SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

minimap-ui

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
EvidenceThe instruction states "with 5px margins" for the Minimap outer margins (correct), but then uses vague language: "patch margins large enough to avoid corner distortion" (tests require exactly 64px, agent used 32px), "comfortable inner margins" (tests require exactly 20px, agent used 16px), and "tiles the background texture" without naming the specific texture file (tests require pattern_blueprintPaper.png, agent chose pattern_blueprint.png). The test validation checks for properties not mentioned in the instruction: expand_mode and texture_filter settings (test.gd lines 32-34 validate these but they are never described in the agent's instruction.md). The reference solution (solve.sh) hardcodes these exact values, suggesting they were known to the task creator but not communicated to the agent in the instruction.
Root causeThe instruction uses imprecise language ("large enough", "comfortable") for critical numerical parameters (64px patches, 20px margins) and doesn't specify which of the available grid textures should be used (pattern_blueprint vs pattern_blueprintPaper). The agent made reasonable engineering choices based on the buggy codebase and instruction alone, but tests enforce specific hard-coded values that were never communicated.
RecommendationUpdate instruction.md to explicitly specify: (1) exact margin values: outer 5px, inner 20px, (2) exact patch margin value: 64px on all sides, (3) exact texture filename: pattern_blueprintPaper.png for the Grid background, (4) any expand_mode or texture_filter requirements. Alternatively, relax test validation to accept any 'reasonable' margin values in a range (e.g., 3-7px outer, 15-25px inner) and any grid pattern texture, or explain in the instruction why patch margins must be exactly 64px to avoid corner distortion on the 128px panel.
Trajectory
Tool-by-tool agent trajectory
34 tool calls · 3 tool types · 34 steps
# Minimap UI Complex Implement the minimap UI frame and markers. Inside Main/CanvasLayer/Minimap, set the Minimap MarginContainer custom_minimum_size to Vector2(200, 200) with small outer margins on all sides (set via theme overrides). Add a NinePatchRect named Frame using panel_woodDetail_blank.png with patch margins large enough to avoid corner distortion , set it to a full-rect anchor so it fills the entire Minimap. Add a sibling MarginContainer named "Content" with comfortable inner margins, containing a TextureRect named Grid that tiles the background texture to fill the container. Under Grid create PlayerMarker/MobMarker/AlertMarker Sprite2D nodes using the arrow, red jewel, and yellow exclamation textures (all with centered=true; PlayerMarker centered on the grid, Mob/Alert hidden by default). The CanvasLayer should contain only the Minimap as its child. For all textures, use the provided .png files. Don't write any script or create new code file.
I'll start by exploring the project structure to understand what we're working with.
Bash
ls -la && echo "---" && find . -name "*.tscn" -o -name "project.godot" | head -50
output
total 32
drwxr-xr-x 6 user user 4096 Jun 21 03:42 .
drwxr-x--- 3 user user  128 Jun 21 03:42 ..
drwxr-xr-x 4 user user 4096 Jun 21 03:42 .godot
drwxr-xr-x 2 user user 4096 Jun 21 03:42 assets
-rw-r--r-- 1 user user  950 Jun 20 23:26 icon.svg
-rw-r--r-- 1 user user  843 Jun 21 03:42 icon.svg.import
-rw-r--r-- 1 user user 1977 Jun 20 23:26 project.godot
drwxr-xr-x 2 user user 4096 Jun 20 23:26 scenes
drwxr-xr-x 2 user user 4096 Jun 21 03:40 scripts
---
./project.godot
./scenes/crate.tscn
./scenes/heart_bar.tscn
./scenes/main.tscn
./scenes/minimap.tscn
./scenes/mob.tscn
./scenes/player.tscn
./scenes/size_test.tscn
./scenes/test.tscn

[stdout]
total 32
drwxr-xr-x 6 user user 4096 Jun 21 03:42 .
drwxr-x--- 3 user user  128 Jun 21 03:42 ..
drwxr-xr-x 4 user user 4096 Jun 21 03:42 .godot
drwxr-xr-x 2 user user 4096 Jun 21 03:42 assets
-rw-r--r-- 1 user user  950 Jun 20 23:26 icon.svg
-rw-r--r-- 1 user user  843 Jun 21 03:42 icon.svg.import
-rw-r--r-- 1 user user 1977 Jun 20 23:26 project.godot
drwxr-xr-x 2 user user 4096 Jun 20 23:26 scenes
drwxr-xr-x 2 user user 4096 Jun 21 03:40 scripts
---
./project.godot
./scenes/crate.tscn
./scenes/heart_bar.tscn
./scenes/main.tscn
./scenes/minimap.tscn
./scenes/mob.tscn
./scenes/player.tscn
./scenes/size_test.tscn
./scenes/test.tscn
Read
{"file_path": "/home/user/task/scenes/main.tscn"}
output
1	[gd_scene load_steps=11 format=3 uid="uid://dguv0hkao7pqf"]
2	
3	[ext_resource type="Texture2D" uid="uid://c5gsr7fhgurau" path="res://assets/spritesheet_tiles copy.png" id="1_glmfm"]
4	[ext_resource type="Script" uid="uid://fkcmf6eifby7" path="res://scripts/world.gd" id="1_iuc76"]
5	[ext_resource type="PackedScene" uid="uid://bt76slcb5awbu" path="res://scenes/minimap.tscn" id="2_jqjpi"]
6	[ext_resource type="Texture2D" uid="uid://c0lo2mixie6ti" path="res://assets/tilesheet_complete.png" id="2_mm6n6"]
7	[ext_resource type="PackedScene" uid="uid://dlpj7poq6v8et" path="res://scenes/player.tscn" id="3_l1kax"]
8	[ext_resource type="PackedScene" uid="uid://ckdfttpyosu3w" path="res://scenes/mob.tscn" id="5_hyw8m"]
9	[ext_resource type="PackedScene" uid="uid://blysxtj664jwm" path="res://scenes/crate.tscn" id="6_q6r6v"]
10	
11	[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_w8fcw"]
12	texture = ExtResource("1_glmfm")
13	separation = Vector2i(10, 10)
14	texture_region_size = Vector2i(64, 64)
15	0:0/0 = 0
16	0:0/0/terrain_set = 0
17	0:0/0/terrain = 0
18	0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
19	0:0/0/terrains_peering_bit/right_side = 0
20	0:0/0/terrains_peering_bit/bottom_side = 0
21	1:0/0 = 0
22	1:0/0/terrain_set = 0
23	1:0/0/terrain = 0
24	1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
25	1:0/0/terrains_peering_bit/bottom_side = 0
26	1:0/0/terrains_peering_bit/left_side = 0
27	2:0/0 = 0
28	2:0/0/terrain_set = 0
29	2:0/0/terrain = 0
30	2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
31	2:0/0/terrains_peering_bit/right_side = 0
32	2:0/0/terrains_peering_bit/left_side = 0
33	3:0/0 = 0
34	3:0/0/terrain_set = 0
35	3:0/0/terrain = 0
36	3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
37	3:0/0/terrains_peering_bit/right_side = 0
38	3:0/0/terrains_peering_bit/bottom_side = 0
39	3:0/0/terrains_peering_bit/left_side = 0
40	4:0/0 = 0
41	4:0/0/terrain_set = 0
42	4:0/0/terrain = 0
43	4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
44	4:0/0/terrains_peering_bit/right_side = 0
45	4:0/0/terrains_peering_bit/left_side = 0
46	4:0/0/terrains_peering_bit/top_side = 0
47	5:0/0 = 0
48	5:0/0/terrain_set = 0
49	5:0/0/terrain = 0
50	5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
51	5:0/0/terrains_peering_bit/left_side = 0
52	6:0/0 = 0
53	6:0/0/terrain_set = 0
54	6:0/0/terrain = 0
55	6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
56	6:0/0/terrains_peering_bit/top_side = 0
57	7:0/0 = 0
58	7:0/0/terrain_set = 0
59	7:0/0/terrain = 0
60	7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
61	7:0/0/terrains_peering_bit/right_side = 0
62	7:0/0/terrains_peering_bit/bottom_right_corner = 0
63	7:0/0/terrains_peering_bit/bottom_side = 0
64	8:0/0 = 0
65	8:0/0/terrain_set = 0
66	8:0/0/terrain = 0
67	8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
68	8:0/0/terrains_peering_bit/bottom_side = 0
69	8:0/0/terrains_peering_bit/bottom_left_corner = 0
70	8:0/0/terrains_peering_bit/left_side = 0
71	0:1/0 = 0
72	0:1/0/terrain_set = 0
73	0:1/0/terrain = 0
74	0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
75	0:1/0/terrains_peering_bit/right_side = 0
76	0:1/0/terrains_peering_bit/top_side = 0
77	1:1/0 = 0
78	1:1/0/terrain_set = 0
79	1:1/0/terrain = 0
80	1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
81	1:1/0/terrains_peering_bit/left_side = 0
82	1:1/0/terrains_peering_bit/top_side = 0
83	2:1/0 = 0
84	2:1/0/terrain_set = 0
85	2:1/0/terrain = 0
86	2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
87	…[truncated]
Read
{"file_path": "/home/user/task/scenes/minimap.tscn"}
output
1	[gd_scene format=3 uid="uid://bt76slcb5awbu"]
2	
3	[node name="Minimap" type="MarginContainer"]
4	offset_right = 40.0
5	offset_bottom = 40.0
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="minimap_demo"
14	run/main_scene="res://scenes/main.tscn"
15	config/features=PackedStringArray("4.4", "Forward Plus")
16	config/icon="res://icon.svg"
17	
18	[display]
19	
20	window/size/viewport_width=1920
21	window/size/viewport_height=1080
22	window/stretch/mode="canvas_items"
23	
24	[input]
25	
26	right={
27	"deadzone": 0.5,
28	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
29	]
30	}
31	left={
32	"deadzone": 0.5,
33	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
34	]
35	}
36	forward={
37	"deadzone": 0.5,
38	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
39	]
40	}
41	back={
42	"deadzone": 0.5,
43	"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
44	]
45	}
46	
47	[rendering]
48	
49	textures/canvas_textures/default_texture_filter=0
50
The minimap.tscn is currently just a stub. Let me examine the assets and an existing scene to learn the conventions (UIDs, import files, texture referencing).
Bash
ls assets/ | grep -iE 'wood|panel|arrow|jewel|exclam|red|yellow' 
output
minimapIcon_arrowA.png
minimapIcon_arrowA.png.import
minimapIcon_exclamationYellow.png
minimapIcon_exclamationYellow.png.import
minimapIcon_jewelRed.png
minimapIcon_jewelRed.png.import
panel_woodDetail_blank.png
panel_woodDetail_blank.png.import

[stdout]
minimapIcon_arrowA.png
minimapIcon_arrowA.png.import
minimapIcon_exclamationYellow.png
minimapIcon_exclamationYellow.png.import
minimapIcon_jewelRed.png
minimapIcon_jewelRed.png.import
panel_woodDetail_blank.png
panel_woodDetail_blank.png.import
Read
{"file_path": "/home/user/task/scenes/player.tscn"}
output
1	[gd_scene load_steps=4 format=3 uid="uid://dlpj7poq6v8et"]
2	
3	[ext_resource type="Texture2D" uid="uid://7c5pshlyc7y8" path="res://assets/spritesheet_characters.png" id="1_7u7df"]
4	[ext_resource type="Script" uid="uid://cxhwtl040b5m8" path="res://scripts/player.gd" id="1_juomx"]
5	
6	[sub_resource type="CircleShape2D" id="CircleShape2D_0yn3b"]
7	radius = 20.0
8	
9	[node name="Player" type="CharacterBody2D"]
10	script = ExtResource("1_juomx")
11	
12	[node name="Sprite2D" type="Sprite2D" parent="."]
13	position = Vector2(10, 0)
14	texture = ExtResource("1_7u7df")
15	region_enabled = true
16	region_rect = Rect2(265, 132, 47, 43)
17	
18	[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
19	position = Vector2(3, 0)
20	shape = SubResource("CircleShape2D_0yn3b")
21	
22	[node name="Camera2D" type="Camera2D" parent="."]
23	rotation = -0.000102531
24	zoom = Vector2(2, 2)
25
Let me get the texture UIDs and look for a background/grid texture.
Bash
cd assets && echo "=== all pngs ===" && ls *.png && echo "=== uids ===" && for f in minimapIcon_arrowA minimapIcon_exclamationYellow minimapIcon_jewelRed panel_woodDetail_blank; do echo -n "$f: "; grep -m1 'uid=' $f.png.import; done
output
=== all pngs ===
hud_heartEmpty.png
hud_heartFull.png
interfacePack_sheet@2.png
minimapIcon_arrowA.png
minimapIcon_exclamationYellow.png
minimapIcon_jewelRed.png
panel_woodDetail_blank.png
pattern_blueprint.png
pattern_blueprintPaper.png
spritesheet_characters.png
spritesheet_tiles copy.png
tilesheet_complete.png
=== uids ===
minimapIcon_arrowA: uid="uid://binuqvht7ygw8"
minimapIcon_exclamationYellow: uid="uid://fvwqnxpkuo8i"
minimapIcon_jewelRed: uid="uid://b0cbj5p6025u7"
panel_woodDetail_blank: uid="uid://cm31wua11hgdf"

[stdout]
=== all pngs ===
hud_heartEmpty.png
hud_heartFull.png
interfacePack_sheet@2.png
minimapIcon_arrowA.png
minimapIcon_exclamationYellow.png
minimapIcon_jewelRed.png
panel_woodDetail_blank.png
pattern_blueprint.png
pattern_blueprintPaper.png
spritesheet_characters.png
spritesheet_tiles copy.png
tilesheet_complete.png
=== uids ===
minimapIcon_arrowA: uid="uid://binuqvht7ygw8"
minimapIcon_exclamationYellow: uid="uid://fvwqnxpkuo8i"
minimapIcon_jewelRed: uid="uid://b0cbj5p6025u7"
panel_woodDetail_blank: uid="uid://cm31wua11hgdf"
A "Grid" that tiles a background suggests `pattern_blueprint.png`. Let me confirm its UID and check image dimensions for sensible patch margins.
Bash
cd assets && echo -n "pattern_blueprint: "; grep -m1 'uid=' pattern_blueprint.png.import; echo -n "pattern_blueprintPaper: "; grep -m1 'uid=' pattern_blueprintPaper.png.import
echo "=== sizes ===" 
python3 -c "
import struct
for f in ['panel_woodDetail_blank.png','pattern_blueprint.png','minimapIcon_arrowA.png','minimapIcon_jewelRed.png','minimapIcon_exclamationYellow.png']:
    d=open(f,'rb').read(33); w,h=struct.unpack('>II',d[16:24]); print(f,w,h)
"
output
/bin/bash: line 7: cd: assets: No such file or directory
uid="uid://b8h8j5bbtbb54"
pattern_blueprintPaper: uid="uid://cinfc5d50cfjv"
=== sizes ===
panel_woodDetail_blank.png 128 128
pattern_blueprint.png 56 56
minimapIcon_arrowA.png 32 32
minimapIcon_jewelRed.png 28 28
minimapIcon_exclamationYellow.png 12 28

[stdout]
/bin/bash: line 7: cd: assets: No such file or directory
uid="uid://b8h8j5bbtbb54"
pattern_blueprintPaper: uid="uid://cinfc5d50cfjv"
=== sizes ===
panel_woodDetail_blank.png 128 128
pattern_blueprint.png 56 56
minimapIcon_arrowA.png 32 32
minimapIcon_jewelRed.png 28 28
minimapIcon_exclamationYellow.png 12 28
All assets confirmed. I'll use `pattern_blueprint.png` (a 56×56 grid pattern, ideal for tiling) as the Grid background, and patch margins of 32 on the 128×128 wood panel (leaves a 64px center, no corner distortion). Now I'll write the minimap scene.
Write
{"file_path": "/home/user/task/scenes/minimap.tscn", "content": "[gd_scene load_steps=6 format=3 uid=\"uid://bt76slcb5awbu\"]\n\n[ext_resource type=\"Texture2D\" uid=\"uid://cm31wua11hgdf\" path=\"res://assets/panel_woodDetail_blank.png\" id=\"1_frame\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://b8h8j5bbtbb54\" path=\"res://assets/pattern_blueprint.png\" id=\"2_grid\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://binuqvht7ygw8\" path=\"res://assets/minimapIcon_arrowA.png\" id=\"3_player\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://b0cbj5p6025u7\" path=\"res://assets/minimapIcon_jewelRed.png\" id=\"4_mob\"]\n[ext_resource type=\"Texture2D\" uid=\"uid://fvwqnxpkuo8i\" path=\"res://assets/minimapIcon_exclamationYellow.png\" id=\"5_alert\"]\n\n[node name=\"Minimap\" type=\"MarginContainer\"]\ncustom_minimum_size = Vector2(200, 200)\noffset_right = 200.0\noffset_bottom = 200.0\ntheme_override_constants/margin_left = 6\ntheme_override_constants/margin_top = 6\ntheme_override_constants/margin_right = 6\ntheme_override_constants/margin_bottom = 6\n\n[node name=\"Frame\" type=\"NinePatchRect\" parent=\".\"]\nlayout_mode = 1\nanchors_preset = 15\nanchor_right = 1.0\nanchor_bottom = 1.0\ngrow_horizontal = 2\ngrow_vertical = 2\ntexture = ExtResource(\"1_frame\")\npatch_margin_left = 32\npatch_margin_top = 32\npatch_margin_right = 32\npatch_margin_bottom = 32\n\n[node name=\"Content\" type=\"MarginContainer\" parent=\".\"]\nlayout_mode = 2\ntheme_override_constants/margin_left = 16\ntheme_override_constants/margin_top = 16\ntheme_override_constants/margin_right = 16\ntheme_override_constants/margin_bottom = 16\n\n[node name=\"Grid\" type=\"TextureRect\" parent=\"Content\"]\nlayout_mode = 2\ntexture = ExtResource(\"2_grid\")\nstretch_mode = 1\n\n[node name=\"PlayerMarker\" type=\"Sprite2D\" parent=\"Content/Grid\"]\nposition = Vector2(78, 78)\ncentered = true\ntexture = ExtResource(\"3_player\")\n\n[node name=\"MobMarker\" type=\"Sprite2D\" parent=\"Content/Grid\"]\nvisible = false\nposition = Vector2(78, 78)\ncentered = true\ntexture = ExtResource(\"4_mob\")\n\n[node name=\"AlertMarker\" type=\"Sprite2D\" parent=\"Content/Grid\"]\nvisible = false\nposition = Vector2(78, 78)\ncentered = true\ntexture = ExtResource(\"5_alert\")\n"}
output
The file /home/user/task/scenes/minimap.tscn has been updated successfully. (file state is current in your context , no need to Read it back)
The scene is written. Let me verify it loads cleanly if a Godot binary is available, and double-check the texture import files exist so the UIDs resolve.
Bash
which godot godot4 2>/dev/null; echo "exit:$?"
echo "--- import files present ---"
ls assets/panel_woodDetail_blank.png.import assets/pattern_blueprint.png.import assets/minimapIcon_arrowA.png.import assets/minimapIcon_jewelRed.png.import assets/minimapIcon_exclamationYellow.png.import 2>&1
echo "--- confirm uid lines in imports match scene ---"
grep -h '^uid=' assets/panel_woodDetail_blank.png.import assets/pattern_blueprint.png.import assets/minimapIcon_arrowA.png.import assets/minimapIcon_jewelRed.png.import assets/minimapIcon_exclamationYellow.png.import
output
Exit code 2
/usr/local/bin/godot
exit:1
--- import files present ---
ls: cannot access 'assets/panel_woodDetail_blank.png.import': No such file or directory
ls: cannot access 'assets/pattern_blueprint.png.import': No such file or directory
ls: cannot access 'assets/minimapIcon_arrowA.png.import': No such file or directory
ls: cannot access 'assets/minimapIcon_jewelRed.png.import': No such file or directory
ls: cannot access 'assets/minimapIcon_exclamationYellow.png.import': No such file or directory
--- confirm uid lines in imports match scene ---
ugrep: warning: assets/panel_woodDetail_blank.png.import: No such file or directory
ugrep: warning: assets/pattern_blueprint.png.import: No such file or directory
ugrep: warning: assets/minimapIcon_arrowA.png.import: No such file or directory
ugrep: warning: assets/minimapIcon_jewelRed.png.import: No such file or directory
ugrep: warning: assets/minimapIcon_exclamationYellow.png.import: No such file or directory

[error] tool reported failure
Shell is still in `assets/`. Let me use absolute paths and validate the scene with the Godot binary.
Bash
cd /home/user/task && grep -h '^uid=' assets/*.import | sort -u | head; echo "=== godot check ==="; timeout 120 godot --headless --check-only --quit-after 1000 2>&1 | grep -iE 'minimap|error|script|SCENE' | head -40; echo "done rc=$?"
output
uid="uid://b0cbj5p6025u7"
uid="uid://b6p3n3lqm001g"
uid="uid://b8h8j5bbtbb54"
uid="uid://bggkpymf2qcdm"
uid="uid://binuqvht7ygw8"
uid="uid://c7uwrgnp1yf11"
uid="uid://cinfc5d50cfjv"
uid="uid://cm31wua11hgdf"
uid="uid://d1hemdlidkb34"
uid="uid://d6fd06vthheb"
=== godot check ===
WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:3 - ext_resource, invalid UID: uid://cyluamnenuql0 - using text path instead: res://scripts/crate.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:4 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
SCRIPT ERROR: Invalid access to property or key '_on_object_removed' on a base object of type 'MarginContainer'.
          at: _ready (res://scripts/world.gd:13)
done rc=0

[stdout]
uid="uid://b0cbj5p6025u7"
uid="uid://b6p3n3lqm001g"
uid="uid://b8h8j5bbtbb54"
uid="uid://bggkpymf2qcdm"
uid="uid://binuqvht7ygw8"
uid="uid://c7uwrgnp1yf11"
uid="uid://cinfc5d50cfjv"
uid="uid://cm31wua11hgdf"
uid="uid://d1hemdlidkb34"
uid="uid://d6fd06vthheb"
=== godot check ===
WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://sc…[truncated]
The scene loads without errors , my minimap textures all resolved (note: none of the "invalid UID" warnings reference the minimap or its textures; those warnings are pre-existing across every scene because the headless check doesn't populate the UID cache, and they harmlessly fall back to text paths). There's one runtime `SCRIPT ERROR` in `world.gd:13`. Let me check whether that's related to my work.
Read
{"file_path": "/home/user/task/scripts/world.gd"}
output
1	extends Node2D
2	
3	@onready var minimap = $CanvasLayer/Minimap
4	func _ready():
5		get_viewport().warp_mouse(Vector2.ZERO)
6		var map_limits = $TileMap.get_used_rect()
7		$Player/Camera2D.limit_left = map_limits.position.x * $TileMap.tile_set.tile_size.x
8		$Player/Camera2D.limit_top = map_limits.position.y * $TileMap.tile_set.tile_size.y
9		$Player/Camera2D.limit_right = map_limits.end.x * $TileMap.tile_set.tile_size.x
10		$Player/Camera2D.limit_bottom = map_limits.end.y * $TileMap.tile_set.tile_size.y
11	
12		for object in get_tree().get_nodes_in_group("minimap_objects"):
13			object.removed.connect(minimap._on_object_removed)
14
That `world.gd:13` error is pre-existing and outside my scope , it expects a `_on_object_removed` method on the minimap, which would require a script. The task explicitly says **"Don't write any script or create new code file"**, so I'm leaving that alone. It doesn't affect the scene's loading or UI structure. ## Done I rebuilt `scenes/minimap.tscn` with the full minimap UI tree. The `CanvasLayer` in `main.tscn` already contained only the `Minimap` instance, so no change was needed there. **Node tree** (`Main/CanvasLayer/Minimap`): - **Minimap** , `MarginContainer`, `custom_minimum_size = (200, 200)`, with small outer margins (6px each side) via theme override constants. - **Frame** , `NinePatchRect` using `panel_woodDetail_blank.png`, full-rect anchor (preset 15, `grow` both), patch margins of 32 on all sides. On the 128×128 panel that leaves a 64px stretchable center and keeps the carved corners undistorted. - **Content** , sibling `MarginContainer` with comfortable inner margins (16px each side). - **Grid** , `TextureRect` tiling `pattern_blueprint.png` (`stretch_mode = 1` / tile), filling the container. - **PlayerMarker** , `Sprite2D`, `minimapIcon_arrowA.png`, `centered = true`, positioned at the grid center `(78, 78)`. - **MobMarker** , `Sprite2D`, `minimapIcon_jewelRed.png`, `centered = true`, `visible = false`. - **AlertMarker** , `Sprite2D`, `minimapIcon_exclamationYellow.png`, `centered = true`, `visible = false`. For the Grid background I chose `pattern_blueprint.png` , a 56×56 tileable grid texture, which is what "tiles the background texture" calls for. All five textures are referenced by their correct UIDs and resolve cleanly under a headless `--check` (no errors or warnings against the minimap scene). I kept the original scene UID (`uid://bt76slcb5awbu`) so the existing instance reference in `main.tscn` stays intact. One note: I used `pattern_blueprint.png` for the tiled grid since the task didn't name a specific background texture , let me know if you intended a different one.
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)

WARNING: res://scenes/main.tscn:3 - ext_resource, invalid UID: uid://c5gsr7fhgurau - using text path instead: res://assets/spritesheet_tiles copy.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:4 - ext_resource, invalid UID: uid://fkcmf6eifby7 - using text path instead: res://scripts/world.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/main.tscn:6 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/player.tscn:4 - ext_resource, invalid UID: uid://cxhwtl040b5m8 - using text path instead: res://scripts/player.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:3 - ext_resource, invalid UID: uid://7c5pshlyc7y8 - using text path instead: res://assets/spritesheet_characters.png
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/mob.tscn:4 - ext_resource, invalid UID: uid://btkbfavadlsem - using text path instead: res://scripts/mob.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:3 - ext_resource, invalid UID: uid://cyluamnenuql0 - using text path instead: res://scripts/crate.gd
     at: load (scene/resources/resource_format_text.cpp:447)
WARNING: res://scenes/crate.tscn:4 - ext_resource, invalid UID: uid://c0lo2mixie6ti - using text path instead: res://assets/tilesheet_complete.png
     at: load (scene/resources/resource_format_text.cpp:447)
SCRIPT ERROR: Invalid access to property or key '_on_object_removed' on a base object of type 'MarginContainer'.
          at: _ready (res://scripts/world.gd:13)
VALIDATION_FAILED: Minimap outer margins are not set correctly , use equal theme overrides on all sides
VALIDATION_FAILED: Frame NinePatchRect must fill the Minimap area , size does not match the Minimap bounds
VALIDATION_FAILED: Frame patch margins are not large enough to prevent corner distortion , check all four sides
VALIDATION_FAILED: Content inner margins are not set to provide comfortable padding , use equal theme overrides on all sides
VALIDATION_FAILED: Grid does not fill Content correctly , it should expand to fill the available area after Content margins are applied
VALIDATION_FAILED: Grid texture must match pattern_blueprintPaper.png
VALIDATION_FAILED: Grid expand_mode must be EXPAND_IGNORE_SIZE to fill the container
VALIDATION_FAILED: Grid texture filter is not set correctly for tiled pixel-art display
VALIDATION_PASSED: Minimap UI frame and markers are correctly set up

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_ce804c41ddb4421e. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_ce804c41ddb4421e · verifier authoritative; classifier explanatory.