tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.ls -la && find . -name "project.godot" -o -name "*.tscn" -o -name "*.gd" 2>/dev/null | head -50
total 12 drwxr-xr-x 5 user user 128 Jun 21 19:05 . drwxr-x--- 3 user user 128 Jun 21 19:05 .. drwxr-xr-x 4 user user 4096 Jun 21 19:05 .godot -rw-r--r-- 1 user user 206 Jun 21 07:51 project.godot drwxr-xr-x 2 user user 128 Jun 21 07:52 scenes drwxr-xr-x 2 user user 4096 Jun 21 19:05 scripts ./project.godot ./scenes/combo_system.tscn ./scenes/main.tscn ./scenes/test.tscn ./scripts/combo_system.gd ./scripts/test.gd
cat project.godot && echo "=== combo_system.tscn ===" && cat scenes/combo_system.tscn && echo "=== combo_system.gd ===" && cat scripts/combo_system.gd && echo "=== main.tscn ===" && cat scenes/main.tscn && echo "=== test.tscn ===" && cat scenes/test.tscn && echo "=== test.gd ===" && cat scripts/test.gd
config_version=5
[application]
config/name="Combo Score System"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.4")
[rendering]
renderer/rendering_method="gl_compatibility"
=== combo_system.tscn ===
[gd_scene load_steps=1 format=3]
[node name="ComboSystem" type="Node"]
=== combo_system.gd ===
extends Node
class_name ComboSystem
@onready var combo_timer: Timer = $ComboTimer
func _ready() -> void:
pass
=== main.tscn ===
[gd_scene load_steps=2 format=3]
[ext_resource type="PackedScene" path="res://scenes/combo_system.tscn" id="1"]
[node name="Main" type="Node"]
[node name="ComboSystem" parent="." instance=ExtResource("1")]
=== test.tscn ===
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="res://scripts/test.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/main.tscn" id="2"]
[node name="TestRunner" type="Node"]
script = ExtResource("1")
[node name="Main" parent="." instance=ExtResource("2")]
=== test.gd ===
extends Node
const GTOL := 0.04
const CTOL := 0.09
func _ready() -> void:
await get_tree().process_frame
run_validation()
func run_validation() -> void:
var main = get_node_or_null("Main")
if main == null:
return _fail("Main scene not found")
var cs = main.get_node_or_null("ComboSystem")
if cs == null:
return _fail("ComboSystem node not found under Main")
var timer = cs.get_node_or_null("ComboTimer")
if timer == null or not (timer is Timer):
return _fail("ComboSystem must have a Timer child named ComboTimer")
if not timer.one_shot:
return _fail("ComboTimer must be one_shot = true")
if not timer.timeout.is_connected(Callable(cs, "_on_combo_timeout")):
return _fail("ComboTimer.timeout must be connected to _on_combo_timeout in the scene")
var bar_node = cs.get_node_or_null("MeterBar")
if bar_node == null or not (bar_node is ColorRect):
return _fail("ComboSystem must have a ColorRect child named MeterBar")
if not cs.has_signal("combo_changed"):
return _fail("combo_changed signal missing")
if not cs.has_signal("combo_broken"):
return _fail("combo_broken signal missing")
# exported resources
var curve = cs.get("multiplier_curve")
if curve == null or not (curve is Curve):
return _fail("multiplier_curve must be an exported Curve resource authored in the scene")
var grad = cs.get("heat_gradient")
if grad == null or not (grad is Gradient):
return _fail("heat_gradient must be an exported Gradient resource authored in the scene")
# exported node ref must be wired
var bar = cs.get("meter_bar")
if bar == null or not (bar is ColorRect):
return _fail("meter_bar export must be wired to the MeterBar ColorRect in the scene")
if bar != bar_node:
return _fail("meter_bar export must point to the MeterBar node")
# defaults
if cs.get("combo_window") == null or not is_equal_approx(cs.combo_window, 2.0):
return _fail("combo_window default must be 2.0")
if cs.get("max_combo") == null or cs.max_combo != 8:
return _fail("max_combo default must be 8")
if cs.get("combo_count") == null or cs.combo_count != 0:
return _fail("combo_count must start at 0")
if cs.get("multiplier") == null or not is_equal_approx(cs.multiplier, 1.0):
return _fail("multiplier must start at 1.0")
# curve baked control points
if absf(curve.sample_baked(0.0) - 1.0) > CTOL:
return _fail("multiplier_curve at position 0.0 must bake to 1.0")
if absf(curve.sample_baked(0.5) - 2.2) > CTOL:
return _fail("multiplier_curve at position 0.5 must bake to 2.2 , needs a middle control point")
if absf(curve.sample_baked(1.0) - 3.0) > CTOL:
return _fail("multiplier_curve at position 1.0 must bake to 3.0")
# gradient stops
if not _color_near(grad.sample(0.0), Color(0.2, 0.4, 1.0)):
return _fail("heat_gradient at offset 0.0 must be cool blue Color(0.2,0.4,1.0)")
if not _color_near(grad.sample(0.5), Color(1.0, 0.8, 0.0)):
return _fail("heat_gradient at offset 0.5 must be amber Color(1.0,0.8,0.0) , needs a middle stop")
if not _color_near(grad.…[truncated]/home/user/task/scenes/combo_system.tscn
[gd_scene load_steps=4 format=3 uid="uid://b8combosys01"]
[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
color = Color(0.2, 0.4, 1, 1)
[connection signal="timeout" from="ComboTimer" to="." method="_on_combo_timeout"]
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)
/home/user/task/scripts/combo_system.gd extends Node class_name ComboSystem ## Emitted whenever the streak advances after a hit lands. 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 ## Number of hits at which the combo is considered fully saturated. @export var max_combo: int = 8 ## Maps combo fullness (0 = no streak, 1 = at max_combo) to the score multiplier. @export var multiplier_curve: Curve ## Maps combo fullness to the heat color shown on the meter bar. @export var heat_gradient: Gradient ## The on-screen combo heat bar, recolored as the streak grows. @export var meter_bar: ColorRect var combo_count: int = 0 var multiplier: float = 1.0 @onready var combo_timer: Timer = $ComboTimer ## Streak fullness in the range [0, 1], used to sample the curve and gradient. 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 counting it. multiplier = multiplier_curve.sample_baked(combo_fraction()) var awarded: int = int(round(base_score * multiplier)) # Add the hit to the streak and refresh state from the new fullness. combo_count += 1 multiplier = multiplier_curve.sample_baked(combo_fraction()) meter_bar.color = heat_gradient.sample(combo_fraction()) combo_timer.wait_time = combo_window combo_timer.start() combo_changed.emit(combo_count, multiplier) return awarded ## End the streak when the combo window lapses. func _on_combo_timeout() -> void: combo_count = 0 multiplier = 1.0 meter_bar.color = heat_gradient.sample(0.0) combo_broken.emit()
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)
(command -v godot && godot --headless --path . scenes/test.tscn 2>&1 | tail -20) || echo "godot not found in PATH"
/usr/local/bin/godot
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 scenecat > /tmp/dbg.gd <<'EOF'
extends SceneTree
func _init():
var s = load("res://scenes/combo_system.tscn").instantiate()
get_root().add_child(s)
print("meter_bar = ", s.get("meter_bar"))
print("has MeterBar child = ", s.get_node_or_null("MeterBar"))
quit()
EOF
godot --headless --path . -s /tmp/dbg.gd 2>&1 | grep -v WARNING | grep -v "at:" | tail -10Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org meter_bar = <null> has MeterBar child = MeterBar:<ColorRect#27028096393>
cat > /tmp/gen.gd <<'EOF'
extends SceneTree
func _init():
var root = load("res://scripts/combo_system.gd").new()
root.name = "ComboSystem"
var bar = ColorRect.new()
bar.name = "MeterBar"
root.add_child(bar)
bar.owner = root
root.meter_bar = bar
var ps = PackedScene.new()
ps.pack(root)
ResourceSaver.save(ps, "res://scenes/_probe.tscn")
quit()
EOF
godot --headless --path . -s /tmp/gen.gd 2>&1 | grep -vi warning | grep -v "at:" ; echo "=== probe ==="; cat scenes/_probe.tscn; rm -f scenes/_probe.tscnGodot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
ERROR: 1 resources still in use at exit (run with --verbose for details).
=== probe ===
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://scripts/combo_system.gd" id="1_p2162"]
[node name="ComboSystem" type="Node" node_paths=PackedStringArray("meter_bar")]
script = ExtResource("1_p2162")
meter_bar = NodePath("MeterBar")
[node name="MeterBar" type="ColorRect" parent="."]/home/user/task/scenes/combo_system.tscn
--- old ---
[node name="ComboSystem" type="Node"]
script = ExtResource("1")
--- new ---
[node name="ComboSystem" type="Node" node_paths=PackedStringArray("meter_bar")]
script = ExtResource("1")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)
godot --headless --path . scenes/test.tscn 2>&1 | grep -i validation
VALIDATION_PASSED: Combo meter works correctly
No file changes, the agent left the workspace untouched.
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_PASSED: Combo meter works correctlyReproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_1b608e21624d467b. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.
Trial trial_1b608e21624d467b · verifier authoritative; classifier explanatory.