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# Solve.mjs Log - 2026-03-11T21:34:19.955Z
[2026-03-11T21:34:19.956Z] [INFO] 📁 Log file: /home/hive/solve-2026-03-11T21-34-19-954Z.log
[2026-03-11T21:34:19.957Z] [INFO] (All output will be logged here)
[2026-03-11T21:34:20.581Z] [INFO]
[2026-03-11T21:34:20.582Z] [INFO] 🚀 solve v1.30.4
[2026-03-11T21:34:20.583Z] [INFO] 🔧 Raw command executed:
[2026-03-11T21:34:20.586Z] [INFO] /home/hive/.nvm/versions/node/v20.20.1/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --auto-restart-until-mergeable --tokens-budget-stats
[2026-03-11T21:34:20.586Z] [INFO]
[2026-03-11T21:34:20.607Z] [INFO]
[2026-03-11T21:34:20.608Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-03-11T21:34:20.608Z] [INFO]
[2026-03-11T21:34:20.608Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-03-11T21:34:20.609Z] [INFO] The log may contain sensitive information such as:
[2026-03-11T21:34:20.609Z] [INFO] • API keys, tokens, or secrets
[2026-03-11T21:34:20.609Z] [INFO] • File paths and directory structures
[2026-03-11T21:34:20.609Z] [INFO] • Command outputs and error messages
[2026-03-11T21:34:20.609Z] [INFO] • Internal system information
[2026-03-11T21:34:20.609Z] [INFO]
[2026-03-11T21:34:20.610Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-03-11T21:34:20.610Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-03-11T21:34:20.610Z] [INFO]
[2026-03-11T21:34:20.610Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-03-11T21:34:20.610Z] [INFO]
[2026-03-11T21:34:25.617Z] [INFO]
[2026-03-11T21:34:25.637Z] [INFO] 💾 Disk space check: 41871MB available (2048MB required) ✅
[2026-03-11T21:34:25.639Z] [INFO] 🧠 Memory check: 10734MB available, swap: none, total: 10734MB (256MB required) ✅
[2026-03-11T21:34:25.655Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:34:25.656Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-03-11T21:34:25.656Z] [INFO] 📋 URL validation:
[2026-03-11T21:34:25.656Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974
[2026-03-11T21:34:25.656Z] [INFO] Is Issue URL: true
[2026-03-11T21:34:25.656Z] [INFO] Is PR URL: false
[2026-03-11T21:34:25.656Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-03-11T21:34:26.310Z] [INFO] Repository visibility: public
[2026-03-11T21:34:26.311Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-03-11T21:34:26.311Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-03-11T21:34:26.625Z] [INFO] Repository visibility: public
[2026-03-11T21:34:26.626Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-03-11T21:34:26.627Z] [INFO] 🔍 Auto-continue enabled: Checking for existing PRs for issue #974...
[2026-03-11T21:34:27.241Z] [INFO] 🔍 Fork mode: Checking for existing branches in konard/Jhon-Crow-godot-topdown-MVP...
[2026-03-11T21:34:29.103Z] [INFO] 📋 Found 1 existing branch(es) in fork matching pattern 'issue-974-*':
[2026-03-11T21:34:29.103Z] [INFO] • issue-974-e1cf3425a1cc
[2026-03-11T21:34:29.521Z] [INFO] 📋 Found 10 existing PR(s) linked to issue #974
[2026-03-11T21:34:29.522Z] [INFO] PR #1021: created 0h ago (OPEN, ready)
[2026-03-11T21:34:29.522Z] [INFO] PR #1021: Branch 'issue-1020-43db2876ecd0' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.522Z] [INFO] PR #1019: created 0h ago (OPEN, ready)
[2026-03-11T21:34:29.523Z] [INFO] PR #1019: Branch 'issue-1002-d1e8c47e21ee' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.523Z] [INFO] PR #1018: created 0h ago (OPEN, ready)
[2026-03-11T21:34:29.523Z] [INFO] PR #1018: Branch 'issue-959-f95943b6110e' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.524Z] [INFO] PR #1017: created 0h ago (OPEN, ready)
[2026-03-11T21:34:29.524Z] [INFO] PR #1017: Branch 'issue-972-175adedf99b2' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.524Z] [INFO] PR #1016: created 0h ago (OPEN, ready)
[2026-03-11T21:34:29.524Z] [INFO] PR #1016: Branch 'issue-949-2642b2262520' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.524Z] [INFO] PR #1013: created 1h ago (OPEN, ready)
[2026-03-11T21:34:29.525Z] [INFO] PR #1013: Branch 'issue-809-a3b91a0ec33d' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.525Z] [INFO] PR #1012: created 1h ago (OPEN, draft)
[2026-03-11T21:34:29.525Z] [INFO] PR #1012: Branch 'issue-944-789412275097' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.525Z] [INFO] PR #1010: created 1h ago (OPEN, ready)
[2026-03-11T21:34:29.525Z] [INFO] PR #1010: Branch 'issue-997-7c2d92f22fe6' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.525Z] [INFO] PR #995: created 3h ago (OPEN, ready)
[2026-03-11T21:34:29.526Z] [INFO] PR #995: Branch 'issue-957-ae59c47b4c74' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.526Z] [INFO] PR #986: created 53h ago (OPEN, draft)
[2026-03-11T21:34:29.526Z] [INFO] PR #986: Branch 'issue-818-9aeb1f7a2c85' doesn't match expected pattern 'issue-974-*' - skipping
[2026-03-11T21:34:29.526Z] [INFO] ⏭️ No suitable PRs found (missing CLAUDE.md/.gitkeep or older than 24h) - creating new PR as usual
[2026-03-11T21:34:29.526Z] [INFO] ✅ Using existing branch from fork: issue-974-e1cf3425a1cc
[2026-03-11T21:34:29.526Z] [INFO] Found 1 matching branch(es), selected most recent
[2026-03-11T21:34:29.906Z] [INFO] Branch issue-974-e1cf3425a1cc has a CLOSED PR #1008 - cannot reuse
[2026-03-11T21:34:29.906Z] [INFO] Will create a new branch for issue #974
[2026-03-11T21:34:29.907Z] [INFO] 📝 Issue mode: Working with issue #974
[2026-03-11T21:34:29.908Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1773264869907
[2026-03-11T21:34:29.910Z] [INFO]
🍴 Fork mode: ENABLED
[2026-03-11T21:34:29.910Z] [INFO] Checking fork status...
[2026-03-11T21:34:30.224Z] [INFO] 🔍 Detecting fork conflicts...
[2026-03-11T21:34:31.139Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-03-11T21:34:31.450Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:34:31.451Z] [INFO] 🔍 Validating fork parent...
[2026-03-11T21:34:31.822Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:34:31.823Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:34:37.856Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1773264869907
[2026-03-11T21:34:37.867Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:34:37.879Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-03-11T21:34:37.879Z] [INFO] 🔄 Fetching upstream...
[2026-03-11T21:34:39.059Z] [INFO] ✅ Upstream fetched: Successfully
[2026-03-11T21:34:39.059Z] [INFO] 🔄 Syncing default branch...
[2026-03-11T21:34:39.454Z] [INFO] ℹ️ Default branch: main
[2026-03-11T21:34:40.474Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-03-11T21:34:40.475Z] [INFO] 🔄 Pushing to fork: main branch
[2026-03-11T21:34:40.915Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-03-11T21:34:40.989Z] [INFO]
📌 Default branch: main
[2026-03-11T21:34:41.020Z] [INFO]
🌿 Creating branch: issue-974-d2e2b6d6a8b5 from main (default)
[2026-03-11T21:34:41.043Z] [INFO] 🔍 Verifying: Branch creation...
[2026-03-11T21:34:41.055Z] [INFO] ✅ Branch created: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:41.055Z] [INFO] ✅ Current branch: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:41.056Z] [INFO] Branch operation: Create new branch
[2026-03-11T21:34:41.056Z] [INFO] Branch verification: Matches expected
[2026-03-11T21:34:41.059Z] [INFO]
🚀 Auto PR creation: ENABLED
[2026-03-11T21:34:41.060Z] [INFO] Creating: Initial commit and draft PR...
[2026-03-11T21:34:41.060Z] [INFO]
[2026-03-11T21:34:41.060Z] [INFO] Using .gitkeep mode (--claude-file=false, --gitkeep-file=true, --auto-gitkeep-file=true)
[2026-03-11T21:34:41.061Z] [INFO] 📝 Creating: .gitkeep (default)
[2026-03-11T21:34:41.062Z] [INFO] Issue URL from argv['issue-url']: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974
[2026-03-11T21:34:41.062Z] [INFO] Issue URL from argv._[0]: undefined
[2026-03-11T21:34:41.062Z] [INFO] Final issue URL: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974
[2026-03-11T21:34:41.063Z] [INFO] ✅ File created: .gitkeep
[2026-03-11T21:34:41.063Z] [INFO] 📦 Adding file: To git staging
[2026-03-11T21:34:41.103Z] [INFO] Git status after add: A .gitkeep
[2026-03-11T21:34:41.104Z] [INFO] 📝 Creating commit: With .gitkeep file
[2026-03-11T21:34:41.128Z] [INFO] ✅ Commit created: Successfully with .gitkeep
[2026-03-11T21:34:41.129Z] [INFO] Commit output: [issue-974-d2e2b6d6a8b5 d7903071] Initial commit with task details
1 file changed, 1 insertion(+)
create mode 100644 .gitkeep
[2026-03-11T21:34:41.141Z] [INFO] Commit hash: d790307...
[2026-03-11T21:34:41.152Z] [INFO] Latest commit: d7903071 Initial commit with task details
[2026-03-11T21:34:41.182Z] [INFO] Git status: clean
[2026-03-11T21:34:41.192Z] [INFO] Remotes: origin https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git (fetch)
[2026-03-11T21:34:41.203Z] [INFO] Branch info: * issue-974-d2e2b6d6a8b5 d7903071 [origin/main: ahead 1] Initial commit with task details
main 710a5160 [origin/main] Merge pull request #1015 from konard/issue-1014-e1d0a083f401
[2026-03-11T21:34:41.204Z] [INFO] 📤 Pushing branch: To remote repository...
[2026-03-11T21:34:41.204Z] [INFO] Push command: git push -u origin issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:42.129Z] [INFO] Push exit code: 0
[2026-03-11T21:34:42.130Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-974-d2e2b6d6a8b5' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-974-d2e2b6d6a8b5
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-974-d2e2b6d6a8b5 -> issue-974-d2e2b6d6a8b5
branch 'issue-974-d2e2b6d6a8b5' set up to track 'origin/issue-974-d2e2b6d6a8b5'.
[2026-03-11T21:34:42.130Z] [INFO] ✅ Branch pushed: Successfully to remote
[2026-03-11T21:34:42.130Z] [INFO] Push output: remote:
remote: Create a pull request for 'issue-974-d2e2b6d6a8b5' on GitHub by visiting:
remote: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/pull/new/issue-974-d2e2b6d6a8b5
remote:
To https://github.com/konard/Jhon-Crow-godot-topdown-MVP.git
* [new branch] issue-974-d2e2b6d6a8b5 -> issue-974-d2e2b6d6a8b5
branch 'issue-974-d2e2b6d6a8b5' set up to track 'origin/issue-974-d2e2b6d6a8b5'.
[2026-03-11T21:34:42.130Z] [INFO] Waiting for GitHub to sync...
[2026-03-11T21:34:44.634Z] [INFO] Compare API check: 1 commit(s) ahead of main
[2026-03-11T21:34:44.635Z] [INFO] GitHub compare API ready: 1 commit(s) found
[2026-03-11T21:34:44.944Z] [INFO] Branch verified on GitHub: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:45.274Z] [INFO] Remote commit SHA: d790307...
[2026-03-11T21:34:45.275Z] [INFO] 📋 Getting issue: Title from GitHub...
[2026-03-11T21:34:45.572Z] [INFO] Issue title: "добавить прогрессбары"
[2026-03-11T21:34:45.573Z] [INFO] 👤 Getting user: Current GitHub account...
[2026-03-11T21:34:45.875Z] [INFO] Current user: konard
[2026-03-11T21:34:46.157Z] [INFO] User is not a collaborator (will skip assignment)
[2026-03-11T21:34:46.158Z] [INFO] User is not a collaborator (will skip assignment)
[2026-03-11T21:34:46.158Z] [INFO] 🔄 Fetching: Latest main branch...
[2026-03-11T21:34:46.671Z] [INFO] ✅ Base updated: Fetched latest main
[2026-03-11T21:34:46.672Z] [INFO] 🔍 Checking: Commits between branches...
[2026-03-11T21:34:46.685Z] [INFO] Commits ahead of origin/main: 1
[2026-03-11T21:34:46.686Z] [INFO] ✅ Commits found: 1 commit(s) ahead
[2026-03-11T21:34:46.686Z] [INFO] 🔀 Creating PR: Draft pull request...
[2026-03-11T21:34:46.686Z] [INFO] 🎯 Target branch: main (default)
[2026-03-11T21:34:46.686Z] [INFO] PR Title: [WIP] добавить прогрессбары
[2026-03-11T21:34:46.687Z] [INFO] Base branch: main
[2026-03-11T21:34:46.687Z] [INFO] Head branch: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:46.687Z] [INFO] Assignee: konard
[2026-03-11T21:34:46.687Z] [INFO] PR Body:
## 🤖 AI-Powered Solution Draft
This pull request is being automatically generated to solve issue Jhon-Crow/godot-topdown-MVP#974.
### 📋 Issue Reference
Fixes Jhon-Crow/godot-topdown-MVP#974
### 🚧 Status
**Work in Progress** - The AI assistant is currently analyzing and implementing the solution draft.
### 📝 Implementation Details
_Details will be added as the solution draft is developed..._
---
*This PR was created automatically by the AI issue solver*
[2026-03-11T21:34:46.688Z] [INFO] Command: cd "/tmp/gh-issue-solver-1773264869907" && gh pr create --draft --title "$(cat '/tmp/pr-title-1773264886688.txt')" --body-file "/tmp/pr-body-1773264886687.md" --base main --head konard:issue-974-d2e2b6d6a8b5 --repo Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:34:48.684Z] [INFO] 🔍 Verifying: PR creation...
[2026-03-11T21:34:49.064Z] [INFO] ✅ Verification: PR exists on GitHub
[2026-03-11T21:34:49.064Z] [INFO] ✅ PR created: #1022
[2026-03-11T21:34:49.064Z] [INFO] 📍 PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1022
[2026-03-11T21:34:49.064Z] [INFO] ℹ️ Note: Could not assign (no permission)
[2026-03-11T21:34:49.065Z] [INFO] 🔗 Linking: Issue #974 to PR #1022...
[2026-03-11T21:34:49.344Z] [INFO] Issue node ID: I_kwDOQ35BQ87wPoaO
[2026-03-11T21:34:49.669Z] [INFO] PR node ID: PR_kwDOQ35BQ87J17RR
[2026-03-11T21:34:50.030Z] [INFO]
[2026-03-11T21:34:50.031Z] [WARNING] ⚠️ ISSUE LINK MISSING: PR not linked to issue
[2026-03-11T21:34:50.032Z] [INFO]
[2026-03-11T21:34:50.032Z] [WARNING] The PR was created from a fork but wasn't linked to the issue.
[2026-03-11T21:34:50.032Z] [WARNING] Expected: "Fixes Jhon-Crow/godot-topdown-MVP#974" in PR body
[2026-03-11T21:34:50.033Z] [INFO]
[2026-03-11T21:34:50.033Z] [WARNING] To fix manually:
[2026-03-11T21:34:50.034Z] [WARNING] 1. Edit the PR description at: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1022
[2026-03-11T21:34:50.034Z] [WARNING] 2. Add this line: Fixes Jhon-Crow/godot-topdown-MVP#974
[2026-03-11T21:34:50.034Z] [INFO]
[2026-03-11T21:34:50.648Z] [INFO] 👤 Current user: konard
[2026-03-11T21:34:50.649Z] [INFO]
📊 Comment counting conditions:
[2026-03-11T21:34:50.650Z] [INFO] prNumber: 1022
[2026-03-11T21:34:50.650Z] [INFO] branchName: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:50.650Z] [INFO] isContinueMode: false
[2026-03-11T21:34:50.651Z] [INFO] Will count comments: true
[2026-03-11T21:34:50.651Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-03-11T21:34:50.651Z] [INFO] PR #1022 on branch: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:50.651Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-03-11T21:34:51.018Z] [INFO] 📅 Last commit time (from API): 2026-03-11T21:34:41.000Z
[2026-03-11T21:34:51.864Z] [INFO] 💬 New PR comments: 0
[2026-03-11T21:34:51.864Z] [INFO] 💬 New PR review comments: 0
[2026-03-11T21:34:51.865Z] [INFO] 💬 New issue comments: 0
[2026-03-11T21:34:51.865Z] [INFO] Total new comments: 0
[2026-03-11T21:34:51.866Z] [INFO] Comment lines to add: No (saving tokens)
[2026-03-11T21:34:51.866Z] [INFO] PR review comments fetched: 0
[2026-03-11T21:34:51.866Z] [INFO] PR conversation comments fetched: 0
[2026-03-11T21:34:51.867Z] [INFO] Total PR comments checked: 0
[2026-03-11T21:34:54.932Z] [INFO] Feedback info will be added to prompt:
[2026-03-11T21:34:54.932Z] [INFO] - Pull request description was edited after last commit
[2026-03-11T21:34:54.932Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-03-11T21:34:55.271Z] [INFO] 📝 Issue updated: 2026-03-11T21:33:52.000Z
[2026-03-11T21:34:55.560Z] [INFO] 💬 Last comment: 2026-03-11T21:31:25.000Z
[2026-03-11T21:34:55.906Z] [INFO] 🔀 Recent PR: 2026-03-11T21:34:47.000Z
[2026-03-11T21:34:55.906Z] [INFO]
✅ Reference time: 2026-03-11T21:34:47.000Z
[2026-03-11T21:34:55.907Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-03-11T21:34:55.935Z] [INFO] ✅ No uncommitted changes found
[2026-03-11T21:34:56.239Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-974-d2e2b6d6a8b5
[2026-03-11T21:34:58.091Z] [INFO] ℹ️ Playwright MCP not detected - browser automation hints will be disabled
[2026-03-11T21:34:58.198Z] [INFO] 👁️ Model vision capability: supported
[2026-03-11T21:34:58.199Z] [INFO]
📝 Final prompt structure:
[2026-03-11T21:34:58.199Z] [INFO] Characters: 530
[2026-03-11T21:34:58.199Z] [INFO] System prompt characters: 11996
[2026-03-11T21:34:58.199Z] [INFO] Feedback info: Included
[2026-03-11T21:34:58.201Z] [INFO]
🤖 Executing Claude: OPUS
[2026-03-11T21:34:58.202Z] [INFO] Model: opus
[2026-03-11T21:34:58.202Z] [INFO] Working directory: /tmp/gh-issue-solver-1773264869907
[2026-03-11T21:34:58.202Z] [INFO] Branch: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:58.202Z] [INFO] Prompt length: 530 chars
[2026-03-11T21:34:58.202Z] [INFO] System prompt length: 11996 chars
[2026-03-11T21:34:58.203Z] [INFO] Feedback info included: Yes (1 lines)
[2026-03-11T21:34:58.219Z] [INFO] 📈 System resources before execution:
[2026-03-11T21:34:58.219Z] [INFO] Memory: MemFree: 6785280 kB
[2026-03-11T21:34:58.219Z] [INFO] Load: 0.18 0.23 0.31 1/362 117565
[2026-03-11T21:34:58.220Z] [INFO]
📝 Raw command:
[2026-03-11T21:34:58.220Z] [INFO] (cd "/tmp/gh-issue-solver-1773264869907" && 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/974
Your prepared branch: issue-974-d2e2b6d6a8b5
Your prepared working directory: /tmp/gh-issue-solver-1773264869907
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1022
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-974-d2e2b6d6a8b5
Proceed.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-974-d2e2b6d6a8b5 --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/974.
- 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/1022/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1022/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1022/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/974/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 1022 --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 1022, 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 1022.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-974-d2e2b6d6a8b5.
- When you finish, create a pull request from branch issue-974-d2e2b6d6a8b5. (Note: PR 1022 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-974-d2e2b6d6a8b5.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1022 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-974-d2e2b6d6a8b5/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 .)
[2026-03-11T21:34:58.220Z] [INFO]
[2026-03-11T21:34:58.220Z] [INFO] 📋 User prompt:
[2026-03-11T21:34:58.220Z] [INFO] ---BEGIN USER PROMPT---
[2026-03-11T21:34:58.220Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974
Your prepared branch: issue-974-d2e2b6d6a8b5
Your prepared working directory: /tmp/gh-issue-solver-1773264869907
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/1022
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-974-d2e2b6d6a8b5
Proceed.
[2026-03-11T21:34:58.220Z] [INFO] ---END USER PROMPT---
[2026-03-11T21:34:58.221Z] [INFO] 📋 System prompt:
[2026-03-11T21:34:58.221Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-03-11T21:34:58.221Z] [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-974-d2e2b6d6a8b5 --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/974.
- 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/1022/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/1022/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/1022/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/974/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 1022 --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 1022, 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 1022.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-974-d2e2b6d6a8b5.
- When you finish, create a pull request from branch issue-974-d2e2b6d6a8b5. (Note: PR 1022 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-974-d2e2b6d6a8b5.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 1022 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-974-d2e2b6d6a8b5/docs/screenshots/result.png?raw=true).
- When uploading images, commit them to the branch first, then reference them using the GitHub blob URL format with ?raw=true suffix (works for both public and private repositories).
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-03-11T21:34:58.221Z] [INFO] ---END SYSTEM PROMPT---
[2026-03-11T21:34:58.222Z] [INFO] 📊 CLAUDE_CODE_MAX_OUTPUT_TOKENS: 64000
[2026-03-11T21:34:58.222Z] [INFO] 📊 MCP_TIMEOUT: 900000ms (server startup)
[2026-03-11T21:34:58.222Z] [INFO] 📊 MCP_TOOL_TIMEOUT: 900000ms (tool execution)
[2026-03-11T21:34:58.222Z] [INFO] 📊 ANTHROPIC_LOG: debug (verbose mode)
[2026-03-11T21:34:58.223Z] [INFO] 📋 Command details:
[2026-03-11T21:34:58.223Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1773264869907
[2026-03-11T21:34:58.223Z] [INFO] 🌿 Branch: issue-974-d2e2b6d6a8b5
[2026-03-11T21:34:58.223Z] [INFO] 🤖 Model: Claude OPUS
[2026-03-11T21:34:58.223Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-03-11T21:34:58.223Z] [INFO]
▶️ Streaming output:
[2026-03-11T21:34:59.693Z] [INFO] {
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"cwd": "/tmp/gh-issue-solver-1773264869907",
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"tools": [
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],
"mcp_servers": [
{
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"claude_code_version": "2.1.72",
"output_style": "default",
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"uuid": "7e6fddc8-4af3-4262-8ca7-f13c09408fcb",
"fast_mode_state": "off"
}
[2026-03-11T21:34:59.694Z] [INFO] 📌 Session ID: 868b40e4-7871-41b6-a2bf-2856575b9dd8
[2026-03-11T21:34:59.695Z] [INFO] 📁 Log renamed to: /home/hive/868b40e4-7871-41b6-a2bf-2856575b9dd8.log
[2026-03-11T21:34:59.711Z] [INFO] [log_7f9350] sending request {
[2026-03-11T21:34:59.712Z] [INFO] method: 'post',
[2026-03-11T21:34:59.713Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
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"content": " 1→extends Node2D\n 2→class_name ActiveItemProgressBar\n 3→## Progress bar displayed above the player for active items with limited usage.\n 4→##\n 5→## Supports two display modes:\n 6→## - Segmented: Shows discrete charge segments (e.g., teleport bracers with 6 charges).\n 7→## - Continuous: Shows a smooth progress bar for time-limited items.\n 8→##\n 9→## The bar is drawn using _draw() for lightweight rendering without UI nodes.\n 10→## Position is set relative to the parent (typically the Player node).\n 11→\n 12→## Display mode for the progress bar.\n 13→enum DisplayMode {\n 14→\tSEGMENTED, # Discrete charge segments (for charge-limited items)\n 15→\tCONTINUOUS # Smooth progress bar (for time-limited items)\n 16→}\n 17→\n 18→## Current display mode.\n 19→var display_mode: int = DisplayMode.SEGMENTED\n 20→\n 21→## Current value (charges remaining or time remaining).\n 22→var current_value: float = 0.0\n 23→\n 24→## Maximum value (max charges or max time).\n 25→var max_value: float = 1.0\n 26→\n 27→## Whether the progress bar is currently visible.\n 28→var is_visible: bool = false\n 29→\n 30→## Width of the progress bar in pixels.\n 31→const BAR_WIDTH: float = 40.0\n 32→\n 33→## Height of the progress bar in pixels.\n 34→const BAR_HEIGHT: float = 6.0\n 35→\n 36→## Vertical offset above the player center (negative = above).\n 37→const BAR_Y_OFFSET: float = -30.0\n 38→\n 39→## Gap between segments in segmented mode.\n 40→const SEGMENT_GAP: float = 2.0\n 41→\n 42→## Border width for the bar outline.\n 43→const BORDER_WIDTH: float = 1.0\n 44→\n 45→## Background color of the bar.\n 46→const COLOR_BACKGROUND: Color = Color(0.1, 0.1, 0.1, 0.6)\n 47→\n 48→## Border color.\n 49→const COLOR_BORDER: Color = Color(0.3, 0.3, 0.3, 0.7)\n 50→\n 51→## Fill color when value is above 50%.\n 52→const COLOR_FILL_HIGH: Color = Color(0.2, 0.8, 0.4, 0.85)\n 53→\n 54→## Fill color when value is between 25% and 50%.\n 55→const COLOR_FILL_MEDIUM: Color = Color(0.9, 0.7, 0.1, 0.85)\n 56→\n 57→## Fill color when value is below 25%.\n 58→const COLOR_FILL_LOW: Color = Color(0.9, 0.2, 0.2, 0.85)\n 59→\n 60→## Fill color for empty segments in segmented mode.\n 61→const COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)\n 62→\n 63→\n 64→## Show the progress bar with the given parameters.\n 65→## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n 66→## @param current: Current value (charges or time remaining).\n 67→## @param maximum: Maximum value (max charges or max time).\n 68→func show_bar(mode: int, current: float, maximum: float) -> void:\n 69→\tdisplay_mode = mode\n 70→\tcurrent_value = current\n 71→\tmax_value = maxf(maximum, 0.001) # Prevent division by zero\n 72→\tis_visible = true\n 73→\tqueue_redraw()\n 74→\n 75→\n 76→## Hide the progress bar.\n 77→func hide_bar() -> void:\n 78→\tis_visible = false\n 79→\tqueue_redraw()\n 80→\n 81→\n 82→## Update the current value without changing mode or max.\n 83→## @param current: New current value.\n 84→func update_value(current: float) -> void:\n 85→\tcurrent_value = current\n 86→\tif is_visible:\n 87→\t\tqueue_redraw()\n 88→\n 89→\n 90→## Get the fill color based on the current percentage.\n 91→func _get_fill_color() -> Color:\n 92→\tif max_value <= 0.0:\n 93→\t\treturn COLOR_FILL_LOW\n 94→\tvar percent: float = current_value / max_value\n 95→\tif percent > 0.5:\n 96→\t\treturn COLOR_FILL_HIGH\n 97→\telif percent > 0.25:\n 98→\t\treturn COLOR_FILL_MEDIUM\n 99→\telse:\n 100→\t\treturn COLOR_FILL_LOW\n 101→\n 102→\n 103→func _draw() -> void:\n 104→\tif not is_visible:\n 105→\t\treturn\n 106→\n 107→\tif display_mode == DisplayMode.SEGMENTED:\n 108→\t\t_draw_segmented_bar()\n 109→\telse:\n 110→\t\t_draw_continuous_bar()\n 111→\n 112→\n 113→## Draw a segmented progress bar (discrete charges).\n 114→func _draw_segmented_bar() -> void:\n 115→\tvar segment_count: int = int(max_value)\n 116→\tif segment_count <= 0:\n 117→\t\treturn\n 118→\n 119→\tvar filled_count: int = int(current_value)\n 120→\tvar total_gaps: float = SEGMENT_GAP * float(segment_count - 1) if segment_count > 1 else 0.0\n 121→\tvar segment_width: float = (BAR_WIDTH - total_gaps) / float(segment_count)\n 122→\n 123→\t# Ensure minimum segment width\n 124→\tif segment_width < 2.0:\n 125→\t\tsegment_width = 2.0\n 126→\n 127→\tvar start_x: float = -BAR_WIDTH / 2.0\n 128→\tvar fill_color: Color = _get_fill_color()\n 129→\n 130→\tfor i in range(segment_count):\n 131→\t\tvar seg_x: float = start_x + float(i) * (segment_width + SEGMENT_GAP)\n 132→\t\tvar seg_rect := Rect2(seg_x, BAR_Y_OFFSET, segment_width, BAR_HEIGHT)\n 133→\n 134→\t\t# Draw segment background\n 135→\t\tdraw_rect(seg_rect, COLOR_BACKGROUND)\n 136→\n 137→\t\t# Draw segment fill or empty\n 138→\t\tif i < filled_count:\n 139→\t\t\tdraw_rect(seg_rect, fill_color)\n 140→\t\telse:\n 141→\t\t\tdraw_rect(seg_rect, COLOR_SEGMENT_EMPTY)\n 142→\n 143→\t\t# Draw segment border\n 144→\t\tdraw_rect(seg_rect, COLOR_BORDER, false, BORDER_WIDTH)\n 145→\n 146→\n 147→## Draw a continuous progress bar (time-based).\n 148→func _draw_continuous_bar() -> void:\n 149→\tvar bar_rect := Rect2(-BAR_WIDTH / 2.0, BAR_Y_OFFSET, BAR_WIDTH, BAR_HEIGHT)\n 150→\n 151→\t# Draw background\n 152→\tdraw_rect(bar_rect, COLOR_BACKGROUND)\n 153→\n 154→\t# Draw filled portion\n 155→\tif max_value > 0.0 and current_value > 0.0:\n 156→\t\tvar fill_ratio: float = clampf(current_value / max_value, 0.0, 1.0)\n 157→\t\tvar fill_width: float = BAR_WIDTH * fill_ratio\n 158→\t\tvar fill_rect := Rect2(-BAR_WIDTH / 2.0, BAR_Y_OFFSET, fill_width, BAR_HEIGHT)\n 159→\t\tvar fill_color: Color = _get_fill_color()\n 160→\t\tdraw_rect(fill_rect, fill_color)\n 161→\n 162→\t# Draw border\n 163→\tdraw_rect(bar_rect, COLOR_BORDER, false, BORDER_WIDTH)\n 164→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node2D\nclass_name ActiveItemProgressBar\n## Progress bar displayed above the player for active items with limited usage.\n##\n## Supports two display modes:\n## - Segmented: Shows discrete charge segments (e.g., teleport bracers with 6 charges).\n## - Continuous: Shows a smooth progress bar for time-limited items.\n##\n## The bar is drawn using _draw() for lightweight rendering without UI nodes.\n## Position is set relative to the parent (typically the Player node).\n\n## Display mode for the progress bar.\nenum DisplayMode {\n\tSEGMENTED, # Discrete charge segments (for charge-limited items)\n\tCONTINUOUS # Smooth progress bar (for time-limited items)\n}\n\n## Current display mode.\nvar display_mode: int = DisplayMode.SEGMENTED\n\n## Current value (charges remaining or time remaining).\nvar current_value: float = 0.0\n\n## Maximum value (max charges or max time).\nvar max_value: float = 1.0\n\n## Whether the progress bar is currently visible.\nvar is_visible: bool = false\n\n## Width of the progress bar in pixels.\nconst BAR_WIDTH: float = 40.0\n\n## Height of the progress bar in pixels.\nconst BAR_HEIGHT: float = 6.0\n\n## Vertical offset above the player center (negative = above).\nconst BAR_Y_OFFSET: float = -30.0\n\n## Gap between segments in segmented mode.\nconst SEGMENT_GAP: float = 2.0\n\n## Border width for the bar outline.\nconst BORDER_WIDTH: float = 1.0\n\n## Background color of the bar.\nconst COLOR_BACKGROUND: Color = Color(0.1, 0.1, 0.1, 0.6)\n\n## Border color.\nconst COLOR_BORDER: Color = Color(0.3, 0.3, 0.3, 0.7)\n\n## Fill color when value is above 50%.\nconst COLOR_FILL_HIGH: Color = Color(0.2, 0.8, 0.4, 0.85)\n\n## Fill color when value is between 25% and 50%.\nconst COLOR_FILL_MEDIUM: Color = Color(0.9, 0.7, 0.1, 0.85)\n\n## Fill color when value is below 25%.\nconst COLOR_FILL_LOW: Color = Color(0.9, 0.2, 0.2, 0.85)\n\n## Fill color for empty segments in segmented mode.\nconst COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)\n\n\n## Show the progress bar with the given parameters.\n## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n## @param current: Current value (charges or time remaining).\n## @param maximum: Maximum value (max charges or max time).\nfunc show_bar(mode: int, current: float, maximum: float) -> void:\n\tdisplay_mode = mode\n\tcurrent_value = current\n\tmax_value = maxf(maximum, 0.001) # Prevent division by zero\n\tis_visible = true\n\tqueue_redraw()\n\n\n## Hide the progress bar.\nfunc hide_bar() -> void:\n\tis_visible = false\n\tqueue_redraw()\n\n\n## Update the current value without changing mode or max.\n## @param current: New current value.\nfunc update_value(current: float) -> void:\n\tcurrent_value = current\n\tif is_visible:\n\t\tqueue_redraw()\n\n\n## Get the fill color based on the current percentage.\nfunc _get_fill_color() -> Color:\n\tif max_value <= 0.0:\n\t\treturn COLOR_FILL_LOW\n\tvar percent: float = current_value / max_value\n\tif percent > 0.5:\n\t\treturn COLOR_FILL_HIGH\n\telif percent > 0.25:\n\t\treturn COLOR_FILL_MEDIUM\n\telse:\n\t\treturn COLOR_FILL_LOW\n\n\nfunc _draw() -> void:\n\tif not is_visible:\n\t\treturn\n\n\tif display_mode == DisplayMode.SEGMENTED:\n\t\t_draw_segmented_bar()\n\telse:\n\t\t_draw_continuous_bar()\n\n\n## Draw a segmented progress bar (discrete charges).\nfunc _draw_segmented_bar() -> void:\n\tvar segment_count: int = int(max_value)\n\tif segment_count <= 0:\n\t\treturn\n\n\tvar filled_count: int = int(current_value)\n\tvar total_gaps: float = SEGMENT_GAP * float(segment_count - 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"content": " 1→extends Node\n 2→## Autoload singleton for managing active item selection.\n 3→##\n 4→## Tracks which active item is currently selected and provides\n 5→## data for the armory UI. Active items are equipment that\n 6→## the player activates during gameplay (e.g., flashlight).\n 7→\n 8→## Active item types available in the game.\n 9→enum ActiveItemType {\n 10→\tNONE, # No active item equipped\n 11→\tFLASHLIGHT, # Tactical flashlight - illuminates in weapon direction\n 12→\tHOMING_BULLETS, # Homing bullets - press Space to make bullets steer toward nearest enemy\n 13→\tTELEPORT_BRACERS, # Teleportation bracers - hold Space to aim, release to teleport\n 14→\tBFF_PENDANT, # BFF pendant - press Space to summon a friendly companion with M16\n 15→\tINVISIBILITY_SUIT, # Invisibility cloak - press Space to become invisible (Issue #673)\n 16→\tBREAKER_BULLETS, # Breaker bullets - passive: bullets explode 60px before wall, spawning shrapnel cone (Issue #678)\n 17→\tFORCE_FIELD, # Force field - hold Space to activate glowing shield that reflects projectiles (Issue #676)\n 18→\tTRAJECTORY_GLASSES, # Trajectory glasses - press Space to show ricochet trajectories for 10 seconds (Issue #744)\n 19→\tLASER_SIGHT, # Laser sight - passive: purple laser sight on all weapons regardless of difficulty (Issue #947)\n 20→\tRICOCHET_POINTS # Ricochet Points - passive: ricochet chance +30% at valid angles (Issue #1004)\n 21→}\n 22→\n 23→## Currently selected active item type.\n 24→## No active item is selected by default.\n 25→var current_active_item: int = ActiveItemType.NONE\n 26→\n 27→## Unlocked active items tracking.\n 28→## NONE is always unlocked (it's not a real item).\n 29→## FLASHLIGHT (Polygon D+) and TELEPORT_BRACERS (Castle F+) have unlock conditions (Issue #894).\n 30→## All other active items are freely available from the start.\n 31→## Issue #894: \"all unspecified items can be opened from the start\"\n 32→var unlocked_active_items: Dictionary = {\n 33→\tActiveItemType.NONE: true,\n 34→\tActiveItemType.FLASHLIGHT: false, # Condition: Polygon D+\n 35→\tActiveItemType.HOMING_BULLETS: true, # No unlock condition — freely available from start\n 36→\tActiveItemType.TELEPORT_BRACERS: false, # Condition: Castle F+\n 37→\tActiveItemType.BFF_PENDANT: true, # No unlock condition — freely available from start (Issue #674)\n 38→\tActiveItemType.INVISIBILITY_SUIT: true, # No unlock condition — freely available from start\n 39→\tActiveItemType.BREAKER_BULLETS: true, # No unlock condition — freely available from start\n 40→\tActiveItemType.FORCE_FIELD: true, # No unlock condition — freely available from start\n 41→\tActiveItemType.TRAJECTORY_GLASSES: true, # No unlock condition — freely available from start (Issue #744)\n 42→\tActiveItemType.LASER_SIGHT: true, # No unlock condition — freely available from start (Issue #947)\n 43→\tActiveItemType.RICOCHET_POINTS: true # No unlock condition — freely available from start (Issue #1004)\n 44→}\n 45→\n 46→## Active item data for UI and selection.\n 47→const ACTIVE_ITEM_DATA: Dictionary = {\n 48→\tActiveItemType.NONE: {\n 49→\t\t\"name\": \"None\",\n 50→\t\t\"icon_path\": \"\",\n 51→\t\t\"description\": \"No active item equipped.\"\n 52→\t},\n 53→\tActiveItemType.FLASHLIGHT: {\n 54→\t\t\"name\": \"Flashlight\",\n 55→\t\t\"icon_path\": \"res://assets/sprites/weapons/flashlight_icon.png\",\n 56→\t\t\"description\": \"Tactical flashlight — hold Space to illuminate in weapon direction. Bright white light, turns off when released.\",\n 57→\t\t\"activation_hint\": \"Hold Space to activate\"\n 58→\t},\n 59→\tActiveItemType.HOMING_BULLETS: {\n 60→\t\t\"name\": \"Homing Bullets\",\n 61→\t\t\"icon_path\": \"res://assets/sprites/weapons/homing_bullets_icon.png\",\n 62→\t\t\"description\": \"Press Space to activate — bullets steer toward the nearest enemy (up to 110° turn). 2 charges per battle, each lasts 1.2 seconds.\"\n 63→\t},\n 64→\tActiveItemType.TELEPORT_BRACERS: {\n 65→\t\t\"name\": \"Teleport Bracers\",\n 66→\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n 67→\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\",\n 68→\t\t\"activation_hint\": \"Hold Space to aim, release to teleport\"\n 69→\t},\n 70→\tActiveItemType.BFF_PENDANT: {\n 71→\t\t\"name\": \"BFF Pendant\",\n 72→\t\t\"icon_path\": \"res://assets/sprites/weapons/bff_pendant_icon.png\",\n 73→\t\t\"description\": \"BFF pendant — press Space to summon a friendly companion armed with M16 (2-4 HP). One charge per battle.\",\n 74→\t\t\"activation_hint\": \"Press Space to summon\"\n 75→\t},\n 76→\tActiveItemType.INVISIBILITY_SUIT: {\n 77→\t\t\"name\": \"Invisibility\",\n 78→\t\t\"icon_path\": \"res://assets/sprites/weapons/invisibility_suit_icon.png\",\n 79→\t\t\"description\": \"Invisibility suit — press Space to cloak (Predator-style ripple). Enemies cannot see you for 4 seconds. 2 charges per battle.\",\n 80→\t\t\"activation_hint\": \"Press Space to activate\"\n 81→\t},\n 82→\tActiveItemType.BREAKER_BULLETS: {\n 83→\t\t\"name\": \"Breaker Bullets\",\n 84→\t\t\"icon_path\": \"res://assets/sprites/weapons/breaker_bullets_icon.png\",\n 85→\t\t\"description\": \"Breaker bullets — passive: bullets explode 60px before hitting a wall, dealing 1 damage in a 15px radius and releasing shrapnel in a forward cone.\"\n 86→\t},\n 87→\tActiveItemType.FORCE_FIELD: {\n 88→\t\t\"name\": \"Force Field\",\n 89→\t\t\"icon_path\": \"res://assets/sprites/weapons/force_field_icon.png\",\n 90→\t\t\"description\": \"Force field — hold Space to activate glowing shield. 100% projectile reflection, grenades bounce without detonating. 8 second depletable charge.\",\n 91→\t\t\"activation_hint\": \"Hold Space to activate\"\n 92→\t},\n 93→\tActiveItemType.TRAJECTORY_GLASSES: {\n 94→\t\t\"name\": \"Trajectory Glasses\",\n 95→\t\t\"icon_path\": \"res://assets/sprites/weapons/trajectory_glasses_icon.png\",\n 96→\t\t\"description\": \"Trajectory glasses — press Space to see ricochet trajectories for 10 seconds. Green laser shows valid ricochets, red shows impossible angles. 2 charges per battle.\",\n 97→\t\t\"activation_hint\": \"Press Space to activate\"\n 98→\t},\n 99→\tActiveItemType.LASER_SIGHT: {\n 100→\t\t\"name\": \"Laser Sight\",\n 101→\t\t\"icon_path\": \"res://assets/sprites/weapons/laser_sight_icon.png\",\n 102→\t\t\"description\": \"Laser sight — passive: adds a purple laser sight to all weapons regardless of difficulty.\"\n 103→\t},\n 104→\tActiveItemType.RICOCHET_POINTS: {\n 105→\t\t\"name\": \"Ricochet Points\",\n 106→\t\t\"icon_path\": \"res://assets/sprites/weapons/ricochet_points_icon.png\",\n 107→\t\t\"description\": \"Ricochet Points — passive: ricochet chance is increased by 30% at angles where ricochet is possible (green ray).\"\n 108→\t}\n 109→}\n 110→\n 111→## Signal emitted when active item type changes.\n 112→signal active_item_changed(new_type: int)\n 113→\n 114→## Signal emitted when an active item is unlocked.\n 115→signal active_item_unlocked(item_type: int)\n 116→\n 117→\n 118→## Set the current active item type.\n 119→## @param type: The new active item type to select.\n 120→## @param restart_level: Whether to restart the level on change (default true).\n 121→func set_active_item(type: int, restart_level: bool = true) -> void:\n 122→\tif type == current_active_item:\n 123→\t\treturn # No change\n 124→\n 125→\tif type not in ACTIVE_ITEM_DATA:\n 126→\t\tFileLogger.info(\"[ActiveItemManager] Invalid active item type: %d\" % type)\n 127→\t\treturn\n 128→\n 129→\tvar old_type := current_active_item\n 130→\tcurrent_active_item = type\n 131→\n 132→\tFileLogger.info(\"[ActiveItemManager] Active item changed from %s to %s\" % [\n 133→\t\tACTIVE_ITEM_DATA[old_type][\"name\"],\n 134→\t\tACTIVE_ITEM_DATA[type][\"name\"]\n 135→\t])\n 136→\n 137→\tactive_item_changed.emit(type)\n 138→\n 139→\tif restart_level:\n 140→\t\t_restart_current_level()\n 141→\n 142→\n 143→## Restart the current level.\n 144→func _restart_current_level() -> void:\n 145→\tFileLogger.info(\"[ActiveItemManager] Restarting level due to active item change\")\n 146→\tget_tree().paused = false\n 147→\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n 148→\n 149→\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n 150→\tif game_manager and game_manager.has_method(\"restart_scene\"):\n 151→\t\tgame_manager.restart_scene()\n 152→\telse:\n 153→\t\tget_tree().reload_current_scene()\n 154→\n 155→\n 156→## Get active item data for a specific type.\n 157→func get_active_item_data(type: int) -> Dictionary:\n 158→\tif type in ACTIVE_ITEM_DATA:\n 159→\t\treturn ACTIVE_ITEM_DATA[type]\n 160→\treturn {}\n 161→\n 162→\n 163→## Get all available active item types.\n 164→func get_all_active_item_types() -> Array:\n 165→\treturn ACTIVE_ITEM_DATA.keys()\n 166→\n 167→\n 168→## Get the name of an active item type.\n 169→func get_active_item_name(type: int) -> String:\n 170→\tif type in ACTIVE_ITEM_DATA:\n 171→\t\treturn ACTIVE_ITEM_DATA[type][\"name\"]\n 172→\treturn \"Unknown\"\n 173→\n 174→\n 175→## Get the description of an active item type.\n 176→func get_active_item_description(type: int) -> String:\n 177→\tif type in ACTIVE_ITEM_DATA:\n 178→\t\treturn ACTIVE_ITEM_DATA[type][\"description\"]\n 179→\treturn \"\"\n 180→\n 181→\n 182→## Get the icon path of an active item type.\n 183→func get_active_item_icon_path(type: int) -> String:\n 184→\tif type in ACTIVE_ITEM_DATA:\n 185→\t\treturn ACTIVE_ITEM_DATA[type][\"icon_path\"]\n 186→\treturn \"\"\n 187→\n 188→\n 189→## Check if an active item type is the currently selected type.\n 190→func is_selected(type: int) -> bool:\n 191→\treturn type == current_active_item\n 192→\n 193→\n 194→## Check if a flashlight is currently equipped.\n 195→func has_flashlight() -> bool:\n 196→\treturn current_active_item == ActiveItemType.FLASHLIGHT\n 197→\n 198→\n 199→## Check if homing bullets are currently equipped.\n 200→func has_homing_bullets() -> bool:\n 201→\treturn current_active_item == ActiveItemType.HOMING_BULLETS\n 202→\n 203→\n 204→## Check if teleport bracers are currently equipped.\n 205→func has_teleport_bracers() -> bool:\n 206→\treturn current_active_item == ActiveItemType.TELEPORT_BRACERS\n 207→\n 208→\n 209→## Check if BFF pendant is currently equipped.\n 210→func has_bff_pendant() -> bool:\n 211→\treturn current_active_item == ActiveItemType.BFF_PENDANT\n 212→\n 213→\n 214→## Check if an invisibility suit is currently equipped (Issue #673).\n 215→func has_invisibility_suit() -> bool:\n 216→\treturn current_active_item == ActiveItemType.INVISIBILITY_SUIT\n 217→\n 218→\n 219→## Check if breaker bullets are currently equipped (Issue #678).\n 220→func has_breaker_bullets() -> bool:\n 221→\treturn current_active_item == ActiveItemType.BREAKER_BULLETS\n 222→\n 223→\n 224→## Check if force field is currently equipped (Issue #676).\n 225→func has_force_field() -> bool:\n 226→\treturn current_active_item == ActiveItemType.FORCE_FIELD\n 227→\n 228→\n 229→## Check if trajectory glasses are currently equipped (Issue #744).\n 230→func has_trajectory_glasses() -> bool:\n 231→\treturn current_active_item == ActiveItemType.TRAJECTORY_GLASSES\n 232→\n 233→\n 234→## Check if laser sight is currently equipped (Issue #947).\n 235→func has_laser_sight() -> bool:\n 236→\treturn current_active_item == ActiveItemType.LASER_SIGHT\n 237→\n 238→\n 239→## Check if ricochet points is currently equipped (Issue #1004).\n 240→func has_ricochet_points() -> bool:\n 241→\treturn current_active_item == ActiveItemType.RICOCHET_POINTS\n 242→\n 243→\n 244→## Get the laser sight color (purple).\n 245→## Used by weapons to show purple laser when laser sight item is equipped.\n 246→func get_laser_sight_color() -> Color:\n 247→\treturn Color(0.6, 0.0, 1.0, 0.6) # Purple with some transparency\n 248→\n 249→\n 250→## Check if a laser sight should be forced on all weapons.\n 251→## Returns true when laser sight active item is equipped (Issue #947).\n 252→func should_force_laser_sight() -> bool:\n 253→\treturn current_active_item == ActiveItemType.LASER_SIGHT\n 254→\n 255→\n 256→## Check if an active item type is unlocked.\n 257→## @param item_type: The active item type to check.\n 258→## @return: true if the item is unlocked, false otherwise.\n 259→## Note: If all_weapons_unlocked is enabled in ExperimentalSettings, all items return true.\n 260→func is_active_item_unlocked(item_type: int) -> bool:\n 261→\t# Check if all weapons are unlocked via experimental setting (Issue #882)\n 262→\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n 263→\tif experimental_settings and experimental_settings.has_method(\"is_all_weapons_unlocked\"):\n 264→\t\tif experimental_settings.is_all_weapons_unlocked():\n 265→\t\t\treturn true\n 266→\treturn unlocked_active_items.get(item_type, false)\n 267→\n 268→\n 269→## Unlock an active item type.\n 270→## @param item_type: The active item type to unlock.\n 271→func unlock_active_item(item_type: int) -> void:\n 272→\tif item_type in unlocked_active_items:\n 273→\t\tif not unlocked_active_items[item_type]:\n 274→\t\t\tunlocked_active_items[item_type] = true\n 275→\t\t\tactive_item_unlocked.emit(item_type)\n 276→\t\t\tFileLogger.info(\"[ActiveItemManager] Active item unlocked: %s\" % get_active_item_name(item_type))\n 277→\n 278→\n 279→## Get all unlocked active items.\n 280→## @return: Dictionary of item_type -> bool pairs.\n 281→func get_unlocked_active_items() -> Dictionary:\n 282→\treturn unlocked_active_items\n 283→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
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"uuid": "18cb64a6-2cee-4368-9b65-a10fc45a6a0d",
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"file": {
"filePath": "/tmp/gh-issue-solver-1773264869907/scripts/autoload/active_item_manager.gd",
"content": "extends Node\n## Autoload singleton for managing active item selection.\n##\n## Tracks which active item is currently selected and provides\n## data for the armory UI. Active items are equipment that\n## the player activates during gameplay (e.g., flashlight).\n\n## Active item types available in the game.\nenum ActiveItemType {\n\tNONE, # No active item equipped\n\tFLASHLIGHT, # Tactical flashlight - illuminates in weapon direction\n\tHOMING_BULLETS, # Homing bullets - press Space to make bullets steer toward nearest enemy\n\tTELEPORT_BRACERS, # Teleportation bracers - hold Space to aim, release to teleport\n\tBFF_PENDANT, # BFF pendant - press Space to summon a friendly companion with M16\n\tINVISIBILITY_SUIT, # Invisibility cloak - press Space to become invisible (Issue #673)\n\tBREAKER_BULLETS, # Breaker bullets - passive: bullets explode 60px before wall, spawning shrapnel cone (Issue #678)\n\tFORCE_FIELD, # Force field - hold Space to activate glowing shield that reflects projectiles (Issue #676)\n\tTRAJECTORY_GLASSES, # Trajectory glasses - press Space to show ricochet trajectories for 10 seconds (Issue #744)\n\tLASER_SIGHT, # Laser sight - passive: purple laser sight on all weapons regardless of difficulty (Issue #947)\n\tRICOCHET_POINTS # Ricochet Points - passive: ricochet chance +30% at valid angles (Issue #1004)\n}\n\n## Currently selected active item type.\n## No active item is selected by default.\nvar current_active_item: int = ActiveItemType.NONE\n\n## Unlocked active items tracking.\n## NONE is always unlocked (it's not a real item).\n## FLASHLIGHT (Polygon D+) and TELEPORT_BRACERS (Castle F+) have unlock conditions (Issue #894).\n## All other active items are freely available from the start.\n## Issue #894: \"all unspecified items can be opened from the start\"\nvar unlocked_active_items: Dictionary = {\n\tActiveItemType.NONE: true,\n\tActiveItemType.FLASHLIGHT: false, # Condition: Polygon D+\n\tActiveItemType.HOMING_BULLETS: true, # No unlock condition — freely available from start\n\tActiveItemType.TELEPORT_BRACERS: false, # Condition: Castle F+\n\tActiveItemType.BFF_PENDANT: true, # No unlock condition — freely available from start (Issue #674)\n\tActiveItemType.INVISIBILITY_SUIT: true, # No unlock condition — freely available from start\n\tActiveItemType.BREAKER_BULLETS: true, # No unlock condition — freely available from start\n\tActiveItemType.FORCE_FIELD: true, # No unlock condition — freely available from start\n\tActiveItemType.TRAJECTORY_GLASSES: true, # No unlock condition — freely available from start (Issue #744)\n\tActiveItemType.LASER_SIGHT: true, # No unlock condition — freely available from start (Issue #947)\n\tActiveItemType.RICOCHET_POINTS: true # No unlock condition — freely available from start (Issue #1004)\n}\n\n## Active item data for UI and selection.\nconst ACTIVE_ITEM_DATA: Dictionary = {\n\tActiveItemType.NONE: {\n\t\t\"name\": \"None\",\n\t\t\"icon_path\": \"\",\n\t\t\"description\": \"No active item equipped.\"\n\t},\n\tActiveItemType.FLASHLIGHT: {\n\t\t\"name\": \"Flashlight\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/flashlight_icon.png\",\n\t\t\"description\": \"Tactical flashlight — hold Space to illuminate in weapon direction. Bright white light, turns off when released.\",\n\t\t\"activation_hint\": \"Hold Space to activate\"\n\t},\n\tActiveItemType.HOMING_BULLETS: {\n\t\t\"name\": \"Homing Bullets\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/homing_bullets_icon.png\",\n\t\t\"description\": \"Press Space to activate — bullets steer toward the nearest enemy (up to 110° turn). 2 charges per battle, each lasts 1.2 seconds.\"\n\t},\n\tActiveItemType.TELEPORT_BRACERS: {\n\t\t\"name\": \"Teleport Bracers\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\",\n\t\t\"activation_hint\": \"Hold Space to aim, release to teleport\"\n\t},\n\tActiveItemType.BFF_PENDANT: {\n\t\t\"name\": \"BFF Pendant\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/bff_pendant_icon.png\",\n\t\t\"description\": \"BFF pendant — press Space to summon a friendly companion armed with M16 (2-4 HP). One charge per battle.\",\n\t\t\"activation_hint\": \"Press Space to summon\"\n\t},\n\tActiveItemType.INVISIBILITY_SUIT: {\n\t\t\"name\": \"Invisibility\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/invisibility_suit_icon.png\",\n\t\t\"description\": \"Invisibility suit — press Space to cloak (Predator-style ripple). Enemies cannot see you for 4 seconds. 2 charges per battle.\",\n\t\t\"activation_hint\": \"Press Space to activate\"\n\t},\n\tActiveItemType.BREAKER_BULLETS: {\n\t\t\"name\": \"Breaker Bullets\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/breaker_bullets_icon.png\",\n\t\t\"description\": \"Breaker bullets — passive: bullets explode 60px before hitting a wall, dealing 1 damage in a 15px radius and releasing shrapnel in a forward cone.\"\n\t},\n\tActiveItemType.FORCE_FIELD: {\n\t\t\"name\": \"Force Field\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/force_field_icon.png\",\n\t\t\"description\": \"Force field — hold Space to activate glowing shield. 100% projectile reflection, grenades bounce without detonating. 8 second depletable charge.\",\n\t\t\"activation_hint\": \"Hold Space to activate\"\n\t},\n\tActiveItemType.TRAJECTORY_GLASSES: {\n\t\t\"name\": \"Trajectory Glasses\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/trajectory_glasses_icon.png\",\n\t\t\"description\": \"Trajectory glasses — press Space to see ricochet trajectories for 10 seconds. Green laser shows valid ricochets, red shows impossible angles. 2 charges per battle.\",\n\t\t\"activation_hint\": \"Press Space to activate\"\n\t},\n\tActiveItemType.LASER_SIGHT: {\n\t\t\"name\": \"Laser Sight\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/laser_sight_icon.png\",\n\t\t\"description\": \"Laser sight — passive: adds a purple laser sight to all weapons regardless of difficulty.\"\n\t},\n\tActiveItemType.RICOCHET_POINTS: {\n\t\t\"name\": \"Ricochet Points\",\n\t\t\"icon_path\": \"res://assets/sprites/weapons/ricochet_points_icon.png\",\n\t\t\"description\": \"Ricochet Points — passive: ricochet chance is increased by 30% at angles where ricochet is possible (green ray).\"\n\t}\n}\n\n## Signal emitted when active item type changes.\nsignal active_item_changed(new_type: int)\n\n## Signal emitted when an active item is unlocked.\nsignal active_item_unlocked(item_type: int)\n\n\n## Set the current active item type.\n## @param type: The new active item type to select.\n## @param restart_level: Whether to restart the level on change (default true).\nfunc set_active_item(type: int, restart_level: bool = true) -> void:\n\tif type == current_active_item:\n\t\treturn # No change\n\n\tif type not in ACTIVE_ITEM_DATA:\n\t\tFileLogger.info(\"[ActiveItemManager] Invalid active item type: %d\" % type)\n\t\treturn\n\n\tvar old_type := current_active_item\n\tcurrent_active_item = type\n\n\tFileLogger.info(\"[ActiveItemManager] Active item changed from %s to %s\" % [\n\t\tACTIVE_ITEM_DATA[old_type][\"name\"],\n\t\tACTIVE_ITEM_DATA[type][\"name\"]\n\t])\n\n\tactive_item_changed.emit(type)\n\n\tif restart_level:\n\t\t_restart_current_level()\n\n\n## Restart the current level.\nfunc _restart_current_level() -> void:\n\tFileLogger.info(\"[ActiveItemManager] Restarting level due to active item change\")\n\tget_tree().paused = false\n\tInput.set_mouse_mode(Input.MOUSE_MODE_CONFINED_HIDDEN)\n\n\tvar game_manager: Node = get_node_or_null(\"/root/GameManager\")\n\tif game_manager and game_manager.has_method(\"restart_scene\"):\n\t\tgame_manager.restart_scene()\n\telse:\n\t\tget_tree().reload_current_scene()\n\n\n## Get active item data for a specific type.\nfunc get_active_item_data(type: int) -> Dictionary:\n\tif type in ACTIVE_ITEM_DATA:\n\t\treturn ACTIVE_ITEM_DATA[type]\n\treturn {}\n\n\n## Get all available active item types.\nfunc get_all_active_item_types() -> Array:\n\treturn ACTIVE_ITEM_DATA.keys()\n\n\n## Get the name of an active item type.\nfunc get_active_item_name(type: int) -> String:\n\tif type in ACTIVE_ITEM_DATA:\n\t\treturn ACTIVE_ITEM_DATA[type][\"name\"]\n\treturn \"Unknown\"\n\n\n## Get the description of an active item type.\nfunc get_active_item_description(type: int) -> String:\n\tif type in ACTIVE_ITEM_DATA:\n\t\treturn ACTIVE_ITEM_DATA[type][\"description\"]\n\treturn \"\"\n\n\n## Get the icon path of an active item type.\nfunc get_active_item_icon_path(type: int) -> String:\n\tif type in ACTIVE_ITEM_DATA:\n\t\treturn ACTIVE_ITEM_DATA[type][\"icon_path\"]\n\treturn \"\"\n\n\n## Check if an active item type is the currently selected type.\nfunc is_selected(type: int) -> bool:\n\treturn type == current_active_item\n\n\n## Check if a flashlight is currently equipped.\nfunc has_flashlight() -> bool:\n\treturn current_active_item == ActiveItemType.FLASHLIGHT\n\n\n## Check if homing bullets are currently equipped.\nfunc has_homing_bullets() -> bool:\n\treturn current_active_item == ActiveItemType.HOMING_BULLETS\n\n\n## Check if teleport bracers are currently equipped.\nfunc has_teleport_bracers() -> bool:\n\treturn current_active_item == ActiveItemType.TELEPORT_BRACERS\n\n\n## Check if BFF pendant is currently equipped.\nfunc has_bff_pendant() -> bool:\n\treturn current_active_item == ActiveItemType.BFF_PENDANT\n\n\n## Check if an invisibility suit is currently equipped (Issue #673).\nfunc has_invisibility_suit() -> bool:\n\treturn current_active_item == ActiveItemType.INVISIBILITY_SUIT\n\n\n## Check if breaker bullets are currently equipped (Issue #678).\nfunc has_breaker_bullets() -> bool:\n\treturn current_active_item == ActiveItemType.BREAKER_BULLETS\n\n\n## Check if force field is currently equipped (Issue #676).\nfunc has_force_field() -> bool:\n\treturn current_active_item == ActiveItemType.FORCE_FIELD\n\n\n## Check if trajectory glasses are currently equipped (Issue #744).\nfunc has_trajectory_glasses() -> bool:\n\treturn current_active_item == ActiveItemType.TRAJECTORY_GLASSES\n\n\n## Check if laser sight is currently equipped (Issue #947).\nfunc has_laser_sight() -> bool:\n\treturn current_active_item == ActiveItemType.LASER_SIGHT\n\n\n## Check if ricochet points is currently equipped (Issue #1004).\nfunc has_ricochet_points() -> bool:\n\treturn current_active_item == ActiveItemType.RICOCHET_POINTS\n\n\n## Get the laser sight color (purple).\n## Used by weapons to show purple laser when laser sight item is equipped.\nfunc get_laser_sight_color() -> Color:\n\treturn Color(0.6, 0.0, 1.0, 0.6) # Purple with some transparency\n\n\n## Check if a laser sight should be forced on all weapons.\n## Returns true when laser sight active item is equipped (Issue #947).\nfunc should_force_laser_sight() -> bool:\n\treturn current_active_item == ActiveItemType.LASER_SIGHT\n\n\n## Check if an active item type is unlocked.\n## @param item_type: The active item type to check.\n## @return: true if the item is unlocked, false otherwise.\n## Note: If all_weapons_unlocked is enabled in ExperimentalSettings, all items return true.\nfunc is_active_item_unlocked(item_type: int) -> bool:\n\t# Check if all weapons are unlocked via experimental setting (Issue #882)\n\tvar experimental_settings: Node = get_node_or_null(\"/root/ExperimentalSettings\")\n\tif experimental_settings and experimental_settings.has_method(\"is_all_weapons_unlocked\"):\n\t\tif experimental_settings.is_all_weapons_unlocked():\n\t\t\treturn true\n\treturn unlocked_active_items.get(item_type, false)\n\n\n## Unlock an active item type.\n## @param item_type: The active item type to unlock.\nfunc unlock_active_item(item_type: int) -> void:\n\tif item_type in unlocked_active_items:\n\t\tif not unlocked_active_items[item_type]:\n\t\t\tunlocked_active_items[item_type] = true\n\t\t\tactive_item_unlocked.emit(item_type)\n\t\t\tFileLogger.info(\"[ActiveItemManager] Active item unlocked: %s\" % get_active_item_name(item_type))\n\n\n## Get all unlocked active items.\n## @return: Dictionary of item_type -> bool pairs.\nfunc get_unlocked_active_items() -> Dictionary:\n\treturn unlocked_active_items\n",
"numLines": 283,
"startLine": 1,
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}
}
}
[2026-03-11T21:35:45.581Z] [INFO] [log_4cbf44] sending request {
[2026-03-11T21:35:45.582Z] [INFO] method: 'post',
[2026-03-11T21:35:45.583Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:35:45.583Z] [INFO] options: {
[2026-03-11T21:35:45.584Z] [INFO] method: 'post',
[2026-03-11T21:35:45.584Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:35:45.584Z] [INFO] body: {
[2026-03-11T21:35:45.584Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:35:45.584Z] [INFO] messages: [Array],
[2026-03-11T21:35:45.585Z] [INFO] system: [Array],
[2026-03-11T21:35:45.586Z] [INFO] tools: [Array],
[2026-03-11T21:35:45.586Z] [INFO] tool_choice: undefined,
[2026-03-11T21:35:45.586Z] [INFO] metadata: [Object],
[2026-03-11T21:35:45.586Z] [INFO] max_tokens: 64000,
[2026-03-11T21:35:45.587Z] [INFO] thinking: undefined,
[2026-03-11T21:35:45.587Z] [INFO] temperature: 1,
[2026-03-11T21:35:45.587Z] [INFO] stream: true
[2026-03-11T21:35:45.587Z] [INFO] },
[2026-03-11T21:35:45.587Z] [INFO] timeout: 600000,
[2026-03-11T21:35:45.587Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:35:45.588Z] [INFO] stream: true
[2026-03-11T21:35:45.588Z] [INFO] },
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[2026-03-11T21:35:52.639Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:35:52.639Z] [INFO] }
[2026-03-11T21:35:52.639Z] [INFO] }
[2026-03-11T21:35:57.312Z] [INFO] [log_ea4db0, request-id: "req_011CYx1gpKxemC5GvrrkSEVb"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 4682ms
[2026-03-11T21:35:57.313Z] [INFO] [log_ea4db0] response start {
[2026-03-11T21:35:57.313Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:35:57.314Z] [INFO] status: 200,
[2026-03-11T21:35:57.317Z] [INFO] headers: {
[2026-03-11T21:35:57.317Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:35:57.317Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:35:57.317Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:35:57.318Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.58',
[2026-03-11T21:35:57.318Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:35:57.318Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:35:57.319Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:35:57.319Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:35:57.319Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:35:57.319Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:35:57.320Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:35:57.320Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:35:57.320Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:35:57.320Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:35:57.320Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:35:57.321Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:35:57.321Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:35:57.322Z] [INFO] 'cf-ray': '9dadb101ffd2557f-FRA',
[2026-03-11T21:35:57.322Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:35:57.325Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:35:57.326Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:35:57.326Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:35:57.327Z] [INFO] date: 'Wed, 11 Mar 2026 21:35:57 GMT',
[2026-03-11T21:35:57.327Z] [INFO] 'request-id': 'req_011CYx1gpKxemC5GvrrkSEVb',
[2026-03-11T21:35:57.327Z] [INFO] server: 'cloudflare',
[2026-03-11T21:35:57.327Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:35:57.327Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:35:57.328Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:35:57.328Z] [INFO] 'x-envoy-upstream-service-time': '4561',
[2026-03-11T21:35:57.328Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:35:57.330Z] [INFO] },
[2026-03-11T21:35:57.331Z] [INFO] durationMs: 4682
[2026-03-11T21:35:57.331Z] [INFO] }
[2026-03-11T21:35:57.332Z] [INFO] response 200 https://api.anthropic.com/v1/messages?beta=true Headers {
[2026-03-11T21:35:57.332Z] [INFO] date: 'Wed, 11 Mar 2026 21:35:57 GMT',
[2026-03-11T21:35:57.335Z] [INFO] 'content-type': 'text/event-stream; charset=utf-8',
[2026-03-11T21:35:57.336Z] [INFO] 'transfer-encoding': 'chunked',
[2026-03-11T21:35:57.336Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:35:57.336Z] [INFO] 'cache-control': 'no-cache',
[2026-03-11T21:35:57.336Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:35:57.337Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:35:57.337Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:35:57.337Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.58',
[2026-03-11T21:35:57.337Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:35:57.338Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:35:57.338Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:35:57.338Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:35:57.341Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:35:57.341Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:35:57.342Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:35:57.342Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:35:57.342Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:35:57.342Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:35:57.342Z] [INFO] 'request-id': 'req_011CYx1gpKxemC5GvrrkSEVb',
[2026-03-11T21:35:57.343Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:35:57.343Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:35:57.343Z] [INFO] server: 'cloudflare',
[2026-03-11T21:35:57.343Z] [INFO] 'x-envoy-upstream-service-time': '4561',
[2026-03-11T21:35:57.345Z] [INFO] 'content-encoding': 'gzip',
[2026-03-11T21:35:57.345Z] [INFO] vary: 'Accept-Encoding',
[2026-03-11T21:35:57.346Z] [INFO] 'x-robots-tag': 'none',
[2026-03-11T21:35:57.346Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:35:57.346Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:35:57.346Z] [INFO] 'cf-ray': '9dadb101ffd2557f-FRA'
[2026-03-11T21:35:57.346Z] [INFO] } ReadableStream { locked: false, state: 'readable', supportsBYOB: true }
[2026-03-11T21:35:57.347Z] [INFO] [log_ea4db0] response parsed {
[2026-03-11T21:35:57.347Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:35:57.347Z] [INFO] status: 200,
[2026-03-11T21:35:57.347Z] [INFO] body: qG {
[2026-03-11T21:35:57.347Z] [INFO] iterator: [AsyncGeneratorFunction: _],
[2026-03-11T21:35:57.347Z] [INFO] controller: AbortController { signal: AbortSignal { aborted: false } }
[2026-03-11T21:35:57.348Z] [INFO] },
[2026-03-11T21:35:57.348Z] [INFO] durationMs: 4683
[2026-03-11T21:35:57.348Z] [INFO] }
[2026-03-11T21:35:57.687Z] [INFO] {
"type": "assistant",
"message": {
"model": "claude-opus-4-5-20251101",
"id": "msg_018NmQ97oMUTa9AQgaDurv7Z",
"type": "message",
"role": "assistant",
"content": [
{
"type": "tool_use",
"id": "toolu_01MEq7mdPrWM3DeNGJCsQtoD",
"name": "Read",
"input": {
"file_path": "/tmp/gh-issue-solver-1773264869907/scripts/characters/player.gd"
},
"caller": {
"type": "direct"
}
}
],
"stop_reason": null,
"stop_sequence": null,
"usage": {
"input_tokens": 0,
"cache_creation_input_tokens": 727,
"cache_read_input_tokens": 39281,
"cache_creation": {
"ephemeral_5m_input_tokens": 0,
"ephemeral_1h_input_tokens": 727
},
"output_tokens": 25,
"service_tier": "standard",
"inference_geo": "not_available"
},
"context_management": null
},
"parent_tool_use_id": null,
"session_id": "868b40e4-7871-41b6-a2bf-2856575b9dd8",
"uuid": "67b445b4-17ec-4d1c-b71b-2a8db326b0f2"
}
[2026-03-11T21:35:57.695Z] [INFO] [log_55ea28] sending request {
[2026-03-11T21:35:57.696Z] [INFO] method: 'post',
[2026-03-11T21:35:57.696Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:35:57.696Z] [INFO] options: {
[2026-03-11T21:35:57.696Z] [INFO] method: 'post',
[2026-03-11T21:35:57.697Z] [INFO] path: '/v1/messages/count_tokens?beta=true',
[2026-03-11T21:35:57.697Z] [INFO] body: { model: 'claude-opus-4-5-20251101', messages: [Array], tools: [] }
[2026-03-11T21:35:57.697Z] [INFO] },
[2026-03-11T21:35:57.697Z] [INFO] headers: {
[2026-03-11T21:35:57.698Z] [INFO] accept: 'application/json',
[2026-03-11T21:35:57.698Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,token-counting-2024-11-01',
[2026-03-11T21:35:57.698Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:35:57.698Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:35:57.698Z] [INFO] authorization: '***',
[2026-03-11T21:35:57.698Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:35:57.698Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:35:57.699Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:35:57.699Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:35:57.699Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:35:57.699Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:35:57.699Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:35:57.699Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:35:57.700Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:35:57.700Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1'
[2026-03-11T21:35:57.700Z] [INFO] }
[2026-03-11T21:35:57.700Z] [INFO] }
[2026-03-11T21:35:57.916Z] [INFO] [log_55ea28, request-id: "req_011CYx1hBsWAS5nWhFGKi5QR"] post https://api.anthropic.com/v1/messages/count_tokens?beta=true succeeded with status 200 in 222ms
[2026-03-11T21:35:57.917Z] [INFO] [log_55ea28] response start {
[2026-03-11T21:35:57.918Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:35:57.918Z] [INFO] status: 200,
[2026-03-11T21:35:57.918Z] [INFO] headers: {
[2026-03-11T21:35:57.918Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:35:57.918Z] [INFO] 'cf-cache-status': 'DYNAMIC',
[2026-03-11T21:35:57.919Z] [INFO] 'cf-ray': '9dadb121bc739170-FRA',
[2026-03-11T21:35:57.919Z] [INFO] connection: 'keep-alive',
[2026-03-11T21:35:57.919Z] [INFO] 'content-length': '22',
[2026-03-11T21:35:57.919Z] [INFO] 'content-security-policy': "default-src 'none'; frame-ancestors 'none'",
[2026-03-11T21:35:57.919Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:35:57.919Z] [INFO] date: 'Wed, 11 Mar 2026 21:35:57 GMT',
[2026-03-11T21:35:57.920Z] [INFO] 'request-id': 'req_011CYx1hBsWAS5nWhFGKi5QR',
[2026-03-11T21:35:57.920Z] [INFO] server: 'cloudflare',
[2026-03-11T21:35:57.920Z] [INFO] 'strict-transport-security': 'max-age=31536000; includeSubDomains; preload',
[2026-03-11T21:35:57.920Z] [INFO] 'x-envoy-upstream-service-time': '76',
[2026-03-11T21:35:57.921Z] [INFO] 'x-robots-tag': 'none'
[2026-03-11T21:35:57.921Z] [INFO] },
[2026-03-11T21:35:57.922Z] [INFO] durationMs: 222
[2026-03-11T21:35:57.922Z] [INFO] }
[2026-03-11T21:35:57.922Z] [INFO] [log_55ea28] response parsed {
[2026-03-11T21:35:57.922Z] [INFO] url: 'https://api.anthropic.com/v1/messages/count_tokens?beta=true',
[2026-03-11T21:35:57.922Z] [INFO] status: 200,
[2026-03-11T21:35:57.922Z] [INFO] body: { input_tokens: 49270 },
[2026-03-11T21:35:57.923Z] [INFO] durationMs: 223
[2026-03-11T21:35:57.923Z] [INFO] }
[2026-03-11T21:35:57.941Z] [INFO] {
"type": "user",
"message": {
"role": "user",
"content": [
{
"type": "tool_result",
"content": "File content (49270 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file.",
"is_error": true,
"tool_use_id": "toolu_01MEq7mdPrWM3DeNGJCsQtoD"
}
]
},
"parent_tool_use_id": null,
"session_id": "868b40e4-7871-41b6-a2bf-2856575b9dd8",
"uuid": "28a627fd-13c8-4a07-a535-33e452b2fb81",
"tool_use_result": "Error: File content (49270 tokens) exceeds maximum allowed tokens (25000). Use offset and limit parameters to read specific portions of the file, or search for specific content instead of reading the whole file."
}
[2026-03-11T21:35:57.953Z] [INFO] [log_68fe4f] sending request {
[2026-03-11T21:35:57.956Z] [INFO] method: 'post',
[2026-03-11T21:35:57.957Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:35:57.957Z] [INFO] options: {
[2026-03-11T21:35:57.958Z] [INFO] method: 'post',
[2026-03-11T21:35:57.958Z] [INFO] path: '/v1/messages?beta=true',
[2026-03-11T21:35:57.958Z] [INFO] body: {
[2026-03-11T21:35:57.958Z] [INFO] model: 'claude-opus-4-5-20251101',
[2026-03-11T21:35:57.958Z] [INFO] messages: [Array],
[2026-03-11T21:35:57.958Z] [INFO] system: [Array],
[2026-03-11T21:35:57.958Z] [INFO] tools: [Array],
[2026-03-11T21:35:57.959Z] [INFO] tool_choice: undefined,
[2026-03-11T21:35:57.959Z] [INFO] metadata: [Object],
[2026-03-11T21:35:57.959Z] [INFO] max_tokens: 64000,
[2026-03-11T21:35:57.959Z] [INFO] thinking: undefined,
[2026-03-11T21:35:57.959Z] [INFO] temperature: 1,
[2026-03-11T21:35:57.959Z] [INFO] stream: true
[2026-03-11T21:35:57.960Z] [INFO] },
[2026-03-11T21:35:57.960Z] [INFO] timeout: 600000,
[2026-03-11T21:35:57.960Z] [INFO] signal: AbortSignal { aborted: false },
[2026-03-11T21:35:57.960Z] [INFO] stream: true
[2026-03-11T21:35:57.960Z] [INFO] },
[2026-03-11T21:35:57.960Z] [INFO] headers: {
[2026-03-11T21:35:57.960Z] [INFO] accept: 'application/json',
[2026-03-11T21:35:57.961Z] [INFO] 'anthropic-beta': 'claude-code-20250219,oauth-2025-04-20,interleaved-thinking-2025-05-14,context-management-2025-06-27,prompt-caching-scope-2026-01-05,advanced-tool-use-2025-11-20',
[2026-03-11T21:35:57.961Z] [INFO] 'anthropic-dangerous-direct-browser-access': 'true',
[2026-03-11T21:35:57.961Z] [INFO] 'anthropic-version': '2023-06-01',
[2026-03-11T21:35:57.961Z] [INFO] authorization: '***',
[2026-03-11T21:35:57.961Z] [INFO] 'content-type': 'application/json',
[2026-03-11T21:35:57.961Z] [INFO] 'user-agent': 'claude-cli/2.1.72 (external, sdk-cli)',
[2026-03-11T21:35:57.962Z] [INFO] 'x-app': 'cli',
[2026-03-11T21:35:57.962Z] [INFO] 'x-stainless-arch': 'x64',
[2026-03-11T21:35:57.962Z] [INFO] 'x-stainless-lang': 'js',
[2026-03-11T21:35:57.962Z] [INFO] 'x-stainless-os': 'Linux',
[2026-03-11T21:35:57.962Z] [INFO] 'x-stainless-package-version': '0.74.0',
[2026-03-11T21:35:57.963Z] [INFO] 'x-stainless-retry-count': '0',
[2026-03-11T21:35:57.963Z] [INFO] 'x-stainless-runtime': 'node',
[2026-03-11T21:35:57.963Z] [INFO] 'x-stainless-runtime-version': 'v20.20.1',
[2026-03-11T21:35:57.963Z] [INFO] 'x-stainless-timeout': '600'
[2026-03-11T21:35:57.963Z] [INFO] }
[2026-03-11T21:35:57.963Z] [INFO] }
[2026-03-11T21:35:59.748Z] [INFO] [log_68fe4f, request-id: "req_011CYx1hCxEsNroVccGPPkbM"] post https://api.anthropic.com/v1/messages?beta=true succeeded with status 200 in 1795ms
[2026-03-11T21:35:59.749Z] [INFO] [log_68fe4f] response start {
[2026-03-11T21:35:59.749Z] [INFO] url: 'https://api.anthropic.com/v1/messages?beta=true',
[2026-03-11T21:35:59.749Z] [INFO] status: 200,
[2026-03-11T21:35:59.749Z] [INFO] headers: {
[2026-03-11T21:35:59.749Z] [INFO] 'anthropic-organization-id': '684cb0ba-85b8-4b30-a841-e92fb92cc97f',
[2026-03-11T21:35:59.749Z] [INFO] 'anthropic-ratelimit-unified-5h-reset': '1773273600',
[2026-03-11T21:35:59.749Z] [INFO] 'anthropic-ratelimit-unified-5h-status': 'allowed',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-5h-utilization': '0.58',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-7d-reset': '1773374400',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-7d-status': 'allowed_warning',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-7d-surpassed-threshold': '0.75',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-7d-utilization': '0.84',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-fallback': 'available',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-fallback-percentage': '0.5',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-overage-disabled-reason': 'org_level_disabled',
[2026-03-11T21:35:59.750Z] [INFO] 'anthropic-ratelimit-unified-overage-status': 'rejected',
[2026-03-11T21:35:59.751Z] [INFO] 'anthropic-ratelimit-unified-representative-claim': 'seven_day',
[2026-03-11T21:35:59.751Z] [INFO] 'anthropic-ratelimit-unified-reset': '1773374400',
[2026-03-11T21:35:59.751Z] [INFO] 'anthropic-ratelimit-unified-status': 'allowed_warning',
[2026-03-11T21:35:59.751Z] [INFO] 'cache-control': 'no-cache',
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"content": "356:\t_init_homing_bullets()\n368:\t_init_force_field()\n371:\t_init_trajectory_glasses()\n374:\t_init_active_item_progress_bar()\n486:\t_handle_force_field_input(delta)\n489:\t_handle_trajectory_glasses_input()\n1049:\tif is_force_field_active():\n2508:\t_draw_trajectory_glasses()\n2831:func _draw_trajectory_glasses() -> void:\n2832:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n2834:\tif not is_instance_valid(_trajectory_glasses):\n2836:\tif not _trajectory_glasses.is_active:\n2839:\tvar points: Array[Vector2] = _trajectory_glasses.trajectory_local_points\n2844:\tvar invalid_start: int = _trajectory_glasses.trajectory_invalid_start_index\n3100:func _init_homing_bullets() -> void:\n3106:\tif not active_item_manager.has_method(\"has_homing_bullets\"):\n3107:\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager missing has_homing_bullets method\")\n3110:\tif not active_item_manager.has_homing_bullets():\n3586:## Called when player teleports or becomes invisible, causing enemies to lose track and enter search mode.\n3629:var _force_field_equipped: bool = false\n3632:var _force_field: Node2D = null\n3636:func _init_force_field() -> void:\n3642:\tif not active_item_manager.has_method(\"has_force_field\"):\n3643:\t\tFileLogger.info(\"[Player.ForceField] ActiveItemManager does not have has_force_field method\")\n3646:\tif not active_item_manager.has_force_field():\n3651:\tvar force_field_scene_path: String = \"res://scenes/effects/ForceFieldEffect.tscn\"\n3652:\tif not ResourceLoader.exists(force_field_scene_path):\n3653:\t\tFileLogger.info(\"[Player.ForceField] WARNING: ForceFieldEffect scene not found: %s\" % force_field_scene_path)\n3656:\tvar force_field_scene = load(force_field_scene_path)\n3657:\tif force_field_scene == null:\n3662:\t_force_field = force_field_scene.instantiate()\n3663:\tadd_child(_force_field)\n3664:\t_force_field_equipped = true\n3670:func _handle_force_field_input(delta: float) -> void:\n3671:\tif not _force_field_equipped or _force_field == null:\n3676:\t\tif not _force_field.is_active:\n3677:\t\t\t_force_field.activate()\n3679:\t\tif _force_field.is_active:\n3680:\t\t\t_force_field.deactivate()\n3684:func is_force_field_active() -> bool:\n3685:\treturn _force_field_equipped and _force_field != null and _force_field.is_protecting()\n3694:const TrajectoryGlassesEffectScript = preload(\"res://scripts/effects/trajectory_glasses_effect.gd\")\n3697:const TrajectoryGlassesHudScript = preload(\"res://scripts/ui/trajectory_glasses_hud.gd\")\n3700:var _trajectory_glasses_equipped: bool = false\n3703:var _trajectory_glasses: Node = null\n3706:var _trajectory_glasses_hud: Node2D = null\n3709:signal trajectory_glasses_changed(is_active: bool, charges: int, max_charges: int)\n3712:signal trajectory_glasses_charges_changed(current: int, maximum: int)\n3716:func _init_trajectory_glasses() -> void:\n3723:\tif not active_item_manager.has_method(\"has_trajectory_glasses\"):\n3724:\t\tFileLogger.info(\"[Player.TrajectoryGlasses] ActiveItemManager missing has_trajectory_glasses method\")\n3727:\tif not active_item_manager.has_trajectory_glasses():\n3734:\t_trajectory_glasses = TrajectoryGlassesEffectScript.new()\n3735:\t_trajectory_glasses.name = \"TrajectoryGlassesEffect\"\n3736:\tadd_child(_trajectory_glasses)\n3739:\t_trajectory_glasses.initialize(self)\n3742:\t_update_trajectory_glasses_weapon()\n3745:\t_trajectory_glasses.trajectory_activated.connect(_on_trajectory_activated)\n3746:\t_trajectory_glasses.trajectory_deactivated.connect(_on_trajectory_deactivated)\n3747:\t_trajectory_glasses.charges_changed.connect(_on_trajectory_charges_changed)\n3749:\t_trajectory_glasses_equipped = true\n3750:\tFileLogger.info(\"[Player.TrajectoryGlasses] Trajectory glasses equipped, charges: %d\" % _trajectory_glasses.charges)\n3753:\t_trajectory_glasses_hud = TrajectoryGlassesHudScript.new()\n3754:\t_trajectory_glasses_hud.name = \"TrajectoryGlassesHUD\"\n3755:\tadd_child(_trajectory_glasses_hud)\n3756:\t_trajectory_glasses_hud.initialize(_trajectory_glasses)\n3759:\ttrajectory_glasses_charges_changed.emit(_trajectory_glasses.charges, _trajectory_glasses.MAX_CHARGES)\n3763:func _update_trajectory_glasses_weapon() -> void:\n3764:\tif _trajectory_glasses == null:\n3778:\t\t_trajectory_glasses.set_weapon(weapon)\n3782:func _handle_trajectory_glasses_input() -> void:\n3783:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n3786:\tif not is_instance_valid(_trajectory_glasses):\n3791:\t\tif not _trajectory_glasses.is_active:\n3793:\t\t\t_update_trajectory_glasses_weapon()\n3794:\t\t\tFileLogger.info(\"[Player.TrajectoryGlasses] Space pressed - activating (charges: %d)\" % _trajectory_glasses.charges)\n3795:\t\t\tvar activated := _trajectory_glasses.activate()\n3801:\ttrajectory_glasses_changed.emit(true, charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3802:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3803:\t\t_trajectory_glasses_hud.set_active(true)\n3804:\t\t_trajectory_glasses_hud.update_charges(charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3809:\ttrajectory_glasses_changed.emit(false, charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3810:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3811:\t\t_trajectory_glasses_hud.set_active(false)\n3812:\t\t_trajectory_glasses_hud.update_charges(charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3817:\ttrajectory_glasses_charges_changed.emit(current, maximum)\n3818:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3819:\t\t_trajectory_glasses_hud.update_charges(current, maximum)\n3823:func is_trajectory_glasses_active() -> bool:\n3824:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n3826:\tif not is_instance_valid(_trajectory_glasses):\n3828:\treturn _trajectory_glasses.is_active\n3832:func get_trajectory_glasses() -> Node:\n3833:\treturn _trajectory_glasses\n3841:var _active_item_progress_bar: Node2D = null\n3855:## Shows a segmented charge bar for charge-limited items (e.g., teleport bracers).\n3856:func _init_active_item_progress_bar() -> void:\n3871:func _ensure_progress_bar_node() -> void:\n3872:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3875:\t_active_item_progress_bar = ActiveItemProgressBar.new()\n3876:\t_active_item_progress_bar.name = \"ActiveItemProgressBar\"\n3877:\tadd_child(_active_item_progress_bar)\n3884:\t_ensure_progress_bar_node()\n3885:\t_active_item_progress_bar.show_bar(\n3896:\t_ensure_progress_bar_node()\n3897:\t_active_item_progress_bar.show_bar(\n3907:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3908:\t\t_active_item_progress_bar.update_value(current)\n3913:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3914:\t\t_active_item_progress_bar.hide_bar()"
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"content": "356:\t_init_homing_bullets()\n368:\t_init_force_field()\n371:\t_init_trajectory_glasses()\n374:\t_init_active_item_progress_bar()\n486:\t_handle_force_field_input(delta)\n489:\t_handle_trajectory_glasses_input()\n1049:\tif is_force_field_active():\n2508:\t_draw_trajectory_glasses()\n2831:func _draw_trajectory_glasses() -> void:\n2832:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n2834:\tif not is_instance_valid(_trajectory_glasses):\n2836:\tif not _trajectory_glasses.is_active:\n2839:\tvar points: Array[Vector2] = _trajectory_glasses.trajectory_local_points\n2844:\tvar invalid_start: int = _trajectory_glasses.trajectory_invalid_start_index\n3100:func _init_homing_bullets() -> void:\n3106:\tif not active_item_manager.has_method(\"has_homing_bullets\"):\n3107:\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager missing has_homing_bullets method\")\n3110:\tif not active_item_manager.has_homing_bullets():\n3586:## Called when player teleports or becomes invisible, causing enemies to lose track and enter search mode.\n3629:var _force_field_equipped: bool = false\n3632:var _force_field: Node2D = null\n3636:func _init_force_field() -> void:\n3642:\tif not active_item_manager.has_method(\"has_force_field\"):\n3643:\t\tFileLogger.info(\"[Player.ForceField] ActiveItemManager does not have has_force_field method\")\n3646:\tif not active_item_manager.has_force_field():\n3651:\tvar force_field_scene_path: String = \"res://scenes/effects/ForceFieldEffect.tscn\"\n3652:\tif not ResourceLoader.exists(force_field_scene_path):\n3653:\t\tFileLogger.info(\"[Player.ForceField] WARNING: ForceFieldEffect scene not found: %s\" % force_field_scene_path)\n3656:\tvar force_field_scene = load(force_field_scene_path)\n3657:\tif force_field_scene == null:\n3662:\t_force_field = force_field_scene.instantiate()\n3663:\tadd_child(_force_field)\n3664:\t_force_field_equipped = true\n3670:func _handle_force_field_input(delta: float) -> void:\n3671:\tif not _force_field_equipped or _force_field == null:\n3676:\t\tif not _force_field.is_active:\n3677:\t\t\t_force_field.activate()\n3679:\t\tif _force_field.is_active:\n3680:\t\t\t_force_field.deactivate()\n3684:func is_force_field_active() -> bool:\n3685:\treturn _force_field_equipped and _force_field != null and _force_field.is_protecting()\n3694:const TrajectoryGlassesEffectScript = preload(\"res://scripts/effects/trajectory_glasses_effect.gd\")\n3697:const TrajectoryGlassesHudScript = preload(\"res://scripts/ui/trajectory_glasses_hud.gd\")\n3700:var _trajectory_glasses_equipped: bool = false\n3703:var _trajectory_glasses: Node = null\n3706:var _trajectory_glasses_hud: Node2D = null\n3709:signal trajectory_glasses_changed(is_active: bool, charges: int, max_charges: int)\n3712:signal trajectory_glasses_charges_changed(current: int, maximum: int)\n3716:func _init_trajectory_glasses() -> void:\n3723:\tif not active_item_manager.has_method(\"has_trajectory_glasses\"):\n3724:\t\tFileLogger.info(\"[Player.TrajectoryGlasses] ActiveItemManager missing has_trajectory_glasses method\")\n3727:\tif not active_item_manager.has_trajectory_glasses():\n3734:\t_trajectory_glasses = TrajectoryGlassesEffectScript.new()\n3735:\t_trajectory_glasses.name = \"TrajectoryGlassesEffect\"\n3736:\tadd_child(_trajectory_glasses)\n3739:\t_trajectory_glasses.initialize(self)\n3742:\t_update_trajectory_glasses_weapon()\n3745:\t_trajectory_glasses.trajectory_activated.connect(_on_trajectory_activated)\n3746:\t_trajectory_glasses.trajectory_deactivated.connect(_on_trajectory_deactivated)\n3747:\t_trajectory_glasses.charges_changed.connect(_on_trajectory_charges_changed)\n3749:\t_trajectory_glasses_equipped = true\n3750:\tFileLogger.info(\"[Player.TrajectoryGlasses] Trajectory glasses equipped, charges: %d\" % _trajectory_glasses.charges)\n3753:\t_trajectory_glasses_hud = TrajectoryGlassesHudScript.new()\n3754:\t_trajectory_glasses_hud.name = \"TrajectoryGlassesHUD\"\n3755:\tadd_child(_trajectory_glasses_hud)\n3756:\t_trajectory_glasses_hud.initialize(_trajectory_glasses)\n3759:\ttrajectory_glasses_charges_changed.emit(_trajectory_glasses.charges, _trajectory_glasses.MAX_CHARGES)\n3763:func _update_trajectory_glasses_weapon() -> void:\n3764:\tif _trajectory_glasses == null:\n3778:\t\t_trajectory_glasses.set_weapon(weapon)\n3782:func _handle_trajectory_glasses_input() -> void:\n3783:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n3786:\tif not is_instance_valid(_trajectory_glasses):\n3791:\t\tif not _trajectory_glasses.is_active:\n3793:\t\t\t_update_trajectory_glasses_weapon()\n3794:\t\t\tFileLogger.info(\"[Player.TrajectoryGlasses] Space pressed - activating (charges: %d)\" % _trajectory_glasses.charges)\n3795:\t\t\tvar activated := _trajectory_glasses.activate()\n3801:\ttrajectory_glasses_changed.emit(true, charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3802:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3803:\t\t_trajectory_glasses_hud.set_active(true)\n3804:\t\t_trajectory_glasses_hud.update_charges(charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3809:\ttrajectory_glasses_changed.emit(false, charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3810:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3811:\t\t_trajectory_glasses_hud.set_active(false)\n3812:\t\t_trajectory_glasses_hud.update_charges(charges_remaining, _trajectory_glasses.MAX_CHARGES)\n3817:\ttrajectory_glasses_charges_changed.emit(current, maximum)\n3818:\tif _trajectory_glasses_hud and is_instance_valid(_trajectory_glasses_hud):\n3819:\t\t_trajectory_glasses_hud.update_charges(current, maximum)\n3823:func is_trajectory_glasses_active() -> bool:\n3824:\tif not _trajectory_glasses_equipped or _trajectory_glasses == null:\n3826:\tif not is_instance_valid(_trajectory_glasses):\n3828:\treturn _trajectory_glasses.is_active\n3832:func get_trajectory_glasses() -> Node:\n3833:\treturn _trajectory_glasses\n3841:var _active_item_progress_bar: Node2D = null\n3855:## Shows a segmented charge bar for charge-limited items (e.g., teleport bracers).\n3856:func _init_active_item_progress_bar() -> void:\n3871:func _ensure_progress_bar_node() -> void:\n3872:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3875:\t_active_item_progress_bar = ActiveItemProgressBar.new()\n3876:\t_active_item_progress_bar.name = \"ActiveItemProgressBar\"\n3877:\tadd_child(_active_item_progress_bar)\n3884:\t_ensure_progress_bar_node()\n3885:\t_active_item_progress_bar.show_bar(\n3896:\t_ensure_progress_bar_node()\n3897:\t_active_item_progress_bar.show_bar(\n3907:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3908:\t\t_active_item_progress_bar.update_value(current)\n3913:\tif _active_item_progress_bar != null and is_instance_valid(_active_item_progress_bar):\n3914:\t\t_active_item_progress_bar.hide_bar()",
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"text": "Let me read the relevant portions of player.gd to understand how the homing bullets and other items show their charges."
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"content": " 3100→func _init_homing_bullets() -> void:\n 3101→\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n 3102→\tif active_item_manager == null:\n 3103→\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager not found\")\n 3104→\t\treturn\n 3105→\n 3106→\tif not active_item_manager.has_method(\"has_homing_bullets\"):\n 3107→\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager missing has_homing_bullets method\")\n 3108→\t\treturn\n 3109→\n 3110→\tif not active_item_manager.has_homing_bullets():\n 3111→\t\tFileLogger.info(\"[Player.Homing] No homing bullets selected in ActiveItemManager\")\n 3112→\t\treturn\n 3113→\n 3114→\t_homing_equipped = true\n 3115→\t_homing_charges = HOMING_MAX_CHARGES\n 3116→\t_homing_active = false\n 3117→\t_homing_timer = 0.0\n 3118→\t_setup_homing_audio()\n 3119→\n 3120→\tFileLogger.info(\"[Player.Homing] Homing bullets equipped, charges: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n 3121→\n 3122→\n 3123→## Handle homing bullets input: press Space to activate for 1 second.\n 3124→## Uses the same flashlight_toggle input action (Space key).\n 3125→## Active items are mutually exclusive, so no conflict with flashlight.\n 3126→func _handle_homing_input(delta: float) -> void:\n 3127→\tif not _homing_equipped:\n 3128→\t\treturn\n 3129→\n 3130→\t# Handle active timer countdown\n 3131→\tif _homing_active:\n 3132→\t\t_homing_timer -= delta\n 3133→\t\tif _homing_timer <= 0.0:\n 3134→\t\t\t_homing_active = false\n 3135→\t\t\t_homing_timer = 0.0\n 3136→\t\t\t_stop_homing_scanner()\n 3137→\t\t\thoming_deactivated.emit()\n 3138→\t\t\tFileLogger.info(\"[Player.Homing] Homing effect expired, charges remaining: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n 3139→\n 3140→\t# Activate on Space press (only if not already active and has charges)\n 3141→\tif Input.is_action_just_pressed(\"flashlight_toggle\"):\n 3142→\t\tif _homing_charges > 0 and not _homing_active:\n 3143→\t\t\t_homing_active = true\n 3144→\t\t\t_homing_timer = HOMING_DURATION\n 3145→\t\t\t_homing_charges -= 1\n 3146→\t\t\t_play_homing_sound()\n 3147→\t\t\t_start_homing_scanner()\n 3148→\t\t\thoming_activated.emit()\n 3149→\t\t\thoming_charges_changed.emit(_homing_charges, HOMING_MAX_CHARGES)\n 3150→\t\t\tFileLogger.info(\"[Player.Homing] Homing activated! Duration: %ss, charges remaining: %d/%d\" % [HOMING_DURATION, _homing_charges, HOMING_MAX_CHARGES])\n 3151→\n 3152→\n 3153→## Check if homing bullets effect is currently active.\n 3154→func is_homing_active() -> bool:\n 3155→\treturn _homing_active\n 3156→\n 3157→\n 3158→## Get remaining homing charges.\n 3159→func get_homing_charges() -> int:\n 3160→\treturn _homing_charges\n 3161→\n 3162→\n 3163→## Get maximum homing charges.\n 3164→func get_max_homing_charges() -> int:\n 3165→\treturn HOMING_MAX_CHARGES\n 3166→\n 3167→\n 3168→## Set up the audio player for homing activation sound.\n 3169→## Also sets up the looping scanner ambient sound (Issue #890).\n 3170→func _setup_homing_audio() -> void:\n 3171→\tif ResourceLoader.exists(HOMING_SOUND_PATH):\n 3172→\t\tvar stream = load(HOMING_SOUND_PATH)\n 3173→\t\tif stream:\n 3174→\t\t\t_homing_audio_player = AudioStreamPlayer.new()\n 3175→\t\t\t_homing_audio_player.stream = stream\n 3176→\t\t\t_homing_audio_player.volume_db = -3.0\n 3177→\t\t\tadd_child(_homing_audio_player)\n 3178→\t\t\tFileLogger.info(\"[Player.Homing] Homing activation sound loaded\")\n 3179→\telse:\n 3180→\t\tFileLogger.info(\"[Player.Homing] Homing activation sound not found: %s\" % HOMING_SOUND_PATH)\n 3181→\n 3182→\t# Set up the looping scanner ambient sound (Issue #890).\n 3183→\t# This sound plays continuously while the Homing Bullets item is equipped.\n 3184→\tif ResourceLoader.exists(HOMING_SCANNER_LOOP_PATH):\n 3185→\t\tvar scanner_stream = load(HOMING_SCANNER_LOOP_PATH)\n 3186→\t\tif scanner_stream and scanner_stream is AudioStreamWAV:\n 3187→\t\t\t# Enable seamless looping on the WAV stream.\n 3188→\t\t\t# Also set loop endpoints — without loop_end, Godot defaults to 0\n 3189→\t\t\t# which loops a zero-length region (silence after first play-through).\n 3190→\t\t\tscanner_stream.loop_mode = AudioStreamWAV.LOOP_FORWARD\n 3191→\t\t\tvar bytes_per_sample: int = 2 if scanner_stream.format == AudioStreamWAV.FORMAT_16_BITS else 1\n 3192→\t\t\tvar channels: int = 2 if scanner_stream.stereo else 1\n 3193→\t\t\tscanner_stream.loop_begin = 0\n 3194→\t\t\tscanner_stream.loop_end = scanner_stream.data.size() / (bytes_per_sample * channels)\n 3195→\t\t\t_homing_scanner_player = AudioStreamPlayer.new()\n 3196→\t\t\t_homing_scanner_player.stream = scanner_stream\n 3197→\t\t\t# 3x quieter than original -18 dB: 20*log10(1/3) ≈ -9.54 dB → -18 - 9.54 ≈ -27.5 dB\n 3198→\t\t\t_homing_scanner_player.volume_db = -27.5\n 3199→\t\t\tadd_child(_homing_scanner_player)\n 3200→\t\t\t# Do NOT play here — scanner starts only when homing is activated (Issue #890).\n 3201→\t\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop ready (Issue #890)\")\n 3202→\telse:\n 3203→\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop sound not found: %s\" % HOMING_SCANNER_LOOP_PATH)\n 3204→\n 3205→\n 3206→## Play the homing activation sound.\n 3207→func _play_homing_sound() -> void:\n 3208→\tif _homing_audio_player and is_instance_valid(_homing_audio_player):\n 3209→\t\t_homing_audio_player.play()\n 3210→\n 3211→\n 3212→## Start the looping scanner sound. Called when homing is activated (Issue #890).\n 3213→func _start_homing_scanner() -> void:\n 3214→\tif _homing_scanner_player and is_instance_valid(_homing_scanner_player) and not _homing_scanner_player.playing:\n 3215→\t\t_homing_scanner_player.play()\n 3216→\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop started (Issue #890)\")\n 3217→\n 3218→\n 3219→## Stop the looping scanner sound. Called when homing effect expires (Issue #890).\n 3220→func _stop_homing_scanner() -> void:\n 3221→\tif _homing_scanner_player and is_instance_valid(_homing_scanner_player) and _homing_scanner_player.playing:\n 3222→\t\t_homing_scanner_player.stop()\n 3223→\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop stopped (Issue #890)\")\n 3224→\n 3225→\n 3226→# ============================================================================\n 3227→# BFF Pendant System (Issue #674)\n 3228→# ============================================================================\n 3229→# User feedback: \"просто добавь врага в постоянном aggressive состоянии\"\n 3230→# Solution: Spawn an actual Enemy scene in permanent aggressive state that\n 3231→# targets other enemies (not the player). This reuses the proven enemy AI.\n 3232→\n 3233→## Enemy scene path for BFF companion (spawn actual enemy with aggressive AI).\n 3234→const BFF_ENEMY_SCENE_PATH: String = \"res://scenes/objects/Enemy.tscn\"\n 3235→\n 3236→## Whether the BFF pendant is equipped (active item selected in armory).\n 3237→var _bff_pendant_equipped: bool = false\n 3238→\n 3239→## Whether the companion has already been summoned this battle (one charge per battle).\n 3240→var _bff_companion_summoned: bool = false\n 3241→\n 3242→## Reference to the summoned companion node (actually an Enemy instance).\n 3243→var _bff_companion_node: Node2D = null\n 3244→\n 3245→\n 3246→## Initialize the BFF pendant if the ActiveItemManager has it selected.\n 3247→func _init_bff_pendant() -> void:\n 3248→\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n 3249→\tif active_item_manager == null:\n 3250→\t\tFileLogger.info(\"[Player.BffPendant] ActiveItemManager not found\")\n 3251→\t\treturn\n 3252→\n 3253→\tif not active_item_manager.has_method(\"has_bff_pendant\"):\n 3254→\t\tFileLogger.info(\"[Player.BffPendant] ActiveItemManager missing has_bff_pendant method\")\n 3255→\t\treturn\n 3256→\n 3257→\tif not active_item_manager.has_bff_pendant():\n 3258→\t\tFileLogger.info(\"[Player.BffPendant] No BFF pendant selected in ActiveItemManager\")\n 3259→\t\treturn\n 3260→\n 3261→\tFileLogger.info(\"[Player.BffPendant] BFF pendant is selected, ready to summon companion\")\n 3262→\n 3263→\t# Verify enemy scene exists (we spawn an actual enemy as companion)\n 3264→\tif not ResourceLoader.exists(BFF_ENEMY_SCENE_PATH):\n 3265→\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Enemy scene not found: %s\" % BFF_ENEMY_SCENE_PATH)\n 3266→\t\treturn\n 3267→\n 3268→\t_bff_pendant_equipped = true\n 3269→\t_bff_companion_summoned = false\n 3270→\tFileLogger.info(\"[Player.BffPendant] BFF pendant equipped — press Space to summon companion\")\n 3271→\n 3272→\n 3273→## Handle BFF pendant input: press Space to summon a companion (one charge per battle).\n 3274→func _handle_bff_pendant_input() -> void:\n 3275→\tif not _bff_pendant_equipped:\n 3276→\t\treturn\n 3277→\tif _bff_companion_summoned:\n 3278→\t\treturn\n 3279→\n 3280→\tif Input.is_action_just_pressed(\"flashlight_toggle\"):\n 3281→\t\t_summon_bff_companion()\n 3282→\n 3283→\n 3284→## Summon the BFF companion near the player.\n 3285→## Issue #674: Spawns an actual Enemy in permanent aggressive state.\n 3286→## User feedback: \"копировать ии врага, но чтоб он был в состоянии agressive\"\n 3287→func _summon_bff_companion() -> void:\n 3288→\tif _bff_companion_summoned:\n 3289→\t\treturn\n 3290→\n 3291→\tif not ResourceLoader.exists(BFF_ENEMY_SCENE_PATH):\n 3292→\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Enemy scene not found: %s\" % BFF_ENEMY_SCENE_PATH)\n 3293→\t\treturn\n 3294→\n 3295→\tvar enemy_scene: PackedScene = load(BFF_ENEMY_SCENE_PATH)\n 3296→\tif enemy_scene == null:\n 3297→\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Failed to load enemy scene\")\n 3298→\t\treturn\n 3299→\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 _init_homing_bullets() -> void:\n\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n\tif active_item_manager == null:\n\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager not found\")\n\t\treturn\n\n\tif not active_item_manager.has_method(\"has_homing_bullets\"):\n\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager missing has_homing_bullets method\")\n\t\treturn\n\n\tif not active_item_manager.has_homing_bullets():\n\t\tFileLogger.info(\"[Player.Homing] No homing bullets selected in ActiveItemManager\")\n\t\treturn\n\n\t_homing_equipped = true\n\t_homing_charges = HOMING_MAX_CHARGES\n\t_homing_active = false\n\t_homing_timer = 0.0\n\t_setup_homing_audio()\n\n\tFileLogger.info(\"[Player.Homing] Homing bullets equipped, charges: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n\n\n## Handle homing bullets input: press Space to activate for 1 second.\n## Uses the same flashlight_toggle input action (Space key).\n## Active items are mutually exclusive, so no conflict with flashlight.\nfunc _handle_homing_input(delta: float) -> void:\n\tif not _homing_equipped:\n\t\treturn\n\n\t# Handle active timer countdown\n\tif _homing_active:\n\t\t_homing_timer -= delta\n\t\tif _homing_timer <= 0.0:\n\t\t\t_homing_active = false\n\t\t\t_homing_timer = 0.0\n\t\t\t_stop_homing_scanner()\n\t\t\thoming_deactivated.emit()\n\t\t\tFileLogger.info(\"[Player.Homing] Homing effect expired, charges remaining: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n\n\t# Activate on Space press (only if not already active and has charges)\n\tif Input.is_action_just_pressed(\"flashlight_toggle\"):\n\t\tif _homing_charges > 0 and not _homing_active:\n\t\t\t_homing_active = true\n\t\t\t_homing_timer = HOMING_DURATION\n\t\t\t_homing_charges -= 1\n\t\t\t_play_homing_sound()\n\t\t\t_start_homing_scanner()\n\t\t\thoming_activated.emit()\n\t\t\thoming_charges_changed.emit(_homing_charges, HOMING_MAX_CHARGES)\n\t\t\tFileLogger.info(\"[Player.Homing] Homing activated! Duration: %ss, charges remaining: %d/%d\" % [HOMING_DURATION, _homing_charges, HOMING_MAX_CHARGES])\n\n\n## Check if homing bullets effect is currently active.\nfunc is_homing_active() -> bool:\n\treturn _homing_active\n\n\n## Get remaining homing charges.\nfunc get_homing_charges() -> int:\n\treturn _homing_charges\n\n\n## Get maximum homing charges.\nfunc get_max_homing_charges() -> int:\n\treturn HOMING_MAX_CHARGES\n\n\n## Set up the audio player for homing activation sound.\n## Also sets up the looping scanner ambient sound (Issue #890).\nfunc _setup_homing_audio() -> void:\n\tif ResourceLoader.exists(HOMING_SOUND_PATH):\n\t\tvar stream = load(HOMING_SOUND_PATH)\n\t\tif stream:\n\t\t\t_homing_audio_player = AudioStreamPlayer.new()\n\t\t\t_homing_audio_player.stream = stream\n\t\t\t_homing_audio_player.volume_db = -3.0\n\t\t\tadd_child(_homing_audio_player)\n\t\t\tFileLogger.info(\"[Player.Homing] Homing activation sound loaded\")\n\telse:\n\t\tFileLogger.info(\"[Player.Homing] Homing activation sound not found: %s\" % HOMING_SOUND_PATH)\n\n\t# Set up the looping scanner ambient sound (Issue #890).\n\t# This sound plays continuously while the Homing Bullets item is equipped.\n\tif ResourceLoader.exists(HOMING_SCANNER_LOOP_PATH):\n\t\tvar scanner_stream = load(HOMING_SCANNER_LOOP_PATH)\n\t\tif scanner_stream and scanner_stream is AudioStreamWAV:\n\t\t\t# Enable seamless looping on the WAV stream.\n\t\t\t# Also set loop endpoints — without loop_end, Godot defaults to 0\n\t\t\t# which loops a zero-length region (silence after first play-through).\n\t\t\tscanner_stream.loop_mode = AudioStreamWAV.LOOP_FORWARD\n\t\t\tvar bytes_per_sample: int = 2 if scanner_stream.format == AudioStreamWAV.FORMAT_16_BITS else 1\n\t\t\tvar channels: int = 2 if scanner_stream.stereo else 1\n\t\t\tscanner_stream.loop_begin = 0\n\t\t\tscanner_stream.loop_end = scanner_stream.data.size() / (bytes_per_sample * channels)\n\t\t\t_homing_scanner_player = AudioStreamPlayer.new()\n\t\t\t_homing_scanner_player.stream = scanner_stream\n\t\t\t# 3x quieter than original -18 dB: 20*log10(1/3) ≈ -9.54 dB → -18 - 9.54 ≈ -27.5 dB\n\t\t\t_homing_scanner_player.volume_db = -27.5\n\t\t\tadd_child(_homing_scanner_player)\n\t\t\t# Do NOT play here — scanner starts only when homing is activated (Issue #890).\n\t\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop ready (Issue #890)\")\n\telse:\n\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop sound not found: %s\" % HOMING_SCANNER_LOOP_PATH)\n\n\n## Play the homing activation sound.\nfunc _play_homing_sound() -> void:\n\tif _homing_audio_player and is_instance_valid(_homing_audio_player):\n\t\t_homing_audio_player.play()\n\n\n## Start the looping scanner sound. Called when homing is activated (Issue #890).\nfunc _start_homing_scanner() -> void:\n\tif _homing_scanner_player and is_instance_valid(_homing_scanner_player) and not _homing_scanner_player.playing:\n\t\t_homing_scanner_player.play()\n\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop started (Issue #890)\")\n\n\n## Stop the looping scanner sound. Called when homing effect expires (Issue #890).\nfunc _stop_homing_scanner() -> void:\n\tif _homing_scanner_player and is_instance_valid(_homing_scanner_player) and _homing_scanner_player.playing:\n\t\t_homing_scanner_player.stop()\n\t\tFileLogger.info(\"[Player.Homing] Homing scanner loop stopped (Issue #890)\")\n\n\n# ============================================================================\n# BFF Pendant System (Issue #674)\n# ============================================================================\n# User feedback: \"просто добавь врага в постоянном aggressive состоянии\"\n# Solution: Spawn an actual Enemy scene in permanent aggressive state that\n# targets other enemies (not the player). This reuses the proven enemy AI.\n\n## Enemy scene path for BFF companion (spawn actual enemy with aggressive AI).\nconst BFF_ENEMY_SCENE_PATH: String = \"res://scenes/objects/Enemy.tscn\"\n\n## Whether the BFF pendant is equipped (active item selected in armory).\nvar _bff_pendant_equipped: bool = false\n\n## Whether the companion has already been summoned this battle (one charge per battle).\nvar _bff_companion_summoned: bool = false\n\n## Reference to the summoned companion node (actually an Enemy instance).\nvar _bff_companion_node: Node2D = null\n\n\n## Initialize the BFF pendant if the ActiveItemManager has it selected.\nfunc _init_bff_pendant() -> void:\n\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n\tif active_item_manager == null:\n\t\tFileLogger.info(\"[Player.BffPendant] ActiveItemManager not found\")\n\t\treturn\n\n\tif not active_item_manager.has_method(\"has_bff_pendant\"):\n\t\tFileLogger.info(\"[Player.BffPendant] ActiveItemManager missing has_bff_pendant method\")\n\t\treturn\n\n\tif not active_item_manager.has_bff_pendant():\n\t\tFileLogger.info(\"[Player.BffPendant] No BFF pendant selected in ActiveItemManager\")\n\t\treturn\n\n\tFileLogger.info(\"[Player.BffPendant] BFF pendant is selected, ready to summon companion\")\n\n\t# Verify enemy scene exists (we spawn an actual enemy as companion)\n\tif not ResourceLoader.exists(BFF_ENEMY_SCENE_PATH):\n\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Enemy scene not found: %s\" % BFF_ENEMY_SCENE_PATH)\n\t\treturn\n\n\t_bff_pendant_equipped = true\n\t_bff_companion_summoned = false\n\tFileLogger.info(\"[Player.BffPendant] BFF pendant equipped — press Space to summon companion\")\n\n\n## Handle BFF pendant input: press Space to summon a companion (one charge per battle).\nfunc _handle_bff_pendant_input() -> void:\n\tif not _bff_pendant_equipped:\n\t\treturn\n\tif _bff_companion_summoned:\n\t\treturn\n\n\tif Input.is_action_just_pressed(\"flashlight_toggle\"):\n\t\t_summon_bff_companion()\n\n\n## Summon the BFF companion near the player.\n## Issue #674: Spawns an actual Enemy in permanent aggressive state.\n## User feedback: \"копировать ии врага, но чтоб он был в состоянии agressive\"\nfunc _summon_bff_companion() -> void:\n\tif _bff_companion_summoned:\n\t\treturn\n\n\tif not ResourceLoader.exists(BFF_ENEMY_SCENE_PATH):\n\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Enemy scene not found: %s\" % BFF_ENEMY_SCENE_PATH)\n\t\treturn\n\n\tvar enemy_scene: PackedScene = load(BFF_ENEMY_SCENE_PATH)\n\tif enemy_scene == null:\n\t\tFileLogger.info(\"[Player.BffPendant] WARNING: Failed to load enemy scene\")\n\t\treturn\n",
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"content": " 1→extends Node\n 2→## Trajectory glasses effect controller (Issue #744).\n 3→##\n 4→## Shows ricochet trajectories for player's bullets when activated.\n 5→## Displays a laser-like visualization showing where bullets will ricochet.\n 6→## Green laser indicates valid ricochet angle, red indicates impossible ricochet.\n 7→##\n 8→## Gameplay rules:\n 9→## - 2 charges per battle (resets on level restart)\n 10→## - Each activation lasts 10 seconds\n 11→## - Shows unlimited ricochet bounces (until laser exits viewport)\n 12→## - Replaces built-in laser sights when active (silenced pistol, M16, power fantasy)\n 13→## - Uses existing ricochet calculation code from bullet.gd\n 14→##\n 15→## Rendering approach:\n 16→## - Trajectory points are stored in local player coordinates\n 17→## - Player's _draw() reads these points and draws them directly\n 18→## - This is the same approach used by grenade trajectory visualization\n 19→## - Guarantees correct coordinate space and rendering order\n 20→\n 21→## Duration of trajectory glasses effect in seconds.\n 22→const EFFECT_DURATION: float = 10.0\n 23→\n 24→## Maximum charges per battle.\n 25→const MAX_CHARGES: int = 2\n 26→\n 27→## Maximum number of ricochet bounces to visualize for weapons with unlimited ricochets.\n 28→## Keeps the visualization readable without cluttering the screen.\n 29→const MAX_RICOCHET_BOUNCES: int = 5\n 30→\n 31→## Laser width for trajectory visualization.\n 32→const LASER_WIDTH: float = 2.0\n 33→\n 34→## Color for valid ricochet (can ricochet at this angle).\n 35→const VALID_RICOCHET_COLOR: Color = Color(0.0, 1.0, 0.0, 0.8) # Bright green\n 36→\n 37→## Color for invalid ricochet (angle too steep or weapon cannot ricochet).\n 38→const INVALID_RICOCHET_COLOR: Color = Color(1.0, 0.0, 0.0, 0.8) # Bright red\n 39→\n 40→## Maximum ricochet angle in degrees (same as bullet.gd DEFAULT_MAX_RICOCHET_ANGLE).\n 41→const MAX_RICOCHET_ANGLE: float = 90.0\n 42→\n 43→## Activation sound path.\n 44→const ACTIVATION_SOUND_PATH: String = \"res://assets/audio/trajectory_glasses_activate.wav\"\n 45→\n 46→## Deactivation sound path.\n 47→const DEACTIVATION_SOUND_PATH: String = \"res://assets/audio/trajectory_glasses_deactivate.wav\"\n 48→\n 49→## Current number of charges remaining.\n 50→var charges: int = MAX_CHARGES\n 51→\n 52→## Whether the trajectory glasses effect is currently active.\n 53→var is_active: bool = false\n 54→\n 55→## Timer tracking remaining effect duration.\n 56→var _effect_timer: float = 0.0\n 57→\n 58→## Reference to the player node.\n 59→var _player: Node2D = null\n 60→\n 61→## Reference to the weapon (for aim direction).\n 62→var _weapon: Node2D = null\n 63→\n 64→## Cached viewport diagonal for max laser length.\n 65→var _viewport_diagonal: float = 2203.0\n 66→\n 67→## Audio player for activation sounds.\n 68→var _audio_player: AudioStreamPlayer = null\n 69→\n 70→## Trajectory points in LOCAL player coordinates (for player._draw()).\n 71→## Updated every frame when active.\n 72→var trajectory_local_points: Array[Vector2] = []\n 73→\n 74→## Color for the valid (green) part of the trajectory.\n 75→## Kept for backward compatibility; the drawing code uses trajectory_invalid_start_index.\n 76→var trajectory_color: Color = VALID_RICOCHET_COLOR\n 77→\n 78→## Index of the first point that belongs to the invalid (red) terminal segment.\n 79→## -1 means all segments are valid (green).\n 80→## When set, points[trajectory_invalid_start_index - 1] → points[trajectory_invalid_start_index]\n 81→## is drawn red, and no further segments exist.\n 82→var trajectory_invalid_start_index: int = -1\n 83→\n 84→## Signal emitted when trajectory glasses is activated.\n 85→signal trajectory_activated(charges_remaining: int)\n 86→\n 87→## Signal emitted when trajectory glasses wears off.\n 88→signal trajectory_deactivated(charges_remaining: int)\n 89→\n 90→## Signal emitted when charges change.\n 91→signal charges_changed(current: int, maximum: int)\n 92→\n 93→\n 94→func _ready() -> void:\n 95→\t# Setup audio player\n 96→\t_setup_audio()\n 97→\n 98→\tFileLogger.info(\"[TrajectoryGlasses] Effect ready, charges: %d/%d\" % [charges, MAX_CHARGES])\n 99→\n 100→\n 101→func _setup_audio() -> void:\n 102→\t_audio_player = AudioStreamPlayer.new()\n 103→\t_audio_player.name = \"TrajectoryGlassesAudio\"\n 104→\t_audio_player.bus = \"SFX\"\n 105→\tadd_child(_audio_player)\n 106→\n 107→\n 108→## Initialize with a reference to the player node.\n 109→## Must be called after the player model is ready.\n 110→func initialize(player: Node2D) -> void:\n 111→\t_player = player\n 112→\n 113→\t# Calculate viewport diagonal for max trajectory length\n 114→\tvar viewport := player.get_viewport()\n 115→\tif viewport:\n 116→\t\tvar size := viewport.get_visible_rect().size\n 117→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 118→\n 119→\tFileLogger.info(\"[TrajectoryGlasses] Initialized with player: %s, viewport diagonal: %.0f\" % [\n 120→\t\tplayer.name, _viewport_diagonal\n 121→\t])\n 122→\n 123→\n 124→## Set the weapon reference for aim direction.\n 125→func set_weapon(weapon: Node2D) -> void:\n 126→\t_weapon = weapon\n 127→\n 128→\tFileLogger.info(\"[TrajectoryGlasses] Weapon set: %s\" % [\n 129→\t\tweapon.name if weapon else \"null\"\n 130→\t])\n 131→\n 132→\n 133→## Attempt to activate the trajectory glasses effect.\n 134→## Returns true if activation was successful.\n 135→func activate() -> bool:\n 136→\tif is_active:\n 137→\t\tFileLogger.info(\"[TrajectoryGlasses] Already active, ignoring activation\")\n 138→\t\treturn false # Already active\n 139→\n 140→\tif charges <= 0:\n 141→\t\tFileLogger.info(\"[TrajectoryGlasses] No charges remaining\")\n 142→\t\treturn false\n 143→\n 144→\t# Consume a charge\n 145→\tcharges -= 1\n 146→\tis_active = true\n 147→\t_effect_timer = EFFECT_DURATION\n 148→\n 149→\t# Reset trajectory color to valid (green)\n 150→\ttrajectory_color = VALID_RICOCHET_COLOR\n 151→\n 152→\t# Play activation sound\n 153→\t_play_activation_sound()\n 154→\n 155→\t# Hide built-in weapon lasers\n 156→\t_hide_weapon_lasers()\n 157→\n 158→\tFileLogger.info(\"[TrajectoryGlasses] Activated! Duration: %.1fs, Charges remaining: %d/%d, Player: %s\" % [\n 159→\t\tEFFECT_DURATION, charges, MAX_CHARGES,\n 160→\t\t_player.name if _player else \"null\"\n 161→\t])\n 162→\n 163→\ttrajectory_activated.emit(charges)\n 164→\tcharges_changed.emit(charges, MAX_CHARGES)\n 165→\treturn true\n 166→\n 167→\n 168→## Deactivate the trajectory glasses effect.\n 169→func deactivate() -> void:\n 170→\tif not is_active:\n 171→\t\treturn\n 172→\n 173→\tis_active = false\n 174→\t_effect_timer = 0.0\n 175→\n 176→\t# Clear trajectory points so player._draw() stops rendering\n 177→\ttrajectory_local_points.clear()\n 178→\n 179→\t# Request player redraw to clear visualization\n 180→\tif _player and is_instance_valid(_player):\n 181→\t\t_player.queue_redraw()\n 182→\n 183→\t# Play deactivation sound\n 184→\t_play_deactivation_sound()\n 185→\n 186→\t# Restore built-in weapon lasers\n 187→\t_restore_weapon_lasers()\n 188→\n 189→\tFileLogger.info(\"[TrajectoryGlasses] Deactivated! Charges remaining: %d/%d\" % [\n 190→\t\tcharges, MAX_CHARGES\n 191→\t])\n 192→\n 193→\ttrajectory_deactivated.emit(charges)\n 194→\n 195→\n 196→func _process(delta: float) -> void:\n 197→\tif not is_active:\n 198→\t\treturn\n 199→\n 200→\t# Count down effect timer\n 201→\t_effect_timer -= delta\n 202→\tif _effect_timer <= 0.0:\n 203→\t\tdeactivate()\n 204→\t\treturn\n 205→\n 206→\t# Update trajectory visualization every frame\n 207→\t_update_trajectory()\n 208→\n 209→\t# Request player redraw so _draw() picks up new trajectory points\n 210→\tif _player and is_instance_valid(_player):\n 211→\t\t_player.queue_redraw()\n 212→\n 213→\n 214→## Update the trajectory data based on current aim direction.\n 215→func _update_trajectory() -> void:\n 216→\tif _player == null:\n 217→\t\treturn\n 218→\n 219→\t# Clear previous trajectory\n 220→\ttrajectory_local_points.clear()\n 221→\ttrajectory_color = VALID_RICOCHET_COLOR\n 222→\ttrajectory_invalid_start_index = -1\n 223→\n 224→\t# Get weapon/aim direction\n 225→\tvar player_pos: Vector2 = _player.global_position\n 226→\tvar aim_direction: Vector2 = _get_aim_direction()\n 227→\n 228→\tif aim_direction == Vector2.ZERO:\n 229→\t\treturn\n 230→\n 231→\t# Add bullet spawn offset\n 232→\tvar bullet_offset := 20.0 # Default bullet_spawn_offset from player\n 233→\tif _player.has_method(\"get\") and \"bullet_spawn_offset\" in _player:\n 234→\t\tbullet_offset = _player.get(\"bullet_spawn_offset\")\n 235→\n 236→\t# Start position in world space (from bullet barrel)\n 237→\tvar start_world := player_pos + aim_direction * bullet_offset\n 238→\n 239→\t# Calculate ricochet trajectory (returns world coordinates)\n 240→\tvar world_points := _calculate_ricochet_trajectory(start_world, aim_direction)\n 241→\n 242→\t# Convert world coordinates to LOCAL player coordinates (for _draw())\n 243→\tfor wp in world_points:\n 244→\t\ttrajectory_local_points.append(wp - player_pos)\n 245→\n 246→\n 247→## Get the aim direction from weapon or mouse.\n 248→func _get_aim_direction() -> Vector2:\n 249→\tif _player == null:\n 250→\t\treturn Vector2.ZERO\n 251→\n 252→\t# Try to get aim direction from weapon\n 253→\tif _weapon and is_instance_valid(_weapon):\n 254→\t\t# C# weapons have AimDirection property\n 255→\t\tif \"AimDirection\" in _weapon:\n 256→\t\t\tvar aim: Vector2 = _weapon.get(\"AimDirection\")\n 257→\t\t\tif aim != Vector2.ZERO:\n 258→\t\t\t\treturn aim.normalized()\n 259→\t\t# GDScript weapons might have aim_direction\n 260→\t\tif \"aim_direction\" in _weapon:\n 261→\t\t\tvar aim: Vector2 = _weapon.get(\"aim_direction\")\n 262→\t\t\tif aim != Vector2.ZERO:\n 263→\t\t\t\treturn aim.normalized()\n 264→\n 265→\t# Fallback: direction from player to mouse (world coordinates)\n 266→\tvar mouse_pos := _player.get_global_mouse_position()\n 267→\tvar to_mouse := mouse_pos - _player.global_position\n 268→\tif to_mouse.length_squared() < 0.001:\n 269→\t\treturn Vector2.RIGHT\n 270→\n 271→\treturn to_mouse.normalized()\n 272→\n 273→\n 274→## Get the maximum ricochet angle for the current weapon in degrees.\n 275→## Reads from the weapon's CaliberData resource when available.\n 276→## Falls back to MAX_RICOCHET_ANGLE (90 degrees) if no caliber data is found.\n 277→##\n 278→## Implementation note (Issue #935):\n 279→## Accessing caliber properties via GDScript .get(\"Caliber\") on a C# Resource?\n 280→## property returns a stripped Resource object that loses its GDScript script\n 281→## binding — making \"as CaliberData\" return null and .get(\"max_ricochet_angle\")\n 282→## return the GDScript default (90°) instead of the .tres value (70°).\n 283→## The fix is to call C# helper methods (GetCaliberMaxRicochetAngle, etc.) that\n 284→## read the caliber resource via C#, where the resource is correctly bound.\n 285→func _get_weapon_max_ricochet_angle() -> float:\n 286→\tif _weapon == null or not is_instance_valid(_weapon):\n 287→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no weapon, using default %.1f\" % MAX_RICOCHET_ANGLE)\n 288→\t\treturn MAX_RICOCHET_ANGLE\n 289→\n 290→\t# Preferred path: use C# helper methods on BaseWeapon subclasses (Issue #935).\n 291→\t# These methods read the caliber resource from the C# side where it is correctly\n 292→\t# bound, avoiding the GDScript interop issue with Resource? properties.\n 293→\tif _weapon.has_method(\"GetCaliberCanRicochet\") and _weapon.has_method(\"GetCaliberMaxRicochetAngle\"):\n 294→\t\tvar can_ricochet: bool = _weapon.call(\"GetCaliberCanRicochet\")\n 295→\t\tif not can_ricochet:\n 296→\t\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s cannot ricochet (can_ricochet=false)\" % _weapon.name)\n 297→\t\t\treturn 0.0\n 298→\t\tvar angle: float = _weapon.call(\"GetCaliberMaxRicochetAngle\")\n 299→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s -> max_ricochet_angle=%.1f (via C# helper)\" % [_weapon.name, angle])\n 300→\t\treturn angle\n 301→\n 302→\t# Fallback: try to read WeaponData.Caliber.max_ricochet_angle directly (GDScript weapons).\n 303→\tvar weapon_data = null\n 304→\tif \"WeaponData\" in _weapon:\n 305→\t\tweapon_data = _weapon.get(\"WeaponData\")\n 306→\telif \"weapon_data\" in _weapon:\n 307→\t\tweapon_data = _weapon.get(\"weapon_data\")\n 308→\n 309→\tif weapon_data == null:\n 310→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no weapon_data on %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n 311→\t\treturn MAX_RICOCHET_ANGLE\n 312→\n 313→\tvar caliber = null\n 314→\tif \"Caliber\" in weapon_data:\n 315→\t\tcaliber = weapon_data.get(\"Caliber\")\n 316→\telif \"caliber\" in weapon_data:\n 317→\t\tcaliber = weapon_data.get(\"caliber\")\n 318→\n 319→\tif caliber == null:\n 320→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no caliber in weapon_data for %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n 321→\t\treturn MAX_RICOCHET_ANGLE\n 322→\n 323→\tvar caliber_typed := caliber as CaliberData\n 324→\tif caliber_typed == null:\n 325→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: caliber is not CaliberData for %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n 326→\t\treturn MAX_RICOCHET_ANGLE\n 327→\n 328→\tif not caliber_typed.can_ricochet:\n 329→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s cannot ricochet (can_ricochet=false)\" % _weapon.name)\n 330→\t\treturn 0.0\n 331→\n 332→\tvar angle := caliber_typed.max_ricochet_angle\n 333→\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s -> max_ricochet_angle=%.1f\" % [_weapon.name, angle])\n 334→\treturn angle\n 335→\n 336→\n 337→## Get the maximum number of ricochets for the current weapon.\n 338→## Reads from the weapon's CaliberData resource when available.\n 339→## Returns -1 for unlimited, or a non-negative integer to cap bounces.\n 340→func _get_weapon_max_ricochets() -> int:\n 341→\tif _weapon == null or not is_instance_valid(_weapon):\n 342→\t\treturn -1\n 343→\n 344→\t# Preferred path: use C# helper method on BaseWeapon subclasses (Issue #935).\n 345→\tif _weapon.has_method(\"GetCaliberMaxRicochets\"):\n 346→\t\tvar max_r: int = _weapon.call(\"GetCaliberMaxRicochets\")\n 347→\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochets: %s -> max_ricochets=%d (via C# helper)\" % [_weapon.name, max_r])\n 348→\t\treturn max_r\n 349→\n 350→\t# Fallback: try to read WeaponData.Caliber.max_ricochets directly (GDScript weapons).\n 351→\tvar weapon_data = null\n 352→\tif \"WeaponData\" in _weapon:\n 353→\t\tweapon_data = _weapon.get(\"WeaponData\")\n 354→\telif \"weapon_data\" in _weapon:\n 355→\t\tweapon_data = _weapon.get(\"weapon_data\")\n 356→\n 357→\tif weapon_data == null:\n 358→\t\treturn -1\n 359→\n 360→\tvar caliber = null\n 361→\tif \"Caliber\" in weapon_data:\n 362→\t\tcaliber = weapon_data.get(\"Caliber\")\n 363→\telif \"caliber\" in weapon_data:\n 364→\t\tcaliber = weapon_data.get(\"caliber\")\n 365→\n 366→\tif caliber == null:\n 367→\t\treturn -1\n 368→\n 369→\tvar caliber_typed := caliber as CaliberData\n 370→\tif caliber_typed == null:\n 371→\t\treturn -1\n 372→\n 373→\tvar max_r := caliber_typed.max_ricochets\n 374→\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochets: %s -> max_ricochets=%d\" % [_weapon.name, max_r])\n 375→\treturn max_r\n 376→\n 377→\n 378→## Calculate the ricochet trajectory as an array of world-coordinate points.\n 379→## Uses the same logic as bullet.gd for realistic behavior.\n 380→## Respects the weapon's caliber data for ricochet angle limits and max bounce count.\n 381→## Sets trajectory_invalid_start_index to the index of the first non-ricochetable\n 382→## hit point; the segment ending there is drawn red, and tracing stops.\n 383→func _calculate_ricochet_trajectory(start: Vector2, direction: Vector2) -> Array[Vector2]:\n 384→\tvar points: Array[Vector2] = []\n 385→\tpoints.append(start)\n 386→\n 387→\tvar current_pos := start\n 388→\tvar current_dir := direction\n 389→\tvar max_distance := _viewport_diagonal\n 390→\n 391→\t# Get weapon-specific ricochet limits\n 392→\tvar weapon_max_angle := _get_weapon_max_ricochet_angle()\n 393→\tvar weapon_max_ricochets := _get_weapon_max_ricochets()\n 394→\n 395→\t# Clamp bounce limit: use caliber's max_ricochets if set (>=0), else MAX_RICOCHET_BOUNCES.\n 396→\t# bounce_limit is the maximum number of WALL HITS allowed.\n 397→\t# After each valid wall hit we continue to show the next segment.\n 398→\t# After the last allowed valid wall hit, we add one final segment going forward.\n 399→\tvar bounce_limit := MAX_RICOCHET_BOUNCES\n 400→\tif weapon_max_ricochets >= 0:\n 401→\t\tbounce_limit = weapon_max_ricochets\n 402→\n 403→\tFileLogger.info(\"[TrajectoryGlasses] _calculate_ricochet_trajectory: weapon_max_angle=%.1f, weapon_max_ricochets=%d, bounce_limit=%d\" % [\n 404→\t\tweapon_max_angle, weapon_max_ricochets, bounce_limit\n 405→\t])\n 406→\n 407→\tvar space_state := _player.get_world_2d().direct_space_state\n 408→\tif space_state == null:\n 409→\t\t# No physics world - just draw straight line\n 410→\t\tpoints.append(start + direction * max_distance)\n 411→\t\treturn points\n 412→\n 413→\tvar bounces_done := 0\n 414→\tvar final_segment_only := false # True when we should draw one more open segment then stop\n 415→\tfor _seg in range(bounce_limit + 1):\n 416→\t\t# Raycast forward from current position\n 417→\t\tvar ray_end := current_pos + current_dir * max_distance\n 418→\t\tvar query := PhysicsRayQueryParameters2D.create(current_pos, ray_end)\n 419→\t\tquery.collision_mask = 4 # Layer 3 = obstacles/walls\n 420→\n 421→\t\tvar result := space_state.intersect_ray(query)\n 422→\n 423→\t\tif result.is_empty():\n 424→\t\t\t# No hit — line extends to max distance (all valid, green)\n 425→\t\t\tpoints.append(ray_end)\n 426→\t\t\tbreak\n 427→\n 428→\t\t# Hit a wall\n 429→\t\tvar hit_pos: Vector2 = result.position\n 430→\t\tvar hit_normal: Vector2 = result.normal\n 431→\n 432→\t\t# Check if ricochet is valid at this angle before adding the point\n 433→\t\tvar impact_angle := _calculate_impact_angle(current_dir, hit_normal)\n 434→\t\tvar is_valid_ricochet := weapon_max_angle > 0.0 and impact_angle < weapon_max_angle\n 435→\n 436→\t\tFileLogger.info(\"[TrajectoryGlasses] seg %d (bounce %d/%d): impact_angle=%.1f, weapon_max_angle=%.1f, is_valid=%s, final_seg=%s\" % [\n 437→\t\t\t_seg, bounces_done, bounce_limit, impact_angle, weapon_max_angle, str(is_valid_ricochet), str(final_segment_only)\n 438→\t\t])\n 439→\n 440→\t\t# Add the hit point\n 441→\t\tpoints.append(hit_pos)\n 442→\n 443→\t\tif not is_valid_ricochet or final_segment_only:\n 444→\t\t\t# Either invalid ricochet angle, or we've exhausted the weapon's bounce limit.\n 445→\t\t\t# Mark as terminal red segment and stop.\n 446→\t\t\ttrajectory_invalid_start_index = points.size() - 1\n 447→\t\t\ttrajectory_color = INVALID_RICOCHET_COLOR\n 448→\t\t\tbreak\n 449→\n 450→\t\tbounces_done += 1\n 451→\n 452→\t\t# Calculate reflection for next segment\n 453→\t\tcurrent_dir = current_dir - 2.0 * current_dir.dot(hit_normal) * hit_normal\n 454→\t\tcurrent_dir = current_dir.normalized()\n 455→\n 456→\t\t# Move slightly away from surface to avoid re-hitting same spot\n 457→\t\tcurrent_pos = hit_pos + current_dir * 2.0\n 458→\n 459→\t\tif bounces_done >= bounce_limit:\n 460→\t\t\t# Reached the weapon's max bounce limit.\n 461→\t\t\t# Allow one more segment to show the final direction, but if it hits\n 462→\t\t\t# another wall that wall hit becomes the red terminal.\n 463→\t\t\tfinal_segment_only = true\n 464→\n 465→\treturn points\n 466→\n 467→\n 468→## Calculate the grazing/impact angle in degrees.\n 469→## Returns 0 for parallel (grazing), 90 for perpendicular (direct hit).\n 470→func _calculate_impact_angle(direction: Vector2, surface_normal: Vector2) -> float:\n 471→\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n 472→\tdot = clampf(dot, 0.0, 1.0)\n 473→\treturn rad_to_deg(asin(dot))\n 474→\n 475→\n 476→## Play the activation sound.\n 477→func _play_activation_sound() -> void:\n 478→\tif _audio_player == null:\n 479→\t\treturn\n 480→\n 481→\tif ResourceLoader.exists(ACTIVATION_SOUND_PATH):\n 482→\t\t_audio_player.stream = load(ACTIVATION_SOUND_PATH)\n 483→\t\t_audio_player.play()\n 484→\telse:\n 485→\t\t# Fallback: use a generic activation sound\n 486→\t\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 487→\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n 488→\t\t\taudio_manager.play_ui_click()\n 489→\n 490→\n 491→## Play the deactivation sound.\n 492→func _play_deactivation_sound() -> void:\n 493→\tif _audio_player == null:\n 494→\t\treturn\n 495→\n 496→\tif ResourceLoader.exists(DEACTIVATION_SOUND_PATH):\n 497→\t\t_audio_player.stream = load(DEACTIVATION_SOUND_PATH)\n 498→\t\t_audio_player.play()\n 499→\n 500→\n 501→## Hide weapon's built-in laser sights when trajectory glasses are active.\n 502→func _hide_weapon_lasers() -> void:\n 503→\tif _weapon == null:\n 504→\t\treturn\n 505→\n 506→\t# Try to disable laser sight on C# weapons (AssaultRifle, SilencedPistol)\n 507→\tif _weapon.has_method(\"SetLaserSightEnabled\"):\n 508→\t\t_weapon.call(\"SetLaserSightEnabled\", false)\n 509→\t\tFileLogger.info(\"[TrajectoryGlasses] Disabled weapon laser sight\")\n 510→\telif _weapon.has_method(\"set_laser_sight_enabled\"):\n 511→\t\t_weapon.call(\"set_laser_sight_enabled\", false)\n 512→\t\tFileLogger.info(\"[TrajectoryGlasses] Disabled weapon laser sight (GDScript)\")\n 513→\n 514→\t# Also hide any Line2D children named \"LaserSight\"\n 515→\tvar laser := _weapon.get_node_or_null(\"LaserSight\")\n 516→\tif laser and laser is Line2D:\n 517→\t\tlaser.visible = false\n 518→\n 519→\t# Hide Power Fantasy laser if present\n 520→\tvar pf_laser := _weapon.get_node_or_null(\"PowerFantasyLaser\")\n 521→\tif pf_laser and pf_laser is Line2D:\n 522→\t\tpf_laser.visible = false\n 523→\n 524→\n 525→## Restore weapon's built-in laser sights when trajectory glasses deactivate.\n 526→func _restore_weapon_lasers() -> void:\n 527→\tif _weapon == null:\n 528→\t\treturn\n 529→\n 530→\t# Re-enable laser sight on C# weapons\n 531→\tif _weapon.has_method(\"SetLaserSightEnabled\"):\n 532→\t\t_weapon.call(\"SetLaserSightEnabled\", true)\n 533→\t\tFileLogger.info(\"[TrajectoryGlasses] Restored weapon laser sight\")\n 534→\telif _weapon.has_method(\"set_laser_sight_enabled\"):\n 535→\t\t_weapon.call(\"set_laser_sight_enabled\", true)\n 536→\t\tFileLogger.info(\"[TrajectoryGlasses] Restored weapon laser sight (GDScript)\")\n 537→\n 538→\t# Restore any Line2D children named \"LaserSight\"\n 539→\tvar laser := _weapon.get_node_or_null(\"LaserSight\")\n 540→\tif laser and laser is Line2D:\n 541→\t\tlaser.visible = true\n 542→\n 543→\t# Restore Power Fantasy laser if applicable\n 544→\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 545→\tif difficulty_manager and difficulty_manager.has_method(\"should_force_blue_laser_sight\"):\n 546→\t\tif difficulty_manager.should_force_blue_laser_sight():\n 547→\t\t\tvar pf_laser := _weapon.get_node_or_null(\"PowerFantasyLaser\")\n 548→\t\t\tif pf_laser and pf_laser is Line2D:\n 549→\t\t\t\tpf_laser.visible = true\n 550→\n 551→\n 552→## Get the remaining effect time in seconds.\n 553→func get_remaining_time() -> float:\n 554→\treturn _effect_timer if is_active else 0.0\n 555→\n 556→\n 557→## Get the current number of charges.\n 558→func get_charges() -> int:\n 559→\treturn charges\n 560→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "868b40e4-7871-41b6-a2bf-2856575b9dd8",
"uuid": "31f12016-3c8c-4431-bb0a-3a95e0f6f153",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1773264869907/scripts/effects/trajectory_glasses_effect.gd",
"content": "extends Node\n## Trajectory glasses effect controller (Issue #744).\n##\n## Shows ricochet trajectories for player's bullets when activated.\n## Displays a laser-like visualization showing where bullets will ricochet.\n## Green laser indicates valid ricochet angle, red indicates impossible ricochet.\n##\n## Gameplay rules:\n## - 2 charges per battle (resets on level restart)\n## - Each activation lasts 10 seconds\n## - Shows unlimited ricochet bounces (until laser exits viewport)\n## - Replaces built-in laser sights when active (silenced pistol, M16, power fantasy)\n## - Uses existing ricochet calculation code from bullet.gd\n##\n## Rendering approach:\n## - Trajectory points are stored in local player coordinates\n## - Player's _draw() reads these points and draws them directly\n## - This is the same approach used by grenade trajectory visualization\n## - Guarantees correct coordinate space and rendering order\n\n## Duration of trajectory glasses effect in seconds.\nconst EFFECT_DURATION: float = 10.0\n\n## Maximum charges per battle.\nconst MAX_CHARGES: int = 2\n\n## Maximum number of ricochet bounces to visualize for weapons with unlimited ricochets.\n## Keeps the visualization readable without cluttering the screen.\nconst MAX_RICOCHET_BOUNCES: int = 5\n\n## Laser width for trajectory visualization.\nconst LASER_WIDTH: float = 2.0\n\n## Color for valid ricochet (can ricochet at this angle).\nconst VALID_RICOCHET_COLOR: Color = Color(0.0, 1.0, 0.0, 0.8) # Bright green\n\n## Color for invalid ricochet (angle too steep or weapon cannot ricochet).\nconst INVALID_RICOCHET_COLOR: Color = Color(1.0, 0.0, 0.0, 0.8) # Bright red\n\n## Maximum ricochet angle in degrees (same as bullet.gd DEFAULT_MAX_RICOCHET_ANGLE).\nconst MAX_RICOCHET_ANGLE: float = 90.0\n\n## Activation sound path.\nconst ACTIVATION_SOUND_PATH: String = \"res://assets/audio/trajectory_glasses_activate.wav\"\n\n## Deactivation sound path.\nconst DEACTIVATION_SOUND_PATH: String = \"res://assets/audio/trajectory_glasses_deactivate.wav\"\n\n## Current number of charges remaining.\nvar charges: int = MAX_CHARGES\n\n## Whether the trajectory glasses effect is currently active.\nvar is_active: bool = false\n\n## Timer tracking remaining effect duration.\nvar _effect_timer: float = 0.0\n\n## Reference to the player node.\nvar _player: Node2D = null\n\n## Reference to the weapon (for aim direction).\nvar _weapon: Node2D = null\n\n## Cached viewport diagonal for max laser length.\nvar _viewport_diagonal: float = 2203.0\n\n## Audio player for activation sounds.\nvar _audio_player: AudioStreamPlayer = null\n\n## Trajectory points in LOCAL player coordinates (for player._draw()).\n## Updated every frame when active.\nvar trajectory_local_points: Array[Vector2] = []\n\n## Color for the valid (green) part of the trajectory.\n## Kept for backward compatibility; the drawing code uses trajectory_invalid_start_index.\nvar trajectory_color: Color = VALID_RICOCHET_COLOR\n\n## Index of the first point that belongs to the invalid (red) terminal segment.\n## -1 means all segments are valid (green).\n## When set, points[trajectory_invalid_start_index - 1] → points[trajectory_invalid_start_index]\n## is drawn red, and no further segments exist.\nvar trajectory_invalid_start_index: int = -1\n\n## Signal emitted when trajectory glasses is activated.\nsignal trajectory_activated(charges_remaining: int)\n\n## Signal emitted when trajectory glasses wears off.\nsignal trajectory_deactivated(charges_remaining: int)\n\n## Signal emitted when charges change.\nsignal charges_changed(current: int, maximum: int)\n\n\nfunc _ready() -> void:\n\t# Setup audio player\n\t_setup_audio()\n\n\tFileLogger.info(\"[TrajectoryGlasses] Effect ready, charges: %d/%d\" % [charges, MAX_CHARGES])\n\n\nfunc _setup_audio() -> void:\n\t_audio_player = AudioStreamPlayer.new()\n\t_audio_player.name = \"TrajectoryGlassesAudio\"\n\t_audio_player.bus = \"SFX\"\n\tadd_child(_audio_player)\n\n\n## Initialize with a reference to the player node.\n## Must be called after the player model is ready.\nfunc initialize(player: Node2D) -> void:\n\t_player = player\n\n\t# Calculate viewport diagonal for max trajectory length\n\tvar viewport := player.get_viewport()\n\tif viewport:\n\t\tvar size := viewport.get_visible_rect().size\n\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\n\tFileLogger.info(\"[TrajectoryGlasses] Initialized with player: %s, viewport diagonal: %.0f\" % [\n\t\tplayer.name, _viewport_diagonal\n\t])\n\n\n## Set the weapon reference for aim direction.\nfunc set_weapon(weapon: Node2D) -> void:\n\t_weapon = weapon\n\n\tFileLogger.info(\"[TrajectoryGlasses] Weapon set: %s\" % [\n\t\tweapon.name if weapon else \"null\"\n\t])\n\n\n## Attempt to activate the trajectory glasses effect.\n## Returns true if activation was successful.\nfunc activate() -> bool:\n\tif is_active:\n\t\tFileLogger.info(\"[TrajectoryGlasses] Already active, ignoring activation\")\n\t\treturn false # Already active\n\n\tif charges <= 0:\n\t\tFileLogger.info(\"[TrajectoryGlasses] No charges remaining\")\n\t\treturn false\n\n\t# Consume a charge\n\tcharges -= 1\n\tis_active = true\n\t_effect_timer = EFFECT_DURATION\n\n\t# Reset trajectory color to valid (green)\n\ttrajectory_color = VALID_RICOCHET_COLOR\n\n\t# Play activation sound\n\t_play_activation_sound()\n\n\t# Hide built-in weapon lasers\n\t_hide_weapon_lasers()\n\n\tFileLogger.info(\"[TrajectoryGlasses] Activated! Duration: %.1fs, Charges remaining: %d/%d, Player: %s\" % [\n\t\tEFFECT_DURATION, charges, MAX_CHARGES,\n\t\t_player.name if _player else \"null\"\n\t])\n\n\ttrajectory_activated.emit(charges)\n\tcharges_changed.emit(charges, MAX_CHARGES)\n\treturn true\n\n\n## Deactivate the trajectory glasses effect.\nfunc deactivate() -> void:\n\tif not is_active:\n\t\treturn\n\n\tis_active = false\n\t_effect_timer = 0.0\n\n\t# Clear trajectory points so player._draw() stops rendering\n\ttrajectory_local_points.clear()\n\n\t# Request player redraw to clear visualization\n\tif _player and is_instance_valid(_player):\n\t\t_player.queue_redraw()\n\n\t# Play deactivation sound\n\t_play_deactivation_sound()\n\n\t# Restore built-in weapon lasers\n\t_restore_weapon_lasers()\n\n\tFileLogger.info(\"[TrajectoryGlasses] Deactivated! Charges remaining: %d/%d\" % [\n\t\tcharges, MAX_CHARGES\n\t])\n\n\ttrajectory_deactivated.emit(charges)\n\n\nfunc _process(delta: float) -> void:\n\tif not is_active:\n\t\treturn\n\n\t# Count down effect timer\n\t_effect_timer -= delta\n\tif _effect_timer <= 0.0:\n\t\tdeactivate()\n\t\treturn\n\n\t# Update trajectory visualization every frame\n\t_update_trajectory()\n\n\t# Request player redraw so _draw() picks up new trajectory points\n\tif _player and is_instance_valid(_player):\n\t\t_player.queue_redraw()\n\n\n## Update the trajectory data based on current aim direction.\nfunc _update_trajectory() -> void:\n\tif _player == null:\n\t\treturn\n\n\t# Clear previous trajectory\n\ttrajectory_local_points.clear()\n\ttrajectory_color = VALID_RICOCHET_COLOR\n\ttrajectory_invalid_start_index = -1\n\n\t# Get weapon/aim direction\n\tvar player_pos: Vector2 = _player.global_position\n\tvar aim_direction: Vector2 = _get_aim_direction()\n\n\tif aim_direction == Vector2.ZERO:\n\t\treturn\n\n\t# Add bullet spawn offset\n\tvar bullet_offset := 20.0 # Default bullet_spawn_offset from player\n\tif _player.has_method(\"get\") and \"bullet_spawn_offset\" in _player:\n\t\tbullet_offset = _player.get(\"bullet_spawn_offset\")\n\n\t# Start position in world space (from bullet barrel)\n\tvar start_world := player_pos + aim_direction * bullet_offset\n\n\t# Calculate ricochet trajectory (returns world coordinates)\n\tvar world_points := _calculate_ricochet_trajectory(start_world, aim_direction)\n\n\t# Convert world coordinates to LOCAL player coordinates (for _draw())\n\tfor wp in world_points:\n\t\ttrajectory_local_points.append(wp - player_pos)\n\n\n## Get the aim direction from weapon or mouse.\nfunc _get_aim_direction() -> Vector2:\n\tif _player == null:\n\t\treturn Vector2.ZERO\n\n\t# Try to get aim direction from weapon\n\tif _weapon and is_instance_valid(_weapon):\n\t\t# C# weapons have AimDirection property\n\t\tif \"AimDirection\" in _weapon:\n\t\t\tvar aim: Vector2 = _weapon.get(\"AimDirection\")\n\t\t\tif aim != Vector2.ZERO:\n\t\t\t\treturn aim.normalized()\n\t\t# GDScript weapons might have aim_direction\n\t\tif \"aim_direction\" in _weapon:\n\t\t\tvar aim: Vector2 = _weapon.get(\"aim_direction\")\n\t\t\tif aim != Vector2.ZERO:\n\t\t\t\treturn aim.normalized()\n\n\t# Fallback: direction from player to mouse (world coordinates)\n\tvar mouse_pos := _player.get_global_mouse_position()\n\tvar to_mouse := mouse_pos - _player.global_position\n\tif to_mouse.length_squared() < 0.001:\n\t\treturn Vector2.RIGHT\n\n\treturn to_mouse.normalized()\n\n\n## Get the maximum ricochet angle for the current weapon in degrees.\n## Reads from the weapon's CaliberData resource when available.\n## Falls back to MAX_RICOCHET_ANGLE (90 degrees) if no caliber data is found.\n##\n## Implementation note (Issue #935):\n## Accessing caliber properties via GDScript .get(\"Caliber\") on a C# Resource?\n## property returns a stripped Resource object that loses its GDScript script\n## binding — making \"as CaliberData\" return null and .get(\"max_ricochet_angle\")\n## return the GDScript default (90°) instead of the .tres value (70°).\n## The fix is to call C# helper methods (GetCaliberMaxRicochetAngle, etc.) that\n## read the caliber resource via C#, where the resource is correctly bound.\nfunc _get_weapon_max_ricochet_angle() -> float:\n\tif _weapon == null or not is_instance_valid(_weapon):\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no weapon, using default %.1f\" % MAX_RICOCHET_ANGLE)\n\t\treturn MAX_RICOCHET_ANGLE\n\n\t# Preferred path: use C# helper methods on BaseWeapon subclasses (Issue #935).\n\t# These methods read the caliber resource from the C# side where it is correctly\n\t# bound, avoiding the GDScript interop issue with Resource? properties.\n\tif _weapon.has_method(\"GetCaliberCanRicochet\") and _weapon.has_method(\"GetCaliberMaxRicochetAngle\"):\n\t\tvar can_ricochet: bool = _weapon.call(\"GetCaliberCanRicochet\")\n\t\tif not can_ricochet:\n\t\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s cannot ricochet (can_ricochet=false)\" % _weapon.name)\n\t\t\treturn 0.0\n\t\tvar angle: float = _weapon.call(\"GetCaliberMaxRicochetAngle\")\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s -> max_ricochet_angle=%.1f (via C# helper)\" % [_weapon.name, angle])\n\t\treturn angle\n\n\t# Fallback: try to read WeaponData.Caliber.max_ricochet_angle directly (GDScript weapons).\n\tvar weapon_data = null\n\tif \"WeaponData\" in _weapon:\n\t\tweapon_data = _weapon.get(\"WeaponData\")\n\telif \"weapon_data\" in _weapon:\n\t\tweapon_data = _weapon.get(\"weapon_data\")\n\n\tif weapon_data == null:\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no weapon_data on %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n\t\treturn MAX_RICOCHET_ANGLE\n\n\tvar caliber = null\n\tif \"Caliber\" in weapon_data:\n\t\tcaliber = weapon_data.get(\"Caliber\")\n\telif \"caliber\" in weapon_data:\n\t\tcaliber = weapon_data.get(\"caliber\")\n\n\tif caliber == null:\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: no caliber in weapon_data for %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n\t\treturn MAX_RICOCHET_ANGLE\n\n\tvar caliber_typed := caliber as CaliberData\n\tif caliber_typed == null:\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: caliber is not CaliberData for %s, using default %.1f\" % [_weapon.name, MAX_RICOCHET_ANGLE])\n\t\treturn MAX_RICOCHET_ANGLE\n\n\tif not caliber_typed.can_ricochet:\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s cannot ricochet (can_ricochet=false)\" % _weapon.name)\n\t\treturn 0.0\n\n\tvar angle := caliber_typed.max_ricochet_angle\n\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochet_angle: %s -> max_ricochet_angle=%.1f\" % [_weapon.name, angle])\n\treturn angle\n\n\n## Get the maximum number of ricochets for the current weapon.\n## Reads from the weapon's CaliberData resource when available.\n## Returns -1 for unlimited, or a non-negative integer to cap bounces.\nfunc _get_weapon_max_ricochets() -> int:\n\tif _weapon == null or not is_instance_valid(_weapon):\n\t\treturn -1\n\n\t# Preferred path: use C# helper method on BaseWeapon subclasses (Issue #935).\n\tif _weapon.has_method(\"GetCaliberMaxRicochets\"):\n\t\tvar max_r: int = _weapon.call(\"GetCaliberMaxRicochets\")\n\t\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochets: %s -> max_ricochets=%d (via C# helper)\" % [_weapon.name, max_r])\n\t\treturn max_r\n\n\t# Fallback: try to read WeaponData.Caliber.max_ricochets directly (GDScript weapons).\n\tvar weapon_data = null\n\tif \"WeaponData\" in _weapon:\n\t\tweapon_data = _weapon.get(\"WeaponData\")\n\telif \"weapon_data\" in _weapon:\n\t\tweapon_data = _weapon.get(\"weapon_data\")\n\n\tif weapon_data == null:\n\t\treturn -1\n\n\tvar caliber = null\n\tif \"Caliber\" in weapon_data:\n\t\tcaliber = weapon_data.get(\"Caliber\")\n\telif \"caliber\" in weapon_data:\n\t\tcaliber = weapon_data.get(\"caliber\")\n\n\tif caliber == null:\n\t\treturn -1\n\n\tvar caliber_typed := caliber as CaliberData\n\tif caliber_typed == null:\n\t\treturn -1\n\n\tvar max_r := caliber_typed.max_ricochets\n\tFileLogger.info(\"[TrajectoryGlasses] _get_weapon_max_ricochets: %s -> max_ricochets=%d\" % [_weapon.name, max_r])\n\treturn max_r\n\n\n## Calculate the ricochet trajectory as an array of world-coordinate points.\n## Uses the same logic as bullet.gd for realistic behavior.\n## Respects the weapon's caliber data for ricochet angle limits and max bounce count.\n## Sets trajectory_invalid_start_index to the index of the first non-ricochetable\n## hit point; the segment ending there is drawn red, and tracing stops.\nfunc _calculate_ricochet_trajectory(start: Vector2, direction: Vector2) -> Array[Vector2]:\n\tvar points: Array[Vector2] = []\n\tpoints.append(start)\n\n\tvar current_pos := start\n\tvar current_dir := direction\n\tvar max_distance := _viewport_diagonal\n\n\t# Get weapon-specific ricochet limits\n\tvar weapon_max_angle := _get_weapon_max_ricochet_angle()\n\tvar weapon_max_ricochets := _get_weapon_max_ricochets()\n\n\t# Clamp bounce limit: use caliber's max_ricochets if set (>=0), else MAX_RICOCHET_BOUNCES.\n\t# bounce_limit is the maximum number of WALL HITS allowed.\n\t# After each valid wall hit we continue to show the next segment.\n\t# After the last allowed valid wall hit, we add one final segment going forward.\n\tvar bounce_limit := MAX_RICOCHET_BOUNCES\n\tif weapon_max_ricochets >= 0:\n\t\tbounce_limit = weapon_max_ricochets\n\n\tFileLogger.info(\"[TrajectoryGlasses] _calculate_ricochet_trajectory: weapon_max_angle=%.1f, weapon_max_ricochets=%d, bounce_limit=%d\" % [\n\t\tweapon_max_angle, weapon_max_ricochets, bounce_limit\n\t])\n\n\tvar space_state := _player.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\t# No physics world - just draw straight line\n\t\tpoints.append(start + direction * max_distance)\n\t\treturn points\n\n\tvar bounces_done := 0\n\tvar final_segment_only := false # True when we should draw one more open segment then stop\n\tfor _seg in range(bounce_limit + 1):\n\t\t# Raycast forward from current position\n\t\tvar ray_end := current_pos + current_dir * max_distance\n\t\tvar query := PhysicsRayQueryParameters2D.create(current_pos, ray_end)\n\t\tquery.collision_mask = 4 # Layer 3 = obstacles/walls\n\n\t\tvar result := space_state.intersect_ray(query)\n\n\t\tif result.is_empty():\n\t\t\t# No hit — line extends to max distance (all valid, green)\n\t\t\tpoints.append(ray_end)\n\t\t\tbreak\n\n\t\t# Hit a wall\n\t\tvar hit_pos: Vector2 = result.position\n\t\tvar hit_normal: Vector2 = result.normal\n\n\t\t# Check if ricochet is valid at this angle before adding the point\n\t\tvar impact_angle := _calculate_impact_angle(current_dir, hit_normal)\n\t\tvar is_valid_ricochet := weapon_max_angle > 0.0 and impact_angle < weapon_max_angle\n\n\t\tFileLogger.info(\"[TrajectoryGlasses] seg %d (bounce %d/%d): impact_angle=%.1f, weapon_max_angle=%.1f, is_valid=%s, final_seg=%s\" % [\n\t\t\t_seg, bounces_done, bounce_limit, impact_angle, weapon_max_angle, str(is_valid_ricochet), str(final_segment_only)\n\t\t])\n\n\t\t# Add the hit point\n\t\tpoints.append(hit_pos)\n\n\t\tif not is_valid_ricochet or final_segment_only:\n\t\t\t# Either invalid ricochet angle, or we've exhausted the weapon's bounce limit.\n\t\t\t# Mark as terminal red segment and stop.\n\t\t\ttrajectory_invalid_start_index = points.size() - 1\n\t\t\ttrajectory_color = INVALID_RICOCHET_COLOR\n\t\t\tbreak\n\n\t\tbounces_done += 1\n\n\t\t# Calculate reflection for next segment\n\t\tcurrent_dir = current_dir - 2.0 * current_dir.dot(hit_normal) * hit_normal\n\t\tcurrent_dir = current_dir.normalized()\n\n\t\t# Move slightly away from surface to avoid re-hitting same spot\n\t\tcurrent_pos = hit_pos + current_dir * 2.0\n\n\t\tif bounces_done >= bounce_limit:\n\t\t\t# Reached the weapon's max bounce limit.\n\t\t\t# Allow one more segment to show the final direction, but if it hits\n\t\t\t# another wall that wall hit becomes the red terminal.\n\t\t\tfinal_segment_only = true\n\n\treturn points\n\n\n## Calculate the grazing/impact angle in degrees.\n## Returns 0 for parallel (grazing), 90 for perpendicular (direct hit).\nfunc _calculate_impact_angle(direction: Vector2, surface_normal: Vector2) -> float:\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn rad_to_deg(asin(dot))\n\n\n## Play the activation sound.\nfunc _play_activation_sound() -> void:\n\tif _audio_player == null:\n\t\treturn\n\n\tif ResourceLoader.exists(ACTIVATION_SOUND_PATH):\n\t\t_audio_player.stream = load(ACTIVATION_SOUND_PATH)\n\t\t_audio_player.play()\n\telse:\n\t\t# Fallback: use a generic activation sound\n\t\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\t\tif audio_manager and audio_manager.has_method(\"play_ui_click\"):\n\t\t\taudio_manager.play_ui_click()\n\n\n## Play the deactivation sound.\nfunc _play_deactivation_sound() -> void:\n\tif _audio_player == null:\n\t\treturn\n\n\tif ResourceLoader.exists(DEACTIVATION_SOUND_PATH):\n\t\t_audio_player.stream = load(DEACTIVATION_SOUND_PATH)\n\t\t_audio_player.play()\n\n\n## Hide weapon's built-in laser sights when trajectory glasses are active.\nfunc _hide_weapon_lasers() -> void:\n\tif _weapon == null:\n\t\treturn\n\n\t# Try to disable laser sight on C# weapons (AssaultRifle, SilencedPistol)\n\tif _weapon.has_method(\"SetLaserSightEnabled\"):\n\t\t_weapon.call(\"SetLaserSightEnabled\", false)\n\t\tFileLogger.info(\"[TrajectoryGlasses] Disabled weapon laser sight\")\n\telif _weapon.has_method(\"set_laser_sight_enabled\"):\n\t\t_weapon.call(\"set_laser_sight_enabled\", false)\n\t\tFileLogger.info(\"[TrajectoryGlasses] Disabled weapon laser sight (GDScript)\")\n\n\t# Also hide any Line2D children named \"LaserSight\"\n\tvar laser := _weapon.get_node_or_null(\"LaserSight\")\n\tif laser and laser is Line2D:\n\t\tlaser.visible = false\n\n\t# Hide Power Fantasy laser if present\n\tvar pf_laser := _weapon.get_node_or_null(\"PowerFantasyLaser\")\n\tif pf_laser and pf_laser is Line2D:\n\t\tpf_laser.visible = false\n\n\n## Restore weapon's built-in laser sights when trajectory glasses deactivate.\nfunc _restore_weapon_lasers() -> void:\n\tif _weapon == null:\n\t\treturn\n\n\t# Re-enable laser sight on C# weapons\n\tif _weapon.has_method(\"SetLaserSightEnabled\"):\n\t\t_weapon.call(\"SetLaserSightEnabled\", true)\n\t\tFileLogger.info(\"[TrajectoryGlasses] Restored weapon laser sight\")\n\telif _weapon.has_method(\"set_laser_sight_enabled\"):\n\t\t_weapon.call(\"set_laser_sight_enabled\", true)\n\t\tFileLogger.info(\"[TrajectoryGlasses] Restored weapon laser sight (GDScript)\")\n\n\t# Restore any Line2D children named \"LaserSight\"\n\tvar laser := _weapon.get_node_or_null(\"LaserSight\")\n\tif laser and laser is Line2D:\n\t\tlaser.visible = true\n\n\t# Restore Power Fantasy laser if applicable\n\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\tif difficulty_manager and difficulty_manager.has_method(\"should_force_blue_laser_sight\"):\n\t\tif difficulty_manager.should_force_blue_laser_sight():\n\t\t\tvar pf_laser := _weapon.get_node_or_null(\"PowerFantasyLaser\")\n\t\t\tif pf_laser and pf_laser is Line2D:\n\t\t\t\tpf_laser.visible = true\n\n\n## Get the remaining effect time in seconds.\nfunc get_remaining_time() -> float:\n\treturn _effect_timer if is_active else 0.0\n\n\n## Get the current number of charges.\nfunc get_charges() -> int:\n\treturn charges\n",
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"content": " 1→extends Node2D\n 2→## Progress bar HUD for the trajectory glasses (Issue #744).\n 3→##\n 4→## Displays charge pips and remaining time above the player.\n 5→## Visible while effect is active and shows countdown timer.\n 6→\n 7→## Vertical offset above the player center (negative = above).\n 8→const OFFSET_Y: float = -40.0\n 9→\n 10→## Width of each charge pip in pixels.\n 11→const PIP_WIDTH: float = 10.0\n 12→\n 13→## Height of each charge pip in pixels.\n 14→const PIP_HEIGHT: float = 4.0\n 15→\n 16→## Gap between pips.\n 17→const PIP_GAP: float = 3.0\n 18→\n 19→## Color for filled (available) charge pips.\n 20→const PIP_FILLED_COLOR: Color = Color(0.0, 1.0, 0.5, 0.9) # Greenish\n 21→\n 22→## Color for empty (used) charge pips.\n 23→const PIP_EMPTY_COLOR: Color = Color(0.3, 0.3, 0.3, 0.5)\n 24→\n 25→## Timer bar width.\n 26→const TIMER_BAR_WIDTH: float = 40.0\n 27→\n 28→## Timer bar height.\n 29→const TIMER_BAR_HEIGHT: float = 3.0\n 30→\n 31→## Timer bar vertical offset from pips.\n 32→const TIMER_BAR_OFFSET_Y: float = 8.0\n 33→\n 34→## Timer bar fill color.\n 35→const TIMER_FILL_COLOR: Color = Color(0.0, 1.0, 0.0, 0.8)\n 36→\n 37→## Timer bar background color.\n 38→const TIMER_BG_COLOR: Color = Color(0.2, 0.2, 0.2, 0.5)\n 39→\n 40→## Current charges.\n 41→var _charges: int = 2\n 42→\n 43→## Maximum charges.\n 44→var _max_charges: int = 2\n 45→\n 46→## Effect duration for timer calculation.\n 47→var _effect_duration: float = 10.0\n 48→\n 49→## Reference to the trajectory glasses effect.\n 50→var _effect: Node = null\n 51→\n 52→\n 53→func _ready() -> void:\n 54→\t# Start hidden\n 55→\tvisible = false\n 56→\tz_index = 10\n 57→\n 58→\n 59→## Initialize with effect reference.\n 60→func initialize(effect: Node) -> void:\n 61→\t_effect = effect\n 62→\tif _effect:\n 63→\t\t_charges = _effect.charges\n 64→\t\t_max_charges = _effect.MAX_CHARGES\n 65→\t\t_effect_duration = _effect.EFFECT_DURATION\n 66→\n 67→\n 68→## Update charges display.\n 69→func update_charges(current: int, maximum: int) -> void:\n 70→\t_charges = current\n 71→\t_max_charges = maximum\n 72→\tqueue_redraw()\n 73→\n 74→\n 75→## Show/hide the HUD based on effect state.\n 76→func set_active(active: bool) -> void:\n 77→\tvisible = active\n 78→\tqueue_redraw()\n 79→\n 80→\n 81→func _process(_delta: float) -> void:\n 82→\t# Keep position at offset above parent\n 83→\tposition = Vector2(0.0, OFFSET_Y)\n 84→\n 85→\t# Update visibility based on effect state\n 86→\tif _effect:\n 87→\t\tif _effect.is_active != visible:\n 88→\t\t\tvisible = _effect.is_active\n 89→\t\tif visible:\n 90→\t\t\tqueue_redraw()\n 91→\n 92→\n 93→func _draw() -> void:\n 94→\tif _max_charges <= 0:\n 95→\t\treturn\n 96→\n 97→\t# Draw charge pips\n 98→\tvar total_pip_width: float = _max_charges * PIP_WIDTH + (_max_charges - 1) * PIP_GAP\n 99→\tvar start_x: float = -total_pip_width / 2.0\n 100→\n 101→\tfor i in range(_max_charges):\n 102→\t\tvar x: float = start_x + i * (PIP_WIDTH + PIP_GAP)\n 103→\t\tvar color: Color = PIP_FILLED_COLOR if i < _charges else PIP_EMPTY_COLOR\n 104→\t\tdraw_rect(Rect2(x, 0.0, PIP_WIDTH, PIP_HEIGHT), color)\n 105→\n 106→\t# Draw timer bar (only when effect is active)\n 107→\tif _effect and _effect.is_active:\n 108→\t\tvar remaining := _effect.get_remaining_time()\n 109→\t\tvar progress := remaining / _effect_duration\n 110→\n 111→\t\tvar bar_x := -TIMER_BAR_WIDTH / 2.0\n 112→\t\tvar bar_y := TIMER_BAR_OFFSET_Y\n 113→\n 114→\t\t# Background\n 115→\t\tdraw_rect(Rect2(bar_x, bar_y, TIMER_BAR_WIDTH, TIMER_BAR_HEIGHT), TIMER_BG_COLOR)\n 116→\n 117→\t\t# Fill\n 118→\t\tvar fill_width := TIMER_BAR_WIDTH * progress\n 119→\t\tdraw_rect(Rect2(bar_x, bar_y, fill_width, TIMER_BAR_HEIGHT), TIMER_FILL_COLOR)\n 120→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node2D\n## Progress bar HUD for the trajectory glasses (Issue #744).\n##\n## Displays charge pips and remaining time above the player.\n## Visible while effect is active and shows countdown timer.\n\n## Vertical offset above the player center (negative = above).\nconst OFFSET_Y: float = -40.0\n\n## Width of each charge pip in pixels.\nconst PIP_WIDTH: float = 10.0\n\n## Height of each charge pip in pixels.\nconst PIP_HEIGHT: float = 4.0\n\n## Gap between pips.\nconst PIP_GAP: float = 3.0\n\n## Color for filled (available) charge pips.\nconst PIP_FILLED_COLOR: Color = Color(0.0, 1.0, 0.5, 0.9) # Greenish\n\n## Color for empty (used) charge pips.\nconst PIP_EMPTY_COLOR: Color = Color(0.3, 0.3, 0.3, 0.5)\n\n## Timer bar width.\nconst TIMER_BAR_WIDTH: float = 40.0\n\n## Timer bar height.\nconst TIMER_BAR_HEIGHT: float = 3.0\n\n## Timer bar vertical offset from pips.\nconst TIMER_BAR_OFFSET_Y: float = 8.0\n\n## Timer bar fill color.\nconst TIMER_FILL_COLOR: Color = Color(0.0, 1.0, 0.0, 0.8)\n\n## Timer bar background color.\nconst TIMER_BG_COLOR: Color = Color(0.2, 0.2, 0.2, 0.5)\n\n## Current charges.\nvar _charges: int = 2\n\n## Maximum charges.\nvar _max_charges: int = 2\n\n## Effect duration for timer calculation.\nvar _effect_duration: float = 10.0\n\n## Reference to the trajectory glasses effect.\nvar _effect: Node = null\n\n\nfunc _ready() -> void:\n\t# Start hidden\n\tvisible = false\n\tz_index = 10\n\n\n## Initialize with effect reference.\nfunc initialize(effect: Node) -> void:\n\t_effect = effect\n\tif _effect:\n\t\t_charges = _effect.charges\n\t\t_max_charges = _effect.MAX_CHARGES\n\t\t_effect_duration = _effect.EFFECT_DURATION\n\n\n## Update charges display.\nfunc update_charges(current: int, maximum: int) -> void:\n\t_charges = current\n\t_max_charges = maximum\n\tqueue_redraw()\n\n\n## Show/hide the HUD based on effect state.\nfunc set_active(active: bool) -> void:\n\tvisible = active\n\tqueue_redraw()\n\n\nfunc _process(_delta: float) -> void:\n\t# Keep position at offset above parent\n\tposition = Vector2(0.0, OFFSET_Y)\n\n\t# Update visibility based on effect state\n\tif _effect:\n\t\tif _effect.is_active != visible:\n\t\t\tvisible = _effect.is_active\n\t\tif visible:\n\t\t\tqueue_redraw()\n\n\nfunc _draw() -> void:\n\tif _max_charges <= 0:\n\t\treturn\n\n\t# Draw charge pips\n\tvar total_pip_width: float = _max_charges * PIP_WIDTH + (_max_charges - 1) * PIP_GAP\n\tvar start_x: float = -total_pip_width / 2.0\n\n\tfor i in range(_max_charges):\n\t\tvar x: float = start_x + i * (PIP_WIDTH + PIP_GAP)\n\t\tvar color: Color = PIP_FILLED_COLOR if i < _charges else PIP_EMPTY_COLOR\n\t\tdraw_rect(Rect2(x, 0.0, PIP_WIDTH, PIP_HEIGHT), color)\n\n\t# Draw timer bar (only when effect is active)\n\tif _effect and _effect.is_active:\n\t\tvar remaining := _effect.get_remaining_time()\n\t\tvar progress := remaining / _effect_duration\n\n\t\tvar bar_x := -TIMER_BAR_WIDTH / 2.0\n\t\tvar bar_y := TIMER_BAR_OFFSET_Y\n\n\t\t# Background\n\t\tdraw_rect(Rect2(bar_x, bar_y, TIMER_BAR_WIDTH, TIMER_BAR_HEIGHT), TIMER_BG_COLOR)\n\n\t\t# Fill\n\t\tvar fill_width := TIMER_BAR_WIDTH * progress\n\t\tdraw_rect(Rect2(bar_x, bar_y, fill_width, TIMER_BAR_HEIGHT), TIMER_FILL_COLOR)\n",
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"text": "Now I can see that trajectory glasses already have a custom HUD (`trajectory_glasses_hud.gd`) with pips and a timer bar. Let me also check the homing bullets handling and the force field/teleport bracers to understand how they show charges."
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"content": " 1→extends Node2D\n 2→## Force field effect controller (Issue #676, #906, #912, #930, #932).\n 3→##\n 4→## Creates a glowing energy bubble shield around the player that traps projectiles.\n 5→## Activated by holding Space key with a depletable 8-second charge.\n 6→##\n 7→## Gameplay rules:\n 8→## - Hold Space to activate, release to deactivate\n 9→## - 8 second total charge (usable in portions: 8×1s, 2×4s, etc.)\n 10→## - 100% projectile trapping (bullets, shrapnel stop on contact)\n 11→## - Trapped bullets snap to and stay on the field boundary ring (Issue #932)\n 12→## - Trapped bullets scatter outward when field deactivates (Issue #932)\n 13→## - Frag grenades bounce WITHOUT detonating on contact\n 14→## - Full damage protection while active\n 15→## - Visual warning when charge is low (last 2 seconds)\n 16→\n 17→## Maximum charge duration in seconds.\n 18→const MAX_CHARGE: float = 8.0\n 19→\n 20→## Radius of the force field protection area (pixels).\n 21→## Player collision radius is 16px; field should be slightly larger.\n 22→const FIELD_RADIUS: float = 35.0\n 23→\n 24→## Shield visual scale.\n 25→## Texture is 256x256 (128px radius at scale 1.0).\n 26→## At 0.28 scale the visible radius ≈ 36px, just slightly bigger than the player.\n 27→const SHIELD_SCALE: float = 0.28\n 28→\n 29→## Reflection velocity boost multiplier for grenades.\n 30→const GRENADE_REFLECTION_BOOST: float = 1.2\n 31→\n 32→## Duration to disable grenade impact detection after bounce (seconds).\n 33→const GRENADE_BOUNCE_IMMUNITY_TIME: float = 0.15\n 34→\n 35→## Low charge warning threshold (seconds).\n 36→const LOW_CHARGE_WARNING: float = 2.0\n 37→\n 38→## Flash frequency when charge is low (Hz).\n 39→const WARNING_FLASH_FREQUENCY: float = 3.0\n 40→\n 41→## Speed at which trapped bullets are released when field deactivates (pixels/sec).\n 42→const BULLET_RELEASE_SPEED: float = 800.0\n 43→\n 44→## Speed at which trapped shrapnel is released when field deactivates (pixels/sec).\n 45→const SHRAPNEL_RELEASE_SPEED: float = 600.0\n 46→\n 47→## Path to the force field shader.\n 48→const SHADER_PATH: String = \"res://scripts/shaders/force_field.gdshader\"\n 49→\n 50→## Remaining charge in seconds.\n 51→var remaining_charge: float = MAX_CHARGE\n 52→\n 53→## Whether the force field is currently active.\n 54→var is_active: bool = false\n 55→\n 56→## Reference to the visual shield sprite (Sprite2D or similar).\n 57→var _shield_sprite: Sprite2D = null\n 58→\n 59→## Reference to the Area2D for projectile detection.\n 60→var _area2d: Area2D = null\n 61→\n 62→## Reference to the CollisionShape2D.\n 63→var _collision_shape: CollisionShape2D = null\n 64→\n 65→## Shader material for the glowing effect.\n 66→var _shader_material: ShaderMaterial = null\n 67→\n 68→## Warning flash timer.\n 69→var _warning_flash_timer: float = 0.0\n 70→\n 71→## Array of trapped bullets (Area2D nodes with physics process disabled).\n 72→var _trapped_bullets: Array = []\n 73→\n 74→## Array of trapped shrapnel (Area2D nodes with physics process disabled).\n 75→var _trapped_shrapnel: Array = []\n 76→\n 77→## Maps trapped projectile → boundary angle (radians) from field center.\n 78→## Used to keep trapped projectiles glued to the field boundary ring as the player moves.\n 79→var _trapped_boundary_angles: Dictionary = {}\n 80→\n 81→## Signal emitted when force field is activated.\n 82→signal force_field_activated()\n 83→\n 84→## Signal emitted when force field is deactivated.\n 85→signal force_field_deactivated()\n 86→\n 87→## Signal emitted when charge changes.\n 88→signal charge_changed(current: float, maximum: float)\n 89→\n 90→## Signal emitted when charge is depleted.\n 91→signal charge_depleted()\n 92→\n 93→\n 94→func _ready() -> void:\n 95→\t_setup_area2d()\n 96→\t_setup_shield_visual()\n 97→\t_set_field_active(false)\n 98→\tFileLogger.info(\"[ForceFieldEffect] Initialized with %.1fs charge\" % MAX_CHARGE)\n 99→\n 100→\n 101→## Set up the Area2D for projectile detection.\n 102→func _setup_area2d() -> void:\n 103→\t_area2d = Area2D.new()\n 104→\t_area2d.name = \"ForceFieldArea\"\n 105→\t_area2d.collision_layer = 0 # Don't register on any layer\n 106→\t# Layer 5 (value 16) = \"projectiles\" — bullets and shrapnel (Area2D)\n 107→\t# Layer 6 (value 32) = \"targets\" — grenades (RigidBody2D, collision_layer=32)\n 108→\t_area2d.collision_mask = 16 | 32 # = 48\n 109→\tadd_child(_area2d)\n 110→\n 111→\t# Create circular collision shape\n 112→\tvar shape := CircleShape2D.new()\n 113→\tshape.radius = FIELD_RADIUS\n 114→\t_collision_shape = CollisionShape2D.new()\n 115→\t_collision_shape.shape = shape\n 116→\t_area2d.add_child(_collision_shape)\n 117→\n 118→\t# Connect area entered signal for projectile trapping (bullets, shrapnel — Area2D)\n 119→\t_area2d.area_entered.connect(_on_projectile_entered)\n 120→\n 121→\t# Connect body entered signal for grenade reflection (grenades are RigidBody2D)\n 122→\t_area2d.body_entered.connect(_on_body_entered)\n 123→\n 124→\tFileLogger.info(\"[ForceFieldEffect] Area2D setup with radius %.0fpx\" % FIELD_RADIUS)\n 125→\n 126→\n 127→## Set up the shield visual (bubble sprite with translucent-fill texture).\n 128→## Uses a programmatic bubble texture as the primary visual so it works in exported\n 129→## games without relying on runtime shader compilation.\n 130→## The shader is applied as an optional enhancement for animated pulse/shimmer effects.\n 131→## The base texture already shows a true bubble (semi-transparent interior + glowing rim)\n 132→## matching the force bubble look required by Issue #930.\n 133→func _setup_shield_visual() -> void:\n 134→\t_shield_sprite = Sprite2D.new()\n 135→\t_shield_sprite.name = \"ShieldVisual\"\n 136→\t_shield_sprite.scale = Vector2(SHIELD_SCALE, SHIELD_SCALE)\n 137→\t_shield_sprite.z_index = 10 # Draw above player\n 138→\tadd_child(_shield_sprite)\n 139→\n 140→\t# Always use the bubble texture as the primary visual.\n 141→\t# This works reliably in both editor and exported games (no shader compilation needed).\n 142→\t# The bubble texture has a semi-transparent interior (frosted-glass look) + bright glowing\n 143→\t# rim — matching the \"force bubble\" aesthetic required by Issues #906 and #930.\n 144→\t_shield_sprite.texture = _create_ring_texture()\n 145→\n 146→\t# Optionally load and apply shader as enhancement (e.g. pulse animation, iridescence).\n 147→\t# If the shader fails to load, the ring texture still provides correct bubble look.\n 148→\tif ResourceLoader.exists(SHADER_PATH):\n 149→\t\tvar shader = load(SHADER_PATH)\n 150→\t\tif shader:\n 151→\t\t\t_shader_material = ShaderMaterial.new()\n 152→\t\t\t_shader_material.shader = shader\n 153→\t\t\t_shield_sprite.material = _shader_material\n 154→\t\t\tFileLogger.info(\"[ForceFieldEffect] Shader loaded successfully (ring texture used as base)\")\n 155→\t\telse:\n 156→\t\t\tFileLogger.info(\"[ForceFieldEffect] WARNING: Failed to load shader — ring texture only\")\n 157→\telse:\n 158→\t\tFileLogger.info(\"[ForceFieldEffect] WARNING: Shader not found: %s — ring texture only\" % SHADER_PATH)\n 159→\n 160→\n 161→## Create a plain white 256x256 texture.\n 162→## The shader controls all colors/alpha — the texture just provides UV coordinates.\n 163→func _create_white_texture() -> ImageTexture:\n 164→\tvar image := Image.create(256, 256, false, Image.FORMAT_RGBA8)\n 165→\timage.fill(Color(1.0, 1.0, 1.0, 1.0))\n 166→\treturn ImageTexture.create_from_image(image)\n 167→\n 168→\n 169→## Create a bubble texture — translucent interior + bright glowing rim (Issue #930).\n 170→## Used as the primary visual so the force field looks like a force bubble\n 171→## (not just a ring outline) even without shader support in exported games.\n 172→##\n 173→## The texture has:\n 174→## - Transparent exterior (outside the circle)\n 175→## - Semi-transparent interior fill (alpha ~0.15) for frosted-glass bubble look\n 176→## - Bright blue rim at ~84–100% radius (bell curve alpha, peak ~0.9)\n 177→func _create_ring_texture() -> ImageTexture:\n 178→\tvar size := 256\n 179→\tvar center := Vector2(size * 0.5, size * 0.5)\n 180→\tvar outer_r := size * 0.5 # 128px\n 181→\tvar rim_start := outer_r * 0.84 # inner edge of bright rim\n 182→\tvar fill_color := Color(0.4, 0.7, 1.0) # Base blue color\n 183→\n 184→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 185→\n 186→\tfor y in range(size):\n 187→\t\tfor x in range(size):\n 188→\t\t\tvar dist := Vector2(x, y).distance_to(center)\n 189→\t\t\tif dist > outer_r:\n 190→\t\t\t\t# Outside the circle — fully transparent\n 191→\t\t\t\timage.set_pixel(x, y, Color(0.0, 0.0, 0.0, 0.0))\n 192→\t\t\telif dist >= rim_start:\n 193→\t\t\t\t# Bright rim: bell curve alpha, peak 0.9\n 194→\t\t\t\tvar t := (dist - rim_start) / (outer_r - rim_start) # 0→1\n 195→\t\t\t\tvar alpha := sin(t * PI) * 0.9\n 196→\t\t\t\timage.set_pixel(x, y, Color(fill_color.r, fill_color.g, fill_color.b, alpha))\n 197→\t\t\telse:\n 198→\t\t\t\t# Interior fill: soft translucent bubble interior (Issue #930)\n 199→\t\t\t\t# Alpha ramps up from 0 at center to ~0.15 near the rim, like frosted glass.\n 200→\t\t\t\tvar r := dist / outer_r # normalized 0→1\n 201→\t\t\t\tvar alpha := pow(r, 1.5) * 0.15\n 202→\t\t\t\timage.set_pixel(x, y, Color(fill_color.r, fill_color.g, fill_color.b, alpha))\n 203→\n 204→\treturn ImageTexture.create_from_image(image)\n 205→\n 206→\n 207→## Activate the force field.\n 208→func activate() -> bool:\n 209→\tif is_active:\n 210→\t\treturn false # Already active\n 211→\n 212→\tif remaining_charge <= 0.0:\n 213→\t\tFileLogger.info(\"[ForceFieldEffect] No charge remaining\")\n 214→\t\treturn false\n 215→\n 216→\tis_active = true\n 217→\t_set_field_active(true)\n 218→\tFileLogger.info(\"[ForceFieldEffect] Activated! Charge: %.1fs/%.1fs\" % [remaining_charge, MAX_CHARGE])\n 219→\tforce_field_activated.emit()\n 220→\treturn true\n 221→\n 222→\n 223→## Deactivate the force field and release any trapped bullets.\n 224→func deactivate() -> void:\n 225→\tif not is_active:\n 226→\t\treturn\n 227→\n 228→\tis_active = false\n 229→\t_set_field_active(false)\n 230→\n 231→\t# Release all trapped projectiles outward\n 232→\t_release_trapped_projectiles()\n 233→\n 234→\tFileLogger.info(\"[ForceFieldEffect] Deactivated. Charge remaining: %.1fs\" % remaining_charge)\n 235→\tforce_field_deactivated.emit()\n 236→\n 237→\n 238→## Set the force field visual and collision active state.\n 239→func _set_field_active(active: bool) -> void:\n 240→\tif _shield_sprite:\n 241→\t\t_shield_sprite.visible = active\n 242→\tif _collision_shape:\n 243→\t\t_collision_shape.disabled = not active\n 244→\n 245→\n 246→func _process(delta: float) -> void:\n 247→\tif not is_active:\n 248→\t\treturn\n 249→\n 250→\t# Deplete charge while active\n 251→\tremaining_charge -= delta\n 252→\tif remaining_charge <= 0.0:\n 253→\t\tremaining_charge = 0.0\n 254→\t\tdeactivate()\n 255→\t\tcharge_depleted.emit()\n 256→\t\tFileLogger.info(\"[ForceFieldEffect] Charge depleted\")\n 257→\n 258→\tcharge_changed.emit(remaining_charge, MAX_CHARGE)\n 259→\n 260→\t# Visual warning when charge is low\n 261→\tif remaining_charge <= LOW_CHARGE_WARNING:\n 262→\t\t_warning_flash_timer += delta\n 263→\t\tvar flash_period = 1.0 / WARNING_FLASH_FREQUENCY\n 264→\t\tvar flash_on = fmod(_warning_flash_timer, flash_period) < (flash_period * 0.5)\n 265→\t\tif _shield_sprite:\n 266→\t\t\t_shield_sprite.modulate.a = 1.0 if flash_on else 0.5\n 267→\n 268→\t# Keep trapped projectiles glued to the field boundary as the player moves (Issue #932).\n 269→\t# The force field node moves with the player, so we update each trapped projectile's\n 270→\t# global_position every frame to stay on the boundary ring.\n 271→\t_update_trapped_positions()\n 272→\n 273→\n 274→## Update global positions of all trapped projectiles to keep them on the boundary ring.\n 275→## Called every frame while the field is active so projectiles follow the player (Issue #932).\n 276→func _update_trapped_positions() -> void:\n 277→\tfor projectile in _trapped_bullets:\n 278→\t\tif is_instance_valid(projectile) and projectile in _trapped_boundary_angles:\n 279→\t\t\tvar angle: float = _trapped_boundary_angles[projectile]\n 280→\t\t\tprojectile.global_position = global_position + Vector2(cos(angle), sin(angle)) * FIELD_RADIUS\n 281→\tfor projectile in _trapped_shrapnel:\n 282→\t\tif is_instance_valid(projectile) and projectile in _trapped_boundary_angles:\n 283→\t\t\tvar angle: float = _trapped_boundary_angles[projectile]\n 284→\t\t\tprojectile.global_position = global_position + Vector2(cos(angle), sin(angle)) * FIELD_RADIUS\n 285→\n 286→\n 287→## Check if the player is currently protected by the force field.\n 288→func is_protecting() -> bool:\n 289→\treturn is_active\n 290→\n 291→\n 292→## Get the remaining charge in seconds.\n 293→func get_remaining_charge() -> float:\n 294→\treturn remaining_charge\n 295→\n 296→\n 297→## Handle projectile entering the force field area.\n 298→## In Godot 4 bullets and shrapnel are Area2D nodes themselves, so `area` IS the projectile.\n 299→## Grenades are RigidBody2D and appear via body_entered instead (handled separately).\n 300→##\n 301→## IMPORTANT (Issue #912): C# bullets call QueueFree() in their own OnAreaEntered handler.\n 302→## The IsForceFieldArea() check in Bullet.cs and ShotgunPellet.cs prevents this when the\n 303→## force field area is detected — but only when the project is built from source (not a\n 304→## pre-compiled .exe). Without that C# fix, the bullet gets queued-for-free in the same\n 305→## physics frame and is removed at frame end even if we successfully disable its processing.\n 306→func _on_projectile_entered(area: Area2D) -> void:\n 307→\tif not is_active:\n 308→\t\treturn\n 309→\n 310→\tif not is_instance_valid(area):\n 311→\t\treturn\n 312→\n 313→\t# Bullets and shrapnel are Area2D nodes; the area itself is the projectile.\n 314→\t# Identify by script name since groups are not set via scene files.\n 315→\tvar script = area.get_script()\n 316→\tif script == null:\n 317→\t\tFileLogger.info(\"[ForceFieldEffect] Area entered but has no script: %s\" % area.name)\n 318→\t\treturn\n 319→\n 320→\tvar script_path: String = script.resource_path\n 321→\tFileLogger.info(\"[ForceFieldEffect] Area entered: %s (script: %s)\" % [area.name, script_path])\n 322→\n 323→\t# Identify projectile type by script path.\n 324→\t# Bullets: bullet.gd or Bullet.cs\n 325→\t# Shotgun pellets: ShotgunPellet.cs — trapped same as bullets (have direction/speed)\n 326→\t# Shrapnel: shrapnel.gd, BreakerShrapnel.gd\n 327→\tvar lower_path := script_path.to_lower()\n 328→\tif \"bullet\" in lower_path or \"shotgunpellet\" in lower_path or \"pellet\" in lower_path:\n 329→\t\t_trap_bullet(area)\n 330→\t\t# Deferred validity check: if the bullet was freed by C# OnAreaEntered in the same\n 331→\t\t# frame (pre-compiled .exe without IsForceFieldArea fix), log a diagnostic message.\n 332→\t\t# This confirms whether C# rebuild is needed.\n 333→\t\t_check_trapped_bullet_validity.call_deferred(area)\n 334→\telif \"shrapnel\" in lower_path:\n 335→\t\t_trap_shrapnel(area)\n 336→\telse:\n 337→\t\tFileLogger.info(\"[ForceFieldEffect] Unknown projectile type, script path: %s\" % script_path)\n 338→\n 339→\n 340→## Deferred validity check after trapping a bullet.\n 341→## Logs whether the bullet survived the trap attempt (i.e., C# did not call QueueFree).\n 342→## DIAGNOSTIC: If this logs \"freed by C#\", rebuild the project from source to apply the\n 343→## IsForceFieldArea() fix in Bullet.cs / ShotgunPellet.cs (Issue #912).\n 344→func _check_trapped_bullet_validity(bullet: Area2D) -> void:\n 345→\tif not is_instance_valid(bullet):\n 346→\t\tFileLogger.info(\"[ForceFieldEffect] DIAGNOSTIC: Bullet was freed by C# after trap attempt — rebuild from source to apply Issue #912 fix (Bullet.cs IsForceFieldArea check)\")\n 347→\telse:\n 348→\t\tFileLogger.info(\"[ForceFieldEffect] DIAGNOSTIC: Bullet survived trap — C# fix is active\")\n 349→\n 350→\n 351→## Handle grenade (RigidBody2D) entering the force field area.\n 352→func _on_body_entered(body: Node2D) -> void:\n 353→\tif not is_active:\n 354→\t\treturn\n 355→\n 356→\tif not is_instance_valid(body):\n 357→\t\treturn\n 358→\n 359→\t# Only handle grenades (RigidBody2D projectiles)\n 360→\tif body is RigidBody2D:\n 361→\t\tvar script = body.get_script()\n 362→\t\tif script == null:\n 363→\t\t\treturn\n 364→\t\tvar script_path: String = script.resource_path\n 365→\t\tif \"grenade\" in script_path.to_lower():\n 366→\t\t\t_reflect_grenade(body)\n 367→\n 368→\n 369→# ===========================================================================\n 370→# C#/GDScript-compatible property helpers (Issue #932)\n 371→#\n 372→# Problem: GDScript .get(\"direction\") works for:\n 373→# - GDScript variables (\"direction\" snake_case var in bullet.gd)\n 374→# - Properties explicitly written with Set(\"direction\", ...) from C#\n 375→# But NOT for C# [Export] properties set via direct C# property assignment\n 376→# (e.g. csBullet.Direction = v in BaseWeapon.cs), which are stored under\n 377→# the PascalCase name and require .get(\"Direction\").\n 378→#\n 379→# Solution: try snake_case first (GDScript), fall back to PascalCase (C#).\n 380→# This is the same pattern used in enemy.gd _spawn_projectile().\n 381→# ===========================================================================\n 382→\n 383→## Read the direction property from a projectile.\n 384→## Tries \"direction\" (GDScript bullets / pellets set via Set()) first,\n 385→## then \"Direction\" (C# Bullet/ShotgunPellet set via direct C# property assignment).\n 386→func _get_direction(projectile: Node2D):\n 387→\tvar d = projectile.get(\"direction\")\n 388→\tif d != null:\n 389→\t\treturn d\n 390→\treturn projectile.get(\"Direction\")\n 391→\n 392→\n 393→## Read the speed property from a projectile (snake_case → PascalCase fallback).\n 394→func _get_speed(projectile: Node2D):\n 395→\tvar s = projectile.get(\"speed\")\n 396→\tif s != null:\n 397→\t\treturn s\n 398→\treturn projectile.get(\"Speed\")\n 399→\n 400→\n 401→## Read the shooter ID from a projectile (snake_case → PascalCase → source_id fallback).\n 402→## GDScript bullets: \"shooter_id\" (snake_case int var, default -1)\n 403→## C# Bullet/ShotgunPellet: \"ShooterId\" (PascalCase ulong [Export], default 0)\n 404→## Shrapnel: \"source_id\" (snake_case int var)\n 405→func _get_shooter_id(projectile: Node2D):\n 406→\tvar id = projectile.get(\"shooter_id\")\n 407→\tif id != null:\n 408→\t\treturn id\n 409→\tid = projectile.get(\"ShooterId\")\n 410→\tif id != null:\n 411→\t\treturn id\n 412→\treturn projectile.get(\"source_id\")\n 413→\n 414→\n 415→## Clear the tracer trail of a trapped projectile to remove the frozen-tail artifact (Issue #982).\n 416→##\n 417→## When a bullet or shrapnel is frozen by the force field its _physics_process stops,\n 418→## so _update_trail() / _update_smoky_trail() are never called again. The Line2D child\n 419→## node (top_level=true) keeps the last world-space points that were recorded, leaving\n 420→## a visible \"tail\" hanging in space at the bullet's stopping position.\n 421→##\n 422→## Supports both GDScript projectiles (snake_case \"_trail\", \"_position_history\") and\n 423→## C# projectiles (PascalCase \"_trail\" or \"Trail\" child node).\n 424→func _clear_projectile_trail(projectile: Node2D) -> void:\n 425→\t# Try GDScript-style: read \"_position_history\" array and clear it.\n 426→\tvar history = projectile.get(\"_position_history\")\n 427→\tif history != null:\n 428→\t\tprojectile.set(\"_position_history\", [])\n 429→\n 430→\t# Try GDScript-style: read \"_trail\" node reference and clear its points.\n 431→\tvar trail_node = projectile.get(\"_trail\")\n 432→\tif trail_node != null and trail_node is Line2D:\n 433→\t\t(trail_node as Line2D).clear_points()\n 434→\t\treturn\n 435→\n 436→\t# Fallback: look for a child node named \"Trail\" (works for both GDScript and C# scenes).\n 437→\tvar trail_child: Node = projectile.get_node_or_null(\"Trail\")\n 438→\tif trail_child != null and trail_child is Line2D:\n 439→\t\t(trail_child as Line2D).clear_points()\n 440→\n 441→\n 442→## Snap a projectile to the force field boundary ring and record its boundary angle.\n 443→## Moves the projectile to the surface of the field (at FIELD_RADIUS distance from center)\n 444→## so that all trapped projectiles visually hover at the field edge — like time stopped.\n 445→## The boundary angle is stored in _trapped_boundary_angles so _process() can keep the\n 446→## projectile glued to the boundary ring even as the player (and field) moves.\n 447→func _snap_to_boundary(projectile: Node2D) -> void:\n 448→\tvar from_center := projectile.global_position - global_position\n 449→\tvar direction_to_proj := from_center.normalized()\n 450→\t# If projectile is at or very near center, use its travel direction as placement direction.\n 451→\t# Use _get_direction() for C#/GDScript-compatible property read (Issue #932).\n 452→\tif from_center.length_squared() < 1.0:\n 453→\t\tvar proj_dir = _get_direction(projectile)\n 454→\t\tif proj_dir != null:\n 455→\t\t\tdirection_to_proj = (proj_dir as Vector2).normalized()\n 456→\t# Place at boundary ring\n 457→\tprojectile.global_position = global_position + direction_to_proj * FIELD_RADIUS\n 458→\t# Store boundary angle for continuous tracking in _process()\n 459→\t_trapped_boundary_angles[projectile] = direction_to_proj.angle()\n 460→\n 461→\n 462→## Check if a projectile was fired by the player (issue #932).\n 463→## The force field should only trap ENEMY bullets, not the player's own projectiles.\n 464→## Uses _get_shooter_id() to look up the shooter node and checks group membership —\n 465→## the same strategy used in bullet.gd _is_player_bullet().\n 466→## Returns true if the projectile was fired by the player and should NOT be trapped.\n 467→func _is_player_projectile(projectile: Node2D) -> bool:\n 468→\t# Read shooter ID with C#/GDScript-compatible helper (Issue #932):\n 469→\t# GDScript bullets: \"shooter_id\" (snake_case, default -1)\n 470→\t# C# Bullet/ShotgunPellet: \"ShooterId\" (PascalCase [Export], default 0)\n 471→\t# Shrapnel: \"source_id\" (snake_case)\n 472→\tvar raw_shooter_id = _get_shooter_id(projectile)\n 473→\n 474→\tif raw_shooter_id == null:\n 475→\t\treturn false # No shooter info — assume enemy, allow trapping\n 476→\n 477→\t# GDScript bullets default to -1 when no shooter is set; C# bullets default to 0.\n 478→\tvar shooter_id_int: int = int(raw_shooter_id)\n 479→\tif shooter_id_int <= 0:\n 480→\t\treturn false # No valid shooter — assume enemy, allow trapping\n 481→\n 482→\t# Look up the shooter node by instance ID\n 483→\tvar shooter: Object = instance_from_id(shooter_id_int)\n 484→\tif shooter == null or not shooter is Node:\n 485→\t\treturn false # Shooter no longer in scene — allow trapping\n 486→\n 487→\t# Check group membership: player nodes are in the \"player\" group (set in Player.tscn).\n 488→\t# This works for both C# Player and GDScript players.\n 489→\treturn (shooter as Node).is_in_group(\"player\")\n 490→\n 491→\n 492→## Trap a bullet in the force field — stop its movement and snap it to the field boundary.\n 493→## The bullet is stored in _trapped_bullets and will be released when the field deactivates.\n 494→func _trap_bullet(bullet: Node2D) -> void:\n 495→\t# Use _get_direction()/_get_speed() to check property existence — handles BOTH:\n 496→\t# GDScript bullets: \"direction\"/\"speed\" (snake_case vars)\n 497→\t# C# Bullet/ShotgunPellet: \"Direction\"/\"Speed\" (PascalCase [Export] set via direct C# assignment)\n 498→\t# The old .get(\"direction\") ONLY worked for GDScript bullets; C# bullets required .get(\"Direction\").\n 499→\t# See Issue #932 for full root-cause analysis.\n 500→\tvar bullet_dir = _get_direction(bullet)\n 501→\tvar bullet_spd = _get_speed(bullet)\n 502→\tvar has_direction := bullet_dir != null\n 503→\tvar has_speed := bullet_spd != null\n 504→\tif not has_direction or not has_speed:\n 505→\t\tFileLogger.info(\"[ForceFieldEffect] Bullet missing properties — has_direction=%s has_speed=%s class=%s — skipping trap\" % [\n 506→\t\t\thas_direction, has_speed, bullet.get_class()])\n 507→\t\treturn\n 508→\n 509→\t# Skip player's own bullets — the force field only traps ENEMY projectiles (Issue #932).\n 510→\tif _is_player_projectile(bullet):\n 511→\t\tFileLogger.info(\"[ForceFieldEffect] Skipping player bullet — force field only traps enemy bullets (class=%s)\" % bullet.get_class())\n 512→\t\treturn\n 513→\n 514→\t# Already trapped? Skip.\n 515→\tif bullet in _trapped_bullets:\n 516→\t\treturn\n 517→\n 518→\t# Freeze bullet movement by disabling its physics process.\n 519→\t# For GDScript bullets: stops _physics_process (direction*speed*delta movement).\n 520→\t# For C# bullets: stops _PhysicsProcess (Direction*Speed*(float)delta movement).\n 521→\tbullet.set_physics_process(false)\n 522→\tbullet.set_process(false)\n 523→\n 524→\t# Clear the tracer trail so it does not remain as a visual artifact (Issue #982).\n 525→\t# The trail Line2D uses top_level=true and stores absolute world positions.\n 526→\t# When physics stops, _update_trail() is no longer called, leaving the last\n 527→\t# drawn trail frozen at the stopping point. Clearing trail + history fixes this.\n 528→\t_clear_projectile_trail(bullet)\n 529→\n 530→\t# Snap to field boundary so bullets visually stick to the edge of the shield\n 531→\t# (like time stopped — bullets frozen at the field boundary ring, Issue #932).\n 532→\t_snap_to_boundary(bullet)\n 533→\n 534→\t# Make bullet dimly visible to show it's trapped\n 535→\tif bullet is CanvasItem:\n 536→\t\t(bullet as CanvasItem).modulate = Color(0.6, 0.8, 1.0, 0.7)\n 537→\n 538→\t# Reset shooter ID so released bullet can damage anyone (not just enemies).\n 539→\t# Try snake_case first (GDScript), then PascalCase (C#) for compatible write.\n 540→\tif bullet.get(\"shooter_id\") != null:\n 541→\t\tbullet.set(\"shooter_id\", -1)\n 542→\telif bullet.get(\"ShooterId\") != null:\n 543→\t\tbullet.set(\"ShooterId\", 0)\n 544→\n 545→\t_trapped_bullets.append(bullet)\n 546→\n 547→\tFileLogger.info(\"[ForceFieldEffect] Bullet trapped at boundary (class=%s). Total trapped: %d\" % [\n 548→\t\tbullet.get_class(), _trapped_bullets.size()])\n 549→\n 550→\n 551→## Trap shrapnel in the force field — stop its movement and snap it to the field boundary.\n 552→func _trap_shrapnel(shrapnel: Node2D) -> void:\n 553→\t# Use _get_direction() for C#/GDScript-compatible property check (Issue #932).\n 554→\tif _get_direction(shrapnel) == null:\n 555→\t\treturn\n 556→\n 557→\t# Skip player's own shrapnel — the force field only traps ENEMY projectiles (Issue #932).\n 558→\tif _is_player_projectile(shrapnel):\n 559→\t\tFileLogger.info(\"[ForceFieldEffect] Skipping player shrapnel — force field only traps enemy shrapnel (class=%s)\" % shrapnel.get_class())\n 560→\t\treturn\n 561→\n 562→\t# Already trapped? Skip.\n 563→\tif shrapnel in _trapped_shrapnel:\n 564→\t\treturn\n 565→\n 566→\t# Freeze shrapnel movement\n 567→\tshrapnel.set_physics_process(false)\n 568→\tshrapnel.set_process(false)\n 569→\n 570→\t# Clear the tracer trail so it does not remain as a visual artifact (Issue #982).\n 571→\t# Same fix as for bullets: the trail Line2D keeps world-space points from\n 572→\t# _update_trail() / _update_smoky_trail() after physics is stopped, leaving\n 573→\t# a frozen \"tail\" at the stopping position. Clearing it removes this artifact.\n 574→\t_clear_projectile_trail(shrapnel)\n 575→\n 576→\t# Snap to field boundary so shrapnel visually sticks to the edge of the shield\n 577→\t# (like time stopped — shrapnel frozen at the field boundary ring, Issue #932).\n 578→\t_snap_to_boundary(shrapnel)\n 579→\n 580→\t# Make shrapnel dimly visible to show it's trapped\n 581→\tif shrapnel is CanvasItem:\n 582→\t\t(shrapnel as CanvasItem).modulate = Color(0.6, 0.8, 1.0, 0.7)\n 583→\n 584→\t# Reset source ID so released shrapnel can damage anyone\n 585→\tif shrapnel.get(\"source_id\") != null:\n 586→\t\tshrapnel.set(\"source_id\", -1)\n 587→\n 588→\t_trapped_shrapnel.append(shrapnel)\n 589→\n 590→\tFileLogger.info(\"[ForceFieldEffect] Shrapnel trapped at boundary. Total trapped: %d\" % _trapped_shrapnel.size())\n 591→\n 592→\n 593→## Release all trapped projectiles outward when the force field deactivates.\n 594→## Each bullet/shrapnel flies away from the player's position.\n 595→func _release_trapped_projectiles() -> void:\n 596→\tvar total_released := 0\n 597→\n 598→\t# Release trapped bullets\n 599→\tfor bullet in _trapped_bullets:\n 600→\t\tif not is_instance_valid(bullet):\n 601→\t\t\tcontinue\n 602→\t\t_release_projectile(bullet, BULLET_RELEASE_SPEED)\n 603→\t\ttotal_released += 1\n 604→\n 605→\t# Release trapped shrapnel\n 606→\tfor shrapnel in _trapped_shrapnel:\n 607→\t\tif not is_instance_valid(shrapnel):\n 608→\t\t\tcontinue\n 609→\t\t_release_projectile(shrapnel, SHRAPNEL_RELEASE_SPEED)\n 610→\t\ttotal_released += 1\n 611→\n 612→\t_trapped_bullets.clear()\n 613→\t_trapped_shrapnel.clear()\n 614→\t_trapped_boundary_angles.clear()\n 615→\n 616→\tFileLogger.info(\"[ForceFieldEffect] Released %d trapped projectiles\" % total_released)\n 617→\n 618→\n 619→## Release a single trapped projectile outward from the force field center.\n 620→## @param projectile: The trapped bullet or shrapnel node.\n 621→## @param release_speed: Speed to give the projectile when released.\n 622→func _release_projectile(projectile: Node2D, release_speed: float) -> void:\n 623→\t# Use stored boundary angle for reliable outward direction (Issue #932).\n 624→\t# Since bullets are kept at the boundary ring, from_center is also reliable,\n 625→\t# but the stored angle avoids floating-point drift from _update_trapped_positions.\n 626→\tvar outward_dir: Vector2\n 627→\tif projectile in _trapped_boundary_angles:\n 628→\t\tvar angle: float = _trapped_boundary_angles[projectile]\n 629→\t\toutward_dir = Vector2(cos(angle), sin(angle))\n 630→\telse:\n 631→\t\t# Fallback: compute from current position\n 632→\t\tvar from_center := projectile.global_position - global_position\n 633→\t\toutward_dir = from_center.normalized()\n 634→\t\t# If projectile is at center (unlikely), pick a random direction\n 635→\t\tif from_center.length_squared() < 1.0:\n 636→\t\t\tvar random_angle := randf_range(0.0, TAU)\n 637→\t\t\toutward_dir = Vector2(cos(random_angle), sin(random_angle))\n 638→\n 639→\t# Set new direction and speed — use _get_direction()/_get_speed() for C#/GDScript compatibility.\n 640→\t# For writing: try snake_case first (GDScript), fall back to PascalCase (C#).\n 641→\tif projectile.get(\"direction\") != null:\n 642→\t\tprojectile.set(\"direction\", outward_dir)\n 643→\telif projectile.get(\"Direction\") != null:\n 644→\t\tprojectile.set(\"Direction\", outward_dir)\n 645→\tif projectile.get(\"speed\") != null:\n 646→\t\tprojectile.set(\"speed\", release_speed)\n 647→\telif projectile.get(\"Speed\") != null:\n 648→\t\tprojectile.set(\"Speed\", release_speed)\n 649→\n 650→\t# Restore normal color\n 651→\tif projectile is CanvasItem:\n 652→\t\t(projectile as CanvasItem).modulate = Color(1.0, 1.0, 1.0, 1.0)\n 653→\n 654→\t# Re-enable physics and processing\n 655→\tprojectile.set_physics_process(true)\n 656→\tprojectile.set_process(true)\n 657→\n 658→\t# Update rotation to match new direction\n 659→\tif projectile.has_method(\"_update_rotation\"):\n 660→\t\tprojectile.call(\"_update_rotation\")\n 661→\telif projectile.has_method(\"UpdateRotation\"):\n 662→\t\tprojectile.call(\"UpdateRotation\")\n 663→\telif _get_direction(projectile) != null:\n 664→\t\t# Fallback: set rotation to match direction angle\n 665→\t\tprojectile.rotation = outward_dir.angle()\n 666→\n 667→\tFileLogger.info(\"[ForceFieldEffect] Released projectile at angle %.1f°\" % rad_to_deg(outward_dir.angle()))\n 668→\n 669→\n 670→## Reflect a grenade off the force field.\n 671→## Grenades are RigidBody2D nodes and use `linear_velocity` for movement.\n 672→func _reflect_grenade(grenade: Node2D) -> void:\n 673→\tif not grenade is RigidBody2D:\n 674→\t\treturn\n 675→\n 676→\tvar rb := grenade as RigidBody2D\n 677→\tvar velocity: Vector2 = rb.linear_velocity\n 678→\tif velocity.length_squared() < 0.01:\n 679→\t\treturn\n 680→\n 681→\t# Calculate reflection using surface normal\n 682→\tvar to_grenade := grenade.global_position - global_position\n 683→\tvar normal := to_grenade.normalized()\n 684→\n 685→\t# Reflection formula: R = V - 2(V·N)N with boost\n 686→\tvar dot := velocity.dot(normal)\n 687→\tvar reflected := (velocity - 2.0 * dot * normal) * GRENADE_REFLECTION_BOOST\n 688→\n 689→\trb.linear_velocity = reflected\n 690→\n 691→\t# For frag/offensive grenades: temporarily disable impact detection\n 692→\t# so they don't detonate on the force field surface\n 693→\tif grenade.has_method(\"set_impact_detection_enabled\"):\n 694→\t\tgrenade.set_impact_detection_enabled(false)\n 695→\t\t# Re-enable after grenade clears the field\n 696→\t\tget_tree().create_timer(GRENADE_BOUNCE_IMMUNITY_TIME).timeout.connect(\n 697→\t\t\tfunc():\n 698→\t\t\t\tif is_instance_valid(grenade) and grenade.has_method(\"set_impact_detection_enabled\"):\n 699→\t\t\t\t\tgrenade.set_impact_detection_enabled(true)\n 700→\t\t)\n 701→\n 702→\tFileLogger.info(\"[ForceFieldEffect] Grenade reflected: %.1f°\" % rad_to_deg(reflected.angle()))\n 703→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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"session_id": "868b40e4-7871-41b6-a2bf-2856575b9dd8",
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"filePath": "/tmp/gh-issue-solver-1773264869907/scripts/effects/force_field_effect.gd",
"content": "extends Node2D\n## Force field effect controller (Issue #676, #906, #912, #930, #932).\n##\n## Creates a glowing energy bubble shield around the player that traps projectiles.\n## Activated by holding Space key with a depletable 8-second charge.\n##\n## Gameplay rules:\n## - Hold Space to activate, release to deactivate\n## - 8 second total charge (usable in portions: 8×1s, 2×4s, etc.)\n## - 100% projectile trapping (bullets, shrapnel stop on contact)\n## - Trapped bullets snap to and stay on the field boundary ring (Issue #932)\n## - Trapped bullets scatter outward when field deactivates (Issue #932)\n## - Frag grenades bounce WITHOUT detonating on contact\n## - Full damage protection while active\n## - Visual warning when charge is low (last 2 seconds)\n\n## Maximum charge duration in seconds.\nconst MAX_CHARGE: float = 8.0\n\n## Radius of the force field protection area (pixels).\n## Player collision radius is 16px; field should be slightly larger.\nconst FIELD_RADIUS: float = 35.0\n\n## Shield visual scale.\n## Texture is 256x256 (128px radius at scale 1.0).\n## At 0.28 scale the visible radius ≈ 36px, just slightly bigger than the player.\nconst SHIELD_SCALE: float = 0.28\n\n## Reflection velocity boost multiplier for grenades.\nconst GRENADE_REFLECTION_BOOST: float = 1.2\n\n## Duration to disable grenade impact detection after bounce (seconds).\nconst GRENADE_BOUNCE_IMMUNITY_TIME: float = 0.15\n\n## Low charge warning threshold (seconds).\nconst LOW_CHARGE_WARNING: float = 2.0\n\n## Flash frequency when charge is low (Hz).\nconst WARNING_FLASH_FREQUENCY: float = 3.0\n\n## Speed at which trapped bullets are released when field deactivates (pixels/sec).\nconst BULLET_RELEASE_SPEED: float = 800.0\n\n## Speed at which trapped shrapnel is released when field deactivates (pixels/sec).\nconst SHRAPNEL_RELEASE_SPEED: float = 600.0\n\n## Path to the force field shader.\nconst SHADER_PATH: String = \"res://scripts/shaders/force_field.gdshader\"\n\n## Remaining charge in seconds.\nvar remaining_charge: float = MAX_CHARGE\n\n## Whether the force field is currently active.\nvar is_active: bool = false\n\n## Reference to the visual shield sprite (Sprite2D or similar).\nvar _shield_sprite: Sprite2D = null\n\n## Reference to the Area2D for projectile detection.\nvar _area2d: Area2D = null\n\n## Reference to the CollisionShape2D.\nvar _collision_shape: CollisionShape2D = null\n\n## Shader material for the glowing effect.\nvar _shader_material: ShaderMaterial = null\n\n## Warning flash timer.\nvar _warning_flash_timer: float = 0.0\n\n## Array of trapped bullets (Area2D nodes with physics process disabled).\nvar _trapped_bullets: Array = []\n\n## Array of trapped shrapnel (Area2D nodes with physics process disabled).\nvar _trapped_shrapnel: Array = []\n\n## Maps trapped projectile → boundary angle (radians) from field center.\n## Used to keep trapped projectiles glued to the field boundary ring as the player moves.\nvar _trapped_boundary_angles: Dictionary = {}\n\n## Signal emitted when force field is activated.\nsignal force_field_activated()\n\n## Signal emitted when force field is deactivated.\nsignal force_field_deactivated()\n\n## Signal emitted when charge changes.\nsignal charge_changed(current: float, maximum: float)\n\n## Signal emitted when charge is depleted.\nsignal charge_depleted()\n\n\nfunc _ready() -> void:\n\t_setup_area2d()\n\t_setup_shield_visual()\n\t_set_field_active(false)\n\tFileLogger.info(\"[ForceFieldEffect] Initialized with %.1fs charge\" % MAX_CHARGE)\n\n\n## Set up the Area2D for projectile detection.\nfunc _setup_area2d() -> void:\n\t_area2d = Area2D.new()\n\t_area2d.name = \"ForceFieldArea\"\n\t_area2d.collision_layer = 0 # Don't register on any layer\n\t# Layer 5 (value 16) = \"projectiles\" — bullets and shrapnel (Area2D)\n\t# Layer 6 (value 32) = \"targets\" — grenades (RigidBody2D, collision_layer=32)\n\t_area2d.collision_mask = 16 | 32 # = 48\n\tadd_child(_area2d)\n\n\t# Create circular collision shape\n\tvar shape := CircleShape2D.new()\n\tshape.radius = FIELD_RADIUS\n\t_collision_shape = CollisionShape2D.new()\n\t_collision_shape.shape = shape\n\t_area2d.add_child(_collision_shape)\n\n\t# Connect area entered signal for projectile trapping (bullets, shrapnel — Area2D)\n\t_area2d.area_entered.connect(_on_projectile_entered)\n\n\t# Connect body entered signal for grenade reflection (grenades are RigidBody2D)\n\t_area2d.body_entered.connect(_on_body_entered)\n\n\tFileLogger.info(\"[ForceFieldEffect] Area2D setup with radius %.0fpx\" % FIELD_RADIUS)\n\n\n## Set up the shield visual (bubble sprite with translucent-fill texture).\n## Uses a programmatic bubble texture as the primary visual so it works in exported\n## games without relying on runtime shader compilation.\n## The shader is applied as an optional enhancement for animated pulse/shimmer effects.\n## The base texture already shows a true bubble (semi-transparent interior + glowing rim)\n## matching the force bubble look required by Issue #930.\nfunc _setup_shield_visual() -> void:\n\t_shield_sprite = Sprite2D.new()\n\t_shield_sprite.name = \"ShieldVisual\"\n\t_shield_sprite.scale = Vector2(SHIELD_SCALE, SHIELD_SCALE)\n\t_shield_sprite.z_index = 10 # Draw above player\n\tadd_child(_shield_sprite)\n\n\t# Always use the bubble texture as the primary visual.\n\t# This works reliably in both editor and exported games (no shader compilation needed).\n\t# The bubble texture has a semi-transparent interior (frosted-glass look) + bright glowing\n\t# rim — matching the \"force bubble\" aesthetic required by Issues #906 and #930.\n\t_shield_sprite.texture = _create_ring_texture()\n\n\t# Optionally load and apply shader as enhancement (e.g. pulse animation, iridescence).\n\t# If the shader fails to load, the ring texture still provides correct bubble look.\n\tif ResourceLoader.exists(SHADER_PATH):\n\t\tvar shader = load(SHADER_PATH)\n\t\tif shader:\n\t\t\t_shader_material = ShaderMaterial.new()\n\t\t\t_shader_material.shader = shader\n\t\t\t_shield_sprite.material = _shader_material\n\t\t\tFileLogger.info(\"[ForceFieldEffect] Shader loaded successfully (ring texture used as base)\")\n\t\telse:\n\t\t\tFileLogger.info(\"[ForceFieldEffect] WARNING: Failed to load shader — ring texture only\")\n\telse:\n\t\tFileLogger.info(\"[ForceFieldEffect] WARNING: Shader not found: %s — ring texture only\" % SHADER_PATH)\n\n\n## Create a plain white 256x256 texture.\n## The shader controls all colors/alpha — the texture just provides UV coordinates.\nfunc _create_white_texture() -> ImageTexture:\n\tvar image := Image.create(256, 256, false, Image.FORMAT_RGBA8)\n\timage.fill(Color(1.0, 1.0, 1.0, 1.0))\n\treturn ImageTexture.create_from_image(image)\n\n\n## Create a bubble texture — translucent interior + bright glowing rim (Issue #930).\n## Used as the primary visual so the force field looks like a force bubble\n## (not just a ring outline) even without shader support in exported games.\n##\n## The texture has:\n## - Transparent exterior (outside the circle)\n## - Semi-transparent interior fill (alpha ~0.15) for frosted-glass bubble look\n## - Bright blue rim at ~84–100% radius (bell curve alpha, peak ~0.9)\nfunc _create_ring_texture() -> ImageTexture:\n\tvar size := 256\n\tvar center := Vector2(size * 0.5, size * 0.5)\n\tvar outer_r := size * 0.5 # 128px\n\tvar rim_start := outer_r * 0.84 # inner edge of bright rim\n\tvar fill_color := Color(0.4, 0.7, 1.0) # Base blue color\n\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\n\tfor y in range(size):\n\t\tfor x in range(size):\n\t\t\tvar dist := Vector2(x, y).distance_to(center)\n\t\t\tif dist > outer_r:\n\t\t\t\t# Outside the circle — fully transparent\n\t\t\t\timage.set_pixel(x, y, Color(0.0, 0.0, 0.0, 0.0))\n\t\t\telif dist >= rim_start:\n\t\t\t\t# Bright rim: bell curve alpha, peak 0.9\n\t\t\t\tvar t := (dist - rim_start) / (outer_r - rim_start) # 0→1\n\t\t\t\tvar alpha := sin(t * PI) * 0.9\n\t\t\t\timage.set_pixel(x, y, Color(fill_color.r, fill_color.g, fill_color.b, alpha))\n\t\t\telse:\n\t\t\t\t# Interior fill: soft translucent bubble interior (Issue #930)\n\t\t\t\t# Alpha ramps up from 0 at center to ~0.15 near the rim, like frosted glass.\n\t\t\t\tvar r := dist / outer_r # normalized 0→1\n\t\t\t\tvar alpha := pow(r, 1.5) * 0.15\n\t\t\t\timage.set_pixel(x, y, Color(fill_color.r, fill_color.g, fill_color.b, alpha))\n\n\treturn ImageTexture.create_from_image(image)\n\n\n## Activate the force field.\nfunc activate() -> bool:\n\tif is_active:\n\t\treturn false # Already active\n\n\tif remaining_charge <= 0.0:\n\t\tFileLogger.info(\"[ForceFieldEffect] No charge remaining\")\n\t\treturn false\n\n\tis_active = true\n\t_set_field_active(true)\n\tFileLogger.info(\"[ForceFieldEffect] Activated! Charge: %.1fs/%.1fs\" % [remaining_charge, MAX_CHARGE])\n\tforce_field_activated.emit()\n\treturn true\n\n\n## Deactivate the force field and release any trapped bullets.\nfunc deactivate() -> void:\n\tif not is_active:\n\t\treturn\n\n\tis_active = false\n\t_set_field_active(false)\n\n\t# Release all trapped projectiles outward\n\t_release_trapped_projectiles()\n\n\tFileLogger.info(\"[ForceFieldEffect] Deactivated. Charge remaining: %.1fs\" % remaining_charge)\n\tforce_field_deactivated.emit()\n\n\n## Set the force field visual and collision active state.\nfunc _set_field_active(active: bool) -> void:\n\tif _shield_sprite:\n\t\t_shield_sprite.visible = active\n\tif _collision_shape:\n\t\t_collision_shape.disabled = not active\n\n\nfunc _process(delta: float) -> void:\n\tif not is_active:\n\t\treturn\n\n\t# Deplete charge while active\n\tremaining_charge -= delta\n\tif remaining_charge <= 0.0:\n\t\tremaining_charge = 0.0\n\t\tdeactivate()\n\t\tcharge_depleted.emit()\n\t\tFileLogger.info(\"[ForceFieldEffect] Charge depleted\")\n\n\tcharge_changed.emit(remaining_charge, MAX_CHARGE)\n\n\t# Visual warning when charge is low\n\tif remaining_charge <= LOW_CHARGE_WARNING:\n\t\t_warning_flash_timer += delta\n\t\tvar flash_period = 1.0 / WARNING_FLASH_FREQUENCY\n\t\tvar flash_on = fmod(_warning_flash_timer, flash_period) < (flash_period * 0.5)\n\t\tif _shield_sprite:\n\t\t\t_shield_sprite.modulate.a = 1.0 if flash_on else 0.5\n\n\t# Keep trapped projectiles glued to the field boundary as the player moves (Issue #932).\n\t# The force field node moves with the player, so we update each trapped projectile's\n\t# global_position every frame to stay on the boundary ring.\n\t_update_trapped_positions()\n\n\n## Update global positions of all trapped projectiles to keep them on the boundary ring.\n## Called every frame while the field is active so projectiles follow the player (Issue #932).\nfunc _update_trapped_positions() -> void:\n\tfor projectile in _trapped_bullets:\n\t\tif is_instance_valid(projectile) and projectile in _trapped_boundary_angles:\n\t\t\tvar angle: float = _trapped_boundary_angles[projectile]\n\t\t\tprojectile.global_position = global_position + Vector2(cos(angle), sin(angle)) * FIELD_RADIUS\n\tfor projectile in _trapped_shrapnel:\n\t\tif is_instance_valid(projectile) and projectile in _trapped_boundary_angles:\n\t\t\tvar angle: float = _trapped_boundary_angles[projectile]\n\t\t\tprojectile.global_position = global_position + Vector2(cos(angle), sin(angle)) * FIELD_RADIUS\n\n\n## Check if the player is currently protected by the force field.\nfunc is_protecting() -> bool:\n\treturn is_active\n\n\n## Get the remaining charge in seconds.\nfunc get_remaining_charge() -> float:\n\treturn remaining_charge\n\n\n## Handle projectile entering the force field area.\n## In Godot 4 bullets and shrapnel are Area2D nodes themselves, so `area` IS the projectile.\n## Grenades are RigidBody2D and appear via body_entered instead (handled separately).\n##\n## IMPORTANT (Issue #912): C# bullets call QueueFree() in their own OnAreaEntered handler.\n## The IsForceFieldArea() check in Bullet.cs and ShotgunPellet.cs prevents this when the\n## force field area is detected — but only when the project is built from source (not a\n## pre-compiled .exe). Without that C# fix, the bullet gets queued-for-free in the same\n## physics frame and is removed at frame end even if we successfully disable its processing.\nfunc _on_projectile_entered(area: Area2D) -> void:\n\tif not is_active:\n\t\treturn\n\n\tif not is_instance_valid(area):\n\t\treturn\n\n\t# Bullets and shrapnel are Area2D nodes; the area itself is the projectile.\n\t# Identify by script name since groups are not set via scene files.\n\tvar script = area.get_script()\n\tif script == null:\n\t\tFileLogger.info(\"[ForceFieldEffect] Area entered but has no script: %s\" % area.name)\n\t\treturn\n\n\tvar script_path: String = script.resource_path\n\tFileLogger.info(\"[ForceFieldEffect] Area entered: %s (script: %s)\" % [area.name, script_path])\n\n\t# Identify projectile type by script path.\n\t# Bullets: bullet.gd or Bullet.cs\n\t# Shotgun pellets: ShotgunPellet.cs — trapped same as bullets (have direction/speed)\n\t# Shrapnel: shrapnel.gd, BreakerShrapnel.gd\n\tvar lower_path := script_path.to_lower()\n\tif \"bullet\" in lower_path or \"shotgunpellet\" in lower_path or \"pellet\" in lower_path:\n\t\t_trap_bullet(area)\n\t\t# Deferred validity check: if the bullet was freed by C# OnAreaEntered in the same\n\t\t# frame (pre-compiled .exe without IsForceFieldArea fix), log a diagnostic message.\n\t\t# This confirms whether C# rebuild is needed.\n\t\t_check_trapped_bullet_validity.call_deferred(area)\n\telif \"shrapnel\" in lower_path:\n\t\t_trap_shrapnel(area)\n\telse:\n\t\tFileLogger.info(\"[ForceFieldEffect] Unknown projectile type, script path: %s\" % script_path)\n\n\n## Deferred validity check after trapping a bullet.\n## Logs whether the bullet survived the trap attempt (i.e., C# did not call QueueFree).\n## DIAGNOSTIC: If this logs \"freed by C#\", rebuild the project from source to apply the\n## IsForceFieldArea() fix in Bullet.cs / ShotgunPellet.cs (Issue #912).\nfunc _check_trapped_bullet_validity(bullet: Area2D) -> void:\n\tif not is_instance_valid(bullet):\n\t\tFileLogger.info(\"[ForceFieldEffect] DIAGNOSTIC: Bullet was freed by C# after trap attempt — rebuild from source to apply Issue #912 fix (Bullet.cs IsForceFieldArea check)\")\n\telse:\n\t\tFileLogger.info(\"[ForceFieldEffect] DIAGNOSTIC: Bullet survived trap — C# fix is active\")\n\n\n## Handle grenade (RigidBody2D) entering the force field area.\nfunc _on_body_entered(body: Node2D) -> void:\n\tif not is_active:\n\t\treturn\n\n\tif not is_instance_valid(body):\n\t\treturn\n\n\t# Only handle grenades (RigidBody2D projectiles)\n\tif body is RigidBody2D:\n\t\tvar script = body.get_script()\n\t\tif script == null:\n\t\t\treturn\n\t\tvar script_path: String = script.resource_path\n\t\tif \"grenade\" in script_path.to_lower():\n\t\t\t_reflect_grenade(body)\n\n\n# ===========================================================================\n# C#/GDScript-compatible property helpers (Issue #932)\n#\n# Problem: GDScript .get(\"direction\") works for:\n# - GDScript variables (\"direction\" snake_case var in bullet.gd)\n# - Properties explicitly written with Set(\"direction\", ...) from C#\n# But NOT for C# [Export] properties set via direct C# property assignment\n# (e.g. csBullet.Direction = v in BaseWeapon.cs), which are stored under\n# the PascalCase name and require .get(\"Direction\").\n#\n# Solution: try snake_case first (GDScript), fall back to PascalCase (C#).\n# This is the same pattern used in enemy.gd _spawn_projectile().\n# ===========================================================================\n\n## Read the direction property from a projectile.\n## Tries \"direction\" (GDScript bullets / pellets set via Set()) first,\n## then \"Direction\" (C# Bullet/ShotgunPellet set via direct C# property assignment).\nfunc _get_direction(projectile: Node2D):\n\tvar d = projectile.get(\"direction\")\n\tif d != null:\n\t\treturn d\n\treturn projectile.get(\"Direction\")\n\n\n## Read the speed property from a projectile (snake_case → PascalCase fallback).\nfunc _get_speed(projectile: Node2D):\n\tvar s = projectile.get(\"speed\")\n\tif s != null:\n\t\treturn s\n\treturn projectile.get(\"Speed\")\n\n\n## Read the shooter ID from a projectile (snake_case → PascalCase → source_id fallback).\n## GDScript bullets: \"shooter_id\" (snake_case int var, default -1)\n## C# Bullet/ShotgunPellet: \"ShooterId\" (PascalCase ulong [Export], default 0)\n## Shrapnel: \"source_id\" (snake_case int var)\nfunc _get_shooter_id(projectile: Node2D):\n\tvar id = projectile.get(\"shooter_id\")\n\tif id != null:\n\t\treturn id\n\tid = projectile.get(\"ShooterId\")\n\tif id != null:\n\t\treturn id\n\treturn projectile.get(\"source_id\")\n\n\n## Clear the tracer trail of a trapped projectile to remove the frozen-tail artifact (Issue #982).\n##\n## When a bullet or shrapnel is frozen by the force field its _physics_process stops,\n## so _update_trail() / _update_smoky_trail() are never called again. The Line2D child\n## node (top_level=true) keeps the last world-space points that were recorded, leaving\n## a visible \"tail\" hanging in space at the bullet's stopping position.\n##\n## Supports both GDScript projectiles (snake_case \"_trail\", \"_position_history\") and\n## C# projectiles (PascalCase \"_trail\" or \"Trail\" child node).\nfunc _clear_projectile_trail(projectile: Node2D) -> void:\n\t# Try GDScript-style: read \"_position_history\" array and clear it.\n\tvar history = projectile.get(\"_position_history\")\n\tif history != null:\n\t\tprojectile.set(\"_position_history\", [])\n\n\t# Try GDScript-style: read \"_trail\" node reference and clear its points.\n\tvar trail_node = projectile.get(\"_trail\")\n\tif trail_node != null and trail_node is Line2D:\n\t\t(trail_node as Line2D).clear_points()\n\t\treturn\n\n\t# Fallback: look for a child node named \"Trail\" (works for both GDScript and C# scenes).\n\tvar trail_child: Node = projectile.get_node_or_null(\"Trail\")\n\tif trail_child != null and trail_child is Line2D:\n\t\t(trail_child as Line2D).clear_points()\n\n\n## Snap a projectile to the force field boundary ring and record its boundary angle.\n## Moves the projectile to the surface of the field (at FIELD_RADIUS distance from center)\n## so that all trapped projectiles visually hover at the field edge — like time stopped.\n## The boundary angle is stored in _trapped_boundary_angles so _process() can keep the\n## projectile glued to the boundary ring even as the player (and field) moves.\nfunc _snap_to_boundary(projectile: Node2D) -> void:\n\tvar from_center := projectile.global_position - global_position\n\tvar direction_to_proj := from_center.normalized()\n\t# If projectile is at or very near center, use its travel direction as placement direction.\n\t# Use _get_direction() for C#/GDScript-compatible property read (Issue #932).\n\tif from_center.length_squared() < 1.0:\n\t\tvar proj_dir = _get_direction(projectile)\n\t\tif proj_dir != null:\n\t\t\tdirection_to_proj = (proj_dir as Vector2).normalized()\n\t# Place at boundary ring\n\tprojectile.global_position = global_position + direction_to_proj * FIELD_RADIUS\n\t# Store boundary angle for continuous tracking in _process()\n\t_trapped_boundary_angles[projectile] = direction_to_proj.angle()\n\n\n## Check if a projectile was fired by the player (issue #932).\n## The force field should only trap ENEMY bullets, not the player's own projectiles.\n## Uses _get_shooter_id() to look up the shooter node and checks group membership —\n## the same strategy used in bullet.gd _is_player_bullet().\n## Returns true if the projectile was fired by the player and should NOT be trapped.\nfunc _is_player_projectile(projectile: Node2D) -> bool:\n\t# Read shooter ID with C#/GDScript-compatible helper (Issue #932):\n\t# GDScript bullets: \"shooter_id\" (snake_case, default -1)\n\t# C# Bullet/ShotgunPellet: \"ShooterId\" (PascalCase [Export], default 0)\n\t# Shrapnel: \"source_id\" (snake_case)\n\tvar raw_shooter_id = _get_shooter_id(projectile)\n\n\tif raw_shooter_id == null:\n\t\treturn false # No shooter info — assume enemy, allow trapping\n\n\t# GDScript bullets default to -1 when no shooter is set; C# bullets default to 0.\n\tvar shooter_id_int: int = int(raw_shooter_id)\n\tif shooter_id_int <= 0:\n\t\treturn false # No valid shooter — assume enemy, allow trapping\n\n\t# Look up the shooter node by instance ID\n\tvar shooter: Object = instance_from_id(shooter_id_int)\n\tif shooter == null or not shooter is Node:\n\t\treturn false # Shooter no longer in scene — allow trapping\n\n\t# Check group membership: player nodes are in the \"player\" group (set in Player.tscn).\n\t# This works for both C# Player and GDScript players.\n\treturn (shooter as Node).is_in_group(\"player\")\n\n\n## Trap a bullet in the force field — stop its movement and snap it to the field boundary.\n## The bullet is stored in _trapped_bullets and will be released when the field deactivates.\nfunc _trap_bullet(bullet: Node2D) -> void:\n\t# Use _get_direction()/_get_speed() to check property existence — handles BOTH:\n\t# GDScript bullets: \"direction\"/\"speed\" (snake_case vars)\n\t# C# Bullet/ShotgunPellet: \"Direction\"/\"Speed\" (PascalCase [Export] set via direct C# assignment)\n\t# The old .get(\"direction\") ONLY worked for GDScript bullets; C# bullets required .get(\"Direction\").\n\t# See Issue #932 for full root-cause analysis.\n\tvar bullet_dir = _get_direction(bullet)\n\tvar bullet_spd = _get_speed(bullet)\n\tvar has_direction := bullet_dir != null\n\tvar has_speed := bullet_spd != null\n\tif not has_direction or not has_speed:\n\t\tFileLogger.info(\"[ForceFieldEffect] Bullet missing properties — has_direction=%s has_speed=%s class=%s — skipping trap\" % [\n\t\t\thas_direction, has_speed, bullet.get_class()])\n\t\treturn\n\n\t# Skip player's own bullets — the force field only traps ENEMY projectiles (Issue #932).\n\tif _is_player_projectile(bullet):\n\t\tFileLogger.info(\"[ForceFieldEffect] Skipping player bullet — force field only traps enemy bullets (class=%s)\" % bullet.get_class())\n\t\treturn\n\n\t# Already trapped? Skip.\n\tif bullet in _trapped_bullets:\n\t\treturn\n\n\t# Freeze bullet movement by disabling its physics process.\n\t# For GDScript bullets: stops _physics_process (direction*speed*delta movement).\n\t# For C# bullets: stops _PhysicsProcess (Direction*Speed*(float)delta movement).\n\tbullet.set_physics_process(false)\n\tbullet.set_process(false)\n\n\t# Clear the tracer trail so it does not remain as a visual artifact (Issue #982).\n\t# The trail Line2D uses top_level=true and stores absolute world positions.\n\t# When physics stops, _update_trail() is no longer called, leaving the last\n\t# drawn trail frozen at the stopping point. Clearing trail + history fixes this.\n\t_clear_projectile_trail(bullet)\n\n\t# Snap to field boundary so bullets visually stick to the edge of the shield\n\t# (like time stopped — bullets frozen at the field boundary ring, Issue #932).\n\t_snap_to_boundary(bullet)\n\n\t# Make bullet dimly visible to show it's trapped\n\tif bullet is CanvasItem:\n\t\t(bullet as CanvasItem).modulate = Color(0.6, 0.8, 1.0, 0.7)\n\n\t# Reset shooter ID so released bullet can damage anyone (not just enemies).\n\t# Try snake_case first (GDScript), then PascalCase (C#) for compatible write.\n\tif bullet.get(\"shooter_id\") != null:\n\t\tbullet.set(\"shooter_id\", -1)\n\telif bullet.get(\"ShooterId\") != null:\n\t\tbullet.set(\"ShooterId\", 0)\n\n\t_trapped_bullets.append(bullet)\n\n\tFileLogger.info(\"[ForceFieldEffect] Bullet trapped at boundary (class=%s). Total trapped: %d\" % [\n\t\tbullet.get_class(), _trapped_bullets.size()])\n\n\n## Trap shrapnel in the force field — stop its movement and snap it to the field boundary.\nfunc _trap_shrapnel(shrapnel: Node2D) -> void:\n\t# Use _get_direction() for C#/GDScript-compatible property check (Issue #932).\n\tif _get_direction(shrapnel) == null:\n\t\treturn\n\n\t# Skip player's own shrapnel — the force field only traps ENEMY projectiles (Issue #932).\n\tif _is_player_projectile(shrapnel):\n\t\tFileLogger.info(\"[ForceFieldEffect] Skipping player shrapnel — force field only traps enemy shrapnel (class=%s)\" % shrapnel.get_class())\n\t\treturn\n\n\t# Already trapped? Skip.\n\tif shrapnel in _trapped_shrapnel:\n\t\treturn\n\n\t# Freeze shrapnel movement\n\tshrapnel.set_physics_process(false)\n\tshrapnel.set_process(false)\n\n\t# Clear the tracer trail so it does not remain as a visual artifact (Issue #982).\n\t# Same fix as for bullets: the trail Line2D keeps world-space points from\n\t# _update_trail() / _update_smoky_trail() after physics is stopped, leaving\n\t# a frozen \"tail\" at the stopping position. Clearing it removes this artifact.\n\t_clear_projectile_trail(shrapnel)\n\n\t# Snap to field boundary so shrapnel visually sticks to the edge of the shield\n\t# (like time stopped — shrapnel frozen at the field boundary ring, Issue #932).\n\t_snap_to_boundary(shrapnel)\n\n\t# Make shrapnel dimly visible to show it's trapped\n\tif shrapnel is CanvasItem:\n\t\t(shrapnel as CanvasItem).modulate = Color(0.6, 0.8, 1.0, 0.7)\n\n\t# Reset source ID so released shrapnel can damage anyone\n\tif shrapnel.get(\"source_id\") != null:\n\t\tshrapnel.set(\"source_id\", -1)\n\n\t_trapped_shrapnel.append(shrapnel)\n\n\tFileLogger.info(\"[ForceFieldEffect] Shrapnel trapped at boundary. 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"text": "Now let me read more of the player.gd to see how homing bullets show their progress bar, and also check the teleport bracers implementation."
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"content": " 3935→\t_show_active_item_timer_bar(HOMING_DURATION, HOMING_DURATION)\n 3936→\t# Set up charge bar to show briefly after effect ends\n 3937→\t_charge_bar_hide_pending = true\n 3938→\t_charge_bar_hide_timer = CHARGE_BAR_HIDE_DELAY\n 3939→\n 3940→\n 3941→## Called when homing bullets effect deactivates (timer expires).\n 3942→## Show charge bar briefly (300ms) then hide.\n 3943→func _on_homing_deactivated_hide_bar() -> void:\n 3944→\t_show_active_item_charge_bar(_homing_charges, HOMING_MAX_CHARGES)\n 3945→\t_charge_bar_hide_pending = true\n 3946→\t_charge_bar_hide_timer = CHARGE_BAR_HIDE_DELAY\n 3947→\n 3948→\n 3949→## Called when homing charges change.\n 3950→func _on_homing_charges_changed(_current: int, _maximum: int) -> void:\n 3951→\tpass\n 3952→\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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{
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"content": " 1→extends GutTest\n 2→## Unit tests for Teleport Bracers active item (Issue #672).\n 3→##\n 4→## Tests the teleport bracers integration with ActiveItemManager,\n 5→## charge management, and teleportation logic.\n 6→\n 7→\n 8→# ============================================================================\n 9→# Active Item Type Enum Tests\n 10→# ============================================================================\n 11→\n 12→\n 13→func test_active_item_type_teleport_bracers_value() -> void:\n 14→\t# ActiveItemType.TELEPORT_BRACERS should be 3\n 15→\tvar expected := 3\n 16→\tassert_eq(expected, 3, \"TELEPORT_BRACERS should be the fourth active item type (3)\")\n 17→\n 18→\n 19→# ============================================================================\n 20→# Active Item Data Constants Tests\n 21→# ============================================================================\n 22→\n 23→\n 24→func test_active_item_data_has_teleport_bracers() -> void:\n 25→\tvar item_data := {\n 26→\t\t2: {\n 27→\t\t\t\"name\": \"Teleport Bracers\",\n 28→\t\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n 29→\t\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"\n 30→\t\t}\n 31→\t}\n 32→\tassert_true(item_data.has(2), \"ACTIVE_ITEM_DATA should contain TELEPORT_BRACERS type\")\n 33→\n 34→\n 35→func test_teleport_bracers_data_has_name() -> void:\n 36→\tvar data := {\"name\": \"Teleport Bracers\"}\n 37→\tassert_eq(data[\"name\"], \"Teleport Bracers\", \"Teleport Bracers should have correct name\")\n 38→\n 39→\n 40→func test_teleport_bracers_data_has_icon_path() -> void:\n 41→\tvar data := {\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\"}\n 42→\tassert_eq(data[\"icon_path\"], \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n 43→\t\t\"Teleport Bracers should have correct icon path\")\n 44→\n 45→\n 46→func test_teleport_bracers_data_has_description() -> void:\n 47→\tvar data := {\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"}\n 48→\tassert_true(data[\"description\"].contains(\"Space\"),\n 49→\t\t\"Teleport Bracers description should mention Space key\")\n 50→\tassert_true(data[\"description\"].contains(\"6 charges\"),\n 51→\t\t\"Teleport Bracers description should mention 6 charges\")\n 52→\tassert_true(data[\"description\"].contains(\"no cooldown\"),\n 53→\t\t\"Teleport Bracers description should mention no cooldown\")\n 54→\tassert_true(data[\"description\"].contains(\"walls\"),\n 55→\t\t\"Teleport Bracers description should mention walls\")\n 56→\n 57→\n 58→# ============================================================================\n 59→# Mock ActiveItemManager for Logic Tests\n 60→# ============================================================================\n 61→\n 62→\n 63→class MockActiveItemManager:\n 64→\t## Active item types\n 65→\tconst ActiveItemType := {\n 66→\t\tNONE = 0,\n 67→\t\tFLASHLIGHT = 1,\n 68→\t\tHOMING_BULLETS = 2,\n 69→\t\tTELEPORT_BRACERS = 3,\n 70→\t\tBFF_PENDANT = 4\n 71→\t}\n 72→\n 73→\t## Currently selected active item type\n 74→\tvar current_active_item: int = ActiveItemType.NONE\n 75→\n 76→\t## Active item type data\n 77→\tconst ACTIVE_ITEM_DATA: Dictionary = {\n 78→\t\t0: {\n 79→\t\t\t\"name\": \"None\",\n 80→\t\t\t\"icon_path\": \"\",\n 81→\t\t\t\"description\": \"No active item equipped.\"\n 82→\t\t},\n 83→\t\t1: {\n 84→\t\t\t\"name\": \"Flashlight\",\n 85→\t\t\t\"icon_path\": \"res://assets/sprites/weapons/flashlight_icon.png\",\n 86→\t\t\t\"description\": \"Tactical flashlight — hold Space to illuminate in weapon direction. Bright white light, turns off when released.\"\n 87→\t\t},\n 88→\t\t2: {\n 89→\t\t\t\"name\": \"Homing Bullets\",\n 90→\t\t\t\"icon_path\": \"res://assets/sprites/weapons/homing_bullets_icon.png\",\n 91→\t\t\t\"description\": \"Press Space to activate — bullets steer toward the nearest enemy (up to 110° turn). 6 charges per battle, each lasts 1 second.\"\n 92→\t\t},\n 93→\t\t3: {\n 94→\t\t\t\"name\": \"Teleport Bracers\",\n 95→\t\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n 96→\t\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"\n 97→\t\t},\n 98→\t\t4: {\n 99→\t\t\t\"name\": \"BFF Pendant\",\n 100→\t\t\t\"icon_path\": \"res://assets/sprites/weapons/bff_pendant_icon.png\",\n 101→\t\t\t\"description\": \"BFF pendant — press Space to summon a friendly companion armed with M16 (2-4 HP). One charge per battle.\"\n 102→\t\t}\n 103→\t}\n 104→\n 105→\t## Signal tracking\n 106→\tvar type_changed_count: int = 0\n 107→\tvar last_restart_called: bool = false\n 108→\n 109→\t## Set the current active item type\n 110→\tfunc set_active_item(type: int, restart_level: bool = true) -> void:\n 111→\t\tif type == current_active_item:\n 112→\t\t\treturn\n 113→\n 114→\t\tif type not in ACTIVE_ITEM_DATA:\n 115→\t\t\treturn\n 116→\n 117→\t\tcurrent_active_item = type\n 118→\t\ttype_changed_count += 1\n 119→\n 120→\t\tif restart_level:\n 121→\t\t\tlast_restart_called = true\n 122→\n 123→\t## Get active item data for a specific type\n 124→\tfunc get_active_item_data(type: int) -> Dictionary:\n 125→\t\tif type in ACTIVE_ITEM_DATA:\n 126→\t\t\treturn ACTIVE_ITEM_DATA[type]\n 127→\t\treturn {}\n 128→\n 129→\t## Get all available active item types\n 130→\tfunc get_all_active_item_types() -> Array:\n 131→\t\treturn ACTIVE_ITEM_DATA.keys()\n 132→\n 133→\t## Get the name of an active item type\n 134→\tfunc get_active_item_name(type: int) -> String:\n 135→\t\tif type in ACTIVE_ITEM_DATA:\n 136→\t\t\treturn ACTIVE_ITEM_DATA[type][\"name\"]\n 137→\t\treturn \"Unknown\"\n 138→\n 139→\t## Get the description of an active item type\n 140→\tfunc get_active_item_description(type: int) -> String:\n 141→\t\tif type in ACTIVE_ITEM_DATA:\n 142→\t\t\treturn ACTIVE_ITEM_DATA[type][\"description\"]\n 143→\t\treturn \"\"\n 144→\n 145→\t## Get the icon path of an active item type\n 146→\tfunc get_active_item_icon_path(type: int) -> String:\n 147→\t\tif type in ACTIVE_ITEM_DATA:\n 148→\t\t\treturn ACTIVE_ITEM_DATA[type][\"icon_path\"]\n 149→\t\treturn \"\"\n 150→\n 151→\t## Check if an active item type is the currently selected type\n 152→\tfunc is_selected(type: int) -> bool:\n 153→\t\treturn type == current_active_item\n 154→\n 155→\t## Check if a flashlight is currently equipped\n 156→\tfunc has_flashlight() -> bool:\n 157→\t\treturn current_active_item == ActiveItemType.FLASHLIGHT\n 158→\n 159→\t## Check if homing bullets are currently equipped\n 160→\tfunc has_homing_bullets() -> bool:\n 161→\t\treturn current_active_item == ActiveItemType.HOMING_BULLETS\n 162→\n 163→\t## Check if teleport bracers are currently equipped\n 164→\tfunc has_teleport_bracers() -> bool:\n 165→\t\treturn current_active_item == ActiveItemType.TELEPORT_BRACERS\n 166→\n 167→\t## Check if BFF pendant is currently equipped\n 168→\tfunc has_bff_pendant() -> bool:\n 169→\t\treturn current_active_item == ActiveItemType.BFF_PENDANT\n 170→\n 171→\n 172→var manager: MockActiveItemManager\n 173→\n 174→\n 175→func before_each() -> void:\n 176→\tmanager = MockActiveItemManager.new()\n 177→\n 178→\n 179→func after_each() -> void:\n 180→\tmanager = null\n 181→\n 182→\n 183→# ============================================================================\n 184→# Default State Tests\n 185→# ============================================================================\n 186→\n 187→\n 188→func test_default_active_item_is_none() -> void:\n 189→\tassert_eq(manager.current_active_item, 0,\n 190→\t\t\"Default active item should be NONE (0)\")\n 191→\n 192→\n 193→func test_teleport_bracers_not_selected_by_default() -> void:\n 194→\tassert_false(manager.is_selected(3),\n 195→\t\t\"Teleport Bracers should not be selected by default\")\n 196→\n 197→\n 198→func test_no_teleport_bracers_by_default() -> void:\n 199→\tassert_false(manager.has_teleport_bracers(),\n 200→\t\t\"Teleport Bracers should not be equipped by default\")\n 201→\n 202→\n 203→# ============================================================================\n 204→# Type Selection Tests\n 205→# ============================================================================\n 206→\n 207→\n 208→func test_set_active_item_to_teleport_bracers() -> void:\n 209→\tmanager.set_active_item(3)\n 210→\tassert_eq(manager.current_active_item, 2,\n 211→\t\t\"Active item type should change to TELEPORT_BRACERS\")\n 212→\n 213→\n 214→func test_set_teleport_bracers_emits_change() -> void:\n 215→\tmanager.set_active_item(3)\n 216→\tassert_eq(manager.type_changed_count, 1,\n 217→\t\t\"Type change should increment counter\")\n 218→\n 219→\n 220→func test_set_teleport_bracers_triggers_restart_by_default() -> void:\n 221→\tmanager.set_active_item(3)\n 222→\tassert_true(manager.last_restart_called,\n 223→\t\t\"Level restart should be triggered by default\")\n 224→\n 225→\n 226→func test_set_teleport_bracers_without_restart() -> void:\n 227→\tmanager.set_active_item(2, false)\n 228→\tassert_false(manager.last_restart_called,\n 229→\t\t\"Level restart should not be triggered when disabled\")\n 230→\n 231→\n 232→func test_has_teleport_bracers_after_selection() -> void:\n 233→\tmanager.set_active_item(3)\n 234→\tassert_true(manager.has_teleport_bracers(),\n 235→\t\t\"has_teleport_bracers should return true after selecting bracers\")\n 236→\n 237→\n 238→func test_no_teleport_bracers_after_deselection() -> void:\n 239→\tmanager.set_active_item(3)\n 240→\tmanager.set_active_item(0)\n 241→\tassert_false(manager.has_teleport_bracers(),\n 242→\t\t\"has_teleport_bracers should return false after switching back to none\")\n 243→\n 244→\n 245→func test_no_flashlight_when_teleport_bracers_selected() -> void:\n 246→\tmanager.set_active_item(3)\n 247→\tassert_false(manager.has_flashlight(),\n 248→\t\t\"has_flashlight should return false when bracers are selected\")\n 249→\n 250→\n 251→func test_no_teleport_bracers_when_flashlight_selected() -> void:\n 252→\tmanager.set_active_item(1)\n 253→\tassert_false(manager.has_teleport_bracers(),\n 254→\t\t\"has_teleport_bracers should return false when flashlight is selected\")\n 255→\n 256→\n 257→# ============================================================================\n 258→# Data Retrieval Tests\n 259→# ============================================================================\n 260→\n 261→\n 262→func test_get_active_item_data_teleport_bracers() -> void:\n 263→\tvar data := manager.get_active_item_data(3)\n 264→\tassert_eq(data[\"name\"], \"Teleport Bracers\")\n 265→\n 266→\n 267→func test_get_all_active_item_types_includes_teleport_bracers() -> void:\n 268→\tvar types := manager.get_all_active_item_types()\n 269→\tassert_eq(types.size(), 5,\n 270→\t\t\"Should return 5 active item types\")\n 271→\tassert_true(0 in types, \"Should have NONE\")\n 272→\tassert_true(1 in types, \"Should have FLASHLIGHT\")\n 273→\tassert_true(2 in types, \"Should have HOMING_BULLETS\")\n 274→\tassert_true(3 in types, \"Should have TELEPORT_BRACERS\")\n 275→\tassert_true(4 in types, \"Should have BFF_PENDANT\")\n 276→\n 277→\n 278→func test_get_active_item_name_teleport_bracers() -> void:\n 279→\tassert_eq(manager.get_active_item_name(2), \"Teleport Bracers\")\n 280→\n 281→\n 282→func test_get_active_item_description_teleport_bracers() -> void:\n 283→\tvar desc := manager.get_active_item_description(2)\n 284→\tassert_true(desc.contains(\"teleport\"),\n 285→\t\t\"Teleport Bracers description should mention teleport\")\n 286→\n 287→\n 288→func test_get_active_item_icon_path_teleport_bracers() -> void:\n 289→\tvar path := manager.get_active_item_icon_path(2)\n 290→\tassert_true(path.contains(\"teleport_bracers\"),\n 291→\t\t\"Teleport Bracers icon path should contain 'teleport_bracers'\")\n 292→\n 293→\n 294→# ============================================================================\n 295→# Selection State Tests\n 296→# ============================================================================\n 297→\n 298→\n 299→func test_is_selected_after_changing_to_teleport_bracers() -> void:\n 300→\tmanager.set_active_item(3)\n 301→\tassert_true(manager.is_selected(3),\n 302→\t\t\"TELEPORT_BRACERS should be selected after changing to it\")\n 303→\tassert_false(manager.is_selected(0),\n 304→\t\t\"NONE should not be selected after changing away from it\")\n 305→\tassert_false(manager.is_selected(1),\n 306→\t\t\"FLASHLIGHT should not be selected after changing away from it\")\n 307→\n 308→\n 309→func test_switch_between_all_active_items() -> void:\n 310→\tmanager.set_active_item(1) # Flashlight\n 311→\tmanager.set_active_item(3) # Teleport Bracers\n 312→\tmanager.set_active_item(0) # None\n 313→\tmanager.set_active_item(3) # Back to Teleport Bracers\n 314→\n 315→\tassert_eq(manager.current_active_item, 2)\n 316→\tassert_eq(manager.type_changed_count, 4)\n 317→\n 318→\n 319→# ============================================================================\n 320→# Teleport Charge Tracking Tests\n 321→# ============================================================================\n 322→\n 323→\n 324→class MockTeleportChargeTracker:\n 325→\t## Maximum number of teleport charges\n 326→\tconst MAX_CHARGES: int = 6\n 327→\n 328→\t## Current number of teleport charges\n 329→\tvar charges: int = MAX_CHARGES\n 330→\n 331→\t## Signal tracking\n 332→\tvar charge_changed_count: int = 0\n 333→\tvar last_charge_current: int = 0\n 334→\tvar last_charge_max: int = 0\n 335→\n 336→\t## Use a charge (teleport)\n 337→\tfunc use_charge() -> bool:\n 338→\t\tif charges <= 0:\n 339→\t\t\treturn false\n 340→\t\tcharges -= 1\n 341→\t\tcharge_changed_count += 1\n 342→\t\tlast_charge_current = charges\n 343→\t\tlast_charge_max = MAX_CHARGES\n 344→\t\treturn true\n 345→\n 346→\t## Check if charges are available\n 347→\tfunc has_charges() -> bool:\n 348→\t\treturn charges > 0\n 349→\n 350→\n 351→func test_teleport_starts_with_6_charges() -> void:\n 352→\tvar tracker := MockTeleportChargeTracker.new()\n 353→\tassert_eq(tracker.charges, 6,\n 354→\t\t\"Teleport should start with 6 charges\")\n 355→\n 356→\n 357→func test_teleport_use_charge_decrements() -> void:\n 358→\tvar tracker := MockTeleportChargeTracker.new()\n 359→\tvar result := tracker.use_charge()\n 360→\tassert_true(result, \"Should successfully use charge\")\n 361→\tassert_eq(tracker.charges, 5, \"Should have 5 charges remaining\")\n 362→\n 363→\n 364→func test_teleport_use_charge_emits_signal() -> void:\n 365→\tvar tracker := MockTeleportChargeTracker.new()\n 366→\ttracker.use_charge()\n 367→\tassert_eq(tracker.charge_changed_count, 1,\n 368→\t\t\"Charge change should be tracked\")\n 369→\tassert_eq(tracker.last_charge_current, 5,\n 370→\t\t\"Signal should report 5 charges remaining\")\n 371→\tassert_eq(tracker.last_charge_max, 6,\n 372→\t\t\"Signal should report 6 max charges\")\n 373→\n 374→\n 375→func test_teleport_use_all_charges() -> void:\n 376→\tvar tracker := MockTeleportChargeTracker.new()\n 377→\tfor i in range(6):\n 378→\t\tvar result := tracker.use_charge()\n 379→\t\tassert_true(result, \"Charge %d should succeed\" % (i + 1))\n 380→\tassert_eq(tracker.charges, 0, \"Should have 0 charges remaining\")\n 381→\tassert_false(tracker.has_charges(), \"Should have no charges available\")\n 382→\n 383→\n 384→func test_teleport_cannot_use_when_no_charges() -> void:\n 385→\tvar tracker := MockTeleportChargeTracker.new()\n 386→\t# Use all 6 charges\n 387→\tfor i in range(6):\n 388→\t\ttracker.use_charge()\n 389→\t# Try to use 7th charge\n 390→\tvar result := tracker.use_charge()\n 391→\tassert_false(result, \"Should not be able to use charge when empty\")\n 392→\tassert_eq(tracker.charges, 0, \"Charges should remain at 0\")\n 393→\tassert_eq(tracker.charge_changed_count, 6,\n 394→\t\t\"Should only have 6 charge changes\")\n 395→\n 396→\n 397→func test_teleport_charges_do_not_regenerate() -> void:\n 398→\tvar tracker := MockTeleportChargeTracker.new()\n 399→\ttracker.use_charge()\n 400→\t# Charges should stay at 5 (no regen)\n 401→\tassert_eq(tracker.charges, 5,\n 402→\t\t\"Charges should not regenerate\")\n 403→\n 404→\n 405→func test_teleport_no_cooldown_between_uses() -> void:\n 406→\tvar tracker := MockTeleportChargeTracker.new()\n 407→\t# Use charges in rapid succession (no cooldown)\n 408→\tfor i in range(3):\n 409→\t\tvar result := tracker.use_charge()\n 410→\t\tassert_true(result, \"Use %d should succeed without cooldown\" % (i + 1))\n 411→\tassert_eq(tracker.charges, 3, \"Should have 3 charges after 3 uses\")\n 412→\n 413→\n 414→# ============================================================================\n 415→# Armory Integration Tests (Teleport Bracers in Menu)\n 416→# ============================================================================\n 417→\n 418→\n 419→class MockArmoryWithTeleportBracers:\n 420→\t## Active item data\n 421→\tconst ACTIVE_ITEMS: Dictionary = {\n 422→\t\t0: {\"name\": \"None\", \"description\": \"No active item equipped.\"},\n 423→\t\t1: {\"name\": \"Flashlight\", \"description\": \"Tactical flashlight\"},\n 424→\t\t2: {\"name\": \"Teleport Bracers\", \"description\": \"Teleportation bracers\"},\n 425→\t\t3: {\"name\": \"BFF Pendant\", \"description\": \"BFF pendant — summon companion\"}\n 426→\t}\n 427→\n 428→\t## Applied active item type\n 429→\tvar applied_active_item: int = 0\n 430→\n 431→\t## Pending active item type\n 432→\tvar pending_active_item: int = 0\n 433→\n 434→\t## Tracking\n 435→\tvar active_item_changed_count: int = 0\n 436→\tvar apply_count: int = 0\n 437→\n 438→\t## Select an active item (sets pending, does NOT apply immediately)\n 439→\tfunc select_active_item(item_type: int) -> bool:\n 440→\t\tif item_type not in ACTIVE_ITEMS:\n 441→\t\t\treturn false\n 442→\t\tpending_active_item = item_type\n 443→\t\treturn true\n 444→\n 445→\t## Check for pending changes\n 446→\tfunc has_pending_changes() -> bool:\n 447→\t\treturn pending_active_item != applied_active_item\n 448→\n 449→\t## Apply pending changes\n 450→\tfunc apply() -> bool:\n 451→\t\tif not has_pending_changes():\n 452→\t\t\treturn false\n 453→\t\tif pending_active_item != applied_active_item:\n 454→\t\t\tactive_item_changed_count += 1\n 455→\t\tapplied_active_item = pending_active_item\n 456→\t\tapply_count += 1\n 457→\t\treturn true\n 458→\n 459→\n 460→func test_armory_select_teleport_bracers() -> void:\n 461→\tvar armory := MockArmoryWithTeleportBracers.new()\n 462→\tvar result := armory.select_active_item(2)\n 463→\tassert_true(result, \"Should select teleport bracers\")\n 464→\tassert_eq(armory.pending_active_item, 2, \"Pending should be teleport bracers\")\n 465→\tassert_eq(armory.applied_active_item, 0, \"Applied should still be None\")\n 466→\n 467→\n 468→func test_armory_apply_teleport_bracers() -> void:\n 469→\tvar armory := MockArmoryWithTeleportBracers.new()\n 470→\tarmory.select_active_item(2)\n 471→\tvar result := armory.apply()\n 472→\tassert_true(result, \"Apply should succeed\")\n 473→\tassert_eq(armory.applied_active_item, 2, \"Applied should be teleport bracers\")\n 474→\tassert_eq(armory.active_item_changed_count, 1, \"Change count should be 1\")\n 475→\n 476→\n 477→func test_armory_switch_flashlight_to_teleport_bracers() -> void:\n 478→\tvar armory := MockArmoryWithTeleportBracers.new()\n 479→\tarmory.select_active_item(1)\n 480→\tarmory.apply()\n 481→\tarmory.select_active_item(2)\n 482→\tarmory.apply()\n 483→\tassert_eq(armory.applied_active_item, 2, \"Should be teleport bracers\")\n 484→\tassert_eq(armory.active_item_changed_count, 2, \"Should have 2 changes\")\n 485→\n 486→\n 487→func test_armory_teleport_bracers_has_pending_changes() -> void:\n 488→\tvar armory := MockArmoryWithTeleportBracers.new()\n 489→\tarmory.select_active_item(2)\n 490→\tassert_true(armory.has_pending_changes(),\n 491→\t\t\"Should have pending changes after selecting bracers\")\n 492→\n 493→\n 494→func test_armory_all_three_active_items_selectable() -> void:\n 495→\tvar armory := MockArmoryWithTeleportBracers.new()\n 496→\tassert_true(armory.select_active_item(0), \"None should be selectable\")\n 497→\tassert_true(armory.select_active_item(1), \"Flashlight should be selectable\")\n 498→\tassert_true(armory.select_active_item(2), \"Teleport Bracers should be selectable\")\n 499→\tassert_false(armory.select_active_item(99), \"Invalid should not be selectable\")\n 500→\n 501→\n 502→# ============================================================================\n 503→# Wall Skip Logic Tests\n 504→# ============================================================================\n 505→\n 506→\n 507→class MockWallSkipCalculator:\n 508→\t## Simulates the wall-skipping logic for teleport targeting.\n 509→\t## In the real implementation, this uses physics raycasts.\n 510→\n 511→\t## Test walls as line segments: [[start_x, start_y, end_x, end_y], ...]\n 512→\tvar walls: Array = []\n 513→\n 514→\t## Player collision radius\n 515→\tconst PLAYER_RADIUS: float = 16.0\n 516→\n 517→\t## Check if a line segment from a to b crosses any wall\n 518→\tfunc ray_hits_wall(from: Vector2, to: Vector2) -> Dictionary:\n 519→\t\tfor wall in walls:\n 520→\t\t\tvar wall_start := Vector2(wall[0], wall[1])\n 521→\t\t\tvar wall_end := Vector2(wall[2], wall[3])\n 522→\n 523→\t\t\t# Simple line-line intersection test\n 524→\t\t\tvar intersection := _line_intersection(from, to, wall_start, wall_end)\n 525→\t\t\tif intersection[\"hit\"]:\n 526→\t\t\t\treturn intersection\n 527→\t\treturn {\"hit\": false}\n 528→\n 529→\t## Simple 2D line-line intersection\n 530→\tfunc _line_intersection(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2) -> Dictionary:\n 531→\t\tvar d := (p1.x - p2.x) * (p3.y - p4.y) - (p1.y - p2.y) * (p3.x - p4.x)\n 532→\t\tif absf(d) < 0.001:\n 533→\t\t\treturn {\"hit\": false}\n 534→\n 535→\t\tvar t := ((p1.x - p3.x) * (p3.y - p4.y) - (p1.y - p3.y) * (p3.x - p4.x)) / d\n 536→\t\tvar u := -((p1.x - p2.x) * (p1.y - p3.y) - (p1.y - p2.y) * (p1.x - p3.x)) / d\n 537→\n 538→\t\tif t >= 0.0 and t <= 1.0 and u >= 0.0 and u <= 1.0:\n 539→\t\t\tvar point := Vector2(\n 540→\t\t\t\tp1.x + t * (p2.x - p1.x),\n 541→\t\t\t\tp1.y + t * (p2.y - p1.y)\n 542→\t\t\t)\n 543→\t\t\treturn {\"hit\": true, \"position\": point, \"t\": t}\n 544→\t\treturn {\"hit\": false}\n 545→\n 546→\n 547→func test_no_wall_returns_cursor_position() -> void:\n 548→\tvar calc := MockWallSkipCalculator.new()\n 549→\t# No walls defined\n 550→\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(200, 0))\n 551→\tassert_false(result[\"hit\"],\n 552→\t\t\"Should not hit wall when no walls exist\")\n 553→\n 554→\n 555→func test_wall_detected_between_player_and_cursor() -> void:\n 556→\tvar calc := MockWallSkipCalculator.new()\n 557→\t# Vertical wall at x=100\n 558→\tcalc.walls.append([100, -1000, 100, 1000])\n 559→\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(200, 0))\n 560→\tassert_true(result[\"hit\"],\n 561→\t\t\"Should detect wall between player and cursor\")\n 562→\tassert_almost_eq(result[\"position\"].x, 100.0, 1.0,\n 563→\t\t\"Wall hit should be at x=100\")\n 564→\n 565→\n 566→func test_wall_not_hit_when_cursor_before_wall() -> void:\n 567→\tvar calc := MockWallSkipCalculator.new()\n 568→\tcalc.walls.append([100, -1000, 100, 1000])\n 569→\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(50, 0))\n 570→\tassert_false(result[\"hit\"],\n 571→\t\t\"Should not hit wall when cursor is before it\")\n 572→\n 573→\n 574→# ============================================================================\n 575→# Map Boundary Clamping Tests (Issue #939)\n 576→# ============================================================================\n 577→\n 578→\n 579→class MockNavigationMeshClamper:\n 580→\t## Simulates the navigation mesh boundary clamping used to prevent\n 581→\t## teleporting outside the map boundary walls (Issue #939).\n 582→\n 583→\t## The navigable rectangle (inner bounds, inside boundary walls)\n 584→\tvar nav_rect: Rect2\n 585→\n 586→\tfunc _init(rect: Rect2) -> void:\n 587→\t\tnav_rect = rect\n 588→\n 589→\t## Returns the closest point on the navigation mesh boundary.\n 590→\t## If the point is inside, returns the point itself.\n 591→\t## If outside, clamps to the nearest edge.\n 592→\tfunc clamp_to_nav_mesh(pos: Vector2) -> Vector2:\n 593→\t\treturn Vector2(\n 594→\t\t\tclampf(pos.x, nav_rect.position.x, nav_rect.position.x + nav_rect.size.x),\n 595→\t\t\tclampf(pos.y, nav_rect.position.y, nav_rect.position.y + nav_rect.size.y)\n 596→\t\t)\n 597→\n 598→\t## Check if a position is within the navigation mesh\n 599→\tfunc is_within_nav_mesh(pos: Vector2) -> bool:\n 600→\t\treturn nav_rect.has_point(pos)\n 601→\n 602→\n 603→func test_position_inside_map_unchanged_by_clamp() -> void:\n 604→\t# Navigation area: (64, 64) to (6064, 5064) — typical for CityLevel\n 605→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 606→\tvar inside_pos := Vector2(500, 500)\n 607→\tvar result := clamper.clamp_to_nav_mesh(inside_pos)\n 608→\tassert_almost_eq(result.x, inside_pos.x, 1.0,\n 609→\t\t\"Position inside map should not be altered by boundary clamp (x)\")\n 610→\tassert_almost_eq(result.y, inside_pos.y, 1.0,\n 611→\t\t\"Position inside map should not be altered by boundary clamp (y)\")\n 612→\n 613→\n 614→func test_position_outside_map_clamped_to_boundary() -> void:\n 615→\t# Navigation area: (64, 64) to (6064, 5064)\n 616→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 617→\t# Position outside the top boundary wall (y < 64)\n 618→\tvar outside_pos := Vector2(500, 10)\n 619→\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n 620→\tassert_true(clamper.is_within_nav_mesh(result),\n 621→\t\t\"Clamped position should be within navigation mesh\")\n 622→\tassert_almost_eq(result.y, 64.0, 1.0,\n 623→\t\t\"Position outside top wall should be clamped to top nav boundary\")\n 624→\n 625→\n 626→func test_position_outside_left_wall_clamped() -> void:\n 627→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 628→\t# Position to the left of the left boundary wall\n 629→\tvar outside_pos := Vector2(-200, 500)\n 630→\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n 631→\tassert_true(clamper.is_within_nav_mesh(result),\n 632→\t\t\"Position outside left wall should be clamped to navigation mesh\")\n 633→\tassert_almost_eq(result.x, 64.0, 1.0,\n 634→\t\t\"Position outside left wall should be clamped to left nav boundary\")\n 635→\n 636→\n 637→func test_position_outside_right_wall_clamped() -> void:\n 638→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 639→\t# Position to the right of the right boundary wall\n 640→\tvar outside_pos := Vector2(8000, 500)\n 641→\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n 642→\tassert_true(clamper.is_within_nav_mesh(result),\n 643→\t\t\"Position outside right wall should be clamped to navigation mesh\")\n 644→\tassert_almost_eq(result.x, 6064.0, 1.0,\n 645→\t\t\"Position outside right wall should be clamped to right nav boundary\")\n 646→\n 647→\n 648→func test_position_outside_bottom_wall_clamped() -> void:\n 649→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 650→\t# Position below the bottom boundary wall\n 651→\tvar outside_pos := Vector2(500, 8000)\n 652→\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n 653→\tassert_true(clamper.is_within_nav_mesh(result),\n 654→\t\t\"Position outside bottom wall should be clamped to navigation mesh\")\n 655→\tassert_almost_eq(result.y, 5064.0, 1.0,\n 656→\t\t\"Position outside bottom wall should be clamped to bottom nav boundary\")\n 657→\n 658→\n 659→func test_position_at_corner_clamped() -> void:\n 660→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n 661→\t# Position far outside at corner (beyond both top and left walls)\n 662→\tvar corner_pos := Vector2(-500, -500)\n 663→\tvar result := clamper.clamp_to_nav_mesh(corner_pos)\n 664→\tassert_true(clamper.is_within_nav_mesh(result),\n 665→\t\t\"Position outside corner should be clamped to navigation mesh\")\n 666→\n 667→\n 668→func test_boundary_wall_skip_blocked() -> void:\n 669→\t## Simulate the scenario where wall-skip logic would skip through the outer\n 670→\t## boundary wall — the final clamp should prevent the player from landing outside.\n 671→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 400, 400))\n 672→\n 673→\t# Simulate: player at center (200, 200), cursor aimed at (200, 10) — past the top wall\n 674→\t# Wall-skip \"finds\" position at (200, 0) — outside the map\n 675→\tvar outside_after_skip := Vector2(200, 0)\n 676→\n 677→\t# Clamp should bring it back inside\n 678→\tvar result := clamper.clamp_to_nav_mesh(outside_after_skip)\n 679→\tassert_true(clamper.is_within_nav_mesh(result),\n 680→\t\t\"Wall-skip result outside map should be clamped back inside (Issue #939)\")\n 681→\tassert_almost_eq(result.y, 64.0, 1.0,\n 682→\t\t\"Clamped y should be at top nav boundary\")\n 683→\n 684→\n 685→func test_teleport_within_map_not_affected() -> void:\n 686→\t## Verify that a valid in-map teleport position is not altered by boundary clamping.\n 687→\t## This ensures the fix doesn't break normal teleport behavior.\n 688→\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 400, 400))\n 689→\tvar valid_pos := Vector2(200, 200) # center of map\n 690→\tvar result := clamper.clamp_to_nav_mesh(valid_pos)\n 691→\tassert_almost_eq(result.x, valid_pos.x, 1.0,\n 692→\t\t\"Valid in-map position x should not be altered by clamping\")\n 693→\tassert_almost_eq(result.y, valid_pos.y, 1.0,\n 694→\t\t\"Valid in-map position y should not be altered by clamping\")\n 695→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
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"filePath": "/tmp/gh-issue-solver-1773264869907/tests/unit/test_teleport_bracers.gd",
"content": "extends GutTest\n## Unit tests for Teleport Bracers active item (Issue #672).\n##\n## Tests the teleport bracers integration with ActiveItemManager,\n## charge management, and teleportation logic.\n\n\n# ============================================================================\n# Active Item Type Enum Tests\n# ============================================================================\n\n\nfunc test_active_item_type_teleport_bracers_value() -> void:\n\t# ActiveItemType.TELEPORT_BRACERS should be 3\n\tvar expected := 3\n\tassert_eq(expected, 3, \"TELEPORT_BRACERS should be the fourth active item type (3)\")\n\n\n# ============================================================================\n# Active Item Data Constants Tests\n# ============================================================================\n\n\nfunc test_active_item_data_has_teleport_bracers() -> void:\n\tvar item_data := {\n\t\t2: {\n\t\t\t\"name\": \"Teleport Bracers\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n\t\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"\n\t\t}\n\t}\n\tassert_true(item_data.has(2), \"ACTIVE_ITEM_DATA should contain TELEPORT_BRACERS type\")\n\n\nfunc test_teleport_bracers_data_has_name() -> void:\n\tvar data := {\"name\": \"Teleport Bracers\"}\n\tassert_eq(data[\"name\"], \"Teleport Bracers\", \"Teleport Bracers should have correct name\")\n\n\nfunc test_teleport_bracers_data_has_icon_path() -> void:\n\tvar data := {\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\"}\n\tassert_eq(data[\"icon_path\"], \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n\t\t\"Teleport Bracers should have correct icon path\")\n\n\nfunc test_teleport_bracers_data_has_description() -> void:\n\tvar data := {\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"}\n\tassert_true(data[\"description\"].contains(\"Space\"),\n\t\t\"Teleport Bracers description should mention Space key\")\n\tassert_true(data[\"description\"].contains(\"6 charges\"),\n\t\t\"Teleport Bracers description should mention 6 charges\")\n\tassert_true(data[\"description\"].contains(\"no cooldown\"),\n\t\t\"Teleport Bracers description should mention no cooldown\")\n\tassert_true(data[\"description\"].contains(\"walls\"),\n\t\t\"Teleport Bracers description should mention walls\")\n\n\n# ============================================================================\n# Mock ActiveItemManager for Logic Tests\n# ============================================================================\n\n\nclass MockActiveItemManager:\n\t## Active item types\n\tconst ActiveItemType := {\n\t\tNONE = 0,\n\t\tFLASHLIGHT = 1,\n\t\tHOMING_BULLETS = 2,\n\t\tTELEPORT_BRACERS = 3,\n\t\tBFF_PENDANT = 4\n\t}\n\n\t## Currently selected active item type\n\tvar current_active_item: int = ActiveItemType.NONE\n\n\t## Active item type data\n\tconst ACTIVE_ITEM_DATA: Dictionary = {\n\t\t0: {\n\t\t\t\"name\": \"None\",\n\t\t\t\"icon_path\": \"\",\n\t\t\t\"description\": \"No active item equipped.\"\n\t\t},\n\t\t1: {\n\t\t\t\"name\": \"Flashlight\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/flashlight_icon.png\",\n\t\t\t\"description\": \"Tactical flashlight — hold Space to illuminate in weapon direction. Bright white light, turns off when released.\"\n\t\t},\n\t\t2: {\n\t\t\t\"name\": \"Homing Bullets\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/homing_bullets_icon.png\",\n\t\t\t\"description\": \"Press Space to activate — bullets steer toward the nearest enemy (up to 110° turn). 6 charges per battle, each lasts 1 second.\"\n\t\t},\n\t\t3: {\n\t\t\t\"name\": \"Teleport Bracers\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/teleport_bracers_icon.png\",\n\t\t\t\"description\": \"Teleportation bracers — hold Space to aim, release to teleport. 6 charges, no cooldown. Reticle skips through walls.\"\n\t\t},\n\t\t4: {\n\t\t\t\"name\": \"BFF Pendant\",\n\t\t\t\"icon_path\": \"res://assets/sprites/weapons/bff_pendant_icon.png\",\n\t\t\t\"description\": \"BFF pendant — press Space to summon a friendly companion armed with M16 (2-4 HP). One charge per battle.\"\n\t\t}\n\t}\n\n\t## Signal tracking\n\tvar type_changed_count: int = 0\n\tvar last_restart_called: bool = false\n\n\t## Set the current active item type\n\tfunc set_active_item(type: int, restart_level: bool = true) -> void:\n\t\tif type == current_active_item:\n\t\t\treturn\n\n\t\tif type not in ACTIVE_ITEM_DATA:\n\t\t\treturn\n\n\t\tcurrent_active_item = type\n\t\ttype_changed_count += 1\n\n\t\tif restart_level:\n\t\t\tlast_restart_called = true\n\n\t## Get active item data for a specific type\n\tfunc get_active_item_data(type: int) -> Dictionary:\n\t\tif type in ACTIVE_ITEM_DATA:\n\t\t\treturn ACTIVE_ITEM_DATA[type]\n\t\treturn {}\n\n\t## Get all available active item types\n\tfunc get_all_active_item_types() -> Array:\n\t\treturn ACTIVE_ITEM_DATA.keys()\n\n\t## Get the name of an active item type\n\tfunc get_active_item_name(type: int) -> String:\n\t\tif type in ACTIVE_ITEM_DATA:\n\t\t\treturn ACTIVE_ITEM_DATA[type][\"name\"]\n\t\treturn \"Unknown\"\n\n\t## Get the description of an active item type\n\tfunc get_active_item_description(type: int) -> String:\n\t\tif type in ACTIVE_ITEM_DATA:\n\t\t\treturn ACTIVE_ITEM_DATA[type][\"description\"]\n\t\treturn \"\"\n\n\t## Get the icon path of an active item type\n\tfunc get_active_item_icon_path(type: int) -> String:\n\t\tif type in ACTIVE_ITEM_DATA:\n\t\t\treturn ACTIVE_ITEM_DATA[type][\"icon_path\"]\n\t\treturn \"\"\n\n\t## Check if an active item type is the currently selected type\n\tfunc is_selected(type: int) -> bool:\n\t\treturn type == current_active_item\n\n\t## Check if a flashlight is currently equipped\n\tfunc has_flashlight() -> bool:\n\t\treturn current_active_item == ActiveItemType.FLASHLIGHT\n\n\t## Check if homing bullets are currently equipped\n\tfunc has_homing_bullets() -> bool:\n\t\treturn current_active_item == ActiveItemType.HOMING_BULLETS\n\n\t## Check if teleport bracers are currently equipped\n\tfunc has_teleport_bracers() -> bool:\n\t\treturn current_active_item == ActiveItemType.TELEPORT_BRACERS\n\n\t## Check if BFF pendant is currently equipped\n\tfunc has_bff_pendant() -> bool:\n\t\treturn current_active_item == ActiveItemType.BFF_PENDANT\n\n\nvar manager: MockActiveItemManager\n\n\nfunc before_each() -> void:\n\tmanager = MockActiveItemManager.new()\n\n\nfunc after_each() -> void:\n\tmanager = null\n\n\n# ============================================================================\n# Default State Tests\n# ============================================================================\n\n\nfunc test_default_active_item_is_none() -> void:\n\tassert_eq(manager.current_active_item, 0,\n\t\t\"Default active item should be NONE (0)\")\n\n\nfunc test_teleport_bracers_not_selected_by_default() -> void:\n\tassert_false(manager.is_selected(3),\n\t\t\"Teleport Bracers should not be selected by default\")\n\n\nfunc test_no_teleport_bracers_by_default() -> void:\n\tassert_false(manager.has_teleport_bracers(),\n\t\t\"Teleport Bracers should not be equipped by default\")\n\n\n# ============================================================================\n# Type Selection Tests\n# ============================================================================\n\n\nfunc test_set_active_item_to_teleport_bracers() -> void:\n\tmanager.set_active_item(3)\n\tassert_eq(manager.current_active_item, 2,\n\t\t\"Active item type should change to TELEPORT_BRACERS\")\n\n\nfunc test_set_teleport_bracers_emits_change() -> void:\n\tmanager.set_active_item(3)\n\tassert_eq(manager.type_changed_count, 1,\n\t\t\"Type change should increment counter\")\n\n\nfunc test_set_teleport_bracers_triggers_restart_by_default() -> void:\n\tmanager.set_active_item(3)\n\tassert_true(manager.last_restart_called,\n\t\t\"Level restart should be triggered by default\")\n\n\nfunc test_set_teleport_bracers_without_restart() -> void:\n\tmanager.set_active_item(2, false)\n\tassert_false(manager.last_restart_called,\n\t\t\"Level restart should not be triggered when disabled\")\n\n\nfunc test_has_teleport_bracers_after_selection() -> void:\n\tmanager.set_active_item(3)\n\tassert_true(manager.has_teleport_bracers(),\n\t\t\"has_teleport_bracers should return true after selecting bracers\")\n\n\nfunc test_no_teleport_bracers_after_deselection() -> void:\n\tmanager.set_active_item(3)\n\tmanager.set_active_item(0)\n\tassert_false(manager.has_teleport_bracers(),\n\t\t\"has_teleport_bracers should return false after switching back to none\")\n\n\nfunc test_no_flashlight_when_teleport_bracers_selected() -> void:\n\tmanager.set_active_item(3)\n\tassert_false(manager.has_flashlight(),\n\t\t\"has_flashlight should return false when bracers are selected\")\n\n\nfunc test_no_teleport_bracers_when_flashlight_selected() -> void:\n\tmanager.set_active_item(1)\n\tassert_false(manager.has_teleport_bracers(),\n\t\t\"has_teleport_bracers should return false when flashlight is selected\")\n\n\n# ============================================================================\n# Data Retrieval Tests\n# ============================================================================\n\n\nfunc test_get_active_item_data_teleport_bracers() -> void:\n\tvar data := manager.get_active_item_data(3)\n\tassert_eq(data[\"name\"], \"Teleport Bracers\")\n\n\nfunc test_get_all_active_item_types_includes_teleport_bracers() -> void:\n\tvar types := manager.get_all_active_item_types()\n\tassert_eq(types.size(), 5,\n\t\t\"Should return 5 active item types\")\n\tassert_true(0 in types, \"Should have NONE\")\n\tassert_true(1 in types, \"Should have FLASHLIGHT\")\n\tassert_true(2 in types, \"Should have HOMING_BULLETS\")\n\tassert_true(3 in types, \"Should have TELEPORT_BRACERS\")\n\tassert_true(4 in types, \"Should have BFF_PENDANT\")\n\n\nfunc test_get_active_item_name_teleport_bracers() -> void:\n\tassert_eq(manager.get_active_item_name(2), \"Teleport Bracers\")\n\n\nfunc test_get_active_item_description_teleport_bracers() -> void:\n\tvar desc := manager.get_active_item_description(2)\n\tassert_true(desc.contains(\"teleport\"),\n\t\t\"Teleport Bracers description should mention teleport\")\n\n\nfunc test_get_active_item_icon_path_teleport_bracers() -> void:\n\tvar path := manager.get_active_item_icon_path(2)\n\tassert_true(path.contains(\"teleport_bracers\"),\n\t\t\"Teleport Bracers icon path should contain 'teleport_bracers'\")\n\n\n# ============================================================================\n# Selection State Tests\n# ============================================================================\n\n\nfunc test_is_selected_after_changing_to_teleport_bracers() -> void:\n\tmanager.set_active_item(3)\n\tassert_true(manager.is_selected(3),\n\t\t\"TELEPORT_BRACERS should be selected after changing to it\")\n\tassert_false(manager.is_selected(0),\n\t\t\"NONE should not be selected after changing away from it\")\n\tassert_false(manager.is_selected(1),\n\t\t\"FLASHLIGHT should not be selected after changing away from it\")\n\n\nfunc test_switch_between_all_active_items() -> void:\n\tmanager.set_active_item(1) # Flashlight\n\tmanager.set_active_item(3) # Teleport Bracers\n\tmanager.set_active_item(0) # None\n\tmanager.set_active_item(3) # Back to Teleport Bracers\n\n\tassert_eq(manager.current_active_item, 2)\n\tassert_eq(manager.type_changed_count, 4)\n\n\n# ============================================================================\n# Teleport Charge Tracking Tests\n# ============================================================================\n\n\nclass MockTeleportChargeTracker:\n\t## Maximum number of teleport charges\n\tconst MAX_CHARGES: int = 6\n\n\t## Current number of teleport charges\n\tvar charges: int = MAX_CHARGES\n\n\t## Signal tracking\n\tvar charge_changed_count: int = 0\n\tvar last_charge_current: int = 0\n\tvar last_charge_max: int = 0\n\n\t## Use a charge (teleport)\n\tfunc use_charge() -> bool:\n\t\tif charges <= 0:\n\t\t\treturn false\n\t\tcharges -= 1\n\t\tcharge_changed_count += 1\n\t\tlast_charge_current = charges\n\t\tlast_charge_max = MAX_CHARGES\n\t\treturn true\n\n\t## Check if charges are available\n\tfunc has_charges() -> bool:\n\t\treturn charges > 0\n\n\nfunc test_teleport_starts_with_6_charges() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\tassert_eq(tracker.charges, 6,\n\t\t\"Teleport should start with 6 charges\")\n\n\nfunc test_teleport_use_charge_decrements() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\tvar result := tracker.use_charge()\n\tassert_true(result, \"Should successfully use charge\")\n\tassert_eq(tracker.charges, 5, \"Should have 5 charges remaining\")\n\n\nfunc test_teleport_use_charge_emits_signal() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\ttracker.use_charge()\n\tassert_eq(tracker.charge_changed_count, 1,\n\t\t\"Charge change should be tracked\")\n\tassert_eq(tracker.last_charge_current, 5,\n\t\t\"Signal should report 5 charges remaining\")\n\tassert_eq(tracker.last_charge_max, 6,\n\t\t\"Signal should report 6 max charges\")\n\n\nfunc test_teleport_use_all_charges() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\tfor i in range(6):\n\t\tvar result := tracker.use_charge()\n\t\tassert_true(result, \"Charge %d should succeed\" % (i + 1))\n\tassert_eq(tracker.charges, 0, \"Should have 0 charges remaining\")\n\tassert_false(tracker.has_charges(), \"Should have no charges available\")\n\n\nfunc test_teleport_cannot_use_when_no_charges() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\t# Use all 6 charges\n\tfor i in range(6):\n\t\ttracker.use_charge()\n\t# Try to use 7th charge\n\tvar result := tracker.use_charge()\n\tassert_false(result, \"Should not be able to use charge when empty\")\n\tassert_eq(tracker.charges, 0, \"Charges should remain at 0\")\n\tassert_eq(tracker.charge_changed_count, 6,\n\t\t\"Should only have 6 charge changes\")\n\n\nfunc test_teleport_charges_do_not_regenerate() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\ttracker.use_charge()\n\t# Charges should stay at 5 (no regen)\n\tassert_eq(tracker.charges, 5,\n\t\t\"Charges should not regenerate\")\n\n\nfunc test_teleport_no_cooldown_between_uses() -> void:\n\tvar tracker := MockTeleportChargeTracker.new()\n\t# Use charges in rapid succession (no cooldown)\n\tfor i in range(3):\n\t\tvar result := tracker.use_charge()\n\t\tassert_true(result, \"Use %d should succeed without cooldown\" % (i + 1))\n\tassert_eq(tracker.charges, 3, \"Should have 3 charges after 3 uses\")\n\n\n# ============================================================================\n# Armory Integration Tests (Teleport Bracers in Menu)\n# ============================================================================\n\n\nclass MockArmoryWithTeleportBracers:\n\t## Active item data\n\tconst ACTIVE_ITEMS: Dictionary = {\n\t\t0: {\"name\": \"None\", \"description\": \"No active item equipped.\"},\n\t\t1: {\"name\": \"Flashlight\", \"description\": \"Tactical flashlight\"},\n\t\t2: {\"name\": \"Teleport Bracers\", \"description\": \"Teleportation bracers\"},\n\t\t3: {\"name\": \"BFF Pendant\", \"description\": \"BFF pendant — summon companion\"}\n\t}\n\n\t## Applied active item type\n\tvar applied_active_item: int = 0\n\n\t## Pending active item type\n\tvar pending_active_item: int = 0\n\n\t## Tracking\n\tvar active_item_changed_count: int = 0\n\tvar apply_count: int = 0\n\n\t## Select an active item (sets pending, does NOT apply immediately)\n\tfunc select_active_item(item_type: int) -> bool:\n\t\tif item_type not in ACTIVE_ITEMS:\n\t\t\treturn false\n\t\tpending_active_item = item_type\n\t\treturn true\n\n\t## Check for pending changes\n\tfunc has_pending_changes() -> bool:\n\t\treturn pending_active_item != applied_active_item\n\n\t## Apply pending changes\n\tfunc apply() -> bool:\n\t\tif not has_pending_changes():\n\t\t\treturn false\n\t\tif pending_active_item != applied_active_item:\n\t\t\tactive_item_changed_count += 1\n\t\tapplied_active_item = pending_active_item\n\t\tapply_count += 1\n\t\treturn true\n\n\nfunc test_armory_select_teleport_bracers() -> void:\n\tvar armory := MockArmoryWithTeleportBracers.new()\n\tvar result := armory.select_active_item(2)\n\tassert_true(result, \"Should select teleport bracers\")\n\tassert_eq(armory.pending_active_item, 2, \"Pending should be teleport bracers\")\n\tassert_eq(armory.applied_active_item, 0, \"Applied should still be None\")\n\n\nfunc test_armory_apply_teleport_bracers() -> void:\n\tvar armory := MockArmoryWithTeleportBracers.new()\n\tarmory.select_active_item(2)\n\tvar result := armory.apply()\n\tassert_true(result, \"Apply should succeed\")\n\tassert_eq(armory.applied_active_item, 2, \"Applied should be teleport bracers\")\n\tassert_eq(armory.active_item_changed_count, 1, \"Change count should be 1\")\n\n\nfunc test_armory_switch_flashlight_to_teleport_bracers() -> void:\n\tvar armory := MockArmoryWithTeleportBracers.new()\n\tarmory.select_active_item(1)\n\tarmory.apply()\n\tarmory.select_active_item(2)\n\tarmory.apply()\n\tassert_eq(armory.applied_active_item, 2, \"Should be teleport bracers\")\n\tassert_eq(armory.active_item_changed_count, 2, \"Should have 2 changes\")\n\n\nfunc test_armory_teleport_bracers_has_pending_changes() -> void:\n\tvar armory := MockArmoryWithTeleportBracers.new()\n\tarmory.select_active_item(2)\n\tassert_true(armory.has_pending_changes(),\n\t\t\"Should have pending changes after selecting bracers\")\n\n\nfunc test_armory_all_three_active_items_selectable() -> void:\n\tvar armory := MockArmoryWithTeleportBracers.new()\n\tassert_true(armory.select_active_item(0), \"None should be selectable\")\n\tassert_true(armory.select_active_item(1), \"Flashlight should be selectable\")\n\tassert_true(armory.select_active_item(2), \"Teleport Bracers should be selectable\")\n\tassert_false(armory.select_active_item(99), \"Invalid should not be selectable\")\n\n\n# ============================================================================\n# Wall Skip Logic Tests\n# ============================================================================\n\n\nclass MockWallSkipCalculator:\n\t## Simulates the wall-skipping logic for teleport targeting.\n\t## In the real implementation, this uses physics raycasts.\n\n\t## Test walls as line segments: [[start_x, start_y, end_x, end_y], ...]\n\tvar walls: Array = []\n\n\t## Player collision radius\n\tconst PLAYER_RADIUS: float = 16.0\n\n\t## Check if a line segment from a to b crosses any wall\n\tfunc ray_hits_wall(from: Vector2, to: Vector2) -> Dictionary:\n\t\tfor wall in walls:\n\t\t\tvar wall_start := Vector2(wall[0], wall[1])\n\t\t\tvar wall_end := Vector2(wall[2], wall[3])\n\n\t\t\t# Simple line-line intersection test\n\t\t\tvar intersection := _line_intersection(from, to, wall_start, wall_end)\n\t\t\tif intersection[\"hit\"]:\n\t\t\t\treturn intersection\n\t\treturn {\"hit\": false}\n\n\t## Simple 2D line-line intersection\n\tfunc _line_intersection(p1: Vector2, p2: Vector2, p3: Vector2, p4: Vector2) -> Dictionary:\n\t\tvar d := (p1.x - p2.x) * (p3.y - p4.y) - (p1.y - p2.y) * (p3.x - p4.x)\n\t\tif absf(d) < 0.001:\n\t\t\treturn {\"hit\": false}\n\n\t\tvar t := ((p1.x - p3.x) * (p3.y - p4.y) - (p1.y - p3.y) * (p3.x - p4.x)) / d\n\t\tvar u := -((p1.x - p2.x) * (p1.y - p3.y) - (p1.y - p2.y) * (p1.x - p3.x)) / d\n\n\t\tif t >= 0.0 and t <= 1.0 and u >= 0.0 and u <= 1.0:\n\t\t\tvar point := Vector2(\n\t\t\t\tp1.x + t * (p2.x - p1.x),\n\t\t\t\tp1.y + t * (p2.y - p1.y)\n\t\t\t)\n\t\t\treturn {\"hit\": true, \"position\": point, \"t\": t}\n\t\treturn {\"hit\": false}\n\n\nfunc test_no_wall_returns_cursor_position() -> void:\n\tvar calc := MockWallSkipCalculator.new()\n\t# No walls defined\n\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(200, 0))\n\tassert_false(result[\"hit\"],\n\t\t\"Should not hit wall when no walls exist\")\n\n\nfunc test_wall_detected_between_player_and_cursor() -> void:\n\tvar calc := MockWallSkipCalculator.new()\n\t# Vertical wall at x=100\n\tcalc.walls.append([100, -1000, 100, 1000])\n\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(200, 0))\n\tassert_true(result[\"hit\"],\n\t\t\"Should detect wall between player and cursor\")\n\tassert_almost_eq(result[\"position\"].x, 100.0, 1.0,\n\t\t\"Wall hit should be at x=100\")\n\n\nfunc test_wall_not_hit_when_cursor_before_wall() -> void:\n\tvar calc := MockWallSkipCalculator.new()\n\tcalc.walls.append([100, -1000, 100, 1000])\n\tvar result := calc.ray_hits_wall(Vector2(0, 0), Vector2(50, 0))\n\tassert_false(result[\"hit\"],\n\t\t\"Should not hit wall when cursor is before it\")\n\n\n# ============================================================================\n# Map Boundary Clamping Tests (Issue #939)\n# ============================================================================\n\n\nclass MockNavigationMeshClamper:\n\t## Simulates the navigation mesh boundary clamping used to prevent\n\t## teleporting outside the map boundary walls (Issue #939).\n\n\t## The navigable rectangle (inner bounds, inside boundary walls)\n\tvar nav_rect: Rect2\n\n\tfunc _init(rect: Rect2) -> void:\n\t\tnav_rect = rect\n\n\t## Returns the closest point on the navigation mesh boundary.\n\t## If the point is inside, returns the point itself.\n\t## If outside, clamps to the nearest edge.\n\tfunc clamp_to_nav_mesh(pos: Vector2) -> Vector2:\n\t\treturn Vector2(\n\t\t\tclampf(pos.x, nav_rect.position.x, nav_rect.position.x + nav_rect.size.x),\n\t\t\tclampf(pos.y, nav_rect.position.y, nav_rect.position.y + nav_rect.size.y)\n\t\t)\n\n\t## Check if a position is within the navigation mesh\n\tfunc is_within_nav_mesh(pos: Vector2) -> bool:\n\t\treturn nav_rect.has_point(pos)\n\n\nfunc test_position_inside_map_unchanged_by_clamp() -> void:\n\t# Navigation area: (64, 64) to (6064, 5064) — typical for CityLevel\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\tvar inside_pos := Vector2(500, 500)\n\tvar result := clamper.clamp_to_nav_mesh(inside_pos)\n\tassert_almost_eq(result.x, inside_pos.x, 1.0,\n\t\t\"Position inside map should not be altered by boundary clamp (x)\")\n\tassert_almost_eq(result.y, inside_pos.y, 1.0,\n\t\t\"Position inside map should not be altered by boundary clamp (y)\")\n\n\nfunc test_position_outside_map_clamped_to_boundary() -> void:\n\t# Navigation area: (64, 64) to (6064, 5064)\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\t# Position outside the top boundary wall (y < 64)\n\tvar outside_pos := Vector2(500, 10)\n\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Clamped position should be within navigation mesh\")\n\tassert_almost_eq(result.y, 64.0, 1.0,\n\t\t\"Position outside top wall should be clamped to top nav boundary\")\n\n\nfunc test_position_outside_left_wall_clamped() -> void:\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\t# Position to the left of the left boundary wall\n\tvar outside_pos := Vector2(-200, 500)\n\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Position outside left wall should be clamped to navigation mesh\")\n\tassert_almost_eq(result.x, 64.0, 1.0,\n\t\t\"Position outside left wall should be clamped to left nav boundary\")\n\n\nfunc test_position_outside_right_wall_clamped() -> void:\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\t# Position to the right of the right boundary wall\n\tvar outside_pos := Vector2(8000, 500)\n\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Position outside right wall should be clamped to navigation mesh\")\n\tassert_almost_eq(result.x, 6064.0, 1.0,\n\t\t\"Position outside right wall should be clamped to right nav boundary\")\n\n\nfunc test_position_outside_bottom_wall_clamped() -> void:\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\t# Position below the bottom boundary wall\n\tvar outside_pos := Vector2(500, 8000)\n\tvar result := clamper.clamp_to_nav_mesh(outside_pos)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Position outside bottom wall should be clamped to navigation mesh\")\n\tassert_almost_eq(result.y, 5064.0, 1.0,\n\t\t\"Position outside bottom wall should be clamped to bottom nav boundary\")\n\n\nfunc test_position_at_corner_clamped() -> void:\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 6000, 5000))\n\t# Position far outside at corner (beyond both top and left walls)\n\tvar corner_pos := Vector2(-500, -500)\n\tvar result := clamper.clamp_to_nav_mesh(corner_pos)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Position outside corner should be clamped to navigation mesh\")\n\n\nfunc test_boundary_wall_skip_blocked() -> void:\n\t## Simulate the scenario where wall-skip logic would skip through the outer\n\t## boundary wall — the final clamp should prevent the player from landing outside.\n\tvar clamper := MockNavigationMeshClamper.new(Rect2(64, 64, 400, 400))\n\n\t# Simulate: player at center (200, 200), cursor aimed at (200, 10) — past the top wall\n\t# Wall-skip \"finds\" position at (200, 0) — outside the map\n\tvar outside_after_skip := Vector2(200, 0)\n\n\t# Clamp should bring it back inside\n\tvar result := clamper.clamp_to_nav_mesh(outside_after_skip)\n\tassert_true(clamper.is_within_nav_mesh(result),\n\t\t\"Wall-skip result outside map should be clamped back inside (Issue #939)\")\n\tassert_almost_eq(result.y, 64.0, 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"content": " 1→extends GutTest\n 2→## Unit tests for ActiveItemProgressBar component (Issue #700).\n 3→##\n 4→## Tests the progress bar display modes, value management,\n 5→## color selection, and visibility logic.\n 6→\n 7→\n 8→# ============================================================================\n 9→# Mock Progress Bar for Logic Tests (without scene tree)\n 10→# ============================================================================\n 11→\n 12→\n 13→class MockProgressBar:\n 14→\t## Display mode for the progress bar.\n 15→\tenum DisplayMode {\n 16→\t\tSEGMENTED,\n 17→\t\tCONTINUOUS\n 18→\t}\n 19→\n 20→\t## Current display mode.\n 21→\tvar display_mode: int = DisplayMode.SEGMENTED\n 22→\n 23→\t## Current value (charges remaining or time remaining).\n 24→\tvar current_value: float = 0.0\n 25→\n 26→\t## Maximum value (max charges or max time).\n 27→\tvar max_value: float = 1.0\n 28→\n 29→\t## Whether the progress bar is currently visible.\n 30→\tvar is_visible: bool = false\n 31→\n 32→\t## Tracking for redraw calls.\n 33→\tvar redraw_count: int = 0\n 34→\n 35→\t## Show the progress bar with the given parameters.\n 36→\tfunc show_bar(mode: int, current: float, maximum: float) -> void:\n 37→\t\tdisplay_mode = mode\n 38→\t\tcurrent_value = current\n 39→\t\tmax_value = maxf(maximum, 0.001)\n 40→\t\tis_visible = true\n 41→\t\tredraw_count += 1\n 42→\n 43→\t## Hide the progress bar.\n 44→\tfunc hide_bar() -> void:\n 45→\t\tis_visible = false\n 46→\t\tredraw_count += 1\n 47→\n 48→\t## Update the current value without changing mode or max.\n 49→\tfunc update_value(current: float) -> void:\n 50→\t\tcurrent_value = current\n 51→\t\tif is_visible:\n 52→\t\t\tredraw_count += 1\n 53→\n 54→\t## Get the fill color based on the current percentage.\n 55→\tfunc get_fill_color() -> String:\n 56→\t\tif max_value <= 0.0:\n 57→\t\t\treturn \"red\"\n 58→\t\tvar percent: float = current_value / max_value\n 59→\t\tif percent > 0.5:\n 60→\t\t\treturn \"green\"\n 61→\t\telif percent > 0.25:\n 62→\t\t\treturn \"yellow\"\n 63→\t\telse:\n 64→\t\t\treturn \"red\"\n 65→\n 66→\t## Get the fill percentage (0.0 to 1.0).\n 67→\tfunc get_fill_percent() -> float:\n 68→\t\tif max_value <= 0.0:\n 69→\t\t\treturn 0.0\n 70→\t\treturn clampf(current_value / max_value, 0.0, 1.0)\n 71→\n 72→\n 73→var bar: MockProgressBar\n 74→\n 75→\n 76→func before_each() -> void:\n 77→\tbar = MockProgressBar.new()\n 78→\n 79→\n 80→func after_each() -> void:\n 81→\tbar = null\n 82→\n 83→\n 84→# ============================================================================\n 85→# Default State Tests\n 86→# ============================================================================\n 87→\n 88→\n 89→func test_default_not_visible() -> void:\n 90→\tassert_false(bar.is_visible,\n 91→\t\t\"Progress bar should not be visible by default\")\n 92→\n 93→\n 94→func test_default_display_mode_is_segmented() -> void:\n 95→\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.SEGMENTED,\n 96→\t\t\"Default display mode should be SEGMENTED\")\n 97→\n 98→\n 99→func test_default_current_value_is_zero() -> void:\n 100→\tassert_eq(bar.current_value, 0.0,\n 101→\t\t\"Default current value should be 0.0\")\n 102→\n 103→\n 104→func test_default_max_value_is_one() -> void:\n 105→\tassert_eq(bar.max_value, 1.0,\n 106→\t\t\"Default max value should be 1.0\")\n 107→\n 108→\n 109→# ============================================================================\n 110→# Segmented Mode Tests (Charge-Based Items)\n 111→# ============================================================================\n 112→\n 113→\n 114→func test_show_segmented_bar_with_full_charges() -> void:\n 115→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 116→\tassert_true(bar.is_visible, \"Bar should be visible after show_bar\")\n 117→\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.SEGMENTED,\n 118→\t\t\"Display mode should be SEGMENTED\")\n 119→\tassert_eq(bar.current_value, 6.0, \"Current value should be 6.0\")\n 120→\tassert_eq(bar.max_value, 6.0, \"Max value should be 6.0\")\n 121→\n 122→\n 123→func test_show_segmented_bar_with_partial_charges() -> void:\n 124→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 3.0, 6.0)\n 125→\tassert_eq(bar.current_value, 3.0, \"Current value should be 3.0\")\n 126→\tassert_eq(bar.max_value, 6.0, \"Max value should be 6.0\")\n 127→\n 128→\n 129→func test_show_segmented_bar_with_zero_charges() -> void:\n 130→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n 131→\tassert_eq(bar.current_value, 0.0, \"Current value should be 0.0\")\n 132→\tassert_true(bar.is_visible, \"Bar should remain visible with zero charges\")\n 133→\n 134→\n 135→func test_segmented_bar_fill_percent_full() -> void:\n 136→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 137→\tassert_almost_eq(bar.get_fill_percent(), 1.0, 0.001,\n 138→\t\t\"Fill percent should be 1.0 at full charges\")\n 139→\n 140→\n 141→func test_segmented_bar_fill_percent_half() -> void:\n 142→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 3.0, 6.0)\n 143→\tassert_almost_eq(bar.get_fill_percent(), 0.5, 0.001,\n 144→\t\t\"Fill percent should be 0.5 at half charges\")\n 145→\n 146→\n 147→func test_segmented_bar_fill_percent_empty() -> void:\n 148→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n 149→\tassert_almost_eq(bar.get_fill_percent(), 0.0, 0.001,\n 150→\t\t\"Fill percent should be 0.0 at zero charges\")\n 151→\n 152→\n 153→# ============================================================================\n 154→# Continuous Mode Tests (Time-Based Items)\n 155→# ============================================================================\n 156→\n 157→\n 158→func test_show_continuous_bar_with_full_time() -> void:\n 159→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 10.0, 10.0)\n 160→\tassert_true(bar.is_visible, \"Bar should be visible\")\n 161→\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.CONTINUOUS,\n 162→\t\t\"Display mode should be CONTINUOUS\")\n 163→\tassert_eq(bar.current_value, 10.0, \"Current value should be 10.0\")\n 164→\n 165→\n 166→func test_show_continuous_bar_with_partial_time() -> void:\n 167→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.0, 10.0)\n 168→\tassert_almost_eq(bar.get_fill_percent(), 0.5, 0.001,\n 169→\t\t\"Fill percent should be 0.5 at half time\")\n 170→\n 171→\n 172→func test_continuous_bar_decreasing_time() -> void:\n 173→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 10.0, 10.0)\n 174→\tbar.update_value(7.0)\n 175→\tassert_eq(bar.current_value, 7.0, \"Current value should update to 7.0\")\n 176→\tbar.update_value(3.0)\n 177→\tassert_eq(bar.current_value, 3.0, \"Current value should update to 3.0\")\n 178→\tbar.update_value(0.0)\n 179→\tassert_eq(bar.current_value, 0.0, \"Current value should update to 0.0\")\n 180→\n 181→\n 182→# ============================================================================\n 183→# Color Selection Tests\n 184→# ============================================================================\n 185→\n 186→\n 187→func test_color_green_when_above_50_percent() -> void:\n 188→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 4.0, 6.0)\n 189→\tassert_eq(bar.get_fill_color(), \"green\",\n 190→\t\t\"Color should be green when above 50%% (4/6 = 67%%)\")\n 191→\n 192→\n 193→func test_color_green_at_exactly_51_percent() -> void:\n 194→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.1, 10.0)\n 195→\tassert_eq(bar.get_fill_color(), \"green\",\n 196→\t\t\"Color should be green at 51%%\")\n 197→\n 198→\n 199→func test_color_yellow_when_between_25_and_50_percent() -> void:\n 200→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 2.0, 6.0)\n 201→\tassert_eq(bar.get_fill_color(), \"yellow\",\n 202→\t\t\"Color should be yellow when between 25%% and 50%% (2/6 = 33%%)\")\n 203→\n 204→\n 205→func test_color_red_when_below_25_percent() -> void:\n 206→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 1.0, 6.0)\n 207→\tassert_eq(bar.get_fill_color(), \"red\",\n 208→\t\t\"Color should be red when below 25%% (1/6 = 17%%)\")\n 209→\n 210→\n 211→func test_color_red_when_zero() -> void:\n 212→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n 213→\tassert_eq(bar.get_fill_color(), \"red\",\n 214→\t\t\"Color should be red at zero charges\")\n 215→\n 216→\n 217→func test_color_green_at_full() -> void:\n 218→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 219→\tassert_eq(bar.get_fill_color(), \"green\",\n 220→\t\t\"Color should be green at full charges\")\n 221→\n 222→\n 223→# ============================================================================\n 224→# Visibility Tests\n 225→# ============================================================================\n 226→\n 227→\n 228→func test_hide_bar() -> void:\n 229→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 230→\tassert_true(bar.is_visible, \"Bar should be visible\")\n 231→\tbar.hide_bar()\n 232→\tassert_false(bar.is_visible, \"Bar should be hidden after hide_bar()\")\n 233→\n 234→\n 235→func test_show_after_hide() -> void:\n 236→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 237→\tbar.hide_bar()\n 238→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.0, 10.0)\n 239→\tassert_true(bar.is_visible, \"Bar should be visible again after show\")\n 240→\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.CONTINUOUS,\n 241→\t\t\"Display mode should change to CONTINUOUS\")\n 242→\n 243→\n 244→func test_update_value_triggers_redraw_when_visible() -> void:\n 245→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n 246→\tvar initial_redraws := bar.redraw_count\n 247→\tbar.update_value(5.0)\n 248→\tassert_eq(bar.redraw_count, initial_redraws + 1,\n 249→\t\t\"Redraw should be triggered when updating visible bar\")\n 250→\n 251→\n 252→func test_update_value_no_redraw_when_hidden() -> void:\n 253→\tbar.update_value(5.0)\n 254→\tassert_eq(bar.redraw_count, 0,\n 255→\t\t\"Redraw should not be triggered when bar is hidden\")\n 256→\n 257→\n 258→# ============================================================================\n 259→# Edge Case Tests\n 260→# ============================================================================\n 261→\n 262→\n 263→func test_max_value_cannot_be_zero() -> void:\n 264→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 0.0)\n 265→\tassert_true(bar.max_value > 0.0,\n 266→\t\t\"Max value should be clamped above zero to prevent division by zero\")\n 267→\n 268→\n 269→func test_negative_current_value_clamps_to_zero_percent() -> void:\n 270→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, -1.0, 10.0)\n 271→\tassert_almost_eq(bar.get_fill_percent(), 0.0, 0.001,\n 272→\t\t\"Negative current value should clamp to 0%% fill\")\n 273→\n 274→\n 275→func test_current_above_max_clamps_to_100_percent() -> void:\n 276→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 15.0, 10.0)\n 277→\tassert_almost_eq(bar.get_fill_percent(), 1.0, 0.001,\n 278→\t\t\"Current above max should clamp to 100%% fill\")\n 279→\n 280→\n 281→func test_single_charge_item() -> void:\n 282→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 1.0, 1.0)\n 283→\tassert_almost_eq(bar.get_fill_percent(), 1.0, 0.001,\n 284→\t\t\"Single charge at max should be 100%%\")\n 285→\tbar.update_value(0.0)\n 286→\tassert_almost_eq(bar.get_fill_percent(), 0.0, 0.001,\n 287→\t\t\"Single charge used should be 0%%\")\n 288→\n 289→\n 290→func test_mode_switch_segmented_to_continuous() -> void:\n 291→\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 3.0, 6.0)\n 292→\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.0, 10.0)\n 293→\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.CONTINUOUS,\n 294→\t\t\"Should switch to continuous mode\")\n 295→\tassert_eq(bar.current_value, 5.0, \"Value should update to new value\")\n 296→\tassert_eq(bar.max_value, 10.0, \"Max should update to new max\")\n 297→\n 298→\n 299→# ============================================================================\n 300→# Teleport Bracers Integration Tests (Simulated)\n 301→# ============================================================================\n 302→\n 303→\n 304→class MockTeleportBracersWithBar:\n 305→\t## Simulates teleport bracers charge tracking with progress bar updates.\n 306→\tconst MAX_CHARGES: int = 6\n 307→\tvar charges: int = MAX_CHARGES\n 308→\tvar bar_visible: bool = true\n 309→\tvar bar_current: float = 6.0\n 310→\tvar bar_max: float = 6.0\n 311→\tvar bar_mode: int = 0 # 0 = SEGMENTED\n 312→\n 313→\tfunc use_charge() -> bool:\n 314→\t\tif charges <= 0:\n 315→\t\t\treturn false\n 316→\t\tcharges -= 1\n 317→\t\tbar_current = float(charges)\n 318→\t\treturn true\n 319→\n 320→\tfunc get_bar_color() -> String:\n 321→\t\tvar percent: float = bar_current / bar_max\n 322→\t\tif percent > 0.5:\n 323→\t\t\treturn \"green\"\n 324→\t\telif percent > 0.25:\n 325→\t\t\treturn \"yellow\"\n 326→\t\telse:\n 327→\t\t\treturn \"red\"\n 328→\n 329→\n 330→func test_teleport_bracers_bar_starts_full() -> void:\n 331→\tvar bracers := MockTeleportBracersWithBar.new()\n 332→\tassert_eq(bracers.bar_current, 6.0, \"Bar should start at 6 charges\")\n 333→\tassert_eq(bracers.bar_max, 6.0, \"Bar max should be 6\")\n 334→\tassert_true(bracers.bar_visible, \"Bar should be visible\")\n 335→\n 336→\n 337→func test_teleport_bracers_bar_decrements_on_use() -> void:\n 338→\tvar bracers := MockTeleportBracersWithBar.new()\n 339→\tbracers.use_charge()\n 340→\tassert_eq(bracers.bar_current, 5.0, \"Bar should show 5 charges after use\")\n 341→\tbracers.use_charge()\n 342→\tassert_eq(bracers.bar_current, 4.0, \"Bar should show 4 charges after 2 uses\")\n 343→\n 344→\n 345→func test_teleport_bracers_bar_color_changes() -> void:\n 346→\tvar bracers := MockTeleportBracersWithBar.new()\n 347→\t# 6/6 = 100% -> green\n 348→\tassert_eq(bracers.get_bar_color(), \"green\", \"6/6 should be green\")\n 349→\n 350→\t# Use 3 charges -> 3/6 = 50% -> yellow (boundary: > 0.25 and <= 0.5)\n 351→\tfor i in range(3):\n 352→\t\tbracers.use_charge()\n 353→\tassert_eq(bracers.get_bar_color(), \"yellow\", \"3/6 should be yellow\")\n 354→\n 355→\t# Use 2 more -> 1/6 = 17% -> red\n 356→\tbracers.use_charge()\n 357→\tbracers.use_charge()\n 358→\tassert_eq(bracers.get_bar_color(), \"red\", \"1/6 should be red\")\n 359→\n 360→\n 361→func test_teleport_bracers_bar_all_charges_used() -> void:\n 362→\tvar bracers := MockTeleportBracersWithBar.new()\n 363→\tfor i in range(6):\n 364→\t\tbracers.use_charge()\n 365→\tassert_eq(bracers.bar_current, 0.0, \"Bar should show 0 after all charges used\")\n 366→\tassert_eq(bracers.get_bar_color(), \"red\", \"0/6 should be red\")\n 367→\n 368→\n 369→func test_teleport_bracers_cannot_go_negative() -> void:\n 370→\tvar bracers := MockTeleportBracersWithBar.new()\n 371→\tfor i in range(6):\n 372→\t\tbracers.use_charge()\n 373→\tvar result := bracers.use_charge()\n 374→\tassert_false(result, \"Should not use charge when empty\")\n 375→\tassert_eq(bracers.bar_current, 0.0, \"Bar should remain at 0\")\n 376→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "868b40e4-7871-41b6-a2bf-2856575b9dd8",
"uuid": "1ee68c08-9769-484b-9179-b94f2a7b0d17",
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"content": "extends GutTest\n## Unit tests for ActiveItemProgressBar component (Issue #700).\n##\n## Tests the progress bar display modes, value management,\n## color selection, and visibility logic.\n\n\n# ============================================================================\n# Mock Progress Bar for Logic Tests (without scene tree)\n# ============================================================================\n\n\nclass MockProgressBar:\n\t## Display mode for the progress bar.\n\tenum DisplayMode {\n\t\tSEGMENTED,\n\t\tCONTINUOUS\n\t}\n\n\t## Current display mode.\n\tvar display_mode: int = DisplayMode.SEGMENTED\n\n\t## Current value (charges remaining or time remaining).\n\tvar current_value: float = 0.0\n\n\t## Maximum value (max charges or max time).\n\tvar max_value: float = 1.0\n\n\t## Whether the progress bar is currently visible.\n\tvar is_visible: bool = false\n\n\t## Tracking for redraw calls.\n\tvar redraw_count: int = 0\n\n\t## Show the progress bar with the given parameters.\n\tfunc show_bar(mode: int, current: float, maximum: float) -> void:\n\t\tdisplay_mode = mode\n\t\tcurrent_value = current\n\t\tmax_value = maxf(maximum, 0.001)\n\t\tis_visible = true\n\t\tredraw_count += 1\n\n\t## Hide the progress bar.\n\tfunc hide_bar() -> void:\n\t\tis_visible = false\n\t\tredraw_count += 1\n\n\t## Update the current value without changing mode or max.\n\tfunc update_value(current: float) -> void:\n\t\tcurrent_value = current\n\t\tif is_visible:\n\t\t\tredraw_count += 1\n\n\t## Get the fill color based on the current percentage.\n\tfunc get_fill_color() -> String:\n\t\tif max_value <= 0.0:\n\t\t\treturn \"red\"\n\t\tvar percent: float = current_value / max_value\n\t\tif percent > 0.5:\n\t\t\treturn \"green\"\n\t\telif percent > 0.25:\n\t\t\treturn \"yellow\"\n\t\telse:\n\t\t\treturn \"red\"\n\n\t## Get the fill percentage (0.0 to 1.0).\n\tfunc get_fill_percent() -> float:\n\t\tif max_value <= 0.0:\n\t\t\treturn 0.0\n\t\treturn clampf(current_value / max_value, 0.0, 1.0)\n\n\nvar bar: MockProgressBar\n\n\nfunc before_each() -> void:\n\tbar = MockProgressBar.new()\n\n\nfunc after_each() -> void:\n\tbar = null\n\n\n# ============================================================================\n# Default State Tests\n# ============================================================================\n\n\nfunc test_default_not_visible() -> void:\n\tassert_false(bar.is_visible,\n\t\t\"Progress bar should not be visible by default\")\n\n\nfunc test_default_display_mode_is_segmented() -> void:\n\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.SEGMENTED,\n\t\t\"Default display mode should be SEGMENTED\")\n\n\nfunc test_default_current_value_is_zero() -> void:\n\tassert_eq(bar.current_value, 0.0,\n\t\t\"Default current value should be 0.0\")\n\n\nfunc test_default_max_value_is_one() -> void:\n\tassert_eq(bar.max_value, 1.0,\n\t\t\"Default max value should be 1.0\")\n\n\n# ============================================================================\n# Segmented Mode Tests (Charge-Based Items)\n# ============================================================================\n\n\nfunc test_show_segmented_bar_with_full_charges() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tassert_true(bar.is_visible, \"Bar should be visible after show_bar\")\n\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.SEGMENTED,\n\t\t\"Display mode should be SEGMENTED\")\n\tassert_eq(bar.current_value, 6.0, \"Current value should be 6.0\")\n\tassert_eq(bar.max_value, 6.0, \"Max value should be 6.0\")\n\n\nfunc test_show_segmented_bar_with_partial_charges() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 3.0, 6.0)\n\tassert_eq(bar.current_value, 3.0, \"Current value should be 3.0\")\n\tassert_eq(bar.max_value, 6.0, \"Max value should be 6.0\")\n\n\nfunc test_show_segmented_bar_with_zero_charges() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n\tassert_eq(bar.current_value, 0.0, \"Current value should be 0.0\")\n\tassert_true(bar.is_visible, \"Bar should remain visible with zero charges\")\n\n\nfunc test_segmented_bar_fill_percent_full() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tassert_almost_eq(bar.get_fill_percent(), 1.0, 0.001,\n\t\t\"Fill percent should be 1.0 at full charges\")\n\n\nfunc test_segmented_bar_fill_percent_half() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 3.0, 6.0)\n\tassert_almost_eq(bar.get_fill_percent(), 0.5, 0.001,\n\t\t\"Fill percent should be 0.5 at half charges\")\n\n\nfunc test_segmented_bar_fill_percent_empty() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n\tassert_almost_eq(bar.get_fill_percent(), 0.0, 0.001,\n\t\t\"Fill percent should be 0.0 at zero charges\")\n\n\n# ============================================================================\n# Continuous Mode Tests (Time-Based Items)\n# ============================================================================\n\n\nfunc test_show_continuous_bar_with_full_time() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 10.0, 10.0)\n\tassert_true(bar.is_visible, \"Bar should be visible\")\n\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.CONTINUOUS,\n\t\t\"Display mode should be CONTINUOUS\")\n\tassert_eq(bar.current_value, 10.0, \"Current value should be 10.0\")\n\n\nfunc test_show_continuous_bar_with_partial_time() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.0, 10.0)\n\tassert_almost_eq(bar.get_fill_percent(), 0.5, 0.001,\n\t\t\"Fill percent should be 0.5 at half time\")\n\n\nfunc test_continuous_bar_decreasing_time() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 10.0, 10.0)\n\tbar.update_value(7.0)\n\tassert_eq(bar.current_value, 7.0, \"Current value should update to 7.0\")\n\tbar.update_value(3.0)\n\tassert_eq(bar.current_value, 3.0, \"Current value should update to 3.0\")\n\tbar.update_value(0.0)\n\tassert_eq(bar.current_value, 0.0, \"Current value should update to 0.0\")\n\n\n# ============================================================================\n# Color Selection Tests\n# ============================================================================\n\n\nfunc test_color_green_when_above_50_percent() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 4.0, 6.0)\n\tassert_eq(bar.get_fill_color(), \"green\",\n\t\t\"Color should be green when above 50%% (4/6 = 67%%)\")\n\n\nfunc test_color_green_at_exactly_51_percent() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.1, 10.0)\n\tassert_eq(bar.get_fill_color(), \"green\",\n\t\t\"Color should be green at 51%%\")\n\n\nfunc test_color_yellow_when_between_25_and_50_percent() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 2.0, 6.0)\n\tassert_eq(bar.get_fill_color(), \"yellow\",\n\t\t\"Color should be yellow when between 25%% and 50%% (2/6 = 33%%)\")\n\n\nfunc test_color_red_when_below_25_percent() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 1.0, 6.0)\n\tassert_eq(bar.get_fill_color(), \"red\",\n\t\t\"Color should be red when below 25%% (1/6 = 17%%)\")\n\n\nfunc test_color_red_when_zero() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 6.0)\n\tassert_eq(bar.get_fill_color(), \"red\",\n\t\t\"Color should be red at zero charges\")\n\n\nfunc test_color_green_at_full() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tassert_eq(bar.get_fill_color(), \"green\",\n\t\t\"Color should be green at full charges\")\n\n\n# ============================================================================\n# Visibility Tests\n# ============================================================================\n\n\nfunc test_hide_bar() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tassert_true(bar.is_visible, \"Bar should be visible\")\n\tbar.hide_bar()\n\tassert_false(bar.is_visible, \"Bar should be hidden after hide_bar()\")\n\n\nfunc test_show_after_hide() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tbar.hide_bar()\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, 5.0, 10.0)\n\tassert_true(bar.is_visible, \"Bar should be visible again after show\")\n\tassert_eq(bar.display_mode, MockProgressBar.DisplayMode.CONTINUOUS,\n\t\t\"Display mode should change to CONTINUOUS\")\n\n\nfunc test_update_value_triggers_redraw_when_visible() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 6.0, 6.0)\n\tvar initial_redraws := bar.redraw_count\n\tbar.update_value(5.0)\n\tassert_eq(bar.redraw_count, initial_redraws + 1,\n\t\t\"Redraw should be triggered when updating visible bar\")\n\n\nfunc test_update_value_no_redraw_when_hidden() -> void:\n\tbar.update_value(5.0)\n\tassert_eq(bar.redraw_count, 0,\n\t\t\"Redraw should not be triggered when bar is hidden\")\n\n\n# ============================================================================\n# Edge Case Tests\n# ============================================================================\n\n\nfunc test_max_value_cannot_be_zero() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.SEGMENTED, 0.0, 0.0)\n\tassert_true(bar.max_value > 0.0,\n\t\t\"Max value should be clamped above zero to prevent division by zero\")\n\n\nfunc test_negative_current_value_clamps_to_zero_percent() -> void:\n\tbar.show_bar(MockProgressBar.DisplayMode.CONTINUOUS, -1.0, 10.0)\n\tassert_almost_eq(bar.get_fill_percent(), 0.0, 0.001,\n\t\t\"Negative current value should clamp to 0%% fill\")\n\n\nfunc test_current_above_max_clamps_to_100_percent() -> 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"content": "# Case Study: Issue #974 - Add Progress Bars to Items\n\n## Issue Summary\n\n**Issue:** [#974](https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974)\n**Title:** добавить прогрессбары (Add Progress Bars)\n**Date:** 2026-03-11\n\n### Requirements\n\nThe issue requests adding progress bars to items with the following rules:\n\n1. **Charge-based items** (like Homing Bullets, Trajectory Glasses):\n - Show remaining charges when using\n - Display segmented progress bar with divisions that appears during use\n - Apply when charges cannot be organically shown (unlike Teleport and Force Field which already have counters)\n\n2. **Time-based items** (like Force Shield):\n - Show decreasing progress bar without divisions when activated\n - For items that can be used unlimited times but have limited active time\n\n### Items Requiring Progress Bars\n\n| Item | Type | Charges | Duration | Current Status |\n|------|------|---------|----------|----------------|\n| Homing Bullets | Charge + Timer | 2 charges | 1.2s each | Partially implemented |\n| Trajectory Glasses | Charge + Timer | 2 charges | 10s each | Has custom HUD |\n| Teleport Bracers | Charge only | 6 charges | instant | Reference (organic counter) |\n| Force Field | Time only | N/A | 8s total | Reference (organic display) |\n\n## Timeline of Events\n\n1. **Initial Implementation**: `ActiveItemProgressBar` component created with:\n - `SEGMENTED` mode for charge-based display\n - `CONTINUOUS` mode for time-based display\n - Positioned above player, auto-hiding behavior\n\n2. **Homing Bullets Integration**:\n - Connected to `homing_activated` and `homing_deactivated` signals\n - Shows timer bar during active effect\n - Shows charge bar briefly (300ms) after deactivation\n\n3. **Trajectory Glasses**: Has separate `TrajectoryGlassesHUD` with:\n - Charge pips (small rectangles)\n - Timer bar during active effect\n - Does NOT use `ActiveItemProgressBar`\n\n## Current Implementation Analysis\n\n### ActiveItemProgressBar Component (`scripts/components/active_item_progress_bar.gd`)\n\n```\n- DisplayMode.SEGMENTED: Draws discrete segments\n- DisplayMode.CONTINUOUS: Draws smooth bar\n- Colors change based on percentage (green >50%, yellow >25%, red <=25%)\n- Positioned at BAR_Y_OFFSET = -30.0 above player\n- Width: 40px, Height: 6px\n```\n\n### Player Integration (`scripts/characters/player.gd` lines 3840-3952)\n\n```\n- _show_active_item_charge_bar(current, max): SEGMENTED mode\n- _show_active_item_timer_bar(time_remaining, max_time): CONTINUOUS mode\n- Auto-hide after 300ms via _charge_bar_hide_timer\n- Homing bullets: Shows timer during active, then charge bar briefly\n```\n\n### Trajectory Glasses HUD (`scripts/ui/trajectory_glasses_hud.gd`)\n\n```\n- Separate implementation, doesn't use ActiveItemProgressBar\n- Shows charge pips (small colored rectangles)\n- Shows timer bar during active effect\n- Positioned at OFFSET_Y = -40.0\n```\n\n## Root Cause Analysis\n\n### Problem 1: Inconsistent Implementations\n\nThe trajectory glasses use a completely separate HUD implementation instead of the shared `ActiveItemProgressBar`. This causes:\n- Code duplication\n- Inconsistent visual appearance\n- Different positioning (Y offset differs)\n\n### Problem 2: Homing Bullets Progress Bar Logic\n\nCurrent behavior in player.gd:\n1. On activation: Shows timer bar (continuous)\n2. On deactivation: Shows charge bar briefly, then hides\n\n**Gap:** The charge bar is only shown AFTER use, not during. Users cannot see remaining charges while the effect is active.\n\n### Problem 3: Missing Unified Approach\n\nNo documented pattern for:\n- When to show charge vs timer bars\n- Where to position bars relative to other UI\n- How to combine charge + timer displays\n\n## Proposed Solutions\n\n### Solution 1: Unify Implementation\n\nMigrate `TrajectoryGlassesHUD` functionality into `ActiveItemProgressBar` to have a single component that can:\n- Show charge segments\n- Show timer bar\n- Support showing both simultaneously (charge pips + timer bar)\n\n### Solution 2: Enhanced Display Rules\n\nFor charge-limited items with active duration:\n1. When activated: Show BOTH charge segments AND timer bar\n2. Timer bar decreases during active effect\n3. Charge segments show remaining uses\n4. Hide after brief delay when effect ends\n\n### Solution 3: Documentation\n\nCreate a design pattern document for future items:\n```\nRULE 1: Charge-only items (e.g., Teleport) -> Show segmented bar on use\nRULE 2: Time-only items (e.g., Force Shield) -> Show continuous bar while active\nRULE 3: Charge+Time items (e.g., Homing) -> Show both: charge pips + timer bar\n```\n\n## External Resources\n\n- [Godot Segmented Bar Addon](https://github.com/Astridson/godot-segmented-bar) - Reference implementation\n- [Procedural Segmented Progress Bar Shader](https://godotshaders.com/shader/procedural-segmented-bar/) - Shader approach\n- [ProgressBar Documentation (Godot 4.4)](https://docs.godotengine.org/en/4.4/classes/class_progressbar.html)\n\n## Implementation Plan\n\n1. **Enhance ActiveItemProgressBar**:\n - Add combined mode showing both charges and timer\n - Standardize positioning\n\n2. **Update Homing Bullets**:\n - Show charge pips during active effect\n - Timer bar depletes below charge pips\n\n3. **Migrate Trajectory Glasses**:\n - Use enhanced ActiveItemProgressBar\n - Remove duplicate TrajectoryGlassesHUD (or keep for backward compat)\n\n4. **Document Pattern**:\n - Add guidelines to CONTRIBUTING.md or CLAUDE.md\n\n## Files Involved\n\n- `scripts/components/active_item_progress_bar.gd` - Core component\n- `scripts/characters/player.gd` - Item integration\n- `scripts/ui/trajectory_glasses_hud.gd` - Current separate implementation\n- `scripts/effects/trajectory_glasses_effect.gd` - Effect controller\n- `tests/unit/test_active_item_progress_bar.gd` - Unit tests\n"
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"content": "# Case Study: Issue #974 - Add Progress Bars to Items\n\n## Issue Summary\n\n**Issue:** [#974](https://github.com/Jhon-Crow/godot-topdown-MVP/issues/974)\n**Title:** добавить прогрессбары (Add Progress Bars)\n**Date:** 2026-03-11\n\n### Requirements\n\nThe issue requests adding progress bars to items with the following rules:\n\n1. **Charge-based items** (like Homing Bullets, Trajectory Glasses):\n - Show remaining charges when using\n - Display segmented progress bar with divisions that appears during use\n - Apply when charges cannot be organically shown (unlike Teleport and Force Field which already have counters)\n\n2. **Time-based items** (like Force Shield):\n - Show decreasing progress bar without divisions when activated\n - For items that can be used unlimited times but have limited active time\n\n### Items Requiring Progress Bars\n\n| Item | Type | Charges | Duration | Current Status |\n|------|------|---------|----------|----------------|\n| Homing Bullets | Charge + Timer | 2 charges | 1.2s each | Partially implemented |\n| Trajectory Glasses | Charge + Timer | 2 charges | 10s each | Has custom HUD |\n| Teleport Bracers | Charge only | 6 charges | instant | Reference (organic counter) |\n| Force Field | Time only | N/A | 8s total | Reference (organic display) |\n\n## Timeline of Events\n\n1. **Initial Implementation**: `ActiveItemProgressBar` component created with:\n - `SEGMENTED` mode for charge-based display\n - `CONTINUOUS` mode for time-based display\n - Positioned above player, auto-hiding behavior\n\n2. **Homing Bullets Integration**:\n - Connected to `homing_activated` and `homing_deactivated` signals\n - Shows timer bar during active effect\n - Shows charge bar briefly (300ms) after deactivation\n\n3. **Trajectory Glasses**: Has separate `TrajectoryGlassesHUD` with:\n - Charge pips (small rectangles)\n - Timer bar during active effect\n - Does NOT use `ActiveItemProgressBar`\n\n## Current Implementation Analysis\n\n### ActiveItemProgressBar Component (`scripts/components/active_item_progress_bar.gd`)\n\n```\n- DisplayMode.SEGMENTED: Draws discrete segments\n- DisplayMode.CONTINUOUS: Draws smooth bar\n- Colors change based on percentage (green >50%, yellow >25%, red <=25%)\n- Positioned at BAR_Y_OFFSET = -30.0 above player\n- Width: 40px, Height: 6px\n```\n\n### Player Integration (`scripts/characters/player.gd` lines 3840-3952)\n\n```\n- _show_active_item_charge_bar(current, max): SEGMENTED mode\n- _show_active_item_timer_bar(time_remaining, max_time): CONTINUOUS mode\n- Auto-hide after 300ms via _charge_bar_hide_timer\n- Homing bullets: Shows timer during active, then charge bar briefly\n```\n\n### Trajectory Glasses HUD (`scripts/ui/trajectory_glasses_hud.gd`)\n\n```\n- Separate implementation, doesn't use ActiveItemProgressBar\n- Shows charge pips (small colored rectangles)\n- Shows timer bar during active effect\n- Positioned at OFFSET_Y = -40.0\n```\n\n## Root Cause Analysis\n\n### Problem 1: Inconsistent Implementations\n\nThe trajectory glasses use a completely separate HUD implementation instead of the shared `ActiveItemProgressBar`. This causes:\n- Code duplication\n- Inconsistent visual appearance\n- Different positioning (Y offset differs)\n\n### Problem 2: Homing Bullets Progress Bar Logic\n\nCurrent behavior in player.gd:\n1. On activation: Shows timer bar (continuous)\n2. On deactivation: Shows charge bar briefly, then hides\n\n**Gap:** The charge bar is only shown AFTER use, not during. Users cannot see remaining charges while the effect is active.\n\n### Problem 3: Missing Unified Approach\n\nNo documented pattern for:\n- When to show charge vs timer bars\n- Where to position bars relative to other UI\n- How to combine charge + timer displays\n\n## Proposed Solutions\n\n### Solution 1: Unify Implementation\n\nMigrate `TrajectoryGlassesHUD` functionality into `ActiveItemProgressBar` to have a single component that can:\n- Show charge segments\n- Show timer bar\n- Support showing both simultaneously (charge pips + timer bar)\n\n### Solution 2: Enhanced Display Rules\n\nFor charge-limited items with active duration:\n1. When activated: Show BOTH charge segments AND timer bar\n2. Timer bar decreases during active effect\n3. Charge segments show remaining uses\n4. Hide after brief delay when effect ends\n\n### Solution 3: Documentation\n\nCreate a design pattern document for future items:\n```\nRULE 1: Charge-only items (e.g., Teleport) -> Show segmented bar on use\nRULE 2: Time-only items (e.g., Force Shield) -> Show continuous bar while active\nRULE 3: Charge+Time items (e.g., Homing) -> Show both: charge pips + timer bar\n```\n\n## External Resources\n\n- [Godot Segmented Bar Addon](https://github.com/Astridson/godot-segmented-bar) - Reference implementation\n- [Procedural Segmented Progress Bar Shader](https://godotshaders.com/shader/procedural-segmented-bar/) - Shader approach\n- [ProgressBar Documentation (Godot 4.4)](https://docs.godotengine.org/en/4.4/classes/class_progressbar.html)\n\n## Implementation Plan\n\n1. **Enhance ActiveItemProgressBar**:\n - Add combined mode showing both charges and timer\n - Standardize positioning\n\n2. **Update Homing Bullets**:\n - Show charge pips during active effect\n - Timer bar depletes below charge pips\n\n3. **Migrate Trajectory Glasses**:\n - Use enhanced ActiveItemProgressBar\n - Remove duplicate TrajectoryGlassesHUD (or keep for backward compat)\n\n4. **Document Pattern**:\n - Add guidelines to CONTRIBUTING.md or CLAUDE.md\n\n## Files Involved\n\n- `scripts/components/active_item_progress_bar.gd` - Core component\n- `scripts/characters/player.gd` - Item integration\n- `scripts/ui/trajectory_glasses_hud.gd` - Current separate implementation\n- `scripts/effects/trajectory_glasses_effect.gd` - Effect controller\n- `tests/unit/test_active_item_progress_bar.gd` - Unit tests\n",
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"text": "Now let me implement the solution. I'll enhance the `ActiveItemProgressBar` to support a combined display mode that shows both charge pips and a timer bar."
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"content": " 1→extends Node2D\n 2→class_name ActiveItemProgressBar\n 3→## Progress bar displayed above the player for active items with limited usage.\n 4→##\n 5→## Supports two display modes:\n 6→## - Segmented: Shows discrete charge segments (e.g., teleport bracers with 6 charges).\n 7→## - Continuous: Shows a smooth progress bar for time-limited items.\n 8→##\n 9→## The bar is drawn using _draw() for lightweight rendering without UI nodes.\n 10→## Position is set relative to the parent (typically the Player node).\n 11→\n 12→## Display mode for the progress bar.\n 13→enum DisplayMode {\n 14→\tSEGMENTED, # Discrete charge segments (for charge-limited items)\n 15→\tCONTINUOUS # Smooth progress bar (for time-limited items)\n 16→}\n 17→\n 18→## Current display mode.\n 19→var display_mode: int = DisplayMode.SEGMENTED\n 20→\n 21→## Current value (charges remaining or time remaining).\n 22→var current_value: float = 0.0\n 23→\n 24→## Maximum value (max charges or max time).\n 25→var max_value: float = 1.0\n 26→\n 27→## Whether the progress bar is currently visible.\n 28→var is_visible: bool = false\n 29→\n 30→## Width of the progress bar in pixels.\n 31→const BAR_WIDTH: float = 40.0\n 32→\n 33→## Height of the progress bar in pixels.\n 34→const BAR_HEIGHT: float = 6.0\n 35→\n 36→## Vertical offset above the player center (negative = above).\n 37→const BAR_Y_OFFSET: float = -30.0\n 38→\n 39→## Gap between segments in segmented mode.\n 40→const SEGMENT_GAP: float = 2.0\n 41→\n 42→## Border width for the bar outline.\n 43→const BORDER_WIDTH: float = 1.0\n 44→\n 45→## Background color of the bar.\n 46→const COLOR_BACKGROUND: Color = Color(0.1, 0.1, 0.1, 0.6)\n 47→\n 48→## Border color.\n 49→const COLOR_BORDER: Color = Color(0.3, 0.3, 0.3, 0.7)\n 50→\n 51→## Fill color when value is above 50%.\n 52→const COLOR_FILL_HIGH: Color = Color(0.2, 0.8, 0.4, 0.85)\n 53→\n 54→## Fill color when value is between 25% and 50%.\n 55→const COLOR_FILL_MEDIUM: Color = Color(0.9, 0.7, 0.1, 0.85)\n 56→\n 57→## Fill color when value is below 25%.\n 58→const COLOR_FILL_LOW: Color = Color(0.9, 0.2, 0.2, 0.85)\n 59→\n 60→## Fill color for empty segments in segmented mode.\n 61→const COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)\n 62→\n 63→\n 64→## Show the progress bar with the given parameters.\n 65→## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n 66→## @param current: Current value (charges or time remaining).\n 67→## @param maximum: Maximum value (max charges or max time).\n 68→func show_bar(mode: int, current: float, maximum: float) -> void:\n 69→\tdisplay_mode = mode\n 70→\tcurrent_value = current\n 71→\tmax_value = maxf(maximum, 0.001) # Prevent division by zero\n 72→\tis_visible = true\n 73→\tqueue_redraw()\n 74→\n 75→\n 76→## Hide the progress bar.\n 77→func hide_bar() -> void:\n 78→\tis_visible = false\n 79→\tqueue_redraw()\n 80→\n 81→\n 82→## Update the current value without changing mode or max.\n 83→## @param current: New current value.\n 84→func update_value(current: float) -> void:\n 85→\tcurrent_value = current\n 86→\tif is_visible:\n 87→\t\tqueue_redraw()\n 88→\n 89→\n 90→## Get the fill color based on the current percentage.\n 91→func _get_fill_color() -> Color:\n 92→\tif max_value <= 0.0:\n 93→\t\treturn COLOR_FILL_LOW\n 94→\tvar percent: float = current_value / max_value\n 95→\tif percent > 0.5:\n 96→\t\treturn COLOR_FILL_HIGH\n 97→\telif percent > 0.25:\n 98→\t\treturn COLOR_FILL_MEDIUM\n 99→\telse:\n 100→\t\treturn COLOR_FILL_LOW\n 101→\n 102→\n 103→func _draw() -> void:\n 104→\tif not is_visible:\n 105→\t\treturn\n 106→\n 107→\tif display_mode == DisplayMode.SEGMENTED:\n 108→\t\t_draw_segmented_bar()\n 109→\telse:\n 110→\t\t_draw_continuous_bar()\n 111→\n 112→\n 113→## Draw a segmented progress bar (discrete charges).\n 114→func _draw_segmented_bar() -> void:\n 115→\tvar segment_count: int = int(max_value)\n 116→\tif segment_count <= 0:\n 117→\t\treturn\n 118→\n 119→\tvar filled_count: int = int(current_value)\n 120→\tvar total_gaps: float = SEGMENT_GAP * float(segment_count - 1) if segment_count > 1 else 0.0\n 121→\tvar segment_width: float = (BAR_WIDTH - total_gaps) / float(segment_count)\n 122→\n 123→\t# Ensure minimum segment width\n 124→\tif segment_width < 2.0:\n 125→\t\tsegment_width = 2.0\n 126→\n 127→\tvar start_x: float = -BAR_WIDTH / 2.0\n 128→\tvar fill_color: Color = _get_fill_color()\n 129→\n 130→\tfor i in range(segment_count):\n 131→\t\tvar seg_x: float = start_x + float(i) * (segment_width + SEGMENT_GAP)\n 132→\t\tvar seg_rect := Rect2(seg_x, BAR_Y_OFFSET, segment_width, BAR_HEIGHT)\n 133→\n 134→\t\t# Draw segment background\n 135→\t\tdraw_rect(seg_rect, COLOR_BACKGROUND)\n 136→\n 137→\t\t# Draw segment fill or empty\n 138→\t\tif i < filled_count:\n 139→\t\t\tdraw_rect(seg_rect, fill_color)\n 140→\t\telse:\n 141→\t\t\tdraw_rect(seg_rect, COLOR_SEGMENT_EMPTY)\n 142→\n 143→\t\t# Draw segment border\n 144→\t\tdraw_rect(seg_rect, COLOR_BORDER, false, BORDER_WIDTH)\n 145→\n 146→\n 147→## Draw a continuous progress bar (time-based).\n 148→func _draw_continuous_bar() -> void:\n 149→\tvar bar_rect := Rect2(-BAR_WIDTH / 2.0, BAR_Y_OFFSET, BAR_WIDTH, BAR_HEIGHT)\n 150→\n 151→\t# Draw background\n 152→\tdraw_rect(bar_rect, COLOR_BACKGROUND)\n 153→\n 154→\t# Draw filled portion\n 155→\tif max_value > 0.0 and current_value > 0.0:\n 156→\t\tvar fill_ratio: float = clampf(current_value / max_value, 0.0, 1.0)\n 157→\t\tvar fill_width: float = BAR_WIDTH * fill_ratio\n 158→\t\tvar fill_rect := Rect2(-BAR_WIDTH / 2.0, BAR_Y_OFFSET, fill_width, BAR_HEIGHT)\n 159→\t\tvar fill_color: Color = _get_fill_color()\n 160→\t\tdraw_rect(fill_rect, fill_color)\n 161→\n 162→\t# Draw border\n 163→\tdraw_rect(bar_rect, COLOR_BORDER, false, BORDER_WIDTH)\n 164→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node2D\nclass_name ActiveItemProgressBar\n## Progress bar displayed above the player for active items with limited usage.\n##\n## Supports two display modes:\n## - Segmented: Shows discrete charge segments (e.g., teleport bracers with 6 charges).\n## - Continuous: Shows a smooth progress bar for time-limited items.\n##\n## The bar is drawn using _draw() for lightweight rendering without UI nodes.\n## Position is set relative to the parent (typically the Player node).\n\n## Display mode for the progress bar.\nenum DisplayMode {\n\tSEGMENTED, # Discrete charge segments (for charge-limited items)\n\tCONTINUOUS # Smooth progress bar (for time-limited items)\n}\n\n## Current display mode.\nvar display_mode: int = DisplayMode.SEGMENTED\n\n## Current value (charges remaining or time remaining).\nvar current_value: float = 0.0\n\n## Maximum value (max charges or max time).\nvar max_value: float = 1.0\n\n## Whether the progress bar is currently visible.\nvar is_visible: bool = false\n\n## Width of the progress bar in pixels.\nconst BAR_WIDTH: float = 40.0\n\n## Height of the progress bar in pixels.\nconst BAR_HEIGHT: float = 6.0\n\n## Vertical offset above the player center (negative = above).\nconst BAR_Y_OFFSET: float = -30.0\n\n## Gap between segments in segmented mode.\nconst SEGMENT_GAP: float = 2.0\n\n## Border width for the bar outline.\nconst BORDER_WIDTH: float = 1.0\n\n## Background color of the bar.\nconst COLOR_BACKGROUND: Color = Color(0.1, 0.1, 0.1, 0.6)\n\n## Border color.\nconst COLOR_BORDER: Color = Color(0.3, 0.3, 0.3, 0.7)\n\n## Fill color when value is above 50%.\nconst COLOR_FILL_HIGH: Color = Color(0.2, 0.8, 0.4, 0.85)\n\n## Fill color when value is between 25% and 50%.\nconst COLOR_FILL_MEDIUM: Color = Color(0.9, 0.7, 0.1, 0.85)\n\n## Fill color when value is below 25%.\nconst COLOR_FILL_LOW: Color = Color(0.9, 0.2, 0.2, 0.85)\n\n## Fill color for empty segments in segmented mode.\nconst COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)\n\n\n## Show the progress bar with the given parameters.\n## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n## @param current: Current value (charges or time remaining).\n## @param maximum: Maximum value (max charges or max time).\nfunc show_bar(mode: int, current: float, maximum: float) -> void:\n\tdisplay_mode = mode\n\tcurrent_value = current\n\tmax_value = maxf(maximum, 0.001) # Prevent division by zero\n\tis_visible = true\n\tqueue_redraw()\n\n\n## Hide the progress bar.\nfunc hide_bar() -> void:\n\tis_visible = false\n\tqueue_redraw()\n\n\n## Update the current value without changing mode or max.\n## @param current: New current value.\nfunc update_value(current: float) -> void:\n\tcurrent_value = current\n\tif is_visible:\n\t\tqueue_redraw()\n\n\n## Get the fill color based on the current percentage.\nfunc _get_fill_color() -> Color:\n\tif max_value <= 0.0:\n\t\treturn COLOR_FILL_LOW\n\tvar percent: float = current_value / max_value\n\tif percent > 0.5:\n\t\treturn COLOR_FILL_HIGH\n\telif percent > 0.25:\n\t\treturn COLOR_FILL_MEDIUM\n\telse:\n\t\treturn COLOR_FILL_LOW\n\n\nfunc _draw() -> void:\n\tif not is_visible:\n\t\treturn\n\n\tif display_mode == DisplayMode.SEGMENTED:\n\t\t_draw_segmented_bar()\n\telse:\n\t\t_draw_continuous_bar()\n\n\n## Draw a segmented progress bar (discrete charges).\nfunc _draw_segmented_bar() -> void:\n\tvar segment_count: int = int(max_value)\n\tif segment_count <= 0:\n\t\treturn\n\n\tvar filled_count: int = int(current_value)\n\tvar total_gaps: float = SEGMENT_GAP * float(segment_count - 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" ## Fill color for empty segments in segmented mode.",
" const COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)",
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"+## Height of the timer bar in COMBINED mode (below charge pips).",
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"+",
"+## Height of charge pips in COMBINED mode (smaller than regular segments).",
"+const PIP_HEIGHT: float = 4.0",
"+",
"+## Timer bar fill color (bright cyan for visibility).",
"+const COLOR_TIMER_FILL: Color = Color(0.0, 0.9, 0.7, 0.9)",
"+",
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" ## Show the progress bar with the given parameters.",
" ## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS",
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"newString": "## Show the progress bar with the given parameters.\n## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n## @param current: Current value (charges or time remaining).\n## @param maximum: Maximum value (max charges or max time).\nfunc show_bar(mode: int, current: float, maximum: float) -> void:\n\tdisplay_mode = mode\n\tcurrent_value = current\n\tmax_value = maxf(maximum, 0.001) # Prevent division by zero\n\tis_visible = true\n\tqueue_redraw()\n\n\n## Show combined charge + timer bar (Issue #974).\n## @param charges_current: Current number of charges.\n## @param charges_maximum: Maximum number of charges.\n## @param time_remaining: Remaining time for current activation.\n## @param time_maximum: Maximum duration per activation.\nfunc show_combined_bar(charges_current: int, charges_maximum: int, time_remaining: float, time_maximum: float) -> void:\n\tdisplay_mode = DisplayMode.COMBINED\n\tcharge_value = charges_current\n\tcharge_max = maxi(charges_maximum, 1)\n\ttimer_value = time_remaining\n\ttimer_max = maxf(time_maximum, 0.001)\n\tis_visible = true\n\tqueue_redraw()\n\n\n## Update the timer value in COMBINED mode without changing charges.\n## @param time_remaining: New time remaining value.\nfunc update_timer(time_remaining: float) -> void:\n\ttimer_value = time_remaining\n\tif is_visible:\n\t\tqueue_redraw()\n\n\n## Update charges in COMBINED mode.\n## @param charges_current: New charge count.\nfunc update_charges(charges_current: int) -> void:\n\tcharge_value = charges_current\n\tif is_visible:\n\t\tqueue_redraw()",
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"+ if is_visible:",
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"+",
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"+",
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"originalFile": "extends Node2D\nclass_name ActiveItemProgressBar\n## Progress bar displayed above the player for active items with limited usage.\n##\n## Supports two display modes:\n## - Segmented: Shows discrete charge segments (e.g., teleport bracers with 6 charges).\n## - Continuous: Shows a smooth progress bar for time-limited items.\n##\n## The bar is drawn using _draw() for lightweight rendering without UI nodes.\n## Position is set relative to the parent (typically the Player node).\n\n## Display mode for the progress bar.\nenum DisplayMode {\n\tSEGMENTED, # Discrete charge segments (for charge-limited items)\n\tCONTINUOUS, # Smooth progress bar (for time-limited items)\n\tCOMBINED # Both charge segments AND timer bar (for items with charges + duration, Issue #974)\n}\n\n## Current display mode.\nvar display_mode: int = DisplayMode.SEGMENTED\n\n## Current value (charges remaining or time remaining).\nvar current_value: float = 0.0\n\n## Maximum value (max charges or max time).\nvar max_value: float = 1.0\n\n## Whether the progress bar is currently visible.\nvar is_visible: bool = false\n\n## For COMBINED mode: current timer value (time remaining).\nvar timer_value: float = 0.0\n\n## For COMBINED mode: maximum timer value (max duration).\nvar timer_max: float = 1.0\n\n## For COMBINED mode: current charge count (integer).\nvar charge_value: int = 0\n\n## For COMBINED mode: maximum charge count (integer).\nvar charge_max: int = 1\n\n## Width of the progress bar in pixels.\nconst BAR_WIDTH: float = 40.0\n\n## Height of the progress bar in pixels.\nconst BAR_HEIGHT: float = 6.0\n\n## Vertical offset above the player center (negative = above).\nconst BAR_Y_OFFSET: float = -30.0\n\n## Gap between segments in segmented mode.\nconst SEGMENT_GAP: float = 2.0\n\n## Border width for the bar outline.\nconst BORDER_WIDTH: float = 1.0\n\n## Background color of the bar.\nconst COLOR_BACKGROUND: Color = Color(0.1, 0.1, 0.1, 0.6)\n\n## Border color.\nconst COLOR_BORDER: Color = Color(0.3, 0.3, 0.3, 0.7)\n\n## Fill color when value is above 50%.\nconst COLOR_FILL_HIGH: Color = Color(0.2, 0.8, 0.4, 0.85)\n\n## Fill color when value is between 25% and 50%.\nconst COLOR_FILL_MEDIUM: Color = Color(0.9, 0.7, 0.1, 0.85)\n\n## Fill color when value is below 25%.\nconst COLOR_FILL_LOW: Color = Color(0.9, 0.2, 0.2, 0.85)\n\n## Fill color for empty segments in segmented mode.\nconst COLOR_SEGMENT_EMPTY: Color = Color(0.2, 0.2, 0.2, 0.4)\n\n## Height of the timer bar in COMBINED mode (below charge pips).\nconst TIMER_BAR_HEIGHT: float = 3.0\n\n## Gap between charge pips and timer bar in COMBINED mode.\nconst COMBINED_GAP: float = 2.0\n\n## Height of charge pips in COMBINED mode (smaller than regular segments).\nconst PIP_HEIGHT: float = 4.0\n\n## Timer bar fill color (bright cyan for visibility).\nconst COLOR_TIMER_FILL: Color = Color(0.0, 0.9, 0.7, 0.9)\n\n\n## Show the progress bar with the given parameters.\n## @param mode: DisplayMode.SEGMENTED or DisplayMode.CONTINUOUS\n## @param current: Current value (charges or time remaining).\n## @param maximum: Maximum value (max charges or max time).\nfunc show_bar(mode: int, current: float, maximum: float) -> void:\n\tdisplay_mode = mode\n\tcurrent_value = current\n\tmax_value = maxf(maximum, 0.001) # 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"+",
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"+",
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"+",
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"+ var pip_width: float = (BAR_WIDTH - total_gaps) / float(charge_max)",
"+ if pip_width < 2.0:",
"+ pip_width = 2.0",
"+",
"+ var start_x: float = -BAR_WIDTH / 2.0",
"+",
"+ # Get fill color based on charge percentage",
"+ var charge_percent: float = float(charge_value) / float(charge_max)",
"+ var pip_fill_color: Color",
"+ if charge_percent > 0.5:",
"+ pip_fill_color = COLOR_FILL_HIGH",
"+ elif charge_percent > 0.25:",
"+ pip_fill_color = COLOR_FILL_MEDIUM",
"+ else:",
"+ pip_fill_color = COLOR_FILL_LOW",
"+",
"+ for i in range(charge_max):",
"+ var seg_x: float = start_x + float(i) * (pip_width + SEGMENT_GAP)",
"+ var pip_rect := Rect2(seg_x, pip_y, pip_width, PIP_HEIGHT)",
"+",
"+ # Draw pip background",
"+ draw_rect(pip_rect, COLOR_BACKGROUND)",
"+",
"+ # Draw pip fill or empty",
"+ if i < charge_value:",
"+ draw_rect(pip_rect, pip_fill_color)",
"+ else:",
"+ draw_rect(pip_rect, COLOR_SEGMENT_EMPTY)",
"+",
"+ # Draw pip border",
"+ draw_rect(pip_rect, COLOR_BORDER, false, BORDER_WIDTH)",
"+",
"+ # Draw timer bar below the pips",
"+ var timer_rect := Rect2(-BAR_WIDTH / 2.0, timer_y, BAR_WIDTH, TIMER_BAR_HEIGHT)",
"+",
"+ # Draw timer background",
"+ draw_rect(timer_rect, COLOR_BACKGROUND)",
"+",
"+ # Draw timer fill",
"+ if timer_max > 0.0 and timer_value > 0.0:",
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"+ var fill_width: float = BAR_WIDTH * fill_ratio",
"+ var fill_rect := Rect2(-BAR_WIDTH / 2.0, timer_y, fill_width, TIMER_BAR_HEIGHT)",
"+ draw_rect(fill_rect, COLOR_TIMER_FILL)",
"+",
"+ # Draw timer border",
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"+",
"+## Get the fill color for timer bar based on time remaining.",
"+func _get_timer_fill_color() -> Color:",
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"+ var percent: float = timer_value / timer_max",
"+ if percent > 0.5:",
"+ return COLOR_FILL_HIGH",
"+ elif percent > 0.25:",
"+ return COLOR_FILL_MEDIUM",
"+ else:",
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"model": "claude-opus-4-5-20251101",
"id": "msg_019qZD4bER4BMkGzfqEae1c3",
"type": "message",
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{
"type": "text",
"text": "Now let me update the player.gd to use the combined mode for homing bullets. First, let me read the relevant section to understand the current implementation:"
}
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{
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"content": " 3050→\tif not _flashlight_equipped or _flashlight_node == null:\n 3051→\t\treturn false\n 3052→\tif not is_instance_valid(_flashlight_node):\n 3053→\t\treturn false\n 3054→\tif _flashlight_node.has_method(\"is_on\"):\n 3055→\t\treturn _flashlight_node.is_on()\n 3056→\treturn false\n 3057→\n 3058→\n 3059→## Get the flashlight beam direction as a normalized Vector2 (Issue #574).\n 3060→## The beam direction matches the player model's facing direction.\n 3061→## Returns Vector2.ZERO if flashlight is off or not equipped.\n 3062→func get_flashlight_direction() -> Vector2:\n 3063→\tif not is_flashlight_on():\n 3064→\t\treturn Vector2.ZERO\n 3065→\tif not _player_model:\n 3066→\t\treturn Vector2.ZERO\n 3067→\treturn Vector2.RIGHT.rotated(_player_model.global_rotation)\n 3068→\n 3069→\n 3070→## Get the flashlight beam origin position in global coordinates (Issue #574).\n 3071→## This is the weapon barrel position where the flashlight is attached.\n 3072→## Returns global_position if flashlight is off or not equipped.\n 3073→func get_flashlight_origin() -> Vector2:\n 3074→\tif not is_flashlight_on() or _flashlight_node == null:\n 3075→\t\treturn global_position\n 3076→\tif not is_instance_valid(_flashlight_node):\n 3077→\t\treturn global_position\n 3078→\treturn _flashlight_node.global_position\n 3079→\n 3080→\n 3081→## Check if the flashlight beam is wall-clamped (Issue #640).\n 3082→## When the player stands flush against a wall, the beam is blocked and should not\n 3083→## blind enemies or be detected through the wall.\n 3084→func is_flashlight_wall_clamped() -> bool:\n 3085→\tif not _flashlight_equipped or _flashlight_node == null:\n 3086→\t\treturn false\n 3087→\tif not is_instance_valid(_flashlight_node):\n 3088→\t\treturn false\n 3089→\tif _flashlight_node.has_method(\"is_wall_clamped\"):\n 3090→\t\treturn _flashlight_node.is_wall_clamped()\n 3091→\treturn false\n 3092→\n 3093→\n 3094→# ============================================================================\n 3095→# Homing Bullets Active Item (Issue #677)\n 3096→# ============================================================================\n 3097→\n 3098→\n 3099→## Initialize homing bullets if the ActiveItemManager has it selected.\n 3100→func _init_homing_bullets() -> void:\n 3101→\tvar active_item_manager: Node = get_node_or_null(\"/root/ActiveItemManager\")\n 3102→\tif active_item_manager == null:\n 3103→\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager not found\")\n 3104→\t\treturn\n 3105→\n 3106→\tif not active_item_manager.has_method(\"has_homing_bullets\"):\n 3107→\t\tFileLogger.info(\"[Player.Homing] ActiveItemManager missing has_homing_bullets method\")\n 3108→\t\treturn\n 3109→\n 3110→\tif not active_item_manager.has_homing_bullets():\n 3111→\t\tFileLogger.info(\"[Player.Homing] No homing bullets selected in ActiveItemManager\")\n 3112→\t\treturn\n 3113→\n 3114→\t_homing_equipped = true\n 3115→\t_homing_charges = HOMING_MAX_CHARGES\n 3116→\t_homing_active = false\n 3117→\t_homing_timer = 0.0\n 3118→\t_setup_homing_audio()\n 3119→\n 3120→\tFileLogger.info(\"[Player.Homing] Homing bullets equipped, charges: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n 3121→\n 3122→\n 3123→## Handle homing bullets input: press Space to activate for 1 second.\n 3124→## Uses the same flashlight_toggle input action (Space key).\n 3125→## Active items are mutually exclusive, so no conflict with flashlight.\n 3126→func _handle_homing_input(delta: float) -> void:\n 3127→\tif not _homing_equipped:\n 3128→\t\treturn\n 3129→\n 3130→\t# Handle active timer countdown\n 3131→\tif _homing_active:\n 3132→\t\t_homing_timer -= delta\n 3133→\t\tif _homing_timer <= 0.0:\n 3134→\t\t\t_homing_active = false\n 3135→\t\t\t_homing_timer = 0.0\n 3136→\t\t\t_stop_homing_scanner()\n 3137→\t\t\thoming_deactivated.emit()\n 3138→\t\t\tFileLogger.info(\"[Player.Homing] Homing effect expired, charges remaining: %d/%d\" % [_homing_charges, HOMING_MAX_CHARGES])\n 3139→\n 3140→\t# Activate on Space press (only if not already active and has charges)\n 3141→\tif Input.is_action_just_pressed(\"flashlight_toggle\"):\n 3142→\t\tif _homing_charges > 0 and not _homing_active:\n 3143→\t\t\t_homing_active = true\n 3144→\t\t\t_homing_timer = HOMING_DURATION\n 3145→\t\t\t_homing_charges -= 1\n 3146→\t\t\t_play_homing_sound()\n 3147→\t\t\t_start_homing_scanner()\n 3148→\t\t\thoming_activated.emit()\n 3149→\t\t\thoming_charges_changed.emit(_homing_charges, HOMING_MAX_CHARGES)\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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