SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

minimap-marker-logic

claude-code claude-opus-4-8 ✓ resolved GOOD_SUCCESS ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_SUCCESSLegitimate solve, implements the asked-for behavior; tests verify real functionality.
SubtypeLegitimate Solution
EvidenceTest output shows 'VALIDATION_PASSED: Minimap marker logic and zoom control implemented' with reward=1.0. Agent correctly implemented: (1) zoom setter with clamp (ZOOM_MIN 0.5, ZOOM_MAX 5.0) that immediately refreshes grid_scale via set_zoom; (2) falloff_curve Curve resource with baked values 1.0 at 0.0, 0.6 at 0.5, 0.3 at 1.0; (3) player marker centered at grid.size/2 after first frame via await process_frame; (4) grid_scale as Vector2 computed as grid.size / (viewport_size * zoom); (5) marker duplication for all minimap_objects with tracking in markers dictionary; (6) per-frame marker rotation (player.rotation + PI/2), positioning (grid_center + offset*grid_scale), clamping to grid bounds, and scale falloff (near_scale when on-grid, far_scale when clamped); (7) _on_object_removed and _drop_marker handlers for removal; (8) _on_gui_input for wheel zoom. Agent proactively tested Godot 4.4 signal behavior to resolve arg-passing ambiguity with world.gd's unbound connection.
Root causeAgent successfully implemented all required minimap logic by carefully exploring the Godot codebase, understanding signal semantics, authoring the falloff curve resource, and implementing precise marker positioning with zoom-dependent scaling.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
65 tool calls · 3 tool types · 65 steps
# Minimap marker logic Complex Implement the minimap logic in `scripts/minimap.gd` (the method stubs are provided). The minimap watches every world object in the `minimap_objects` group and draws an icon marker for each on its grid. - Export a `Player` reference and a `zoom` property whose setter clamps zoom to a sensible minimum (markers must never invert or blow up) and immediately refreshes the on-screen scale , without waiting for the next frame. - Export a `Curve` named `falloff_curve` that controls marker size. Author it in the scene so its baked value is `1.0` at position `0.0`, `0.6` at position `0.5`, and `0.3` at position `1.0`. A marker that is fully on the grid uses the curve's near value (`falloff_curve.sample_baked(0.0)`); a marker whose object has gone off the grid uses the curve's far value (`falloff_curve.sample_baked(1.0)`). - After the first frame, center the player marker on the grid. - Compute `grid_scale` (a `Vector2`) that maps world space onto the grid, derived from the grid size, the viewport size, and the current zoom. - For every node in the `minimap_objects` group, duplicate the matching icon prototype (keyed by the object's `minimap_icon`), make it visible, add it under the grid, and remember it in a `markers` dictionary keyed by the world object. - Each frame, rotate every marker to reflect the player's heading and position it relative to the player. A marker whose object is within the grid keeps the near scale; when the object passes the grid edges, clamp the marker to the grid bounds and shrink it to the curve's far scale. - `_on_object_removed(object)` removes and erases that object's marker. - `_on_gui_input(event)` adjusts zoom on mouse-wheel scroll. The world scene already connects each object's `removed` signal to the minimap and tags mobs/crates into `minimap_objects`, each exposing a `minimap_icon` key.
I'll start by exploring the project structure and the existing minimap file.
Read
{
  "file_path": "/home/user/task/scripts/minimap.gd"
}
output
1	extends MarginContainer
2	class_name Minimap
3	
4	@export var player: Player
5	@export var zoom = 1.5:
6		set = set_zoom
7	@export var falloff_curve: Curve
8	
9	@onready var grid = $Content/Grid
10	@onready var player_marker = $Content/Grid/PlayerMarker
11	@onready var mob_marker = $Content/Grid/MobMarker
12	@onready var alert_marker = $Content/Grid/AlertMarker
13	
14	@onready var icons = {
15		"mob": mob_marker,
16		"alert": alert_marker
17	}
18	
19	var grid_scale
20	var markers = {}
21	
22	func _ready():
23		pass
24	
25	func _process(delta):
26		pass
27			
28	func _on_object_removed(object):
29		pass
30	
31	func set_zoom(value):
32		pass
33	
34	func _on_gui_input(event):
35		pass
Bash
find . -type f -not -path '*/.git/*' | head -100 && echo "---PROJECT FILE---" && ls -la
{"description": "List project files"}
output
./icon.svg
./icon.svg.import
./project.godot
./assets/Roboto-Medium.ttf
./assets/hud_heartEmpty.png
./assets/Roboto-Medium.ttf.import
./assets/hud_heartEmpty.png.import
./assets/hud_heartFull.png
./assets/hud_heartFull.png.import
./assets/interfacePack_sheet@2.png
./assets/interfacePack_sheet@2.png.import
./assets/minimapIcon_arrowA.png
./assets/minimapIcon_arrowA.png.import
./assets/minimapIcon_exclamationYellow.png
./assets/minimapIcon_exclamationYellow.png.import
./assets/minimapIcon_jewelRed.png
./assets/minimapIcon_jewelRed.png.import
./assets/panel_woodDetail_blank.png
./assets/panel_woodDetail_blank.png.import
./assets/pattern_blueprint.png
./assets/pattern_blueprint.png.import
./assets/pattern_blueprintPaper.png
./assets/pattern_blueprintPaper.png.import
./assets/spritesheet_characters.png
./assets/spritesheet_characters.png.import
./assets/spritesheet_tiles copy.png
./assets/spritesheet_tiles copy.png.import
./assets/tilesheet_complete.png
./assets/tilesheet_complete.png.import
./scripts/crate.gd
./scripts/crate.gd.uid
./scripts/heart_bar.gd
./scripts/heart_bar.gd.uid
./scripts/minimap.gd
./scripts/minimap.gd.uid
./scripts/mob.gd
./scripts/mob.gd.uid
./scripts/player.gd
./scripts/player.gd.uid
./scripts/size_test.gd
./scripts/size_test.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./scripts/world.gd
./scripts/world.gd.uid
./scenes/crate.tscn
./scenes/heart_bar.tscn
./scenes/main.tscn
./scenes/minimap.tscn
./scenes/mob.tscn
./scenes/player.tscn
./scenes/size_test.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.fontdata-folding-cba7ebbd9d8799cdd2221daddb506853.cfg
./.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
./.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex
./.godot/imported/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.fontdata
./.godot/imported/Roboto-Medium.ttf-e482864eed5e182df7899f9ee5f50646.md5
./.godot/imported/hud_heartEmpty.png-b5f2b63fe817979e60044b16dd6f4e6b.ctex
./.godot/imported/hud_heartEmpty.png-b5f2b63fe817979e60044b16dd6f4e6b.md5
./.godot/imported/hud_heartFull.png-5833db7108a703c0fc0a8f5a9328755b.ctex
./.godot/imported/hud_heartFull.png-5833db7108a703c0fc0a8f5a9328755b.md5
./.godot/imported/interfacePack_sheet@2.png-ab1952e800f2e0b92c3cfa4f582c4939.ctex
./.godot/imported/interfacePack_sheet@2.png-ab1952e800f2e0b92c3cfa4f582c4939.md5
./.godot/imported/minimapIcon_arrowA.png-b7669ba5bbf10d93317baaf5783ebe92.ctex
./.godot/imported/minimapIcon_arrowA.png-b7669ba5bbf10d93317baaf5783ebe92.md5
./.godot/imported/minimapIcon_exclamationYellow.png-cb4a8ab12acb0ae00d25d94b7798ffa6.ctex
./.godot/imported/minimapIcon_exclamationYellow.png-cb4a8ab12acb0ae00d25d94b7798ffa6.md5
./.godot/imported/minimapIcon_jewelRed.png-e1b53284834693deeb4926be995b35f5.ctex
./.godot/imported/minimapIcon_jewelRed.png-e1b53284834693deeb4926be995b35f5.md5
./.godot/imported/panel_woodDetail_blank.png-fb0450ad09403a461d831ddb4bb19836.ctex
./.godot/imported/panel_woodDetail_blank.png-fb0450ad09403a461d831ddb4bb19836.md5
./.godot/imported/pattern_blueprint.png-e45be4667bcb564bc4e4d98207001a84.ctex
./.godot/imported/pattern_blueprint.png-e45be4667bcb564bc4e4d98207001a84.md5
./.godot/imported/pattern_blueprintPaper.png-569856968eeaa4df0025d039441b8e2f.ctex
./.godot/imported/pattern_blueprintPaper.png-569856968eeaa4df0025d039441b8e2f.md5
./.godot/imported/spritesheet_characters.png-3c0c465fcc2845a959d42c5252927ed4.ctex
./.godot/imported/spritesheet_characters.png-3c0c465fcc2845a959d42c5252927ed4.md5
./.godot/imported/spritesheet_tiles copy.png-7561fd0491ed7801d67e3b7303d27b9b.ctex
./.godot/imported/spritesheet_tiles copy.png-7561fd0491ed7801d67e3b7303d27b9b.md5
./.godot/imported/tilesheet_complete.png-5f14f2929ff3d9b1c136ce3cca4823a1.ctex
./.godot/imported/tilesheet_complete…[truncated]
Let me read the relevant scenes and scripts to understand the structure.
Read
{
  "file_path": "/home/user/task/scenes/minimap.tscn"
}
output
1	[gd_scene load_steps=7 format=3 uid="uid://bt76slcb5awbu"]
2	
3	[ext_resource type="Script" uid="uid://cdtwwpxx5va1w" path="res://scripts/minimap.gd" id="1_8wnx2"]
4	[ext_resource type="Texture2D" uid="uid://cq7bl56536exf" path="res://assets/panel_woodDetail_blank.png" id="1_23s65"]
5	[ext_resource type="Texture2D" uid="uid://bikdfyvvw5oag" path="res://assets/pattern_blueprintPaper.png" id="2_u1e1s"]
6	[ext_resource type="Texture2D" uid="uid://bn1rrxajfedmo" path="res://assets/minimapIcon_arrowA.png" id="3_q0vdd"]
7	[ext_resource type="Texture2D" uid="uid://bm30ksnske3e1" path="res://assets/minimapIcon_jewelRed.png" id="4_k3l5f"]
8	[ext_resource type="Texture2D" uid="uid://76t51rghfsgj" path="res://assets/minimapIcon_exclamationYellow.png" id="5_kxi43"]
9	
10	[node name="Minimap" type="MarginContainer"]
11	offset_right = 250.0
12	offset_bottom = 250.0
13	theme_override_constants/margin_left = 5
14	theme_override_constants/margin_top = 5
15	theme_override_constants/margin_right = 5
16	theme_override_constants/margin_bottom = 5
17	script = ExtResource("1_8wnx2")
18	
19	[node name="Frame" type="NinePatchRect" parent="."]
20	layout_mode = 2
21	texture = ExtResource("1_23s65")
22	patch_margin_left = 64
23	patch_margin_top = 64
24	patch_margin_right = 64
25	patch_margin_bottom = 64
26	
27	[node name="Content" type="MarginContainer" parent="."]
28	layout_mode = 2
29	theme_override_constants/margin_left = 20
30	theme_override_constants/margin_top = 20
31	theme_override_constants/margin_right = 20
32	theme_override_constants/margin_bottom = 20
33	
34	[node name="Grid" type="TextureRect" parent="Content"]
35	layout_mode = 2
36	texture = ExtResource("2_u1e1s")
37	stretch_mode = 1
38	
39	[node name="PlayerMarker" type="Sprite2D" parent="Content/Grid"]
40	position = Vector2(86, 86)
41	texture = ExtResource("3_q0vdd")
42	
43	[node name="MobMarker" type="Sprite2D" parent="Content/Grid"]
44	visible = false
45	position = Vector2(37, 40)
46	texture = ExtResource("4_k3l5f")
47	
48	[node name="AlertMarker" type="Sprite2D" parent="Content/Grid"]
49	visible = false
50	position = Vector2(112, 107)
51	texture = ExtResource("5_kxi43")
52	
53	[connection signal="gui_input" from="." to="." method="_on_gui_input"]
54
Read
{
  "file_path": "/home/user/task/scripts/world.gd"
}
output
1	extends Node2D
2	
3	@onready var minimap = $CanvasLayer/Minimap
4	func _ready():
5		get_viewport().warp_mouse(Vector2.ZERO)
6		var map_limits = $TileMap.get_used_rect()
7		$Player/Camera2D.limit_left = map_limits.position.x * $TileMap.tile_set.tile_size.x
8		$Player/Camera2D.limit_top = map_limits.position.y * $TileMap.tile_set.tile_size.y
9		$Player/Camera2D.limit_right = map_limits.end.x * $TileMap.tile_set.tile_size.x
10		$Player/Camera2D.limit_bottom = map_limits.end.y * $TileMap.tile_set.tile_size.y
11	
12		for object in get_tree().get_nodes_in_group("minimap_objects"):
13			object.removed.connect(minimap._on_object_removed)
14
Read
{
  "file_path": "/home/user/task/scripts/player.gd"
}
output
1	extends CharacterBody2D
2	class_name Player
3	
4	var speed = 250
5	var rotation_speed = 2.0
6	
7	var rotation_dir = 0
8	
9	func get_input():
10		rotation_dir = 0
11		velocity = Vector2.ZERO
12		if Input.is_action_pressed("right"):
13			rotation_dir += 1
14		if Input.is_action_pressed("left"):
15			rotation_dir -= 1
16		if Input.is_action_pressed("forward"):
17			velocity += transform.x * speed
18		if Input.is_action_pressed("back"):
19			velocity -= transform.x * speed
20	
21	func _physics_process(delta):
22		get_input()
23		rotation += rotation_dir * rotation_speed * delta
24		move_and_slide()
25	
26	
27
Read
{
  "file_path": "/home/user/task/scripts/mob.gd"
}
output
1	extends CharacterBody2D
2	class_name Mob
3	
4	signal removed
5	
6	var speed = 50
7	var minimap_icon = "mob"
8		
9		
10	func _ready():
11		rotation = randf_range(0, 2*PI)
12		
13		
14	func _physics_process(delta):
15		velocity = transform.x * speed
16		var collision = move_and_collide(velocity * delta)
17		if collision:
18			velocity = velocity.bounce(collision.get_normal()).rotated(randf_range(-PI/4, PI/4))
19		rotation = velocity.angle()
20
Read
{
  "file_path": "/home/user/task/scripts/crate.gd"
}
output
1	extends Area2D
2	class_name Crate
3	
4	signal removed
5	
6	var minimap_icon = "alert"
7	
8	func _on_body_entered(body):
9		if body is Player:
10			removed.emit(self)
11			queue_free()
12
Let me examine the main scene and project settings to understand the world layout.
Read
{
  "file_path": "/home/user/task/scenes/main.tscn"
}
output
1	[gd_scene load_steps=11 format=3 uid="uid://dguv0hkao7pqf"]
2	
3	[ext_resource type="Texture2D" uid="uid://c5gsr7fhgurau" path="res://assets/spritesheet_tiles copy.png" id="1_glmfm"]
4	[ext_resource type="Script" uid="uid://fkcmf6eifby7" path="res://scripts/world.gd" id="1_iuc76"]
5	[ext_resource type="PackedScene" uid="uid://bt76slcb5awbu" path="res://scenes/minimap.tscn" id="2_jqjpi"]
6	[ext_resource type="Texture2D" uid="uid://c0lo2mixie6ti" path="res://assets/tilesheet_complete.png" id="2_mm6n6"]
7	[ext_resource type="PackedScene" uid="uid://dlpj7poq6v8et" path="res://scenes/player.tscn" id="3_l1kax"]
8	[ext_resource type="PackedScene" uid="uid://ckdfttpyosu3w" path="res://scenes/mob.tscn" id="5_hyw8m"]
9	[ext_resource type="PackedScene" uid="uid://blysxtj664jwm" path="res://scenes/crate.tscn" id="6_q6r6v"]
10	
11	[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_w8fcw"]
12	texture = ExtResource("1_glmfm")
13	separation = Vector2i(10, 10)
14	texture_region_size = Vector2i(64, 64)
15	0:0/0 = 0
16	0:0/0/terrain_set = 0
17	0:0/0/terrain = 0
18	0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
19	0:0/0/terrains_peering_bit/right_side = 0
20	0:0/0/terrains_peering_bit/bottom_side = 0
21	1:0/0 = 0
22	1:0/0/terrain_set = 0
23	1:0/0/terrain = 0
24	1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
25	1:0/0/terrains_peering_bit/bottom_side = 0
26	1:0/0/terrains_peering_bit/left_side = 0
27	2:0/0 = 0
28	2:0/0/terrain_set = 0
29	2:0/0/terrain = 0
30	2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
31	2:0/0/terrains_peering_bit/right_side = 0
32	2:0/0/terrains_peering_bit/left_side = 0
33	3:0/0 = 0
34	3:0/0/terrain_set = 0
35	3:0/0/terrain = 0
36	3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
37	3:0/0/terrains_peering_bit/right_side = 0
38	3:0/0/terrains_peering_bit/bottom_side = 0
39	3:0/0/terrains_peering_bit/left_side = 0
40	4:0/0 = 0
41	4:0/0/terrain_set = 0
42	4:0/0/terrain = 0
43	4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
44	4:0/0/terrains_peering_bit/right_side = 0
45	4:0/0/terrains_peering_bit/left_side = 0
46	4:0/0/terrains_peering_bit/top_side = 0
47	5:0/0 = 0
48	5:0/0/terrain_set = 0
49	5:0/0/terrain = 0
50	5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
51	5:0/0/terrains_peering_bit/left_side = 0
52	6:0/0 = 0
53	6:0/0/terrain_set = 0
54	6:0/0/terrain = 0
55	6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
56	6:0/0/terrains_peering_bit/top_side = 0
57	7:0/0 = 0
58	7:0/0/terrain_set = 0
59	7:0/0/terrain = 0
60	7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
61	7:0/0/terrains_peering_bit/right_side = 0
62	7:0/0/terrains_peering_bit/bottom_right_corner = 0
63	7:0/0/terrains_peering_bit/bottom_side = 0
64	8:0/0 = 0
65	8:0/0/terrain_set = 0
66	8:0/0/terrain = 0
67	8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
68	8:0/0/terrains_peering_bit/bottom_side = 0
69	8:0/0/terrains_peering_bit/bottom_left_corner = 0
70	8:0/0/terrains_peering_bit/left_side = 0
71	0:1/0 = 0
72	0:1/0/terrain_set = 0
73	0:1/0/terrain = 0
74	0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
75	0:1/0/terrains_peering_bit/right_side = 0
76	0:1/0/terrains_peering_bit/top_side = 0
77	1:1/0 = 0
78	1:1/0/terrain_set = 0
79	1:1/0/terrain = 0
80	1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
81	1:1/0/terrains_peering_bit/left_side = 0
82	1:1/0/terrains_peering_bit/top_side = 0
83	2:1/0 = 0
84	2:1/0/terrain_set = 0
85	2:1/0/terrain = 0
86	2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
87	…[truncated]
Read
{
  "file_path": "/home/user/task/project.godot"
}
output
1	; Engine configuration file.
2	; It's best edited using the editor UI and not directly,
3	; since the parameters that go here are not all obvious.
4	;
5	; Format:
6	;   [section] ; section goes between []
7	;   param=value ; assign values to parameters
8	
9	config_version=5
10	
11	[application]
12	
13	config/name="minimap_demo"
14	run/main_scene="res://scenes/main.tscn"
15	config/features=PackedStringArray("4.4", "Forward Plus")
16	config/icon="res://icon.svg"
17	
18	[display]
19	
20	window/size/viewport_width=1920
21	window/size/viewport_height=1080
22	window/stretch/mode="canvas_items"
23	
24	[input]
25	
26	right={
27	"deadzone": 0.5,
28	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
29	]
30	}
31	left={
32	"deadzone": 0.5,
33	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
34	]
35	}
36	forward={
37	"deadzone": 0.5,
38	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
39	]
40	}
41	back={
42	"deadzone": 0.5,
43	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
44	]
45	}
46	
47	[rendering]
48	
49	textures/canvas_textures/default_texture_filter=0
50
Read
{
  "file_path": "/home/user/task/scripts/size_test.gd"
}
output
1	extends MarginContainer
2	
3	func _ready():
4		await get_tree().create_timer(1.0).timeout
5		printt($Control.size)
6
Read
{
  "file_path": "/home/user/task/scripts/test.gd"
}
output
1	extends Node
2	
3	func _ready():
4		await get_tree().process_frame
5		run_validation()
6	
7	func fail(message: String) -> void:
8		print("VALIDATION_FAILED: %s" % message)
9		get_tree().quit(1)
10	
11	func assert_condition(condition: bool, message: String) -> void:
12		if not condition:
13			fail(message)
14	
15	func has_property(obj: Object, name: String) -> bool:
16		for prop in obj.get_property_list():
17			if prop.name == name:
18				return true
19		return false
20	
21	func run_validation():
22		var main = get_node_or_null("Main")
23		assert_condition(main != null, "Main scene not found")
24	
25		var minimap = main.get_node_or_null("CanvasLayer/Minimap")
26		assert_condition(minimap != null, "Minimap not found under CanvasLayer")
27		assert_condition(minimap.has_method("_process"), "Minimap must be a script instance")
28	
29		var grid: TextureRect = minimap.get_node_or_null("Content/Grid")
30		assert_condition(grid != null, "Grid TextureRect missing")
31		var player_marker: Sprite2D = grid.get_node_or_null("PlayerMarker")
32		assert_condition(player_marker != null, "PlayerMarker missing")
33	
34		var player = main.get_node_or_null("Player")
35		assert_condition(player != null, "Player node missing")
36	
37		assert_condition(has_property(minimap, "player"), "Minimap must export player")
38		assert_condition(has_property(minimap, "zoom"), "Minimap must export zoom")
39		assert_condition(minimap.has_method("set_zoom"), "Minimap must define set_zoom")
40		assert_condition(has_property(minimap, "grid_scale"), "grid_scale property missing")
41		assert_condition(has_property(minimap, "markers"), "markers dictionary missing")
42	
43		# --- falloff_curve must be an authored Curve resource with the required shape ---
44		assert_condition(has_property(minimap, "falloff_curve"), "Minimap must export a falloff_curve")
45		var curve = minimap.falloff_curve
46		assert_condition(curve is Curve, "falloff_curve must be a Curve resource authored in the scene")
47		assert_condition(abs(curve.sample_baked(0.0) - 1.0) < 0.05, "falloff_curve must bake to its near value at position 0.0")
48		assert_condition(abs(curve.sample_baked(0.5) - 0.6) < 0.05, "falloff_curve must bake to its mid value at position 0.5 , a real middle control point is required")
49		assert_condition(abs(curve.sample_baked(1.0) - 0.3) < 0.05, "falloff_curve must bake to its far value at position 1.0")
50		var near_scale: float = curve.sample_baked(0.0)
51		var far_scale: float = curve.sample_baked(1.0)
52	
53		var expected_center: Vector2 = grid.size / 2.0
54		var center_delta = (player_marker.position - expected_center).length()
55		assert_condition(center_delta <= 0.5, "PlayerMarker should start centered on Grid")
56	
57		var viewport_rect: Rect2 = get_viewport().get_visible_rect()
58		var expected_scale_x: float = grid.size.x / (viewport_rect.size.x * float(minimap.zoom))
59		var expected_scale_y: float = grid.size.y / (viewport_rect.size.y * float(minimap.zoom))
60		assert_condition(minimap.grid_scale is Vector2, "grid_scale must be a Vector2 (separate x and y scale factors)")
61		assert_condition(abs(minimap.grid_scale.x - expected_scale_x) < 0.01, "grid_scale.x is incorrect for the current zoom")
62		assert_condition(abs(minimap.grid_scale.y - expected_scale_y) < 0.01, "grid_scale.y is incorrect for the current zoom")
63	
64		# Markers duplicated for minimap_objects
65		var mob: Node2D = main.get_node_or_null("Mobs/Mob")
66		var crate: Node2D = main.get_node_or_null("Crates/Crate")
67		assert_condition(mob != null and crate != null, "Mob and Crate nodes must exist")
68		var markers: Dictionary = minimap.markers
69		assert_condition(markers.has(mob), "Mob should have a duplicated marker tracked")
70		assert_condition(markers.has(crate), "Crate should have a duplicated marker tracked")
71		var mob_marker: Sprite2D = markers[mob]
72		var crate_marker: Sprite2D = markers[crate]
73		assert_condition(mob_marker.get_parent() == grid and crate_marker.get_parent() == grid, "Du…[truncated]
This is a Godot 4 project. I now have a complete picture from the validation harness in `test.gd`. Let me check whether Godot is available so I can verify my implementation, and investigate one subtlety about the `removed` signal.
Bash
which godot godot4 2>/dev/null; ls /usr/local/bin | grep -i godot 2>/dev/null; ls /root 2>/dev/null | grep -i godot; find / -iname 'godot*' -type f 2>/dev/null | head; echo "exit: done"
{"description": "Locate godot binary"}
output
/usr/local/bin/godot
godot
/usr/local/bin/godot
exit: done

[stdout]
/usr/local/bin/godot
godot
/usr/local/bin/godot
exit: done
Godot is available. Let me check the version and test the signal argument behavior, since the `removed` signal has no parameters but the test emits it with no args while the connection targets a one-param method.
Bash
godot --version 2>/dev/null; echo "---"; cat scripts/crate.gd.uid 2>/dev/null; echo "---group cache---"; cat .godot/scene_groups_cache.cfg 2>/dev/null
{"description": "Check godot version and group cache"}
output
4.4.stable.official.4c311cbee
---
uid://copaqul3013ot
---group cache---
[res://scenes/crate.tscn]

groups=[&"minimap_objects"]

[res://scenes/mob.tscn]

groups=[&"minimap_objects", &"mobs"]

[stdout]
4.4.stable.official.4c311cbee
---
uid://copaqul3013ot
---group cache---
[res://scenes/crate.tscn]

groups=[&"minimap_objects"]

[res://scenes/mob.tscn]

groups=[&"minimap_objects", &"mobs"]
Let me write a quick standalone test to confirm how Godot 4.4 handles the signal/argument mismatch, since that determines my `_on_object_removed` signature.
Bash
mkdir -p /tmp/sigtest && cat > /tmp/sigtest/sig.gd <<'EOF'
extends SceneTree

signal removed

func cb(object = "NO_ARG"):
	print("cb called with: ", object)

func _init():
	removed.connect(cb)
	print("emitting with 0 args:")
	emit_signal("removed")
	print("emitting with 1 arg (self):")
	emit_signal("removed", self)
	quit()
EOF
godot --headless --script /tmp/sigtest/sig.gd 2>&1 | grep -v "^$" | head -30
{"description": "Test signal arg mismatch behavior"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)
emitting with 0 args:
cb called with: NO_ARG
emitting with 1 arg (self):
cb called with: <SceneTree#26357007742>

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)
emitting with 0 args:
cb called with: NO_ARG
emitting with 1 arg (self):
cb called with: <SceneTree#26357007742>
Let me confirm what happens with **no** default parameter (matching the stub signature `_on_object_removed(object)`):
Bash
cat > /tmp/sigtest/sig2.gd <<'EOF'
extends SceneTree

signal removed

var markers = {}

func cb(object):
	print("cb called, object=", object)
	markers.erase(object)

func _init():
	markers["KEY"] = 1
	removed.connect(cb)
	print("emitting with 0 args (no default param):")
	emit_signal("removed")
	print("markers after:", markers)
	quit()
EOF
godot --headless --script /tmp/sigtest/sig2.gd 2>&1 | grep -iv "warning\|root\|silence\|at:" | grep -v "^$" | head -30
{"description": "Test no-default-param signal callback"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
emitting with 0 args (no default param):
ERROR: Error calling from signal 'removed' to callable: 'SceneTree::cb': Method expected 1 arguments, but called with 0.
markers after:{ "KEY": 1 }

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
emitting with 0 args (no default param):
ERROR: Error calling from signal 'removed' to callable: 'SceneTree::cb': Method expected 1 arguments, but called with 0.
markers after:{ "KEY": 1 }
Confirmed: a no-default param errors and the callback is skipped on a zero-arg emit, while a defaulted param absorbs it. Since the validation does `crate.emit_signal("removed")` with **no** args (so the unbound connection in `world.gd` can't identify the object), I'll bind the object in my own connection and give the handler defaulted params. Now I'll write the implementation.
Write
{
  "file_path": "/home/user/task/scripts/minimap.gd",
  "content": "extends MarginContainer\nclass_name Minimap\n\n@export var player: Player\n@export var zoom = 1.5:\n\tset = set_zoom\n@export var falloff_curve: Curve\n\n@onready var grid = $Content/Grid\n@onready var player_marker = $Content/Grid/PlayerMarker\n@onready var mob_marker = $Content/Grid/MobMarker\n@onready var alert_marker = $Content/Grid/AlertMarker\n\n@onready var icons = {\n\t\"mob\": mob_marker,\n\t\"alert\": alert_marker\n}\n\nvar grid_scale\nvar markers = {}\n\nfunc _ready():\n\t# Give every world object currently in the group its own marker.\n\tfor object in get_tree().get_nodes_in_group(\"minimap_objects\"):\n\t\tadd_marker(object)\n\t\t# Track removals. The object is bound so we still know which marker\n\t\t# to drop even when the signal is emitted without arguments.\n\t\tobject.removed.connect(_on_object_removed.bind(object))\n\n\t# Wait a frame so the container has laid out and grid.size is meaningful.\n\tawait get_tree().process_frame\n\tplayer_marker.position = grid.size / 2.0\n\tupdate_grid_scale()\n\nfunc add_marker(object):\n\t# Duplicate the prototype icon that matches this object and park it on the grid.\n\tvar marker = icons[object.minimap_icon].duplicate()\n\tmarker.visible = true\n\tgrid.add_child(marker)\n\tmarkers[object] = marker\n\nfunc _process(delta):\n\tif grid_scale == null:\n\t\tupdate_grid_scale()\n\n\tvar grid_center = grid.size / 2.0\n\tvar heading = player.rotation + PI / 2.0\n\n\t# The player sits at the centre of its own map.\n\tplayer_marker.position = grid_center\n\tplayer_marker.rotation = heading\n\n\tvar near_scale = falloff_curve.sample_baked(0.0)\n\tvar far_scale = falloff_curve.sample_baked(1.0)\n\n\tfor object in markers:\n\t\tvar marker = markers[object]\n\t\tmarker.rotation = heading\n\n\t\t# Place the marker relative to the player, scaled into grid space.\n\t\tvar offset = object.position - player.position\n\t\tvar raw = grid_center + offset * grid_scale\n\t\tvar clamped = Vector2(\n\t\t\tclampf(raw.x, 0.0, grid.size.x),\n\t\t\tclampf(raw.y, 0.0, grid.size.y)\n\t\t)\n\t\tmarker.position = clamped\n\n\t\tif raw.is_equal_approx(clamped):\n\t\t\t# Still on the grid: full size.\n\t\t\tmarker.scale = Vector2(near_scale, near_scale)\n\t\telse:\n\t\t\t# Pushed off an edge: pinned to the bounds and shrunk down.\n\t\t\tmarker.scale = Vector2(far_scale, far_scale)\n\nfunc _on_object_removed(object = null, _unused = null):\n\tif object != null and markers.has(object):\n\t\tmarkers[object].queue_free()\n\t\tmarkers.erase(object)\n\nfunc set_zoom(value):\n\t# Clamp so markers can never invert (negative) or blow up (near-zero zoom).\n\tzoom = maxf(value, 0.5)\n\t# Refresh the mapping right away rather than waiting for the next frame.\n\tupdate_grid_scale()\n\nfunc update_grid_scale():\n\tif grid == null or not is_inside_tree():\n\t\treturn\n\tvar viewport_size = get_viewport().get_visible_rect().size\n\tgrid_scale = grid.size / (viewport_size * zoom)\n\nfunc _on_gui_input(event):\n\tif event is InputEventMouseButton and event.pressed:\n\t\tif event.button_index == MOUSE_BUTTON_WHEEL_UP:\n\t\t\tset_zoom(zoom + 0.1)\n\t\telif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:\n\t\t\tset_zoom(zoom - 0.1)\n"
}
output
The file /home/user/task/scripts/minimap.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me author the `falloff_curve` in the scene file:
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/minimap.tscn",
  "old_string": "[gd_scene load_steps=7 format=3 uid=\"uid://bt76slcb5awbu\"]",
  "new_string": "[gd_scene load_steps=8 format=3 uid=\"uid://bt76slcb5awbu\"]"
}
output
The file /home/user/task/scenes/minimap.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scenes/minimap.tscn",
  "old_string": "[ext_resource type=\"Texture2D\" uid=\"uid://76t51rghfsgj\" path=\"res://assets/minimapIcon_exclamationYellow.png\" id=\"5_kxi43\"]\n\n[node name=\"Minimap\" type=\"MarginContainer\"]\noffset_right = 250.0\noffset_bottom = 250.0\ntheme_override_constants/margin_left = 5\ntheme_override_constants/margin_top = 5\ntheme_override_constants/margin_right = 5\ntheme_override_constants/margin_bottom = 5\nscript = ExtResource(\"1_8wnx2\")",
  "new_string": "[ext_resource type=\"Texture2D\" uid=\"uid://76t51rghfsgj\" path=\"res://assets/minimapIcon_exclamationYellow.png\" id=\"5_kxi43\"]\n\n[sub_resource type=\"Curve\" id=\"Curve_falloff\"]\n_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 0.6), 0.0, 0.0, 0, 0, Vector2(1, 0.3), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Minimap\" type=\"MarginContainer\"]\noffset_right = 250.0\noffset_bottom = 250.0\ntheme_override_constants/margin_left = 5\ntheme_override_constants/margin_top = 5\ntheme_override_constants/margin_right = 5\ntheme_override_constants/margin_bottom = 5\nscript = ExtResource(\"1_8wnx2\")\nfalloff_curve = SubResource(\"Curve_falloff\")"
}
output
The file /home/user/task/scenes/minimap.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me run the validation. I'll build a wrapper scene that mirrors how the harness runs `test.gd` (a root node with `main.tscn` instanced as `Main`).
Bash
cat scripts/test.gd.uid; echo "---main uid---"; grep -m1 uid scenes/main.tscn
{"description": "Get test.gd and main scene uids"}
output
uid://bnkbyntpukrel
---main uid---
[gd_scene load_steps=11 format=3 uid="uid://dguv0hkao7pqf"]

[stdout]
uid://bnkbyntpukrel
---main uid---
[gd_scene load_steps=11 format=3 uid="uid://dguv0hkao7pqf"]
Write
{
  "file_path": "/home/user/task/scenes/validate.tscn",
  "content": "[gd_scene load_steps=3 format=3 uid=\"uid://cvalidate0001\"]\n\n[ext_resource type=\"Script\" uid=\"uid://bnkbyntpukrel\" path=\"res://scripts/test.gd\" id=\"1_test\"]\n[ext_resource type=\"PackedScene\" uid=\"uid://dguv0hkao7pqf\" path=\"res://scenes/main.tscn\" id=\"2_main\"]\n\n[node name=\"Root\" type=\"Node\"]\nscript = ExtResource(\"1_test\")\n\n[node name=\"Main\" parent=\".\" instance=ExtResource(\"2_main\")]\n"
}
output
File created successfully at: /home/user/task/scenes/validate.tscn (file state is current in your context , no need to Read it back)
Bash
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --path /home/user/task scenes/validate.tscn 2>&1 | grep -iv "^Godot Engine\|^$" | head -50
{"description": "Run validation scene headless"}
output
WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:3 - ext_resource, invalid UID: uid://cdtwwpxx5va1w - using text path instead: res://scripts/minimap.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:4 - ext_resource, invalid UID: uid://cq7bl56536exf - using text path instead: res://assets/panel_woodDetail_blank.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:5 - ext_resource, invalid UID: uid://bikdfyvvw5oag - using text path instead: res://assets/pattern_blueprintPaper.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:6 - ext_resource, invalid UID: uid://bn1rrxajfedmo - using text path instead: res://assets/minimapIcon_arrowA.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:7 - ext_resource, invalid UID: uid://bm30ksnske3e1 - using text path instead: res://assets/minimapIcon_jewelRed.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:8 - ext_resource, invalid UID: uid://76t51rghfsgj - using text path instead: res://assets/minimapIcon_exclamationYellow.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:3 - ext_resource, invalid UID: uid://cyluamnenuql0 - using text path instead: res://scripts/crate.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:4 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
ERROR: Signal 'removed' is already connected to given callable 'MarginContainer(Minimap)::_on_object_removed' in that object.
   at: connect (core/object/object.cpp:1451)
ERROR: Signal 'removed' is already connected to given callable 'MarginContainer(Minimap)::_on_object_removed' in that object.
   at: connect (core/object/object.cpp:1451)
ERROR: Signal 'removed' is already connected to given callable 'MarginContainer(Minimap)::_on_object_removed' in that object.
   at: connect (core/object/object.cpp:1451)
ERROR: Signal 'removed' is already connected to given callable 'MarginContainer(Minimap)::_on_object_removed' in that object.
   at: connect (core/object/object.cpp:1451)
ERROR: Signal 'removed' is already connected to given callable 'MarginContainer(Minimap)::_on_object_removed' in that object.
   at: connect (core/object/object.cpp:1451)
ERROR: Signal 'removed' is already connected to given…[truncated]
Validation **passed**, but there's benign error spam: `world.gd`'s unbound `connect(...)` is treated by Godot as a duplicate of my bound `_on_object_removed` connection, so it errors out (8 times). Functionally my bound connection wins and removal works , but a clean solution shouldn't log those. Let me bind a **distinct** helper method so my connection never collides with `world.gd`'s.
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scripts/minimap.gd",
  "old_string": "\t# Give every world object currently in the group its own marker.\n\tfor object in get_tree().get_nodes_in_group(\"minimap_objects\"):\n\t\tadd_marker(object)\n\t\t# Track removals. The object is bound so we still know which marker\n\t\t# to drop even when the signal is emitted without arguments.\n\t\tobject.removed.connect(_on_object_removed.bind(object))",
  "new_string": "\t# Give every world object currently in the group its own marker.\n\tfor object in get_tree().get_nodes_in_group(\"minimap_objects\"):\n\t\tadd_marker(object)\n\t\t# world.gd already wires `removed` -> _on_object_removed, but that only\n\t\t# carries the object when the emitter passes itself. Bind the object to a\n\t\t# separate handler so the marker is found even on an argument-less emit.\n\t\tobject.removed.connect(_drop_marker.bind(object))"
}
output
The file /home/user/task/scripts/minimap.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Edit
{
  "replace_all": false,
  "file_path": "/home/user/task/scripts/minimap.gd",
  "old_string": "func _on_object_removed(object = null, _unused = null):\n\tif object != null and markers.has(object):\n\t\tmarkers[object].queue_free()\n\t\tmarkers.erase(object)",
  "new_string": "func _on_object_removed(object = null, _unused = null):\n\t# Reached via world.gd when an object emits `removed` with itself as the arg.\n\tif object != null:\n\t\t_drop_marker(object)\n\nfunc _drop_marker(object, _unused = null):\n\tif markers.has(object):\n\t\tmarkers[object].queue_free()\n\t\tmarkers.erase(object)"
}
output
The file /home/user/task/scripts/minimap.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Now let me re-run the validation to confirm it passes cleanly without the error spam:
Bash
GODOT_SILENCE_ROOT_WARNING=1 timeout 120 godot --headless --path /home/user/task scenes/validate.tscn 2>&1 | grep -iv "invalid UID\|using text path\|at: load\|^Godot Engine\|^WARNING: Started\|subsystems like audio\|silence this warning\|setup2\|^$" | head -40
{"description": "Re-run validation, filtering noise"}
output
VALIDATION_PASSED: Minimap marker logic and zoom control implemented

[stdout]
VALIDATION_PASSED: Minimap marker logic and zoom control implemented
Clean pass with no errors. Let me remove the temporary validation scene I created so I don't leave artifacts in the project:
Bash
rm -f /home/user/task/scenes/validate.tscn /home/user/task/scenes/validate.tscn.uid; rm -rf /tmp/sigtest; ls /home/user/task/scenes
{"description": "Remove temporary validation scene and temp files"}
output
crate.tscn
heart_bar.tscn
main.tscn
minimap.tscn
mob.tscn
player.tscn
size_test.tscn
test.tscn

[stdout]
crate.tscn
heart_bar.tscn
main.tscn
minimap.tscn
mob.tscn
player.tscn
size_test.tscn
test.tscn
The implementation is complete and the validation harness passes cleanly. Here's what I did: ## `scripts/minimap.gd` - **`zoom` setter** (`set_zoom`) , clamps to a floor of `0.5` (so markers can't invert or blow up) and calls `update_grid_scale()` immediately, so the on-screen mapping refreshes without waiting for `_process`. - **`grid_scale`** , computed as `grid.size / (viewport_size * zoom)` (a `Vector2`, separate x/y factors), matching the harness's expected formula. - **`_ready`** , duplicates the prototype icon matching each `minimap_objects` member's `minimap_icon`, makes it visible, parents it under the grid, and records it in `markers`. Then it awaits one frame (so the container has laid out) before centering the player marker at `grid.size / 2` and computing `grid_scale`. - **`_process`** , rotates every marker (and the player marker) to `player.rotation + PI/2`, positions each marker at `grid_center + offset*grid_scale` clamped to `[0, grid.size]`, keeping the curve's near scale (`sample_baked(0.0)`) while on-grid and shrinking to the far scale (`sample_baked(1.0)`) when clamped past an edge. - **`falloff_curve`** , sampled for near/far marker sizes. - **`_on_gui_input`** , wheel-up increases zoom, wheel-down decreases. ## `scenes/minimap.tscn` - Authored a `Curve` sub-resource with control points `(0.0, 1.0)`, `(0.5, 0.6)`, `(1.0, 0.3)` and assigned it to the exported `falloff_curve`. ## One subtlety worth flagging The validation removes a crate via `crate.emit_signal("removed")` with **no arguments**, while `world.gd` connects the signal to `_on_object_removed` **without binding** the object , so that path can't identify which marker to drop. I verified Godot 4.4's behavior directly: a zero-arg emit can't deliver the object, and binding the *same* method that `world.gd` connects triggers "already connected" errors. So I bind the object to a **separate** `_drop_marker` handler in `minimap.gd`. Both the gameplay path (`removed.emit(self)`) and the arg-less test emit now remove the marker correctly, with no error spam.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
WARNING: Started the engine as `root`/superuser. This is a security risk, and subsystems like audio may not work correctly.
Set the environment variable `GODOT_SILENCE_ROOT_WARNING` to 1 to silence this warning.
     at: setup2 (main/main.cpp:3181)

WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:3 - ext_resource, invalid UID: uid://cdtwwpxx5va1w - using text path instead: res://scripts/minimap.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:4 - ext_resource, invalid UID: uid://cq7bl56536exf - using text path instead: res://assets/panel_woodDetail_blank.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:5 - ext_resource, invalid UID: uid://bikdfyvvw5oag - using text path instead: res://assets/pattern_blueprintPaper.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:6 - ext_resource, invalid UID: uid://bn1rrxajfedmo - using text path instead: res://assets/minimapIcon_arrowA.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:7 - ext_resource, invalid UID: uid://bm30ksnske3e1 - using text path instead: res://assets/minimapIcon_jewelRed.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/minimap.tscn:8 - ext_resource, invalid UID: uid://76t51rghfsgj - using text path instead: res://assets/minimapIcon_exclamationYellow.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:3 - ext_resource, invalid UID: uid://cyluamnenuql0 - using text path instead: res://scripts/crate.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:4 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
VALIDATION_PASSED: Minimap marker logic and zoom control implemented

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_091839faa7074663. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_091839faa7074663 · verifier authoritative; classifier explanatory.