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.
SubtypeImplementation Bugs
EvidenceTest output: "VALIDATION_FAILED: Sun rotation curve must start near 0 degrees". The validator checks `x_curve.sample_baked(0.0)` against ROTATION_TOLERANCE (0.5°). The agent created a curve with points at Vector2(0, -90) and Vector2(1, 270), which samples to approximately -90° at 0.0. The instruction explicitly states the curve "needs two points so the samples return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0" , the correct implementation uses points at (0.0, 0.0) and (1.0, 360.0).
Root causeThe agent correctly understood the overall task structure and successfully wired most of the day-night system, but made a critical numerical error when creating the sun rotation curve, choosing -90° to 270° instead of 0° to 360°. The agent had access to clear specifications but failed to implement the exact values required.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
56 tool calls · 3 tool types · 56 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 to understand the existing scripts and scene file.
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
Let me read all the relevant files to understand the structure.
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
Now I understand all the scripts and their exported properties. Let me check the UID files for proper script references in the scene.
Bash
for f in scripts/day_night/*.gd.uid scripts/main.gd.uid; do echo "$f: $(cat $f)"; done

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

[stdout]
scripts/day_night/DayNightCycleNode.gd.uid: uid://cpajkj8o1xm8h
scripts/day_night/LightColorTransitionNode.gd.uid: uid://iee5jnb7ugvb
scripts/day_night/LightIntensityTransitionNode.gd.uid: uid://df82fl4yar4ch
scripts/day_night/SampledObjectRotatorNode.gd.uid: uid://bjokmmre2r13u
scripts/day_night/TimeHandler.gd.uid: uid://kaqb58wgrxqm
scripts/main.gd.uid: uid://ctgsrjhv035f3
Now let me implement the `main.gd` method:
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scripts/main.gd",
 "old_string": "func _ready() -> void:\n\t# The day-night cycle system will be wired in by the solver.\n\tpass",
 "new_string": "## Called whenever the DayNightCycle reports a new display time.\n## Keeps the clock label in sync and toggles the porch light: off at dawn, on at dusk.\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t$ClockLabel.text = current_time\n\n\t# Parse the hour out of the \"HH:MM\" string to decide if it is night.\n\tvar hour : int = int(current_time.split(\":\")[0])\n\t# Night runs from dusk (18:00) through dawn (06:00): porch light on at night.\n\t$PorchLight.visible = hour < 6 or hour >= 18"
}
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)
Now let me write the scene file with the full node tree, sub-resources, and signal connection:
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=11 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_dnc\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lct\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_sor\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_th\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lit\"]\n\n[sub_resource type=\"PlaneMesh\" id=\"PlaneMesh_4noii\"]\nsize = Vector2(40, 40)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_daynight\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.0470588, 0.054902, 0.156863, 1, 1, 0.541176, 0.231373, 1, 1, 1, 0.952941, 1, 1, 0.482353, 0.215686, 1, 0.0470588, 0.054902, 0.156863, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sunx\"]\nmin_value = -90.0\nmax_value = 270.0\n_data = [Vector2(0, -90), 0.0, 360.0, 0, 0, Vector2(1, 270), 360.0, 0.0, 0, 0]\npoint_count = 2\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, 0.15), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(0.75, 0.15), 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_dnc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lct\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_daynight\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_sor\")\nx_rotation_curve = SubResource(\"Curve_sunx\")\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_th\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lit\")\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)
Let me verify the scene loads correctly by checking if Godot is available to validate it.
Bash
which godot godot4 2>/dev/null; ls /usr/bin/ | grep -i godot 2>/dev/null; echo "---done---"

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

[stdout]
/usr/local/bin/godot
---done---
Bash
timeout 60 godot --headless --quit-after 5 2>&1 | head -40; echo "exit: $?"

# args: {"description": "Import project headless to validate"}
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)

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)
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)
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_int…[truncated]
The node-typed exports need a `node_paths` declaration in the node header so Godot resolves the NodePath into the actual node reference. Let me fix that.
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lct\")",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"3_lct\")"
}
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_sor\")",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]\nscript = ExtResource(\"4_sor\")"
}
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_lit\")",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]\nscript = ExtResource(\"6_lit\")"
}
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)
Bash
timeout 60 godot --headless --quit-after 30 2>&1 | head -40; echo "exit: $?"

# args: {"description": "Run scene headless to validate wiring"}
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
No errors now. Let me verify actual runtime behavior , that the clock updates and porch light toggles correctly across a full day , with a temporary test script.
Write
{
 "file_path": "/home/user/task/verify_daynight.gd",
 "content": "extends SceneTree\n\nfunc _initialize() -> void:\n\tvar scene = load(\"res://scenes/Main.tscn\").instantiate()\n\tget_root().add_child(scene)\n\tvar clock = scene.get_node(\"ClockLabel\")\n\tvar porch = scene.get_node(\"PorchLight\")\n\tvar dnc = scene.get_node(\"DayNightCycle\")\n\n\t# Simulate a full day (day_length_seconds = 10) by driving _process manually.\n\tvar step := 0.1\n\tvar t := 0.0\n\tvar samples := {}\n\twhile t < 10.5:\n\t\tdnc._process(step)\n\t\t# Record clock + porch state keyed by clock text.\n\t\tsamples[clock.text] = porch.visible\n\t\tt += step\n\n\tvar keys := samples.keys()\n\tkeys.sort()\n\tfor k in keys:\n\t\tprint(\"%s  porch_on=%s\" % [k, samples[k]])\n\tquit()\n"
}
output
File created successfully at: /home/user/task/verify_daynight.gd (file state is current in your context , no need to Read it back)
Bash
timeout 60 godot --headless --script verify_daynight.gd 2>&1 | grep -v -E "Godot Engine|WARNING|superuser|silence|at: setup2|^$"; echo "exit: $?"

# args: {"description": "Run verification script"}
output
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
   …[truncated]
The nil errors are an artifact of my harness calling `_process` manually before the node's `@onready` vars resolved , the earlier natural engine run (`--quit-after 30`) produced zero errors. Let me rewrite the harness to let the engine drive frames naturally.
Write
{
 "file_path": "/home/user/task/verify_daynight.gd",
 "content": "extends SceneTree\n\nvar scene\nvar clock\nvar porch\nvar sun\nvar samples := {}\nvar elapsed := 0.0\n\nfunc _initialize() -> void:\n\tscene = load(\"res://scenes/Main.tscn\").instantiate()\n\troot.add_child(scene)\n\tclock = scene.get_node(\"ClockLabel\")\n\tporch = scene.get_node(\"PorchLight\")\n\tsun = scene.get_node(\"SunLight\")\n\nfunc _process(delta: float) -> bool:\n\telapsed += delta\n\t# Record porch + sun state keyed by the displayed clock text.\n\tsamples[clock.text] = \"porch_on=%s  sun_color=%s  sun_energy=%.2f  sun_x=%.0f\" % [\n\t\tporch.visible,\n\t\tsun.light_color,\n\t\tsun.light_energy,\n\t\tsun.rotation_degrees.x,\n\t]\n\tif elapsed > 11.0:\n\t\tvar keys := samples.keys()\n\t\tkeys.sort()\n\t\tfor k in keys:\n\t\t\tprint(k, \"  \", samples[k])\n\t\treturn true\n\treturn false\n"
}
output
The file /home/user/task/verify_daynight.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Bash
timeout 60 godot --headless --script verify_daynight.gd 2>&1 | grep -v -E "Godot Engine|WARNING|superuser|silence|at: setup2|^$"; echo "exit: $?"

# args: {"description": "Run frame-driven verification"}
output
00:00  porch_on=true  sun_color=(0.0727, 0.068, 0.1589, 1.0)  sun_energy=0.00  sun_x=-88
00:10  porch_on=true  sun_color=(0.0989, 0.0814, 0.1609, 1.0)  sun_energy=0.00  sun_x=-85
00:20  porch_on=true  sun_color=(0.1252, 0.0948, 0.163, 1.0)  sun_energy=0.00  sun_x=-83
00:30  porch_on=true  sun_color=(0.1515, 0.1082, 0.165, 1.0)  sun_energy=0.01  sun_x=-80
00:40  porch_on=true  sun_color=(0.1778, 0.1216, 0.1671, 1.0)  sun_energy=0.01  sun_x=-78
00:50  porch_on=true  sun_color=(0.2041, 0.135, 0.1691, 1.0)  sun_energy=0.01  sun_x=-75
01:00  porch_on=true  sun_color=(0.2304, 0.1484, 0.1712, 1.0)  sun_energy=0.01  sun_x=-73
01:10  porch_on=true  sun_color=(0.2567, 0.1619, 0.1733, 1.0)  sun_energy=0.02  sun_x=-70
01:20  porch_on=true  sun_color=(0.2829, 0.1753, 0.1753, 1.0)  sun_energy=0.02  sun_x=-68
01:30  porch_on=true  sun_color=(0.3092, 0.1887, 0.1774, 1.0)  sun_energy=0.03  sun_x=-65
01:40  porch_on=true  sun_color=(0.3381, 0.2034, 0.1796, 1.0)  sun_energy=0.03  sun_x=-63
01:50  porch_on=true  sun_color=(0.3644, 0.2169, 0.1817, 1.0)  sun_energy=0.04  sun_x=-60
02:00  porch_on=true  sun_color=(0.3907, 0.2303, 0.1837, 1.0)  sun_energy=0.04  sun_x=-58
02:10  porch_on=true  sun_color=(0.417, 0.2437, 0.1858, 1.0)  sun_energy=0.05  sun_x=-55
02:20  porch_on=true  sun_color=(0.4275, 0.249, 0.1866, 1.0)  sun_energy=0.05  sun_x=-54
02:30  porch_on=true  sun_color=(0.4683, 0.2699, 0.1898, 1.0)  sun_energy=0.06  sun_x=-50
02:40  porch_on=true  sun_color=(0.4948, 0.2834, 0.1919, 1.0)  sun_energy=0.07  sun_x=-48
02:50  porch_on=true  sun_color=(0.5213, 0.2969, 0.1939, 1.0)  sun_energy=0.07  sun_x=-45
03:00  porch_on=true  sun_color=(0.5478, 0.3104, 0.196, 1.0)  sun_energy=0.08  sun_x=-43
03:10  porch_on=true  sun_color=(0.5742, 0.3239, 0.1981, 1.0)  sun_energy=0.09  sun_x=-40
03:20  porch_on=true  sun_color=(0.6007, 0.3374, 0.2002, 1.0)  sun_energy=0.09  sun_x=-38
03:30  porch_on=true  sun_color=(0.627, 0.3508, 0.2022, 1.0)  sun_energy=0.10  sun_x=-35
03:40  porch_on=true  sun_color=(0.6533, 0.3643, 0.2043, 1.0)  sun_energy=0.10  sun_x=-33
03:50  porch_on=true  sun_color=(0.6822, 0.379, 0.2065, 1.0)  sun_energy=0.11  sun_x=-30
04:00  porch_on=true  sun_color=(0.7085, 0.3925, 0.2086, 1.0)  sun_energy=0.12  sun_x=-28
04:10  porch_on=true  sun_color=(0.7348, 0.4059, 0.2106, 1.0)  sun_energy=0.12  sun_x=-25
04:20  porch_on=true  sun_color=(0.7612, 0.4193, 0.2127, 1.0)  sun_energy=0.13  sun_x=-23
04:30  porch_on=true  sun_color=(0.7875, 0.4327, 0.2148, 1.0)  sun_energy=0.13  sun_x=-20
04:40  porch_on=true  sun_color=(0.8138, 0.4461, 0.2168, 1.0)  sun_energy=0.14  sun_x=-18
04:50  porch_on=true  sun_color=(0.8401, 0.4596, 0.2189, 1.0)  sun_energy=0.14  sun_x=-15
05:00  porch_on=true  sun_color=(0.8664, 0.473, 0.2209, 1.0)  sun_energy=0.14  sun_x=-13
05:10  porch_on=true  sun_color=(0.8927, 0.4864, 0.223, 1.0)  sun_energy=0.14  sun_x=-10
05:20  porch_on=true  sun_color=(0.919, 0.4998, 0.225, 1.0)  sun_energy=0.15  sun_x=-8
05:30  porch_on=true  sun_color=(0.9453, 0.5132, 0.2271, 1.0)  sun_energy=0.15  sun_x=-5
05:40  porch_on=true  sun_color=(0.9716, 0.5267, 0.2291, 1.0)  sun_energy=0.15  sun_x=-3
05:50  porch_on=true  sun_color=(0.9979, 0.5401, 0.2312, 1.0)  sun_energy=0.15  sun_x=-0
06:00  porch_on=false  sun_color=(1.0, 0.5528, 0.2497, 1.0)  sun_energy=0.15  sun_x=2
06:10  porch_on=false  sun_color=(1.0, 0.5655, 0.2696, 1.0)  sun_energy=0.16  sun_x=5
06:20  porch_on=false  sun_color=(1.0, 0.5794, 0.2915, 1.0)  sun_energy=0.17  sun_x=7
06:30  porch_on=false  sun_color=(1.0, 0.5921, 0.3114, 1.0)  sun_energy=0.18  sun_x=10
06:40  porch_on=false  sun_color=(1.0, 0.6047, 0.3313, 1.0)  sun_energy=0.19  sun_x=12
06:50  porch_on=false  sun_color=(1.0, 0.6174, 0.3512, 1.0)  sun_energy=0.21  sun_x=15
07:00  porch_on=false  sun_color=(1.0, 0.6301, 0.3712, 1.0)  sun_energy=0.23  sun_x=17
07:10  porch_on=false  sun_color=(1.0, 0.6427, 0.3911, 1.0)  sun_energy=0.26  sun_x=20
07:20  porch_on=false  sun_color=(1.0, 0.6554, 0.411, 1.0)  sun_energy=0.28  sun_x=2…[truncated]
Everything works exactly as specified. Let me clean up the temporary verification file.
Bash
rm -f /home/user/task/verify_daynight.gd /home/user/task/verify_daynight.gd.uid; ls /home/user/task/*.gd 2>/dev/null; echo "cleaned"

# args: {"description": "Remove temp verification files"}
output
cleaned

[stdout]
cleaned
The day-night cycle is fully wired and verified. Here's what I did. ## Scene wiring (`scenes/Main.tscn`) Added a `DayNightCycle` node (running `DayNightCycleNode.gd`) under `Main` with four children: - **LightColorTransition** → `../../SunLight`, with a 5-stop gradient: dark night `(0.05, 0.05, 0.16)` at offsets 0.0 and 1.0, warm sunrise/sunset orange at 0.25/0.75, bright daylight `(1, 1, 0.95)` at 0.5. - **SampledObjectRotator** → `../../SunLight`, X-rotation curve sweeping `-90° → 270°` (horizon to horizon); Y and Z curves flat at 0. - **TimeHandler** → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** → `../../SunLight`, bell curve peaking at `1.0` at noon and `0` at night. Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. A key gotcha: node-typed `@export` references (`light`, `target_node`) must declare `node_paths=PackedStringArray(...)` in the node header , without it Godot assigns the raw NodePath to the typed slot and leaves it null. I added that to all three targeting nodes. ## Script (`scripts/main.gd`) Implemented `_on_day_night_cycle_time_changed` to set `ClockLabel.text` to the emitted string and toggle `PorchLight.visible` (on when hour `< 6` or `>= 18`). ## Verification Ran the scene headless for a full simulated day. Confirmed: - Clock advances `00:00 → 23:50` in 10-min steps. - Porch light is **on at night, switches off at 06:00 (dawn), back on at 18:00 (dusk)**. - Sun color goes dark → warm at sunrise → bright at noon → warm at sunset → dark. - Sun energy ~0 at night, peaks at `1.0` at noon. - Sun X rotation sweeps continuously across the day. No script errors. Temporary test file removed.
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 start near 0 degrees

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_53140ab3ac034afa. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_53140ab3ac034afa · verifier authoritative; classifier explanatory.