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# Solve.mjs Log - 2026-03-11T21:24:51.689Z
[2026-03-11T21:24:51.690Z] [INFO] 📁 Log file: /home/hive/solve-2026-03-11T21-24-51-689Z.log
[2026-03-11T21:24:51.690Z] [INFO] (All output will be logged here)
[2026-03-11T21:24:52.217Z] [INFO]
[2026-03-11T21:24:52.217Z] [INFO] 🚀 solve v1.30.4
[2026-03-11T21:24:52.218Z] [INFO] 🔧 Raw command executed:
[2026-03-11T21:24:52.218Z] [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/1016 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats
[2026-03-11T21:24:52.218Z] [INFO]
[2026-03-11T21:24:52.235Z] [INFO]
[2026-03-11T21:24:52.235Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-03-11T21:24:52.236Z] [INFO]
[2026-03-11T21:24:52.236Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-03-11T21:24:52.236Z] [INFO] The log may contain sensitive information such as:
[2026-03-11T21:24:52.236Z] [INFO] • API keys, tokens, or secrets
[2026-03-11T21:24:52.237Z] [INFO] • File paths and directory structures
[2026-03-11T21:24:52.237Z] [INFO] • Command outputs and error messages
[2026-03-11T21:24:52.237Z] [INFO] • Internal system information
[2026-03-11T21:24:52.237Z] [INFO]
[2026-03-11T21:24:52.237Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-03-11T21:24:52.237Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-03-11T21:24:52.238Z] [INFO]
[2026-03-11T21:24:52.238Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-03-11T21:24:52.238Z] [INFO]
[2026-03-11T21:24:57.244Z] [INFO]
[2026-03-11T21:24:57.266Z] [INFO] 💾 Disk space check: 42895MB available (2048MB required) ✅
[2026-03-11T21:24:57.268Z] [INFO] 🧠 Memory check: 10449MB available, swap: none, total: 10449MB (256MB required) ✅
[2026-03-11T21:24:57.288Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:24:57.289Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:24:57.290Z] [INFO] 📋 URL validation:
[2026-03-11T21:24:57.290Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1016
[2026-03-11T21:24:57.290Z] [INFO] Is Issue URL: false
[2026-03-11T21:24:57.290Z] [INFO] Is PR URL: true
[2026-03-11T21:24:57.290Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-03-11T21:24:57.945Z] [INFO] Repository visibility: public
[2026-03-11T21:24:57.945Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-03-11T21:24:57.946Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-03-11T21:24:58.258Z] [INFO] Repository visibility: public
[2026-03-11T21:24:58.259Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-03-11T21:24:58.262Z] [INFO] 🔄 Continue mode: Working with PR #1016
[2026-03-11T21:24:58.264Z] [INFO] Continue mode activated: PR URL provided directly
[2026-03-11T21:24:58.266Z] [INFO] PR Number set to: 1016
[2026-03-11T21:24:58.267Z] [INFO] Will fetch PR details and linked issue
[2026-03-11T21:24:59.154Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:24:59.154Z] [INFO] Fork owner: konard
[2026-03-11T21:24:59.154Z] [INFO] Will clone fork repository for continue mode
[2026-03-11T21:24:59.154Z] [INFO] 📝 PR branch: issue-949-2642b2262520
[2026-03-11T21:24:59.155Z] [INFO] 🔗 Found linked issue #949
[2026-03-11T21:24:59.156Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1773264299156
[2026-03-11T21:24:59.158Z] [INFO]
🍴 Fork mode: ENABLED
[2026-03-11T21:24:59.158Z] [INFO] Checking fork status...
[2026-03-11T21:24:59.482Z] [INFO] 🔍 Detecting fork conflicts...
[2026-03-11T21:25:00.437Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-03-11T21:25:00.790Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:25:00.790Z] [INFO] 🔍 Validating fork parent...
[2026-03-11T21:25:01.157Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:25:01.161Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:25:07.856Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1773264299156
[2026-03-11T21:25:07.871Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:25:07.883Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-03-11T21:25:07.884Z] [INFO] 🔄 Fetching upstream...
[2026-03-11T21:25:09.148Z] [INFO] ✅ Upstream fetched: Successfully
[2026-03-11T21:25:09.149Z] [INFO] 🔄 Syncing default branch...
[2026-03-11T21:25:09.787Z] [INFO] ℹ️ Default branch: main
[2026-03-11T21:25:10.610Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-03-11T21:25:10.611Z] [INFO] 🔄 Pushing to fork: main branch
[2026-03-11T21:25:11.178Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-03-11T21:25:11.180Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-03-11T21:25:11.532Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-03-11T21:25:11.596Z] [INFO]
📌 Default branch: main
[2026-03-11T21:25:11.623Z] [INFO]
🔄 Checking out PR branch: issue-949-2642b2262520
[2026-03-11T21:25:11.624Z] [INFO] 📥 Fetching branches: From remote...
[2026-03-11T21:25:12.659Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-03-11T21:25:12.675Z] [INFO] ✅ Branch checked out: issue-949-2642b2262520
[2026-03-11T21:25:12.675Z] [INFO] ✅ Current branch: issue-949-2642b2262520
[2026-03-11T21:25:12.675Z] [INFO] Branch operation: Checkout existing PR branch
[2026-03-11T21:25:12.676Z] [INFO] Branch verification: Matches expected
[2026-03-11T21:25:12.679Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-03-11T21:25:12.680Z] [INFO] Using existing PR: #1016
[2026-03-11T21:25:12.680Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1016
[2026-03-11T21:25:12.680Z] [INFO]
🚀 Starting work session: 2026-03-11T21:25:12.680Z
[2026-03-11T21:25:12.993Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-03-11T21:25:13.799Z] [INFO] ✅ PR converted: Now in draft mode
[2026-03-11T21:25:14.696Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-03-11T21:25:15.010Z] [INFO] 👤 Current user: konard
[2026-03-11T21:25:15.010Z] [INFO]
📊 Comment counting conditions:
[2026-03-11T21:25:15.012Z] [INFO] prNumber: 1016
[2026-03-11T21:25:15.012Z] [INFO] branchName: issue-949-2642b2262520
[2026-03-11T21:25:15.013Z] [INFO] isContinueMode: true
[2026-03-11T21:25:15.013Z] [INFO] Will count comments: true
[2026-03-11T21:25:15.014Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-03-11T21:25:15.014Z] [INFO] PR #1016 on branch: issue-949-2642b2262520
[2026-03-11T21:25:15.014Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:25:15.355Z] [INFO] 📅 Last commit time (from API): 2026-03-11T20:54:35.000Z
[2026-03-11T21:25:16.237Z] [INFO] 💬 New PR comments: 3
[2026-03-11T21:25:16.237Z] [INFO] 💬 New PR review comments: 0
[2026-03-11T21:25:16.238Z] [INFO] 💬 New issue comments: 0
[2026-03-11T21:25:16.238Z] [INFO] Total new comments: 3
[2026-03-11T21:25:16.238Z] [INFO] Comment lines to add: Yes
[2026-03-11T21:25:16.238Z] [INFO] PR review comments fetched: 0
[2026-03-11T21:25:16.239Z] [INFO] PR conversation comments fetched: 4
[2026-03-11T21:25:16.239Z] [INFO] Total PR comments checked: 4
[2026-03-11T21:25:18.909Z] [INFO] Feedback info will be added to prompt:
[2026-03-11T21:25:18.909Z] [INFO] - Pull request description was edited after last commit
[2026-03-11T21:25:18.909Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-03-11T21:25:18.909Z] [INFO] - New comments on the pull request: 3
[2026-03-11T21:25:19.224Z] [INFO] 📝 Issue updated: 2026-03-11T20:46:10.000Z
[2026-03-11T21:25:19.478Z] [INFO] 💬 Comments: None found
[2026-03-11T21:25:19.849Z] [INFO] 🔀 Recent PR: 2026-03-11T21:23:11.000Z
[2026-03-11T21:25:19.850Z] [INFO]
✅ Reference time: 2026-03-11T21:23:11.000Z
[2026-03-11T21:25:19.851Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-03-11T21:25:19.879Z] [INFO] ✅ No uncommitted changes found
[2026-03-11T21:25:20.172Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-949-2642b2262520
[2026-03-11T21:25:21.690Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled
[2026-03-11T21:25:21.806Z] [INFO] 👁️ Model vision capability: supported
[2026-03-11T21:25:21.808Z] [INFO]
📝 Final prompt structure:
[2026-03-11T21:25:21.808Z] [INFO] Characters: 622
[2026-03-11T21:25:21.808Z] [INFO] System prompt characters: 11996
[2026-03-11T21:25:21.809Z] [INFO] Feedback info: Included
[2026-03-11T21:25:21.811Z] [INFO]
🤖 Executing Claude: OPUS
[2026-03-11T21:25:21.811Z] [INFO] Model: opus
[2026-03-11T21:25:21.811Z] [INFO] Working directory: /tmp/gh-issue-solver-1773264299156
[2026-03-11T21:25:21.811Z] [INFO] Branch: issue-949-2642b2262520
[2026-03-11T21:25:21.811Z] [INFO] Prompt length: 622 chars
[2026-03-11T21:25:21.812Z] [INFO] System prompt length: 11996 chars
[2026-03-11T21:25:21.812Z] [INFO] Feedback info included: Yes (2 lines)
[2026-03-11T21:25:21.826Z] [INFO] 📈 System resources before execution:
[2026-03-11T21:25:21.827Z] [INFO] Memory: MemFree: 7700296 kB
[2026-03-11T21:25:21.827Z] [INFO] Load: 0.24 0.32 0.41 1/398 111043
[2026-03-11T21:25:21.827Z] [INFO]
📝 Raw command:
[2026-03-11T21:25:21.828Z] [INFO] (cd "/tmp/gh-issue-solver-1773264299156" && 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/949
Your prepared branch: issue-949-2642b2262520
Your prepared working directory: /tmp/gh-issue-solver-1773264299156
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1016
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-949-2642b2262520
New comments on the pull request: 3
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-949-2642b2262520 --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/949.
- 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/1016/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1016/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1016/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/949/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 1016 --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 1016, 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 1016.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-949-2642b2262520.
- When you finish, create a pull request from branch issue-949-2642b2262520. (Note: PR 1016 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-949-2642b2262520.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1016 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-949-2642b2262520/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 .)
[2026-03-11T21:25:21.828Z] [INFO]
[2026-03-11T21:25:21.828Z] [INFO] 📋 User prompt:
[2026-03-11T21:25:21.828Z] [INFO] ---BEGIN USER PROMPT---
[2026-03-11T21:25:21.828Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/949
Your prepared branch: issue-949-2642b2262520
Your prepared working directory: /tmp/gh-issue-solver-1773264299156
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1016
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-949-2642b2262520
New comments on the pull request: 3
Pull request description was edited after last commit
Continue.
[2026-03-11T21:25:21.828Z] [INFO] ---END USER PROMPT---
[2026-03-11T21:25:21.829Z] [INFO] 📋 System prompt:
[2026-03-11T21:25:21.829Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-03-11T21:25:21.829Z] [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-949-2642b2262520 --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/949.
- 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/1016/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1016/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1016/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/949/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 1016 --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 1016, 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 1016.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-949-2642b2262520.
- When you finish, create a pull request from branch issue-949-2642b2262520. (Note: PR 1016 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-949-2642b2262520.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1016 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-949-2642b2262520/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.
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"content": "title:\tfix количество патронов\nstate:\tOPEN\nauthor:\tJhon-Crow\nlabels:\t\ncomments:\t0\nassignees:\t\nprojects:\t\nmilestone:\t\nnumber:\t949\n--\n1. у m16 и АК на карте Здание на сложности Hard должно быть 30+30 патронов (сейчас 30+90)\n2. сейчас на карте Город у пистолета с глушителем 13+39 патронов, а должно быть столько же, сколько врагов на всех картах\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.",
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"content": "diff --git a/docs/case-studies/issue-949/analysis.md b/docs/case-studies/issue-949/analysis.md\nnew file mode 100644\nindex 00000000..3d60e508\n--- /dev/null\n+++ b/docs/case-studies/issue-949/analysis.md\n@@ -0,0 +1,112 @@\n+# Issue #949: Fix Ammunition Counts\n+\n+## Summary\n+Fix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n+\n+## Issue Description\n+1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n+2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n+\n+## Root Cause Analysis\n+\n+### Issue 1: AK+GL on Building Map\n+**File**: `scripts/levels/building_level.gd`\n+**Location**: `_setup_selected_weapon()` function around line 1545-1567\n+\n+**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.\n+\n+**Evidence**:\n+- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`\n+- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization\n+\n+**Fix**: Added similar magazine reinitialization code for AK+GL that:\n+- Sets `base_magazines = 2`\n+- Checks for Power Fantasy mode multiplier\n+- Calls `ReinitializeMagazines(base_magazines, true)`\n+\n+### Issue 2: Silenced Pistol on City Map\n+**File**: `scripts/levels/city_level.gd`\n+**Location**: `_setup_player_tracking()` function around line 280-294\n+\n+**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.\n+\n+**Evidence**:\n+- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them\n+- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count\n+- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)\n+\n+**Fix**: Added:\n+1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`\n+2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)\n+\n+## Technical Details\n+\n+### Weapon Ammo System\n+- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n+- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n+- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n+- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n+\n+### SilencedPistol Ammo Configuration\n+- Magazine size: 13 rounds\n+- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count\n+- Example: 8 enemies = 8 bullets (less than one full magazine)\n+- Example: 26 enemies = 13 + 13 (one full magazine + one spare)\n+\n+## Files Changed\n+\n+1. `scripts/levels/building_level.gd`\n+ - Added magazine reinitialization for AK+GL weapon (same as M16)\n+\n+2. `scripts/levels/city_level.gd`\n+ - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`\n+ - Added `_configure_silenced_pistol_ammo()` function\n+\n+## Testing\n+\n+### Manual Testing Checklist\n+- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n+- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)\n+- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n+- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n+\n+### Regression Testing\n+- [ ] Other weapons on Building map still work correctly\n+- [ ] Other levels still work correctly\n+- [ ] Power Fantasy ammo multiplier still works\n+\n+## Related Code\n+\n+### Building Level - M16 (reference implementation)\n+```gdscript\n+# Reduce M16 ammunition by half for Building level (issue #413)\n+var base_magazines: int = 2\n+var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n+if difficulty_manager:\n+ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n+ if ammo_multiplier > 1:\n+ base_magazines *= ammo_multiplier\n+if m16.has_method(\"ReinitializeMagazines\"):\n+ m16.ReinitializeMagazines(base_magazines, true)\n+```\n+\n+### SilencedPistol.cs - ConfigureAmmoForEnemyCount\n+```csharp\n+public void ConfigureAmmoForEnemyCount(int enemyCount)\n+{\n+ int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n+ int fullMagazines = enemyCount / magazineCapacity;\n+ int remainingBullets = enemyCount % magazineCapacity;\n+ // ... distributes ammo to match enemy count exactly\n+}\n+```\n+\n+## Enemy Counts by Map (for reference)\n+- Building: 10 enemies\n+- City: 8 enemies\n+- Castle: 13 enemies\n+- Beach: 8 enemies\n+- Docks: 20 enemies\n+- Labyrinth: 5 enemies\n+- TestTier: 10 enemies\n+- Revolver: 12 enemies\ndiff --git a/scripts/levels/building_level.gd b/scripts/levels/building_level.gd\nindex 544a270d..77550af9 100644\n--- a/scripts/levels/building_level.gd\n+++ b/scripts/levels/building_level.gd\n@@ -1563,6 +1563,20 @@ func _setup_selected_weapon() -> void:\n \t\t\telif _player.get(\"CurrentWeapon\") != null:\n \t\t\t\t_player.CurrentWeapon = akgl\n \n+\t\t\t# Reduce AKGL ammunition by half for Building level (Issue #949)\n+\t\t\t# Same as M16: base_magazines = 2 gives 30+30 ammo instead of 30+90\n+\t\t\t# In Power Fantasy mode, apply ammo multiplier\n+\t\t\tvar base_magazines: int = 2\n+\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n+\t\t\tif difficulty_manager:\n+\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n+\t\t\t\tif ammo_multiplier > 1:\n+\t\t\t\t\tbase_magazines *= ammo_multiplier\n+\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - AKGL magazines multiplied by %dx\" % ammo_multiplier)\n+\t\t\tif akgl.has_method(\"ReinitializeMagazines\"):\n+\t\t\t\takgl.ReinitializeMagazines(base_magazines, true)\n+\t\t\t\tprint(\"BuildingLevel: AKGL magazines reinitialized to %d\" % base_magazines)\n+\n \t\t\tprint(\"BuildingLevel: AK + GL equipped successfully\")\n \t\telse:\n \t\t\tpush_error(\"BuildingLevel: Failed to load AKGL scene!\")\ndiff --git a/scripts/levels/city_level.gd b/scripts/levels/city_level.gd\nindex cdcd72b0..5684aa4f 100644\n--- a/scripts/levels/city_level.gd\n+++ b/scripts/levels/city_level.gd\n@@ -291,6 +291,8 @@ func _setup_player_tracking() -> void:\n \t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n \t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n \t\t\t_update_magazines_label(mag_counts)\n+\t\t# Configure silenced pistol ammo based on enemy count (Issue #949)\n+\t\t_configure_silenced_pistol_ammo(weapon)\n \telse:\n \t\tif _player.has_signal(\"ammo_changed\"):\n \t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n@@ -329,6 +331,26 @@ func _setup_enemy_tracking() -> void:\n \tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n \n \n+## Configure silenced pistol ammo based on enemy count (Issue #949).\n+## This ensures the pistol has exactly enough bullets for all enemies in the level.\n+func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n+\t# Check if this is a silenced pistol\n+\tif weapon.name != \"SilencedPistol\":\n+\t\treturn\n+\n+\t# Call the ConfigureAmmoForEnemyCount method if it exists\n+\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n+\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n+\t\tprint(\"[CityLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n+\n+\t\t# Update the ammo display after configuration\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+\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n+\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n+\t\t\t_update_magazines_label(mag_counts)\n+\n+\n func _setup_debug_ui() -> void:\n \tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n \tif ui == null:",
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"stdout": "diff --git a/docs/case-studies/issue-949/analysis.md b/docs/case-studies/issue-949/analysis.md\nnew file mode 100644\nindex 00000000..3d60e508\n--- /dev/null\n+++ b/docs/case-studies/issue-949/analysis.md\n@@ -0,0 +1,112 @@\n+# Issue #949: Fix Ammunition Counts\n+\n+## Summary\n+Fix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n+\n+## Issue Description\n+1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n+2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n+\n+## Root Cause Analysis\n+\n+### Issue 1: AK+GL on Building Map\n+**File**: `scripts/levels/building_level.gd`\n+**Location**: `_setup_selected_weapon()` function around line 1545-1567\n+\n+**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.\n+\n+**Evidence**:\n+- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`\n+- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization\n+\n+**Fix**: Added similar magazine reinitialization code for AK+GL that:\n+- Sets `base_magazines = 2`\n+- Checks for Power Fantasy mode multiplier\n+- Calls `ReinitializeMagazines(base_magazines, true)`\n+\n+### Issue 2: Silenced Pistol on City Map\n+**File**: `scripts/levels/city_level.gd`\n+**Location**: `_setup_player_tracking()` function around line 280-294\n+\n+**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.\n+\n+**Evidence**:\n+- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them\n+- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count\n+- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)\n+\n+**Fix**: Added:\n+1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`\n+2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)\n+\n+## Technical Details\n+\n+### Weapon Ammo System\n+- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n+- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n+- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n+- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n+\n+### SilencedPistol Ammo Configuration\n+- Magazine size: 13 rounds\n+- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count\n+- Example: 8 enemies = 8 bullets (less than one full magazine)\n+- Example: 26 enemies = 13 + 13 (one full magazine + one spare)\n+\n+## Files Changed\n+\n+1. `scripts/levels/building_level.gd`\n+ - Added magazine reinitialization for AK+GL weapon (same as M16)\n+\n+2. `scripts/levels/city_level.gd`\n+ - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`\n+ - Added `_configure_silenced_pistol_ammo()` function\n+\n+## Testing\n+\n+### Manual Testing Checklist\n+- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n+- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)\n+- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n+- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n+\n+### Regression Testing\n+- [ ] Other weapons on Building map still work correctly\n+- [ ] Other levels still work correctly\n+- [ ] Power Fantasy ammo multiplier still works\n+\n+## Related Code\n+\n+### Building Level - M16 (reference implementation)\n+```gdscript\n+# Reduce M16 ammunition by half for Building level (issue #413)\n+var base_magazines: int = 2\n+var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n+if difficulty_manager:\n+ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n+ if ammo_multiplier > 1:\n+ base_magazines *= ammo_multiplier\n+if m16.has_method(\"ReinitializeMagazines\"):\n+ m16.ReinitializeMagazines(base_magazines, true)\n+```\n+\n+### SilencedPistol.cs - ConfigureAmmoForEnemyCount\n+```csharp\n+public void ConfigureAmmoForEnemyCount(int enemyCount)\n+{\n+ int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n+ int fullMagazines = enemyCount / magazineCapacity;\n+ int remainingBullets = enemyCount % magazineCapacity;\n+ // ... distributes ammo to match enemy count exactly\n+}\n+```\n+\n+## Enemy Counts by Map (for reference)\n+- Building: 10 enemies\n+- City: 8 enemies\n+- Castle: 13 enemies\n+- Beach: 8 enemies\n+- Docks: 20 enemies\n+- Labyrinth: 5 enemies\n+- TestTier: 10 enemies\n+- Revolver: 12 enemies\ndiff --git a/scripts/levels/building_level.gd b/scripts/levels/building_level.gd\nindex 544a270d..77550af9 100644\n--- a/scripts/levels/building_level.gd\n+++ b/scripts/levels/building_level.gd\n@@ -1563,6 +1563,20 @@ func _setup_selected_weapon() -> void:\n \t\t\telif _player.get(\"CurrentWeapon\") != null:\n \t\t\t\t_player.CurrentWeapon = akgl\n \n+\t\t\t# Reduce AKGL ammunition by half for Building level (Issue #949)\n+\t\t\t# Same as M16: base_magazines = 2 gives 30+30 ammo instead of 30+90\n+\t\t\t# In Power Fantasy mode, apply ammo multiplier\n+\t\t\tvar base_magazines: int = 2\n+\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n+\t\t\tif difficulty_manager:\n+\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n+\t\t\t\tif ammo_multiplier > 1:\n+\t\t\t\t\tbase_magazines *= ammo_multiplier\n+\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - AKGL magazines multiplied by %dx\" % ammo_multiplier)\n+\t\t\tif akgl.has_method(\"ReinitializeMagazines\"):\n+\t\t\t\takgl.ReinitializeMagazines(base_magazines, true)\n+\t\t\t\tprint(\"BuildingLevel: AKGL magazines reinitialized to %d\" % base_magazines)\n+\n \t\t\tprint(\"BuildingLevel: AK + GL equipped successfully\")\n \t\telse:\n \t\t\tpush_error(\"BuildingLevel: Failed to load AKGL scene!\")\ndiff --git a/scripts/levels/city_level.gd b/scripts/levels/city_level.gd\nindex cdcd72b0..5684aa4f 100644\n--- a/scripts/levels/city_level.gd\n+++ b/scripts/levels/city_level.gd\n@@ -291,6 +291,8 @@ func _setup_player_tracking() -> void:\n \t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n \t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n \t\t\t_update_magazines_label(mag_counts)\n+\t\t# Configure silenced pistol ammo based on enemy count (Issue #949)\n+\t\t_configure_silenced_pistol_ammo(weapon)\n \telse:\n \t\tif _player.has_signal(\"ammo_changed\"):\n \t\t\t_player.ammo_changed.connect(_on_player_ammo_changed)\n@@ -329,6 +331,26 @@ func _setup_enemy_tracking() -> void:\n \tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n \n \n+## Configure silenced pistol ammo based on enemy count (Issue #949).\n+## This ensures the pistol has exactly enough bullets for all enemies in the level.\n+func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n+\t# Check if this is a silenced pistol\n+\tif weapon.name != \"SilencedPistol\":\n+\t\treturn\n+\n+\t# Call the ConfigureAmmoForEnemyCount method if it exists\n+\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n+\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n+\t\tprint(\"[CityLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n+\n+\t\t# Update the ammo display after configuration\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+\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n+\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n+\t\t\t_update_magazines_label(mag_counts)\n+\n+\n func _setup_debug_ui() -> void:\n \tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n \tif ui == null:",
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"text": "The code for AKGL fix is present in the branch. Now I need to understand why the owner says AK and M16 still have 30+90. Let me check the M16 code as well, and examine if there might be an issue with the code placement."
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"content": " 1520→\t\t\tm16.name = \"AssaultRifle\"\n 1521→\t\t\t_player.add_child(m16)\n 1522→\n 1523→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1524→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1525→\t\t\t\t_player.EquipWeapon(m16)\n 1526→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1527→\t\t\t\t_player.CurrentWeapon = m16\n 1528→\n 1529→\t\t\t# Reduce M16 ammunition by half for Building level (issue #413)\n 1530→\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n 1531→\t\t\tvar base_magazines: int = 2\n 1532→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 1533→\t\t\tif difficulty_manager:\n 1534→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 1535→\t\t\t\tif ammo_multiplier > 1:\n 1536→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 1537→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n 1538→\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n 1539→\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n 1540→\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n 1541→\n 1542→\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n 1543→\t\telse:\n 1544→\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n 1545→\t# If AK + GL is selected, swap weapons\n 1546→\telif selected_weapon_id == \"ak_gl\":\n 1547→\t\t# Remove the default MakarovPM\n 1548→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1549→\t\tif makarov:\n 1550→\t\t\tmakarov.queue_free()\n 1551→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1552→\n 1553→\t\t# Load and add the AKGL\n 1554→\t\tvar akgl_scene = load(\"res://scenes/weapons/csharp/AKGL.tscn\")\n 1555→\t\tif akgl_scene:\n 1556→\t\t\tvar akgl = akgl_scene.instantiate()\n 1557→\t\t\takgl.name = \"AKGL\"\n 1558→\t\t\t_player.add_child(akgl)\n 1559→\n 1560→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1561→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1562→\t\t\t\t_player.EquipWeapon(akgl)\n 1563→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1564→\t\t\t\t_player.CurrentWeapon = akgl\n 1565→\n 1566→\t\t\t# Reduce AKGL ammunition by half for Building level (Issue #949)\n 1567→\t\t\t# Same as M16: base_magazines = 2 gives 30+30 ammo instead of 30+90\n 1568→\t\t\t# In Power Fantasy mode, apply ammo multiplier\n 1569→\t\t\tvar base_magazines: int = 2\n 1570→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 1571→\t\t\tif difficulty_manager:\n 1572→\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 1573→\t\t\t\tif ammo_multiplier > 1:\n 1574→\t\t\t\t\tbase_magazines *= ammo_multiplier\n 1575→\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - AKGL magazines multiplied by %dx\" % ammo_multiplier)\n 1576→\t\t\tif akgl.has_method(\"ReinitializeMagazines\"):\n 1577→\t\t\t\takgl.ReinitializeMagazines(base_magazines, true)\n 1578→\t\t\t\tprint(\"BuildingLevel: AKGL magazines reinitialized to %d\" % base_magazines)\n 1579→\n 1580→\t\t\tprint(\"BuildingLevel: AK + GL equipped successfully\")\n 1581→\t\telse:\n 1582→\t\t\tpush_error(\"BuildingLevel: Failed to load AKGL scene!\")\n 1583→\t# If Revolver is selected, swap weapons\n 1584→\telif selected_weapon_id == \"revolver\":\n 1585→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1586→\t\tif makarov:\n 1587→\t\t\tmakarov.queue_free()\n 1588→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1589→\n 1590→\t\tvar revolver_scene = load(\"res://scenes/weapons/csharp/Revolver.tscn\")\n 1591→\t\tif revolver_scene:\n 1592→\t\t\tvar revolver = revolver_scene.instantiate()\n 1593→\t\t\trevolver.name = \"Revolver\"\n 1594→\t\t\t_player.add_child(revolver)\n 1595→\n 1596→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1597→\t\t\t\t_player.EquipWeapon(revolver)\n 1598→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1599→\t\t\t\t_player.CurrentWeapon = revolver\n 1600→\n 1601→\t\t\tprint(\"BuildingLevel: RSh-12 Revolver equipped successfully\")\n 1602→\t\telse:\n 1603→\t\t\tpush_error(\"BuildingLevel: Failed to load Revolver scene!\")\n 1604→\t# For Makarov PM, it's already in the scene\n 1605→\telse:\n 1606→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1607→\t\tif makarov and _player.get(\"CurrentWeapon\") == null:\n 1608→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1609→\t\t\t\t_player.EquipWeapon(makarov)\n 1610→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1611→\t\t\t\t_player.CurrentWeapon = makarov\n 1612→\n 1613→\t\t\t# Configure 2.5x ammo for MakarovPM (Issue #636)\n 1614→\t\t\t_configure_makarov_pm_ammo(makarov)\n 1615→\n 1616→\n 1617→## Handle W key shortcut for Watch Replay when score is shown (Issue #807: check experimental setting).\n 1618→func _unhandled_input(event: InputEvent) -> void:\n 1619→\tif not _score_shown:\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"text": "Let me also check if there's any issue with how the issue says \"M16 и АК\" (M16 and AK). Let me verify the weapon IDs again."
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"content": " 200→ {\n 201→ if (WeaponData == null)\n 202→ {\n 203→ GD.PrintErr($\"[BaseWeapon] InitializeMagazinesWithDifficulty: WeaponData is NULL for {Name}! Cannot initialize.\");\n 204→ return;\n 205→ }\n 206→\n 207→ int magazineCount = StartingMagazineCount;\n 208→ var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n 209→ if (difficultyManager != null)\n 210→ {\n 211→ var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n 212→ int ammoMultiplier = multiplierResult.AsInt32();\n 213→ if (ammoMultiplier > 1)\n 214→ {\n 215→ magazineCount *= ammoMultiplier;\n 216→ GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n 217→ }\n 218→ }\n 219→\n 220→ // Diagnostic logging for Issue #765\n 221→ GD.Print($\"[BaseWeapon] Initializing magazines for {Name}:\");\n 222→ GD.Print($\"[BaseWeapon] Magazine count: {magazineCount}\");\n 223→ GD.Print($\"[BaseWeapon] Magazine size: {WeaponData.MagazineSize}\");\n 224→\n 225→ // Initialize magazine inventory with the starting magazines\n 226→ MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n 227→\n 228→ // Emit initial magazine state\n 229→ EmitMagazinesChanged();\n 230→ }\n 231→\n 232→ /// <summary>\n 233→ /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n 234→ /// </summary>\n 235→ private void OnDifficultyChanged(int newDifficulty)\n 236→ {\n 237→ if (WeaponData != null)\n 238→ {\n 239→ GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n 240→ InitializeMagazinesWithDifficulty();\n 241→ }\n 242→ }\n 243→\n 244→ /// <summary>\n 245→ /// Emits the MagazinesChanged signal with current magazine states.\n 246→ /// </summary>\n 247→ protected void EmitMagazinesChanged()\n 248→ {\n 249→ EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " {\n if (WeaponData == null)\n {\n GD.PrintErr($\"[BaseWeapon] InitializeMagazinesWithDifficulty: WeaponData is NULL for {Name}! Cannot initialize.\");\n return;\n }\n\n int magazineCount = StartingMagazineCount;\n var difficultyManager = GetNodeOrNull(\"/root/DifficultyManager\");\n if (difficultyManager != null)\n {\n var multiplierResult = difficultyManager.Call(\"get_ammo_multiplier\");\n int ammoMultiplier = multiplierResult.AsInt32();\n if (ammoMultiplier > 1)\n {\n magazineCount *= ammoMultiplier;\n GD.Print($\"[BaseWeapon] Power Fantasy mode: ammo multiplied by {ammoMultiplier}x ({StartingMagazineCount} -> {magazineCount} magazines)\");\n }\n }\n\n // Diagnostic logging for Issue #765\n GD.Print($\"[BaseWeapon] Initializing magazines for {Name}:\");\n GD.Print($\"[BaseWeapon] Magazine count: {magazineCount}\");\n GD.Print($\"[BaseWeapon] Magazine size: {WeaponData.MagazineSize}\");\n\n // Initialize magazine inventory with the starting magazines\n MagazineInventory.Initialize(magazineCount, WeaponData.MagazineSize, fillAllMagazines: true);\n\n // Emit initial magazine state\n EmitMagazinesChanged();\n }\n\n /// <summary>\n /// Called when difficulty changes. Re-initializes magazines with the new ammo multiplier.\n /// </summary>\n private void OnDifficultyChanged(int newDifficulty)\n {\n if (WeaponData != null)\n {\n GD.Print($\"[BaseWeapon] Difficulty changed to {newDifficulty}, re-initializing magazines\");\n InitializeMagazinesWithDifficulty();\n }\n }\n\n /// <summary>\n /// Emits the MagazinesChanged signal with current magazine states.\n /// </summary>\n protected void EmitMagazinesChanged()\n {\n EmitSignal(SignalName.MagazinesChanged, MagazineInventory.GetMagazineAmmoCounts());",
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"text": "Interesting! There's an `ApplySelectedWeaponFromGameManager` method. Let me check what this does - it might be competing with the GDScript setup."
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"content": " private void ApplySelectedWeaponFromGameManager()\n {\n var gameManager = GetNodeOrNull(\"/root/GameManager\");\n if (gameManager == null)\n {\n return;\n }\n\n // Get selected weapon ID from GameManager (GDScript autoload)\n var selectedWeaponId = gameManager.Call(\"get_selected_weapon\").AsString();\n if (string.IsNullOrEmpty(selectedWeaponId) || selectedWeaponId == \"makarov_pm\")\n {\n // Default weapon (MakarovPM) - already equipped, nothing to do\n return;\n }\n\n // Map weapon ID to scene path and node name\n string scenePath;\n string weaponNodeName;\n switch (selectedWeaponId)\n {\n case \"m16\":\n scenePath = \"res://scenes/weapons/csharp/AssaultRifle.tscn\";\n weaponNodeName = \"AssaultRifle\";\n break;\n case \"shotgun\":\n scenePath = \"res://scenes/weapons/csharp/Shotgun.tscn\";\n weaponNodeName = \"Shotgun\";\n break;\n case \"mini_uzi\":\n scenePath = \"res://scenes/weapons/csharp/MiniUzi.tscn\";\n weaponNodeName = \"MiniUzi\";\n break;\n case \"silenced_pistol\":\n scenePath = \"res://scenes/weapons/csharp/SilencedPistol.tscn\";\n weaponNodeName = \"SilencedPistol\";\n break;\n case \"sniper\":\n scenePath = \"res://scenes/weapons/csharp/SniperRifle.tscn\";\n weaponNodeName = \"SniperRifle\";\n break;\n case \"revolver\":\n scenePath = \"res://scenes/weapons/csharp/Revolver.tscn\";\n weaponNodeName = \"Revolver\";\n break;\n case \"makarov_pm\":\n scenePath = \"res://scenes/weapons/csharp/MakarovPM.tscn\";\n weaponNodeName = \"MakarovPM\";\n break;\n case \"ak_gl\":\n scenePath = \"res://scenes/weapons/csharp/AKGL.tscn\";\n weaponNodeName = \"AKGL\";\n break;\n default:\n LogToFile($\"[Player.Weapon] Unknown weapon ID '{selectedWeaponId}', keeping default\");\n return;\n }\n\n LogToFile($\"[Player.Weapon] GameManager weapon selection: {selectedWeaponId} ({weaponNodeName})\");\n\n // Remove the default MakarovPM immediately\n var defaultWeapon = GetNodeOrNull<BaseWeapon>(\"MakarovPM\");\n if (defaultWeapon != null)\n {\n RemoveChild(defaultWeapon);\n defaultWeapon.QueueFree();\n LogToFile(\"[Player.Weapon] Removed default MakarovPM\");\n }\n CurrentWeapon = null;\n\n // Load and instantiate the selected weapon\n var weaponScene = GD.Load<PackedScene>(scenePath);\n if (weaponScene != null)\n {\n var weapon = weaponScene.Instantiate<BaseWeapon>();\n weapon.Name = weaponNodeName;\n AddChild(weapon);\n CurrentWeapon = weapon;\n LogToFile($\"[Player.Weapon] Equipped {weaponNodeName} (ammo: {weapon.CurrentAmmo}/{weapon.WeaponData?.MagazineSize ?? 0})\");\n }\n else\n {\n LogToFile($\"[Player.Weapon] ERROR: Failed to load weapon scene: {scenePath}\");\n }\n }\n\n #region Sniper Scope System\n\n /// <summary>\n /// Handles sniper scope input when the SniperRifle is equipped.\n /// RMB activates the scope for aiming beyond the viewport.\n /// Mouse wheel adjusts zoom distance while scoped.\n /// Returns true if the sniper scope consumed the RMB input.\n /// </summary>\n private bool HandleSniperScopeInput()\n {\n // Only handle scope when a SniperRifle is the current weapon\n var sniperRifle = CurrentWeapon as SniperRifle;\n if (sniperRifle == null)\n {",
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"text": "Now I understand the problem! Let me trace the order of operations:\n\n1. **Player's `_Ready()` in C#** (line 1007):\n - Calls `ApplySelectedWeaponFromGameManager()` which equips M16/AK with **default 4 magazines** (30+90)\n - This creates the weapon and sets `CurrentWeapon = weapon` immediately\n\n2. **GDScript `building_level.gd` `_setup_selected_weapon()`** (line 1400):\n ```gdscript\n if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n return # <-- RETURNS HERE, skips ReinitializeMagazines!\n ```\n\nThe GDScript sees that the weapon is \"already equipped by C# Player\" and **returns early**, skipping the `ReinitializeMagazines(2, true)` call!\n\nThis is the root cause. The fix was placing `ReinitializeMagazines` **after** the weapon is loaded and equipped, but if the weapon is already equipped by C#, the code path returns early."
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"content": " 1374→func _setup_selected_weapon() -> void:\n 1375→\tif _player == null:\n 1376→\t\treturn\n 1377→\n 1378→\t# Get selected weapon from GameManager\n 1379→\tvar selected_weapon_id: String = \"makarov_pm\" # Default\n 1380→\tif GameManager:\n 1381→\t\tselected_weapon_id = GameManager.get_selected_weapon()\n 1382→\n 1383→\t_log_to_file(\"Setting up weapon: %s\" % selected_weapon_id)\n 1384→\n 1385→\t# Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)\n 1386→\t# This prevents double-equipping when both C# and GDScript weapon setup run\n 1387→\tif selected_weapon_id != \"makarov_pm\":\n 1388→\t\tvar weapon_names: Dictionary = {\n 1389→\t\t\t\"shotgun\": \"Shotgun\",\n 1390→\t\t\t\"mini_uzi\": \"MiniUzi\",\n 1391→\t\t\t\"silenced_pistol\": \"SilencedPistol\",\n 1392→\t\t\t\"sniper\": \"SniperRifle\",\n 1393→\t\t\t\"m16\": \"AssaultRifle\",\n 1394→\t\t\t\"ak_gl\": \"AKGL\",\n 1395→\t\t\t\"revolver\": \"Revolver\"\n 1396→\t\t}\n 1397→\t\tif selected_weapon_id in weapon_names:\n 1398→\t\t\tvar expected_name: String = weapon_names[selected_weapon_id]\n 1399→\t\t\tvar existing_weapon = _player.get_node_or_null(expected_name)\n 1400→\t\t\tif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n 1401→\t\t\t\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n 1402→\t\t\t\treturn\n 1403→\n 1404→\t# If shotgun is selected, we need to swap weapons\n 1405→\tif selected_weapon_id == \"shotgun\":\n 1406→\t\t# Remove the default MakarovPM\n 1407→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1408→\t\tif makarov:\n 1409→\t\t\tmakarov.queue_free()\n 1410→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1411→\n 1412→\t\t# Load and add the shotgun\n 1413→\t\tvar shotgun_scene = load(\"res://scenes/weapons/csharp/Shotgun.tscn\")\n 1414→\t\tif shotgun_scene:\n 1415→\t\t\tvar shotgun = shotgun_scene.instantiate()\n 1416→\t\t\tshotgun.name = \"Shotgun\"\n 1417→\t\t\t_player.add_child(shotgun)\n 1418→\n 1419→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1420→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1421→\t\t\t\t_player.EquipWeapon(shotgun)\n 1422→\t\t\telif _player.get(\"CurrentWeapon\") != null:\n 1423→\t\t\t\t_player.CurrentWeapon = shotgun\n 1424→\n 1425→\t\t\tprint(\"BuildingLevel: Shotgun equipped successfully\")\n 1426→\t\telse:\n 1427→\t\t\tpush_error(\"BuildingLevel: Failed to load Shotgun scene!\")\n 1428→\t# If Mini UZI is selected, swap weapons\n 1429→\telif selected_weapon_id == \"mini_uzi\":\n 1430→\t\t# Remove the default MakarovPM\n 1431→\t\tvar makarov = _player.get_node_or_null(\"MakarovPM\")\n 1432→\t\tif makarov:\n 1433→\t\t\tmakarov.queue_free()\n 1434→\t\t\tprint(\"BuildingLevel: Removed default MakarovPM\")\n 1435→\n 1436→\t\t# Load and add the Mini UZI\n 1437→\t\tvar mini_uzi_scene = load(\"res://scenes/weapons/csharp/MiniUzi.tscn\")\n 1438→\t\tif mini_uzi_scene:\n 1439→\t\t\tvar mini_uzi = mini_uzi_scene.instantiate()\n 1440→\t\t\tmini_uzi.name = \"MiniUzi\"\n 1441→\n 1442→\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n 1443→\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n 1444→\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n 1445→\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n 1446→\t\t\t\tmini_uzi.StartingMagazineCount = 2\n 1447→\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n 1448→\n 1449→\t\t\t_player.add_child(mini_uzi)\n 1450→\n 1451→\t\t\t# Set the CurrentWeapon reference in C# Player\n 1452→\t\t\tif _player.has_method(\"EquipWeapon\"):\n 1453→\t\t\t\t_player.EquipWeapon(mini_uzi)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "func _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\t_log_to_file(\"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\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % 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(\"BuildingLevel: 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(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\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)",
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"text": "Now I understand the fix needed. The early return at line 1402 skips all weapon-specific configuration including `ReinitializeMagazines`. I need to:\n\n1. Change the early return to instead apply building-level specific ammo configuration to the already-equipped weapon\n2. For M16 and AK weapons, call `ReinitializeMagazines(2, true)` on the existing weapon"
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"newString": "\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\t# BUT we still need to apply building-level ammo configuration (Issue #949)\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\t_log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)\n\t\t\t\t# Apply building-level ammo configuration to already-equipped weapon (Issue #949)\n\t\t\t\t_apply_building_ammo_config(existing_weapon, selected_weapon_id)\n\t\t\t\treturn",
"originalFile": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n## - Dim window moonlight in corridors without enemies for night mode visibility (Issue #593)\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## 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## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Setup window lights in corridors without enemies (Issue #593)\n\t_setup_window_lights()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\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(\"[BuildingLevel] 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(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\n## Setup window lights in corridors and rooms without enemies (Issue #593).\n## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n## coming through windows. Only in areas without enemies so dark rooms with enemies\n## remain tense and challenging.\n## Window visuals (small blue ColorRect) are placed on the wall surface.\n##\n## Lighting architecture:\n## - Each window has ONE primary PointLight2D (low energy, shadows on) for the\n## visible moonlight patch near the window.\n## - ONE DirectionalLight2D provides scene-wide ambient moonlight glow with\n## NO visible edges. DirectionalLight2D illuminates the entire scene uniformly\n## (unlike PointLight2D which has a finite circular boundary).\nfunc _setup_window_lights() -> void:\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment == null:\n\t\treturn\n\n\t# Create a container node for all window lights\n\tvar windows_node := Node2D.new()\n\twindows_node.name = \"WindowLights\"\n\tenvironment.add_child(windows_node)\n\n\t# Window light positions: [position, wall_side]\n\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n\t# - Central corridor (x=512-1376, y=700-1012)\n\t# - Left lobby area (x=64-900, y=1000-1400)\n\t# - Storage room (x=80-500, y=1612-2048)\n\n\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n\n\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n\n\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n\n\t# Scene-wide ambient moonlight using DirectionalLight2D.\n\t# DirectionalLight2D illuminates the entire scene uniformly with NO visible\n\t# edges (unlike PointLight2D which has a finite circular boundary).\n\t# Energy is very low (0.06) so it provides visible wall outlines\n\t# without washing out the scene or hiding weapon muzzle flashes.\n\t_create_ambient_moonlight(windows_node)\n\n\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n\n\n## Create a single window light source at the given position on a wall.\n## Creates ONE PointLight2D with shadows enabled — the visible moonlight patch\n## near the window. Shadows from interior walls give the light a natural shape\n## that respects the building's geometry.\n## The scene-wide ambient glow is handled separately by _create_ambient_moonlight().\n##\n## Light gradient uses an early-fadeout design: the radial gradient reaches\n## absolute zero at 55% of the radius, leaving 45% of the texture as pure black\n## buffer. This ensures NO visible edges even against the near-black CanvasModulate.\n## Combined with large texture_scale (6.0) and low energy (0.12), the light\n## dissipates naturally with no perceptible boundary.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.12 # Low — slightly brighter (Issue #642), large texture_scale compensates for coverage\n\t# Shadows enabled so interior walls cast natural shadows from the moonlight\n\tlight.shadow_enabled = true\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 4.0 # Higher smoothing for softer shadow edges\n\tlight.shadow_color = Color(0, 0, 0, 0.7)\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 6.0 # Large scale so gradient fades out well before the edge\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(60, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-60, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 60)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -60)\n\twindow_node.add_child(light)\n\n\n## Create a radial gradient texture for the primary window moonlight.\n## Uses an early-fadeout design where the gradient reaches absolute zero at 55%\n## of the radius, leaving 45% of the texture as pure black buffer zone.\n## This eliminates visible edges at the PointLight2D quad boundary because the\n## light contribution is already zero well before the texture boundary.\n## Against the near-black CanvasModulate (0.02, 0.02, 0.04), even subpixel\n## differences at the boundary could be visible, so the large buffer is critical.\nfunc _create_window_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Bright center core (0-10% radius)\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\t# Smooth falloff begins early\n\tgradient.add_point(0.1, Color(0.7, 0.7, 0.7, 1.0))\n\tgradient.add_point(0.2, Color(0.45, 0.45, 0.45, 1.0))\n\tgradient.add_point(0.3, Color(0.25, 0.25, 0.25, 1.0))\n\tgradient.add_point(0.4, Color(0.1, 0.1, 0.1, 1.0))\n\t# Fade to absolute zero by 55% — remaining 45% is pure black buffer\n\tgradient.add_point(0.5, Color(0.02, 0.02, 0.02, 1.0))\n\tgradient.add_point(0.55, Color(0.0, 0.0, 0.0, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\n## Create a scene-wide ambient moonlight using DirectionalLight2D.\n## DirectionalLight2D illuminates the entire scene uniformly — unlike PointLight2D,\n## it has no position, no radius, and NO visible edges. This is the correct node\n## for simulating moonlight (parallel rays from a distant source).\n## Shadows are disabled so the ambient glow passes through all walls uniformly.\n## @param parent: Parent node to add the ambient light to.\nfunc _create_ambient_moonlight(parent: Node2D) -> void:\n\tvar ambient := DirectionalLight2D.new()\n\tambient.name = \"AmbientMoonlight\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Subtle blue moonlight tint\n\tambient.energy = 0.06 # Faint — slightly brighter (Issue #642) for better wall outline visibility\n\tambient.shadow_enabled = false # Must pass through all walls for uniform glow\n\tparent.add_child(ambient)\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AKGL\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"Revolver\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_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\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\t\t# Configure 2.5x ammo for MakarovPM (Issue #636)\n\t\t_configure_makarov_pm_ammo(weapon)\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\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Configure Makarov PM ammo - 2.5x magazines (Issue #636).\n## Applies to all difficulty modes including Hard.\nfunc _configure_makarov_pm_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\tif weapon.name != \"MakarovPM\":\n\t\treturn\n\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\tvar pm_magazines: int = int(round(starting_magazines * 2.5))\n\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(pm_magazines, true)\n\t\tprint(\"[BuildingLevel] 2.5x ammo for MakarovPM: %d magazines (was %d)\" % [pm_magazines, starting_magazines])\n\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\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\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\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\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\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.\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\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\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## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AKGL\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"Revolver\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button (Issue #807: only shown if replay viewing is enabled in experimental settings)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar replay_enabled: bool = experimental_settings != null and experimental_settings.has_method(\"is_replay_enabled\") and experimental_settings.is_replay_enabled()\n\n\tif replay_enabled:\n\t\tvar replay_button := Button.new()\n\t\treplay_button.name = \"ReplayButton\"\n\t\treplay_button.text = \"▶ Watch Replay (W)\"\n\t\treplay_button.custom_minimum_size = Vector2(200, 40)\n\t\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t\t# Check if replay data is available\n\t\tvar replay_manager: Node = _get_or_create_replay_manager()\n\t\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\t\tif has_replay_data:\n\t\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\t\telse:\n\t\t\treplay_button.disabled = true\n\t\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\t\tbuttons_container.add_child(replay_button)\n\telse:\n\t\t_log_to_file(\"Watch Replay button not shown (replay viewing disabled in experimental settings)\")\n\n\t# Armory button (Issue #897: shown highlighted when items are available to unlock)\n\tvar unlock_manager: Node = get_node_or_null(\"/root/UnlockManager\")\n\tif unlock_manager != null and unlock_manager.has_method(\"has_any_available_unlock\") and unlock_manager.has_any_available_unlock():\n\t\tvar armory_button := Button.new()\n\t\tarmory_button.name = \"ArmoryButton\"\n\t\tarmory_button.text = \"★ Armory — Items Available!\"\n\t\tarmory_button.custom_minimum_size = Vector2(200, 40)\n\t\tarmory_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tarmory_button.add_theme_color_override(\"font_color\", Color(1.0, 0.85, 0.2, 1.0))\n\t\tvar armory_style := StyleBoxFlat.new()\n\t\tarmory_style.bg_color = Color(0.28, 0.22, 0.08, 0.9)\n\t\tarmory_style.border_color = Color(1.0, 0.8, 0.1, 1.0)\n\t\tarmory_style.border_width_left = 2\n\t\tarmory_style.border_width_right = 2\n\t\tarmory_style.border_width_top = 2\n\t\tarmory_style.border_width_bottom = 2\n\t\tarmory_style.corner_radius_top_left = 4\n\t\tarmory_style.corner_radius_top_right = 4\n\t\tarmory_style.corner_radius_bottom_left = 4\n\t\tarmory_style.corner_radius_bottom_right = 4\n\t\tarmory_button.add_theme_stylebox_override(\"normal\", armory_style)\n\t\tarmory_button.pressed.connect(_on_armory_button_pressed)\n\t\tbuttons_container.add_child(armory_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\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\t_log_to_file(\"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\t_log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % 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(\"BuildingLevel: 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(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\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(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\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(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\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\t# Set the CurrentWeapon reference in C# Player\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\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\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(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the AKGL\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\t# Set the CurrentWeapon reference in C# Player\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\t# Reduce AKGL ammunition by half for Building level (Issue #949)\n\t\t\t# Same as M16: base_magazines = 2 gives 30+30 ammo instead of 30+90\n\t\t\t# In Power Fantasy mode, apply ammo multiplier\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - AKGL magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif akgl.has_method(\"ReinitializeMagazines\"):\n\t\t\t\takgl.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: AKGL magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene\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\t\t\t# Configure 2.5x ammo for MakarovPM (Issue #636)\n\t\t\t_configure_makarov_pm_ammo(makarov)\n\n\n## Handle W key shortcut for Watch Replay when score is shown (Issue #807: check experimental setting).\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t# Issue #807: Only trigger replay if enabled in experimental settings\n\t\t\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\t\t\tif experimental_settings and experimental_settings.has_method(\"is_replay_enabled\") and experimental_settings.is_replay_enabled():\n\t\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue #568).\nfunc _on_next_level_pressed(level_path: String) -> void:\n\t_log_to_file(\"Next Level button pressed: %s\" % level_path)\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\tvar error := get_tree().change_scene_to_file(level_path)\n\tif error != OK:\n\t\t_log_to_file(\"ERROR: Failed to load next level: %s\" % level_path)\n\t\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\n## Called when the Level Select button is pressed (Issue #568).\nfunc _on_level_select_pressed() -> void:\n\t_log_to_file(\"Level Select button pressed\")\n\t# Load the levels menu as a CanvasLayer overlay\n\tvar levels_menu_script = load(\"res://scripts/ui/levels_menu.gd\")\n\tif levels_menu_script:\n\t\tvar levels_menu = CanvasLayer.new()\n\t\tlevels_menu.set_script(levels_menu_script)\n\t\tlevels_menu.layer = 100 # On top of everything\n\t\tget_tree().root.add_child(levels_menu)\n\t\t# Connect back button to close the overlay\n\t\tlevels_menu.back_pressed.connect(func(): levels_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load levels menu script\")\n\n\n## Called when the Armory button is pressed on the score screen (Issue #897).\nfunc _on_armory_button_pressed() -> void:\n\t_log_to_file(\"Armory button pressed from score screen\")\n\t# Load the armory menu as a CanvasLayer overlay\n\tvar armory_menu_scene = load(\"res://scenes/ui/ArmoryMenu.tscn\")\n\tif armory_menu_scene:\n\t\tvar armory_menu = armory_menu_scene.instantiate()\n\t\tarmory_menu.layer = 100 # On top of everything\n\t\t# Issue #1006: Mark as opened from score screen to prevent level restart on Apply\n\t\tarmory_menu.opened_from_score_screen = true\n\t\tget_tree().root.add_child(armory_menu)\n\t\t# Connect back button to close the overlay\n\t\tarmory_menu.back_pressed.connect(func(): armory_menu.queue_free())\n\telse:\n\t\t_log_to_file(\"ERROR: Could not load armory menu scene\")\n\n\n## Get the next level path based on the level ordering from LevelsMenu (Issue #568).\n## Returns empty string if this is the last level or level not found.\nfunc _get_next_level_path() -> String:\n\tvar current_scene_path: String = \"\"\n\tvar current_scene: Node = get_tree().current_scene\n\tif current_scene and current_scene.scene_file_path:\n\t\tcurrent_scene_path = current_scene.scene_file_path\n\n\t# Level ordering (matching LevelsMenu.LEVELS)\n\tvar level_paths: Array[String] = [\n\t\t\"res://scenes/levels/LabyrinthLevel.tscn\",\n\t\t\"res://scenes/levels/BuildingLevel.tscn\",\n\t\t\"res://scenes/levels/TestTier.tscn\",\n\t\t\"res://scenes/levels/CastleLevel.tscn\",\n\t\t\"res://scenes/levels/RevolverLevel.tscn\",\n\t\t\"res://scenes/levels/CityLevel.tscn\",\n\t\t\"res://scenes/levels/BeachLevel.tscn\",\n\t\t\"res://scenes/levels/DocksLevel.tscn\",\n\t]\n\n\tfor i in range(level_paths.size()):\n\t\tif level_paths[i] == current_scene_path:\n\t\t\tif i + 1 < level_paths.size():\n\t\t\t\treturn level_paths[i + 1]\n\t\t\treturn \"\" # Last level\n\n\treturn \"\" # Current level not found\n\n\n## Disable player controls after level completion (score screen shown).\n## Stops physics processing and input on the player node so the player\n## cannot move, shoot, or interact during the score screen.\nfunc _disable_player_controls() -> void:\n\tif _player == null or not is_instance_valid(_player):\n\t\treturn\n\n\t_player.set_physics_process(false)\n\t_player.set_process(false)\n\t_player.set_process_input(false)\n\t_player.set_process_unhandled_input(false)\n\n\t# Stop any current velocity so player doesn't slide\n\tif _player is CharacterBody2D:\n\t\t_player.velocity = Vector2.ZERO\n\n\t_log_to_file(\"Player controls disabled (level completed)\")\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(\"[BuildingLevel] \" + message)\n\telse:\n\t\tprint(\"[BuildingLevel] \" + message)\n",
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" # Check if C# Player already equipped the correct weapon (via ApplySelectedWeaponFromGameManager)",
" # This prevents double-equipping when both C# and GDScript weapon setup run",
"+ # BUT we still need to apply building-level ammo configuration (Issue #949)",
" if selected_weapon_id != \"makarov_pm\":",
" var weapon_names: Dictionary = {",
" \"shotgun\": \"Shotgun\","
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" var expected_name: String = weapon_names[selected_weapon_id]",
" var existing_weapon = _player.get_node_or_null(expected_name)",
" if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:",
"- _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)",
"+ _log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)",
"+ # Apply building-level ammo configuration to already-equipped weapon (Issue #949)",
"+ _apply_building_ammo_config(existing_weapon, selected_weapon_id)",
" return",
" ",
" # If shotgun is selected, we need to swap weapons"
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"content": " 642→func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n 643→\t# Check if this is a silenced pistol\n 644→\tif weapon.name != \"SilencedPistol\":\n 645→\t\treturn\n 646→\n 647→\t# Call the ConfigureAmmoForEnemyCount method if it exists\n 648→\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n 649→\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n 650→\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n 651→\n 652→\t\t# Update the ammo display after configuration\n 653→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 654→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 655→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 656→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 657→\t\t\t_update_magazines_label(mag_counts)\n 658→\n 659→\n 660→## Configure Makarov PM ammo - 2.5x magazines (Issue #636).\n 661→## Applies to all difficulty modes including Hard.\n 662→func _configure_makarov_pm_ammo(weapon: Node) -> void:\n 663→\tif weapon == null:\n 664→\t\treturn\n 665→\n 666→\tif weapon.name != \"MakarovPM\":\n 667→\t\treturn\n 668→\n 669→\tvar starting_magazines: int = 4\n 670→\tif weapon.get(\"StartingMagazineCount\") != null:\n 671→\t\tstarting_magazines = weapon.StartingMagazineCount\n 672→\n 673→\tvar pm_magazines: int = int(round(starting_magazines * 2.5))\n 674→\n 675→\tif weapon.has_method(\"ReinitializeMagazines\"):\n 676→\t\tweapon.ReinitializeMagazines(pm_magazines, true)\n 677→\t\tprint(\"[BuildingLevel] 2.5x ammo for MakarovPM: %d magazines (was %d)\" % [pm_magazines, starting_magazines])\n 678→\n 679→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 680→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 681→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 682→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 683→\t\t\t_update_magazines_label(mag_counts)\n 684→\n 685→\n 686→## Setup debug UI elements for kills and accuracy.\n 687→func _setup_debug_ui() -> void:\n 688→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 689→\tif ui == null:\n 690→\t\treturn\n 691→\n 692→\t# Create kills label\n 693→\t_kills_label = Label.new()\n 694→\t_kills_label.name = \"KillsLabel\"\n 695→\t_kills_label.text = \"Kills: 0\"\n 696→\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n 697→\t_kills_label.offset_left = 10\n 698→\t_kills_label.offset_top = 45\n 699→\t_kills_label.offset_right = 200\n 700→\t_kills_label.offset_bottom = 75\n 701→\tui.add_child(_kills_label)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "func _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Configure Makarov PM ammo - 2.5x magazines (Issue #636).\n## Applies to all difficulty modes including Hard.\nfunc _configure_makarov_pm_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\tif weapon.name != \"MakarovPM\":\n\t\treturn\n\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\tvar pm_magazines: int = int(round(starting_magazines * 2.5))\n\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(pm_magazines, true)\n\t\tprint(\"[BuildingLevel] 2.5x ammo for MakarovPM: %d magazines (was %d)\" % [pm_magazines, starting_magazines])\n\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)",
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"text": "Now I'll add the `_apply_building_ammo_config` function after `_configure_makarov_pm_ammo`."
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"old_string": "\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:",
"new_string": "\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Apply building-level ammo configuration to weapons already equipped by C# Player (Issue #949).\n## This is called when C# Player.ApplySelectedWeaponFromGameManager() has already equipped the weapon\n## but we still need to apply building-specific ammo limits (30+30 for M16/AK instead of 30+90).\nfunc _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:\n\tif weapon == null:\n\t\treturn\n\n\t# M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)\n\tif weapon_id == \"m16\" or weapon_id == \"ak_gl\":\n\t\tvar base_magazines: int = 2\n\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\tif difficulty_manager:\n\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\tif ammo_multiplier > 1:\n\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - %s magazines multiplied by %dx\" % [weapon.name, ammo_multiplier])\n\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n\t\t\tprint(\"BuildingLevel: %s magazines reinitialized to %d (C# weapon)\" % [weapon.name, base_magazines])\n\n\t\t# Update ammo display\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\t# Silenced pistol: configure ammo for enemy count\n\telif weapon_id == \"silenced_pistol\":\n\t\t_configure_silenced_pistol_ammo(weapon)\n\n\t# Mini UZI: should also have reduced magazines\n\telif weapon_id == \"mini_uzi\":\n\t\tvar base_magazines: int = 2\n\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\tif difficulty_manager:\n\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\tif ammo_multiplier > 1:\n\t\t\t\tbase_magazines *= ammo_multiplier\n\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n\t\t\tprint(\"BuildingLevel: MiniUzi magazines reinitialized to %d (C# weapon)\" % base_magazines)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:"
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"oldString": "\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:",
"newString": "\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Apply building-level ammo configuration to weapons already equipped by C# Player (Issue #949).\n## This is called when C# Player.ApplySelectedWeaponFromGameManager() has already equipped the weapon\n## but we still need to apply building-specific ammo limits (30+30 for M16/AK instead of 30+90).\nfunc _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:\n\tif weapon == null:\n\t\treturn\n\n\t# M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)\n\tif weapon_id == \"m16\" or weapon_id == \"ak_gl\":\n\t\tvar base_magazines: int = 2\n\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\tif difficulty_manager:\n\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\tif ammo_multiplier > 1:\n\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - %s magazines multiplied by %dx\" % [weapon.name, ammo_multiplier])\n\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n\t\t\tprint(\"BuildingLevel: %s magazines reinitialized to %d (C# weapon)\" % [weapon.name, base_magazines])\n\n\t\t# Update ammo display\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\t# Silenced pistol: configure ammo for enemy count\n\telif weapon_id == \"silenced_pistol\":\n\t\t_configure_silenced_pistol_ammo(weapon)\n\n\t# Mini UZI: should also have reduced magazines\n\telif weapon_id == \"mini_uzi\":\n\t\tvar base_magazines: int = 2\n\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\tif difficulty_manager:\n\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\tif ammo_multiplier > 1:\n\t\t\t\tbase_magazines *= ammo_multiplier\n\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n\t\t\tprint(\"BuildingLevel: MiniUzi magazines reinitialized to %d (C# weapon)\" % base_magazines)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:",
"originalFile": "extends Node2D\n## Building level scene for the Godot Top-Down Template.\n##\n## This scene is a Hotline Miami 2 style building with rooms and halls.\n## Features:\n## - Building interior layout (~2400x2000 pixels) larger than viewport\n## - Multiple interconnected rooms with corridors\n## - 10 enemies distributed across different rooms (2+ per room)\n## - Clear room boundaries with walls and doorways\n## - Similar mechanics to TestTier (ammo tracking, enemy tracking, etc.)\n## - Score tracking with Hotline Miami style ranking system\n## - Dim window moonlight in corridors without enemies for night mode visibility (Issue #593)\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## 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## Gets the ReplayManager autoload node.\n## The ReplayManager is now a C# autoload that works reliably in exported builds,\n## replacing the GDScript version that had Godot 4.3 binary tokenization issues\n## (godotengine/godot#94150, godotengine/godot#96065).\nfunc _get_or_create_replay_manager() -> Node:\n\tif _replay_manager != null and is_instance_valid(_replay_manager):\n\t\treturn _replay_manager\n\n\t_replay_manager = get_node_or_null(\"/root/ReplayManager\")\n\tif _replay_manager != null:\n\t\t# C# methods must be called with PascalCase from GDScript (no auto-conversion for user methods)\n\t\tif _replay_manager.has_method(\"StartRecording\"):\n\t\t\t_log_to_file(\"ReplayManager found as C# autoload - verified OK\")\n\t\telse:\n\t\t\t_log_to_file(\"WARNING: ReplayManager autoload exists but has no StartRecording method\")\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager autoload not found at /root/ReplayManager\")\n\n\treturn _replay_manager\n\n\nfunc _ready() -> void:\n\tprint(\"BuildingLevel loaded - Hotline Miami Style\")\n\tprint(\"Building size: ~2400x2000 pixels\")\n\tprint(\"Clear all rooms to win!\")\n\tprint(\"Press Q for quick restart\")\n\n\t# Setup navigation mesh for enemy pathfinding\n\t_setup_navigation()\n\n\t# Find and connect to all enemies\n\t_setup_enemy_tracking()\n\n\t# Find the enemy count label\n\t_enemy_count_label = get_node_or_null(\"CanvasLayer/UI/EnemyCountLabel\")\n\t_update_enemy_count_label()\n\n\t# Find and setup player tracking\n\t_setup_player_tracking()\n\n\t# Setup debug UI\n\t_setup_debug_ui()\n\n\t# Setup saturation overlay for kill effect\n\t_setup_saturation_overlay()\n\n\t# Connect to GameManager signals\n\tif GameManager:\n\t\tGameManager.enemy_killed.connect(_on_game_manager_enemy_killed)\n\t\tGameManager.stats_updated.connect(_update_debug_ui)\n\n\t# Initialize ScoreManager for this level\n\t_initialize_score_manager()\n\n\t# Setup exit zone near player spawn (left wall)\n\t_setup_exit_zone()\n\n\t# Setup window lights in corridors without enemies (Issue #593)\n\t_setup_window_lights()\n\n\t# Start replay recording\n\t_start_replay_recording()\n\n\n## Initialize the ScoreManager for this level.\nfunc _initialize_score_manager() -> void:\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager == null:\n\t\treturn\n\n\t# Start tracking for this level\n\tscore_manager.start_level(_initial_enemy_count)\n\n\t# Set player reference\n\tif _player:\n\t\tscore_manager.set_player(_player)\n\n\t# Connect to combo changes for UI feedback\n\tif not score_manager.combo_changed.is_connected(_on_combo_changed):\n\t\tscore_manager.combo_changed.connect(_on_combo_changed)\n\n\n## Starts recording the replay for this level.\nfunc _start_replay_recording() -> void:\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager == null:\n\t\t_log_to_file(\"ERROR: ReplayManager could not be loaded, replay recording disabled\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager could not be loaded!\")\n\t\treturn\n\n\t# Log player and enemies status for debugging\n\t_log_to_file(\"Starting replay recording - Player: %s, Enemies count: %d\" % [\n\t\t_player.name if _player else \"NULL\",\n\t\t_enemies.size()\n\t])\n\n\tif _player == null:\n\t\t_log_to_file(\"WARNING: Player is null, replay may not record properly\")\n\t\tprint(\"[BuildingLevel] WARNING: Player is null for replay recording!\")\n\n\tif _enemies.is_empty():\n\t\t_log_to_file(\"WARNING: No enemies to track in replay\")\n\t\tprint(\"[BuildingLevel] WARNING: No enemies registered for replay!\")\n\n\t# Clear any previous replay data\n\tif replay_manager.has_method(\"ClearReplay\"):\n\t\treplay_manager.ClearReplay()\n\t\t_log_to_file(\"Previous replay data cleared\")\n\n\t# Start recording with player and enemies\n\tif replay_manager.has_method(\"StartRecording\"):\n\t\treplay_manager.StartRecording(self, _player, _enemies)\n\t\t_log_to_file(\"Replay recording started successfully\")\n\t\tprint(\"[BuildingLevel] Replay recording started with %d enemies\" % _enemies.size())\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager.StartRecording method not found\")\n\t\tprint(\"[BuildingLevel] ERROR: StartRecording method not found!\")\n\n\n## Setup the exit zone near the player spawn point (left wall).\n## The exit appears after all enemies are eliminated.\nfunc _setup_exit_zone() -> void:\n\t# Load and instantiate the exit zone\n\tvar exit_zone_scene = load(\"res://scenes/objects/ExitZone.tscn\")\n\tif exit_zone_scene == null:\n\t\tpush_warning(\"ExitZone scene not found - score will show immediately on level clear\")\n\t\treturn\n\n\t_exit_zone = exit_zone_scene.instantiate()\n\t# Position exit on the left wall near player spawn (player starts at 450, 1250)\n\t# Place exit at left wall (x=80) at similar y position\n\t_exit_zone.position = Vector2(120, 1250)\n\t_exit_zone.zone_width = 60.0\n\t_exit_zone.zone_height = 100.0\n\n\t# Connect the player reached exit signal\n\t_exit_zone.player_reached_exit.connect(_on_player_reached_exit)\n\n\t# Add to the environment node\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment:\n\t\tenvironment.add_child(_exit_zone)\n\telse:\n\t\tadd_child(_exit_zone)\n\n\tprint(\"[BuildingLevel] Exit zone created at position (120, 1250)\")\n\n\n## Called when the player reaches the exit zone after clearing the level.\nfunc _on_player_reached_exit() -> void:\n\tif not _level_cleared:\n\t\treturn\n\n\t# Prevent duplicate calls (exit zone can fire multiple times)\n\tif _level_completed:\n\t\treturn\n\n\tprint(\"[BuildingLevel] Player reached exit - showing score!\")\n\tcall_deferred(\"_complete_level_with_score\")\n\n\n## Activate the exit zone after all enemies are eliminated.\nfunc _activate_exit_zone() -> void:\n\tif _exit_zone and _exit_zone.has_method(\"activate\"):\n\t\t_exit_zone.activate()\n\t\tprint(\"[BuildingLevel] Exit zone activated - go to exit to see score!\")\n\telse:\n\t\t# Fallback: if exit zone not available, show score immediately\n\t\tpush_warning(\"Exit zone not available - showing score immediately\")\n\t\t_complete_level_with_score()\n\n\n## Setup realistic visibility for the player (Issue #540).\n## Adds the RealisticVisibilityComponent to the player node.\n## The component handles CanvasModulate (darkness) + PointLight2D (player vision)\n## and reacts to ExperimentalSettings.realistic_visibility_enabled toggle.\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(\"[BuildingLevel] 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(\"[BuildingLevel] Realistic visibility component added to player\")\n\n\n## Setup window lights in corridors and rooms without enemies (Issue #593).\n## Places dim blue PointLight2D nodes along exterior walls to simulate moonlight\n## coming through windows. Only in areas without enemies so dark rooms with enemies\n## remain tense and challenging.\n## Window visuals (small blue ColorRect) are placed on the wall surface.\n##\n## Lighting architecture:\n## - Each window has ONE primary PointLight2D (low energy, shadows on) for the\n## visible moonlight patch near the window.\n## - ONE DirectionalLight2D provides scene-wide ambient moonlight glow with\n## NO visible edges. DirectionalLight2D illuminates the entire scene uniformly\n## (unlike PointLight2D which has a finite circular boundary).\nfunc _setup_window_lights() -> void:\n\tvar environment := get_node_or_null(\"Environment\")\n\tif environment == null:\n\t\treturn\n\n\t# Create a container node for all window lights\n\tvar windows_node := Node2D.new()\n\twindows_node.name = \"WindowLights\"\n\tenvironment.add_child(windows_node)\n\n\t# Window light positions: [position, wall_side]\n\t# wall_side: \"top\", \"bottom\", \"left\", \"right\" determines window visual orientation\n\t# Placed ONLY in corridors/rooms WITHOUT enemies:\n\t# - Central corridor (x=512-1376, y=700-1012)\n\t# - Left lobby area (x=64-900, y=1000-1400)\n\t# - Storage room (x=80-500, y=1612-2048)\n\n\t# Left wall windows (x=64) - lobby and storage areas (no enemies)\n\t_create_window_light(windows_node, Vector2(64, 1100), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1250), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1750), \"left\")\n\t_create_window_light(windows_node, Vector2(64, 1900), \"left\")\n\n\t# Top wall windows (y=64) - above corridor area (no enemies in corridor)\n\t_create_window_light(windows_node, Vector2(700, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(900, 64), \"top\")\n\t_create_window_light(windows_node, Vector2(1100, 64), \"top\")\n\n\t# Bottom wall windows (y=2064) - below storage and lobby (no enemies)\n\t_create_window_light(windows_node, Vector2(200, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(400, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(700, 2064), \"bottom\")\n\t_create_window_light(windows_node, Vector2(1100, 2064), \"bottom\")\n\n\t# Scene-wide ambient moonlight using DirectionalLight2D.\n\t# DirectionalLight2D illuminates the entire scene uniformly with NO visible\n\t# edges (unlike PointLight2D which has a finite circular boundary).\n\t# Energy is very low (0.06) so it provides visible wall outlines\n\t# without washing out the scene or hiding weapon muzzle flashes.\n\t_create_ambient_moonlight(windows_node)\n\n\tprint(\"[BuildingLevel] Window lights placed in corridors without enemies (Issue #593)\")\n\n\n## Create a single window light source at the given position on a wall.\n## Creates ONE PointLight2D with shadows enabled — the visible moonlight patch\n## near the window. Shadows from interior walls give the light a natural shape\n## that respects the building's geometry.\n## The scene-wide ambient glow is handled separately by _create_ambient_moonlight().\n##\n## Light gradient uses an early-fadeout design: the radial gradient reaches\n## absolute zero at 55% of the radius, leaving 45% of the texture as pure black\n## buffer. This ensures NO visible edges even against the near-black CanvasModulate.\n## Combined with large texture_scale (6.0) and low energy (0.12), the light\n## dissipates naturally with no perceptible boundary.\n## @param parent: Parent node to add the window to.\n## @param pos: Position of the window on the wall.\n## @param wall_side: Which wall the window is on (\"top\", \"bottom\", \"left\", \"right\").\nfunc _create_window_light(parent: Node2D, pos: Vector2, wall_side: String) -> void:\n\tvar window_node := Node2D.new()\n\twindow_node.name = \"Window_%s_%d_%d\" % [wall_side, int(pos.x), int(pos.y)]\n\twindow_node.position = pos\n\tparent.add_child(window_node)\n\n\t# Create window visual (small blue rectangle on the wall)\n\tvar window_rect := ColorRect.new()\n\twindow_rect.color = Color(0.3, 0.4, 0.7, 0.6) # Semi-transparent blue\n\t# Size and offset depend on wall orientation\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"right\":\n\t\t\twindow_rect.offset_left = -4.0\n\t\t\twindow_rect.offset_top = -20.0\n\t\t\twindow_rect.offset_right = 4.0\n\t\t\twindow_rect.offset_bottom = 20.0\n\t\t\"top\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\t\t\"bottom\":\n\t\t\twindow_rect.offset_left = -20.0\n\t\t\twindow_rect.offset_top = -4.0\n\t\t\twindow_rect.offset_right = 20.0\n\t\t\twindow_rect.offset_bottom = 4.0\n\twindow_node.add_child(window_rect)\n\n\t# --- Primary moonlight (visible patch near the window) ---\n\tvar light := PointLight2D.new()\n\tlight.name = \"MoonLight\"\n\tlight.color = Color(0.4, 0.5, 0.9, 1.0) # Cool blue moonlight\n\tlight.energy = 0.12 # Low — slightly brighter (Issue #642), large texture_scale compensates for coverage\n\t# Shadows enabled so interior walls cast natural shadows from the moonlight\n\tlight.shadow_enabled = true\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 4.0 # Higher smoothing for softer shadow edges\n\tlight.shadow_color = Color(0, 0, 0, 0.7)\n\tlight.texture = _create_window_light_texture()\n\tlight.texture_scale = 6.0 # Large scale so gradient fades out well before the edge\n\t# Offset the light inward from the wall so it illuminates the interior\n\tmatch wall_side:\n\t\t\"left\":\n\t\t\tlight.position = Vector2(60, 0)\n\t\t\"right\":\n\t\t\tlight.position = Vector2(-60, 0)\n\t\t\"top\":\n\t\t\tlight.position = Vector2(0, 60)\n\t\t\"bottom\":\n\t\t\tlight.position = Vector2(0, -60)\n\twindow_node.add_child(light)\n\n\n## Create a radial gradient texture for the primary window moonlight.\n## Uses an early-fadeout design where the gradient reaches absolute zero at 55%\n## of the radius, leaving 45% of the texture as pure black buffer zone.\n## This eliminates visible edges at the PointLight2D quad boundary because the\n## light contribution is already zero well before the texture boundary.\n## Against the near-black CanvasModulate (0.02, 0.02, 0.04), even subpixel\n## differences at the boundary could be visible, so the large buffer is critical.\nfunc _create_window_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Bright center core (0-10% radius)\n\tgradient.set_color(0, Color(1.0, 1.0, 1.0, 1.0))\n\t# Smooth falloff begins early\n\tgradient.add_point(0.1, Color(0.7, 0.7, 0.7, 1.0))\n\tgradient.add_point(0.2, Color(0.45, 0.45, 0.45, 1.0))\n\tgradient.add_point(0.3, Color(0.25, 0.25, 0.25, 1.0))\n\tgradient.add_point(0.4, Color(0.1, 0.1, 0.1, 1.0))\n\t# Fade to absolute zero by 55% — remaining 45% is pure black buffer\n\tgradient.add_point(0.5, Color(0.02, 0.02, 0.02, 1.0))\n\tgradient.add_point(0.55, Color(0.0, 0.0, 0.0, 1.0))\n\tgradient.set_color(1, Color(0.0, 0.0, 0.0, 1.0))\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.width = 512\n\ttexture.height = 512\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(0.5, 0.0)\n\treturn texture\n\n\n## Create a scene-wide ambient moonlight using DirectionalLight2D.\n## DirectionalLight2D illuminates the entire scene uniformly — unlike PointLight2D,\n## it has no position, no radius, and NO visible edges. This is the correct node\n## for simulating moonlight (parallel rays from a distant source).\n## Shadows are disabled so the ambient glow passes through all walls uniformly.\n## @param parent: Parent node to add the ambient light to.\nfunc _create_ambient_moonlight(parent: Node2D) -> void:\n\tvar ambient := DirectionalLight2D.new()\n\tambient.name = \"AmbientMoonlight\"\n\tambient.color = Color(0.35, 0.45, 0.85, 1.0) # Subtle blue moonlight tint\n\tambient.energy = 0.06 # Faint — slightly brighter (Issue #642) for better wall outline visibility\n\tambient.shadow_enabled = false # Must pass through all walls for uniform glow\n\tparent.add_child(ambient)\n\n\nfunc _process(_delta: float) -> void:\n\t# Update enemy positions for aggressiveness tracking\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"update_enemy_positions\"):\n\t\tscore_manager.update_enemy_positions(_enemies)\n\n\n## Called when combo changes.\nfunc _on_combo_changed(combo: int, points: int) -> void:\n\tif _combo_label == null:\n\t\treturn\n\n\tif combo > 0:\n\t\t_combo_label.text = \"x%d COMBO (+%d)\" % [combo, points]\n\t\t_combo_label.visible = true\n\t\t# Color changes based on combo count\n\t\tvar combo_color := _get_combo_color(combo)\n\t\t_combo_label.add_theme_color_override(\"font_color\", combo_color)\n\t\t# Flash effect for combo\n\t\t_combo_label.modulate = Color.WHITE\n\t\tvar tween := create_tween()\n\t\ttween.tween_property(_combo_label, \"modulate\", Color.WHITE, 0.1)\n\telse:\n\t\t_combo_label.visible = false\n\n\n## Returns a color based on the current combo count.\n## Higher combos produce more intense/hotter colors.\nfunc _get_combo_color(combo: int) -> Color:\n\tif combo >= 10:\n\t\treturn Color(1.0, 0.0, 1.0, 1.0) # Magenta - extreme combo\n\telif combo >= 7:\n\t\treturn Color(1.0, 0.0, 0.3, 1.0) # Hot pink\n\telif combo >= 5:\n\t\treturn Color(1.0, 0.1, 0.1, 1.0) # Bright red\n\telif combo >= 4:\n\t\treturn Color(1.0, 0.2, 0.0, 1.0) # Red-orange\n\telif combo >= 3:\n\t\treturn Color(1.0, 0.4, 0.0, 1.0) # Hot orange\n\telif combo >= 2:\n\t\treturn Color(1.0, 0.6, 0.1, 1.0) # Orange\n\telse:\n\t\treturn Color(1.0, 0.8, 0.2, 1.0) # Gold (combo 1)\n\n\n## Setup the navigation mesh for enemy pathfinding.\n## Bakes the NavigationPolygon using physics collision layer 4 (walls).\nfunc _setup_navigation() -> void:\n\tvar nav_region: NavigationRegion2D = get_node_or_null(\"NavigationRegion2D\")\n\tif nav_region == null:\n\t\tpush_warning(\"NavigationRegion2D not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\tvar nav_poly: NavigationPolygon = nav_region.navigation_polygon\n\tif nav_poly == null:\n\t\tpush_warning(\"NavigationPolygon not found - enemy pathfinding will be limited\")\n\t\treturn\n\n\t# Bake the navigation mesh to include physics obstacles from collision layer 4\n\t# This is needed because we set parsed_geometry_type = 1 (static colliders)\n\t# and parsed_collision_mask = 4 (walls layer) in the NavigationPolygon resource\n\tprint(\"Baking navigation mesh...\")\n\tnav_poly.clear()\n\n\t# Re-add the outline for the walkable floor area\n\tvar floor_outline: PackedVector2Array = PackedVector2Array([\n\t\tVector2(64, 64),\n\t\tVector2(2464, 64),\n\t\tVector2(2464, 2064),\n\t\tVector2(64, 2064)\n\t])\n\tnav_poly.add_outline(floor_outline)\n\n\t# Use NavigationServer2D to bake from source geometry\n\tvar source_geometry: NavigationMeshSourceGeometryData2D = NavigationMeshSourceGeometryData2D.new()\n\tNavigationServer2D.parse_source_geometry_data(nav_poly, source_geometry, self)\n\tNavigationServer2D.bake_from_source_geometry_data(nav_poly, source_geometry)\n\n\tprint(\"Navigation mesh baked successfully\")\n\n\n## Setup tracking for the player.\nfunc _setup_player_tracking() -> void:\n\t_player = get_node_or_null(\"Entities/Player\")\n\tif _player == null:\n\t\treturn\n\n\t# Setup realistic visibility component (Issue #540)\n\t_setup_realistic_visibility()\n\n\t# Setup selected weapon based on GameManager selection\n\t_setup_selected_weapon()\n\n\t# Register player with GameManager\n\tif GameManager:\n\t\tGameManager.set_player(_player)\n\n\t# Find the ammo label\n\t_ammo_label = get_node_or_null(\"CanvasLayer/UI/AmmoLabel\")\n\n\t# Connect to player death signal (handles both GDScript \"died\" and C# \"Died\")\n\tif _player.has_signal(\"died\"):\n\t\t_player.died.connect(_on_player_died)\n\telif _player.has_signal(\"Died\"):\n\t\t_player.Died.connect(_on_player_died)\n\n\t# Try to get the player's weapon for C# Player\n\t# First try shotgun (if selected), then Mini UZI, then Silenced Pistol, then assault rifle, then MakarovPM\n\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MiniUzi\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SilencedPistol\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"SniperRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"AKGL\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"Revolver\")\n\tif weapon == null:\n\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\tif weapon != null:\n\t\t# C# Player with weapon - connect to weapon signals\n\t\tif weapon.has_signal(\"AmmoChanged\"):\n\t\t\tweapon.AmmoChanged.connect(_on_weapon_ammo_changed)\n\t\tif weapon.has_signal(\"MagazinesChanged\"):\n\t\t\tweapon.MagazinesChanged.connect(_on_magazines_changed)\n\t\tif weapon.has_signal(\"Fired\"):\n\t\t\tweapon.Fired.connect(_on_shot_fired)\n\t\t# Connect to ShellCountChanged for shotgun - updates ammo UI during shell-by-shell reload\n\t\tif weapon.has_signal(\"ShellCountChanged\"):\n\t\t\tweapon.ShellCountChanged.connect(_on_shell_count_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\t\t# Initial magazine display\n\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\t\t# Configure silenced pistol ammo based on enemy count\n\t\t_configure_silenced_pistol_ammo(weapon)\n\t\t# Configure 2.5x ammo for MakarovPM (Issue #636)\n\t\t_configure_makarov_pm_ammo(weapon)\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\t# Connect reload/ammo depleted signals for enemy aggression behavior\n\t# These signals are used by BOTH C# and GDScript players to notify enemies\n\t# that the player is vulnerable (reloading or out of ammo)\n\t# C# Player uses PascalCase signal names, GDScript uses snake_case\n\tif _player.has_signal(\"ReloadStarted\"):\n\t\t_player.ReloadStarted.connect(_on_player_reload_started)\n\telif _player.has_signal(\"reload_started\"):\n\t\t_player.reload_started.connect(_on_player_reload_started)\n\n\tif _player.has_signal(\"ReloadCompleted\"):\n\t\t_player.ReloadCompleted.connect(_on_player_reload_completed)\n\telif _player.has_signal(\"reload_completed\"):\n\t\t_player.reload_completed.connect(_on_player_reload_completed)\n\n\tif _player.has_signal(\"AmmoDepleted\"):\n\t\t_player.AmmoDepleted.connect(_on_player_ammo_depleted)\n\telif _player.has_signal(\"ammo_depleted\"):\n\t\t_player.ammo_depleted.connect(_on_player_ammo_depleted)\n\n\n## Setup tracking for all enemies in the scene.\nfunc _setup_enemy_tracking() -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\t_log_to_file(\"ERROR: Environment/Enemies node not found!\")\n\t\treturn\n\n\t_log_to_file(\"Found Environment/Enemies node with %d children\" % enemies_node.get_child_count())\n\t_enemies.clear()\n\tfor child in enemies_node.get_children():\n\t\tvar has_died_signal := child.has_signal(\"died\")\n\t\tvar script_attached := child.get_script() != null\n\t\t_log_to_file(\"Child '%s': script=%s, has_died_signal=%s\" % [child.name, script_attached, has_died_signal])\n\t\tif has_died_signal:\n\t\t\t_enemies.append(child)\n\t\t\tchild.died.connect(_on_enemy_died)\n\t\t\t# Connect to died_with_info for score tracking if available\n\t\t\tif child.has_signal(\"died_with_info\"):\n\t\t\t\tchild.died_with_info.connect(_on_enemy_died_with_info)\n\t\t# Track when enemy is hit for accuracy\n\t\tif child.has_signal(\"hit\"):\n\t\t\tchild.hit.connect(_on_enemy_hit)\n\n\t_initial_enemy_count = _enemies.size()\n\t_current_enemy_count = _initial_enemy_count\n\t_log_to_file(\"Enemy tracking complete: %d enemies registered\" % _initial_enemy_count)\n\tprint(\"Tracking %d enemies\" % _initial_enemy_count)\n\n\n## Configure silenced pistol ammo based on enemy count.\n## This ensures the pistol has exactly enough bullets for all enemies in the level.\nfunc _configure_silenced_pistol_ammo(weapon: Node) -> void:\n\t# Check if this is a silenced pistol\n\tif weapon.name != \"SilencedPistol\":\n\t\treturn\n\n\t# Call the ConfigureAmmoForEnemyCount method if it exists\n\tif weapon.has_method(\"ConfigureAmmoForEnemyCount\"):\n\t\tweapon.ConfigureAmmoForEnemyCount(_initial_enemy_count)\n\t\tprint(\"[BuildingLevel] Configured silenced pistol ammo for %d enemies\" % _initial_enemy_count)\n\n\t\t# Update the ammo display after configuration\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Configure Makarov PM ammo - 2.5x magazines (Issue #636).\n## Applies to all difficulty modes including Hard.\nfunc _configure_makarov_pm_ammo(weapon: Node) -> void:\n\tif weapon == null:\n\t\treturn\n\n\tif weapon.name != \"MakarovPM\":\n\t\treturn\n\n\tvar starting_magazines: int = 4\n\tif weapon.get(\"StartingMagazineCount\") != null:\n\t\tstarting_magazines = weapon.StartingMagazineCount\n\n\tvar pm_magazines: int = int(round(starting_magazines * 2.5))\n\n\tif weapon.has_method(\"ReinitializeMagazines\"):\n\t\tweapon.ReinitializeMagazines(pm_magazines, true)\n\t\tprint(\"[BuildingLevel] 2.5x ammo for MakarovPM: %d magazines (was %d)\" % [pm_magazines, starting_magazines])\n\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\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n\t\t\t_update_magazines_label(mag_counts)\n\n\n## Setup debug UI elements for kills and accuracy.\nfunc _setup_debug_ui() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\t# Create kills label\n\t_kills_label = Label.new()\n\t_kills_label.name = \"KillsLabel\"\n\t_kills_label.text = \"Kills: 0\"\n\t_kills_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_kills_label.offset_left = 10\n\t_kills_label.offset_top = 45\n\t_kills_label.offset_right = 200\n\t_kills_label.offset_bottom = 75\n\tui.add_child(_kills_label)\n\n\t# Create accuracy label\n\t_accuracy_label = Label.new()\n\t_accuracy_label.name = \"AccuracyLabel\"\n\t_accuracy_label.text = \"Accuracy: 0%\"\n\t_accuracy_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_accuracy_label.offset_left = 10\n\t_accuracy_label.offset_top = 75\n\t_accuracy_label.offset_right = 200\n\t_accuracy_label.offset_bottom = 105\n\tui.add_child(_accuracy_label)\n\n\t# Create magazines label (shows individual magazine ammo counts)\n\t_magazines_label = Label.new()\n\t_magazines_label.name = \"MagazinesLabel\"\n\t_magazines_label.text = \"MAGS: -\"\n\t_magazines_label.set_anchors_preset(Control.PRESET_TOP_LEFT)\n\t_magazines_label.offset_left = 10\n\t_magazines_label.offset_top = 105\n\t_magazines_label.offset_right = 400\n\t_magazines_label.offset_bottom = 135\n\tui.add_child(_magazines_label)\n\n\t# Create combo label (shows current combo)\n\t# Positioned below the enemy count label (which ends at offset_bottom = 75)\n\t_combo_label = Label.new()\n\t_combo_label.name = \"ComboLabel\"\n\t_combo_label.text = \"\"\n\t_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT\n\t_combo_label.set_anchors_preset(Control.PRESET_TOP_RIGHT)\n\t_combo_label.offset_left = -200\n\t_combo_label.offset_right = -10\n\t_combo_label.offset_top = 80\n\t_combo_label.offset_bottom = 120\n\t_combo_label.add_theme_font_size_override(\"font_size\", 28)\n\t_combo_label.add_theme_color_override(\"font_color\", Color(1.0, 0.8, 0.2, 1.0))\n\t_combo_label.visible = false\n\tui.add_child(_combo_label)\n\n\n\n## Setup saturation overlay for kill effect.\nfunc _setup_saturation_overlay() -> void:\n\tvar canvas_layer := get_node_or_null(\"CanvasLayer\")\n\tif canvas_layer == null:\n\t\treturn\n\n\t_saturation_overlay = ColorRect.new()\n\t_saturation_overlay.name = \"SaturationOverlay\"\n\t# Yellow/gold tint for saturation increase effect\n\t_saturation_overlay.color = Color(1.0, 0.9, 0.3, 0.0)\n\t_saturation_overlay.set_anchors_preset(Control.PRESET_FULL_RECT)\n\t_saturation_overlay.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\t# Add to the front\n\tcanvas_layer.add_child(_saturation_overlay)\n\tcanvas_layer.move_child(_saturation_overlay, canvas_layer.get_child_count() - 1)\n\n\n## Update debug UI with current stats.\nfunc _update_debug_ui() -> void:\n\tif GameManager == null:\n\t\treturn\n\n\tif _kills_label:\n\t\t_kills_label.text = \"Kills: %d\" % GameManager.kills\n\n\tif _accuracy_label:\n\t\t_accuracy_label.text = \"Accuracy: %.1f%%\" % GameManager.get_accuracy()\n\n\n## Called when an enemy dies.\nfunc _on_enemy_died() -> void:\n\t_current_enemy_count -= 1\n\t_update_enemy_count_label()\n\n\t# Register kill with GameManager\n\tif GameManager:\n\t\tGameManager.register_kill()\n\n\tif _current_enemy_count <= 0:\n\t\tprint(\"All enemies eliminated! Building cleared!\")\n\t\t_level_cleared = true\n\t\t# Activate exit zone - score will show when player reaches it\n\t\tcall_deferred(\"_activate_exit_zone\")\n\n\n## Called when an enemy dies with special kill information.\nfunc _on_enemy_died_with_info(is_ricochet_kill: bool, is_penetration_kill: bool) -> void:\n\t# Register kill with ScoreManager including special kill info\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"register_kill\"):\n\t\tscore_manager.register_kill(is_ricochet_kill, is_penetration_kill)\n\n\n## Complete the level and show the score screen.\nfunc _complete_level_with_score() -> void:\n\t# Prevent duplicate calls\n\tif _level_completed:\n\t\treturn\n\t_level_completed = true\n\n\t# Disable player controls immediately\n\t_disable_player_controls()\n\n\t# Deactivate exit zone to prevent further triggers\n\tif _exit_zone and _exit_zone.has_method(\"deactivate\"):\n\t\t_exit_zone.deactivate()\n\n\t# Stop replay recording\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager:\n\t\tif replay_manager.has_method(\"StopRecording\"):\n\t\t\treplay_manager.StopRecording()\n\t\t\t_log_to_file(\"Replay recording stopped\")\n\n\t\t# Log replay status for debugging\n\t\tif replay_manager.has_method(\"HasReplay\"):\n\t\t\tvar has_replay: bool = replay_manager.HasReplay()\n\t\t\tvar duration: float = 0.0\n\t\t\tif replay_manager.has_method(\"GetReplayDuration\"):\n\t\t\t\tduration = replay_manager.GetReplayDuration()\n\t\t\t_log_to_file(\"Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\t\t\tprint(\"[BuildingLevel] Replay status: has_replay=%s, duration=%.2fs\" % [has_replay, duration])\n\telse:\n\t\t_log_to_file(\"ERROR: ReplayManager not found when completing level\")\n\t\tprint(\"[BuildingLevel] ERROR: ReplayManager not found!\")\n\n\tvar score_manager: Node = get_node_or_null(\"/root/ScoreManager\")\n\tif score_manager and score_manager.has_method(\"complete_level\"):\n\t\tvar score_data: Dictionary = score_manager.complete_level()\n\t\t_show_score_screen(score_data)\n\telse:\n\t\t# Fallback to simple victory message if ScoreManager not available\n\t\t_show_victory_message()\n\n\n## Called when an enemy is hit (for accuracy tracking).\nfunc _on_enemy_hit() -> void:\n\tif GameManager:\n\t\tGameManager.register_hit()\n\n\n## Called when a shot is fired (from C# weapon).\nfunc _on_shot_fired() -> void:\n\tif GameManager:\n\t\tGameManager.register_shot()\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\t# Register shot for accuracy tracking\n\tif GameManager:\n\t\tGameManager.register_shot()\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\t# Check if completely out of ammo\n\tif current_ammo <= 0 and reserve_ammo <= 0:\n\t\tif _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\n\n## Called when magazine inventory changes (C# Player).\nfunc _on_magazines_changed(magazine_ammo_counts: Array) -> void:\n\t_update_magazines_label(magazine_ammo_counts)\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.\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\tif _player:\n\t\tvar weapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon != null and weapon.get(\"ReserveAmmo\") != null:\n\t\t\treserve_ammo = weapon.ReserveAmmo\n\t_update_ammo_label_magazine(shell_count, reserve_ammo)\n\n\n## Called when player runs out of ammo in current magazine.\n## This notifies nearby enemies that the player tried to shoot with empty weapon.\n## Note: This does NOT show game over - the player may still have reserve ammo.\n## Game over is only shown when BOTH current AND reserve ammo are depleted\n## (handled in _on_weapon_ammo_changed for C# player, or when GDScript player\n## truly has no ammo left).\nfunc _on_player_ammo_depleted() -> void:\n\t# Notify all enemies that player tried to shoot with empty weapon\n\t_broadcast_player_ammo_empty(true)\n\t# Emit empty click sound via SoundPropagation system so enemies can hear through walls\n\t# This has shorter range than reload sound but still propagates through obstacles\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_empty_click\"):\n\t\t\tsound_propagation.emit_player_empty_click(_player.global_position, _player)\n\n\t# For GDScript player, check if truly out of all ammo (no reserve)\n\t# For C# player, game over is handled in _on_weapon_ammo_changed\n\tif _player and _player.has_method(\"get_current_ammo\"):\n\t\t# GDScript player - max_ammo is the only ammo they have\n\t\tvar current_ammo: int = _player.get_current_ammo()\n\t\tif current_ammo <= 0 and _current_enemy_count > 0 and not _game_over_shown:\n\t\t\t_show_game_over_message()\n\t# C# player game over is handled via _on_weapon_ammo_changed signal\n\n\n## Called when player starts reloading.\n## Notifies nearby enemies that player is vulnerable via sound propagation.\n## The reload sound can be heard through walls at greater distance than line of sight.\nfunc _on_player_reload_started() -> void:\n\t_broadcast_player_reloading(true)\n\t# Emit reload sound via SoundPropagation system so enemies can hear through walls\n\tif _player:\n\t\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\t\tif sound_propagation and sound_propagation.has_method(\"emit_player_reload\"):\n\t\t\tsound_propagation.emit_player_reload(_player.global_position, _player)\n\n\n## Called when player finishes reloading.\n## Clears the reloading state for all enemies.\nfunc _on_player_reload_completed() -> void:\n\t_broadcast_player_reloading(false)\n\t# Also clear ammo empty state since player now has ammo\n\t_broadcast_player_ammo_empty(false)\n\n\n## Broadcast player reloading state to all enemies.\nfunc _broadcast_player_reloading(is_reloading: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_reloading\"):\n\t\t\tenemy.set_player_reloading(is_reloading)\n\n\n## Broadcast player ammo empty state to all enemies.\nfunc _broadcast_player_ammo_empty(is_empty: bool) -> void:\n\tvar enemies_node := get_node_or_null(\"Environment/Enemies\")\n\tif enemies_node == null:\n\t\treturn\n\n\tfor enemy in enemies_node.get_children():\n\t\tif enemy.has_method(\"set_player_ammo_empty\"):\n\t\t\tenemy.set_player_ammo_empty(is_empty)\n\n\n## Called when player dies.\nfunc _on_player_died() -> void:\n\t_show_death_message()\n\t# Auto-restart via GameManager\n\tif GameManager:\n\t\t# Small delay to show death message\n\t\tawait get_tree().create_timer(0.5).timeout\n\t\tGameManager.on_player_death()\n\n\n## Called when GameManager signals enemy killed (for screen effect).\nfunc _on_game_manager_enemy_killed() -> void:\n\t_show_saturation_effect()\n\n\n## Shows the saturation effect when killing an enemy.\nfunc _show_saturation_effect() -> void:\n\tif _saturation_overlay == null:\n\t\treturn\n\n\t# Create a tween for the saturation effect\n\tvar tween := create_tween()\n\t# Flash in\n\ttween.tween_property(_saturation_overlay, \"color:a\", SATURATION_INTENSITY, SATURATION_DURATION * 0.3)\n\t# Flash out\n\ttween.tween_property(_saturation_overlay, \"color:a\", 0.0, SATURATION_DURATION * 0.7)\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## Update the magazines label showing individual magazine ammo counts.\n## Shows format: MAGS: [30] | 25 | 10 where [30] is current magazine.\n## Hidden when a shotgun (tube magazine weapon) is equipped.\nfunc _update_magazines_label(magazine_ammo_counts: Array) -> void:\n\tif _magazines_label == null:\n\t\treturn\n\n\t# Check if player has a weapon with tube magazine (shotgun)\n\t# If so, hide the magazine label as shotguns don't use detachable magazines\n\tvar weapon = null\n\tif _player:\n\t\tweapon = _player.get_node_or_null(\"Shotgun\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AssaultRifle\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"AKGL\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"Revolver\")\n\t\tif weapon == null:\n\t\t\tweapon = _player.get_node_or_null(\"MakarovPM\")\n\n\tif weapon != null and weapon.get(\"UsesTubeMagazine\") == true:\n\t\t# Shotgun equipped - hide magazine display\n\t\t_magazines_label.visible = false\n\t\treturn\n\telse:\n\t\t_magazines_label.visible = true\n\n\tif magazine_ammo_counts.is_empty():\n\t\t_magazines_label.text = \"MAGS: -\"\n\t\treturn\n\n\tvar parts: Array = []\n\tfor i in range(magazine_ammo_counts.size()):\n\t\tvar ammo: int = magazine_ammo_counts[i]\n\t\tif i == 0:\n\t\t\t# Current magazine in brackets\n\t\t\tparts.append(\"[%d]\" % ammo)\n\t\telse:\n\t\t\t# Spare magazines\n\t\t\tparts.append(\"%d\" % ammo)\n\n\t_magazines_label.text = \"MAGS: \" + \" | \".join(parts)\n\n\n## Update the enemy count label in UI.\nfunc _update_enemy_count_label() -> void:\n\tif _enemy_count_label:\n\t\t_enemy_count_label.text = \"Enemies: %d\" % _current_enemy_count\n\n\n## Show death message when player dies.\nfunc _show_death_message() -> void:\n\tif _game_over_shown:\n\t\treturn\n\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar death_label := Label.new()\n\tdeath_label.name = \"DeathLabel\"\n\tdeath_label.text = \"YOU DIED\"\n\tdeath_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tdeath_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tdeath_label.add_theme_font_size_override(\"font_size\", 64)\n\tdeath_label.add_theme_color_override(\"font_color\", Color(1.0, 0.15, 0.15, 1.0))\n\n\t# Center the label\n\tdeath_label.set_anchors_preset(Control.PRESET_CENTER)\n\tdeath_label.offset_left = -200\n\tdeath_label.offset_right = 200\n\tdeath_label.offset_top = -50\n\tdeath_label.offset_bottom = 50\n\n\tui.add_child(death_label)\n\n\n## Show victory message when all enemies are eliminated.\nfunc _show_victory_message() -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar victory_label := Label.new()\n\tvictory_label.name = \"VictoryLabel\"\n\tvictory_label.text = \"BUILDING CLEARED!\"\n\tvictory_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tvictory_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tvictory_label.add_theme_font_size_override(\"font_size\", 48)\n\tvictory_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\n\t# Center the label\n\tvictory_label.set_anchors_preset(Control.PRESET_CENTER)\n\tvictory_label.offset_left = -200\n\tvictory_label.offset_right = 200\n\tvictory_label.offset_top = -50\n\tvictory_label.offset_bottom = 50\n\n\tui.add_child(victory_label)\n\n\t# Show final stats\n\tvar stats_label := Label.new()\n\tstats_label.name = \"StatsLabel\"\n\tif GameManager:\n\t\tstats_label.text = \"Kills: %d | Accuracy: %.1f%%\" % [GameManager.kills, GameManager.get_accuracy()]\n\telse:\n\t\tstats_label.text = \"\"\n\tstats_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tstats_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tstats_label.add_theme_font_size_override(\"font_size\", 24)\n\tstats_label.add_theme_color_override(\"font_color\", Color(0.8, 0.9, 0.8, 1.0))\n\n\t# Position below victory message\n\tstats_label.set_anchors_preset(Control.PRESET_CENTER)\n\tstats_label.offset_left = -200\n\tstats_label.offset_right = 200\n\tstats_label.offset_top = 50\n\tstats_label.offset_bottom = 100\n\n\tui.add_child(stats_label)\n\n\n## Show the animated score screen with Hotline Miami 2 style effects (Issue #415).\n## Uses the AnimatedScoreScreen component for sequential reveal and counting animations.\n## After animations complete, adds replay and restart buttons (Issue #416).\n## @param score_data: Dictionary containing all score components from ScoreManager.\nfunc _show_score_screen(score_data: Dictionary) -> void:\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\t_show_victory_message() # Fallback\n\t\treturn\n\n\t# Load and use the animated score screen component\n\tvar animated_score_screen_script = load(\"res://scripts/ui/animated_score_screen.gd\")\n\tif animated_score_screen_script:\n\t\tvar score_screen = animated_score_screen_script.new()\n\t\tadd_child(score_screen)\n\t\t# Connect to animation_completed to add replay/restart buttons after animation\n\t\tscore_screen.animation_completed.connect(_on_score_animation_completed)\n\t\tscore_screen.show_animated_score(ui, score_data)\n\telse:\n\t\t# Fallback to simple display if animated script not found\n\t\t_show_fallback_score_screen(ui, score_data)\n\n\n## Called when the animated score screen finishes all animations.\n## Adds replay and restart buttons to the score screen container.\nfunc _on_score_animation_completed(container: VBoxContainer) -> void:\n\t_add_score_screen_buttons(container)\n\n\n## Fallback score screen if animated component is not available.\nfunc _show_fallback_score_screen(ui: Control, score_data: Dictionary) -> void:\n\t# Load Gothic bitmap font for score screen labels\n\tvar gothic_font = load(\"res://assets/fonts/gothic_bitmap.fnt\")\n\tvar _font_loaded := gothic_font != null\n\n\tvar background := ColorRect.new()\n\tbackground.name = \"ScoreBackground\"\n\tbackground.color = Color(0.0, 0.0, 0.0, 0.7)\n\tbackground.set_anchors_preset(Control.PRESET_FULL_RECT)\n\tbackground.mouse_filter = Control.MOUSE_FILTER_IGNORE\n\tui.add_child(background)\n\n\tvar container := VBoxContainer.new()\n\tcontainer.name = \"ScoreContainer\"\n\tcontainer.set_anchors_preset(Control.PRESET_CENTER)\n\tcontainer.offset_left = -300\n\tcontainer.offset_right = 300\n\tcontainer.offset_top = -200\n\tcontainer.offset_bottom = 200\n\tcontainer.add_theme_constant_override(\"separation\", 8)\n\tui.add_child(container)\n\n\tvar title_label := Label.new()\n\ttitle_label.text = \"LEVEL CLEARED!\"\n\ttitle_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttitle_label.add_theme_font_size_override(\"font_size\", 42)\n\ttitle_label.add_theme_color_override(\"font_color\", Color(0.2, 1.0, 0.3, 1.0))\n\tcontainer.add_child(title_label)\n\n\tvar rank_label := Label.new()\n\trank_label.text = \"RANK: %s\" % score_data.rank\n\trank_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\trank_label.add_theme_font_size_override(\"font_size\", 64)\n\trank_label.add_theme_color_override(\"font_color\", _get_rank_color(score_data.rank))\n\tif _font_loaded:\n\t\trank_label.add_theme_font_override(\"font\", gothic_font)\n\tcontainer.add_child(rank_label)\n\n\tvar total_label := Label.new()\n\ttotal_label.text = \"TOTAL SCORE: %d\" % score_data.total_score\n\ttotal_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\ttotal_label.add_theme_font_size_override(\"font_size\", 32)\n\ttotal_label.add_theme_color_override(\"font_color\", Color(1.0, 0.9, 0.3, 1.0))\n\tcontainer.add_child(total_label)\n\n\t# Add replay and restart buttons to fallback screen\n\t_add_score_screen_buttons(container)\n\n\n## Adds Restart, Next Level, Level Select, and Watch Replay buttons to a score screen container.\n## Issue #568: Added Next Level and Level Select buttons after final grade.\nfunc _add_score_screen_buttons(container: VBoxContainer) -> void:\n\t_score_shown = true\n\n\t# Add spacer\n\tvar spacer := Control.new()\n\tspacer.custom_minimum_size.y = 10\n\tcontainer.add_child(spacer)\n\n\t# Add buttons container (vertical layout)\n\tvar buttons_container := VBoxContainer.new()\n\tbuttons_container.name = \"ButtonsContainer\"\n\tbuttons_container.alignment = BoxContainer.ALIGNMENT_CENTER\n\tbuttons_container.add_theme_constant_override(\"separation\", 10)\n\tcontainer.add_child(buttons_container)\n\n\t# Next Level button (Issue #568)\n\tvar next_level_path: String = _get_next_level_path()\n\tif next_level_path != \"\":\n\t\tvar next_button := Button.new()\n\t\tnext_button.name = \"NextLevelButton\"\n\t\tnext_button.text = \"→ Next Level\"\n\t\tnext_button.custom_minimum_size = Vector2(200, 40)\n\t\tnext_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tnext_button.pressed.connect(_on_next_level_pressed.bind(next_level_path))\n\t\tbuttons_container.add_child(next_button)\n\n\t# Restart button\n\tvar restart_button := Button.new()\n\trestart_button.name = \"RestartButton\"\n\trestart_button.text = \"↻ Restart (Q)\"\n\trestart_button.custom_minimum_size = Vector2(200, 40)\n\trestart_button.add_theme_font_size_override(\"font_size\", 18)\n\trestart_button.pressed.connect(_on_restart_pressed)\n\tbuttons_container.add_child(restart_button)\n\n\t# Level Select button (Issue #568)\n\tvar level_select_button := Button.new()\n\tlevel_select_button.name = \"LevelSelectButton\"\n\tlevel_select_button.text = \"☰ Level Select\"\n\tlevel_select_button.custom_minimum_size = Vector2(200, 40)\n\tlevel_select_button.add_theme_font_size_override(\"font_size\", 18)\n\tlevel_select_button.pressed.connect(_on_level_select_pressed)\n\tbuttons_container.add_child(level_select_button)\n\n\t# Watch Replay button (Issue #807: only shown if replay viewing is enabled in experimental settings)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tvar replay_enabled: bool = experimental_settings != null and experimental_settings.has_method(\"is_replay_enabled\") and experimental_settings.is_replay_enabled()\n\n\tif replay_enabled:\n\t\tvar replay_button := Button.new()\n\t\treplay_button.name = \"ReplayButton\"\n\t\treplay_button.text = \"▶ Watch Replay (W)\"\n\t\treplay_button.custom_minimum_size = Vector2(200, 40)\n\t\treplay_button.add_theme_font_size_override(\"font_size\", 18)\n\n\t\t# Check if replay data is available\n\t\tvar replay_manager: Node = _get_or_create_replay_manager()\n\t\tvar has_replay_data: bool = replay_manager != null and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay()\n\n\t\tif has_replay_data:\n\t\t\treplay_button.pressed.connect(_on_watch_replay_pressed)\n\t\t\t_log_to_file(\"Watch Replay button created (replay data available)\")\n\t\telse:\n\t\t\treplay_button.disabled = true\n\t\t\treplay_button.text = \"▶ Watch Replay (W) - no data\"\n\t\t\treplay_button.tooltip_text = \"Replay recording was not available for this session\"\n\t\t\t_log_to_file(\"Watch Replay button created (disabled - no replay data)\")\n\n\t\tbuttons_container.add_child(replay_button)\n\telse:\n\t\t_log_to_file(\"Watch Replay button not shown (replay viewing disabled in experimental settings)\")\n\n\t# Armory button (Issue #897: shown highlighted when items are available to unlock)\n\tvar unlock_manager: Node = get_node_or_null(\"/root/UnlockManager\")\n\tif unlock_manager != null and unlock_manager.has_method(\"has_any_available_unlock\") and unlock_manager.has_any_available_unlock():\n\t\tvar armory_button := Button.new()\n\t\tarmory_button.name = \"ArmoryButton\"\n\t\tarmory_button.text = \"★ Armory — Items Available!\"\n\t\tarmory_button.custom_minimum_size = Vector2(200, 40)\n\t\tarmory_button.add_theme_font_size_override(\"font_size\", 18)\n\t\tarmory_button.add_theme_color_override(\"font_color\", Color(1.0, 0.85, 0.2, 1.0))\n\t\tvar armory_style := StyleBoxFlat.new()\n\t\tarmory_style.bg_color = Color(0.28, 0.22, 0.08, 0.9)\n\t\tarmory_style.border_color = Color(1.0, 0.8, 0.1, 1.0)\n\t\tarmory_style.border_width_left = 2\n\t\tarmory_style.border_width_right = 2\n\t\tarmory_style.border_width_top = 2\n\t\tarmory_style.border_width_bottom = 2\n\t\tarmory_style.corner_radius_top_left = 4\n\t\tarmory_style.corner_radius_top_right = 4\n\t\tarmory_style.corner_radius_bottom_left = 4\n\t\tarmory_style.corner_radius_bottom_right = 4\n\t\tarmory_button.add_theme_stylebox_override(\"normal\", armory_style)\n\t\tarmory_button.pressed.connect(_on_armory_button_pressed)\n\t\tbuttons_container.add_child(armory_button)\n\n\t# Show cursor for button interaction\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED)\n\n\t# Focus the next level button if available, otherwise restart\n\tif next_level_path != \"\":\n\t\tbuttons_container.get_node(\"NextLevelButton\").grab_focus()\n\telse:\n\t\trestart_button.grab_focus()\n\n\n## Get the color for a given rank.\nfunc _get_rank_color(rank: String) -> Color:\n\tmatch rank:\n\t\t\"S\":\n\t\t\treturn Color(1.0, 0.84, 0.0, 1.0) # Gold\n\t\t\"A+\":\n\t\t\treturn Color(0.0, 1.0, 0.5, 1.0) # Bright green\n\t\t\"A\":\n\t\t\treturn Color(0.2, 0.8, 0.2, 1.0) # Green\n\t\t\"B\":\n\t\t\treturn Color(0.3, 0.7, 1.0, 1.0) # Blue\n\t\t\"C\":\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # White\n\t\t\"D\":\n\t\t\treturn Color(1.0, 0.6, 0.2, 1.0) # Orange\n\t\t\"F\":\n\t\t\treturn Color(1.0, 0.2, 0.2, 1.0) # Red\n\t\t_:\n\t\t\treturn Color(1.0, 1.0, 1.0, 1.0) # Default white\n\n\n## Show game over message when player runs out of ammo with enemies remaining.\nfunc _show_game_over_message() -> void:\n\t_game_over_shown = true\n\n\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n\tif ui == null:\n\t\treturn\n\n\tvar game_over_label := Label.new()\n\tgame_over_label.name = \"GameOverLabel\"\n\tgame_over_label.text = \"OUT OF AMMO\\n%d enemies remaining\" % _current_enemy_count\n\tgame_over_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER\n\tgame_over_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER\n\tgame_over_label.add_theme_font_size_override(\"font_size\", 48)\n\tgame_over_label.add_theme_color_override(\"font_color\", Color(1.0, 0.2, 0.2, 1.0))\n\n\t# Center the label\n\tgame_over_label.set_anchors_preset(Control.PRESET_CENTER)\n\tgame_over_label.offset_left = -250\n\tgame_over_label.offset_right = 250\n\tgame_over_label.offset_top = -75\n\tgame_over_label.offset_bottom = 75\n\n\tui.add_child(game_over_label)\n\n\n## Setup the weapon based on GameManager's selected weapon.\n## Removes the default MakarovPM and loads the selected weapon if different.\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\t_log_to_file(\"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\t# BUT we still need to apply building-level ammo configuration (Issue #949)\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\t_log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)\n\t\t\t\t# Apply building-level ammo configuration to already-equipped weapon (Issue #949)\n\t\t\t\t_apply_building_ammo_config(existing_weapon, selected_weapon_id)\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(\"BuildingLevel: 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(\"BuildingLevel: Shotgun equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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\n\t\t\t# Reduce Mini UZI ammunition by half for Building level (issue #413)\n\t\t\t# Set StartingMagazineCount to 2 BEFORE adding to scene tree\n\t\t\t# This ensures magazines are initialized with correct count when _Ready() is called\n\t\t\tif mini_uzi.get(\"StartingMagazineCount\") != null:\n\t\t\t\tmini_uzi.StartingMagazineCount = 2\n\t\t\t\tprint(\"BuildingLevel: Mini UZI StartingMagazineCount set to 2 (before initialization)\")\n\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(\"BuildingLevel: Mini UZI equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: Silenced Pistol equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: ASVK Sniper Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load SniperRifle scene!\")\n\t# If M16 (assault rifle) is selected, swap weapons\n\telif selected_weapon_id == \"m16\":\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(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the Assault Rifle\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\t# Set the CurrentWeapon reference in C# Player\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\t# Reduce M16 ammunition by half for Building level (issue #413)\n\t\t\t# In Power Fantasy mode, apply ammo multiplier (issue #501)\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - M16 magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif m16.has_method(\"ReinitializeMagazines\"):\n\t\t\t\tm16.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: M16 magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: M16 Assault Rifle equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load AssaultRifle scene!\")\n\t# If AK + GL is selected, swap weapons\n\telif selected_weapon_id == \"ak_gl\":\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(\"BuildingLevel: Removed default MakarovPM\")\n\n\t\t# Load and add the AKGL\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\t# Set the CurrentWeapon reference in C# Player\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\t# Reduce AKGL ammunition by half for Building level (Issue #949)\n\t\t\t# Same as M16: base_magazines = 2 gives 30+30 ammo instead of 30+90\n\t\t\t# In Power Fantasy mode, apply ammo multiplier\n\t\t\tvar base_magazines: int = 2\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager:\n\t\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n\t\t\t\tif ammo_multiplier > 1:\n\t\t\t\t\tbase_magazines *= ammo_multiplier\n\t\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - AKGL magazines multiplied by %dx\" % ammo_multiplier)\n\t\t\tif akgl.has_method(\"ReinitializeMagazines\"):\n\t\t\t\takgl.ReinitializeMagazines(base_magazines, true)\n\t\t\t\tprint(\"BuildingLevel: AKGL magazines reinitialized to %d\" % base_magazines)\n\n\t\t\tprint(\"BuildingLevel: AK + GL equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: 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(\"BuildingLevel: 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(\"BuildingLevel: RSh-12 Revolver equipped successfully\")\n\t\telse:\n\t\t\tpush_error(\"BuildingLevel: Failed to load Revolver scene!\")\n\t# For Makarov PM, it's already in the scene\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\t\t\t# Configure 2.5x ammo for MakarovPM (Issue #636)\n\t\t\t_configure_makarov_pm_ammo(makarov)\n\n\n## Handle W key shortcut for Watch Replay when score is shown (Issue #807: check experimental setting).\nfunc _unhandled_input(event: InputEvent) -> void:\n\tif not _score_shown:\n\t\treturn\n\n\tif event is InputEventKey and event.pressed and not event.echo:\n\t\tif event.keycode == KEY_W:\n\t\t\t# Issue #807: Only trigger replay if enabled in experimental settings\n\t\t\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\t\t\tif experimental_settings and experimental_settings.has_method(\"is_replay_enabled\") and experimental_settings.is_replay_enabled():\n\t\t\t\t_on_watch_replay_pressed()\n\n\n## Called when the Watch Replay button is pressed (or W key).\nfunc _on_watch_replay_pressed() -> void:\n\t_log_to_file(\"Watch Replay triggered\")\n\tvar replay_manager: Node = _get_or_create_replay_manager()\n\tif replay_manager and replay_manager.has_method(\"HasReplay\") and replay_manager.HasReplay():\n\t\tif replay_manager.has_method(\"StartPlayback\"):\n\t\t\treplay_manager.StartPlayback(self)\n\telse:\n\t\t_log_to_file(\"Watch Replay: no replay data available\")\n\n\n## Called when the Restart button is pressed.\nfunc _on_restart_pressed() -> void:\n\t_log_to_file(\"Restart button pressed\")\n\tif GameManager:\n\t\tGameManager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Called when the Next Level button is pressed (Issue 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{
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" _update_magazines_label(mag_counts)",
" ",
" ",
"+## Apply building-level ammo configuration to weapons already equipped by C# Player (Issue #949).",
"+## This is called when C# Player.ApplySelectedWeaponFromGameManager() has already equipped the weapon",
"+## but we still need to apply building-specific ammo limits (30+30 for M16/AK instead of 30+90).",
"+func _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:",
"+ if weapon == null:",
"+ return",
"+",
"+ # M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)",
"+ if weapon_id == \"m16\" or weapon_id == \"ak_gl\":",
"+ var base_magazines: int = 2",
"+ var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")",
"+ if difficulty_manager:",
"+ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()",
"+ if ammo_multiplier > 1:",
"+ base_magazines *= ammo_multiplier",
"+ print(\"BuildingLevel: Power Fantasy mode - %s magazines multiplied by %dx\" % [weapon.name, ammo_multiplier])",
"+ if weapon.has_method(\"ReinitializeMagazines\"):",
"+ weapon.ReinitializeMagazines(base_magazines, true)",
"+ print(\"BuildingLevel: %s magazines reinitialized to %d (C# weapon)\" % [weapon.name, base_magazines])",
"+",
"+ # Update ammo display",
"+ if weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:",
"+ _update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)",
"+ if weapon.has_method(\"GetMagazineAmmoCounts\"):",
"+ var mag_counts: Array = weapon.GetMagazineAmmoCounts()",
"+ _update_magazines_label(mag_counts)",
"+",
"+ # Silenced pistol: configure ammo for enemy count",
"+ elif weapon_id == \"silenced_pistol\":",
"+ _configure_silenced_pistol_ammo(weapon)",
"+",
"+ # Mini UZI: should also have reduced magazines",
"+ elif weapon_id == \"mini_uzi\":",
"+ var base_magazines: int = 2",
"+ var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")",
"+ if difficulty_manager:",
"+ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()",
"+ if ammo_multiplier > 1:",
"+ base_magazines *= ammo_multiplier",
"+ if weapon.has_method(\"ReinitializeMagazines\"):",
"+ weapon.ReinitializeMagazines(base_magazines, true)",
"+ print(\"BuildingLevel: MiniUzi magazines reinitialized to %d (C# weapon)\" % base_magazines)",
"+",
"+",
" ## Setup debug UI elements for kills and accuracy.",
" func _setup_debug_ui() -> void:",
" var ui := get_node_or_null(\"CanvasLayer/UI\")"
]
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"content": " 686→## Apply building-level ammo configuration to weapons already equipped by C# Player (Issue #949).\n 687→## This is called when C# Player.ApplySelectedWeaponFromGameManager() has already equipped the weapon\n 688→## but we still need to apply building-specific ammo limits (30+30 for M16/AK instead of 30+90).\n 689→func _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:\n 690→\tif weapon == null:\n 691→\t\treturn\n 692→\n 693→\t# M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)\n 694→\tif weapon_id == \"m16\" or weapon_id == \"ak_gl\":\n 695→\t\tvar base_magazines: int = 2\n 696→\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 697→\t\tif difficulty_manager:\n 698→\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 699→\t\t\tif ammo_multiplier > 1:\n 700→\t\t\t\tbase_magazines *= ammo_multiplier\n 701→\t\t\t\tprint(\"BuildingLevel: Power Fantasy mode - %s magazines multiplied by %dx\" % [weapon.name, ammo_multiplier])\n 702→\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n 703→\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n 704→\t\t\tprint(\"BuildingLevel: %s magazines reinitialized to %d (C# weapon)\" % [weapon.name, base_magazines])\n 705→\n 706→\t\t# Update ammo display\n 707→\t\tif weapon.get(\"CurrentAmmo\") != null and weapon.get(\"ReserveAmmo\") != null:\n 708→\t\t\t_update_ammo_label_magazine(weapon.CurrentAmmo, weapon.ReserveAmmo)\n 709→\t\tif weapon.has_method(\"GetMagazineAmmoCounts\"):\n 710→\t\t\tvar mag_counts: Array = weapon.GetMagazineAmmoCounts()\n 711→\t\t\t_update_magazines_label(mag_counts)\n 712→\n 713→\t# Silenced pistol: configure ammo for enemy count\n 714→\telif weapon_id == \"silenced_pistol\":\n 715→\t\t_configure_silenced_pistol_ammo(weapon)\n 716→\n 717→\t# Mini UZI: should also have reduced magazines\n 718→\telif weapon_id == \"mini_uzi\":\n 719→\t\tvar base_magazines: int = 2\n 720→\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 721→\t\tif difficulty_manager:\n 722→\t\t\tvar ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 723→\t\t\tif ammo_multiplier > 1:\n 724→\t\t\t\tbase_magazines *= ammo_multiplier\n 725→\t\tif weapon.has_method(\"ReinitializeMagazines\"):\n 726→\t\t\tweapon.ReinitializeMagazines(base_magazines, true)\n 727→\t\t\tprint(\"BuildingLevel: MiniUzi magazines reinitialized to %d (C# weapon)\" % base_magazines)\n 728→\n 729→\n 730→## Setup debug UI elements for kills and accuracy.\n 731→func _setup_debug_ui() -> void:\n 732→\tvar ui := get_node_or_null(\"CanvasLayer/UI\")\n 733→\tif ui == null:\n 734→\t\treturn\n 735→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": " 1→# Issue #949: Fix Ammunition Counts\n 2→\n 3→## Summary\n 4→Fix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n 5→\n 6→## Issue Description\n 7→1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n 8→2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n 9→\n 10→## Root Cause Analysis\n 11→\n 12→### Issue 1: AK+GL on Building Map\n 13→**File**: `scripts/levels/building_level.gd`\n 14→**Location**: `_setup_selected_weapon()` function around line 1545-1567\n 15→\n 16→**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.\n 17→\n 18→**Evidence**:\n 19→- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`\n 20→- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization\n 21→\n 22→**Fix**: Added similar magazine reinitialization code for AK+GL that:\n 23→- Sets `base_magazines = 2`\n 24→- Checks for Power Fantasy mode multiplier\n 25→- Calls `ReinitializeMagazines(base_magazines, true)`\n 26→\n 27→### Issue 2: Silenced Pistol on City Map\n 28→**File**: `scripts/levels/city_level.gd`\n 29→**Location**: `_setup_player_tracking()` function around line 280-294\n 30→\n 31→**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.\n 32→\n 33→**Evidence**:\n 34→- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them\n 35→- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count\n 36→- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)\n 37→\n 38→**Fix**: Added:\n 39→1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`\n 40→2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)\n 41→\n 42→## Technical Details\n 43→\n 44→### Weapon Ammo System\n 45→- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n 46→- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n 47→- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n 48→- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n 49→\n 50→### SilencedPistol Ammo Configuration\n 51→- Magazine size: 13 rounds\n 52→- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count\n 53→- Example: 8 enemies = 8 bullets (less than one full magazine)\n 54→- Example: 26 enemies = 13 + 13 (one full magazine + one spare)\n 55→\n 56→## Files Changed\n 57→\n 58→1. `scripts/levels/building_level.gd`\n 59→ - Added magazine reinitialization for AK+GL weapon (same as M16)\n 60→\n 61→2. `scripts/levels/city_level.gd`\n 62→ - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`\n 63→ - Added `_configure_silenced_pistol_ammo()` function\n 64→\n 65→## Testing\n 66→\n 67→### Manual Testing Checklist\n 68→- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n 69→- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)\n 70→- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n 71→- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n 72→\n 73→### Regression Testing\n 74→- [ ] Other weapons on Building map still work correctly\n 75→- [ ] Other levels still work correctly\n 76→- [ ] Power Fantasy ammo multiplier still works\n 77→\n 78→## Related Code\n 79→\n 80→### Building Level - M16 (reference implementation)\n 81→```gdscript\n 82→# Reduce M16 ammunition by half for Building level (issue #413)\n 83→var base_magazines: int = 2\n 84→var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 85→if difficulty_manager:\n 86→ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n 87→ if ammo_multiplier > 1:\n 88→ base_magazines *= ammo_multiplier\n 89→if m16.has_method(\"ReinitializeMagazines\"):\n 90→ m16.ReinitializeMagazines(base_magazines, true)\n 91→```\n 92→\n 93→### SilencedPistol.cs - ConfigureAmmoForEnemyCount\n 94→```csharp\n 95→public void ConfigureAmmoForEnemyCount(int enemyCount)\n 96→{\n 97→ int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n 98→ int fullMagazines = enemyCount / magazineCapacity;\n 99→ int remainingBullets = enemyCount % magazineCapacity;\n 100→ // ... distributes ammo to match enemy count exactly\n 101→}\n 102→```\n 103→\n 104→## Enemy Counts by Map (for reference)\n 105→- Building: 10 enemies\n 106→- City: 8 enemies\n 107→- Castle: 13 enemies\n 108→- Beach: 8 enemies\n 109→- Docks: 20 enemies\n 110→- Labyrinth: 5 enemies\n 111→- TestTier: 10 enemies\n 112→- Revolver: 12 enemies\n 113→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "# Issue #949: Fix Ammunition Counts\n\n## Summary\nFix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n\n## Issue Description\n1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n\n## Root Cause Analysis\n\n### Issue 1: AK+GL on Building Map\n**File**: `scripts/levels/building_level.gd`\n**Location**: `_setup_selected_weapon()` function around line 1545-1567\n\n**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.\n\n**Evidence**:\n- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`\n- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization\n\n**Fix**: Added similar magazine reinitialization code for AK+GL that:\n- Sets `base_magazines = 2`\n- Checks for Power Fantasy mode multiplier\n- Calls `ReinitializeMagazines(base_magazines, true)`\n\n### Issue 2: Silenced Pistol on City Map\n**File**: `scripts/levels/city_level.gd`\n**Location**: `_setup_player_tracking()` function around line 280-294\n\n**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.\n\n**Evidence**:\n- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them\n- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count\n- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)\n\n**Fix**: Added:\n1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`\n2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)\n\n## Technical Details\n\n### Weapon Ammo System\n- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n\n### SilencedPistol Ammo Configuration\n- Magazine size: 13 rounds\n- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count\n- Example: 8 enemies = 8 bullets (less than one full magazine)\n- Example: 26 enemies = 13 + 13 (one full magazine + one spare)\n\n## Files Changed\n\n1. `scripts/levels/building_level.gd`\n - Added magazine reinitialization for AK+GL weapon (same as M16)\n\n2. `scripts/levels/city_level.gd`\n - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`\n - Added `_configure_silenced_pistol_ammo()` function\n\n## Testing\n\n### Manual Testing Checklist\n- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)\n- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n\n### Regression Testing\n- [ ] Other weapons on Building map still work correctly\n- [ ] Other levels still work correctly\n- [ ] Power Fantasy ammo multiplier still works\n\n## Related Code\n\n### Building Level - M16 (reference implementation)\n```gdscript\n# Reduce M16 ammunition by half for Building level (issue #413)\nvar base_magazines: int = 2\nvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nif difficulty_manager:\n var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n if ammo_multiplier > 1:\n base_magazines *= ammo_multiplier\nif m16.has_method(\"ReinitializeMagazines\"):\n m16.ReinitializeMagazines(base_magazines, true)\n```\n\n### SilencedPistol.cs - ConfigureAmmoForEnemyCount\n```csharp\npublic void ConfigureAmmoForEnemyCount(int enemyCount)\n{\n int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n int fullMagazines = enemyCount / magazineCapacity;\n int remainingBullets = enemyCount % magazineCapacity;\n // ... distributes ammo to match enemy count exactly\n}\n```\n\n## Enemy Counts by Map (for reference)\n- Building: 10 enemies\n- City: 8 enemies\n- Castle: 13 enemies\n- Beach: 8 enemies\n- Docks: 20 enemies\n- Labyrinth: 5 enemies\n- TestTier: 10 enemies\n- Revolver: 12 enemies\n",
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"content": "# Issue #949: Fix Ammunition Counts - Deep Case Study Analysis\n\n## Summary\nFix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n\n## Issue Description\n1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n\n## Timeline of Events\n\n### Initial Investigation (First Attempt)\n1. **Problem Identification**: The issue reported M16 and AK showing 30+90 ammo instead of 30+30 on Building map\n2. **Initial Analysis**: Found that M16 had `ReinitializeMagazines(2, true)` call but AK+GL was missing it\n3. **First Fix Attempt** (Commit b9631ee2):\n - Added `ReinitializeMagazines(2, true)` call for AK+GL in `_setup_selected_weapon()`\n - Added `_configure_silenced_pistol_ammo()` function to city_level.gd\n4. **Result**: Fix appeared to be correct but user reported the issue persisted\n\n### Deep Investigation (Second Attempt)\n5. **User Feedback**: \"у АК и m16 всё ещё 30+90 на карте здание\" (AK and M16 still have 30+90 on Building map)\n6. **Root Cause Discovery**: The fix was bypassed due to early return in the code\n\n## Root Cause Analysis\n\n### The Real Problem: Race Condition Between C# and GDScript\n\nThe Godot game has TWO weapon initialization paths that compete:\n\n1. **C# Path** (`Scripts/Characters/Player.cs`):\n - In `_Ready()` (line 1007), calls `ApplySelectedWeaponFromGameManager()`\n - This method loads and equips the weapon with **default 4 magazines** (30+90)\n - Sets `CurrentWeapon = weapon` immediately\n - **Does NOT call `ReinitializeMagazines()`**\n\n2. **GDScript Path** (`scripts/levels/building_level.gd`):\n - In `_setup_selected_weapon()` (line 1400-1402):\n ```gdscript\n if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n return # <-- EARLY RETURN! Skips ReinitializeMagazines!\n ```\n\n### The Bug Flow\n\n```\n1. Player._Ready() executes in C#\n ↓\n2. ApplySelectedWeaponFromGameManager() called\n ↓\n3. Weapon loaded with default 4 magazines (30+90)\n ↓\n4. CurrentWeapon set to the new weapon\n ↓\n5. building_level.gd _setup_selected_weapon() runs\n ↓\n6. Checks: existing_weapon != null && CurrentWeapon == existing_weapon\n ↓\n7. Condition TRUE → EARLY RETURN\n ↓\n8. ReinitializeMagazines(2, true) NEVER CALLED\n ↓\n9. Weapon stays at 30+90 instead of 30+30\n```\n\n### Why the First Fix Failed\n\nThe first fix added `ReinitializeMagazines` calls AFTER the weapon equip code:\n\n```gdscript\nelif selected_weapon_id == \"ak_gl\":\n # ... load and equip weapon ...\n akgl.ReinitializeMagazines(base_magazines, true) # This was added\n```\n\nBut because the C# code already equipped the weapon, the code path hit the early return at line 1402, and **never reached** the `elif selected_weapon_id == \"ak_gl\":` block.\n\n## The Fix\n\n### Solution: Apply Ammo Config Before Early Return\n\nChanged the early return to instead apply building-level ammo configuration:\n\n**Before:**\n```gdscript\nif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n return # Just returns, skipping ammo config\n```\n\n**After:**\n```gdscript\nif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)\n # Apply building-level ammo configuration to already-equipped weapon (Issue #949)\n _apply_building_ammo_config(existing_weapon, selected_weapon_id)\n return\n```\n\n### New Function: `_apply_building_ammo_config()`\n\n```gdscript\nfunc _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:\n if weapon == null:\n return\n\n # M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)\n if weapon_id == \"m16\" or weapon_id == \"ak_gl\":\n var base_magazines: int = 2\n var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n if difficulty_manager:\n var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n if ammo_multiplier > 1:\n base_magazines *= ammo_multiplier\n if weapon.has_method(\"ReinitializeMagazines\"):\n weapon.ReinitializeMagazines(base_magazines, true)\n # ... update ammo display ...\n```\n\n## Technical Details\n\n### Weapon Ammo System\n- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n\n### C# Player.ApplySelectedWeaponFromGameManager()\nLocated at `Scripts/Characters/Player.cs:2554-2638`:\n- Reads weapon selection from GameManager autoload\n- Loads weapon scene and instantiates it\n- Sets CurrentWeapon property\n- Does NOT apply level-specific ammo limits\n\n### GDScript building_level.gd _setup_selected_weapon()\nLocated at `scripts/levels/building_level.gd:1374-1620`:\n- Checks if weapon already equipped by C# (to avoid double-equip)\n- If not equipped, loads and equips weapon with building-level ammo config\n- **Bug**: If already equipped, returns early without ammo config\n\n## Files Changed\n\n1. `scripts/levels/building_level.gd`\n - Modified early return to call `_apply_building_ammo_config()` before returning\n - Added `_apply_building_ammo_config()` function that applies level-specific ammo limits\n\n2. `scripts/levels/city_level.gd`\n - Added `_configure_silenced_pistol_ammo()` function\n - Added call in `_setup_player_tracking()`\n\n## Testing\n\n### Manual Testing Checklist\n- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo\n- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n\n### Regression Testing\n- [ ] Other weapons on Building map still work correctly\n- [ ] Other levels still work correctly\n- [ ] Power Fantasy ammo multiplier still works\n\n## Lessons Learned\n\n1. **Dual Initialization Paths**: When both C# and GDScript can initialize the same object, ensure all initialization logic runs in both paths\n2. **Early Returns**: Early returns can bypass important logic - consider what should happen before returning\n3. **Root Cause vs Symptoms**: The first fix addressed where the ammo config code should be, but missed that the code path was bypassed entirely\n4. **Comments Don't Match Reality**: The comment said \"skipping GDScript weapon swap\" but it was actually \"skipping all weapon configuration including ammo limits\"\n\n## Related Issues\n- Issue #413: Original M16 ammo reduction for Building level\n- Issue #501: Power Fantasy mode ammo multiplier\n- Issue #636: Makarov PM 2.5x ammo configuration\n\n## Enemy Counts by Map (for reference)\n- Building: 10 enemies\n- City: 8 enemies\n- Castle: 13 enemies\n- Beach: 8 enemies\n- Docks: 20 enemies\n- Labyrinth: 5 enemies\n- TestTier: 10 enemies\n- Revolver: 12 enemies\n\n## Logs and Data\n- Solution draft log: `./logs/solution-draft-log.txt`\n- Issue comments: `./logs/issue-comments.json`\n- PR comments: `./logs/pr-comments.json`\n"
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"content": "# Issue #949: Fix Ammunition Counts - Deep Case Study Analysis\n\n## Summary\nFix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n\n## Issue Description\n1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n\n## Timeline of Events\n\n### Initial Investigation (First Attempt)\n1. **Problem Identification**: The issue reported M16 and AK showing 30+90 ammo instead of 30+30 on Building map\n2. **Initial Analysis**: Found that M16 had `ReinitializeMagazines(2, true)` call but AK+GL was missing it\n3. **First Fix Attempt** (Commit b9631ee2):\n - Added `ReinitializeMagazines(2, true)` call for AK+GL in `_setup_selected_weapon()`\n - Added `_configure_silenced_pistol_ammo()` function to city_level.gd\n4. **Result**: Fix appeared to be correct but user reported the issue persisted\n\n### Deep Investigation (Second Attempt)\n5. **User Feedback**: \"у АК и m16 всё ещё 30+90 на карте здание\" (AK and M16 still have 30+90 on Building map)\n6. **Root Cause Discovery**: The fix was bypassed due to early return in the code\n\n## Root Cause Analysis\n\n### The Real Problem: Race Condition Between C# and GDScript\n\nThe Godot game has TWO weapon initialization paths that compete:\n\n1. **C# Path** (`Scripts/Characters/Player.cs`):\n - In `_Ready()` (line 1007), calls `ApplySelectedWeaponFromGameManager()`\n - This method loads and equips the weapon with **default 4 magazines** (30+90)\n - Sets `CurrentWeapon = weapon` immediately\n - **Does NOT call `ReinitializeMagazines()`**\n\n2. **GDScript Path** (`scripts/levels/building_level.gd`):\n - In `_setup_selected_weapon()` (line 1400-1402):\n ```gdscript\n if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n return # <-- EARLY RETURN! Skips ReinitializeMagazines!\n ```\n\n### The Bug Flow\n\n```\n1. Player._Ready() executes in C#\n ↓\n2. ApplySelectedWeaponFromGameManager() called\n ↓\n3. Weapon loaded with default 4 magazines (30+90)\n ↓\n4. CurrentWeapon set to the new weapon\n ↓\n5. building_level.gd _setup_selected_weapon() runs\n ↓\n6. Checks: existing_weapon != null && CurrentWeapon == existing_weapon\n ↓\n7. Condition TRUE → EARLY RETURN\n ↓\n8. ReinitializeMagazines(2, true) NEVER CALLED\n ↓\n9. Weapon stays at 30+90 instead of 30+30\n```\n\n### Why the First Fix Failed\n\nThe first fix added `ReinitializeMagazines` calls AFTER the weapon equip code:\n\n```gdscript\nelif selected_weapon_id == \"ak_gl\":\n # ... load and equip weapon ...\n akgl.ReinitializeMagazines(base_magazines, true) # This was added\n```\n\nBut because the C# code already equipped the weapon, the code path hit the early return at line 1402, and **never reached** the `elif selected_weapon_id == \"ak_gl\":` block.\n\n## The Fix\n\n### Solution: Apply Ammo Config Before Early Return\n\nChanged the early return to instead apply building-level ammo configuration:\n\n**Before:**\n```gdscript\nif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)\n return # Just returns, skipping ammo config\n```\n\n**After:**\n```gdscript\nif existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:\n _log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)\n # Apply building-level ammo configuration to already-equipped weapon (Issue #949)\n _apply_building_ammo_config(existing_weapon, selected_weapon_id)\n return\n```\n\n### New Function: `_apply_building_ammo_config()`\n\n```gdscript\nfunc _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:\n if weapon == null:\n return\n\n # M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)\n if weapon_id == \"m16\" or weapon_id == \"ak_gl\":\n var base_magazines: int = 2\n var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n if difficulty_manager:\n var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n if ammo_multiplier > 1:\n base_magazines *= ammo_multiplier\n if weapon.has_method(\"ReinitializeMagazines\"):\n weapon.ReinitializeMagazines(base_magazines, true)\n # ... update ammo display ...\n```\n\n## Technical Details\n\n### Weapon Ammo System\n- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n\n### C# Player.ApplySelectedWeaponFromGameManager()\nLocated at `Scripts/Characters/Player.cs:2554-2638`:\n- Reads weapon selection from GameManager autoload\n- Loads weapon scene and instantiates it\n- Sets CurrentWeapon property\n- Does NOT apply level-specific ammo limits\n\n### GDScript building_level.gd _setup_selected_weapon()\nLocated at `scripts/levels/building_level.gd:1374-1620`:\n- Checks if weapon already equipped by C# (to avoid double-equip)\n- If not equipped, loads and equips weapon with building-level ammo config\n- **Bug**: If already equipped, returns early without ammo config\n\n## Files Changed\n\n1. `scripts/levels/building_level.gd`\n - Modified early return to call `_apply_building_ammo_config()` before returning\n - Added `_apply_building_ammo_config()` function that applies level-specific ammo limits\n\n2. `scripts/levels/city_level.gd`\n - Added `_configure_silenced_pistol_ammo()` function\n - Added call in `_setup_player_tracking()`\n\n## Testing\n\n### Manual Testing Checklist\n- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo\n- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n\n### Regression Testing\n- [ ] Other weapons on Building map still work correctly\n- [ ] Other levels still work correctly\n- [ ] Power Fantasy ammo multiplier still works\n\n## Lessons Learned\n\n1. **Dual Initialization Paths**: When both C# and GDScript can initialize the same object, ensure all initialization logic runs in both paths\n2. **Early Returns**: Early returns can bypass important logic - consider what should happen before returning\n3. **Root Cause vs Symptoms**: The first fix addressed where the ammo config code should be, but missed that the code path was bypassed entirely\n4. **Comments Don't Match Reality**: The comment said \"skipping GDScript weapon swap\" but it was actually \"skipping all weapon configuration including ammo limits\"\n\n## Related Issues\n- Issue #413: Original M16 ammo reduction for Building level\n- Issue #501: Power Fantasy mode ammo multiplier\n- Issue #636: Makarov PM 2.5x ammo configuration\n\n## Enemy Counts by Map (for reference)\n- Building: 10 enemies\n- City: 8 enemies\n- Castle: 13 enemies\n- Beach: 8 enemies\n- Docks: 20 enemies\n- Labyrinth: 5 enemies\n- TestTier: 10 enemies\n- Revolver: 12 enemies\n\n## Logs and Data\n- Solution draft log: `./logs/solution-draft-log.txt`\n- Issue comments: `./logs/issue-comments.json`\n- PR comments: `./logs/pr-comments.json`\n",
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"-# Issue #949: Fix Ammunition Counts",
"+# Issue #949: Fix Ammunition Counts - Deep Case Study Analysis",
" ",
" ## Summary",
" Fix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map."
]
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" 1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30",
" 2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps",
" ",
"+## Timeline of Events",
"+",
"+### Initial Investigation (First Attempt)",
"+1. **Problem Identification**: The issue reported M16 and AK showing 30+90 ammo instead of 30+30 on Building map",
"+2. **Initial Analysis**: Found that M16 had `ReinitializeMagazines(2, true)` call but AK+GL was missing it",
"+3. **First Fix Attempt** (Commit b9631ee2):",
"+ - Added `ReinitializeMagazines(2, true)` call for AK+GL in `_setup_selected_weapon()`",
"+ - Added `_configure_silenced_pistol_ammo()` function to city_level.gd",
"+4. **Result**: Fix appeared to be correct but user reported the issue persisted",
"+",
"+### Deep Investigation (Second Attempt)",
"+5. **User Feedback**: \"у АК и m16 всё ещё 30+90 на карте здание\" (AK and M16 still have 30+90 on Building map)",
"+6. **Root Cause Discovery**: The fix was bypassed due to early return in the code",
"+",
" ## Root Cause Analysis",
" ",
"-### Issue 1: AK+GL on Building Map",
"-**File**: `scripts/levels/building_level.gd`",
"-**Location**: `_setup_selected_weapon()` function around line 1545-1567",
"+### The Real Problem: Race Condition Between C# and GDScript",
" ",
"-**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.",
"+The Godot game has TWO weapon initialization paths that compete:",
" ",
"-**Evidence**:",
"-- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`",
"-- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization",
"+1. **C# Path** (`Scripts/Characters/Player.cs`):",
"+ - In `_Ready()` (line 1007), calls `ApplySelectedWeaponFromGameManager()`",
"+ - This method loads and equips the weapon with **default 4 magazines** (30+90)",
"+ - Sets `CurrentWeapon = weapon` immediately",
"+ - **Does NOT call `ReinitializeMagazines()`**",
" ",
"-**Fix**: Added similar magazine reinitialization code for AK+GL that:",
"-- Sets `base_magazines = 2`",
"-- Checks for Power Fantasy mode multiplier",
"-- Calls `ReinitializeMagazines(base_magazines, true)`",
"+2. **GDScript Path** (`scripts/levels/building_level.gd`):",
"+ - In `_setup_selected_weapon()` (line 1400-1402):",
"+ ```gdscript",
"+ if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:",
"+ _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)",
"+ return # <-- EARLY RETURN! Skips ReinitializeMagazines!",
"+ ```",
" ",
"-### Issue 2: Silenced Pistol on City Map",
"-**File**: `scripts/levels/city_level.gd`",
"-**Location**: `_setup_player_tracking()` function around line 280-294",
"+### The Bug Flow",
" ",
"-**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.",
"+```",
"+1. Player._Ready() executes in C#",
"+ ↓",
"+2. ApplySelectedWeaponFromGameManager() called",
"+ ↓",
"+3. Weapon loaded with default 4 magazines (30+90)",
"+ ↓",
"+4. CurrentWeapon set to the new weapon",
"+ ↓",
"+5. building_level.gd _setup_selected_weapon() runs",
"+ ↓",
"+6. Checks: existing_weapon != null && CurrentWeapon == existing_weapon",
"+ ↓",
"+7. Condition TRUE → EARLY RETURN",
"+ ↓",
"+8. ReinitializeMagazines(2, true) NEVER CALLED",
"+ ↓",
"+9. Weapon stays at 30+90 instead of 30+30",
"+```",
" ",
"-**Evidence**:",
"-- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them",
"-- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count",
"-- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)",
"+### Why the First Fix Failed",
" ",
"-**Fix**: Added:",
"-1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`",
"-2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)",
"+The first fix added `ReinitializeMagazines` calls AFTER the weapon equip code:",
" ",
"+```gdscript",
"+elif selected_weapon_id == \"ak_gl\":",
"+ # ... load and equip weapon ...",
"+ akgl.ReinitializeMagazines(base_magazines, true) # This was added",
"+```",
"+",
"+But because the C# code already equipped the weapon, the code path hit the early return at line 1402, and **never reached** the `elif selected_weapon_id == \"ak_gl\":` block.",
"+",
"+## The Fix",
"+",
"+### Solution: Apply Ammo Config Before Early Return",
"+",
"+Changed the early return to instead apply building-level ammo configuration:",
"+",
"+**Before:**",
"+```gdscript",
"+if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:",
"+ _log_to_file(\"%s already equipped by C# Player - skipping GDScript weapon swap\" % expected_name)",
"+ return # Just returns, skipping ammo config",
"+```",
"+",
"+**After:**",
"+```gdscript",
"+if existing_weapon != null and _player.get(\"CurrentWeapon\") == existing_weapon:",
"+ _log_to_file(\"%s already equipped by C# Player - applying building-level ammo config\" % expected_name)",
"+ # Apply building-level ammo configuration to already-equipped weapon (Issue #949)",
"+ _apply_building_ammo_config(existing_weapon, selected_weapon_id)",
"+ return",
"+```",
"+",
"+### New Function: `_apply_building_ammo_config()`",
"+",
"+```gdscript",
"+func _apply_building_ammo_config(weapon: Node, weapon_id: String) -> void:",
"+ if weapon == null:",
"+ return",
"+",
"+ # M16 and AK+GL should have 2 magazines (30+30) on Building level (Issue #949)",
"+ if weapon_id == \"m16\" or weapon_id == \"ak_gl\":",
"+ var base_magazines: int = 2",
"+ var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")",
"+ if difficulty_manager:",
"+ var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()",
"+ if ammo_multiplier > 1:",
"+ base_magazines *= ammo_multiplier",
"+ if weapon.has_method(\"ReinitializeMagazines\"):",
"+ weapon.ReinitializeMagazines(base_magazines, true)",
"+ # ... update ammo display ...",
"+```",
"+",
" ## Technical Details",
" ",
" ### Weapon Ammo System"
]
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" - Building level should have 2 magazines = 30 current + 30 reserve = 60 total",
" - `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default",
" ",
"-### SilencedPistol Ammo Configuration",
"-- Magazine size: 13 rounds",
"-- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count",
"-- Example: 8 enemies = 8 bullets (less than one full magazine)",
"-- Example: 26 enemies = 13 + 13 (one full magazine + one spare)",
"+### C# Player.ApplySelectedWeaponFromGameManager()",
"+Located at `Scripts/Characters/Player.cs:2554-2638`:",
"+- Reads weapon selection from GameManager autoload",
"+- Loads weapon scene and instantiates it",
"+- Sets CurrentWeapon property",
"+- Does NOT apply level-specific ammo limits",
" ",
"+### GDScript building_level.gd _setup_selected_weapon()",
"+Located at `scripts/levels/building_level.gd:1374-1620`:",
"+- Checks if weapon already equipped by C# (to avoid double-equip)",
"+- If not equipped, loads and equips weapon with building-level ammo config",
"+- **Bug**: If already equipped, returns early without ammo config",
"+",
" ## Files Changed",
" ",
" 1. `scripts/levels/building_level.gd`",
"- - Added magazine reinitialization for AK+GL weapon (same as M16)",
"+ - Modified early return to call `_apply_building_ammo_config()` before returning",
"+ - Added `_apply_building_ammo_config()` function that applies level-specific ammo limits",
" ",
" 2. `scripts/levels/city_level.gd`",
"- - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`",
" - Added `_configure_silenced_pistol_ammo()` function",
"+ - Added call in `_setup_player_tracking()`",
" ",
" ## Testing",
" ",
" ### Manual Testing Checklist",
" - [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo",
"-- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)",
"+- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo",
" - [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)",
" - [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)",
" "
]
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" - [ ] Other levels still work correctly",
" - [ ] Power Fantasy ammo multiplier still works",
" ",
"-## Related Code",
"+## Lessons Learned",
" ",
"-### Building Level - M16 (reference implementation)",
"-```gdscript",
"-# Reduce M16 ammunition by half for Building level (issue #413)",
"-var base_magazines: int = 2",
"-var difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")",
"-if difficulty_manager:",
"- var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()",
"- if ammo_multiplier > 1:",
"- base_magazines *= ammo_multiplier",
"-if m16.has_method(\"ReinitializeMagazines\"):",
"- m16.ReinitializeMagazines(base_magazines, true)",
"-```",
"+1. **Dual Initialization Paths**: When both C# and GDScript can initialize the same object, ensure all initialization logic runs in both paths",
"+2. **Early Returns**: Early returns can bypass important logic - consider what should happen before returning",
"+3. **Root Cause vs Symptoms**: The first fix addressed where the ammo config code should be, but missed that the code path was bypassed entirely",
"+4. **Comments Don't Match Reality**: The comment said \"skipping GDScript weapon swap\" but it was actually \"skipping all weapon configuration including ammo limits\"",
" ",
"-### SilencedPistol.cs - ConfigureAmmoForEnemyCount",
"-```csharp",
"-public void ConfigureAmmoForEnemyCount(int enemyCount)",
"-{",
"- int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol",
"- int fullMagazines = enemyCount / magazineCapacity;",
"- int remainingBullets = enemyCount % magazineCapacity;",
"- // ... distributes ammo to match enemy count exactly",
"-}",
"-```",
"+## Related Issues",
"+- Issue #413: Original M16 ammo reduction for Building level",
"+- Issue #501: Power Fantasy mode ammo multiplier",
"+- Issue #636: Makarov PM 2.5x ammo configuration",
" ",
" ## Enemy Counts by Map (for reference)",
" - Building: 10 enemies"
]
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" - Labyrinth: 5 enemies",
" - TestTier: 10 enemies",
" - Revolver: 12 enemies",
"+",
"+## Logs and Data",
"+- Solution draft log: `./logs/solution-draft-log.txt`",
"+- Issue comments: `./logs/issue-comments.json`",
"+- PR comments: `./logs/pr-comments.json`"
]
}
],
"originalFile": "# Issue #949: Fix Ammunition Counts\n\n## Summary\nFix ammunition counts for M16/AK on Building map (Hard difficulty) and silenced pistol on City map.\n\n## Issue Description\n1. **M16/AK on Building map (Hard difficulty)**: Currently 30+90 ammo, should be 30+30\n2. **Silenced pistol on City map**: Currently 13+39 (52 total), should match enemy count on all maps\n\n## Root Cause Analysis\n\n### Issue 1: AK+GL on Building Map\n**File**: `scripts/levels/building_level.gd`\n**Location**: `_setup_selected_weapon()` function around line 1545-1567\n\n**Problem**: The M16 weapon code includes `ReinitializeMagazines(2, true)` to reduce ammo from 4 magazines (30+90) to 2 magazines (30+30), but the AK+GL weapon setup code was missing this initialization.\n\n**Evidence**:\n- M16 code (lines 1529-1540): Has `base_magazines = 2` and calls `ReinitializeMagazines()`\n- AK+GL code (lines 1545-1567): Only adds the weapon and equips it, no magazine reinitialization\n\n**Fix**: Added similar magazine reinitialization code for AK+GL that:\n- Sets `base_magazines = 2`\n- Checks for Power Fantasy mode multiplier\n- Calls `ReinitializeMagazines(base_magazines, true)`\n\n### Issue 2: Silenced Pistol on City Map\n**File**: `scripts/levels/city_level.gd`\n**Location**: `_setup_player_tracking()` function around line 280-294\n\n**Problem**: The city level script was missing the `_configure_silenced_pistol_ammo()` function entirely, while other levels (building_level.gd, beach_level.gd, docks_level.gd, etc.) have it.\n\n**Evidence**:\n- Grep search for `_configure_silenced_pistol_ammo` found 6 level files with the function, but city_level.gd was NOT among them\n- The SilencedPistol.cs has `ConfigureAmmoForEnemyCount()` method that configures ammo to match enemy count\n- City level has 8 enemies, so silenced pistol should have 8 bullets total (not 52)\n\n**Fix**: Added:\n1. Call to `_configure_silenced_pistol_ammo(weapon)` in `_setup_player_tracking()`\n2. The `_configure_silenced_pistol_ammo()` function itself (copied from building_level.gd pattern)\n\n## Technical Details\n\n### Weapon Ammo System\n- Weapons use `StartingMagazineCount = 4` by default (in BaseWeapon.cs)\n- For rifles with 30-round magazines: 4 magazines = 30 current + 90 reserve = 120 total\n- Building level should have 2 magazines = 30 current + 30 reserve = 60 total\n- `ReinitializeMagazines(count, fillAll)` allows level scripts to override the default\n\n### SilencedPistol Ammo Configuration\n- Magazine size: 13 rounds\n- `ConfigureAmmoForEnemyCount(enemyCount)` distributes exactly enough bullets for the given enemy count\n- Example: 8 enemies = 8 bullets (less than one full magazine)\n- Example: 26 enemies = 13 + 13 (one full magazine + one spare)\n\n## Files Changed\n\n1. `scripts/levels/building_level.gd`\n - Added magazine reinitialization for AK+GL weapon (same as M16)\n\n2. `scripts/levels/city_level.gd`\n - Added call to `_configure_silenced_pistol_ammo()` in `_setup_player_tracking()`\n - Added `_configure_silenced_pistol_ammo()` function\n\n## Testing\n\n### Manual Testing Checklist\n- [ ] Building map, Hard difficulty, AK+GL weapon: Should show 30+30 ammo\n- [ ] Building map, Hard difficulty, M16 weapon: Should show 30+30 ammo (unchanged)\n- [ ] Building map, Power Fantasy mode, AK+GL: Should show increased ammo (multiplier applied)\n- [ ] City map, Silenced pistol: Should show 8 bullets (matching 8 enemies)\n\n### Regression Testing\n- [ ] Other weapons on Building map still work correctly\n- [ ] Other levels still work correctly\n- [ ] Power Fantasy ammo multiplier still works\n\n## Related Code\n\n### Building Level - M16 (reference implementation)\n```gdscript\n# Reduce M16 ammunition by half for Building level (issue #413)\nvar base_magazines: int = 2\nvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\nif difficulty_manager:\n var ammo_multiplier: int = difficulty_manager.get_ammo_multiplier()\n if ammo_multiplier > 1:\n base_magazines *= ammo_multiplier\nif m16.has_method(\"ReinitializeMagazines\"):\n m16.ReinitializeMagazines(base_magazines, true)\n```\n\n### SilencedPistol.cs - ConfigureAmmoForEnemyCount\n```csharp\npublic void ConfigureAmmoForEnemyCount(int enemyCount)\n{\n int magazineCapacity = WeaponData.MagazineSize; // 13 for silenced pistol\n int fullMagazines = enemyCount / magazineCapacity;\n int remainingBullets = enemyCount % magazineCapacity;\n // ... distributes ammo to match enemy count exactly\n}\n```\n\n## Enemy Counts by Map (for reference)\n- Building: 10 enemies\n- City: 8 enemies\n- Castle: 13 enemies\n- Beach: 8 enemies\n- Docks: 20 enemies\n- Labyrinth: 5 enemies\n- TestTier: 10 enemies\n- Revolver: 12 enemies\n"
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