SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

combo-score-system

claude-code claude-opus-4-8 ✗ failed BAD_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
BAD_FAILUREThe task is at fault, underspecified/contradictory instruction, brittle/flaky tests, or tests demanding undiscoverable behavior.
SubtypeUnderspecified Instruction
EvidenceAgent trajectory shows agent created complete combo_system.gd with all required methods and signals. Agent also created combo_system.tscn with all required sub-resources (Curve, Gradient) and child nodes (ComboTimer, MeterBar). However, test fails with: 'VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene'. The agent used `meter_bar = NodePath(\"MeterBar\")` in the .tscn file, but the test expects the meter_bar property to be a ColorRect node reference, not a NodePath. The instruction specifies 'wired in the scene to the MeterBar node' but does not explain the specific .tscn file syntax required to wire a node reference (vs a path) to an @export variable in Godot 4.4.
Root causeThe instruction lacks critical detail on how to properly wire an exported node reference in a Godot .tscn file. The agent attempted `NodePath()` wrapping, which produces a path value rather than a direct node reference. The .tscn syntax for wiring direct node references (not paths) to @export variables is not specified in the instruction, forcing the agent to guess at the correct Godot 4.4 scene file syntax.
RecommendationClarify the instruction to specify the correct .tscn file syntax for wiring exported node references. In Godot 4.4, direct node references (e.g., @export var meter_bar: ColorRect) should typically be assigned without NodePath() wrapping, or the example should show the exact line(s) needed in the .tscn file to properly wire the reference. Alternatively, provide a partial combo_system.tscn template showing the correct syntax for node reference exports."
Trajectory
Tool-by-tool agent trajectory
16 tool calls · 3 tool types · 16 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 script and scene files for the Godot combo system.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Emitted whenever a hit lands and the streak advances.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak ends.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hits required to fill the meter completely.
@export var max_combo: int = 8

## Maps combo fullness (0..1) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness (0..1) to the heat-bar color.
@export var heat_gradient: Gradient
## The on-screen combo heat bar.
@export var meter_bar: ColorRect

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

@onready var _combo_timer: Timer = $ComboTimer


## Streak fullness: 0.0 at no streak, 1.0 once max_combo is reached.
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.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled before counting it.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Advance the streak and refresh state from 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://b8combo0system0"]

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

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

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

[node name="ComboSystem" type="Node"]
script = ExtResource("1_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
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	
They exist as stubs. I'll overwrite both with the full implementation.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Emitted whenever a hit lands and the streak advances.
signal combo_changed(count: int, mult: float)
## Emitted when the combo window lapses and the streak ends.
signal combo_broken

## Seconds allowed between hits before the streak breaks.
@export var combo_window: float = 2.0
## Hits required to fill the meter completely.
@export var max_combo: int = 8

## Maps combo fullness (0..1) to the score multiplier.
@export var multiplier_curve: Curve
## Maps combo fullness (0..1) to the heat-bar color.
@export var heat_gradient: Gradient
## The on-screen combo heat bar.
@export var meter_bar: ColorRect

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

@onready var _combo_timer: Timer = $ComboTimer


## Streak fullness: 0.0 at no streak, 1.0 once max_combo is reached.
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.
func register_hit(base_score: int) -> int:
	# Multiplier in effect for this hit, sampled before counting it.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded: int = int(round(base_score * multiplier))

	# Advance the streak and refresh state from 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://b8combo0system0"]

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

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

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

[node name="ComboSystem" type="Node"]
script = ExtResource("1_combo")
combo_window = 2.0
max_combo = 8
multiplier_curve = SubResource("Curve_1")
heat_gradient = SubResource("Gradient_1")
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 implemented. **`scripts/combo_system.gd`** , the `ComboSystem` class: - Signals `combo_changed(count, mult)` and `combo_broken`. - Exports `combo_window` (2.0), `max_combo` (8), `multiplier_curve`, `heat_gradient`, `meter_bar`; tracks `combo_count` (0) and `multiplier` (1.0). - `combo_fraction()` returns `clamp(float(combo_count) / max_combo, 0.0, 1.0)`. - `register_hit()` samples the curve at the **pre-hit** fraction (so the first hit uses 1.0 and awards exactly `base_score`), rounds and returns the int, then advances the streak, refreshes `multiplier` and bar color, restarts the timer for `combo_window`, and emits `combo_changed`. - `_on_combo_timeout()` resets the streak, recolors to fraction 0.0, and emits `combo_broken`. **`scenes/combo_system.tscn`** , `Node` root `ComboSystem` with the script and exports wired: - The `Curve` sub-resource has points `(0,1)`, `(0.5,2.2)`, `(1,3)` with `max_value = 3.0` (the default max is 1.0, which would otherwise clamp 2.2/3.0 , easy to miss). - The `Gradient` sub-resource has the three required stops. - `ComboTimer` is `one_shot` with `timeout` connected to `_on_combo_timeout`, and `meter_bar` points at the `MeterBar` `ColorRect`. One note: since `multiplier_curve` uses 0-tangent control points exactly at positions 0.0/0.5/1.0, `sample_baked` returns 1.0/2.2/3.0 precisely at those positions (intermediate fractions interpolate smoothly between them).
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_aa5f68c21ba747cf. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_aa5f68c21ba747cf · verifier authoritative; classifier explanatory.