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
EvidenceTest failure: 'meter_bar export must be wired to the MeterBar ColorRect in the scene' (verifier/test-stdout.txt line 6). Agent's scene file line 36 sets `meter_bar = NodePath("MeterBar")`, which creates a NodePath string rather than a proper node reference. Test validates at line 44-48 of test.gd that `cs.get("meter_bar")` must be a ColorRect instance pointing to the actual MeterBar node, not a path string.
Root causeThe agent correctly understood that meter_bar needed to be wired to the MeterBar node but used incorrect Godot scene syntax. In Godot .tscn files, node references exported as typed properties require proper scene wiring, and using NodePath() as a literal value doesn't create the runtime reference the test expects. This is a Godot-specific technical detail requiring familiarity with scene resource authoring.
RecommendationN/A - task is fine. This is a legitimately hard task (marked difficulty='hard' in task.toml). The agent failed due to lack of Godot expertise, not due to task specification issues. The instruction is clear about what must be wired, and the test validly verifies it. A developer experienced with Godot scene authoring would know to use proper node reference syntax in the .tscn file, and a less-experienced developer would need to debug based on test feedback or explore Godot documentation."
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 combo system.
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Combo meter driven by designer-authored curves and gradients.

signal combo_changed(count: int, mult: float)
signal combo_broken

## Seconds allowed between hits before the streak lapses.
@export var combo_window: float = 2.0
## Highest streak length used to normalise the combo fraction.
@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 on-screen heat colour.
@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 in the 0..1 range used to sample the curve and gradient.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Awards 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, evaluated before it is counted.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded := int(round(base_score * multiplier))

	# Count the hit and refresh the streak state.
	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


## Ends the streak when the combo window lapses.
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://b3c0mb0syst3m01"]

[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, 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_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

[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>
Files exist already. Let me read them first.
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	
Write: /home/user/task/scripts/combo_system.gd
/home/user/task/scripts/combo_system.gd

class_name ComboSystem
extends Node

## Combo meter driven by designer-authored curves and gradients.

signal combo_changed(count: int, mult: float)
signal combo_broken

## Seconds allowed between hits before the streak lapses.
@export var combo_window: float = 2.0
## Highest streak length used to normalise the combo fraction.
@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 on-screen heat colour.
@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 in the 0..1 range used to sample the curve and gradient.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Awards 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, evaluated before it is counted.
	multiplier = multiplier_curve.sample_baked(combo_fraction())
	var awarded := int(round(base_score * multiplier))

	# Count the hit and refresh the streak state.
	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


## Ends the streak when the combo window lapses.
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://b3c0mb0syst3m01"]

[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, 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_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

[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 in place. **`scripts/combo_system.gd`** , the `ComboSystem` class with: - Exports: `combo_window` (2.0), `max_combo` (8), `multiplier_curve`, `heat_gradient`, `meter_bar`. - State: `combo_count` (0), `multiplier` (1.0). - `combo_fraction()` returning the clamped streak fullness. - `register_hit()` that samples the curve **before** counting (so the first hit awards exactly `base_score`), rounds to int, then advances the streak, refreshes the multiplier, recolors the bar, restarts the timer, and emits `combo_changed`. - `_on_combo_timeout()` resetting the streak and emitting `combo_broken`. - Signals `combo_changed(count, mult)` and `combo_broken`. **`scenes/combo_system.tscn`** , `ComboSystem` (`Node`) with the script attached, plus: - `ComboTimer` (`Timer`, `one_shot = true`) with `timeout` → `_on_combo_timeout()`. - `MeterBar` (`ColorRect`), wired to the `meter_bar` export. - An embedded `Curve` (points `(0,1)`, `(0.5,2.2)`, `(1,3)` with linear tangents and `min/max` 1.0–3.0 so the values aren't clipped) and a `Gradient` with the three requested cool-blue / amber / hot-red stops. A couple of notes on choices I made: - I set the curve's `min_value`/`max_value` to `1.0`/`3.0` , Godot's `Curve` clamps point values to its range, and the default max is `1.0`, which would have flattened 2.2 and 3.0 down to 1.0. With linear tangents, `sample_baked` returns exactly `1.0`, `2.2`, `3.0` at `0.0`/`0.5`/`1.0`. - I gave `MeterBar` a default 200×24 size so it's visible; adjust to taste. If you have a Godot binary available I can run a headless import to confirm the scene loads cleanly , let me know.
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_d9abc140a0cb4c63. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_d9abc140a0cb4c63 · verifier authoritative; classifier explanatory.