T21:29:40.110Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-03-11T21:29:40.426Z] [INFO] Repository visibility: public
[2026-03-11T21:29:40.427Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-03-11T21:29:40.427Z] [INFO] 🔄 Continue mode: Working with PR #1012
[2026-03-11T21:29:40.428Z] [INFO] Continue mode activated: PR URL provided directly
[2026-03-11T21:29:40.428Z] [INFO] PR Number set to: 1012
[2026-03-11T21:29:40.428Z] [INFO] Will fetch PR details and linked issue
[2026-03-11T21:29:41.828Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:29:41.829Z] [INFO] Fork owner: konard
[2026-03-11T21:29:41.829Z] [INFO] Will clone fork repository for continue mode
[2026-03-11T21:29:41.830Z] [INFO] 📝 PR branch: issue-944-789412275097
[2026-03-11T21:29:41.831Z] [INFO] 🔗 Found linked issue #944
[2026-03-11T21:29:41.832Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1773264581831
[2026-03-11T21:29:41.833Z] [INFO]
🍴 Fork mode: ENABLED
[2026-03-11T21:29:41.834Z] [INFO] Checking fork status...
[2026-03-11T21:29:42.126Z] [INFO] 🔍 Detecting fork conflicts...
[2026-03-11T21:29:43.005Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-03-11T21:29:44.445Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:29:44.446Z] [INFO] 🔍 Validating fork parent...
[2026-03-11T21:29:44.824Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:29:44.825Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:29:50.771Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1773264581831
[2026-03-11T21:29:50.782Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:29:50.793Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-03-11T21:29:50.794Z] [INFO] 🔄 Fetching upstream...
[2026-03-11T21:29:51.933Z] [INFO] ✅ Upstream fetched: Successfully
[2026-03-11T21:29:51.934Z] [INFO] 🔄 Syncing default branch...
[2026-03-11T21:29:52.257Z] [INFO] ℹ️ Default branch: main
[2026-03-11T21:29:52.940Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-03-11T21:29:52.941Z] [INFO] 🔄 Pushing to fork: main branch
[2026-03-11T21:29:53.390Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-03-11T21:29:53.391Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-03-11T21:29:53.694Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-03-11T21:29:53.753Z] [INFO]
📌 Default branch: main
[2026-03-11T21:29:53.780Z] [INFO]
🔄 Checking out PR branch: issue-944-789412275097
[2026-03-11T21:29:53.781Z] [INFO] 📥 Fetching branches: From remote...
[2026-03-11T21:29:54.151Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-03-11T21:29:54.163Z] [INFO] ✅ Branch checked out: issue-944-789412275097
[2026-03-11T21:29:54.163Z] [INFO] ✅ Current branch: issue-944-789412275097
[2026-03-11T21:29:54.163Z] [INFO] Branch operation: Checkout existing PR branch
[2026-03-11T21:29:54.164Z] [INFO] Branch verification: Matches expected
[2026-03-11T21:29:54.167Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-03-11T21:29:54.167Z] [INFO] Using existing PR: #1012
[2026-03-11T21:29:54.167Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012
[2026-03-11T21:29:54.168Z] [INFO]
🚀 Starting work session: 2026-03-11T21:29:54.168Z
[2026-03-11T21:29:54.478Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-03-11T21:29:55.290Z] [INFO] ✅ PR converted: Now in draft mode
[2026-03-11T21:29:56.260Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-03-11T21:29:56.594Z] [INFO] 👤 Current user: konard
[2026-03-11T21:29:56.595Z] [INFO]
📊 Comment counting conditions:
[2026-03-11T21:29:56.595Z] [INFO] prNumber: 1012
[2026-03-11T21:29:56.595Z] [INFO] branchName: issue-944-789412275097
[2026-03-11T21:29:56.595Z] [INFO] isContinueMode: true
[2026-03-11T21:29:56.596Z] [INFO] Will count comments: true
[2026-03-11T21:29:56.596Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-03-11T21:29:56.596Z] [INFO] PR #1012 on branch: issue-944-789412275097
[2026-03-11T21:29:56.596Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:29:57.447Z] [INFO] 📅 Last commit time (from API): 2026-03-11T20:58:59.000Z
[2026-03-11T21:29:58.320Z] [INFO] 💬 New PR comments: 4
[2026-03-11T21:29:58.320Z] [INFO] 💬 New PR review comments: 0
[2026-03-11T21:29:58.321Z] [INFO] 💬 New issue comments: 0
[2026-03-11T21:29:58.321Z] [INFO] Total new comments: 4
[2026-03-11T21:29:58.321Z] [INFO] Comment lines to add: Yes
[2026-03-11T21:29:58.322Z] [INFO] PR review comments fetched: 0
[2026-03-11T21:29:58.322Z] [INFO] PR conversation comments fetched: 9
[2026-03-11T21:29:58.322Z] [INFO] Total PR comments checked: 9
[2026-03-11T21:30:00.893Z] [INFO] Feedback info will be added to prompt:
[2026-03-11T21:30:00.894Z] [INFO] - New comments on the pull request: 4
[2026-03-11T21:30:00.894Z] [INFO] - Pull request description was edited after last commit
[2026-03-11T21:30:00.894Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-03-11T21:30:01.237Z] [INFO] 📝 Issue updated: 2026-03-02T16:42:43.000Z
[2026-03-11T21:30:01.532Z] [INFO] 💬 Comments: None found
[2026-03-11T21:30:02.332Z] [INFO] 🔀 Recent PR: 2026-03-11T21:23:11.000Z
[2026-03-11T21:30:02.334Z] [INFO]
✅ Reference time: 2026-03-11T21:23:11.000Z
[2026-03-11T21:30:02.336Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-03-11T21:30:02.465Z] [INFO] ✅ No uncommitted changes found
[2026-03-11T21:30:02.912Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-944-789412275097
[2026-03-11T21:30:04.688Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled
[2026-03-11T21:30:04.809Z] [INFO] 👁️ Model vision capability: supported
[2026-03-11T21:30:04.810Z] [INFO]
📝 Final prompt structure:
[2026-03-11T21:30:04.811Z] [INFO] Characters: 622
[2026-03-11T21:30:04.811Z] [INFO] System prompt characters: 11996
[2026-03-11T21:30:04.811Z] [INFO] Feedback info: Included
[2026-03-11T21:30:04.814Z] [INFO]
🤖 Executing Claude: OPUS
[2026-03-11T21:30:04.815Z] [INFO] Model: opus
[2026-03-11T21:30:04.816Z] [INFO] Working directory: /tmp/gh-issue-solver-1773264581831
[2026-03-11T21:30:04.816Z] [INFO] Branch: issue-944-789412275097
[2026-03-11T21:30:04.816Z] [INFO] Prompt length: 622 chars
[2026-03-11T21:30:04.816Z] [INFO] System prompt length: 11996 chars
[2026-03-11T21:30:04.816Z] [INFO] Feedback info included: Yes (2 lines)
[2026-03-11T21:30:04.837Z] [INFO] 📈 System resources before execution:
[2026-03-11T21:30:04.839Z] [INFO] Memory: MemFree: 7376000 kB
[2026-03-11T21:30:04.840Z] [INFO] Load: 0.35 0.26 0.36 1/372 114353
[2026-03-11T21:30:04.840Z] [INFO]
📝 Raw command:
[2026-03-11T21:30:04.840Z] [INFO] (cd "/tmp/gh-issue-solver-1773264581831" && 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/944
Your prepared branch: issue-944-789412275097
Your prepared working directory: /tmp/gh-issue-solver-1773264581831
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012
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-944-789412275097
New comments on the pull request: 4
Pull request description was edited after last commit
Continue.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — 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-944-789412275097 --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/944.
- 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/1012/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1012/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1012/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/944/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 1012 --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 1012, 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 1012.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-944-789412275097.
- When you finish, create a pull request from branch issue-944-789412275097. (Note: PR 1012 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-944-789412275097.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1012 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-944-789412275097/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 .)
[2026-03-11T21:30:04.841Z] [INFO]
[2026-03-11T21:30:04.841Z] [INFO] 📋 User prompt:
[2026-03-11T21:30:04.841Z] [INFO] ---BEGIN USER PROMPT---
[2026-03-11T21:30:04.842Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/944
Your prepared branch: issue-944-789412275097
Your prepared working directory: /tmp/gh-issue-solver-1773264581831
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012
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-944-789412275097
New comments on the pull request: 4
Pull request description was edited after last commit
Continue.
[2026-03-11T21:30:04.842Z] [INFO] ---END USER PROMPT---
[2026-03-11T21:30:04.842Z] [INFO] 📋 System prompt:
[2026-03-11T21:30:04.842Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-03-11T21:30:04.842Z] [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-944-789412275097 --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/944.
- 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/1012/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1012/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1012/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/944/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 1012 --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 1012, 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 1012.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-944-789412275097.
- When you finish, create a pull request from branch issue-944-789412275097. (Note: PR 1012 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-944-789412275097.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1012 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-944-789412275097/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.
[2026-03-11T21:30:04.843Z] [INFO] ---END SYSTEM PROMPT---
[2026-03-11T21:30:04.845Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-03-11T21:30:04.845Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup)
[2026-03-11T21:30:04.845Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-03-11T21:30:04.846Z] [INFO] 📊 ANTHROPIC_LOG: debug (verbose mode)
[2026-03-11T21:30:04.846Z] [INFO] 📋 Command details:
[2026-03-11T21:30:04.846Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1773264581831
[2026-03-11T21:30:04.846Z] [INFO] 🌿 Branch: issue-944-789412275097
[2026-03-11T21:30:04.846Z] [INFO] 🤖 Model: Claude OPUS
[2026-03-11T21:30:04.847Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:30:04.847Z] [INFO]
▶️ Streaming output:
[2026-03-11T21:30:06.475Z] [INFO] {
"type": "system",
"subtype": "init",
"cwd": "/tmp/gh-issue-solver-1773264581831",
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"tools": [
"Task",
"TaskOutput",
"Bash",
"Glob",
"Grep",
"ExitPlanMode",
"Read",
"Edit",
"Write",
"NotebookEdit",
"WebFetch",
"TodoWrite",
"WebSearch",
"TaskStop",
"AskUserQuestion",
"Skill",
"EnterPlanMode",
"EnterWorktree",
"ExitWorktree",
"CronCreate",
"CronDelete",
"CronList",
"ToolSearch"
],
"mcp_servers": [
{
"name": "claude.ai Google Calendar",
"status": "needs-auth"
},
{
"name": "claude.ai Gmail",
"status": "needs-auth"
}
],
"model": "claude-opus-4-5-20251101",
"permissionMode": "bypassPermissions",
"slash_commands": [
"keybindings-help",
"debug",
"simplify",
"batch",
"loop",
"claude-api",
"compact",
"context",
"cost",
"heapdump",
"init",
"pr-comments",
"release-notes",
"review",
"security-review",
"extra-usage",
"insights"
],
"apiKeySource": "none",
"claude_code_version": "2.1.72",
"output_style": "default",
"agents": [
"general-purpose",
"statusline-setup",
"Explore",
"Plan"
],
"skills": [
"keybindings-help",
"debug",
"simplify",
"batch",
"loop",
"claude-api"
],
"plugins": [],
"uuid": "ab633946-3d4d-4759-9d66-6db69c3f2518",
"fast_mode_state": "off"
}
[2026-03-11T21:30:06.475Z] [INFO] 📌 Session ID: 15bdaf0a-4c03-4060-ace9-d9914a0cfb20
[2026-03-11T21:30:06.476Z] [INFO] 📁 Log renamed to: /home/hive/15bdaf0a-4c03-4060-ace9-d9914a0cfb20.log
[2026-03-11T21:30:06.493Z] [INFO] [log_fa06e4] sending request {
[2026-03-11T21:30:06.494Z] [INFO] method: 'post',
[2026-03-11T21:30:06.494Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:06.496Z] [INFO] options: {
[2026-03-11T21:30:06.497Z] [INFO] method: 'post',
[2026-03-11T21:30:06.498Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:06.499Z] [INFO] body: {
[2026-03-11T21:30:06.500Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:06.500Z] [INFO] messages: [Array],
[2026-03-11T21:30:06.501Z] [INFO] system: [Array],
[2026-03-11T21:30:06.501Z] [INFO] tools: [Array],
[2026-03-11T21:30:06.502Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:06.502Z] [INFO] metadata: [Object],
[2026-03-11T21:30:06.502Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:06.502Z] [INFO] thinking: undefined,
[2026-03-11T21:30:06.502Z] [INFO] temperature: 1,
[2026-03-11T21:30:06.503Z] [INFO] stream: true
[2026-03-11T21:30:06.503Z] [INFO] },
[2026-03-11T21:30:06.503Z] [INFO] timeout: 600000,
[2026-03-11T21:30:06.503Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:06.503Z] [INFO] stream: true
[2026-03-11T21:30:06.503Z] [INFO] },
[2026-03-11T21:30:06.503Z] [INFO] headers: {
[2026-03-11T21:30:06.504Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:06.504Z] [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',
[2026-03-11T21:30:06.504Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:06.504Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:06.505Z] [INFO] authorization: '***',
[2026-03-11T21:30:06.505Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:06.505Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:06.506Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:06.506Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:06.507Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:06.507Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:06.507Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:06.508Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:06.508Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:06.509Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:06.509Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:06.509Z] [INFO] }
[2026-03-11T21:30:06.509Z] [INFO] }
[2026-03-11T21:30:10.432Z] [INFO] [log_fa06e4, request-id: "req_011CYx1FJGFbYDu8BNNCdArN"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 3941ms
[2026-03-11T21:30:10.433Z] [INFO] [log_fa06e4] response start {
[2026-03-11T21:30:10.433Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:10.434Z] [INFO] status: 200,
[2026-03-11T21:30:10.434Z] [INFO] headers: {
[2026-03-11T21:30:10.434Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:10.434Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:10.435Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:10.435Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:10.435Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:10.435Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:10.436Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:10.436Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:10.436Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:10.436Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:10.436Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:10.437Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:10.437Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:10.437Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:10.437Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:10.438Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:10.438Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:10.438Z] [INFO] 'cf-ray': '9dada88ead44d2b7-FRA',
[2026-03-11T21:30:10.438Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:10.438Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:10.438Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:10.438Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:10.439Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:10 GMT',
[2026-03-11T21:30:10.439Z] [INFO] 'request-id': 'req_011CYx1FJGFbYDu8BNNCdArN',
[2026-03-11T21:30:10.439Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:10.439Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:10.439Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:10.440Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:10.440Z] [INFO] 'x-envoy-upstream-service-time': '3816',
[2026-03-11T21:30:10.440Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:10.441Z] [INFO] },
[2026-03-11T21:30:10.441Z] [INFO] durationMs: 3941
[2026-03-11T21:30:10.441Z] [INFO] }
[2026-03-11T21:30:10.442Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:10.442Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:10 GMT',
[2026-03-11T21:30:10.443Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:10.443Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:10.443Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:10.443Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:10.443Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:10.444Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:10.444Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:10.445Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:10.445Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:10.446Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:10.446Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:10.447Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:10.449Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:10.449Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:10.450Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:10.450Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:10.451Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:10.451Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:10.452Z] [INFO] 'request-id': 'req_011CYx1FJGFbYDu8BNNCdArN',
[2026-03-11T21:30:10.452Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:10.453Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:10.453Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:10.454Z] [INFO] 'x-envoy-upstream-service-time': '3816',
[2026-03-11T21:30:10.455Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:10.455Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:10.456Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:10.456Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:10.457Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:10.457Z] [INFO] 'cf-ray': '9dada88ead44d2b7-FRA'
[2026-03-11T21:30:10.458Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:10.458Z] [INFO] [log_fa06e4] response parsed {
[2026-03-11T21:30:10.459Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:10.459Z] [INFO] status: 200,
[2026-03-11T21:30:10.459Z] [INFO] body: qG {
[2026-03-11T21:30:10.460Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:10.460Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:10.460Z] [INFO] },
[2026-03-11T21:30:10.461Z] [INFO] durationMs: 3943
[2026-03-11T21:30:10.461Z] [INFO] }
[2026-03-11T21:30:11.822Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01SehGhPmM7fctUYPzxoF8UZ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01CsdnFZqAG17LYjJ7Dz9swh",
"name": "Bash",
"input": {
"command": "gh pr view 1012 --repo Jhon-Crow/godot-topdown-MVP --json title,body,state,comments 2>&1",
"description": "View PR details and comments"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 2,
"cache_creation_input_tokens": 9293,
"cache_read_input_tokens": 8654,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 9293
},
"output_tokens": 5,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "45a4a45c-9e83-45f2-aae3-13db07f3095e"
}
[2026-03-11T21:30:12.693Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01CsdnFZqAG17LYjJ7Dz9swh",
"type": "tool_result",
"content": "{\"body\":\"## Summary\\n- Implements animated tutorial hint system for issue #944\\n- **Fixed**: Animations now applied to ALL levels (tutorial_level.gd AND labyrinth_level.gd)\\n- **Fixed**: Strikethrough now animates from left to right using Line2D overlay\\n- New hints fade in smoothly (0.3s) when appearing\\n- Completed actions show animated strikethrough followed by fade-out\\n- Multi-step actions (reload, grenade, bolt cycle) cross out completed steps progressively\\n- Multi-step actions don't re-strikethrough the whole line when complete - just fade out\\n\\n## Changes\\n\\n### Both tutorial_level.gd and labyrinth_level.gd:\\n- Added animation timing constants (HINT_FADE_IN_DURATION, HINT_STRIKETHROUGH_DURATION, HINT_FADE_OUT_DURATION)\\n- Added animation tracking variables (_animating_hints, _hint_is_multistep_completed)\\n- Modified `_add_hint()` to start transparent and animate to full opacity\\n- Modified `_dismiss_hint()` to show animated strikethrough (Line2D drawing left-to-right) before fading out\\n- Updated all BBCode builder functions to use `[s]` tag for completed steps\\n- Added tracking for multi-step completion status\\n\\n### Animated Strikethrough Implementation:\\n- Uses Line2D overlay instead of instant BBCode `[s]` tag\\n- Line animates from left edge (0px) to right edge (~300px) over 0.4s\\n- Provides visual feedback that matches the owner's request: \\\"черта должна проводиться слева направо\\\"\\n\\n### Case Study Documentation:\\n- Added `docs/case-studies/issue-944/` with full analysis\\n- Includes timeline, root cause analysis, and technical research\\n\\n## Test plan\\n- [ ] Play tutorial level with M16 - verify fire mode hint fades in, then gets struck through (left-to-right animation) and fades out when B is pressed\\n- [ ] Play tutorial level with sniper - verify bolt cycle hint crosses out each step [←][↓][↑][→] progressively\\n- [ ] Play tutorial level - verify reload hints cross out completed steps (R→F→R sequence)\\n- [ ] Play tutorial level - verify grenade hint crosses out steps as player progresses through throw sequence\\n- [ ] Verify multi-step hints just fade out at completion (no double strikethrough)\\n- [ ] Verify new hints appearing have smooth fade-in animation\\n- [ ] **Play Laboratory level** - verify ALL the same animations work there too\\n\\nFixes Jhon-Crow/godot-topdown-MVP#944\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"comments\":[{\"id\":\"IC_kwDOQ35BQ87w7B8E\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.658512\\n- Calculated by Anthropic: $2.561572 USD\\n- Difference: $-2.096940 (-45.01%)\\n📎 **Log file uploaded as Gist** (1821KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6f16658c3ba64a1f6c3403bab1acef0c/raw/10c3651cc122db49b59ad0dc9d6b7211a20ba42b/solution-draft-log-pr-1773260976452.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"createdAt\":\"2026-03-11T20:29:41Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042006276\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7Ejk\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"createdAt\":\"2026-03-11T20:31:54Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042016996\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7fw8\",\"author\":{\"login\":\"Jhon-Crow\"},\"authorAssociation\":\"OWNER\",\"body\":\"1. анимации добавились в Training а должны добавиться везде, где есть строки обучения \\r\\n2. зачёркивание должно происходить с анимацией (черта должна проводиться слева направо).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"createdAt\":\"2026-03-11T20:50:37Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042128444\",\"viewerDidAuthor\":false},{\"id\":\"IC_kwDOQ35BQ87w7gsQ\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T20:51:20.584Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"createdAt\":\"2026-03-11T20:51:22Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042132240\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7r5Z\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Feedback Addressed\\n\\nI've addressed both issues from your feedback:\\n\\n### 1. Animations added to ALL levels\\nThe tutorial hint animations (fade-in, strikethrough, fade-out) are now implemented in **both**:\\n- `scripts/levels/tutorial_level.gd` (Training level)\\n- `scripts/levels/labyrinth_level.gd` (Laboratory level)\\n\\n### 2. Animated strikethrough (line draws left to right)\\nInstead of instantly applying the `[s]` BBCode tag, I now use a **Line2D overlay** that animates from left to right:\\n- The line starts at position 0 and grows to the full text width\\n- Animation duration: 0.4 seconds with ease-out easing\\n- After the line finishes drawing, the entire hint fades out\\n\\n### Case Study\\nAs requested, I've created a case study in `docs/case-studies/issue-944/` that includes:\\n- Timeline of events\\n- Root cause analysis (why animations were only in one file, misunderstanding of \\\"animated strikethrough\\\")\\n- Technical research on different implementation approaches\\n- Downloaded logs and PR history\\n\\n---\\n*Ready for review. Please test with different weapons on both Tutorial and Laboratory levels.*\",\"createdAt\":\"2026-03-11T20:59:46Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042178137\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7siG\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.191266\\n- Calculated by Anthropic: $3.763192 USD\\n- Difference: $-2.428073 (-39.22%)\\n📎 **Log file uploaded as Gist** (2380KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/b9b9f392a04a8b8c6eb49032d77fa419/raw/4db245f1c4757aacb5a6bba0a23a6792ea73aa14/solution-draft-log-pr-1773262809808.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"createdAt\":\"2026-03-11T21:00:16Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042180742\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7uOu\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"createdAt\":\"2026-03-11T21:01:30Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042187694\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w8RKy\",\"author\":{\"login\":\"Jhon-Crow\"},\"authorAssociation\":\"OWNER\",\"body\":\"анимированное зачёркивание должно быть вместо каждого зачёркивания (сейчас выглядит некрасиво - зачёркивается уже зачёркнутое)\\r\\nто есть зачёркивание должно продлеваться после выполненного действия.\\r\\nтак же анимированное зачёркивание сейчас работает не на все строки.\\r\\nзачёркивающая линия слишком непрозрачная (в идеале должна быть такой же, как и так которой сейчас зачёркиваются без анимации элементы).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"createdAt\":\"2026-03-11T21:28:50Z\",\"includesCreatedEdit\":true,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042330802\",\"viewerDidAuthor\":false},{\"id\":\"IC_kwDOQ35BQ87w8SlO\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T21:29:54.168Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"createdAt\":\"2026-03-11T21:29:55Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042336590\",\"viewerDidAuthor\":true}],\"state\":\"OPEN\",\"title\":\"fix: add animated strikethrough + hint animations to all levels (Issue #944)\"}",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "d86b1167-371a-42d0-b13f-942f109c4f37",
"tool_use_result": {
"stdout": "{\"body\":\"## Summary\\n- Implements animated tutorial hint system for issue #944\\n- **Fixed**: Animations now applied to ALL levels (tutorial_level.gd AND labyrinth_level.gd)\\n- **Fixed**: Strikethrough now animates from left to right using Line2D overlay\\n- New hints fade in smoothly (0.3s) when appearing\\n- Completed actions show animated strikethrough followed by fade-out\\n- Multi-step actions (reload, grenade, bolt cycle) cross out completed steps progressively\\n- Multi-step actions don't re-strikethrough the whole line when complete - just fade out\\n\\n## Changes\\n\\n### Both tutorial_level.gd and labyrinth_level.gd:\\n- Added animation timing constants (HINT_FADE_IN_DURATION, HINT_STRIKETHROUGH_DURATION, HINT_FADE_OUT_DURATION)\\n- Added animation tracking variables (_animating_hints, _hint_is_multistep_completed)\\n- Modified `_add_hint()` to start transparent and animate to full opacity\\n- Modified `_dismiss_hint()` to show animated strikethrough (Line2D drawing left-to-right) before fading out\\n- Updated all BBCode builder functions to use `[s]` tag for completed steps\\n- Added tracking for multi-step completion status\\n\\n### Animated Strikethrough Implementation:\\n- Uses Line2D overlay instead of instant BBCode `[s]` tag\\n- Line animates from left edge (0px) to right edge (~300px) over 0.4s\\n- Provides visual feedback that matches the owner's request: \\\"черта должна проводиться слева направо\\\"\\n\\n### Case Study Documentation:\\n- Added `docs/case-studies/issue-944/` with full analysis\\n- Includes timeline, root cause analysis, and technical research\\n\\n## Test plan\\n- [ ] Play tutorial level with M16 - verify fire mode hint fades in, then gets struck through (left-to-right animation) and fades out when B is pressed\\n- [ ] Play tutorial level with sniper - verify bolt cycle hint crosses out each step [←][↓][↑][→] progressively\\n- [ ] Play tutorial level - verify reload hints cross out completed steps (R→F→R sequence)\\n- [ ] Play tutorial level - verify grenade hint crosses out steps as player progresses through throw sequence\\n- [ ] Verify multi-step hints just fade out at completion (no double strikethrough)\\n- [ ] Verify new hints appearing have smooth fade-in animation\\n- [ ] **Play Laboratory level** - verify ALL the same animations work there too\\n\\nFixes Jhon-Crow/godot-topdown-MVP#944\\n\\n🤖 Generated with [Claude Code](https://claude.com/claude-code)\",\"comments\":[{\"id\":\"IC_kwDOQ35BQ87w7B8E\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.658512\\n- Calculated by Anthropic: $2.561572 USD\\n- Difference: $-2.096940 (-45.01%)\\n📎 **Log file uploaded as Gist** (1821KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6f16658c3ba64a1f6c3403bab1acef0c/raw/10c3651cc122db49b59ad0dc9d6b7211a20ba42b/solution-draft-log-pr-1773260976452.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"createdAt\":\"2026-03-11T20:29:41Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042006276\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7Ejk\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"createdAt\":\"2026-03-11T20:31:54Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042016996\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7fw8\",\"author\":{\"login\":\"Jhon-Crow\"},\"authorAssociation\":\"OWNER\",\"body\":\"1. анимации добавились в Training а должны добавиться везде, где есть строки обучения \\r\\n2. зачёркивание должно происходить с анимацией (черта должна проводиться слева направо).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"createdAt\":\"2026-03-11T20:50:37Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042128444\",\"viewerDidAuthor\":false},{\"id\":\"IC_kwDOQ35BQ87w7gsQ\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T20:51:20.584Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"createdAt\":\"2026-03-11T20:51:22Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042132240\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7r5Z\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Feedback Addressed\\n\\nI've addressed both issues from your feedback:\\n\\n### 1. Animations added to ALL levels\\nThe tutorial hint animations (fade-in, strikethrough, fade-out) are now implemented in **both**:\\n- `scripts/levels/tutorial_level.gd` (Training level)\\n- `scripts/levels/labyrinth_level.gd` (Laboratory level)\\n\\n### 2. Animated strikethrough (line draws left to right)\\nInstead of instantly applying the `[s]` BBCode tag, I now use a **Line2D overlay** that animates from left to right:\\n- The line starts at position 0 and grows to the full text width\\n- Animation duration: 0.4 seconds with ease-out easing\\n- After the line finishes drawing, the entire hint fades out\\n\\n### Case Study\\nAs requested, I've created a case study in `docs/case-studies/issue-944/` that includes:\\n- Timeline of events\\n- Root cause analysis (why animations were only in one file, misunderstanding of \\\"animated strikethrough\\\")\\n- Technical research on different implementation approaches\\n- Downloaded logs and PR history\\n\\n---\\n*Ready for review. Please test with different weapons on both Tutorial and Laboratory levels.*\",\"createdAt\":\"2026-03-11T20:59:46Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042178137\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7siG\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.191266\\n- Calculated by Anthropic: $3.763192 USD\\n- Difference: $-2.428073 (-39.22%)\\n📎 **Log file uploaded as Gist** (2380KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/b9b9f392a04a8b8c6eb49032d77fa419/raw/4db245f1c4757aacb5a6bba0a23a6792ea73aa14/solution-draft-log-pr-1773262809808.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"createdAt\":\"2026-03-11T21:00:16Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042180742\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w7uOu\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"createdAt\":\"2026-03-11T21:01:30Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042187694\",\"viewerDidAuthor\":true},{\"id\":\"IC_kwDOQ35BQ87w8RKy\",\"author\":{\"login\":\"Jhon-Crow\"},\"authorAssociation\":\"OWNER\",\"body\":\"анимированное зачёркивание должно быть вместо каждого зачёркивания (сейчас выглядит некрасиво - зачёркивается уже зачёркнутое)\\r\\nто есть зачёркивание должно продлеваться после выполненного действия.\\r\\nтак же анимированное зачёркивание сейчас работает не на все строки.\\r\\nзачёркивающая линия слишком непрозрачная (в идеале должна быть такой же, как и так которой сейчас зачёркиваются без анимации элементы).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"createdAt\":\"2026-03-11T21:28:50Z\",\"includesCreatedEdit\":true,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042330802\",\"viewerDidAuthor\":false},{\"id\":\"IC_kwDOQ35BQ87w8SlO\",\"author\":{\"login\":\"konard\"},\"authorAssociation\":\"CONTRIBUTOR\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T21:29:54.168Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"createdAt\":\"2026-03-11T21:29:55Z\",\"includesCreatedEdit\":false,\"isMinimized\":false,\"minimizedReason\":\"\",\"reactionGroups\":[],\"url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042336590\",\"viewerDidAuthor\":true}],\"state\":\"OPEN\",\"title\":\"fix: add animated strikethrough + hint animations to all levels (Issue #944)\"}",
"stderr": "",
"interrupted": false,
"isImage": false,
"noOutputExpected": false
}
}
[2026-03-11T21:30:12.694Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01SehGhPmM7fctUYPzxoF8UZ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01YN7GezgM9Lx7CPH8Rr7S3H",
"name": "Bash",
"input": {
"command": "gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1012/comments --paginate 2>&1",
"description": "Get PR review comments (inline code comments)"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 2,
"cache_creation_input_tokens": 9293,
"cache_read_input_tokens": 8654,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 9293
},
"output_tokens": 5,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "98ce68ac-9fc2-4257-9dc5-f193f3f80e9f"
}
[2026-03-11T21:30:13.072Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01YN7GezgM9Lx7CPH8Rr7S3H",
"type": "tool_result",
"content": "[]",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "fca7e1a9-079f-4936-bb3b-05fe8a33b8d8",
"tool_use_result": {
"stdout": "[]",
"stderr": "",
"interrupted": false,
"isImage": false,
"noOutputExpected": false
}
}
[2026-03-11T21:30:13.163Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01SehGhPmM7fctUYPzxoF8UZ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01YRrX8SfGSDizZX6K8iMysC",
"name": "Bash",
"input": {
"command": "gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1012/comments --paginate 2>&1",
"description": "Get PR conversation comments"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 2,
"cache_creation_input_tokens": 9293,
"cache_read_input_tokens": 8654,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 9293
},
"output_tokens": 5,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "c15806fd-2076-45dc-b61e-70eb156d2358"
}
[2026-03-11T21:30:13.186Z] [INFO] {
"type": "rate_limit_event",
"rate_limit_info": {
"status": "allowed_warning",
"resetsAt": 1773374400,
"rateLimitType": "seven_day",
"utilization": 0.84,
"isUsingOverage": false,
"surpassedThreshold": 0.75
},
"uuid": "9dad580a-9cda-4c3b-afa5-371737809207",
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20"
}
[2026-03-11T21:30:13.516Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01YRrX8SfGSDizZX6K8iMysC",
"type": "tool_result",
"content": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042006276\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042006276\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042006276,\"node_id\":\"IC_kwDOQ35BQ87w7B8E\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:29:41Z\",\"updated_at\":\"2026-03-11T20:29:41Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.658512\\n- Calculated by Anthropic: $2.561572 USD\\n- Difference: $-2.096940 (-45.01%)\\n📎 **Log file uploaded as Gist** (1821KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6f16658c3ba64a1f6c3403bab1acef0c/raw/10c3651cc122db49b59ad0dc9d6b7211a20ba42b/solution-draft-log-pr-1773260976452.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042006276/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042016996\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042016996\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042016996,\"node_id\":\"IC_kwDOQ35BQ87w7Ejk\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:31:54Z\",\"updated_at\":\"2026-03-11T20:31:54Z\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042016996/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042128444\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042128444\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042128444,\"node_id\":\"IC_kwDOQ35BQ87w7fw8\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:50:37Z\",\"updated_at\":\"2026-03-11T20:50:37Z\",\"body\":\"1. анимации добавились в Training а должны добавиться везде, где есть строки обучения \\r\\n2. зачёркивание должно происходить с анимацией (черта должна проводиться слева направо).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042128444/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042132240\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042132240\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042132240,\"node_id\":\"IC_kwDOQ35BQ87w7gsQ\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:51:22Z\",\"updated_at\":\"2026-03-11T20:51:22Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T20:51:20.584Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042132240/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042178137\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042178137\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042178137,\"node_id\":\"IC_kwDOQ35BQ87w7r5Z\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:59:46Z\",\"updated_at\":\"2026-03-11T20:59:46Z\",\"body\":\"## ✅ Feedback Addressed\\n\\nI've addressed both issues from your feedback:\\n\\n### 1. Animations added to ALL levels\\nThe tutorial hint animations (fade-in, strikethrough, fade-out) are now implemented in **both**:\\n- `scripts/levels/tutorial_level.gd` (Training level)\\n- `scripts/levels/labyrinth_level.gd` (Laboratory level)\\n\\n### 2. Animated strikethrough (line draws left to right)\\nInstead of instantly applying the `[s]` BBCode tag, I now use a **Line2D overlay** that animates from left to right:\\n- The line starts at position 0 and grows to the full text width\\n- Animation duration: 0.4 seconds with ease-out easing\\n- After the line finishes drawing, the entire hint fades out\\n\\n### Case Study\\nAs requested, I've created a case study in `docs/case-studies/issue-944/` that includes:\\n- Timeline of events\\n- Root cause analysis (why animations were only in one file, misunderstanding of \\\"animated strikethrough\\\")\\n- Technical research on different implementation approaches\\n- Downloaded logs and PR history\\n\\n---\\n*Ready for review. Please test with different weapons on both Tutorial and Laboratory levels.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042178137/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042180742\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042180742\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042180742,\"node_id\":\"IC_kwDOQ35BQ87w7siG\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:00:16Z\",\"updated_at\":\"2026-03-11T21:00:16Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.191266\\n- Calculated by Anthropic: $3.763192 USD\\n- Difference: $-2.428073 (-39.22%)\\n📎 **Log file uploaded as Gist** (2380KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/b9b9f392a04a8b8c6eb49032d77fa419/raw/4db245f1c4757aacb5a6bba0a23a6792ea73aa14/solution-draft-log-pr-1773262809808.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042180742/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042187694\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042187694\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042187694,\"node_id\":\"IC_kwDOQ35BQ87w7uOu\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:01:30Z\",\"updated_at\":\"2026-03-11T21:01:30Z\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042187694/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042330802\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042330802\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042330802,\"node_id\":\"IC_kwDOQ35BQ87w8RKy\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:28:50Z\",\"updated_at\":\"2026-03-11T21:29:44Z\",\"body\":\"анимированное зачёркивание должно быть вместо каждого зачёркивания (сейчас выглядит некрасиво - зачёркивается уже зачёркнутое)\\r\\nто есть зачёркивание должно продлеваться после выполненного действия.\\r\\nтак же анимированное зачёркивание сейчас работает не на все строки.\\r\\nзачёркивающая линия слишком непрозрачная (в идеале должна быть такой же, как и так которой сейчас зачёркиваются без анимации элементы).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042330802/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042336590\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042336590\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042336590,\"node_id\":\"IC_kwDOQ35BQ87w8SlO\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:29:55Z\",\"updated_at\":\"2026-03-11T21:29:55Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T21:29:54.168Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042336590/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
"is_error": false
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "948ce889-4e99-4471-8670-58c47733ae49",
"tool_use_result": {
"stdout": "[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042006276\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042006276\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042006276,\"node_id\":\"IC_kwDOQ35BQ87w7B8E\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:29:41Z\",\"updated_at\":\"2026-03-11T20:29:41Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $4.658512\\n- Calculated by Anthropic: $2.561572 USD\\n- Difference: $-2.096940 (-45.01%)\\n📎 **Log file uploaded as Gist** (1821KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/6f16658c3ba64a1f6c3403bab1acef0c/raw/10c3651cc122db49b59ad0dc9d6b7211a20ba42b/solution-draft-log-pr-1773260976452.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042006276/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042016996\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042016996\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042016996,\"node_id\":\"IC_kwDOQ35BQ87w7Ejk\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:31:54Z\",\"updated_at\":\"2026-03-11T20:31:54Z\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042016996/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042128444\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042128444\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042128444,\"node_id\":\"IC_kwDOQ35BQ87w7fw8\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:50:37Z\",\"updated_at\":\"2026-03-11T20:50:37Z\",\"body\":\"1. анимации добавились в Training а должны добавиться везде, где есть строки обучения \\r\\n2. зачёркивание должно происходить с анимацией (черта должна проводиться слева направо).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042128444/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042132240\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042132240\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042132240,\"node_id\":\"IC_kwDOQ35BQ87w7gsQ\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:51:22Z\",\"updated_at\":\"2026-03-11T20:51:22Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T20:51:20.584Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042132240/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042178137\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042178137\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042178137,\"node_id\":\"IC_kwDOQ35BQ87w7r5Z\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T20:59:46Z\",\"updated_at\":\"2026-03-11T20:59:46Z\",\"body\":\"## ✅ Feedback Addressed\\n\\nI've addressed both issues from your feedback:\\n\\n### 1. Animations added to ALL levels\\nThe tutorial hint animations (fade-in, strikethrough, fade-out) are now implemented in **both**:\\n- `scripts/levels/tutorial_level.gd` (Training level)\\n- `scripts/levels/labyrinth_level.gd` (Laboratory level)\\n\\n### 2. Animated strikethrough (line draws left to right)\\nInstead of instantly applying the `[s]` BBCode tag, I now use a **Line2D overlay** that animates from left to right:\\n- The line starts at position 0 and grows to the full text width\\n- Animation duration: 0.4 seconds with ease-out easing\\n- After the line finishes drawing, the entire hint fades out\\n\\n### Case Study\\nAs requested, I've created a case study in `docs/case-studies/issue-944/` that includes:\\n- Timeline of events\\n- Root cause analysis (why animations were only in one file, misunderstanding of \\\"animated strikethrough\\\")\\n- Technical research on different implementation approaches\\n- Downloaded logs and PR history\\n\\n---\\n*Ready for review. Please test with different weapons on both Tutorial and Laboratory levels.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042178137/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042180742\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042180742\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042180742,\"node_id\":\"IC_kwDOQ35BQ87w7siG\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:00:16Z\",\"updated_at\":\"2026-03-11T21:00:16Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.191266\\n- Calculated by Anthropic: $3.763192 USD\\n- Difference: $-2.428073 (-39.22%)\\n📎 **Log file uploaded as Gist** (2380KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/b9b9f392a04a8b8c6eb49032d77fa419/raw/4db245f1c4757aacb5a6bba0a23a6792ea73aa14/solution-draft-log-pr-1773262809808.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042180742/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042187694\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042187694\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042187694,\"node_id\":\"IC_kwDOQ35BQ87w7uOu\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:01:30Z\",\"updated_at\":\"2026-03-11T21:01:30Z\",\"body\":\"## ✅ Ready to merge\\n\\nThis pull request is now ready to be merged:\\n- All CI checks have passed\\n- No merge conflicts\\n- No pending changes\\n\\n---\\n*Monitored by hive-mind with --auto-restart-until-mergeable flag*\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042187694/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042330802\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042330802\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042330802,\"node_id\":\"IC_kwDOQ35BQ87w8RKy\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:28:50Z\",\"updated_at\":\"2026-03-11T21:29:44Z\",\"body\":\"анимированное зачёркивание должно быть вместо каждого зачёркивания (сейчас выглядит некрасиво - зачёркивается уже зачёркнутое)\\r\\nто есть зачёркивание должно продлеваться после выполненного действия.\\r\\nтак же анимированное зачёркивание сейчас работает не на все строки.\\r\\nзачёркивающая линия слишком непрозрачная (в идеале должна быть такой же, как и так которой сейчас зачёркиваются без анимации элементы).\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042330802/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042336590\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1012#issuecomment-4042336590\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/1012\",\"id\":4042336590,\"node_id\":\"IC_kwDOQ35BQ87w8SlO\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-03-11T21:29:55Z\",\"updated_at\":\"2026-03-11T21:29:55Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-03-11T21:29:54.168Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/4042336590/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
"stderr": "",
"interrupted": false,
"isImage": false,
"noOutputExpected": false
}
}
[2026-03-11T21:30:13.523Z] [INFO] [log_a0284e] sending request {
[2026-03-11T21:30:13.523Z] [INFO] method: 'post',
[2026-03-11T21:30:13.524Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:13.524Z] [INFO] options: {
[2026-03-11T21:30:13.524Z] [INFO] method: 'post',
[2026-03-11T21:30:13.525Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:13.525Z] [INFO] body: {
[2026-03-11T21:30:13.525Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:13.526Z] [INFO] messages: [Array],
[2026-03-11T21:30:13.527Z] [INFO] system: [Array],
[2026-03-11T21:30:13.528Z] [INFO] tools: [Array],
[2026-03-11T21:30:13.528Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:13.529Z] [INFO] metadata: [Object],
[2026-03-11T21:30:13.529Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:13.529Z] [INFO] thinking: undefined,
[2026-03-11T21:30:13.529Z] [INFO] temperature: 1,
[2026-03-11T21:30:13.529Z] [INFO] stream: true
[2026-03-11T21:30:13.529Z] [INFO] },
[2026-03-11T21:30:13.529Z] [INFO] timeout: 600000,
[2026-03-11T21:30:13.530Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:13.530Z] [INFO] stream: true
[2026-03-11T21:30:13.530Z] [INFO] },
[2026-03-11T21:30:13.530Z] [INFO] headers: {
[2026-03-11T21:30:13.530Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:13.530Z] [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',
[2026-03-11T21:30:13.530Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:13.531Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:13.531Z] [INFO] authorization: '***',
[2026-03-11T21:30:13.531Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:13.532Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:13.532Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:13.532Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:13.533Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:13.533Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:13.533Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:13.533Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:13.533Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:13.534Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:13.534Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:13.534Z] [INFO] }
[2026-03-11T21:30:13.534Z] [INFO] }
[2026-03-11T21:30:17.343Z] [INFO] [log_a0284e, request-id: "req_011CYx1FpKGJ7EjPkMWD2dnG"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 3820ms
[2026-03-11T21:30:17.344Z] [INFO] [log_a0284e] response start {
[2026-03-11T21:30:17.344Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:17.345Z] [INFO] status: 200,
[2026-03-11T21:30:17.346Z] [INFO] headers: {
[2026-03-11T21:30:17.346Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:17.346Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:17.347Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:17.347Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:17.347Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:17.348Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:17.349Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:17.350Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:17.352Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:17.352Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:17.352Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:17.353Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:17.353Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:17.353Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:17.354Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:17.355Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:17.355Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:17.355Z] [INFO] 'cf-ray': '9dada8ba9d5ad2b7-FRA',
[2026-03-11T21:30:17.356Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:17.356Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:17.357Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:17.357Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:17.358Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:17 GMT',
[2026-03-11T21:30:17.359Z] [INFO] 'request-id': 'req_011CYx1FpKGJ7EjPkMWD2dnG',
[2026-03-11T21:30:17.360Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:17.362Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:17.362Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:17.363Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:17.364Z] [INFO] 'x-envoy-upstream-service-time': '3698',
[2026-03-11T21:30:17.364Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:17.366Z] [INFO] },
[2026-03-11T21:30:17.367Z] [INFO] durationMs: 3820
[2026-03-11T21:30:17.368Z] [INFO] }
[2026-03-11T21:30:17.369Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:17.370Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:17 GMT',
[2026-03-11T21:30:17.371Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:17.372Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:17.373Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:17.373Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:17.373Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:17.375Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:17.375Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:17.375Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:17.376Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:17.376Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:17.377Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:17.377Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:17.377Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:17.377Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:17.378Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:17.378Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:17.378Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:17.378Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:17.379Z] [INFO] 'request-id': 'req_011CYx1FpKGJ7EjPkMWD2dnG',
[2026-03-11T21:30:17.379Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:17.379Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:17.379Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:17.380Z] [INFO] 'x-envoy-upstream-service-time': '3698',
[2026-03-11T21:30:17.380Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:17.380Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:17.380Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:17.381Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:17.381Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:17.382Z] [INFO] 'cf-ray': '9dada8ba9d5ad2b7-FRA'
[2026-03-11T21:30:17.382Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:17.382Z] [INFO] [log_a0284e] response parsed {
[2026-03-11T21:30:17.383Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:17.383Z] [INFO] status: 200,
[2026-03-11T21:30:17.383Z] [INFO] body: qG {
[2026-03-11T21:30:17.384Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:17.384Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:17.384Z] [INFO] },
[2026-03-11T21:30:17.384Z] [INFO] durationMs: 3821
[2026-03-11T21:30:17.384Z] [INFO] }
[2026-03-11T21:30:20.892Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Bu8juiiGvndDJEvwvEfDA7",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "I can see the latest feedback from Jhon-Crow (the owner). Let me understand the issues:\n\n**Latest feedback (translated from Russian):**\n1. Animated strikethrough should replace EVERY strikethrough (currently looks ugly - already struck text gets struck again)\n2. The strikethrough should EXTEND after each completed action (progressive animation)\n3. Animated strikethrough doesn't work on ALL hint lines\n4. The strikethrough line is too opaque (should match the opacity of the current BBCode `[s]` strikethrough)\n\nLet me examine the current implementation to understand the problem better."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 10609,
"cache_read_input_tokens": 17947,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 10609
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "51d61ea5-e8af-4b9f-a80d-b10afbb75cd3"
}
[2026-03-11T21:30:21.255Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Bu8juiiGvndDJEvwvEfDA7",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01YA4Jii5BDVgakJ66x9zHsm",
"name": "ToolSearch",
"input": {
"query": "select:TodoWrite",
"max_results": 1
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 10609,
"cache_read_input_tokens": 17947,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 10609
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "7a388f19-8c78-4dd5-a366-ecc9326a3a12"
}
[2026-03-11T21:30:21.266Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"type": "tool_result",
"tool_use_id": "toolu_01YA4Jii5BDVgakJ66x9zHsm",
"content": [
{
"type": "tool_reference",
"tool_name": "TodoWrite"
}
]
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "379fd81a-cdbf-453e-b390-c1df78e259bd",
"tool_use_result": {
"matches": [
"TodoWrite"
],
"query": "select:TodoWrite",
"total_deferred_tools": 14
}
}
[2026-03-11T21:30:21.276Z] [INFO] [log_640042] sending request {
[2026-03-11T21:30:21.277Z] [INFO] method: 'post',
[2026-03-11T21:30:21.278Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:21.278Z] [INFO] options: {
[2026-03-11T21:30:21.278Z] [INFO] method: 'post',
[2026-03-11T21:30:21.279Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:21.279Z] [INFO] body: {
[2026-03-11T21:30:21.279Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:21.280Z] [INFO] messages: [Array],
[2026-03-11T21:30:21.280Z] [INFO] system: [Array],
[2026-03-11T21:30:21.280Z] [INFO] tools: [Array],
[2026-03-11T21:30:21.280Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:21.280Z] [INFO] metadata: [Object],
[2026-03-11T21:30:21.280Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:21.281Z] [INFO] thinking: undefined,
[2026-03-11T21:30:21.281Z] [INFO] temperature: 1,
[2026-03-11T21:30:21.281Z] [INFO] stream: true
[2026-03-11T21:30:21.281Z] [INFO] },
[2026-03-11T21:30:21.281Z] [INFO] timeout: 600000,
[2026-03-11T21:30:21.281Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:21.281Z] [INFO] stream: true
[2026-03-11T21:30:21.282Z] [INFO] },
[2026-03-11T21:30:21.282Z] [INFO] headers: {
[2026-03-11T21:30:21.282Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:21.282Z] [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',
[2026-03-11T21:30:21.282Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:21.282Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:21.283Z] [INFO] authorization: '***',
[2026-03-11T21:30:21.283Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:21.283Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:21.283Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:21.283Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:21.283Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:21.283Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:21.284Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:21.284Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:21.284Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:21.284Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:21.284Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:21.284Z] [INFO] }
[2026-03-11T21:30:21.284Z] [INFO] }
[2026-03-11T21:30:24.357Z] [INFO] [log_640042, request-id: "req_011CYx1GPsNgJSc9i97dca2r"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 3080ms
[2026-03-11T21:30:24.358Z] [INFO] [log_640042] response start {
[2026-03-11T21:30:24.359Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:24.359Z] [INFO] status: 200,
[2026-03-11T21:30:24.360Z] [INFO] headers: {
[2026-03-11T21:30:24.360Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:24.361Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:24.361Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:24.362Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:24.362Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:24.362Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:24.362Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:24.363Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:24.363Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:24.363Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:24.363Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:24.364Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:24.364Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:24.364Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:24.364Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:24.364Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:24.365Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:24.365Z] [INFO] 'cf-ray': '9dada8eb0c51d2b7-FRA',
[2026-03-11T21:30:24.365Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:24.366Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:24.366Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:24.366Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:24.366Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:24 GMT',
[2026-03-11T21:30:24.367Z] [INFO] 'request-id': 'req_011CYx1GPsNgJSc9i97dca2r',
[2026-03-11T21:30:24.367Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:24.367Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:24.367Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:24.367Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:24.368Z] [INFO] 'x-envoy-upstream-service-time': '2953',
[2026-03-11T21:30:24.368Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:24.368Z] [INFO] },
[2026-03-11T21:30:24.368Z] [INFO] durationMs: 3080
[2026-03-11T21:30:24.368Z] [INFO] }
[2026-03-11T21:30:24.369Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:24.369Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:24 GMT',
[2026-03-11T21:30:24.369Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:24.369Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:24.369Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:24.369Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:24.370Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:24.371Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:24.372Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:24.372Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:24.372Z] [INFO] 'request-id': 'req_011CYx1GPsNgJSc9i97dca2r',
[2026-03-11T21:30:24.372Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:24.372Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:24.372Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:24.372Z] [INFO] 'x-envoy-upstream-service-time': '2953',
[2026-03-11T21:30:24.372Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:24.373Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:24.373Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:24.373Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:24.373Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:24.373Z] [INFO] 'cf-ray': '9dada8eb0c51d2b7-FRA'
[2026-03-11T21:30:24.373Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:24.373Z] [INFO] [log_640042] response parsed {
[2026-03-11T21:30:24.374Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:24.374Z] [INFO] status: 200,
[2026-03-11T21:30:24.374Z] [INFO] body: qG {
[2026-03-11T21:30:24.374Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:24.374Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:24.375Z] [INFO] },
[2026-03-11T21:30:24.375Z] [INFO] durationMs: 3081
[2026-03-11T21:30:24.375Z] [INFO] }
[2026-03-11T21:30:29.895Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XTC4AYFYuE6Ad6tUtbuSqp",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01CtnYeyRFVcDYkK6WcEsJ6c",
"name": "TodoWrite",
"input": {
"todos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "in_progress",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Fix: Remove BBCode [s] tags - use only Line2D animated strikethrough",
"status": "pending",
"activeForm": "Removing BBCode [s] tags to use only animated strikethrough"
},
{
"content": "Fix: Make strikethrough EXTEND progressively for multi-step hints",
"status": "pending",
"activeForm": "Making strikethrough extend progressively for multi-step hints"
},
{
"content": "Fix: Apply animated strikethrough to ALL hint types (not just some)",
"status": "pending",
"activeForm": "Applying animated strikethrough to all hint types"
},
{
"content": "Fix: Reduce Line2D opacity to match BBCode [s] tag appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation with new findings",
"status": "pending",
"activeForm": "Updating case study documentation"
}
]
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 2,
"cache_creation_input_tokens": 2733,
"cache_read_input_tokens": 28556,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2733
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "e3e520fb-144b-471d-94bb-674832e8063f"
}
[2026-03-11T21:30:29.912Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01CtnYeyRFVcDYkK6WcEsJ6c",
"type": "tool_result",
"content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "40f07a29-f6a5-41db-b431-b0190a4403d7",
"tool_use_result": {
"oldTodos": [],
"newTodos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "in_progress",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Fix: Remove BBCode [s] tags - use only Line2D animated strikethrough",
"status": "pending",
"activeForm": "Removing BBCode [s] tags to use only animated strikethrough"
},
{
"content": "Fix: Make strikethrough EXTEND progressively for multi-step hints",
"status": "pending",
"activeForm": "Making strikethrough extend progressively for multi-step hints"
},
{
"content": "Fix: Apply animated strikethrough to ALL hint types (not just some)",
"status": "pending",
"activeForm": "Applying animated strikethrough to all hint types"
},
{
"content": "Fix: Reduce Line2D opacity to match BBCode [s] tag appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation with new findings",
"status": "pending",
"activeForm": "Updating case study documentation"
}
],
"verificationNudgeNeeded": false
}
}
[2026-03-11T21:30:29.921Z] [INFO] [log_d88887] sending request {
[2026-03-11T21:30:29.922Z] [INFO] method: 'post',
[2026-03-11T21:30:29.922Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:29.922Z] [INFO] options: {
[2026-03-11T21:30:29.922Z] [INFO] method: 'post',
[2026-03-11T21:30:29.922Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:29.922Z] [INFO] body: {
[2026-03-11T21:30:29.923Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:29.923Z] [INFO] messages: [Array],
[2026-03-11T21:30:29.923Z] [INFO] system: [Array],
[2026-03-11T21:30:29.923Z] [INFO] tools: [Array],
[2026-03-11T21:30:29.923Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:29.924Z] [INFO] metadata: [Object],
[2026-03-11T21:30:29.924Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:29.924Z] [INFO] thinking: undefined,
[2026-03-11T21:30:29.924Z] [INFO] temperature: 1,
[2026-03-11T21:30:29.925Z] [INFO] stream: true
[2026-03-11T21:30:29.925Z] [INFO] },
[2026-03-11T21:30:29.925Z] [INFO] timeout: 600000,
[2026-03-11T21:30:29.925Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:29.925Z] [INFO] stream: true
[2026-03-11T21:30:29.925Z] [INFO] },
[2026-03-11T21:30:29.925Z] [INFO] headers: {
[2026-03-11T21:30:29.926Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:29.926Z] [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',
[2026-03-11T21:30:29.926Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:29.927Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:29.927Z] [INFO] authorization: '***',
[2026-03-11T21:30:29.927Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:29.927Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:29.927Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:29.927Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:29.928Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:29.929Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:29.929Z] [INFO] }
[2026-03-11T21:30:29.929Z] [INFO] }
[2026-03-11T21:30:38.297Z] [INFO] [log_d88887, request-id: "req_011CYx1H2RoxBGdaKr1MQwyS"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 8376ms
[2026-03-11T21:30:38.298Z] [INFO] [log_d88887] response start {
[2026-03-11T21:30:38.299Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:38.299Z] [INFO] status: 200,
[2026-03-11T21:30:38.299Z] [INFO] headers: {
[2026-03-11T21:30:38.300Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:38.300Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:38.301Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:38.301Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:38.301Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:38.302Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:38.302Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:38.302Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:38.302Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:38.302Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:38.303Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:38.303Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:38.303Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:38.303Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:38.303Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:38.304Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:38.304Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:38.304Z] [INFO] 'cf-ray': '9dada9211da4d2b7-FRA',
[2026-03-11T21:30:38.304Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:38.304Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:38.304Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:38.305Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:38.305Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:38 GMT',
[2026-03-11T21:30:38.305Z] [INFO] 'request-id': 'req_011CYx1H2RoxBGdaKr1MQwyS',
[2026-03-11T21:30:38.305Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:38.305Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:38.305Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:38.305Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:38.306Z] [INFO] 'x-envoy-upstream-service-time': '8251',
[2026-03-11T21:30:38.306Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:38.307Z] [INFO] },
[2026-03-11T21:30:38.307Z] [INFO] durationMs: 8376
[2026-03-11T21:30:38.307Z] [INFO] }
[2026-03-11T21:30:38.307Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:38.307Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:38 GMT',
[2026-03-11T21:30:38.307Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:38.308Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:38.308Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:38.308Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:38.308Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:38.309Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:38.309Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:38.309Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:38.309Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:38.309Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:38.310Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:38.310Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:38.310Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:38.310Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:38.310Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:38.311Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:38.311Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:38.311Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:38.311Z] [INFO] 'request-id': 'req_011CYx1H2RoxBGdaKr1MQwyS',
[2026-03-11T21:30:38.311Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:38.312Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:38.312Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:38.312Z] [INFO] 'x-envoy-upstream-service-time': '8251',
[2026-03-11T21:30:38.312Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:38.312Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:38.313Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:38.313Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:38.313Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:38.313Z] [INFO] 'cf-ray': '9dada9211da4d2b7-FRA'
[2026-03-11T21:30:38.313Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:38.313Z] [INFO] [log_d88887] response parsed {
[2026-03-11T21:30:38.313Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:38.314Z] [INFO] status: 200,
[2026-03-11T21:30:38.314Z] [INFO] body: qG {
[2026-03-11T21:30:38.314Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:38.314Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:38.314Z] [INFO] },
[2026-03-11T21:30:38.314Z] [INFO] durationMs: 8377
[2026-03-11T21:30:38.314Z] [INFO] }
[2026-03-11T21:30:39.589Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QFXEbFuiskv6JyCV9CDqby",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01MfhoWj2vFcfJCTJ63pYYsC",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 391,
"cache_read_input_tokens": 31289,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 391
},
"output_tokens": 18,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2ce3e2fc-2e6b-43e9-9456-93284b9581ab"
}
[2026-03-11T21:30:39.604Z] [INFO] [log_b52719] sending request {
[2026-03-11T21:30:39.605Z] [INFO] method: 'post',
[2026-03-11T21:30:39.605Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.606Z] [INFO] options: {
[2026-03-11T21:30:39.606Z] [INFO] method: 'post',
[2026-03-11T21:30:39.606Z] [INFO] path: '/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.606Z] [INFO] body: { model: 'claude-opus-4-5-20251101', messages: [Array], tools: [] }
[2026-03-11T21:30:39.607Z] [INFO] },
[2026-03-11T21:30:39.607Z] [INFO] headers: {
[2026-03-11T21:30:39.607Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:39.608Z] [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',
[2026-03-11T21:30:39.608Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:39.608Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:39.608Z] [INFO] authorization: '***',
[2026-03-11T21:30:39.609Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:39.609Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:39.609Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:39.609Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:39.610Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:39.610Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:39.610Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:39.610Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:39.611Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:39.611Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1'
[2026-03-11T21:30:39.611Z] [INFO] }
[2026-03-11T21:30:39.611Z] [INFO] }
[2026-03-11T21:30:39.768Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QFXEbFuiskv6JyCV9CDqby",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01F9mjmFYpcZfnrzLJmpjetf",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 391,
"cache_read_input_tokens": 31289,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 391
},
"output_tokens": 18,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "aafe0358-6c1c-4aa3-9e34-703eaa8f7d59"
}
[2026-03-11T21:30:39.773Z] [INFO] [log_13da20] sending request {
[2026-03-11T21:30:39.773Z] [INFO] method: 'post',
[2026-03-11T21:30:39.774Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.774Z] [INFO] options: {
[2026-03-11T21:30:39.774Z] [INFO] method: 'post',
[2026-03-11T21:30:39.774Z] [INFO] path: '/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.774Z] [INFO] body: { model: 'claude-opus-4-5-20251101', messages: [Array], tools: [] }
[2026-03-11T21:30:39.775Z] [INFO] },
[2026-03-11T21:30:39.775Z] [INFO] headers: {
[2026-03-11T21:30:39.775Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:39.775Z] [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',
[2026-03-11T21:30:39.775Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:39.775Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:39.776Z] [INFO] authorization: '***',
[2026-03-11T21:30:39.776Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:39.776Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:39.776Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:39.776Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:39.776Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:39.776Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:39.777Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:39.777Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:39.777Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:39.777Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1'
[2026-03-11T21:30:39.777Z] [INFO] }
[2026-03-11T21:30:39.777Z] [INFO] }
[2026-03-11T21:30:39.801Z] [INFO] [log_b52719, request-id: "req_011CYx1HjrSKMMZBqGWh7xMG"] post https://api.anthropic.com/v1/messages/count_tokens?beta=true succeeded with status 200 in 197ms
[2026-03-11T21:30:39.802Z] [INFO] [log_b52719] response start {
[2026-03-11T21:30:39.802Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.802Z] [INFO] status: 200,
[2026-03-11T21:30:39.803Z] [INFO] headers: {
[2026-03-11T21:30:39.803Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:39.803Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:39.803Z] [INFO] 'cf-ray': '9dada95dac5f78ab-FRA',
[2026-03-11T21:30:39.804Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:39.804Z] [INFO] 'content-length': '22',
[2026-03-11T21:30:39.804Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:39.805Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:39.805Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:39 GMT',
[2026-03-11T21:30:39.805Z] [INFO] 'request-id': 'req_011CYx1HjrSKMMZBqGWh7xMG',
[2026-03-11T21:30:39.805Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:39.806Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:39.806Z] [INFO] 'x-envoy-upstream-service-time': '36',
[2026-03-11T21:30:39.806Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:39.806Z] [INFO] },
[2026-03-11T21:30:39.806Z] [INFO] durationMs: 197
[2026-03-11T21:30:39.806Z] [INFO] }
[2026-03-11T21:30:39.807Z] [INFO] [log_b52719] response parsed {
[2026-03-11T21:30:39.807Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:39.807Z] [INFO] status: 200,
[2026-03-11T21:30:39.807Z] [INFO] body: { input_tokens: 24650 },
[2026-03-11T21:30:39.807Z] [INFO] durationMs: 198
[2026-03-11T21:30:39.808Z] [INFO] }
[2026-03-11T21:30:39.815Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01MfhoWj2vFcfJCTJ63pYYsC",
"type": "tool_result",
"content": "<persisted-output>\nOutput too large (83.1KB). Full output saved to: /home/hive/.claude/projects/-tmp-gh-issue-solver-1773264581831/15bdaf0a-4c03-4060-ace9-d9914a0cfb20/tool-results/toolu_01MfhoWj2vFcfJCTJ63pYYsC.txt\n\nPreview (first 2KB):\n 1→extends Node2D\n 2→## Tutorial level script for teaching player advanced controls.\n 3→##\n 4→## This script handles the tutorial flow:\n 5→## 1. Player switches fire mode (B key) - only if player has assault rifle\n 6→## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n 7→## experiences running out of ammo)\n 8→## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n 9→## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n 10→## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n 11→## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n 12→## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n 13→## (only shown if player actually has grenades, Bug fix #9)\n 14→## 4. Shows completion message with Q restart hint\n 15→##\n 16→## Issue #808: Each hint shown independently; dismissed independently when action is done.\n 17→## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n 18→## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n 19→##\n 20→## Bug fixes (3rd review round, Issue #945):\n 21→## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n 22→## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n 23→## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n 24→## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n 25→## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n 26→## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n 27→## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n 28→## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n...\n</persisted-output>"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "44e3dba9-8ec6-4b2b-bdb5-96ed728a1482",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "extends Node2D\n## Tutorial level script for teaching player advanced controls.\n##\n## This script handles the tutorial flow:\n## 1. Player switches fire mode (B key) - only if player has assault rifle\n## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n## experiences running out of ammo)\n## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n## (only shown if player actually has grenades, Bug fix #9)\n## 4. Shows completion message with Q restart hint\n##\n## Issue #808: Each hint shown independently; dismissed independently when action is done.\n## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n##\n## Bug fixes (3rd review round, Issue #945):\n## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n## Fix #9: Grenade hint only shown when player actually has grenades.\n## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n##\n## Bug fixes (5th review round, Issue #945):\n## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n##\n## Bug fixes (Issue #991):\n## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n## hint appears only AFTER the GL fires (sequential, not simultaneous).\n## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n##\n## Bug fix (Issue #998):\n## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tSCOPE_TRAINING,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Grenade hint step tracking (Bug fix round 5):\n## 0 = initial (arm grenade: [G+ПКМ вправо])\n## 1 = G held (aim: [G+ПКМ→отпусти G])\n## 2 = G released, RMB held (throw: [ПКМ бросок])\nvar _grenade_hint_step: int = 0\n\n## Whether G was held during the last frame (for grenade hint step tracking).\nvar _grenade_g_was_held: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (for sniper-specific tutorial).\nvar _has_sniper_rifle: bool = false\n\n## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\nvar _has_makarov_pm: bool = false\n\n## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\nvar _has_revolver: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _has_ak_gl: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\nvar _shotgun_full_reload_active: bool = false\n\n## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n## Set to true after reload completes for M16; hint is shown after grenade step.\nvar _m16_needs_fire_mode_hint: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\nvar _sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\nvar _sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training step).\nvar _scope_used: bool = false\n\n## Hint keys used in the multi-hint system (Issue #808).\nconst HINT_RELOAD := \"reload\"\nconst HINT_GRENADE := \"grenade\"\nconst HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst HINT_SCOPE := \"scope\"\nconst HINT_FIRE_MODE := \"fire_mode\"\nconst HINT_HAMMER_COCK := \"hammer_cock\"\nconst HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n## Each hint is shown simultaneously and removed independently when the action completes.\nvar _hint_labels: Dictionary = {}\n\n## Vertical spacing between stacked hints above the player (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst HINT_SPACING := 60\n\n## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets (for practice, but not part of tutorial progression)\n\t_setup_targets()\n\n\t# Determine initial tutorial step based on weapon type\n\t_set_initial_step()\n\n\t# Create initial hints based on starting step\n\t_setup_initial_hints()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n\n\n## Determine the initial tutorial step based on weapon type.\n## Only the M16 (AssaultRifle) starts with fire mode switching.\n## AKGL does NOT have fire mode switching, so it starts with reload.\n## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\nfunc _set_initial_step() -> void:\n\t# Check which weapon the player has\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif weapon != null:\n\t\t# M16 has fire mode switching\n\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n\telse:\n\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n\t\t_current_step = TutorialStep.RELOAD\n\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\",\n\t\t\t\"ak_gl\": \"AKGL\",\n\t\t\t\"revolver\": \"Revolver\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n\t\tif akgl_scene:\n\t\t\tvar akgl = akgl_scene.instantiate()\n\t\t\takgl.name = \"AKGL\"\n\t\t\t_player.add_child(akgl)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(akgl)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = akgl\n\n\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n\t# If Revolver is selected, swap weapons\n\telif selected_weapon_id == \"revolver\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n\t\tif revolver_scene:\n\t\t\tvar revolver = revolver_scene.instantiate()\n\t\t\trevolver.name = \"Revolver\"\n\t\t\t_player.add_child(revolver)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(revolver)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = revolver\n\n\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\nfunc _process(_delta: float) -> void:\n\t# Update all floating hint positions to follow player\n\t_update_all_hint_positions()\n\n\t# Bug fix round 5: update grenade hint step based on key state\n\t_update_grenade_hint_step()\n\n\n## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\nfunc _connect_weapon_fired_signal(weapon_node: Node) -> void:\n\tif weapon_node == null:\n\t\treturn\n\tif weapon_node.has_signal(\"Fired\"):\n\t\tweapon_node.Fired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n\telif weapon_node.has_signal(\"ShotFired\"):\n\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n\telse:\n\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n\n\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n\tif weapon_node.has_signal(\"ActionStateChanged\"):\n\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n\tif _player.has_signal(\"ReloadSequenceProgress\"):\n\t\t_player.ReloadSequenceProgress.connect(_on_reload_sequence_progress)\n\t\tprint(\"Tutorial: Connected to ReloadSequenceProgress signal\")\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif sniper_rifle != null:\n\t\t_sniper_rifle = sniper_rifle\n\t\t_has_sniper_rifle = true\n\t\tprint(\"Tutorial: Player has ASVK Sniper Rifle - sniper-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(sniper_rifle)\n\n\t\t# Connect to bolt step changed signal for tracking reload\n\t\tif sniper_rifle.has_signal(\"BoltStepChanged\"):\n\t\t\tsniper_rifle.BoltStepChanged.connect(_on_sniper_bolt_step_changed)\n\t\t\tprint(\"Tutorial: Connected to BoltStepChanged signal\")\n\n\t\t# Connect to sniper ammo signal\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\t\t# Connect to scope state changed signal for scope training\n\t\tif sniper_rifle.has_signal(\"ScopeStateChanged\"):\n\t\t\tsniper_rifle.ScopeStateChanged.connect(_on_scope_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ScopeStateChanged signal\")\n\n\telif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(shotgun)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(mini_uzi)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(weapon)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\n\telif akgl != null:\n\t\t_assault_rifle = akgl\n\t\t# Bug fix round 5: AKGL does NOT have fire mode switching — do NOT set _has_assault_rifle.\n\t\t# _assault_rifle is kept for _ak_gl_has_round_loaded() grenade launcher check.\n\t\t_has_ak_gl = true\n\t\tprint(\"Tutorial: Player has AKGL - underbarrel GL tutorial enabled (no fire mode switching)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(akgl)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint sequentially.\n\t\t# Without this connection the GL hint never disappears after the player fires the launcher,\n\t\t# and both GL hint + grenade hint would appear simultaneously (causing overlap).\n\t\tif akgl.has_signal(\"GrenadeFired\"):\n\t\t\takgl.GrenadeFired.connect(_on_grenade_launcher_fired)\n\t\t\tprint(\"Tutorial: Connected to GrenadeFired signal (AKGL)\")\n\n\t\t# Connect to fire mode changed signal from AKGL\n\t\tif akgl.has_signal(\"FireModeChanged\"):\n\t\t\takgl.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal (AKGL)\")\n\n\telif revolver != null:\n\t\t_has_revolver = true\n\t\tprint(\"Tutorial: Player has RSh-12 Revolver - cylinder reload tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(revolver)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to hammer cocked signal to dismiss hammer hint (Issue #808)\n\t\tif revolver.has_signal(\"HammerCocked\"):\n\t\t\trevolver.HammerCocked.connect(_on_revolver_hammer_cocked)\n\t\t\tprint(\"Tutorial: Connected to HammerCocked signal\")\n\n\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n\t\t# RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n\t\t# This provides the step=2 update (cartridges inserted → highlight [R закрыть]).\n\t\tif revolver.has_signal(\"ReloadStateChanged\"):\n\t\t\trevolver.ReloadStateChanged.connect(_on_revolver_reload_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal (Revolver)\")\n\n\t\t# Connect to revolver ammo signal\n\t\tif revolver.has_signal(\"AmmoChanged\"):\n\t\t\trevolver.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif makarov_pm != null:\n\t\t_has_makarov_pm = true\n\t\tprint(\"Tutorial: Player has MakarovPM - pistol tutorial (R->R reload)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(makarov_pm)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to MakarovPM ammo signal\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif not _has_sniper_rifle:\n\t\t# GDScript player (only if no sniper rifle was detected earlier)\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\telif akgl != null:\n\t\t# C# Player with AKGL - connect to weapon signals\n\t\tif akgl.has_signal(\"AmmoChanged\"):\n\t\t\takgl.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from AKGL\n\t\tif akgl.get(\"CurrentAmmo\") != null and akgl.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(akgl.CurrentAmmo, akgl.ReserveAmmo)\n\telif revolver != null:\n\t\t# C# Player with Revolver - AmmoChanged already connected in _connect_player_signals.\n\t\t# Connect to CartridgeInserted for real-time UI update during cylinder reload (unique to ammo tracking).\n\t\t# Bug fix round 5: do NOT connect AmmoChanged again here to avoid double-update.\n\t\tif revolver.has_signal(\"CartridgeInserted\"):\n\t\t\trevolver.CartridgeInserted.connect(_on_revolver_cartridge_inserted)\n\t\t# Initial ammo display from Revolver\n\t\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n\telif makarov_pm != null:\n\t\t# C# Player with MakarovPM - connect to weapon signals\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from MakarovPM\n\t\tif makarov_pm.get(\"CurrentAmmo\") != null and makarov_pm.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(makarov_pm.CurrentAmmo, makarov_pm.ReserveAmmo)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\n## Bug fix #7: also updates the bolt-cycle hint to reflect the remaining shells to load.\n## Bug fix round 4: updates using full reload hint builder that also tracks reload state.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tvar reload_state: int = 0 # NotReloading (default for hint update)\n\tif _player:\n\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t\tif shotgun != null and shotgun.get(\"ReloadState\") != null:\n\t\t\treload_state = int(shotgun.ReloadState)\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(reload_state)\n\n\n## Called when revolver cartridge is inserted (during cylinder reload).\n## This allows the ammo counter to update immediately as each cartridge is loaded.\nfunc _on_revolver_cartridge_inserted(loaded: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\t\tif revolver != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = revolver.ReserveAmmo\n\t\tif revolver != null and revolver.get(\"CurrentAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, reserve_ammo)\n\n\n## Setup targets for shooting practice (optional, not part of tutorial progression).\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tprint(\"Tutorial: No targets found (optional for practice)\")\n\t\treturn\n\n\tvar target_count := 0\n\tfor _target in targets_node.get_children():\n\t\ttarget_count += 1\n\n\tprint(\"Tutorial: Found %d targets for practice\" % target_count)\n\n\n## Called when the player's weapon fires a shot (Issue #945).\n## Counts shots and reveals hints based on shot count:\n## - Bolt-cycle hint (sniper/shotgun) appears after 1st shot.\n## - Reload hint appears after 2nd shot.\nfunc _on_weapon_fired() -> void:\n\t_shots_fired += 1\n\tprint(\"Tutorial: Shot fired (%d total)\" % _shots_fired)\n\n\t# Bug fix: bolt-cycle hint (sniper bolt-action, shotgun bolt) shown after 1st shot.\n\tif _shots_fired >= 1 and not _bolt_cycle_hint_revealed:\n\t\tif _has_sniper_rifle or _has_shotgun:\n\t\t\t_bolt_cycle_hint_revealed = true\n\t\t\t_reveal_bolt_cycle_hint()\n\n\tif not _reload_hint_revealed and _shots_fired >= 2:\n\t\t_reload_hint_revealed = true\n\t\t_reveal_reload_hint()\n\n\n## Called when the reload sequence progresses (Issue #945).\n## Updates the reload hint to highlight the NEXT button in red.\n## Bug fix #5: Revolver has a special multi-step hint; shotgun uses ActionStateChanged.\n## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\nfunc _on_reload_sequence_progress(step: int, total: int) -> void:\n\t# Shotgun uses ActionStateChanged for step-by-step highlighting (not ReloadSequenceProgress)\n\tif _has_shotgun:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\n\t# Bug fix round 4: revolver step highlighting update\n\tif _has_revolver:\n\t\tvar new_text := _build_revolver_reload_hint_bbcode(step)\n\t\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = new_text\n\t\tprint(\"Tutorial: Revolver reload sequence step %d/%d - hint updated\" % [step, total])\n\t\treturn\n\n\tvar new_text := _build_reload_hint_bbcode(step, total)\n\tif new_text.is_empty():\n\t\treturn\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _has_shotgun:\n\t\treturn \"\"\n\n\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n\n\n## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n## after the 1st shot, not the full reload sequence.\nfunc _reveal_bolt_cycle_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tif _has_sniper_rifle:\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n\telif _has_shotgun:\n\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_add_hint(HINT_BOLT_CYCLE,\n\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n\t\t\t\tcanvas_layer)\n\n\n## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\nfunc _reveal_reload_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_add_reload_hints(canvas_layer)\n\n\n## Called when player switches fire mode.\n## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n\t\t_m16_needs_fire_mode_hint = false\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\treturn\n\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when sniper rifle bolt step changes.\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\nfunc _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n\n\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n\n\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n\tif step >= total_steps and not _sniper_bolt_cycled:\n\t\t_sniper_bolt_cycled = true\n\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n\t\t_sniper_bolt_cycled = false\n\n\n## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_sniper_bolt_hint_bbcode(step: int) -> String:\n\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n\tvar parts: PackedStringArray = []\n\tfor i in range(STEPS.size()):\n\t\tif i < step:\n\t\t\t# Completed step: grey with strikethrough\n\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n\t\telif i == step:\n\t\t\t# Current step: highlighted in red\n\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n\t\telse:\n\t\t\t# Future step: grey\n\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n\n\t# Mark as multi-step completed when all 4 steps done\n\tif step >= STEPS.size():\n\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\n\treturn \" \".join(parts) + \" Передёрни затвор\"\n\n\n## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\nfunc _build_shotgun_reload_hint_bbcode() -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\n\n## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\nfunc _get_shotgun_shells_to_load() -> int:\n\tif _shotgun == null:\n\t\treturn 8 # Default fallback\n\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n\tif shells_in_tube == null or tube_capacity == null:\n\t\treturn 8\n\treturn int(tube_capacity) - int(shells_in_tube)\n\n\n## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n## step=1: cylinder opened → highlight insert-cartridge action\n## step=3: cylinder closed → all grey (done)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_revolver_reload_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\t# Nothing done yet: highlight open-cylinder (R)\n\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n\t\t1:\n\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n\t\t2:\n\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n\t\t_:\n\t\t\t# All steps done - mark as multi-step completed\n\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n\n\n## Called when the shotgun's action state changes (pump-action between shots).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.\n## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\nfunc _on_shotgun_action_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n\tif _shotgun_full_reload_active:\n\t\treturn\n\n\t# state 1 = NeedsPumpUp (drag up to eject shell)\n\t# state 2 = NeedsPumpDown (drag down to chamber)\n\t# state 0 = Ready (bolt cycled, ready to fire)\n\tif new_state == 0:\n\t\t# Bolt cycle complete — dismiss pump hint\n\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\telif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun between-shots pump hint.\n## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_pump_hint_bbcode(state: int) -> String:\n\tmatch state:\n\t\t1: # NeedsPumpUp (nothing completed yet)\n\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n\t\t2: # NeedsPumpDown (pump-up completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n\t\t_:\n\t\t\t# Both completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n\n\n## Called when the shotgun's reload state changes (full shell-by-shell reload).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n## and advance tutorial instead of resetting the hint text to the first step.\n## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\nfunc _on_shotgun_reload_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\treturn\n\n\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n\tif new_state == 0:\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_shotgun_full_reload_active = false\n\t\tif not _has_reloaded:\n\t\t\t_has_reloaded = true\n\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n\t\t\tif _has_thrown_grenade:\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\tif is_instance_valid(label):\n\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n## state=0: NotReloading (initial, no step highlighted)\n## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\tmatch state:\n\t\t0, 1: # Not reloading or waiting to open\n\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t2: # Loading shells (open is completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t3: # Waiting to close (open and loading completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t_:\n\t\t\t# All steps completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n\n\n## Called when scope state changes (activated/deactivated).\n## Completes the scope training step when scope is used.\n## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\nfunc _on_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _scope_used:\n\t\treturn\n\n\t_scope_used = true\n\tprint(\"Tutorial: Scope used - scope training complete\")\n\t# Dismiss scope hint\n\t_dismiss_hint(HINT_SCOPE)\n\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n\tif _current_step == TutorialStep.SCOPE_TRAINING:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player completes reload.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n\t\t_dismiss_hint(HINT_RELOAD)\n\t\tif _has_shotgun:\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t\t_shotgun_full_reload_active = false\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n\t\tif _has_sniper_rifle:\n\t\t\tif _scope_used:\n\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n\t\t\t\treturn\n\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n\t\t# Set a flag so the hint is added when the grenade step completes.\n\t\tif _has_assault_rifle and not _has_ak_gl:\n\t\t\t_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n\t\t\t_add_hint(HINT_GRENADE_LAUNCHER,\n\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_grenade_launcher_fired).\n\t\t\treturn\n\t\t# If grenade was already thrown, go to COMPLETED; otherwise wait for grenade\n\t\tif _has_thrown_grenade:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\nfunc _on_grenade_launcher_fired() -> void:\n\t# Dismiss GL hint now that the launcher has been fired\n\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n\tprint(\"Tutorial: Grenade launcher fired — GL hint dismissed\")\n\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n\tif _has_thrown_grenade:\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\telse:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the revolver hammer is cocked (RMB press or LMB fire).\n## Dismisses the hammer cock hint the first time the hammer is cocked (Issue #808).\nfunc _on_revolver_hammer_cocked() -> void:\n\t_dismiss_hint(HINT_HAMMER_COCK)\n\n\n## Called when the revolver reload state changes (Bug fix round 5).\n## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n## Maps reload state to hint step to highlight the next action:\n## state=1 (CylinderOpen): highlight [ПКМ↑ патрон] (step=1)\n## state=2 (Loading): highlight [R закрыть] (step=2)\n## state=0/3 (not reloading/closing): all grey (done)\nfunc _on_revolver_reload_state_changed(new_state: int) -> void:\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\tif not _has_revolver:\n\t\treturn\n\n\t# Map Revolver reload state to hint step:\n\t# state=1 (CylinderOpen) → step=1 (highlight insert cartridge)\n\t# state=2 (Loading) → step=2 (highlight close cylinder)\n\t# state=0/3 → step=3 (all grey/done)\n\tvar hint_step: int = 0\n\tmatch new_state:\n\t\t1:\n\t\t\thint_step = 1\n\t\t2:\n\t\t\thint_step = 2\n\t\t_:\n\t\t\thint_step = 3\n\n\tvar new_text := _build_revolver_reload_hint_bbcode(hint_step)\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n\n\n## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n## step=0: arm grenade (G+ПКМ вправо highlighted)\n## step=1: G held, aim with RMB (G+ПКМ→отпусти G highlighted)\n## step=2: G released, RMB still held, throw (ПКМ highlighted)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_grenade_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n\t\t1:\n\t\t\t# First step completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n\t\t_:\n\t\t\t# First two steps completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"\n\n\n## Update the grenade hint step based on current input state (Bug fix round 5).\n## Called every frame to dynamically highlight the next required action.\nfunc _update_grenade_hint_step() -> void:\n\tif not _hint_labels.has(HINT_GRENADE):\n\t\t_grenade_g_was_held = false\n\t\t_grenade_hint_step = 0\n\t\treturn\n\n\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n\n\t# Detect state transitions\n\tif _grenade_hint_step == 0 and g_pressed:\n\t\t_grenade_hint_step = 1\n\t\t_grenade_g_was_held = true\n\telif _grenade_hint_step == 1 and not g_pressed and _grenade_g_was_held:\n\t\t_grenade_hint_step = 2\n\t\t_grenade_g_was_held = false\n\n\t# Update the label text to reflect current step\n\tvar label: RichTextLabel = _hint_labels[HINT_GRENADE]\n\tif is_instance_valid(label):\n\t\tvar new_text := _build_grenade_hint_bbcode(_grenade_hint_step)\n\t\tif label.text != new_text:\n\t\t\tlabel.text = new_text\n\n\n## Called when player throws a grenade.\n## Grenade can be thrown at any step that shows the grenade hint (RELOAD or THROW_GRENADE).\n## Bug fix round 5: M16 fire-mode [B] hint is shown AFTER grenade is thrown (final step).\nfunc _on_player_grenade_thrown() -> void:\n\t# Allow grenade dismissal from RELOAD step too (thrown before reload completes)\n\tif _current_step != TutorialStep.THROW_GRENADE and _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n\t\t_hint_is_multistep_completed[HINT_GRENADE] = true\n\t\t# Dismiss only the grenade hint (Issue #808)\n\t\t_dismiss_hint(HINT_GRENADE)\n\t\t# Bug fix round 5: show M16 fire-mode [B] hint after grenade (as the last training hint).\n\t\tif _m16_needs_fire_mode_hint:\n\t\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t\tif canvas_layer:\n\t\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\t\t# Don't advance to COMPLETED yet — wait for fire-mode switch to complete.\n\t\t\treturn\n\t\t# If grenade thrown before reload, stay in RELOAD step (reload hint still visible)\n\t\tif _current_step == TutorialStep.THROW_GRENADE:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_show_hints_for_step(step)\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## ============================================================\n## Multi-hint system (Issue #808)\n## ============================================================\n\n\n## Setup initial hints based on the starting tutorial step.\nfunc _setup_initial_hints() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - hints will not be displayed!\")\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is delayed until player fires 2 shots.\n\t\t\t# Do not show reload hints here; _on_weapon_fired() will reveal them.\n\t\t\t# Bug fix #3: Revolver hammer-cock hint is shown from the very start (on weapon pickup).\n\t\t\tif _has_revolver:\n\t\t\t\t_add_hint(HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n\t\t\t# Issue #998: Scope hint is shown from the very start for sniper rifle.\n\t\t\tif _has_sniper_rifle:\n\t\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\n\n## Show hints appropriate for the given step.\n## Bug fix #5: grenade hint now appears AFTER reload disappears, not simultaneously.\n## Bug fix #9: grenade hint only shown when player actually has grenades.\nfunc _show_hints_for_step(step: TutorialStep) -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tmatch step:\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is only shown after 2 shots.\n\t\t\t# _reveal_reload_hint() is called by _on_weapon_fired() after 2 shots.\n\t\t\t# If the player has already fired 2+ shots (e.g. after fire mode step), show immediately.\n\t\t\tif _reload_hint_revealed:\n\t\t\t\t_add_reload_hints(canvas_layer)\n\t\tTutorialStep.SCOPE_TRAINING:\n\t\t\t# Scope hint added after reload completes\n\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Bug fix #9: only show grenade hint if the player actually has grenades\n\t\t\tif _player_has_grenades():\n\t\t\t\tif not _hint_labels.has(HINT_GRENADE):\n\t\t\t\t\t_grenade_hint_step = 0\n\t\t\t\t\t_grenade_g_was_held = false\n\t\t\t\t\t_add_hint(HINT_GRENADE, _build_grenade_hint_bbcode(0), canvas_layer)\n\t\t\telse:\n\t\t\t\t# No grenades — skip grenade step and complete tutorial\n\t\t\t\tprint(\"Tutorial: Player has no grenades — skipping grenade hint\")\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Remove any remaining hints\n\t\t\tfor key in _hint_labels.keys():\n\t\t\t\t_dismiss_hint(key)\n\n\n## Check whether the player currently holds at least one grenade (Bug fix #9).\nfunc _player_has_grenades() -> bool:\n\tif _player == null:\n\t\treturn false\n\t# Check via C# player property\n\tvar grenade_count = _player.get(\"GrenadeCount\")\n\tif grenade_count != null:\n\t\treturn int(grenade_count) > 0\n\t# Fallback: tutorial level gives infinite grenades — always true on Tutorial map\n\treturn true\n\n\n## Check whether the AK GL currently has a round loaded in the grenade launcher (Bug fix #10).\n## Bug fix round 4: use GrenadeAvailable (bool) instead of GrenadeLauncherAmmo (did not exist).\nfunc _ak_gl_has_round_loaded() -> bool:\n\tif _assault_rifle == null:\n\t\treturn false\n\t# Check C# AKGL property GrenadeAvailable (bool)\n\tvar available = _assault_rifle.get(\"GrenadeAvailable\")\n\tif available != null:\n\t\treturn bool(available)\n\t# Fallback: assume loaded if property not found\n\treturn true\n\n\n## Add reload-related hints for the current weapon type.\n## For weapons with special features (sniper bolt, revolver hammer), each feature gets its own line.\n## Issue #945: Reload hint uses BBCode with the first step highlighted in red.\n## Bug fix round 4: Shotgun shows full reload hint (replacing pump-action hint) after 2nd shot.\n## Bug fix round 5: Set _shotgun_full_reload_active to block pump hint from overwriting full reload hint.\n## Bug fix: Sniper bolt-cycle hint is NOT added here (it appears after 1st shot).\n## Revolver hammer-cock hint is NOT added here (it appears from start).\nfunc _add_reload_hints(canvas_layer: Node) -> void:\n\t# Add reload hint based on weapon type\n\tif _has_shotgun:\n\t\t# Bug fix round 4: replace the pump-action hint with the full reload hint after 2nd shot.\n\t\t# Bug fix round 5: set _shotgun_full_reload_active so ActionStateChanged skips pump updates.\n\t\t_shotgun_full_reload_active = true\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_add_hint(HINT_BOLT_CYCLE, _build_shotgun_full_reload_hint_bbcode(0), canvas_layer)\n\telif _has_sniper_rifle:\n\t\t# Sniper: magazine swap reload hint. Bolt-cycle hint already shown after 1st shot.\n\t\t# Initial text = step 0 (nothing done yet, first R highlighted red).\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\telif _has_revolver:\n\t\t# Revolver: cylinder reload hint. Hammer-cock hint is shown from start (Bug fix #3).\n\t\t_add_hint(HINT_RELOAD,\n\t\t\t\"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\",\n\t\t\tcanvas_layer)\n\telif _has_makarov_pm:\n\t\t# Makarov PM uses simplified R->R reload. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 2), canvas_layer)\n\telse:\n\t\t# Standard R->F->R. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\n\t# Bug fix #5: grenade hint is shown AFTER reload disappears, not simultaneously.\n\t# It is added in _show_hints_for_step(THROW_GRENADE) when reload is done.\n\n\n## Get the unique color for a hint by its key (Issue #945: different colors per hint).\nfunc _get_hint_color(hint_key: String) -> Color:\n\tmatch hint_key:\n\t\tHINT_FIRE_MODE:\n\t\t\treturn HINT_COLOR_FIRE_MODE\n\t\tHINT_RELOAD:\n\t\t\treturn HINT_COLOR_RELOAD\n\t\tHINT_GRENADE:\n\t\t\treturn HINT_COLOR_GRENADE\n\t\tHINT_BOLT_CYCLE:\n\t\t\treturn HINT_COLOR_BOLT_CYCLE\n\t\tHINT_SCOPE:\n\t\t\treturn HINT_COLOR_SCOPE\n\t\tHINT_HAMMER_COCK:\n\t\t\treturn HINT_COLOR_HAMMER_COCK\n\t\tHINT_GRENADE_LAUNCHER:\n\t\t\treturn HINT_COLOR_GRENADE_LAUNCHER\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n\n\n## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_animating_hints.erase(hint_key)\n\t_hint_labels.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update positions of all active hints to follow the player.\nfunc _update_all_hint_positions() -> void:\n\tif _player == null or _hint_labels.is_empty():\n\t\treturn\n\n\tvar index := 0\n\tfor hint_key in _hint_labels:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label):\n\t\t\t_update_hint_position_indexed(label, index)\n\t\t\tindex += 1\n\n\n## Update a single hint label's position.\nfunc _update_hint_position(hint_key: String, label: RichTextLabel) -> void:\n\t# Find this hint's index among active hints\n\tvar index := 0\n\tfor key in _hint_labels:\n\t\tif key == hint_key:\n\t\t\tbreak\n\t\tindex += 1\n\t_update_hint_position_indexed(label, index)\n\n\n## Position a hint label above the player at the given vertical index (0 = closest to player).\nfunc _update_hint_position_indexed(label: RichTextLabel, index: int) -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Stack hints above player: index 0 is closest, higher indices are further up\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.position = screen_pos + Vector2(-150, -80 - index * HINT_SPACING)\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n",
"numLines": 1739,
"startLine": 1,
"totalLines": 1739
}
}
}
[2026-03-11T21:30:40.021Z] [INFO] [log_13da20, request-id: "req_011CYx1HkhHcSSrfNSEs7Tco"] post https://api.anthropic.com/v1/messages/count_tokens?beta=true succeeded with status 200 in 248ms
[2026-03-11T21:30:40.022Z] [INFO] [log_13da20] response start {
[2026-03-11T21:30:40.022Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:40.023Z] [INFO] status: 200,
[2026-03-11T21:30:40.023Z] [INFO] headers: {
[2026-03-11T21:30:40.023Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:40.023Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:40.024Z] [INFO] 'cf-ray': '9dada95edec83740-CDG',
[2026-03-11T21:30:40.024Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:40.024Z] [INFO] 'content-length': '22',
[2026-03-11T21:30:40.024Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:40.025Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:40.025Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:40 GMT',
[2026-03-11T21:30:40.025Z] [INFO] 'request-id': 'req_011CYx1HkhHcSSrfNSEs7Tco',
[2026-03-11T21:30:40.025Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:40.025Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:40.026Z] [INFO] 'x-envoy-upstream-service-time': '92',
[2026-03-11T21:30:40.026Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:40.026Z] [INFO] },
[2026-03-11T21:30:40.026Z] [INFO] durationMs: 248
[2026-03-11T21:30:40.026Z] [INFO] }
[2026-03-11T21:30:40.026Z] [INFO] [log_13da20] response parsed {
[2026-03-11T21:30:40.027Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:40.028Z] [INFO] status: 200,
[2026-03-11T21:30:40.028Z] [INFO] body: { input_tokens: 33611 },
[2026-03-11T21:30:40.028Z] [INFO] durationMs: 249
[2026-03-11T21:30:40.028Z] [INFO] }
[2026-03-11T21:30:40.042Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"type": "tool_result",
"content": "File content (33611 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_01F9mjmFYpcZfnrzLJmpjetf"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "aeca6286-556d-4a6e-b234-dc99a5c548e1",
"tool_use_result": "Error: File content (33611 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."
}
[2026-03-11T21:30:40.049Z] [INFO] [log_43ea2b] sending request {
[2026-03-11T21:30:40.049Z] [INFO] method: 'post',
[2026-03-11T21:30:40.050Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:40.051Z] [INFO] options: {
[2026-03-11T21:30:40.051Z] [INFO] method: 'post',
[2026-03-11T21:30:40.051Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:40.052Z] [INFO] body: {
[2026-03-11T21:30:40.052Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:40.052Z] [INFO] messages: [Array],
[2026-03-11T21:30:40.052Z] [INFO] system: [Array],
[2026-03-11T21:30:40.053Z] [INFO] tools: [Array],
[2026-03-11T21:30:40.053Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:40.053Z] [INFO] metadata: [Object],
[2026-03-11T21:30:40.053Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:40.053Z] [INFO] thinking: undefined,
[2026-03-11T21:30:40.053Z] [INFO] temperature: 1,
[2026-03-11T21:30:40.054Z] [INFO] stream: true
[2026-03-11T21:30:40.054Z] [INFO] },
[2026-03-11T21:30:40.054Z] [INFO] timeout: 600000,
[2026-03-11T21:30:40.054Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:40.054Z] [INFO] stream: true
[2026-03-11T21:30:40.054Z] [INFO] },
[2026-03-11T21:30:40.055Z] [INFO] headers: {
[2026-03-11T21:30:40.055Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:40.055Z] [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',
[2026-03-11T21:30:40.055Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:40.055Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:40.055Z] [INFO] authorization: '***',
[2026-03-11T21:30:40.055Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:40.056Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:40.056Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:40.056Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:40.056Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:40.056Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:40.056Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:40.056Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:40.057Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:40.057Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:40.057Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:40.057Z] [INFO] }
[2026-03-11T21:30:40.057Z] [INFO] }
[2026-03-11T21:30:41.951Z] [INFO] [log_43ea2b, request-id: "req_011CYx1Hmm2w3o5JWKyDhrCi"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1903ms
[2026-03-11T21:30:41.952Z] [INFO] [log_43ea2b] response start {
[2026-03-11T21:30:41.953Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:41.953Z] [INFO] status: 200,
[2026-03-11T21:30:41.954Z] [INFO] headers: {
[2026-03-11T21:30:41.954Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:41.954Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:41.954Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:41.954Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:41.954Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:41.955Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:41.956Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:41.956Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:41.956Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:41.956Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:41.956Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:41.956Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:41.956Z] [INFO] 'cf-ray': '9dada9605ce2d2b7-FRA',
[2026-03-11T21:30:41.956Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:41.957Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:41.957Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:41.958Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:41.958Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:41 GMT',
[2026-03-11T21:30:41.958Z] [INFO] 'request-id': 'req_011CYx1Hmm2w3o5JWKyDhrCi',
[2026-03-11T21:30:41.958Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:41.958Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:41.959Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:41.959Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:41.959Z] [INFO] 'x-envoy-upstream-service-time': '1774',
[2026-03-11T21:30:41.959Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:41.959Z] [INFO] },
[2026-03-11T21:30:41.959Z] [INFO] durationMs: 1903
[2026-03-11T21:30:41.959Z] [INFO] }
[2026-03-11T21:30:41.960Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:41.960Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:41 GMT',
[2026-03-11T21:30:41.960Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:41.960Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:41.960Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:41.961Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:41.961Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:41.961Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:41.961Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:41.961Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.55',
[2026-03-11T21:30:41.961Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:41.962Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:41.962Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:41.962Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:41.962Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:41.963Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:41.963Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:41.963Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:41.963Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:41.963Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:41.964Z] [INFO] 'request-id': 'req_011CYx1Hmm2w3o5JWKyDhrCi',
[2026-03-11T21:30:41.964Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:41.964Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:41.964Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:41.964Z] [INFO] 'x-envoy-upstream-service-time': '1774',
[2026-03-11T21:30:41.964Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:41.965Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:41.965Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:41.965Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:41.965Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:41.965Z] [INFO] 'cf-ray': '9dada9605ce2d2b7-FRA'
[2026-03-11T21:30:41.965Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:41.966Z] [INFO] [log_43ea2b] response parsed {
[2026-03-11T21:30:41.966Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:41.966Z] [INFO] status: 200,
[2026-03-11T21:30:41.966Z] [INFO] body: qG {
[2026-03-11T21:30:41.966Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:41.966Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:41.967Z] [INFO] },
[2026-03-11T21:30:41.967Z] [INFO] durationMs: 1903
[2026-03-11T21:30:41.967Z] [INFO] }
[2026-03-11T21:30:42.829Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_0123uUcXz2b1Sj8pKoFvvzfg",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "The tutorial_level.gd file is too large for a preview. Let me read the relevant parts related to strikethrough animation."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 978,
"cache_read_input_tokens": 31680,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 978
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4fa5a294-8429-4133-9c03-3be206dad071"
}
[2026-03-11T21:30:43.572Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_0123uUcXz2b1Sj8pKoFvvzfg",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01F8e1CyJyQ53qVZzSEwGXyn",
"name": "Read",
"input": {
"file_path": "/home/hive/.claude/projects/-tmp-gh-issue-solver-1773264581831/15bdaf0a-4c03-4060-ace9-d9914a0cfb20/tool-results/toolu_01MfhoWj2vFcfJCTJ63pYYsC.txt"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 978,
"cache_read_input_tokens": 31680,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 978
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "131d5b85-a480-4c6c-8a4a-18d615c9afa0"
}
[2026-03-11T21:30:43.578Z] [INFO] [log_c3af16] sending request {
[2026-03-11T21:30:43.578Z] [INFO] method: 'post',
[2026-03-11T21:30:43.579Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:43.579Z] [INFO] options: {
[2026-03-11T21:30:43.579Z] [INFO] method: 'post',
[2026-03-11T21:30:43.579Z] [INFO] path: '/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:43.579Z] [INFO] body: { model: 'claude-opus-4-5-20251101', messages: [Array], tools: [] }
[2026-03-11T21:30:43.580Z] [INFO] },
[2026-03-11T21:30:43.580Z] [INFO] headers: {
[2026-03-11T21:30:43.580Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:43.580Z] [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',
[2026-03-11T21:30:43.580Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:43.580Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:43.581Z] [INFO] authorization: '***',
[2026-03-11T21:30:43.581Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:43.581Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:43.581Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:43.582Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:43.582Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:43.582Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:43.583Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:43.583Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:43.583Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:43.583Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1'
[2026-03-11T21:30:43.583Z] [INFO] }
[2026-03-11T21:30:43.584Z] [INFO] }
[2026-03-11T21:30:43.783Z] [INFO] [log_c3af16, request-id: "req_011CYx1J2qdzqhVcmwzN4tRk"] post https://api.anthropic.com/v1/messages/count_tokens?beta=true succeeded with status 200 in 205ms
[2026-03-11T21:30:43.784Z] [INFO] [log_c3af16] response start {
[2026-03-11T21:30:43.784Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:43.784Z] [INFO] status: 200,
[2026-03-11T21:30:43.785Z] [INFO] headers: {
[2026-03-11T21:30:43.785Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:43.785Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:43.785Z] [INFO] 'cf-ray': '9dada9767cec78ab-FRA',
[2026-03-11T21:30:43.785Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:43.785Z] [INFO] 'content-length': '22',
[2026-03-11T21:30:43.785Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:43.786Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:43.786Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:43 GMT',
[2026-03-11T21:30:43.786Z] [INFO] 'request-id': 'req_011CYx1J2qdzqhVcmwzN4tRk',
[2026-03-11T21:30:43.786Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:43.786Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:43.786Z] [INFO] 'x-envoy-upstream-service-time': '77',
[2026-03-11T21:30:43.786Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:43.787Z] [INFO] },
[2026-03-11T21:30:43.787Z] [INFO] durationMs: 205
[2026-03-11T21:30:43.787Z] [INFO] }
[2026-03-11T21:30:43.787Z] [INFO] [log_c3af16] response parsed {
[2026-03-11T21:30:43.787Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:30:43.787Z] [INFO] status: 200,
[2026-03-11T21:30:43.787Z] [INFO] body: { input_tokens: 30975 },
[2026-03-11T21:30:43.788Z] [INFO] durationMs: 206
[2026-03-11T21:30:43.788Z] [INFO] }
[2026-03-11T21:30:43.788Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"type": "tool_result",
"content": "File content (30975 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_01F8e1CyJyQ53qVZzSEwGXyn"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2275580f-3d6d-4755-86f5-fd49aa17bc82",
"tool_use_result": "Error: File content (30975 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."
}
[2026-03-11T21:30:43.790Z] [INFO] [log_3eb890] sending request {
[2026-03-11T21:30:43.791Z] [INFO] method: 'post',
[2026-03-11T21:30:43.791Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:43.791Z] [INFO] options: {
[2026-03-11T21:30:43.791Z] [INFO] method: 'post',
[2026-03-11T21:30:43.791Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:43.791Z] [INFO] body: {
[2026-03-11T21:30:43.791Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:43.792Z] [INFO] messages: [Array],
[2026-03-11T21:30:43.792Z] [INFO] system: [Array],
[2026-03-11T21:30:43.792Z] [INFO] tools: [Array],
[2026-03-11T21:30:43.792Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:43.792Z] [INFO] metadata: [Object],
[2026-03-11T21:30:43.792Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:43.792Z] [INFO] thinking: undefined,
[2026-03-11T21:30:43.792Z] [INFO] temperature: 1,
[2026-03-11T21:30:43.793Z] [INFO] stream: true
[2026-03-11T21:30:43.793Z] [INFO] },
[2026-03-11T21:30:43.793Z] [INFO] timeout: 600000,
[2026-03-11T21:30:43.793Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:43.793Z] [INFO] stream: true
[2026-03-11T21:30:43.793Z] [INFO] },
[2026-03-11T21:30:43.793Z] [INFO] headers: {
[2026-03-11T21:30:43.793Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:43.794Z] [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',
[2026-03-11T21:30:43.794Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:43.794Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:43.794Z] [INFO] authorization: '***',
[2026-03-11T21:30:43.794Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:43.794Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:43.795Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:43.795Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:43.795Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:43.795Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:43.796Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:43.796Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:43.796Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:43.796Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:43.796Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:43.796Z] [INFO] }
[2026-03-11T21:30:43.797Z] [INFO] }
[2026-03-11T21:30:46.090Z] [INFO] [log_3eb890, request-id: "req_011CYx1J3iyRxG24MZ1WnseS"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2299ms
[2026-03-11T21:30:46.091Z] [INFO] [log_3eb890] response start {
[2026-03-11T21:30:46.091Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:46.092Z] [INFO] status: 200,
[2026-03-11T21:30:46.092Z] [INFO] headers: {
[2026-03-11T21:30:46.092Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:46.092Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:46.093Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:46.094Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:46.095Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:46.095Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:46.095Z] [INFO] 'cf-ray': '9dada977ba4cd2b7-FRA',
[2026-03-11T21:30:46.095Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:46.095Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:46.095Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:46.096Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:46.096Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:46 GMT',
[2026-03-11T21:30:46.096Z] [INFO] 'request-id': 'req_011CYx1J3iyRxG24MZ1WnseS',
[2026-03-11T21:30:46.096Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:46.096Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:46.096Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:46.096Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:46.096Z] [INFO] 'x-envoy-upstream-service-time': '2168',
[2026-03-11T21:30:46.097Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:46.097Z] [INFO] },
[2026-03-11T21:30:46.097Z] [INFO] durationMs: 2299
[2026-03-11T21:30:46.097Z] [INFO] }
[2026-03-11T21:30:46.097Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:46.097Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:46 GMT',
[2026-03-11T21:30:46.097Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:46.098Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:46.098Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:46.098Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:46.098Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:46.098Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:46.098Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:46.098Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:46.099Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:46.100Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:46.100Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:46.100Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:46.100Z] [INFO] 'request-id': 'req_011CYx1J3iyRxG24MZ1WnseS',
[2026-03-11T21:30:46.100Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:46.100Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:46.100Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:46.100Z] [INFO] 'x-envoy-upstream-service-time': '2168',
[2026-03-11T21:30:46.101Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:46.101Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:46.101Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:46.102Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:46.102Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:46.102Z] [INFO] 'cf-ray': '9dada977ba4cd2b7-FRA'
[2026-03-11T21:30:46.102Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:46.102Z] [INFO] [log_3eb890] response parsed {
[2026-03-11T21:30:46.102Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:46.102Z] [INFO] status: 200,
[2026-03-11T21:30:46.102Z] [INFO] body: qG {
[2026-03-11T21:30:46.103Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:46.103Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:46.103Z] [INFO] },
[2026-03-11T21:30:46.103Z] [INFO] durationMs: 2300
[2026-03-11T21:30:46.103Z] [INFO] }
[2026-03-11T21:30:46.921Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_012jBBhyBGu8C6X6WDjc2DhK",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01UrxArWEzRE6Fy1mF2WwK5Q",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"limit": 500
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 221,
"cache_read_input_tokens": 32658,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 221
},
"output_tokens": 25,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "769292c9-2932-4d21-83f9-f19b743c55db"
}
[2026-03-11T21:30:46.939Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01UrxArWEzRE6Fy1mF2WwK5Q",
"type": "tool_result",
"content": " 1→extends Node2D\n 2→## Tutorial level script for teaching player advanced controls.\n 3→##\n 4→## This script handles the tutorial flow:\n 5→## 1. Player switches fire mode (B key) - only if player has assault rifle\n 6→## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n 7→## experiences running out of ammo)\n 8→## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n 9→## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n 10→## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n 11→## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n 12→## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n 13→## (only shown if player actually has grenades, Bug fix #9)\n 14→## 4. Shows completion message with Q restart hint\n 15→##\n 16→## Issue #808: Each hint shown independently; dismissed independently when action is done.\n 17→## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n 18→## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n 19→##\n 20→## Bug fixes (3rd review round, Issue #945):\n 21→## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n 22→## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n 23→## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n 24→## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n 25→## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n 26→## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n 27→## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n 28→## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n 29→## Fix #9: Grenade hint only shown when player actually has grenades.\n 30→## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n 31→##\n 32→## Bug fixes (5th review round, Issue #945):\n 33→## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n 34→## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n 35→## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n 36→## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n 37→## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n 38→## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n 39→##\n 40→## Bug fixes (Issue #991):\n 41→## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n 42→## hint appears only AFTER the GL fires (sequential, not simultaneous).\n 43→## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n 44→##\n 45→## Bug fix (Issue #998):\n 46→## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n 47→## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n 48→## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n 49→##\n 50→## On this tutorial level, grenades are infinite so player can practice.\n 51→## Floating key prompts appear near the player until the action is completed.\n 52→\n 53→## Reference to the player node.\n 54→var _player: Node2D = null\n 55→\n 56→## Reference to the UI container.\n 57→var _ui: Control = null\n 58→\n 59→## Reference to the ammo count label.\n 60→var _ammo_label: Label = null\n 61→\n 62→## Tutorial state tracking.\n 63→enum TutorialStep {\n 64→\tSWITCH_FIRE_MODE,\n 65→\tRELOAD,\n 66→\tSCOPE_TRAINING,\n 67→\tTHROW_GRENADE,\n 68→\tCOMPLETED\n 69→}\n 70→\n 71→## Current tutorial step.\n 72→var _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n 73→\n 74→## Whether the player has reloaded.\n 75→var _has_reloaded: bool = false\n 76→\n 77→## Whether the player has switched fire mode.\n 78→var _has_switched_fire_mode: bool = false\n 79→\n 80→## Whether the player has thrown a grenade.\n 81→var _has_thrown_grenade: bool = false\n 82→\n 83→## Grenade hint step tracking (Bug fix round 5):\n 84→## 0 = initial (arm grenade: [G+ПКМ вправо])\n 85→## 1 = G held (aim: [G+ПКМ→отпусти G])\n 86→## 2 = G released, RMB held (throw: [ПКМ бросок])\n 87→var _grenade_hint_step: int = 0\n 88→\n 89→## Whether G was held during the last frame (for grenade hint step tracking).\n 90→var _grenade_g_was_held: bool = false\n 91→\n 92→## Whether the player has an assault rifle (for fire mode tutorial step).\n 93→var _has_assault_rifle: bool = false\n 94→\n 95→## Whether the player has a shotgun (for shotgun-specific tutorial).\n 96→var _has_shotgun: bool = false\n 97→\n 98→## Whether the player has a sniper rifle (for sniper-specific tutorial).\n 99→var _has_sniper_rifle: bool = false\n 100→\n 101→## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\n 102→var _has_makarov_pm: bool = false\n 103→\n 104→## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\n 105→var _has_revolver: bool = false\n 106→\n 107→## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\n 108→var _has_ak_gl: bool = false\n 109→\n 110→## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n 111→## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\n 112→var _shotgun_full_reload_active: bool = false\n 113→\n 114→## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n 115→## Set to true after reload completes for M16; hint is shown after grenade step.\n 116→var _m16_needs_fire_mode_hint: bool = false\n 117→\n 118→## Reference to the player's assault rifle weapon (for fire mode tracking).\n 119→var _assault_rifle: Node = null\n 120→\n 121→## Reference to the player's shotgun weapon (for shotgun-specific tracking).\n 122→var _shotgun: Node = null\n 123→\n 124→## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\n 125→var _sniper_rifle: Node = null\n 126→\n 127→## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\n 128→var _sniper_bolt_cycled: bool = false\n 129→\n 130→## Whether the scope has been used (for sniper scope training step).\n 131→var _scope_used: bool = false\n 132→\n 133→## Hint keys used in the multi-hint system (Issue #808).\n 134→const HINT_RELOAD := \"reload\"\n 135→const HINT_GRENADE := \"grenade\"\n 136→const HINT_BOLT_CYCLE := \"bolt_cycle\"\n 137→const HINT_SCOPE := \"scope\"\n 138→const HINT_FIRE_MODE := \"fire_mode\"\n 139→const HINT_HAMMER_COCK := \"hammer_cock\"\n 140→const HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n 141→\n 142→## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n 143→## Each hint is shown simultaneously and removed independently when the action completes.\n 144→var _hint_labels: Dictionary = {}\n 145→\n 146→## Vertical spacing between stacked hints above the player (pixels).\n 147→## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\n 148→const HINT_SPACING := 60\n 149→\n 150→## Issue #944: Animation durations for tutorial hint transitions.\n 151→## Fade-in duration for new hints appearing (seconds).\n 152→const HINT_FADE_IN_DURATION := 0.3\n 153→## Strikethrough display duration before fade-out (seconds).\n 154→const HINT_STRIKETHROUGH_DURATION := 0.4\n 155→## Fade-out duration after strikethrough (seconds).\n 156→const HINT_FADE_OUT_DURATION := 0.3\n 157→\n 158→## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n 159→## These hints should not be updated or re-dismissed while animating.\n 160→var _animating_hints: Dictionary = {}\n 161→\n 162→## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n 163→## When true, the hint should just disappear without strikethrough (already shown per-step).\n 164→var _hint_is_multistep_completed: Dictionary = {}\n 165→\n 166→## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\n 167→var _shots_fired: int = 0\n 168→\n 169→## Whether the reload hint has already been revealed (Issue #945).\n 170→var _reload_hint_revealed: bool = false\n 171→\n 172→## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\n 173→var _bolt_cycle_hint_revealed: bool = false\n 174→\n 175→## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\n 176→const HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\n 177→const HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n 178→const HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n 179→const HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n 180→const HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\n 181→const HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n 182→const HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n 183→\n 184→\n 185→func _ready() -> void:\n 186→\tprint(\"Tutorial level loaded - Обучение\")\n 187→\n 188→\t# Find player\n 189→\t_player = get_node_or_null(\"Entities/Player\")\n 190→\tif _player == null:\n 191→\t\tpush_error(\"Tutorial: Player not found!\")\n 192→\t\treturn\n 193→\n 194→\t# Swap weapon based on GameManager selection\n 195→\t_setup_selected_weapon()\n 196→\n 197→\t# Setup realistic visibility component (Issue #540)\n 198→\t_setup_realistic_visibility()\n 199→\n 200→\t# Find UI container\n 201→\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n 202→\n 203→\t# Find the ammo label\n 204→\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n 205→\n 206→\t# Connect to player signals for tracking actions\n 207→\t_connect_player_signals()\n 208→\n 209→\t# Setup ammo tracking\n 210→\t_setup_ammo_tracking()\n 211→\n 212→\t# Find and setup targets (for practice, but not part of tutorial progression)\n 213→\t_setup_targets()\n 214→\n 215→\t# Determine initial tutorial step based on weapon type\n 216→\t_set_initial_step()\n 217→\n 218→\t# Create initial hints based on starting step\n 219→\t_setup_initial_hints()\n 220→\n 221→\t# Register player with GameManager\n 222→\tif GameManager:\n 223→\t\tGameManager.set_player(_player)\n 224→\n 225→\n 226→## Setup realistic visibility for the player (Issue #540).\n 227→## Adds the RealisticVisibilityComponent to the player node.\n 228→func _setup_realistic_visibility() -> void:\n 229→\tif _player == null:\n 230→\t\treturn\n 231→\n 232→\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n 233→\tif visibility_script == null:\n 234→\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n 235→\t\treturn\n 236→\n 237→\tvar visibility_component = Node.new()\n 238→\tvisibility_component.name = \"RealisticVisibilityComponent\"\n 239→\tvisibility_component.set_script(visibility_script)\n 240→\t_player.add_child(visibility_component)\n 241→\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n 242→\n 243→\n 244→## Determine the initial tutorial step based on weapon type.\n 245→## Only the M16 (AssaultRifle) starts with fire mode switching.\n 246→## AKGL does NOT have fire mode switching, so it starts with reload.\n 247→## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\n 248→func _set_initial_step() -> void:\n 249→\t# Check which weapon the player has\n 250→\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n 251→\n 252→\tif weapon != null:\n 253→\t\t# M16 has fire mode switching\n 254→\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n 255→\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n 256→\telse:\n 257→\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n 258→\t\t_current_step = TutorialStep.RELOAD\n 259→\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n 260→\n 261→\n 262→## Setup the weapon based on GameManager's selected weapon.\n 263→## Removes the default MakarovPM and loads the selected weapon.\n 264→func _setup_selected_weapon() -> void:\n 265→\tif _player == null:\n 266→\t\treturn\n 267→\n 268→\t# Get selected weapon from GameManager\n 269→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 270→\tif GameManager:\n 271→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 272→\n 273→\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n 274→\n 275→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 276→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 277→\tif selected_weapon_id != \"makarov_pm\":\n 278→\t\tvar weapon_names: Dictionary = {\n 279→\t\t\t\"shotgun\": \"Shotgun\",\n 280→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 281→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 282→\t\t\t\"sniper\": \"SniperRifle\",\n 283→\t\t\t\"m16\": \"AssaultRifle\",\n 284→\t\t\t\"ak_gl\": \"AKGL\",\n 285→\t\t\t\"revolver\": \"Revolver\"\n 286→\t\t}\n 287→\t\tif selected_weapon_id in weapon_names:\n 288→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 289→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 290→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 291→\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n 292→\t\t\t\treturn\n 293→\n 294→\t# If shotgun is selected, we need to swap weapons\n 295→\tif selected_weapon_id == \"shotgun\":\n 296→\t\t# Remove the default MakarovPM\n 297→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 298→\t\tif makarov:\n 299→\t\t\tmakarov.queue_free()\n 300→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 301→\n 302→\t\t# Load and add the shotgun\n 303→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 304→\t\tif shotgun_scene:\n 305→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 306→\t\t\tshotgun.name = \"Shotgun\"\n 307→\t\t\t_player.add_child(shotgun)\n 308→\n 309→\t\t\t# Set the CurrentWeapon reference in C# Player\n 310→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 311→\t\t\t\t_player.EquipWeapon(shotgun)\n 312→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 313→\t\t\t\t_player.CurrentWeapon = shotgun\n 314→\n 315→\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n 316→\t\telse:\n 317→\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n 318→\t# If Mini UZI is selected, swap weapons\n 319→\telif selected_weapon_id == \"mini_uzi\":\n 320→\t\t# Remove the default MakarovPM\n 321→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 322→\t\tif makarov:\n 323→\t\t\tmakarov.queue_free()\n 324→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 325→\n 326→\t\t# Load and add the Mini UZI\n 327→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 328→\t\tif mini_uzi_scene:\n 329→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 330→\t\t\tmini_uzi.name = \"MiniUzi\"\n 331→\t\t\t_player.add_child(mini_uzi)\n 332→\n 333→\t\t\t# Set the CurrentWeapon reference in C# Player\n 334→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 335→\t\t\t\t_player.EquipWeapon(mini_uzi)\n 336→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 337→\t\t\t\t_player.CurrentWeapon = mini_uzi\n 338→\n 339→\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n 340→\t\telse:\n 341→\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n 342→\t# If Silenced Pistol is selected, swap weapons\n 343→\telif selected_weapon_id == \"silenced_pistol\":\n 344→\t\t# Remove the default MakarovPM\n 345→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 346→\t\tif makarov:\n 347→\t\t\tmakarov.queue_free()\n 348→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 349→\n 350→\t\t# Load and add the Silenced Pistol\n 351→\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n 352→\t\tif pistol_scene:\n 353→\t\t\tvar pistol = pistol_scene.instantiate()\n 354→\t\t\tpistol.name = \"SilencedPistol\"\n 355→\t\t\t_player.add_child(pistol)\n 356→\n 357→\t\t\t# Set the CurrentWeapon reference in C# Player\n 358→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 359→\t\t\t\t_player.EquipWeapon(pistol)\n 360→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 361→\t\t\t\t_player.CurrentWeapon = pistol\n 362→\n 363→\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n 364→\t\telse:\n 365→\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n 366→\t# If Sniper Rifle (ASVK) is selected, swap weapons\n 367→\telif selected_weapon_id == \"sniper\":\n 368→\t\t# Remove the default MakarovPM\n 369→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 370→\t\tif makarov:\n 371→\t\t\tmakarov.queue_free()\n 372→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 373→\n 374→\t\t# Load and add the Sniper Rifle\n 375→\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n 376→\t\tif sniper_scene:\n 377→\t\t\tvar sniper = sniper_scene.instantiate()\n 378→\t\t\tsniper.name = \"SniperRifle\"\n 379→\t\t\t_player.add_child(sniper)\n 380→\n 381→\t\t\t# Set the CurrentWeapon reference in C# Player\n 382→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 383→\t\t\t\t_player.EquipWeapon(sniper)\n 384→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 385→\t\t\t\t_player.CurrentWeapon = sniper\n 386→\n 387→\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n 388→\t\telse:\n 389→\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n 390→\t# If M16 (assault rifle) is selected, swap weapons\n 391→\telif selected_weapon_id == \"m16\":\n 392→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 393→\t\tif makarov:\n 394→\t\t\tmakarov.queue_free()\n 395→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 396→\n 397→\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n 398→\t\tif m16_scene:\n 399→\t\t\tvar m16 = m16_scene.instantiate()\n 400→\t\t\tm16.name = \"AssaultRifle\"\n 401→\t\t\t_player.add_child(m16)\n 402→\n 403→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 404→\t\t\t\t_player.EquipWeapon(m16)\n 405→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 406→\t\t\t\t_player.CurrentWeapon = m16\n 407→\n 408→\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n 409→\t\telse:\n 410→\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n 411→\t# If AK + GL is selected, swap weapons\n 412→\telif selected_weapon_id == \"ak_gl\":\n 413→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 414→\t\tif makarov:\n 415→\t\t\tmakarov.queue_free()\n 416→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 417→\n 418→\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n 419→\t\tif akgl_scene:\n 420→\t\t\tvar akgl = akgl_scene.instantiate()\n 421→\t\t\takgl.name = \"AKGL\"\n 422→\t\t\t_player.add_child(akgl)\n 423→\n 424→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 425→\t\t\t\t_player.EquipWeapon(akgl)\n 426→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 427→\t\t\t\t_player.CurrentWeapon = akgl\n 428→\n 429→\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n 430→\t\telse:\n 431→\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n 432→\t# If Revolver is selected, swap weapons\n 433→\telif selected_weapon_id == \"revolver\":\n 434→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 435→\t\tif makarov:\n 436→\t\t\tmakarov.queue_free()\n 437→\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n 438→\n 439→\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n 440→\t\tif revolver_scene:\n 441→\t\t\tvar revolver = revolver_scene.instantiate()\n 442→\t\t\trevolver.name = \"Revolver\"\n 443→\t\t\t_player.add_child(revolver)\n 444→\n 445→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 446→\t\t\t\t_player.EquipWeapon(revolver)\n 447→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 448→\t\t\t\t_player.CurrentWeapon = revolver\n 449→\n 450→\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n 451→\t\telse:\n 452→\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n 453→\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n 454→\telse:\n 455→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 456→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 457→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 458→\t\t\t\t_player.EquipWeapon(makarov)\n 459→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 460→\t\t\t\t_player.CurrentWeapon = makarov\n 461→\n 462→\n 463→func _process(_delta: float) -> void:\n 464→\t# Update all floating hint positions to follow player\n 465→\t_update_all_hint_positions()\n 466→\n 467→\t# Bug fix round 5: update grenade hint step based on key state\n 468→\t_update_grenade_hint_step()\n 469→\n 470→\n 471→## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n 472→## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\n 473→func _connect_weapon_fired_signal(weapon_node: Node) -> void:\n 474→\tif weapon_node == null:\n 475→\t\treturn\n 476→\tif weapon_node.has_signal(\"Fired\"):\n 477→\t\tweapon_node.Fired.connect(_on_weapon_fired)\n 478→\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n 479→\telif weapon_node.has_signal(\"ShotFired\"):\n 480→\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n 481→\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n 482→\telse:\n 483→\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n 484→\n 485→\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n 486→\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n 487→\tif weapon_node.has_signal(\"ActionStateChanged\"):\n 488→\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n 489→\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n 490→\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n 491→\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n 492→\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n 493→\n 494→\n 495→## Connect to player signals for tracking tutorial actions.\n 496→func _connect_player_signals() -> void:\n 497→\tif _player == null:\n 498→\t\treturn\n 499→\n 500→\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "b756a127-d3ee-4bca-ba45-412efa8b2a78",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "extends Node2D\n## Tutorial level script for teaching player advanced controls.\n##\n## This script handles the tutorial flow:\n## 1. Player switches fire mode (B key) - only if player has assault rifle\n## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n## experiences running out of ammo)\n## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n## (only shown if player actually has grenades, Bug fix #9)\n## 4. Shows completion message with Q restart hint\n##\n## Issue #808: Each hint shown independently; dismissed independently when action is done.\n## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n##\n## Bug fixes (3rd review round, Issue #945):\n## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n## Fix #9: Grenade hint only shown when player actually has grenades.\n## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n##\n## Bug fixes (5th review round, Issue #945):\n## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n##\n## Bug fixes (Issue #991):\n## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n## hint appears only AFTER the GL fires (sequential, not simultaneous).\n## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n##\n## Bug fix (Issue #998):\n## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tSCOPE_TRAINING,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Grenade hint step tracking (Bug fix round 5):\n## 0 = initial (arm grenade: [G+ПКМ вправо])\n## 1 = G held (aim: [G+ПКМ→отпусти G])\n## 2 = G released, RMB held (throw: [ПКМ бросок])\nvar _grenade_hint_step: int = 0\n\n## Whether G was held during the last frame (for grenade hint step tracking).\nvar _grenade_g_was_held: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (for sniper-specific tutorial).\nvar _has_sniper_rifle: bool = false\n\n## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\nvar _has_makarov_pm: bool = false\n\n## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\nvar _has_revolver: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _has_ak_gl: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\nvar _shotgun_full_reload_active: bool = false\n\n## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n## Set to true after reload completes for M16; hint is shown after grenade step.\nvar _m16_needs_fire_mode_hint: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\nvar _sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\nvar _sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training step).\nvar _scope_used: bool = false\n\n## Hint keys used in the multi-hint system (Issue #808).\nconst HINT_RELOAD := \"reload\"\nconst HINT_GRENADE := \"grenade\"\nconst HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst HINT_SCOPE := \"scope\"\nconst HINT_FIRE_MODE := \"fire_mode\"\nconst HINT_HAMMER_COCK := \"hammer_cock\"\nconst HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n## Each hint is shown simultaneously and removed independently when the action completes.\nvar _hint_labels: Dictionary = {}\n\n## Vertical spacing between stacked hints above the player (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst HINT_SPACING := 60\n\n## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets (for practice, but not part of tutorial progression)\n\t_setup_targets()\n\n\t# Determine initial tutorial step based on weapon type\n\t_set_initial_step()\n\n\t# Create initial hints based on starting step\n\t_setup_initial_hints()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n\n\n## Determine the initial tutorial step based on weapon type.\n## Only the M16 (AssaultRifle) starts with fire mode switching.\n## AKGL does NOT have fire mode switching, so it starts with reload.\n## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\nfunc _set_initial_step() -> void:\n\t# Check which weapon the player has\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif weapon != null:\n\t\t# M16 has fire mode switching\n\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n\telse:\n\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n\t\t_current_step = TutorialStep.RELOAD\n\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\",\n\t\t\t\"ak_gl\": \"AKGL\",\n\t\t\t\"revolver\": \"Revolver\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n\t\tif akgl_scene:\n\t\t\tvar akgl = akgl_scene.instantiate()\n\t\t\takgl.name = \"AKGL\"\n\t\t\t_player.add_child(akgl)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(akgl)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = akgl\n\n\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n\t# If Revolver is selected, swap weapons\n\telif selected_weapon_id == \"revolver\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n\t\tif revolver_scene:\n\t\t\tvar revolver = revolver_scene.instantiate()\n\t\t\trevolver.name = \"Revolver\"\n\t\t\t_player.add_child(revolver)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(revolver)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = revolver\n\n\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\nfunc _process(_delta: float) -> void:\n\t# Update all floating hint positions to follow player\n\t_update_all_hint_positions()\n\n\t# Bug fix round 5: update grenade hint step based on key state\n\t_update_grenade_hint_step()\n\n\n## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\nfunc _connect_weapon_fired_signal(weapon_node: Node) -> void:\n\tif weapon_node == null:\n\t\treturn\n\tif weapon_node.has_signal(\"Fired\"):\n\t\tweapon_node.Fired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n\telif weapon_node.has_signal(\"ShotFired\"):\n\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n\telse:\n\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n\n\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n\tif weapon_node.has_signal(\"ActionStateChanged\"):\n\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)",
"numLines": 500,
"startLine": 1,
"totalLines": 1739
}
}
}
[2026-03-11T21:30:46.949Z] [INFO] [log_ce3fd7] sending request {
[2026-03-11T21:30:46.950Z] [INFO] method: 'post',
[2026-03-11T21:30:46.950Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:46.951Z] [INFO] options: {
[2026-03-11T21:30:46.951Z] [INFO] method: 'post',
[2026-03-11T21:30:46.951Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:46.951Z] [INFO] body: {
[2026-03-11T21:30:46.952Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:46.952Z] [INFO] messages: [Array],
[2026-03-11T21:30:46.952Z] [INFO] system: [Array],
[2026-03-11T21:30:46.952Z] [INFO] tools: [Array],
[2026-03-11T21:30:46.952Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:46.953Z] [INFO] metadata: [Object],
[2026-03-11T21:30:46.953Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:46.953Z] [INFO] thinking: undefined,
[2026-03-11T21:30:46.954Z] [INFO] temperature: 1,
[2026-03-11T21:30:46.954Z] [INFO] stream: true
[2026-03-11T21:30:46.954Z] [INFO] },
[2026-03-11T21:30:46.955Z] [INFO] timeout: 600000,
[2026-03-11T21:30:46.955Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:46.955Z] [INFO] stream: true
[2026-03-11T21:30:46.955Z] [INFO] },
[2026-03-11T21:30:46.955Z] [INFO] headers: {
[2026-03-11T21:30:46.956Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:46.956Z] [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',
[2026-03-11T21:30:46.956Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:46.956Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:46.956Z] [INFO] authorization: '***',
[2026-03-11T21:30:46.956Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:46.957Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:46.957Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:46.957Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:46.958Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:46.958Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:46.958Z] [INFO] }
[2026-03-11T21:30:46.958Z] [INFO] }
[2026-03-11T21:30:48.653Z] [INFO] [log_ce3fd7, request-id: "req_011CYx1JHFKBiSfKf65R25p5"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1704ms
[2026-03-11T21:30:48.654Z] [INFO] [log_ce3fd7] response start {
[2026-03-11T21:30:48.654Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:48.655Z] [INFO] status: 200,
[2026-03-11T21:30:48.655Z] [INFO] headers: {
[2026-03-11T21:30:48.655Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:48.655Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:48.655Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:48.655Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:48.656Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:48.656Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:48.656Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:48.656Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:48.656Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:48.657Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:48.657Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:48.657Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:48.657Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:48.657Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:48.658Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:48.658Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:48.658Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:48.659Z] [INFO] 'cf-ray': '9dada98b78a7d2b7-FRA',
[2026-03-11T21:30:48.659Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:48.659Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:48.659Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:48.659Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:48.659Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:48 GMT',
[2026-03-11T21:30:48.660Z] [INFO] 'request-id': 'req_011CYx1JHFKBiSfKf65R25p5',
[2026-03-11T21:30:48.660Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:48.660Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:48.660Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:48.660Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:48.660Z] [INFO] 'x-envoy-upstream-service-time': '1579',
[2026-03-11T21:30:48.661Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:48.661Z] [INFO] },
[2026-03-11T21:30:48.661Z] [INFO] durationMs: 1704
[2026-03-11T21:30:48.661Z] [INFO] }
[2026-03-11T21:30:48.661Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:48.661Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:48 GMT',
[2026-03-11T21:30:48.661Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:48.662Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:48.662Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:48.662Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:48.662Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:48.663Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:48.664Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:48.664Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:48.664Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:48.664Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:48.664Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:48.665Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:48.665Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:48.665Z] [INFO] 'request-id': 'req_011CYx1JHFKBiSfKf65R25p5',
[2026-03-11T21:30:48.665Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:48.665Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:48.666Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:48.666Z] [INFO] 'x-envoy-upstream-service-time': '1579',
[2026-03-11T21:30:48.666Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:48.666Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:48.666Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:48.666Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:48.666Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:48.666Z] [INFO] 'cf-ray': '9dada98b78a7d2b7-FRA'
[2026-03-11T21:30:48.667Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:48.667Z] [INFO] [log_ce3fd7] response parsed {
[2026-03-11T21:30:48.667Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:48.667Z] [INFO] status: 200,
[2026-03-11T21:30:48.668Z] [INFO] body: qG {
[2026-03-11T21:30:48.668Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:48.668Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:48.668Z] [INFO] },
[2026-03-11T21:30:48.668Z] [INFO] durationMs: 1705
[2026-03-11T21:30:48.668Z] [INFO] }
[2026-03-11T21:30:49.622Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01SSAqWLrVDQ7gc6vKjLc7Uv",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me search for the specific strikethrough-related functions in this file."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 8134,
"cache_read_input_tokens": 32879,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 8134
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "f316f033-f119-4df3-9618-690ca8cfc4bd"
}
[2026-03-11T21:30:51.367Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01SSAqWLrVDQ7gc6vKjLc7Uv",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01LSpLuz2J1P6kR7dMvChNEd",
"name": "Grep",
"input": {
"pattern": "_dismiss_hint|strikethrough|Line2D|_animat",
"path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"output_mode": "content",
"-n": true
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 8134,
"cache_read_input_tokens": 32879,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 8134
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4083f20c-bb3f-4d74-ab35-8ecc468be9d6"
}
[2026-03-11T21:30:51.387Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01LSpLuz2J1P6kR7dMvChNEd",
"type": "tool_result",
"content": "155:## Fade-out duration after strikethrough (seconds).\n158:## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n160:var _animating_hints: Dictionary = {}\n163:## When true, the hint should just disappear without strikethrough (already shown per-step).\n905:## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n909:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n988:\t\t_dismiss_hint(HINT_FIRE_MODE)\n999:\t\t_dismiss_hint(HINT_FIRE_MODE)\n1027:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1034:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1041:\t\t\t# Completed step: grey with strikethrough\n1080:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1117:\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1126:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1153:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1174:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1200:\t_dismiss_hint(HINT_SCOPE)\n1218:\t\t_dismiss_hint(HINT_RELOAD)\n1220:\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1256:\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n1268:\t_dismiss_hint(HINT_HAMMER_COCK)\n1307:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1357:\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n1360:\t\t_dismiss_hint(HINT_GRENADE)\n1442:\t\t\t\t_dismiss_hint(key)\n1483:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1532:\t\tif not _animating_hints.has(hint_key):\n1567:## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n1568:## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n1570:func _dismiss_hint(hint_key: String) -> void:\n1575:\tif _animating_hints.has(hint_key):\n1584:\t_animating_hints[hint_key] = true\n1586:\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n1587:\t# If so, skip the full strikethrough and just fade out.\n1588:\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n1591:\tif skip_strikethrough:\n1592:\t\t# Multi-step action completed - just fade out without additional strikethrough\n1594:\t\t_animate_hint_fade_out(hint_key, label)\n1596:\t\t# Single action completed - show strikethrough, then fade out\n1597:\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n1598:\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n1601:## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n1602:## The strikethrough line animates from left to right before the text fades out.\n1604:func _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n1605:\t# Create a Line2D for the animated strikethrough effect\n1606:\tvar strike_line := Line2D.new()\n1638:\t# After strikethrough animation completes, fade out the whole label\n1643:## Issue #944: Fade out the hint without adding strikethrough.\n1644:## Used for multi-step hints that already showed per-step strikethrough.\n1645:func _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n1653:\t_animating_hints.erase(hint_key)"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "65f070fa-23cb-4539-a499-ee0131d30f13",
"tool_use_result": {
"mode": "content",
"numFiles": 0,
"filenames": [],
"content": "155:## Fade-out duration after strikethrough (seconds).\n158:## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n160:var _animating_hints: Dictionary = {}\n163:## When true, the hint should just disappear without strikethrough (already shown per-step).\n905:## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n909:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n988:\t\t_dismiss_hint(HINT_FIRE_MODE)\n999:\t\t_dismiss_hint(HINT_FIRE_MODE)\n1027:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1034:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1041:\t\t\t# Completed step: grey with strikethrough\n1080:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1117:\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1126:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1153:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1174:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1200:\t_dismiss_hint(HINT_SCOPE)\n1218:\t\t_dismiss_hint(HINT_RELOAD)\n1220:\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1256:\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n1268:\t_dismiss_hint(HINT_HAMMER_COCK)\n1307:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1357:\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n1360:\t\t_dismiss_hint(HINT_GRENADE)\n1442:\t\t\t\t_dismiss_hint(key)\n1483:\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n1532:\t\tif not _animating_hints.has(hint_key):\n1567:## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n1568:## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n1570:func _dismiss_hint(hint_key: String) -> void:\n1575:\tif _animating_hints.has(hint_key):\n1584:\t_animating_hints[hint_key] = true\n1586:\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n1587:\t# If so, skip the full strikethrough and just fade out.\n1588:\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n1591:\tif skip_strikethrough:\n1592:\t\t# Multi-step action completed - just fade out without additional strikethrough\n1594:\t\t_animate_hint_fade_out(hint_key, label)\n1596:\t\t# Single action completed - show strikethrough, then fade out\n1597:\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n1598:\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n1601:## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n1602:## The strikethrough line animates from left to right before the text fades out.\n1604:func _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n1605:\t# Create a Line2D for the animated strikethrough effect\n1606:\tvar strike_line := Line2D.new()\n1638:\t# After strikethrough animation completes, fade out the whole label\n1643:## Issue #944: Fade out the hint without adding strikethrough.\n1644:## Used for multi-step hints that already showed per-step strikethrough.\n1645:func _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n1653:\t_animating_hints.erase(hint_key)",
"numLines": 51
}
}
[2026-03-11T21:30:51.394Z] [INFO] [log_ca4796] sending request {
[2026-03-11T21:30:51.395Z] [INFO] method: 'post',
[2026-03-11T21:30:51.395Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:51.395Z] [INFO] options: {
[2026-03-11T21:30:51.396Z] [INFO] method: 'post',
[2026-03-11T21:30:51.396Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:51.396Z] [INFO] body: {
[2026-03-11T21:30:51.397Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:51.397Z] [INFO] messages: [Array],
[2026-03-11T21:30:51.397Z] [INFO] system: [Array],
[2026-03-11T21:30:51.397Z] [INFO] tools: [Array],
[2026-03-11T21:30:51.397Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:51.397Z] [INFO] metadata: [Object],
[2026-03-11T21:30:51.398Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:51.398Z] [INFO] thinking: undefined,
[2026-03-11T21:30:51.398Z] [INFO] temperature: 1,
[2026-03-11T21:30:51.398Z] [INFO] stream: true
[2026-03-11T21:30:51.398Z] [INFO] },
[2026-03-11T21:30:51.399Z] [INFO] timeout: 600000,
[2026-03-11T21:30:51.399Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:51.399Z] [INFO] stream: true
[2026-03-11T21:30:51.399Z] [INFO] },
[2026-03-11T21:30:51.399Z] [INFO] headers: {
[2026-03-11T21:30:51.399Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:51.400Z] [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',
[2026-03-11T21:30:51.400Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:51.400Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:51.400Z] [INFO] authorization: '***',
[2026-03-11T21:30:51.401Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:51.401Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:51.401Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:51.401Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:51.401Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:51.401Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:51.402Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:51.402Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:51.402Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:51.402Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:51.402Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:51.402Z] [INFO] }
[2026-03-11T21:30:51.403Z] [INFO] }
[2026-03-11T21:30:53.052Z] [INFO] [log_ca4796, request-id: "req_011CYx1JcEaRjrsVubQJszdm"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1657ms
[2026-03-11T21:30:53.052Z] [INFO] [log_ca4796] response start {
[2026-03-11T21:30:53.052Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:53.053Z] [INFO] status: 200,
[2026-03-11T21:30:53.053Z] [INFO] headers: {
[2026-03-11T21:30:53.053Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:53.053Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:53.053Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:53.057Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:53.057Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:53.058Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:53.058Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:53.058Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:53.059Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:53.059Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:53.059Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:53.059Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:53.059Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:53.060Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:53.060Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:53.060Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:53.060Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:53.060Z] [INFO] 'cf-ray': '9dada9a74c9dd2b7-FRA',
[2026-03-11T21:30:53.063Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:53.064Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:53.064Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:53.065Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:53.066Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:53 GMT',
[2026-03-11T21:30:53.067Z] [INFO] 'request-id': 'req_011CYx1JcEaRjrsVubQJszdm',
[2026-03-11T21:30:53.067Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:53.068Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:53.068Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:53.069Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:53.069Z] [INFO] 'x-envoy-upstream-service-time': '1533',
[2026-03-11T21:30:53.069Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:53.070Z] [INFO] },
[2026-03-11T21:30:53.070Z] [INFO] durationMs: 1657
[2026-03-11T21:30:53.070Z] [INFO] }
[2026-03-11T21:30:53.070Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:53.070Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:53 GMT',
[2026-03-11T21:30:53.071Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:53.071Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:53.071Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:53.071Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:53.071Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:53.071Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:53.071Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:53.072Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:53.073Z] [INFO] 'request-id': 'req_011CYx1JcEaRjrsVubQJszdm',
[2026-03-11T21:30:53.073Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:53.073Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:53.074Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:53.074Z] [INFO] 'x-envoy-upstream-service-time': '1533',
[2026-03-11T21:30:53.074Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:53.074Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:53.078Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:53.079Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:53.079Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:53.079Z] [INFO] 'cf-ray': '9dada9a74c9dd2b7-FRA'
[2026-03-11T21:30:53.079Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:53.079Z] [INFO] [log_ca4796] response parsed {
[2026-03-11T21:30:53.079Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:53.080Z] [INFO] status: 200,
[2026-03-11T21:30:53.080Z] [INFO] body: qG {
[2026-03-11T21:30:53.080Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:53.080Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:53.080Z] [INFO] },
[2026-03-11T21:30:53.080Z] [INFO] durationMs: 1658
[2026-03-11T21:30:53.080Z] [INFO] }
[2026-03-11T21:30:53.903Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_015NjSjxerEXj9kLbSeHLpNe",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me read the specific strikethrough animation function and related code."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1241,
"cache_read_input_tokens": 41013,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1241
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4214c28f-5b47-4f66-a5a0-b02e42862952"
}
[2026-03-11T21:30:55.198Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_015NjSjxerEXj9kLbSeHLpNe",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_017egaveeND4Whm6KJSxW993",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 1560,
"limit": 200
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1241,
"cache_read_input_tokens": 41013,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1241
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "83730523-0e6e-4475-8265-d10a28409725"
}
[2026-03-11T21:30:55.217Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_017egaveeND4Whm6KJSxW993",
"type": "tool_result",
"content": " 1560→\n 1561→\t# Issue #944: Animate fade-in\n 1562→\tvar tween := create_tween()\n 1563→\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n 1564→\n 1565→\n 1566→## Dismiss (remove) a single hint by key, leaving other hints visible.\n 1567→## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n 1568→## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n 1569→## and just fades out.\n 1570→func _dismiss_hint(hint_key: String) -> void:\n 1571→\tif not _hint_labels.has(hint_key):\n 1572→\t\treturn\n 1573→\n 1574→\t# Issue #944: Prevent double-dismiss while animating\n 1575→\tif _animating_hints.has(hint_key):\n 1576→\t\treturn\n 1577→\n 1578→\tvar label: RichTextLabel = _hint_labels[hint_key]\n 1579→\tif not is_instance_valid(label):\n 1580→\t\t_hint_labels.erase(hint_key)\n 1581→\t\treturn\n 1582→\n 1583→\t# Mark as animating to prevent updates during animation\n 1584→\t_animating_hints[hint_key] = true\n 1585→\n 1586→\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n 1587→\t# If so, skip the full strikethrough and just fade out.\n 1588→\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n 1589→\t_hint_is_multistep_completed.erase(hint_key)\n 1590→\n 1591→\tif skip_strikethrough:\n 1592→\t\t# Multi-step action completed - just fade out without additional strikethrough\n 1593→\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n 1594→\t\t_animate_hint_fade_out(hint_key, label)\n 1595→\telse:\n 1596→\t\t# Single action completed - show strikethrough, then fade out\n 1597→\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n 1598→\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n 1599→\n 1600→\n 1601→## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n 1602→## The strikethrough line animates from left to right before the text fades out.\n 1603→## Used for single-action hints (fire mode, scope, hammer cock, etc.).\n 1604→func _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n 1605→\t# Create a Line2D for the animated strikethrough effect\n 1606→\tvar strike_line := Line2D.new()\n 1607→\tstrike_line.name = \"StrikeLine_\" + hint_key\n 1608→\tstrike_line.width = 2.0\n 1609→\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n 1610→\tstrike_line.z_index = 1 # Draw on top of the text\n 1611→\n 1612→\t# Position the line at the vertical center of the label\n 1613→\t# The label's content height is approximately the font size\n 1614→\tvar label_height := 20.0 # normal_font_size from _add_hint\n 1615→\tvar line_y := label_height * 0.5\n 1616→\n 1617→\t# Start with a point at the left edge, end point will be animated\n 1618→\tstrike_line.add_point(Vector2(0, line_y))\n 1619→\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n 1620→\n 1621→\tlabel.add_child(strike_line)\n 1622→\n 1623→\t# Get the approximate width of the text content\n 1624→\t# RichTextLabel content width is approximately custom_minimum_size.x\n 1625→\tvar text_width: float = label.custom_minimum_size.x\n 1626→\tif text_width <= 0:\n 1627→\t\ttext_width = 300.0 # Default width\n 1628→\n 1629→\t# Animate the line from left to right\n 1630→\tvar tween := create_tween()\n 1631→\ttween.tween_method(\n 1632→\t\tfunc(progress: float):\n 1633→\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n 1634→\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n 1635→\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n 1636→\t).set_ease(Tween.EASE_OUT)\n 1637→\n 1638→\t# After strikethrough animation completes, fade out the whole label\n 1639→\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 1640→\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n 1641→\n 1642→\n 1643→## Issue #944: Fade out the hint without adding strikethrough.\n 1644→## Used for multi-step hints that already showed per-step strikethrough.\n 1645→func _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n 1646→\tvar tween := create_tween()\n 1647→\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 1648→\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n 1649→\n 1650→\n 1651→## Issue #944: Finalize hint dismissal after animation completes.\n 1652→func _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n 1653→\t_animating_hints.erase(hint_key)\n 1654→\t_hint_labels.erase(hint_key)\n 1655→\tif is_instance_valid(label):\n 1656→\t\tlabel.queue_free()\n 1657→\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n 1658→\n 1659→\n 1660→## Update positions of all active hints to follow the player.\n 1661→func _update_all_hint_positions() -> void:\n 1662→\tif _player == null or _hint_labels.is_empty():\n 1663→\t\treturn\n 1664→\n 1665→\tvar index := 0\n 1666→\tfor hint_key in _hint_labels:\n 1667→\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n 1668→\t\tif is_instance_valid(label):\n 1669→\t\t\t_update_hint_position_indexed(label, index)\n 1670→\t\t\tindex += 1\n 1671→\n 1672→\n 1673→## Update a single hint label's position.\n 1674→func _update_hint_position(hint_key: String, label: RichTextLabel) -> void:\n 1675→\t# Find this hint's index among active hints\n 1676→\tvar index := 0\n 1677→\tfor key in _hint_labels:\n 1678→\t\tif key == hint_key:\n 1679→\t\t\tbreak\n 1680→\t\tindex += 1\n 1681→\t_update_hint_position_indexed(label, index)\n 1682→\n 1683→\n 1684→## Position a hint label above the player at the given vertical index (0 = closest to player).\n 1685→func _update_hint_position_indexed(label: RichTextLabel, index: int) -> void:\n 1686→\tif _player == null:\n 1687→\t\treturn\n 1688→\n 1689→\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n 1690→\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n 1691→\n 1692→\t# Stack hints above player: index 0 is closest, higher indices are further up\n 1693→\tlabel.custom_minimum_size = Vector2(300, 30)\n 1694→\tlabel.position = screen_pos + Vector2(-150, -80 - index * HINT_SPACING)\n 1695→\n 1696→\n 1697→## Show the completion message.\n 1698→func _show_completion_message() -> void:\n 1699→\tif _ui == null:\n 1700→\t\treturn\n 1701→\n 1702→\t# Create completion label\n 1703→\tvar completion_label := Label.new()\n 1704→\tcompletion_label.name = \"CompletionLabel\"\n 1705→\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n 1706→\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1707→\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1708→\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n 1709→\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n 1710→\n 1711→\t# Center the label\n 1712→\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n 1713→\tcompletion_label.offset_left = -250\n 1714→\tcompletion_label.offset_right = 250\n 1715→\tcompletion_label.offset_top = -75\n 1716→\tcompletion_label.offset_bottom = -25\n 1717→\n 1718→\t_ui.add_child(completion_label)\n 1719→\n 1720→\t# Create restart hint label\n 1721→\tvar restart_label := Label.new()\n 1722→\trestart_label.name = \"RestartHintLabel\"\n 1723→\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n 1724→\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1725→\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n 1726→\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n 1727→\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n 1728→\n 1729→\t# Position below completion message\n 1730→\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n 1731→\trestart_label.offset_left = -250\n 1732→\trestart_label.offset_right = 250\n 1733→\trestart_label.offset_top = 25\n 1734→\trestart_label.offset_bottom = 75\n 1735→\n 1736→\t_ui.add_child(restart_label)\n 1737→\n 1738→\tprint(\"Tutorial completed!\")\n 1739→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "fe7e1f7a-2a14-47a4-af49-ae3d9e3f4931",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_animating_hints.erase(hint_key)\n\t_hint_labels.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update positions of all active hints to follow the player.\nfunc _update_all_hint_positions() -> void:\n\tif _player == null or _hint_labels.is_empty():\n\t\treturn\n\n\tvar index := 0\n\tfor hint_key in _hint_labels:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label):\n\t\t\t_update_hint_position_indexed(label, index)\n\t\t\tindex += 1\n\n\n## Update a single hint label's position.\nfunc _update_hint_position(hint_key: String, label: RichTextLabel) -> void:\n\t# Find this hint's index among active hints\n\tvar index := 0\n\tfor key in _hint_labels:\n\t\tif key == hint_key:\n\t\t\tbreak\n\t\tindex += 1\n\t_update_hint_position_indexed(label, index)\n\n\n## Position a hint label above the player at the given vertical index (0 = closest to player).\nfunc _update_hint_position_indexed(label: RichTextLabel, index: int) -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Stack hints above player: index 0 is closest, higher indices are further up\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.position = screen_pos + Vector2(-150, -80 - index * HINT_SPACING)\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n",
"numLines": 180,
"startLine": 1560,
"totalLines": 1739
}
}
}
[2026-03-11T21:30:55.226Z] [INFO] [log_48cf10] sending request {
[2026-03-11T21:30:55.230Z] [INFO] method: 'post',
[2026-03-11T21:30:55.230Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:55.232Z] [INFO] options: {
[2026-03-11T21:30:55.233Z] [INFO] method: 'post',
[2026-03-11T21:30:55.235Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:30:55.235Z] [INFO] body: {
[2026-03-11T21:30:55.236Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:30:55.237Z] [INFO] messages: [Array],
[2026-03-11T21:30:55.237Z] [INFO] system: [Array],
[2026-03-11T21:30:55.238Z] [INFO] tools: [Array],
[2026-03-11T21:30:55.239Z] [INFO] tool_choice: undefined,
[2026-03-11T21:30:55.240Z] [INFO] metadata: [Object],
[2026-03-11T21:30:55.240Z] [INFO] max_tokens: 64000,
[2026-03-11T21:30:55.242Z] [INFO] thinking: undefined,
[2026-03-11T21:30:55.243Z] [INFO] temperature: 1,
[2026-03-11T21:30:55.243Z] [INFO] stream: true
[2026-03-11T21:30:55.243Z] [INFO] },
[2026-03-11T21:30:55.244Z] [INFO] timeout: 600000,
[2026-03-11T21:30:55.244Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:30:55.245Z] [INFO] stream: true
[2026-03-11T21:30:55.246Z] [INFO] },
[2026-03-11T21:30:55.247Z] [INFO] headers: {
[2026-03-11T21:30:55.247Z] [INFO] accept: 'application/json',
[2026-03-11T21:30:55.248Z] [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',
[2026-03-11T21:30:55.249Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:30:55.250Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:30:55.251Z] [INFO] authorization: '***',
[2026-03-11T21:30:55.253Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:30:55.253Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:30:55.254Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:30:55.254Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:30:55.255Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:30:55.256Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:30:55.256Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:30:55.257Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:30:55.261Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:30:55.264Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:30:55.265Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:30:55.266Z] [INFO] }
[2026-03-11T21:30:55.267Z] [INFO] }
[2026-03-11T21:30:58.631Z] [INFO] [log_48cf10, request-id: "req_011CYx1JtgY3nXicUWiNHmqn"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 3406ms
[2026-03-11T21:30:58.632Z] [INFO] [log_48cf10] response start {
[2026-03-11T21:30:58.633Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:58.633Z] [INFO] status: 200,
[2026-03-11T21:30:58.633Z] [INFO] headers: {
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:58.634Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:58.635Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:58.636Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:58.636Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:58.636Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:58.636Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:58.637Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:58.637Z] [INFO] 'cf-ray': '9dada9bf3dfcd2b7-FRA',
[2026-03-11T21:30:58.637Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:58.637Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:58.637Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:58.637Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:58.638Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:58 GMT',
[2026-03-11T21:30:58.638Z] [INFO] 'request-id': 'req_011CYx1JtgY3nXicUWiNHmqn',
[2026-03-11T21:30:58.638Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:58.638Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:58.638Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:58.638Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:58.638Z] [INFO] 'x-envoy-upstream-service-time': '3267',
[2026-03-11T21:30:58.639Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:30:58.639Z] [INFO] },
[2026-03-11T21:30:58.639Z] [INFO] durationMs: 3406
[2026-03-11T21:30:58.639Z] [INFO] }
[2026-03-11T21:30:58.639Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:30:58.639Z] [INFO] date: 'Wed, 11 Mar 2026 21:30:58 GMT',
[2026-03-11T21:30:58.639Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:30:58.640Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:30:58.640Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:30:58.640Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:30:58.640Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:30:58.640Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:30:58.640Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:30:58.640Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:30:58.641Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:30:58.642Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:30:58.642Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:30:58.642Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:30:58.642Z] [INFO] 'request-id': 'req_011CYx1JtgY3nXicUWiNHmqn',
[2026-03-11T21:30:58.642Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:30:58.642Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:30:58.642Z] [INFO] server: 'cloudflare',
[2026-03-11T21:30:58.642Z] [INFO] 'x-envoy-upstream-service-time': '3267',
[2026-03-11T21:30:58.643Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:30:58.643Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:30:58.643Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:30:58.643Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:30:58.643Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:30:58.643Z] [INFO] 'cf-ray': '9dada9bf3dfcd2b7-FRA'
[2026-03-11T21:30:58.643Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:30:58.643Z] [INFO] [log_48cf10] response parsed {
[2026-03-11T21:30:58.644Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:30:58.644Z] [INFO] status: 200,
[2026-03-11T21:30:58.644Z] [INFO] body: qG {
[2026-03-11T21:30:58.644Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:30:58.644Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:30:58.644Z] [INFO] },
[2026-03-11T21:30:58.644Z] [INFO] durationMs: 3406
[2026-03-11T21:30:58.644Z] [INFO] }
[2026-03-11T21:30:59.591Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01CPgjKeRHDnpkdMumVhJyeH",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I need to understand where the BBCode `[s]` tags are being used. Let me search for that."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 3265,
"cache_read_input_tokens": 42254,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 3265
},
"output_tokens": 6,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "a6c0f26c-8823-4703-86a3-00db574d4c9b"
}
[2026-03-11T21:31:01.170Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01CPgjKeRHDnpkdMumVhJyeH",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_014jPHM46RkQyRLoG6kDW1Qm",
"name": "Grep",
"input": {
"pattern": "\\[s\\]|\\[/s\\]",
"path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"output_mode": "content",
"-n": true
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 3265,
"cache_read_input_tokens": 42254,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 3265
},
"output_tokens": 6,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "c935399c-1781-4e11-a60c-2db0dc744677"
}
[2026-03-11T21:31:01.188Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_014jPHM46RkQyRLoG6kDW1Qm",
"type": "tool_result",
"content": "909:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n922:\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n926:\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n934:\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n936:\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n940:\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n1034:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1042:\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n1080:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1088:\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n1091:\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n1095:\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n1126:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1132:\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n1136:\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n1174:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1181:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n1183:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n1187:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n1307:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1314:\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n1317:\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\""
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "f37ceebd-8416-4b4b-992b-c10ed4e574c4",
"tool_use_result": {
"mode": "content",
"numFiles": 0,
"filenames": [],
"content": "909:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n922:\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n926:\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n934:\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n936:\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n940:\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n1034:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1042:\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n1080:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1088:\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n1091:\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n1095:\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n1126:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1132:\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n1136:\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n1174:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1181:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n1183:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n1187:\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n1307:## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n1314:\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n1317:\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"",
"numLines": 22
}
}
[2026-03-11T21:31:01.201Z] [INFO] [log_33454a] sending request {
[2026-03-11T21:31:01.202Z] [INFO] method: 'post',
[2026-03-11T21:31:01.203Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:01.203Z] [INFO] options: {
[2026-03-11T21:31:01.204Z] [INFO] method: 'post',
[2026-03-11T21:31:01.204Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:01.204Z] [INFO] body: {
[2026-03-11T21:31:01.204Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:01.204Z] [INFO] messages: [Array],
[2026-03-11T21:31:01.205Z] [INFO] system: [Array],
[2026-03-11T21:31:01.206Z] [INFO] tools: [Array],
[2026-03-11T21:31:01.206Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:01.206Z] [INFO] metadata: [Object],
[2026-03-11T21:31:01.206Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:01.206Z] [INFO] thinking: undefined,
[2026-03-11T21:31:01.207Z] [INFO] temperature: 1,
[2026-03-11T21:31:01.207Z] [INFO] stream: true
[2026-03-11T21:31:01.207Z] [INFO] },
[2026-03-11T21:31:01.207Z] [INFO] timeout: 600000,
[2026-03-11T21:31:01.207Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:01.207Z] [INFO] stream: true
[2026-03-11T21:31:01.208Z] [INFO] },
[2026-03-11T21:31:01.208Z] [INFO] headers: {
[2026-03-11T21:31:01.208Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:01.208Z] [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',
[2026-03-11T21:31:01.208Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:01.208Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:01.209Z] [INFO] authorization: '***',
[2026-03-11T21:31:01.209Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:01.209Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:01.209Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:01.209Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:01.209Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:01.210Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:01.210Z] [INFO] }
[2026-03-11T21:31:01.211Z] [INFO] }
[2026-03-11T21:31:03.167Z] [INFO] [log_33454a, request-id: "req_011CYx1KLFRQeMr7N2Y4sfxZ"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1966ms
[2026-03-11T21:31:03.168Z] [INFO] [log_33454a] response start {
[2026-03-11T21:31:03.169Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:03.170Z] [INFO] status: 200,
[2026-03-11T21:31:03.170Z] [INFO] headers: {
[2026-03-11T21:31:03.173Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:03.173Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:03.174Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:03.176Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:03.177Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:03.177Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:03.178Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:03.178Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:03.179Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:03.180Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:03.180Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:03.180Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:03.181Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:03.181Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:03.181Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:03.182Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:03.182Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:03.182Z] [INFO] 'cf-ray': '9dada9e4adf9d2b7-FRA',
[2026-03-11T21:31:03.183Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:03.183Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:03.183Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:03.184Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:03.185Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:03 GMT',
[2026-03-11T21:31:03.186Z] [INFO] 'request-id': 'req_011CYx1KLFRQeMr7N2Y4sfxZ',
[2026-03-11T21:31:03.187Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:03.189Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:03.190Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:03.191Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:03.192Z] [INFO] 'x-envoy-upstream-service-time': '1826',
[2026-03-11T21:31:03.194Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:03.195Z] [INFO] },
[2026-03-11T21:31:03.198Z] [INFO] durationMs: 1966
[2026-03-11T21:31:03.201Z] [INFO] }
[2026-03-11T21:31:03.203Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:03.204Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:03 GMT',
[2026-03-11T21:31:03.205Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:03.205Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:03.207Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:03.207Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:03.207Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:03.208Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:03.208Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:03.208Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:03.209Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:03.209Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:03.209Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:03.209Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:03.209Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:03.210Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:03.210Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:03.210Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:03.210Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:03.210Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:03.211Z] [INFO] 'request-id': 'req_011CYx1KLFRQeMr7N2Y4sfxZ',
[2026-03-11T21:31:03.211Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:03.212Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:03.212Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:03.212Z] [INFO] 'x-envoy-upstream-service-time': '1826',
[2026-03-11T21:31:03.212Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:03.212Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:03.212Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:03.212Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:03.213Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:03.213Z] [INFO] 'cf-ray': '9dada9e4adf9d2b7-FRA'
[2026-03-11T21:31:03.213Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:03.214Z] [INFO] [log_33454a] response parsed {
[2026-03-11T21:31:03.214Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:03.214Z] [INFO] status: 200,
[2026-03-11T21:31:03.215Z] [INFO] body: qG {
[2026-03-11T21:31:03.215Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:03.215Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:03.215Z] [INFO] },
[2026-03-11T21:31:03.215Z] [INFO] durationMs: 1967
[2026-03-11T21:31:03.215Z] [INFO] }
[2026-03-11T21:31:05.717Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DYrWkSeHmBirAscDuZtmrr",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I understand the issue. The current implementation:\n1. Uses BBCode `[s]` tags to show instant strikethrough on completed steps\n2. Uses Line2D overlay for animated strikethrough when dismissing hints\n3. This creates a \"double strikethrough\" effect - text is already struck through via BBCode, then a Line2D draws over it\n\nLet me also read the labyrinth_level.gd to understand the full picture."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1470,
"cache_read_input_tokens": 45519,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1470
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "55a1e9b9-58f9-4583-ae48-9082390a3e77"
}
[2026-03-11T21:31:06.810Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DYrWkSeHmBirAscDuZtmrr",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01MxL1YW5AAJiwCEkM1Rthmx",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd",
"offset": 1,
"limit": 200
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1470,
"cache_read_input_tokens": 45519,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1470
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "aac2d8ba-187b-4fbb-bfcd-eebb6811ad9a"
}
[2026-03-11T21:31:06.827Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01MxL1YW5AAJiwCEkM1Rthmx",
"type": "tool_result",
"content": " 1→extends Node2D\n 2→## Labyrinth level scene for the Godot Top-Down Template.\n 3→##\n 4→## This scene is a labyrinth of technical rooms (enclosed spaces).\n 5→## It serves as the new first level of the game.\n 6→## Features:\n 7→## - Compact labyrinth layout (1920x1080 pixels) matching viewport height\n 8→## - Multiple interconnected technical rooms with narrow corridors\n 9→## - 5 enemies: 3 with default weapon (1-2 HP), 1 with shotgun (1-2 HP),\n 10→## 1 with M16 armored (2-4 HP)\n 11→## - Dark industrial color scheme for technical facility atmosphere\n 12→## - Score tracking with Hotline Miami style ranking system\n 13→\n 14→## Reference to the enemy count label.\n 15→var _enemy_count_label: Label = null\n 16→\n 17→## Reference to the ammo count label.\n 18→var _ammo_label: Label = null\n 19→\n 20→## Reference to the player.\n 21→var _player: Node2D = null\n 22→\n 23→## Total enemy count at start.\n 24→var _initial_enemy_count: int = 0\n 25→\n 26→## Current enemy count.\n 27→var _current_enemy_count: int = 0\n 28→\n 29→## Whether game over has been shown.\n 30→var _game_over_shown: bool = false\n 31→\n 32→## Reference to the kills label.\n 33→var _kills_label: Label = null\n 34→\n 35→## Reference to the accuracy label.\n 36→var _accuracy_label: Label = null\n 37→\n 38→## Reference to the magazines label (shows individual magazine ammo counts).\n 39→var _magazines_label: Label = null\n 40→\n 41→## Reference to the ColorRect for saturation effect.\n 42→var _saturation_overlay: ColorRect = null\n 43→\n 44→## Reference to the combo label.\n 45→var _combo_label: Label = null\n 46→\n 47→## Reference to the exit zone.\n 48→var _exit_zone: Area2D = null\n 49→\n 50→## Whether the level has been cleared (all enemies eliminated).\n 51→var _level_cleared: bool = false\n 52→\n 53→## Whether the score screen is currently shown (for W key shortcut).\n 54→var _score_shown: bool = false\n 55→\n 56→## Whether the level completion sequence has been triggered (prevents duplicate calls).\n 57→var _level_completed: bool = false\n 58→\n 59→## Duration of saturation effect in seconds.\n 60→const SATURATION_DURATION: float = 0.15\n 61→\n 62→## Saturation effect intensity (alpha).\n 63→const SATURATION_INTENSITY: float = 0.25\n 64→\n 65→## Laboratory-specific rank thresholds (Issue #823).\n 66→## Shifted one step down from the default so that the old A score now gives S.\n 67→## S=70% (was A), A+=55% (was B), A=38% (was C), B=22% (was D), C=12%, D=6%, F=0%.\n 68→const LABYRINTH_RANK_THRESHOLDS: Dictionary = {\n 69→\t\"S\": 0.70,\n 70→\t\"A+\": 0.55,\n 71→\t\"A\": 0.38,\n 72→\t\"B\": 0.22,\n 73→\t\"C\": 0.12,\n 74→\t\"D\": 0.06,\n 75→\t\"F\": 0.0\n 76→}\n 77→\n 78→## List of enemy nodes for position tracking.\n 79→var _enemies: Array = []\n 80→\n 81→## Cached reference to the ReplayManager autoload (C# singleton).\n 82→var _replay_manager: Node = null\n 83→\n 84→## ============================================================\n 85→## Tutorial hint system for the Laboratory level (Issue #808, #945)\n 86→## Mirrors tutorial_level.gd: weapon-dependent hints, grenade hint, no walk/shoot hints.\n 87→## Issue #945: RichTextLabel with BBCode colors, red NEXT-button highlight, 2-shot reload delay.\n 88→## Bug fixes (3rd review round): spacing, bolt-cycle timing, sniper sequence, grenade ordering,\n 89→## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n 90→## Bug fixes (Issue #991): AK GL hint no longer overlaps grenade hint (sequential flow via\n 91→## GrenadeFired signal); GL hint is dismissed when launcher fires.\n 92→## Bug fix (Issue #998): Scope RMB hint shown from the very start for sniper rifle;\n 93→## dismissed when player activates scope (ScopeStateChanged signal connected).\n 94→## ============================================================\n 95→\n 96→## Tutorial hint labels: hint_key -> RichTextLabel node (Issue #945: was Label).\n 97→var _tutorial_hints: Dictionary = {}\n 98→\n 99→## Tutorial state machine (same as tutorial_level.gd).\n 100→enum TutorialStep {\n 101→\tRELOAD,\n 102→\tTHROW_GRENADE,\n 103→\tCOMPLETED\n 104→}\n 105→\n 106→## Current tutorial step.\n 107→var _tutorial_step: TutorialStep = TutorialStep.RELOAD\n 108→\n 109→## Whether the player has reloaded (for step tracking).\n 110→var _tutorial_has_reloaded: bool = false\n 111→\n 112→## Whether the player has thrown a grenade (for step tracking).\n 113→var _tutorial_has_thrown_grenade: bool = false\n 114→\n 115→## Whether the player has a shotgun (shotgun-specific reload hint).\n 116→var _tutorial_has_shotgun: bool = false\n 117→\n 118→## Whether the player has a sniper rifle (bolt-cycle hint).\n 119→var _tutorial_has_sniper_rifle: bool = false\n 120→\n 121→## Whether the player has a revolver (hammer cock hint).\n 122→var _tutorial_has_revolver: bool = false\n 123→\n 124→## Whether the player has a Makarov PM (R->R reload hint).\n 125→var _tutorial_has_makarov_pm: bool = false\n 126→\n 127→## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\n 128→var _tutorial_has_ak_gl: bool = false\n 129→\n 130→## Reference to the player's assault rifle node (for GL ammo check, Bug fix #10).\n 131→var _tutorial_assault_rifle: Node = null\n 132→\n 133→## Reference to the player's shotgun node (for shell count, Bug fix #7).\n 134→var _tutorial_shotgun: Node = null\n 135→\n 136→## Reference to the player's sniper rifle node (for bolt step tracking, Bug fix #3).\n 137→var _tutorial_sniper_rifle: Node = null\n 138→\n 139→## Whether the sniper bolt has been cycled (for reload step tracking).\n 140→var _tutorial_sniper_bolt_cycled: bool = false\n 141→\n 142→## Whether the scope has been used (for sniper scope training, Issue #998).\n 143→var _tutorial_scope_used: bool = false\n 144→\n 145→## Hint keys (same as tutorial_level.gd).\n 146→const TUTORIAL_HINT_RELOAD := \"reload\"\n 147→const TUTORIAL_HINT_GRENADE := \"grenade\"\n 148→const TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\n 149→const TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\n 150→const TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n 151→const TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\n 152→const TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n 153→\n 154→## Vertical spacing between stacked tutorial hints (pixels).\n 155→## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\n 156→const TUTORIAL_HINT_SPACING: float = 60.0\n 157→\n 158→## Issue #944: Animation timing constants for hint fade-in, strikethrough, and fade-out.\n 159→const TUTORIAL_HINT_FADE_IN_DURATION := 0.3\n 160→const TUTORIAL_HINT_STRIKETHROUGH_DURATION := 0.4\n 161→const TUTORIAL_HINT_FADE_OUT_DURATION := 0.3\n 162→\n 163→## Issue #944: Tracks hints currently being animated (prevents double-dismiss).\n 164→var _tutorial_animating_hints: Dictionary = {}\n 165→\n 166→## Issue #944: Tracks multi-step hints that already showed per-step strikethrough.\n 167→var _tutorial_hint_is_multistep_completed: Dictionary = {}\n 168→\n 169→## Number of shots fired (Issue #945: reload hint appears after 2 shots).\n 170→var _tutorial_shots_fired: int = 0\n 171→\n 172→## Whether the reload hint has already been revealed (Issue #945).\n 173→var _tutorial_reload_hint_revealed: bool = false\n 174→\n 175→## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\n 176→var _tutorial_bolt_cycle_hint_revealed: bool = false\n 177→\n 178→## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n 179→var _tutorial_shotgun_full_reload_active: bool = false\n 180→\n 181→## Whether M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n 182→var _tutorial_m16_needs_fire_mode_hint: bool = false\n 183→\n 184→## Grenade hint step (Bug fix round 5): 0=arm, 1=G held, 2=G released.\n 185→var _tutorial_grenade_hint_step: int = 0\n 186→\n 187→## Whether G key was held last frame (for grenade hint step tracking).\n 188→var _tutorial_grenade_g_was_held: bool = false\n 189→\n 190→## Unique colors per hint type (Issue #945: simultaneously displayed hints should be different colors).\n 191→const TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n 192→const TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n 193→const TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n 194→const TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n 195→const TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n 196→const TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\n 197→const TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n 198→\n 199→\n 200→## Gets the ReplayManager autoload node.\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "5cb2102e-3794-4c74-9e27-57cc914e5763",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd",
"content": "extends Node2D\n## Labyrinth level scene for the Godot Top-Down Template.\n##\n## This scene is a labyrinth of technical rooms (enclosed spaces).\n## It serves as the new first level of the game.\n## Features:\n## - Compact labyrinth layout (1920x1080 pixels) matching viewport height\n## - Multiple interconnected technical rooms with narrow corridors\n## - 5 enemies: 3 with default weapon (1-2 HP), 1 with shotgun (1-2 HP),\n## 1 with M16 armored (2-4 HP)\n## - Dark industrial color scheme for technical facility atmosphere\n## - Score tracking with Hotline Miami style ranking system\n\n## Reference to the enemy count label.\nvar _enemy_count_label: Label = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Reference to the player.\nvar _player: Node2D = null\n\n## Total enemy count at start.\nvar _initial_enemy_count: int = 0\n\n## Current enemy count.\nvar _current_enemy_count: int = 0\n\n## Whether game over has been shown.\nvar _game_over_shown: bool = false\n\n## Reference to the kills label.\nvar _kills_label: Label = null\n\n## Reference to the accuracy label.\nvar _accuracy_label: Label = null\n\n## Reference to the magazines label (shows individual magazine ammo counts).\nvar _magazines_label: Label = null\n\n## Reference to the ColorRect for saturation effect.\nvar _saturation_overlay: ColorRect = null\n\n## Reference to the combo label.\nvar _combo_label: Label = null\n\n## Reference to the exit zone.\nvar _exit_zone: Area2D = null\n\n## Whether the level has been cleared (all enemies eliminated).\nvar _level_cleared: bool = false\n\n## Whether the score screen is currently shown (for W key shortcut).\nvar _score_shown: bool = false\n\n## Whether the level completion sequence has been triggered (prevents duplicate calls).\nvar _level_completed: bool = false\n\n## Duration of saturation effect in seconds.\nconst SATURATION_DURATION: float = 0.15\n\n## Saturation effect intensity (alpha).\nconst SATURATION_INTENSITY: float = 0.25\n\n## Laboratory-specific rank thresholds (Issue #823).\n## Shifted one step down from the default so that the old A score now gives S.\n## S=70% (was A), A+=55% (was B), A=38% (was C), B=22% (was D), C=12%, D=6%, F=0%.\nconst LABYRINTH_RANK_THRESHOLDS: Dictionary = {\n\t\"S\": 0.70,\n\t\"A+\": 0.55,\n\t\"A\": 0.38,\n\t\"B\": 0.22,\n\t\"C\": 0.12,\n\t\"D\": 0.06,\n\t\"F\": 0.0\n}\n\n## List of enemy nodes for position tracking.\nvar _enemies: Array = []\n\n## Cached reference to the ReplayManager autoload (C# singleton).\nvar _replay_manager: Node = null\n\n## ============================================================\n## Tutorial hint system for the Laboratory level (Issue #808, #945)\n## Mirrors tutorial_level.gd: weapon-dependent hints, grenade hint, no walk/shoot hints.\n## Issue #945: RichTextLabel with BBCode colors, red NEXT-button highlight, 2-shot reload delay.\n## Bug fixes (3rd review round): spacing, bolt-cycle timing, sniper sequence, grenade ordering,\n## shotgun reload count, hammer-cock persistence, grenade check, AK GL hint.\n## Bug fixes (Issue #991): AK GL hint no longer overlaps grenade hint (sequential flow via\n## GrenadeFired signal); GL hint is dismissed when launcher fires.\n## Bug fix (Issue #998): Scope RMB hint shown from the very start for sniper rifle;\n## dismissed when player activates scope (ScopeStateChanged signal connected).\n## ============================================================\n\n## Tutorial hint labels: hint_key -> RichTextLabel node (Issue #945: was Label).\nvar _tutorial_hints: Dictionary = {}\n\n## Tutorial state machine (same as tutorial_level.gd).\nenum TutorialStep {\n\tRELOAD,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _tutorial_step: TutorialStep = TutorialStep.RELOAD\n\n## Whether the player has reloaded (for step tracking).\nvar _tutorial_has_reloaded: bool = false\n\n## Whether the player has thrown a grenade (for step tracking).\nvar _tutorial_has_thrown_grenade: bool = false\n\n## Whether the player has a shotgun (shotgun-specific reload hint).\nvar _tutorial_has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (bolt-cycle hint).\nvar _tutorial_has_sniper_rifle: bool = false\n\n## Whether the player has a revolver (hammer cock hint).\nvar _tutorial_has_revolver: bool = false\n\n## Whether the player has a Makarov PM (R->R reload hint).\nvar _tutorial_has_makarov_pm: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _tutorial_has_ak_gl: bool = false\n\n## Reference to the player's assault rifle node (for GL ammo check, Bug fix #10).\nvar _tutorial_assault_rifle: Node = null\n\n## Reference to the player's shotgun node (for shell count, Bug fix #7).\nvar _tutorial_shotgun: Node = null\n\n## Reference to the player's sniper rifle node (for bolt step tracking, Bug fix #3).\nvar _tutorial_sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for reload step tracking).\nvar _tutorial_sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training, Issue #998).\nvar _tutorial_scope_used: bool = false\n\n## Hint keys (same as tutorial_level.gd).\nconst TUTORIAL_HINT_RELOAD := \"reload\"\nconst TUTORIAL_HINT_GRENADE := \"grenade\"\nconst TUTORIAL_HINT_HAMMER_COCK := \"hammer_cock\"\nconst TUTORIAL_HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst TUTORIAL_HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\nconst TUTORIAL_HINT_FIRE_MODE := \"fire_mode\" ## M16 fire-mode switch [B] (Bug fix round 5)\nconst TUTORIAL_HINT_SCOPE := \"scope\" ## Sniper scope RMB hint (Issue #998)\n\n## Vertical spacing between stacked tutorial hints (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst TUTORIAL_HINT_SPACING: float = 60.0\n\n## Issue #944: Animation timing constants for hint fade-in, strikethrough, and fade-out.\nconst TUTORIAL_HINT_FADE_IN_DURATION := 0.3\nconst TUTORIAL_HINT_STRIKETHROUGH_DURATION := 0.4\nconst TUTORIAL_HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Tracks hints currently being animated (prevents double-dismiss).\nvar _tutorial_animating_hints: Dictionary = {}\n\n## Issue #944: Tracks multi-step hints that already showed per-step strikethrough.\nvar _tutorial_hint_is_multistep_completed: Dictionary = {}\n\n## Number of shots fired (Issue #945: reload hint appears after 2 shots).\nvar _tutorial_shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _tutorial_reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _tutorial_bolt_cycle_hint_revealed: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\nvar _tutorial_shotgun_full_reload_active: bool = false\n\n## Whether M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\nvar _tutorial_m16_needs_fire_mode_hint: bool = false\n\n## Grenade hint step (Bug fix round 5): 0=arm, 1=G held, 2=G released.\nvar _tutorial_grenade_hint_step: int = 0\n\n## Whether G key was held last frame (for grenade hint step tracking).\nvar _tutorial_grenade_g_was_held: bool = false\n\n## Unique colors per hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst TUTORIAL_HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst TUTORIAL_HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst TUTORIAL_HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst TUTORIAL_HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst TUTORIAL_HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\nconst TUTORIAL_HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch (Bug fix round 5)\nconst TUTORIAL_HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming (Issue #998)\n\n\n## Gets the ReplayManager autoload node.",
"numLines": 200,
"startLine": 1,
"totalLines": 2490
}
}
}
[2026-03-11T21:31:06.839Z] [INFO] [log_122efa] sending request {
[2026-03-11T21:31:06.840Z] [INFO] method: 'post',
[2026-03-11T21:31:06.842Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:06.843Z] [INFO] options: {
[2026-03-11T21:31:06.843Z] [INFO] method: 'post',
[2026-03-11T21:31:06.844Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:06.844Z] [INFO] body: {
[2026-03-11T21:31:06.845Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:06.845Z] [INFO] messages: [Array],
[2026-03-11T21:31:06.846Z] [INFO] system: [Array],
[2026-03-11T21:31:06.846Z] [INFO] tools: [Array],
[2026-03-11T21:31:06.847Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:06.847Z] [INFO] metadata: [Object],
[2026-03-11T21:31:06.847Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:06.847Z] [INFO] thinking: undefined,
[2026-03-11T21:31:06.847Z] [INFO] temperature: 1,
[2026-03-11T21:31:06.848Z] [INFO] stream: true
[2026-03-11T21:31:06.848Z] [INFO] },
[2026-03-11T21:31:06.848Z] [INFO] timeout: 600000,
[2026-03-11T21:31:06.848Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:06.848Z] [INFO] stream: true
[2026-03-11T21:31:06.849Z] [INFO] },
[2026-03-11T21:31:06.849Z] [INFO] headers: {
[2026-03-11T21:31:06.849Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:06.850Z] [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',
[2026-03-11T21:31:06.850Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:06.851Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:06.851Z] [INFO] authorization: '***',
[2026-03-11T21:31:06.852Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:06.852Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:06.853Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:06.855Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:06.855Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:06.856Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:06.856Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:06.857Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:06.857Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:06.858Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:06.859Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:06.860Z] [INFO] }
[2026-03-11T21:31:06.860Z] [INFO] }
[2026-03-11T21:31:09.200Z] [INFO] [log_122efa, request-id: "req_011CYx1KkGo7hNB5EZ9fkwdF"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2362ms
[2026-03-11T21:31:09.201Z] [INFO] [log_122efa] response start {
[2026-03-11T21:31:09.202Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:09.202Z] [INFO] status: 200,
[2026-03-11T21:31:09.202Z] [INFO] headers: {
[2026-03-11T21:31:09.202Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:09.203Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:09.203Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:09.203Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:09.204Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:09.205Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:09.205Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:09.205Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:09.205Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:09.205Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:09.206Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:09.206Z] [INFO] 'cf-ray': '9dadaa07cbb8d2b7-FRA',
[2026-03-11T21:31:09.206Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:09.206Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:09.206Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:09.206Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:09.206Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:09 GMT',
[2026-03-11T21:31:09.206Z] [INFO] 'request-id': 'req_011CYx1KkGo7hNB5EZ9fkwdF',
[2026-03-11T21:31:09.207Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:09.207Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:09.207Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:09.207Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:09.207Z] [INFO] 'x-envoy-upstream-service-time': '2231',
[2026-03-11T21:31:09.208Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:09.208Z] [INFO] },
[2026-03-11T21:31:09.208Z] [INFO] durationMs: 2362
[2026-03-11T21:31:09.209Z] [INFO] }
[2026-03-11T21:31:09.209Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:09.209Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:09 GMT',
[2026-03-11T21:31:09.209Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:09.209Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:09.209Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:09.209Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:09.209Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:09.210Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:09.211Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:09.211Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:09.211Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:09.211Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:09.211Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:09.211Z] [INFO] 'request-id': 'req_011CYx1KkGo7hNB5EZ9fkwdF',
[2026-03-11T21:31:09.211Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:09.212Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:09.212Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:09.212Z] [INFO] 'x-envoy-upstream-service-time': '2231',
[2026-03-11T21:31:09.212Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:09.212Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:09.212Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:09.212Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:09.212Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:09.212Z] [INFO] 'cf-ray': '9dadaa07cbb8d2b7-FRA'
[2026-03-11T21:31:09.213Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:09.213Z] [INFO] [log_122efa] response parsed {
[2026-03-11T21:31:09.213Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:09.213Z] [INFO] status: 200,
[2026-03-11T21:31:09.213Z] [INFO] body: qG {
[2026-03-11T21:31:09.213Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:09.213Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:09.213Z] [INFO] },
[2026-03-11T21:31:09.214Z] [INFO] durationMs: 2362
[2026-03-11T21:31:09.214Z] [INFO] }
[2026-03-11T21:31:10.053Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01FC7b2KCKu92LQZpdzVRHYG",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now let me search for the strikethrough functions in labyrinth_level.gd."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 3405,
"cache_read_input_tokens": 46989,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 3405
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "00d51307-397b-4ce5-81a0-610c1a37c805"
}
[2026-03-11T21:31:11.956Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01FC7b2KCKu92LQZpdzVRHYG",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01KDSc8T24hCiKPGgqCqMem5",
"name": "Grep",
"input": {
"pattern": "_tutorial_dismiss_hint|_tutorial_animate|strikethrough|Line2D",
"path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd",
"output_mode": "content",
"-n": true
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 3405,
"cache_read_input_tokens": 46989,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 3405
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "50f64952-a90e-4dfb-99c0-573ba9ed659e"
}
[2026-03-11T21:31:11.971Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01KDSc8T24hCiKPGgqCqMem5",
"type": "tool_result",
"content": "158:## Issue #944: Animation timing constants for hint fade-in, strikethrough, and fade-out.\n166:## Issue #944: Tracks multi-step hints that already showed per-step strikethrough.\n2088:## Issue #944: Adds strikethrough for completed steps.\n2179:## Issue #944: Adds strikethrough for completed steps.\n2185:\t\t\t# Issue #944: Completed step - grey with strikethrough\n2210:## Issue #944: Adds strikethrough for completed steps.\n2228:## Issue #944: Adds strikethrough for completed steps.\n2267:## Issue #944: Adds strikethrough for completed steps.\n2373:## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n2374:## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n2392:\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n2393:\t# If so, skip the full strikethrough and just fade out.\n2394:\tvar skip_strikethrough := _tutorial_hint_is_multistep_completed.get(hint_key, false)\n2397:\tif skip_strikethrough:\n2398:\t\t# Multi-step action completed - just fade out without additional strikethrough\n2402:\t\t# Single action completed - show strikethrough, then fade out\n2403:\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n2404:\t\t_animate_tutorial_hint_strikethrough_and_fade(hint_key, label)\n2407:## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n2408:## The strikethrough line animates from left to right before the text fades out.\n2410:func _animate_tutorial_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n2411:\t# Create a Line2D for the animated strikethrough effect\n2412:\tvar strike_line := Line2D.new()\n2444:\t# After strikethrough animation completes, fade out the whole label\n2449:## Issue #944: Fade out the hint without adding strikethrough.\n2450:## Used for multi-step hints that already showed per-step strikethrough."
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "b13b12ff-449d-4f49-b1c4-382a1a23303b",
"tool_use_result": {
"mode": "content",
"numFiles": 0,
"filenames": [],
"content": "158:## Issue #944: Animation timing constants for hint fade-in, strikethrough, and fade-out.\n166:## Issue #944: Tracks multi-step hints that already showed per-step strikethrough.\n2088:## Issue #944: Adds strikethrough for completed steps.\n2179:## Issue #944: Adds strikethrough for completed steps.\n2185:\t\t\t# Issue #944: Completed step - grey with strikethrough\n2210:## Issue #944: Adds strikethrough for completed steps.\n2228:## Issue #944: Adds strikethrough for completed steps.\n2267:## Issue #944: Adds strikethrough for completed steps.\n2373:## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n2374:## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n2392:\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n2393:\t# If so, skip the full strikethrough and just fade out.\n2394:\tvar skip_strikethrough := _tutorial_hint_is_multistep_completed.get(hint_key, false)\n2397:\tif skip_strikethrough:\n2398:\t\t# Multi-step action completed - just fade out without additional strikethrough\n2402:\t\t# Single action completed - show strikethrough, then fade out\n2403:\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n2404:\t\t_animate_tutorial_hint_strikethrough_and_fade(hint_key, label)\n2407:## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n2408:## The strikethrough line animates from left to right before the text fades out.\n2410:func _animate_tutorial_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n2411:\t# Create a Line2D for the animated strikethrough effect\n2412:\tvar strike_line := Line2D.new()\n2444:\t# After strikethrough animation completes, fade out the whole label\n2449:## Issue #944: Fade out the hint without adding strikethrough.\n2450:## Used for multi-step hints that already showed per-step strikethrough.",
"numLines": 26
}
}
[2026-03-11T21:31:11.977Z] [INFO] [log_5166d9] sending request {
[2026-03-11T21:31:11.977Z] [INFO] method: 'post',
[2026-03-11T21:31:11.978Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:11.978Z] [INFO] options: {
[2026-03-11T21:31:11.978Z] [INFO] method: 'post',
[2026-03-11T21:31:11.978Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:11.978Z] [INFO] body: {
[2026-03-11T21:31:11.978Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:11.978Z] [INFO] messages: [Array],
[2026-03-11T21:31:11.978Z] [INFO] system: [Array],
[2026-03-11T21:31:11.979Z] [INFO] tools: [Array],
[2026-03-11T21:31:11.979Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:11.979Z] [INFO] metadata: [Object],
[2026-03-11T21:31:11.979Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:11.980Z] [INFO] thinking: undefined,
[2026-03-11T21:31:11.980Z] [INFO] temperature: 1,
[2026-03-11T21:31:11.980Z] [INFO] stream: true
[2026-03-11T21:31:11.980Z] [INFO] },
[2026-03-11T21:31:11.980Z] [INFO] timeout: 600000,
[2026-03-11T21:31:11.980Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:11.980Z] [INFO] stream: true
[2026-03-11T21:31:11.980Z] [INFO] },
[2026-03-11T21:31:11.980Z] [INFO] headers: {
[2026-03-11T21:31:11.981Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:11.981Z] [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',
[2026-03-11T21:31:11.981Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:11.981Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:11.981Z] [INFO] authorization: '***',
[2026-03-11T21:31:11.981Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:11.981Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:11.981Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:11.982Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:11.983Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:11.983Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:11.983Z] [INFO] }
[2026-03-11T21:31:11.983Z] [INFO] }
[2026-03-11T21:31:14.453Z] [INFO] [log_5166d9, request-id: "req_011CYx1L8EPmVzraS3PGGsD2"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2477ms
[2026-03-11T21:31:14.454Z] [INFO] [log_5166d9] response start {
[2026-03-11T21:31:14.454Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:14.454Z] [INFO] status: 200,
[2026-03-11T21:31:14.455Z] [INFO] headers: {
[2026-03-11T21:31:14.455Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:14.455Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:14.455Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:14.455Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:14.455Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:14.456Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:14.457Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:14.457Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:14.457Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:14.457Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:14.457Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:14.457Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:14.457Z] [INFO] 'cf-ray': '9dadaa27ed2fd2b7-FRA',
[2026-03-11T21:31:14.458Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:14.458Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:14.458Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:14.459Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:14.459Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:14 GMT',
[2026-03-11T21:31:14.459Z] [INFO] 'request-id': 'req_011CYx1L8EPmVzraS3PGGsD2',
[2026-03-11T21:31:14.459Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:14.459Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:14.459Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:14.460Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:14.460Z] [INFO] 'x-envoy-upstream-service-time': '2350',
[2026-03-11T21:31:14.460Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:14.460Z] [INFO] },
[2026-03-11T21:31:14.460Z] [INFO] durationMs: 2477
[2026-03-11T21:31:14.460Z] [INFO] }
[2026-03-11T21:31:14.460Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:14.460Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:14 GMT',
[2026-03-11T21:31:14.460Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:14.461Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:14.461Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:14.461Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:14.461Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:14.461Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:14.461Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:14.462Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:14.462Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:14.462Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:14.463Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:14.464Z] [INFO] 'request-id': 'req_011CYx1L8EPmVzraS3PGGsD2',
[2026-03-11T21:31:14.464Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:14.464Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:14.464Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:14.464Z] [INFO] 'x-envoy-upstream-service-time': '2350',
[2026-03-11T21:31:14.464Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:14.464Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:14.465Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:14.465Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:14.465Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:14.465Z] [INFO] 'cf-ray': '9dadaa27ed2fd2b7-FRA'
[2026-03-11T21:31:14.465Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:14.465Z] [INFO] [log_5166d9] response parsed {
[2026-03-11T21:31:14.466Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:14.466Z] [INFO] status: 200,
[2026-03-11T21:31:14.466Z] [INFO] body: qG {
[2026-03-11T21:31:14.466Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:14.466Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:14.466Z] [INFO] },
[2026-03-11T21:31:14.467Z] [INFO] durationMs: 2477
[2026-03-11T21:31:14.467Z] [INFO] }
[2026-03-11T21:31:15.313Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_012FE7qWddVkCtG2Q1gHQnNb",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me read the strikethrough animation functions from labyrinth_level.gd."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 756,
"cache_read_input_tokens": 50394,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 756
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "e1402809-f173-4fcd-b692-fb9f40836fd6"
}
[2026-03-11T21:31:15.842Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_012FE7qWddVkCtG2Q1gHQnNb",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_016JFQCcfJEMXi3pq9oyb5jD",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd",
"offset": 2370,
"limit": 150
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 756,
"cache_read_input_tokens": 50394,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 756
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "71be6ee1-0593-4c76-922f-acfc60ff1559"
}
[2026-03-11T21:31:15.866Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_016JFQCcfJEMXi3pq9oyb5jD",
"type": "tool_result",
"content": " 2370→\n 2371→\n 2372→## Remove a tutorial hint label by key.\n 2373→## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n 2374→## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n 2375→## and just fades out.\n 2376→func _dismiss_tutorial_hint(hint_key: String) -> void:\n 2377→\tif not _tutorial_hints.has(hint_key):\n 2378→\t\treturn\n 2379→\n 2380→\t# Issue #944: Prevent double-dismiss while animating\n 2381→\tif _tutorial_animating_hints.has(hint_key):\n 2382→\t\treturn\n 2383→\n 2384→\tvar label: RichTextLabel = _tutorial_hints[hint_key]\n 2385→\tif not is_instance_valid(label):\n 2386→\t\t_tutorial_hints.erase(hint_key)\n 2387→\t\treturn\n 2388→\n 2389→\t# Mark as animating to prevent updates during animation\n 2390→\t_tutorial_animating_hints[hint_key] = true\n 2391→\n 2392→\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n 2393→\t# If so, skip the full strikethrough and just fade out.\n 2394→\tvar skip_strikethrough := _tutorial_hint_is_multistep_completed.get(hint_key, false)\n 2395→\t_tutorial_hint_is_multistep_completed.erase(hint_key)\n 2396→\n 2397→\tif skip_strikethrough:\n 2398→\t\t# Multi-step action completed - just fade out without additional strikethrough\n 2399→\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n 2400→\t\t_animate_tutorial_hint_fade_out(hint_key, label)\n 2401→\telse:\n 2402→\t\t# Single action completed - show strikethrough, then fade out\n 2403→\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n 2404→\t\t_animate_tutorial_hint_strikethrough_and_fade(hint_key, label)\n 2405→\n 2406→\n 2407→## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n 2408→## The strikethrough line animates from left to right before the text fades out.\n 2409→## Used for single-action hints (fire mode, scope, hammer cock, etc.).\n 2410→func _animate_tutorial_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n 2411→\t# Create a Line2D for the animated strikethrough effect\n 2412→\tvar strike_line := Line2D.new()\n 2413→\tstrike_line.name = \"StrikeLine_\" + hint_key\n 2414→\tstrike_line.width = 2.0\n 2415→\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n 2416→\tstrike_line.z_index = 1 # Draw on top of the text\n 2417→\n 2418→\t# Position the line at the vertical center of the label\n 2419→\t# The label's content height is approximately the font size\n 2420→\tvar label_height := 20.0 # normal_font_size from _add_tutorial_hint\n 2421→\tvar line_y := label_height * 0.5\n 2422→\n 2423→\t# Start with a point at the left edge, end point will be animated\n 2424→\tstrike_line.add_point(Vector2(0, line_y))\n 2425→\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n 2426→\n 2427→\tlabel.add_child(strike_line)\n 2428→\n 2429→\t# Get the approximate width of the text content\n 2430→\t# RichTextLabel content width is approximately custom_minimum_size.x\n 2431→\tvar text_width: float = label.custom_minimum_size.x\n 2432→\tif text_width <= 0:\n 2433→\t\ttext_width = 300.0 # Default width\n 2434→\n 2435→\t# Animate the line from left to right\n 2436→\tvar tween := create_tween()\n 2437→\ttween.tween_method(\n 2438→\t\tfunc(progress: float):\n 2439→\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n 2440→\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n 2441→\t\t0.0, 1.0, TUTORIAL_HINT_STRIKETHROUGH_DURATION\n 2442→\t).set_ease(Tween.EASE_OUT)\n 2443→\n 2444→\t# After strikethrough animation completes, fade out the whole label\n 2445→\ttween.tween_property(label, \"modulate:a\", 0.0, TUTORIAL_HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 2446→\ttween.tween_callback(_finalize_tutorial_hint_dismiss.bind(hint_key, label))\n 2447→\n 2448→\n 2449→## Issue #944: Fade out the hint without adding strikethrough.\n 2450→## Used for multi-step hints that already showed per-step strikethrough.\n 2451→func _animate_tutorial_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n 2452→\tvar tween := create_tween()\n 2453→\ttween.tween_property(label, \"modulate:a\", 0.0, TUTORIAL_HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 2454→\ttween.tween_callback(_finalize_tutorial_hint_dismiss.bind(hint_key, label))\n 2455→\n 2456→\n 2457→## Issue #944: Finalize hint dismissal after animation completes.\n 2458→func _finalize_tutorial_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n 2459→\t_tutorial_animating_hints.erase(hint_key)\n 2460→\t_tutorial_hints.erase(hint_key)\n 2461→\tif is_instance_valid(label):\n 2462→\t\tlabel.queue_free()\n 2463→\tprint(\"[LabyrinthLevel] Hint '%s' dismissed (animation complete)\" % hint_key)\n 2464→\n 2465→\n 2466→## Update tutorial hint positions to float above the player.\n 2467→func _update_tutorial_hint_positions() -> void:\n 2468→\tif _player == null or _tutorial_hints.is_empty():\n 2469→\t\treturn\n 2470→\n 2471→\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n 2472→\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n 2473→\n 2474→\tvar index := 0\n 2475→\tfor hint_key in _tutorial_hints:\n 2476→\t\tvar label: RichTextLabel = _tutorial_hints[hint_key]\n 2477→\t\tif is_instance_valid(label):\n 2478→\t\t\tlabel.custom_minimum_size = Vector2(300, 30)\n 2479→\t\t\tlabel.position = screen_pos + Vector2(-150, -80 - index * TUTORIAL_HINT_SPACING)\n 2480→\t\t\tindex += 1\n 2481→\n 2482→\n 2483→## Log a message to the file logger if available.\n 2484→func _log_to_file(message: String) -> void:\n 2485→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 2486→\tif file_logger and file_logger.has_method(\"log_info\"):\n 2487→\t\tfile_logger.log_info(\"[LabyrinthLevel] \" + message)\n 2488→\telse:\n 2489→\t\tprint(\"[LabyrinthLevel] \" + message)\n 2490→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "1fb6058b-f3e2-48ca-8956-6cb905cb6d8c",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/labyrinth_level.gd",
"content": "\n\n## Remove a tutorial hint label by key.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_tutorial_hint(hint_key: String) -> void:\n\tif not _tutorial_hints.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _tutorial_animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _tutorial_hints[hint_key]\n\tif not is_instance_valid(label):\n\t\t_tutorial_hints.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_tutorial_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _tutorial_hint_is_multistep_completed.get(hint_key, false)\n\t_tutorial_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_tutorial_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"[LabyrinthLevel] Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_tutorial_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_tutorial_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_tutorial_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, TUTORIAL_HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, TUTORIAL_HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_tutorial_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_tutorial_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, TUTORIAL_HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_tutorial_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_tutorial_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_tutorial_animating_hints.erase(hint_key)\n\t_tutorial_hints.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"[LabyrinthLevel] Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update tutorial hint positions to float above the player.\nfunc _update_tutorial_hint_positions() -> void:\n\tif _player == null or _tutorial_hints.is_empty():\n\t\treturn\n\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\tvar index := 0\n\tfor hint_key in _tutorial_hints:\n\t\tvar label: RichTextLabel = _tutorial_hints[hint_key]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.custom_minimum_size = Vector2(300, 30)\n\t\t\tlabel.position = screen_pos + Vector2(-150, -80 - index * TUTORIAL_HINT_SPACING)\n\t\t\tindex += 1\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(\"[LabyrinthLevel] \" + message)\n\telse:\n\t\tprint(\"[LabyrinthLevel] \" + message)\n",
"numLines": 121,
"startLine": 2370,
"totalLines": 2490
}
}
}
[2026-03-11T21:31:15.876Z] [INFO] [log_903d29] sending request {
[2026-03-11T21:31:15.877Z] [INFO] method: 'post',
[2026-03-11T21:31:15.877Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:15.878Z] [INFO] options: {
[2026-03-11T21:31:15.878Z] [INFO] method: 'post',
[2026-03-11T21:31:15.879Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:15.879Z] [INFO] body: {
[2026-03-11T21:31:15.879Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:15.880Z] [INFO] messages: [Array],
[2026-03-11T21:31:15.880Z] [INFO] system: [Array],
[2026-03-11T21:31:15.880Z] [INFO] tools: [Array],
[2026-03-11T21:31:15.880Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:15.880Z] [INFO] metadata: [Object],
[2026-03-11T21:31:15.881Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:15.881Z] [INFO] thinking: undefined,
[2026-03-11T21:31:15.881Z] [INFO] temperature: 1,
[2026-03-11T21:31:15.881Z] [INFO] stream: true
[2026-03-11T21:31:15.881Z] [INFO] },
[2026-03-11T21:31:15.881Z] [INFO] timeout: 600000,
[2026-03-11T21:31:15.882Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:15.883Z] [INFO] stream: true
[2026-03-11T21:31:15.883Z] [INFO] },
[2026-03-11T21:31:15.883Z] [INFO] headers: {
[2026-03-11T21:31:15.883Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:15.883Z] [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',
[2026-03-11T21:31:15.884Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:15.884Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:15.884Z] [INFO] authorization: '***',
[2026-03-11T21:31:15.884Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:15.884Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:15.885Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:15.885Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:15.885Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:15.886Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:15.886Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:15.887Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:15.887Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:15.887Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:15.888Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:15.888Z] [INFO] }
[2026-03-11T21:31:15.888Z] [INFO] }
[2026-03-11T21:31:17.329Z] [INFO] [log_903d29, request-id: "req_011CYx1LQuViR7kbjghU8JsG"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1454ms
[2026-03-11T21:31:17.330Z] [INFO] [log_903d29] response start {
[2026-03-11T21:31:17.330Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:17.331Z] [INFO] status: 200,
[2026-03-11T21:31:17.331Z] [INFO] headers: {
[2026-03-11T21:31:17.331Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:17.331Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:17.331Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:17.331Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:17.331Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:17.332Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:17.333Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:17.333Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:17.333Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:17.333Z] [INFO] 'cf-ray': '9dadaa404f86d2b7-FRA',
[2026-03-11T21:31:17.333Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:17.334Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:17.334Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:17.334Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:17.334Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:17 GMT',
[2026-03-11T21:31:17.335Z] [INFO] 'request-id': 'req_011CYx1LQuViR7kbjghU8JsG',
[2026-03-11T21:31:17.335Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:17.335Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:17.335Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:17.335Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:17.335Z] [INFO] 'x-envoy-upstream-service-time': '1309',
[2026-03-11T21:31:17.335Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:17.335Z] [INFO] },
[2026-03-11T21:31:17.336Z] [INFO] durationMs: 1454
[2026-03-11T21:31:17.336Z] [INFO] }
[2026-03-11T21:31:17.336Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:17.336Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:17 GMT',
[2026-03-11T21:31:17.336Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:17.336Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:17.336Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:17.336Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:17.337Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:17.337Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:17.337Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:17.337Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:17.337Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:17.338Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:17.339Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:17.339Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:17.339Z] [INFO] 'request-id': 'req_011CYx1LQuViR7kbjghU8JsG',
[2026-03-11T21:31:17.339Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:17.339Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:17.339Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:17.339Z] [INFO] 'x-envoy-upstream-service-time': '1309',
[2026-03-11T21:31:17.339Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:17.339Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:17.340Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:17.340Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:17.340Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:17.340Z] [INFO] 'cf-ray': '9dadaa404f86d2b7-FRA'
[2026-03-11T21:31:17.340Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:17.340Z] [INFO] [log_903d29] response parsed {
[2026-03-11T21:31:17.340Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:17.340Z] [INFO] status: 200,
[2026-03-11T21:31:17.341Z] [INFO] body: qG {
[2026-03-11T21:31:17.341Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:17.341Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:17.341Z] [INFO] },
[2026-03-11T21:31:17.341Z] [INFO] durationMs: 1454
[2026-03-11T21:31:17.341Z] [INFO] }
[2026-03-11T21:31:23.724Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DvFdtWHNx7LqEAdBLJqi6k",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I understand the problem fully. Let me summarize the issues:\n\n1. **Double strikethrough**: Currently, multi-step hints use BBCode `[s]` tags to show instant strikethrough on completed steps, but when the whole hint is dismissed, a Line2D overlay is also drawn, causing double strikethrough.\n\n2. **Strikethrough not extending progressively**: The user wants the Line2D strikethrough to EXTEND as steps are completed, not use BBCode `[s]` tags for instant strikethrough.\n\n3. **Not working on all hint lines**: The Line2D strikethrough only works when the whole hint is dismissed, but it should work for each step completion.\n\n4. **Line too opaque**: The Line2D color is `Color(0.8, 0.8, 0.8, 1.0)` which is solid grey, but BBCode `[s]` produces a thinner, more subtle line.\n\nThe solution requires:\n1. Remove all BBCode `[s]` tags from hint text generation\n2. Track which text segments are \"completed\" and calculate their pixel positions\n3. Use Line2D overlay that EXTENDS progressively as steps complete\n4. Make the Line2D more transparent/subtle\n\nLet me first check the functions that generate hint text with BBCode `[s]` tags."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2401,
"cache_read_input_tokens": 51150,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2401
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "9dab283b-7f04-4f80-897f-8bb3d835e414"
}
[2026-03-11T21:31:27.652Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01DvFdtWHNx7LqEAdBLJqi6k",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_011cjfZZqkmCCNEheu1N59VJ",
"name": "TodoWrite",
"input": {
"todos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "completed",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Design new approach: replace BBCode [s] with progressive Line2D extension",
"status": "in_progress",
"activeForm": "Designing new approach for progressive Line2D strikethrough"
},
{
"content": "Implement progressive strikethrough in tutorial_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in tutorial_level.gd"
},
{
"content": "Implement progressive strikethrough in labyrinth_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in labyrinth_level.gd"
},
{
"content": "Reduce Line2D opacity to match BBCode [s] appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation",
"status": "pending",
"activeForm": "Updating case study documentation"
}
]
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2401,
"cache_read_input_tokens": 51150,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2401
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "a382dd2d-7a0e-4202-8015-f8a464596665"
}
[2026-03-11T21:31:27.664Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_011cjfZZqkmCCNEheu1N59VJ",
"type": "tool_result",
"content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "a92e45f1-c152-458d-812f-fed4b31533cb",
"tool_use_result": {
"oldTodos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "in_progress",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Fix: Remove BBCode [s] tags - use only Line2D animated strikethrough",
"status": "pending",
"activeForm": "Removing BBCode [s] tags to use only animated strikethrough"
},
{
"content": "Fix: Make strikethrough EXTEND progressively for multi-step hints",
"status": "pending",
"activeForm": "Making strikethrough extend progressively for multi-step hints"
},
{
"content": "Fix: Apply animated strikethrough to ALL hint types (not just some)",
"status": "pending",
"activeForm": "Applying animated strikethrough to all hint types"
},
{
"content": "Fix: Reduce Line2D opacity to match BBCode [s] tag appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation with new findings",
"status": "pending",
"activeForm": "Updating case study documentation"
}
],
"newTodos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "completed",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Design new approach: replace BBCode [s] with progressive Line2D extension",
"status": "in_progress",
"activeForm": "Designing new approach for progressive Line2D strikethrough"
},
{
"content": "Implement progressive strikethrough in tutorial_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in tutorial_level.gd"
},
{
"content": "Implement progressive strikethrough in labyrinth_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in labyrinth_level.gd"
},
{
"content": "Reduce Line2D opacity to match BBCode [s] appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation",
"status": "pending",
"activeForm": "Updating case study documentation"
}
],
"verificationNudgeNeeded": false
}
}
[2026-03-11T21:31:27.674Z] [INFO] [log_e8411c] sending request {
[2026-03-11T21:31:27.675Z] [INFO] method: 'post',
[2026-03-11T21:31:27.676Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:27.676Z] [INFO] options: {
[2026-03-11T21:31:27.676Z] [INFO] method: 'post',
[2026-03-11T21:31:27.676Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:27.676Z] [INFO] body: {
[2026-03-11T21:31:27.677Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:27.677Z] [INFO] messages: [Array],
[2026-03-11T21:31:27.677Z] [INFO] system: [Array],
[2026-03-11T21:31:27.677Z] [INFO] tools: [Array],
[2026-03-11T21:31:27.677Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:27.677Z] [INFO] metadata: [Object],
[2026-03-11T21:31:27.677Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:27.677Z] [INFO] thinking: undefined,
[2026-03-11T21:31:27.678Z] [INFO] temperature: 1,
[2026-03-11T21:31:27.678Z] [INFO] stream: true
[2026-03-11T21:31:27.678Z] [INFO] },
[2026-03-11T21:31:27.678Z] [INFO] timeout: 600000,
[2026-03-11T21:31:27.678Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:27.678Z] [INFO] stream: true
[2026-03-11T21:31:27.678Z] [INFO] },
[2026-03-11T21:31:27.678Z] [INFO] headers: {
[2026-03-11T21:31:27.678Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:27.679Z] [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',
[2026-03-11T21:31:27.679Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:27.679Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:27.679Z] [INFO] authorization: '***',
[2026-03-11T21:31:27.679Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:27.679Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:27.679Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:27.679Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:27.680Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:27.680Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:27.680Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:27.680Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:27.680Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:27.681Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:27.681Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:27.681Z] [INFO] }
[2026-03-11T21:31:27.681Z] [INFO] }
[2026-03-11T21:31:29.946Z] [INFO] [log_e8411c, request-id: "req_011CYx1MHQKz3QL7R8tv9sU1"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2272ms
[2026-03-11T21:31:29.947Z] [INFO] [log_e8411c] response start {
[2026-03-11T21:31:29.948Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:29.948Z] [INFO] status: 200,
[2026-03-11T21:31:29.948Z] [INFO] headers: {
[2026-03-11T21:31:29.948Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:29.949Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:29.949Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:29.949Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:29.949Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:29.950Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:29.951Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:29.951Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:29.951Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:29.951Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:29.951Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:29.951Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:29.951Z] [INFO] 'cf-ray': '9dadaa8a0e7cd2b7-FRA',
[2026-03-11T21:31:29.952Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:29.952Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:29.952Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:29.952Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:29.952Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:29 GMT',
[2026-03-11T21:31:29.952Z] [INFO] 'request-id': 'req_011CYx1MHQKz3QL7R8tv9sU1',
[2026-03-11T21:31:29.952Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:29.952Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:29.952Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:29.953Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:29.953Z] [INFO] 'x-envoy-upstream-service-time': '2128',
[2026-03-11T21:31:29.953Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:29.953Z] [INFO] },
[2026-03-11T21:31:29.953Z] [INFO] durationMs: 2272
[2026-03-11T21:31:29.953Z] [INFO] }
[2026-03-11T21:31:29.953Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:29.954Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:29 GMT',
[2026-03-11T21:31:29.954Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:29.954Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:29.954Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:29.954Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:29.954Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:29.954Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:29.954Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:29.954Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:29.954Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:29.955Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:29.956Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:29.956Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:29.956Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:29.956Z] [INFO] 'request-id': 'req_011CYx1MHQKz3QL7R8tv9sU1',
[2026-03-11T21:31:29.956Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:29.956Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:29.956Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:29.956Z] [INFO] 'x-envoy-upstream-service-time': '2128',
[2026-03-11T21:31:29.956Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:29.957Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:29.957Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:29.957Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:29.957Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:29.957Z] [INFO] 'cf-ray': '9dadaa8a0e7cd2b7-FRA'
[2026-03-11T21:31:29.957Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:29.957Z] [INFO] [log_e8411c] response parsed {
[2026-03-11T21:31:29.957Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:29.957Z] [INFO] status: 200,
[2026-03-11T21:31:29.957Z] [INFO] body: qG {
[2026-03-11T21:31:29.958Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:29.958Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:29.958Z] [INFO] },
[2026-03-11T21:31:29.959Z] [INFO] durationMs: 2273
[2026-03-11T21:31:29.959Z] [INFO] }
[2026-03-11T21:31:30.767Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XpNTbcb8XNeyuMg8iCRznP",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me read the reload hint text functions to understand how they generate text."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 682,
"cache_read_input_tokens": 53551,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 682
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "0c60da7c-0c74-4368-9f16-1d35027184ed"
}
[2026-03-11T21:31:31.809Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01XpNTbcb8XNeyuMg8iCRznP",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01FRHSx4EPfKsanVAUoUsU5p",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 900,
"limit": 200
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 682,
"cache_read_input_tokens": 53551,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 682
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2952e00b-4b51-4fde-b3f2-9eea82a7118a"
}
[2026-03-11T21:31:31.825Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01FRHSx4EPfKsanVAUoUsU5p",
"type": "tool_result",
"content": " 900→\t\tlabel.text = new_text\n 901→\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n 902→\n 903→\n 904→## Build BBCode text for the reload hint based on current step (Issue #945).\n 905→## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n 906→## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n 907→## So we highlight step+1 as the next action to perform.\n 908→## Bug fix #5: Revolver and shotgun use separate hint builders.\n 909→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 910→func _build_reload_hint_bbcode(step: int, total: int) -> String:\n 911→\t# Guard: shotgun uses static/ActionState-based hints\n 912→\tif _has_shotgun:\n 913→\t\treturn \"\"\n 914→\n 915→\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n 916→\t\t# Makarov PM / 2-step reload: R -> R\n 917→\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n 918→\t\tmatch step:\n 919→\t\t\t0:\n 920→\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n 921→\t\t\t1:\n 922→\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n 923→\t\t\t_:\n 924→\t\t\t\t# Mark as multi-step completed when all steps done\n 925→\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n 926→\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n 927→\telse:\n 928→\t\t# Standard 3-step reload: R -> F -> R\n 929→\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n 930→\t\tmatch step:\n 931→\t\t\t0:\n 932→\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n 933→\t\t\t1:\n 934→\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n 935→\t\t\t2:\n 936→\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n 937→\t\t\t_:\n 938→\t\t\t\t# Mark as multi-step completed when all steps done\n 939→\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n 940→\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n 941→\n 942→\n 943→## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n 944→## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n 945→## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n 946→## after the 1st shot, not the full reload sequence.\n 947→func _reveal_bolt_cycle_hint() -> void:\n 948→\tif _current_step != TutorialStep.RELOAD:\n 949→\t\treturn\n 950→\n 951→\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n 952→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 953→\tif canvas_layer == null:\n 954→\t\treturn\n 955→\n 956→\tif _has_sniper_rifle:\n 957→\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n 958→\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n 959→\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n 960→\telif _has_shotgun:\n 961→\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n 962→\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n 963→\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n 964→\t\t\t_add_hint(HINT_BOLT_CYCLE,\n 965→\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n 966→\t\t\t\tcanvas_layer)\n 967→\n 968→\n 969→## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\n 970→func _reveal_reload_hint() -> void:\n 971→\tif _current_step != TutorialStep.RELOAD:\n 972→\t\treturn\n 973→\n 974→\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n 975→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 976→\tif canvas_layer == null:\n 977→\t\treturn\n 978→\n 979→\t_add_reload_hints(canvas_layer)\n 980→\n 981→\n 982→## Called when player switches fire mode.\n 983→## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\n 984→func _on_fire_mode_changed(_new_mode: int) -> void:\n 985→\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n 986→\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n 987→\t\t_m16_needs_fire_mode_hint = false\n 988→\t\t_dismiss_hint(HINT_FIRE_MODE)\n 989→\t\t_advance_to_step(TutorialStep.COMPLETED)\n 990→\t\treturn\n 991→\n 992→\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n 993→\t\treturn\n 994→\n 995→\tif not _has_switched_fire_mode:\n 996→\t\t_has_switched_fire_mode = true\n 997→\t\tprint(\"Tutorial: Player switched fire mode\")\n 998→\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n 999→\t\t_dismiss_hint(HINT_FIRE_MODE)\n 1000→\t\t_advance_to_step(TutorialStep.RELOAD)\n 1001→\n 1002→\n 1003→## Called when sniper rifle bolt step changes.\n 1004→## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n 1005→## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n 1006→## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n 1007→## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\n 1008→func _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n 1009→\tif _current_step != TutorialStep.RELOAD:\n 1010→\t\treturn\n 1011→\n 1012→\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n 1013→\n 1014→\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n 1015→\tif _hint_labels.has(HINT_BOLT_CYCLE):\n 1016→\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n 1017→\t\tif is_instance_valid(label):\n 1018→\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n 1019→\n 1020→\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n 1021→\tif step >= total_steps and not _sniper_bolt_cycled:\n 1022→\t\t_sniper_bolt_cycled = true\n 1023→\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n 1024→\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n 1025→\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n 1026→\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n 1027→\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n 1028→\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n 1029→\t\t_sniper_bolt_cycled = false\n 1030→\n 1031→\n 1032→## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n 1033→## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n 1034→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 1035→func _build_sniper_bolt_hint_bbcode(step: int) -> String:\n 1036→\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n 1037→\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n 1038→\tvar parts: PackedStringArray = []\n 1039→\tfor i in range(STEPS.size()):\n 1040→\t\tif i < step:\n 1041→\t\t\t# Completed step: grey with strikethrough\n 1042→\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n 1043→\t\telif i == step:\n 1044→\t\t\t# Current step: highlighted in red\n 1045→\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n 1046→\t\telse:\n 1047→\t\t\t# Future step: grey\n 1048→\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n 1049→\n 1050→\t# Mark as multi-step completed when all 4 steps done\n 1051→\tif step >= STEPS.size():\n 1052→\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n 1053→\n 1054→\treturn \" \".join(parts) + \" Передёрни затвор\"\n 1055→\n 1056→\n 1057→## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n 1058→## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\n 1059→func _build_shotgun_reload_hint_bbcode() -> String:\n 1060→\tvar shells_needed: int = _get_shotgun_shells_to_load()\n 1061→\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n 1062→\n 1063→\n 1064→## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n 1065→## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n 1066→## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\n 1067→func _get_shotgun_shells_to_load() -> int:\n 1068→\tif _shotgun == null:\n 1069→\t\treturn 8 # Default fallback\n 1070→\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n 1071→\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n 1072→\tif shells_in_tube == null or tube_capacity == null:\n 1073→\t\treturn 8\n 1074→\treturn int(tube_capacity) - int(shells_in_tube)\n 1075→\n 1076→\n 1077→## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n 1078→## step=1: cylinder opened → highlight insert-cartridge action\n 1079→## step=3: cylinder closed → all grey (done)\n 1080→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 1081→func _build_revolver_reload_hint_bbcode(step: int) -> String:\n 1082→\tmatch step:\n 1083→\t\t0:\n 1084→\t\t\t# Nothing done yet: highlight open-cylinder (R)\n 1085→\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n 1086→\t\t1:\n 1087→\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n 1088→\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n 1089→\t\t2:\n 1090→\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n 1091→\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n 1092→\t\t_:\n 1093→\t\t\t# All steps done - mark as multi-step completed\n 1094→\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n 1095→\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n 1096→\n 1097→\n 1098→## Called when the shotgun's action state changes (pump-action between shots).\n 1099→## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "e7d3ebe5-3f75-4e91-9070-b2e6d1fe5f19",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "\t\tlabel.text = new_text\n\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _has_shotgun:\n\t\treturn \"\"\n\n\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n\n\n## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n## after the 1st shot, not the full reload sequence.\nfunc _reveal_bolt_cycle_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tif _has_sniper_rifle:\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n\telif _has_shotgun:\n\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_add_hint(HINT_BOLT_CYCLE,\n\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n\t\t\t\tcanvas_layer)\n\n\n## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\nfunc _reveal_reload_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_add_reload_hints(canvas_layer)\n\n\n## Called when player switches fire mode.\n## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n\t\t_m16_needs_fire_mode_hint = false\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\treturn\n\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when sniper rifle bolt step changes.\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\nfunc _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n\n\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n\n\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n\tif step >= total_steps and not _sniper_bolt_cycled:\n\t\t_sniper_bolt_cycled = true\n\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n\t\t_sniper_bolt_cycled = false\n\n\n## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_sniper_bolt_hint_bbcode(step: int) -> String:\n\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n\tvar parts: PackedStringArray = []\n\tfor i in range(STEPS.size()):\n\t\tif i < step:\n\t\t\t# Completed step: grey with strikethrough\n\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n\t\telif i == step:\n\t\t\t# Current step: highlighted in red\n\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n\t\telse:\n\t\t\t# Future step: grey\n\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n\n\t# Mark as multi-step completed when all 4 steps done\n\tif step >= STEPS.size():\n\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\n\treturn \" \".join(parts) + \" Передёрни затвор\"\n\n\n## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\nfunc _build_shotgun_reload_hint_bbcode() -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\n\n## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\nfunc _get_shotgun_shells_to_load() -> int:\n\tif _shotgun == null:\n\t\treturn 8 # Default fallback\n\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n\tif shells_in_tube == null or tube_capacity == null:\n\t\treturn 8\n\treturn int(tube_capacity) - int(shells_in_tube)\n\n\n## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n## step=1: cylinder opened → highlight insert-cartridge action\n## step=3: cylinder closed → all grey (done)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_revolver_reload_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\t# Nothing done yet: highlight open-cylinder (R)\n\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n\t\t1:\n\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n\t\t2:\n\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n\t\t_:\n\t\t\t# All steps done - mark as multi-step completed\n\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n\n\n## Called when the shotgun's action state changes (pump-action between shots).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.",
"numLines": 200,
"startLine": 900,
"totalLines": 1739
}
}
}
[2026-03-11T21:31:31.838Z] [INFO] [log_a0b44a] sending request {
[2026-03-11T21:31:31.838Z] [INFO] method: 'post',
[2026-03-11T21:31:31.839Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:31.839Z] [INFO] options: {
[2026-03-11T21:31:31.840Z] [INFO] method: 'post',
[2026-03-11T21:31:31.840Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:31.840Z] [INFO] body: {
[2026-03-11T21:31:31.841Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:31.841Z] [INFO] messages: [Array],
[2026-03-11T21:31:31.842Z] [INFO] system: [Array],
[2026-03-11T21:31:31.845Z] [INFO] tools: [Array],
[2026-03-11T21:31:31.846Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:31.846Z] [INFO] metadata: [Object],
[2026-03-11T21:31:31.847Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:31.847Z] [INFO] thinking: undefined,
[2026-03-11T21:31:31.847Z] [INFO] temperature: 1,
[2026-03-11T21:31:31.847Z] [INFO] stream: true
[2026-03-11T21:31:31.848Z] [INFO] },
[2026-03-11T21:31:31.848Z] [INFO] timeout: 600000,
[2026-03-11T21:31:31.848Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:31.848Z] [INFO] stream: true
[2026-03-11T21:31:31.849Z] [INFO] },
[2026-03-11T21:31:31.849Z] [INFO] headers: {
[2026-03-11T21:31:31.849Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:31.849Z] [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',
[2026-03-11T21:31:31.849Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:31.850Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:31.850Z] [INFO] authorization: '***',
[2026-03-11T21:31:31.850Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:31.850Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:31.851Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:31.851Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:31.851Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:31.851Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:31.851Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:31.852Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:31.852Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:31.852Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:31.852Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:31.853Z] [INFO] }
[2026-03-11T21:31:31.853Z] [INFO] }
[2026-03-11T21:31:33.834Z] [INFO] [log_a0b44a, request-id: "req_011CYx1MbAfENhbVKjj3bm27"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1996ms
[2026-03-11T21:31:33.835Z] [INFO] [log_a0b44a] response start {
[2026-03-11T21:31:33.835Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:33.836Z] [INFO] status: 200,
[2026-03-11T21:31:33.836Z] [INFO] headers: {
[2026-03-11T21:31:33.837Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:33.837Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:33.838Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:33.838Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:33.838Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:33.839Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:33.839Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:33.840Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:33.840Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:33.840Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:33.840Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:33.840Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:33.841Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:33.841Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:33.841Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:33.841Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:33.841Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:33.841Z] [INFO] 'cf-ray': '9dadaaa40a17d2b7-FRA',
[2026-03-11T21:31:33.841Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:33.842Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:33.842Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:33.842Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:33.842Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:33 GMT',
[2026-03-11T21:31:33.842Z] [INFO] 'request-id': 'req_011CYx1MbAfENhbVKjj3bm27',
[2026-03-11T21:31:33.843Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:33.843Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:33.844Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:33.844Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:33.844Z] [INFO] 'x-envoy-upstream-service-time': '1868',
[2026-03-11T21:31:33.845Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:33.846Z] [INFO] },
[2026-03-11T21:31:33.846Z] [INFO] durationMs: 1996
[2026-03-11T21:31:33.846Z] [INFO] }
[2026-03-11T21:31:33.846Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:33.846Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:33 GMT',
[2026-03-11T21:31:33.847Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:33.847Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:33.847Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:33.847Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:33.848Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:33.848Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:33.848Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:33.848Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:33.852Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:33.852Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:33.853Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:33.853Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:33.854Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:33.854Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:33.854Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:33.854Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:33.854Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:33.855Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:33.855Z] [INFO] 'request-id': 'req_011CYx1MbAfENhbVKjj3bm27',
[2026-03-11T21:31:33.855Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:33.855Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:33.856Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:33.856Z] [INFO] 'x-envoy-upstream-service-time': '1868',
[2026-03-11T21:31:33.858Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:33.859Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:33.860Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:33.860Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:33.861Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:33.861Z] [INFO] 'cf-ray': '9dadaaa40a17d2b7-FRA'
[2026-03-11T21:31:33.861Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:33.862Z] [INFO] [log_a0b44a] response parsed {
[2026-03-11T21:31:33.863Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:33.867Z] [INFO] status: 200,
[2026-03-11T21:31:33.868Z] [INFO] body: qG {
[2026-03-11T21:31:33.869Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:33.869Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:33.871Z] [INFO] },
[2026-03-11T21:31:33.872Z] [INFO] durationMs: 1997
[2026-03-11T21:31:33.873Z] [INFO] }
[2026-03-11T21:31:38.635Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QQs4Hm2bK7fVAjq7sFmz9d",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I have a clear understanding. The current approach uses BBCode `[s]` tags to show instant strikethrough, but the user wants:\n1. **NO BBCode `[s]` tags** - just grey color for completed steps\n2. **Animated Line2D strikethrough** that EXTENDS progressively as each step completes\n3. The Line2D should persist and grow as more steps complete\n4. The line should be semi-transparent to match the appearance of the standard strikethrough\n\nLet me design a new approach:\n1. Track the \"completed width\" for each hint's Line2D\n2. When a step completes, animate the Line2D extension from current position to the new position\n3. Keep the Line2D attached to the hint label (not just during dismissal)\n4. Remove all `[s]` tags from the hint text generation"
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 4165,
"cache_read_input_tokens": 54233,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 4165
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "31fa02f9-57a4-40b3-bdce-671bab90309b"
}
[2026-03-11T21:31:43.031Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QQs4Hm2bK7fVAjq7sFmz9d",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01Pv7YwAmBxuW3ovH8zg68hg",
"name": "TodoWrite",
"input": {
"todos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "completed",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Design new approach: replace BBCode [s] with progressive Line2D extension",
"status": "completed",
"activeForm": "Designing new approach for progressive Line2D strikethrough"
},
{
"content": "Implement progressive strikethrough in tutorial_level.gd",
"status": "in_progress",
"activeForm": "Implementing progressive strikethrough in tutorial_level.gd"
},
{
"content": "Implement progressive strikethrough in labyrinth_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in labyrinth_level.gd"
},
{
"content": "Reduce Line2D opacity to match BBCode [s] appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation",
"status": "pending",
"activeForm": "Updating case study documentation"
}
]
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 4165,
"cache_read_input_tokens": 54233,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 4165
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "8ab78453-e878-46de-b01f-2d3c82622418"
}
[2026-03-11T21:31:43.043Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01Pv7YwAmBxuW3ovH8zg68hg",
"type": "tool_result",
"content": "Todos have been modified successfully. Ensure that you continue to use the todo list to track your progress. Please proceed with the current tasks if applicable"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "fba18569-5117-4deb-9674-7efb10569f4b",
"tool_use_result": {
"oldTodos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "completed",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Design new approach: replace BBCode [s] with progressive Line2D extension",
"status": "in_progress",
"activeForm": "Designing new approach for progressive Line2D strikethrough"
},
{
"content": "Implement progressive strikethrough in tutorial_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in tutorial_level.gd"
},
{
"content": "Implement progressive strikethrough in labyrinth_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in labyrinth_level.gd"
},
{
"content": "Reduce Line2D opacity to match BBCode [s] appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation",
"status": "pending",
"activeForm": "Updating case study documentation"
}
],
"newTodos": [
{
"content": "Read current tutorial_level.gd and labyrinth_level.gd to understand current implementation",
"status": "completed",
"activeForm": "Reading current level scripts to understand implementation"
},
{
"content": "Design new approach: replace BBCode [s] with progressive Line2D extension",
"status": "completed",
"activeForm": "Designing new approach for progressive Line2D strikethrough"
},
{
"content": "Implement progressive strikethrough in tutorial_level.gd",
"status": "in_progress",
"activeForm": "Implementing progressive strikethrough in tutorial_level.gd"
},
{
"content": "Implement progressive strikethrough in labyrinth_level.gd",
"status": "pending",
"activeForm": "Implementing progressive strikethrough in labyrinth_level.gd"
},
{
"content": "Reduce Line2D opacity to match BBCode [s] appearance",
"status": "pending",
"activeForm": "Reducing Line2D opacity to match BBCode strikethrough"
},
{
"content": "Test changes locally and commit",
"status": "pending",
"activeForm": "Testing changes and committing"
},
{
"content": "Update case study documentation",
"status": "pending",
"activeForm": "Updating case study documentation"
}
],
"verificationNudgeNeeded": false
}
}
[2026-03-11T21:31:43.051Z] [INFO] [log_09b59e] sending request {
[2026-03-11T21:31:43.051Z] [INFO] method: 'post',
[2026-03-11T21:31:43.052Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:43.052Z] [INFO] options: {
[2026-03-11T21:31:43.052Z] [INFO] method: 'post',
[2026-03-11T21:31:43.052Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:43.052Z] [INFO] body: {
[2026-03-11T21:31:43.052Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:43.053Z] [INFO] messages: [Array],
[2026-03-11T21:31:43.053Z] [INFO] system: [Array],
[2026-03-11T21:31:43.053Z] [INFO] tools: [Array],
[2026-03-11T21:31:43.053Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:43.053Z] [INFO] metadata: [Object],
[2026-03-11T21:31:43.053Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:43.053Z] [INFO] thinking: undefined,
[2026-03-11T21:31:43.053Z] [INFO] temperature: 1,
[2026-03-11T21:31:43.053Z] [INFO] stream: true
[2026-03-11T21:31:43.054Z] [INFO] },
[2026-03-11T21:31:43.054Z] [INFO] timeout: 600000,
[2026-03-11T21:31:43.054Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:43.054Z] [INFO] stream: true
[2026-03-11T21:31:43.054Z] [INFO] },
[2026-03-11T21:31:43.054Z] [INFO] headers: {
[2026-03-11T21:31:43.054Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:43.054Z] [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',
[2026-03-11T21:31:43.054Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:43.054Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:43.055Z] [INFO] authorization: '***',
[2026-03-11T21:31:43.055Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:43.055Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:43.055Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:43.055Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:43.056Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:43.056Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:43.056Z] [INFO] }
[2026-03-11T21:31:43.056Z] [INFO] }
[2026-03-11T21:31:44.779Z] [INFO] [log_09b59e, request-id: "req_011CYx1NR6TnZv9CuBUpyZW9"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1728ms
[2026-03-11T21:31:44.779Z] [INFO] [log_09b59e] response start {
[2026-03-11T21:31:44.780Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:44.780Z] [INFO] status: 200,
[2026-03-11T21:31:44.780Z] [INFO] headers: {
[2026-03-11T21:31:44.780Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:44.780Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:44.780Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:44.781Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:44.782Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:44.782Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:44.783Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:44.783Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:44.783Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:44.783Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:44.784Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:44.784Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:44.784Z] [INFO] 'cf-ray': '9dadaaea1d51d2b7-FRA',
[2026-03-11T21:31:44.784Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:44.784Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:44.785Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:44.785Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:44.785Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:44 GMT',
[2026-03-11T21:31:44.785Z] [INFO] 'request-id': 'req_011CYx1NR6TnZv9CuBUpyZW9',
[2026-03-11T21:31:44.785Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:44.785Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:44.786Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:44.786Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:44.786Z] [INFO] 'x-envoy-upstream-service-time': '1602',
[2026-03-11T21:31:44.786Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:44.786Z] [INFO] },
[2026-03-11T21:31:44.786Z] [INFO] durationMs: 1728
[2026-03-11T21:31:44.786Z] [INFO] }
[2026-03-11T21:31:44.786Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:44.787Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:44 GMT',
[2026-03-11T21:31:44.787Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:44.787Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:44.787Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:44.787Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:44.787Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:44.787Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:44.787Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:44.788Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:44.789Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:44.789Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:44.789Z] [INFO] 'request-id': 'req_011CYx1NR6TnZv9CuBUpyZW9',
[2026-03-11T21:31:44.789Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:44.789Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:44.789Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:44.789Z] [INFO] 'x-envoy-upstream-service-time': '1602',
[2026-03-11T21:31:44.789Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:44.790Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:44.790Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:44.790Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:44.790Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:44.790Z] [INFO] 'cf-ray': '9dadaaea1d51d2b7-FRA'
[2026-03-11T21:31:44.790Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:44.790Z] [INFO] [log_09b59e] response parsed {
[2026-03-11T21:31:44.790Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:44.791Z] [INFO] status: 200,
[2026-03-11T21:31:44.791Z] [INFO] body: qG {
[2026-03-11T21:31:44.791Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:44.791Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:44.791Z] [INFO] },
[2026-03-11T21:31:44.792Z] [INFO] durationMs: 1729
[2026-03-11T21:31:44.792Z] [INFO] }
[2026-03-11T21:31:45.628Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01EfXxi6kCHvhfkXF4d9kSTG",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me read more of the tutorial_level.gd to find all places where `[s]` is used and understand how hints are added."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 573,
"cache_read_input_tokens": 58398,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 573
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "3f5d9c03-0b58-42b5-9d68-0c9ebd166184"
}
[2026-03-11T21:31:46.955Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01EfXxi6kCHvhfkXF4d9kSTG",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01CnpMxiCHYqd4B2tTB7CevN",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 1100,
"limit": 200
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 573,
"cache_read_input_tokens": 58398,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 573
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2fb34df4-8781-4bfe-8bd5-02e3e92b5505"
}
[2026-03-11T21:31:46.981Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01CnpMxiCHYqd4B2tTB7CevN",
"type": "tool_result",
"content": " 1100→## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n 1101→## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\n 1102→func _on_shotgun_action_state_changed(new_state: int) -> void:\n 1103→\tif _current_step != TutorialStep.RELOAD:\n 1104→\t\treturn\n 1105→\n 1106→\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n 1107→\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n 1108→\tif _shotgun_full_reload_active:\n 1109→\t\treturn\n 1110→\n 1111→\t# state 1 = NeedsPumpUp (drag up to eject shell)\n 1112→\t# state 2 = NeedsPumpDown (drag down to chamber)\n 1113→\t# state 0 = Ready (bolt cycled, ready to fire)\n 1114→\tif new_state == 0:\n 1115→\t\t# Bolt cycle complete — dismiss pump hint\n 1116→\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n 1117→\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n 1118→\telif _hint_labels.has(HINT_BOLT_CYCLE):\n 1119→\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n 1120→\t\tif is_instance_valid(label):\n 1121→\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n 1122→\n 1123→\n 1124→## Build BBCode for the shotgun between-shots pump hint.\n 1125→## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n 1126→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 1127→func _build_shotgun_pump_hint_bbcode(state: int) -> String:\n 1128→\tmatch state:\n 1129→\t\t1: # NeedsPumpUp (nothing completed yet)\n 1130→\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n 1131→\t\t2: # NeedsPumpDown (pump-up completed)\n 1132→\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n 1133→\t\t_:\n 1134→\t\t\t# Both completed\n 1135→\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n 1136→\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n 1137→\n 1138→\n 1139→## Called when the shotgun's reload state changes (full shell-by-shell reload).\n 1140→## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n 1141→## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n 1142→## and advance tutorial instead of resetting the hint text to the first step.\n 1143→## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\n 1144→func _on_shotgun_reload_state_changed(new_state: int) -> void:\n 1145→\tif _current_step != TutorialStep.RELOAD:\n 1146→\t\treturn\n 1147→\n 1148→\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n 1149→\t\treturn\n 1150→\n 1151→\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n 1152→\tif new_state == 0:\n 1153→\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n 1154→\t\t_shotgun_full_reload_active = false\n 1155→\t\tif not _has_reloaded:\n 1156→\t\t\t_has_reloaded = true\n 1157→\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n 1158→\t\t\tif _has_thrown_grenade:\n 1159→\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n 1160→\t\t\telse:\n 1161→\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n 1162→\t\treturn\n 1163→\n 1164→\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n 1165→\tif is_instance_valid(label):\n 1166→\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n 1167→\n 1168→\n 1169→## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n 1170→## state=0: NotReloading (initial, no step highlighted)\n 1171→## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n 1172→## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n 1173→## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n 1174→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 1175→func _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n 1176→\tvar shells_needed: int = _get_shotgun_shells_to_load()\n 1177→\tmatch state:\n 1178→\t\t0, 1: # Not reloading or waiting to open\n 1179→\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n 1180→\t\t2: # Loading shells (open is completed)\n 1181→\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n 1182→\t\t3: # Waiting to close (open and loading completed)\n 1183→\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n 1184→\t\t_:\n 1185→\t\t\t# All steps completed\n 1186→\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n 1187→\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n 1188→\n 1189→\n 1190→## Called when scope state changes (activated/deactivated).\n 1191→## Completes the scope training step when scope is used.\n 1192→## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\n 1193→func _on_scope_state_changed(is_active: bool) -> void:\n 1194→\tif not is_active or _scope_used:\n 1195→\t\treturn\n 1196→\n 1197→\t_scope_used = true\n 1198→\tprint(\"Tutorial: Scope used - scope training complete\")\n 1199→\t# Dismiss scope hint\n 1200→\t_dismiss_hint(HINT_SCOPE)\n 1201→\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n 1202→\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n 1203→\tif _current_step == TutorialStep.SCOPE_TRAINING:\n 1204→\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n 1205→\n 1206→\n 1207→## Called when player completes reload.\n 1208→## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\n 1209→func _on_player_reload_completed() -> void:\n 1210→\tif _current_step != TutorialStep.RELOAD:\n 1211→\t\treturn\n 1212→\n 1213→\tif not _has_reloaded:\n 1214→\t\t_has_reloaded = true\n 1215→\t\tprint(\"Tutorial: Player reloaded\")\n 1216→\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n 1217→\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n 1218→\t\t_dismiss_hint(HINT_RELOAD)\n 1219→\t\tif _has_shotgun:\n 1220→\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n 1221→\t\t\t_shotgun_full_reload_active = false\n 1222→\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 1223→\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n 1224→\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n 1225→\t\tif _has_sniper_rifle:\n 1226→\t\t\tif _scope_used:\n 1227→\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n 1228→\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n 1229→\t\t\telse:\n 1230→\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n 1231→\t\t\t\treturn\n 1232→\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n 1233→\t\t# Set a flag so the hint is added when the grenade step completes.\n 1234→\t\tif _has_assault_rifle and not _has_ak_gl:\n 1235→\t\t\t_m16_needs_fire_mode_hint = true\n 1236→\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n 1237→\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n 1238→\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n 1239→\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n 1240→\t\t\t_add_hint(HINT_GRENADE_LAUNCHER,\n 1241→\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n 1242→\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_grenade_launcher_fired).\n 1243→\t\t\treturn\n 1244→\t\t# If grenade was already thrown, go to COMPLETED; otherwise wait for grenade\n 1245→\t\tif _has_thrown_grenade:\n 1246→\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n 1247→\t\telse:\n 1248→\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n 1249→\n 1250→\n 1251→## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n 1252→## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n 1253→## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\n 1254→func _on_grenade_launcher_fired() -> void:\n 1255→\t# Dismiss GL hint now that the launcher has been fired\n 1256→\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n 1257→\tprint(\"Tutorial: Grenade launcher fired — GL hint dismissed\")\n 1258→\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n 1259→\tif _has_thrown_grenade:\n 1260→\t\t_advance_to_step(TutorialStep.COMPLETED)\n 1261→\telse:\n 1262→\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n 1263→\n 1264→\n 1265→## Called when the revolver hammer is cocked (RMB press or LMB fire).\n 1266→## Dismisses the hammer cock hint the first time the hammer is cocked (Issue #808).\n 1267→func _on_revolver_hammer_cocked() -> void:\n 1268→\t_dismiss_hint(HINT_HAMMER_COCK)\n 1269→\n 1270→\n 1271→## Called when the revolver reload state changes (Bug fix round 5).\n 1272→## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n 1273→## Maps reload state to hint step to highlight the next action:\n 1274→## state=1 (CylinderOpen): highlight [ПКМ↑ патрон] (step=1)\n 1275→## state=2 (Loading): highlight [R закрыть] (step=2)\n 1276→## state=0/3 (not reloading/closing): all grey (done)\n 1277→func _on_revolver_reload_state_changed(new_state: int) -> void:\n 1278→\tif not _hint_labels.has(HINT_RELOAD):\n 1279→\t\treturn\n 1280→\tif not _has_revolver:\n 1281→\t\treturn\n 1282→\n 1283→\t# Map Revolver reload state to hint step:\n 1284→\t# state=1 (CylinderOpen) → step=1 (highlight insert cartridge)\n 1285→\t# state=2 (Loading) → step=2 (highlight close cylinder)\n 1286→\t# state=0/3 → step=3 (all grey/done)\n 1287→\tvar hint_step: int = 0\n 1288→\tmatch new_state:\n 1289→\t\t1:\n 1290→\t\t\thint_step = 1\n 1291→\t\t2:\n 1292→\t\t\thint_step = 2\n 1293→\t\t_:\n 1294→\t\t\thint_step = 3\n 1295→\n 1296→\tvar new_text := _build_revolver_reload_hint_bbcode(hint_step)\n 1297→\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n 1298→\tif is_instance_valid(label):\n 1299→\t\tlabel.text = new_text\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "1eef018c-0a9e-4fce-b4f6-6bce4421f796",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\nfunc _on_shotgun_action_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n\tif _shotgun_full_reload_active:\n\t\treturn\n\n\t# state 1 = NeedsPumpUp (drag up to eject shell)\n\t# state 2 = NeedsPumpDown (drag down to chamber)\n\t# state 0 = Ready (bolt cycled, ready to fire)\n\tif new_state == 0:\n\t\t# Bolt cycle complete — dismiss pump hint\n\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\telif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun between-shots pump hint.\n## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_pump_hint_bbcode(state: int) -> String:\n\tmatch state:\n\t\t1: # NeedsPumpUp (nothing completed yet)\n\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n\t\t2: # NeedsPumpDown (pump-up completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n\t\t_:\n\t\t\t# Both completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n\n\n## Called when the shotgun's reload state changes (full shell-by-shell reload).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n## and advance tutorial instead of resetting the hint text to the first step.\n## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\nfunc _on_shotgun_reload_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\treturn\n\n\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n\tif new_state == 0:\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_shotgun_full_reload_active = false\n\t\tif not _has_reloaded:\n\t\t\t_has_reloaded = true\n\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n\t\t\tif _has_thrown_grenade:\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\tif is_instance_valid(label):\n\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n## state=0: NotReloading (initial, no step highlighted)\n## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\tmatch state:\n\t\t0, 1: # Not reloading or waiting to open\n\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t2: # Loading shells (open is completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t3: # Waiting to close (open and loading completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t_:\n\t\t\t# All steps completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n\n\n## Called when scope state changes (activated/deactivated).\n## Completes the scope training step when scope is used.\n## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\nfunc _on_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _scope_used:\n\t\treturn\n\n\t_scope_used = true\n\tprint(\"Tutorial: Scope used - scope training complete\")\n\t# Dismiss scope hint\n\t_dismiss_hint(HINT_SCOPE)\n\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n\tif _current_step == TutorialStep.SCOPE_TRAINING:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player completes reload.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n\t\t_dismiss_hint(HINT_RELOAD)\n\t\tif _has_shotgun:\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t\t_shotgun_full_reload_active = false\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n\t\tif _has_sniper_rifle:\n\t\t\tif _scope_used:\n\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n\t\t\t\treturn\n\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n\t\t# Set a flag so the hint is added when the grenade step completes.\n\t\tif _has_assault_rifle and not _has_ak_gl:\n\t\t\t_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n\t\t\t_add_hint(HINT_GRENADE_LAUNCHER,\n\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_grenade_launcher_fired).\n\t\t\treturn\n\t\t# If grenade was already thrown, go to COMPLETED; otherwise wait for grenade\n\t\tif _has_thrown_grenade:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\nfunc _on_grenade_launcher_fired() -> void:\n\t# Dismiss GL hint now that the launcher has been fired\n\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n\tprint(\"Tutorial: Grenade launcher fired — GL hint dismissed\")\n\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n\tif _has_thrown_grenade:\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\telse:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the revolver hammer is cocked (RMB press or LMB fire).\n## Dismisses the hammer cock hint the first time the hammer is cocked (Issue #808).\nfunc _on_revolver_hammer_cocked() -> void:\n\t_dismiss_hint(HINT_HAMMER_COCK)\n\n\n## Called when the revolver reload state changes (Bug fix round 5).\n## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n## Maps reload state to hint step to highlight the next action:\n## state=1 (CylinderOpen): highlight [ПКМ↑ патрон] (step=1)\n## state=2 (Loading): highlight [R закрыть] (step=2)\n## state=0/3 (not reloading/closing): all grey (done)\nfunc _on_revolver_reload_state_changed(new_state: int) -> void:\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\tif not _has_revolver:\n\t\treturn\n\n\t# Map Revolver reload state to hint step:\n\t# state=1 (CylinderOpen) → step=1 (highlight insert cartridge)\n\t# state=2 (Loading) → step=2 (highlight close cylinder)\n\t# state=0/3 → step=3 (all grey/done)\n\tvar hint_step: int = 0\n\tmatch new_state:\n\t\t1:\n\t\t\thint_step = 1\n\t\t2:\n\t\t\thint_step = 2\n\t\t_:\n\t\t\thint_step = 3\n\n\tvar new_text := _build_revolver_reload_hint_bbcode(hint_step)\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text",
"numLines": 200,
"startLine": 1100,
"totalLines": 1739
}
}
}
[2026-03-11T21:31:46.994Z] [INFO] [log_923366] sending request {
[2026-03-11T21:31:46.995Z] [INFO] method: 'post',
[2026-03-11T21:31:46.995Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:46.995Z] [INFO] options: {
[2026-03-11T21:31:46.995Z] [INFO] method: 'post',
[2026-03-11T21:31:46.995Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:46.995Z] [INFO] body: {
[2026-03-11T21:31:46.996Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:46.996Z] [INFO] messages: [Array],
[2026-03-11T21:31:46.996Z] [INFO] system: [Array],
[2026-03-11T21:31:46.996Z] [INFO] tools: [Array],
[2026-03-11T21:31:46.996Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:46.996Z] [INFO] metadata: [Object],
[2026-03-11T21:31:46.997Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:46.997Z] [INFO] thinking: undefined,
[2026-03-11T21:31:46.997Z] [INFO] temperature: 1,
[2026-03-11T21:31:46.997Z] [INFO] stream: true
[2026-03-11T21:31:46.997Z] [INFO] },
[2026-03-11T21:31:46.997Z] [INFO] timeout: 600000,
[2026-03-11T21:31:46.998Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:46.998Z] [INFO] stream: true
[2026-03-11T21:31:46.998Z] [INFO] },
[2026-03-11T21:31:46.998Z] [INFO] headers: {
[2026-03-11T21:31:46.998Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:46.998Z] [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',
[2026-03-11T21:31:46.998Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:46.998Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:46.999Z] [INFO] authorization: '***',
[2026-03-11T21:31:46.999Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:47.000Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:47.000Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:47.001Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:47.001Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:47.001Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:47.001Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:47.002Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:47.002Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:47.004Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:47.004Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:47.004Z] [INFO] }
[2026-03-11T21:31:47.004Z] [INFO] }
[2026-03-11T21:31:48.698Z] [INFO] [log_923366, request-id: "req_011CYx1NhxUMWNPibcn7mUAH"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1704ms
[2026-03-11T21:31:48.698Z] [INFO] [log_923366] response start {
[2026-03-11T21:31:48.698Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:48.699Z] [INFO] status: 200,
[2026-03-11T21:31:48.699Z] [INFO] headers: {
[2026-03-11T21:31:48.699Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:48.699Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:48.699Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:48.699Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:48.700Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:48.701Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:48.701Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:48.701Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:48.701Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:48.701Z] [INFO] 'cf-ray': '9dadab02cd94d2b7-FRA',
[2026-03-11T21:31:48.701Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:48.701Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:48.701Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:48.701Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:48.702Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:48 GMT',
[2026-03-11T21:31:48.702Z] [INFO] 'request-id': 'req_011CYx1NhxUMWNPibcn7mUAH',
[2026-03-11T21:31:48.702Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:48.702Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:48.702Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:48.702Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:48.702Z] [INFO] 'x-envoy-upstream-service-time': '1580',
[2026-03-11T21:31:48.703Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:48.703Z] [INFO] },
[2026-03-11T21:31:48.703Z] [INFO] durationMs: 1704
[2026-03-11T21:31:48.703Z] [INFO] }
[2026-03-11T21:31:48.703Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:48.703Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:48 GMT',
[2026-03-11T21:31:48.703Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:48.703Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:48.703Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:48.704Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:48.704Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:48.705Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:48.705Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:48.705Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:48.705Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:48.705Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:48.706Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:48.706Z] [INFO] 'request-id': 'req_011CYx1NhxUMWNPibcn7mUAH',
[2026-03-11T21:31:48.706Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:48.706Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:48.706Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:48.706Z] [INFO] 'x-envoy-upstream-service-time': '1580',
[2026-03-11T21:31:48.706Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:48.706Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:48.707Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:48.707Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:48.707Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:48.707Z] [INFO] 'cf-ray': '9dadab02cd94d2b7-FRA'
[2026-03-11T21:31:48.707Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:48.707Z] [INFO] [log_923366] response parsed {
[2026-03-11T21:31:48.707Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:48.707Z] [INFO] status: 200,
[2026-03-11T21:31:48.707Z] [INFO] body: qG {
[2026-03-11T21:31:48.707Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:48.707Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:48.708Z] [INFO] },
[2026-03-11T21:31:48.708Z] [INFO] durationMs: 1705
[2026-03-11T21:31:48.708Z] [INFO] }
[2026-03-11T21:31:49.212Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01CSjoHox4j1zJxFzygYfGVz",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Let me read the grenade hint section."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 4290,
"cache_read_input_tokens": 58971,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 4290
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "008b4b2c-9afe-43cb-bb94-8219ab8e6c28"
}
[2026-03-11T21:31:50.956Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01CSjoHox4j1zJxFzygYfGVz",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01HTVm5fzdpWQvcVrsN142nN",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 1300,
"limit": 150
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 4290,
"cache_read_input_tokens": 58971,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 4290
},
"output_tokens": 3,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "94b53f30-bd06-432b-9ef7-6d28ca5c2077"
}
[2026-03-11T21:31:50.981Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01HTVm5fzdpWQvcVrsN142nN",
"type": "tool_result",
"content": " 1300→\tprint(\"Tutorial: Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n 1301→\n 1302→\n 1303→## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n 1304→## step=0: arm grenade (G+ПКМ вправо highlighted)\n 1305→## step=1: G held, aim with RMB (G+ПКМ→отпусти G highlighted)\n 1306→## step=2: G released, RMB still held, throw (ПКМ highlighted)\n 1307→## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\n 1308→func _build_grenade_hint_bbcode(step: int) -> String:\n 1309→\tmatch step:\n 1310→\t\t0:\n 1311→\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n 1312→\t\t1:\n 1313→\t\t\t# First step completed\n 1314→\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n 1315→\t\t_:\n 1316→\t\t\t# First two steps completed\n 1317→\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"\n 1318→\n 1319→\n 1320→## Update the grenade hint step based on current input state (Bug fix round 5).\n 1321→## Called every frame to dynamically highlight the next required action.\n 1322→func _update_grenade_hint_step() -> void:\n 1323→\tif not _hint_labels.has(HINT_GRENADE):\n 1324→\t\t_grenade_g_was_held = false\n 1325→\t\t_grenade_hint_step = 0\n 1326→\t\treturn\n 1327→\n 1328→\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n 1329→\n 1330→\t# Detect state transitions\n 1331→\tif _grenade_hint_step == 0 and g_pressed:\n 1332→\t\t_grenade_hint_step = 1\n 1333→\t\t_grenade_g_was_held = true\n 1334→\telif _grenade_hint_step == 1 and not g_pressed and _grenade_g_was_held:\n 1335→\t\t_grenade_hint_step = 2\n 1336→\t\t_grenade_g_was_held = false\n 1337→\n 1338→\t# Update the label text to reflect current step\n 1339→\tvar label: RichTextLabel = _hint_labels[HINT_GRENADE]\n 1340→\tif is_instance_valid(label):\n 1341→\t\tvar new_text := _build_grenade_hint_bbcode(_grenade_hint_step)\n 1342→\t\tif label.text != new_text:\n 1343→\t\t\tlabel.text = new_text\n 1344→\n 1345→\n 1346→## Called when player throws a grenade.\n 1347→## Grenade can be thrown at any step that shows the grenade hint (RELOAD or THROW_GRENADE).\n 1348→## Bug fix round 5: M16 fire-mode [B] hint is shown AFTER grenade is thrown (final step).\n 1349→func _on_player_grenade_thrown() -> void:\n 1350→\t# Allow grenade dismissal from RELOAD step too (thrown before reload completes)\n 1351→\tif _current_step != TutorialStep.THROW_GRENADE and _current_step != TutorialStep.RELOAD:\n 1352→\t\treturn\n 1353→\n 1354→\tif not _has_thrown_grenade:\n 1355→\t\t_has_thrown_grenade = true\n 1356→\t\tprint(\"Tutorial: Player threw grenade\")\n 1357→\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n 1358→\t\t_hint_is_multistep_completed[HINT_GRENADE] = true\n 1359→\t\t# Dismiss only the grenade hint (Issue #808)\n 1360→\t\t_dismiss_hint(HINT_GRENADE)\n 1361→\t\t# Bug fix round 5: show M16 fire-mode [B] hint after grenade (as the last training hint).\n 1362→\t\tif _m16_needs_fire_mode_hint:\n 1363→\t\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 1364→\t\t\tif canvas_layer:\n 1365→\t\t\t\t_add_hint(HINT_FIRE_MODE,\n 1366→\t\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n 1367→\t\t\t# Don't advance to COMPLETED yet — wait for fire-mode switch to complete.\n 1368→\t\t\treturn\n 1369→\t\t# If grenade thrown before reload, stay in RELOAD step (reload hint still visible)\n 1370→\t\tif _current_step == TutorialStep.THROW_GRENADE:\n 1371→\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n 1372→\n 1373→\n 1374→## Advance to the next tutorial step.\n 1375→func _advance_to_step(step: TutorialStep) -> void:\n 1376→\t_current_step = step\n 1377→\t_show_hints_for_step(step)\n 1378→\n 1379→\tif step == TutorialStep.COMPLETED:\n 1380→\t\t_show_completion_message()\n 1381→\n 1382→\n 1383→## ============================================================\n 1384→## Multi-hint system (Issue #808)\n 1385→## ============================================================\n 1386→\n 1387→\n 1388→## Setup initial hints based on the starting tutorial step.\n 1389→func _setup_initial_hints() -> void:\n 1390→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 1391→\tif canvas_layer == null:\n 1392→\t\tpush_error(\"Tutorial: CanvasLayer not found - hints will not be displayed!\")\n 1393→\t\treturn\n 1394→\n 1395→\tmatch _current_step:\n 1396→\t\tTutorialStep.SWITCH_FIRE_MODE:\n 1397→\t\t\t_add_hint(HINT_FIRE_MODE,\n 1398→\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n 1399→\t\tTutorialStep.RELOAD:\n 1400→\t\t\t# Issue #945: Reload hint is delayed until player fires 2 shots.\n 1401→\t\t\t# Do not show reload hints here; _on_weapon_fired() will reveal them.\n 1402→\t\t\t# Bug fix #3: Revolver hammer-cock hint is shown from the very start (on weapon pickup).\n 1403→\t\t\tif _has_revolver:\n 1404→\t\t\t\t_add_hint(HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n 1405→\t\t\t# Issue #998: Scope hint is shown from the very start for sniper rifle.\n 1406→\t\t\tif _has_sniper_rifle:\n 1407→\t\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n 1408→\n 1409→\n 1410→## Show hints appropriate for the given step.\n 1411→## Bug fix #5: grenade hint now appears AFTER reload disappears, not simultaneously.\n 1412→## Bug fix #9: grenade hint only shown when player actually has grenades.\n 1413→func _show_hints_for_step(step: TutorialStep) -> void:\n 1414→\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n 1415→\tif canvas_layer == null:\n 1416→\t\treturn\n 1417→\n 1418→\tmatch step:\n 1419→\t\tTutorialStep.RELOAD:\n 1420→\t\t\t# Issue #945: Reload hint is only shown after 2 shots.\n 1421→\t\t\t# _reveal_reload_hint() is called by _on_weapon_fired() after 2 shots.\n 1422→\t\t\t# If the player has already fired 2+ shots (e.g. after fire mode step), show immediately.\n 1423→\t\t\tif _reload_hint_revealed:\n 1424→\t\t\t\t_add_reload_hints(canvas_layer)\n 1425→\t\tTutorialStep.SCOPE_TRAINING:\n 1426→\t\t\t# Scope hint added after reload completes\n 1427→\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n 1428→\t\tTutorialStep.THROW_GRENADE:\n 1429→\t\t\t# Bug fix #9: only show grenade hint if the player actually has grenades\n 1430→\t\t\tif _player_has_grenades():\n 1431→\t\t\t\tif not _hint_labels.has(HINT_GRENADE):\n 1432→\t\t\t\t\t_grenade_hint_step = 0\n 1433→\t\t\t\t\t_grenade_g_was_held = false\n 1434→\t\t\t\t\t_add_hint(HINT_GRENADE, _build_grenade_hint_bbcode(0), canvas_layer)\n 1435→\t\t\telse:\n 1436→\t\t\t\t# No grenades — skip grenade step and complete tutorial\n 1437→\t\t\t\tprint(\"Tutorial: Player has no grenades — skipping grenade hint\")\n 1438→\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n 1439→\t\tTutorialStep.COMPLETED:\n 1440→\t\t\t# Remove any remaining hints\n 1441→\t\t\tfor key in _hint_labels.keys():\n 1442→\t\t\t\t_dismiss_hint(key)\n 1443→\n 1444→\n 1445→## Check whether the player currently holds at least one grenade (Bug fix #9).\n 1446→func _player_has_grenades() -> bool:\n 1447→\tif _player == null:\n 1448→\t\treturn false\n 1449→\t# Check via C# player property\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "809c70b7-9bc4-4678-9e44-8fdc9a6b52de",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "\tprint(\"Tutorial: Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n\n\n## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n## step=0: arm grenade (G+ПКМ вправо highlighted)\n## step=1: G held, aim with RMB (G+ПКМ→отпусти G highlighted)\n## step=2: G released, RMB still held, throw (ПКМ highlighted)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_grenade_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n\t\t1:\n\t\t\t# First step completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n\t\t_:\n\t\t\t# First two steps completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"\n\n\n## Update the grenade hint step based on current input state (Bug fix round 5).\n## Called every frame to dynamically highlight the next required action.\nfunc _update_grenade_hint_step() -> void:\n\tif not _hint_labels.has(HINT_GRENADE):\n\t\t_grenade_g_was_held = false\n\t\t_grenade_hint_step = 0\n\t\treturn\n\n\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n\n\t# Detect state transitions\n\tif _grenade_hint_step == 0 and g_pressed:\n\t\t_grenade_hint_step = 1\n\t\t_grenade_g_was_held = true\n\telif _grenade_hint_step == 1 and not g_pressed and _grenade_g_was_held:\n\t\t_grenade_hint_step = 2\n\t\t_grenade_g_was_held = false\n\n\t# Update the label text to reflect current step\n\tvar label: RichTextLabel = _hint_labels[HINT_GRENADE]\n\tif is_instance_valid(label):\n\t\tvar new_text := _build_grenade_hint_bbcode(_grenade_hint_step)\n\t\tif label.text != new_text:\n\t\t\tlabel.text = new_text\n\n\n## Called when player throws a grenade.\n## Grenade can be thrown at any step that shows the grenade hint (RELOAD or THROW_GRENADE).\n## Bug fix round 5: M16 fire-mode [B] hint is shown AFTER grenade is thrown (final step).\nfunc _on_player_grenade_thrown() -> void:\n\t# Allow grenade dismissal from RELOAD step too (thrown before reload completes)\n\tif _current_step != TutorialStep.THROW_GRENADE and _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n\t\t_hint_is_multistep_completed[HINT_GRENADE] = true\n\t\t# Dismiss only the grenade hint (Issue #808)\n\t\t_dismiss_hint(HINT_GRENADE)\n\t\t# Bug fix round 5: show M16 fire-mode [B] hint after grenade (as the last training hint).\n\t\tif _m16_needs_fire_mode_hint:\n\t\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t\tif canvas_layer:\n\t\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\t\t# Don't advance to COMPLETED yet — wait for fire-mode switch to complete.\n\t\t\treturn\n\t\t# If grenade thrown before reload, stay in RELOAD step (reload hint still visible)\n\t\tif _current_step == TutorialStep.THROW_GRENADE:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_show_hints_for_step(step)\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## ============================================================\n## Multi-hint system (Issue #808)\n## ============================================================\n\n\n## Setup initial hints based on the starting tutorial step.\nfunc _setup_initial_hints() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - hints will not be displayed!\")\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is delayed until player fires 2 shots.\n\t\t\t# Do not show reload hints here; _on_weapon_fired() will reveal them.\n\t\t\t# Bug fix #3: Revolver hammer-cock hint is shown from the very start (on weapon pickup).\n\t\t\tif _has_revolver:\n\t\t\t\t_add_hint(HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n\t\t\t# Issue #998: Scope hint is shown from the very start for sniper rifle.\n\t\t\tif _has_sniper_rifle:\n\t\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\n\n## Show hints appropriate for the given step.\n## Bug fix #5: grenade hint now appears AFTER reload disappears, not simultaneously.\n## Bug fix #9: grenade hint only shown when player actually has grenades.\nfunc _show_hints_for_step(step: TutorialStep) -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tmatch step:\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is only shown after 2 shots.\n\t\t\t# _reveal_reload_hint() is called by _on_weapon_fired() after 2 shots.\n\t\t\t# If the player has already fired 2+ shots (e.g. after fire mode step), show immediately.\n\t\t\tif _reload_hint_revealed:\n\t\t\t\t_add_reload_hints(canvas_layer)\n\t\tTutorialStep.SCOPE_TRAINING:\n\t\t\t# Scope hint added after reload completes\n\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Bug fix #9: only show grenade hint if the player actually has grenades\n\t\t\tif _player_has_grenades():\n\t\t\t\tif not _hint_labels.has(HINT_GRENADE):\n\t\t\t\t\t_grenade_hint_step = 0\n\t\t\t\t\t_grenade_g_was_held = false\n\t\t\t\t\t_add_hint(HINT_GRENADE, _build_grenade_hint_bbcode(0), canvas_layer)\n\t\t\telse:\n\t\t\t\t# No grenades — skip grenade step and complete tutorial\n\t\t\t\tprint(\"Tutorial: Player has no grenades — skipping grenade hint\")\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Remove any remaining hints\n\t\t\tfor key in _hint_labels.keys():\n\t\t\t\t_dismiss_hint(key)\n\n\n## Check whether the player currently holds at least one grenade (Bug fix #9).\nfunc _player_has_grenades() -> bool:\n\tif _player == null:\n\t\treturn false\n\t# Check via C# player property",
"numLines": 150,
"startLine": 1300,
"totalLines": 1739
}
}
}
[2026-03-11T21:31:50.991Z] [INFO] [log_8624be] sending request {
[2026-03-11T21:31:50.992Z] [INFO] method: 'post',
[2026-03-11T21:31:50.992Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:50.993Z] [INFO] options: {
[2026-03-11T21:31:50.993Z] [INFO] method: 'post',
[2026-03-11T21:31:50.993Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:50.993Z] [INFO] body: {
[2026-03-11T21:31:50.993Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:50.994Z] [INFO] messages: [Array],
[2026-03-11T21:31:50.994Z] [INFO] system: [Array],
[2026-03-11T21:31:50.995Z] [INFO] tools: [Array],
[2026-03-11T21:31:50.995Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:50.995Z] [INFO] metadata: [Object],
[2026-03-11T21:31:50.995Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:50.995Z] [INFO] thinking: undefined,
[2026-03-11T21:31:50.996Z] [INFO] temperature: 1,
[2026-03-11T21:31:50.996Z] [INFO] stream: true
[2026-03-11T21:31:50.996Z] [INFO] },
[2026-03-11T21:31:50.996Z] [INFO] timeout: 600000,
[2026-03-11T21:31:50.996Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:50.997Z] [INFO] stream: true
[2026-03-11T21:31:50.997Z] [INFO] },
[2026-03-11T21:31:50.997Z] [INFO] headers: {
[2026-03-11T21:31:50.997Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:50.997Z] [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',
[2026-03-11T21:31:50.997Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:50.997Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:50.998Z] [INFO] authorization: '***',
[2026-03-11T21:31:50.998Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:50.998Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:50.998Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:50.998Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:50.998Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:50.998Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:50.998Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:50.999Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:50.999Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:50.999Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:50.999Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:51.000Z] [INFO] }
[2026-03-11T21:31:51.000Z] [INFO] }
[2026-03-11T21:31:52.977Z] [INFO] [log_8624be, request-id: "req_011CYx1P14NcskuUhqHhyRCj"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1985ms
[2026-03-11T21:31:52.977Z] [INFO] [log_8624be] response start {
[2026-03-11T21:31:52.978Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:52.978Z] [INFO] status: 200,
[2026-03-11T21:31:52.978Z] [INFO] headers: {
[2026-03-11T21:31:52.978Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:52.978Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:52.979Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:52.980Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:52.980Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:52.980Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:52.980Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:52.980Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:52.980Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:52.980Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:52.980Z] [INFO] 'cf-ray': '9dadab1bce96d2b7-FRA',
[2026-03-11T21:31:52.981Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:52.981Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:52.982Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:52.982Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:52.982Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:52 GMT',
[2026-03-11T21:31:52.982Z] [INFO] 'request-id': 'req_011CYx1P14NcskuUhqHhyRCj',
[2026-03-11T21:31:52.983Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:52.983Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:52.983Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:52.983Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:52.984Z] [INFO] 'x-envoy-upstream-service-time': '1857',
[2026-03-11T21:31:52.984Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:52.984Z] [INFO] },
[2026-03-11T21:31:52.984Z] [INFO] durationMs: 1985
[2026-03-11T21:31:52.984Z] [INFO] }
[2026-03-11T21:31:52.984Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:52.984Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:52 GMT',
[2026-03-11T21:31:52.984Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:52.985Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:52.985Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:52.985Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:52.985Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:52.986Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:52.986Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:52.986Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:52.986Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:52.986Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:52.987Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:52.987Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:52.987Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:52.987Z] [INFO] 'request-id': 'req_011CYx1P14NcskuUhqHhyRCj',
[2026-03-11T21:31:52.987Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:52.987Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:52.987Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:52.987Z] [INFO] 'x-envoy-upstream-service-time': '1857',
[2026-03-11T21:31:52.988Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:52.988Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:52.988Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:52.988Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:52.988Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:52.988Z] [INFO] 'cf-ray': '9dadab1bce96d2b7-FRA'
[2026-03-11T21:31:52.988Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:52.988Z] [INFO] [log_8624be] response parsed {
[2026-03-11T21:31:52.989Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:52.989Z] [INFO] status: 200,
[2026-03-11T21:31:52.989Z] [INFO] body: qG {
[2026-03-11T21:31:52.989Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:52.989Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:52.989Z] [INFO] },
[2026-03-11T21:31:52.989Z] [INFO] durationMs: 1985
[2026-03-11T21:31:52.989Z] [INFO] }
[2026-03-11T21:31:53.798Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01GVLbatPeLQ8CkyANuYtCDs",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now let me read the `_add_hint` function to understand how hints are added."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2973,
"cache_read_input_tokens": 63261,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2973
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "e6c7c974-be3b-40d3-bd7f-b5173013c3a5"
}
[2026-03-11T21:31:54.851Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01GVLbatPeLQ8CkyANuYtCDs",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01Pss9n58NiwEdcezEvPgUhv",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 1500,
"limit": 100
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2973,
"cache_read_input_tokens": 63261,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2973
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "b71d90f7-7a6c-4a71-9aba-0708a4fe66eb"
}
[2026-03-11T21:31:54.865Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01Pss9n58NiwEdcezEvPgUhv",
"type": "tool_result",
"content": " 1500→\n 1501→\t# Bug fix #5: grenade hint is shown AFTER reload disappears, not simultaneously.\n 1502→\t# It is added in _show_hints_for_step(THROW_GRENADE) when reload is done.\n 1503→\n 1504→\n 1505→## Get the unique color for a hint by its key (Issue #945: different colors per hint).\n 1506→func _get_hint_color(hint_key: String) -> Color:\n 1507→\tmatch hint_key:\n 1508→\t\tHINT_FIRE_MODE:\n 1509→\t\t\treturn HINT_COLOR_FIRE_MODE\n 1510→\t\tHINT_RELOAD:\n 1511→\t\t\treturn HINT_COLOR_RELOAD\n 1512→\t\tHINT_GRENADE:\n 1513→\t\t\treturn HINT_COLOR_GRENADE\n 1514→\t\tHINT_BOLT_CYCLE:\n 1515→\t\t\treturn HINT_COLOR_BOLT_CYCLE\n 1516→\t\tHINT_SCOPE:\n 1517→\t\t\treturn HINT_COLOR_SCOPE\n 1518→\t\tHINT_HAMMER_COCK:\n 1519→\t\t\treturn HINT_COLOR_HAMMER_COCK\n 1520→\t\tHINT_GRENADE_LAUNCHER:\n 1521→\t\t\treturn HINT_COLOR_GRENADE_LAUNCHER\n 1522→\t\t_:\n 1523→\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n 1524→\n 1525→\n 1526→## Create and register a hint RichTextLabel with the given key and BBCode text.\n 1527→## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n 1528→## Issue #944: Adds fade-in animation when new hints appear.\n 1529→func _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n 1530→\tif _hint_labels.has(hint_key):\n 1531→\t\t# Already exists - just update text (don't animate)\n 1532→\t\tif not _animating_hints.has(hint_key):\n 1533→\t\t\t_hint_labels[hint_key].text = text\n 1534→\t\treturn\n 1535→\n 1536→\tvar label := RichTextLabel.new()\n 1537→\tlabel.name = \"TutorialHint_\" + hint_key\n 1538→\tlabel.bbcode_enabled = true\n 1539→\tlabel.text = text\n 1540→\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n 1541→\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n 1542→\t# Issue #945: unique color per hint type for easy differentiation\n 1543→\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n 1544→\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n 1545→\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n 1546→\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n 1547→\tlabel.custom_minimum_size = Vector2(300, 30)\n 1548→\tlabel.fit_content = true\n 1549→\tlabel.scroll_active = false\n 1550→\n 1551→\t# Issue #944: Start transparent for fade-in animation\n 1552→\tlabel.modulate.a = 0.0\n 1553→\n 1554→\tcanvas_layer.add_child(label)\n 1555→\t_hint_labels[hint_key] = label\n 1556→\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n 1557→\n 1558→\t# Position immediately\n 1559→\t_update_hint_position(hint_key, label)\n 1560→\n 1561→\t# Issue #944: Animate fade-in\n 1562→\tvar tween := create_tween()\n 1563→\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n 1564→\n 1565→\n 1566→## Dismiss (remove) a single hint by key, leaving other hints visible.\n 1567→## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n 1568→## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n 1569→## and just fades out.\n 1570→func _dismiss_hint(hint_key: String) -> void:\n 1571→\tif not _hint_labels.has(hint_key):\n 1572→\t\treturn\n 1573→\n 1574→\t# Issue #944: Prevent double-dismiss while animating\n 1575→\tif _animating_hints.has(hint_key):\n 1576→\t\treturn\n 1577→\n 1578→\tvar label: RichTextLabel = _hint_labels[hint_key]\n 1579→\tif not is_instance_valid(label):\n 1580→\t\t_hint_labels.erase(hint_key)\n 1581→\t\treturn\n 1582→\n 1583→\t# Mark as animating to prevent updates during animation\n 1584→\t_animating_hints[hint_key] = true\n 1585→\n 1586→\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n 1587→\t# If so, skip the full strikethrough and just fade out.\n 1588→\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n 1589→\t_hint_is_multistep_completed.erase(hint_key)\n 1590→\n 1591→\tif skip_strikethrough:\n 1592→\t\t# Multi-step action completed - just fade out without additional strikethrough\n 1593→\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n 1594→\t\t_animate_hint_fade_out(hint_key, label)\n 1595→\telse:\n 1596→\t\t# Single action completed - show strikethrough, then fade out\n 1597→\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n 1598→\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n 1599→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "44c0d3ca-b396-4339-8118-fbf5513c192e",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "\n\t# Bug fix #5: grenade hint is shown AFTER reload disappears, not simultaneously.\n\t# It is added in _show_hints_for_step(THROW_GRENADE) when reload is done.\n\n\n## Get the unique color for a hint by its key (Issue #945: different colors per hint).\nfunc _get_hint_color(hint_key: String) -> Color:\n\tmatch hint_key:\n\t\tHINT_FIRE_MODE:\n\t\t\treturn HINT_COLOR_FIRE_MODE\n\t\tHINT_RELOAD:\n\t\t\treturn HINT_COLOR_RELOAD\n\t\tHINT_GRENADE:\n\t\t\treturn HINT_COLOR_GRENADE\n\t\tHINT_BOLT_CYCLE:\n\t\t\treturn HINT_COLOR_BOLT_CYCLE\n\t\tHINT_SCOPE:\n\t\t\treturn HINT_COLOR_SCOPE\n\t\tHINT_HAMMER_COCK:\n\t\t\treturn HINT_COLOR_HAMMER_COCK\n\t\tHINT_GRENADE_LAUNCHER:\n\t\t\treturn HINT_COLOR_GRENADE_LAUNCHER\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n\n\n## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n",
"numLines": 100,
"startLine": 1500,
"totalLines": 1739
}
}
}
[2026-03-11T21:31:54.877Z] [INFO] [log_80ac05] sending request {
[2026-03-11T21:31:54.877Z] [INFO] method: 'post',
[2026-03-11T21:31:54.878Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:54.878Z] [INFO] options: {
[2026-03-11T21:31:54.878Z] [INFO] method: 'post',
[2026-03-11T21:31:54.878Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:31:54.878Z] [INFO] body: {
[2026-03-11T21:31:54.878Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:31:54.878Z] [INFO] messages: [Array],
[2026-03-11T21:31:54.878Z] [INFO] system: [Array],
[2026-03-11T21:31:54.879Z] [INFO] tools: [Array],
[2026-03-11T21:31:54.879Z] [INFO] tool_choice: undefined,
[2026-03-11T21:31:54.879Z] [INFO] metadata: [Object],
[2026-03-11T21:31:54.879Z] [INFO] max_tokens: 64000,
[2026-03-11T21:31:54.879Z] [INFO] thinking: undefined,
[2026-03-11T21:31:54.879Z] [INFO] temperature: 1,
[2026-03-11T21:31:54.879Z] [INFO] stream: true
[2026-03-11T21:31:54.879Z] [INFO] },
[2026-03-11T21:31:54.880Z] [INFO] timeout: 600000,
[2026-03-11T21:31:54.880Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:31:54.880Z] [INFO] stream: true
[2026-03-11T21:31:54.880Z] [INFO] },
[2026-03-11T21:31:54.881Z] [INFO] headers: {
[2026-03-11T21:31:54.881Z] [INFO] accept: 'application/json',
[2026-03-11T21:31:54.881Z] [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',
[2026-03-11T21:31:54.881Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:31:54.881Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:31:54.881Z] [INFO] authorization: '***',
[2026-03-11T21:31:54.882Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:31:54.882Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:31:54.882Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:31:54.882Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:31:54.883Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:31:54.883Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:31:54.883Z] [INFO] }
[2026-03-11T21:31:54.883Z] [INFO] }
[2026-03-11T21:31:57.197Z] [INFO] [log_80ac05, request-id: "req_011CYx1PHgVvPEq64dk28GwC"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2320ms
[2026-03-11T21:31:57.198Z] [INFO] [log_80ac05] response start {
[2026-03-11T21:31:57.198Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:57.198Z] [INFO] status: 200,
[2026-03-11T21:31:57.198Z] [INFO] headers: {
[2026-03-11T21:31:57.198Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:57.198Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:57.199Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:57.200Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:57.200Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:57.200Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:57.200Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:57.200Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:57.200Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:57.200Z] [INFO] 'cf-ray': '9dadab340e43d2b7-FRA',
[2026-03-11T21:31:57.200Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:57.201Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:57.201Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:57.201Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:57.201Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:57 GMT',
[2026-03-11T21:31:57.201Z] [INFO] 'request-id': 'req_011CYx1PHgVvPEq64dk28GwC',
[2026-03-11T21:31:57.201Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:57.201Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:57.201Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:57.201Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:57.202Z] [INFO] 'x-envoy-upstream-service-time': '2174',
[2026-03-11T21:31:57.202Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:31:57.202Z] [INFO] },
[2026-03-11T21:31:57.202Z] [INFO] durationMs: 2320
[2026-03-11T21:31:57.202Z] [INFO] }
[2026-03-11T21:31:57.202Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:31:57.203Z] [INFO] date: 'Wed, 11 Mar 2026 21:31:57 GMT',
[2026-03-11T21:31:57.203Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:31:57.203Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:31:57.203Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:31:57.203Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:31:57.203Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:31:57.203Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:31:57.204Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:31:57.205Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:31:57.205Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:31:57.205Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:31:57.205Z] [INFO] 'request-id': 'req_011CYx1PHgVvPEq64dk28GwC',
[2026-03-11T21:31:57.205Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:31:57.205Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:31:57.205Z] [INFO] server: 'cloudflare',
[2026-03-11T21:31:57.205Z] [INFO] 'x-envoy-upstream-service-time': '2174',
[2026-03-11T21:31:57.205Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:31:57.206Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:31:57.206Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:31:57.206Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:31:57.206Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:31:57.206Z] [INFO] 'cf-ray': '9dadab340e43d2b7-FRA'
[2026-03-11T21:31:57.206Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:31:57.206Z] [INFO] [log_80ac05] response parsed {
[2026-03-11T21:31:57.206Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:31:57.207Z] [INFO] status: 200,
[2026-03-11T21:31:57.207Z] [INFO] body: qG {
[2026-03-11T21:31:57.207Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:31:57.207Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:31:57.207Z] [INFO] },
[2026-03-11T21:31:57.207Z] [INFO] durationMs: 2321
[2026-03-11T21:31:57.207Z] [INFO] }
[2026-03-11T21:32:04.327Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Fwo9fdMYFgza7PnCgR72sW",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I have a complete understanding. The main changes needed are:\n\n1. **Remove `[s]` BBCode tags** from all hint text generation functions - just use grey color for completed parts\n2. **Add Line2D strikethrough to each hint** when it's created (initially hidden)\n3. **Animate the Line2D extension** when steps complete (progressive strikethrough)\n4. **Make the Line2D match BBCode strikethrough appearance** - more subtle/transparent\n\nThe challenge is calculating pixel positions for each \"step\" in the text. A simpler approach is:\n- Track a \"completed percentage\" for each hint\n- Animate the Line2D from 0% to N% as each step completes\n- When hint dismisses, animate from current% to 100%\n\nLet me start implementing this approach. First, I'll create a helper dictionary to track Line2D progress per hint, then modify the hint text builders to remove `[s]` tags, and then add the progressive animation."
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1913,
"cache_read_input_tokens": 66234,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1913
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4f75a261-7859-4b24-b8c7-fbd6adfe23af"
}
[2026-03-11T21:32:06.382Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01Fwo9fdMYFgza7PnCgR72sW",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01PgTcPCAqWspbNhXgKVoBe6",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 150,
"limit": 50
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1913,
"cache_read_input_tokens": 66234,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1913
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "30223b44-feab-4eb2-accd-652d43acfbf5"
}
[2026-03-11T21:32:06.489Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01PgTcPCAqWspbNhXgKVoBe6",
"type": "tool_result",
"content": " 150→## Issue #944: Animation durations for tutorial hint transitions.\n 151→## Fade-in duration for new hints appearing (seconds).\n 152→const HINT_FADE_IN_DURATION := 0.3\n 153→## Strikethrough display duration before fade-out (seconds).\n 154→const HINT_STRIKETHROUGH_DURATION := 0.4\n 155→## Fade-out duration after strikethrough (seconds).\n 156→const HINT_FADE_OUT_DURATION := 0.3\n 157→\n 158→## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n 159→## These hints should not be updated or re-dismissed while animating.\n 160→var _animating_hints: Dictionary = {}\n 161→\n 162→## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n 163→## When true, the hint should just disappear without strikethrough (already shown per-step).\n 164→var _hint_is_multistep_completed: Dictionary = {}\n 165→\n 166→## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\n 167→var _shots_fired: int = 0\n 168→\n 169→## Whether the reload hint has already been revealed (Issue #945).\n 170→var _reload_hint_revealed: bool = false\n 171→\n 172→## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\n 173→var _bolt_cycle_hint_revealed: bool = false\n 174→\n 175→## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\n 176→const HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\n 177→const HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\n 178→const HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\n 179→const HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\n 180→const HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\n 181→const HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\n 182→const HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n 183→\n 184→\n 185→func _ready() -> void:\n 186→\tprint(\"Tutorial level loaded - Обучение\")\n 187→\n 188→\t# Find player\n 189→\t_player = get_node_or_null(\"Entities/Player\")\n 190→\tif _player == null:\n 191→\t\tpush_error(\"Tutorial: Player not found!\")\n 192→\t\treturn\n 193→\n 194→\t# Swap weapon based on GameManager selection\n 195→\t_setup_selected_weapon()\n 196→\n 197→\t# Setup realistic visibility component (Issue #540)\n 198→\t_setup_realistic_visibility()\n 199→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4081bac6-e66f-4611-9eec-b8f24ae67f47",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n",
"numLines": 50,
"startLine": 150,
"totalLines": 1739
}
}
}
[2026-03-11T21:32:06.518Z] [INFO] [log_2ca954] sending request {
[2026-03-11T21:32:06.518Z] [INFO] method: 'post',
[2026-03-11T21:32:06.519Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:06.519Z] [INFO] options: {
[2026-03-11T21:32:06.519Z] [INFO] method: 'post',
[2026-03-11T21:32:06.519Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:32:06.519Z] [INFO] body: {
[2026-03-11T21:32:06.520Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:32:06.520Z] [INFO] messages: [Array],
[2026-03-11T21:32:06.520Z] [INFO] system: [Array],
[2026-03-11T21:32:06.520Z] [INFO] tools: [Array],
[2026-03-11T21:32:06.520Z] [INFO] tool_choice: undefined,
[2026-03-11T21:32:06.521Z] [INFO] metadata: [Object],
[2026-03-11T21:32:06.521Z] [INFO] max_tokens: 64000,
[2026-03-11T21:32:06.522Z] [INFO] thinking: undefined,
[2026-03-11T21:32:06.522Z] [INFO] temperature: 1,
[2026-03-11T21:32:06.522Z] [INFO] stream: true
[2026-03-11T21:32:06.522Z] [INFO] },
[2026-03-11T21:32:06.522Z] [INFO] timeout: 600000,
[2026-03-11T21:32:06.522Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:32:06.523Z] [INFO] stream: true
[2026-03-11T21:32:06.523Z] [INFO] },
[2026-03-11T21:32:06.523Z] [INFO] headers: {
[2026-03-11T21:32:06.523Z] [INFO] accept: 'application/json',
[2026-03-11T21:32:06.524Z] [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',
[2026-03-11T21:32:06.524Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:32:06.524Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:32:06.524Z] [INFO] authorization: '***',
[2026-03-11T21:32:06.524Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:32:06.524Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:32:06.524Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:32:06.524Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:32:06.525Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:32:06.525Z] [INFO] }
[2026-03-11T21:32:06.526Z] [INFO] }
[2026-03-11T21:32:08.606Z] [INFO] [log_2ca954, request-id: "req_011CYx1Q9SSDHpDQqxrQhqaE"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 2088ms
[2026-03-11T21:32:08.607Z] [INFO] [log_2ca954] response start {
[2026-03-11T21:32:08.609Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:08.610Z] [INFO] status: 200,
[2026-03-11T21:32:08.612Z] [INFO] headers: {
[2026-03-11T21:32:08.613Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:08.613Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:08.613Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:08.614Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:08.614Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:08.614Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:08.614Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:08.615Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:08.615Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:08.616Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:08.616Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:08.617Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:08.617Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:08.617Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:08.617Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:08.618Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:08.618Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:08.618Z] [INFO] 'cf-ray': '9dadab7cc9c9d2b7-FRA',
[2026-03-11T21:32:08.619Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:08.619Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:08.619Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:08.620Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:08.620Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:08 GMT',
[2026-03-11T21:32:08.621Z] [INFO] 'request-id': 'req_011CYx1Q9SSDHpDQqxrQhqaE',
[2026-03-11T21:32:08.621Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:08.621Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:08.621Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:08.622Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:08.623Z] [INFO] 'x-envoy-upstream-service-time': '1960',
[2026-03-11T21:32:08.624Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:32:08.624Z] [INFO] },
[2026-03-11T21:32:08.624Z] [INFO] durationMs: 2088
[2026-03-11T21:32:08.625Z] [INFO] }
[2026-03-11T21:32:08.625Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:32:08.625Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:08 GMT',
[2026-03-11T21:32:08.625Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:08.625Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:08.626Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:08.626Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:08.627Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:08.627Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:08.628Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:08.631Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:08.632Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:08.633Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:08.634Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:08.634Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:08.634Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:08.634Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:08.634Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:08.635Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:08.635Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:08.635Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:08.636Z] [INFO] 'request-id': 'req_011CYx1Q9SSDHpDQqxrQhqaE',
[2026-03-11T21:32:08.637Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:08.637Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:08.637Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:08.638Z] [INFO] 'x-envoy-upstream-service-time': '1960',
[2026-03-11T21:32:08.638Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:08.638Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:08.639Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:32:08.639Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:08.639Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:08.640Z] [INFO] 'cf-ray': '9dadab7cc9c9d2b7-FRA'
[2026-03-11T21:32:08.640Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:32:08.640Z] [INFO] [log_2ca954] response parsed {
[2026-03-11T21:32:08.641Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:08.641Z] [INFO] status: 200,
[2026-03-11T21:32:08.641Z] [INFO] body: qG {
[2026-03-11T21:32:08.641Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:32:08.642Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:32:08.642Z] [INFO] },
[2026-03-11T21:32:08.642Z] [INFO] durationMs: 2088
[2026-03-11T21:32:08.642Z] [INFO] }
[2026-03-11T21:32:12.556Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QUSpoB8N1nam62VmKMBnQj",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I'll implement the changes. The plan is:\n\n1. Add new tracking variables for Line2D nodes and current strikethrough progress\n2. Modify `_add_hint` to create and attach a Line2D to each hint\n3. Add a function to animate the Line2D extension progressively\n4. Modify all `_build_*_bbcode` functions to remove `[s]` tags (just use grey color)\n5. Call the progressive strikethrough animation when steps complete\n6. Make the Line2D semi-transparent to match standard strikethrough appearance\n\nLet me start by editing the tutorial_level.gd file:"
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1310,
"cache_read_input_tokens": 68147,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1310
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "ecc66e57-b5ff-4ae4-aa41-a15f1e7692ed"
}
[2026-03-11T21:32:16.749Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QUSpoB8N1nam62VmKMBnQj",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01UVmJ6ANaPTtiCTEwWXwyou",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"old_string": "## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}",
"new_string": "## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track Line2D strikethrough nodes for each hint (hint_key -> Line2D).\n## Each hint has a persistent Line2D that animates progressively as steps complete.\nvar _hint_strike_lines: Dictionary = {}\n\n## Issue #944: Track current strikethrough progress for each hint (hint_key -> float 0.0-1.0).\n## Progress increases as each step completes; used to animate Line2D extension.\nvar _hint_strike_progress: Dictionary = {}"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1310,
"cache_read_input_tokens": 68147,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1310
},
"output_tokens": 1,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "1b9a302f-2988-491c-8a78-dcd3b6615eba"
}
[2026-03-11T21:32:16.774Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01UVmJ6ANaPTtiCTEwWXwyou",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd has been updated successfully."
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "7908cd60-9a4d-4436-968e-1a8075dee612",
"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"oldString": "## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}",
"newString": "## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track Line2D strikethrough nodes for each hint (hint_key -> Line2D).\n## Each hint has a persistent Line2D that animates progressively as steps complete.\nvar _hint_strike_lines: Dictionary = {}\n\n## Issue #944: Track current strikethrough progress for each hint (hint_key -> float 0.0-1.0).\n## Progress increases as each step completes; used to animate Line2D extension.\nvar _hint_strike_progress: Dictionary = {}",
"originalFile": "extends Node2D\n## Tutorial level script for teaching player advanced controls.\n##\n## This script handles the tutorial flow:\n## 1. Player switches fire mode (B key) - only if player has assault rifle\n## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n## experiences running out of ammo)\n## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n## (only shown if player actually has grenades, Bug fix #9)\n## 4. Shows completion message with Q restart hint\n##\n## Issue #808: Each hint shown independently; dismissed independently when action is done.\n## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n##\n## Bug fixes (3rd review round, Issue #945):\n## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n## Fix #9: Grenade hint only shown when player actually has grenades.\n## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n##\n## Bug fixes (5th review round, Issue #945):\n## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n##\n## Bug fixes (Issue #991):\n## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n## hint appears only AFTER the GL fires (sequential, not simultaneous).\n## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n##\n## Bug fix (Issue #998):\n## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tSCOPE_TRAINING,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Grenade hint step tracking (Bug fix round 5):\n## 0 = initial (arm grenade: [G+ПКМ вправо])\n## 1 = G held (aim: [G+ПКМ→отпусти G])\n## 2 = G released, RMB held (throw: [ПКМ бросок])\nvar _grenade_hint_step: int = 0\n\n## Whether G was held during the last frame (for grenade hint step tracking).\nvar _grenade_g_was_held: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (for sniper-specific tutorial).\nvar _has_sniper_rifle: bool = false\n\n## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\nvar _has_makarov_pm: bool = false\n\n## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\nvar _has_revolver: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _has_ak_gl: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\nvar _shotgun_full_reload_active: bool = false\n\n## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n## Set to true after reload completes for M16; hint is shown after grenade step.\nvar _m16_needs_fire_mode_hint: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\nvar _sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\nvar _sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training step).\nvar _scope_used: bool = false\n\n## Hint keys used in the multi-hint system (Issue #808).\nconst HINT_RELOAD := \"reload\"\nconst HINT_GRENADE := \"grenade\"\nconst HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst HINT_SCOPE := \"scope\"\nconst HINT_FIRE_MODE := \"fire_mode\"\nconst HINT_HAMMER_COCK := \"hammer_cock\"\nconst HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n## Each hint is shown simultaneously and removed independently when the action completes.\nvar _hint_labels: Dictionary = {}\n\n## Vertical spacing between stacked hints above the player (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst HINT_SPACING := 60\n\n## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track whether each hint was dismissed as part of a multi-step action.\n## When true, the hint should just disappear without strikethrough (already shown per-step).\nvar _hint_is_multistep_completed: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets (for practice, but not part of tutorial progression)\n\t_setup_targets()\n\n\t# Determine initial tutorial step based on weapon type\n\t_set_initial_step()\n\n\t# Create initial hints based on starting step\n\t_setup_initial_hints()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n\n\n## Determine the initial tutorial step based on weapon type.\n## Only the M16 (AssaultRifle) starts with fire mode switching.\n## AKGL does NOT have fire mode switching, so it starts with reload.\n## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\nfunc _set_initial_step() -> void:\n\t# Check which weapon the player has\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif weapon != null:\n\t\t# M16 has fire mode switching\n\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n\telse:\n\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n\t\t_current_step = TutorialStep.RELOAD\n\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\",\n\t\t\t\"ak_gl\": \"AKGL\",\n\t\t\t\"revolver\": \"Revolver\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n\t\tif akgl_scene:\n\t\t\tvar akgl = akgl_scene.instantiate()\n\t\t\takgl.name = \"AKGL\"\n\t\t\t_player.add_child(akgl)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(akgl)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = akgl\n\n\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n\t# If Revolver is selected, swap weapons\n\telif selected_weapon_id == \"revolver\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n\t\tif revolver_scene:\n\t\t\tvar revolver = revolver_scene.instantiate()\n\t\t\trevolver.name = \"Revolver\"\n\t\t\t_player.add_child(revolver)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(revolver)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = revolver\n\n\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\nfunc _process(_delta: float) -> void:\n\t# Update all floating hint positions to follow player\n\t_update_all_hint_positions()\n\n\t# Bug fix round 5: update grenade hint step based on key state\n\t_update_grenade_hint_step()\n\n\n## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\nfunc _connect_weapon_fired_signal(weapon_node: Node) -> void:\n\tif weapon_node == null:\n\t\treturn\n\tif weapon_node.has_signal(\"Fired\"):\n\t\tweapon_node.Fired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n\telif weapon_node.has_signal(\"ShotFired\"):\n\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n\telse:\n\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n\n\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n\tif weapon_node.has_signal(\"ActionStateChanged\"):\n\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n\tif _player.has_signal(\"ReloadSequenceProgress\"):\n\t\t_player.ReloadSequenceProgress.connect(_on_reload_sequence_progress)\n\t\tprint(\"Tutorial: Connected to ReloadSequenceProgress signal\")\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif sniper_rifle != null:\n\t\t_sniper_rifle = sniper_rifle\n\t\t_has_sniper_rifle = true\n\t\tprint(\"Tutorial: Player has ASVK Sniper Rifle - sniper-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(sniper_rifle)\n\n\t\t# Connect to bolt step changed signal for tracking reload\n\t\tif sniper_rifle.has_signal(\"BoltStepChanged\"):\n\t\t\tsniper_rifle.BoltStepChanged.connect(_on_sniper_bolt_step_changed)\n\t\t\tprint(\"Tutorial: Connected to BoltStepChanged signal\")\n\n\t\t# Connect to sniper ammo signal\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\t\t# Connect to scope state changed signal for scope training\n\t\tif sniper_rifle.has_signal(\"ScopeStateChanged\"):\n\t\t\tsniper_rifle.ScopeStateChanged.connect(_on_scope_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ScopeStateChanged signal\")\n\n\telif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(shotgun)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(mini_uzi)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(weapon)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\n\telif akgl != null:\n\t\t_assault_rifle = akgl\n\t\t# Bug fix round 5: AKGL does NOT have fire mode switching — do NOT set _has_assault_rifle.\n\t\t# _assault_rifle is kept for _ak_gl_has_round_loaded() grenade launcher check.\n\t\t_has_ak_gl = true\n\t\tprint(\"Tutorial: Player has AKGL - underbarrel GL tutorial enabled (no fire mode switching)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(akgl)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint sequentially.\n\t\t# Without this connection the GL hint never disappears after the player fires the launcher,\n\t\t# and both GL hint + grenade hint would appear simultaneously (causing overlap).\n\t\tif akgl.has_signal(\"GrenadeFired\"):\n\t\t\takgl.GrenadeFired.connect(_on_grenade_launcher_fired)\n\t\t\tprint(\"Tutorial: Connected to GrenadeFired signal (AKGL)\")\n\n\t\t# Connect to fire mode changed signal from AKGL\n\t\tif akgl.has_signal(\"FireModeChanged\"):\n\t\t\takgl.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal (AKGL)\")\n\n\telif revolver != null:\n\t\t_has_revolver = true\n\t\tprint(\"Tutorial: Player has RSh-12 Revolver - cylinder reload tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(revolver)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to hammer cocked signal to dismiss hammer hint (Issue #808)\n\t\tif revolver.has_signal(\"HammerCocked\"):\n\t\t\trevolver.HammerCocked.connect(_on_revolver_hammer_cocked)\n\t\t\tprint(\"Tutorial: Connected to HammerCocked signal\")\n\n\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n\t\t# RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n\t\t# This provides the step=2 update (cartridges inserted → highlight [R закрыть]).\n\t\tif revolver.has_signal(\"ReloadStateChanged\"):\n\t\t\trevolver.ReloadStateChanged.connect(_on_revolver_reload_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal (Revolver)\")\n\n\t\t# Connect to revolver ammo signal\n\t\tif revolver.has_signal(\"AmmoChanged\"):\n\t\t\trevolver.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif makarov_pm != null:\n\t\t_has_makarov_pm = true\n\t\tprint(\"Tutorial: Player has MakarovPM - pistol tutorial (R->R reload)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(makarov_pm)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to MakarovPM ammo signal\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif not _has_sniper_rifle:\n\t\t# GDScript player (only if no sniper rifle was detected earlier)\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\telif akgl != null:\n\t\t# C# Player with AKGL - connect to weapon signals\n\t\tif akgl.has_signal(\"AmmoChanged\"):\n\t\t\takgl.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from AKGL\n\t\tif akgl.get(\"CurrentAmmo\") != null and akgl.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(akgl.CurrentAmmo, akgl.ReserveAmmo)\n\telif revolver != null:\n\t\t# C# Player with Revolver - AmmoChanged already connected in _connect_player_signals.\n\t\t# Connect to CartridgeInserted for real-time UI update during cylinder reload (unique to ammo tracking).\n\t\t# Bug fix round 5: do NOT connect AmmoChanged again here to avoid double-update.\n\t\tif revolver.has_signal(\"CartridgeInserted\"):\n\t\t\trevolver.CartridgeInserted.connect(_on_revolver_cartridge_inserted)\n\t\t# Initial ammo display from Revolver\n\t\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n\telif makarov_pm != null:\n\t\t# C# Player with MakarovPM - connect to weapon signals\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from MakarovPM\n\t\tif makarov_pm.get(\"CurrentAmmo\") != null and makarov_pm.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(makarov_pm.CurrentAmmo, makarov_pm.ReserveAmmo)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\n## Bug fix #7: also updates the bolt-cycle hint to reflect the remaining shells to load.\n## Bug fix round 4: updates using full reload hint builder that also tracks reload state.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tvar reload_state: int = 0 # NotReloading (default for hint update)\n\tif _player:\n\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t\tif shotgun != null and shotgun.get(\"ReloadState\") != null:\n\t\t\treload_state = int(shotgun.ReloadState)\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(reload_state)\n\n\n## Called when revolver cartridge is inserted (during cylinder reload).\n## This allows the ammo counter to update immediately as each cartridge is loaded.\nfunc _on_revolver_cartridge_inserted(loaded: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\t\tif revolver != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = revolver.ReserveAmmo\n\t\tif revolver != null and revolver.get(\"CurrentAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, reserve_ammo)\n\n\n## Setup targets for shooting practice (optional, not part of tutorial progression).\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tprint(\"Tutorial: No targets found (optional for practice)\")\n\t\treturn\n\n\tvar target_count := 0\n\tfor _target in targets_node.get_children():\n\t\ttarget_count += 1\n\n\tprint(\"Tutorial: Found %d targets for practice\" % target_count)\n\n\n## Called when the player's weapon fires a shot (Issue #945).\n## Counts shots and reveals hints based on shot count:\n## - Bolt-cycle hint (sniper/shotgun) appears after 1st shot.\n## - Reload hint appears after 2nd shot.\nfunc _on_weapon_fired() -> void:\n\t_shots_fired += 1\n\tprint(\"Tutorial: Shot fired (%d total)\" % _shots_fired)\n\n\t# Bug fix: bolt-cycle hint (sniper bolt-action, shotgun bolt) shown after 1st shot.\n\tif _shots_fired >= 1 and not _bolt_cycle_hint_revealed:\n\t\tif _has_sniper_rifle or _has_shotgun:\n\t\t\t_bolt_cycle_hint_revealed = true\n\t\t\t_reveal_bolt_cycle_hint()\n\n\tif not _reload_hint_revealed and _shots_fired >= 2:\n\t\t_reload_hint_revealed = true\n\t\t_reveal_reload_hint()\n\n\n## Called when the reload sequence progresses (Issue #945).\n## Updates the reload hint to highlight the NEXT button in red.\n## Bug fix #5: Revolver has a special multi-step hint; shotgun uses ActionStateChanged.\n## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\nfunc _on_reload_sequence_progress(step: int, total: int) -> void:\n\t# Shotgun uses ActionStateChanged for step-by-step highlighting (not ReloadSequenceProgress)\n\tif _has_shotgun:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\n\t# Bug fix round 4: revolver step highlighting update\n\tif _has_revolver:\n\t\tvar new_text := _build_revolver_reload_hint_bbcode(step)\n\t\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = new_text\n\t\tprint(\"Tutorial: Revolver reload sequence step %d/%d - hint updated\" % [step, total])\n\t\treturn\n\n\tvar new_text := _build_reload_hint_bbcode(step, total)\n\tif new_text.is_empty():\n\t\treturn\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _has_shotgun:\n\t\treturn \"\"\n\n\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n\n\n## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n## after the 1st shot, not the full reload sequence.\nfunc _reveal_bolt_cycle_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tif _has_sniper_rifle:\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n\telif _has_shotgun:\n\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_add_hint(HINT_BOLT_CYCLE,\n\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n\t\t\t\tcanvas_layer)\n\n\n## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\nfunc _reveal_reload_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_add_reload_hints(canvas_layer)\n\n\n## Called when player switches fire mode.\n## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n\t\t_m16_needs_fire_mode_hint = false\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\treturn\n\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when sniper rifle bolt step changes.\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\nfunc _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n\n\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n\n\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n\tif step >= total_steps and not _sniper_bolt_cycled:\n\t\t_sniper_bolt_cycled = true\n\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n\t\t_sniper_bolt_cycled = false\n\n\n## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_sniper_bolt_hint_bbcode(step: int) -> String:\n\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n\tvar parts: PackedStringArray = []\n\tfor i in range(STEPS.size()):\n\t\tif i < step:\n\t\t\t# Completed step: grey with strikethrough\n\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n\t\telif i == step:\n\t\t\t# Current step: highlighted in red\n\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n\t\telse:\n\t\t\t# Future step: grey\n\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n\n\t# Mark as multi-step completed when all 4 steps done\n\tif step >= STEPS.size():\n\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\n\treturn \" \".join(parts) + \" Передёрни затвор\"\n\n\n## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\nfunc _build_shotgun_reload_hint_bbcode() -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\n\n## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\nfunc _get_shotgun_shells_to_load() -> int:\n\tif _shotgun == null:\n\t\treturn 8 # Default fallback\n\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n\tif shells_in_tube == null or tube_capacity == null:\n\t\treturn 8\n\treturn int(tube_capacity) - int(shells_in_tube)\n\n\n## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n## step=1: cylinder opened → highlight insert-cartridge action\n## step=3: cylinder closed → all grey (done)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_revolver_reload_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\t# Nothing done yet: highlight open-cylinder (R)\n\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n\t\t1:\n\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n\t\t2:\n\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n\t\t_:\n\t\t\t# All steps done - mark as multi-step completed\n\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n\n\n## Called when the shotgun's action state changes (pump-action between shots).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.\n## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\nfunc _on_shotgun_action_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n\tif _shotgun_full_reload_active:\n\t\treturn\n\n\t# state 1 = NeedsPumpUp (drag up to eject shell)\n\t# state 2 = NeedsPumpDown (drag down to chamber)\n\t# state 0 = Ready (bolt cycled, ready to fire)\n\tif new_state == 0:\n\t\t# Bolt cycle complete — dismiss pump hint\n\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\telif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun between-shots pump hint.\n## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_pump_hint_bbcode(state: int) -> String:\n\tmatch state:\n\t\t1: # NeedsPumpUp (nothing completed yet)\n\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n\t\t2: # NeedsPumpDown (pump-up completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n\t\t_:\n\t\t\t# Both completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n\n\n## Called when the shotgun's reload state changes (full shell-by-shell reload).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n## and advance tutorial instead of resetting the hint text to the first step.\n## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\nfunc _on_shotgun_reload_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\treturn\n\n\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n\tif new_state == 0:\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_shotgun_full_reload_active = false\n\t\tif not _has_reloaded:\n\t\t\t_has_reloaded = true\n\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n\t\t\tif _has_thrown_grenade:\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\tif is_instance_valid(label):\n\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n## state=0: NotReloading (initial, no step highlighted)\n## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\tmatch state:\n\t\t0, 1: # Not reloading or waiting to open\n\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t2: # Loading shells (open is completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t3: # Waiting to close (open and loading completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t_:\n\t\t\t# All steps completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n\n\n## Called when scope state changes (activated/deactivated).\n## Completes the scope training step when scope is used.\n## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\nfunc _on_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _scope_used:\n\t\treturn\n\n\t_scope_used = true\n\tprint(\"Tutorial: Scope used - scope training complete\")\n\t# Dismiss scope hint\n\t_dismiss_hint(HINT_SCOPE)\n\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n\tif _current_step == TutorialStep.SCOPE_TRAINING:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player completes reload.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n\t\t_dismiss_hint(HINT_RELOAD)\n\t\tif _has_shotgun:\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t\t_shotgun_full_reload_active = false\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n\t\tif _has_sniper_rifle:\n\t\t\tif _scope_used:\n\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n\t\t\t\treturn\n\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n\t\t# Set a flag so the hint is added when the grenade step completes.\n\t\tif _has_assault_rifle and not _has_ak_gl:\n\t\t\t_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n\t\t\t_add_hint(HINT_GRENADE_LAUNCHER,\n\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_grenade_launcher_fired).\n\t\t\treturn\n\t\t# If grenade was already thrown, go to COMPLETED; otherwise wait for grenade\n\t\tif _has_thrown_grenade:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\nfunc _on_grenade_launcher_fired() -> void:\n\t# Dismiss GL hint now that the launcher has been fired\n\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n\tprint(\"Tutorial: Grenade launcher fired — GL hint dismissed\")\n\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n\tif _has_thrown_grenade:\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\telse:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the revolver hammer is cocked (RMB press or LMB fire).\n## Dismisses the hammer cock hint the first time the hammer is cocked (Issue #808).\nfunc _on_revolver_hammer_cocked() -> void:\n\t_dismiss_hint(HINT_HAMMER_COCK)\n\n\n## Called when the revolver reload state changes (Bug fix round 5).\n## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n## Maps reload state to hint step to highlight the next action:\n## state=1 (CylinderOpen): highlight [ПКМ↑ патрон] (step=1)\n## state=2 (Loading): highlight [R закрыть] (step=2)\n## state=0/3 (not reloading/closing): all grey (done)\nfunc _on_revolver_reload_state_changed(new_state: int) -> void:\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\tif not _has_revolver:\n\t\treturn\n\n\t# Map Revolver reload state to hint step:\n\t# state=1 (CylinderOpen) → step=1 (highlight insert cartridge)\n\t# state=2 (Loading) → step=2 (highlight close cylinder)\n\t# state=0/3 → step=3 (all grey/done)\n\tvar hint_step: int = 0\n\tmatch new_state:\n\t\t1:\n\t\t\thint_step = 1\n\t\t2:\n\t\t\thint_step = 2\n\t\t_:\n\t\t\thint_step = 3\n\n\tvar new_text := _build_revolver_reload_hint_bbcode(hint_step)\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n\n\n## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n## step=0: arm grenade (G+ПКМ вправо highlighted)\n## step=1: G held, aim with RMB (G+ПКМ→отпусти G highlighted)\n## step=2: G released, RMB still held, throw (ПКМ highlighted)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_grenade_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n\t\t1:\n\t\t\t# First step completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n\t\t_:\n\t\t\t# First two steps completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"\n\n\n## Update the grenade hint step based on current input state (Bug fix round 5).\n## Called every frame to dynamically highlight the next required action.\nfunc _update_grenade_hint_step() -> void:\n\tif not _hint_labels.has(HINT_GRENADE):\n\t\t_grenade_g_was_held = false\n\t\t_grenade_hint_step = 0\n\t\treturn\n\n\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n\n\t# Detect state transitions\n\tif _grenade_hint_step == 0 and g_pressed:\n\t\t_grenade_hint_step = 1\n\t\t_grenade_g_was_held = true\n\telif _grenade_hint_step == 1 and not g_pressed and _grenade_g_was_held:\n\t\t_grenade_hint_step = 2\n\t\t_grenade_g_was_held = false\n\n\t# Update the label text to reflect current step\n\tvar label: RichTextLabel = _hint_labels[HINT_GRENADE]\n\tif is_instance_valid(label):\n\t\tvar new_text := _build_grenade_hint_bbcode(_grenade_hint_step)\n\t\tif label.text != new_text:\n\t\t\tlabel.text = new_text\n\n\n## Called when player throws a grenade.\n## Grenade can be thrown at any step that shows the grenade hint (RELOAD or THROW_GRENADE).\n## Bug fix round 5: M16 fire-mode [B] hint is shown AFTER grenade is thrown (final step).\nfunc _on_player_grenade_thrown() -> void:\n\t# Allow grenade dismissal from RELOAD step too (thrown before reload completes)\n\tif _current_step != TutorialStep.THROW_GRENADE and _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n\t\t_hint_is_multistep_completed[HINT_GRENADE] = true\n\t\t# Dismiss only the grenade hint (Issue #808)\n\t\t_dismiss_hint(HINT_GRENADE)\n\t\t# Bug fix round 5: show M16 fire-mode [B] hint after grenade (as the last training hint).\n\t\tif _m16_needs_fire_mode_hint:\n\t\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t\tif canvas_layer:\n\t\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\t\t# Don't advance to COMPLETED yet — wait for fire-mode switch to complete.\n\t\t\treturn\n\t\t# If grenade thrown before reload, stay in RELOAD step (reload hint still visible)\n\t\tif _current_step == TutorialStep.THROW_GRENADE:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_show_hints_for_step(step)\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## ============================================================\n## Multi-hint system (Issue #808)\n## ============================================================\n\n\n## Setup initial hints based on the starting tutorial step.\nfunc _setup_initial_hints() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - hints will not be displayed!\")\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is delayed until player fires 2 shots.\n\t\t\t# Do not show reload hints here; _on_weapon_fired() will reveal them.\n\t\t\t# Bug fix #3: Revolver hammer-cock hint is shown from the very start (on weapon pickup).\n\t\t\tif _has_revolver:\n\t\t\t\t_add_hint(HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n\t\t\t# Issue #998: Scope hint is shown from the very start for sniper rifle.\n\t\t\tif _has_sniper_rifle:\n\t\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\n\n## Show hints appropriate for the given step.\n## Bug fix #5: grenade hint now appears AFTER reload disappears, not simultaneously.\n## Bug fix #9: grenade hint only shown when player actually has grenades.\nfunc _show_hints_for_step(step: TutorialStep) -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tmatch step:\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is only shown after 2 shots.\n\t\t\t# _reveal_reload_hint() is called by _on_weapon_fired() after 2 shots.\n\t\t\t# If the player has already fired 2+ shots (e.g. after fire mode step), show immediately.\n\t\t\tif _reload_hint_revealed:\n\t\t\t\t_add_reload_hints(canvas_layer)\n\t\tTutorialStep.SCOPE_TRAINING:\n\t\t\t# Scope hint added after reload completes\n\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Bug fix #9: only show grenade hint if the player actually has grenades\n\t\t\tif _player_has_grenades():\n\t\t\t\tif not _hint_labels.has(HINT_GRENADE):\n\t\t\t\t\t_grenade_hint_step = 0\n\t\t\t\t\t_grenade_g_was_held = false\n\t\t\t\t\t_add_hint(HINT_GRENADE, _build_grenade_hint_bbcode(0), canvas_layer)\n\t\t\telse:\n\t\t\t\t# No grenades — skip grenade step and complete tutorial\n\t\t\t\tprint(\"Tutorial: Player has no grenades — skipping grenade hint\")\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Remove any remaining hints\n\t\t\tfor key in _hint_labels.keys():\n\t\t\t\t_dismiss_hint(key)\n\n\n## Check whether the player currently holds at least one grenade (Bug fix #9).\nfunc _player_has_grenades() -> bool:\n\tif _player == null:\n\t\treturn false\n\t# Check via C# player property\n\tvar grenade_count = _player.get(\"GrenadeCount\")\n\tif grenade_count != null:\n\t\treturn int(grenade_count) > 0\n\t# Fallback: tutorial level gives infinite grenades — always true on Tutorial map\n\treturn true\n\n\n## Check whether the AK GL currently has a round loaded in the grenade launcher (Bug fix #10).\n## Bug fix round 4: use GrenadeAvailable (bool) instead of GrenadeLauncherAmmo (did not exist).\nfunc _ak_gl_has_round_loaded() -> bool:\n\tif _assault_rifle == null:\n\t\treturn false\n\t# Check C# AKGL property GrenadeAvailable (bool)\n\tvar available = _assault_rifle.get(\"GrenadeAvailable\")\n\tif available != null:\n\t\treturn bool(available)\n\t# Fallback: assume loaded if property not found\n\treturn true\n\n\n## Add reload-related hints for the current weapon type.\n## For weapons with special features (sniper bolt, revolver hammer), each feature gets its own line.\n## Issue #945: Reload hint uses BBCode with the first step highlighted in red.\n## Bug fix round 4: Shotgun shows full reload hint (replacing pump-action hint) after 2nd shot.\n## Bug fix round 5: Set _shotgun_full_reload_active to block pump hint from overwriting full reload hint.\n## Bug fix: Sniper bolt-cycle hint is NOT added here (it appears after 1st shot).\n## Revolver hammer-cock hint is NOT added here (it appears from start).\nfunc _add_reload_hints(canvas_layer: Node) -> void:\n\t# Add reload hint based on weapon type\n\tif _has_shotgun:\n\t\t# Bug fix round 4: replace the pump-action hint with the full reload hint after 2nd shot.\n\t\t# Bug fix round 5: set _shotgun_full_reload_active so ActionStateChanged skips pump updates.\n\t\t_shotgun_full_reload_active = true\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_add_hint(HINT_BOLT_CYCLE, _build_shotgun_full_reload_hint_bbcode(0), canvas_layer)\n\telif _has_sniper_rifle:\n\t\t# Sniper: magazine swap reload hint. Bolt-cycle hint already shown after 1st shot.\n\t\t# Initial text = step 0 (nothing done yet, first R highlighted red).\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\telif _has_revolver:\n\t\t# Revolver: cylinder reload hint. Hammer-cock hint is shown from start (Bug fix #3).\n\t\t_add_hint(HINT_RELOAD,\n\t\t\t\"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\",\n\t\t\tcanvas_layer)\n\telif _has_makarov_pm:\n\t\t# Makarov PM uses simplified R->R reload. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 2), canvas_layer)\n\telse:\n\t\t# Standard R->F->R. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\n\t# Bug fix #5: grenade hint is shown AFTER reload disappears, not simultaneously.\n\t# It is added in _show_hints_for_step(THROW_GRENADE) when reload is done.\n\n\n## Get the unique color for a hint by its key (Issue #945: different colors per hint).\nfunc _get_hint_color(hint_key: String) -> Color:\n\tmatch hint_key:\n\t\tHINT_FIRE_MODE:\n\t\t\treturn HINT_COLOR_FIRE_MODE\n\t\tHINT_RELOAD:\n\t\t\treturn HINT_COLOR_RELOAD\n\t\tHINT_GRENADE:\n\t\t\treturn HINT_COLOR_GRENADE\n\t\tHINT_BOLT_CYCLE:\n\t\t\treturn HINT_COLOR_BOLT_CYCLE\n\t\tHINT_SCOPE:\n\t\t\treturn HINT_COLOR_SCOPE\n\t\tHINT_HAMMER_COCK:\n\t\t\treturn HINT_COLOR_HAMMER_COCK\n\t\tHINT_GRENADE_LAUNCHER:\n\t\t\treturn HINT_COLOR_GRENADE_LAUNCHER\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n\n\n## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_animating_hints.erase(hint_key)\n\t_hint_labels.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update positions of all active hints to follow the player.\nfunc _update_all_hint_positions() -> void:\n\tif _player == null or _hint_labels.is_empty():\n\t\treturn\n\n\tvar index := 0\n\tfor hint_key in _hint_labels:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label):\n\t\t\t_update_hint_position_indexed(label, index)\n\t\t\tindex += 1\n\n\n## Update a single hint label's position.\nfunc _update_hint_position(hint_key: String, label: RichTextLabel) -> void:\n\t# Find this hint's index among active hints\n\tvar index := 0\n\tfor key in _hint_labels:\n\t\tif key == hint_key:\n\t\t\tbreak\n\t\tindex += 1\n\t_update_hint_position_indexed(label, index)\n\n\n## Position a hint label above the player at the given vertical index (0 = closest to player).\nfunc _update_hint_position_indexed(label: RichTextLabel, index: int) -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Stack hints above player: index 0 is closest, higher indices are further up\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.position = screen_pos + Vector2(-150, -80 - index * HINT_SPACING)\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n",
"structuredPatch": [
{
"oldStart": 159,
"oldLines": 10,
"newStart": 159,
"newLines": 14,
"lines": [
" ## These hints should not be updated or re-dismissed while animating.",
" var _animating_hints: Dictionary = {}",
" ",
"-## Issue #944: Track whether each hint was dismissed as part of a multi-step action.",
"-## When true, the hint should just disappear without strikethrough (already shown per-step).",
"-var _hint_is_multistep_completed: Dictionary = {}",
"+## Issue #944: Track Line2D strikethrough nodes for each hint (hint_key -> Line2D).",
"+## Each hint has a persistent Line2D that animates progressively as steps complete.",
"+var _hint_strike_lines: Dictionary = {}",
" ",
"+## Issue #944: Track current strikethrough progress for each hint (hint_key -> float 0.0-1.0).",
"+## Progress increases as each step completes; used to animate Line2D extension.",
"+var _hint_strike_progress: Dictionary = {}",
"+",
" ## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).",
" var _shots_fired: int = 0",
" "
]
}
],
"userModified": false,
"replaceAll": false
}
}
[2026-03-11T21:32:16.783Z] [INFO] [log_ccbfd6] sending request {
[2026-03-11T21:32:16.784Z] [INFO] method: 'post',
[2026-03-11T21:32:16.784Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:16.785Z] [INFO] options: {
[2026-03-11T21:32:16.785Z] [INFO] method: 'post',
[2026-03-11T21:32:16.787Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:32:16.788Z] [INFO] body: {
[2026-03-11T21:32:16.789Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:32:16.789Z] [INFO] messages: [Array],
[2026-03-11T21:32:16.790Z] [INFO] system: [Array],
[2026-03-11T21:32:16.790Z] [INFO] tools: [Array],
[2026-03-11T21:32:16.790Z] [INFO] tool_choice: undefined,
[2026-03-11T21:32:16.790Z] [INFO] metadata: [Object],
[2026-03-11T21:32:16.790Z] [INFO] max_tokens: 64000,
[2026-03-11T21:32:16.790Z] [INFO] thinking: undefined,
[2026-03-11T21:32:16.791Z] [INFO] temperature: 1,
[2026-03-11T21:32:16.791Z] [INFO] stream: true
[2026-03-11T21:32:16.791Z] [INFO] },
[2026-03-11T21:32:16.791Z] [INFO] timeout: 600000,
[2026-03-11T21:32:16.791Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:32:16.791Z] [INFO] stream: true
[2026-03-11T21:32:16.791Z] [INFO] },
[2026-03-11T21:32:16.791Z] [INFO] headers: {
[2026-03-11T21:32:16.792Z] [INFO] accept: 'application/json',
[2026-03-11T21:32:16.793Z] [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',
[2026-03-11T21:32:16.793Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:32:16.793Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:32:16.793Z] [INFO] authorization: '***',
[2026-03-11T21:32:16.794Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:32:16.794Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:32:16.794Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:32:16.794Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:32:16.794Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:32:16.794Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:32:16.795Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:32:16.795Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:32:16.795Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:32:16.795Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:32:16.795Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:32:16.795Z] [INFO] }
[2026-03-11T21:32:16.796Z] [INFO] }
[2026-03-11T21:32:18.283Z] [INFO] [log_ccbfd6, request-id: "req_011CYx1QuKeUdbAFiE6j2TD6"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1498ms
[2026-03-11T21:32:18.285Z] [INFO] [log_ccbfd6] response start {
[2026-03-11T21:32:18.287Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:18.287Z] [INFO] status: 200,
[2026-03-11T21:32:18.287Z] [INFO] headers: {
[2026-03-11T21:32:18.287Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:18.288Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:18.288Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:18.288Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:18.289Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:18.289Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:18.289Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:18.289Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:18.290Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:18.290Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:18.291Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:18.292Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:18.292Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:18.292Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:18.292Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:18.292Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:18.293Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:18.293Z] [INFO] 'cf-ray': '9dadabbcff80d2b7-FRA',
[2026-03-11T21:32:18.293Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:18.294Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:18.294Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:18.294Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:18.296Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:18 GMT',
[2026-03-11T21:32:18.297Z] [INFO] 'request-id': 'req_011CYx1QuKeUdbAFiE6j2TD6',
[2026-03-11T21:32:18.297Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:18.297Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:18.298Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:18.298Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:18.299Z] [INFO] 'x-envoy-upstream-service-time': '1367',
[2026-03-11T21:32:18.299Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:32:18.299Z] [INFO] },
[2026-03-11T21:32:18.300Z] [INFO] durationMs: 1498
[2026-03-11T21:32:18.300Z] [INFO] }
[2026-03-11T21:32:18.300Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:32:18.300Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:18 GMT',
[2026-03-11T21:32:18.300Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:18.301Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:18.301Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:18.301Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:18.302Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:18.302Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:18.303Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:18.303Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:18.303Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:18.303Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:18.304Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:18.304Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:18.304Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:18.304Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:18.305Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:18.305Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:18.305Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:18.305Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:18.306Z] [INFO] 'request-id': 'req_011CYx1QuKeUdbAFiE6j2TD6',
[2026-03-11T21:32:18.306Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:18.306Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:18.306Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:18.306Z] [INFO] 'x-envoy-upstream-service-time': '1367',
[2026-03-11T21:32:18.307Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:18.307Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:18.307Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:32:18.308Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:18.310Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:18.311Z] [INFO] 'cf-ray': '9dadabbcff80d2b7-FRA'
[2026-03-11T21:32:18.311Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:32:18.311Z] [INFO] [log_ccbfd6] response parsed {
[2026-03-11T21:32:18.311Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:18.311Z] [INFO] status: 200,
[2026-03-11T21:32:18.312Z] [INFO] body: qG {
[2026-03-11T21:32:18.312Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:32:18.313Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:32:18.313Z] [INFO] },
[2026-03-11T21:32:18.313Z] [INFO] durationMs: 1499
[2026-03-11T21:32:18.313Z] [INFO] }
[2026-03-11T21:32:18.737Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01YSpTRqwZp3Hbg6N7n4w1bJ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now let me update the `_add_hint` function to create a Line2D strikethrough attached to each hint:"
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 839,
"cache_read_input_tokens": 69457,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 839
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "4f75c5c8-ee7d-471a-bf06-aaa1b6fb4d54"
}
[2026-03-11T21:32:36.146Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01YSpTRqwZp3Hbg6N7n4w1bJ",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_012u71Emv41xye4Pd2fXqGiQ",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"old_string": "## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)",
"new_string": "## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear + creates Line2D for progressive strikethrough.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\n\t# Issue #944: Create Line2D for progressive animated strikethrough.\n\t# The line is attached to the label and extends progressively as steps complete.\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 1.5 # Thinner line to match BBCode strikethrough appearance\n\t# Semi-transparent to match subtle BBCode strikethrough (grey at 60% opacity)\n\tstrike_line.default_color = Color(0.6, 0.6, 0.6, 0.6)\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position at vertical center of label (font size ~20, center ~10)\n\tvar line_y := 10.0\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\t_hint_strike_lines[hint_key] = strike_line\n\t_hint_strike_progress[hint_key] = 0.0\n\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 839,
"cache_read_input_tokens": 69457,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 839
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "605e897b-a07c-4101-941c-55dc2bc0d87f"
}
[2026-03-11T21:32:36.165Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_012u71Emv41xye4Pd2fXqGiQ",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd has been updated successfully."
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "ef0e4c99-2ebb-421e-b239-c304f1b1cc4a",
"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"oldString": "## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)",
"newString": "## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear + creates Line2D for progressive strikethrough.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\n\t# Issue #944: Create Line2D for progressive animated strikethrough.\n\t# The line is attached to the label and extends progressively as steps complete.\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 1.5 # Thinner line to match BBCode strikethrough appearance\n\t# Semi-transparent to match subtle BBCode strikethrough (grey at 60% opacity)\n\tstrike_line.default_color = Color(0.6, 0.6, 0.6, 0.6)\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position at vertical center of label (font size ~20, center ~10)\n\tvar line_y := 10.0\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\t_hint_strike_lines[hint_key] = strike_line\n\t_hint_strike_progress[hint_key] = 0.0\n\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)",
"originalFile": "extends Node2D\n## Tutorial level script for teaching player advanced controls.\n##\n## This script handles the tutorial flow:\n## 1. Player switches fire mode (B key) - only if player has assault rifle\n## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n## experiences running out of ammo)\n## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n## (only shown if player actually has grenades, Bug fix #9)\n## 4. Shows completion message with Q restart hint\n##\n## Issue #808: Each hint shown independently; dismissed independently when action is done.\n## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n##\n## Bug fixes (3rd review round, Issue #945):\n## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n## Fix #9: Grenade hint only shown when player actually has grenades.\n## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n##\n## Bug fixes (5th review round, Issue #945):\n## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n##\n## Bug fixes (Issue #991):\n## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n## hint appears only AFTER the GL fires (sequential, not simultaneous).\n## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n##\n## Bug fix (Issue #998):\n## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tSCOPE_TRAINING,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Grenade hint step tracking (Bug fix round 5):\n## 0 = initial (arm grenade: [G+ПКМ вправо])\n## 1 = G held (aim: [G+ПКМ→отпусти G])\n## 2 = G released, RMB held (throw: [ПКМ бросок])\nvar _grenade_hint_step: int = 0\n\n## Whether G was held during the last frame (for grenade hint step tracking).\nvar _grenade_g_was_held: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (for sniper-specific tutorial).\nvar _has_sniper_rifle: bool = false\n\n## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\nvar _has_makarov_pm: bool = false\n\n## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\nvar _has_revolver: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _has_ak_gl: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\nvar _shotgun_full_reload_active: bool = false\n\n## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n## Set to true after reload completes for M16; hint is shown after grenade step.\nvar _m16_needs_fire_mode_hint: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\nvar _sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\nvar _sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training step).\nvar _scope_used: bool = false\n\n## Hint keys used in the multi-hint system (Issue #808).\nconst HINT_RELOAD := \"reload\"\nconst HINT_GRENADE := \"grenade\"\nconst HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst HINT_SCOPE := \"scope\"\nconst HINT_FIRE_MODE := \"fire_mode\"\nconst HINT_HAMMER_COCK := \"hammer_cock\"\nconst HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n## Each hint is shown simultaneously and removed independently when the action completes.\nvar _hint_labels: Dictionary = {}\n\n## Vertical spacing between stacked hints above the player (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst HINT_SPACING := 60\n\n## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track Line2D strikethrough nodes for each hint (hint_key -> Line2D).\n## Each hint has a persistent Line2D that animates progressively as steps complete.\nvar _hint_strike_lines: Dictionary = {}\n\n## Issue #944: Track current strikethrough progress for each hint (hint_key -> float 0.0-1.0).\n## Progress increases as each step completes; used to animate Line2D extension.\nvar _hint_strike_progress: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets (for practice, but not part of tutorial progression)\n\t_setup_targets()\n\n\t# Determine initial tutorial step based on weapon type\n\t_set_initial_step()\n\n\t# Create initial hints based on starting step\n\t_setup_initial_hints()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n\n\n## Determine the initial tutorial step based on weapon type.\n## Only the M16 (AssaultRifle) starts with fire mode switching.\n## AKGL does NOT have fire mode switching, so it starts with reload.\n## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\nfunc _set_initial_step() -> void:\n\t# Check which weapon the player has\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif weapon != null:\n\t\t# M16 has fire mode switching\n\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n\telse:\n\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n\t\t_current_step = TutorialStep.RELOAD\n\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\",\n\t\t\t\"ak_gl\": \"AKGL\",\n\t\t\t\"revolver\": \"Revolver\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n\t\tif akgl_scene:\n\t\t\tvar akgl = akgl_scene.instantiate()\n\t\t\takgl.name = \"AKGL\"\n\t\t\t_player.add_child(akgl)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(akgl)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = akgl\n\n\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n\t# If Revolver is selected, swap weapons\n\telif selected_weapon_id == \"revolver\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n\t\tif revolver_scene:\n\t\t\tvar revolver = revolver_scene.instantiate()\n\t\t\trevolver.name = \"Revolver\"\n\t\t\t_player.add_child(revolver)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(revolver)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = revolver\n\n\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\nfunc _process(_delta: float) -> void:\n\t# Update all floating hint positions to follow player\n\t_update_all_hint_positions()\n\n\t# Bug fix round 5: update grenade hint step based on key state\n\t_update_grenade_hint_step()\n\n\n## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\nfunc _connect_weapon_fired_signal(weapon_node: Node) -> void:\n\tif weapon_node == null:\n\t\treturn\n\tif weapon_node.has_signal(\"Fired\"):\n\t\tweapon_node.Fired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n\telif weapon_node.has_signal(\"ShotFired\"):\n\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n\telse:\n\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n\n\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n\tif weapon_node.has_signal(\"ActionStateChanged\"):\n\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n\tif _player.has_signal(\"ReloadSequenceProgress\"):\n\t\t_player.ReloadSequenceProgress.connect(_on_reload_sequence_progress)\n\t\tprint(\"Tutorial: Connected to ReloadSequenceProgress signal\")\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif sniper_rifle != null:\n\t\t_sniper_rifle = sniper_rifle\n\t\t_has_sniper_rifle = true\n\t\tprint(\"Tutorial: Player has ASVK Sniper Rifle - sniper-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(sniper_rifle)\n\n\t\t# Connect to bolt step changed signal for tracking reload\n\t\tif sniper_rifle.has_signal(\"BoltStepChanged\"):\n\t\t\tsniper_rifle.BoltStepChanged.connect(_on_sniper_bolt_step_changed)\n\t\t\tprint(\"Tutorial: Connected to BoltStepChanged signal\")\n\n\t\t# Connect to sniper ammo signal\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\t\t# Connect to scope state changed signal for scope training\n\t\tif sniper_rifle.has_signal(\"ScopeStateChanged\"):\n\t\t\tsniper_rifle.ScopeStateChanged.connect(_on_scope_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ScopeStateChanged signal\")\n\n\telif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(shotgun)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(mini_uzi)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(weapon)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\n\telif akgl != null:\n\t\t_assault_rifle = akgl\n\t\t# Bug fix round 5: AKGL does NOT have fire mode switching — do NOT set _has_assault_rifle.\n\t\t# _assault_rifle is kept for _ak_gl_has_round_loaded() grenade launcher check.\n\t\t_has_ak_gl = true\n\t\tprint(\"Tutorial: Player has AKGL - underbarrel GL tutorial enabled (no fire mode switching)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(akgl)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint sequentially.\n\t\t# Without this connection the GL hint never disappears after the player fires the launcher,\n\t\t# and both GL hint + grenade hint would appear simultaneously (causing overlap).\n\t\tif akgl.has_signal(\"GrenadeFired\"):\n\t\t\takgl.GrenadeFired.connect(_on_grenade_launcher_fired)\n\t\t\tprint(\"Tutorial: Connected to GrenadeFired signal (AKGL)\")\n\n\t\t# Connect to fire mode changed signal from AKGL\n\t\tif akgl.has_signal(\"FireModeChanged\"):\n\t\t\takgl.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal (AKGL)\")\n\n\telif revolver != null:\n\t\t_has_revolver = true\n\t\tprint(\"Tutorial: Player has RSh-12 Revolver - cylinder reload tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(revolver)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to hammer cocked signal to dismiss hammer hint (Issue #808)\n\t\tif revolver.has_signal(\"HammerCocked\"):\n\t\t\trevolver.HammerCocked.connect(_on_revolver_hammer_cocked)\n\t\t\tprint(\"Tutorial: Connected to HammerCocked signal\")\n\n\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n\t\t# RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n\t\t# This provides the step=2 update (cartridges inserted → highlight [R закрыть]).\n\t\tif revolver.has_signal(\"ReloadStateChanged\"):\n\t\t\trevolver.ReloadStateChanged.connect(_on_revolver_reload_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal (Revolver)\")\n\n\t\t# Connect to revolver ammo signal\n\t\tif revolver.has_signal(\"AmmoChanged\"):\n\t\t\trevolver.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif makarov_pm != null:\n\t\t_has_makarov_pm = true\n\t\tprint(\"Tutorial: Player has MakarovPM - pistol tutorial (R->R reload)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(makarov_pm)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to MakarovPM ammo signal\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif not _has_sniper_rifle:\n\t\t# GDScript player (only if no sniper rifle was detected earlier)\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\telif akgl != null:\n\t\t# C# Player with AKGL - connect to weapon signals\n\t\tif akgl.has_signal(\"AmmoChanged\"):\n\t\t\takgl.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from AKGL\n\t\tif akgl.get(\"CurrentAmmo\") != null and akgl.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(akgl.CurrentAmmo, akgl.ReserveAmmo)\n\telif revolver != null:\n\t\t# C# Player with Revolver - AmmoChanged already connected in _connect_player_signals.\n\t\t# Connect to CartridgeInserted for real-time UI update during cylinder reload (unique to ammo tracking).\n\t\t# Bug fix round 5: do NOT connect AmmoChanged again here to avoid double-update.\n\t\tif revolver.has_signal(\"CartridgeInserted\"):\n\t\t\trevolver.CartridgeInserted.connect(_on_revolver_cartridge_inserted)\n\t\t# Initial ammo display from Revolver\n\t\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n\telif makarov_pm != null:\n\t\t# C# Player with MakarovPM - connect to weapon signals\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from MakarovPM\n\t\tif makarov_pm.get(\"CurrentAmmo\") != null and makarov_pm.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(makarov_pm.CurrentAmmo, makarov_pm.ReserveAmmo)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\n## Bug fix #7: also updates the bolt-cycle hint to reflect the remaining shells to load.\n## Bug fix round 4: updates using full reload hint builder that also tracks reload state.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tvar reload_state: int = 0 # NotReloading (default for hint update)\n\tif _player:\n\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t\tif shotgun != null and shotgun.get(\"ReloadState\") != null:\n\t\t\treload_state = int(shotgun.ReloadState)\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(reload_state)\n\n\n## Called when revolver cartridge is inserted (during cylinder reload).\n## This allows the ammo counter to update immediately as each cartridge is loaded.\nfunc _on_revolver_cartridge_inserted(loaded: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\t\tif revolver != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = revolver.ReserveAmmo\n\t\tif revolver != null and revolver.get(\"CurrentAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, reserve_ammo)\n\n\n## Setup targets for shooting practice (optional, not part of tutorial progression).\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tprint(\"Tutorial: No targets found (optional for practice)\")\n\t\treturn\n\n\tvar target_count := 0\n\tfor _target in targets_node.get_children():\n\t\ttarget_count += 1\n\n\tprint(\"Tutorial: Found %d targets for practice\" % target_count)\n\n\n## Called when the player's weapon fires a shot (Issue #945).\n## Counts shots and reveals hints based on shot count:\n## - Bolt-cycle hint (sniper/shotgun) appears after 1st shot.\n## - Reload hint appears after 2nd shot.\nfunc _on_weapon_fired() -> void:\n\t_shots_fired += 1\n\tprint(\"Tutorial: Shot fired (%d total)\" % _shots_fired)\n\n\t# Bug fix: bolt-cycle hint (sniper bolt-action, shotgun bolt) shown after 1st shot.\n\tif _shots_fired >= 1 and not _bolt_cycle_hint_revealed:\n\t\tif _has_sniper_rifle or _has_shotgun:\n\t\t\t_bolt_cycle_hint_revealed = true\n\t\t\t_reveal_bolt_cycle_hint()\n\n\tif not _reload_hint_revealed and _shots_fired >= 2:\n\t\t_reload_hint_revealed = true\n\t\t_reveal_reload_hint()\n\n\n## Called when the reload sequence progresses (Issue #945).\n## Updates the reload hint to highlight the NEXT button in red.\n## Bug fix #5: Revolver has a special multi-step hint; shotgun uses ActionStateChanged.\n## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\nfunc _on_reload_sequence_progress(step: int, total: int) -> void:\n\t# Shotgun uses ActionStateChanged for step-by-step highlighting (not ReloadSequenceProgress)\n\tif _has_shotgun:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\n\t# Bug fix round 4: revolver step highlighting update\n\tif _has_revolver:\n\t\tvar new_text := _build_revolver_reload_hint_bbcode(step)\n\t\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = new_text\n\t\tprint(\"Tutorial: Revolver reload sequence step %d/%d - hint updated\" % [step, total])\n\t\treturn\n\n\tvar new_text := _build_reload_hint_bbcode(step, total)\n\tif new_text.is_empty():\n\t\treturn\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _has_shotgun:\n\t\treturn \"\"\n\n\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n\n\n## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n## after the 1st shot, not the full reload sequence.\nfunc _reveal_bolt_cycle_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tif _has_sniper_rifle:\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n\telif _has_shotgun:\n\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_add_hint(HINT_BOLT_CYCLE,\n\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n\t\t\t\tcanvas_layer)\n\n\n## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\nfunc _reveal_reload_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_add_reload_hints(canvas_layer)\n\n\n## Called when player switches fire mode.\n## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n\t\t_m16_needs_fire_mode_hint = false\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\treturn\n\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when sniper rifle bolt step changes.\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\nfunc _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n\n\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n\n\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n\tif step >= total_steps and not _sniper_bolt_cycled:\n\t\t_sniper_bolt_cycled = true\n\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n\t\t_sniper_bolt_cycled = false\n\n\n## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_sniper_bolt_hint_bbcode(step: int) -> String:\n\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n\tvar parts: PackedStringArray = []\n\tfor i in range(STEPS.size()):\n\t\tif i < step:\n\t\t\t# Completed step: grey with strikethrough\n\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n\t\telif i == step:\n\t\t\t# Current step: highlighted in red\n\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n\t\telse:\n\t\t\t# Future step: grey\n\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n\n\t# Mark as multi-step completed when all 4 steps done\n\tif step >= STEPS.size():\n\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\n\treturn \" \".join(parts) + \" Передёрни затвор\"\n\n\n## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\nfunc _build_shotgun_reload_hint_bbcode() -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\n\n## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\nfunc _get_shotgun_shells_to_load() -> int:\n\tif _shotgun == null:\n\t\treturn 8 # Default fallback\n\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n\tif shells_in_tube == null or tube_capacity == null:\n\t\treturn 8\n\treturn int(tube_capacity) - int(shells_in_tube)\n\n\n## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n## step=1: cylinder opened → highlight insert-cartridge action\n## step=3: cylinder closed → all grey (done)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_revolver_reload_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\t# Nothing done yet: highlight open-cylinder (R)\n\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n\t\t1:\n\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n\t\t2:\n\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n\t\t_:\n\t\t\t# All steps done - mark as multi-step completed\n\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n\n\n## Called when the shotgun's action state changes (pump-action between shots).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.\n## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\nfunc _on_shotgun_action_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n\tif _shotgun_full_reload_active:\n\t\treturn\n\n\t# state 1 = NeedsPumpUp (drag up to eject shell)\n\t# state 2 = NeedsPumpDown (drag down to chamber)\n\t# state 0 = Ready (bolt cycled, ready to fire)\n\tif new_state == 0:\n\t\t# Bolt cycle complete — dismiss pump hint\n\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\telif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun between-shots pump hint.\n## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_pump_hint_bbcode(state: int) -> String:\n\tmatch state:\n\t\t1: # NeedsPumpUp (nothing completed yet)\n\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n\t\t2: # NeedsPumpDown (pump-up completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n\t\t_:\n\t\t\t# Both completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n\n\n## Called when the shotgun's reload state changes (full shell-by-shell reload).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n## and advance tutorial instead of resetting the hint text to the first step.\n## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\nfunc _on_shotgun_reload_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\treturn\n\n\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n\tif new_state == 0:\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_shotgun_full_reload_active = false\n\t\tif not _has_reloaded:\n\t\t\t_has_reloaded = true\n\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n\t\t\tif _has_thrown_grenade:\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\tif is_instance_valid(label):\n\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n## state=0: NotReloading (initial, no step highlighted)\n## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\tmatch state:\n\t\t0, 1: # Not reloading or waiting to open\n\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t2: # Loading shells (open is completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t3: # Waiting to close (open and loading completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t_:\n\t\t\t# All steps completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n\n\n## Called when scope state changes (activated/deactivated).\n## Completes the scope training step when scope is used.\n## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\nfunc _on_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _scope_used:\n\t\treturn\n\n\t_scope_used = true\n\tprint(\"Tutorial: Scope used - scope training complete\")\n\t# Dismiss scope hint\n\t_dismiss_hint(HINT_SCOPE)\n\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n\tif _current_step == TutorialStep.SCOPE_TRAINING:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player completes reload.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n\t\t_dismiss_hint(HINT_RELOAD)\n\t\tif _has_shotgun:\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t\t_shotgun_full_reload_active = false\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n\t\tif _has_sniper_rifle:\n\t\t\tif _scope_used:\n\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n\t\t\t\treturn\n\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n\t\t# Set a flag so the hint is added when the grenade step completes.\n\t\tif _has_assault_rifle and not _has_ak_gl:\n\t\t\t_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n\t\t\t_add_hint(HINT_GRENADE_LAUNCHER,\n\t\t\t\t\"[color=#ff4444][ПКМ][/color] Выстрели подствольным гранатомётом\", canvas_layer)\n\t\t\t# Do NOT advance to THROW_GRENADE yet — wait for GL to fire (_on_grenade_launcher_fired).\n\t\t\treturn\n\t\t# If grenade was already thrown, go to COMPLETED; otherwise wait for grenade\n\t\tif _has_thrown_grenade:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\telse:\n\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the AK GL underbarrel grenade launcher fires (Issue #991).\n## Dismisses the GL hint (which was lingering) and then advances to THROW_GRENADE step\n## so that the grenade hint appears AFTER the GL hint disappears (no overlap).\nfunc _on_grenade_launcher_fired() -> void:\n\t# Dismiss GL hint now that the launcher has been fired\n\t_dismiss_hint(HINT_GRENADE_LAUNCHER)\n\tprint(\"Tutorial: Grenade launcher fired — GL hint dismissed\")\n\t# Now advance to grenade throw step (shows grenade hint after GL hint is gone)\n\tif _has_thrown_grenade:\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\telse:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when the revolver hammer is cocked (RMB press or LMB fire).\n## Dismisses the hammer cock hint the first time the hammer is cocked (Issue #808).\nfunc _on_revolver_hammer_cocked() -> void:\n\t_dismiss_hint(HINT_HAMMER_COCK)\n\n\n## Called when the revolver reload state changes (Bug fix round 5).\n## RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n## Maps reload state to hint step to highlight the next action:\n## state=1 (CylinderOpen): highlight [ПКМ↑ патрон] (step=1)\n## state=2 (Loading): highlight [R закрыть] (step=2)\n## state=0/3 (not reloading/closing): all grey (done)\nfunc _on_revolver_reload_state_changed(new_state: int) -> void:\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\tif not _has_revolver:\n\t\treturn\n\n\t# Map Revolver reload state to hint step:\n\t# state=1 (CylinderOpen) → step=1 (highlight insert cartridge)\n\t# state=2 (Loading) → step=2 (highlight close cylinder)\n\t# state=0/3 → step=3 (all grey/done)\n\tvar hint_step: int = 0\n\tmatch new_state:\n\t\t1:\n\t\t\thint_step = 1\n\t\t2:\n\t\t\thint_step = 2\n\t\t_:\n\t\t\thint_step = 3\n\n\tvar new_text := _build_revolver_reload_hint_bbcode(hint_step)\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Revolver reload state %d → hint step %d updated\" % [new_state, hint_step])\n\n\n## Build BBCode for the grenade throw hint with step-based highlighting (Bug fix round 5).\n## step=0: arm grenade (G+ПКМ вправо highlighted)\n## step=1: G held, aim with RMB (G+ПКМ→отпусти G highlighted)\n## step=2: G released, RMB still held, throw (ПКМ highlighted)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_grenade_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\treturn \"[color=#ff4444][G+ПКМ вправо][/color] [color=#888888][G+ПКМ→отпусти G] [ПКМ бросок][/color]\"\n\t\t1:\n\t\t\t# First step completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо][/s][/color] [color=#ff4444][G+ПКМ→отпусти G][/color] [color=#888888][ПКМ бросок][/color]\"\n\t\t_:\n\t\t\t# First two steps completed\n\t\t\treturn \"[color=#888888][s][G+ПКМ вправо] [G+ПКМ→отпусти G][/s][/color] [color=#ff4444][ПКМ бросок][/color]\"\n\n\n## Update the grenade hint step based on current input state (Bug fix round 5).\n## Called every frame to dynamically highlight the next required action.\nfunc _update_grenade_hint_step() -> void:\n\tif not _hint_labels.has(HINT_GRENADE):\n\t\t_grenade_g_was_held = false\n\t\t_grenade_hint_step = 0\n\t\treturn\n\n\tvar g_pressed: bool = Input.is_action_pressed(\"grenade_prepare\")\n\n\t# Detect state transitions\n\tif _grenade_hint_step == 0 and g_pressed:\n\t\t_grenade_hint_step = 1\n\t\t_grenade_g_was_held = true\n\telif _grenade_hint_step == 1 and not g_pressed and _grenade_g_was_held:\n\t\t_grenade_hint_step = 2\n\t\t_grenade_g_was_held = false\n\n\t# Update the label text to reflect current step\n\tvar label: RichTextLabel = _hint_labels[HINT_GRENADE]\n\tif is_instance_valid(label):\n\t\tvar new_text := _build_grenade_hint_bbcode(_grenade_hint_step)\n\t\tif label.text != new_text:\n\t\t\tlabel.text = new_text\n\n\n## Called when player throws a grenade.\n## Grenade can be thrown at any step that shows the grenade hint (RELOAD or THROW_GRENADE).\n## Bug fix round 5: M16 fire-mode [B] hint is shown AFTER grenade is thrown (final step).\nfunc _on_player_grenade_thrown() -> void:\n\t# Allow grenade dismissal from RELOAD step too (thrown before reload completes)\n\tif _current_step != TutorialStep.THROW_GRENADE and _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_thrown_grenade:\n\t\t_has_thrown_grenade = true\n\t\tprint(\"Tutorial: Player threw grenade\")\n\t\t# Issue #944: Mark grenade hint as multi-step completed (steps already showed strikethrough)\n\t\t_hint_is_multistep_completed[HINT_GRENADE] = true\n\t\t# Dismiss only the grenade hint (Issue #808)\n\t\t_dismiss_hint(HINT_GRENADE)\n\t\t# Bug fix round 5: show M16 fire-mode [B] hint after grenade (as the last training hint).\n\t\tif _m16_needs_fire_mode_hint:\n\t\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t\tif canvas_layer:\n\t\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\t\t# Don't advance to COMPLETED yet — wait for fire-mode switch to complete.\n\t\t\treturn\n\t\t# If grenade thrown before reload, stay in RELOAD step (reload hint still visible)\n\t\tif _current_step == TutorialStep.THROW_GRENADE:\n\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\n\n## Advance to the next tutorial step.\nfunc _advance_to_step(step: TutorialStep) -> void:\n\t_current_step = step\n\t_show_hints_for_step(step)\n\n\tif step == TutorialStep.COMPLETED:\n\t\t_show_completion_message()\n\n\n## ============================================================\n## Multi-hint system (Issue #808)\n## ============================================================\n\n\n## Setup initial hints based on the starting tutorial step.\nfunc _setup_initial_hints() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\tpush_error(\"Tutorial: CanvasLayer not found - hints will not be displayed!\")\n\t\treturn\n\n\tmatch _current_step:\n\t\tTutorialStep.SWITCH_FIRE_MODE:\n\t\t\t_add_hint(HINT_FIRE_MODE,\n\t\t\t\t\"[color=#ff4444][B][/color] Переключи режим стрельбы\", canvas_layer)\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is delayed until player fires 2 shots.\n\t\t\t# Do not show reload hints here; _on_weapon_fired() will reveal them.\n\t\t\t# Bug fix #3: Revolver hammer-cock hint is shown from the very start (on weapon pickup).\n\t\t\tif _has_revolver:\n\t\t\t\t_add_hint(HINT_HAMMER_COCK, \"[color=#ff4444][ПКМ][/color] Взведи курок\", canvas_layer)\n\t\t\t# Issue #998: Scope hint is shown from the very start for sniper rifle.\n\t\t\tif _has_sniper_rifle:\n\t\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\n\n## Show hints appropriate for the given step.\n## Bug fix #5: grenade hint now appears AFTER reload disappears, not simultaneously.\n## Bug fix #9: grenade hint only shown when player actually has grenades.\nfunc _show_hints_for_step(step: TutorialStep) -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tmatch step:\n\t\tTutorialStep.RELOAD:\n\t\t\t# Issue #945: Reload hint is only shown after 2 shots.\n\t\t\t# _reveal_reload_hint() is called by _on_weapon_fired() after 2 shots.\n\t\t\t# If the player has already fired 2+ shots (e.g. after fire mode step), show immediately.\n\t\t\tif _reload_hint_revealed:\n\t\t\t\t_add_reload_hints(canvas_layer)\n\t\tTutorialStep.SCOPE_TRAINING:\n\t\t\t# Scope hint added after reload completes\n\t\t\t_add_hint(HINT_SCOPE, \"[color=#ff4444][ПКМ][/color] Прицелься через оптику\", canvas_layer)\n\t\tTutorialStep.THROW_GRENADE:\n\t\t\t# Bug fix #9: only show grenade hint if the player actually has grenades\n\t\t\tif _player_has_grenades():\n\t\t\t\tif not _hint_labels.has(HINT_GRENADE):\n\t\t\t\t\t_grenade_hint_step = 0\n\t\t\t\t\t_grenade_g_was_held = false\n\t\t\t\t\t_add_hint(HINT_GRENADE, _build_grenade_hint_bbcode(0), canvas_layer)\n\t\t\telse:\n\t\t\t\t# No grenades — skip grenade step and complete tutorial\n\t\t\t\tprint(\"Tutorial: Player has no grenades — skipping grenade hint\")\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\tTutorialStep.COMPLETED:\n\t\t\t# Remove any remaining hints\n\t\t\tfor key in _hint_labels.keys():\n\t\t\t\t_dismiss_hint(key)\n\n\n## Check whether the player currently holds at least one grenade (Bug fix #9).\nfunc _player_has_grenades() -> bool:\n\tif _player == null:\n\t\treturn false\n\t# Check via C# player property\n\tvar grenade_count = _player.get(\"GrenadeCount\")\n\tif grenade_count != null:\n\t\treturn int(grenade_count) > 0\n\t# Fallback: tutorial level gives infinite grenades — always true on Tutorial map\n\treturn true\n\n\n## Check whether the AK GL currently has a round loaded in the grenade launcher (Bug fix #10).\n## Bug fix round 4: use GrenadeAvailable (bool) instead of GrenadeLauncherAmmo (did not exist).\nfunc _ak_gl_has_round_loaded() -> bool:\n\tif _assault_rifle == null:\n\t\treturn false\n\t# Check C# AKGL property GrenadeAvailable (bool)\n\tvar available = _assault_rifle.get(\"GrenadeAvailable\")\n\tif available != null:\n\t\treturn bool(available)\n\t# Fallback: assume loaded if property not found\n\treturn true\n\n\n## Add reload-related hints for the current weapon type.\n## For weapons with special features (sniper bolt, revolver hammer), each feature gets its own line.\n## Issue #945: Reload hint uses BBCode with the first step highlighted in red.\n## Bug fix round 4: Shotgun shows full reload hint (replacing pump-action hint) after 2nd shot.\n## Bug fix round 5: Set _shotgun_full_reload_active to block pump hint from overwriting full reload hint.\n## Bug fix: Sniper bolt-cycle hint is NOT added here (it appears after 1st shot).\n## Revolver hammer-cock hint is NOT added here (it appears from start).\nfunc _add_reload_hints(canvas_layer: Node) -> void:\n\t# Add reload hint based on weapon type\n\tif _has_shotgun:\n\t\t# Bug fix round 4: replace the pump-action hint with the full reload hint after 2nd shot.\n\t\t# Bug fix round 5: set _shotgun_full_reload_active so ActionStateChanged skips pump updates.\n\t\t_shotgun_full_reload_active = true\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_add_hint(HINT_BOLT_CYCLE, _build_shotgun_full_reload_hint_bbcode(0), canvas_layer)\n\telif _has_sniper_rifle:\n\t\t# Sniper: magazine swap reload hint. Bolt-cycle hint already shown after 1st shot.\n\t\t# Initial text = step 0 (nothing done yet, first R highlighted red).\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\telif _has_revolver:\n\t\t# Revolver: cylinder reload hint. Hammer-cock hint is shown from start (Bug fix #3).\n\t\t_add_hint(HINT_RELOAD,\n\t\t\t\"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\",\n\t\t\tcanvas_layer)\n\telif _has_makarov_pm:\n\t\t# Makarov PM uses simplified R->R reload. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 2), canvas_layer)\n\telse:\n\t\t# Standard R->F->R. Initial text = step 0.\n\t\t_add_hint(HINT_RELOAD, _build_reload_hint_bbcode(0, 3), canvas_layer)\n\n\t# Bug fix #5: grenade hint is shown AFTER reload disappears, not simultaneously.\n\t# It is added in _show_hints_for_step(THROW_GRENADE) when reload is done.\n\n\n## Get the unique color for a hint by its key (Issue #945: different colors per hint).\nfunc _get_hint_color(hint_key: String) -> Color:\n\tmatch hint_key:\n\t\tHINT_FIRE_MODE:\n\t\t\treturn HINT_COLOR_FIRE_MODE\n\t\tHINT_RELOAD:\n\t\t\treturn HINT_COLOR_RELOAD\n\t\tHINT_GRENADE:\n\t\t\treturn HINT_COLOR_GRENADE\n\t\tHINT_BOLT_CYCLE:\n\t\t\treturn HINT_COLOR_BOLT_CYCLE\n\t\tHINT_SCOPE:\n\t\t\treturn HINT_COLOR_SCOPE\n\t\tHINT_HAMMER_COCK:\n\t\t\treturn HINT_COLOR_HAMMER_COCK\n\t\tHINT_GRENADE_LAUNCHER:\n\t\t\treturn HINT_COLOR_GRENADE_LAUNCHER\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 0.3, 1.0) # Default yellow fallback\n\n\n## Create and register a hint RichTextLabel with the given key and BBCode text.\n## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).\n## Issue #944: Adds fade-in animation when new hints appear.\nfunc _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:\n\tif _hint_labels.has(hint_key):\n\t\t# Already exists - just update text (don't animate)\n\t\tif not _animating_hints.has(hint_key):\n\t\t\t_hint_labels[hint_key].text = text\n\t\treturn\n\n\tvar label := RichTextLabel.new()\n\tlabel.name = \"TutorialHint_\" + hint_key\n\tlabel.bbcode_enabled = true\n\tlabel.text = text\n\tlabel.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tlabel.add_theme_font_size_override(\"normal_font_size\", 20)\n\t# Issue #945: unique color per hint type for easy differentiation\n\tlabel.add_theme_color_override(\"default_color\", _get_hint_color(hint_key))\n\tlabel.add_theme_color_override(\"font_shadow_color\", Color(0, 0, 0, 0.8))\n\tlabel.add_theme_constant_override(\"shadow_offset_x\", 2)\n\tlabel.add_theme_constant_override(\"shadow_offset_y\", 2)\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.fit_content = true\n\tlabel.scroll_active = false\n\n\t# Issue #944: Start transparent for fade-in animation\n\tlabel.modulate.a = 0.0\n\n\tcanvas_layer.add_child(label)\n\t_hint_labels[hint_key] = label\n\tprint(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])\n\n\t# Position immediately\n\t_update_hint_position(hint_key, label)\n\n\t# Issue #944: Animate fade-in\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 1.0, HINT_FADE_IN_DURATION).set_ease(Tween.EASE_OUT)\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_animating_hints.erase(hint_key)\n\t_hint_labels.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update positions of all active hints to follow the player.\nfunc _update_all_hint_positions() -> void:\n\tif _player == null or _hint_labels.is_empty():\n\t\treturn\n\n\tvar index := 0\n\tfor hint_key in _hint_labels:\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label):\n\t\t\t_update_hint_position_indexed(label, index)\n\t\t\tindex += 1\n\n\n## Update a single hint label's position.\nfunc _update_hint_position(hint_key: String, label: RichTextLabel) -> void:\n\t# Find this hint's index among active hints\n\tvar index := 0\n\tfor key in _hint_labels:\n\t\tif key == hint_key:\n\t\t\tbreak\n\t\tindex += 1\n\t_update_hint_position_indexed(label, index)\n\n\n## Position a hint label above the player at the given vertical index (0 = closest to player).\nfunc _update_hint_position_indexed(label: RichTextLabel, index: int) -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar canvas_transform: Transform2D = get_viewport().get_canvas_transform()\n\tvar screen_pos: Vector2 = canvas_transform * _player.global_position\n\n\t# Stack hints above player: index 0 is closest, higher indices are further up\n\tlabel.custom_minimum_size = Vector2(300, 30)\n\tlabel.position = screen_pos + Vector2(-150, -80 - index * HINT_SPACING)\n\n\n## Show the completion message.\nfunc _show_completion_message() -> void:\n\tif _ui == null:\n\t\treturn\n\n\t# Create completion label\n\tvar completion_label := Label.new()\n\tcompletion_label.name = \"CompletionLabel\"\n\tcompletion_label.text = \"УРОВЕНЬ ПРОЙДЕН!\"\n\tcompletion_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tcompletion_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tcompletion_label.add_theme_font_size_override(\"font_size\", 48)\n\tcompletion_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tcompletion_label.set_anchors_preset(Control.PRESET_CENTER)\n\tcompletion_label.offset_left = -250\n\tcompletion_label.offset_right = 250\n\tcompletion_label.offset_top = -75\n\tcompletion_label.offset_bottom = -25\n\n\t_ui.add_child(completion_label)\n\n\t# Create restart hint label\n\tvar restart_label := Label.new()\n\trestart_label.name = \"RestartHintLabel\"\n\trestart_label.text = \"Нажми [Q] для быстрого перезапуска\"\n\trestart_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trestart_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\trestart_label.add_theme_font_size_override(\"font_size\", 24)\n\trestart_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below completion message\n\trestart_label.set_anchors_preset(Control.PRESET_CENTER)\n\trestart_label.offset_left = -250\n\trestart_label.offset_right = 250\n\trestart_label.offset_top = 25\n\trestart_label.offset_bottom = 75\n\n\t_ui.add_child(restart_label)\n\n\tprint(\"Tutorial completed!\")\n",
"structuredPatch": [
{
"oldStart": 1529,
"oldLines": 7,
"newStart": 1529,
"newLines": 7,
"lines": [
" ",
" ## Create and register a hint RichTextLabel with the given key and BBCode text.",
" ## Issue #945: Uses RichTextLabel for BBCode color support (per-hint unique colors + red key highlights).",
"-## Issue #944: Adds fade-in animation when new hints appear.",
"+## Issue #944: Adds fade-in animation when new hints appear + creates Line2D for progressive strikethrough.",
" func _add_hint(hint_key: String, text: String, canvas_layer: Node) -> void:",
" if _hint_labels.has(hint_key):",
" # Already exists - just update text (don't animate)"
]
},
{
"oldStart": 1557,
"oldLines": 6,
"newStart": 1557,
"newLines": 25,
"lines": [
" ",
" canvas_layer.add_child(label)",
" _hint_labels[hint_key] = label",
"+",
"+ # Issue #944: Create Line2D for progressive animated strikethrough.",
"+ # The line is attached to the label and extends progressively as steps complete.",
"+ var strike_line := Line2D.new()",
"+ strike_line.name = \"StrikeLine_\" + hint_key",
"+ strike_line.width = 1.5 # Thinner line to match BBCode strikethrough appearance",
"+ # Semi-transparent to match subtle BBCode strikethrough (grey at 60% opacity)",
"+ strike_line.default_color = Color(0.6, 0.6, 0.6, 0.6)",
"+ strike_line.z_index = 1 # Draw on top of the text",
"+",
"+ # Position at vertical center of label (font size ~20, center ~10)",
"+ var line_y := 10.0",
"+ strike_line.add_point(Vector2(0, line_y))",
"+ strike_line.add_point(Vector2(0, line_y)) # Start with 0 width",
"+",
"+ label.add_child(strike_line)",
"+ _hint_strike_lines[hint_key] = strike_line",
"+ _hint_strike_progress[hint_key] = 0.0",
"+",
" print(\"Tutorial: Added hint '%s': %s\" % [hint_key, text])",
" ",
" # Position immediately"
]
}
],
"userModified": false,
"replaceAll": false
}
}
[2026-03-11T21:32:36.237Z] [INFO] [log_102915] sending request {
[2026-03-11T21:32:36.238Z] [INFO] method: 'post',
[2026-03-11T21:32:36.238Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:36.238Z] [INFO] options: {
[2026-03-11T21:32:36.238Z] [INFO] method: 'post',
[2026-03-11T21:32:36.238Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:32:36.238Z] [INFO] body: {
[2026-03-11T21:32:36.238Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:32:36.239Z] [INFO] messages: [Array],
[2026-03-11T21:32:36.239Z] [INFO] system: [Array],
[2026-03-11T21:32:36.239Z] [INFO] tools: [Array],
[2026-03-11T21:32:36.239Z] [INFO] tool_choice: undefined,
[2026-03-11T21:32:36.239Z] [INFO] metadata: [Object],
[2026-03-11T21:32:36.239Z] [INFO] max_tokens: 64000,
[2026-03-11T21:32:36.239Z] [INFO] thinking: undefined,
[2026-03-11T21:32:36.239Z] [INFO] temperature: 1,
[2026-03-11T21:32:36.239Z] [INFO] stream: true
[2026-03-11T21:32:36.240Z] [INFO] },
[2026-03-11T21:32:36.240Z] [INFO] timeout: 600000,
[2026-03-11T21:32:36.240Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:32:36.240Z] [INFO] stream: true
[2026-03-11T21:32:36.240Z] [INFO] },
[2026-03-11T21:32:36.240Z] [INFO] headers: {
[2026-03-11T21:32:36.241Z] [INFO] accept: 'application/json',
[2026-03-11T21:32:36.241Z] [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',
[2026-03-11T21:32:36.241Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:32:36.241Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:32:36.241Z] [INFO] authorization: '***',
[2026-03-11T21:32:36.241Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:32:36.242Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:32:36.243Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:32:36.243Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:32:36.243Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:32:36.243Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:32:36.244Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:32:36.244Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:32:36.244Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:32:36.244Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:32:36.244Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:32:36.244Z] [INFO] }
[2026-03-11T21:32:36.244Z] [INFO] }
[2026-03-11T21:32:38.102Z] [INFO] [log_102915, request-id: "req_011CYx1SLWkA9h5q3cUNoda6"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1865ms
[2026-03-11T21:32:38.102Z] [INFO] [log_102915] response start {
[2026-03-11T21:32:38.103Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:38.103Z] [INFO] status: 200,
[2026-03-11T21:32:38.103Z] [INFO] headers: {
[2026-03-11T21:32:38.103Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:38.103Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:38.104Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:38.105Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:38.105Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:38.105Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:38.105Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:38.105Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:38.106Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:38.106Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:38.106Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:38.106Z] [INFO] 'cf-ray': '9dadac368ba2d2b7-FRA',
[2026-03-11T21:32:38.106Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:38.106Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:38.106Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:38.106Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:38.107Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:38 GMT',
[2026-03-11T21:32:38.107Z] [INFO] 'request-id': 'req_011CYx1SLWkA9h5q3cUNoda6',
[2026-03-11T21:32:38.107Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:38.107Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:38.107Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:38.108Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:38.108Z] [INFO] 'x-envoy-upstream-service-time': '1735',
[2026-03-11T21:32:38.108Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:32:38.108Z] [INFO] },
[2026-03-11T21:32:38.108Z] [INFO] durationMs: 1865
[2026-03-11T21:32:38.108Z] [INFO] }
[2026-03-11T21:32:38.109Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:32:38.109Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:38 GMT',
[2026-03-11T21:32:38.109Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:38.109Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:38.109Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:38.110Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:38.110Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:38.110Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:38.110Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:38.110Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:38.110Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:38.111Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:38.112Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:38.112Z] [INFO] 'request-id': 'req_011CYx1SLWkA9h5q3cUNoda6',
[2026-03-11T21:32:38.112Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:38.112Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:38.112Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:38.113Z] [INFO] 'x-envoy-upstream-service-time': '1735',
[2026-03-11T21:32:38.113Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:38.113Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:38.114Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:32:38.114Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:38.114Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:38.114Z] [INFO] 'cf-ray': '9dadac368ba2d2b7-FRA'
[2026-03-11T21:32:38.114Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:32:38.114Z] [INFO] [log_102915] response parsed {
[2026-03-11T21:32:38.114Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:38.114Z] [INFO] status: 200,
[2026-03-11T21:32:38.114Z] [INFO] body: qG {
[2026-03-11T21:32:38.115Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:32:38.115Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:32:38.115Z] [INFO] },
[2026-03-11T21:32:38.115Z] [INFO] durationMs: 1866
[2026-03-11T21:32:38.115Z] [INFO] }
[2026-03-11T21:32:38.957Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QVnjJyV8GUmKwWgmvf9oeK",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I need to add the function to animate progressive strikethrough extension. Let me find a good location and add it:"
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1605,
"cache_read_input_tokens": 70296,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1605
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "18a5aa2c-ad1f-4281-b69e-38f0a51b77ab"
}
[2026-03-11T21:32:39.818Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01QVnjJyV8GUmKwWgmvf9oeK",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01LTKb8G2VYkUCn3ZodxXjJE",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"offset": 1590,
"limit": 100
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 1605,
"cache_read_input_tokens": 70296,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 1605
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "84518799-bb30-47b8-8f81-a88e17b7244a"
}
[2026-03-11T21:32:39.826Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01LTKb8G2VYkUCn3ZodxXjJE",
"type": "tool_result",
"content": " 1590→## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n 1591→## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n 1592→## and just fades out.\n 1593→func _dismiss_hint(hint_key: String) -> void:\n 1594→\tif not _hint_labels.has(hint_key):\n 1595→\t\treturn\n 1596→\n 1597→\t# Issue #944: Prevent double-dismiss while animating\n 1598→\tif _animating_hints.has(hint_key):\n 1599→\t\treturn\n 1600→\n 1601→\tvar label: RichTextLabel = _hint_labels[hint_key]\n 1602→\tif not is_instance_valid(label):\n 1603→\t\t_hint_labels.erase(hint_key)\n 1604→\t\treturn\n 1605→\n 1606→\t# Mark as animating to prevent updates during animation\n 1607→\t_animating_hints[hint_key] = true\n 1608→\n 1609→\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n 1610→\t# If so, skip the full strikethrough and just fade out.\n 1611→\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n 1612→\t_hint_is_multistep_completed.erase(hint_key)\n 1613→\n 1614→\tif skip_strikethrough:\n 1615→\t\t# Multi-step action completed - just fade out without additional strikethrough\n 1616→\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n 1617→\t\t_animate_hint_fade_out(hint_key, label)\n 1618→\telse:\n 1619→\t\t# Single action completed - show strikethrough, then fade out\n 1620→\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n 1621→\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n 1622→\n 1623→\n 1624→## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n 1625→## The strikethrough line animates from left to right before the text fades out.\n 1626→## Used for single-action hints (fire mode, scope, hammer cock, etc.).\n 1627→func _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n 1628→\t# Create a Line2D for the animated strikethrough effect\n 1629→\tvar strike_line := Line2D.new()\n 1630→\tstrike_line.name = \"StrikeLine_\" + hint_key\n 1631→\tstrike_line.width = 2.0\n 1632→\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n 1633→\tstrike_line.z_index = 1 # Draw on top of the text\n 1634→\n 1635→\t# Position the line at the vertical center of the label\n 1636→\t# The label's content height is approximately the font size\n 1637→\tvar label_height := 20.0 # normal_font_size from _add_hint\n 1638→\tvar line_y := label_height * 0.5\n 1639→\n 1640→\t# Start with a point at the left edge, end point will be animated\n 1641→\tstrike_line.add_point(Vector2(0, line_y))\n 1642→\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n 1643→\n 1644→\tlabel.add_child(strike_line)\n 1645→\n 1646→\t# Get the approximate width of the text content\n 1647→\t# RichTextLabel content width is approximately custom_minimum_size.x\n 1648→\tvar text_width: float = label.custom_minimum_size.x\n 1649→\tif text_width <= 0:\n 1650→\t\ttext_width = 300.0 # Default width\n 1651→\n 1652→\t# Animate the line from left to right\n 1653→\tvar tween := create_tween()\n 1654→\ttween.tween_method(\n 1655→\t\tfunc(progress: float):\n 1656→\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n 1657→\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n 1658→\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n 1659→\t).set_ease(Tween.EASE_OUT)\n 1660→\n 1661→\t# After strikethrough animation completes, fade out the whole label\n 1662→\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 1663→\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n 1664→\n 1665→\n 1666→## Issue #944: Fade out the hint without adding strikethrough.\n 1667→## Used for multi-step hints that already showed per-step strikethrough.\n 1668→func _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n 1669→\tvar tween := create_tween()\n 1670→\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n 1671→\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n 1672→\n 1673→\n 1674→## Issue #944: Finalize hint dismissal after animation completes.\n 1675→func _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n 1676→\t_animating_hints.erase(hint_key)\n 1677→\t_hint_labels.erase(hint_key)\n 1678→\tif is_instance_valid(label):\n 1679→\t\tlabel.queue_free()\n 1680→\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n 1681→\n 1682→\n 1683→## Update positions of all active hints to follow the player.\n 1684→func _update_all_hint_positions() -> void:\n 1685→\tif _player == null or _hint_labels.is_empty():\n 1686→\t\treturn\n 1687→\n 1688→\tvar index := 0\n 1689→\tfor hint_key in _hint_labels:\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2d259eb7-4b1c-4a2a-982a-e752a8ceb603",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"content": "## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Fade out the hint without adding strikethrough.\n## Used for multi-step hints that already showed per-step strikethrough.\nfunc _animate_hint_fade_out(hint_key: String, label: RichTextLabel) -> void:\n\tvar tween := create_tween()\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))\n\n\n## Issue #944: Finalize hint dismissal after animation completes.\nfunc _finalize_hint_dismiss(hint_key: String, label: RichTextLabel) -> void:\n\t_animating_hints.erase(hint_key)\n\t_hint_labels.erase(hint_key)\n\tif is_instance_valid(label):\n\t\tlabel.queue_free()\n\tprint(\"Tutorial: Hint '%s' dismissed (animation complete)\" % hint_key)\n\n\n## Update positions of all active hints to follow the player.\nfunc _update_all_hint_positions() -> void:\n\tif _player == null or _hint_labels.is_empty():\n\t\treturn\n\n\tvar index := 0\n\tfor hint_key in _hint_labels:",
"numLines": 100,
"startLine": 1590,
"totalLines": 1762
}
}
}
[2026-03-11T21:32:39.835Z] [INFO] [log_25a3fe] sending request {
[2026-03-11T21:32:39.835Z] [INFO] method: 'post',
[2026-03-11T21:32:39.835Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:39.835Z] [INFO] options: {
[2026-03-11T21:32:39.835Z] [INFO] method: 'post',
[2026-03-11T21:32:39.836Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:32:39.836Z] [INFO] body: {
[2026-03-11T21:32:39.836Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:32:39.836Z] [INFO] messages: [Array],
[2026-03-11T21:32:39.836Z] [INFO] system: [Array],
[2026-03-11T21:32:39.836Z] [INFO] tools: [Array],
[2026-03-11T21:32:39.836Z] [INFO] tool_choice: undefined,
[2026-03-11T21:32:39.836Z] [INFO] metadata: [Object],
[2026-03-11T21:32:39.836Z] [INFO] max_tokens: 64000,
[2026-03-11T21:32:39.837Z] [INFO] thinking: undefined,
[2026-03-11T21:32:39.837Z] [INFO] temperature: 1,
[2026-03-11T21:32:39.837Z] [INFO] stream: true
[2026-03-11T21:32:39.837Z] [INFO] },
[2026-03-11T21:32:39.837Z] [INFO] timeout: 600000,
[2026-03-11T21:32:39.837Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:32:39.837Z] [INFO] stream: true
[2026-03-11T21:32:39.837Z] [INFO] },
[2026-03-11T21:32:39.837Z] [INFO] headers: {
[2026-03-11T21:32:39.838Z] [INFO] accept: 'application/json',
[2026-03-11T21:32:39.838Z] [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',
[2026-03-11T21:32:39.838Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:32:39.838Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:32:39.838Z] [INFO] authorization: '***',
[2026-03-11T21:32:39.838Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:32:39.838Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:32:39.839Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:32:39.839Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:32:39.839Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:32:39.839Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:32:39.840Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:32:39.840Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:32:39.840Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:32:39.840Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:32:39.841Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:32:39.841Z] [INFO] }
[2026-03-11T21:32:39.841Z] [INFO] }
[2026-03-11T21:32:41.823Z] [INFO] [log_25a3fe, request-id: "req_011CYx1SbsUJi66zT1ukrSfD"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1988ms
[2026-03-11T21:32:41.823Z] [INFO] [log_25a3fe] response start {
[2026-03-11T21:32:41.824Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:41.824Z] [INFO] status: 200,
[2026-03-11T21:32:41.824Z] [INFO] headers: {
[2026-03-11T21:32:41.824Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:41.824Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:41.824Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:41.825Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:41.826Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:41.826Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:41.826Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:41.826Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:41.826Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:41.826Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:41.826Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:41.826Z] [INFO] 'cf-ray': '9dadac4d0a30d2b7-FRA',
[2026-03-11T21:32:41.827Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:41.827Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:41.827Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:41.827Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:41.827Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:41 GMT',
[2026-03-11T21:32:41.827Z] [INFO] 'request-id': 'req_011CYx1SbsUJi66zT1ukrSfD',
[2026-03-11T21:32:41.827Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:41.828Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:41.828Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:41.828Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:41.828Z] [INFO] 'x-envoy-upstream-service-time': '1860',
[2026-03-11T21:32:41.828Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:32:41.828Z] [INFO] },
[2026-03-11T21:32:41.828Z] [INFO] durationMs: 1988
[2026-03-11T21:32:41.829Z] [INFO] }
[2026-03-11T21:32:41.829Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:32:41.829Z] [INFO] date: 'Wed, 11 Mar 2026 21:32:41 GMT',
[2026-03-11T21:32:41.829Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:32:41.829Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:32:41.829Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:32:41.830Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.56',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:32:41.830Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:32:41.831Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:32:41.831Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:32:41.831Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:32:41.831Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:32:41.832Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:32:41.832Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:32:41.832Z] [INFO] 'request-id': 'req_011CYx1SbsUJi66zT1ukrSfD',
[2026-03-11T21:32:41.832Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:32:41.832Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:32:41.832Z] [INFO] server: 'cloudflare',
[2026-03-11T21:32:41.832Z] [INFO] 'x-envoy-upstream-service-time': '1860',
[2026-03-11T21:32:41.832Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:32:41.832Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:32:41.833Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:32:41.833Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:32:41.833Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:32:41.833Z] [INFO] 'cf-ray': '9dadac4d0a30d2b7-FRA'
[2026-03-11T21:32:41.833Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:32:41.833Z] [INFO] [log_25a3fe] response parsed {
[2026-03-11T21:32:41.833Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:32:41.834Z] [INFO] status: 200,
[2026-03-11T21:32:41.834Z] [INFO] body: qG {
[2026-03-11T21:32:41.834Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:32:41.834Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:32:41.834Z] [INFO] },
[2026-03-11T21:32:41.834Z] [INFO] durationMs: 1988
[2026-03-11T21:32:41.835Z] [INFO] }
[2026-03-11T21:32:44.894Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01A6AYJYTWTS7mPJA1N5wVj2",
"type": "message",
"role": "assistant",
"content": [
{
"type": "text",
"text": "Now I need to update the approach. Since we now have a persistent Line2D attached to each hint, we need to:\n\n1. Update `_dismiss_hint` to use the existing Line2D and just extend it to 100%\n2. Add a new function `_extend_hint_strikethrough` for progressive step completion\n3. Update `_finalize_hint_dismiss` to clean up the strike line tracking\n4. Replace the old `_animate_hint_strikethrough_and_fade` that creates a new Line2D\n\nLet me update these functions:"
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2024,
"cache_read_input_tokens": 71901,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2024
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "a1c091e9-a64a-4cae-8b54-1ef749961f31"
}
[2026-03-11T21:33:14.834Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_01A6AYJYTWTS7mPJA1N5wVj2",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01RQzVAJsb2ZoZjsarFiSjc3",
"name": "Edit",
"input": {
"replace_all": false,
"file_path": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"old_string": "## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))",
"new_string": "## Issue #944: Animate the strikethrough line to extend progressively as steps complete.\n## target_progress: 0.0-1.0 representing how much of the hint text should be struck through.\n## This is called when a step within a multi-step action completes.\nfunc _extend_hint_strikethrough(hint_key: String, target_progress: float) -> void:\n\tif not _hint_strike_lines.has(hint_key):\n\t\treturn\n\n\tvar strike_line: Line2D = _hint_strike_lines[hint_key]\n\tif not is_instance_valid(strike_line):\n\t\treturn\n\n\tvar current_progress: float = _hint_strike_progress.get(hint_key, 0.0)\n\tif target_progress <= current_progress:\n\t\treturn # Already at or past this progress\n\n\t# Get the text width to calculate pixel position\n\tvar text_width := 300.0 # Default, matches custom_minimum_size.x\n\tif _hint_labels.has(hint_key):\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label) and label.custom_minimum_size.x > 0:\n\t\t\ttext_width = label.custom_minimum_size.x\n\n\tvar line_y := 10.0 # Vertical center of text\n\n\t# Animate the line extension from current position to new position\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\tcurrent_progress, target_progress, HINT_STRIKETHROUGH_DURATION * 0.5\n\t).set_ease(Tween.EASE_OUT)\n\n\t_hint_strike_progress[hint_key] = target_progress\n\tprint(\"Tutorial: Strikethrough extended for '%s': %.0f%% -> %.0f%%\" % [hint_key, current_progress * 100, target_progress * 100])\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Extends strikethrough to 100% before fade-out for all hints.\n## Uses the persistent Line2D attached to the hint (created in _add_hint).\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Extend the existing Line2D strikethrough to 100% and then fade out.\n## Uses the persistent Line2D that was created with the hint in _add_hint.\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Get the existing strike line attached to this hint\n\tvar strike_line: Line2D = null\n\tif _hint_strike_lines.has(hint_key):\n\t\tstrike_line = _hint_strike_lines[hint_key]\n\n\t# Get the text width\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\tvar line_y := 10.0 # Vertical center\n\tvar current_progress: float = _hint_strike_progress.get(hint_key, 0.0)\n\n\t# Animate the line from current position to full width (100%)\n\tvar tween := create_tween()\n\n\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\ttween.tween_method(\n\t\t\tfunc(progress: float):\n\t\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t\tcurrent_progress, 1.0, HINT_STRIKETHROUGH_DURATION\n\t\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 2024,
"cache_read_input_tokens": 71901,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 2024
},
"output_tokens": 2,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "015e70cb-3144-49f2-b56e-d16ac8c6bced"
}
[2026-03-11T21:33:14.856Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"tool_use_id": "toolu_01RQzVAJsb2ZoZjsarFiSjc3",
"type": "tool_result",
"content": "The file /tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd has been updated successfully."
}
]
},
"parent_tool_use_id": null,
"session_id": "15bdaf0a-4c03-4060-ace9-d9914a0cfb20",
"uuid": "2293f7d1-c2a8-443c-b1e6-044dd68f71d5",
"tool_use_result": {
"filePath": "/tmp/gh-issue-solver-1773264581831/scripts/levels/tutorial_level.gd",
"oldString": "## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Adds strikethrough animation before fade-out for completed actions.\n## For multi-step actions that already showed per-step strikethrough, skips the strikethrough\n## and just fades out.\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\t# Issue #944: Check if this is a multi-step hint that already showed per-step strikethrough.\n\t# If so, skip the full strikethrough and just fade out.\n\tvar skip_strikethrough := _hint_is_multistep_completed.get(hint_key, false)\n\t_hint_is_multistep_completed.erase(hint_key)\n\n\tif skip_strikethrough:\n\t\t# Multi-step action completed - just fade out without additional strikethrough\n\t\tprint(\"Tutorial: Dismissing hint '%s' (multi-step, fade only)\" % hint_key)\n\t\t_animate_hint_fade_out(hint_key, label)\n\telse:\n\t\t# Single action completed - show strikethrough, then fade out\n\t\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Apply animated strikethrough to the entire hint text, then fade out.\n## The strikethrough line animates from left to right before the text fades out.\n## Used for single-action hints (fire mode, scope, hammer cock, etc.).\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Create a Line2D for the animated strikethrough effect\n\tvar strike_line := Line2D.new()\n\tstrike_line.name = \"StrikeLine_\" + hint_key\n\tstrike_line.width = 2.0\n\tstrike_line.default_color = Color(0.8, 0.8, 0.8, 1.0) # Light grey line\n\tstrike_line.z_index = 1 # Draw on top of the text\n\n\t# Position the line at the vertical center of the label\n\t# The label's content height is approximately the font size\n\tvar label_height := 20.0 # normal_font_size from _add_hint\n\tvar line_y := label_height * 0.5\n\n\t# Start with a point at the left edge, end point will be animated\n\tstrike_line.add_point(Vector2(0, line_y))\n\tstrike_line.add_point(Vector2(0, line_y)) # Start with 0 width\n\n\tlabel.add_child(strike_line)\n\n\t# Get the approximate width of the text content\n\t# RichTextLabel content width is approximately custom_minimum_size.x\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\t# Animate the line from left to right\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t0.0, 1.0, HINT_STRIKETHROUGH_DURATION\n\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))",
"newString": "## Issue #944: Animate the strikethrough line to extend progressively as steps complete.\n## target_progress: 0.0-1.0 representing how much of the hint text should be struck through.\n## This is called when a step within a multi-step action completes.\nfunc _extend_hint_strikethrough(hint_key: String, target_progress: float) -> void:\n\tif not _hint_strike_lines.has(hint_key):\n\t\treturn\n\n\tvar strike_line: Line2D = _hint_strike_lines[hint_key]\n\tif not is_instance_valid(strike_line):\n\t\treturn\n\n\tvar current_progress: float = _hint_strike_progress.get(hint_key, 0.0)\n\tif target_progress <= current_progress:\n\t\treturn # Already at or past this progress\n\n\t# Get the text width to calculate pixel position\n\tvar text_width := 300.0 # Default, matches custom_minimum_size.x\n\tif _hint_labels.has(hint_key):\n\t\tvar label: RichTextLabel = _hint_labels[hint_key]\n\t\tif is_instance_valid(label) and label.custom_minimum_size.x > 0:\n\t\t\ttext_width = label.custom_minimum_size.x\n\n\tvar line_y := 10.0 # Vertical center of text\n\n\t# Animate the line extension from current position to new position\n\tvar tween := create_tween()\n\ttween.tween_method(\n\t\tfunc(progress: float):\n\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\tcurrent_progress, target_progress, HINT_STRIKETHROUGH_DURATION * 0.5\n\t).set_ease(Tween.EASE_OUT)\n\n\t_hint_strike_progress[hint_key] = target_progress\n\tprint(\"Tutorial: Strikethrough extended for '%s': %.0f%% -> %.0f%%\" % [hint_key, current_progress * 100, target_progress * 100])\n\n\n## Dismiss (remove) a single hint by key, leaving other hints visible.\n## Issue #944: Extends strikethrough to 100% before fade-out for all hints.\n## Uses the persistent Line2D attached to the hint (created in _add_hint).\nfunc _dismiss_hint(hint_key: String) -> void:\n\tif not _hint_labels.has(hint_key):\n\t\treturn\n\n\t# Issue #944: Prevent double-dismiss while animating\n\tif _animating_hints.has(hint_key):\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[hint_key]\n\tif not is_instance_valid(label):\n\t\t_hint_labels.erase(hint_key)\n\t\treturn\n\n\t# Mark as animating to prevent updates during animation\n\t_animating_hints[hint_key] = true\n\n\tprint(\"Tutorial: Dismissing hint '%s' (with strikethrough animation)\" % hint_key)\n\t_animate_hint_strikethrough_and_fade(hint_key, label)\n\n\n## Issue #944: Extend the existing Line2D strikethrough to 100% and then fade out.\n## Uses the persistent Line2D that was created with the hint in _add_hint.\nfunc _animate_hint_strikethrough_and_fade(hint_key: String, label: RichTextLabel) -> void:\n\t# Get the existing strike line attached to this hint\n\tvar strike_line: Line2D = null\n\tif _hint_strike_lines.has(hint_key):\n\t\tstrike_line = _hint_strike_lines[hint_key]\n\n\t# Get the text width\n\tvar text_width: float = label.custom_minimum_size.x\n\tif text_width <= 0:\n\t\ttext_width = 300.0 # Default width\n\n\tvar line_y := 10.0 # Vertical center\n\tvar current_progress: float = _hint_strike_progress.get(hint_key, 0.0)\n\n\t# Animate the line from current position to full width (100%)\n\tvar tween := create_tween()\n\n\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\ttween.tween_method(\n\t\t\tfunc(progress: float):\n\t\t\t\tif is_instance_valid(strike_line) and strike_line.get_point_count() >= 2:\n\t\t\t\t\tstrike_line.set_point_position(1, Vector2(text_width * progress, line_y)),\n\t\t\tcurrent_progress, 1.0, HINT_STRIKETHROUGH_DURATION\n\t\t).set_ease(Tween.EASE_OUT)\n\n\t# After strikethrough animation completes, fade out the whole label\n\ttween.tween_property(label, \"modulate:a\", 0.0, HINT_FADE_OUT_DURATION).set_ease(Tween.EASE_IN)\n\ttween.tween_callback(_finalize_hint_dismiss.bind(hint_key, label))",
"originalFile": "extends Node2D\n## Tutorial level script for teaching player advanced controls.\n##\n## This script handles the tutorial flow:\n## 1. Player switches fire mode (B key) - only if player has assault rifle\n## 2. Player reloads (weapon-specific sequence; hint appears after 2 shots so player first\n## experiences running out of ammo)\n## - Standard: R -> F -> R with dynamic red highlight on NEXT step\n## - Shotgun: RMB UP → [MMB+RMB↓ xN] → RMB↓ (N updates live as shells are loaded)\n## - Sniper: 4-step bolt-action [←][↓][↑][→] with per-step red highlight\n## - Revolver: cylinder reload + hammer-cock hint from weapon pickup\n## 3. Player throws a grenade — hint appears AFTER reload hint disappears (Bug fix #5)\n## (only shown if player actually has grenades, Bug fix #9)\n## 4. Shows completion message with Q restart hint\n##\n## Issue #808: Each hint shown independently; dismissed independently when action is done.\n## Issue #945: (1) Reload hint shown after 2 shots. (2) Each hint has a unique color.\n## (3) The NEXT button in a multi-step action is highlighted in red using BBCode.\n##\n## Bug fixes (3rd review round, Issue #945):\n## Fix #1: HINT_SPACING increased to 60 px to prevent overlap.\n## Fix #2: ShotFired fallback signal added for shotgun bolt-cycle hint.\n## Fix #3: Sniper bolt-cycle hint text updated step-by-step via BoltStepChanged.\n## Fix #4: Sniper bolt-action shows 4 separate steps [←][↓][↑][→] (not [←↓↑→]).\n## Fix #5: Grenade hint shown AFTER reload disappears, not simultaneously.\n## Fix #6: M16 shows fire-mode switch (B) hint after reload completes.\n## Fix #7: Shotgun reload hint count (xN) updates live as shells are loaded; dismissed on reload.\n## Fix #8: Revolver hammer-cock hint stays until player manually cocks (not dismissed on reload).\n## Fix #9: Grenade hint only shown when player actually has grenades.\n## Fix #10: AK GL shows underbarrel grenade launcher hint (RMB) after reload if round is loaded.\n##\n## Bug fixes (5th review round, Issue #945):\n## Fix R5-1: Grenade hint highlighted step switches as player progresses (G held/released).\n## Fix R5-2: Shotgun full-reload hint protected from pump-hint overwrite after 2nd shot.\n## Fix R5-3: M16 fire-mode [B] hint shown AFTER grenade training (as the final step).\n## Fix R5-4: AKGL starts at RELOAD step (no fire mode switching); _has_assault_rifle not set for AKGL.\n## Fix R5-4b: Revolver ReloadStateChanged connected for step-by-step hint update.\n## Fix R5-4c: Revolver AmmoChanged double-connection removed from _setup_ammo_tracking.\n##\n## Bug fixes (Issue #991):\n## Fix #991-1: AK GL hint no longer overlaps grenade hint — GL hint appears on reload, grenade\n## hint appears only AFTER the GL fires (sequential, not simultaneous).\n## Fix #991-2: AK GL hint is now dismissed when the launcher fires (GrenadeFired signal connected).\n##\n## Bug fix (Issue #998):\n## Fix #998: Scope RMB hint is shown from the very start when player has sniper rifle (not only\n## after the reload step). Scope hint is dismissed as soon as player activates scope; if scope\n## was used before completing reload, SCOPE_TRAINING step is skipped automatically.\n##\n## On this tutorial level, grenades are infinite so player can practice.\n## Floating key prompts appear near the player until the action is completed.\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the UI container.\nvar _ui: Control = null\n\n## Reference to the ammo count label.\nvar _ammo_label: Label = null\n\n## Tutorial state tracking.\nenum TutorialStep {\n\tSWITCH_FIRE_MODE,\n\tRELOAD,\n\tSCOPE_TRAINING,\n\tTHROW_GRENADE,\n\tCOMPLETED\n}\n\n## Current tutorial step.\nvar _current_step: TutorialStep = TutorialStep.SWITCH_FIRE_MODE\n\n## Whether the player has reloaded.\nvar _has_reloaded: bool = false\n\n## Whether the player has switched fire mode.\nvar _has_switched_fire_mode: bool = false\n\n## Whether the player has thrown a grenade.\nvar _has_thrown_grenade: bool = false\n\n## Grenade hint step tracking (Bug fix round 5):\n## 0 = initial (arm grenade: [G+ПКМ вправо])\n## 1 = G held (aim: [G+ПКМ→отпусти G])\n## 2 = G released, RMB held (throw: [ПКМ бросок])\nvar _grenade_hint_step: int = 0\n\n## Whether G was held during the last frame (for grenade hint step tracking).\nvar _grenade_g_was_held: bool = false\n\n## Whether the player has an assault rifle (for fire mode tutorial step).\nvar _has_assault_rifle: bool = false\n\n## Whether the player has a shotgun (for shotgun-specific tutorial).\nvar _has_shotgun: bool = false\n\n## Whether the player has a sniper rifle (for sniper-specific tutorial).\nvar _has_sniper_rifle: bool = false\n\n## Whether the player has a Makarov PM (for pistol R->R reload tutorial).\nvar _has_makarov_pm: bool = false\n\n## Whether the player has a revolver (for revolver-specific cylinder reload tutorial).\nvar _has_revolver: bool = false\n\n## Whether the player has an AK GL (for underbarrel grenade launcher tutorial, Bug fix #10).\nvar _has_ak_gl: bool = false\n\n## Whether the shotgun full-reload hint is currently active (Bug fix round 5).\n## Used to prevent ActionStateChanged from replacing the full-reload hint with pump hint.\nvar _shotgun_full_reload_active: bool = false\n\n## Whether the M16 fire-mode [B] hint should appear after grenade training (Bug fix round 5).\n## Set to true after reload completes for M16; hint is shown after grenade step.\nvar _m16_needs_fire_mode_hint: bool = false\n\n## Reference to the player's assault rifle weapon (for fire mode tracking).\nvar _assault_rifle: Node = null\n\n## Reference to the player's shotgun weapon (for shotgun-specific tracking).\nvar _shotgun: Node = null\n\n## Reference to the player's sniper rifle weapon (for sniper-specific tracking).\nvar _sniper_rifle: Node = null\n\n## Whether the sniper bolt has been cycled (for tutorial reload step tracking).\nvar _sniper_bolt_cycled: bool = false\n\n## Whether the scope has been used (for sniper scope training step).\nvar _scope_used: bool = false\n\n## Hint keys used in the multi-hint system (Issue #808).\nconst HINT_RELOAD := \"reload\"\nconst HINT_GRENADE := \"grenade\"\nconst HINT_BOLT_CYCLE := \"bolt_cycle\"\nconst HINT_SCOPE := \"scope\"\nconst HINT_FIRE_MODE := \"fire_mode\"\nconst HINT_HAMMER_COCK := \"hammer_cock\"\nconst HINT_GRENADE_LAUNCHER := \"grenade_launcher\" ## AK GL underbarrel (Bug fix #10)\n\n## Dictionary of active hint labels: hint_key -> RichTextLabel node.\n## Each hint is shown simultaneously and removed independently when the action completes.\nvar _hint_labels: Dictionary = {}\n\n## Vertical spacing between stacked hints above the player (pixels).\n## Increased to 60 to prevent overlap when hints wrap to 2 lines (Bug fix #1 round 3).\nconst HINT_SPACING := 60\n\n## Issue #944: Animation durations for tutorial hint transitions.\n## Fade-in duration for new hints appearing (seconds).\nconst HINT_FADE_IN_DURATION := 0.3\n## Strikethrough display duration before fade-out (seconds).\nconst HINT_STRIKETHROUGH_DURATION := 0.4\n## Fade-out duration after strikethrough (seconds).\nconst HINT_FADE_OUT_DURATION := 0.3\n\n## Issue #944: Track hints that are currently animating (strikethrough + fade-out).\n## These hints should not be updated or re-dismissed while animating.\nvar _animating_hints: Dictionary = {}\n\n## Issue #944: Track Line2D strikethrough nodes for each hint (hint_key -> Line2D).\n## Each hint has a persistent Line2D that animates progressively as steps complete.\nvar _hint_strike_lines: Dictionary = {}\n\n## Issue #944: Track current strikethrough progress for each hint (hint_key -> float 0.0-1.0).\n## Progress increases as each step completes; used to animate Line2D extension.\nvar _hint_strike_progress: Dictionary = {}\n\n## Number of shots fired by the player (Issue #945: reload hint appears after 2 shots).\nvar _shots_fired: int = 0\n\n## Whether the reload hint has already been revealed (Issue #945).\nvar _reload_hint_revealed: bool = false\n\n## Whether the bolt-cycle hint has already been revealed (sniper/shotgun after 1st shot).\nvar _bolt_cycle_hint_revealed: bool = false\n\n## Unique colors for each hint type (Issue #945: simultaneously displayed hints should be different colors).\nconst HINT_COLOR_FIRE_MODE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — fire mode switch\nconst HINT_COLOR_RELOAD := Color(0.4, 1.0, 0.5, 1.0) ## Green — reload\nconst HINT_COLOR_GRENADE := Color(1.0, 0.65, 0.0, 1.0) ## Orange — grenade\nconst HINT_COLOR_BOLT_CYCLE := Color(0.85, 0.6, 1.0, 1.0) ## Purple — bolt cycling\nconst HINT_COLOR_SCOPE := Color(0.3, 0.9, 1.0, 1.0) ## Cyan — scope aiming\nconst HINT_COLOR_HAMMER_COCK := Color(1.0, 0.8, 0.3, 1.0) ## Yellow — hammer cock\nconst HINT_COLOR_GRENADE_LAUNCHER := Color(1.0, 0.4, 0.2, 1.0) ## Red-orange — AK GL\n\n\nfunc _ready() -> void:\n\tprint(\"Tutorial level loaded - Обучение\")\n\n\t# Find player\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\tpush_error(\"Tutorial: Player not found!\")\n\t\treturn\n\n\t# Swap weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Find UI container\n\t_ui = get_node_or_null(\"CanvasLayer/UI\")\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player signals for tracking actions\n\t_connect_player_signals()\n\n\t# Setup ammo tracking\n\t_setup_ammo_tracking()\n\n\t# Find and setup targets (for practice, but not part of tutorial progression)\n\t_setup_targets()\n\n\t# Determine initial tutorial step based on weapon type\n\t_set_initial_step()\n\n\t# Create initial hints based on starting step\n\t_setup_initial_hints()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\nfunc _setup_realistic_visibility() -> void:\n\tif _player == null:\n\t\treturn\n\n\tvar visibility_script = load(\"res://scripts/components/realistic_visibility_component.gd\")\n\tif visibility_script == null:\n\t\tpush_warning(\"[TutorialLevel] RealisticVisibilityComponent script not found\")\n\t\treturn\n\n\tvar visibility_component = Node.new()\n\tvisibility_component.name = \"RealisticVisibilityComponent\"\n\tvisibility_component.set_script(visibility_script)\n\t_player.add_child(visibility_component)\n\tprint(\"[TutorialLevel] Realistic visibility component added to player\")\n\n\n## Determine the initial tutorial step based on weapon type.\n## Only the M16 (AssaultRifle) starts with fire mode switching.\n## AKGL does NOT have fire mode switching, so it starts with reload.\n## Bug fix round 5: AKGL starts with RELOAD (not SWITCH_FIRE_MODE).\nfunc _set_initial_step() -> void:\n\t# Check which weapon the player has\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\n\tif weapon != null:\n\t\t# M16 has fire mode switching\n\t\t_current_step = TutorialStep.SWITCH_FIRE_MODE\n\t\tprint(\"[TutorialLevel] Starting with SWITCH_FIRE_MODE step (M16 detected)\")\n\telse:\n\t\t# AKGL, revolver, shotgun, sniper, etc. start with reload\n\t\t_current_step = TutorialStep.RELOAD\n\t\tprint(\"[TutorialLevel] Starting with RELOAD step (non-M16 weapon)\")\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon.\nfunc _setup_selected_weapon() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Get selected weapon from GameManager\n\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n\tif GameManager:\n\t\tselected_weapon_id = GameManager.get_selected_weapon()\n\n\tprint(\"Tutorial: Setting up weapon: %s\" % selected_weapon_id)\n\n\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n\t# This prevents double-equipping when both C# and GDScript weapon setup run\n\tif selected_weapon_id != \"makarov_pm\":\n\t\tvar weapon_names: Dictionary = {\n\t\t\t\"shotgun\": \"Shotgun\",\n\t\t\t\"mini_uzi\": \"MiniUzi\",\n\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n\t\t\t\"sniper\": \"SniperRifle\",\n\t\t\t\"m16\": \"AssaultRifle\",\n\t\t\t\"ak_gl\": \"AKGL\",\n\t\t\t\"revolver\": \"Revolver\"\n\t\t}\n\t\tif selected_weapon_id in weapon_names:\n\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n\t\t\t\tprint(\"Tutorial: %s already equipped by C# Player - skipping\" % expected_name)\n\t\t\t\treturn\n\n\t# If shotgun is selected, we need to swap weapons\n\tif selected_weapon_id == \"shotgun\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the shotgun\n\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n\t\tif shotgun_scene:\n\t\t\tvar shotgun = shotgun_scene.instantiate()\n\t\t\tshotgun.name = \"Shotgun\"\n\t\t\t_player.add_child(shotgun)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(shotgun)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = shotgun\n\n\t\t\tprint(\"Tutorial: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Shotgun scene!\")\n\t# If Mini UZI is selected, swap weapons\n\telif selected_weapon_id == \"mini_uzi\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Mini UZI\n\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n\t\tif mini_uzi_scene:\n\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n\t\t\tmini_uzi.name = \"MiniUzi\"\n\t\t\t_player.add_child(mini_uzi)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(mini_uzi)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = mini_uzi\n\n\t\t\tprint(\"Tutorial: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load MiniUzi scene!\")\n\t# If Silenced Pistol is selected, swap weapons\n\telif selected_weapon_id == \"silenced_pistol\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Silenced Pistol\n\t\tvar pistol_scene = load(\"res://scenes/weapons/csharp/SilencedPistol.tscn\")\n\t\tif pistol_scene:\n\t\t\tvar pistol = pistol_scene.instantiate()\n\t\t\tpistol.name = \"SilencedPistol\"\n\t\t\t_player.add_child(pistol)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(pistol)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = pistol\n\n\t\t\tprint(\"Tutorial: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SilencedPistol scene!\")\n\t# If Sniper Rifle (ASVK) is selected, swap weapons\n\telif selected_weapon_id == \"sniper\":\n\t\t# Remove the default MakarovPM\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\t# Load and add the Sniper Rifle\n\t\tvar sniper_scene = load(\"res://scenes/weapons/csharp/SniperRifle.tscn\")\n\t\tif sniper_scene:\n\t\t\tvar sniper = sniper_scene.instantiate()\n\t\t\tsniper.name = \"SniperRifle\"\n\t\t\t_player.add_child(sniper)\n\n\t\t\t# Set the CurrentWeapon reference in C# Player\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(sniper)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = sniper\n\n\t\t\tprint(\"Tutorial: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar m16_scene = load(\"res://scenes/weapons/csharp/AssaultRifle.tscn\")\n\t\tif m16_scene:\n\t\t\tvar m16 = m16_scene.instantiate()\n\t\t\tm16.name = \"AssaultRifle\"\n\t\t\t_player.add_child(m16)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(m16)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = m16\n\n\t\t\tprint(\"Tutorial: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n\t\tif akgl_scene:\n\t\t\tvar akgl = akgl_scene.instantiate()\n\t\t\takgl.name = \"AKGL\"\n\t\t\t_player.add_child(akgl)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(akgl)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = akgl\n\n\t\t\tprint(\"Tutorial: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load AKGL scene!\")\n\t# If Revolver is selected, swap weapons\n\telif selected_weapon_id == \"revolver\":\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov:\n\t\t\tmakarov.queue_free()\n\t\t\tprint(\"Tutorial: Removed default MakarovPM\")\n\n\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n\t\tif revolver_scene:\n\t\t\tvar revolver = revolver_scene.instantiate()\n\t\t\trevolver.name = \"Revolver\"\n\t\t\t_player.add_child(revolver)\n\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(revolver)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = revolver\n\n\t\t\tprint(\"Tutorial: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"Tutorial: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene - just ensure it's equipped\n\telse:\n\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n\t\t\tif _player.has_method(\"EquipWeapon\"):\n\t\t\t\t_player.EquipWeapon(makarov)\n\t\t\telif _player.get(\"CurrentWeapon\") != null:\n\t\t\t\t_player.CurrentWeapon = makarov\n\n\nfunc _process(_delta: float) -> void:\n\t# Update all floating hint positions to follow player\n\t_update_all_hint_positions()\n\n\t# Bug fix round 5: update grenade hint step based on key state\n\t_update_grenade_hint_step()\n\n\n## Connect the Fired signal of a weapon node to the shot counter (Issue #945).\n## Bug fix #2: also try \"ShotFired\" as an alternative signal name for compatibility.\nfunc _connect_weapon_fired_signal(weapon_node: Node) -> void:\n\tif weapon_node == null:\n\t\treturn\n\tif weapon_node.has_signal(\"Fired\"):\n\t\tweapon_node.Fired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to Fired signal on %s\" % weapon_node.name)\n\telif weapon_node.has_signal(\"ShotFired\"):\n\t\tweapon_node.ShotFired.connect(_on_weapon_fired)\n\t\tprint(\"Tutorial: Connected to ShotFired signal on %s\" % weapon_node.name)\n\telse:\n\t\tpush_warning(\"Tutorial: No Fired/ShotFired signal on %s — bolt-cycle hint may not appear\" % weapon_node.name)\n\n\t# Bug fix round 4: connect ActionStateChanged and ReloadStateChanged for shotgun\n\t# to track bolt-cycle and reload progress for step-by-step hint updating.\n\tif weapon_node.has_signal(\"ActionStateChanged\"):\n\t\tweapon_node.ActionStateChanged.connect(_on_shotgun_action_state_changed)\n\t\tprint(\"Tutorial: Connected to ActionStateChanged signal on %s\" % weapon_node.name)\n\tif weapon_node.has_signal(\"ReloadStateChanged\"):\n\t\tweapon_node.ReloadStateChanged.connect(_on_shotgun_reload_state_changed)\n\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal on %s\" % weapon_node.name)\n\n\n## Connect to player signals for tracking tutorial actions.\nfunc _connect_player_signals() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Connect ReloadSequenceProgress for dynamic next-button highlighting (Issue #945)\n\tif _player.has_signal(\"ReloadSequenceProgress\"):\n\t\t_player.ReloadSequenceProgress.connect(_on_reload_sequence_progress)\n\t\tprint(\"Tutorial: Connected to ReloadSequenceProgress signal\")\n\n\t# Try to connect to weapon signals (C# Player)\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif sniper_rifle != null:\n\t\t_sniper_rifle = sniper_rifle\n\t\t_has_sniper_rifle = true\n\t\tprint(\"Tutorial: Player has ASVK Sniper Rifle - sniper-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(sniper_rifle)\n\n\t\t# Connect to bolt step changed signal for tracking reload\n\t\tif sniper_rifle.has_signal(\"BoltStepChanged\"):\n\t\t\tsniper_rifle.BoltStepChanged.connect(_on_sniper_bolt_step_changed)\n\t\t\tprint(\"Tutorial: Connected to BoltStepChanged signal\")\n\n\t\t# Connect to sniper ammo signal\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\t\t# Connect to scope state changed signal for scope training\n\t\tif sniper_rifle.has_signal(\"ScopeStateChanged\"):\n\t\t\tsniper_rifle.ScopeStateChanged.connect(_on_scope_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ScopeStateChanged signal\")\n\n\telif shotgun != null:\n\t\t_shotgun = shotgun\n\t\t_has_shotgun = true\n\t\tprint(\"Tutorial: Player has Shotgun - shotgun-specific tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(shotgun)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to shotgun ammo signal\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif mini_uzi != null:\n\t\t# Mini UZI uses rifle-like reload (no fire mode switching)\n\t\tprint(\"Tutorial: Player has Mini UZI - rifle-like reload tutorial\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(mini_uzi)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to Mini UZI ammo signal\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif weapon != null:\n\t\t_assault_rifle = weapon\n\t\t_has_assault_rifle = true\n\t\tprint(\"Tutorial: Player has AssaultRifle - fire mode tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(weapon)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to fire mode changed signal from weapon\n\t\tif weapon.has_signal(\"FireModeChanged\"):\n\t\t\tweapon.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal\")\n\n\telif akgl != null:\n\t\t_assault_rifle = akgl\n\t\t# Bug fix round 5: AKGL does NOT have fire mode switching — do NOT set _has_assault_rifle.\n\t\t# _assault_rifle is kept for _ak_gl_has_round_loaded() grenade launcher check.\n\t\t_has_ak_gl = true\n\t\tprint(\"Tutorial: Player has AKGL - underbarrel GL tutorial enabled (no fire mode switching)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(akgl)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Issue #991 fix: connect GrenadeFired to dismiss GL hint and show grenade hint sequentially.\n\t\t# Without this connection the GL hint never disappears after the player fires the launcher,\n\t\t# and both GL hint + grenade hint would appear simultaneously (causing overlap).\n\t\tif akgl.has_signal(\"GrenadeFired\"):\n\t\t\takgl.GrenadeFired.connect(_on_grenade_launcher_fired)\n\t\t\tprint(\"Tutorial: Connected to GrenadeFired signal (AKGL)\")\n\n\t\t# Connect to fire mode changed signal from AKGL\n\t\tif akgl.has_signal(\"FireModeChanged\"):\n\t\t\takgl.FireModeChanged.connect(_on_fire_mode_changed)\n\t\t\tprint(\"Tutorial: Connected to FireModeChanged signal (AKGL)\")\n\n\telif revolver != null:\n\t\t_has_revolver = true\n\t\tprint(\"Tutorial: Player has RSh-12 Revolver - cylinder reload tutorial enabled\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(revolver)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to hammer cocked signal to dismiss hammer hint (Issue #808)\n\t\tif revolver.has_signal(\"HammerCocked\"):\n\t\t\trevolver.HammerCocked.connect(_on_revolver_hammer_cocked)\n\t\t\tprint(\"Tutorial: Connected to HammerCocked signal\")\n\n\t\t# Bug fix round 5: connect ReloadStateChanged to update revolver reload hint step-by-step.\n\t\t# RevolverReloadState: 0=NotReloading, 1=CylinderOpen, 2=Loading, 3=ClosingCylinder.\n\t\t# This provides the step=2 update (cartridges inserted → highlight [R закрыть]).\n\t\tif revolver.has_signal(\"ReloadStateChanged\"):\n\t\t\trevolver.ReloadStateChanged.connect(_on_revolver_reload_state_changed)\n\t\t\tprint(\"Tutorial: Connected to ReloadStateChanged signal (Revolver)\")\n\n\t\t# Connect to revolver ammo signal\n\t\tif revolver.has_signal(\"AmmoChanged\"):\n\t\t\trevolver.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif makarov_pm != null:\n\t\t_has_makarov_pm = true\n\t\tprint(\"Tutorial: Player has MakarovPM - pistol tutorial (R->R reload)\")\n\n\t\t# Connect shot counter for reload hint reveal (Issue #945)\n\t\t_connect_weapon_fired_signal(makarov_pm)\n\n\t\t# Connect to reload signals from player (C# Player)\n\t\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\t\telif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t\t# Connect to MakarovPM ammo signal\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\n\telif not _has_sniper_rifle:\n\t\t# GDScript player (only if no sniper rifle was detected earlier)\n\t\tif _player.has_signal(\"reload_completed\"):\n\t\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\t# Connect to grenade thrown signal (both C# and GDScript players)\n\tif _player.has_signal(\"GrenadeThrown\"):\n\t\t_player.GrenadeThrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to GrenadeThrown signal (C#)\")\n\telif _player.has_signal(\"grenade_thrown\"):\n\t\t_player.grenade_thrown.connect(_on_player_grenade_thrown)\n\t\tprint(\"Tutorial: Connected to grenade_thrown signal (GDScript)\")\n\n\n## Setup ammo tracking for the player's weapon.\nfunc _setup_ammo_tracking() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Try to get the player's weapon for C# Player\n\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\tvar mini_uzi = _player.get_node_or_null(\"MiniUzi\")\n\tvar silenced_pistol = _player.get_node_or_null(\"SilencedPistol\")\n\tvar sniper_rifle = _player.get_node_or_null(\"SniperRifle\")\n\tvar weapon = _player.get_node_or_null(\"AssaultRifle\")\n\tvar akgl = _player.get_node_or_null(\"AKGL\")\n\tvar makarov_pm = _player.get_node_or_null(\"MakarovPM\")\n\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\n\tif shotgun != null:\n\t\t# C# Player with shotgun - connect to weapon signals\n\t\tif shotgun.has_signal(\"AmmoChanged\"):\n\t\t\tshotgun.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Connect to ShellCountChanged for real-time UI update during shell-by-shell reload\n\t\tif shotgun.has_signal(\"ShellCountChanged\"):\n\t\t\tshotgun.ShellCountChanged.connect(_on_shell_count_changed)\n\t\t# Initial ammo display from shotgun\n\t\tif shotgun.get(\"CurrentAmmo\") != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(shotgun.CurrentAmmo, shotgun.ReserveAmmo)\n\telif mini_uzi != null:\n\t\t# C# Player with Mini UZI - connect to weapon signals\n\t\tif mini_uzi.has_signal(\"AmmoChanged\"):\n\t\t\tmini_uzi.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Mini UZI\n\t\tif mini_uzi.get(\"CurrentAmmo\") != null and mini_uzi.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(mini_uzi.CurrentAmmo, mini_uzi.ReserveAmmo)\n\telif silenced_pistol != null:\n\t\t# C# Player with Silenced Pistol - connect to weapon signals\n\t\tif silenced_pistol.has_signal(\"AmmoChanged\"):\n\t\t\tsilenced_pistol.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Silenced Pistol\n\t\tif silenced_pistol.get(\"CurrentAmmo\") != null and silenced_pistol.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(silenced_pistol.CurrentAmmo, silenced_pistol.ReserveAmmo)\n\telif sniper_rifle != null:\n\t\t# C# Player with Sniper Rifle - connect to weapon signals\n\t\tif sniper_rifle.has_signal(\"AmmoChanged\"):\n\t\t\tsniper_rifle.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from Sniper Rifle\n\t\tif sniper_rifle.get(\"CurrentAmmo\") != null and sniper_rifle.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(sniper_rifle.CurrentAmmo, sniper_rifle.ReserveAmmo)\n\telif weapon != null:\n\t\t# C# Player with assault rifle - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from weapon\n\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n\telif akgl != null:\n\t\t# C# Player with AKGL - connect to weapon signals\n\t\tif akgl.has_signal(\"AmmoChanged\"):\n\t\t\takgl.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from AKGL\n\t\tif akgl.get(\"CurrentAmmo\") != null and akgl.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(akgl.CurrentAmmo, akgl.ReserveAmmo)\n\telif revolver != null:\n\t\t# C# Player with Revolver - AmmoChanged already connected in _connect_player_signals.\n\t\t# Connect to CartridgeInserted for real-time UI update during cylinder reload (unique to ammo tracking).\n\t\t# Bug fix round 5: do NOT connect AmmoChanged again here to avoid double-update.\n\t\tif revolver.has_signal(\"CartridgeInserted\"):\n\t\t\trevolver.CartridgeInserted.connect(_on_revolver_cartridge_inserted)\n\t\t# Initial ammo display from Revolver\n\t\tif revolver.get(\"CurrentAmmo\") != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, revolver.ReserveAmmo)\n\telif makarov_pm != null:\n\t\t# C# Player with MakarovPM - connect to weapon signals\n\t\tif makarov_pm.has_signal(\"AmmoChanged\"):\n\t\t\tmakarov_pm.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\t# Initial ammo display from MakarovPM\n\t\tif makarov_pm.get(\"CurrentAmmo\") != null and makarov_pm.get(\"ReserveAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(makarov_pm.CurrentAmmo, makarov_pm.ReserveAmmo)\n\telse:\n\t\t# GDScript Player - connect to player signals\n\t\tif _player.has_signal(\"ammo_changed\"):\n\t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n\t\t# Initial ammo display\n\t\tif _player.has_method(\"get_current_ammo\") and _player.has_method(\"get_max_ammo\"):\n\t\t\t_update_ammo_label(_player.get_current_ammo(), _player.get_max_ammo())\n\n\n## Called when weapon ammo changes (C# Player).\nfunc _on_weapon_ammo_changed(current_ammo: int, reserve_ammo: int) -> void:\n\t_update_ammo_label_magazine(current_ammo, reserve_ammo)\n\n\n## Called when player ammo changes (GDScript Player).\nfunc _on_player_ammo_changed(current: int, maximum: int) -> void:\n\t_update_ammo_label(current, maximum)\n\n\n## Update the ammo label with color coding (simple format for GDScript Player).\nfunc _update_ammo_label(current: int, maximum: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current, maximum]\n\n\t# Color coding: red at <=5, yellow at <=10, white otherwise\n\tif current <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Update the ammo label with magazine format (for C# Player with weapon).\n## Shows format: AMMO: magazine/reserve (e.g., \"AMMO: 30/60\")\nfunc _update_ammo_label_magazine(current_mag: int, reserve: int) -> void:\n\tif _ammo_label == null:\n\t\treturn\n\n\t_ammo_label.text = \"AMMO: %d/%d\" % [current_mag, reserve]\n\n\t# Color coding: red when mag <=5, yellow when mag <=10\n\tif current_mag <= 5:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\telif current_mag <= 10:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 0.2, 1.0))\n\telse:\n\t\t_ammo_label.add_theme_color_override(\"font_color\", Color(1.0, 1.0, 1.0, 1.0))\n\n\n## Called when shotgun shell count changes (during shell-by-shell reload).\n## This allows the ammo counter to update immediately as each shell is loaded.\n## Bug fix #7: also updates the bolt-cycle hint to reflect the remaining shells to load.\n## Bug fix round 4: updates using full reload hint builder that also tracks reload state.\nfunc _on_shell_count_changed(shell_count: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tvar reload_state: int = 0 # NotReloading (default for hint update)\n\tif _player:\n\t\tvar shotgun = _player.get_node_or_null(\"Shotgun\")\n\t\tif shotgun != null and shotgun.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = shotgun.ReserveAmmo\n\t\tif shotgun != null and shotgun.get(\"ReloadState\") != null:\n\t\t\treload_state = int(shotgun.ReloadState)\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\t# Bug fix #7 + round 4: update bolt-cycle hint with new shell count and current reload state\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(reload_state)\n\n\n## Called when revolver cartridge is inserted (during cylinder reload).\n## This allows the ammo counter to update immediately as each cartridge is loaded.\nfunc _on_revolver_cartridge_inserted(loaded: int, _capacity: int) -> void:\n\t# Get the reserve ammo from the weapon for display\n\tvar reserve_ammo: int = 0\n\tif _player:\n\t\tvar revolver = _player.get_node_or_null(\"Revolver\")\n\t\tif revolver != null and revolver.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = revolver.ReserveAmmo\n\t\tif revolver != null and revolver.get(\"CurrentAmmo\") != null:\n\t\t\t_update_ammo_label_magazine(revolver.CurrentAmmo, reserve_ammo)\n\n\n## Setup targets for shooting practice (optional, not part of tutorial progression).\nfunc _setup_targets() -> void:\n\tvar targets_node := get_node_or_null(\"Environment/Targets\")\n\tif targets_node == null:\n\t\tprint(\"Tutorial: No targets found (optional for practice)\")\n\t\treturn\n\n\tvar target_count := 0\n\tfor _target in targets_node.get_children():\n\t\ttarget_count += 1\n\n\tprint(\"Tutorial: Found %d targets for practice\" % target_count)\n\n\n## Called when the player's weapon fires a shot (Issue #945).\n## Counts shots and reveals hints based on shot count:\n## - Bolt-cycle hint (sniper/shotgun) appears after 1st shot.\n## - Reload hint appears after 2nd shot.\nfunc _on_weapon_fired() -> void:\n\t_shots_fired += 1\n\tprint(\"Tutorial: Shot fired (%d total)\" % _shots_fired)\n\n\t# Bug fix: bolt-cycle hint (sniper bolt-action, shotgun bolt) shown after 1st shot.\n\tif _shots_fired >= 1 and not _bolt_cycle_hint_revealed:\n\t\tif _has_sniper_rifle or _has_shotgun:\n\t\t\t_bolt_cycle_hint_revealed = true\n\t\t\t_reveal_bolt_cycle_hint()\n\n\tif not _reload_hint_revealed and _shots_fired >= 2:\n\t\t_reload_hint_revealed = true\n\t\t_reveal_reload_hint()\n\n\n## Called when the reload sequence progresses (Issue #945).\n## Updates the reload hint to highlight the NEXT button in red.\n## Bug fix #5: Revolver has a special multi-step hint; shotgun uses ActionStateChanged.\n## Bug fix round 4: revolver hint now updates step-by-step as reload progresses.\nfunc _on_reload_sequence_progress(step: int, total: int) -> void:\n\t# Shotgun uses ActionStateChanged for step-by-step highlighting (not ReloadSequenceProgress)\n\tif _has_shotgun:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_RELOAD):\n\t\treturn\n\n\t# Bug fix round 4: revolver step highlighting update\n\tif _has_revolver:\n\t\tvar new_text := _build_revolver_reload_hint_bbcode(step)\n\t\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = new_text\n\t\tprint(\"Tutorial: Revolver reload sequence step %d/%d - hint updated\" % [step, total])\n\t\treturn\n\n\tvar new_text := _build_reload_hint_bbcode(step, total)\n\tif new_text.is_empty():\n\t\treturn\n\tvar label: RichTextLabel = _hint_labels[HINT_RELOAD]\n\tif is_instance_valid(label):\n\t\tlabel.text = new_text\n\tprint(\"Tutorial: Reload sequence step %d/%d - hint updated\" % [step, total])\n\n\n## Build BBCode text for the reload hint based on current step (Issue #945).\n## The NEXT required button is highlighted in red; completed steps are shown in grey with strikethrough.\n## Bug fix #2: `step` is the LAST COMPLETED step (0 = nothing done yet, 1 = first press done, etc.).\n## So we highlight step+1 as the next action to perform.\n## Bug fix #5: Revolver and shotgun use separate hint builders.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_reload_hint_bbcode(step: int, total: int) -> String:\n\t# Guard: shotgun uses static/ActionState-based hints\n\tif _has_shotgun:\n\t\treturn \"\"\n\n\tif _has_makarov_pm or (_has_sniper_rifle == false and total <= 2):\n\t\t# Makarov PM / 2-step reload: R -> R\n\t\t# step=0 → next is R (first); step=1 → next is R (second); step=2 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [R][/s][/color] Перезарядись\"\n\telse:\n\t\t# Standard 3-step reload: R -> F -> R\n\t\t# step=0 → next is R; step=1 → next is F; step=2 → next is R (final); step=3 → done\n\t\tmatch step:\n\t\t\t0:\n\t\t\t\treturn \"[color=#ff4444][R][/color] [color=#888888][F] [R][/color] Перезарядись\"\n\t\t\t1:\n\t\t\t\treturn \"[color=#888888][s][R][/s][/color] [color=#ff4444][F][/color] [color=#888888][R][/color] Перезарядись\"\n\t\t\t2:\n\t\t\t\treturn \"[color=#888888][s][R] [F][/s][/color] [color=#ff4444][R][/color] Перезарядись\"\n\t\t\t_:\n\t\t\t\t# Mark as multi-step completed when all steps done\n\t\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\t\treturn \"[color=#888888][s][R] [F] [R][/s][/color] Перезарядись\"\n\n\n## Reveal the bolt-cycle hint after the 1st shot (sniper/shotgun only).\n## Bolt-cycle hint is shown separately from the reload hint so it appears earlier.\n## Bug fix round 4: Shotgun now shows a simple \"pump action\" hint (open/close bolt)\n## after the 1st shot, not the full reload sequence.\nfunc _reveal_bolt_cycle_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 1st shot fired - revealing bolt-cycle hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\tif _has_sniper_rifle:\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t# Bug fix #4: show 4 separate steps. Bug fix #3: first step highlighted red (step=0).\n\t\t\t_add_hint(HINT_BOLT_CYCLE, _build_sniper_bolt_hint_bbcode(0), canvas_layer)\n\telif _has_shotgun:\n\t\t# Bug fix round 4: show pump-action hint (open/close bolt between shots), NOT full reload.\n\t\t# Full reload hint appears later via _add_reload_hints() after 2nd shot.\n\t\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_add_hint(HINT_BOLT_CYCLE,\n\t\t\t\t\"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\",\n\t\t\t\tcanvas_layer)\n\n\n## Reveal the reload-related hints when the player has fired 2 shots (Issue #945).\nfunc _reveal_reload_hint() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: 2 shots fired - revealing reload hint\")\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_add_reload_hints(canvas_layer)\n\n\n## Called when player switches fire mode.\n## Bug fix round 5: also handles the final M16 fire-mode switch hint (after grenade step).\nfunc _on_fire_mode_changed(_new_mode: int) -> void:\n\t# Bug fix round 5: if M16 fire-mode hint is the final training step, dismiss and complete.\n\tif _m16_needs_fire_mode_hint and _hint_labels.has(HINT_FIRE_MODE):\n\t\t_m16_needs_fire_mode_hint = false\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\treturn\n\n\tif _current_step != TutorialStep.SWITCH_FIRE_MODE:\n\t\treturn\n\n\tif not _has_switched_fire_mode:\n\t\t_has_switched_fire_mode = true\n\t\tprint(\"Tutorial: Player switched fire mode\")\n\t\t# Remove fire mode hint and advance; reload + grenade hints will be shown together\n\t\t_dismiss_hint(HINT_FIRE_MODE)\n\t\t_advance_to_step(TutorialStep.RELOAD)\n\n\n## Called when sniper rifle bolt step changes.\n## Bug fix #3: dynamically updates bolt-cycle hint text to highlight the NEXT step in red.\n## Bug fix round 4: bolt-cycle completion now only dismisses the HINT_BOLT_CYCLE hint —\n## it does NOT advance the tutorial step. The magazine reload (R→F→R) must complete first.\n## After the 1st bolt-cycle the hint is dismissed; after 2nd shot the reload hint appears.\nfunc _on_sniper_bolt_step_changed(step: int, total_steps: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tprint(\"Tutorial: Sniper bolt step %d/%d\" % [step, total_steps])\n\n\t# Bug fix #3: update bolt-cycle hint text to highlight the next step in red\n\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_sniper_bolt_hint_bbcode(step)\n\n\t# Bolt cycling is complete when step reaches total (4/4 = bolt closed, ready to fire)\n\tif step >= total_steps and not _sniper_bolt_cycled:\n\t\t_sniper_bolt_cycled = true\n\t\tprint(\"Tutorial: Sniper bolt cycling completed — dismissing bolt-cycle hint\")\n\t\t# Dismiss bolt-cycle hint only; keep reload hint if visible.\n\t\t# Bug fix round 4: do NOT set _has_reloaded or advance to SCOPE_TRAINING here.\n\t\t# The magazine reload (R→F→R) handles tutorial advancement via _on_player_reload_completed.\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t# Reset for next shot (player may need to cycle bolt again after 2nd shot)\n\t\t_sniper_bolt_cycled = false\n\n\n## Build BBCode for sniper bolt-cycle hint showing 4-step sequence with NEXT step in red.\n## step = last COMPLETED step: 0=nothing done, 1=bolt up done, 2=bolt back done, etc.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_sniper_bolt_hint_bbcode(step: int) -> String:\n\t# 4 steps: ← (bolt up/open), ↓ (bolt back), ↑ (bolt forward), → (bolt down/close)\n\tconst STEPS := [\"←\", \"↓\", \"↑\", \"→\"]\n\tvar parts: PackedStringArray = []\n\tfor i in range(STEPS.size()):\n\t\tif i < step:\n\t\t\t# Completed step: grey with strikethrough\n\t\t\tparts.append(\"[color=#888888][s][%s][/s][/color]\" % STEPS[i])\n\t\telif i == step:\n\t\t\t# Current step: highlighted in red\n\t\t\tparts.append(\"[color=#ff4444][%s][/color]\" % STEPS[i])\n\t\telse:\n\t\t\t# Future step: grey\n\t\t\tparts.append(\"[color=#888888][%s][/color]\" % STEPS[i])\n\n\t# Mark as multi-step completed when all 4 steps done\n\tif step >= STEPS.size():\n\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\n\treturn \" \".join(parts) + \" Передёрни затвор\"\n\n\n## Build BBCode for shotgun reload hint with dynamic shell count (Bug fix #7).\n## Shows: [ПКМ↑ открыть] [СКМ+ПКМ↓ xN] [ПКМ↓ закрыть] where N = shells to load.\nfunc _build_shotgun_reload_hint_bbcode() -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\n\n## Return the number of shells the shotgun still needs to fill up to capacity (Bug fix #7).\n## Issue #983 Fix 2: use ShellsInTube and TubeMagazineCapacity (the actual shotgun properties)\n## instead of CurrentAmmo/MaxAmmo which are always null/0 for the shotgun.\nfunc _get_shotgun_shells_to_load() -> int:\n\tif _shotgun == null:\n\t\treturn 8 # Default fallback\n\tvar shells_in_tube = _shotgun.get(\"ShellsInTube\")\n\tvar tube_capacity = _shotgun.get(\"TubeMagazineCapacity\")\n\tif shells_in_tube == null or tube_capacity == null:\n\t\treturn 8\n\treturn int(tube_capacity) - int(shells_in_tube)\n\n\n## Build BBCode for the revolver reload hint with step-based highlighting (Bug fix round 4).\n## step=1: cylinder opened → highlight insert-cartridge action\n## step=3: cylinder closed → all grey (done)\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_revolver_reload_hint_bbcode(step: int) -> String:\n\tmatch step:\n\t\t0:\n\t\t\t# Nothing done yet: highlight open-cylinder (R)\n\t\t\treturn \"[color=#ff4444][R открыть][/color] [color=#888888][ПКМ↑ патрон] [скролл] [R закрыть][/color]\"\n\t\t1:\n\t\t\t# Cylinder opened: next is insert cartridges (open is completed)\n\t\t\treturn \"[color=#888888][s][R открыть][/s][/color] [color=#ff4444][ПКМ↑ патрон][/color] [color=#888888][скролл] [R закрыть][/color]\"\n\t\t2:\n\t\t\t# Scrolled (cylinder rotated): next is close cylinder (open and insert completed)\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл][/s][/color] [color=#ff4444][R закрыть][/color]\"\n\t\t_:\n\t\t\t# All steps done - mark as multi-step completed\n\t\t\t_hint_is_multistep_completed[HINT_RELOAD] = true\n\t\t\treturn \"[color=#888888][s][R открыть] [ПКМ↑ патрон] [скролл] [R закрыть][/s][/color]\"\n\n\n## Called when the shotgun's action state changes (pump-action between shots).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to show which pump step is needed.\n## Bug fix round 5: skip pump hint updates when full-reload hint is active (_shotgun_full_reload_active).\n## ShotgunActionState: 0=Ready, 1=NeedsPumpUp, 2=NeedsPumpDown\nfunc _on_shotgun_action_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\t# Bug fix round 5: once the full reload hint is shown (after 2nd shot), do not\n\t# replace it with the pump hint when the shotgun enters NeedsPumpUp state.\n\tif _shotgun_full_reload_active:\n\t\treturn\n\n\t# state 1 = NeedsPumpUp (drag up to eject shell)\n\t# state 2 = NeedsPumpDown (drag down to chamber)\n\t# state 0 = Ready (bolt cycled, ready to fire)\n\tif new_state == 0:\n\t\t# Bolt cycle complete — dismiss pump hint\n\t\tif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\telif _hint_labels.has(HINT_BOLT_CYCLE):\n\t\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\t\tif is_instance_valid(label):\n\t\t\tlabel.text = _build_shotgun_pump_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun between-shots pump hint.\n## state=1 (NeedsPumpUp): highlight drag-up; state=2 (NeedsPumpDown): highlight drag-down.\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_pump_hint_bbcode(state: int) -> String:\n\tmatch state:\n\t\t1: # NeedsPumpUp (nothing completed yet)\n\t\t\treturn \"[color=#ff4444][ПКМ↑][/color] [color=#888888][ПКМ↓][/color] Передёрни затвор\"\n\t\t2: # NeedsPumpDown (pump-up completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑][/s][/color] [color=#ff4444][ПКМ↓][/color] Передёрни затвор\"\n\t\t_:\n\t\t\t# Both completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑] [ПКМ↓][/s][/color] Передёрни затвор\"\n\n\n## Called when the shotgun's reload state changes (full shell-by-shell reload).\n## Bug fix round 4: updates the HINT_BOLT_CYCLE hint to highlight the current reload step.\n## Issue #983 Fix 1: when state=0 (NotReloading), the reload is complete — dismiss hint\n## and advance tutorial instead of resetting the hint text to the first step.\n## ShotgunReloadState: 0=NotReloading, 1=WaitingToOpen, 2=Loading, 3=WaitingToClose\nfunc _on_shotgun_reload_state_changed(new_state: int) -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _hint_labels.has(HINT_BOLT_CYCLE):\n\t\treturn\n\n\t# state=0 means reload is fully complete (bolt closed) — treat as reload done.\n\tif new_state == 0:\n\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t_shotgun_full_reload_active = false\n\t\tif not _has_reloaded:\n\t\t\t_has_reloaded = true\n\t\t\tprint(\"Tutorial: Shotgun reload completed via ReloadStateChanged(0)\")\n\t\t\tif _has_thrown_grenade:\n\t\t\t\t_advance_to_step(TutorialStep.COMPLETED)\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\t\treturn\n\n\tvar label: RichTextLabel = _hint_labels[HINT_BOLT_CYCLE]\n\tif is_instance_valid(label):\n\t\tlabel.text = _build_shotgun_full_reload_hint_bbcode(new_state)\n\n\n## Build BBCode for the shotgun full-reload hint with step-based highlighting (Bug fix round 4).\n## state=0: NotReloading (initial, no step highlighted)\n## state=1: WaitingToOpen → highlight open-bolt [ПКМ↑]\n## state=2: Loading → highlight load-shells [СКМ+ПКМ↓]\n## state=3: WaitingToClose → highlight close-bolt [ПКМ↓]\n## Issue #944: Completed steps now use [s] strikethrough tag for visual feedback.\nfunc _build_shotgun_full_reload_hint_bbcode(state: int) -> String:\n\tvar shells_needed: int = _get_shotgun_shells_to_load()\n\tmatch state:\n\t\t0, 1: # Not reloading or waiting to open\n\t\t\treturn \"[color=#ff4444][ПКМ↑ открыть][/color] [color=#888888][СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t2: # Loading shells (open is completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть][/s][/color] [color=#ff4444][СКМ+ПКМ↓ x%d][/color] [color=#888888][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t3: # Waiting to close (open and loading completed)\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d][/s][/color] [color=#ff4444][ПКМ↓ закрыть][/color]\" % shells_needed\n\t\t_:\n\t\t\t# All steps completed\n\t\t\t_hint_is_multistep_completed[HINT_BOLT_CYCLE] = true\n\t\t\treturn \"[color=#888888][s][ПКМ↑ открыть] [СКМ+ПКМ↓ x%d] [ПКМ↓ закрыть][/s][/color]\" % shells_needed\n\n\n## Called when scope state changes (activated/deactivated).\n## Completes the scope training step when scope is used.\n## Issue #998: Also dismisses the scope hint if the player uses the scope early (during RELOAD).\nfunc _on_scope_state_changed(is_active: bool) -> void:\n\tif not is_active or _scope_used:\n\t\treturn\n\n\t_scope_used = true\n\tprint(\"Tutorial: Scope used - scope training complete\")\n\t# Dismiss scope hint\n\t_dismiss_hint(HINT_SCOPE)\n\t# Only advance to THROW_GRENADE if we are currently in the SCOPE_TRAINING step.\n\t# If scope is used early (during RELOAD), the step advancement happens later via _on_player_reload_completed().\n\tif _current_step == TutorialStep.SCOPE_TRAINING:\n\t\t_advance_to_step(TutorialStep.THROW_GRENADE)\n\n\n## Called when player completes reload.\n## Bug fix round 4: sniper magazine reload (R→F→R) now correctly advances to SCOPE_TRAINING.\nfunc _on_player_reload_completed() -> void:\n\tif _current_step != TutorialStep.RELOAD:\n\t\treturn\n\n\tif not _has_reloaded:\n\t\t_has_reloaded = true\n\t\tprint(\"Tutorial: Player reloaded\")\n\t\t# Dismiss reload hint; also dismiss bolt-cycle hint for shotgun (Bug fix #7).\n\t\t# Bug fix #8: do NOT dismiss hammer-cock hint here — it stays until player manually cocks.\n\t\t_dismiss_hint(HINT_RELOAD)\n\t\tif _has_shotgun:\n\t\t\t_dismiss_hint(HINT_BOLT_CYCLE)\n\t\t\t_shotgun_full_reload_active = false\n\t\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\t\t# Bug fix round 4: sniper uses scope training after magazine reload.\n\t\t# Issue #998: If scope was already used early (hint shown from start), skip SCOPE_TRAINING.\n\t\tif _has_sniper_rifle:\n\t\t\tif _scope_used:\n\t\t\t\t# Player already used scope early — skip SCOPE_TRAINING, go to next step.\n\t\t\t\tprint(\"Tutorial: Scope already used — skipping SCOPE_TRAINING step\")\n\t\t\telse:\n\t\t\t\t_advance_to_step(TutorialStep.SCOPE_TRAINING)\n\t\t\t\treturn\n\t\t# Bug fix round 5: M16 [B] hint shown AFTER grenade training (not right after reload).\n\t\t# Set a flag so the hint is added when the grenade step completes.\n\t\tif _has_assault_rifle and not _has_ak_gl:\n\t\t\t_m16_needs_fire_mode_hint = true\n\t\t# Issue #991 fix: AK GL shows underbarrel grenade launcher hint after reload (if round\n\t\t# loaded), then waits for the GrenadeFired signal before advancing to THROW_GRENADE.\n\t\t# This prevents the GL hint and grenade hint from appearing simultaneously (overlap bug).\n\t\tif _has_ak_gl and canvas_layer and _ak_gl_has_round_loaded():\n\
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment