SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

combo-score-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
EvidenceAgent's scene file used `meter_bar = NodePath("MeterBar")` instead of a direct node reference. Test at line 46-48 of test.gd checks: `if bar != bar_node: return _fail("meter_bar export must point to the MeterBar node")`. The test output shows: "VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene". Agent wrote working GDScript code and proper scene structure (Timer with signal connected, ColorRect child, Curve and Gradient resources) but made a Godot-specific mistake in how to wire exported node references in the .tscn file syntax.
Root causeThe agent misunderstood Godot's scene file syntax for wiring exported node references, using `NodePath("MeterBar")` instead of a direct node reference. The instruction clearly required wiring the meter_bar export to the MeterBar node in the scene, which the agent attempted but with incorrect syntax.
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
18 tool calls · 3 tool types · 18 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 directories and both files.
Bash: Create scenes and scripts directories
mkdir -p /home/user/task/scenes /home/user/task/scripts && echo done
output
done
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Emitted whenever a hit extends the streak; reports the new count and the
## multiplier now in effect.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak resets.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hit count that corresponds to a fully charged meter (combo fraction 1.0).
@export var max_combo: int = 8

## Maps combo fullness (0 = no streak, 1 = at max_combo) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness to the heat-bar colour.
@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, from 0.0 (no streak) to 1.0 (at max_combo).
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)

## Awards and returns the score for the hit that just landed, then advances the
## streak, recolours the bar, restarts the window and announces the change.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled 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 the multiplier for the new fullness.
	combo_count += 1
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	meter_bar.color = heat_gradient.sample(combo_fraction())

	combo_timer.start(combo_window)
	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
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
Write: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn

[gd_scene load_steps=4 format=3 uid="uid://b8combosystem01"]

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

[sub_resource type="Curve" id="Curve_mult"]
min_value = 1.0
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 2.4, 0, 1, Vector2(0.5, 2.2), 2.4, 1.6, 1, 1, Vector2(1, 3), 1.6, 0.0, 1, 0]
point_count = 3

[sub_resource type="Gradient" id="Gradient_heat"]
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_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_mult")
heat_gradient = SubResource("Gradient_heat")
meter_bar = NodePath("MeterBar")

[node name="ComboTimer" type="Timer" parent="."]
one_shot = true
wait_time = 2.0

[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
<tool_use_error>File has not been read yet. Read it first before writing to it.</tool_use_error>
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	
Stub files exist. I'll overwrite both.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Emitted whenever a hit extends the streak; reports the new count and the
## multiplier now in effect.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak resets.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hit count that corresponds to a fully charged meter (combo fraction 1.0).
@export var max_combo: int = 8

## Maps combo fullness (0 = no streak, 1 = at max_combo) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness to the heat-bar colour.
@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, from 0.0 (no streak) to 1.0 (at max_combo).
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)

## Awards and returns the score for the hit that just landed, then advances the
## streak, recolours the bar, restarts the window and announces the change.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled 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 the multiplier for the new fullness.
	combo_count += 1
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	meter_bar.color = heat_gradient.sample(combo_fraction())

	combo_timer.start(combo_window)
	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://b8combosystem01"]

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

[sub_resource type="Curve" id="Curve_mult"]
min_value = 1.0
max_value = 3.0
_data = [Vector2(0, 1), 0.0, 2.4, 0, 1, Vector2(0.5, 2.2), 2.4, 1.6, 1, 1, Vector2(1, 3), 1.6, 0.0, 1, 0]
point_count = 3

[sub_resource type="Gradient" id="Gradient_heat"]
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_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_mult")
heat_gradient = SubResource("Gradient_heat")
meter_bar = NodePath("MeterBar")

[node name="ComboTimer" type="Timer" parent="."]
one_shot = true
wait_time = 2.0

[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)
Done. Both files are built. **`scripts/combo_system.gd`** , `ComboSystem` (extends `Node`): - Signals `combo_changed(count, mult)` and `combo_broken`. - Exports `combo_window` (2.0), `max_combo` (8), `multiplier_curve`, `heat_gradient`, `meter_bar`; state vars `combo_count` (0) and `multiplier` (1.0). - `combo_fraction()` returns `clamp(float(combo_count) / max_combo, 0.0, 1.0)`. - `register_hit()` samples the multiplier **before** counting the hit (so the first hit uses 1.0 → exactly `base_score`), rounds and returns the award as int, then increments, refreshes the multiplier/bar colour at the new fraction, restarts the timer, and emits `combo_changed`. - `_on_combo_timeout()` resets to 0 / 1.0, recolours to fraction 0.0, emits `combo_broken`. **`scenes/combo_system.tscn`** , `ComboSystem` root with the script and exports wired, plus: - `ComboTimer` (`one_shot = true`) with `timeout` → `_on_combo_timeout()`. - `MeterBar` (`ColorRect`), referenced by the `meter_bar` export. - Embedded `Curve` sub-resource using **linear** tangent modes through points `(0, 1.0)`, `(0.5, 2.2)`, `(1.0, 3.0)` with `max_value = 3.0` , so `sample_baked` returns those values exactly (the default `max_value` of 1.0 would otherwise clamp them). - Embedded `Gradient` with the three blue/amber/red stops. One note: I authored the curve piecewise-linear on purpose. If you'd instead want smooth (bezier) tangents between the control points, the three required sample points still hit exactly, but in-between values would curve , say the word and I'll switch the tangent modes.
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: meter_bar export must be wired to the MeterBar ColorRect in the scene

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_9178f6b9237447a3. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_9178f6b9237447a3 · verifier authoritative; classifier explanatory.