SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

day-night-cycle-controller

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.
SubtypeWrong Approach
EvidenceTest validator line 65-66 checks: `if abs(noon - 180.0) > ROTATION_TOLERANCE: fail("Sun rotation curve must hit ~180 degrees at midday")`. The agent's X rotation curve has points (0.0→0°), (0.5→-90°), (1.0→-180°), which samples to -90° at 0.5. This fails the tolerance check: abs(-90 - 180) = 270 > 0.5. The reference solution uses only 2 points (0→360°) with linear interpolation to achieve 180° at midday. Instruction explicitly states "needs two points" and "≈180° at 0.5".
Root causeAgent created an X rotation curve with 3 control points spanning 0° to -180° instead of 2 points spanning 0° to 360°, resulting in -90° at midday instead of the required 180°.
RecommendationN/A - task is fine. The instruction and validation are clear. Agent failed to follow the specification for the rotation curve (2 points, 0→360° range, not 3 points with negative angles).
Trajectory
Tool-by-tool agent trajectory
58 tool calls · 3 tool types · 58 steps
# Day-Night Cycle Controller Finish res://scenes/Main.tscn by wiring the provided day-night scripts to the existing SunLight, ClockLabel, and PorchLight. Under Main add a Node named DayNightCycle that runs scripts/day_night/DayNightCycleNode.gd and give it four children: LightColorTransition, SampledObjectRotator, TimeHandler, and LightIntensityTransition. LightColorTransition must use scripts/day_night/LightColorTransitionNode.gd, target ../../SunLight, and its gradient must transition through dark night colors at the start and end, warm sunrise/sunset tones at one-quarter and three-quarters of the day, and bright daylight at noon. SampledObjectRotator must use scripts/day_night/SampledObjectRotatorNode.gd, target ../../SunLight, and its X rotation curve must sweep the sun from horizon to horizon across the day; leave Y/Z curves flat. TimeHandler must run scripts/day_night/TimeHandler.gd with day_length_seconds = 10 and display_interval_minutes = 10. LightIntensityTransition must use scripts/day_night/LightIntensityTransitionNode.gd, target ../../SunLight, and its curve must dim at night and peak at midday. Connect DayNightCycle.time_changed to Main._on_day_night_cycle_time_changed, then implement that method in scripts/main.gd so ClockLabel.text always shows the emitted time string and PorchLight.visible toggles off at dawn and on at dusk.
I'll start by exploring the project structure and the provided scripts.
Bash
find . -type f -not -path './.git/*' | head -100

# args: {"description": "List project files"}
output
./project.godot
./scenes/Main.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./scripts/main.gd
./scripts/main.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Main.tscn-folding-4a24720ee5e787dbe30abc634fa3679d.cfg
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/DayNightCycleNode.gd.uid
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightColorTransitionNode.gd.uid
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd.uid
./scripts/day_night/SampledObjectRotatorNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd.uid
./scripts/day_night/TimeHandler.gd.uid

[stdout]
./project.godot
./scenes/Main.tscn
./scenes/test.tscn
./.godot/.gdignore
./.godot/global_script_class_cache.cfg
./.godot/uid_cache.bin
./.godot/scene_groups_cache.cfg
./scripts/main.gd
./scripts/main.gd.uid
./scripts/test.gd
./scripts/test.gd.uid
./.godot/editor/project_metadata.cfg
./.godot/editor/filesystem_cache10
./.godot/editor/Main.tscn-folding-4a24720ee5e787dbe30abc634fa3679d.cfg
./scripts/day_night/DayNightCycleNode.gd
./scripts/day_night/TimeHandler.gd
./scripts/day_night/DayNightCycleNode.gd.uid
./scripts/day_night/LightColorTransitionNode.gd
./scripts/day_night/LightColorTransitionNode.gd.uid
./scripts/day_night/LightIntensityTransitionNode.gd
./scripts/day_night/LightIntensityTransitionNode.gd.uid
./scripts/day_night/SampledObjectRotatorNode.gd
./scripts/day_night/SampledObjectRotatorNode.gd.uid
./scripts/day_night/TimeHandler.gd.uid
I'll read all the relevant files to understand the structure and scripts.
Read
{
 "file_path": "/home/user/task/scenes/Main.tscn"
}
output
1	[gd_scene load_steps=3 format=3 uid="uid://c3r7ya2n8vlt8"]
2	
3	[ext_resource type="Script" path="res://scripts/main.gd" id="1_ef7su"]
4	
5	[sub_resource type="PlaneMesh" id="PlaneMesh_4noii"]
6	size = Vector2(40, 40)
7	
8	[node name="Main" type="Node3D"]
9	script = ExtResource("1_ef7su")
10	
11	[node name="SunLight" type="DirectionalLight3D" parent="."]
12	transform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)
13	shadow_enabled = true
14	
15	[node name="PorchLight" type="OmniLight3D" parent="."]
16	transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)
17	light_color = Color(1, 0.94902, 0.721569, 1)
18	light_energy = 700.0
19	
20	[node name="Ground" type="MeshInstance3D" parent="."]
21	mesh = SubResource("PlaneMesh_4noii")
22	
23	[node name="ClockLabel" type="Label" parent="."]
24	offset_left = 15.0
25	offset_top = 12.0
26	offset_right = 195.0
27	offset_bottom = 42.0
28	text = "00:00"
29
Read
{
 "file_path": "/home/user/task/scripts/main.gd"
}
output
1	extends Node3D
2	
3	func _ready() -> void:
4		# The day-night cycle system will be wired in by the solver.
5		pass
6
Read
{
 "file_path": "/home/user/task/scripts/day_night/DayNightCycleNode.gd"
}
output
1	## This script defines a Node that facilitates a day night cycle and supplies a user friendly time of day.
2	
3	extends Node
4	
5	class_name DayNightCycleNode
6	
7	## Should time advance (ie not paused)
8	@export var active : bool = true  # Flag to control whether time is advanced
9	
10	# Internal variables
11	var current_day_percentage : float = 0.0
12	var total_time : float = 0.0
13	var day_length_seconds : float: 
14		get:
15			return $TimeHandler.day_length_seconds
16	
17	# Reference to the children nodes
18	@onready var object_rotator = $SampledObjectRotator
19	@onready var light_transition = $LightColorTransition
20	@onready var time_handler = $TimeHandler
21	@onready var light_intensity_transition_node = $LightIntensityTransition
22	
23	signal time_changed(current_time: String)
24	
25	func _ready() -> void:
26		time_handler.time_changed.connect(process_time_changed)
27	
28	# Called every frame
29	func _process(delta: float) -> void:
30		if active:
31			# Update total time
32			total_time += delta
33	
34			# Update the day percentage based on the current time
35			current_day_percentage = fmod(total_time, day_length_seconds) / day_length_seconds
36	
37			# Update nodes every frame
38			update_nodes()
39	
40	## Function to update child nodes based on the current time
41	func update_nodes() -> void:
42		# Update SampledObjectRotatorNode
43		object_rotator.set_rotation_from_sample(current_day_percentage)
44	
45		# Update LightColorTransitionNode
46		light_transition.set_color_from_sample(current_day_percentage)
47		
48		light_intensity_transition_node.set_intensity_from_sample(current_day_percentage)
49	
50		# Update TimeHandler
51		time_handler.set_time(total_time)
52		
53	func process_time_changed(current_time: String):
54		time_changed.emit(current_time)
55
Read
{
 "file_path": "/home/user/task/scripts/day_night/TimeHandler.gd"
}
output
1	## This script defines a Node that calculates a clock time from the total elapsed time, split into specified intervals.
2	## And emit's a signal when the displayed time changes.
3	
4	extends Node
5	
6	class_name TimeHandler
7	
8	# Internal variables
9	var current_time : int = -1
10	
11	# Exposed variables
12	## Length of day in seconds
13	@export var day_length_seconds : float = 600
14	## The displayed game time interval to count as time having changed (eg. 1 minute, 10 minute, 15 minute, 20 minute, 30 minute)
15	@export_range(1, 60) var display_interval_minutes : int = 15
16	
17	# Signals
18	signal time_changed(current_time: String)
19	
20	## Function to handle time-related functionality
21	func set_time(total_time_seconds: float) -> void:
22		# Calculate the current time in intervals
23		var interval_length_in_seconds = day_length_seconds / float((60 / display_interval_minutes) * 24)
24		var new_time = int(fmod(total_time_seconds, day_length_seconds) / interval_length_in_seconds)
25		
26		# If the time has changed, emit the signal
27		if new_time != current_time:
28			current_time = new_time
29			time_changed.emit(get_display_time_of_day())
30	
31	## Function to get the current time of day in HH:MM format
32	func get_display_time_of_day() -> String:
33		var hours : int = current_time * display_interval_minutes / 60
34		var minutes : int = (current_time * display_interval_minutes) % 60
35		return String("%02d:%02d" % [hours, minutes])
36
Read
{
 "file_path": "/home/user/task/scripts/day_night/LightColorTransitionNode.gd"
}
output
1	## This script defines a Node that facilitates color transitions for a 3D light using a gradient.
2	
3	extends Node
4	
5	class_name LightColorTransitionNode
6	
7	# Exposed variables
8	## The Light to set the color for
9	@export var light : Light3D = null
10	
11	## The colour to assign to the light when the set_color function is called
12	@export var color_gradient : Gradient = Gradient.new()
13	
14	
15	## Sets the color of the light based on the provided sample point and the gradient
16	func set_color_from_sample(sample_point: float):
17		light.light_color = color_gradient.sample(sample_point)
18
Read
{
 "file_path": "/home/user/task/scripts/day_night/SampledObjectRotatorNode.gd"
}
output
1	## This script defines a Node that rotates a target Node3D based on sampled curves.
2	
3	extends Node
4	
5	class_name SampledObjectRotatorNode
6	
7	# Exposed variables
8	## The curve that describes the X rotation of the target in degrees at the associated sample points
9	@export var x_rotation_curve : Curve = Curve.new()
10	## The curve that describes the Y rotation of the target in degrees at the associated sample points
11	@export var y_rotation_curve : Curve = Curve.new()
12	## The curve that describes the Z rotation of the target in degrees at the associated sample points
13	@export var z_rotation_curve : Curve = Curve.new()
14	
15	## The node that will be rotated based on the rotation curves based on the associated sample point
16	@export var target_node : Node3D = null
17	
18	## Set the rotation of the target node based on the provided sample point
19	func set_rotation_from_sample(sample_point: float) -> void:
20		var rotation = Vector3(
21			x_rotation_curve.sample_baked(sample_point),
22			y_rotation_curve.sample_baked(sample_point),
23			z_rotation_curve.sample_baked(sample_point)
24		)
25		target_node.rotation_degrees = rotation
26
Read
{
 "file_path": "/home/user/task/scripts/day_night/LightIntensityTransitionNode.gd"
}
output
1	## This script defines a Node that facilitates light_energy transitions for a 3D light using a curve.
2	
3	extends Node
4	
5	class_name LightIntensityTransitionNode
6	
7	# Exposed variables
8	## The curve that determines how intense the light should be throughout the time frame
9	@export var intensity_curve : Curve = Curve.new()
10	## The target light to set the intensity of
11	@export var light : Light3D = null
12	
13	## Set the light intensity based on the provided sample point
14	func set_intensity_from_sample(sample_point: float) -> void:
15		light.light_energy = intensity_curve.sample_baked(sample_point)
16
Let me read the UID files so I can correctly reference scripts in the scene.
Bash
cd /home/user/task/scripts/day_night && for f in *.uid; do echo "$f: $(cat $f)"; done; echo "main: $(cat /home/user/task/scripts/main.gd.uid)"

# args: {"description": "Read UID files"}
output
DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
TimeHandler.gd.uid: uid://kaqb58wgrxqm
main: uid://ctgsrjhv035f3

[stdout]
DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
TimeHandler.gd.uid: uid://kaqb58wgrxqm
main: uid://ctgsrjhv035f3
All scripts are clear. Now I understand the model: `current_day_percentage` goes 0→1 over a day, where 0/1 = midnight, 0.5 = noon, 0.25 = 06:00 (dawn), 0.75 = 18:00 (dusk). Let me update both files. First, the scene file:
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=12 format=3 uid=\"uid://c3r7ya2n8vlt8\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/main.gd\" id=\"1_ef7su\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/DayNightCycleNode.gd\" id=\"2_dncyc\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lcolr\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_rotor\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_thand\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_linte\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_sky\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 1, 0.5, 0.2, 1, 1, 1, 0.95, 1, 1, 0.45, 0.2, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sun_x\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.5, -90), 0.0, 0.0, 0, 0, Vector2(1, -180), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[sub_resource type=\"Curve\" id=\"Curve_flat\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.25, 0.25), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.75, 0.25), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 5\n\n[node name=\"Main\" type=\"Node3D\"]\nscript = ExtResource(\"1_ef7su\")\n\n[node name=\"SunLight\" type=\"DirectionalLight3D\" parent=\".\"]\ntransform = Transform3D(-0.866025, -0.433013, 0.25, 0, 0.5, 0.866025, -0.5, 0.75, -0.433013, 0, 7.5, -1.5)\nshadow_enabled = true\n\n[node name=\"PorchLight\" type=\"OmniLight3D\" parent=\".\"]\ntransform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4, 3, -4)\nlight_color = Color(1, 0.94902, 0.721569, 1)\nlight_energy = 700.0\n\n[node name=\"Ground\" type=\"MeshInstance3D\" parent=\".\"]\nmesh = SubResource(\"PlaneMesh_4noii\")\n\n[node name=\"ClockLabel\" type=\"Label\" parent=\".\"]\noffset_left = 15.0\noffset_top = 12.0\noffset_right = 195.0\noffset_bottom = 42.0\ntext = \"00:00\"\n\n[node name=\"DayNightCycle\" type=\"Node\" parent=\".\"]\nscript = ExtResource(\"2_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_sky\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_rotor\")\nx_rotation_curve = SubResource(\"Curve_sun_x\")\ny_rotation_curve = SubResource(\"Curve_flat\")\nz_rotation_curve = SubResource(\"Curve_flat\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_thand\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_linte\")\nintensity_curve = SubResource(\"Curve_intensity\")\nlight = NodePath(\"../../SunLight\")\n\n[connection signal=\"time_changed\" from=\"DayNightCycle\" to=\".\" method=\"_on_day_night_cycle_time_changed\"]\n"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now implement the handler in main.gd:
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n@onready var clock_label: Label = $ClockLabel\n@onready var porch_light: OmniLight3D = $PorchLight\n\n## Called when the day-night cycle reports a new display time.\n## Keeps the clock label in sync and toggles the porch light:\n## off at dawn (06:00) and on again at dusk (18:00).\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\tclock_label.text = current_time\n\n\tvar hours: int = int(current_time.split(\":\")[0])\n\t# Daytime spans dawn (inclusive) up to dusk; porch light stays off then.\n\tporch_light.visible = hours < 6 or hours >= 18\n"
}
output
The file /home/user/task/scripts/main.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Let me check whether Godot is available to validate the scene parses correctly.
Bash
cd /home/user/task && which godot godot4 2>/dev/null; ls /usr/local/bin 2>/dev/null | grep -i godot; echo "---done"

# args: {"description": "Check for Godot binary"}
output
/usr/local/bin/godot
godot
---done

[stdout]
/usr/local/bin/godot
godot
---done
Bash
timeout 120 godot --headless --check-only --script scripts/main.gd 2>&1 | tail -20; echo "EXIT: $?"

# args: {"description": "Check main.gd for parse errors"}
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)

EXIT: 0

[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)

EXIT: 0
main.gd parses. Now let me validate the scene loads and the cycle actually runs without errors:
Bash
cat > /tmp/scene_check.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/Main.tscn")
	if ps == null:
		print("FAIL: scene did not load")
		quit(1)
		return
	var root = ps.instantiate()
	if root == null:
		print("FAIL: instantiate returned null")
		quit(1)
		return
	get_root().add_child(root)
	# Verify structure
	var dnc = root.get_node("DayNightCycle")
	print("DayNightCycle: ", dnc)
	print("  LightColorTransition.light: ", dnc.get_node("LightColorTransition").light)
	print("  SampledObjectRotator.target_node: ", dnc.get_node("SampledObjectRotator").target_node)
	print("  TimeHandler.day_length_seconds: ", dnc.get_node("TimeHandler").day_length_seconds)
	print("  TimeHandler.display_interval_minutes: ", dnc.get_node("TimeHandler").display_interval_minutes)
	print("  LightIntensityTransition.light: ", dnc.get_node("LightIntensityTransition").light)
	print("  color_gradient pts: ", dnc.get_node("LightColorTransition").color_gradient.get_point_count())
	# manually drive a few percentages
	dnc.active = false
	for p in [0.0, 0.25, 0.5, 0.75, 0.99]:
		dnc.current_day_percentage = p
		dnc.total_time = p * 10.0
		dnc.update_nodes()
		print("p=", p, " sun_rot=", root.get_node("SunLight").rotation_degrees, " color=", root.get_node("SunLight").light_color, " energy=", root.get_node("SunLight").light_energy)
	print("ALL OK")
	quit(0)
EOF
timeout 120 godot --headless --script /tmp/scene_check.gd 2>&1 | grep -v "root.*superuser\|GODOT_SILENCE\|security risk\|main.cpp" ; echo "EXIT: ${PIPESTATUS[0]}"

# args: {"description": "Load and drive the scene headless"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

DayNightCycle: DayNightCycle:<Node#28655486353>
  LightColorTransition.light: <null>
  SampledObjectRotator.target_node: <null>
  TimeHandler.day_length_seconds: 10.0
  TimeHandler.display_interval_minutes: 10
  LightIntensityTransition.light: <null>
  color_gradient pts: 5
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.0 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.25 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.5 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.75 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.99 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
ALL OK
EXIT: 0

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org

DayNightCycle: DayNightCycle:<Node#28655486353>
  LightColorTransition.light: <null>
  SampledObjectRotator.target_node: <null>
  TimeHandler.day_length_seconds: 10.0
  TimeHandler.display_interval_minutes: 10
  LightIntensityTransition.light: <null>
  color_gradient pts: 5
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.0 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.25 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.5 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.75 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
p=0.99 sun_rot=(-60.0, 150.0, 0.0) color=(1.0, 1.0, 1.0, 1.0) energy=1.0
ALL OK
EXIT: 0
The exported node references and `@onready` vars are null , likely my test harness checked before the tree finished initializing. Let me re-test by letting the main loop actually process frames:
Bash
cat > /tmp/scene_check2.gd <<'EOF'
extends SceneTree
func _init():
	root_check.call_deferred()
func root_check():
	var ps = load("res://scenes/Main.tscn")
	var root = ps.instantiate()
	get_root().add_child(root)
	await process_frame
	await process_frame
	var dnc = root.get_node("DayNightCycle")
	var lct = dnc.get_node("LightColorTransition")
	var sor = dnc.get_node("SampledObjectRotator")
	var lit = dnc.get_node("LightIntensityTransition")
	print("LCT.light=", lct.light)
	print("SOR.target_node=", sor.target_node)
	print("LIT.light=", lit.light)
	print("object_rotator=", dnc.object_rotator)
	# capture emitted time + porch state across a full day
	var sun = root.get_node("SunLight")
	var porch = root.get_node("PorchLight")
	var clock = root.get_node("ClockLabel")
	dnc.active = false
	for p in [0.0, 0.25, 0.5, 0.75, 0.96]:
		dnc.total_time = p * 10.0
		dnc.current_day_percentage = p
		dnc.update_nodes()
		print("p=%.2f rotX=%.1f color=%s energy=%.2f clock=%s porch_vis=%s" % [p, sun.rotation_degrees.x, str(sun.light_color), sun.light_energy, clock.text, str(porch.visible)])
	print("DONE")
	quit(0)
EOF
timeout 120 godot --headless --script /tmp/scene_check2.gd 2>&1 | grep -v "superuser\|GODOT_SILENCE\|security risk\|main.cpp\|^$" ; echo "EXIT: ${PIPESTATUS[0]}"

# args: {"description": "Re-test scene after frames process"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
LCT.light=<null>
SOR.target_node=<null>
LIT.light=<null>
object_rotator=SampledObjectRotator:<Node#28789704094>
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
p=0.00 rotX=-60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 clock=00:00 porch_vis=true
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
p=0.25 rotX=-60.0 color=(1.0, 1.0, 1.0, 1.0) energy=1.00 clock=06:00 porch_vis=false
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: Light…[truncated]
The clock/porch logic works perfectly (00:00 porch on, 06:00 off at dawn, 18:00 on at dusk). But the exported node references (`light`, `target_node`) serialize to `<null>` , my `NodePath(...)` format for typed-Node exports isn't resolving. Let me have Godot itself produce the canonical serialization to see the correct format:
Bash
cat > /tmp/gen.gd <<'EOF'
extends SceneTree
func _init():
	var root = Node3D.new()
	root.name = "Root"
	var sun = DirectionalLight3D.new()
	sun.name = "SunLight"
	root.add_child(sun)
	sun.owner = root
	var lct = Node.new()
	lct.name = "LCT"
	lct.set_script(load("res://scripts/day_night/LightColorTransitionNode.gd"))
	root.add_child(lct)
	lct.owner = root
	lct.light = sun
	var ps = PackedScene.new()
	ps.pack(root)
	ResourceSaver.save(ps, "user://gen_test.tscn")
	var f = FileAccess.open("user://gen_test.tscn", FileAccess.READ)
	print("=====TSCN=====")
	print(f.get_as_text())
	print("=====END=====")
	quit(0)
EOF
timeout 120 godot --headless --script /tmp/gen.gd 2>&1 | sed -n '/=====TSCN=====/,/=====END=====/p'

# args: {"description": "Generate canonical tscn for node export"}
output
=====TSCN=====
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_6lca0"]

[sub_resource type="Gradient" id="Gradient_3c7hq"]

[node name="Root" type="Node3D"]

[node name="SunLight" type="DirectionalLight3D" parent="."]

[node name="LCT" type="Node" parent="." node_paths=PackedStringArray("light")]
script = ExtResource("1_6lca0")
light = NodePath("../SunLight")
color_gradient = SubResource("Gradient_3c7hq")

=====END=====

[stdout]
=====TSCN=====
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="1_6lca0"]

[sub_resource type="Gradient" id="Gradient_3c7hq"]

[node name="Root" type="Node3D"]

[node name="SunLight" type="DirectionalLight3D" parent="."]

[node name="LCT" type="Node" parent="." node_paths=PackedStringArray("light")]
script = ExtResource("1_6lca0")
light = NodePath("../SunLight")
color_gradient = SubResource("Gradient_3c7hq")

=====END=====
Found it , exported Node references need the `node_paths=PackedStringArray(...)` attribute on the node line, otherwise the `NodePath` is treated as a literal value, not resolved. Let me fix all three nodes:
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lcolr\")",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"3_lcolr\")"
}
output
The file /home/user/task/scenes/Main.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/Main.tscn",
 "old_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_rotor\")",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]\nscript = ExtResource(\"4_rotor\")"
}
output
The file /home/user/task/scenes/Main.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/Main.tscn",
 "old_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_linte\")",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"6_linte\")"
}
output
The file /home/user/task/scenes/Main.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Now re-run the full validation:
Bash
timeout 120 godot --headless --script /tmp/scene_check2.gd 2>&1 | grep -v "superuser\|GODOT_SILENCE\|security risk\|main.cpp\|^$" ; echo "EXIT: ${PIPESTATUS[0]}"

# args: {"description": "Re-validate scene with node_paths fix"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
LCT.light=SunLight:<DirectionalLight3D#28655486346>
SOR.target_node=SunLight:<DirectionalLight3D#28655486346>
LIT.light=SunLight:<DirectionalLight3D#28655486346>
object_rotator=SampledObjectRotator:<Node#28789704094>
p=0.00 rotX=0.0 color=(0.05, 0.05, 0.15, 1.0) energy=0.00 clock=00:00 porch_vis=true
p=0.25 rotX=-45.0 color=(1.0, 0.5, 0.2, 1.0) energy=0.25 clock=06:00 porch_vis=false
p=0.50 rotX=-90.0 color=(1.0, 1.0, 0.95, 1.0) energy=1.00 clock=12:00 porch_vis=false
p=0.75 rotX=-135.0 color=(1.0, 0.45, 0.2, 1.0) energy=0.25 clock=18:00 porch_vis=true
p=0.96 rotX=-178.4 color=(0.202, 0.114, 0.158, 1.0) energy=0.02 clock=23:00 porch_vis=true
DONE
EXIT: 0

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
LCT.light=SunLight:<DirectionalLight3D#28655486346>
SOR.target_node=SunLight:<DirectionalLight3D#28655486346>
LIT.light=SunLight:<DirectionalLight3D#28655486346>
object_rotator=SampledObjectRotator:<Node#28789704094>
p=0.00 rotX=0.0 color=(0.05, 0.05, 0.15, 1.0) energy=0.00 clock=00:00 porch_vis=true
p=0.25 rotX=-45.0 color=(1.0, 0.5, 0.2, 1.0) energy=0.25 clock=06:00 porch_vis=false
p=0.50 rotX=-90.0 color=(1.0, 1.0, 0.95, 1.0) energy=1.00 clock=12:00 porch_vis=false
p=0.75 rotX=-135.0 color=(1.0, 0.45, 0.2, 1.0) energy=0.25 clock=18:00 porch_vis=true
p=0.96 rotX=-178.4 color=(0.202, 0.114, 0.158, 1.0) energy=0.02 clock=23:00 porch_vis=true
DONE
EXIT: 0
Everything works correctly. Let me do a final check running the actual project main scene briefly to confirm no load errors:
Bash
grep -A2 "\[application\]" project.godot | grep main_scene; echo "---"; timeout 25 godot --headless --quit-after 120 2>&1 | grep -iv "superuser\|GODOT_SILENCE\|security risk\|main.cpp\|^$\|Godot Engine v" | grep -i "error\|warning\|nil\|invalid" ; echo "EXIT(grep): $? , empty above means no errors"

# args: {"description": "Run main scene headless, check for errors"}
output
---
EXIT(grep): 1 , empty above means no errors

[stdout]
---
EXIT(grep): 1 , empty above means no errors
Bash
grep -i "run/main_scene\|main_scene" project.godot

# args: {"description": "Confirm main scene setting"}
output
run/main_scene="res://scenes/Main.tscn"

[stdout]
run/main_scene="res://scenes/Main.tscn"
The implementation is complete and verified end-to-end in Godot 4.4. Here's what I did. ## Scene wiring (`scenes/Main.tscn`) Added a `DayNightCycle` node (running `DayNightCycleNode.gd`) under `Main` with the four required children, each wired to `../../SunLight`: | Node | Script | Key config | |---|---|---| | **LightColorTransition** | `LightColorTransitionNode.gd` | 5-stop gradient: dark night at 0.0/1.0, warm sunrise/sunset at 0.25/0.75, bright daylight at 0.5 | | **SampledObjectRotator** | `SampledObjectRotatorNode.gd` | X curve sweeps 0°→−90°(noon)→−180° (horizon to horizon); Y/Z flat at 0° | | **TimeHandler** | `TimeHandler.gd` | `day_length_seconds = 10`, `display_interval_minutes = 10` | | **LightIntensityTransition** | `LightIntensityTransitionNode.gd` | curve dims to 0 at night, peaks at 1.0 at midday | A `[connection]` wires `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. ## Handler (`scripts/main.gd`) `_on_day_night_cycle_time_changed` always sets `ClockLabel.text` to the emitted string, then toggles `PorchLight.visible` , off during daytime (06:00–18:00), on at night , so it turns **off at dawn** and **on at dusk**. ## A subtle bug I caught and fixed My first pass serialized the node references as plain `light = NodePath("../../SunLight")`, which Godot loaded as literal NodePath *values* rather than resolving them , leaving `light`/`target_node` null. By having Godot itself serialize an equivalent scene, I found the missing piece: the node line needs `node_paths=PackedStringArray("light")` to mark the property for resolution. Added it to all three target nodes. ## Verification Ran the scene headless and drove a full day cycle. All references resolve to `SunLight`, and behavior is correct at each phase: - `00:00` → horizon (0°), dark, energy 0, **porch on** - `06:00` → −45°, warm sunrise, **porch off** (dawn) - `12:00` → overhead (−90°), bright daylight, energy 1.0, porch off - `18:00` → −135°, warm sunset, **porch on** (dusk) - `23:00` → near-horizon (−178°), dark, dim, porch on The full project also runs clean with no errors or warnings.
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: Sun rotation curve must hit ~180 degrees at midday

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_3ddd22c29bbf495c. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_3ddd22c29bbf495c · verifier authoritative; classifier explanatory.