SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

combo-score-system

claude-code claude-opus-4-8 ✓ resolved GOOD_SUCCESS ↑ 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_SUCCESSLegitimate solve, implements the asked-for behavior; tests verify real functionality.
SubtypeLegitimate Solution
EvidenceTest output: 'VALIDATION_PASSED: Combo meter works correctly'. Agent implemented ComboSystem class with all required exports (combo_window=2.0, max_combo=8, multiplier_curve, heat_gradient, meter_bar), signals (combo_changed, combo_broken), and methods (combo_fraction(), register_hit(), _on_combo_timeout()). Scene structure includes ComboTimer (one_shot=true) with timeout signal connected, MeterBar ColorRect, and serialized Curve (points at 0.0→1.0, 0.5→2.2, 1.0→3.0) and Gradient (blue→amber→red stops). Agent debugged NodePath serialization issue by having Godot re-serialize the scene, ensuring meter_bar export properly wired. All 155 test validations passed: signal declarations, exported resources, default values, curve baked values (within CTOL=0.09), gradient colors (within GTOL=0.04), combo_fraction() clamping, register_hit() multiplier application (sampled before counting), timer management, and timeout behavior."
Root causeAgent correctly understood the detailed specification, implemented the full combo meter system with proper signal handling and resource management, and successfully resolved a Godot-specific scene serialization issue through testing and programmatic scene generation, resulting in a fully functional solution that passes all validation checks."
RecommendationN/A - task is fine
Trajectory
Tool-by-tool agent trajectory
45 tool calls · 3 tool types · 45 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 both files. Let me start with the script and scene.
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/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
## Combo count that corresponds to a fully filled meter.
@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
## 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 = no streak, 1 = at max_combo.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Awards and returns the score for the hit that just landed, then advances the streak.
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>
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	
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/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
## Combo count that corresponds to a fully filled meter.
@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
## 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 = no streak, 1 = at max_combo.
func combo_fraction() -> float:
	return clamp(float(combo_count) / max_combo, 0.0, 1.0)


## Awards and returns the score for the hit that just landed, then advances the streak.
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, then 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)
Bash: Check for existing scene files
ls -la /home/user/task/scenes/ 2>/dev/null; echo "---"; ls /home/user/task
output
total 9
drwxr-xr-x 2 user user 128 Jun 21 07:52 .
drwxr-xr-x 5 user user 128 Jun 21 19:05 ..
-rw-r--r-- 1 user user  72 Jun 21 07:52 combo_system.tscn
-rw-r--r-- 1 user user 209 Jun 21 07:52 main.tscn
-rw-r--r-- 1 user user 291 Jun 21 07:52 test.tscn
---
project.godot
scenes
scripts
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	
Bash: Inspect project config and existing scenes
cat /home/user/task/project.godot; echo "=== main ==="; cat /home/user/task/scenes/main.tscn; echo "=== test ==="; cat /home/user/task/scenes/test.tscn; echo "=== uid files ==="; ls -la /home/user/task/scripts/
output
config_version=5

[application]

config/name="Combo Score System"
run/main_scene="res://scenes/main.tscn"
config/features=PackedStringArray("4.4")

[rendering]

renderer/rendering_method="gl_compatibility"
=== main ===
[gd_scene load_steps=2 format=3]

[ext_resource type="PackedScene" path="res://scenes/combo_system.tscn" id="1"]

[node name="Main" type="Node"]

[node name="ComboSystem" parent="." instance=ExtResource("1")]
=== test ===
[gd_scene load_steps=3 format=3]

[ext_resource type="Script" path="res://scripts/test.gd" id="1"]
[ext_resource type="PackedScene" path="res://scenes/main.tscn" id="2"]

[node name="TestRunner" type="Node"]
script = ExtResource("1")

[node name="Main" parent="." instance=ExtResource("2")]
=== uid files ===
total 17
drwxr-xr-x 2 user user 4096 Jun 21 23:14 .
drwxr-xr-x 5 user user  128 Jun 21 19:05 ..
-rw-r--r-- 1 root root 1590 Jun 21 23:14 combo_system.gd
-rw-r--r-- 1 user user   20 Jun 21 19:05 combo_system.gd.uid
-rw-r--r-- 1 user user 6470 Jun 21 19:03 test.gd
-rw-r--r-- 1 user user   20 Jun 21 19:05 test.gd.uid
Read: /home/user/task/scripts/test.gd
/home/user/task/scripts/test.gd
output
1	extends Node
2	
3	const GTOL := 0.04
4	const CTOL := 0.09
5	
6	func _ready() -> void:
7		await get_tree().process_frame
8		run_validation()
9	
10	func run_validation() -> void:
11		var main = get_node_or_null("Main")
12		if main == null:
13			return _fail("Main scene not found")
14		var cs = main.get_node_or_null("ComboSystem")
15		if cs == null:
16			return _fail("ComboSystem node not found under Main")
17	
18		var timer = cs.get_node_or_null("ComboTimer")
19		if timer == null or not (timer is Timer):
20			return _fail("ComboSystem must have a Timer child named ComboTimer")
21		if not timer.one_shot:
22			return _fail("ComboTimer must be one_shot = true")
23		if not timer.timeout.is_connected(Callable(cs, "_on_combo_timeout")):
24			return _fail("ComboTimer.timeout must be connected to _on_combo_timeout in the scene")
25	
26		var bar_node = cs.get_node_or_null("MeterBar")
27		if bar_node == null or not (bar_node is ColorRect):
28			return _fail("ComboSystem must have a ColorRect child named MeterBar")
29	
30		if not cs.has_signal("combo_changed"):
31			return _fail("combo_changed signal missing")
32		if not cs.has_signal("combo_broken"):
33			return _fail("combo_broken signal missing")
34	
35		# exported resources
36		var curve = cs.get("multiplier_curve")
37		if curve == null or not (curve is Curve):
38			return _fail("multiplier_curve must be an exported Curve resource authored in the scene")
39		var grad = cs.get("heat_gradient")
40		if grad == null or not (grad is Gradient):
41			return _fail("heat_gradient must be an exported Gradient resource authored in the scene")
42	
43		# exported node ref must be wired
44		var bar = cs.get("meter_bar")
45		if bar == null or not (bar is ColorRect):
46			return _fail("meter_bar export must be wired to the MeterBar ColorRect in the scene")
47		if bar != bar_node:
48			return _fail("meter_bar export must point to the MeterBar node")
49	
50		# defaults
51		if cs.get("combo_window") == null or not is_equal_approx(cs.combo_window, 2.0):
52			return _fail("combo_window default must be 2.0")
53		if cs.get("max_combo") == null or cs.max_combo != 8:
54			return _fail("max_combo default must be 8")
55		if cs.get("combo_count") == null or cs.combo_count != 0:
56			return _fail("combo_count must start at 0")
57		if cs.get("multiplier") == null or not is_equal_approx(cs.multiplier, 1.0):
58			return _fail("multiplier must start at 1.0")
59	
60		# curve baked control points
61		if absf(curve.sample_baked(0.0) - 1.0) > CTOL:
62			return _fail("multiplier_curve at position 0.0 must bake to 1.0")
63		if absf(curve.sample_baked(0.5) - 2.2) > CTOL:
64			return _fail("multiplier_curve at position 0.5 must bake to 2.2 , needs a middle control point")
65		if absf(curve.sample_baked(1.0) - 3.0) > CTOL:
66			return _fail("multiplier_curve at position 1.0 must bake to 3.0")
67	
68		# gradient stops
69		if not _color_near(grad.sample(0.0), Color(0.2, 0.4, 1.0)):
70			return _fail("heat_gradient at offset 0.0 must be cool blue Color(0.2,0.4,1.0)")
71		if not _color_near(grad.sample(0.5), Color(1.0, 0.8, 0.0)):
72			return _fail("heat_gradient at offset 0.5 must be amber Color(1.0,0.8,0.0) , needs a middle stop")
73		if not _color_near(grad.sample(1.0), Color(1.0, 0.1, 0.0)):
74			return _fail("heat_gradient at offset 1.0 must be hot red Color(1.0,0.1,0.0)")
75	
76		# combo_fraction helper
77		if not cs.has_method("combo_fraction"):
78			return _fail("ComboSystem must define combo_fraction()")
79		cs.combo_count = 0
80		if absf(cs.combo_fraction() - 0.0) > 0.001:
81			return _fail("combo_fraction() at combo_count=0 must be 0.0")
82		cs.combo_count = 4
83		if absf(cs.combo_fraction() - 0.5) > 0.001:
84			return _fail("combo_fraction() at combo_count=4 (max 8) must be 0.5")
85		cs.combo_count = 12
86		if absf(cs.combo_fraction() - 1.0) > 0.001:
87			return _fail("combo_fraction() must clamp to 1.0 when combo_count exceeds max_combo")
88	
89		if not cs.has_method("register_hit"):
90			return _fail("ComboSystem m…[truncated]
Implementation matches the test. Now the scene with authored Curve and Gradient resources:
Write: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn

[gd_scene load_steps=4 format=3]

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

[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_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

[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)
Let me verify by running the test if Godot is available:
Bash: Check for Godot binary
which godot godot4 2>/dev/null; godot --version 2>/dev/null || godot4 --version 2>/dev/null || echo "no godot binary"
output
/usr/local/bin/godot
4.4.stable.official.4c311cbee
Bash: Run validation test scene headless
timeout 60 godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION_|SCRIPT ERROR|error" | head -20
output
VALIDATION_FAILED: meter_bar export must be wired to the MeterBar ColorRect in the scene
The NodePath export didn't resolve. Let me debug how Godot serializes node-typed exports:
Bash: Probe node export resolution
cat > /tmp/probe.gd <<'EOF'
extends SceneTree
func _init():
	var ps = load("res://scenes/combo_system.tscn")
	var n = ps.instantiate()
	get_root().add_child(n)
	print("meter_bar = ", n.meter_bar)
	print("MeterBar child = ", n.get_node_or_null("MeterBar"))
	quit()
EOF
timeout 60 godot --headless --path . --script /tmp/probe.gd 2>&1 | grep -E "meter_bar|MeterBar|error|ERROR" | head
output
meter_bar = <null>
MeterBar child = MeterBar:<ColorRect#27028096393>
Let me have Godot save the scene itself to see the correct serialization format for node exports:
Bash: Build and save scene via Godot to get canonical format
cat > /tmp/build.gd <<'EOF'
extends SceneTree
func _init():
	var root := Node.new()
	root.name = "ComboSystem"
	root.set_script(load("res://scripts/combo_system.gd"))

	var timer := Timer.new()
	timer.name = "ComboTimer"
	timer.one_shot = true
	root.add_child(timer)
	timer.owner = root

	var bar := ColorRect.new()
	bar.name = "MeterBar"
	root.add_child(bar)
	bar.owner = root

	timer.timeout.connect(Callable(root, "_on_combo_timeout"))

	# author curve
	var c := Curve.new()
	c.max_value = 3.0
	c.add_point(Vector2(0,1)); c.add_point(Vector2(0.5,2.2)); c.add_point(Vector2(1,3))
	root.multiplier_curve = c
	var g := Gradient.new()
	g.offsets = PackedFloat32Array([0,0.5,1])
	g.colors = PackedColorArray([Color(0.2,0.4,1),Color(1,0.8,0),Color(1,0.1,0)])
	root.heat_gradient = g
	root.meter_bar = bar

	var ps := PackedScene.new()
	ps.pack(root)
	ResourceSaver.save(ps, "res://scenes/combo_system.tscn")
	print("SAVED")
	quit()
EOF
timeout 60 godot --headless --path . --script /tmp/build.gd 2>&1 | grep -E "SAVED|error|ERROR" | head
output
SAVED
ERROR: 1 resources still in use at exit (run with --verbose for details).
Godot regenerated the canonical format , the key was `node_paths=PackedStringArray("meter_bar")`. Let me view the full result and verify the connection survived:
Read: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn
output
Wasted call , file unchanged since your last Read. Refer to that earlier tool_result instead.
Bash: Check connection and node_paths lines
grep -nE "connection|MeterBar|node_paths" /home/user/task/scenes/combo_system.tscn
output
14:[node name="ComboSystem" type="Node" node_paths=PackedStringArray("meter_bar")]
18:meter_bar = NodePath("MeterBar")
23:[node name="MeterBar" type="ColorRect" parent="."]
The connection wasn't persisted by `pack()`. Let me read the full file and add it:
Read: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn
output
Wasted call , file unchanged since your last Read. Refer to that earlier tool_result instead.
Bash: View end of scene file with line endings
cat -A /home/user/task/scenes/combo_system.tscn | tail -5
output
$
[node name="ComboTimer" type="Timer" parent="."]$
one_shot = true$
$
[node name="MeterBar" type="ColorRect" parent="."]$
Edit: /home/user/task/scenes/combo_system.tscn
/home/user/task/scenes/combo_system.tscn
--- old ---
[node name="MeterBar" type="ColorRect" parent="."]
--- new ---
[node name="MeterBar" type="ColorRect" parent="."]

[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)
Bash: Re-run validation test
timeout 60 godot --headless --path . scenes/test.tscn 2>&1 | grep -E "VALIDATION_|SCRIPT ERROR" | head
output
VALIDATION_PASSED: Combo meter works correctly
Validation passes. The combo system is complete and verified. What I built: **`scripts/combo_system.gd`** , the `ComboSystem` class with: - Exports: `combo_window` (2.0), `max_combo` (8), `multiplier_curve` (Curve), `heat_gradient` (Gradient), `meter_bar` (ColorRect ref). - State: `combo_count` (0), `multiplier` (1.0). - `combo_fraction()` , clamped streak fullness. - `register_hit()` , samples the multiplier *before* counting the hit (so the first hit awards exactly `base_score`), returns the rounded score, then advances the streak, refreshes the multiplier, recolors the bar, restarts the timer, and emits `combo_changed`. - `_on_combo_timeout()` , resets the streak, recolors to the cool-blue end, emits `combo_broken`. - Signals `combo_changed(count, mult)` and `combo_broken`. **`scenes/combo_system.tscn`** , `ComboSystem` `Node` root with the script, a one-shot `ComboTimer` wired to `_on_combo_timeout`, a `MeterBar` `ColorRect`, plus the authored `Curve` (bakes 1.0 / 2.2 / 3.0 at 0.0 / 0.5 / 1.0) and `Gradient` (blue → amber → red) resources, with `meter_bar` wired to the `MeterBar` node. One detail worth noting: a node-typed export must be declared on the node line as `node_paths=PackedStringArray("meter_bar")` for Godot to resolve the `NodePath` to the actual node , I had Godot itself serialize the scene to get that right, then added the signal connection (which `PackedScene.pack()` doesn't persist for runtime connections).
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_PASSED: Combo meter works correctly

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_e8dbea7c1a654ccb. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_e8dbea7c1a654ccb · verifier authoritative; classifier explanatory.