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SyncVals · Trajectory

combo-score-system

claude-code claude-opus-4-8 ✗ failed GOOD_FAILURE ↑ 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_FAILUREHonest miss, the agent ran correctly but couldn't solve it. Expected for a hard task; the task is sound.
SubtypeImplementation Bugs
EvidenceTest output: "VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene" (test.gd line 46). Agent's scene file uses 'meter_bar = NodePath("MeterBar")' in step 14, which sets a NodePath instead of a ColorRect reference. Test at line 45 checks 'if bar == null or not (bar is ColorRect)' which fails because bar is a NodePath, not a ColorRect node object.
Root causeThe agent used NodePath("MeterBar") to wire the meter_bar export in the .tscn file, but Godot's node reference exports require an actual node object reference, not a NodePath string. The agent needed either to understand this Godot distinction or to test their work to discover the failure.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
16 tool calls · 3 tool types · 16 steps
Build a combo meter for an action game, driven by designer-authored curves. Create `scenes/combo_system.tscn` with a `Node` root named `ComboSystem` (attach `scripts/combo_system.gd`). Add: - a `Timer` child named `ComboTimer` that fires only once per start (`one_shot`), with its `timeout` wired to the script's `_on_combo_timeout()` handler, - a `ColorRect` child named `MeterBar` (the on-screen combo heat bar). In `scripts/combo_system.gd`, implement the `ComboSystem` class: - Export a float `combo_window` (default `2.0`, the seconds allowed between hits) and an int `max_combo` (default `8`). - Track an int `combo_count` (starts `0`) and a float `multiplier` (starts `1.0`). - Export a `Curve` resource named `multiplier_curve`, authored so that sampling its baked value returns `1.0` at position `0.0`, `2.2` at position `0.5`, and `3.0` at position `1.0`. This curve maps how full the combo is (0 = no streak, 1 = at `max_combo`) to the score multiplier. - Export a `Gradient` resource named `heat_gradient`, authored with three stops: offset `0.0` is cool blue `Color(0.2, 0.4, 1.0)`, offset `0.5` is amber `Color(1.0, 0.8, 0.0)`, offset `1.0` is hot red `Color(1.0, 0.1, 0.0)`. - Export a `ColorRect` reference named `meter_bar`, wired in the scene to the `MeterBar` node. Define a helper `combo_fraction() -> float` that returns the streak fullness as `clamp(float(combo_count) / max_combo, 0.0, 1.0)`. Behavior of `register_hit(base_score: int) -> int`: - Award and return the score for the hit that just landed, then advance the streak. - The multiplier in effect for this hit is `multiplier_curve.sample_baked(combo_fraction())` evaluated **before** this hit is counted , so the first hit of a streak (fraction 0) uses multiplier `1.0` and awards exactly `base_score`. The awarded value is rounded to the nearest whole number and returned as an int. Store this multiplier into `multiplier`. - Then add the hit to the streak (`combo_count += 1`), refresh `multiplier` from the curve at the new `combo_fraction()`, and recolor the bar: set `meter_bar.color` to `heat_gradient.sample(combo_fraction())`. - Restart `ComboTimer` so it will fire `combo_window` seconds from now, and emit `combo_changed(combo_count, multiplier)`. When the window lapses, `_on_combo_timeout()` ends the streak: reset `combo_count` to `0` and `multiplier` to `1.0`, recolor the bar to the gradient at fraction `0.0`, and emit `combo_broken`. Declare signals `combo_changed(count: int, mult: float)` and `combo_broken`.
I'll create both files. Let me write the script first, then the scene with the authored Curve and Gradient sub-resources.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Emitted whenever a hit lands and the streak advances.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak resets.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hits at which the meter is considered full.
@export var max_combo: int = 8

## Maps combo fullness (0..1) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness (0..1) to the heat-bar color.
@export var heat_gradient: Gradient
## The on-screen combo heat bar.
@export var meter_bar: ColorRect

var combo_count: int = 0
var multiplier: float = 1.0

@onready var combo_timer: Timer = $ComboTimer


## Streak fullness: 0 = no streak, 1 = at max_combo.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Award the score for the hit that just landed, then advance the streak.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled before it is counted.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Count the hit and refresh state for the new streak length.
	combo_count += 1
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	meter_bar.color = heat_gradient.sample(combo_fraction())

	# Keep the window open another combo_window seconds.
	combo_timer.wait_time = combo_window
	combo_timer.start()
	combo_changed.emit(combo_count, multiplier)

	return awarded


func _on_combo_timeout() -> void:
	combo_count = 0
	multiplier = 1.0
	meter_bar.color = heat_gradient.sample(0.0)
	combo_broken.emit()
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Write: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn

[gd_scene load_steps=4 format=3 uid="uid://b8combosys0001"]

[ext_resource type="Script" path="res://scripts/combo_system.gd" id="1"]

[sub_resource type="Curve" id="Curve_1"]
min_value = 1.0
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 2.2), 0.0, 0.0, 0, 0, Vector2(1, 3), 0.0, 0.0, 0, 0]
point_count = 3

[sub_resource type="Gradient" id="Gradient_1"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.2, 0.4, 1, 1, 1, 0.8, 0, 1, 1, 0.1, 0, 1)

[node name="ComboSystem" type="Node"]
script = ExtResource("1")
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
meter_bar = NodePath("MeterBar")

[node name="ComboTimer" type="Timer" parent="."]
one_shot = true

[node name="MeterBar" type="ColorRect" parent="."]
offset_right = 200.0
offset_bottom = 24.0

[connection signal="timeout" from="ComboTimer" to="." method="_on_combo_timeout"]
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Read: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd
output
1	extends Node
2	class_name ComboSystem
3	
4	@onready var combo_timer: Timer = $ComboTimer
5	
6	func _ready() -> void:
7		pass
8	
Read: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn
output
1	[gd_scene load_steps=1 format=3]
2	
3	[node name="ComboSystem" type="Node"]
4	
Both files exist as stubs. I'll overwrite them with the full implementation.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

extends Node
class_name ComboSystem

## Emitted whenever a hit lands and the streak advances.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak resets.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hits at which the meter is considered full.
@export var max_combo: int = 8

## Maps combo fullness (0..1) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness (0..1) to the heat-bar color.
@export var heat_gradient: Gradient
## The on-screen combo heat bar.
@export var meter_bar: ColorRect

var combo_count: int = 0
var multiplier: float = 1.0

@onready var combo_timer: Timer = $ComboTimer


## Streak fullness: 0 = no streak, 1 = at max_combo.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Award the score for the hit that just landed, then advance the streak.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled before it is counted.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Count the hit and refresh state for the new streak length.
	combo_count += 1
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	meter_bar.color = heat_gradient.sample(combo_fraction())

	# Keep the window open another combo_window seconds.
	combo_timer.wait_time = combo_window
	combo_timer.start()
	combo_changed.emit(combo_count, multiplier)

	return awarded


func _on_combo_timeout() -> void:
	combo_count = 0
	multiplier = 1.0
	meter_bar.color = heat_gradient.sample(0.0)
	combo_broken.emit()
output
The file /home/user/task/scripts/combo_system.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Write: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn

[gd_scene load_steps=4 format=3 uid="uid://b8combosys0001"]

[ext_resource type="Script" path="res://scripts/combo_system.gd" id="1"]

[sub_resource type="Curve" id="Curve_1"]
min_value = 1.0
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 2.2), 0.0, 0.0, 0, 0, Vector2(1, 3), 0.0, 0.0, 0, 0]
point_count = 3

[sub_resource type="Gradient" id="Gradient_1"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.2, 0.4, 1, 1, 1, 0.8, 0, 1, 1, 0.1, 0, 1)

[node name="ComboSystem" type="Node"]
script = ExtResource("1")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
meter_bar = NodePath("MeterBar")

[node name="ComboTimer" type="Timer" parent="."]
one_shot = true

[node name="MeterBar" type="ColorRect" parent="."]
offset_right = 200.0
offset_bottom = 24.0

[connection signal="timeout" from="ComboTimer" to="." method="_on_combo_timeout"]
output
The file /home/user/task/scenes/combo_system.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Both files are written. Here's what I built: **`scripts/combo_system.gd`** , the `ComboSystem` class with: - Exports `combo_window` (2.0), `max_combo` (8), `multiplier_curve`, `heat_gradient`, `meter_bar`. - State `combo_count` (0) and `multiplier` (1.0), plus signals `combo_changed(count, mult)` and `combo_broken`. - `combo_fraction()` returning the clamped streak fullness. - `register_hit()` that samples the multiplier **before** counting the hit (so the first hit at fraction 0 → multiplier 1.0 → exactly `base_score`), rounds and returns the award, then advances the streak, refreshes the multiplier/bar color, restarts the timer, and emits `combo_changed`. - `_on_combo_timeout()` resetting the streak, recoloring to fraction 0.0, and emitting `combo_broken`. **`scenes/combo_system.tscn`** , `Node` root `ComboSystem` with the script attached, a `one_shot` `ComboTimer` whose `timeout` is connected to `_on_combo_timeout`, and a `MeterBar` `ColorRect`. The `meter_bar` export points at `MeterBar`. Two authoring details worth noting: - **Curve** , I set `min_value = 1.0` / `max_value = 3.0`. This is required: Curve clamps point values to its range, and the default max of `1.0` would otherwise crush the `2.2` and `3.0` points. The three points sit exactly at positions 0.0/0.5/1.0, so `sample_baked` returns `1.0` / `2.2` / `3.0` there regardless of tangents. - **Gradient** , three stops authored as cool blue → amber → hot red at offsets 0.0 / 0.5 / 1.0. One thing to flag: `multiplier_curve.sample_baked()` requires the curve to be baked. Godot bakes automatically on first sample, so this works at runtime, but if you ever swap the curve to an empty/zero-resolution one it would need a `bake()` call first.
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)

VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_1b460c266f754527. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_1b460c266f754527 · verifier authoritative; classifier explanatory.