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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: 'VALIDATION_PASSED: Combo meter works correctly' with reward=1.0. Agent correctly implemented ComboSystem class with combo_changed/combo_broken signals, all exports (combo_window, max_combo, multiplier_curve, heat_gradient, meter_bar), proper state tracking (combo_count, multiplier), combo_fraction() helper with clamping, register_hit() using pre-count multiplier evaluation with rounding, and _on_combo_timeout() reset. Scene properly configured with TimerChild named ComboTimer (one_shot, timeout connected), MeterBar ColorRect child, Curve with control points (0,1)/(0.5,2.2)/(1,3), Gradient with blue/amber/red stops at 0.0/0.5/1.0. Agent discovered and correctly fixed subtle Godot 4 issue requiring node_paths declaration for exported NodePath reference resolution.
Root causeThe agent successfully understood the detailed specification, implemented all required components correctly, and debugged a Godot 4 scene-file quirk (NodePath exports requiring node_paths declaration). All 30+ test assertions pass, verifying scene structure, resource values, helper functions, register_hit() logic with pre-count multiplier sampling and rounding, state management, and signal emissions.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
32 tool calls · 3 tool types · 32 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`.
I'll create the Godot script and scene files for the combo system.
Bash: Inspect project structure
ls /home/user/task && echo "---" && ls /home/user/task/scenes /home/user/task/scripts 2>/dev/null; echo "---project---"; cat /home/user/task/project.godot 2>/dev/null | head -30
output
project.godot
scenes
scripts
---
/home/user/task/scenes:
combo_system.tscn
main.tscn
test.tscn

/home/user/task/scripts:
combo_system.gd
combo_system.gd.uid
test.gd
test.gd.uid
---project---
config_version=5

[application]

config/name="Combo Score System"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"
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/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]
Now I'll write the script and scene.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

extends Node
class_name ComboSystem

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

@export var combo_window: float = 2.0
@export var max_combo: int = 8

@export var multiplier_curve: Curve
@export var heat_gradient: Gradient
@export var meter_bar: ColorRect

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

@onready var combo_timer: Timer = $ComboTimer

func _ready() -> void:
	pass

func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)

func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit is evaluated before the hit is counted.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Advance the streak and refresh state from the new fraction.
	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 uid="uid://cmbo0sys1tscn0"]

[ext_resource type="Script" uid="uid://bi04ulclckj78" path="res://scripts/combo_system.gd" id="1"]

[sub_resource type="Curve" id="Curve_1"]
min_value = 1.0
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 2.2), 0.0, 0.0, 0, 0, Vector2(1, 3), 0.0, 0.0, 0, 0]
point_count = 3

[sub_resource type="Gradient" id="Gradient_1"]
offsets = PackedFloat32Array(0, 0.5, 1)
colors = PackedColorArray(0.2, 0.4, 1, 1, 1, 0.8, 0, 1, 1, 0.1, 0, 1)

[node name="ComboSystem" type="Node"]
script = ExtResource("1")
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
meter_bar = NodePath("MeterBar")

[node name="ComboTimer" type="Timer" parent="."]
one_shot = true

[node name="MeterBar" type="ColorRect" parent="."]
offset_right = 200.0
offset_bottom = 24.0

[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)
Let me check the main scene and try running the validation.
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	
Bash: Check for godot binary
which godot godot4 2>/dev/null; echo "exit:$?"
output
/usr/local/bin/godot
exit:1
Bash: Run validation test headless
timeout 60 godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION|ERROR|SCRIPT ERROR|error" | head -30
output
VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene
Bash: Debug meter_bar resolution
cat > /tmp/dbg.gd <<'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/combo_system.tscn").instantiate()
	print("meter_bar = ", s.get("meter_bar"))
	print("type = ", typeof(s.get("meter_bar")))
	print("has MeterBar child = ", s.get_node_or_null("MeterBar"))
	quit()
EOF
timeout 40 godot --headless --path . --script /tmp/dbg.gd 2>&1 | grep -vE "^$" | head
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>
type = 0
has MeterBar child = MeterBar:<ColorRect#27028096393>
WARNING: 1 RID of type "CanvasItem" was leaked.
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
WARNING: ObjectDB instances leaked at exit (run with --verbose for details).
The exported node reference needs a `node_paths` declaration in the node header. Let me fix that.
Edit: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn
--- old ---
[node name="ComboSystem" type="Node"]
--- new ---
[node name="ComboSystem" type="Node" node_paths=PackedStringArray("meter_bar")]
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)
Bash: Re-run validation
timeout 60 godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION" | head
output
VALIDATION_PASSED: Combo meter works correctly
Validation passes. The combo meter is complete. What I built: **`scenes/combo_system.tscn`** , `ComboSystem` (`Node`) with the script attached, plus: - a `ComboTimer` (`Timer`, `one_shot = true`) whose `timeout` is wired to `_on_combo_timeout()`, - a `MeterBar` (`ColorRect`), - an inline `Curve` (control points `(0,1)`, `(0.5,2.2)`, `(1,3)`, with `max_value = 3.0` so values aren't clamped) and a `Gradient` (blue→amber→red), - the `meter_bar` export wired to `MeterBar` via `node_paths=PackedStringArray("meter_bar")` (the header declaration Godot 4 requires to resolve an exported node reference , a plain `NodePath` value alone resolves to null). **`scripts/combo_system.gd`** , the `ComboSystem` class with the `combo_changed`/`combo_broken` signals, exports, `combo_count`/`multiplier` state, `combo_fraction()`, and `register_hit()` which awards `round(base_score * multiplier)` using the *pre-count* multiplier, then advances the streak, refreshes the multiplier and bar color, restarts the timer, and emits. `_on_combo_timeout()` resets the streak and recolors to the cool-blue stop.
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_75acac68eb25456f. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_75acac68eb25456f · verifier authoritative; classifier explanatory.