SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

day-night-cycle-controller

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' with reward=1.0. Agent successfully: (1) built DayNightCycle scene hierarchy with 4 children and correct scripts; (2) configured gradient with exact color stops (0.05,0.05,0.08)/(0.97,0.64,0.28)/(0.98,0.98,0.94) at offsets 0.0/0.25/0.5/0.75/1.0; (3) configured X-rotation curve with 3 points sampling ~0°/~180°/~360° at 0.0/0.5/1.0; (4) set TimeHandler to day_length_seconds=10, display_interval_minutes=10; (5) configured intensity curve with 3 points (0→0.1, 0.5→1.1, 1→0.1); (6) implemented _on_day_night_cycle_time_changed to set ClockLabel.text and toggle PorchLight visibility at 06:00 (off) and 18:00 (on). Agent systematically debugged node-export path resolution by creating probes and discovered the node_paths=PackedStringArray(...) requirement independently.
Root causeAgent properly analyzed task requirements from instruction.md, implemented the scene graph and logic correctly, and demonstrated good debugging skills when initial tests failed, discovering and fixing a subtle Godot engine detail (node_paths declaration for exported node properties in text .tscn files) through systematic investigation.
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 and the day-night scripts.
Bash
find . -type f -not -path '*/.git/*' | head -100 && echo "---SCENES---" && ls -la scenes/ 2>/dev/null && echo "---SCRIPTS---" && ls -la scripts/day_night/ 2>/dev/null

# 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
---SCENES---
total 8
drwxr-xr-x 2 user user  60 Jun 18 19:22 .
drwxr-xr-x 5 user user 128 Jun 19 20:07 ..
-rw-r--r-- 1 user user 885 Jun 18 19:22 Main.tscn
-rw-r--r-- 1 user user 309 Jun 18 19:22 test.tscn
---SCRIPTS---
total 27
drwxr-xr-x 2 user user 4096 Jun 18 19:22 .
drwxr-xr-x 3 user user  128 Jun 19 20:06 ..
-rw-r--r-- 1 user user 1640 Jun 18 19:22 DayNightCycleNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 DayNightCycleNode.gd.uid
-rw-r--r-- 1 user user  561 Jun 18 19:22 LightColorTransitionNode.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 LightColorTransitionNode.gd.uid
-rw-r--r-- 1 user user  583 Jun 18 19:22 LightIntensityTransitionNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 LightIntensityTransitionNode.gd.uid
-rw-r--r-- 1 user user 1093 Jun 18 19:22 SampledObjectRotatorNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 SampledObjectRotatorNode.gd.uid
-rw-r--r-- 1 user user 1366 Jun 18 19:22 TimeHandler.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 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
---SCENES---
total 8
drwxr-xr-x 2 user user  60 Jun 18 19:22 .
drwxr-xr-x 5 user user 128 Jun 19 20:07 ..
-rw-r--r-- 1 user user 885 Jun 18 19:22 Main.tscn
-rw-r--r-- 1 user user 309 Jun 18 19:22 test.tscn
---SCRIPTS---
total 27
drwxr-xr-x 2 user user 4096 Jun 18 19:22 .
drwxr-xr-x 3 user user  128 Jun 19 20:06 ..
-rw-r--r-- 1 user user 1640 Jun 18 19:22 DayNightCycleNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 DayNightCycleNode.gd.uid
-rw-r--r-- 1 user user  561 Jun 18 19:22 LightColorTransitionNode.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 LightColorTransitionNode.gd.uid
-rw-r--r-- 1 user user  583 Jun 18 19:22 LightIntensityTransitionNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 LightIntensityTransitionNode.gd.uid
-rw-r--r-- 1 user user 1093 Jun 18 19:22 SampledObjectRotatorNode.gd
-rw-r--r-- 1 user user   20 Jun 18 19:22 SampledObjectRotatorNode.gd.uid
-rw-r--r-- 1 user user 1366 Jun 18 19:22 TimeHandler.gd
-rw-r--r-- 1 user user   19 Jun 18 19:22 TimeHandler.gd.uid
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/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/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
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/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
Let me check the UID files and project.godot for reference.
Bash
for f in scripts/main.gd.uid scripts/day_night/*.uid; do echo "$f: $(cat $f)"; done && echo "---test.tscn---" && cat scenes/test.tscn && echo "---project.godot---" && cat project.godot

# args: {"description": "Read uid files and project config"}
output
scripts/main.gd.uid: uid://ctgsrjhv035f3
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
---test.tscn---
[gd_scene load_steps=2 format=3]

[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]

[node name="Test" type="Node"]
script = ExtResource("2_3k5yq")

[node name="Main" parent="." instance=ExtResource("1_pqfry")]
---project.godot---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Day-Night Cycle Controller"
config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
run/main_scene="res://scenes/Main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"

[stdout]
scripts/main.gd.uid: uid://ctgsrjhv035f3
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
---test.tscn---
[gd_scene load_steps=2 format=3]

[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]

[node name="Test" type="Node"]
script = ExtResource("2_3k5yq")

[node name="Main" parent="." instance=ExtResource("1_pqfry")]
---project.godot---
; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
;   [section] ; section goes between []
;   param=value ; assign values to parameters

config_version=5

[application]

config/name="Day-Night Cycle Controller"
config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
run/main_scene="res://scenes/Main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"
Read
{
 "file_path": "/home/user/task/scripts/test.gd"
}
output
1	extends Node
2	
3	const ROTATION_TOLERANCE := 0.5
4	const COLOR_TOLERANCE := 0.02
5	
6	func _ready() -> void:
7		run_validation()
8	
9	func fail(message: String) -> void:
10		print("VALIDATION_FAILED: %s" % message)
11		get_tree().quit(1)
12	
13	func run_validation() -> void:
14		var main = get_node_or_null("Main")
15		if not main:
16			return fail("Main node missing")
17		var sun = main.get_node_or_null("SunLight")
18		if not (sun and sun is DirectionalLight3D):
19			return fail("SunLight DirectionalLight3D missing")
20		var porch = main.get_node_or_null("PorchLight")
21		if not (porch and porch is OmniLight3D):
22			return fail("PorchLight OmniLight3D missing")
23		var label = main.get_node_or_null("ClockLabel")
24		if not (label and label is Label):
25			return fail("ClockLabel Label missing")
26		var controller = main.get_node_or_null("DayNightCycle")
27		if not controller:
28			return fail("DayNightCycle node missing")
29		if controller.get_script() == null or controller.get_script().resource_path.find("DayNightCycleNode.gd") == -1:
30			return fail("DayNightCycle must use DayNightCycleNode.gd")
31		if not validate_sampled_rotator(controller, sun):
32			return
33		if not validate_light_color(controller, sun):
34			return
35		if not validate_light_intensity(controller, sun):
36			return
37		if not validate_time_handler(controller):
38			return
39		if not validate_signal_and_script(main, controller, porch, label):
40			return
41		print("VALIDATION_PASSED")
42		get_tree().quit()
43	
44	func validate_sampled_rotator(controller: Node, sun: DirectionalLight3D) -> bool:
45		var rotator = controller.get_node_or_null("SampledObjectRotator")
46		if not rotator:
47			fail("SampledObjectRotator child missing")
48			return false
49		if rotator.get_script() == null or rotator.get_script().resource_path.find("SampledObjectRotatorNode.gd") == -1:
50			fail("SampledObjectRotator must use provided script")
51			return false
52		if rotator.target_node != sun:
53			fail("SampledObjectRotator target_node must point to SunLight")
54			return false
55		var x_curve = rotator.x_rotation_curve
56		if not x_curve:
57			fail("SampledObjectRotator requires an X rotation curve")
58			return false
59		var zero = x_curve.sample_baked(0.0)
60		var noon = x_curve.sample_baked(0.5)
61		var one = x_curve.sample_baked(1.0)
62		if abs(zero) > ROTATION_TOLERANCE:
63			fail("Sun rotation curve must start near 0 degrees")
64			return false
65		if abs(noon - 180.0) > ROTATION_TOLERANCE:
66			fail("Sun rotation curve must hit ~180 degrees at midday")
67			return false
68		if abs(one - 360.0) > ROTATION_TOLERANCE:
69			fail("Sun rotation curve must wrap to 360 degrees")
70			return false
71		return true
72	
73	func validate_light_color(controller: Node, sun: DirectionalLight3D) -> bool:
74		var color_node = controller.get_node_or_null("LightColorTransition")
75		if not color_node:
76			fail("LightColorTransition child missing")
77			return false
78		if color_node.get_script() == null or color_node.get_script().resource_path.find("LightColorTransitionNode.gd") == -1:
79			fail("LightColorTransition must use provided script")
80			return false
81		if color_node.light != sun:
82			fail("LightColorTransition.light must target SunLight")
83			return false
84		var gradient = color_node.color_gradient
85		if not gradient:
86			fail("Color gradient not configured")
87			return false
88		var midnight = gradient.sample(0.0)
89		var sunrise = gradient.sample(0.25)
90		var midday = gradient.sample(0.5)
91		var sunset = gradient.sample(0.75)
92		var loop = gradient.sample(1.0)
93		if not color_close(midnight, Color(0.05, 0.05, 0.08)):
94			fail("Midnight gradient color must be dark")
95			return false
96		if not color_close(loop, Color(0.05, 0.05, 0.08)):
97			fail("Gradient must loop back to dark at the end")
98			return false
99		if not color_close(midday, Color(0.98, 0.98, 0.94)):
100			fail("Midday gradient color must be bright")
101			return false
102		if not color_close…[truncated]
I now have everything I need. The `test.gd` confirms exact requirements. Let me write `main.gd` and the completed scene.
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n@onready var clock_label: Label = $ClockLabel\n@onready var porch_light: OmniLight3D = $PorchLight\n\n# Porch light is on through the night: before dawn (06:00) and from dusk (18:00).\nconst DAWN_MINUTES := 6 * 60\nconst DUSK_MINUTES := 18 * 60\n\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\tclock_label.text = current_time\n\n\tvar parts := current_time.split(\":\")\n\tvar total_minutes := int(parts[0]) * 60 + int(parts[1])\n\tporch_light.visible = total_minutes < DAWN_MINUTES or total_minutes >= DUSK_MINUTES\n"
}
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)
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_dncyc\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightColorTransitionNode.gd\" id=\"3_lclr\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_rotat\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_timeh\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/LightIntensityTransitionNode.gd\" id=\"6_lint\"]\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(0.05, 0.05, 0.08, 1, 0.97, 0.64, 0.28, 1, 0.98, 0.98, 0.94, 1, 0.97, 0.64, 0.28, 1, 0.05, 0.05, 0.08, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_sun_x\"]\nmin_value = 0.0\nmax_value = 360.0\n_data = [Vector2(0, 0), 0.0, 360.0, 0, 1, Vector2(0.5, 180), 360.0, 360.0, 1, 1, Vector2(1, 360), 360.0, 0.0, 1, 0]\npoint_count = 3\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(0.5, 1), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 3\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_dncyc\")\n\n[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"3_lclr\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_daynight\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_rotat\")\nx_rotation_curve = SubResource(\"Curve_sun_x\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_timeh\")\nday_length_seconds = 10.0\ndisplay_interval_minutes = 10\n\n[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"6_lint\")\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 check if Godot is available to run the validation scene.
Bash
which godot godot4 2>/dev/null; ls /usr/local/bin 2>/dev/null | grep -i godot; godot --version 2>/dev/null || echo "no godot binary"

# args: {"description": "Check for godot binary"}
output
/usr/local/bin/godot
godot
4.4.stable.official.4c311cbee

[stdout]
/usr/local/bin/godot
godot
4.4.stable.official.4c311cbee
Bash
timeout 120 godot --headless --path . res://scenes/test.tscn 2>&1 | grep -E "VALIDATION|ERROR|SCRIPT ERROR|Parse" | head -30; echo "exit=${PIPESTATUS[0]}"

# args: {"description": "Run validation test scene headless"}
output
VALIDATION_FAILED: SampledObjectRotator target_node must point to SunLight
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
exit=1

[stdout]
VALIDATION_FAILED: SampledObjectRotator target_node must point to SunLight
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
exit=1
Node-export resolution failed. Let me test how Godot 4 resolves exported node paths from a `.tscn` with a minimal probe.
Bash
cat > /tmp/probe.gd <<'EOF'
extends Node
@export var target : Node3D = null
EOF
cat > /tmp/proberoot.gd <<'EOF'
extends Node3D
func _ready() -> void:
	var c = $Child
	print("RESOLVED=", c.target)
	get_tree().quit()
EOF
cat > /tmp/probe.tscn <<'EOF'
[gd_scene load_steps=3 format=3]
[ext_resource type="Script" path="/tmp/proberoot.gd" id="1"]
[ext_resource type="Script" path="/tmp/probe.gd" id="2"]
[node name="Root" type="Node3D"]
script = ExtResource("1")
[node name="Target" type="Node3D" parent="."]
[node name="Child" type="Node" parent="."]
script = ExtResource("2")
target = NodePath("../Target")
EOF
timeout 60 godot --headless --path . /tmp/probe.tscn 2>&1 | grep -E "RESOLVED|ERROR" | head

# args: {"description": "Probe node-export NodePath resolution"}
output
RESOLVED=<null>

[stdout]
RESOLVED=<null>
The probe script was outside `res://`. Let me test inside the project using the real scripts to see if resolution works when scripts are project-local.
Bash
cd /home/user/task
cat > probe_root.gd <<'EOF'
extends Node3D
func _ready() -> void:
	print("ROT_TARGET=", $DayNightCycle/SampledObjectRotator.target_node)
	print("COLOR_LIGHT=", $DayNightCycle/LightColorTransition.light)
	get_tree().quit()
EOF
cat > probe2.tscn <<'EOF'
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://probe_root.gd" id="1"]
[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="2"]
[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3"]
[node name="Root" type="Node3D"]
script = ExtResource("1")
[node name="SunLight" type="DirectionalLight3D" parent="."]
[node name="DayNightCycle" type="Node" parent="."]
[node name="SampledObjectRotator" type="Node" parent="DayNightCycle"]
script = ExtResource("2")
target_node = NodePath("../../SunLight")
[node name="LightColorTransition" type="Node" parent="DayNightCycle"]
script = ExtResource("3")
light = NodePath("../../SunLight")
EOF
timeout 60 godot --headless --path . res://probe2.tscn 2>&1 | grep -E "TARGET|LIGHT|ERROR" | head

# args: {"description": "Probe resolution with project-local scripts"}
output
ROT_TARGET=<null>
COLOR_LIGHT=<null>

[stdout]
ROT_TARGET=<null>
COLOR_LIGHT=<null>
The text format requires the node header to declare which properties are node-path exports via `node_paths=PackedStringArray(...)`. Let me verify.
Bash
cd /home/user/task
cat > probe2.tscn <<'EOF'
[gd_scene load_steps=4 format=3]
[ext_resource type="Script" path="res://probe_root.gd" id="1"]
[ext_resource type="Script" path="res://scripts/day_night/SampledObjectRotatorNode.gd" id="2"]
[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3"]
[node name="Root" type="Node3D"]
script = ExtResource("1")
[node name="SunLight" type="DirectionalLight3D" parent="."]
[node name="DayNightCycle" type="Node" parent="."]
[node name="SampledObjectRotator" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("target_node")]
script = ExtResource("2")
target_node = NodePath("../../SunLight")
[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
script = ExtResource("3")
light = NodePath("../../SunLight")
EOF
timeout 60 godot --headless --path . res://probe2.tscn 2>&1 | grep -E "TARGET|LIGHT|ERROR" | head

# args: {"description": "Probe with node_paths header marker"}
output
ROT_TARGET=SunLight:<DirectionalLight3D#27330086280>
COLOR_LIGHT=SunLight:<DirectionalLight3D#27330086280>

[stdout]
ROT_TARGET=SunLight:<DirectionalLight3D#27330086280>
COLOR_LIGHT=SunLight:<DirectionalLight3D#27330086280>
That's the fix. Let me update the real scene with `node_paths` markers on the three nodes that have node-export references.
Edit
{
 "replace_all": false,
 "file_path": "/home/user/task/scenes/Main.tscn",
 "old_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\"]",
 "new_string": "[node name=\"LightColorTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
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\"]",
 "new_string": "[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"target_node\")]"
}
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\"]",
 "new_string": "[node name=\"LightIntensityTransition\" type=\"Node\" parent=\"DayNightCycle\" node_paths=PackedStringArray(\"light\")]"
}
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)
Now let me clean up probe files and run the real validation.
Bash
rm -f probe_root.gd probe_root.gd.uid probe2.tscn /tmp/probe.gd /tmp/proberoot.gd /tmp/probe.tscn
timeout 120 godot --headless --path . res://scenes/test.tscn 2>&1 | grep -E "VALIDATION|ERROR|SCRIPT ERROR|Parse" | head -30; echo "done"

# args: {"description": "Clean up and run validation"}
output
VALIDATION_PASSED
done

[stdout]
VALIDATION_PASSED
done
`VALIDATION_PASSED`. Let me confirm no stray probe files remain.
Bash
ls probe* 2>/dev/null; git status 2>/dev/null | head; echo "files:"; ls scenes/ scripts/

# args: {"description": "Verify cleanup"}
output
files:
scenes/:
Main.tscn
test.tscn

scripts/:
day_night
main.gd
main.gd.uid
test.gd
test.gd.uid

[stdout]
files:
scenes/:
Main.tscn
test.tscn

scripts/:
day_night
main.gd
main.gd.uid
test.gd
test.gd.uid
The scene is fully wired and validation passes. Here's what I did: ## Summary **`scenes/Main.tscn`** , Added the `DayNightCycle` node tree under `Main`: - **DayNightCycle** (`DayNightCycleNode.gd`) with four children. - **LightColorTransition** (`LightColorTransitionNode.gd`) → `light` targets `../../SunLight`; gradient with 5 stops: dark night `(0.05,0.05,0.08)` at 0.0 and 1.0, warm `(0.97,0.64,0.28)` at 0.25/0.75 (sunrise/sunset), bright `(0.98,0.98,0.94)` at noon. - **SampledObjectRotator** (`SampledObjectRotatorNode.gd`) → `target_node` = `../../SunLight`; X-rotation curve sweeps 0° → 180° → 360° across the day; Y/Z left flat (default). - **TimeHandler** (`TimeHandler.gd`) → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** (`LightIntensityTransitionNode.gd`) → `light` = `../../SunLight`; intensity curve 0 → 1 → 0 (dim at night, peak at midday, 3 points). - Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. **`scripts/main.gd`** , Implemented `_on_day_night_cycle_time_changed`: sets `ClockLabel.text` to the emitted string, and toggles `PorchLight.visible` so the light is on through the night (before 06:00 dawn, from 18:00 dusk onward) and off during the day. ## Key gotcha worth noting Exported `Node`/`Light3D` references in a hand-written Godot 4 `.tscn` only resolve from their `NodePath(...)` if the node header declares them via `node_paths=PackedStringArray("...")`. Without that marker the properties silently stayed `null` (the initial validation failure). I confirmed the fix with an isolated probe, then verified the full `res://scenes/test.tscn` suite prints `VALIDATION_PASSED`.
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

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_8e084723505f412c. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_8e084723505f412c · verifier authoritative; classifier explanatory.