SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

tile-gradient-particles

claude-code claude-sonnet-4-6 ✗ failed BAD_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
BAD_FAILUREThe task is at fault, underspecified/contradictory instruction, brittle/flaky tests, or tests demanding undiscoverable behavior.
SubtypeUnderspecified Instruction
EvidenceTest failure: 'VALIDATION_FAILED: Tank: LeftTrackParticles color_ramp must be set to a gradient when moving'. The agent correctly implemented `get_gradient_at(position)` to read tile_type custom data and return matching gradients, but the TileSet has no tiles with custom data populated. The instruction requires reading custom_data_at(position, "tile_type") but never specifies that tiles must be populated with tile_type values. The verifier expects color_ramp to be set when moving, but without populated tile data, `get_custom_data_at` returns null/0 and `get_gradient_at` returns null, leaving color_ramp unset.
Root causeThe instruction requires reading `tile_type` custom data from tiles but does not specify that the TileSet should be populated with this data. The verifier expects a gradient to be assigned, but the required tile data is missing from the scene setup, making the task impossible to complete as specified.
RecommendationEither (1) populate the TileSet in world.tscn with actual tiles that have tile_type custom data assigned (WATER, DIRT, or GRASS values), or (2) modify the instruction to specify that agents should provide a sensible fallback gradient when tile_type data is unavailable or null. The current setup creates a gap where the verifier expects something (color_ramp set) that cannot logically be provided without additional setup not mentioned in the instruction."
Trajectory
Tool-by-tool agent trajectory
9 tool calls · 3 tool types · 13 steps
# Track Particles Driven by Tile Type Gradient In `scenes/world.tscn`, add a TileSet custom data layer named `tile_type` with type int, and assign GradientTexture1D exports named `water_color`, `dirt_color`, and `grass_color` on the World node. In `scripts/world.gd`, add `enum TILE_TYPES { NONE, WATER, DIRT, GRASS }`, export the three GradientTexture1D variables (`water_color`, `dirt_color`, `grass_color`), create a dictionary mapping TILE_TYPES enum members to those gradients, and add a static `get_gradient_at(position)` that reads `get_custom_data_at(position, "tile_type")` and returns the matching gradient. In `scenes/tank.tscn`, add `LeftTrackParticles` and `RightTrackParticles` GPUParticles2D nodes configured to produce realistic track dust trails , use box emission, set directional flow in opposite vertical directions for left and right tracks, configure appropriate spread, disable gravity, set reasonable velocity and damping, use small particle scale, set amount and z_index appropriately, and start with emitting disabled. In `scripts/tank.gd`, track the current particle gradient using `World.get_gradient_at(position)`, assign it to each emitter's `process_material.color_ramp`, set both emitters to `emitting = true` while moving, and `emitting = false` when not moving, via a method named `_update_track_particles`.
Let me explore the project structure first.

List all files in project

shell
find /home/user/task -type f | sort
output
/home/user/task/.godot/.gdignore
/home/user/task/.godot/editor/filesystem_cache10
/home/user/task/.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
/home/user/task/.godot/editor/project_metadata.cfg
/home/user/task/.godot/global_script_class_cache.cfg
/home/user/task/.godot/imported/tank_body.png-a051a2ed122e9e86f36df226d2426b35.ctex
/home/user/task/.godot/imported/tank_body.png-a051a2ed122e9e86f36df226d2426b35.md5
/home/user/task/.godot/imported/terrain.png-dfc2a3dbab29348c6bdbbce57351be83.ctex
/home/user/task/.godot/imported/terrain.png-dfc2a3dbab29348c6bdbbce57351be83.md5
/home/user/task/.godot/scene_groups_cache.cfg
/home/user/task/.godot/uid_cache.bin
/home/user/task/assets/sprites/tank_body.png
/home/user/task/assets/sprites/tank_body.png.import
/home/user/task/assets/sprites/terrain.png
/home/user/task/assets/sprites/terrain.png.import
/home/user/task/project.godot
/home/user/task/scenes/main.tscn
/home/user/task/scenes/tank.tscn
/home/user/task/scenes/test.tscn
/home/user/task/scenes/world.tscn
/home/user/task/scripts/tank.gd
/home/user/task/scripts/tank.gd.uid
/home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd.uid
/home/user/task/scripts/world.gd
/home/user/task/scripts/world.gd.uid

[stdout]
/home/user/task/.godot/.gdignore
/home/user/task/.godot/editor/filesystem_cache10
/home/user/task/.godot/editor/main.tscn-folding-3ad5c15c4f3250da0cc7c1af1770d85f.cfg
/home/user/task/.godot/editor/project_metadata.cfg
/home/user/task/.godot/global_script_class_cache.cfg
/home/user/task/.godot/imported/tank_body.png-a051a2ed122e9e86f36df226d2426b35.ctex
/home/user/task/.godot/imported/tank_body.png-a051a2ed122e9e86f36df226d2426b35.md5
/home/user/task/.godot/imported/terrain.png-dfc2a3dbab29348c6bdbbce57351be83.ctex
/home/user/task/.godot/imported/terrain.png-dfc2a3dbab29348c6bdbbce57351be83.md5
/home/user/task/.godot/scene_groups_cache.cfg
/home/user/task/.godot/uid_cache.bin
/home/user/task/assets/sprites/tank_body.png
/home/user/task/assets/sprites/tank_body.png.import
/home/user/task/assets/sprites/terrain.png
/home/user/task/assets/sprites/terrain.png.import
/home/user/task/project.godot
/home/user/task/scenes/main.tscn
/home/user/task/scenes/tank.tscn
/home/user/task/scenes/test.tscn
/home/user/task/scenes/world.tscn
/home/user/task/scripts/tank.gd
/home/user/task/scripts/tank.gd.uid
/home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd.uid
/home/user/task/scripts/world.gd
/home/user/task/scripts/world.gd.uid

/home/user/task/scenes/world.tscn

contents
1	[gd_scene load_steps=3 format=3 uid="uid://world_start_1218"]
2	
3	[ext_resource type="Script" path="res://scripts/world.gd" id="1_world"]
4	
5	[sub_resource type="TileSet" id="TileSet_world"]
6	
7	[node name="World" type="Node2D"]
8	script = ExtResource("1_world")
9	
10	[node name="TileMap" type="TileMap" parent="."]
11	tile_set = SubResource("TileSet_world")
12	format = 2
13	layer_0/name = "terrain"
14	layer_0/z_index = -10
15

/home/user/task/scripts/world.gd

contents
1	extends Node2D
2	class_name World
3	
4	@onready var tile_map: TileMap = $TileMap
5	
6	static var _instance: World = null
7	
8	func _ready():
9		if _instance == null:
10			_instance = self
11	
12	
13	static func get_tile_data_at(position: Vector2) -> TileData:
14		var local_position: Vector2i = _instance.tile_map.local_to_map(position)
15		return _instance.tile_map.get_cell_tile_data(0, local_position)
16	
17	
18	static func get_custom_data_at(position: Vector2, custom_data_name: String) -> Variant:
19		var data = get_tile_data_at(position)
20		if data == null:
21			return null
22		return data.get_custom_data(custom_data_name)
23

/home/user/task/scenes/tank.tscn

contents
1	[gd_scene load_steps=3 format=3 uid="uid://tank_start_1218"]
2	
3	[ext_resource type="Script" path="res://scripts/tank.gd" id="1_tank_script"]
4	
5	[sub_resource type="RectangleShape2D" id="RectangleShape2D_1"]
6	size = Vector2(26, 26)
7	
8	[node name="Tank" type="CharacterBody2D"]
9	script = ExtResource("1_tank_script")
10	
11	[node name="BodySprite" type="Sprite2D" parent="."]
12	
13	[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
14	shape = SubResource("RectangleShape2D_1")
15

/home/user/task/scripts/tank.gd

contents
1	extends CharacterBody2D
2	class_name Tank
3	
4	const SPEED = 64.0
5	const TURN_SPEED = 2.0
6	
7	var direction := Vector2.RIGHT
8	
9	func _physics_process(delta):
10		var drive_input := 0.0
11		var turn_input := 0.0
12		if InputMap.has_action("move_backward") and InputMap.has_action("move_forward"):
13			drive_input = Input.get_axis("move_backward", "move_forward")
14		if InputMap.has_action("turn_left") and InputMap.has_action("turn_right"):
15			turn_input = Input.get_axis("turn_left", "turn_right")
16		if turn_input != 0.0:
17			direction = direction.rotated(turn_input * (PI / 2.0) * TURN_SPEED * delta)
18			rotation = direction.angle()
19		if drive_input != 0.0:
20			velocity = direction.normalized() * drive_input * SPEED
21		else:
22			velocity = Vector2.ZERO
23		move_and_slide()
24
Now I have a full picture. Let me implement all four changes.
write · /home/user/task/scenes/world.tscn
[gd_scene load_steps=9 format=3 uid="uid://world_start_1218"]

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

[sub_resource type="Gradient" id="Gradient_water"]
offsets = PackedFloat32Array(0, 1)
colors = PackedColorArray(0.1, 0.2, 0.6, 1, 0.3, 0.7, 0.9, 1)

[sub_resource type="GradientTexture1D" id="GradientTexture1D_water"]
gradient = SubResource("Gradient_water")

[sub_resource type="Gradient" id="Gradient_dirt"]
offsets = PackedFloat32Array(0, 1)
colors = PackedColorArray(0.35, 0.22, 0.1, 1, 0.65, 0.5, 0.3, 1)

[sub_resource type="GradientTexture1D" id="GradientTexture1D_dirt"]
gradient = SubResource("Gradient_dirt")

[sub_resource type="Gradient" id="Gradient_grass"]
offsets = PackedFloat32Array(0, 1)
colors = PackedColorArray(0.1, 0.35, 0.05, 1, 0.3, 0.65, 0.1, 1)

[sub_resource type="GradientTexture1D" id="GradientTexture1D_grass"]
gradient = SubResource("Gradient_grass")

[sub_resource type="TileSet" id="TileSet_world"]
custom_data_layer_0/name = "tile_type"
custom_data_layer_0/type = 2

[node name="World" type="Node2D"]
script = ExtResource("1_world")
water_color = SubResource("GradientTexture1D_water")
dirt_color = SubResource("GradientTexture1D_dirt")
grass_color = SubResource("GradientTexture1D_grass")

[node name="TileMap" type="TileMap" parent="."]
tile_set = SubResource("TileSet_world")
format = 2
layer_0/name = "terrain"
layer_0/z_index = -10
write · /home/user/task/scripts/world.gd
extends Node2D
class_name World

enum TILE_TYPES { NONE, WATER, DIRT, GRASS }

@export var water_color: GradientTexture1D
@export var dirt_color: GradientTexture1D
@export var grass_color: GradientTexture1D

@onready var tile_map: TileMap = $TileMap

static var _instance: World = null

var _gradient_map: Dictionary

func _ready():
	if _instance == null:
		_instance = self
	_gradient_map = {
		TILE_TYPES.NONE: null,
		TILE_TYPES.WATER: water_color,
		TILE_TYPES.DIRT: dirt_color,
		TILE_TYPES.GRASS: grass_color,
	}


static func get_tile_data_at(position: Vector2) -> TileData:
	var local_position: Vector2i = _instance.tile_map.local_to_map(position)
	return _instance.tile_map.get_cell_tile_data(0, local_position)


static func get_custom_data_at(position: Vector2, custom_data_name: String) -> Variant:
	var data = get_tile_data_at(position)
	if data == null:
		return null
	return data.get_custom_data(custom_data_name)


static func get_gradient_at(position: Vector2) -> GradientTexture1D:
	var tile_type = get_custom_data_at(position, "tile_type")
	if tile_type == null:
		return null
	return _instance._gradient_map.get(tile_type, null)
write · /home/user/task/scenes/tank.tscn
[gd_scene load_steps=5 format=3 uid="uid://tank_start_1218"]

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

[sub_resource type="RectangleShape2D" id="RectangleShape2D_1"]
size = Vector2(26, 26)

[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_left"]
emission_shape = 3
emission_box_extents = Vector3(10.0, 1.0, 0.0)
direction = Vector3(0.0, -1.0, 0.0)
spread = 30.0
gravity = Vector3(0.0, 0.0, 0.0)
initial_velocity_min = 15.0
initial_velocity_max = 30.0
damping_min = 10.0
damping_max = 20.0
scale_min = 0.3
scale_max = 0.8

[sub_resource type="ParticleProcessMaterial" id="ParticleProcessMaterial_right"]
emission_shape = 3
emission_box_extents = Vector3(10.0, 1.0, 0.0)
direction = Vector3(0.0, 1.0, 0.0)
spread = 30.0
gravity = Vector3(0.0, 0.0, 0.0)
initial_velocity_min = 15.0
initial_velocity_max = 30.0
damping_min = 10.0
damping_max = 20.0
scale_min = 0.3
scale_max = 0.8

[node name="Tank" type="CharacterBody2D"]
script = ExtResource("1_tank_script")

[node name="BodySprite" type="Sprite2D" parent="."]

[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource("RectangleShape2D_1")

[node name="LeftTrackParticles" type="GPUParticles2D" parent="."]
position = Vector2(0.0, -12.0)
z_index = -5
amount = 16
process_material = SubResource("ParticleProcessMaterial_left")
lifetime = 0.5
emitting = false

[node name="RightTrackParticles" type="GPUParticles2D" parent="."]
position = Vector2(0.0, 12.0)
z_index = -5
amount = 16
process_material = SubResource("ParticleProcessMaterial_right")
lifetime = 0.5
emitting = false
write · /home/user/task/scripts/tank.gd
extends CharacterBody2D
class_name Tank

const SPEED = 64.0
const TURN_SPEED = 2.0

var direction := Vector2.RIGHT

@onready var left_track_particles: GPUParticles2D = $LeftTrackParticles
@onready var right_track_particles: GPUParticles2D = $RightTrackParticles
@onready var _left_material: ParticleProcessMaterial = $LeftTrackParticles.process_material
@onready var _right_material: ParticleProcessMaterial = $RightTrackParticles.process_material

var _current_gradient: GradientTexture1D = null

func _physics_process(delta):
	var drive_input := 0.0
	var turn_input := 0.0
	if InputMap.has_action("move_backward") and InputMap.has_action("move_forward"):
		drive_input = Input.get_axis("move_backward", "move_forward")
	if InputMap.has_action("turn_left") and InputMap.has_action("turn_right"):
		turn_input = Input.get_axis("turn_left", "turn_right")
	if turn_input != 0.0:
		direction = direction.rotated(turn_input * (PI / 2.0) * TURN_SPEED * delta)
		rotation = direction.angle()
	if drive_input != 0.0:
		velocity = direction.normalized() * drive_input * SPEED
	else:
		velocity = Vector2.ZERO
	move_and_slide()
	_update_track_particles()


func _update_track_particles() -> void:
	var gradient = World.get_gradient_at(global_position)
	if gradient != _current_gradient:
		_current_gradient = gradient
		_left_material.color_ramp = gradient
		_right_material.color_ramp = gradient
	var is_moving := velocity.length_squared() > 0.0
	left_track_particles.emitting = is_moving
	right_track_particles.emitting = is_moving
All four files are done. Here's a summary of what was implemented: **`scenes/world.tscn`** , Added 6 new sub-resources (3 `Gradient` + 3 `GradientTexture1D` with water/dirt/grass colors), a `custom_data_layer_0` named `tile_type` (type int) on the `TileSet`, and assigned the three `GradientTexture1D` sub-resources to the World node's exported properties. `load_steps` updated from 3 → 9. **`scripts/world.gd`** , Added `enum TILE_TYPES { NONE, WATER, DIRT, GRASS }`, three `@export var` GradientTexture1D properties, a `_gradient_map` dictionary built in `_ready`, and a static `get_gradient_at(position)` that reads the `tile_type` custom data layer and returns the matching gradient. **`scenes/tank.tscn`** , Added two `ParticleProcessMaterial` sub-resources (left: direction `(0,-1,0)`, right: direction `(0,1,0)`) with box emission (`extents 10×1`), no gravity, spread 30°, and damped velocity. Added `LeftTrackParticles` at `y=-12` and `RightTrackParticles` at `y=+12`, both with `z_index=-5`, `amount=16`, `lifetime=0.5`, and `emitting=false`. `load_steps` updated from 3 → 5. **`scripts/tank.gd`** , Added `@onready` refs for both particle nodes and their cast `ParticleProcessMaterial`s, a `_current_gradient` tracker, a call to `_update_track_particles()` at the end of `_physics_process`, and the `_update_track_particles()` method that updates `color_ramp` when the tile gradient changes and toggles `emitting` based on whether `velocity` is non-zero.
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: Tank: LeftTrackParticles color_ramp must be set to a gradient when moving

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_5a6b1d3c1e5f4aaf. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_5a6b1d3c1e5f4aaf · verifier authoritative; classifier explanatory.