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SyncVals · Trajectory

combo-score-system

claude-code claude-opus-4-8 ✓ resolved GOOD_SUCCESS ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
GOOD_SUCCESSLegitimate solve, implements the asked-for behavior; tests verify real functionality.
SubtypeLegitimate Solution
EvidenceTest output shows 'VALIDATION_PASSED: Combo meter works correctly'. Agent implemented: (1) GDScript class with correct exports (combo_window: 2.0, max_combo: 8, multiplier_curve, heat_gradient, meter_bar), (2) state tracking (combo_count, multiplier), (3) signal definitions (combo_changed, combo_broken), (4) combo_fraction() helper with clamping, (5) register_hit() that samples multiplier before counting, rounds to int, advances streak, refreshes multiplier, updates bar color, and emits signal, (6) _on_combo_timeout() handler that resets state and emits combo_broken. Scene file includes Timer child with one_shot=true and timeout signal connected, ColorRect MeterBar child, Curve with baked values 1.0/2.2/3.0 at positions 0/0.5/1.0, Gradient with three color stops (blue/amber/red), and properly wired meter_bar NodePath export.
Root causeAgent correctly implemented all requirements from the specification by exploring the test validator to understand requirements, writing complete GDScript with proper mechanics and signal emissions, and debugging a subtle Godot serialization issue (NodePath export resolution) by having Godot re-serialize the scene file with proper node_paths metadata.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
40 tool calls · 3 tool types · 40 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`.
Bash: Inspect project structure
ls -la && find . -name "*.godot" -o -name "project.godot" 2>/dev/null | head && echo "---scripts---" && ls scripts 2>/dev/null && echo "---scenes---" && ls scenes 2>/dev/null
output
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
./.godot
---scripts---
combo_system.gd
combo_system.gd.uid
test.gd
test.gd.uid
---scenes---
combo_system.tscn
main.tscn
test.tscn
Read: /home/user/task/project.godot
/home/user/task/project.godot
output
1	config_version=5
2	
3	[application]
4	
5	config/name="Combo Score System"
6	run/main_scene="res://scenes/main.tscn"
7	config/features=PackedStringArray("4.4")
8	
9	[rendering]
10	
11	renderer/rendering_method="gl_compatibility"
12	
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	
Read: /home/user/task/scripts/combo_system.gd.uid
/home/user/task/scripts/combo_system.gd.uid
output
1	uid://bi04ulclckj78
2	
Read: /home/user/task/scenes/test.tscn
/home/user/task/scenes/test.tscn
output
1	[gd_scene load_steps=3 format=3]
2	
3	[ext_resource type="Script" path="res://scripts/test.gd" id="1"]
4	[ext_resource type="PackedScene" path="res://scenes/main.tscn" id="2"]
5	
6	[node name="TestRunner" type="Node"]
7	script = ExtResource("1")
8	
9	[node name="Main" parent="." instance=ExtResource("2")]
10	
Read: /home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd
output
1	extends Node
2	
3	const GTOL := 0.04
4	const CTOL := 0.09
5	
6	func _ready() -> void:
7		await get_tree().process_frame
8		run_validation()
9	
10	func run_validation() -> void:
11		var main = get_node_or_null("Main")
12		if main == null:
13			return _fail("Main scene not found")
14		var cs = main.get_node_or_null("ComboSystem")
15		if cs == null:
16			return _fail("ComboSystem node not found under Main")
17	
18		var timer = cs.get_node_or_null("ComboTimer")
19		if timer == null or not (timer is Timer):
20			return _fail("ComboSystem must have a Timer child named ComboTimer")
21		if not timer.one_shot:
22			return _fail("ComboTimer must be one_shot = true")
23		if not timer.timeout.is_connected(Callable(cs, "_on_combo_timeout")):
24			return _fail("ComboTimer.timeout must be connected to _on_combo_timeout in the scene")
25	
26		var bar_node = cs.get_node_or_null("MeterBar")
27		if bar_node == null or not (bar_node is ColorRect):
28			return _fail("ComboSystem must have a ColorRect child named MeterBar")
29	
30		if not cs.has_signal("combo_changed"):
31			return _fail("combo_changed signal missing")
32		if not cs.has_signal("combo_broken"):
33			return _fail("combo_broken signal missing")
34	
35		# exported resources
36		var curve = cs.get("multiplier_curve")
37		if curve == null or not (curve is Curve):
38			return _fail("multiplier_curve must be an exported Curve resource authored in the scene")
39		var grad = cs.get("heat_gradient")
40		if grad == null or not (grad is Gradient):
41			return _fail("heat_gradient must be an exported Gradient resource authored in the scene")
42	
43		# exported node ref must be wired
44		var bar = cs.get("meter_bar")
45		if bar == null or not (bar is ColorRect):
46			return _fail("meter_bar export must be wired to the MeterBar ColorRect in the scene")
47		if bar != bar_node:
48			return _fail("meter_bar export must point to the MeterBar node")
49	
50		# defaults
51		if cs.get("combo_window") == null or not is_equal_approx(cs.combo_window, 2.0):
52			return _fail("combo_window default must be 2.0")
53		if cs.get("max_combo") == null or cs.max_combo != 8:
54			return _fail("max_combo default must be 8")
55		if cs.get("combo_count") == null or cs.combo_count != 0:
56			return _fail("combo_count must start at 0")
57		if cs.get("multiplier") == null or not is_equal_approx(cs.multiplier, 1.0):
58			return _fail("multiplier must start at 1.0")
59	
60		# curve baked control points
61		if absf(curve.sample_baked(0.0) - 1.0) > CTOL:
62			return _fail("multiplier_curve at position 0.0 must bake to 1.0")
63		if absf(curve.sample_baked(0.5) - 2.2) > CTOL:
64			return _fail("multiplier_curve at position 0.5 must bake to 2.2 , needs a middle control point")
65		if absf(curve.sample_baked(1.0) - 3.0) > CTOL:
66			return _fail("multiplier_curve at position 1.0 must bake to 3.0")
67	
68		# gradient stops
69		if not _color_near(grad.sample(0.0), Color(0.2, 0.4, 1.0)):
70			return _fail("heat_gradient at offset 0.0 must be cool blue Color(0.2,0.4,1.0)")
71		if not _color_near(grad.sample(0.5), Color(1.0, 0.8, 0.0)):
72			return _fail("heat_gradient at offset 0.5 must be amber Color(1.0,0.8,0.0) , needs a middle stop")
73		if not _color_near(grad.sample(1.0), Color(1.0, 0.1, 0.0)):
74			return _fail("heat_gradient at offset 1.0 must be hot red Color(1.0,0.1,0.0)")
75	
76		# combo_fraction helper
77		if not cs.has_method("combo_fraction"):
78			return _fail("ComboSystem must define combo_fraction()")
79		cs.combo_count = 0
80		if absf(cs.combo_fraction() - 0.0) > 0.001:
81			return _fail("combo_fraction() at combo_count=0 must be 0.0")
82		cs.combo_count = 4
83		if absf(cs.combo_fraction() - 0.5) > 0.001:
84			return _fail("combo_fraction() at combo_count=4 (max 8) must be 0.5")
85		cs.combo_count = 12
86		if absf(cs.combo_fraction() - 1.0) > 0.001:
87			return _fail("combo_fraction() must clamp to 1.0 when combo_count exceeds max_combo")
88	
89		if not cs.has_method("register_hit"):
90			return _fail("ComboSystem m…[truncated]
Read: /home/user/task/scenes/main.tscn
/home/user/task/scenes/main.tscn
output
1	[gd_scene load_steps=2 format=3]
2	
3	[ext_resource type="PackedScene" path="res://scenes/combo_system.tscn" id="1"]
4	
5	[node name="Main" type="Node"]
6	
7	[node name="ComboSystem" parent="." instance=ExtResource("1")]
8	
Now I'll write the script and scene. Let me check Godot availability for validation.
Bash: Check for godot binary
which godot godot4 2>/dev/null; ls /usr/local/bin | grep -i godot 2>/dev/null; echo "done"
output
/usr/local/bin/godot
godot
done
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

extends Node
class_name ComboSystem

## Combo meter driven by designer-authored curves.

signal combo_changed(count: int, mult: float)
signal combo_broken

## Seconds allowed between hits before the streak lapses.
@export var combo_window: float = 2.0
## Streak length that counts as a fully-charged combo.
@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
## On-screen combo heat bar, wired to the MeterBar node.
@export var meter_bar: ColorRect

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

@onready var combo_timer: Timer = $ComboTimer

## Streak fullness: 0.0 with no streak, 1.0 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 counting it.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Advance the streak and refresh state to 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

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]

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

[sub_resource type="Curve" id="Curve_1"]
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_script")
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)
Now let me run the validation via the test scene:
Bash: Run validation test scene headless
godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION|SCRIPT ERROR|ERROR|error" | head -40
output
VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene
NodePath export didn't resolve. Let me have Godot open and re-save the scene to normalize the node-reference serialization:
Bash: Open editor to normalize scene serialization
timeout 60 godot --headless --editor --quit-after 3 2>&1 | tail -5; echo "---resaved scene---"; cat scenes/combo_system.tscn
output
   at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true. Returning: canceled
   at: task_step (editor/progress_dialog.cpp:217)
ERROR: Condition "!tasks.has(p_task)" is true.
   at: end_task (editor/progress_dialog.cpp:240)
---resaved scene---
[gd_scene load_steps=4 format=3]

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

[sub_resource type="Curve" id="Curve_1"]
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_script")
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"]
Let me debug how the export resolves by instancing directly:
Bash: Debug exported node ref resolution
cat > /tmp/dbg.gd <<'EOF'
extends SceneTree
func _initialize():
	var ps = load("res://scenes/combo_system.tscn")
	var n = ps.instantiate()
	get_root().add_child(n)
	await process_frame
	print("meter_bar = ", n.get("meter_bar"))
	print("has child MeterBar = ", n.get_node_or_null("MeterBar"))
	quit()
EOF
cp /tmp/dbg.gd /home/user/task/dbg.gd
godot --headless --path . -s res://dbg.gd 2>&1 | grep -vE "^$" | tail -15
rm /home/user/task/dbg.gd
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)
meter_bar = <null>
has child MeterBar = MeterBar:<ColorRect#27078428042>
Auto-resolution isn't happening. Let me generate the canonical serialization by wiring it through Godot itself and re-saving:
Bash: Wire meter_bar and re-save canonical scene
cat > /tmp/wire.gd <<'EOF'
extends SceneTree
func _initialize():
	var ps = load("res://scenes/combo_system.tscn")
	var n = ps.instantiate()
	n.meter_bar = n.get_node("MeterBar")
	var packed = PackedScene.new()
	packed.pack(n)
	ResourceSaver.save(packed, "res://scenes/combo_system.tscn")
	print("RESAVED")
	quit()
EOF
godot --headless --path . -s /tmp/wire.gd 2>&1 | grep -E "RESAVED|ERROR" | head
echo "=== result ==="
cat scenes/combo_system.tscn
output
RESAVED
ERROR: 3 resources still in use at exit (run with --verbose for details).
=== result ===
[gd_scene load_steps=4 format=3]

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

[sub_resource type="Curve" id="Curve_1"]
_limits = [0.0, 3.0, 0.0, 1.0]
_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" node_paths=PackedStringArray("meter_bar")]
script = ExtResource("1_script")
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"]
The key was the `node_paths=PackedStringArray("meter_bar")` attribute. Now let me run the full validation:
Bash: Run validation test scene
godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION|SCRIPT ERROR" | head
output
VALIDATION_PASSED: Combo meter works correctly
Validation passes. The combo system is complete and working. ## Summary I implemented the combo meter for the action game across two files. **`scripts/combo_system.gd`** , the `ComboSystem` class with: - Exports `combo_window` (2.0), `max_combo` (8), `multiplier_curve` (Curve), `heat_gradient` (Gradient), and `meter_bar` (ColorRect). - State `combo_count` (0) and `multiplier` (1.0), plus signals `combo_changed(count, mult)` and `combo_broken`. - `combo_fraction()` returns the clamped streak fullness. - `register_hit()` samples the multiplier **before** counting the hit (so the first hit awards exactly `base_score`), rounds the award to an int, then advances the streak, refreshes the multiplier and bar color, restarts the one-shot timer, and emits `combo_changed`. - `_on_combo_timeout()` resets the streak, recolors the bar to the cool-blue fraction-0 color, and emits `combo_broken`. **`scenes/combo_system.tscn`** , `ComboSystem` (Node) root with a one-shot `ComboTimer` whose `timeout` is wired to `_on_combo_timeout`, and a `MeterBar` ColorRect. The authored `Curve` bakes to 1.0/2.2/3.0 at positions 0/0.5/1.0, and the `Gradient` has the three required color stops. One non-obvious detail worth noting: an exported **node reference** in a hand-authored `.tscn` only resolves if the owning node line carries the `node_paths=PackedStringArray("meter_bar")` attribute alongside `meter_bar = NodePath("MeterBar")`. Without that attribute the property loads as null. I had Godot itself re-serialize the scene to produce that canonical form.
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_PASSED: Combo meter works correctly

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_577d0fbed7b04af7. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_577d0fbed7b04af7 · verifier authoritative; classifier explanatory.