SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

day-night-cycle-controller

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 trajectory shows correct overall approach: built proper scene hierarchy, added node_paths metadata, wired signal connections, implemented main.gd logic correctly. Local simulation (step 61) confirmed correct behavior for time strings, porch light toggling at 06:00/18:00, and light color/intensity curves. However, test fails with "Sun rotation curve must start near 0 degrees" (test-stdout.txt:6). Agent created x_rotation_curve with points at (0.0, -180) and (1.0, 0), but instruction specified "samples return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0". Reference solution uses points (0.0, 0.0) and (1.0, 360.0). Both represent a full rotation, but test validates the exact numerical range.
Root causeThe agent implemented a mathematically equivalent rotation curve (negative convention -180°→0° vs positive 0°→360°) but did not match the exact numerical specification in the instruction that required samples to return ≈0° at 0.0, ≈180° at 0.5, and ≈360° at 1.0. The agent's simulation passed locally because it correctly rotated the object, but the test performs absolute numerical validation of the curve samples.
RecommendationN/A - task is fine. The instruction clearly specifies the numeric requirements (0° at 0.0, 180° at 0.5, 360° at 1.0). The agent made a reasonable but incorrect implementation choice using the negative range convention instead of the positive range specified."
Trajectory
Tool-by-tool agent trajectory
65 tool calls · 3 tool types · 65 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 provided scripts.
Bash
find . -type f -not -path './.git/*' | head -100

# 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

[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
I'll read all the relevant files to understand the structure and APIs.
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/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
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/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/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
Now let me check the UID files for the day_night scripts and look at the test scene for reference patterns.
Bash
for f in scripts/day_night/*.uid scripts/main.gd.uid; do echo "=== $f ==="; cat "$f"; echo; done

# args: {"description": "Read UID files"}
output
=== 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

=== scripts/main.gd.uid ===
uid://ctgsrjhv035f3

[stdout]
=== 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

=== scripts/main.gd.uid ===
uid://ctgsrjhv035f3
Read
{
 "file_path": "/home/user/task/scenes/test.tscn"
}
output
1	[gd_scene load_steps=2 format=3]
2	
3	[ext_resource type="PackedScene" path="res://scenes/Main.tscn" id="1_pqfry"]
4	[ext_resource type="Script" path="res://scripts/test.gd" id="2_3k5yq"]
5	
6	[node name="Test" type="Node"]
7	script = ExtResource("2_3k5yq")
8	
9	[node name="Main" parent="." instance=ExtResource("1_pqfry")]
10
Everything is clear. Let me check the Godot version for correct serialization format.
Read
{
 "file_path": "/home/user/task/project.godot"
}
output
1	; Engine configuration file.
2	; It's best edited using the editor UI and not directly,
3	; since the parameters that go here are not all obvious.
4	;
5	; Format:
6	;   [section] ; section goes between []
7	;   param=value ; assign values to parameters
8	
9	config_version=5
10	
11	[application]
12	
13	config/name="Day-Night Cycle Controller"
14	config/description="A simple task to test CUA ability to move a player asset to the origin coordinates"
15	run/main_scene="res://scenes/Main.tscn"
16	config/features=PackedStringArray("4.4")
17	
18	[rendering]
19	
20	renderer/rendering_method="gl_compatibility"
21
Godot 4.4. Now I'll write the completed scene file and the main.gd implementation.
Write
{
 "file_path": "/home/user/task/scenes/Main.tscn",
 "content": "[gd_scene load_steps=13 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_lcolor\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/SampledObjectRotatorNode.gd\" id=\"4_srot\"]\n[ext_resource type=\"Script\" path=\"res://scripts/day_night/TimeHandler.gd\" id=\"5_time\"]\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_day\"]\noffsets = PackedFloat32Array(0, 0.25, 0.5, 0.75, 1)\ncolors = PackedColorArray(0.05, 0.05, 0.15, 1, 0.95, 0.55, 0.25, 1, 1, 1, 0.95, 1, 0.95, 0.5, 0.25, 1, 0.05, 0.05, 0.15, 1)\n\n[sub_resource type=\"Curve\" id=\"Curve_xrot\"]\nmin_value = -180.0\nmax_value = 0.0\n_data = [Vector2(0, -180), 0.0, 180.0, 0, 1, Vector2(1, 0), 180.0, 0.0, 1, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_yrot\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_zrot\"]\n_data = [Vector2(0, 0), 0.0, 0.0, 0, 0, Vector2(1, 0), 0.0, 0.0, 0, 0]\npoint_count = 2\n\n[sub_resource type=\"Curve\" id=\"Curve_intensity\"]\nmax_value = 2.0\n_data = [Vector2(0, 0.05), 0.0, 0.0, 0, 0, Vector2(0.5, 1.5), 0.0, 0.0, 0, 0, Vector2(1, 0.05), 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_lcolor\")\nlight = NodePath(\"../../SunLight\")\ncolor_gradient = SubResource(\"Gradient_day\")\n\n[node name=\"SampledObjectRotator\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"4_srot\")\nx_rotation_curve = SubResource(\"Curve_xrot\")\ny_rotation_curve = SubResource(\"Curve_yrot\")\nz_rotation_curve = SubResource(\"Curve_zrot\")\ntarget_node = NodePath(\"../../SunLight\")\n\n[node name=\"TimeHandler\" type=\"Node\" parent=\"DayNightCycle\"]\nscript = ExtResource(\"5_time\")\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)
Write
{
 "file_path": "/home/user/task/scripts/main.gd",
 "content": "extends Node3D\n\n# Hour boundaries for the porch light: it switches off at dawn and back on at dusk,\n# so it only illuminates the porch through the night.\nconst DAWN_HOUR : int = 6\nconst DUSK_HOUR : int = 18\n\n@onready var clock_label : Label = $ClockLabel\n@onready var porch_light : OmniLight3D = $PorchLight\n\n## Called whenever the day-night cycle reports a new display time (\"HH:MM\").\nfunc _on_day_night_cycle_time_changed(current_time: String) -> void:\n\t# Always mirror the emitted time on the clock.\n\tclock_label.text = current_time\n\n\t# Derive the hour from the \"HH:MM\" string to decide day vs. night.\n\tvar hour : int = int(current_time.split(\":\")[0])\n\n\t# Off during daylight (dawn until dusk), on through the night.\n\tporch_light.visible = hour < DAWN_HOUR or hour >= DUSK_HOUR\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)
Now let me verify the scene loads cleanly in Godot if it's available.
Bash
which godot godot4 2>/dev/null; ls /usr/local/bin 2>/dev/null | grep -i godot; echo "exit"

# args: {"description": "Check for Godot binary"}
output
/usr/local/bin/godot
godot
exit

[stdout]
/usr/local/bin/godot
godot
exit
Bash
timeout 90 godot --headless --quit-after 120 2>&1 | grep -iE "error|script|parse|fail|warn" | head -40; echo "=== done ==="

# args: {"description": "Open project headless to check for load errors"}
output
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.
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assignment of property or key 'rotation_degrees' with value of type 'Vector3' on a base object of type 'Nil'.
          at: SampledObjectRotatorNode.set_rotation_from_sample (res://scripts/day_night/SampledObjectRotatorNode.gd:25)
SCRIPT ERROR: Invalid assignment of property or key 'light_color' with value of type 'Color' on a base object of type 'Nil'.
          at: LightColorTransitionNode.set_color_from_sample (res://scripts/day_night/LightColorTransitionNode.gd:17)
SCRIPT ERROR: Invalid assignment of property or key 'light_energy' with value of type 'float' on a base object of type 'Nil'.
          at: LightIntensityTransitionNode.set_intensity_from_sample (res://scripts/day_night/LightIntensityTransitionNode.gd:15)
SCRIPT ERROR: Invalid assign…[truncated]
The NodePath exports aren't resolving the target nodes (they're Nil). Let me debug how Godot resolves node-typed exports here.
Bash
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	var lct = s.get_node("DayNightCycle/LightColorTransition")
	print("light = ", lct.light)
	print("get_node test = ", lct.get_node("../../SunLight"))
	quit()
EOF
timeout 60 godot --headless -s /tmp/probe.gd 2>&1 | grep -vE "root|superuser|silence" | head

# args: {"description": "Probe node export resolution"}
output
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

light = <null>
get_node test = SunLight:<DirectionalLight3D#28588377480>
WARNING: 1 RID of type "CanvasItem" was leaked.
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.

[stdout]
Godot Engine v4.4.stable.official.4c311cbee - https://godotengine.org
     at: setup2 (main/main.cpp:3181)

light = <null>
get_node test = SunLight:<DirectionalLight3D#28588377480>
WARNING: 1 RID of type "CanvasItem" was leaked.
     at: _free_rids (servers/rendering/renderer_canvas_cull.cpp:2677)
ERROR: Pages in use exist at exit in PagedAllocator: N20RasterizerSceneDummy21GeometryInstanceDummyE
   at: ~PagedAllocator (./core/templates/paged_allocator.h:170)
ERROR: 1 RID allocations of type 'N13RendererDummy9DummyMeshE' were leaked at exit.
Bash
cat > /tmp/probe2.gd <<'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	var lct = s.get_node("DayNightCycle/LightColorTransition")
	print("after add_child light = ", lct.light)
	quit()
EOF
timeout 60 godot --headless -s /tmp/probe2.gd 2>&1 | grep -E "light =" | head

# args: {"description": "Probe after adding to tree"}
output
after add_child light = <null>

[stdout]
after add_child light = <null>
Node-path exports aren't resolving. Let me see how Godot itself serializes a node export by saving one.
Bash
cat > /tmp/probe3.gd <<'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	var lct = s.get_node("DayNightCycle/LightColorTransition")
	var sun = s.get_node("SunLight")
	lct.light = sun
	# check property list hint
	for p in lct.get_property_list():
		if p.name == "light":
			print("light prop: type=", p.type, " hint=", p.hint, " hint_string=", p.hint_string, " usage=", p.usage)
	var ps = PackedScene.new()
	ps.pack(s)
	ResourceSaver.save(ps, "res://scenes/_probe_out.tscn")
	quit()
EOF
timeout 60 godot --headless -s /tmp/probe3.gd 2>&1 | grep -iE "light prop" | head
echo "--- saved file light line ---"
grep -n "light = \|SunLight\|LightColorTransition" scenes/_probe_out.tscn | head

# args: {"description": "Inspect property hint and Godot's serialization"}
output
light prop: type=24 hint=34 hint_string=Light3D usage=4102
--- saved file light line ---
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_h8bv5"]
38:[node name="SunLight" type="DirectionalLight3D" parent="."]
60:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
62:light = NodePath("../../SunLight")

[stdout]
light prop: type=24 hint=34 hint_string=Light3D usage=4102
--- saved file light line ---
5:[ext_resource type="Script" path="res://scripts/day_night/LightColorTransitionNode.gd" id="3_h8bv5"]
38:[node name="SunLight" type="DirectionalLight3D" parent="."]
60:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
62:light = NodePath("../../SunLight")
Found it , node-reference exports require the `node_paths=PackedStringArray(...)` attribute on the node line. Let me check the full serialized output and fix my scene.
Bash
grep -n 'node name=.*node_paths\|NodePath' scenes/_probe_out.tscn; rm -f scenes/_probe_out.tscn

# args: {"description": "Show all node_paths lines"}
output
60:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
62:light = NodePath("../../SunLight")

[stdout]
60:[node name="LightColorTransition" type="Node" parent="DayNightCycle" node_paths=PackedStringArray("light")]
62:light = NodePath("../../SunLight")
I need to add `node_paths=PackedStringArray(...)` to the three nodes with node-reference exports.
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 run a full simulation to verify behavior over a complete day cycle: time strings, sun rotation, light color/intensity, and porch light toggling.
Bash
cat > /tmp/sim.gd <<'EOF'
extends SceneTree
func _init():
	var s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	var dnc = s.get_node("DayNightCycle")
	var sun = s.get_node("SunLight")
	var porch = s.get_node("PorchLight")
	var clock = s.get_node("ClockLabel")
	var times = []
	dnc.time_changed.connect(func(t): times.append(t))
	# day_length = 10s. Simulate ~10.1s at fixed delta.
	var dt = 0.05
	var samples = {}
	for i in range(204):
		dnc._process(dt)
		var p = dnc.current_day_percentage
		# record snapshots near key points
		for key in [0.0, 0.25, 0.5, 0.75]:
			if abs(p - key) < 0.006 and not samples.has(key):
				samples[key] = {"rotx": sun.rotation_degrees.x, "roty": sun.rotation_degrees.y, "rotz": sun.rotation_degrees.z, "color": sun.light_color, "energy": sun.light_energy, "clock": clock.text, "porch": porch.visible}
	print("=== distinct times emitted: ", times.size())
	print("first 6: ", times.slice(0,6))
	print("midday region: ", times.slice(70,76))
	for k in [0.0,0.25,0.5,0.75]:
		if samples.has(k):
			var d = samples[k]
			print("p=%.2f clock=%s rotx=%.1f roty=%.1f rotz=%.1f color=%s energy=%.3f porch=%s" % [k, d.clock, d.rotx, d.roty, d.rotz, str(d.color), d.energy, str(d.porch)])
	quit()
EOF
timeout 60 godot --headless -s /tmp/sim.gd 2>&1 | grep -vE "Godot Engine|setup2|root|superuser|silence|leaked|RID|PagedAllocator|Pages" | head -40

# args: {"description": "Simulate full day cycle and inspect key points"}
output
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.

[stdout]
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.gd:43)
SCRIPT ERROR: Invalid call. Nonexistent function 'set_rotation_from_sample' in base 'Nil'.
          at: DayNightCycleNode.update_nodes (res://scripts/day_night/DayNightCycleNode.…[truncated]
That's a test-harness timing issue (`@onready`/`_ready` hasn't run when I call `_process` manually). Let me drive it through real engine frames instead.
Bash
cat > /tmp/sim2.gd <<'EOF'
extends SceneTree
var s
var dnc
var sun
var porch
var clock
var times = []
var samples = {}
var elapsed = 0.0
func _init():
	s = load("res://scenes/Main.tscn").instantiate()
	get_root().add_child(s)
	dnc = s.get_node("DayNightCycle")
	sun = s.get_node("SunLight")
	porch = s.get_node("PorchLight")
	clock = s.get_node("ClockLabel")
	dnc.time_changed.connect(func(t): times.append([t, porch.visible]))
	process_frame.connect(_on_frame)
func _on_frame():
	elapsed += 0.05
	var p = dnc.current_day_percentage
	for key in [0.02, 0.25, 0.5, 0.75, 0.98]:
		if abs(p - key) < 0.01 and not samples.has(key):
			samples[key] = "rotx=%.1f roty=%.1f rotz=%.1f color=%s energy=%.3f" % [sun.rotation_degrees.x, sun.rotation_degrees.y, sun.rotation_degrees.z, str(sun.light_color), sun.light_energy]
	if elapsed > 10.5:
		print("=== total distinct emissions: ", times.size())
		print("first 4 [time,porch]: ", times.slice(0,4))
		# find dawn (06:00) and dusk (18:00) transitions
		for e in times:
			if e[0] in ["06:00","18:00","00:00","12:00"]:
				print("  ", e[0], " porch_visible=", e[1])
		for k in [0.02,0.25,0.5,0.75,0.98]:
			if samples.has(k): print("p=%.2f " % k, samples[k])
		quit()
EOF
cat > /tmp/runframes.gd <<'EOF'
EOF
timeout 90 godot --headless --fixed-fps 20 -s /tmp/sim2.gd 2>&1 | grep -vE "Godot Engine|setup2|root|superuser|silence|leaked|RID|PagedAllocator|Pages" | head -40

# args: {"description": "Simulate day cycle via engine frames"}
output
=== total distinct emissions: 151
first 4 [time,porch]: [["00:00", true], ["00:10", true], ["00:20", true], ["00:30", true]]
  00:00 porch_visible=true
  06:00 porch_visible=false
  12:00 porch_visible=false
  18:00 porch_visible=true
  00:00 porch_visible=true
p=0.02 rotx=-177.3 roty=0.0 rotz=0.0 color=(0.104, 0.08, 0.156, 1.0) energy=0.054
p=0.25 rotx=-136.1 roty=0.0 rotz=0.0 color=(0.929, 0.5383, 0.2477, 1.0) energy=0.750
p=0.50 rotx=-91.1 roty=0.0 rotz=0.0 color=(0.9988, 0.9895, 0.9337, 1.0) energy=1.499
p=0.75 rotx=-46.0 roty=0.0 rotz=0.0 color=(0.9512, 0.5117, 0.2663, 1.0) energy=0.800
p=0.98 rotx=-4.6 roty=0.0 rotz=0.0 color=(0.143, 0.0965, 0.1603, 1.0) energy=0.062

[stdout]
=== total distinct emissions: 151
first 4 [time,porch]: [["00:00", true], ["00:10", true], ["00:20", true], ["00:30", true]]
  00:00 porch_visible=true
  06:00 porch_visible=false
  12:00 porch_visible=false
  18:00 porch_visible=true
  00:00 porch_visible=true
p=0.02 rotx=-177.3 roty=0.0 rotz=0.0 color=(0.104, 0.08, 0.156, 1.0) energy=0.054
p=0.25 rotx=-136.1 roty=0.0 rotz=0.0 color=(0.929, 0.5383, 0.2477, 1.0) energy=0.750
p=0.50 rotx=-91.1 roty=0.0 rotz=0.0 color=(0.9988, 0.9895, 0.9337, 1.0) energy=1.499
p=0.75 rotx=-46.0 roty=0.0 rotz=0.0 color=(0.9512, 0.5117, 0.2663, 1.0) energy=0.800
p=0.98 rotx=-4.6 roty=0.0 rotz=0.0 color=(0.143, 0.0965, 0.1603, 1.0) energy=0.062
All behavior is correct. Let me clean up the temp probe files and do a final clean run check.
Bash
rm -f /tmp/probe*.gd /tmp/sim*.gd /tmp/runframes.gd scenes/_probe_out.tscn
echo "--- final import/run error check ---"
timeout 60 godot --headless --quit-after 40 2>&1 | grep -iE "SCRIPT ERROR|parse error|ERROR.*Main.tscn|Failed" | head; echo "=== clean ==="

# args: {"description": "Cleanup and final error check"}
output
--- final import/run error check ---
=== clean ===

[stdout]
--- final import/run error check ---
=== clean ===
The scene runs cleanly with no errors. The day-night cycle is fully wired and verified. ## Summary I completed `res://scenes/Main.tscn` and implemented the handler in `scripts/main.gd`. **Scene wiring (`Main.tscn`):** - Added a `DayNightCycle` Node under `Main` running `DayNightCycleNode.gd`, with four children: - **LightColorTransition** (`LightColorTransitionNode.gd`) → targets `../../SunLight`, with a 5-stop gradient: dark night at 0.0 & 1.0, warm sunrise/sunset at 0.25 & 0.75, bright daylight at 0.5. - **SampledObjectRotator** (`SampledObjectRotatorNode.gd`) → targets `../../SunLight`; X-rotation curve sweeps linearly from horizon to horizon (−180° → 0°, passing overhead at noon), Y/Z curves flat at 0. - **TimeHandler** (`TimeHandler.gd`) → `day_length_seconds = 10`, `display_interval_minutes = 10`. - **LightIntensityTransition** (`LightIntensityTransitionNode.gd`) → targets `../../SunLight`; intensity curve dims at night (~0.05) and peaks at midday (1.5). - Connected `DayNightCycle.time_changed` → `Main._on_day_night_cycle_time_changed`. **`main.gd`:** Implemented `_on_day_night_cycle_time_changed` to always set `ClockLabel.text` to the emitted string, and toggle `PorchLight.visible` off at dawn (06:00) / on at dusk (18:00). **Key fix during verification:** Godot only resolves node-typed `@export` references when the node line includes `node_paths=PackedStringArray(...)` , without it the `light`/`target_node` properties stayed null. I added that attribute to the three nodes with node references. A full simulated day confirmed: correct `HH:MM` time strings, the sun sweeping horizon-to-horizon with flat Y/Z, the color/intensity curves hitting the right values at night/quarters/noon, and the porch light turning off at 06:00 and on at 18:00.
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: Sun rotation curve must start near 0 degrees

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_a1d0669a584642a5. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_a1d0669a584642a5 · verifier authoritative; classifier explanatory.