SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

checkpoint-system

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 failure: 'VALIDATION_FAILED: beacon export must be wired to the Beacon Sprite2D in the scene'. The test checks (line 48-52 of test.gd): `var beacon_ref = cp.get("beacon")` and verifies it references the actual Beacon node. The agent's scene file uses `beacon = NodePath("Beacon")` and `charge_label = NodePath("ChargeLabel")` which assigns NodePath strings rather than actual node references. The GDScript code implementation was correct and complete (all signals, methods, exports properly declared), but the .tscn scene wiring syntax was incorrect.
Root causeThe agent correctly understood the Godot scripting requirements and implemented complete, correct GDScript code, but made a syntax error in the scene file by using NodePath string assignments instead of proper Godot node reference linking syntax for exporting node references within a scene.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
17 tool calls · 3 tool types · 17 steps
Build an animated checkpoint beacon for a 2D platformer. Create `scenes/checkpoint.tscn` with an `Area2D` root node named `Checkpoint` (attach `scripts/checkpoint.gd`). Give it these children: - a `CollisionShape2D` using a `RectangleShape2D` sized 32×32, - a `Sprite2D` named `Beacon` (the visual that pulses as the checkpoint charges), - a `Label` named `ChargeLabel`. Wire the area so bodies entering it reach the script's `_on_body_entered(body)` handler. In `scripts/checkpoint.gd`, implement the `Checkpoint` class: - Export an int `checkpoint_id` (default `0`) and a bool `is_final_checkpoint` (default `false`). Expose a public bool `is_active` (default `false`). - Export a `Gradient` resource named `charge_gradient`, authored in the scene with three color stops: offset `0.0` is deep blue `Color(0.1, 0.2, 0.6)`, offset `0.5` is bright cyan `Color(0.2, 0.9, 1.0)`, offset `1.0` is white `Color(1.0, 1.0, 1.0)`. - Export a `Curve` resource named `scale_curve`, authored so that sampling its baked value returns `1.0` at position `0.0`, `1.8` at position `0.5`, and `2.0` at position `1.0`. - Export a `Sprite2D` reference named `beacon` and a `Label` reference named `charge_label`, each wired in the scene to the `Beacon` and `ChargeLabel` nodes. Behavior: - `apply_charge(t: float)` drives the beacon's look for a charge fraction `t` in `[0, 1]`: set `beacon.modulate` to `charge_gradient` sampled at `t`, and set `beacon.scale` to `Vector2.ONE * scale_curve.sample_baked(t)`. - Only the player can light a checkpoint , the player belongs to the `"Player"` group; any other body that enters must be ignored. The first time the player reaches an unlit checkpoint, set it active, drive the beacon to full charge by calling `apply_charge(1.0)`, write the checkpoint's id into `charge_label.text`, and emit `activated` carrying `checkpoint_id`. While it stays lit, re-touching it does nothing. - A final checkpoint (`is_final_checkpoint == true`) must also emit `level_complete` at the moment it activates. - `reset()` re-arms the checkpoint (sets `is_active` back to false) so it can be lit again. Declare the signals `activated(id: int)` and `level_complete`.
I'll create the script and scene files for the checkpoint beacon.
Write
{
  "file_path": "/home/user/task/scripts/checkpoint.gd",
  "content": "class_name Checkpoint\nextends Area2D\n\n## Emitted the moment the player first lights this checkpoint.\nsignal activated(id: int)\n## Emitted alongside `activated` when this is the level's final checkpoint.\nsignal level_complete\n\n@export var checkpoint_id: int = 0\n@export var is_final_checkpoint: bool = false\n\n## Colors the beacon ramps through as it charges (deep blue -> cyan -> white).\n@export var charge_gradient: Gradient\n## Beacon scale over the charge fraction (1.0 -> 1.8 -> 2.0).\n@export var scale_curve: Curve\n\n@export var beacon: Sprite2D\n@export var charge_label: Label\n\nvar is_active: bool = false\n\n\n## Drives the beacon's look for a charge fraction `t` in [0, 1].\nfunc apply_charge(t: float) -> void:\n\tbeacon.modulate = charge_gradient.sample(t)\n\tbeacon.scale = Vector2.ONE * scale_curve.sample_baked(t)\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only the player can light a checkpoint, and only if it isn't lit already.\n\tif not body.is_in_group(\"Player\"):\n\t\treturn\n\tif is_active:\n\t\treturn\n\n\tis_active = true\n\tapply_charge(1.0)\n\tcharge_label.text = str(checkpoint_id)\n\tactivated.emit(checkpoint_id)\n\tif is_final_checkpoint:\n\t\tlevel_complete.emit()\n\n\n## Re-arms the checkpoint so it can be lit again.\nfunc reset() -> void:\n\tis_active = false\n"
}
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

[error] tool reported failure
Write
{
  "file_path": "/home/user/task/scenes/checkpoint.tscn",
  "content": "[gd_scene load_steps=5 format=3 uid=\"uid://b1checkpoint8scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/checkpoint.gd\" id=\"1_chkpt\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_1\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_1\"]\noffsets = PackedFloat32Array(0, 0.5, 1)\ncolors = PackedColorArray(0.1, 0.2, 0.6, 1, 0.2, 0.9, 1, 1, 1, 1, 1, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_1\"]\nmax_value = 2.0\n_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 1.8), 0.0, 0.0, 0, 0, Vector2(1, 2), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Checkpoint\" type=\"Area2D\"]\nscript = ExtResource(\"1_chkpt\")\ncharge_gradient = SubResource(\"Gradient_1\")\nscale_curve = SubResource(\"Curve_1\")\nbeacon = NodePath(\"Beacon\")\ncharge_label = NodePath(\"ChargeLabel\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"RectangleShape2D_1\")\n\n[node name=\"Beacon\" type=\"Sprite2D\" parent=\".\"]\n\n[node name=\"ChargeLabel\" type=\"Label\" parent=\".\"]\n\n[connection signal=\"body_entered\" from=\".\" to=\".\" method=\"_on_body_entered\"]\n"
}
output
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>

[error] tool reported failure
Files already exist , let me read them first.
Read
{
  "file_path": "/home/user/task/scripts/checkpoint.gd"
}
output
1	extends Area2D
2	class_name Checkpoint
3	
4	func _ready() -> void:
5		pass
6
Read
{
  "file_path": "/home/user/task/scenes/checkpoint.tscn"
}
output
1	[gd_scene load_steps=1 format=3]
2	
3	[node name="Checkpoint" type="Area2D"]
4
They're stubs. Let me replace both with the full implementations.
Write
{
  "file_path": "/home/user/task/scripts/checkpoint.gd",
  "content": "class_name Checkpoint\nextends Area2D\n\n## Emitted the moment the player first lights this checkpoint.\nsignal activated(id: int)\n## Emitted alongside `activated` when this is the level's final checkpoint.\nsignal level_complete\n\n@export var checkpoint_id: int = 0\n@export var is_final_checkpoint: bool = false\n\n## Colors the beacon ramps through as it charges (deep blue -> cyan -> white).\n@export var charge_gradient: Gradient\n## Beacon scale over the charge fraction (1.0 -> 1.8 -> 2.0).\n@export var scale_curve: Curve\n\n@export var beacon: Sprite2D\n@export var charge_label: Label\n\nvar is_active: bool = false\n\n\n## Drives the beacon's look for a charge fraction `t` in [0, 1].\nfunc apply_charge(t: float) -> void:\n\tbeacon.modulate = charge_gradient.sample(t)\n\tbeacon.scale = Vector2.ONE * scale_curve.sample_baked(t)\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Only the player can light a checkpoint, and only if it isn't lit already.\n\tif not body.is_in_group(\"Player\"):\n\t\treturn\n\tif is_active:\n\t\treturn\n\n\tis_active = true\n\tapply_charge(1.0)\n\tcharge_label.text = str(checkpoint_id)\n\tactivated.emit(checkpoint_id)\n\tif is_final_checkpoint:\n\t\tlevel_complete.emit()\n\n\n## Re-arms the checkpoint so it can be lit again.\nfunc reset() -> void:\n\tis_active = false\n"
}
output
The file /home/user/task/scripts/checkpoint.gd has been updated successfully. (file state is current in your context , no need to Read it back)
Write
{
  "file_path": "/home/user/task/scenes/checkpoint.tscn",
  "content": "[gd_scene load_steps=5 format=3 uid=\"uid://b1checkpoint8scene\"]\n\n[ext_resource type=\"Script\" path=\"res://scripts/checkpoint.gd\" id=\"1_chkpt\"]\n\n[sub_resource type=\"RectangleShape2D\" id=\"RectangleShape2D_1\"]\nsize = Vector2(32, 32)\n\n[sub_resource type=\"Gradient\" id=\"Gradient_1\"]\noffsets = PackedFloat32Array(0, 0.5, 1)\ncolors = PackedColorArray(0.1, 0.2, 0.6, 1, 0.2, 0.9, 1, 1, 1, 1, 1, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_1\"]\nmax_value = 2.0\n_data = [Vector2(0, 1), 0.0, 0.0, 0, 0, Vector2(0.5, 1.8), 0.0, 0.0, 0, 0, Vector2(1, 2), 0.0, 0.0, 0, 0]\npoint_count = 3\n\n[node name=\"Checkpoint\" type=\"Area2D\"]\nscript = ExtResource(\"1_chkpt\")\ncharge_gradient = SubResource(\"Gradient_1\")\nscale_curve = SubResource(\"Curve_1\")\nbeacon = NodePath(\"Beacon\")\ncharge_label = NodePath(\"ChargeLabel\")\n\n[node name=\"CollisionShape2D\" type=\"CollisionShape2D\" parent=\".\"]\nshape = SubResource(\"RectangleShape2D_1\")\n\n[node name=\"Beacon\" type=\"Sprite2D\" parent=\".\"]\n\n[node name=\"ChargeLabel\" type=\"Label\" parent=\".\"]\n\n[connection signal=\"body_entered\" from=\".\" to=\".\" method=\"_on_body_entered\"]\n"
}
output
The file /home/user/task/scenes/checkpoint.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
Done. Both files are implemented. **`scripts/checkpoint.gd`** , the `Checkpoint` class: - Exports `checkpoint_id` (int, 0), `is_final_checkpoint` (bool, false), plus the `charge_gradient`, `scale_curve`, `beacon`, and `charge_label` references. Public `is_active` defaults to false. - `apply_charge(t)` samples the gradient into `beacon.modulate` and the curve into `beacon.scale`. - `_on_body_entered(body)` ignores anything not in the `"Player"` group and anything that re-touches an already-lit beacon; on the first valid touch it activates, fully charges, writes the id into the label, emits `activated(checkpoint_id)`, and emits `level_complete` when final. - `reset()` clears `is_active`. **`scenes/checkpoint.tscn`** , `Area2D` root `Checkpoint` with the script attached and `charge_gradient`/`scale_curve`/`beacon`/`charge_label` all wired. Children: a `CollisionShape2D` with a 32×32 `RectangleShape2D`, a `Beacon` `Sprite2D`, and a `ChargeLabel` `Label`. The `body_entered` signal is connected to `_on_body_entered`. Two authoring details worth noting: - The gradient stops are exactly deep-blue / cyan / white at offsets 0.0 / 0.5 / 1.0. - The curve's `max_value` is set to `2.0` , Godot's `Curve` clamps to its value range (default 0–1), so without this the `1.8` and `2.0` points would be clipped and `sample_baked` would never return them. The scene references `res://`, so this assumes the project root is `/home/user/task`. There's no `project.godot` here to verify against, so I couldn't open it in an editor to confirm , but the `.tscn` format and serialization are correct for Godot 4.
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: beacon export must be wired to the Beacon Sprite2D in the scene

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_81878cae4483444f. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_81878cae4483444f · verifier authoritative; classifier explanatory.