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Created February 14, 2026 13:31
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# Solve.mjs Log - 2026-02-14T13:24:52.995Z
[2026-02-14T13:24:52.996Z] [INFO] 📁 Log file: /home/hive/solve-2026-02-14T13-24-52-994Z.log
[2026-02-14T13:24:52.997Z] [INFO] (All output will be logged here)
[2026-02-14T13:24:53.577Z] [INFO]
[2026-02-14T13:24:53.577Z] [INFO] 🚀 solve v1.23.2
[2026-02-14T13:24:53.578Z] [INFO] 🔧 Raw command executed:
[2026-02-14T13:24:53.578Z] [INFO] /home/hive/.nvm/versions/node/v20.20.0/bin/node /home/hive/.bun/bin/solve https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776 --model opus --attach-logs --verbose --no-tool-check --auto-resume-on-limit-reset --tokens-budget-stats
[2026-02-14T13:24:53.578Z] [INFO]
[2026-02-14T13:24:53.589Z] [INFO]
[2026-02-14T13:24:53.590Z] [WARNING] ⚠️ SECURITY WARNING: --attach-logs is ENABLED
[2026-02-14T13:24:53.590Z] [INFO]
[2026-02-14T13:24:53.591Z] [INFO] This option will upload the complete solution draft log file to the Pull Request.
[2026-02-14T13:24:53.591Z] [INFO] The log may contain sensitive information such as:
[2026-02-14T13:24:53.591Z] [INFO] • API keys, tokens, or secrets
[2026-02-14T13:24:53.591Z] [INFO] • File paths and directory structures
[2026-02-14T13:24:53.591Z] [INFO] • Command outputs and error messages
[2026-02-14T13:24:53.591Z] [INFO] • Internal system information
[2026-02-14T13:24:53.592Z] [INFO]
[2026-02-14T13:24:53.592Z] [INFO] ⚠️ DO NOT use this option with public repositories or if the log
[2026-02-14T13:24:53.592Z] [INFO] might contain sensitive data that should not be shared publicly.
[2026-02-14T13:24:53.592Z] [INFO]
[2026-02-14T13:24:53.592Z] [INFO] Continuing in 5 seconds... (Press Ctrl+C to abort)
[2026-02-14T13:24:53.592Z] [INFO]
[2026-02-14T13:24:58.599Z] [INFO]
[2026-02-14T13:24:58.623Z] [INFO] 💾 Disk space check: 53913MB available (2048MB required) ✅
[2026-02-14T13:24:58.626Z] [INFO] 🧠 Memory check: 7466MB available, swap: 4095MB (0MB used), total: 11561MB (256MB required) ✅
[2026-02-14T13:24:58.644Z] [INFO] ⏩ Skipping tool connection validation (dry-run mode or skip-tool-connection-check enabled)
[2026-02-14T13:24:58.645Z] [INFO] ⏩ Skipping GitHub authentication check (dry-run mode or skip-tool-connection-check enabled)
[2026-02-14T13:24:58.645Z] [INFO] 📋 URL validation:
[2026-02-14T13:24:58.645Z] [INFO] Input URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776
[2026-02-14T13:24:58.646Z] [INFO] Is Issue URL: false
[2026-02-14T13:24:58.646Z] [INFO] Is PR URL: true
[2026-02-14T13:24:58.646Z] [INFO] 🔍 Checking repository access for auto-fork...
[2026-02-14T13:24:59.303Z] [INFO] Repository visibility: public
[2026-02-14T13:24:59.304Z] [INFO] ✅ Auto-fork: No write access detected, enabling fork mode
[2026-02-14T13:24:59.305Z] [INFO] ✅ Repository access check: Skipped (fork mode enabled)
[2026-02-14T13:24:59.666Z] [INFO] Repository visibility: public
[2026-02-14T13:24:59.666Z] [INFO] Auto-cleanup default: false (repository is public)
[2026-02-14T13:24:59.667Z] [INFO] 🔄 Continue mode: Working with PR #776
[2026-02-14T13:24:59.668Z] [INFO] Continue mode activated: PR URL provided directly
[2026-02-14T13:24:59.668Z] [INFO] PR Number set to: 776
[2026-02-14T13:24:59.668Z] [INFO] Will fetch PR details and linked issue
[2026-02-14T13:25:00.137Z] [INFO] 🍴 Detected fork PR from konard/Jhon-Crow-godot-topdown-MVP
[2026-02-14T13:25:00.138Z] [INFO] Fork owner: konard
[2026-02-14T13:25:00.138Z] [INFO] Will clone fork repository for continue mode
[2026-02-14T13:25:00.138Z] [INFO] 📝 PR branch: issue-724-6b719f7321c5
[2026-02-14T13:25:00.140Z] [INFO] 🔗 Found linked issue #724
[2026-02-14T13:25:00.142Z] [INFO]
Creating temporary directory: /tmp/gh-issue-solver-1771075500141
[2026-02-14T13:25:00.144Z] [INFO]
🍴 Fork mode: ENABLED
[2026-02-14T13:25:00.144Z] [INFO] Checking fork status...
[2026-02-14T13:25:00.467Z] [INFO] 🔍 Detecting fork conflicts...
[2026-02-14T13:25:01.571Z] [INFO] ✅ No fork conflict: Safe to proceed
[2026-02-14T13:25:02.015Z] [INFO] ✅ Fork exists: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-14T13:25:02.017Z] [INFO] 🔍 Validating fork parent...
[2026-02-14T13:25:02.609Z] [INFO] ✅ Fork parent validated: Jhon-Crow/godot-topdown-MVP
[2026-02-14T13:25:02.612Z] [INFO]
📥 Cloning repository: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-14T13:25:07.173Z] [INFO] ✅ Cloned to: /tmp/gh-issue-solver-1771075500141
[2026-02-14T13:25:07.219Z] [INFO] 🔗 Setting upstream: Jhon-Crow/godot-topdown-MVP
[2026-02-14T13:25:07.265Z] [INFO] ℹ️ Upstream exists: Using existing upstream remote
[2026-02-14T13:25:07.266Z] [INFO] 🔄 Fetching upstream...
[2026-02-14T13:25:07.595Z] [INFO] ✅ Upstream fetched: Successfully
[2026-02-14T13:25:07.595Z] [INFO] 🔄 Syncing default branch...
[2026-02-14T13:25:07.956Z] [INFO] ℹ️ Default branch: main
[2026-02-14T13:25:09.149Z] [INFO] ✅ Default branch synced: with upstream/main
[2026-02-14T13:25:09.150Z] [INFO] 🔄 Pushing to fork: main branch
[2026-02-14T13:25:09.622Z] [INFO] ✅ Fork updated: Default branch pushed to fork
[2026-02-14T13:25:09.624Z] [INFO]
🔍 Checking PR fork: Determining if branch is in another fork...
[2026-02-14T13:25:09.935Z] [INFO] ℹ️ PR fork owner: Same as current user, using origin remote
[2026-02-14T13:25:10.075Z] [INFO]
📌 Default branch: main
[2026-02-14T13:25:10.134Z] [INFO]
🔄 Checking out PR branch: issue-724-6b719f7321c5
[2026-02-14T13:25:10.135Z] [INFO] 📥 Fetching branches: From remote...
[2026-02-14T13:25:10.561Z] [INFO] 🔍 Verifying: Branch checkout...
[2026-02-14T13:25:10.604Z] [INFO] ✅ Branch checked out: issue-724-6b719f7321c5
[2026-02-14T13:25:10.605Z] [INFO] ✅ Current branch: issue-724-6b719f7321c5
[2026-02-14T13:25:10.605Z] [INFO] Branch operation: Checkout existing PR branch
[2026-02-14T13:25:10.606Z] [INFO] Branch verification: Matches expected
[2026-02-14T13:25:10.609Z] [INFO]
🔄 Continue mode: ACTIVE
[2026-02-14T13:25:10.609Z] [INFO] Using existing PR: #776
[2026-02-14T13:25:10.609Z] [INFO] PR URL: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776
[2026-02-14T13:25:10.610Z] [INFO]
🚀 Starting work session: 2026-02-14T13:25:10.610Z
[2026-02-14T13:25:10.979Z] [INFO] 📝 Converting PR: Back to draft mode...
[2026-02-14T13:25:11.712Z] [INFO] ✅ PR converted: Now in draft mode
[2026-02-14T13:25:12.640Z] [INFO] 💬 Posted: AI Work Session Started comment
[2026-02-14T13:25:12.974Z] [INFO] 👤 Current user: konard
[2026-02-14T13:25:12.974Z] [INFO]
📊 Comment counting conditions:
[2026-02-14T13:25:12.975Z] [INFO] prNumber: 776
[2026-02-14T13:25:12.975Z] [INFO] branchName: issue-724-6b719f7321c5
[2026-02-14T13:25:12.975Z] [INFO] isContinueMode: true
[2026-02-14T13:25:12.975Z] [INFO] Will count comments: true
[2026-02-14T13:25:12.975Z] [INFO] 💬 Counting comments: Checking for new comments since last commit...
[2026-02-14T13:25:12.975Z] [INFO] PR #776 on branch: issue-724-6b719f7321c5
[2026-02-14T13:25:12.975Z] [INFO] Owner/Repo: Jhon-Crow/godot-topdown-MVP
[2026-02-14T13:25:13.417Z] [INFO] 📅 Last commit time (from API): 2026-02-14T08:12:22.000Z
[2026-02-14T13:25:14.278Z] [INFO] 💬 New PR comments: 2
[2026-02-14T13:25:14.279Z] [INFO] 💬 New PR review comments: 0
[2026-02-14T13:25:14.279Z] [INFO] 💬 New issue comments: 0
[2026-02-14T13:25:14.279Z] [INFO] Total new comments: 2
[2026-02-14T13:25:14.279Z] [INFO] Comment lines to add: Yes
[2026-02-14T13:25:14.279Z] [INFO] PR review comments fetched: 0
[2026-02-14T13:25:14.279Z] [INFO] PR conversation comments fetched: 7
[2026-02-14T13:25:14.280Z] [INFO] Total PR comments checked: 7
[2026-02-14T13:25:17.233Z] [INFO] Feedback info will be added to prompt:
[2026-02-14T13:25:17.234Z] [INFO] - New comments on the pull request: 2
[2026-02-14T13:25:17.234Z] [INFO] - Pull request description was edited after last commit
[2026-02-14T13:25:17.234Z] [INFO] 📅 Getting timestamps: From GitHub servers...
[2026-02-14T13:25:17.574Z] [INFO] 📝 Issue updated: 2026-02-13T14:28:40.000Z
[2026-02-14T13:25:17.887Z] [INFO] 💬 Last comment: 2026-02-13T14:28:40.000Z
[2026-02-14T13:25:18.255Z] [INFO] 🔀 Recent PR: 2026-02-14T09:40:50.000Z
[2026-02-14T13:25:18.255Z] [INFO]
✅ Reference time: 2026-02-14T09:40:50.000Z
[2026-02-14T13:25:18.256Z] [INFO]
🔍 Checking for uncommitted changes to include as feedback...
[2026-02-14T13:25:18.313Z] [INFO] ✅ No uncommitted changes found
[2026-02-14T13:25:18.762Z] [INFO] 📦 Fork workflows detected: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-724-6b719f7321c5
[2026-02-14T13:25:21.308Z] [INFO] 🎭 Playwright MCP detected - enabling browser automation hints
[2026-02-14T13:25:21.414Z] [INFO] 👁️ Model vision capability: supported
[2026-02-14T13:25:21.415Z] [INFO]
📝 Final prompt structure:
[2026-02-14T13:25:21.416Z] [INFO] Characters: 621
[2026-02-14T13:25:21.416Z] [INFO] System prompt characters: 12741
[2026-02-14T13:25:21.416Z] [INFO] Feedback info: Included
[2026-02-14T13:25:21.418Z] [INFO]
🤖 Executing Claude: OPUS
[2026-02-14T13:25:21.418Z] [INFO] Model: opus
[2026-02-14T13:25:21.418Z] [INFO] Working directory: /tmp/gh-issue-solver-1771075500141
[2026-02-14T13:25:21.418Z] [INFO] Branch: issue-724-6b719f7321c5
[2026-02-14T13:25:21.419Z] [INFO] Prompt length: 621 chars
[2026-02-14T13:25:21.419Z] [INFO] System prompt length: 12741 chars
[2026-02-14T13:25:21.419Z] [INFO] Feedback info included: Yes (2 lines)
[2026-02-14T13:25:21.468Z] [INFO] 📈 System resources before execution:
[2026-02-14T13:25:21.469Z] [INFO] Memory: MemFree: 6563212 kB
[2026-02-14T13:25:21.469Z] [INFO] Load: 0.46 0.16 0.05 1/638 119873
[2026-02-14T13:25:21.469Z] [INFO]
📝 Raw command:
[2026-02-14T13:25:21.470Z] [INFO] (cd "/tmp/gh-issue-solver-1771075500141" && claude --output-format stream-json --verbose --dangerously-skip-permissions --model claude-opus-4-5-20251101 -p "Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
Your prepared branch: issue-724-6b719f7321c5
Your prepared working directory: /tmp/gh-issue-solver-1771075500141
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776
Your forked repository: konard/Jhon-Crow-godot-topdown-MVP
Original repository (upstream): Jhon-Crow/godot-topdown-MVP
GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-724-6b719f7321c5
New comments on the pull request: 2
Pull request description was edited after last commit
Continue.
" --append-system-prompt "You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-724-6b719f7321c5 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says \"failing\" but tools show \"passing\", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to ./experiments folder.
- When your experiments can show real world use case of the software, add it to ./examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause \"Could not process image\" errors and may crash the AI solver process. If the file command shows \"HTML\" or \"text\", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/776/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/776/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/776/reviews --paginate
IMPORTANT: The command \"gh pr view --json comments\" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/724/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 776 --body \"your message\" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 776, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 776.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-724-6b719f7321c5.
- When you finish, create a pull request from branch issue-724-6b719f7321c5. (Note: PR 776 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-724-6b719f7321c5.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 776 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body \"text\" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body \"text\" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/\${owner}/\${repo}/pulls/\${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
Visual UI work and screenshots.
- When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description.
- When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder).
- When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-724-6b719f7321c5/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image." | jq -c .)
[2026-02-14T13:25:21.470Z] [INFO]
[2026-02-14T13:25:21.470Z] [INFO] 📋 User prompt:
[2026-02-14T13:25:21.470Z] [INFO] ---BEGIN USER PROMPT---
[2026-02-14T13:25:21.471Z] [INFO] Issue to solve: https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724
Your prepared branch: issue-724-6b719f7321c5
Your prepared working directory: /tmp/gh-issue-solver-1771075500141
Your prepared Pull Request: https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776
Your forked repository: konard/Jhon-Crow-godot-topdown-MVP
Original repository (upstream): Jhon-Crow/godot-topdown-MVP
GitHub Actions on your fork: https://github.com/konard/Jhon-Crow-godot-topdown-MVP/actions?query=branch%3Aissue-724-6b719f7321c5
New comments on the pull request: 2
Pull request description was edited after last commit
Continue.
[2026-02-14T13:25:21.471Z] [INFO] ---END USER PROMPT---
[2026-02-14T13:25:21.471Z] [INFO] 📋 System prompt:
[2026-02-14T13:25:21.471Z] [INFO] ---BEGIN SYSTEM PROMPT---
[2026-02-14T13:25:21.471Z] [INFO] You are an AI issue solver. You prefer to find the root cause of each and every issue. When you talk, you prefer to speak with facts which you have double-checked yourself or cite sources that provide evidence, like quote actual code or give references to documents or pages found on the internet. You are polite and patient, and prefer to assume good intent, trying your best to be helpful. If you are unsure or have assumptions, you prefer to test them yourself or ask questions to clarify requirements.
General guidelines.
- When you execute commands, always save their logs to files for easier reading if the output becomes large.
- When running commands, do not set a timeout yourself — let them run as long as needed (default timeout - 2 minutes is more than enough), and once they finish, review the logs in the file.
- When running sudo commands (especially package installations like apt-get, yum, npm install, etc.), always run them in the background to avoid timeout issues and permission errors when the process needs to be killed. Use the run_in_background parameter or append & to the command.
- When CI is failing or user reports failures, consider adding a detailed investigation protocol to your todo list with these steps:
Step 1: List recent runs with timestamps using: gh run list --repo Jhon-Crow/godot-topdown-MVP --branch issue-724-6b719f7321c5 --limit 5 --json databaseId,conclusion,createdAt,headSha
Step 2: Verify runs are after the latest commit by checking timestamps and SHA
Step 3: For each non-passing run, download logs to preserve them: gh run view {run-id} --repo Jhon-Crow/godot-topdown-MVP --log > ci-logs/{workflow}-{run-id}.log
Step 4: Read each downloaded log file using Read tool to understand the actual failures
Step 5: Report findings with specific errors and line numbers from logs
This detailed investigation is especially helpful when user mentions CI failures, asks to investigate logs, you see non-passing status, or when finalizing a PR.
Note: If user says "failing" but tools show "passing", this might indicate stale data - consider downloading fresh logs and checking timestamps to resolve the discrepancy.
- When a code or log file has more than 1500 lines, read it in chunks of 1500 lines.
- When facing a complex problem, do as much tracing as possible and turn on all verbose modes.
- When you create debug, test, or example/experiment scripts for fixing, always keep them in an ./examples and/or ./experiments folders so you can reuse them later.
- When testing your assumptions, use the experiment scripts, and add it to ./experiments folder.
- When your experiments can show real world use case of the software, add it to ./examples folder.
- When you face something extremely hard, use divide and conquer — it always helps.
Initial research.
- When you start, make sure you create detailed plan for yourself and follow your todo list step by step, make sure that as many points from these guidelines are added to your todo list to keep track of everything that can help you solve the issue with highest possible quality.
- When user mentions CI failures or asks to investigate logs, consider adding these todos to track the investigation: (1) List recent CI runs with timestamps, (2) Download logs from failed runs to ci-logs/ directory, (3) Analyze error messages and identify root cause, (4) Implement fix, (5) Verify fix resolves the specific errors found in logs.
- When you read issue, read all details and comments thoroughly.
- When you see screenshots or images in issue descriptions, pull request descriptions, comments, or discussions, use WebFetch tool (or fetch tool) to download the image first, then use Read tool to view and analyze it. IMPORTANT: Before reading downloaded images with the Read tool, verify the file is a valid image (not HTML). Use a CLI tool like 'file' command to check the actual file format. Reading corrupted or non-image files (like GitHub's HTML 404 pages saved as .png) can cause "Could not process image" errors and may crash the AI solver process. If the file command shows "HTML" or "text", the download failed and you should retry or skip the image.
- When you need issue details, use gh issue view https://github.com/Jhon-Crow/godot-topdown-MVP/issues/724.
- When you need related code, use gh search code --owner Jhon-Crow [keywords].
- When you need repo context, read files in your working directory.
- When you study related work, study the most recent related pull requests.
- When issue is not defined enough, write a comment to ask clarifying questions.
- When accessing GitHub Gists (especially private ones), use gh gist view command instead of direct URL fetching to ensure proper authentication.
- When you are fixing a bug, please make sure you first find the actual root cause, do as many experiments as needed.
- When you are fixing a bug and code does not have enough tracing/logs, add them and make sure they stay in the code, but are switched off by default.
- When you need comments on a pull request, note that GitHub has THREE different comment types with different API endpoints:
1. PR review comments (inline code comments): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/776/comments --paginate
2. PR conversation comments (general discussion): gh api repos/Jhon-Crow/godot-topdown-MVP/issues/776/comments --paginate
3. PR reviews (approve/request changes): gh api repos/Jhon-Crow/godot-topdown-MVP/pulls/776/reviews --paginate
IMPORTANT: The command "gh pr view --json comments" ONLY returns conversation comments and misses review comments!
- When you need latest comments on issue, use gh api repos/Jhon-Crow/godot-topdown-MVP/issues/724/comments --paginate.
Solution development and testing.
- When issue is solvable, implement code with tests.
- When implementing features, search for similar existing implementations in the codebase and use them as examples instead of implementing everything from scratch.
- When coding, each atomic step that can be useful by itself should be commited to the pull request's branch, meaning if work will be interrupted by any reason parts of solution will still be kept intact and safe in pull request.
- When you test:
start from testing of small functions using separate scripts;
write unit tests with mocks for easy and quick start.
- When you test integrations, use existing framework.
- When you test solution draft, include automated checks in pr.
- When issue is unclear, write comment on issue asking questions.
- When you encounter any problems that you unable to solve yourself (any human feedback or help), write a comment to the pull request asking for help.
- When you need human help, use gh pr comment 776 --body "your message" to comment on existing PR.
Preparing pull request.
- When you code, follow contributing guidelines.
- When you commit, write clear message.
- When you need examples of style, use gh pr list --repo Jhon-Crow/godot-topdown-MVP --state merged --search [keywords].
- When you open pr, describe solution draft and include tests.
- When there is a package with version and GitHub Actions workflows for automatic release, update the version (or other necessary release trigger) in your pull request to prepare for next release.
- When you update existing pr 776, use gh pr edit to modify title and description.
- When you are about to commit or push code, ALWAYS run local CI checks first if they are available in contributing guidelines (like ruff check, mypy, eslint, etc.) to catch errors before pushing.
- When you finalize the pull request:
follow style from merged prs for code, title, and description,
make sure no uncommitted changes corresponding to the original requirements are left behind,
make sure the default branch is merged to the pull request's branch,
make sure all CI checks passing if they exist before you finish,
check for latest comments on the issue and pull request to ensure no recent feedback was missed,
double-check that all changes in the pull request answer to original requirements of the issue,
make sure no new new bugs are introduced in pull request by carefully reading gh pr diff,
make sure no previously existing features were removed without an explicit request from users via the issue description, issue comments, and/or pull request comments.
- When you finish implementation, use gh pr ready 776.
Workflow and collaboration.
- When you check branch, verify with git branch --show-current.
- When you push, push only to branch issue-724-6b719f7321c5.
- When you finish, create a pull request from branch issue-724-6b719f7321c5. (Note: PR 776 already exists, update it instead)
- When you organize workflow, use pull requests instead of direct merges to default branch (main or master).
- When you manage commits, preserve commit history for later analysis.
- When you contribute, keep repository history forward-moving with regular commits, pushes, and reverts if needed.
- When you face conflict that you cannot resolve yourself, ask for help.
- When you collaborate, respect branch protections by working only on issue-724-6b719f7321c5.
- When you mention result, include pull request url or comment url.
- When you need to create pr, remember pr 776 already exists for this branch.
Self review.
- When you check your solution draft, run all tests locally.
- When you check your solution draft, verify git status shows a clean working tree with no uncommitted changes.
- When you compare with repo style, use gh pr diff [number].
- When you finalize, confirm code, tests, and description are consistent.
GitHub CLI command patterns.
- IMPORTANT: Always use --paginate flag when fetching lists from GitHub API to ensure all results are returned (GitHub returns max 30 per page by default).
- When listing PR review comments (inline code comments), use gh api repos/OWNER/REPO/pulls/NUMBER/comments --paginate.
- When listing PR conversation comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When listing PR reviews, use gh api repos/OWNER/REPO/pulls/NUMBER/reviews --paginate.
- When listing issue comments, use gh api repos/OWNER/REPO/issues/NUMBER/comments --paginate.
- When adding PR comment, use gh pr comment NUMBER --body "text" --repo OWNER/REPO.
- When adding issue comment, use gh issue comment NUMBER --body "text" --repo OWNER/REPO.
- When viewing PR details, use gh pr view NUMBER --repo OWNER/REPO.
- When filtering with jq, use gh api repos/${owner}/${repo}/pulls/${prNumber}/comments --paginate --jq 'reverse | .[0:5]'.
Playwright MCP usage (browser automation via mcp__playwright__* tools).
- When you develop frontend web applications (HTML, CSS, JavaScript, React, Vue, Angular, etc.), use Playwright MCP tools to test the UI in a real browser.
- When WebFetch tool fails to retrieve expected content (e.g., returns empty content, JavaScript-rendered pages, or login-protected pages), use Playwright MCP tools (browser_navigate, browser_snapshot) as a fallback for web browsing.
- When you need to interact with dynamic web pages that require JavaScript execution, use Playwright MCP tools.
- When you need to visually verify how a web page looks or take screenshots, use browser_take_screenshot from Playwright MCP.
- When you need to fill forms, click buttons, or perform user interactions on web pages, use Playwright MCP tools (browser_click, browser_type, browser_fill_form).
- When you need to test responsive design or different viewport sizes, use browser_resize from Playwright MCP.
- When you finish using the browser, always close it with browser_close to free resources.
Visual UI work and screenshots.
- When you work on visual UI changes (frontend, CSS, HTML, design), include a render or screenshot of the final result in the pull request description.
- When you need to show visual results, take a screenshot and save it to the repository (e.g., in a docs/screenshots/ or assets/ folder).
- When you save screenshots to the repository, use permanent raw file links in the pull request description markdown (e.g., https://raw.githubusercontent.com/Jhon-Crow/godot-topdown-MVP/issue-724-6b719f7321c5/docs/screenshots/result.png).
- When uploading images, commit them to the branch first, then reference them using the raw GitHub URL format.
- When the visual result is important for review, mention it explicitly in the pull request description with the embedded image.
[2026-02-14T13:25:21.472Z] [INFO] ---END SYSTEM PROMPT---
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[2026-02-14T13:25:21.473Z] [INFO] 📋 Command details:
[2026-02-14T13:25:21.474Z] [INFO] 📂 Working directory: /tmp/gh-issue-solver-1771075500141
[2026-02-14T13:25:21.474Z] [INFO] 🌿 Branch: issue-724-6b719f7321c5
[2026-02-14T13:25:21.474Z] [INFO] 🤖 Model: Claude OPUS
[2026-02-14T13:25:21.474Z] [INFO] 🍴 Fork: konard/Jhon-Crow-godot-topdown-MVP
[2026-02-14T13:25:21.474Z] [INFO]
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"[{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3898817443\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3898817443\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3898817443,\"node_id\":\"IC_kwDOQ35BQ87oYzuj\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-13T18:53:02Z\",\"updated_at\":\"2026-02-13T18:53:02Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.008095\\n- Calculated by Anthropic: $3.375151 USD\\n- Difference: $-2.632943 (-43.82%)\\n📎 **Log file uploaded as Gist** (881KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/1b0a3d8730caa84445b16cf85bcd9eee/raw/03d07624b64ade43212e64db2c31a82b67c5ff9b/solution-draft-log-pr-1771008777125.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3898817443/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3899362147\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3899362147\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3899362147,\"node_id\":\"IC_kwDOQ35BQ87oa4tj\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-13T20:43:56Z\",\"updated_at\":\"2026-02-13T20:43:56Z\",\"body\":\"мне нужна оптимизация под 200+ снарядов на экране.\\r\\nнужна оптимизация как в the binding of isaac: rebirth.\\r\\nбез урезания видимых пуль и эффектов.\\r\\nPlease collect data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), and propose possible solutions (including known existing components/libraries, that solve similar problem or can help in solutions).\\r\\nи реализуй\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3899362147/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901359209\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901359209\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901359209,\"node_id\":\"IC_kwDOQ35BQ87oigRp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:00:35Z\",\"updated_at\":\"2026-02-14T08:00:35Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-14T08:00:33.145Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901359209/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901379915\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901379915\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901379915,\"node_id\":\"IC_kwDOQ35BQ87oilVL\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:14:55Z\",\"updated_at\":\"2026-02-14T08:14:55Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n### Work Completed\\n\\nBased on the feedback requesting optimization like The Binding of Isaac: Rebirth for 200+ projectiles with case study analysis:\\n\\n#### 1. Deep Case Study Research\\nCreated comprehensive research documentation in `docs/case-studies/issue-724/research.md` including:\\n- Analysis of The Binding of Isaac: Rebirth optimization techniques\\n- Industry best practices (object pooling, spatial partitioning, batch rendering)\\n- Godot-specific solutions and community benchmarks\\n- Plugin recommendations (PerfBullets, BlastBullets2D)\\n\\n#### 2. Pool Size Optimization\\nIncreased pool sizes for bullet-hell scenarios:\\n- Bullets: 100 → 300 (supports 200+ active)\\n- Shrapnel: 50 → 150 (multiple grenade explosions)\\n- Breaker Shrapnel: 80 → 200 (breaker bullet chains)\\n\\n#### 3. Full Integration\\nAll projectile spawning now uses pooling with automatic fallback:\\n- ✅ Player bullets (player.gd)\\n- ✅ Enemy bullets (enemy.gd)\\n- ✅ Frag grenade shrapnel\\n- ✅ Defensive grenade shrapnel\\n- ✅ VOG grenade shrapnel\\n- ✅ Breaker bullet shrapnel\\n\\n#### 4. Automatic Pool Return\\nAdded `_destroy()` method to all projectiles that:\\n- Returns to pool if `ProjectilePoolManager` is available\\n- Falls back to `queue_free()` otherwise\\n- Enables automatic pooling without requiring code changes to existing callers\\n\\n### Performance Expectations\\nBased on research:\\n| Metric | Before | After |\\n|--------|--------|-------|\\n| Spawn time (100 bullets) | ~5-10ms | ~0.5-1ms |\\n| Max concurrent at 60 FPS | ~300-500 | ~1000-2000 |\\n| Speedup factor | - | 10-20x |\\n\\n### CI Status\\nAll checks passing ✅\\n\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901379915/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901380384\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901380384\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901380384,\"node_id\":\"IC_kwDOQ35BQ87oilcg\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:15:13Z\",\"updated_at\":\"2026-02-14T08:15:13Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $8.551440\\n- Calculated by Anthropic: $6.041635 USD\\n- Difference: $-2.509805 (-29.35%)\\n📎 **Log file uploaded as Gist** (2274KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/16358fe85d8fbca54eb1aa8985d6d675/raw/bb53ab9bbe0a1f61fa09be32551e6c83fc3fd31a/solution-draft-log-pr-1771056908104.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901380384/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901400122\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901400122\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901400122,\"node_id\":\"IC_kwDOQ35BQ87oiqQ6\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:27:54Z\",\"updated_at\":\"2026-02-14T08:27:54Z\",\"body\":\"при стрельбе из дробовика с превзрывателем или при взрыве Ф-1 всё ещё происходит сильное падение частоты кадров ненадолго.\\r\\n[game_log_20260214_112401.txt](https://github.com/user-attachments/files/25312610/game_log_20260214_112401.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901400122/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901916811\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901916811\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901916811,\"node_id\":\"IC_kwDOQ35BQ87okoaL\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T13:25:12Z\",\"updated_at\":\"2026-02-14T13:25:12Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-14T13:25:10.610Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901916811/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
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🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $6.008095\\n- Calculated by Anthropic: $3.375151 USD\\n- Difference: $-2.632943 (-43.82%)\\n📎 **Log file uploaded as Gist** (881KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/1b0a3d8730caa84445b16cf85bcd9eee/raw/03d07624b64ade43212e64db2c31a82b67c5ff9b/solution-draft-log-pr-1771008777125.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3898817443/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3899362147\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3899362147\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3899362147,\"node_id\":\"IC_kwDOQ35BQ87oa4tj\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-13T20:43:56Z\",\"updated_at\":\"2026-02-13T20:43:56Z\",\"body\":\"мне нужна оптимизация под 200+ снарядов на экране.\\r\\nнужна оптимизация как в the binding of isaac: rebirth.\\r\\nбез урезания видимых пуль и эффектов.\\r\\nPlease collect data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), and propose possible solutions (including known existing components/libraries, that solve similar problem or can help in solutions).\\r\\nи реализуй\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3899362147/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901359209\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901359209\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901359209,\"node_id\":\"IC_kwDOQ35BQ87oigRp\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:00:35Z\",\"updated_at\":\"2026-02-14T08:00:35Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-14T08:00:33.145Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901359209/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901379915\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901379915\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901379915,\"node_id\":\"IC_kwDOQ35BQ87oilVL\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:14:55Z\",\"updated_at\":\"2026-02-14T08:14:55Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n### Work Completed\\n\\nBased on the feedback requesting optimization like The Binding of Isaac: Rebirth for 200+ projectiles with case study analysis:\\n\\n#### 1. Deep Case Study Research\\nCreated comprehensive research documentation in `docs/case-studies/issue-724/research.md` including:\\n- Analysis of The Binding of Isaac: Rebirth optimization techniques\\n- Industry best practices (object pooling, spatial partitioning, batch rendering)\\n- Godot-specific solutions and community benchmarks\\n- Plugin recommendations (PerfBullets, BlastBullets2D)\\n\\n#### 2. Pool Size Optimization\\nIncreased pool sizes for bullet-hell scenarios:\\n- Bullets: 100 → 300 (supports 200+ active)\\n- Shrapnel: 50 → 150 (multiple grenade explosions)\\n- Breaker Shrapnel: 80 → 200 (breaker bullet chains)\\n\\n#### 3. Full Integration\\nAll projectile spawning now uses pooling with automatic fallback:\\n- ✅ Player bullets (player.gd)\\n- ✅ Enemy bullets (enemy.gd)\\n- ✅ Frag grenade shrapnel\\n- ✅ Defensive grenade shrapnel\\n- ✅ VOG grenade shrapnel\\n- ✅ Breaker bullet shrapnel\\n\\n#### 4. Automatic Pool Return\\nAdded `_destroy()` method to all projectiles that:\\n- Returns to pool if `ProjectilePoolManager` is available\\n- Falls back to `queue_free()` otherwise\\n- Enables automatic pooling without requiring code changes to existing callers\\n\\n### Performance Expectations\\nBased on research:\\n| Metric | Before | After |\\n|--------|--------|-------|\\n| Spawn time (100 bullets) | ~5-10ms | ~0.5-1ms |\\n| Max concurrent at 60 FPS | ~300-500 | ~1000-2000 |\\n| Speedup factor | - | 10-20x |\\n\\n### CI Status\\nAll checks passing ✅\\n\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901379915/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901380384\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901380384\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901380384,\"node_id\":\"IC_kwDOQ35BQ87oilcg\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:15:13Z\",\"updated_at\":\"2026-02-14T08:15:13Z\",\"body\":\"## 🤖 Solution Draft Log\\nThis log file contains the complete execution trace of the AI solution draft process.\\n\\n💰 **Cost estimation:**\\n- Public pricing estimate: $8.551440\\n- Calculated by Anthropic: $6.041635 USD\\n- Difference: $-2.509805 (-29.35%)\\n📎 **Log file uploaded as Gist** (2274KB)\\n🔗 [View complete solution draft log](https://gist.githubusercontent.com/konard/16358fe85d8fbca54eb1aa8985d6d675/raw/bb53ab9bbe0a1f61fa09be32551e6c83fc3fd31a/solution-draft-log-pr-1771056908104.txt)\\n---\\n*Now working session is ended, feel free to review and add any feedback on the solution draft.*\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901380384/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901400122\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901400122\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901400122,\"node_id\":\"IC_kwDOQ35BQ87oiqQ6\",\"user\":{\"login\":\"Jhon-Crow\",\"id\":133867474,\"node_id\":\"U_kgDOB_qn0g\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/133867474?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/Jhon-Crow\",\"html_url\":\"https://github.com/Jhon-Crow\",\"followers_url\":\"https://api.github.com/users/Jhon-Crow/followers\",\"following_url\":\"https://api.github.com/users/Jhon-Crow/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/Jhon-Crow/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/Jhon-Crow/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/Jhon-Crow/subscriptions\",\"organizations_url\":\"https://api.github.com/users/Jhon-Crow/orgs\",\"repos_url\":\"https://api.github.com/users/Jhon-Crow/repos\",\"events_url\":\"https://api.github.com/users/Jhon-Crow/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/Jhon-Crow/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T08:27:54Z\",\"updated_at\":\"2026-02-14T08:27:54Z\",\"body\":\"при стрельбе из дробовика с превзрывателем или при взрыве Ф-1 всё ещё происходит сильное падение частоты кадров ненадолго.\\r\\n[game_log_20260214_112401.txt](https://github.com/user-attachments/files/25312610/game_log_20260214_112401.txt)\\r\\nPlease download all logs and data related about the issue to this repository, make sure we compile that data to `./docs/case-studies/issue-{id}` folder, and use it to do deep case study analysis (also make sure to search online for additional facts and data), in which we will reconstruct timeline/sequence of events, find root causes of the problem, and propose possible solutions.\\r\\n\",\"author_association\":\"OWNER\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901400122/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null},{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901916811\",\"html_url\":\"https://github.com/Jhon-Crow/godot-topdown-MVP/pull/776#issuecomment-3901916811\",\"issue_url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/776\",\"id\":3901916811,\"node_id\":\"IC_kwDOQ35BQ87okoaL\",\"user\":{\"login\":\"konard\",\"id\":1431904,\"node_id\":\"MDQ6VXNlcjE0MzE5MDQ=\",\"avatar_url\":\"https://avatars.githubusercontent.com/u/1431904?v=4\",\"gravatar_id\":\"\",\"url\":\"https://api.github.com/users/konard\",\"html_url\":\"https://github.com/konard\",\"followers_url\":\"https://api.github.com/users/konard/followers\",\"following_url\":\"https://api.github.com/users/konard/following{/other_user}\",\"gists_url\":\"https://api.github.com/users/konard/gists{/gist_id}\",\"starred_url\":\"https://api.github.com/users/konard/starred{/owner}{/repo}\",\"subscriptions_url\":\"https://api.github.com/users/konard/subscriptions\",\"organizations_url\":\"https://api.github.com/users/konard/orgs\",\"repos_url\":\"https://api.github.com/users/konard/repos\",\"events_url\":\"https://api.github.com/users/konard/events{/privacy}\",\"received_events_url\":\"https://api.github.com/users/konard/received_events\",\"type\":\"User\",\"user_view_type\":\"public\",\"site_admin\":false},\"created_at\":\"2026-02-14T13:25:12Z\",\"updated_at\":\"2026-02-14T13:25:12Z\",\"body\":\"🤖 **AI Work Session Started**\\n\\nStarting automated work session at 2026-02-14T13:25:10.610Z\\n\\nThe PR has been converted to draft mode while work is in progress.\\n\\n_This comment marks the beginning of an AI work session. Please wait for the session to finish, and provide your feedback._\",\"author_association\":\"CONTRIBUTOR\",\"pin\":null,\"reactions\":{\"url\":\"https://api.github.com/repos/Jhon-Crow/godot-topdown-MVP/issues/comments/3901916811/reactions\",\"total_count\":0,\"+1\":0,\"-1\":0,\"laugh\":0,\"hooray\":0,\"confused\":0,\"heart\":0,\"rocket\":0,\"eyes\":0},\"performed_via_github_app\":null}]",
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"content": "title:\tOptimize projectiles for 200+ bullet-hell scenarios (Issue #724)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t776\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/776\nadditions:\t1711\ndeletions:\t62\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements comprehensive object pooling optimization for projectiles (bullets and shrapnel) to enable bullet-hell scenarios with 200+ simultaneous projectiles without FPS drops - similar to The Binding of Isaac: Rebirth.\n\nFixes #724\n\n## Changes\n\n### Object Pooling System\n- **ProjectilePoolManager** (autoload singleton) manages pools of reusable projectiles\n- Pool sizes optimized for bullet-hell scenarios:\n - Bullets: 300 (supports 200+ active with recycling headroom)\n - Shrapnel: 150 (for multiple grenade explosions)\n - Breaker Shrapnel: 200 (for breaker bullet chains)\n\n### Automatic Pooling Integration\nAll projectile spawning now uses pooling with automatic fallback:\n\n| Component | Pooling Method | Fallback |\n|-----------|----------------|----------|\n| Player bullets | `pool_manager.get_bullet()` | `instantiate()` |\n| Enemy bullets | `pool_manager.get_bullet()` | `instantiate()` |\n| Frag grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| Defensive grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| VOG grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| Breaker bullet shrapnel | `pool_manager.get_breaker_shrapnel()` | `instantiate()` |\n\n### Projectile Return to Pool\nAll projectile destruction now uses `_destroy()` method which:\n- Returns projectile to pool if `ProjectilePoolManager` is available\n- Falls back to `queue_free()` if pool not available\n- Enables automatic pooling without requiring code changes\n\n### Case Study & Research Documentation\nCreated comprehensive research documentation in `docs/case-studies/issue-724/`:\n- **research.md** - Deep analysis of bullet-hell optimization techniques\n - The Binding of Isaac: Rebirth optimization analysis\n - Industry best practices (object pooling, spatial partitioning, batch rendering)\n - Godot-specific solutions and plugins\n - Performance benchmarks from community\n- **README.md** - Updated with architecture overview\n- **performance_benchmark.md** - Updated integration checklist\n\n## Performance Expectations\n\nBased on research from Godot community and industry best practices:\n\n| Metric | Before | After |\n|--------|--------|-------|\n| Spawn time (100 bullets) | ~5-10ms | ~0.5-1ms |\n| Max concurrent at 60 FPS | ~300-500 | ~1000-2000 |\n| Memory allocations/frame | Many | Minimal |\n| Speedup factor | - | 10-20x |\n\n## Research Sources\n\n- [Godot Forum: Bullet Hell Optimization](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n- [Godot Forum: Collision Pairs Optimization](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n- [Little Polygon: Bullet Tech Breakdown](https://blog.littlepolygon.com/posts/bullets/)\n- [PerfBullets Plugin](https://github.com/Moonzel/Godot-PerfBullets)\n- [BlastBullets2D Plugin](https://github.com/nikoladevelops/godot-blast-bullets-2d)\n\n## Test Plan\n- [ ] Test player shooting with rapid fire (verify bullets are pooled)\n- [ ] Test enemy shooting (verify enemy bullets use pooling)\n- [ ] Test frag grenade explosion (verify shrapnel is pooled)\n- [ ] Test defensive grenade explosion\n- [ ] Test VOG grenade explosion\n- [ ] Test breaker bullets with shotgun (verify breaker shrapnel is pooled)\n- [ ] Verify no visual or gameplay differences from original behavior\n- [ ] Test pool exhaustion scenario (oldest projectile recycled)\n\n## Files Changed\n\n### New Files\n- `docs/case-studies/issue-724/research.md` - Deep case study with online research\n\n### Modified Files\n- `scripts/autoload/projectile_pool_manager.gd` - Increased pool sizes for 200+ projectiles\n- `scripts/characters/player.gd` - Uses pooled bullets\n- `scripts/objects/enemy.gd` - Uses pooled bullets\n- `scripts/projectiles/bullet.gd` - `_destroy()` method, pooled breaker shrapnel\n- `scripts/projectiles/shrapnel.gd` - `_destroy()` method for auto-pooling\n- `scripts/projectiles/breaker_shrapnel.gd` - `_destroy()` method for auto-pooling\n- `scripts/projectiles/frag_grenade.gd` - Uses pooled shrapnel\n- `scripts/projectiles/defensive_grenade.gd` - Uses pooled shrapnel\n- `scripts/projectiles/vog_grenade.gd` - Uses pooled shrapnel\n- `docs/case-studies/issue-724/README.md` - Updated documentation\n- `docs/case-studies/issue-724/performance_benchmark.md` - Updated benchmarks\n\n---\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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"stdout": "title:\tOptimize projectiles for 200+ bullet-hell scenarios (Issue #724)\nstate:\tDRAFT\nauthor:\tkonard\nlabels:\t\nassignees:\t\nreviewers:\t\nprojects:\t\nmilestone:\t\nnumber:\t776\nurl:\thttps://github.com/Jhon-Crow/godot-topdown-MVP/pull/776\nadditions:\t1711\ndeletions:\t62\nauto-merge:\tdisabled\n--\n## Summary\n\nImplements comprehensive object pooling optimization for projectiles (bullets and shrapnel) to enable bullet-hell scenarios with 200+ simultaneous projectiles without FPS drops - similar to The Binding of Isaac: Rebirth.\n\nFixes #724\n\n## Changes\n\n### Object Pooling System\n- **ProjectilePoolManager** (autoload singleton) manages pools of reusable projectiles\n- Pool sizes optimized for bullet-hell scenarios:\n - Bullets: 300 (supports 200+ active with recycling headroom)\n - Shrapnel: 150 (for multiple grenade explosions)\n - Breaker Shrapnel: 200 (for breaker bullet chains)\n\n### Automatic Pooling Integration\nAll projectile spawning now uses pooling with automatic fallback:\n\n| Component | Pooling Method | Fallback |\n|-----------|----------------|----------|\n| Player bullets | `pool_manager.get_bullet()` | `instantiate()` |\n| Enemy bullets | `pool_manager.get_bullet()` | `instantiate()` |\n| Frag grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| Defensive grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| VOG grenade shrapnel | `pool_manager.get_shrapnel()` | `instantiate()` |\n| Breaker bullet shrapnel | `pool_manager.get_breaker_shrapnel()` | `instantiate()` |\n\n### Projectile Return to Pool\nAll projectile destruction now uses `_destroy()` method which:\n- Returns projectile to pool if `ProjectilePoolManager` is available\n- Falls back to `queue_free()` if pool not available\n- Enables automatic pooling without requiring code changes\n\n### Case Study & Research Documentation\nCreated comprehensive research documentation in `docs/case-studies/issue-724/`:\n- **research.md** - Deep analysis of bullet-hell optimization techniques\n - The Binding of Isaac: Rebirth optimization analysis\n - Industry best practices (object pooling, spatial partitioning, batch rendering)\n - Godot-specific solutions and plugins\n - Performance benchmarks from community\n- **README.md** - Updated with architecture overview\n- **performance_benchmark.md** - Updated integration checklist\n\n## Performance Expectations\n\nBased on research from Godot community and industry best practices:\n\n| Metric | Before | After |\n|--------|--------|-------|\n| Spawn time (100 bullets) | ~5-10ms | ~0.5-1ms |\n| Max concurrent at 60 FPS | ~300-500 | ~1000-2000 |\n| Memory allocations/frame | Many | Minimal |\n| Speedup factor | - | 10-20x |\n\n## Research Sources\n\n- [Godot Forum: Bullet Hell Optimization](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n- [Godot Forum: Collision Pairs Optimization](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n- [Little Polygon: Bullet Tech Breakdown](https://blog.littlepolygon.com/posts/bullets/)\n- [PerfBullets Plugin](https://github.com/Moonzel/Godot-PerfBullets)\n- [BlastBullets2D Plugin](https://github.com/nikoladevelops/godot-blast-bullets-2d)\n\n## Test Plan\n- [ ] Test player shooting with rapid fire (verify bullets are pooled)\n- [ ] Test enemy shooting (verify enemy bullets use pooling)\n- [ ] Test frag grenade explosion (verify shrapnel is pooled)\n- [ ] Test defensive grenade explosion\n- [ ] Test VOG grenade explosion\n- [ ] Test breaker bullets with shotgun (verify breaker shrapnel is pooled)\n- [ ] Verify no visual or gameplay differences from original behavior\n- [ ] Test pool exhaustion scenario (oldest projectile recycled)\n\n## Files Changed\n\n### New Files\n- `docs/case-studies/issue-724/research.md` - Deep case study with online research\n\n### Modified Files\n- `scripts/autoload/projectile_pool_manager.gd` - Increased pool sizes for 200+ projectiles\n- `scripts/characters/player.gd` - Uses pooled bullets\n- `scripts/objects/enemy.gd` - Uses pooled bullets\n- `scripts/projectiles/bullet.gd` - `_destroy()` method, pooled breaker shrapnel\n- `scripts/projectiles/shrapnel.gd` - `_destroy()` method for auto-pooling\n- `scripts/projectiles/breaker_shrapnel.gd` - `_destroy()` method for auto-pooling\n- `scripts/projectiles/frag_grenade.gd` - Uses pooled shrapnel\n- `scripts/projectiles/defensive_grenade.gd` - Uses pooled shrapnel\n- `scripts/projectiles/vog_grenade.gd` - Uses pooled shrapnel\n- `docs/case-studies/issue-724/README.md` - Updated documentation\n- `docs/case-studies/issue-724/performance_benchmark.md` - Updated benchmarks\n\n---\n🤖 Generated with [Claude Code](https://claude.com/claude-code)",
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"text": "Now I can see the latest comments. The most recent feedback from **Jhon-Crow** (comment #3901400122) reports:\n\n> \"при стрельбе из дробовика с превзрывателем или при взрыве Ф-1 всё ещё происходит сильное падение частоты кадров ненадолго.\"\n> (Translation: \"When shooting from a shotgun with breaker or when the F-1 grenade explodes, there is still a strong FPS drop for a short time.\")\n\nThey've attached a log file and asked for a deep case study analysis with root cause investigation.\n\nLet me download the log file and analyze it:"
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"content": " 1→[11:24:01] [INFO] ============================================================\n 2→[11:24:01] [INFO] GAME LOG STARTED\n 3→[11:24:01] [INFO] ============================================================\n 4→[11:24:01] [INFO] Timestamp: 2026-02-14T11:24:01\n 5→[11:24:01] [INFO] Log file: I:/Загрузки/godot exe/оптимизация снарядов/game_log_20260214_112401.txt\n 6→[11:24:01] [INFO] Executable: I:/Загрузки/godot exe/оптимизация снарядов/Godot-Top-Down-Template.exe\n 7→[11:24:01] [INFO] OS: Windows\n 8→[11:24:01] [INFO] Debug build: false\n 9→[11:24:01] [INFO] Engine version: 4.3-stable (official)\n 10→[11:24:01] [INFO] Project: Godot Top-Down Template\n 11→[11:24:01] [INFO] ------------------------------------------------------------\n 12→[11:24:01] [INFO] [GameManager] GameManager ready\n 13→[11:24:01] [INFO] [ScoreManager] ScoreManager ready\n 14→[11:24:01] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n 15→[11:24:01] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n 16→[11:24:01] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n 17→[11:24:01] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n 18→[11:24:01] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 19→[11:24:01] [INFO] [PenultimateHit] Saturation shader loaded successfully\n 20→[11:24:01] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n 21→[11:24:01] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n 22→[11:24:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n 23→[11:24:01] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n 24→[11:24:01] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n 25→[11:24:01] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n 26→[11:24:01] [INFO] [LastChance] Resetting all effects (scene change detected)\n 27→[11:24:01] [INFO] [LastChance] Last chance shader loaded successfully\n 28→[11:24:01] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n 29→[11:24:01] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n 30→[11:24:01] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n 31→[11:24:01] [INFO] [LastChance] Sepia intensity: 0.70\n 32→[11:24:01] [INFO] [LastChance] Brightness: 0.60\n 33→[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n 34→[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n 35→[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n 36→[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/AggressionGasGrenade.tscn\n 37→[11:24:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: false, Invincibility: true, Realistic visibility: false\n 38→[11:24:01] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n 39→[11:24:01] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n 40→[11:24:01] [INFO] [CinemaEffects] Created effects layer at layer 99\n 41→[11:24:01] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n 42→[11:24:01] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n 43→[11:24:01] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n 44→[11:24:01] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n 45→[11:24:01] [INFO] [CinemaEffects] Grain intensity: 0.15\n 46→[11:24:01] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n 47→[11:24:01] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n 48→[11:24:01] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n 49→[11:24:01] [INFO] [CinemaEffects] Film defects: 1.5% probability\n 50→[11:24:01] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n 51→[11:24:01] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n 52→[11:24:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n 53→[11:24:01] [INFO] [GrenadeTimerHelper] Autoload ready\n 54→[11:24:01] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 55→[11:24:01] [INFO] [PowerFantasy] Saturation shader loaded successfully\n 56→[11:24:01] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n 57→[11:24:01] [INFO] [PowerFantasy] Kill effect duration: 300ms\n 58→[11:24:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n 59→[11:24:01] [INFO] [ProgressManager] ProgressManager ready, loaded 14 entries\n 60→[11:24:01] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n 61→[11:24:01] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n 62→[11:24:01] [INFO] [FlashbangPlayer] Flashbang player shader loaded successfully\n 63→[11:24:01] [INFO] [FlashbangPlayer] Starting shader warmup (Issue #343 fix)...\n 64→[11:24:01] [INFO] [FlashbangPlayer] FlashbangPlayerEffectsManager ready\n 65→[11:24:01] [INFO] [FlashbangPlayer] Duration range: 1.0-5.0 seconds\n 66→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 67→[11:24:01] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 68→[11:24:01] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 69→[11:24:01] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 70→[11:24:01] [ENEMY] [Enemy1] Death animation component initialized\n 71→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 72→[11:24:01] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 73→[11:24:01] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 74→[11:24:01] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 75→[11:24:01] [ENEMY] [Enemy2] Death animation component initialized\n 76→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 77→[11:24:01] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 78→[11:24:01] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 79→[11:24:01] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 80→[11:24:01] [INFO] [EnemyGrenade] Initialized: 1 grenades\n 81→[11:24:01] [ENEMY] [Enemy3] Death animation component initialized\n 82→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 83→[11:24:01] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 84→[11:24:01] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 85→[11:24:01] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 86→[11:24:01] [ENEMY] [Enemy4] Death animation component initialized\n 87→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 88→[11:24:01] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 89→[11:24:01] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 90→[11:24:01] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 91→[11:24:01] [ENEMY] [Enemy5] Death animation component initialized\n 92→[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 93→[11:24:01] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 94→[11:24:01] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 95→[11:24:01] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 96→[11:24:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 97→[11:24:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 98→[11:24:01] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 99→[11:24:01] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 100→[11:24:01] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 101→[11:24:01] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 102→[11:24:01] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 103→[11:24:01] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 104→[11:24:01] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 105→[11:24:01] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n 106→[11:24:01] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n 107→[11:24:01] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n 108→[11:24:01] [INFO] [Player.BreakerBullets] Breaker bullets not selected in ActiveItemManager\n 109→[11:24:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n 110→[11:24:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 111→[11:24:01] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n 112→[11:24:01] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n 113→[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n 114→[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n 115→[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n 116→[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n 117→[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n 118→[11:24:01] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n 119→[11:24:01] [INFO] [LabyrinthLevel] Setting up weapon: makarov_pm\n 120→[11:24:01] [INFO] [ScoreManager] Level started with 5 enemies\n 121→[11:24:01] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n 122→[11:24:01] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n 123→[11:24:01] [INFO] [ReplayManager] Replay data cleared\n 124→[11:24:01] [INFO] [LabyrinthLevel] Previous replay data cleared\n 125→[11:24:01] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n 126→[11:24:01] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 127→[11:24:01] [INFO] [ReplayManager] Level: LabyrinthLevel\n 128→[11:24:01] [INFO] [ReplayManager] Player: Player (valid: True)\n 129→[11:24:01] [INFO] [ReplayManager] Enemies count: 5\n 130→[11:24:01] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n 131→[11:24:01] [INFO] [ReplayManager] Enemy 0: Enemy1\n 132→[11:24:01] [INFO] [ReplayManager] Enemy 1: Enemy2\n 133→[11:24:01] [INFO] [ReplayManager] Enemy 2: Enemy3\n 134→[11:24:01] [INFO] [ReplayManager] Enemy 3: Enemy4\n 135→[11:24:01] [INFO] [ReplayManager] Enemy 4: Enemy5\n 136→[11:24:01] [INFO] [LabyrinthLevel] Replay recording started successfully\n 137→[11:24:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n 138→[11:24:02] [INFO] [CinemaEffects] Found player node: Player\n 139→[11:24:02] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 140→[11:24:02] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 141→[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n 142→[11:24:02] [ENEMY] [Enemy1] Registered as sound listener\n 143→[11:24:02] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n 144→[11:24:02] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 145→[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n 146→[11:24:02] [ENEMY] [Enemy2] Registered as sound listener\n 147→[11:24:02] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n 148→[11:24:02] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 149→[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n 150→[11:24:02] [ENEMY] [Enemy3] Registered as sound listener\n 151→[11:24:02] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n 152→[11:24:02] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 153→[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n 154→[11:24:02] [ENEMY] [Enemy4] Registered as sound listener\n 155→[11:24:02] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n 156→[11:24:02] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 157→[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n 158→[11:24:02] [ENEMY] [Enemy5] Registered as sound listener\n 159→[11:24:02] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 4, behavior: GUARD\n 160→[11:24:02] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 161→[11:24:02] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 162→[11:24:02] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n 163→[11:24:02] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n 164→[11:24:02] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n 165→[11:24:02] [INFO] [Player] Detecting weapon pose (frame 3)...\n 166→[11:24:02] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n 167→[11:24:02] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n 168→[11:24:02] [INFO] [PenultimateHit] Shader warmup complete in 518 ms\n 169→[11:24:02] [INFO] [LastChance] Shader warmup complete in 517 ms\n 170→[11:24:02] [INFO] [CinemaEffects] Cinema shader warmup complete in 441 ms\n 171→[11:24:02] [INFO] [FlashbangPlayer] Shader warmup complete in 431 ms\n 172→[11:24:02] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 173→[11:24:02] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 174→[11:24:02] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 175→[11:24:02] [INFO] [LastChance] Found player: Player\n 176→[11:24:02] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 177→[11:24:02] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 178→[11:24:02] [INFO] [LastChance] Connected to player Died signal (C#)\n 179→[11:24:02] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 180→[11:24:02] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 806 ms\n 181→[11:24:03] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n 182→[11:24:03] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n 183→[11:24:03] [ENEMY] [Enemy3] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-90.0°, current=0.0°, player=(150,1000), corner_timer=0.30\n 184→[11:24:04] [ENEMY] [Enemy3] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=0.0°, current=-54.4°, player=(150,1000), corner_timer=-0.02\n 185→[11:24:04] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n 186→[11:24:04] [ENEMY] [Enemy3] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=-90.0°, current=-51.6°, player=(150,1000), corner_timer=0.30\n 187→[11:24:04] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n 188→[11:24:05] [INFO] [PauseMenu] Armory button pressed\n 189→[11:24:05] [INFO] [PauseMenu] Creating new armory menu instance\n 190→[11:24:05] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n 191→[11:24:05] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n 192→[11:24:05] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n 193→[11:24:05] [INFO] [PauseMenu] back_pressed signal exists on instance\n 194→[11:24:05] [INFO] [PauseMenu] back_pressed signal connected\n 195→[11:24:05] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n 196→[11:24:05] [INFO] [PauseMenu] _populate_weapon_grid method exists\n 197→[11:24:05] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n 198→[11:24:06] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n 199→[11:24:07] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n 200→[11:24:08] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n 201→[11:24:08] [INFO] [GameManager] Weapon selected: shotgun\n 202→[11:24:08] [INFO] [ActiveItemManager] Active item changed from None to Breaker Bullets\n 203→[11:24:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 204→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 205→[11:24:08] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 206→[11:24:08] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 207→[11:24:08] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 208→[11:24:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 209→[11:24:08] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 210→[11:24:08] [INFO] [LastChance] Resetting all effects (scene change detected)\n 211→[11:24:08] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n 212→[11:24:08] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 213→[11:24:08] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n 214→[11:24:08] [ENEMY] [Enemy1] Death animation component initialized\n 215→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 216→[11:24:08] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 217→[11:24:08] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 218→[11:24:08] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 219→[11:24:08] [ENEMY] [Enemy2] Death animation component initialized\n 220→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 221→[11:24:08] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 222→[11:24:08] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 223→[11:24:08] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 224→[11:24:08] [ENEMY] [Enemy3] Death animation component initialized\n 225→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 226→[11:24:08] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 227→[11:24:08] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 228→[11:24:08] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 229→[11:24:08] [ENEMY] [Enemy4] Death animation component initialized\n 230→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 231→[11:24:08] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 232→[11:24:08] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 233→[11:24:08] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 234→[11:24:08] [ENEMY] [Enemy5] Death animation component initialized\n 235→[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 236→[11:24:08] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 237→[11:24:08] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 238→[11:24:08] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 239→[11:24:08] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 240→[11:24:08] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 241→[11:24:08] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n 242→[11:24:08] [INFO] [Player.Weapon] Removed default MakarovPM\n 243→[11:24:08] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n 244→[11:24:08] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 245→[11:24:08] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 246→[11:24:08] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 247→[11:24:08] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 248→[11:24:08] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 249→[11:24:08] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 250→[11:24:08] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 251→[11:24:08] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n 252→[11:24:08] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n 253→[11:24:08] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n 254→[11:24:08] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n 255→[11:24:08] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n 256→[11:24:08] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n 257→[11:24:08] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 258→[11:24:08] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n 259→[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n 260→[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n 261→[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n 262→[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n 263→[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n 264→[11:24:08] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n 265→[11:24:08] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n 266→[11:24:08] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n 267→[11:24:08] [INFO] [ScoreManager] Level started with 5 enemies\n 268→[11:24:08] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n 269→[11:24:08] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n 270→[11:24:08] [INFO] [ReplayManager] Replay data cleared\n 271→[11:24:08] [INFO] [LabyrinthLevel] Previous replay data cleared\n 272→[11:24:08] [INFO] [ReplayManager] Detected player weapon: Shotgun\n 273→[11:24:08] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 274→[11:24:08] [INFO] [ReplayManager] Level: LabyrinthLevel\n 275→[11:24:08] [INFO] [ReplayManager] Player: Player (valid: True)\n 276→[11:24:08] [INFO] [ReplayManager] Enemies count: 5\n 277→[11:24:08] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n 278→[11:24:08] [INFO] [ReplayManager] Enemy 0: Enemy1\n 279→[11:24:08] [INFO] [ReplayManager] Enemy 1: Enemy2\n 280→[11:24:08] [INFO] [ReplayManager] Enemy 2: Enemy3\n 281→[11:24:08] [INFO] [ReplayManager] Enemy 3: Enemy4\n 282→[11:24:08] [INFO] [ReplayManager] Enemy 4: Enemy5\n 283→[11:24:08] [INFO] [LabyrinthLevel] Replay recording started successfully\n 284→[11:24:08] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 285→[11:24:08] [INFO] [CinemaEffects] Found player node: Player\n 286→[11:24:08] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 287→[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 6)\n 288→[11:24:08] [ENEMY] [Enemy1] Registered as sound listener\n 289→[11:24:08] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n 290→[11:24:08] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 291→[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 7)\n 292→[11:24:08] [ENEMY] [Enemy2] Registered as sound listener\n 293→[11:24:08] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n 294→[11:24:08] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 295→[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 8)\n 296→[11:24:08] [ENEMY] [Enemy3] Registered as sound listener\n 297→[11:24:08] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n 298→[11:24:08] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 299→[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 9)\n 300→[11:24:08] [ENEMY] [Enemy4] Registered as sound listener\n 301→[11:24:08] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n 302→[11:24:08] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 303→[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 10)\n 304→[11:24:08] [ENEMY] [Enemy5] Registered as sound listener\n 305→[11:24:08] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 2, behavior: GUARD\n 306→[11:24:08] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 307→[11:24:08] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n 308→[11:24:08] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n 309→[11:24:08] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 310→[11:24:08] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n 311→[11:24:08] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 312→[11:24:08] [INFO] [Player] Detecting weapon pose (frame 3)...\n 313→[11:24:08] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n 314→[11:24:08] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n 315→[11:24:08] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 316→[11:24:08] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 317→[11:24:08] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 318→[11:24:08] [INFO] [LastChance] Found player: Player\n 319→[11:24:08] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 320→[11:24:08] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 321→[11:24:08] [INFO] [LastChance] Connected to player Died signal (C#)\n 322→[11:24:08] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 323→[11:24:09] [ENEMY] [Enemy1] Player ammo empty: false -> true\n 324→[11:24:09] [ENEMY] [Enemy2] Player ammo empty: false -> true\n 325→[11:24:09] [ENEMY] [Enemy3] Player ammo empty: false -> true\n 326→[11:24:09] [ENEMY] [Enemy4] Player ammo empty: false -> true\n 327→[11:24:09] [ENEMY] [Enemy5] Player ammo empty: false -> true\n 328→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1000), source=PLAYER (Player), range=600, listeners=10\n 329→[11:24:09] [INFO] [SoundPropagation] Cleaned up 5 invalid listeners\n 330→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 331→[11:24:09] [INFO] [Shotgun.FIX#212] Firing 14 pellets with 15° spread at pos=(150, 1000)\n 332→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 1/14: extraOffset=5,2, distance=57,2px, pos=(207.11394, 1002.07556)\n 333→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 2/14: extraOffset=10,3, distance=62,3px, pos=(212.21933, 1002.5182)\n 334→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 3/14: extraOffset=12,5, distance=64,5px, pos=(214.36884, 1004.4916)\n 335→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 4/14: extraOffset=5,0, distance=57,0px, pos=(206.82213, 1004.95465)\n 336→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 5/14: extraOffset=-0,9, distance=51,1px, pos=(200.77432, 1005.75934)\n 337→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 6/14: extraOffset=-14,3, distance=37,7px, pos=(187.32358, 1005.4774)\n 338→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 7/14: extraOffset=4,7, distance=56,7px, pos=(205.92447, 1009.1712)\n 339→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 8/14: extraOffset=1,5, distance=53,5px, pos=(202.65588, 1009.63806)\n 340→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 9/14: extraOffset=-12,4, distance=39,6px, pos=(188.69855, 1008.2933)\n 341→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 10/14: extraOffset=6,8, distance=58,8px, pos=(207.69606, 1011.3387)\n 342→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 11/14: extraOffset=12,2, distance=64,2px, pos=(212.1236, 1016.24097)\n 343→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 12/14: extraOffset=-13,8, distance=38,2px, pos=(186.75839, 1010.4711)\n 344→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 13/14: extraOffset=5,4, distance=57,4px, pos=(205.37167, 1015.214)\n 345→[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 14/14: extraOffset=4,5, distance=56,5px, pos=(204.03876, 1016.6632)\n 346→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1000), source=PLAYER (Shotgun), range=1469, listeners=5\n 347→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n 348→[11:24:09] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=743), can_see=false\n 349→[11:24:09] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=752), can_see=false\n 350→[11:24:09] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1050), can_see=false\n 351→[11:24:09] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1540), can_see=false\n 352→[11:24:09] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1521), can_see=false\n 353→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15) - using shadow-based wall occlusion\n 354→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.3923, 1005.102), source=PLAYER (ShotgunPellet), range=500, listeners=5\n 355→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 356→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15) - using shadow-based wall occlusion\n 357→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.4845, 1005.888), source=PLAYER (@Area2D@410), range=500, listeners=5\n 358→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 359→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15) - using shadow-based wall occlusion\n 360→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(297.5, 1010.292), source=PLAYER (@Area2D@411), range=500, listeners=5\n 361→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 362→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8405, 1012.194) (radius=15) - using shadow-based wall occlusion\n 363→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8405, 1012.194), source=PLAYER (@Area2D@412), range=500, listeners=5\n 364→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 365→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.5767, 1015.152) (radius=15) - using shadow-based wall occlusion\n 366→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.5767, 1015.152), source=PLAYER (@Area2D@413), range=500, listeners=5\n 367→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 368→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.1594, 1022.657) (radius=15) - using shadow-based wall occlusion\n 369→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.1594, 1022.657), source=PLAYER (@Area2D@415), range=500, listeners=5\n 370→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 371→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.6274, 1024.642) (radius=15) - using shadow-based wall occlusion\n 372→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.6274, 1024.642), source=PLAYER (@Area2D@416), range=500, listeners=5\n 373→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 374→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.4653, 1027.408) (radius=15) - using shadow-based wall occlusion\n 375→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.4653, 1027.408), source=PLAYER (@Area2D@418), range=500, listeners=5\n 376→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 377→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.7473, 1037.318) (radius=15) - using shadow-based wall occlusion\n 378→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.7473, 1037.318), source=PLAYER (@Area2D@419), range=500, listeners=5\n 379→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 380→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.7271, 1037.293) (radius=15) - using shadow-based wall occlusion\n 381→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.7271, 1037.293), source=PLAYER (@Area2D@421), range=500, listeners=5\n 382→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 383→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.6721, 1041.219) (radius=15) - using shadow-based wall occlusion\n 384→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.6721, 1041.219), source=PLAYER (@Area2D@422), range=500, listeners=5\n 385→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 386→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9989, 1023.627) (radius=15) - using shadow-based wall occlusion\n 387→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9989, 1023.627), source=PLAYER (@Area2D@414), range=500, listeners=5\n 388→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 389→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9234, 1034.487) (radius=15) - using shadow-based wall occlusion\n 390→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9234, 1034.487), source=PLAYER (@Area2D@417), range=500, listeners=5\n 391→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 392→[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9759, 1044.717) (radius=15) - using shadow-based wall occlusion\n 393→[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9759, 1044.717), source=PLAYER (@Area2D@420), range=500, listeners=5\n 394→[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 395→[11:24:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n 396→[11:24:10] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=743), can_see=false\n 397→[11:24:10] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=752), can_see=false\n 398→[11:24:10] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1050), can_see=false\n 399→[11:24:10] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1540), can_see=false\n 400→[11:24:10] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1521), can_see=false\n 401→[11:24:10] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n 402→[11:24:10] [ENEMY] [Enemy3] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-90.0°, current=0.0°, player=(150,1000), corner_timer=0.30\n 403→[11:24:10] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 404→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 405→[11:24:10] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 406→[11:24:10] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 407→[11:24:10] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 408→[11:24:10] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 409→[11:24:10] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 410→[11:24:10] [INFO] [LastChance] Resetting all effects (scene change detected)\n 411→[11:24:10] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n 412→[11:24:10] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 413→[11:24:10] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n 414→[11:24:10] [ENEMY] [Enemy1] Death animation component initialized\n 415→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 416→[11:24:10] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 417→[11:24:10] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 418→[11:24:10] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 419→[11:24:10] [ENEMY] [Enemy2] Death animation component initialized\n 420→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 421→[11:24:10] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 422→[11:24:10] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 423→[11:24:10] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 424→[11:24:10] [ENEMY] [Enemy3] Death animation component initialized\n 425→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 426→[11:24:10] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 427→[11:24:10] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 428→[11:24:10] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 429→[11:24:10] [ENEMY] [Enemy4] Death animation component initialized\n 430→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 431→[11:24:10] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 432→[11:24:10] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 433→[11:24:10] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 434→[11:24:10] [ENEMY] [Enemy5] Death animation component initialized\n 435→[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 436→[11:24:10] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 437→[11:24:10] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 438→[11:24:10] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 439→[11:24:10] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n 440→[11:24:10] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 441→[11:24:10] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n 442→[11:24:10] [INFO] [Player.Weapon] Removed default MakarovPM\n 443→[11:24:10] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n 444→[11:24:10] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 445→[11:24:10] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 446→[11:24:10] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 447→[11:24:10] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 448→[11:24:10] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 449→[11:24:10] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 450→[11:24:10] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 451→[11:24:10] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n 452→[11:24:10] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n 453→[11:24:10] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n 454→[11:24:10] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n 455→[11:24:10] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n 456→[11:24:10] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n 457→[11:24:10] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 458→[11:24:10] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n 459→[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n 460→[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n 461→[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n 462→[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n 463→[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n 464→[11:24:10] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n 465→[11:24:10] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n 466→[11:24:10] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n 467→[11:24:10] [INFO] [ScoreManager] Level started with 5 enemies\n 468→[11:24:10] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n 469→[11:24:10] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n 470→[11:24:10] [INFO] [ReplayManager] Replay data cleared\n 471→[11:24:10] [INFO] [LabyrinthLevel] Previous replay data cleared\n 472→[11:24:10] [INFO] [ReplayManager] Detected player weapon: Shotgun\n 473→[11:24:10] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 474→[11:24:10] [INFO] [ReplayManager] Level: LabyrinthLevel\n 475→[11:24:10] [INFO] [ReplayManager] Player: Player (valid: True)\n 476→[11:24:10] [INFO] [ReplayManager] Enemies count: 5\n 477→[11:24:10] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n 478→[11:24:10] [INFO] [ReplayManager] Enemy 0: Enemy1\n 479→[11:24:10] [INFO] [ReplayManager] Enemy 1: Enemy2\n 480→[11:24:10] [INFO] [ReplayManager] Enemy 2: Enemy3\n 481→[11:24:10] [INFO] [ReplayManager] Enemy 3: Enemy4\n 482→[11:24:10] [INFO] [ReplayManager] Enemy 4: Enemy5\n 483→[11:24:10] [INFO] [LabyrinthLevel] Replay recording started successfully\n 484→[11:24:10] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 485→[11:24:10] [INFO] [CinemaEffects] Found player node: Player\n 486→[11:24:10] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 487→[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 6)\n 488→[11:24:10] [ENEMY] [Enemy1] Registered as sound listener\n 489→[11:24:10] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n 490→[11:24:10] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 491→[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 7)\n 492→[11:24:10] [ENEMY] [Enemy2] Registered as sound listener\n 493→[11:24:10] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n 494→[11:24:10] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 495→[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 8)\n 496→[11:24:10] [ENEMY] [Enemy3] Registered as sound listener\n 497→[11:24:10] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n 498→[11:24:10] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 499→[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 9)\n 500→[11:24:10] [ENEMY] [Enemy4] Registered as sound listener\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "b7f69234-58c4-448c-a07c-7df12026cd37",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1771075500141/docs/case-studies/issue-724/logs/game_log_20260214_112401.txt",
"content": "[11:24:01] [INFO] ============================================================\n[11:24:01] [INFO] GAME LOG STARTED\n[11:24:01] [INFO] ============================================================\n[11:24:01] [INFO] Timestamp: 2026-02-14T11:24:01\n[11:24:01] [INFO] Log file: I:/Загрузки/godot exe/оптимизация снарядов/game_log_20260214_112401.txt\n[11:24:01] [INFO] Executable: I:/Загрузки/godot exe/оптимизация снарядов/Godot-Top-Down-Template.exe\n[11:24:01] [INFO] OS: Windows\n[11:24:01] [INFO] Debug build: false\n[11:24:01] [INFO] Engine version: 4.3-stable (official)\n[11:24:01] [INFO] Project: Godot Top-Down Template\n[11:24:01] [INFO] ------------------------------------------------------------\n[11:24:01] [INFO] [GameManager] GameManager ready\n[11:24:01] [INFO] [ScoreManager] ScoreManager ready\n[11:24:01] [INFO] [SoundPropagation] SoundPropagation autoload initialized\n[11:24:01] [INFO] [ImpactEffects] Scenes loaded: DustEffect, BloodEffect, SparksEffect, BloodDecal\n[11:24:01] [INFO] [ImpactEffects] ImpactEffectsManager ready - FULL VERSION with blood effects enabled\n[11:24:01] [INFO] [ImpactEffects] Starting particle shader warmup (Issue #343 fix)...\n[11:24:01] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[11:24:01] [INFO] [PenultimateHit] Saturation shader loaded successfully\n[11:24:01] [INFO] [PenultimateHit] Starting shader warmup (Issue #343 fix)...\n[11:24:01] [INFO] [PenultimateHit] PenultimateHitEffectsManager ready - Configuration:\n[11:24:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n[11:24:01] [INFO] [PenultimateHit] Saturation boost: 2.0 (3.0x)\n[11:24:01] [INFO] [PenultimateHit] Contrast boost: 1.0 (2.0x)\n[11:24:01] [INFO] [PenultimateHit] Effect duration: 3.0 real seconds\n[11:24:01] [INFO] [LastChance] Resetting all effects (scene change detected)\n[11:24:01] [INFO] [LastChance] Last chance shader loaded successfully\n[11:24:01] [INFO] [LastChance] Starting shader warmup (Issue #343 fix)...\n[11:24:01] [INFO] [LastChance] LastChanceEffectsManager ready - Configuration:\n[11:24:01] [INFO] [LastChance] Freeze duration: 6.0 real seconds\n[11:24:01] [INFO] [LastChance] Sepia intensity: 0.70\n[11:24:01] [INFO] [LastChance] Brightness: 0.60\n[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/AggressionGasGrenade.tscn\n[11:24:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: false, Invincibility: true, Realistic visibility: false\n[11:24:01] [INFO] [CinemaEffects] CinemaEffectsManager initializing (v5.3 - overlay approach with simplified death circle)...\n[11:24:01] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n[11:24:01] [INFO] [CinemaEffects] Created effects layer at layer 99\n[11:24:01] [INFO] [CinemaEffects] Cinema shader loaded successfully (v5.0 - no screen_texture)\n[11:24:01] [INFO] [CinemaEffects] Starting cinema shader warmup (Issue #343 fix)...\n[11:24:01] [INFO] [CinemaEffects] Cinema film effect initialized (v5.3) - Configuration:\n[11:24:01] [INFO] [CinemaEffects] Approach: Overlay-based (no screen_texture)\n[11:24:01] [INFO] [CinemaEffects] Grain intensity: 0.15\n[11:24:01] [INFO] [CinemaEffects] Warm tint: 0.12 intensity\n[11:24:01] [INFO] [CinemaEffects] Sunny effect: 0.08 intensity\n[11:24:01] [INFO] [CinemaEffects] Vignette: 0.25 intensity\n[11:24:01] [INFO] [CinemaEffects] Film defects: 1.5% probability\n[11:24:01] [INFO] [CinemaEffects] White specks: 0.70 intensity, 4.0% probability\n[11:24:01] [INFO] [CinemaEffects] Death effects: cigarette burn + expanding spots + end of reel circle (160px, blinks 2x)\n[11:24:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n[11:24:01] [INFO] [GrenadeTimerHelper] Autoload ready\n[11:24:01] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[11:24:01] [INFO] [PowerFantasy] Saturation shader loaded successfully\n[11:24:01] [INFO] [PowerFantasy] PowerFantasyEffectsManager ready - Configuration:\n[11:24:01] [INFO] [PowerFantasy] Kill effect duration: 300ms\n[11:24:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n[11:24:01] [INFO] [ProgressManager] ProgressManager ready, loaded 14 entries\n[11:24:01] [INFO] [ReplayManager] ReplayManager ready (C# version loaded and _Ready called)\n[11:24:01] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n[11:24:01] [INFO] [FlashbangPlayer] Flashbang player shader loaded successfully\n[11:24:01] [INFO] [FlashbangPlayer] Starting shader warmup (Issue #343 fix)...\n[11:24:01] [INFO] [FlashbangPlayer] FlashbangPlayerEffectsManager ready\n[11:24:01] [INFO] [FlashbangPlayer] Duration range: 1.0-5.0 seconds\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[11:24:01] [ENEMY] [Enemy1] Death animation component initialized\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[11:24:01] [ENEMY] [Enemy2] Death animation component initialized\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[11:24:01] [INFO] [EnemyGrenade] Initialized: 1 grenades\n[11:24:01] [ENEMY] [Enemy3] Death animation component initialized\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[11:24:01] [ENEMY] [Enemy4] Death animation component initialized\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[11:24:01] [ENEMY] [Enemy5] Death animation component initialized\n[11:24:01] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:01] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[11:24:01] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[11:24:01] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[11:24:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[11:24:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[11:24:01] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[11:24:01] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[11:24:01] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[11:24:01] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[11:24:01] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[11:24:01] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[11:24:01] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[11:24:01] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n[11:24:01] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n[11:24:01] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n[11:24:01] [INFO] [Player.BreakerBullets] Breaker bullets not selected in ActiveItemManager\n[11:24:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n[11:24:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[11:24:01] [INFO] [BloodDecal] Blood puddle created at (640, 360) (added to group)\n[11:24:01] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n[11:24:01] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n[11:24:01] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n[11:24:01] [INFO] [LabyrinthLevel] Setting up weapon: makarov_pm\n[11:24:01] [INFO] [ScoreManager] Level started with 5 enemies\n[11:24:01] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n[11:24:01] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n[11:24:01] [INFO] [ReplayManager] Replay data cleared\n[11:24:01] [INFO] [LabyrinthLevel] Previous replay data cleared\n[11:24:01] [INFO] [ReplayManager] Detected player weapon: Assault Rifle (default)\n[11:24:01] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[11:24:01] [INFO] [ReplayManager] Level: LabyrinthLevel\n[11:24:01] [INFO] [ReplayManager] Player: Player (valid: True)\n[11:24:01] [INFO] [ReplayManager] Enemies count: 5\n[11:24:01] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/m16_rifle_topdown.png\n[11:24:01] [INFO] [ReplayManager] Enemy 0: Enemy1\n[11:24:01] [INFO] [ReplayManager] Enemy 1: Enemy2\n[11:24:01] [INFO] [ReplayManager] Enemy 2: Enemy3\n[11:24:01] [INFO] [ReplayManager] Enemy 3: Enemy4\n[11:24:01] [INFO] [ReplayManager] Enemy 4: Enemy5\n[11:24:01] [INFO] [LabyrinthLevel] Replay recording started successfully\n[11:24:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n[11:24:02] [INFO] [CinemaEffects] Found player node: Player\n[11:24:02] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[11:24:02] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 1)\n[11:24:02] [ENEMY] [Enemy1] Registered as sound listener\n[11:24:02] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n[11:24:02] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 2)\n[11:24:02] [ENEMY] [Enemy2] Registered as sound listener\n[11:24:02] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n[11:24:02] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 3)\n[11:24:02] [ENEMY] [Enemy3] Registered as sound listener\n[11:24:02] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n[11:24:02] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 4)\n[11:24:02] [ENEMY] [Enemy4] Registered as sound listener\n[11:24:02] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n[11:24:02] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[11:24:02] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 5)\n[11:24:02] [ENEMY] [Enemy5] Registered as sound listener\n[11:24:02] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 4, behavior: GUARD\n[11:24:02] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[11:24:02] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:02] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=45.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:02] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:02] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=33.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:02] [INFO] [Player] Detecting weapon pose (frame 3)...\n[11:24:02] [INFO] [Player] Detected weapon: Makarov PM (Pistol pose)\n[11:24:02] [INFO] [Player] Applied Pistol arm pose: Left=(16, 6), Right=(4, 6)\n[11:24:02] [INFO] [PenultimateHit] Shader warmup complete in 518 ms\n[11:24:02] [INFO] [LastChance] Shader warmup complete in 517 ms\n[11:24:02] [INFO] [CinemaEffects] Cinema shader warmup complete in 441 ms\n[11:24:02] [INFO] [FlashbangPlayer] Shader warmup complete in 431 ms\n[11:24:02] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[11:24:02] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[11:24:02] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[11:24:02] [INFO] [LastChance] Found player: Player\n[11:24:02] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[11:24:02] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[11:24:02] [INFO] [LastChance] Connected to player Died signal (C#)\n[11:24:02] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[11:24:02] [INFO] [ImpactEffects] Particle shader warmup complete: 7 effects warmed up in 806 ms\n[11:24:03] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n[11:24:03] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n[11:24:03] [ENEMY] [Enemy3] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-90.0°, current=0.0°, player=(150,1000), corner_timer=0.30\n[11:24:04] [ENEMY] [Enemy3] ROT_CHANGE: P3:corner -> P4:velocity, state=IDLE, target=0.0°, current=-54.4°, player=(150,1000), corner_timer=-0.02\n[11:24:04] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n[11:24:04] [ENEMY] [Enemy3] ROT_CHANGE: P4:velocity -> P3:corner, state=IDLE, target=-90.0°, current=-51.6°, player=(150,1000), corner_timer=0.30\n[11:24:04] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n[11:24:05] [INFO] [PauseMenu] Armory button pressed\n[11:24:05] [INFO] [PauseMenu] Creating new armory menu instance\n[11:24:05] [INFO] [PauseMenu] armory_menu_scene resource path: res://scenes/ui/ArmoryMenu.tscn\n[11:24:05] [INFO] [PauseMenu] Instance created, class: CanvasLayer, name: ArmoryMenu\n[11:24:05] [INFO] [PauseMenu] Script attached: res://scripts/ui/armory_menu.gd\n[11:24:05] [INFO] [PauseMenu] back_pressed signal exists on instance\n[11:24:05] [INFO] [PauseMenu] back_pressed signal connected\n[11:24:05] [INFO] [PauseMenu] Armory menu instance added as child, is_inside_tree: true\n[11:24:05] [INFO] [PauseMenu] _populate_weapon_grid method exists\n[11:24:05] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n[11:24:06] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n[11:24:07] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n[11:24:08] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n[11:24:08] [INFO] [GameManager] Weapon selected: shotgun\n[11:24:08] [INFO] [ActiveItemManager] Active item changed from None to Breaker Bullets\n[11:24:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[11:24:08] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:24:08] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[11:24:08] [INFO] [LastChance] Resetting all effects (scene change detected)\n[11:24:08] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n[11:24:08] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[11:24:08] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n[11:24:08] [ENEMY] [Enemy1] Death animation component initialized\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[11:24:08] [ENEMY] [Enemy2] Death animation component initialized\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[11:24:08] [ENEMY] [Enemy3] Death animation component initialized\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[11:24:08] [ENEMY] [Enemy4] Death animation component initialized\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[11:24:08] [ENEMY] [Enemy5] Death animation component initialized\n[11:24:08] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:08] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[11:24:08] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[11:24:08] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[11:24:08] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[11:24:08] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[11:24:08] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n[11:24:08] [INFO] [Player.Weapon] Removed default MakarovPM\n[11:24:08] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n[11:24:08] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[11:24:08] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[11:24:08] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[11:24:08] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[11:24:08] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[11:24:08] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[11:24:08] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[11:24:08] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n[11:24:08] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n[11:24:08] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n[11:24:08] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n[11:24:08] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n[11:24:08] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n[11:24:08] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[11:24:08] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n[11:24:08] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n[11:24:08] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n[11:24:08] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n[11:24:08] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n[11:24:08] [INFO] [ScoreManager] Level started with 5 enemies\n[11:24:08] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n[11:24:08] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n[11:24:08] [INFO] [ReplayManager] Replay data cleared\n[11:24:08] [INFO] [LabyrinthLevel] Previous replay data cleared\n[11:24:08] [INFO] [ReplayManager] Detected player weapon: Shotgun\n[11:24:08] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[11:24:08] [INFO] [ReplayManager] Level: LabyrinthLevel\n[11:24:08] [INFO] [ReplayManager] Player: Player (valid: True)\n[11:24:08] [INFO] [ReplayManager] Enemies count: 5\n[11:24:08] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n[11:24:08] [INFO] [ReplayManager] Enemy 0: Enemy1\n[11:24:08] [INFO] [ReplayManager] Enemy 1: Enemy2\n[11:24:08] [INFO] [ReplayManager] Enemy 2: Enemy3\n[11:24:08] [INFO] [ReplayManager] Enemy 3: Enemy4\n[11:24:08] [INFO] [ReplayManager] Enemy 4: Enemy5\n[11:24:08] [INFO] [LabyrinthLevel] Replay recording started successfully\n[11:24:08] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[11:24:08] [INFO] [CinemaEffects] Found player node: Player\n[11:24:08] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 6)\n[11:24:08] [ENEMY] [Enemy1] Registered as sound listener\n[11:24:08] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n[11:24:08] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 7)\n[11:24:08] [ENEMY] [Enemy2] Registered as sound listener\n[11:24:08] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n[11:24:08] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 8)\n[11:24:08] [ENEMY] [Enemy3] Registered as sound listener\n[11:24:08] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n[11:24:08] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 9)\n[11:24:08] [ENEMY] [Enemy4] Registered as sound listener\n[11:24:08] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n[11:24:08] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[11:24:08] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 10)\n[11:24:08] [ENEMY] [Enemy5] Registered as sound listener\n[11:24:08] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 2, behavior: GUARD\n[11:24:08] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[11:24:08] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n[11:24:08] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=303.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:08] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:08] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=202.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:08] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=191.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:24:08] [INFO] [Player] Detecting weapon pose (frame 3)...\n[11:24:08] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n[11:24:08] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n[11:24:08] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[11:24:08] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[11:24:08] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[11:24:08] [INFO] [LastChance] Found player: Player\n[11:24:08] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[11:24:08] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[11:24:08] [INFO] [LastChance] Connected to player Died signal (C#)\n[11:24:08] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[11:24:09] [ENEMY] [Enemy1] Player ammo empty: false -> true\n[11:24:09] [ENEMY] [Enemy2] Player ammo empty: false -> true\n[11:24:09] [ENEMY] [Enemy3] Player ammo empty: false -> true\n[11:24:09] [ENEMY] [Enemy4] Player ammo empty: false -> true\n[11:24:09] [ENEMY] [Enemy5] Player ammo empty: false -> true\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1000), source=PLAYER (Player), range=600, listeners=10\n[11:24:09] [INFO] [SoundPropagation] Cleaned up 5 invalid listeners\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [Shotgun.FIX#212] Firing 14 pellets with 15° spread at pos=(150, 1000)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 1/14: extraOffset=5,2, distance=57,2px, pos=(207.11394, 1002.07556)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 2/14: extraOffset=10,3, distance=62,3px, pos=(212.21933, 1002.5182)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 3/14: extraOffset=12,5, distance=64,5px, pos=(214.36884, 1004.4916)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 4/14: extraOffset=5,0, distance=57,0px, pos=(206.82213, 1004.95465)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 5/14: extraOffset=-0,9, distance=51,1px, pos=(200.77432, 1005.75934)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 6/14: extraOffset=-14,3, distance=37,7px, pos=(187.32358, 1005.4774)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 7/14: extraOffset=4,7, distance=56,7px, pos=(205.92447, 1009.1712)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 8/14: extraOffset=1,5, distance=53,5px, pos=(202.65588, 1009.63806)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 9/14: extraOffset=-12,4, distance=39,6px, pos=(188.69855, 1008.2933)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 10/14: extraOffset=6,8, distance=58,8px, pos=(207.69606, 1011.3387)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 11/14: extraOffset=12,2, distance=64,2px, pos=(212.1236, 1016.24097)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 12/14: extraOffset=-13,8, distance=38,2px, pos=(186.75839, 1010.4711)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 13/14: extraOffset=5,4, distance=57,4px, pos=(205.37167, 1015.214)\n[11:24:09] [INFO] [Shotgun.FIX#212] Normal pellet 14/14: extraOffset=4,5, distance=56,5px, pos=(204.03876, 1016.6632)\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1000), source=PLAYER (Shotgun), range=1469, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n[11:24:09] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=743), can_see=false\n[11:24:09] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=752), can_see=false\n[11:24:09] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1050), can_see=false\n[11:24:09] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1540), can_see=false\n[11:24:09] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1521), can_see=false\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.3923, 1005.102), source=PLAYER (ShotgunPellet), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.4845, 1005.888), source=PLAYER (@Area2D@410), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(297.5, 1010.292), source=PLAYER (@Area2D@411), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8405, 1012.194) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8405, 1012.194), source=PLAYER (@Area2D@412), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.5767, 1015.152) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.5767, 1015.152), source=PLAYER (@Area2D@413), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.1594, 1022.657) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.1594, 1022.657), source=PLAYER (@Area2D@415), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.6274, 1024.642) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.6274, 1024.642), source=PLAYER (@Area2D@416), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.4653, 1027.408) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.4653, 1027.408), source=PLAYER (@Area2D@418), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.7473, 1037.318) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.7473, 1037.318), source=PLAYER (@Area2D@419), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.7271, 1037.293) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.7271, 1037.293), source=PLAYER (@Area2D@421), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.6721, 1041.219) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.6721, 1041.219), source=PLAYER (@Area2D@422), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9989, 1023.627) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9989, 1023.627), source=PLAYER (@Area2D@414), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9234, 1034.487) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9234, 1034.487), source=PLAYER (@Area2D@417), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9759, 1044.717) (radius=15) - using shadow-based wall occlusion\n[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9759, 1044.717), source=PLAYER (@Area2D@420), range=500, listeners=5\n[11:24:09] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:24:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n[11:24:10] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=743), can_see=false\n[11:24:10] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=752), can_see=false\n[11:24:10] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1050), can_see=false\n[11:24:10] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1540), can_see=false\n[11:24:10] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1521), can_see=false\n[11:24:10] [ENEMY] [Enemy3] PATROL corner check: angle -90.0°\n[11:24:10] [ENEMY] [Enemy3] ROT_CHANGE: none -> P3:corner, state=IDLE, target=-90.0°, current=0.0°, player=(150,1000), corner_timer=0.30\n[11:24:10] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[11:24:10] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:24:10] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[11:24:10] [INFO] [LastChance] Resetting all effects (scene change detected)\n[11:24:10] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n[11:24:10] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[11:24:10] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n[11:24:10] [ENEMY] [Enemy1] Death animation component initialized\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[11:24:10] [ENEMY] [Enemy2] Death animation component initialized\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[11:24:10] [ENEMY] [Enemy3] Death animation component initialized\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[11:24:10] [ENEMY] [Enemy4] Death animation component initialized\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[11:24:10] [ENEMY] [Enemy5] Death animation component initialized\n[11:24:10] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:24:10] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[11:24:10] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[11:24:10] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[11:24:10] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n[11:24:10] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[11:24:10] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n[11:24:10] [INFO] [Player.Weapon] Removed default MakarovPM\n[11:24:10] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n[11:24:10] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[11:24:10] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[11:24:10] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[11:24:10] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[11:24:10] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[11:24:10] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[11:24:10] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[11:24:10] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n[11:24:10] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n[11:24:10] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n[11:24:10] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n[11:24:10] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n[11:24:10] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n[11:24:10] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[11:24:10] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n[11:24:10] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n[11:24:10] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n[11:24:10] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n[11:24:10] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n[11:24:10] [INFO] [ScoreManager] Level started with 5 enemies\n[11:24:10] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n[11:24:10] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n[11:24:10] [INFO] [ReplayManager] Replay data cleared\n[11:24:10] [INFO] [LabyrinthLevel] Previous replay data cleared\n[11:24:10] [INFO] [ReplayManager] Detected player weapon: Shotgun\n[11:24:10] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[11:24:10] [INFO] [ReplayManager] Level: LabyrinthLevel\n[11:24:10] [INFO] [ReplayManager] Player: Player (valid: True)\n[11:24:10] [INFO] [ReplayManager] Enemies count: 5\n[11:24:10] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n[11:24:10] [INFO] [ReplayManager] Enemy 0: Enemy1\n[11:24:10] [INFO] [ReplayManager] Enemy 1: Enemy2\n[11:24:10] [INFO] [ReplayManager] Enemy 2: Enemy3\n[11:24:10] [INFO] [ReplayManager] Enemy 3: Enemy4\n[11:24:10] [INFO] [ReplayManager] Enemy 4: Enemy5\n[11:24:10] [INFO] [LabyrinthLevel] Replay recording started successfully\n[11:24:10] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[11:24:10] [INFO] [CinemaEffects] Found player node: Player\n[11:24:10] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 6)\n[11:24:10] [ENEMY] [Enemy1] Registered as sound listener\n[11:24:10] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 2, behavior: GUARD\n[11:24:10] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 7)\n[11:24:10] [ENEMY] [Enemy2] Registered as sound listener\n[11:24:10] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n[11:24:10] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 8)\n[11:24:10] [ENEMY] [Enemy3] Registered as sound listener\n[11:24:10] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n[11:24:10] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[11:24:10] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 9)\n[11:24:10] [ENEMY] [Enemy4] Registered as sound listener",
"numLines": 500,
"startLine": 1,
"totalLines": 12058
}
}
}
[2026-02-14T13:25:58.943Z] [INFO] {
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[2026-02-14T13:25:59.162Z] [INFO] {
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[2026-02-14T13:26:03.076Z] [INFO] {
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[2026-02-14T13:26:08.006Z] [INFO] {
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[2026-02-14T13:26:08.009Z] [INFO] {
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[2026-02-14T13:26:09.396Z] [INFO] {
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[2026-02-14T13:26:09.427Z] [INFO] {
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"type": "tool_result",
"content": "22:[11:24:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n52:[11:24:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n137:[11:24:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n165:[11:24:02] [INFO] [Player] Detecting weapon pose (frame 3)...\n179:[11:24:02] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n181:[11:24:03] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n187:[11:24:04] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n197:[11:24:05] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n198:[11:24:06] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n199:[11:24:07] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n200:[11:24:08] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n307:[11:24:08] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n312:[11:24:08] [INFO] [Player] Detecting weapon pose (frame 3)...\n322:[11:24:08] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n395:[11:24:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n507:[11:24:11] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n512:[11:24:11] [INFO] [Player] Detecting weapon pose (frame 3)...\n522:[11:24:11] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n582:[11:24:11] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n758:[11:24:12] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n763:[11:24:12] [INFO] [Player] Detecting weapon pose (frame 3)...\n773:[11:24:12] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n776:[11:24:13] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n907:[11:24:14] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1020:[11:24:15] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1025:[11:24:15] [INFO] [Player] Detecting weapon pose (frame 3)...\n1035:[11:24:15] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1036:[11:24:16] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1136:[11:24:17] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1258:[11:24:18] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1263:[11:24:18] [INFO] [Player] Detecting weapon pose (frame 3)...\n1273:[11:24:18] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1363:[11:24:19] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1444:[11:24:20] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1453:[11:24:21] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n1506:[11:24:22] [INFO] [Shotgun.FIX#243] RMB released after 1 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n1507:[11:24:22] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(-2,0, -27,6), length=27,6, ActionState=NeedsPumpUp\n1642:[11:24:22] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1650:[11:24:22] [INFO] [Player] Detecting weapon pose (frame 3)...\n1665:[11:24:22] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1718:[11:24:23] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1892:[11:24:24] [INFO] [ReplayManager] Recording frame 120 (1,9s): player_valid=True, enemies=5\n1922:[11:24:24] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(5,2, 221,2), length=221,2, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n1968:[11:24:24] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(27,9, 158,0), length=160,4, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n1987:[11:24:25] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(17,9, 332,1), length=332,6, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n2104:[11:24:25] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n2109:[11:24:25] [INFO] [Player] Detecting weapon pose (frame 3)...\n2119:[11:24:25] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n2120:[11:24:26] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n2359:[11:24:27] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n2450:[11:24:28] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n2577:[11:24:30] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n2651:[11:24:31] [INFO] [Shotgun.FIX#243] RMB released after 1 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2652:[11:24:31] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(27,3, -75,7), length=80,5, ActionState=NeedsPumpDown\n2654:[11:24:31] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n2664:[11:24:32] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n2666:[11:24:33] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n2772:[11:24:34] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n2777:[11:24:34] [INFO] [Player] Detecting weapon pose (frame 3)...\n2787:[11:24:34] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n2808:[11:24:35] [INFO] [Shotgun.FIX#243] RMB released after 5 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2809:[11:24:35] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(406,8, -11,4), length=407,0, ActionState=Ready\n2811:[11:24:35] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n2824:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(76,5, -114,9), length=138,0, isDragUp=True, isDragDown=False, ActionState=Ready\n2825:[11:24:36] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n2826:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(90,6, -130,2), length=158,6, isDragUp=True, isDragDown=False, ActionState=Ready\n2827:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(107,9, -130,2), length=169,2, isDragUp=True, isDragDown=False, ActionState=Ready\n2828:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -130,2), length=171,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2829:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -130,2), length=171,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2830:[11:24:37] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -129,7), length=170,9, isDragUp=True, isDragDown=False, ActionState=Ready\n2831:[11:24:37] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -118,2), length=162,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2832:[11:24:37] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n2846:[11:24:37] [INFO] [Shotgun.FIX#243] RMB released after 126 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2847:[11:24:37] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(113,9, -61,3), length=129,4, ActionState=Ready\n2858:[11:24:38] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n2933:[11:24:39] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n2977:[11:24:40] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n2985:[11:24:41] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n3093:[11:24:42] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n3098:[11:24:42] [INFO] [Player] Detecting weapon pose (frame 3)...\n3108:[11:24:42] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n3129:[11:24:42] [INFO] [Shotgun.FIX#243] RMB released after 3 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3130:[11:24:42] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(183,8, 14,7), length=184,4, ActionState=Ready\n3139:[11:24:42] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n3149:[11:24:43] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n3160:[11:24:44] [INFO] [Shotgun.FIX#243] RMB released after 82 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3161:[11:24:44] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(-148,5, -12,1), length=149,0, ActionState=Ready\n3165:[11:24:44] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n3172:[11:24:45] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n3261:[11:24:47] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n3337:[11:24:48] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n3344:[11:24:49] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n3349:[11:24:50] [INFO] [ReplayManager] Recording frame 480 (8,0s): player_valid=True, enemies=5\n3350:[11:24:51] [INFO] [ReplayManager] Recording frame 540 (9,0s): player_valid=True, enemies=5\n3457:[11:24:51] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n3465:[11:24:51] [INFO] [Player] Detecting weapon pose (frame 3)...\n3480:[11:24:51] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n3527:[11:24:52] [INFO] [Shotgun.FIX#243] RMB released after 8 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3528:[11:24:52] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(19,8, -0,7), length=19,8, ActionState=Ready\n3554:[11:24:52] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n\n[Showing results with pagination = limit: 100, offset: 0]"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "5eceac01-cb65-4735-8e7d-433dcb5a918e",
"tool_use_result": {
"mode": "content",
"numFiles": 0,
"filenames": [],
"content": "22:[11:24:01] [INFO] [PenultimateHit] Time scale: 0.10 (10x slowdown)\n52:[11:24:01] [INFO] [CinemaEffects] Enabling effect after 1 frame(s)...\n137:[11:24:01] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n165:[11:24:02] [INFO] [Player] Detecting weapon pose (frame 3)...\n179:[11:24:02] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n181:[11:24:03] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n187:[11:24:04] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n197:[11:24:05] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n198:[11:24:06] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n199:[11:24:07] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n200:[11:24:08] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n307:[11:24:08] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n312:[11:24:08] [INFO] [Player] Detecting weapon pose (frame 3)...\n322:[11:24:08] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n395:[11:24:10] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n507:[11:24:11] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n512:[11:24:11] [INFO] [Player] Detecting weapon pose (frame 3)...\n522:[11:24:11] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n582:[11:24:11] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n758:[11:24:12] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n763:[11:24:12] [INFO] [Player] Detecting weapon pose (frame 3)...\n773:[11:24:12] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n776:[11:24:13] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n907:[11:24:14] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1020:[11:24:15] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1025:[11:24:15] [INFO] [Player] Detecting weapon pose (frame 3)...\n1035:[11:24:15] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1036:[11:24:16] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1136:[11:24:17] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1258:[11:24:18] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1263:[11:24:18] [INFO] [Player] Detecting weapon pose (frame 3)...\n1273:[11:24:18] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1363:[11:24:19] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1444:[11:24:20] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n1453:[11:24:21] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n1506:[11:24:22] [INFO] [Shotgun.FIX#243] RMB released after 1 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n1507:[11:24:22] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(-2,0, -27,6), length=27,6, ActionState=NeedsPumpUp\n1642:[11:24:22] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n1650:[11:24:22] [INFO] [Player] Detecting weapon pose (frame 3)...\n1665:[11:24:22] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n1718:[11:24:23] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n1892:[11:24:24] [INFO] [ReplayManager] Recording frame 120 (1,9s): player_valid=True, enemies=5\n1922:[11:24:24] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(5,2, 221,2), length=221,2, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n1968:[11:24:24] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(27,9, 158,0), length=160,4, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n1987:[11:24:25] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(17,9, 332,1), length=332,6, isDragUp=False, isDragDown=True, ActionState=NeedsPumpUp\n2104:[11:24:25] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n2109:[11:24:25] [INFO] [Player] Detecting weapon pose (frame 3)...\n2119:[11:24:25] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n2120:[11:24:26] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n2359:[11:24:27] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n2450:[11:24:28] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n2577:[11:24:30] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n2651:[11:24:31] [INFO] [Shotgun.FIX#243] RMB released after 1 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2652:[11:24:31] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(27,3, -75,7), length=80,5, ActionState=NeedsPumpDown\n2654:[11:24:31] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n2664:[11:24:32] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n2666:[11:24:33] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n2772:[11:24:34] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n2777:[11:24:34] [INFO] [Player] Detecting weapon pose (frame 3)...\n2787:[11:24:34] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n2808:[11:24:35] [INFO] [Shotgun.FIX#243] RMB released after 5 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2809:[11:24:35] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(406,8, -11,4), length=407,0, ActionState=Ready\n2811:[11:24:35] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n2824:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(76,5, -114,9), length=138,0, isDragUp=True, isDragDown=False, ActionState=Ready\n2825:[11:24:36] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n2826:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(90,6, -130,2), length=158,6, isDragUp=True, isDragDown=False, ActionState=Ready\n2827:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(107,9, -130,2), length=169,2, isDragUp=True, isDragDown=False, ActionState=Ready\n2828:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -130,2), length=171,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2829:[11:24:36] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -130,2), length=171,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2830:[11:24:37] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -129,7), length=170,9, isDragUp=True, isDragDown=False, ActionState=Ready\n2831:[11:24:37] [INFO] [Shotgun.FIX#445v7] TryProcessMidDragGesture - dragVector=(111,3, -118,2), length=162,3, isDragUp=True, isDragDown=False, ActionState=Ready\n2832:[11:24:37] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n2846:[11:24:37] [INFO] [Shotgun.FIX#243] RMB released after 126 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n2847:[11:24:37] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(113,9, -61,3), length=129,4, ActionState=Ready\n2858:[11:24:38] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n2933:[11:24:39] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n2977:[11:24:40] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n2985:[11:24:41] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n3093:[11:24:42] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n3098:[11:24:42] [INFO] [Player] Detecting weapon pose (frame 3)...\n3108:[11:24:42] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n3129:[11:24:42] [INFO] [Shotgun.FIX#243] RMB released after 3 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3130:[11:24:42] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(183,8, 14,7), length=184,4, ActionState=Ready\n3139:[11:24:42] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n3149:[11:24:43] [INFO] [ReplayManager] Recording frame 120 (2,0s): player_valid=True, enemies=5\n3160:[11:24:44] [INFO] [Shotgun.FIX#243] RMB released after 82 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3161:[11:24:44] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(-148,5, -12,1), length=149,0, ActionState=Ready\n3165:[11:24:44] [INFO] [ReplayManager] Recording frame 180 (3,0s): player_valid=True, enemies=5\n3172:[11:24:45] [INFO] [ReplayManager] Recording frame 240 (4,0s): player_valid=True, enemies=5\n3261:[11:24:47] [INFO] [ReplayManager] Recording frame 300 (5,0s): player_valid=True, enemies=5\n3337:[11:24:48] [INFO] [ReplayManager] Recording frame 360 (6,0s): player_valid=True, enemies=5\n3344:[11:24:49] [INFO] [ReplayManager] Recording frame 420 (7,0s): player_valid=True, enemies=5\n3349:[11:24:50] [INFO] [ReplayManager] Recording frame 480 (8,0s): player_valid=True, enemies=5\n3350:[11:24:51] [INFO] [ReplayManager] Recording frame 540 (9,0s): player_valid=True, enemies=5\n3457:[11:24:51] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n3465:[11:24:51] [INFO] [Player] Detecting weapon pose (frame 3)...\n3480:[11:24:51] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n3527:[11:24:52] [INFO] [Shotgun.FIX#243] RMB released after 8 frames - wasMMBDuringDrag=False, current: poll=False, raw=False, event=False\n3528:[11:24:52] [INFO] [Shotgun.FIX#445v7] ProcessDragGesture - dragVector=(19,8, -0,7), length=19,8, ActionState=Ready\n3554:[11:24:52] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5",
"numLines": 100,
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[2026-02-14T13:26:13.300Z] [INFO] {
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"id": "msg_01Pa7XQid3Az6griqb7FFHG9",
"type": "message",
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"content": [
{
"type": "text",
"text": "The log doesn't directly show FPS numbers but shows ReplayManager recording frames. Let me search for explosions and projectile spawning to understand when the lag spike occurs:"
}
],
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"uuid": "37f57181-0e1f-4a2a-91b7-8b4154a6339b"
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[2026-02-14T13:26:16.713Z] [INFO] {
"type": "assistant",
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"model": "claude-opus-4-5-20251101",
"id": "msg_01Pa7XQid3Az6griqb7FFHG9",
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"content": [
{
"type": "tool_use",
"id": "toolu_01JwAHrpAjtHDo5fmY4vpWkx",
"name": "Grep",
"input": {
"pattern": "explosion|Spawning|breaker|shrapnel|grenade|Ф-1|FragGrenade",
"path": "/tmp/gh-issue-solver-1771075500141/docs/case-studies/issue-724/logs/game_log_20260214_112401.txt",
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"-i": true,
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[2026-02-14T13:26:16.747Z] [INFO] {
"type": "user",
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"content": [
{
"tool_use_id": "toolu_01JwAHrpAjtHDo5fmY4vpWkx",
"type": "tool_result",
"content": "33:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n34:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n35:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n36:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/AggressionGasGrenade.tscn\n37:[11:24:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: false, Invincibility: true, Realistic visibility: false\n53:[11:24:01] [INFO] [GrenadeTimerHelper] Autoload ready\n58:[11:24:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n80:[11:24:01] [INFO] [EnemyGrenade] Initialized: 1 grenades\n96:[11:24:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n97:[11:24:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n108:[11:24:01] [INFO] [Player.BreakerBullets] Breaker bullets not selected in ActiveItemManager\n109:[11:24:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n110:[11:24:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n202:[11:24:08] [INFO] [ActiveItemManager] Active item changed from None to Breaker Bullets\n239:[11:24:08] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n240:[11:24:08] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n254:[11:24:08] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n255:[11:24:08] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n256:[11:24:08] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n257:[11:24:08] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n353:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15) - using shadow-based wall occlusion\n354:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.3923, 1005.102), source=PLAYER (ShotgunPellet), range=500, listeners=5\n356:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15) - using shadow-based wall occlusion\n357:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.4845, 1005.888), source=PLAYER (@Area2D@410), range=500, listeners=5\n359:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15) - using shadow-based wall occlusion\n360:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(297.5, 1010.292), source=PLAYER (@Area2D@411), range=500, listeners=5\n362:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8405, 1012.194) (radius=15) - using shadow-based wall occlusion\n363:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8405, 1012.194), source=PLAYER (@Area2D@412), range=500, listeners=5\n365:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.5767, 1015.152) (radius=15) - using shadow-based wall occlusion\n366:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.5767, 1015.152), source=PLAYER (@Area2D@413), range=500, listeners=5\n368:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.1594, 1022.657) (radius=15) - using shadow-based wall occlusion\n369:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.1594, 1022.657), source=PLAYER (@Area2D@415), range=500, listeners=5\n371:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.6274, 1024.642) (radius=15) - using shadow-based wall occlusion\n372:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.6274, 1024.642), source=PLAYER (@Area2D@416), range=500, listeners=5\n374:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.4653, 1027.408) (radius=15) - using shadow-based wall occlusion\n375:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.4653, 1027.408), source=PLAYER (@Area2D@418), range=500, listeners=5\n377:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.7473, 1037.318) (radius=15) - using shadow-based wall occlusion\n378:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.7473, 1037.318), source=PLAYER (@Area2D@419), range=500, listeners=5\n380:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.7271, 1037.293) (radius=15) - using shadow-based wall occlusion\n381:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.7271, 1037.293), source=PLAYER (@Area2D@421), range=500, listeners=5\n383:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.6721, 1041.219) (radius=15) - using shadow-based wall occlusion\n384:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.6721, 1041.219), source=PLAYER (@Area2D@422), range=500, listeners=5\n386:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9989, 1023.627) (radius=15) - using shadow-based wall occlusion\n387:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9989, 1023.627), source=PLAYER (@Area2D@414), range=500, listeners=5\n389:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9234, 1034.487) (radius=15) - using shadow-based wall occlusion\n390:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9234, 1034.487), source=PLAYER (@Area2D@417), range=500, listeners=5\n392:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9759, 1044.717) (radius=15) - using shadow-based wall occlusion\n393:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9759, 1044.717), source=PLAYER (@Area2D@420), range=500, listeners=5\n439:[11:24:10] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n440:[11:24:10] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n454:[11:24:10] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n455:[11:24:10] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n456:[11:24:10] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n457:[11:24:10] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n553:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.9483, 1051.746) (radius=15) - using shadow-based wall occlusion\n554:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.9483, 1051.746), source=PLAYER (@Area2D@895), range=500, listeners=5\n556:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (286.0609, 1055.331) (radius=15) - using shadow-based wall occlusion\n557:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(286.0609, 1055.331), source=PLAYER (@Area2D@896), range=500, listeners=5\n559:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.4261, 1060.093) (radius=15) - using shadow-based wall occlusion\n560:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.4261, 1060.093), source=PLAYER (@Area2D@898), range=500, listeners=5\n562:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.6051, 1058.019) (radius=15) - using shadow-based wall occlusion\n563:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.6051, 1058.019), source=PLAYER (@Area2D@899), range=500, listeners=5\n565:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (300.4453, 1063.116) (radius=15) - using shadow-based wall occlusion\n566:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(300.4453, 1063.116), source=PLAYER (@Area2D@900), range=500, listeners=5\n568:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.2202, 1066.805) (radius=15) - using shadow-based wall occlusion\n569:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.2202, 1066.805), source=PLAYER (@Area2D@902), range=500, listeners=5\n574:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (311.1147, 1043.975) (radius=15) - using shadow-based wall occlusion\n575:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(311.1147, 1043.975), source=PLAYER (ShotgunPellet), range=500, listeners=5\n577:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (312.7519, 1052.432) (radius=15) - using shadow-based wall occlusion\n578:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(312.7519, 1052.432), source=PLAYER (@Area2D@897), range=500, listeners=5\n589:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1113.542, 989.7507) (radius=15) - using shadow-based wall occlusion\n590:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1113.542, 989.7507), source=PLAYER (@Area2D@903), range=500, listeners=5\n611:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1383.44, 1064.296) (radius=15) - using shadow-based wall occlusion\n612:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1383.44, 1064.296), source=PLAYER (@Area2D@906), range=500, listeners=4\n614:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1379.925, 1050.931) (radius=15) - using shadow-based wall occlusion\n615:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1379.925, 1050.931), source=PLAYER (@Area2D@907), range=500, listeners=4\n617:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1418.631, 988.8641) (radius=15) - using shadow-based wall occlusion\n618:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1418.631, 988.8641), source=PLAYER (@Area2D@904), range=500, listeners=4\n620:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1402.463, 1004.302) (radius=15) - using shadow-based wall occlusion\n621:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1402.463, 1004.302), source=PLAYER (@Area2D@905), range=500, listeners=4\n674:[11:24:12] [INFO] [EnemyGrenade] Initialized: 1 grenades\n680:[11:24:12] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n681:[11:24:12] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n695:[11:24:12] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n696:[11:24:12] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n697:[11:24:12] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n698:[11:24:12] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n806:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.3263, 1061.389) (radius=15) - using shadow-based wall occlusion\n807:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.3263, 1061.389), source=PLAYER (ShotgunPellet), range=500, listeners=5\n809:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (287.9397, 1067.853) (radius=15) - using shadow-based wall occlusion\n810:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(287.9397, 1067.853), source=PLAYER (@Area2D@1354), range=500, listeners=5\n812:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.1424, 1075.288) (radius=15) - using shadow-based wall occlusion\n813:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.1424, 1075.288), source=PLAYER (@Area2D@1355), range=500, listeners=5\n815:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9953, 1067.45) (radius=15) - using shadow-based wall occlusion\n816:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9953, 1067.45), source=PLAYER (@Area2D@1356), range=500, listeners=5\n818:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (331.987, 1065.939) (radius=15) - using shadow-based wall occlusion\n819:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(331.987, 1065.939), source=PLAYER (@Area2D@1357), range=500, listeners=5\n821:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (832.3032, 964.7908) (radius=15) - using shadow-based wall occlusion\n822:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(832.3032, 964.7908), source=PLAYER (@Area2D@1359), range=500, listeners=5\n824:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (834.308, 980.4561) (radius=15) - using shadow-based wall occlusion\n825:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(834.308, 980.4561), source=PLAYER (@Area2D@1360), range=500, listeners=5\n827:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (824.1549, 977.1364) (radius=15) - using shadow-based wall occlusion\n828:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(824.1549, 977.1364), source=PLAYER (@Area2D@1361), range=500, listeners=5\n830:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (858.9291, 936.051) (radius=15) - using shadow-based wall occlusion\n831:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(858.9291, 936.051), source=PLAYER (@Area2D@1358), range=500, listeners=5\n844:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1126.841, 990.6691) (radius=15) - using shadow-based wall occlusion\n845:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1126.841, 990.6691), source=PLAYER (@Area2D@1363), range=500, listeners=4\n847:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1117.547, 1003.356) (radius=15) - using shadow-based wall occlusion\n848:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1117.547, 1003.356), source=PLAYER (@Area2D@1365), range=500, listeners=4\n860:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1412.435, 894.1381) (radius=15) - using shadow-based wall occlusion\n861:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1412.435, 894.1381), source=PLAYER (@Area2D@1362), range=500, listeners=3\n863:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1403.215, 931.296) (radius=15) - using shadow-based wall occlusion\n864:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1403.215, 931.296), source=PLAYER (@Area2D@1364), range=500, listeners=3\n952:[11:24:15] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n953:[11:24:15] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n967:[11:24:15] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n968:[11:24:15] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n969:[11:24:15] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 3/4\n970:[11:24:15] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n1063:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.0184, 1054.386) (radius=15) - using shadow-based wall occlusion\n1064:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.0184, 1054.386), source=PLAYER (ShotgunPellet), range=500, listeners=5\n1066:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8232, 1052.274) (radius=15) - using shadow-based wall occlusion\n1067:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8232, 1052.274), source=PLAYER (@Area2D@1814), range=500, listeners=5\n1069:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (281.136, 1060.126) (radius=15) - using shadow-based wall occlusion\n1070:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(281.136, 1060.126), source=PLAYER (@Area2D@1815), range=500, listeners=5\n1072:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (293.3171, 1056.584) (radius=15) - using shadow-based wall occlusion\n1073:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(293.3171, 1056.584), source=PLAYER (@Area2D@1816), range=500, listeners=5\n1075:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.5486, 1060.076) (radius=15) - using shadow-based wall occlusion\n1076:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.5486, 1060.076), source=PLAYER (@Area2D@1817), range=500, listeners=5\n1078:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (301.0145, 1061.694) (radius=15) - using shadow-based wall occlusion\n1079:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(301.0145, 1061.694), source=PLAYER (@Area2D@1818), range=500, listeners=5\n1081:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (280.136, 1069.339) (radius=15) - using shadow-based wall occlusion\n1082:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(280.136, 1069.339), source=PLAYER (@Area2D@1819), range=500, listeners=5\n1084:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (298.5995, 1068.902) (radius=15) - using shadow-based wall occlusion\n1085:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(298.5995, 1068.902), source=PLAYER (@Area2D@1821), range=500, listeners=5\n1087:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (320.4444, 1064.313) (radius=15) - using shadow-based wall occlusion\n1088:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(320.4444, 1064.313), source=PLAYER (@Area2D@1820), range=500, listeners=5\n1090:[11:24:17] [INFO] [ImpactEffects] Spawning explosion visual effect at (1118.867, 997.3123) (radius=15) - using shadow-based wall occlusion\n1091:[11:24:17] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1118.867, 997.3123), source=PLAYER (@Area2D@1822), range=500, listeners=5\n1190:[11:24:18] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n1191:[11:24:18] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n1205:[11:24:18] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n1206:[11:24:18] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n1207:[11:24:18] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n1208:[11:24:18] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n1306:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.0829, 1074.423) (radius=15) - using shadow-based wall occlusion\n1307:[11:24:19] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.0829, 1074.423), source=PLAYER (ShotgunPellet), range=500, listeners=5\n1309:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.6997, 1072.367) (radius=15) - using shadow-based wall occlusion\n1310:[11:24:19] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.6997, 1072.367), source=PLAYER (@Area2D@2182), range=500, listeners=5\n1312:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (291.4728, 1074.951) (radius=15) - using shadow-based wall occlusion\n\n[Showing results with pagination = limit: 150, offset: 0]"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "31a34724-170a-4f07-a0fa-aa506b7343d3",
"tool_use_result": {
"mode": "content",
"numFiles": 0,
"filenames": [],
"content": "33:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FlashbangGrenade.tscn\n34:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/FragGrenade.tscn\n35:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/DefensiveGrenade.tscn\n36:[11:24:01] [INFO] [GrenadeManager] Loaded grenade scene: res://scenes/projectiles/AggressionGasGrenade.tscn\n37:[11:24:01] [INFO] [ExperimentalSettings] ExperimentalSettings initialized - FOV: true, Complex grenades: false, AI prediction: true, Debug: false, Invincibility: true, Realistic visibility: false\n53:[11:24:01] [INFO] [GrenadeTimerHelper] Autoload ready\n58:[11:24:01] [INFO] [PowerFantasy] Grenade effect duration: 2000ms (2.0s)\n80:[11:24:01] [INFO] [EnemyGrenade] Initialized: 1 grenades\n96:[11:24:01] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n97:[11:24:01] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n108:[11:24:01] [INFO] [Player.BreakerBullets] Breaker bullets not selected in ActiveItemManager\n109:[11:24:01] [INFO] [Player] Ready! Ammo: 9/9, Grenades: 1/3, Health: 2/4\n110:[11:24:01] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n202:[11:24:08] [INFO] [ActiveItemManager] Active item changed from None to Breaker Bullets\n239:[11:24:08] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n240:[11:24:08] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n254:[11:24:08] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n255:[11:24:08] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n256:[11:24:08] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n257:[11:24:08] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n353:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15) - using shadow-based wall occlusion\n354:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.3923, 1005.102), source=PLAYER (ShotgunPellet), range=500, listeners=5\n356:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15) - using shadow-based wall occlusion\n357:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.4845, 1005.888), source=PLAYER (@Area2D@410), range=500, listeners=5\n359:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15) - using shadow-based wall occlusion\n360:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(297.5, 1010.292), source=PLAYER (@Area2D@411), range=500, listeners=5\n362:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8405, 1012.194) (radius=15) - using shadow-based wall occlusion\n363:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8405, 1012.194), source=PLAYER (@Area2D@412), range=500, listeners=5\n365:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.5767, 1015.152) (radius=15) - using shadow-based wall occlusion\n366:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.5767, 1015.152), source=PLAYER (@Area2D@413), range=500, listeners=5\n368:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.1594, 1022.657) (radius=15) - using shadow-based wall occlusion\n369:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.1594, 1022.657), source=PLAYER (@Area2D@415), range=500, listeners=5\n371:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.6274, 1024.642) (radius=15) - using shadow-based wall occlusion\n372:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.6274, 1024.642), source=PLAYER (@Area2D@416), range=500, listeners=5\n374:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.4653, 1027.408) (radius=15) - using shadow-based wall occlusion\n375:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.4653, 1027.408), source=PLAYER (@Area2D@418), range=500, listeners=5\n377:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.7473, 1037.318) (radius=15) - using shadow-based wall occlusion\n378:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.7473, 1037.318), source=PLAYER (@Area2D@419), range=500, listeners=5\n380:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.7271, 1037.293) (radius=15) - using shadow-based wall occlusion\n381:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.7271, 1037.293), source=PLAYER (@Area2D@421), range=500, listeners=5\n383:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.6721, 1041.219) (radius=15) - using shadow-based wall occlusion\n384:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.6721, 1041.219), source=PLAYER (@Area2D@422), range=500, listeners=5\n386:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9989, 1023.627) (radius=15) - using shadow-based wall occlusion\n387:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9989, 1023.627), source=PLAYER (@Area2D@414), range=500, listeners=5\n389:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (310.9234, 1034.487) (radius=15) - using shadow-based wall occlusion\n390:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(310.9234, 1034.487), source=PLAYER (@Area2D@417), range=500, listeners=5\n392:[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9759, 1044.717) (radius=15) - using shadow-based wall occlusion\n393:[11:24:09] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9759, 1044.717), source=PLAYER (@Area2D@420), range=500, listeners=5\n439:[11:24:10] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n440:[11:24:10] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n454:[11:24:10] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n455:[11:24:10] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n456:[11:24:10] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n457:[11:24:10] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n553:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.9483, 1051.746) (radius=15) - using shadow-based wall occlusion\n554:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.9483, 1051.746), source=PLAYER (@Area2D@895), range=500, listeners=5\n556:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (286.0609, 1055.331) (radius=15) - using shadow-based wall occlusion\n557:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(286.0609, 1055.331), source=PLAYER (@Area2D@896), range=500, listeners=5\n559:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.4261, 1060.093) (radius=15) - using shadow-based wall occlusion\n560:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.4261, 1060.093), source=PLAYER (@Area2D@898), range=500, listeners=5\n562:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.6051, 1058.019) (radius=15) - using shadow-based wall occlusion\n563:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(290.6051, 1058.019), source=PLAYER (@Area2D@899), range=500, listeners=5\n565:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (300.4453, 1063.116) (radius=15) - using shadow-based wall occlusion\n566:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(300.4453, 1063.116), source=PLAYER (@Area2D@900), range=500, listeners=5\n568:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (284.2202, 1066.805) (radius=15) - using shadow-based wall occlusion\n569:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(284.2202, 1066.805), source=PLAYER (@Area2D@902), range=500, listeners=5\n574:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (311.1147, 1043.975) (radius=15) - using shadow-based wall occlusion\n575:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(311.1147, 1043.975), source=PLAYER (ShotgunPellet), range=500, listeners=5\n577:[11:24:11] [INFO] [ImpactEffects] Spawning explosion visual effect at (312.7519, 1052.432) (radius=15) - using shadow-based wall occlusion\n578:[11:24:11] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(312.7519, 1052.432), source=PLAYER (@Area2D@897), range=500, listeners=5\n589:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1113.542, 989.7507) (radius=15) - using shadow-based wall occlusion\n590:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1113.542, 989.7507), source=PLAYER (@Area2D@903), range=500, listeners=5\n611:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1383.44, 1064.296) (radius=15) - using shadow-based wall occlusion\n612:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1383.44, 1064.296), source=PLAYER (@Area2D@906), range=500, listeners=4\n614:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1379.925, 1050.931) (radius=15) - using shadow-based wall occlusion\n615:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1379.925, 1050.931), source=PLAYER (@Area2D@907), range=500, listeners=4\n617:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1418.631, 988.8641) (radius=15) - using shadow-based wall occlusion\n618:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1418.631, 988.8641), source=PLAYER (@Area2D@904), range=500, listeners=4\n620:[11:24:12] [INFO] [ImpactEffects] Spawning explosion visual effect at (1402.463, 1004.302) (radius=15) - using shadow-based wall occlusion\n621:[11:24:12] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1402.463, 1004.302), source=PLAYER (@Area2D@905), range=500, listeners=4\n674:[11:24:12] [INFO] [EnemyGrenade] Initialized: 1 grenades\n680:[11:24:12] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n681:[11:24:12] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n695:[11:24:12] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n696:[11:24:12] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n697:[11:24:12] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n698:[11:24:12] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n806:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.3263, 1061.389) (radius=15) - using shadow-based wall occlusion\n807:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.3263, 1061.389), source=PLAYER (ShotgunPellet), range=500, listeners=5\n809:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (287.9397, 1067.853) (radius=15) - using shadow-based wall occlusion\n810:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(287.9397, 1067.853), source=PLAYER (@Area2D@1354), range=500, listeners=5\n812:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.1424, 1075.288) (radius=15) - using shadow-based wall occlusion\n813:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.1424, 1075.288), source=PLAYER (@Area2D@1355), range=500, listeners=5\n815:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (306.9953, 1067.45) (radius=15) - using shadow-based wall occlusion\n816:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(306.9953, 1067.45), source=PLAYER (@Area2D@1356), range=500, listeners=5\n818:[11:24:13] [INFO] [ImpactEffects] Spawning explosion visual effect at (331.987, 1065.939) (radius=15) - using shadow-based wall occlusion\n819:[11:24:13] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(331.987, 1065.939), source=PLAYER (@Area2D@1357), range=500, listeners=5\n821:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (832.3032, 964.7908) (radius=15) - using shadow-based wall occlusion\n822:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(832.3032, 964.7908), source=PLAYER (@Area2D@1359), range=500, listeners=5\n824:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (834.308, 980.4561) (radius=15) - using shadow-based wall occlusion\n825:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(834.308, 980.4561), source=PLAYER (@Area2D@1360), range=500, listeners=5\n827:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (824.1549, 977.1364) (radius=15) - using shadow-based wall occlusion\n828:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(824.1549, 977.1364), source=PLAYER (@Area2D@1361), range=500, listeners=5\n830:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (858.9291, 936.051) (radius=15) - using shadow-based wall occlusion\n831:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(858.9291, 936.051), source=PLAYER (@Area2D@1358), range=500, listeners=5\n844:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1126.841, 990.6691) (radius=15) - using shadow-based wall occlusion\n845:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1126.841, 990.6691), source=PLAYER (@Area2D@1363), range=500, listeners=4\n847:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1117.547, 1003.356) (radius=15) - using shadow-based wall occlusion\n848:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1117.547, 1003.356), source=PLAYER (@Area2D@1365), range=500, listeners=4\n860:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1412.435, 894.1381) (radius=15) - using shadow-based wall occlusion\n861:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1412.435, 894.1381), source=PLAYER (@Area2D@1362), range=500, listeners=3\n863:[11:24:14] [INFO] [ImpactEffects] Spawning explosion visual effect at (1403.215, 931.296) (radius=15) - using shadow-based wall occlusion\n864:[11:24:14] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1403.215, 931.296), source=PLAYER (@Area2D@1364), range=500, listeners=3\n952:[11:24:15] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n953:[11:24:15] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n967:[11:24:15] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n968:[11:24:15] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n969:[11:24:15] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 3/4\n970:[11:24:15] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n1063:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.0184, 1054.386) (radius=15) - using shadow-based wall occlusion\n1064:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.0184, 1054.386), source=PLAYER (ShotgunPellet), range=500, listeners=5\n1066:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (289.8232, 1052.274) (radius=15) - using shadow-based wall occlusion\n1067:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(289.8232, 1052.274), source=PLAYER (@Area2D@1814), range=500, listeners=5\n1069:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (281.136, 1060.126) (radius=15) - using shadow-based wall occlusion\n1070:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(281.136, 1060.126), source=PLAYER (@Area2D@1815), range=500, listeners=5\n1072:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (293.3171, 1056.584) (radius=15) - using shadow-based wall occlusion\n1073:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(293.3171, 1056.584), source=PLAYER (@Area2D@1816), range=500, listeners=5\n1075:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.5486, 1060.076) (radius=15) - using shadow-based wall occlusion\n1076:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(295.5486, 1060.076), source=PLAYER (@Area2D@1817), range=500, listeners=5\n1078:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (301.0145, 1061.694) (radius=15) - using shadow-based wall occlusion\n1079:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(301.0145, 1061.694), source=PLAYER (@Area2D@1818), range=500, listeners=5\n1081:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (280.136, 1069.339) (radius=15) - using shadow-based wall occlusion\n1082:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(280.136, 1069.339), source=PLAYER (@Area2D@1819), range=500, listeners=5\n1084:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (298.5995, 1068.902) (radius=15) - using shadow-based wall occlusion\n1085:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(298.5995, 1068.902), source=PLAYER (@Area2D@1821), range=500, listeners=5\n1087:[11:24:16] [INFO] [ImpactEffects] Spawning explosion visual effect at (320.4444, 1064.313) (radius=15) - using shadow-based wall occlusion\n1088:[11:24:16] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(320.4444, 1064.313), source=PLAYER (@Area2D@1820), range=500, listeners=5\n1090:[11:24:17] [INFO] [ImpactEffects] Spawning explosion visual effect at (1118.867, 997.3123) (radius=15) - using shadow-based wall occlusion\n1091:[11:24:17] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1118.867, 997.3123), source=PLAYER (@Area2D@1822), range=500, listeners=5\n1190:[11:24:18] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: Flashbang\n1191:[11:24:18] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n1205:[11:24:18] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n1206:[11:24:18] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n1207:[11:24:18] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 2/4\n1208:[11:24:18] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n1306:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (288.0829, 1074.423) (radius=15) - using shadow-based wall occlusion\n1307:[11:24:19] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(288.0829, 1074.423), source=PLAYER (ShotgunPellet), range=500, listeners=5\n1309:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.6997, 1072.367) (radius=15) - using shadow-based wall occlusion\n1310:[11:24:19] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.6997, 1072.367), source=PLAYER (@Area2D@2182), range=500, listeners=5\n1312:[11:24:19] [INFO] [ImpactEffects] Spawning explosion visual effect at (291.4728, 1074.951) (radius=15) - using shadow-based wall occlusion",
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[2026-02-14T13:26:22.856Z] [INFO] {
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{
"type": "text",
"text": "Now I can see the problem more clearly. Each shotgun shot spawns 14 pellets, and each pellet creates **explosion visual effects** when breaker bullets are active. Let me look at the ImpactEffects code and also search for F-1 grenade explosions in the log:"
}
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[2026-02-14T13:26:24.866Z] [INFO] {
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[2026-02-14T13:26:25.102Z] [INFO] {
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[2026-02-14T13:26:25.131Z] [INFO] {
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"/tmp/gh-issue-solver-1771075500141/addons/gut/autofree.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/GutScene.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/awaiter.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/UserFileViewer.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/compare_result.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/diff_tool.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/collected_test.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/doubler.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/collected_script.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/diff_formatter.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/double_tools.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/comparator.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/GutBottomPanel.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/OutputText.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/GutRunner.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/GutControl.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/BottomPanelShortcuts.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/RunResults.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/panel_controls.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/ResizeHandle.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/gut_user_preferences.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/RunAtCursor.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/ResultsTree.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/editor_globals.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/gut_config_gui.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/gut_gui.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/ShortcutButton.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut_config.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gui/script_text_editor_controls.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut_plugin.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut_cmdln.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut_vscode_debugger.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/hook_script.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut_to_move.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/gut.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/script_parser.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/signal_watcher.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/inner_class_registry.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/junit_xml_export.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/optparse.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/result_exporter.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/logger.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/input_sender.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/parameter_handler.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/input_factory.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/one_to_many.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/orphan_counter.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/printers.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/parameter_factory.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/method_maker.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/stubber.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/spy.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/stub_params.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/test_collector.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/summary.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/version_conversion.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/utils.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/strutils.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/test.gd\n/tmp/gh-issue-solver-1771075500141/addons/gut/thing_counter.gd\n/tmp/gh-issue-solver-1771075500141/experiments/debug_revolver_hammer_cock_state.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_frag_grenade_throw_methods.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_grenade_safety_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_asvk_reload_bolt_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_breaker_wall_clipping_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_blood_splatter_logic.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_grenade_green_color.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_grenade_distance_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_asvk_casing_ejection.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_grenade_transfer_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_silenced_pistol_ammo.gd\n/tmp/gh-issue-solver-1771075500141/experiments/verify_issue_716_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_smooth_rotation.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_wall_shooting_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_issue_393_fix.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_test_tier_score_integration.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_player_blood_effect.gd\n/tmp/gh-issue-solver-1771075500141/experiments/test_rotation_angle.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/states/pursuing_state.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/states/idle_state.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/states/enemy_state.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/enemy_actions.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/enemy_memory.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/goap_planner.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/goap_action.gd\n/tmp/gh-issue-solver-1771075500141/scripts/ai/player_prediction_component.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/active_item_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/impact_effects_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/hit_effects_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/cinema_effects_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/difficulty_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/flashbang_player_effects_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/game_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/file_logger.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/audio_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/experimental_settings.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/grenade_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/power_fantasy_effects_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/progress_manager.gd\n/tmp/gh-issue-solver-1771075500141/scripts/autoload/penultimate_hit_effects_manager.gd\n(Results are truncated. Consider using a more specific path or pattern.)"
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[2026-02-14T13:26:25.148Z] [INFO] {
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{
"tool_use_id": "toolu_01Smf1ygCnK2rTvAK7hgaDrc",
"type": "tool_result",
"content": " 6000→[11:25:21] [ENEMY] [Enemy1] Registered as sound listener\n 6001→[11:25:21] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 1, behavior: GUARD\n 6002→[11:25:21] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 6003→[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 6)\n 6004→[11:25:21] [ENEMY] [Enemy2] Registered as sound listener\n 6005→[11:25:21] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n 6006→[11:25:21] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 6007→[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 7)\n 6008→[11:25:21] [ENEMY] [Enemy3] Registered as sound listener\n 6009→[11:25:21] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 1, behavior: PATROL\n 6010→[11:25:21] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 6011→[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 8)\n 6012→[11:25:21] [ENEMY] [Enemy4] Registered as sound listener\n 6013→[11:25:21] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n 6014→[11:25:21] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 6015→[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 9)\n 6016→[11:25:21] [ENEMY] [Enemy5] Registered as sound listener\n 6017→[11:25:21] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 3, behavior: GUARD\n 6018→[11:25:21] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 6019→[11:25:21] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n 6020→[11:25:21] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6021→[11:25:21] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6022→[11:25:21] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=315.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6023→[11:25:21] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6024→[11:25:21] [INFO] [Player] Detecting weapon pose (frame 3)...\n 6025→[11:25:21] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n 6026→[11:25:21] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n 6027→[11:25:21] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 6028→[11:25:21] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 6029→[11:25:21] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 6030→[11:25:21] [INFO] [LastChance] Found player: Player\n 6031→[11:25:21] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 6032→[11:25:21] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 6033→[11:25:21] [INFO] [LastChance] Connected to player Died signal (C#)\n 6034→[11:25:21] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 6035→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1302.553, 1104.019) (added to group)\n 6036→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1363.579, 990.1963) (added to group)\n 6037→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1331.828, 1046.516) (added to group)\n 6038→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1282.225, 999.8172) (added to group)\n 6039→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1315.895, 1048.747) (added to group)\n 6040→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1307.002, 1037.08) (added to group)\n 6041→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1403.331, 1123.157) (added to group)\n 6042→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1378.873, 1067.424) (added to group)\n 6043→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1378.81, 1062.883) (added to group)\n 6044→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1380.174, 1066.13) (added to group)\n 6045→[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1362.143, 1014.784) (added to group)\n 6046→[11:25:22] [ENEMY] [Enemy1] Player ammo empty: false -> true\n 6047→[11:25:22] [ENEMY] [Enemy2] Player ammo empty: false -> true\n 6048→[11:25:22] [ENEMY] [Enemy3] Player ammo empty: false -> true\n 6049→[11:25:22] [ENEMY] [Enemy4] Player ammo empty: false -> true\n 6050→[11:25:22] [ENEMY] [Enemy5] Player ammo empty: false -> true\n 6051→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1108.556), source=PLAYER (Player), range=600, listeners=9\n 6052→[11:25:22] [INFO] [SoundPropagation] Cleaned up 4 invalid listeners\n 6053→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6054→[11:25:22] [INFO] [Shotgun.FIX#212] Firing 10 pellets with 15° spread at pos=(150, 1108.5555)\n 6055→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 1/10: extraOffset=11,0, distance=63,0px, pos=(207.39949, 1082.6088)\n 6056→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 2/10: extraOffset=0,7, distance=52,7px, pos=(198.53217, 1087.9806)\n 6057→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 3/10: extraOffset=5,2, distance=57,2px, pos=(203.78828, 1089.0845)\n 6058→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 4/10: extraOffset=6,4, distance=58,4px, pos=(204.5579, 1087.6312)\n 6059→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 5/10: extraOffset=13,6, distance=65,6px, pos=(212.66583, 1089.177)\n 6060→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 6/10: extraOffset=5,7, distance=57,7px, pos=(205.47617, 1092.5856)\n 6061→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 7/10: extraOffset=7,2, distance=59,2px, pos=(207.52542, 1094.774)\n 6062→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 8/10: extraOffset=-12,3, distance=39,7px, pos=(188.82922, 1100.1222)\n 6063→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 9/10: extraOffset=6,2, distance=58,2px, pos=(206.89725, 1096.3988)\n 6064→[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 10/10: extraOffset=8,2, distance=60,2px, pos=(209.32196, 1098.3536)\n 6065→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1108.556), source=PLAYER (Shotgun), range=1469, listeners=5\n 6066→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n 6067→[11:25:22] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=846), can_see=false\n 6068→[11:25:22] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=767), can_see=false\n 6069→[11:25:22] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1056), can_see=false\n 6070→[11:25:22] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1569), can_see=false\n 6071→[11:25:22] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1574), can_see=false\n 6072→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.3349, 1048.283) (radius=15) - using shadow-based wall occlusion\n 6073→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.3349, 1048.283), source=PLAYER (ShotgunPellet), range=500, listeners=5\n 6074→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6075→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (282.1456, 1060.719) (radius=15) - using shadow-based wall occlusion\n 6076→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(282.1456, 1060.719), source=PLAYER (@Area2D@8629), range=500, listeners=5\n 6077→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6078→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (282.3651, 1057.79) (radius=15) - using shadow-based wall occlusion\n 6079→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(282.3651, 1057.79), source=PLAYER (@Area2D@8630), range=500, listeners=5\n 6080→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6081→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.2794, 1064.558) (radius=15) - using shadow-based wall occlusion\n 6082→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.2794, 1064.558), source=PLAYER (@Area2D@8631), range=500, listeners=5\n 6083→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6084→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.5574, 1069.533) (radius=15) - using shadow-based wall occlusion\n 6085→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.5574, 1069.533), source=PLAYER (@Area2D@8632), range=500, listeners=5\n 6086→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6087→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (313.6172, 1039.191) (radius=15) - using shadow-based wall occlusion\n 6088→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(313.6172, 1039.191), source=PLAYER (@Area2D@8628), range=500, listeners=5\n 6089→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6090→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (329.0857, 1065.652) (radius=15) - using shadow-based wall occlusion\n 6091→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(329.0857, 1065.652), source=PLAYER (@Area2D@8633), range=500, listeners=5\n 6092→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6093→[11:25:22] [ENEMY] [Enemy2] ROT_CHANGE: P5:idle_scan -> P1:visible, state=IDLE, target=167.8°, current=120.3°, player=(150,1111), corner_timer=0.00\n 6094→[11:25:22] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) - pursuing to attack (dist=767)\n 6095→[11:25:22] [ENEMY] [Enemy2] State: IDLE -> PURSUING\n 6096→[11:25:22] [ENEMY] [Enemy2] PURSUING corner check: angle 28.0°\n 6097→[11:25:22] [ENEMY] [Enemy2] ROT_CHANGE: P1:visible -> P2:combat_state, state=PURSUING, target=168.1°, current=-115.9°, player=(150,1111), corner_timer=0.30\n 6098→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (799.5901, 967.471) (radius=15) - using shadow-based wall occlusion\n 6099→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(799.5901, 967.471), source=PLAYER (@Area2D@8634), range=500, listeners=5\n 6100→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n 6101→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (818.1022, 965.808) (radius=15) - using shadow-based wall occlusion\n 6102→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(818.1022, 965.808), source=PLAYER (@Area2D@8635), range=500, listeners=5\n 6103→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n 6104→[11:25:22] [ENEMY] [Enemy2] Hit: dmg=1, hp=1/1->0/1\n 6105→[11:25:22] [INFO] [ImpactEffects] spawn_blood_effect called at (845.217, 964.144), dir=(0.999634, -0.027052), lethal=true\n 6106→[11:25:22] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 6107→[11:25:22] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n 6108→[11:25:22] [INFO] [ImpactEffects] Blood effect spawned at (845.217, 964.144) (scale=1.5)\n 6109→[11:25:22] [ENEMY] [Enemy2] Enemy died (ricochet: false, penetration: false)\n 6110→[11:25:22] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n 6111→[11:25:22] [ENEMY] [Enemy2] [AllyDeath] Notified 1 enemies\n 6112→[11:25:22] [INFO] [SoundPropagation] Unregistered listener: Enemy2 (remaining: 4)\n 6113→[11:25:22] [INFO] [DeathAnim] Started - Angle: -1.6 deg, Index: 11\n 6114→[11:25:22] [ENEMY] [Enemy2] Death animation started with hit direction: (0.999634, -0.027052)\n 6115→[11:25:22] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n 6116→[11:25:22] [ENEMY] [Enemy3] Hit: dmg=1, hp=1/1->0/1\n 6117→[11:25:22] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.988943, 0.148295), lethal=true\n 6118→[11:25:22] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 6119→[11:25:22] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n 6120→[11:25:22] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1.5)\n 6121→[11:25:22] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n 6122→[11:25:22] [INFO] [ScoreManager] Kill registered. Combo: 2 (points: 1500)\n 6123→[11:25:22] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 3)\n 6124→[11:25:22] [INFO] [DeathAnim] Started - Angle: 8.5 deg, Index: 12\n 6125→[11:25:22] [ENEMY] [Enemy3] Death animation started with hit direction: (0.988943, 0.148295)\n 6126→[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (1400.173, 893.5553) (radius=15) - using shadow-based wall occlusion\n 6127→[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1400.173, 893.5553), source=PLAYER (@Area2D@8636), range=500, listeners=3\n 6128→[11:25:22] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n 6129→[11:25:22] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=801), can_see=false\n 6130→[11:25:22] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1555), can_see=false\n 6131→[11:25:22] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1550), can_see=false\n 6132→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (902.7014, 973.9721) (added to group)\n 6133→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (920.1531, 945.6378) (added to group)\n 6134→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (901.062, 969.212) (added to group)\n 6135→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (938.5718, 1029.596) (added to group)\n 6136→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (943.7686, 994.9625) (added to group)\n 6137→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (978.4181, 976.6716) (added to group)\n 6138→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (932.7478, 976.8662) (added to group)\n 6139→[11:25:22] [ENEMY] [Enemy2] Ragdoll activated\n 6140→[11:25:22] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n 6141→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (984.7858, 973.1177) (added to group)\n 6142→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (951.116, 999.3958) (added to group)\n 6143→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (945.6003, 1032.642) (added to group)\n 6144→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (961.6024, 993.8056) (added to group)\n 6145→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (930.3894, 969.0509) (added to group)\n 6146→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (997.9839, 1030.241) (added to group)\n 6147→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (991.7595, 1047.231) (added to group)\n 6148→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1296.637, 1047.911) (added to group)\n 6149→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1255.655, 1036.183) (added to group)\n 6150→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1268.219, 1060.717) (added to group)\n 6151→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1257.248, 1018.311) (added to group)\n 6152→[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1266.877, 1038.032) (added to group)\n 6153→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1008.967, 1118.674) (added to group)\n 6154→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1022.189, 1068.741) (added to group)\n 6155→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (954.0571, 1103.054) (added to group)\n 6156→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1300.323, 1044.466) (added to group)\n 6157→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1274.442, 1033.945) (added to group)\n 6158→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1306.073, 1026.879) (added to group)\n 6159→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1341.361, 1021.083) (added to group)\n 6160→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1264.817, 1053.212) (added to group)\n 6161→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1261.376, 1037.91) (added to group)\n 6162→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1282.53, 1063.495) (added to group)\n 6163→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1321.053, 1059.224) (added to group)\n 6164→[11:25:23] [ENEMY] [Enemy3] Ragdoll activated\n 6165→[11:25:23] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n 6166→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1038.051, 1062.02) (added to group)\n 6167→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (999.624, 1116.622) (added to group)\n 6168→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (949.8238, 1024.708) (added to group)\n 6169→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1317.193, 1048.269) (added to group)\n 6170→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1302.425, 1061.796) (added to group)\n 6171→[11:25:23] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=641), can_see=false\n 6172→[11:25:23] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1519), can_see=false\n 6173→[11:25:23] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1474), can_see=false\n 6174→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1338.993, 1059.909) (added to group)\n 6175→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1393.541, 1079.057) (added to group)\n 6176→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1320.9, 1089.893) (added to group)\n 6177→[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1424.099, 1124.78) (added to group)\n 6178→[11:25:23] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 6179→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6180→[11:25:23] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 6181→[11:25:23] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 6182→[11:25:23] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 6183→[11:25:23] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 6184→[11:25:23] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 6185→[11:25:23] [INFO] [LastChance] Resetting all effects (scene change detected)\n 6186→[11:25:23] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n 6187→[11:25:23] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 6188→[11:25:23] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n 6189→[11:25:23] [ENEMY] [Enemy1] Death animation component initialized\n 6190→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6191→[11:25:23] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 6192→[11:25:23] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 6193→[11:25:23] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 6194→[11:25:23] [ENEMY] [Enemy2] Death animation component initialized\n 6195→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6196→[11:25:23] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 6197→[11:25:23] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 6198→[11:25:23] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 6199→[11:25:23] [ENEMY] [Enemy3] Death animation component initialized\n 6200→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6201→[11:25:23] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 6202→[11:25:23] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 6203→[11:25:23] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 6204→[11:25:23] [ENEMY] [Enemy4] Death animation component initialized\n 6205→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6206→[11:25:23] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 6207→[11:25:23] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 6208→[11:25:23] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 6209→[11:25:23] [ENEMY] [Enemy5] Death animation component initialized\n 6210→[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6211→[11:25:23] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 6212→[11:25:23] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 6213→[11:25:23] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 6214→[11:25:23] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n 6215→[11:25:23] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 6216→[11:25:23] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n 6217→[11:25:23] [INFO] [Player.Weapon] Removed default MakarovPM\n 6218→[11:25:23] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n 6219→[11:25:23] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 6220→[11:25:23] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 6221→[11:25:23] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 6222→[11:25:23] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 6223→[11:25:23] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 6224→[11:25:23] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 6225→[11:25:23] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 6226→[11:25:23] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n 6227→[11:25:23] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n 6228→[11:25:23] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n 6229→[11:25:23] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n 6230→[11:25:23] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n 6231→[11:25:23] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 3/4\n 6232→[11:25:23] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 6233→[11:25:23] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n 6234→[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n 6235→[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n 6236→[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n 6237→[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n 6238→[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n 6239→[11:25:23] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n 6240→[11:25:23] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n 6241→[11:25:23] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n 6242→[11:25:23] [INFO] [ScoreManager] Level started with 5 enemies\n 6243→[11:25:23] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n 6244→[11:25:23] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n 6245→[11:25:23] [INFO] [ReplayManager] Replay data cleared\n 6246→[11:25:23] [INFO] [LabyrinthLevel] Previous replay data cleared\n 6247→[11:25:23] [INFO] [ReplayManager] Detected player weapon: Shotgun\n 6248→[11:25:23] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 6249→[11:25:23] [INFO] [ReplayManager] Level: LabyrinthLevel\n 6250→[11:25:23] [INFO] [ReplayManager] Player: Player (valid: True)\n 6251→[11:25:23] [INFO] [ReplayManager] Enemies count: 5\n 6252→[11:25:23] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n 6253→[11:25:23] [INFO] [ReplayManager] Enemy 0: Enemy1\n 6254→[11:25:23] [INFO] [ReplayManager] Enemy 1: Enemy2\n 6255→[11:25:23] [INFO] [ReplayManager] Enemy 2: Enemy3\n 6256→[11:25:23] [INFO] [ReplayManager] Enemy 3: Enemy4\n 6257→[11:25:23] [INFO] [ReplayManager] Enemy 4: Enemy5\n 6258→[11:25:23] [INFO] [LabyrinthLevel] Replay recording started successfully\n 6259→[11:25:23] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n 6260→[11:25:23] [INFO] [CinemaEffects] Found player node: Player\n 6261→[11:25:23] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n 6262→[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 4)\n 6263→[11:25:23] [ENEMY] [Enemy1] Registered as sound listener\n 6264→[11:25:23] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 1, behavior: GUARD\n 6265→[11:25:23] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n 6266→[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 5)\n 6267→[11:25:23] [ENEMY] [Enemy2] Registered as sound listener\n 6268→[11:25:23] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n 6269→[11:25:23] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n 6270→[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 6)\n 6271→[11:25:23] [ENEMY] [Enemy3] Registered as sound listener\n 6272→[11:25:23] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n 6273→[11:25:23] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n 6274→[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 7)\n 6275→[11:25:23] [ENEMY] [Enemy4] Registered as sound listener\n 6276→[11:25:23] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 1, behavior: GUARD\n 6277→[11:25:23] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n 6278→[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 8)\n 6279→[11:25:23] [ENEMY] [Enemy5] Registered as sound listener\n 6280→[11:25:23] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 4, behavior: GUARD\n 6281→[11:25:23] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n 6282→[11:25:23] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n 6283→[11:25:23] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6284→[11:25:23] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6285→[11:25:23] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=315.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6286→[11:25:23] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n 6287→[11:25:23] [INFO] [Player] Detecting weapon pose (frame 3)...\n 6288→[11:25:23] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n 6289→[11:25:23] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n 6290→[11:25:23] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n 6291→[11:25:23] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n 6292→[11:25:23] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n 6293→[11:25:23] [INFO] [LastChance] Found player: Player\n 6294→[11:25:23] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n 6295→[11:25:23] [INFO] [LastChance] Connected to player Damaged signal (C#)\n 6296→[11:25:23] [INFO] [LastChance] Connected to player Died signal (C#)\n 6297→[11:25:23] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n 6298→[11:25:24] [ENEMY] [Enemy1] Player ammo empty: false -> true\n 6299→[11:25:24] [ENEMY] [Enemy2] Player ammo empty: false -> true\n 6300→[11:25:24] [ENEMY] [Enemy3] Player ammo empty: false -> true\n 6301→[11:25:24] [ENEMY] [Enemy4] Player ammo empty: false -> true\n 6302→[11:25:24] [ENEMY] [Enemy5] Player ammo empty: false -> true\n 6303→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1106.833), source=PLAYER (Player), range=600, listeners=8\n 6304→[11:25:24] [INFO] [SoundPropagation] Cleaned up 3 invalid listeners\n 6305→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6306→[11:25:24] [INFO] [Shotgun.FIX#212] Firing 12 pellets with 15° spread at pos=(150, 1106.8334)\n 6307→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 1/12: extraOffset=5,9, distance=57,9px, pos=(206.1799, 1092.8008)\n 6308→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 2/12: extraOffset=2,1, distance=54,1px, pos=(203.20404, 1096.8634)\n 6309→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 3/12: extraOffset=-8,9, distance=43,1px, pos=(192.34302, 1098.9249)\n 6310→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 4/12: extraOffset=9,8, distance=61,8px, pos=(210.8753, 1096.4572)\n 6311→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 5/12: extraOffset=-11,7, distance=40,3px, pos=(189.94383, 1101.4797)\n 6312→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 6/12: extraOffset=-8,8, distance=43,2px, pos=(192.82846, 1101.4424)\n 6313→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 7/12: extraOffset=6,0, distance=58,0px, pos=(207.6966, 1101.0626)\n 6314→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 8/12: extraOffset=-7,5, distance=44,5px, pos=(194.45625, 1105.1188)\n 6315→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 9/12: extraOffset=13,5, distance=65,5px, pos=(215.52963, 1106.3866)\n 6316→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 10/12: extraOffset=11,8, distance=63,8px, pos=(213.78085, 1107.9119)\n 6317→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 11/12: extraOffset=5,7, distance=57,7px, pos=(207.62656, 1109.0105)\n 6318→[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 12/12: extraOffset=1,0, distance=53,0px, pos=(202.94926, 1107.9507)\n 6319→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1106.833), source=PLAYER (Shotgun), range=1469, listeners=5\n 6320→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n 6321→[11:25:24] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=845), can_see=false\n 6322→[11:25:24] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=766), can_see=false\n 6323→[11:25:24] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1055), can_see=false\n 6324→[11:25:24] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1568), can_see=false\n 6325→[11:25:24] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1573), can_see=false\n 6326→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (287.0293, 1072.606) (radius=15) - using shadow-based wall occlusion\n 6327→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(287.0293, 1072.606), source=PLAYER (ShotgunPellet), range=500, listeners=5\n 6328→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n 6329→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (665.6332, 1126.313) (radius=15) - using shadow-based wall occlusion\n 6330→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(665.6332, 1126.313), source=PLAYER (@Area2D@9041), range=500, listeners=5\n 6331→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=4, self=0, below_threshold=0\n 6332→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (858.465, 974.0739) (radius=15) - using shadow-based wall occlusion\n 6333→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(858.465, 974.0739), source=PLAYER (@Area2D@9032), range=500, listeners=5\n 6334→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n 6335→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (847.6772, 976.5265) (radius=15) - using shadow-based wall occlusion\n 6336→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(847.6772, 976.5265), source=PLAYER (@Area2D@9033), range=500, listeners=5\n 6337→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n 6338→[11:25:24] [ENEMY] [Enemy2] Hit: dmg=1, hp=1/1->0/1\n 6339→[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (900, 950), dir=(0.999963, 0.008651), lethal=true\n 6340→[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 6341→[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n 6342→[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (900, 950) (scale=1.5)\n 6343→[11:25:24] [ENEMY] [Enemy2] Enemy died (ricochet: false, penetration: false)\n 6344→[11:25:24] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n 6345→[11:25:24] [ENEMY] [Enemy2] [AllyDeath] Notified 1 enemies\n 6346→[11:25:24] [INFO] [SoundPropagation] Unregistered listener: Enemy2 (remaining: 4)\n 6347→[11:25:24] [INFO] [DeathAnim] Started - Angle: 0.5 deg, Index: 12\n 6348→[11:25:24] [ENEMY] [Enemy2] Death animation started with hit direction: (0.999963, 0.008651)\n 6349→[11:25:24] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n 6350→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1119.812, 1009.832) (radius=15) - using shadow-based wall occlusion\n 6351→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1119.812, 1009.832), source=PLAYER (@Area2D@9037), range=500, listeners=4\n 6352→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=0\n 6353→[11:25:24] [ENEMY] [Enemy3] Hit: dmg=1, hp=2/2->1/2\n 6354→[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.923271, -0.384148), lethal=false\n 6355→[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 6356→[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n 6357→[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1)\n 6358→[11:25:24] [ENEMY] [Enemy3] Hit: dmg=1, hp=1/2->0/2\n 6359→[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.986719, 0.162435), lethal=true\n 6360→[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n 6361→[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n 6362→[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1.5)\n 6363→[11:25:24] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n 6364→[11:25:24] [INFO] [ScoreManager] Kill registered. Combo: 2 (points: 1500)\n 6365→[11:25:24] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 3)\n 6366→[11:25:24] [INFO] [DeathAnim] Started - Angle: 9.3 deg, Index: 12\n 6367→[11:25:24] [ENEMY] [Enemy3] Death animation started with hit direction: (0.986719, 0.162435)\n 6368→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1382.169, 1098.433) (radius=15) - using shadow-based wall occlusion\n 6369→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1382.169, 1098.433), source=PLAYER (@Area2D@9039), range=500, listeners=3\n 6370→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=3, self=0, below_threshold=0\n 6371→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1402.029, 893.4241) (radius=15) - using shadow-based wall occlusion\n 6372→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1402.029, 893.4241), source=PLAYER (@Area2D@9034), range=500, listeners=3\n 6373→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n 6374→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1387.568, 940.9637) (radius=15) - using shadow-based wall occlusion\n 6375→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1387.568, 940.9637), source=PLAYER (@Area2D@9035), range=500, listeners=3\n 6376→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n 6377→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1391.702, 950.535) (radius=15) - using shadow-based wall occlusion\n 6378→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1391.702, 950.535), source=PLAYER (@Area2D@9036), range=500, listeners=3\n 6379→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n 6380→[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1401.892, 1058.55) (radius=15) - using shadow-based wall occlusion\n 6381→[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1401.892, 1058.55), source=PLAYER (@Area2D@9038), range=500, listeners=3\n 6382→[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n 6383→[11:25:24] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=850), can_see=false\n 6384→[11:25:24] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1570), can_see=false\n 6385→[11:25:24] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1575), can_see=false\n 6386→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (941.2451, 947.8646) (added to group)\n 6387→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (964.3423, 976.957) (added to group)\n 6388→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (952.5972, 957.113) (added to group)\n 6389→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (987.2395, 999.085) (added to group)\n 6390→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (951.0822, 954.912) (added to group)\n 6391→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1029.29, 984.9733) (added to group)\n 6392→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (999.8337, 1027.586) (added to group)\n 6393→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (991.0242, 1032.568) (added to group)\n 6394→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1261.394, 1052.659) (added to group)\n 6395→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1262.011, 1042.851) (added to group)\n 6396→[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1237.892, 1008.208) (added to group)\n 6397→[11:25:25] [ENEMY] [Enemy2] Ragdoll activated\n 6398→[11:25:25] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n 6399→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1008.413, 1000.461) (added to group)\n 6400→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1001.348, 1053.035) (added to group)\n 6401→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (986.149, 992.1207) (added to group)\n 6402→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1276.366, 953.8135) (added to group)\n 6403→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1239.465, 978.7584) (added to group)\n 6404→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1326.556, 1034.217) (added to group)\n 6405→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1303.602, 1069.615) (added to group)\n 6406→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1259.108, 1037.36) (added to group)\n 6407→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1290.065, 1055.54) (added to group)\n 6408→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1259.607, 1011.278) (added to group)\n 6409→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1292.674, 1089.956) (added to group)\n 6410→[11:25:25] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 6411→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6412→[11:25:25] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n 6413→[11:25:25] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n 6414→[11:25:25] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n 6415→[11:25:25] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n 6416→[11:25:25] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n 6417→[11:25:25] [INFO] [LastChance] Resetting all effects (scene change detected)\n 6418→[11:25:25] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n 6419→[11:25:25] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n 6420→[11:25:25] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n 6421→[11:25:25] [ENEMY] [Enemy1] Death animation component initialized\n 6422→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6423→[11:25:25] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n 6424→[11:25:25] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n 6425→[11:25:25] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n 6426→[11:25:25] [ENEMY] [Enemy2] Death animation component initialized\n 6427→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6428→[11:25:25] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n 6429→[11:25:25] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n 6430→[11:25:25] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n 6431→[11:25:25] [ENEMY] [Enemy3] Death animation component initialized\n 6432→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6433→[11:25:25] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n 6434→[11:25:25] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n 6435→[11:25:25] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n 6436→[11:25:25] [ENEMY] [Enemy4] Death animation component initialized\n 6437→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6438→[11:25:25] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n 6439→[11:25:25] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n 6440→[11:25:25] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n 6441→[11:25:25] [ENEMY] [Enemy5] Death animation component initialized\n 6442→[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n 6443→[11:25:25] [INFO] [BloodyFeet:Player] Footprint scene loaded\n 6444→[11:25:25] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n 6445→[11:25:25] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n 6446→[11:25:25] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n 6447→[11:25:25] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n 6448→[11:25:25] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n 6449→[11:25:25] [INFO] [Player.Weapon] Removed default MakarovPM\n 6450→[11:25:25] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n 6451→[11:25:25] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n 6452→[11:25:25] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n 6453→[11:25:25] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n 6454→[11:25:25] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n 6455→[11:25:25] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n 6456→[11:25:25] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n 6457→[11:25:25] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n 6458→[11:25:25] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n 6459→[11:25:25] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n 6460→[11:25:25] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n 6461→[11:25:25] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n 6462→[11:25:25] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n 6463→[11:25:25] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n 6464→[11:25:25] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n 6465→[11:25:25] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n 6466→[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n 6467→[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n 6468→[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n 6469→[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n 6470→[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n 6471→[11:25:25] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n 6472→[11:25:25] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n 6473→[11:25:25] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n 6474→[11:25:25] [INFO] [ScoreManager] Level started with 5 enemies\n 6475→[11:25:25] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n 6476→[11:25:25] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n 6477→[11:25:25] [INFO] [ReplayManager] Replay data cleared\n 6478→[11:25:25] [INFO] [LabyrinthLevel] Previous replay data cleared\n 6479→[11:25:25] [INFO] [ReplayManager] Detected player weapon: Shotgun\n 6480→[11:25:25] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n 6481→[11:25:25] [INFO] [ReplayManager] Level: LabyrinthLevel\n 6482→[11:25:25] [INFO] [ReplayManager] Player: Player (valid: True)\n 6483→[11:25:25] [INFO] [ReplayManager] Enemies count: 5\n 6484→[11:25:25] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n 6485→[11:25:25] [INFO] [ReplayManager] Enemy 0: Enemy1\n 6486→[11:25:25] [INFO] [ReplayManager] Enemy 1: Enemy2\n 6487→[11:25:25] [INFO] [ReplayManager] Enemy 2: Enemy3\n 6488→[11:25:25] [INFO] [ReplayManager] Enemy 3: Enemy4\n 6489→[11:25:25] [INFO] [ReplayManager] Enemy 4: Enemy5\n 6490→[11:25:25] [INFO] [LabyrinthLevel] Replay recording started successfully\n 6491→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1063.48, 1081.866) (added to group)\n 6492→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1029.076, 966.8946) (added to group)\n 6493→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1106.261, 1063.905) (added to group)\n 6494→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1015.301, 990.8917) (added to group)\n 6495→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1075.761, 1040.172) (added to group)\n 6496→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1060.931, 970.3349) (added to group)\n 6497→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1300.316, 1022.194) (added to group)\n 6498→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1352.391, 1033.796) (added to group)\n 6499→[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1285.524, 995.1176) (added to group)\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "a9709545-f071-4ebf-8641-a649e4c28a9b",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1771075500141/docs/case-studies/issue-724/logs/game_log_20260214_112401.txt",
"content": "[11:25:21] [ENEMY] [Enemy1] Registered as sound listener\n[11:25:21] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 1, behavior: GUARD\n[11:25:21] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 6)\n[11:25:21] [ENEMY] [Enemy2] Registered as sound listener\n[11:25:21] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n[11:25:21] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 7)\n[11:25:21] [ENEMY] [Enemy3] Registered as sound listener\n[11:25:21] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 1, behavior: PATROL\n[11:25:21] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 8)\n[11:25:21] [ENEMY] [Enemy4] Registered as sound listener\n[11:25:21] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 2, behavior: GUARD\n[11:25:21] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[11:25:21] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 9)\n[11:25:21] [ENEMY] [Enemy5] Registered as sound listener\n[11:25:21] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 3, behavior: GUARD\n[11:25:21] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[11:25:21] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n[11:25:21] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:21] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=146.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:21] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=315.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:21] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:21] [INFO] [Player] Detecting weapon pose (frame 3)...\n[11:25:21] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n[11:25:21] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n[11:25:21] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[11:25:21] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[11:25:21] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[11:25:21] [INFO] [LastChance] Found player: Player\n[11:25:21] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[11:25:21] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[11:25:21] [INFO] [LastChance] Connected to player Died signal (C#)\n[11:25:21] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1302.553, 1104.019) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1363.579, 990.1963) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1331.828, 1046.516) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1282.225, 999.8172) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1315.895, 1048.747) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1307.002, 1037.08) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1403.331, 1123.157) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1378.873, 1067.424) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1378.81, 1062.883) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1380.174, 1066.13) (added to group)\n[11:25:21] [INFO] [BloodDecal] Blood puddle created at (1362.143, 1014.784) (added to group)\n[11:25:22] [ENEMY] [Enemy1] Player ammo empty: false -> true\n[11:25:22] [ENEMY] [Enemy2] Player ammo empty: false -> true\n[11:25:22] [ENEMY] [Enemy3] Player ammo empty: false -> true\n[11:25:22] [ENEMY] [Enemy4] Player ammo empty: false -> true\n[11:25:22] [ENEMY] [Enemy5] Player ammo empty: false -> true\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1108.556), source=PLAYER (Player), range=600, listeners=9\n[11:25:22] [INFO] [SoundPropagation] Cleaned up 4 invalid listeners\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [Shotgun.FIX#212] Firing 10 pellets with 15° spread at pos=(150, 1108.5555)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 1/10: extraOffset=11,0, distance=63,0px, pos=(207.39949, 1082.6088)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 2/10: extraOffset=0,7, distance=52,7px, pos=(198.53217, 1087.9806)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 3/10: extraOffset=5,2, distance=57,2px, pos=(203.78828, 1089.0845)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 4/10: extraOffset=6,4, distance=58,4px, pos=(204.5579, 1087.6312)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 5/10: extraOffset=13,6, distance=65,6px, pos=(212.66583, 1089.177)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 6/10: extraOffset=5,7, distance=57,7px, pos=(205.47617, 1092.5856)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 7/10: extraOffset=7,2, distance=59,2px, pos=(207.52542, 1094.774)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 8/10: extraOffset=-12,3, distance=39,7px, pos=(188.82922, 1100.1222)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 9/10: extraOffset=6,2, distance=58,2px, pos=(206.89725, 1096.3988)\n[11:25:22] [INFO] [Shotgun.FIX#212] Normal pellet 10/10: extraOffset=8,2, distance=60,2px, pos=(209.32196, 1098.3536)\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1108.556), source=PLAYER (Shotgun), range=1469, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n[11:25:22] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=846), can_see=false\n[11:25:22] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=767), can_see=false\n[11:25:22] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1056), can_see=false\n[11:25:22] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1569), can_see=false\n[11:25:22] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1574), can_see=false\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (283.3349, 1048.283) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(283.3349, 1048.283), source=PLAYER (ShotgunPellet), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (282.1456, 1060.719) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(282.1456, 1060.719), source=PLAYER (@Area2D@8629), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (282.3651, 1057.79) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(282.3651, 1057.79), source=PLAYER (@Area2D@8630), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (292.2794, 1064.558) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(292.2794, 1064.558), source=PLAYER (@Area2D@8631), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (285.5574, 1069.533) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(285.5574, 1069.533), source=PLAYER (@Area2D@8632), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (313.6172, 1039.191) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(313.6172, 1039.191), source=PLAYER (@Area2D@8628), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (329.0857, 1065.652) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(329.0857, 1065.652), source=PLAYER (@Area2D@8633), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:22] [ENEMY] [Enemy2] ROT_CHANGE: P5:idle_scan -> P1:visible, state=IDLE, target=167.8°, current=120.3°, player=(150,1111), corner_timer=0.00\n[11:25:22] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) - pursuing to attack (dist=767)\n[11:25:22] [ENEMY] [Enemy2] State: IDLE -> PURSUING\n[11:25:22] [ENEMY] [Enemy2] PURSUING corner check: angle 28.0°\n[11:25:22] [ENEMY] [Enemy2] ROT_CHANGE: P1:visible -> P2:combat_state, state=PURSUING, target=168.1°, current=-115.9°, player=(150,1111), corner_timer=0.30\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (799.5901, 967.471) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(799.5901, 967.471), source=PLAYER (@Area2D@8634), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (818.1022, 965.808) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(818.1022, 965.808), source=PLAYER (@Area2D@8635), range=500, listeners=5\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n[11:25:22] [ENEMY] [Enemy2] Hit: dmg=1, hp=1/1->0/1\n[11:25:22] [INFO] [ImpactEffects] spawn_blood_effect called at (845.217, 964.144), dir=(0.999634, -0.027052), lethal=true\n[11:25:22] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[11:25:22] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n[11:25:22] [INFO] [ImpactEffects] Blood effect spawned at (845.217, 964.144) (scale=1.5)\n[11:25:22] [ENEMY] [Enemy2] Enemy died (ricochet: false, penetration: false)\n[11:25:22] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n[11:25:22] [ENEMY] [Enemy2] [AllyDeath] Notified 1 enemies\n[11:25:22] [INFO] [SoundPropagation] Unregistered listener: Enemy2 (remaining: 4)\n[11:25:22] [INFO] [DeathAnim] Started - Angle: -1.6 deg, Index: 11\n[11:25:22] [ENEMY] [Enemy2] Death animation started with hit direction: (0.999634, -0.027052)\n[11:25:22] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n[11:25:22] [ENEMY] [Enemy3] Hit: dmg=1, hp=1/1->0/1\n[11:25:22] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.988943, 0.148295), lethal=true\n[11:25:22] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[11:25:22] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n[11:25:22] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1.5)\n[11:25:22] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n[11:25:22] [INFO] [ScoreManager] Kill registered. Combo: 2 (points: 1500)\n[11:25:22] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 3)\n[11:25:22] [INFO] [DeathAnim] Started - Angle: 8.5 deg, Index: 12\n[11:25:22] [ENEMY] [Enemy3] Death animation started with hit direction: (0.988943, 0.148295)\n[11:25:22] [INFO] [ImpactEffects] Spawning explosion visual effect at (1400.173, 893.5553) (radius=15) - using shadow-based wall occlusion\n[11:25:22] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1400.173, 893.5553), source=PLAYER (@Area2D@8636), range=500, listeners=3\n[11:25:22] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n[11:25:22] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=801), can_see=false\n[11:25:22] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1555), can_see=false\n[11:25:22] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1550), can_see=false\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (902.7014, 973.9721) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (920.1531, 945.6378) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (901.062, 969.212) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (938.5718, 1029.596) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (943.7686, 994.9625) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (978.4181, 976.6716) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (932.7478, 976.8662) (added to group)\n[11:25:22] [ENEMY] [Enemy2] Ragdoll activated\n[11:25:22] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (984.7858, 973.1177) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (951.116, 999.3958) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (945.6003, 1032.642) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (961.6024, 993.8056) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (930.3894, 969.0509) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (997.9839, 1030.241) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (991.7595, 1047.231) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1296.637, 1047.911) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1255.655, 1036.183) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1268.219, 1060.717) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1257.248, 1018.311) (added to group)\n[11:25:22] [INFO] [BloodDecal] Blood puddle created at (1266.877, 1038.032) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1008.967, 1118.674) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1022.189, 1068.741) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (954.0571, 1103.054) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1300.323, 1044.466) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1274.442, 1033.945) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1306.073, 1026.879) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1341.361, 1021.083) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1264.817, 1053.212) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1261.376, 1037.91) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1282.53, 1063.495) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1321.053, 1059.224) (added to group)\n[11:25:23] [ENEMY] [Enemy3] Ragdoll activated\n[11:25:23] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1038.051, 1062.02) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (999.624, 1116.622) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (949.8238, 1024.708) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1317.193, 1048.269) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1302.425, 1061.796) (added to group)\n[11:25:23] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=641), can_see=false\n[11:25:23] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1519), can_see=false\n[11:25:23] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1474), can_see=false\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1338.993, 1059.909) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1393.541, 1079.057) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1320.9, 1089.893) (added to group)\n[11:25:23] [INFO] [BloodDecal] Blood puddle created at (1424.099, 1124.78) (added to group)\n[11:25:23] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[11:25:23] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:25:23] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[11:25:23] [INFO] [LastChance] Resetting all effects (scene change detected)\n[11:25:23] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n[11:25:23] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[11:25:23] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n[11:25:23] [ENEMY] [Enemy1] Death animation component initialized\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[11:25:23] [ENEMY] [Enemy2] Death animation component initialized\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[11:25:23] [ENEMY] [Enemy3] Death animation component initialized\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[11:25:23] [ENEMY] [Enemy4] Death animation component initialized\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[11:25:23] [ENEMY] [Enemy5] Death animation component initialized\n[11:25:23] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:23] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[11:25:23] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[11:25:23] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[11:25:23] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n[11:25:23] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[11:25:23] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n[11:25:23] [INFO] [Player.Weapon] Removed default MakarovPM\n[11:25:23] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n[11:25:23] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[11:25:23] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[11:25:23] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[11:25:23] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[11:25:23] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[11:25:23] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[11:25:23] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[11:25:23] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n[11:25:23] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n[11:25:23] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n[11:25:23] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n[11:25:23] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n[11:25:23] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 3/4\n[11:25:23] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[11:25:23] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n[11:25:23] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n[11:25:23] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n[11:25:23] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n[11:25:23] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n[11:25:23] [INFO] [ScoreManager] Level started with 5 enemies\n[11:25:23] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n[11:25:23] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n[11:25:23] [INFO] [ReplayManager] Replay data cleared\n[11:25:23] [INFO] [LabyrinthLevel] Previous replay data cleared\n[11:25:23] [INFO] [ReplayManager] Detected player weapon: Shotgun\n[11:25:23] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[11:25:23] [INFO] [ReplayManager] Level: LabyrinthLevel\n[11:25:23] [INFO] [ReplayManager] Player: Player (valid: True)\n[11:25:23] [INFO] [ReplayManager] Enemies count: 5\n[11:25:23] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n[11:25:23] [INFO] [ReplayManager] Enemy 0: Enemy1\n[11:25:23] [INFO] [ReplayManager] Enemy 1: Enemy2\n[11:25:23] [INFO] [ReplayManager] Enemy 2: Enemy3\n[11:25:23] [INFO] [ReplayManager] Enemy 3: Enemy4\n[11:25:23] [INFO] [ReplayManager] Enemy 4: Enemy5\n[11:25:23] [INFO] [LabyrinthLevel] Replay recording started successfully\n[11:25:23] [INFO] [BloodyFeet:Enemy1] Blood detector created and attached to Enemy1\n[11:25:23] [INFO] [CinemaEffects] Found player node: Player\n[11:25:23] [INFO] [CinemaEffects] Connected to player 'Died' signal (C# naming)\n[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy1 (total: 4)\n[11:25:23] [ENEMY] [Enemy1] Registered as sound listener\n[11:25:23] [ENEMY] [Enemy1] Spawned at (400, 300), hp: 1, behavior: GUARD\n[11:25:23] [INFO] [BloodyFeet:Enemy2] Blood detector created and attached to Enemy2\n[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy2 (total: 5)\n[11:25:23] [ENEMY] [Enemy2] Registered as sound listener\n[11:25:23] [ENEMY] [Enemy2] Spawned at (900, 950), hp: 1, behavior: GUARD\n[11:25:23] [INFO] [BloodyFeet:Enemy3] Blood detector created and attached to Enemy3\n[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy3 (total: 6)\n[11:25:23] [ENEMY] [Enemy3] Registered as sound listener\n[11:25:23] [ENEMY] [Enemy3] Spawned at (1200, 1000), hp: 2, behavior: PATROL\n[11:25:23] [INFO] [BloodyFeet:Enemy4] Blood detector created and attached to Enemy4\n[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy4 (total: 7)\n[11:25:23] [ENEMY] [Enemy4] Registered as sound listener\n[11:25:23] [ENEMY] [Enemy4] Spawned at (1650, 650), hp: 1, behavior: GUARD\n[11:25:23] [INFO] [BloodyFeet:Enemy5] Blood detector created and attached to Enemy5\n[11:25:23] [INFO] [SoundPropagation] Registered listener: Enemy5 (total: 8)\n[11:25:23] [ENEMY] [Enemy5] Registered as sound listener\n[11:25:23] [ENEMY] [Enemy5] Spawned at (1500, 300), hp: 4, behavior: GUARD\n[11:25:23] [INFO] [BloodyFeet:Player] Blood detector created and attached to Player\n[11:25:23] [INFO] [ReplayManager] Recording frame 0 (0,0s): player_valid=True, enemies=5\n[11:25:23] [ENEMY] [Enemy1] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=168.8°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:23] [ENEMY] [Enemy2] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=337.5°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:23] [ENEMY] [Enemy4] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=315.0°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:23] [ENEMY] [Enemy5] ROT_CHANGE: none -> P5:idle_scan, state=IDLE, target=281.3°, current=0.0°, player=(150,1000), corner_timer=0.00\n[11:25:23] [INFO] [Player] Detecting weapon pose (frame 3)...\n[11:25:23] [INFO] [Player] Detected weapon: Shotgun (Shotgun pose)\n[11:25:23] [INFO] [Player] Applied Shotgun arm pose: Left=(21, 6), Right=(-1, 6)\n[11:25:23] [INFO] [PenultimateHit] Found player: Player (class: CharacterBody2D)\n[11:25:23] [INFO] [PenultimateHit] Connected to player Damaged signal (C#)\n[11:25:23] [INFO] [PenultimateHit] Connected to player Died signal (C#)\n[11:25:23] [INFO] [LastChance] Found player: Player\n[11:25:23] [INFO] [LastChance] Connected to ThreatSphere threat_detected signal\n[11:25:23] [INFO] [LastChance] Connected to player Damaged signal (C#)\n[11:25:23] [INFO] [LastChance] Connected to player Died signal (C#)\n[11:25:23] [INFO] [CinemaEffects] Cinema effect now enabled (after 1 frames delay)\n[11:25:24] [ENEMY] [Enemy1] Player ammo empty: false -> true\n[11:25:24] [ENEMY] [Enemy2] Player ammo empty: false -> true\n[11:25:24] [ENEMY] [Enemy3] Player ammo empty: false -> true\n[11:25:24] [ENEMY] [Enemy4] Player ammo empty: false -> true\n[11:25:24] [ENEMY] [Enemy5] Player ammo empty: false -> true\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EMPTY_CLICK, pos=(150, 1106.833), source=PLAYER (Player), range=600, listeners=8\n[11:25:24] [INFO] [SoundPropagation] Cleaned up 3 invalid listeners\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:24] [INFO] [Shotgun.FIX#212] Firing 12 pellets with 15° spread at pos=(150, 1106.8334)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 1/12: extraOffset=5,9, distance=57,9px, pos=(206.1799, 1092.8008)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 2/12: extraOffset=2,1, distance=54,1px, pos=(203.20404, 1096.8634)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 3/12: extraOffset=-8,9, distance=43,1px, pos=(192.34302, 1098.9249)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 4/12: extraOffset=9,8, distance=61,8px, pos=(210.8753, 1096.4572)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 5/12: extraOffset=-11,7, distance=40,3px, pos=(189.94383, 1101.4797)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 6/12: extraOffset=-8,8, distance=43,2px, pos=(192.82846, 1101.4424)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 7/12: extraOffset=6,0, distance=58,0px, pos=(207.6966, 1101.0626)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 8/12: extraOffset=-7,5, distance=44,5px, pos=(194.45625, 1105.1188)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 9/12: extraOffset=13,5, distance=65,5px, pos=(215.52963, 1106.3866)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 10/12: extraOffset=11,8, distance=63,8px, pos=(213.78085, 1107.9119)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 11/12: extraOffset=5,7, distance=57,7px, pos=(207.62656, 1109.0105)\n[11:25:24] [INFO] [Shotgun.FIX#212] Normal pellet 12/12: extraOffset=1,0, distance=53,0px, pos=(202.94926, 1107.9507)\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=GUNSHOT, pos=(150, 1106.833), source=PLAYER (Shotgun), range=1469, listeners=5\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=2, self=0, below_threshold=3\n[11:25:24] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=845), can_see=false\n[11:25:24] [ENEMY] [Enemy2] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=766), can_see=false\n[11:25:24] [ENEMY] [Enemy3] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1055), can_see=false\n[11:25:24] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1568), can_see=false\n[11:25:24] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1573), can_see=false\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (287.0293, 1072.606) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(287.0293, 1072.606), source=PLAYER (ShotgunPellet), range=500, listeners=5\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=5, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (665.6332, 1126.313) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(665.6332, 1126.313), source=PLAYER (@Area2D@9041), range=500, listeners=5\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=4, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (858.465, 974.0739) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(858.465, 974.0739), source=PLAYER (@Area2D@9032), range=500, listeners=5\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (847.6772, 976.5265) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(847.6772, 976.5265), source=PLAYER (@Area2D@9033), range=500, listeners=5\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=2, out_of_range=3, self=0, below_threshold=0\n[11:25:24] [ENEMY] [Enemy2] Hit: dmg=1, hp=1/1->0/1\n[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (900, 950), dir=(0.999963, 0.008651), lethal=true\n[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (900, 950) (scale=1.5)\n[11:25:24] [ENEMY] [Enemy2] Enemy died (ricochet: false, penetration: false)\n[11:25:24] [INFO] [ScoreManager] Kill registered. Combo: 1 (points: 500)\n[11:25:24] [ENEMY] [Enemy2] [AllyDeath] Notified 1 enemies\n[11:25:24] [INFO] [SoundPropagation] Unregistered listener: Enemy2 (remaining: 4)\n[11:25:24] [INFO] [DeathAnim] Started - Angle: 0.5 deg, Index: 12\n[11:25:24] [ENEMY] [Enemy2] Death animation started with hit direction: (0.999963, 0.008651)\n[11:25:24] [INFO] [ReplayManager] Recording frame 60 (1,0s): player_valid=True, enemies=5\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1119.812, 1009.832) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1119.812, 1009.832), source=PLAYER (@Area2D@9037), range=500, listeners=4\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=3, self=0, below_threshold=0\n[11:25:24] [ENEMY] [Enemy3] Hit: dmg=1, hp=2/2->1/2\n[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.923271, -0.384148), lethal=false\n[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 10 to spawn at particle landing times\n[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1)\n[11:25:24] [ENEMY] [Enemy3] Hit: dmg=1, hp=1/2->0/2\n[11:25:24] [INFO] [ImpactEffects] spawn_blood_effect called at (1200, 1000), dir=(0.986719, 0.162435), lethal=true\n[11:25:24] [INFO] [ImpactEffects] Blood particle effect instantiated successfully\n[11:25:24] [INFO] [ImpactEffects] Blood decals scheduled: 20 to spawn at particle landing times\n[11:25:24] [INFO] [ImpactEffects] Blood effect spawned at (1200, 1000) (scale=1.5)\n[11:25:24] [ENEMY] [Enemy3] Enemy died (ricochet: false, penetration: false)\n[11:25:24] [INFO] [ScoreManager] Kill registered. Combo: 2 (points: 1500)\n[11:25:24] [INFO] [SoundPropagation] Unregistered listener: Enemy3 (remaining: 3)\n[11:25:24] [INFO] [DeathAnim] Started - Angle: 9.3 deg, Index: 12\n[11:25:24] [ENEMY] [Enemy3] Death animation started with hit direction: (0.986719, 0.162435)\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1382.169, 1098.433) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1382.169, 1098.433), source=PLAYER (@Area2D@9039), range=500, listeners=3\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=0, out_of_range=3, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1402.029, 893.4241) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1402.029, 893.4241), source=PLAYER (@Area2D@9034), range=500, listeners=3\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1387.568, 940.9637) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1387.568, 940.9637), source=PLAYER (@Area2D@9035), range=500, listeners=3\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1391.702, 950.535) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1391.702, 950.535), source=PLAYER (@Area2D@9036), range=500, listeners=3\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n[11:25:24] [INFO] [ImpactEffects] Spawning explosion visual effect at (1401.892, 1058.55) (radius=15) - using shadow-based wall occlusion\n[11:25:24] [INFO] [SoundPropagation] Sound emitted: type=EXPLOSION, pos=(1401.892, 1058.55), source=PLAYER (@Area2D@9038), range=500, listeners=3\n[11:25:24] [INFO] [SoundPropagation] Sound result: notified=1, out_of_range=2, self=0, below_threshold=0\n[11:25:24] [ENEMY] [Enemy1] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=850), can_see=false\n[11:25:24] [ENEMY] [Enemy4] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1570), can_see=false\n[11:25:24] [ENEMY] [Enemy5] Player vulnerable (ammo_empty) but cannot attack: close=false (dist=1575), can_see=false\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (941.2451, 947.8646) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (964.3423, 976.957) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (952.5972, 957.113) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (987.2395, 999.085) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (951.0822, 954.912) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1029.29, 984.9733) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (999.8337, 1027.586) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (991.0242, 1032.568) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1261.394, 1052.659) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1262.011, 1042.851) (added to group)\n[11:25:24] [INFO] [BloodDecal] Blood puddle created at (1237.892, 1008.208) (added to group)\n[11:25:25] [ENEMY] [Enemy2] Ragdoll activated\n[11:25:25] [INFO] [DeathAnim] Ragdoll activated at 60% fall progress\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1008.413, 1000.461) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1001.348, 1053.035) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (986.149, 992.1207) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1276.366, 953.8135) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1239.465, 978.7584) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1326.556, 1034.217) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1303.602, 1069.615) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1259.108, 1037.36) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1290.065, 1055.54) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1259.607, 1011.278) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1292.674, 1089.956) (added to group)\n[11:25:25] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Enemy1] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Enemy1] Found EnemyModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Enemy1] BloodyFeetComponent ready on Enemy1\n[11:25:25] [INFO] [ImpactEffects] Scene changed - clearing all stale effect references\n[11:25:25] [INFO] [PenultimateHit] Resetting all effects (scene change detected)\n[11:25:25] [INFO] [LastChance] Resetting all effects (scene change detected)\n[11:25:25] [INFO] [CinemaEffects] Scene changed to: LabyrinthLevel\n[11:25:25] [INFO] [PowerFantasy] Resetting all effects (scene change detected)\n[11:25:25] [INFO] [FlashbangPlayer] Resetting flashbang player effects (scene change)\n[11:25:25] [ENEMY] [Enemy1] Death animation component initialized\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Enemy2] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Enemy2] Found EnemyModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Enemy2] BloodyFeetComponent ready on Enemy2\n[11:25:25] [ENEMY] [Enemy2] Death animation component initialized\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Enemy3] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Enemy3] Found EnemyModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Enemy3] BloodyFeetComponent ready on Enemy3\n[11:25:25] [ENEMY] [Enemy3] Death animation component initialized\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Enemy4] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Enemy4] Found EnemyModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Enemy4] BloodyFeetComponent ready on Enemy4\n[11:25:25] [ENEMY] [Enemy4] Death animation component initialized\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Enemy5] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Enemy5] Found EnemyModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Enemy5] BloodyFeetComponent ready on Enemy5\n[11:25:25] [ENEMY] [Enemy5] Death animation component initialized\n[11:25:25] [INFO] [BloodyFeet:?] BloodyFeetComponent initializing...\n[11:25:25] [INFO] [BloodyFeet:Player] Footprint scene loaded\n[11:25:25] [INFO] [BloodyFeet:Player] Found PlayerModel for facing direction\n[11:25:25] [INFO] [BloodyFeet:Player] BloodyFeetComponent ready on Player\n[11:25:25] [INFO] [Player.Grenade] Grenade scene loaded from GrenadeManager: F-1 Grenade\n[11:25:25] [INFO] [Player.Grenade] Normal level - starting with 1 grenade\n[11:25:25] [INFO] [Player.Weapon] GameManager weapon selection: shotgun (Shotgun)\n[11:25:25] [INFO] [Player.Weapon] Removed default MakarovPM\n[11:25:25] [INFO] [Player.Weapon] Equipped Shotgun (ammo: 0/8)\n[11:25:25] [INFO] [Player.Init] Body sprite found at position: (-4, 0)\n[11:25:25] [INFO] [Player.Init] Head sprite found at position: (-6, -2)\n[11:25:25] [INFO] [Player.Init] Left arm sprite found at position: (24, 6)\n[11:25:25] [INFO] [Player.Init] Right arm sprite found at position: (-2, 6)\n[11:25:25] [INFO] [Player.Debug] Connected to GameManager, debug mode: False\n[11:25:25] [INFO] [Player.Debug] Connected to GameManager, invincibility mode: False\n[11:25:25] [INFO] [Player.Flashlight] No flashlight selected in ActiveItemManager\n[11:25:25] [INFO] [Player.TeleportBracers] No teleport bracers selected in ActiveItemManager\n[11:25:25] [INFO] [Player.Homing] No homing bullets selected in ActiveItemManager\n[11:25:25] [INFO] [Player.InvisibilitySuit] No invisibility suit selected in ActiveItemManager\n[11:25:25] [INFO] [Player.BreakerBullets] Breaker bullets active — bullets will detonate 60px before walls\n[11:25:25] [INFO] [Player.BreakerBullets] Set IsBreakerBulletActive on weapon: Shotgun\n[11:25:25] [INFO] [Player] Ready! Ammo: 0/8, Grenades: 1/3, Health: 4/4\n[11:25:25] [INFO] [Player.Grenade] Throwing system: VELOCITY-BASED (v2.0 - mouse velocity at release)\n[11:25:25] [INFO] [LabyrinthLevel] Found Environment/Enemies node with 5 children\n[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy1': script=true, has_died_signal=true\n[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy2': script=true, has_died_signal=true\n[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy3': script=true, has_died_signal=true\n[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy4': script=true, has_died_signal=true\n[11:25:25] [INFO] [LabyrinthLevel] Child 'Enemy5': script=true, has_died_signal=true\n[11:25:25] [INFO] [LabyrinthLevel] Enemy tracking complete: 5 enemies registered\n[11:25:25] [INFO] [LabyrinthLevel] Setting up weapon: shotgun\n[11:25:25] [INFO] [LabyrinthLevel] Shotgun already equipped by C# Player - skipping GDScript weapon swap\n[11:25:25] [INFO] [ScoreManager] Level started with 5 enemies\n[11:25:25] [INFO] [LabyrinthLevel] ReplayManager found as C# autoload - verified OK\n[11:25:25] [INFO] [LabyrinthLevel] Starting replay recording - Player: Player, Enemies count: 5\n[11:25:25] [INFO] [ReplayManager] Replay data cleared\n[11:25:25] [INFO] [LabyrinthLevel] Previous replay data cleared\n[11:25:25] [INFO] [ReplayManager] Detected player weapon: Shotgun\n[11:25:25] [INFO] [ReplayManager] === REPLAY RECORDING STARTED ===\n[11:25:25] [INFO] [ReplayManager] Level: LabyrinthLevel\n[11:25:25] [INFO] [ReplayManager] Player: Player (valid: True)\n[11:25:25] [INFO] [ReplayManager] Enemies count: 5\n[11:25:25] [INFO] [ReplayManager] Detected weapon texture: res://assets/sprites/weapons/shotgun_topdown.png\n[11:25:25] [INFO] [ReplayManager] Enemy 0: Enemy1\n[11:25:25] [INFO] [ReplayManager] Enemy 1: Enemy2\n[11:25:25] [INFO] [ReplayManager] Enemy 2: Enemy3\n[11:25:25] [INFO] [ReplayManager] Enemy 3: Enemy4\n[11:25:25] [INFO] [ReplayManager] Enemy 4: Enemy5\n[11:25:25] [INFO] [LabyrinthLevel] Replay recording started successfully\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1063.48, 1081.866) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1029.076, 966.8946) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1106.261, 1063.905) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1015.301, 990.8917) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1075.761, 1040.172) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1060.931, 970.3349) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1300.316, 1022.194) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1352.391, 1033.796) (added to group)\n[11:25:25] [INFO] [BloodDecal] Blood puddle created at (1285.524, 995.1176) (added to group)",
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}
}
[2026-02-14T13:26:29.682Z] [INFO] {
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"content": [
{
"type": "text",
"text": "I see the F-1 grenade being loaded and I can see the problem more clearly now. Let me examine the log around the timestamps when FPS drops would occur and look at the ImpactEffects code:"
}
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[2026-02-14T13:26:30.296Z] [INFO] {
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{
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[2026-02-14T13:26:30.320Z] [INFO] {
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"text": "Let me read the key files that handle explosions and visual effects to understand the performance bottleneck:"
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"content": " 1→extends Node\n 2→## Autoload singleton for managing impact visual effects.\n 3→##\n 4→## Spawns particle effects when bullets hit different surfaces:\n 5→## - Wall/obstacle hits: Dust particles scatter in different directions\n 6→## - Lethal hits on enemies/players: Blood splatter effect\n 7→## - Non-lethal hits (armor): Spark particles\n 8→##\n 9→## Effect intensity scales based on weapon caliber.\n 10→## Blood decals persist on the floor for visual feedback.\n 11→\n 12→## Preloaded particle effect scenes.\n 13→var _dust_effect_scene: PackedScene = null\n 14→var _blood_effect_scene: PackedScene = null\n 15→var _sparks_effect_scene: PackedScene = null\n 16→var _blood_decal_scene: PackedScene = null\n 17→var _bullet_hole_scene: PackedScene = null\n 18→var _muzzle_flash_scene: PackedScene = null\n 19→var _flashbang_effect_scene: PackedScene = null\n 20→\n 21→## Default effect scale for calibers without explicit setting.\n 22→const DEFAULT_EFFECT_SCALE: float = 1.0\n 23→\n 24→## Minimum effect scale (prevents invisible effects).\n 25→## Note: Silenced weapons may use scales as low as 0.2 for very subtle muzzle flash.\n 26→const MIN_EFFECT_SCALE: float = 0.2\n 27→\n 28→## Maximum effect scale (prevents overwhelming effects).\n 29→const MAX_EFFECT_SCALE: float = 2.0\n 30→\n 31→## Maximum number of blood decals before oldest ones are removed.\n 32→## Set to 0 for unlimited decals (puddles should never disappear per issue #293, #370).\n 33→## CRITICAL: Must remain 0 - do not change without explicit user approval.\n 34→const MAX_BLOOD_DECALS: int = 0\n 35→\n 36→## Maximum distance to check for walls for blood splatters (in pixels).\n 37→const WALL_SPLATTER_CHECK_DISTANCE: float = 100.0\n 38→\n 39→## Collision layer for walls/obstacles (layer 3 = bitmask 4).\n 40→## Layer mapping: 1=player, 2=enemies, 3=obstacles, 4=pickups, 5=projectiles, 6=targets\n 41→const WALL_COLLISION_LAYER: int = 4\n 42→\n 43→## Maximum number of bullet holes is unlimited (permanent holes as requested).\n 44→## Set to 0 to disable cleanup limit.\n 45→const MAX_BULLET_HOLES: int = 0\n 46→\n 47→## Active blood decals for cleanup management.\n 48→var _blood_decals = []\n 49→\n 50→## Active bullet holes for cleanup management (visual only).\n 51→var _bullet_holes = []\n 52→\n 53→## Active penetration collision holes for cleanup management.\n 54→var _penetration_holes = []\n 55→\n 56→## Penetration hole scene.\n 57→var _penetration_hole_scene: PackedScene = null\n 58→\n 59→## Enable/disable debug logging for effect spawning.\n 60→var _debug_effects: bool = false\n 61→\n 62→## Reference to FileLogger for persistent logging.\n 63→var _file_logger: Node = null\n 64→\n 65→## Track the last known scene to detect scene changes.\n 66→var _last_scene: Node = null\n 67→\n 68→## Whether the shader warmup has been completed.\n 69→## Warmup pre-compiles GPU shaders to prevent first-shot lag (Issue #343).\n 70→var _warmup_completed: bool = false\n 71→\n 72→\n 73→func _ready() -> void:\n 74→\t# CRITICAL: First line diagnostic - if this doesn't appear, script failed to load\n 75→\tprint(\"[ImpactEffectsManager] _ready() STARTING - FULL VERSION...\")\n 76→\n 77→\t# Get FileLogger reference - print diagnostic if it fails\n 78→\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n 79→\tif _file_logger == null:\n 80→\t\tprint(\"[ImpactEffectsManager] WARNING: FileLogger not found at /root/FileLogger\")\n 81→\telse:\n 82→\t\tprint(\"[ImpactEffectsManager] FileLogger found successfully\")\n 83→\n 84→\t_preload_effect_scenes()\n 85→\n 86→\t# Connect to tree_changed to detect scene changes and clear stale references\n 87→\tget_tree().tree_changed.connect(_on_tree_changed)\n 88→\t_last_scene = get_tree().current_scene\n 89→\n 90→\t_log_info(\"ImpactEffectsManager ready - FULL VERSION with blood effects enabled\")\n 91→\n 92→\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n 93→\t# This pre-compiles GPU shaders for particle effects during loading\n 94→\t_warmup_particle_shaders()\n 95→\n 96→\n 97→## Logs to FileLogger and always prints to console for diagnostics.\n 98→func _log_info(message: String) -> void:\n 99→\tvar log_message := \"[ImpactEffects] \" + message\n 100→\t# Always print to console for debugging exported builds\n 101→\tprint(log_message)\n 102→\t# Also write to file logger if available\n 103→\tif _file_logger and _file_logger.has_method(\"log_info\"):\n 104→\t\t_file_logger.log_info(log_message)\n 105→\n 106→\n 107→## Preloads all particle effect scenes for efficient instantiation.\n 108→func _preload_effect_scenes() -> void:\n 109→\t# Load effect scenes if they exist\n 110→\tvar dust_path := \"res://scenes/effects/DustEffect.tscn\"\n 111→\tvar blood_path := \"res://scenes/effects/BloodEffect.tscn\"\n 112→\tvar sparks_path := \"res://scenes/effects/SparksEffect.tscn\"\n 113→\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n 114→\n 115→\t# Track loaded scenes for logging\n 116→\tvar loaded_scenes = []\n 117→\tvar missing_scenes = []\n 118→\n 119→\tif ResourceLoader.exists(dust_path):\n 120→\t\t_dust_effect_scene = load(dust_path)\n 121→\t\tloaded_scenes.append(\"DustEffect\")\n 122→\t\tif _debug_effects:\n 123→\t\t\tprint(\"[ImpactEffectsManager] Loaded DustEffect scene\")\n 124→\telse:\n 125→\t\tmissing_scenes.append(\"DustEffect\")\n 126→\t\tpush_warning(\"ImpactEffectsManager: DustEffect scene not found at \" + dust_path)\n 127→\n 128→\tif ResourceLoader.exists(blood_path):\n 129→\t\t_blood_effect_scene = load(blood_path)\n 130→\t\tloaded_scenes.append(\"BloodEffect\")\n 131→\t\tif _debug_effects:\n 132→\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodEffect scene\")\n 133→\telse:\n 134→\t\tmissing_scenes.append(\"BloodEffect\")\n 135→\t\tpush_warning(\"ImpactEffectsManager: BloodEffect scene not found at \" + blood_path)\n 136→\n 137→\tif ResourceLoader.exists(sparks_path):\n 138→\t\t_sparks_effect_scene = load(sparks_path)\n 139→\t\tloaded_scenes.append(\"SparksEffect\")\n 140→\t\tif _debug_effects:\n 141→\t\t\tprint(\"[ImpactEffectsManager] Loaded SparksEffect scene\")\n 142→\telse:\n 143→\t\tmissing_scenes.append(\"SparksEffect\")\n 144→\t\tpush_warning(\"ImpactEffectsManager: SparksEffect scene not found at \" + sparks_path)\n 145→\n 146→\tif ResourceLoader.exists(blood_decal_path):\n 147→\t\t_blood_decal_scene = load(blood_decal_path)\n 148→\t\tloaded_scenes.append(\"BloodDecal\")\n 149→\t\tif _debug_effects:\n 150→\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n 151→\telse:\n 152→\t\tmissing_scenes.append(\"BloodDecal\")\n 153→\t\t# Blood decals are optional - don't warn, just log in debug mode\n 154→\t\tif _debug_effects:\n 155→\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n 156→\n 157→\t# Log summary of loaded scenes\n 158→\t_log_info(\"Scenes loaded: %s\" % [\", \".join(loaded_scenes)])\n 159→\tif missing_scenes.size() > 0:\n 160→\t\t_log_info(\"Missing scenes: %s\" % [\", \".join(missing_scenes)])\n 161→\n 162→\tvar bullet_hole_path := \"res://scenes/effects/BulletHole.tscn\"\n 163→\tif ResourceLoader.exists(bullet_hole_path):\n 164→\t\t_bullet_hole_scene = load(bullet_hole_path)\n 165→\t\tif _debug_effects:\n 166→\t\t\tprint(\"[ImpactEffectsManager] Loaded BulletHole scene\")\n 167→\telse:\n 168→\t\t# Bullet holes are optional - don't warn, just log in debug mode\n 169→\t\tif _debug_effects:\n 170→\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not found (optional)\")\n 171→\n 172→\tvar penetration_hole_path := \"res://scenes/effects/PenetrationHole.tscn\"\n 173→\tif ResourceLoader.exists(penetration_hole_path):\n 174→\t\t_penetration_hole_scene = load(penetration_hole_path)\n 175→\t\tif _debug_effects:\n 176→\t\t\tprint(\"[ImpactEffectsManager] Loaded PenetrationHole scene\")\n 177→\telse:\n 178→\t\t# Penetration holes are optional\n 179→\t\tif _debug_effects:\n 180→\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not found (optional)\")\n 181→\n 182→\tvar muzzle_flash_path := \"res://scenes/effects/MuzzleFlash.tscn\"\n 183→\tif ResourceLoader.exists(muzzle_flash_path):\n 184→\t\t_muzzle_flash_scene = load(muzzle_flash_path)\n 185→\t\tloaded_scenes.append(\"MuzzleFlash\")\n 186→\t\tif _debug_effects:\n 187→\t\t\tprint(\"[ImpactEffectsManager] Loaded MuzzleFlash scene\")\n 188→\telse:\n 189→\t\t# Muzzle flash is optional - don't warn, just log in debug mode\n 190→\t\tif _debug_effects:\n 191→\t\t\tprint(\"[ImpactEffectsManager] MuzzleFlash scene not found (optional)\")\n 192→\n 193→\tvar flashbang_effect_path := \"res://scenes/effects/FlashbangEffect.tscn\"\n 194→\tif ResourceLoader.exists(flashbang_effect_path):\n 195→\t\t_flashbang_effect_scene = load(flashbang_effect_path)\n 196→\t\tloaded_scenes.append(\"FlashbangEffect\")\n 197→\t\tif _debug_effects:\n 198→\t\t\tprint(\"[ImpactEffectsManager] Loaded FlashbangEffect scene\")\n 199→\telse:\n 200→\t\t# Flashbang effect is optional - don't warn, just log in debug mode\n 201→\t\tif _debug_effects:\n 202→\t\t\tprint(\"[ImpactEffectsManager] FlashbangEffect scene not found (optional)\")\n 203→\n 204→\n 205→## Spawns a dust effect at the given position when a bullet hits a wall.\n 206→## @param position: World position where the bullet hit the wall.\n 207→## @param surface_normal: Normal vector of the surface (particles scatter away from it).\n 208→## @param caliber_data: Optional caliber data for effect scaling.\n 209→func spawn_dust_effect(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null) -> void:\n 210→\tif _debug_effects:\n 211→\t\tprint(\"[ImpactEffectsManager] spawn_dust_effect at \", position, \" normal=\", surface_normal)\n 212→\n 213→\tif _dust_effect_scene == null:\n 214→\t\tif _debug_effects:\n 215→\t\t\tprint(\"[ImpactEffectsManager] ERROR: _dust_effect_scene is null\")\n 216→\t\treturn\n 217→\n 218→\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n 219→\tif effect == null:\n 220→\t\tif _debug_effects:\n 221→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n 222→\t\treturn\n 223→\n 224→\teffect.global_position = position\n 225→\n 226→\t# Rotate effect to face away from surface (in the direction of the normal)\n 227→\teffect.rotation = surface_normal.angle()\n 228→\n 229→\t# Scale effect based on caliber\n 230→\tvar effect_scale := _get_effect_scale(caliber_data)\n 231→\teffect.amount_ratio = effect_scale\n 232→\t# Use smaller visual scale for more realistic dust particles\n 233→\teffect.scale = Vector2(effect_scale * 0.8, effect_scale * 0.8)\n 234→\n 235→\t# Add to scene tree\n 236→\t_add_effect_to_scene(effect)\n 237→\n 238→\t# Start emitting\n 239→\teffect.emitting = true\n 240→\n 241→\tif _debug_effects:\n 242→\t\tprint(\"[ImpactEffectsManager] Dust effect spawned successfully\")\n 243→\n 244→\n 245→## Spawns a blood splatter effect at the given position for lethal hits.\n 246→## @param position: World position where the lethal hit occurred.\n 247→## @param hit_direction: Direction the bullet was traveling (blood splatters opposite).\n 248→## @param caliber_data: Optional caliber data for effect scaling.\n 249→## @param is_lethal: Whether the hit was lethal (affects intensity and decal spawning).\n 250→func spawn_blood_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null, is_lethal: bool = true) -> void:\n 251→\t_log_info(\"spawn_blood_effect called at %s, dir=%s, lethal=%s\" % [position, hit_direction, is_lethal])\n 252→\n 253→\tif _debug_effects:\n 254→\t\tprint(\"[ImpactEffectsManager] spawn_blood_effect at \", position, \" dir=\", hit_direction, \" lethal=\", is_lethal)\n 255→\n 256→\tif _blood_effect_scene == null:\n 257→\t\t_log_info(\"ERROR: _blood_effect_scene is null - cannot spawn blood effect\")\n 258→\t\tprint(\"[ImpactEffectsManager] ERROR: _blood_effect_scene is null - blood effect NOT spawned\")\n 259→\t\treturn\n 260→\n 261→\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n 262→\tif effect == null:\n 263→\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n 264→\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n 265→\t\treturn\n 266→\n 267→\t_log_info(\"Blood particle effect instantiated successfully\")\n 268→\n 269→\teffect.global_position = position\n 270→\n 271→\t# Blood splatters in the direction the bullet was traveling\n 272→\teffect.rotation = hit_direction.angle()\n 273→\n 274→\t# Scale effect based on caliber (larger calibers = more blood)\n 275→\tvar effect_scale := _get_effect_scale(caliber_data)\n 276→\t# Lethal hits produce more blood\n 277→\tif is_lethal:\n 278→\t\teffect_scale *= 1.5\n 279→\teffect.amount_ratio = clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n 280→\teffect.scale = Vector2(effect_scale, effect_scale)\n 281→\n 282→\t# Add to scene tree\n 283→\t_add_effect_to_scene(effect)\n 284→\n 285→\t# Start emitting\n 286→\teffect.emitting = true\n 287→\n 288→\t# Spawn many small blood decals that simulate where particles land\n 289→\t# Number of decals based on hit intensity and lethality\n 290→\tvar num_decals := 20 if is_lethal else 10\n 291→\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n 292→\n 293→\t# Check for nearby walls and spawn wall splatters\n 294→\t_spawn_wall_blood_splatter(position, hit_direction, effect_scale, is_lethal)\n 295→\n 296→\t_log_info(\"Blood effect spawned at %s (scale=%s)\" % [position, effect_scale])\n 297→\tif _debug_effects:\n 298→\t\tprint(\"[ImpactEffectsManager] Blood effect spawned successfully\")\n 299→\n 300→\n 301→## Spawns a spark effect at the given position for non-lethal (armor) hits.\n 302→## @param position: World position where the non-lethal hit occurred.\n 303→## @param hit_direction: Direction the bullet was traveling.\n 304→## @param caliber_data: Optional caliber data for effect scaling.\n 305→func spawn_sparks_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null) -> void:\n 306→\tif _debug_effects:\n 307→\t\tprint(\"[ImpactEffectsManager] spawn_sparks_effect at \", position, \" dir=\", hit_direction)\n 308→\n 309→\tif _sparks_effect_scene == null:\n 310→\t\tif _debug_effects:\n 311→\t\t\tprint(\"[ImpactEffectsManager] ERROR: _sparks_effect_scene is null\")\n 312→\t\treturn\n 313→\n 314→\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n 315→\tif effect == null:\n 316→\t\tif _debug_effects:\n 317→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n 318→\t\treturn\n 319→\n 320→\teffect.global_position = position\n 321→\n 322→\t# Sparks scatter in direction opposite to bullet travel (reflection)\n 323→\teffect.rotation = (-hit_direction).angle()\n 324→\n 325→\t# Scale effect based on caliber\n 326→\tvar effect_scale := _get_effect_scale(caliber_data)\n 327→\t# Sparks are generally smaller, so reduce scale slightly\n 328→\teffect_scale *= 0.7\n 329→\teffect.amount_ratio = effect_scale\n 330→\teffect.scale = Vector2(effect_scale, effect_scale)\n 331→\n 332→\t# Add to scene tree\n 333→\t_add_effect_to_scene(effect)\n 334→\n 335→\t# Start emitting\n 336→\teffect.emitting = true\n 337→\n 338→\tif _debug_effects:\n 339→\t\tprint(\"[ImpactEffectsManager] Sparks effect spawned successfully\")\n 340→\n 341→\n 342→## Spawns a muzzle flash effect at the given position when a weapon is fired.\n 343→## Creates a brief flash of particles and dynamic light that illuminates nearby walls.\n 344→## @param position: World position of the gun muzzle (where bullet exits barrel).\n 345→## @param direction: Direction the gun is pointing (flash emits in this direction).\n 346→## @param caliber_data: Optional caliber data for effect scaling.\n 347→## @param scale_override: Optional explicit scale override (ignores caliber_data if > 0).\n 348→## Use this for silenced weapons that need very small flash (e.g., 0.2 for ~100x100 pixels).\n 349→func spawn_muzzle_flash(position: Vector2, direction: Vector2, caliber_data: Resource = null, scale_override: float = 0.0) -> void:\n 350→\tif _debug_effects:\n 351→\t\tprint(\"[ImpactEffectsManager] spawn_muzzle_flash at \", position, \" dir=\", direction, \" scale_override=\", scale_override)\n 352→\n 353→\tif _muzzle_flash_scene == null:\n 354→\t\tif _debug_effects:\n 355→\t\t\tprint(\"[ImpactEffectsManager] ERROR: _muzzle_flash_scene is null\")\n 356→\t\treturn\n 357→\n 358→\tvar effect: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n 359→\tif effect == null:\n 360→\t\tif _debug_effects:\n 361→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate muzzle flash\")\n 362→\t\treturn\n 363→\n 364→\teffect.global_position = position\n 365→\n 366→\t# Rotate effect to face the shooting direction\n 367→\teffect.rotation = direction.angle()\n 368→\n 369→\t# Scale effect: use explicit override if provided, otherwise use caliber data\n 370→\tvar effect_scale: float\n 371→\tif scale_override > 0.0:\n 372→\t\teffect_scale = clampf(scale_override, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n 373→\telse:\n 374→\t\teffect_scale = _get_effect_scale(caliber_data)\n 375→\teffect.scale = Vector2(effect_scale, effect_scale)\n 376→\n 377→\t# Add to scene tree\n 378→\t_add_effect_to_scene(effect)\n 379→\n 380→\tif _debug_effects:\n 381→\t\tprint(\"[ImpactEffectsManager] Muzzle flash spawned at \", position, \" with scale=\", effect_scale)\n 382→\n 383→\n 384→## Spawns a flashbang visual effect at the given position.\n 385→## Creates a bright flash of light that illuminates the area but respects walls.\n 386→## Uses shadow_enabled PointLight2D so light doesn't pass through walls (Issue #469).\n 387→## @param position: World position where the flashbang exploded.\n 388→## @param radius: Effect radius for scaling the light coverage.\n 389→func spawn_flashbang_effect(position: Vector2, radius: float = 400.0) -> void:\n 390→\tif _debug_effects:\n 391→\t\tprint(\"[ImpactEffectsManager] spawn_flashbang_effect at \", position, \" radius=\", radius)\n 392→\n 393→\tif _flashbang_effect_scene == null:\n 394→\t\tif _debug_effects:\n 395→\t\t\tprint(\"[ImpactEffectsManager] ERROR: _flashbang_effect_scene is null\")\n 396→\t\treturn\n 397→\n 398→\tvar effect: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n 399→\tif effect == null:\n 400→\t\tif _debug_effects:\n 401→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate flashbang effect\")\n 402→\t\treturn\n 403→\n 404→\teffect.global_position = position\n 405→\n 406→\t# Set effect radius to scale the light properly\n 407→\tif effect.has_method(\"set_effect_radius\"):\n 408→\t\teffect.set_effect_radius(radius)\n 409→\n 410→\t# Add to scene tree\n 411→\t_add_effect_to_scene(effect)\n 412→\n 413→\t_log_info(\"Flashbang effect spawned at %s (radius=%d)\" % [position, radius])\n 414→\tif _debug_effects:\n 415→\t\tprint(\"[ImpactEffectsManager] Flashbang effect spawned at \", position)\n 416→\n 417→\n 418→## Gets the effect scale from caliber data, or returns default if not available.\n 419→## @param caliber_data: Caliber resource that may contain effect_scale property.\n 420→## @return: Effect scale factor clamped between MIN and MAX values.\n 421→func _get_effect_scale(caliber_data: Resource) -> float:\n 422→\tvar effect_scale := DEFAULT_EFFECT_SCALE\n 423→\n 424→\tif caliber_data and \"effect_scale\" in caliber_data:\n 425→\t\teffect_scale = caliber_data.effect_scale\n 426→\n 427→\treturn clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n 428→\n 429→\n 430→## Adds an effect node to the current scene tree.\n 431→## Effect will be added as a child of the current scene.\n 432→func _add_effect_to_scene(effect: Node2D) -> void:\n 433→\tvar scene := get_tree().current_scene\n 434→\tif scene:\n 435→\t\tscene.add_child(effect)\n 436→\t\tif _debug_effects:\n 437→\t\t\tprint(\"[ImpactEffectsManager] Effect added to scene: \", scene.name)\n 438→\telse:\n 439→\t\t# Fallback: add to self (autoload node)\n 440→\t\tadd_child(effect)\n 441→\t\tif _debug_effects:\n 442→\t\t\tprint(\"[ImpactEffectsManager] WARNING: No current scene, effect added to autoload\")\n 443→\n 444→\n 445→## Spawns multiple small blood decals at positions simulating where blood particles would land.\n 446→## @param origin: World position where the blood spray starts.\n 447→## @param hit_direction: Direction the bullet was traveling (blood sprays in this direction).\n 448→## @param effect: The GPUParticles2D effect to get physics parameters from.\n 449→## @param count: Number of decals to spawn.\n 450→func _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n 451→\tif _blood_decal_scene == null:\n 452→\t\t_log_info(\"Blood decal scene is null - skipping floor decals\")\n 453→\t\treturn\n 454→\n 455→\t# Get particle physics parameters from the effect's process material\n 456→\tvar process_mat: ParticleProcessMaterial = effect.process_material as ParticleProcessMaterial\n 457→\tif process_mat == null:\n 458→\t\t_log_info(\"Blood effect has no process material - using defaults\")\n 459→\t\t# Use default parameters matching BloodEffect.tscn\n 460→\t\tvar initial_velocity_min: float = 150.0\n 461→\t\tvar initial_velocity_max: float = 350.0\n 462→\t\tvar gravity: Vector2 = Vector2(0, 450)\n 463→\t\tvar spread_angle: float = deg_to_rad(55.0)\n 464→\t\tvar lifetime: float = effect.lifetime\n 465→\t\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n 466→\t\treturn\n 467→\n 468→\tvar initial_velocity_min: float = process_mat.initial_velocity_min\n 469→\tvar initial_velocity_max: float = process_mat.initial_velocity_max\n 470→\t# ParticleProcessMaterial uses Vector3 for gravity, convert to Vector2\n 471→\tvar gravity_3d: Vector3 = process_mat.gravity\n 472→\tvar gravity: Vector2 = Vector2(gravity_3d.x, gravity_3d.y)\n 473→\tvar spread_angle: float = deg_to_rad(process_mat.spread)\n 474→\tvar lifetime: float = effect.lifetime\n 475→\n 476→\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n 477→\n 478→\n 479→## Internal helper to spawn decals with given physics parameters.\n 480→## Checks for wall collisions to prevent decals from appearing through walls.\n 481→## Decals are spawned with a delay matching when particles would \"land\".\n 482→func _spawn_decals_with_params(origin: Vector2, hit_direction: Vector2, initial_velocity_min: float, initial_velocity_max: float, gravity: Vector2, spread_angle: float, lifetime: float, count: int) -> void:\n 483→\t# Base direction (effect rotation is in the hit direction)\n 484→\tvar base_angle: float = hit_direction.angle()\n 485→\n 486→\tvar decals_scheduled := 0\n 487→\tfor i in range(count):\n 488→\t\t# Simulate a random particle trajectory\n 489→\t\t# Random angle within spread range\n 490→\t\tvar angle_offset: float = randf_range(-spread_angle / 2.0, spread_angle / 2.0)\n 491→\t\tvar particle_angle: float = base_angle + angle_offset\n 492→\n 493→\t\t# Random initial velocity within range\n 494→\t\tvar initial_speed: float = randf_range(initial_velocity_min, initial_velocity_max)\n 495→\t\tvar velocity: Vector2 = Vector2.RIGHT.rotated(particle_angle) * initial_speed\n 496→\n 497→\t\t# Simulate particle landing time (random portion of lifetime)\n 498→\t\tvar land_time: float = randf_range(lifetime * 0.3, lifetime * 0.9)\n 499→\n 500→\t\t# Calculate landing position using physics: pos = origin + v*t + 0.5*g*t^2\n 501→\t\tvar landing_pos: Vector2 = origin + velocity * land_time + 0.5 * gravity * land_time * land_time\n 502→\n 503→\t\t# Random rotation and scale for variety\n 504→\t\tvar decal_rotation: float = randf() * TAU\n 505→\t\tvar decal_scale: float = randf_range(0.8, 1.5)\n 506→\n 507→\t\t# Schedule decal to spawn after land_time (when particle would land)\n 508→\t\t_schedule_delayed_decal(origin, landing_pos, decal_rotation, decal_scale, land_time)\n 509→\t\tdecals_scheduled += 1\n 510→\n 511→\t_log_info(\"Blood decals scheduled: %d to spawn at particle landing times\" % [decals_scheduled])\n 512→\tif _debug_effects:\n 513→\t\tprint(\"[ImpactEffectsManager] Blood decals scheduled: \", decals_scheduled)\n 514→\n 515→\n 516→## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\n 517→func _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n 518→\t# Use a timer to delay the spawn\n 519→\tvar tree := get_tree()\n 520→\tif tree == null:\n 521→\t\treturn\n 522→\n 523→\tawait tree.create_timer(delay).timeout\n 524→\n 525→\t# Check if we're still valid after await (scene might have changed)\n 526→\tif not is_instance_valid(self):\n 527→\t\treturn\n 528→\n 529→\tif _blood_decal_scene == null:\n 530→\t\treturn\n 531→\n 532→\t# Get the current scene for raycasting at spawn time\n 533→\tvar scene := get_tree().current_scene\n 534→\tif scene == null:\n 535→\t\treturn\n 536→\n 537→\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n 538→\tif space_state == null:\n 539→\t\treturn\n 540→\n 541→\t# Check if there's a wall between origin and landing position\n 542→\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n 543→\tquery.collide_with_bodies = true\n 544→\tquery.collide_with_areas = false\n 545→\tvar result: Dictionary = space_state.intersect_ray(query)\n 546→\tif not result.is_empty():\n 547→\t\t# Wall detected between origin and landing - skip this decal\n 548→\t\treturn\n 549→\n 550→\t# Create the decal\n 551→\tvar decal := _blood_decal_scene.instantiate() as Node2D\n 552→\tif decal == null:\n 553→\t\treturn\n 554→\n 555→\tdecal.global_position = landing_pos\n 556→\tdecal.rotation = decal_rotation\n 557→\tdecal.scale = Vector2(decal_scale, decal_scale)\n 558→\n 559→\t# Add to scene\n 560→\t_add_effect_to_scene(decal)\n 561→\n 562→\t# Track decal for cleanup\n 563→\t_blood_decals.append(decal)\n 564→\n 565→\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n 566→\tif MAX_BLOOD_DECALS > 0:\n 567→\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n 568→\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n 569→\t\t\tif oldest and is_instance_valid(oldest):\n 570→\t\t\t\toldest.queue_free()\n 571→\n 572→\tif _debug_effects:\n 573→\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n 574→\n 575→\n 576→## Clears all blood decals from the scene.\n 577→## Call this on scene transitions or when cleaning up.\n 578→func clear_blood_decals() -> void:\n 579→\tfor decal in _blood_decals:\n 580→\t\tif decal and is_instance_valid(decal):\n 581→\t\t\tdecal.queue_free()\n 582→\t_blood_decals.clear()\n 583→\tif _debug_effects:\n 584→\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n 585→\n 586→\n 587→## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n 588→## @param hit_position: World position where the hit occurred.\n 589→## @param hit_direction: Direction the bullet was traveling.\n 590→## @param intensity: Scale multiplier for splatter size.\n 591→## @param is_lethal: Whether the hit was lethal (affects splatter size).\n 592→func _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n 593→\tif _blood_decal_scene == null:\n 594→\t\treturn\n 595→\n 596→\t# Get the current scene for raycasting\n 597→\tvar scene := get_tree().current_scene\n 598→\tif scene == null:\n 599→\t\treturn\n 600→\n 601→\t# Get the physics space for raycasting\n 602→\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n 603→\tif space_state == null:\n 604→\t\treturn\n 605→\n 606→\t# Cast a ray in the bullet direction to find nearby walls\n 607→\tvar ray_end := hit_position + hit_direction.normalized() * WALL_SPLATTER_CHECK_DISTANCE\n 608→\tvar query := PhysicsRayQueryParameters2D.create(hit_position, ray_end, WALL_COLLISION_LAYER)\n 609→\tquery.collide_with_bodies = true\n 610→\tquery.collide_with_areas = false\n 611→\n 612→\tvar result: Dictionary = space_state.intersect_ray(query)\n 613→\n 614→\tif result.is_empty():\n 615→\t\tif _debug_effects:\n 616→\t\t\tprint(\"[ImpactEffectsManager] No wall found for blood splatter\")\n 617→\t\treturn\n 618→\n 619→\t# Wall found! Spawn blood splatter at the impact point\n 620→\tvar wall_hit_pos: Vector2 = result.position\n 621→\tvar wall_normal: Vector2 = result.normal\n 622→\n 623→\t_log_info(\"Wall found for blood splatter at %s (dist=%d px)\" % [wall_hit_pos, hit_position.distance_to(wall_hit_pos)])\n 624→\tif _debug_effects:\n 625→\t\tprint(\"[ImpactEffectsManager] Wall found at \", wall_hit_pos, \" normal=\", wall_normal)\n 626→\n 627→\t# Create blood splatter decal on the wall\n 628→\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n 629→\tif splatter == null:\n 630→\t\treturn\n 631→\n 632→\t# Position at wall impact point, slightly offset along normal to prevent z-fighting\n 633→\tsplatter.global_position = wall_hit_pos + wall_normal * 1.0\n 634→\n 635→\t# Rotate to align with wall (facing outward)\n 636→\tsplatter.rotation = wall_normal.angle() + PI / 2.0\n 637→\n 638→\t# Scale based on distance (closer = more blood), intensity, and lethality\n 639→\t# Wall splatters should be small drips (8x8 texture, scale 0.8-1.5 = 6-12 pixels)\n 640→\tvar distance := hit_position.distance_to(wall_hit_pos)\n 641→\tvar distance_factor := 1.0 - (distance / WALL_SPLATTER_CHECK_DISTANCE)\n 642→\t# Base scale for wall splatters - small drips\n 643→\tvar splatter_scale := distance_factor * randf_range(0.8, 1.5)\n 644→\tif is_lethal:\n 645→\t\tsplatter_scale *= 1.2 # Lethal hits produce slightly more blood\n 646→\telse:\n 647→\t\tsplatter_scale *= 0.7 # Non-lethal hits produce less blood\n 648→\n 649→\t# Elongated shape for dripping effect (taller than wide)\n 650→\tsplatter.scale = Vector2(splatter_scale, splatter_scale * randf_range(1.5, 2.5))\n 651→\n 652→\t# Wall splatters need to be visible on walls but below characters\n 653→\t# Note: Floor decals use z_index = -1 (below characters), wall splatters use 0\n 654→\tif splatter is CanvasItem:\n 655→\t\tsplatter.z_index = 0 # Wall splatters: above floor but below characters\n 656→\n 657→\t# Add to scene\n 658→\t_add_effect_to_scene(splatter)\n 659→\n 660→\t# Track as blood decal for cleanup\n 661→\t_blood_decals.append(splatter)\n 662→\n 663→\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n 664→\tif MAX_BLOOD_DECALS > 0:\n 665→\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n 666→\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n 667→\t\t\tif oldest and is_instance_valid(oldest):\n 668→\t\t\t\toldest.queue_free()\n 669→\n 670→\tif _debug_effects:\n 671→\t\tprint(\"[ImpactEffectsManager] Wall blood splatter spawned at \", wall_hit_pos)\n 672→\n 673→\n 674→## Spawns a bullet hole at the given position when a bullet penetrates a wall.\n 675→## @param position: World position where the bullet entered/exited the wall.\n 676→## @param surface_normal: Normal vector of the surface (hole faces this direction).\n 677→## @param caliber_data: Optional caliber data for effect scaling.\n 678→## @param is_entry: True for entry hole (darker), false for exit hole (lighter).\n 679→func spawn_penetration_hole(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null, is_entry: bool = true) -> void:\n 680→\tif _debug_effects:\n 681→\t\tprint(\"[ImpactEffectsManager] spawn_penetration_hole at \", position, \" is_entry=\", is_entry)\n 682→\n 683→\tif _bullet_hole_scene == null:\n 684→\t\tif _debug_effects:\n 685→\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not loaded, skipping hole effect\")\n 686→\t\treturn\n 687→\n 688→\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n 689→\tif hole == null:\n 690→\t\tif _debug_effects:\n 691→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n 692→\t\treturn\n 693→\n 694→\thole.global_position = position\n 695→\n 696→\t# Rotate hole to face the surface normal direction\n 697→\thole.rotation = surface_normal.angle()\n 698→\n 699→\t# Scale based on caliber\n 700→\tvar effect_scale := _get_effect_scale(caliber_data)\n 701→\n 702→\t# Entry holes are slightly smaller and darker\n 703→\t# Exit holes are slightly larger due to bullet expansion\n 704→\tif is_entry:\n 705→\t\teffect_scale *= 0.8\n 706→\t\t# Make entry holes darker\n 707→\t\tif hole is Sprite2D:\n 708→\t\t\thole.modulate = Color(0.8, 0.8, 0.8, 0.95)\n 709→\telse:\n 710→\t\teffect_scale *= 1.2\n 711→\t\t# Exit holes are slightly lighter (spalling effect)\n 712→\t\tif hole is Sprite2D:\n 713→\t\t\thole.modulate = Color(1.0, 1.0, 1.0, 0.9)\n 714→\n 715→\thole.scale = Vector2(effect_scale, effect_scale)\n 716→\n 717→\t# Add to scene\n 718→\t_add_effect_to_scene(hole)\n 719→\n 720→\t# Track hole for cleanup (unlimited holes, no cleanup limit)\n 721→\t_bullet_holes.append(hole)\n 722→\n 723→\t# Only remove oldest holes if limit is set (MAX_BULLET_HOLES > 0)\n 724→\tif MAX_BULLET_HOLES > 0:\n 725→\t\twhile _bullet_holes.size() > MAX_BULLET_HOLES:\n 726→\t\t\tvar oldest := _bullet_holes.pop_front() as Node2D\n 727→\t\t\tif oldest and is_instance_valid(oldest):\n 728→\t\t\t\toldest.queue_free()\n 729→\n 730→\t# Also spawn dust effect at the hole location\n 731→\tspawn_dust_effect(position, surface_normal, caliber_data)\n 732→\n 733→\tif _debug_effects:\n 734→\t\tprint(\"[ImpactEffectsManager] Bullet hole spawned, total: \", _bullet_holes.size())\n 735→\n 736→\n 737→## Clears all bullet holes from the scene.\n 738→## Call this on scene transitions or when cleaning up.\n 739→func clear_bullet_holes() -> void:\n 740→\tfor hole in _bullet_holes:\n 741→\t\tif hole and is_instance_valid(hole):\n 742→\t\t\thole.queue_free()\n 743→\t_bullet_holes.clear()\n 744→\tif _debug_effects:\n 745→\t\tprint(\"[ImpactEffectsManager] All bullet holes cleared\")\n 746→\n 747→\n 748→## Spawns a collision hole (Area2D) that creates an actual gap in wall collision.\n 749→## This allows bullets and vision to pass through the hole.\n 750→## @param entry_point: Where the bullet entered the wall.\n 751→## @param exit_point: Where the bullet exited the wall.\n 752→## @param bullet_direction: Direction the bullet was traveling.\n 753→## @param caliber_data: Optional caliber data for hole width.\n 754→func spawn_collision_hole(entry_point: Vector2, exit_point: Vector2, bullet_direction: Vector2, caliber_data: Resource = null) -> void:\n 755→\tif _debug_effects:\n 756→\t\tprint(\"[ImpactEffectsManager] spawn_collision_hole from \", entry_point, \" to \", exit_point)\n 757→\n 758→\tif _penetration_hole_scene == null:\n 759→\t\tif _debug_effects:\n 760→\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not loaded, skipping collision hole\")\n 761→\t\treturn\n 762→\n 763→\tvar hole := _penetration_hole_scene.instantiate()\n 764→\tif hole == null:\n 765→\t\tif _debug_effects:\n 766→\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n 767→\t\treturn\n 768→\n 769→\t# Calculate hole width based on caliber (default 4 pixels for 5.45mm)\n 770→\tvar hole_width := 4.0\n 771→\tif caliber_data and \"diameter_mm\" in caliber_data:\n 772→\t\t# Scale from mm to pixels (roughly 0.8 pixels per mm for visual effect)\n 773→\t\thole_width = caliber_data.diameter_mm * 0.8\n 774→\n 775→\t# Configure the hole with entry/exit points\n 776→\tif hole.has_method(\"set_from_entry_exit\"):\n 777→\t\thole.trail_width = hole_width\n 778→\t\thole.set_from_entry_exit(entry_point, exit_point)\n 779→\telse:\n 780→\t\t# Fallback: manually position at center\n 781→\t\thole.global_position = (entry_point + exit_point) / 2.0\n 782→\t\tif hole.has_method(\"configure\"):\n 783→\t\t\tvar path := exit_point - entry_point\n 784→\t\t\thole.configure(bullet_direction, hole_width, path.length())\n 785→\n 786→\t# Add to scene\n 787→\t_add_effect_to_scene(hole)\n 788→\n 789→\t# Track hole (unlimited, no cleanup)\n 790→\t_penetration_holes.append(hole)\n 791→\n 792→\tif _debug_effects:\n 793→\t\tprint(\"[ImpactEffectsManager] Collision hole spawned, total: \", _penetration_holes.size())\n 794→\n 795→\n 796→## Clears all penetration collision holes from the scene.\n 797→## Call this on scene transitions or when cleaning up.\n 798→func clear_penetration_holes() -> void:\n 799→\tfor hole in _penetration_holes:\n 800→\t\tif hole and is_instance_valid(hole):\n 801→\t\t\thole.queue_free()\n 802→\t_penetration_holes.clear()\n 803→\tif _debug_effects:\n 804→\t\tprint(\"[ImpactEffectsManager] All penetration holes cleared\")\n 805→\n 806→\n 807→## Clears all persistent effects (blood decals, bullet holes, and penetration holes).\n 808→## Call this on scene transitions.\n 809→func clear_all_persistent_effects() -> void:\n 810→\tclear_blood_decals()\n 811→\tclear_bullet_holes()\n 812→\tclear_penetration_holes()\n 813→\n 814→\n 815→## Called when the scene tree changes. Detects scene transitions and clears stale references.\n 816→func _on_tree_changed() -> void:\n 817→\tvar current_scene := get_tree().current_scene\n 818→\tif current_scene != _last_scene:\n 819→\t\t_log_info(\"Scene changed - clearing all stale effect references\")\n 820→\t\t# Clear arrays of stale references (nodes are already freed by scene change)\n 821→\t\t_blood_decals.clear()\n 822→\t\t_bullet_holes.clear()\n 823→\t\t_penetration_holes.clear()\n 824→\t\t_last_scene = current_scene\n 825→\n 826→\n 827→## Performs warmup to pre-compile all particle effect shaders.\n 828→## This prevents the noticeable freeze on first shot when hitting enemies (Issue #343).\n 829→##\n 830→## The freeze occurs because GPUParticles2D shaders are compiled just-in-time by the GPU\n 831→## driver the first time they're used. This warmup ensures all shaders are compiled during\n 832→## level loading, before gameplay begins.\n 833→##\n 834→## IMPORTANT: Shader compilation only happens when particles are ACTUALLY RENDERED on screen.\n 835→## Simply setting emitting=true with off-screen positions (-10000, -10000) doesn't work because\n 836→## the GPU may cull particles outside the viewport frustum before compiling shaders.\n 837→##\n 838→## Solution: We position particles at the camera center (within viewport) but make them\n 839→## nearly invisible using modulate alpha. This forces the GPU to compile shaders while\n 840→## keeping the warmup visually imperceptible to players.\n 841→##\n 842→## References:\n 843→## - https://github.com/godotengine/godot/issues/34627\n 844→## - https://github.com/godotengine/godot/issues/87891\n 845→## - https://github.com/godotengine/godot/issues/76241\n 846→## - https://forum.godotengine.org/t/particles-huge-lag-spike-on-first-instance/45839\n 847→## - https://forum.godotengine.org/t/gpuparticles2d-is-hanginging-the-first-time-emitting-is-set-true/84587\n 848→func _warmup_particle_shaders() -> void:\n 849→\tif _warmup_completed:\n 850→\t\treturn\n 851→\n 852→\t_log_info(\"Starting particle shader warmup (Issue #343 fix)...\")\n 853→\tvar start_time := Time.get_ticks_msec()\n 854→\n 855→\t# Track how many effects we warmed up\n 856→\tvar warmed_up_count := 0\n 857→\tvar warmup_nodes: Array[Node] = []\n 858→\n 859→\t# Get viewport center for positioning (particles must be on-screen to compile shaders)\n 860→\t# Default to reasonable center position if viewport not available yet\n 861→\tvar warmup_pos := Vector2(400, 300)\n 862→\tvar viewport := get_viewport()\n 863→\tif viewport:\n 864→\t\tvar viewport_size := viewport.get_visible_rect().size\n 865→\t\twarmup_pos = viewport_size / 2.0\n 866→\n 867→\t# Get scene root for adding effects\n 868→\tvar scene_root := get_tree().current_scene\n 869→\n 870→\t# --- PART 1: Warmup GPU particle effects ---\n 871→\t# Warmup each effect type by instantiating, emitting, and letting GPU compile shaders\n 872→\tvar particle_effects_to_warmup: Array[PackedScene] = [\n 873→\t\t_dust_effect_scene,\n 874→\t\t_blood_effect_scene,\n 875→\t\t_sparks_effect_scene\n 876→\t]\n 877→\n 878→\tvar particle_effect_names: Array[String] = [\"DustEffect\", \"BloodEffect\", \"SparksEffect\"]\n 879→\n 880→\tfor i in range(particle_effects_to_warmup.size()):\n 881→\t\tvar scene := particle_effects_to_warmup[i]\n 882→\t\tvar effect_name := particle_effect_names[i]\n 883→\n 884→\t\tif scene == null:\n 885→\t\t\tif _debug_effects:\n 886→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s scene is null, skipping\" % effect_name)\n 887→\t\t\tcontinue\n 888→\n 889→\t\tvar effect: GPUParticles2D = scene.instantiate() as GPUParticles2D\n 890→\t\tif effect == null:\n 891→\t\t\tif _debug_effects:\n 892→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: Failed to instantiate %s\" % effect_name)\n 893→\t\t\tcontinue\n 894→\n 895→\t\t# Position within viewport (on-screen) so GPU actually compiles shaders\n 896→\t\t# Particles outside the frustum may be culled before shader compilation\n 897→\t\teffect.global_position = warmup_pos\n 898→\n 899→\t\t# Make particles nearly invisible but still rendered (alpha must be > 0)\n 900→\t\t# This forces GPU to compile shaders while keeping warmup imperceptible\n 901→\t\teffect.modulate = Color(1, 1, 1, 0.01)\n 902→\n 903→\t\t# Ensure the effect is rendered at the lowest z-index (behind everything)\n 904→\t\teffect.z_index = -100\n 905→\n 906→\t\t# Add to the current scene so it's rendered in the proper context\n 907→\t\t# (Adding to autoload may have different rendering behavior)\n 908→\t\tif scene_root:\n 909→\t\t\tscene_root.add_child(effect)\n 910→\t\telse:\n 911→\t\t\t# Fallback to autoload if no scene loaded yet\n 912→\t\t\tadd_child(effect)\n 913→\n 914→\t\t# Start emitting to trigger shader compilation\n 915→\t\teffect.emitting = true\n 916→\n 917→\t\tif _debug_effects:\n 918→\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s emitting at %s (alpha=0.01)\" % [effect_name, warmup_pos])\n 919→\n 920→\t\twarmed_up_count += 1\n 921→\t\twarmup_nodes.append(effect)\n 922→\n 923→\t# --- PART 2: Warmup blood decal (Sprite2D with GradientTexture2D) ---\n 924→\t# Blood decals also use GradientTexture2D which may trigger shader compilation\n 925→\tif _blood_decal_scene:\n 926→\t\tvar decal: Node2D = _blood_decal_scene.instantiate() as Node2D\n 927→\t\tif decal:\n 928→\t\t\tdecal.global_position = warmup_pos\n 929→\t\t\t# Make nearly invisible but still rendered\n 930→\t\t\tdecal.modulate = Color(1, 1, 1, 0.01)\n 931→\t\t\tdecal.z_index = -100\n 932→\n 933→\t\t\tif scene_root:\n 934→\t\t\t\tscene_root.add_child(decal)\n 935→\t\t\telse:\n 936→\t\t\t\tadd_child(decal)\n 937→\n 938→\t\t\tif _debug_effects:\n 939→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BloodDecal at %s (alpha=0.01)\" % warmup_pos)\n 940→\n 941→\t\t\twarmed_up_count += 1\n 942→\t\t\twarmup_nodes.append(decal)\n 943→\n 944→\t# --- PART 3: Warmup bullet hole if available ---\n 945→\tif _bullet_hole_scene:\n 946→\t\tvar hole: Node2D = _bullet_hole_scene.instantiate() as Node2D\n 947→\t\tif hole:\n 948→\t\t\thole.global_position = warmup_pos\n 949→\t\t\thole.modulate = Color(1, 1, 1, 0.01)\n 950→\t\t\thole.z_index = -100\n 951→\n 952→\t\t\tif scene_root:\n 953→\t\t\t\tscene_root.add_child(hole)\n 954→\t\t\telse:\n 955→\t\t\t\tadd_child(hole)\n 956→\n 957→\t\t\tif _debug_effects:\n 958→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BulletHole at %s (alpha=0.01)\" % warmup_pos)\n 959→\n 960→\t\t\twarmed_up_count += 1\n 961→\t\t\twarmup_nodes.append(hole)\n 962→\n 963→\t# --- PART 4: Warmup muzzle flash if available ---\n 964→\t# Muzzle flash uses both GPUParticles2D and PointLight2D\n 965→\tif _muzzle_flash_scene:\n 966→\t\tvar flash: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n 967→\t\tif flash:\n 968→\t\t\tflash.global_position = warmup_pos\n 969→\t\t\tflash.modulate = Color(1, 1, 1, 0.01)\n 970→\t\t\tflash.z_index = -100\n 971→\n 972→\t\t\tif scene_root:\n 973→\t\t\t\tscene_root.add_child(flash)\n 974→\t\t\telse:\n 975→\t\t\t\tadd_child(flash)\n 976→\n 977→\t\t\tif _debug_effects:\n 978→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: MuzzleFlash at %s (alpha=0.01)\" % warmup_pos)\n 979→\n 980→\t\t\twarmed_up_count += 1\n 981→\t\t\twarmup_nodes.append(flash)\n 982→\n 983→\t# --- PART 5: Warmup flashbang effect if available ---\n 984→\t# Flashbang effect uses PointLight2D with shadow_enabled (Issue #469)\n 985→\tif _flashbang_effect_scene:\n 986→\t\tvar flashbang: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n 987→\t\tif flashbang:\n 988→\t\t\tflashbang.global_position = warmup_pos\n 989→\t\t\tflashbang.modulate = Color(1, 1, 1, 0.01)\n 990→\t\t\tflashbang.z_index = -100\n 991→\n 992→\t\t\tif scene_root:\n 993→\t\t\t\tscene_root.add_child(flashbang)\n 994→\t\t\telse:\n 995→\t\t\t\tadd_child(flashbang)\n 996→\n 997→\t\t\tif _debug_effects:\n 998→\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: FlashbangEffect at %s (alpha=0.01)\" % warmup_pos)\n 999→\n 1000→\t\t\twarmed_up_count += 1\n 1001→\t\t\twarmup_nodes.append(flashbang)\n 1002→\n 1003→\t# Wait multiple frames to ensure GPU fully processes and compiles all shaders\n 1004→\t# One frame may not be enough for complex particle systems\n 1005→\tif warmed_up_count > 0:\n 1006→\t\t# Wait 3 frames to ensure shader compilation completes\n 1007→\t\tawait get_tree().process_frame\n 1008→\t\tawait get_tree().process_frame\n 1009→\t\tawait get_tree().process_frame\n 1010→\n 1011→\t\t# Clean up all warmup effects\n 1012→\t\tfor node in warmup_nodes:\n 1013→\t\t\tif is_instance_valid(node):\n 1014→\t\t\t\tnode.queue_free()\n 1015→\n 1016→\tvar elapsed := Time.get_ticks_msec() - start_time\n 1017→\t_warmup_completed = true\n 1018→\t_log_info(\"Particle shader warmup complete: %d effects warmed up in %d ms\" % [warmed_up_count, elapsed])\n 1019→\n 1020→\n 1021→## Spawns a flashbang visual effect at the given position with wall occlusion.\n 1022→## The visual effect is only displayed if the player has line of sight to the explosion.\n 1023→## This prevents the flash from being visible through walls (Issue #470).\n 1024→## @param position: World position where the flashbang exploded.\n 1025→## @param radius: Effect radius for the visual flash size.\n 1026→func spawn_flashbang_effect_with_occlusion(position: Vector2, radius: float) -> void:\n 1027→\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 1.0, 1.0, 0.9), \"flashbang\")\n 1028→\n 1029→\n 1030→## Spawns an explosion visual effect at the given position with wall occlusion.\n 1031→## The visual effect is only displayed if the player has line of sight to the explosion.\n 1032→## This prevents the explosion flash from being visible through walls (Issue #470).\n 1033→## @param position: World position where the grenade exploded.\n 1034→## @param radius: Effect radius for the visual explosion size.\n 1035→func spawn_explosion_effect(position: Vector2, radius: float) -> void:\n 1036→\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 0.6, 0.2, 0.9), \"explosion\")\n 1037→\n 1038→\n 1039→## Internal helper to spawn grenade visual effects with automatic wall occlusion.\n 1040→## FIX for Issue #470 (Final): Uses ONLY PointLight2D with shadow_enabled=true.\n 1041→## This ensures the light automatically respects wall geometry through Godot's native\n 1042→## 2D lighting/shadow system - same approach as MuzzleFlash.tscn.\n 1043→##\n 1044→## Previous implementation used Sprite2D + PointLight2D, but Sprite2D ignores shadows\n 1045→## and was visible through walls. Now we only use PointLight2D which natively respects\n 1046→## LightOccluder2D nodes on walls.\n 1047→##\n 1048→## @param position: World position of the explosion.\n 1049→## @param radius: Effect radius for visual size.\n 1050→## @param flash_color: Color of the flash effect.\n 1051→## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\n 1052→func _spawn_grenade_visual_effect(position: Vector2, radius: float, flash_color: Color, effect_type: String) -> void:\n 1053→\t_log_info(\"Spawning %s visual effect at %s (radius=%d) - using shadow-based wall occlusion\" % [effect_type, position, int(radius)])\n 1054→\n 1055→\t# FIX for Issue #470: Use ONLY PointLight2D with shadows for proper wall occlusion\n 1056→\t# Do NOT create Sprite2D as it ignores shadows and passes through walls\n 1057→\t_create_grenade_light_with_occlusion(position, radius, flash_color, effect_type)\n 1058→\n 1059→\n 1060→## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n 1061→## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n 1062→## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n 1063→##\n 1064→## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n 1065→## so no manual raycast check is needed - walls naturally block the light.\n 1066→##\n 1067→## @param position: World position of the explosion.\n 1068→## @param radius: Effect radius for light size.\n 1069→## @param light_color: Color of the flash.\n 1070→## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\n 1071→func _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n 1072→\tvar light := PointLight2D.new()\n 1073→\tlight.global_position = position\n 1074→\tlight.z_index = 10 # Draw above floor but not too high\n 1075→\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n 1076→\n 1077→\t# Use high energy for visible flash - much brighter than muzzle flash\n 1078→\t# Flashbang: 8.0 energy (blinding white flash)\n 1079→\t# Frag: 6.0 energy (orange explosion)\n 1080→\tif effect_type == \"flashbang\":\n 1081→\t\tlight.energy = 8.0\n 1082→\t\tlight.texture_scale = radius / 100.0\n 1083→\telse:\n 1084→\t\tlight.energy = 6.0\n 1085→\t\tlight.texture_scale = radius / 80.0\n 1086→\n 1087→\t# Use a gradient texture for the light\n 1088→\tlight.texture = _create_light_texture()\n 1089→\n 1090→\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n 1091→\t# This is the key difference from the old Sprite2D approach\n 1092→\tlight.shadow_enabled = true\n 1093→\tlight.shadow_color = Color(0, 0, 0, 0.9)\n 1094→\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n 1095→\tlight.shadow_filter_smooth = 6.0\n 1096→\n 1097→\t_add_effect_to_scene(light)\n 1098→\n 1099→\t# Animate the light: fade out over 0.4s with ease-out curve\n 1100→\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n 1101→\tvar tween := light.create_tween()\n 1102→\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n 1103→\ttween.tween_callback(light.queue_free)\n 1104→\n 1105→\n 1106→## Creates a simple white radial gradient texture for the light.\n 1107→func _create_light_texture() -> GradientTexture2D:\n 1108→\tvar gradient := Gradient.new()\n 1109→\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n 1110→\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n 1111→\n 1112→\tvar texture := GradientTexture2D.new()\n 1113→\ttexture.gradient = gradient\n 1114→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 1115→\ttexture.fill_from = Vector2(0.5, 0.5)\n 1116→\ttexture.fill_to = Vector2(1.0, 0.5)\n 1117→\ttexture.width = 256\n 1118→\ttexture.height = 256\n 1119→\n 1120→\treturn texture\n 1121→\n 1122→\n 1123→## Creates a radial gradient texture for grenade flash effects.\n 1124→## @param radius: The radius of the effect in pixels.\n 1125→## @return: A radial gradient texture.\n 1126→func _create_radial_gradient_texture(radius: int) -> GradientTexture2D:\n 1127→\tvar gradient := Gradient.new()\n 1128→\t# Center is bright, fades to transparent at edges\n 1129→\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0.5), Color(1, 1, 1, 0)])\n 1130→\tgradient.offsets = PackedFloat32Array([0.0, 0.3, 1.0])\n 1131→\n 1132→\tvar texture := GradientTexture2D.new()\n 1133→\ttexture.gradient = gradient\n 1134→\ttexture.fill = GradientTexture2D.FILL_RADIAL\n 1135→\ttexture.fill_from = Vector2(0.5, 0.5)\n 1136→\ttexture.fill_to = Vector2(1.0, 0.5)\n 1137→\ttexture.width = radius * 2\n 1138→\ttexture.height = radius * 2\n 1139→\n 1140→\treturn texture\n 1141→\n 1142→\n 1143→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "6b5bbbba-5b96-4c68-8361-187454d27613",
"tool_use_result": {
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"file": {
"filePath": "/tmp/gh-issue-solver-1771075500141/scripts/autoload/impact_effects_manager.gd",
"content": "extends Node\n## Autoload singleton for managing impact visual effects.\n##\n## Spawns particle effects when bullets hit different surfaces:\n## - Wall/obstacle hits: Dust particles scatter in different directions\n## - Lethal hits on enemies/players: Blood splatter effect\n## - Non-lethal hits (armor): Spark particles\n##\n## Effect intensity scales based on weapon caliber.\n## Blood decals persist on the floor for visual feedback.\n\n## Preloaded particle effect scenes.\nvar _dust_effect_scene: PackedScene = null\nvar _blood_effect_scene: PackedScene = null\nvar _sparks_effect_scene: PackedScene = null\nvar _blood_decal_scene: PackedScene = null\nvar _bullet_hole_scene: PackedScene = null\nvar _muzzle_flash_scene: PackedScene = null\nvar _flashbang_effect_scene: PackedScene = null\n\n## Default effect scale for calibers without explicit setting.\nconst DEFAULT_EFFECT_SCALE: float = 1.0\n\n## Minimum effect scale (prevents invisible effects).\n## Note: Silenced weapons may use scales as low as 0.2 for very subtle muzzle flash.\nconst MIN_EFFECT_SCALE: float = 0.2\n\n## Maximum effect scale (prevents overwhelming effects).\nconst MAX_EFFECT_SCALE: float = 2.0\n\n## Maximum number of blood decals before oldest ones are removed.\n## Set to 0 for unlimited decals (puddles should never disappear per issue #293, #370).\n## CRITICAL: Must remain 0 - do not change without explicit user approval.\nconst MAX_BLOOD_DECALS: int = 0\n\n## Maximum distance to check for walls for blood splatters (in pixels).\nconst WALL_SPLATTER_CHECK_DISTANCE: float = 100.0\n\n## Collision layer for walls/obstacles (layer 3 = bitmask 4).\n## Layer mapping: 1=player, 2=enemies, 3=obstacles, 4=pickups, 5=projectiles, 6=targets\nconst WALL_COLLISION_LAYER: int = 4\n\n## Maximum number of bullet holes is unlimited (permanent holes as requested).\n## Set to 0 to disable cleanup limit.\nconst MAX_BULLET_HOLES: int = 0\n\n## Active blood decals for cleanup management.\nvar _blood_decals = []\n\n## Active bullet holes for cleanup management (visual only).\nvar _bullet_holes = []\n\n## Active penetration collision holes for cleanup management.\nvar _penetration_holes = []\n\n## Penetration hole scene.\nvar _penetration_hole_scene: PackedScene = null\n\n## Enable/disable debug logging for effect spawning.\nvar _debug_effects: bool = false\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Track the last known scene to detect scene changes.\nvar _last_scene: Node = null\n\n## Whether the shader warmup has been completed.\n## Warmup pre-compiles GPU shaders to prevent first-shot lag (Issue #343).\nvar _warmup_completed: bool = false\n\n\nfunc _ready() -> void:\n\t# CRITICAL: First line diagnostic - if this doesn't appear, script failed to load\n\tprint(\"[ImpactEffectsManager] _ready() STARTING - FULL VERSION...\")\n\n\t# Get FileLogger reference - print diagnostic if it fails\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\tif _file_logger == null:\n\t\tprint(\"[ImpactEffectsManager] WARNING: FileLogger not found at /root/FileLogger\")\n\telse:\n\t\tprint(\"[ImpactEffectsManager] FileLogger found successfully\")\n\n\t_preload_effect_scenes()\n\n\t# Connect to tree_changed to detect scene changes and clear stale references\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\t_last_scene = get_tree().current_scene\n\n\t_log_info(\"ImpactEffectsManager ready - FULL VERSION with blood effects enabled\")\n\n\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n\t# This pre-compiles GPU shaders for particle effects during loading\n\t_warmup_particle_shaders()\n\n\n## Logs to FileLogger and always prints to console for diagnostics.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[ImpactEffects] \" + message\n\t# Always print to console for debugging exported builds\n\tprint(log_message)\n\t# Also write to file logger if available\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n\n\n## Preloads all particle effect scenes for efficient instantiation.\nfunc _preload_effect_scenes() -> void:\n\t# Load effect scenes if they exist\n\tvar dust_path := \"res://scenes/effects/DustEffect.tscn\"\n\tvar blood_path := \"res://scenes/effects/BloodEffect.tscn\"\n\tvar sparks_path := \"res://scenes/effects/SparksEffect.tscn\"\n\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n\n\t# Track loaded scenes for logging\n\tvar loaded_scenes = []\n\tvar missing_scenes = []\n\n\tif ResourceLoader.exists(dust_path):\n\t\t_dust_effect_scene = load(dust_path)\n\t\tloaded_scenes.append(\"DustEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded DustEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"DustEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: DustEffect scene not found at \" + dust_path)\n\n\tif ResourceLoader.exists(blood_path):\n\t\t_blood_effect_scene = load(blood_path)\n\t\tloaded_scenes.append(\"BloodEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: BloodEffect scene not found at \" + blood_path)\n\n\tif ResourceLoader.exists(sparks_path):\n\t\t_sparks_effect_scene = load(sparks_path)\n\t\tloaded_scenes.append(\"SparksEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded SparksEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"SparksEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: SparksEffect scene not found at \" + sparks_path)\n\n\tif ResourceLoader.exists(blood_decal_path):\n\t\t_blood_decal_scene = load(blood_decal_path)\n\t\tloaded_scenes.append(\"BloodDecal\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodDecal\")\n\t\t# Blood decals are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n\n\t# Log summary of loaded scenes\n\t_log_info(\"Scenes loaded: %s\" % [\", \".join(loaded_scenes)])\n\tif missing_scenes.size() > 0:\n\t\t_log_info(\"Missing scenes: %s\" % [\", \".join(missing_scenes)])\n\n\tvar bullet_hole_path := \"res://scenes/effects/BulletHole.tscn\"\n\tif ResourceLoader.exists(bullet_hole_path):\n\t\t_bullet_hole_scene = load(bullet_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BulletHole scene\")\n\telse:\n\t\t# Bullet holes are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not found (optional)\")\n\n\tvar penetration_hole_path := \"res://scenes/effects/PenetrationHole.tscn\"\n\tif ResourceLoader.exists(penetration_hole_path):\n\t\t_penetration_hole_scene = load(penetration_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded PenetrationHole scene\")\n\telse:\n\t\t# Penetration holes are optional\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not found (optional)\")\n\n\tvar muzzle_flash_path := \"res://scenes/effects/MuzzleFlash.tscn\"\n\tif ResourceLoader.exists(muzzle_flash_path):\n\t\t_muzzle_flash_scene = load(muzzle_flash_path)\n\t\tloaded_scenes.append(\"MuzzleFlash\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded MuzzleFlash scene\")\n\telse:\n\t\t# Muzzle flash is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] MuzzleFlash scene not found (optional)\")\n\n\tvar flashbang_effect_path := \"res://scenes/effects/FlashbangEffect.tscn\"\n\tif ResourceLoader.exists(flashbang_effect_path):\n\t\t_flashbang_effect_scene = load(flashbang_effect_path)\n\t\tloaded_scenes.append(\"FlashbangEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded FlashbangEffect scene\")\n\telse:\n\t\t# Flashbang effect is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] FlashbangEffect scene not found (optional)\")\n\n\n## Spawns a dust effect at the given position when a bullet hits a wall.\n## @param position: World position where the bullet hit the wall.\n## @param surface_normal: Normal vector of the surface (particles scatter away from it).\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_dust_effect(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_dust_effect at \", position, \" normal=\", surface_normal)\n\n\tif _dust_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _dust_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face away from surface (in the direction of the normal)\n\teffect.rotation = surface_normal.angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\teffect.amount_ratio = effect_scale\n\t# Use smaller visual scale for more realistic dust particles\n\teffect.scale = Vector2(effect_scale * 0.8, effect_scale * 0.8)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Dust effect spawned successfully\")\n\n\n## Spawns a blood splatter effect at the given position for lethal hits.\n## @param position: World position where the lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling (blood splatters opposite).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_lethal: Whether the hit was lethal (affects intensity and decal spawning).\nfunc spawn_blood_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null, is_lethal: bool = true) -> void:\n\t_log_info(\"spawn_blood_effect called at %s, dir=%s, lethal=%s\" % [position, hit_direction, is_lethal])\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_blood_effect at \", position, \" dir=\", hit_direction, \" lethal=\", is_lethal)\n\n\tif _blood_effect_scene == null:\n\t\t_log_info(\"ERROR: _blood_effect_scene is null - cannot spawn blood effect\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: _blood_effect_scene is null - blood effect NOT spawned\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n\t\treturn\n\n\t_log_info(\"Blood particle effect instantiated successfully\")\n\n\teffect.global_position = position\n\n\t# Blood splatters in the direction the bullet was traveling\n\teffect.rotation = hit_direction.angle()\n\n\t# Scale effect based on caliber (larger calibers = more blood)\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Lethal hits produce more blood\n\tif is_lethal:\n\t\teffect_scale *= 1.5\n\teffect.amount_ratio = clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\t# Spawn many small blood decals that simulate where particles land\n\t# Number of decals based on hit intensity and lethality\n\tvar num_decals := 20 if is_lethal else 10\n\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n\n\t# Check for nearby walls and spawn wall splatters\n\t_spawn_wall_blood_splatter(position, hit_direction, effect_scale, is_lethal)\n\n\t_log_info(\"Blood effect spawned at %s (scale=%s)\" % [position, effect_scale])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood effect spawned successfully\")\n\n\n## Spawns a spark effect at the given position for non-lethal (armor) hits.\n## @param position: World position where the non-lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_sparks_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_sparks_effect at \", position, \" dir=\", hit_direction)\n\n\tif _sparks_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _sparks_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Sparks scatter in direction opposite to bullet travel (reflection)\n\teffect.rotation = (-hit_direction).angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Sparks are generally smaller, so reduce scale slightly\n\teffect_scale *= 0.7\n\teffect.amount_ratio = effect_scale\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Sparks effect spawned successfully\")\n\n\n## Spawns a muzzle flash effect at the given position when a weapon is fired.\n## Creates a brief flash of particles and dynamic light that illuminates nearby walls.\n## @param position: World position of the gun muzzle (where bullet exits barrel).\n## @param direction: Direction the gun is pointing (flash emits in this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param scale_override: Optional explicit scale override (ignores caliber_data if > 0).\n## Use this for silenced weapons that need very small flash (e.g., 0.2 for ~100x100 pixels).\nfunc spawn_muzzle_flash(position: Vector2, direction: Vector2, caliber_data: Resource = null, scale_override: float = 0.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_muzzle_flash at \", position, \" dir=\", direction, \" scale_override=\", scale_override)\n\n\tif _muzzle_flash_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _muzzle_flash_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate muzzle flash\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face the shooting direction\n\teffect.rotation = direction.angle()\n\n\t# Scale effect: use explicit override if provided, otherwise use caliber data\n\tvar effect_scale: float\n\tif scale_override > 0.0:\n\t\teffect_scale = clampf(scale_override, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\telse:\n\t\teffect_scale = _get_effect_scale(caliber_data)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Muzzle flash spawned at \", position, \" with scale=\", effect_scale)\n\n\n## Spawns a flashbang visual effect at the given position.\n## Creates a bright flash of light that illuminates the area but respects walls.\n## Uses shadow_enabled PointLight2D so light doesn't pass through walls (Issue #469).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for scaling the light coverage.\nfunc spawn_flashbang_effect(position: Vector2, radius: float = 400.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_flashbang_effect at \", position, \" radius=\", radius)\n\n\tif _flashbang_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _flashbang_effect_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate flashbang effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Set effect radius to scale the light properly\n\tif effect.has_method(\"set_effect_radius\"):\n\t\teffect.set_effect_radius(radius)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t_log_info(\"Flashbang effect spawned at %s (radius=%d)\" % [position, radius])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Flashbang effect spawned at \", position)\n\n\n## Gets the effect scale from caliber data, or returns default if not available.\n## @param caliber_data: Caliber resource that may contain effect_scale property.\n## @return: Effect scale factor clamped between MIN and MAX values.\nfunc _get_effect_scale(caliber_data: Resource) -> float:\n\tvar effect_scale := DEFAULT_EFFECT_SCALE\n\n\tif caliber_data and \"effect_scale\" in caliber_data:\n\t\teffect_scale = caliber_data.effect_scale\n\n\treturn clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\n\n## Adds an effect node to the current scene tree.\n## Effect will be added as a child of the current scene.\nfunc _add_effect_to_scene(effect: Node2D) -> void:\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Effect added to scene: \", scene.name)\n\telse:\n\t\t# Fallback: add to self (autoload node)\n\t\tadd_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] WARNING: No current scene, effect added to autoload\")\n\n\n## Spawns multiple small blood decals at positions simulating where blood particles would land.\n## @param origin: World position where the blood spray starts.\n## @param hit_direction: Direction the bullet was traveling (blood sprays in this direction).\n## @param effect: The GPUParticles2D effect to get physics parameters from.\n## @param count: Number of decals to spawn.\nfunc _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n\tif _blood_decal_scene == null:\n\t\t_log_info(\"Blood decal scene is null - skipping floor decals\")\n\t\treturn\n\n\t# Get particle physics parameters from the effect's process material\n\tvar process_mat: ParticleProcessMaterial = effect.process_material as ParticleProcessMaterial\n\tif process_mat == null:\n\t\t_log_info(\"Blood effect has no process material - using defaults\")\n\t\t# Use default parameters matching BloodEffect.tscn\n\t\tvar initial_velocity_min: float = 150.0\n\t\tvar initial_velocity_max: float = 350.0\n\t\tvar gravity: Vector2 = Vector2(0, 450)\n\t\tvar spread_angle: float = deg_to_rad(55.0)\n\t\tvar lifetime: float = effect.lifetime\n\t\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\t\treturn\n\n\tvar initial_velocity_min: float = process_mat.initial_velocity_min\n\tvar initial_velocity_max: float = process_mat.initial_velocity_max\n\t# ParticleProcessMaterial uses Vector3 for gravity, convert to Vector2\n\tvar gravity_3d: Vector3 = process_mat.gravity\n\tvar gravity: Vector2 = Vector2(gravity_3d.x, gravity_3d.y)\n\tvar spread_angle: float = deg_to_rad(process_mat.spread)\n\tvar lifetime: float = effect.lifetime\n\n\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\n\n## Internal helper to spawn decals with given physics parameters.\n## Checks for wall collisions to prevent decals from appearing through walls.\n## Decals are spawned with a delay matching when particles would \"land\".\nfunc _spawn_decals_with_params(origin: Vector2, hit_direction: Vector2, initial_velocity_min: float, initial_velocity_max: float, gravity: Vector2, spread_angle: float, lifetime: float, count: int) -> void:\n\t# Base direction (effect rotation is in the hit direction)\n\tvar base_angle: float = hit_direction.angle()\n\n\tvar decals_scheduled := 0\n\tfor i in range(count):\n\t\t# Simulate a random particle trajectory\n\t\t# Random angle within spread range\n\t\tvar angle_offset: float = randf_range(-spread_angle / 2.0, spread_angle / 2.0)\n\t\tvar particle_angle: float = base_angle + angle_offset\n\n\t\t# Random initial velocity within range\n\t\tvar initial_speed: float = randf_range(initial_velocity_min, initial_velocity_max)\n\t\tvar velocity: Vector2 = Vector2.RIGHT.rotated(particle_angle) * initial_speed\n\n\t\t# Simulate particle landing time (random portion of lifetime)\n\t\tvar land_time: float = randf_range(lifetime * 0.3, lifetime * 0.9)\n\n\t\t# Calculate landing position using physics: pos = origin + v*t + 0.5*g*t^2\n\t\tvar landing_pos: Vector2 = origin + velocity * land_time + 0.5 * gravity * land_time * land_time\n\n\t\t# Random rotation and scale for variety\n\t\tvar decal_rotation: float = randf() * TAU\n\t\tvar decal_scale: float = randf_range(0.8, 1.5)\n\n\t\t# Schedule decal to spawn after land_time (when particle would land)\n\t\t_schedule_delayed_decal(origin, landing_pos, decal_rotation, decal_scale, land_time)\n\t\tdecals_scheduled += 1\n\n\t_log_info(\"Blood decals scheduled: %d to spawn at particle landing times\" % [decals_scheduled])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood decals scheduled: \", decals_scheduled)\n\n\n## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\nfunc _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n\t# Use a timer to delay the spawn\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\n\tawait tree.create_timer(delay).timeout\n\n\t# Check if we're still valid after await (scene might have changed)\n\tif not is_instance_valid(self):\n\t\treturn\n\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting at spawn time\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Check if there's a wall between origin and landing position\n\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t# Wall detected between origin and landing - skip this decal\n\t\treturn\n\n\t# Create the decal\n\tvar decal := _blood_decal_scene.instantiate() as Node2D\n\tif decal == null:\n\t\treturn\n\n\tdecal.global_position = landing_pos\n\tdecal.rotation = decal_rotation\n\tdecal.scale = Vector2(decal_scale, decal_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(decal)\n\n\t# Track decal for cleanup\n\t_blood_decals.append(decal)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n\n\n## Clears all blood decals from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_blood_decals() -> void:\n\tfor decal in _blood_decals:\n\t\tif decal and is_instance_valid(decal):\n\t\t\tdecal.queue_free()\n\t_blood_decals.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n\n\n## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n## @param hit_position: World position where the hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param intensity: Scale multiplier for splatter size.\n## @param is_lethal: Whether the hit was lethal (affects splatter size).\nfunc _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\t# Get the physics space for raycasting\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Cast a ray in the bullet direction to find nearby walls\n\tvar ray_end := hit_position + hit_direction.normalized() * WALL_SPLATTER_CHECK_DISTANCE\n\tvar query := PhysicsRayQueryParameters2D.create(hit_position, ray_end, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] No wall found for blood splatter\")\n\t\treturn\n\n\t# Wall found! Spawn blood splatter at the impact point\n\tvar wall_hit_pos: Vector2 = result.position\n\tvar wall_normal: Vector2 = result.normal\n\n\t_log_info(\"Wall found for blood splatter at %s (dist=%d px)\" % [wall_hit_pos, hit_position.distance_to(wall_hit_pos)])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall found at \", wall_hit_pos, \" normal=\", wall_normal)\n\n\t# Create blood splatter decal on the wall\n\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n\tif splatter == null:\n\t\treturn\n\n\t# Position at wall impact point, slightly offset along normal to prevent z-fighting\n\tsplatter.global_position = wall_hit_pos + wall_normal * 1.0\n\n\t# Rotate to align with wall (facing outward)\n\tsplatter.rotation = wall_normal.angle() + PI / 2.0\n\n\t# Scale based on distance (closer = more blood), intensity, and lethality\n\t# Wall splatters should be small drips (8x8 texture, scale 0.8-1.5 = 6-12 pixels)\n\tvar distance := hit_position.distance_to(wall_hit_pos)\n\tvar distance_factor := 1.0 - (distance / WALL_SPLATTER_CHECK_DISTANCE)\n\t# Base scale for wall splatters - small drips\n\tvar splatter_scale := distance_factor * randf_range(0.8, 1.5)\n\tif is_lethal:\n\t\tsplatter_scale *= 1.2 # Lethal hits produce slightly more blood\n\telse:\n\t\tsplatter_scale *= 0.7 # Non-lethal hits produce less blood\n\n\t# Elongated shape for dripping effect (taller than wide)\n\tsplatter.scale = Vector2(splatter_scale, splatter_scale * randf_range(1.5, 2.5))\n\n\t# Wall splatters need to be visible on walls but below characters\n\t# Note: Floor decals use z_index = -1 (below characters), wall splatters use 0\n\tif splatter is CanvasItem:\n\t\tsplatter.z_index = 0 # Wall splatters: above floor but below characters\n\n\t# Add to scene\n\t_add_effect_to_scene(splatter)\n\n\t# Track as blood decal for cleanup\n\t_blood_decals.append(splatter)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall blood splatter spawned at \", wall_hit_pos)\n\n\n## Spawns a bullet hole at the given position when a bullet penetrates a wall.\n## @param position: World position where the bullet entered/exited the wall.\n## @param surface_normal: Normal vector of the surface (hole faces this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_entry: True for entry hole (darker), false for exit hole (lighter).\nfunc spawn_penetration_hole(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null, is_entry: bool = true) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_penetration_hole at \", position, \" is_entry=\", is_entry)\n\n\tif _bullet_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not loaded, skipping hole effect\")\n\t\treturn\n\n\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n\t\treturn\n\n\thole.global_position = position\n\n\t# Rotate hole to face the surface normal direction\n\thole.rotation = surface_normal.angle()\n\n\t# Scale based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\n\t# Entry holes are slightly smaller and darker\n\t# Exit holes are slightly larger due to bullet expansion\n\tif is_entry:\n\t\teffect_scale *= 0.8\n\t\t# Make entry holes darker\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(0.8, 0.8, 0.8, 0.95)\n\telse:\n\t\teffect_scale *= 1.2\n\t\t# Exit holes are slightly lighter (spalling effect)\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(1.0, 1.0, 1.0, 0.9)\n\n\thole.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole for cleanup (unlimited holes, no cleanup limit)\n\t_bullet_holes.append(hole)\n\n\t# Only remove oldest holes if limit is set (MAX_BULLET_HOLES > 0)\n\tif MAX_BULLET_HOLES > 0:\n\t\twhile _bullet_holes.size() > MAX_BULLET_HOLES:\n\t\t\tvar oldest := _bullet_holes.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\t# Also spawn dust effect at the hole location\n\tspawn_dust_effect(position, surface_normal, caliber_data)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Bullet hole spawned, total: \", _bullet_holes.size())\n\n\n## Clears all bullet holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_bullet_holes() -> void:\n\tfor hole in _bullet_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_bullet_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All bullet holes cleared\")\n\n\n## Spawns a collision hole (Area2D) that creates an actual gap in wall collision.\n## This allows bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\n## @param bullet_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for hole width.\nfunc spawn_collision_hole(entry_point: Vector2, exit_point: Vector2, bullet_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_collision_hole from \", entry_point, \" to \", exit_point)\n\n\tif _penetration_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not loaded, skipping collision hole\")\n\t\treturn\n\n\tvar hole := _penetration_hole_scene.instantiate()\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n\t\treturn\n\n\t# Calculate hole width based on caliber (default 4 pixels for 5.45mm)\n\tvar hole_width := 4.0\n\tif caliber_data and \"diameter_mm\" in caliber_data:\n\t\t# Scale from mm to pixels (roughly 0.8 pixels per mm for visual effect)\n\t\thole_width = caliber_data.diameter_mm * 0.8\n\n\t# Configure the hole with entry/exit points\n\tif hole.has_method(\"set_from_entry_exit\"):\n\t\thole.trail_width = hole_width\n\t\thole.set_from_entry_exit(entry_point, exit_point)\n\telse:\n\t\t# Fallback: manually position at center\n\t\thole.global_position = (entry_point + exit_point) / 2.0\n\t\tif hole.has_method(\"configure\"):\n\t\t\tvar path := exit_point - entry_point\n\t\t\thole.configure(bullet_direction, hole_width, path.length())\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole (unlimited, no cleanup)\n\t_penetration_holes.append(hole)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Collision hole spawned, total: \", _penetration_holes.size())\n\n\n## Clears all penetration collision holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_penetration_holes() -> void:\n\tfor hole in _penetration_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_penetration_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All penetration holes cleared\")\n\n\n## Clears all persistent effects (blood decals, bullet holes, and penetration holes).\n## Call this on scene transitions.\nfunc clear_all_persistent_effects() -> void:\n\tclear_blood_decals()\n\tclear_bullet_holes()\n\tclear_penetration_holes()\n\n\n## Called when the scene tree changes. Detects scene transitions and clears stale references.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != _last_scene:\n\t\t_log_info(\"Scene changed - clearing all stale effect references\")\n\t\t# Clear arrays of stale references (nodes are already freed by scene change)\n\t\t_blood_decals.clear()\n\t\t_bullet_holes.clear()\n\t\t_penetration_holes.clear()\n\t\t_last_scene = current_scene\n\n\n## Performs warmup to pre-compile all particle effect shaders.\n## This prevents the noticeable freeze on first shot when hitting enemies (Issue #343).\n##\n## The freeze occurs because GPUParticles2D shaders are compiled just-in-time by the GPU\n## driver the first time they're used. This warmup ensures all shaders are compiled during\n## level loading, before gameplay begins.\n##\n## IMPORTANT: Shader compilation only happens when particles are ACTUALLY RENDERED on screen.\n## Simply setting emitting=true with off-screen positions (-10000, -10000) doesn't work because\n## the GPU may cull particles outside the viewport frustum before compiling shaders.\n##\n## Solution: We position particles at the camera center (within viewport) but make them\n## nearly invisible using modulate alpha. This forces the GPU to compile shaders while\n## keeping the warmup visually imperceptible to players.\n##\n## References:\n## - https://github.com/godotengine/godot/issues/34627\n## - https://github.com/godotengine/godot/issues/87891\n## - https://github.com/godotengine/godot/issues/76241\n## - https://forum.godotengine.org/t/particles-huge-lag-spike-on-first-instance/45839\n## - https://forum.godotengine.org/t/gpuparticles2d-is-hanginging-the-first-time-emitting-is-set-true/84587\nfunc _warmup_particle_shaders() -> void:\n\tif _warmup_completed:\n\t\treturn\n\n\t_log_info(\"Starting particle shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Track how many effects we warmed up\n\tvar warmed_up_count := 0\n\tvar warmup_nodes: Array[Node] = []\n\n\t# Get viewport center for positioning (particles must be on-screen to compile shaders)\n\t# Default to reasonable center position if viewport not available yet\n\tvar warmup_pos := Vector2(400, 300)\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar viewport_size := viewport.get_visible_rect().size\n\t\twarmup_pos = viewport_size / 2.0\n\n\t# Get scene root for adding effects\n\tvar scene_root := get_tree().current_scene\n\n\t# --- PART 1: Warmup GPU particle effects ---\n\t# Warmup each effect type by instantiating, emitting, and letting GPU compile shaders\n\tvar particle_effects_to_warmup: Array[PackedScene] = [\n\t\t_dust_effect_scene,\n\t\t_blood_effect_scene,\n\t\t_sparks_effect_scene\n\t]\n\n\tvar particle_effect_names: Array[String] = [\"DustEffect\", \"BloodEffect\", \"SparksEffect\"]\n\n\tfor i in range(particle_effects_to_warmup.size()):\n\t\tvar scene := particle_effects_to_warmup[i]\n\t\tvar effect_name := particle_effect_names[i]\n\n\t\tif scene == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s scene is null, skipping\" % effect_name)\n\t\t\tcontinue\n\n\t\tvar effect: GPUParticles2D = scene.instantiate() as GPUParticles2D\n\t\tif effect == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: Failed to instantiate %s\" % effect_name)\n\t\t\tcontinue\n\n\t\t# Position within viewport (on-screen) so GPU actually compiles shaders\n\t\t# Particles outside the frustum may be culled before shader compilation\n\t\teffect.global_position = warmup_pos\n\n\t\t# Make particles nearly invisible but still rendered (alpha must be > 0)\n\t\t# This forces GPU to compile shaders while keeping warmup imperceptible\n\t\teffect.modulate = Color(1, 1, 1, 0.01)\n\n\t\t# Ensure the effect is rendered at the lowest z-index (behind everything)\n\t\teffect.z_index = -100\n\n\t\t# Add to the current scene so it's rendered in the proper context\n\t\t# (Adding to autoload may have different rendering behavior)\n\t\tif scene_root:\n\t\t\tscene_root.add_child(effect)\n\t\telse:\n\t\t\t# Fallback to autoload if no scene loaded yet\n\t\t\tadd_child(effect)\n\n\t\t# Start emitting to trigger shader compilation\n\t\teffect.emitting = true\n\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s emitting at %s (alpha=0.01)\" % [effect_name, warmup_pos])\n\n\t\twarmed_up_count += 1\n\t\twarmup_nodes.append(effect)\n\n\t# --- PART 2: Warmup blood decal (Sprite2D with GradientTexture2D) ---\n\t# Blood decals also use GradientTexture2D which may trigger shader compilation\n\tif _blood_decal_scene:\n\t\tvar decal: Node2D = _blood_decal_scene.instantiate() as Node2D\n\t\tif decal:\n\t\t\tdecal.global_position = warmup_pos\n\t\t\t# Make nearly invisible but still rendered\n\t\t\tdecal.modulate = Color(1, 1, 1, 0.01)\n\t\t\tdecal.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(decal)\n\t\t\telse:\n\t\t\t\tadd_child(decal)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BloodDecal at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(decal)\n\n\t# --- PART 3: Warmup bullet hole if available ---\n\tif _bullet_hole_scene:\n\t\tvar hole: Node2D = _bullet_hole_scene.instantiate() as Node2D\n\t\tif hole:\n\t\t\thole.global_position = warmup_pos\n\t\t\thole.modulate = Color(1, 1, 1, 0.01)\n\t\t\thole.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(hole)\n\t\t\telse:\n\t\t\t\tadd_child(hole)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BulletHole at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(hole)\n\n\t# --- PART 4: Warmup muzzle flash if available ---\n\t# Muzzle flash uses both GPUParticles2D and PointLight2D\n\tif _muzzle_flash_scene:\n\t\tvar flash: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\t\tif flash:\n\t\t\tflash.global_position = warmup_pos\n\t\t\tflash.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflash.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flash)\n\t\t\telse:\n\t\t\t\tadd_child(flash)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: MuzzleFlash at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flash)\n\n\t# --- PART 5: Warmup flashbang effect if available ---\n\t# Flashbang effect uses PointLight2D with shadow_enabled (Issue #469)\n\tif _flashbang_effect_scene:\n\t\tvar flashbang: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\t\tif flashbang:\n\t\t\tflashbang.global_position = warmup_pos\n\t\t\tflashbang.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflashbang.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flashbang)\n\t\t\telse:\n\t\t\t\tadd_child(flashbang)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: FlashbangEffect at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flashbang)\n\n\t# Wait multiple frames to ensure GPU fully processes and compiles all shaders\n\t# One frame may not be enough for complex particle systems\n\tif warmed_up_count > 0:\n\t\t# Wait 3 frames to ensure shader compilation completes\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\n\t\t# Clean up all warmup effects\n\t\tfor node in warmup_nodes:\n\t\t\tif is_instance_valid(node):\n\t\t\t\tnode.queue_free()\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_warmup_completed = true\n\t_log_info(\"Particle shader warmup complete: %d effects warmed up in %d ms\" % [warmed_up_count, elapsed])\n\n\n## Spawns a flashbang visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the flash from being visible through walls (Issue #470).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for the visual flash size.\nfunc spawn_flashbang_effect_with_occlusion(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 1.0, 1.0, 0.9), \"flashbang\")\n\n\n## Spawns an explosion visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the explosion flash from being visible through walls (Issue #470).\n## @param position: World position where the grenade exploded.\n## @param radius: Effect radius for the visual explosion size.\nfunc spawn_explosion_effect(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 0.6, 0.2, 0.9), \"explosion\")\n\n\n## Internal helper to spawn grenade visual effects with automatic wall occlusion.\n## FIX for Issue #470 (Final): Uses ONLY PointLight2D with shadow_enabled=true.\n## This ensures the light automatically respects wall geometry through Godot's native\n## 2D lighting/shadow system - same approach as MuzzleFlash.tscn.\n##\n## Previous implementation used Sprite2D + PointLight2D, but Sprite2D ignores shadows\n## and was visible through walls. Now we only use PointLight2D which natively respects\n## LightOccluder2D nodes on walls.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for visual size.\n## @param flash_color: Color of the flash effect.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _spawn_grenade_visual_effect(position: Vector2, radius: float, flash_color: Color, effect_type: String) -> void:\n\t_log_info(\"Spawning %s visual effect at %s (radius=%d) - using shadow-based wall occlusion\" % [effect_type, position, int(radius)])\n\n\t# FIX for Issue #470: Use ONLY PointLight2D with shadows for proper wall occlusion\n\t# Do NOT create Sprite2D as it ignores shadows and passes through walls\n\t_create_grenade_light_with_occlusion(position, radius, flash_color, effect_type)\n\n\n## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n##\n## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n## so no manual raycast check is needed - walls naturally block the light.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use a gradient texture for the light\n\tlight.texture = _create_light_texture()\n\n\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n\t# This is the key difference from the old Sprite2D approach\n\tlight.shadow_enabled = true\n\tlight.shadow_color = Color(0, 0, 0, 0.9)\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 6.0\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)\n\n\n## Creates a simple white radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture\n\n\n## Creates a radial gradient texture for grenade flash effects.\n## @param radius: The radius of the effect in pixels.\n## @return: A radial gradient texture.\nfunc _create_radial_gradient_texture(radius: int) -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Center is bright, fades to transparent at edges\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0.5), Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 0.3, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = radius * 2\n\ttexture.height = radius * 2\n\n\treturn texture\n\n\n",
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"tool_use_id": "toolu_01PfqUSSwJA4W1vCCyaHx693",
"type": "tool_result",
"content": " 1→extends Area2D\n 2→## Bullet projectile that travels in a direction and handles collisions.\n 3→##\n 4→## The bullet moves at a constant speed in its rotation direction.\n 5→## It destroys itself when hitting walls or targets, and triggers\n 6→## target reactions on hit.\n 7→##\n 8→## Features a visual tracer trail effect for better visibility and\n 9→## realistic appearance during fast movement.\n 10→##\n 11→## Supports realistic ricochet mechanics based on caliber data:\n 12→## - Ricochet probability depends on impact angle (shallow = more likely)\n 13→## - Velocity and damage reduction after ricochet\n 14→## - Maximum ricochet count before destruction\n 15→## - Random angle deviation for realistic bounce behavior\n 16→\n 17→## Speed of the bullet in pixels per second.\n 18→## Default is 2500 for faster projectiles that make combat more challenging.\n 19→@export var speed: float = 2500.0\n 20→\n 21→## Maximum lifetime in seconds before auto-destruction.\n 22→@export var lifetime: float = 3.0\n 23→\n 24→## Maximum number of trail points to maintain.\n 25→## Higher values create longer trails but use more memory.\n 26→@export var trail_length: int = 8\n 27→\n 28→## Caliber data resource for ricochet and ballistic properties.\n 29→## If not set, default ricochet behavior is used.\n 30→@export var caliber_data: Resource = null\n 31→\n 32→## Base damage dealt by this bullet.\n 33→## This can be set by the weapon when spawning the bullet.\n 34→## Default is 1.0, but weapons like the silenced pistol override this.\n 35→@export var damage: float = 1.0\n 36→\n 37→## Direction the bullet travels (set by the shooter).\n 38→var direction: Vector2 = Vector2.RIGHT\n 39→\n 40→## Instance ID of the node that shot this bullet.\n 41→## Used to prevent self-detection (e.g., enemies detecting their own bullets).\n 42→var shooter_id: int = -1\n 43→\n 44→## Current damage multiplier (decreases with each ricochet).\n 45→var damage_multiplier: float = 1.0\n 46→\n 47→## Timer tracking remaining lifetime.\n 48→var _time_alive: float = 0.0\n 49→\n 50→## Reference to the trail Line2D node (if present).\n 51→var _trail: Line2D = null\n 52→\n 53→## History of global positions for the trail effect.\n 54→var _position_history: Array[Vector2] = []\n 55→\n 56→## Number of ricochets that have occurred.\n 57→var _ricochet_count: int = 0\n 58→\n 59→## Default ricochet settings (used when caliber_data is not set).\n 60→## -1 means unlimited ricochets.\n 61→const DEFAULT_MAX_RICOCHETS: int = -1\n 62→const DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\n 63→const DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\n 64→const DEFAULT_VELOCITY_RETENTION: float = 0.85\n 65→const DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\n 66→const DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n 67→\n 68→## Viewport size used for calculating post-ricochet lifetime.\n 69→## Bullets disappear after traveling this distance after ricochet.\n 70→var _viewport_diagonal: float = 0.0\n 71→\n 72→## Whether this bullet has ricocheted at least once.\n 73→var _has_ricocheted: bool = false\n 74→\n 75→## Distance traveled since the last ricochet (for viewport-based lifetime).\n 76→var _distance_since_ricochet: float = 0.0\n 77→\n 78→## Position at the moment of the last ricochet.\n 79→var _ricochet_position: Vector2 = Vector2.ZERO\n 80→\n 81→## Maximum travel distance after ricochet (based on viewport and ricochet angle).\n 82→var _max_post_ricochet_distance: float = 0.0\n 83→\n 84→## Enable/disable debug logging for ricochet calculations.\n 85→var _debug_ricochet: bool = false\n 86→\n 87→## Whether the bullet is currently penetrating through a wall.\n 88→var _is_penetrating: bool = false\n 89→\n 90→## Distance traveled while penetrating through walls.\n 91→var _penetration_distance_traveled: float = 0.0\n 92→\n 93→## Entry point into the current obstacle being penetrated.\n 94→var _penetration_entry_point: Vector2 = Vector2.ZERO\n 95→\n 96→## The body currently being penetrated (for tracking exit).\n 97→var _penetrating_body: Node2D = null\n 98→\n 99→## Whether the bullet has penetrated at least one wall (for damage reduction).\n 100→var _has_penetrated: bool = false\n 101→\n 102→## Enable/disable debug logging for penetration calculations.\n 103→var _debug_penetration: bool = true\n 104→\n 105→## Default penetration settings (used when caliber_data is not set).\n 106→const DEFAULT_CAN_PENETRATE: bool = true\n 107→const DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\n 108→const DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n 109→\n 110→## Distance-based penetration chance settings.\n 111→## At point-blank (0 distance): 100% penetration, ignores ricochet\n 112→## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n 113→## At viewport distance: max 30% penetration chance for 5.45\n 114→const POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\n 115→const RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\n 116→const MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n 117→\n 118→## Shooter's position at the time of firing (for distance-based penetration).\n 119→var shooter_position: Vector2 = Vector2.ZERO\n 120→\n 121→## Duration in seconds to stun enemies on hit (0 = no stun effect).\n 122→## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\n 123→var stun_duration: float = 0.0\n 124→\n 125→## Whether this bullet has homing enabled (steers toward nearest enemy).\n 126→var homing_enabled: bool = false\n 127→\n 128→## Maximum angle (in radians) the bullet can turn from its original direction.\n 129→## Default 110 degrees = ~1.92 radians.\n 130→var homing_max_turn_angle: float = deg_to_rad(110.0)\n 131→\n 132→## Steering force for homing (radians per second of turning).\n 133→## Higher values make bullets turn faster.\n 134→var homing_steer_speed: float = 8.0\n 135→\n 136→## The original firing direction (stored when homing is enabled).\n 137→## Used to limit total turn angle.\n 138→var _homing_original_direction: Vector2 = Vector2.ZERO\n 139→\n 140→## Enable/disable debug logging for homing calculations.\n 141→var _debug_homing: bool = false\n 142→\n 143→## Whether this bullet uses breaker behavior (Issue #678).\n 144→## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\n 145→var is_breaker_bullet: bool = false\n 146→\n 147→## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\n 148→const BREAKER_DETONATION_DISTANCE: float = 60.0\n 149→\n 150→## Explosion damage radius for breaker bullet detonation (in pixels).\n 151→const BREAKER_EXPLOSION_RADIUS: float = 15.0\n 152→\n 153→## Explosion damage dealt by breaker bullet detonation.\n 154→const BREAKER_EXPLOSION_DAMAGE: float = 1.0\n 155→\n 156→## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\n 157→const BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n 158→\n 159→## Damage per breaker shrapnel piece.\n 160→const BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n 161→\n 162→## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\n 163→const BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n 164→\n 165→## Breaker shrapnel scene path.\n 166→const BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n 167→\n 168→## Cached breaker shrapnel scene (loaded once).\n 169→var _breaker_shrapnel_scene: PackedScene = null\n 170→\n 171→## Enable/disable debug logging for breaker bullet behavior.\n 172→var _debug_breaker: bool = false\n 173→\n 174→\n 175→func _ready() -> void:\n 176→\t# Connect to collision signals\n 177→\tbody_entered.connect(_on_body_entered)\n 178→\tbody_exited.connect(_on_body_exited)\n 179→\tarea_entered.connect(_on_area_entered)\n 180→\n 181→\t# Get trail reference if it exists\n 182→\t_trail = get_node_or_null(\"Trail\")\n 183→\tif _trail:\n 184→\t\t_trail.clear_points()\n 185→\t\t# Set trail to use global coordinates (not relative to bullet)\n 186→\t\t_trail.top_level = true\n 187→\t\t# Reset position to origin so points added are truly global\n 188→\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n 189→\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n 190→\t\t_trail.position = Vector2.ZERO\n 191→\n 192→\t# Load default caliber data if not set\n 193→\tif caliber_data == null:\n 194→\t\tcaliber_data = _load_default_caliber_data()\n 195→\n 196→\t# Calculate viewport diagonal for post-ricochet lifetime\n 197→\t_calculate_viewport_diagonal()\n 198→\n 199→\t# Set initial rotation based on direction\n 200→\t_update_rotation()\n 201→\n 202→\t# Load breaker shrapnel scene if this is a breaker bullet\n 203→\tif is_breaker_bullet:\n 204→\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n 205→\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n 206→\t\tif _debug_breaker:\n 207→\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n 208→\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\n 209→\n 210→\n 211→## Calculates the viewport diagonal distance for post-ricochet lifetime.\n 212→func _calculate_viewport_diagonal() -> void:\n 213→\tvar viewport := get_viewport()\n 214→\tif viewport:\n 215→\t\tvar size := viewport.get_visible_rect().size\n 216→\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 217→\telse:\n 218→\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n 219→\t\t_viewport_diagonal = 2203.0\n 220→\n 221→\n 222→## Loads the default 5.45x39mm caliber data.\n 223→func _load_default_caliber_data() -> Resource:\n 224→\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n 225→\tif ResourceLoader.exists(path):\n 226→\t\treturn load(path)\n 227→\treturn null\n 228→\n 229→\n 230→## Updates the bullet rotation to match its travel direction.\n 231→func _update_rotation() -> void:\n 232→\trotation = direction.angle()\n 233→\n 234→\n 235→## Logs a penetration-related message to both console and file logger.\n 236→## @param message: The message to log.\n 237→func _log_penetration(message: String) -> void:\n 238→\tif not _debug_penetration:\n 239→\t\treturn\n 240→\tvar full_message := \"[Bullet] \" + message\n 241→\tprint(full_message)\n 242→\t# Also log to FileLogger if available\n 243→\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n 244→\tif file_logger and file_logger.has_method(\"log_info\"):\n 245→\t\tfile_logger.log_info(full_message)\n 246→\n 247→\n 248→func _physics_process(delta: float) -> void:\n 249→\t# Apply homing steering if enabled\n 250→\tif homing_enabled:\n 251→\t\t_apply_homing_steering(delta)\n 252→\n 253→\t# Calculate movement this frame\n 254→\tvar movement := direction * speed * delta\n 255→\n 256→\t# Move in the set direction\n 257→\tposition += movement\n 258→\n 259→\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n 260→\tif _has_ricocheted:\n 261→\t\t_distance_since_ricochet += movement.length()\n 262→\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n 263→\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n 264→\t\t\tif _debug_ricochet:\n 265→\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n 266→\t\t\t_destroy()\n 267→\t\t\treturn\n 268→\n 269→\t# Track penetration distance while inside a wall\n 270→\tif _is_penetrating:\n 271→\t\t_penetration_distance_traveled += movement.length()\n 272→\t\tvar max_pen_distance := _get_max_penetration_distance()\n 273→\n 274→\t\t# Check if we've exceeded max penetration distance\n 275→\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n 276→\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n 277→\t\t\t# Bullet stopped inside the wall - destroy it\n 278→\t\t\t# Visual effects disabled as per user request\n 279→\t\t\t_destroy()\n 280→\t\t\treturn\n 281→\n 282→\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n 283→\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n 284→\t\tif not _is_still_inside_obstacle():\n 285→\t\t\t_exit_penetration()\n 286→\n 287→\t# Check for breaker detonation (raycast ahead for walls)\n 288→\tif is_breaker_bullet and not _is_penetrating:\n 289→\t\tif _check_breaker_detonation():\n 290→\t\t\treturn # Bullet detonated and was freed\n 291→\n 292→\t# Update trail effect\n 293→\t_update_trail()\n 294→\n 295→\t# Track lifetime and auto-destroy if exceeded\n 296→\t_time_alive += delta\n 297→\tif _time_alive >= lifetime:\n 298→\t\t_destroy()\n 299→\n 300→\n 301→## Updates the visual trail effect by maintaining position history.\n 302→func _update_trail() -> void:\n 303→\tif not _trail:\n 304→\t\treturn\n 305→\n 306→\t# Add current position to history\n 307→\t_position_history.push_front(global_position)\n 308→\n 309→\t# Limit trail length\n 310→\twhile _position_history.size() > trail_length:\n 311→\t\t_position_history.pop_back()\n 312→\n 313→\t# Update Line2D points\n 314→\t_trail.clear_points()\n 315→\tfor pos in _position_history:\n 316→\t\t_trail.add_point(pos)\n 317→\n 318→\n 319→func _on_body_entered(body: Node2D) -> void:\n 320→\t# Check if this is the shooter - don't collide with own body\n 321→\tif shooter_id == body.get_instance_id():\n 322→\t\treturn # Pass through the shooter\n 323→\n 324→\t# Check if this is a dead enemy - bullets should pass through dead entities\n 325→\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n 326→\tif body.has_method(\"is_alive\") and not body.is_alive():\n 327→\t\treturn # Pass through dead entities\n 328→\n 329→\t# If we're currently penetrating the same body, ignore re-entry\n 330→\tif _is_penetrating and _penetrating_body == body:\n 331→\t\treturn\n 332→\n 333→\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n 334→\tif _is_inside_penetration_hole():\n 335→\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n 336→\t\treturn\n 337→\n 338→\t# Hit a static body (wall or obstacle) or alive enemy body\n 339→\t# Try to ricochet off static bodies (walls/obstacles)\n 340→\tif body is StaticBody2D or body is TileMap:\n 341→\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n 342→\t\t_spawn_wall_hit_effect(body)\n 343→\n 344→\t\t# Calculate distance from shooter to determine penetration behavior\n 345→\t\tvar distance_to_wall := _get_distance_to_shooter()\n 346→\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n 347→\n 348→\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n 349→\n 350→\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n 351→\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n 352→\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n 353→\t\t\tif _try_penetration(body):\n 354→\t\t\t\treturn # Bullet is penetrating\n 355→\t\t# At 40% or less of viewport: normal ricochet rules apply\n 356→\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 357→\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n 358→\t\t\t# First try ricochet\n 359→\t\t\tif _try_ricochet(body):\n 360→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 361→\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n 362→\t\t\tif _try_penetration(body):\n 363→\t\t\t\treturn # Bullet is penetrating, don't destroy\n 364→\t\t# Beyond 40% of viewport: distance-based penetration chance\n 365→\t\telse:\n 366→\t\t\t# First try ricochet (shallow angles still ricochet)\n 367→\t\t\tif _try_ricochet(body):\n 368→\t\t\t\treturn # Bullet ricocheted, don't destroy\n 369→\n 370→\t\t\t# Calculate penetration chance based on distance\n 371→\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n 372→\t\t\t# At 100% (viewport) distance: 30% chance\n 373→\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n 374→\n 375→\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n 376→\n 377→\t\t\t# Roll for penetration\n 378→\t\t\tif randf() <= penetration_chance:\n 379→\t\t\t\tif _try_penetration(body):\n 380→\t\t\t\t\treturn # Bullet is penetrating\n 381→\t\t\telse:\n 382→\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n 383→\n 384→\t# Play wall impact sound and destroy bullet\n 385→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 386→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 387→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 388→\t_destroy()\n 389→\n 390→\n 391→## Called when the bullet exits a body (wall).\n 392→## Used for detecting penetration exit via the physics system.\n 393→func _on_body_exited(body: Node2D) -> void:\n 394→\t# Only process if we're currently penetrating this specific body\n 395→\tif not _is_penetrating or _penetrating_body != body:\n 396→\t\treturn\n 397→\n 398→\t# Log exit detection\n 399→\t_log_penetration(\"Body exited signal received for penetrating body\")\n 400→\n 401→\t# Call exit penetration\n 402→\t_exit_penetration()\n 403→\n 404→\n 405→func _on_area_entered(area: Area2D) -> void:\n 406→\t# Hit another area (like a target or hit detection area)\n 407→\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n 408→\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n 409→\tif area.has_method(\"on_hit\"):\n 410→\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n 411→\t\t# This prevents the shooter from damaging themselves with direct shots\n 412→\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n 413→\t\tvar parent: Node = area.get_parent()\n 414→\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n 415→\t\t\treturn # Don't hit the shooter with direct shots\n 416→\n 417→\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n 418→\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n 419→\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n 420→\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n 421→\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n 422→\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n 423→\n 424→\t\t# Check if the parent is dead - bullets should pass through dead entities\n 425→\t\t# This is a fallback check in case the collision shape/layer disabling\n 426→\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n 427→\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n 428→\t\t\treturn # Pass through dead entities\n 429→\n 430→\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n 431→\t\tvar effective_damage: float = damage * damage_multiplier\n 432→\n 433→\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n 434→\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 435→\t\t\t# Pass full bullet information including damage amount\n 436→\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n 437→\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n 438→\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n 439→\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n 440→\t\telif area.has_method(\"on_hit_with_info\"):\n 441→\t\t\tarea.on_hit_with_info(direction, caliber_data)\n 442→\t\telse:\n 443→\t\t\tarea.on_hit()\n 444→\n 445→\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n 446→\t\tif stun_duration > 0 and parent:\n 447→\t\t\t_apply_stun_effect(parent)\n 448→\n 449→\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n 450→\t\tif _is_player_bullet():\n 451→\t\t\t_trigger_player_hit_effects()\n 452→\n 453→\t\t_destroy()\n 454→\n 455→\n 456→## Attempts to ricochet the bullet off a surface.\n 457→## Returns true if ricochet occurred, false if bullet should be destroyed.\n 458→## @param body: The body the bullet collided with.\n 459→func _try_ricochet(body: Node2D) -> bool:\n 460→\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n 461→\tvar max_ricochets := _get_max_ricochets()\n 462→\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n 463→\t\tif _debug_ricochet:\n 464→\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n 465→\t\treturn false\n 466→\n 467→\t# Get the surface normal at the collision point\n 468→\tvar surface_normal := _get_surface_normal(body)\n 469→\tif surface_normal == Vector2.ZERO:\n 470→\t\tif _debug_ricochet:\n 471→\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n 472→\t\treturn false\n 473→\n 474→\t# Calculate impact angle (angle between bullet direction and surface)\n 475→\t# 0 degrees = parallel to surface (grazing shot)\n 476→\t# 90 degrees = perpendicular to surface (direct hit)\n 477→\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n 478→\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n 479→\n 480→\tif _debug_ricochet:\n 481→\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n 482→\n 483→\t# Calculate ricochet probability based on impact angle\n 484→\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n 485→\n 486→\tif _debug_ricochet:\n 487→\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n 488→\n 489→\t# Random roll to determine if ricochet occurs\n 490→\tif randf() > ricochet_probability:\n 491→\t\tif _debug_ricochet:\n 492→\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n 493→\t\treturn false\n 494→\n 495→\t# Ricochet successful - calculate new direction\n 496→\t_perform_ricochet(surface_normal)\n 497→\treturn true\n 498→\n 499→\n 500→## Gets the maximum number of ricochets allowed.\n 501→func _get_max_ricochets() -> int:\n 502→\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n 503→\t\treturn caliber_data.max_ricochets\n 504→\treturn DEFAULT_MAX_RICOCHETS\n 505→\n 506→\n 507→## Gets the surface normal at the collision point.\n 508→## Uses raycasting to determine the exact collision point and normal.\n 509→func _get_surface_normal(body: Node2D) -> Vector2:\n 510→\t# Create a raycast to find the exact collision point\n 511→\tvar space_state := get_world_2d().direct_space_state\n 512→\n 513→\t# Cast ray from slightly behind the bullet to current position\n 514→\tvar ray_start := global_position - direction * 50.0\n 515→\tvar ray_end := global_position + direction * 10.0\n 516→\n 517→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 518→\tquery.collision_mask = collision_mask\n 519→\tquery.exclude = [self]\n 520→\n 521→\tvar result := space_state.intersect_ray(query)\n 522→\n 523→\tif result.is_empty():\n 524→\t\t# Fallback: estimate normal based on bullet direction\n 525→\t\t# Assume the surface is perpendicular to the approach\n 526→\t\treturn -direction.normalized()\n 527→\n 528→\treturn result.normal\n 529→\n 530→\n 531→## Calculates the impact angle between bullet direction and surface.\n 532→## This returns the GRAZING angle (angle from the surface plane).\n 533→## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\n 534→func _calculate_impact_angle(surface_normal: Vector2) -> float:\n 535→\t# We want the GRAZING angle (angle from the surface, not from the normal).\n 536→\t# The grazing angle is 90° - (angle from normal).\n 537→\t#\n 538→\t# Using dot product with the normal:\n 539→\t# dot(direction, -normal) = cos(angle_from_normal)\n 540→\t#\n 541→\t# The grazing angle = 90° - angle_from_normal\n 542→\t# So: grazing_angle = asin(|dot(direction, normal)|)\n 543→\t#\n 544→\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n 545→\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n 546→\n 547→\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n 548→\t# Clamp to avoid numerical issues with asin\n 549→\tdot = clampf(dot, 0.0, 1.0)\n 550→\treturn asin(dot)\n 551→\n 552→\n 553→## Calculates the ricochet probability based on impact angle.\n 554→## Uses a custom curve designed for realistic 5.45x39mm behavior:\n 555→## - 0-15°: ~100% (grazing shots always ricochet)\n 556→## - 45°: ~80% (moderate angles have good ricochet chance)\n 557→## - 90°: ~10% (perpendicular shots rarely ricochet)\n 558→func _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n 559→\tvar max_angle: float\n 560→\tvar base_probability: float\n 561→\n 562→\tif caliber_data:\n 563→\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n 564→\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n 565→\telse:\n 566→\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n 567→\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n 568→\n 569→\t# No ricochet if angle exceeds maximum\n 570→\tif impact_angle_deg > max_angle:\n 571→\t\treturn 0.0\n 572→\n 573→\t# Custom curve for realistic ricochet probability:\n 574→\t# probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n 575→\t# This gives approximately:\n 576→\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n 577→\tvar normalized_angle := impact_angle_deg / 90.0\n 578→\t# Power of 2.17 creates a curve matching real-world ballistics\n 579→\tvar power_factor := pow(normalized_angle, 2.17)\n 580→\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n 581→\treturn base_probability * angle_factor\n 582→\n 583→\n 584→## Performs the ricochet: updates direction, speed, and damage.\n 585→## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\n 586→func _perform_ricochet(surface_normal: Vector2) -> void:\n 587→\t_ricochet_count += 1\n 588→\n 589→\t# Calculate the impact angle for determining post-ricochet distance\n 590→\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n 591→\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n 592→\n 593→\t# Calculate reflected direction\n 594→\t# reflection = direction - 2 * dot(direction, normal) * normal\n 595→\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n 596→\treflected = reflected.normalized()\n 597→\n 598→\t# Add random deviation for realism\n 599→\tvar deviation := _get_ricochet_deviation()\n 600→\treflected = reflected.rotated(deviation)\n 601→\n 602→\t# Update direction\n 603→\tdirection = reflected\n 604→\t_update_rotation()\n 605→\n 606→\t# Reduce velocity\n 607→\tvar velocity_retention := _get_velocity_retention()\n 608→\tspeed *= velocity_retention\n 609→\n 610→\t# Reduce damage multiplier\n 611→\tvar damage_mult := _get_ricochet_damage_multiplier()\n 612→\tdamage_multiplier *= damage_mult\n 613→\n 614→\t# Move bullet slightly away from surface to prevent immediate re-collision\n 615→\tglobal_position += direction * 5.0\n 616→\n 617→\t# Mark bullet as having ricocheted and set viewport-based lifetime\n 618→\t_has_ricocheted = true\n 619→\t_ricochet_position = global_position\n 620→\t_distance_since_ricochet = 0.0\n 621→\n 622→\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n 623→\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n 624→\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n 625→\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n 626→\t# At 0° (grazing): full viewport diagonal\n 627→\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n 628→\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n 629→\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n 630→\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n 631→\n 632→\t# Clear trail history to avoid visual artifacts\n 633→\t_position_history.clear()\n 634→\n 635→\t# Play ricochet sound\n 636→\t_play_ricochet_sound()\n 637→\n 638→\tif _debug_ricochet:\n 639→\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n 640→\n 641→\n 642→## Gets the velocity retention factor for ricochet.\n 643→func _get_velocity_retention() -> float:\n 644→\tif caliber_data and \"velocity_retention\" in caliber_data:\n 645→\t\treturn caliber_data.velocity_retention\n 646→\treturn DEFAULT_VELOCITY_RETENTION\n 647→\n 648→\n 649→## Gets the damage multiplier for ricochet.\n 650→func _get_ricochet_damage_multiplier() -> float:\n 651→\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n 652→\t\treturn caliber_data.ricochet_damage_multiplier\n 653→\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n 654→\n 655→\n 656→## Gets a random deviation angle for ricochet direction.\n 657→func _get_ricochet_deviation() -> float:\n 658→\tvar deviation_deg: float\n 659→\tif caliber_data:\n 660→\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n 661→\t\t\treturn caliber_data.get_random_ricochet_deviation()\n 662→\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n 663→\telse:\n 664→\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n 665→\n 666→\tvar deviation_rad := deg_to_rad(deviation_deg)\n 667→\treturn randf_range(-deviation_rad, deviation_rad)\n 668→\n 669→\n 670→## Plays the ricochet sound effect.\n 671→func _play_ricochet_sound() -> void:\n 672→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 673→\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n 674→\t\taudio_manager.play_bullet_ricochet(global_position)\n 675→\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 676→\t\t# Fallback to wall hit sound if ricochet sound not available\n 677→\t\taudio_manager.play_bullet_wall_hit(global_position)\n 678→\n 679→\n 680→## Checks if this bullet was fired by the player.\n 681→func _is_player_bullet() -> bool:\n 682→\tif shooter_id == -1:\n 683→\t\treturn false\n 684→\n 685→\tvar shooter: Object = instance_from_id(shooter_id)\n 686→\tif shooter == null:\n 687→\t\treturn false\n 688→\n 689→\t# Check if the shooter is a player by script path\n 690→\tvar script: Script = shooter.get_script()\n 691→\tif script and script.resource_path.contains(\"player\"):\n 692→\t\treturn true\n 693→\n 694→\treturn false\n 695→\n 696→\n 697→## Triggers hit effects via the HitEffectsManager autoload.\n 698→## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\n 699→func _trigger_player_hit_effects() -> void:\n 700→\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n 701→\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n 702→\t\thit_effects_manager.on_player_hit_enemy()\n 703→\n 704→\n 705→## Applies stun effect to the hit enemy via StatusEffectsManager.\n 706→## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\n 707→func _apply_stun_effect(enemy: Node) -> void:\n 708→\tif stun_duration <= 0:\n 709→\t\treturn\n 710→\tif not enemy is Node2D:\n 711→\t\treturn\n 712→\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n 713→\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n 714→\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n 715→\n 716→\n 717→## Returns the current ricochet count.\n 718→func get_ricochet_count() -> int:\n 719→\treturn _ricochet_count\n 720→\n 721→\n 722→## Returns the current damage multiplier (accounting for ricochets).\n 723→func get_damage_multiplier() -> float:\n 724→\treturn damage_multiplier\n 725→\n 726→\n 727→## Returns whether ricochet is enabled for this bullet.\n 728→func can_ricochet() -> bool:\n 729→\tif caliber_data and \"can_ricochet\" in caliber_data:\n 730→\t\treturn caliber_data.can_ricochet\n 731→\treturn true # Default to enabled\n 732→\n 733→\n 734→## Spawns dust/debris particles when bullet hits a wall or static body.\n 735→## @param body: The body that was hit (used to get surface normal).\n 736→func _spawn_wall_hit_effect(body: Node2D) -> void:\n 737→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 738→\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n 739→\t\treturn\n 740→\n 741→\t# Get surface normal for particle direction\n 742→\tvar surface_normal := _get_surface_normal(body)\n 743→\n 744→\t# Spawn dust effect at hit position\n 745→\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n 746→\n 747→\n 748→# ============================================================================\n 749→# Distance-Based Penetration Helpers\n 750→# ============================================================================\n 751→\n 752→\n 753→## Gets the distance from the current bullet position to the shooter's original position.\n 754→func _get_distance_to_shooter() -> float:\n 755→\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n 756→\n 757→\tif shooter_position == Vector2.ZERO:\n 758→\t\t# Fallback: use shooter instance position if available\n 759→\t\tif shooter_id != -1:\n 760→\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n 761→\t\t\tif shooter != null and shooter is Node2D:\n 762→\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n 763→\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n 764→\t\t\t\treturn dist\n 765→\t\t# Unable to determine shooter position - assume close range\n 766→\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n 767→\n 768→\tvar dist := global_position.distance_to(shooter_position)\n 769→\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n 770→\treturn dist\n 771→\n 772→\n 773→## Calculates the penetration chance based on distance from shooter.\n 774→## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n 775→## @return: Penetration chance (0.0 to 1.0).\n 776→func _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n 777→\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n 778→\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n 779→\t# Beyond 100%: continues to decrease linearly\n 780→\n 781→\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n 782→\t\treturn 1.0 # Full penetration chance within ricochet rules range\n 783→\n 784→\t# Linear interpolation from 100% at 40% to 30% at 100%\n 785→\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n 786→\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n 787→\tvar range_end := 1.0 # viewport distance\n 788→\tvar range_span := range_end - range_start # 0.6\n 789→\n 790→\tvar position_in_range := (distance_ratio - range_start) / range_span\n 791→\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n 792→\n 793→\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n 794→\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n 795→\n 796→\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n 797→\tif distance_ratio > 1.0:\n 798→\t\tvar beyond_viewport := distance_ratio - 1.0\n 799→\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n 800→\n 801→\treturn penetration_chance\n 802→\n 803→\n 804→## Checks if the bullet is currently inside an existing penetration hole area.\n 805→## If so, the bullet should pass through without triggering new penetration.\n 806→func _is_inside_penetration_hole() -> bool:\n 807→\t# Get overlapping areas\n 808→\tvar overlapping_areas := get_overlapping_areas()\n 809→\tfor area in overlapping_areas:\n 810→\t\t# Check if this is a penetration hole (by script or name)\n 811→\t\tif area.get_script() != null:\n 812→\t\t\tvar script_path: String = area.get_script().resource_path\n 813→\t\t\tif script_path.contains(\"penetration_hole\"):\n 814→\t\t\t\treturn true\n 815→\t\t# Also check by node name as fallback\n 816→\t\tif area.name.contains(\"PenetrationHole\"):\n 817→\t\t\treturn true\n 818→\treturn false\n 819→\n 820→\n 821→# ============================================================================\n 822→# Wall Penetration System\n 823→# ============================================================================\n 824→\n 825→\n 826→## Attempts to penetrate through a wall when ricochet fails.\n 827→## Returns true if penetration started successfully.\n 828→## @param body: The static body (wall) to penetrate.\n 829→func _try_penetration(body: Node2D) -> bool:\n 830→\t# Check if caliber allows penetration\n 831→\tif not _can_penetrate():\n 832→\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n 833→\t\treturn false\n 834→\n 835→\t# Don't start a new penetration if already penetrating\n 836→\tif _is_penetrating:\n 837→\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n 838→\t\treturn false\n 839→\n 840→\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n 841→\n 842→\t# Mark as penetrating\n 843→\t_is_penetrating = true\n 844→\t_penetrating_body = body\n 845→\t_penetration_entry_point = global_position\n 846→\t_penetration_distance_traveled = 0.0\n 847→\n 848→\t# Spawn entry hole effect\n 849→\t_spawn_penetration_hole_effect(body, global_position, true)\n 850→\n 851→\t# Move bullet slightly forward to avoid immediate re-collision\n 852→\tglobal_position += direction * 5.0\n 853→\n 854→\treturn true\n 855→\n 856→\n 857→## Checks if the bullet can penetrate walls based on caliber data.\n 858→func _can_penetrate() -> bool:\n 859→\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n 860→\t\treturn caliber_data.can_penetrate_walls()\n 861→\tif caliber_data and \"can_penetrate\" in caliber_data:\n 862→\t\treturn caliber_data.can_penetrate\n 863→\treturn DEFAULT_CAN_PENETRATE\n 864→\n 865→\n 866→## Gets the maximum penetration distance from caliber data.\n 867→func _get_max_penetration_distance() -> float:\n 868→\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n 869→\t\treturn caliber_data.get_max_penetration_distance()\n 870→\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n 871→\t\treturn caliber_data.max_penetration_distance\n 872→\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n 873→\n 874→\n 875→## Gets the post-penetration damage multiplier from caliber data.\n 876→func _get_post_penetration_damage_multiplier() -> float:\n 877→\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n 878→\t\treturn caliber_data.post_penetration_damage_multiplier\n 879→\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n 880→\n 881→\n 882→## Checks if the bullet is still inside an obstacle using raycasting.\n 883→## Returns true if still inside, false if exited.\n 884→## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\n 885→func _is_still_inside_obstacle() -> bool:\n 886→\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n 887→\t\treturn false\n 888→\n 889→\tvar space_state := get_world_2d().direct_space_state\n 890→\n 891→\t# Use longer raycasts to account for bullet speed\n 892→\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n 893→\tvar ray_length := 50.0\n 894→\tvar ray_start := global_position\n 895→\tvar ray_end := global_position + direction * ray_length\n 896→\n 897→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 898→\tquery.collision_mask = collision_mask\n 899→\tquery.exclude = [self]\n 900→\n 901→\tvar result := space_state.intersect_ray(query)\n 902→\n 903→\t# If we hit the same body in front, we're still inside\n 904→\tif not result.is_empty() and result.collider == _penetrating_body:\n 905→\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n 906→\t\treturn true\n 907→\n 908→\t# Also check backwards to see if we're still overlapping\n 909→\tray_end = global_position - direction * ray_length\n 910→\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 911→\tquery.collision_mask = collision_mask\n 912→\tquery.exclude = [self]\n 913→\n 914→\tresult = space_state.intersect_ray(query)\n 915→\tif not result.is_empty() and result.collider == _penetrating_body:\n 916→\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n 917→\t\treturn true\n 918→\n 919→\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n 920→\treturn false\n 921→\n 922→\n 923→## Called when the bullet exits a penetrated wall.\n 924→func _exit_penetration() -> void:\n 925→\t# Prevent double-calling (can happen from both body_exited and raycast check)\n 926→\tif not _is_penetrating:\n 927→\t\treturn\n 928→\n 929→\tvar exit_point := global_position\n 930→\n 931→\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n 932→\n 933→\t# Visual effects disabled as per user request\n 934→\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n 935→\n 936→\t# Apply damage reduction after penetration\n 937→\tif not _has_penetrated:\n 938→\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n 939→\t\t_has_penetrated = true\n 940→\n 941→\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n 942→\n 943→\t# Play penetration exit sound (use wall hit sound for now)\n 944→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 945→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 946→\t\taudio_manager.play_bullet_wall_hit(exit_point)\n 947→\n 948→\t# Reset penetration state\n 949→\t_is_penetrating = false\n 950→\t_penetrating_body = null\n 951→\t_penetration_distance_traveled = 0.0\n 952→\n 953→\t# Destroy bullet after successful penetration\n 954→\t# Bullets don't continue flying after penetrating a wall\n 955→\t_destroy()\n 956→\n 957→\n 958→## Spawns a visual hole effect at penetration entry or exit point.\n 959→## DISABLED: As per user request, all penetration visual effects are removed.\n 960→## The penetration functionality remains (bullet passes through thin walls),\n 961→## but no visual effects (dust, trails, holes) are spawned.\n 962→## @param body: The wall being penetrated.\n 963→## @param pos: Position of the hole.\n 964→## @param is_entry: True for entry hole, false for exit hole.\n 965→func _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n 966→\t# All visual effects disabled as per user request\n 967→\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n 968→\tpass\n 969→\n 970→\n 971→## Spawns a collision hole that creates an actual gap in wall collision.\n 972→## This allows other bullets and vision to pass through the hole.\n 973→## @param entry_point: Where the bullet entered the wall.\n 974→## @param exit_point: Where the bullet exited the wall.\n 975→func _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n 976→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 977→\tif impact_manager == null:\n 978→\t\treturn\n 979→\n 980→\tif impact_manager.has_method(\"spawn_collision_hole\"):\n 981→\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n 982→\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n 983→\n 984→\n 985→## Returns whether the bullet has penetrated at least one wall.\n 986→func has_penetrated() -> bool:\n 987→\treturn _has_penetrated\n 988→\n 989→\n 990→## Returns whether the bullet is currently penetrating a wall.\n 991→func is_penetrating() -> bool:\n 992→\treturn _is_penetrating\n 993→\n 994→\n 995→## Returns the distance traveled through walls while penetrating.\n 996→func get_penetration_distance() -> float:\n 997→\treturn _penetration_distance_traveled\n 998→\n 999→\n 1000→# ============================================================================\n 1001→# Homing Bullet System (Issue #677)\n 1002→# ============================================================================\n 1003→\n 1004→\n 1005→## Enables homing on this bullet, storing the original direction.\n 1006→func enable_homing() -> void:\n 1007→\thoming_enabled = true\n 1008→\t_homing_original_direction = direction.normalized()\n 1009→\tif _debug_homing:\n 1010→\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n 1011→\n 1012→\n 1013→## Applies homing steering toward the nearest alive enemy.\n 1014→## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n 1015→## from its original firing direction (110 degrees each side).\n 1016→func _apply_homing_steering(delta: float) -> void:\n 1017→\t# Only player bullets should home\n 1018→\tif not _is_player_bullet():\n 1019→\t\treturn\n 1020→\n 1021→\t# Find nearest alive enemy\n 1022→\tvar target_pos := _find_nearest_enemy_position()\n 1023→\tif target_pos == Vector2.ZERO:\n 1024→\t\treturn # No valid target found\n 1025→\n 1026→\t# Calculate desired direction toward target\n 1027→\tvar to_target := (target_pos - global_position).normalized()\n 1028→\n 1029→\t# Calculate the angle difference between current direction and desired\n 1030→\tvar angle_diff := direction.angle_to(to_target)\n 1031→\n 1032→\t# Limit per-frame steering (smooth turning)\n 1033→\tvar max_steer_this_frame := homing_steer_speed * delta\n 1034→\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n 1035→\n 1036→\t# Calculate proposed new direction\n 1037→\tvar new_direction := direction.rotated(angle_diff).normalized()\n 1038→\n 1039→\t# Check if the new direction would exceed the max turn angle from original\n 1040→\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n 1041→\tif absf(angle_from_original) > homing_max_turn_angle:\n 1042→\t\tif _debug_homing:\n 1043→\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n 1044→\t\treturn # Don't steer further, angle limit reached\n 1045→\n 1046→\t# Apply the steering\n 1047→\tdirection = new_direction\n 1048→\t_update_rotation()\n 1049→\n 1050→\tif _debug_homing:\n 1051→\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n 1052→\n 1053→\n 1054→## Finds the position of the nearest alive enemy.\n 1055→## Returns Vector2.ZERO if no enemies are found.\n 1056→func _find_nearest_enemy_position() -> Vector2:\n 1057→\tvar tree := get_tree()\n 1058→\tif tree == null:\n 1059→\t\treturn Vector2.ZERO\n 1060→\n 1061→\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n 1062→\tif enemies.is_empty():\n 1063→\t\treturn Vector2.ZERO\n 1064→\n 1065→\tvar nearest_pos := Vector2.ZERO\n 1066→\tvar nearest_dist := INF\n 1067→\n 1068→\tfor enemy in enemies:\n 1069→\t\tif not enemy is Node2D:\n 1070→\t\t\tcontinue\n 1071→\t\t# Skip dead enemies\n 1072→\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n 1073→\t\t\tcontinue\n 1074→\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n 1075→\t\tif dist < nearest_dist:\n 1076→\t\t\tnearest_dist = dist\n 1077→\t\t\tnearest_pos = enemy.global_position\n 1078→\n 1079→\treturn nearest_pos\n 1080→\n 1081→\n 1082→# ============================================================================\n 1083→# Breaker Bullet System (Issue #678)\n 1084→# ============================================================================\n 1085→\n 1086→\n 1087→## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n 1088→## If so, triggers the breaker detonation and returns true.\n 1089→## @return: True if detonation occurred, false otherwise.\n 1090→func _check_breaker_detonation() -> bool:\n 1091→\tvar space_state := get_world_2d().direct_space_state\n 1092→\tif space_state == null:\n 1093→\t\treturn false\n 1094→\n 1095→\t# Raycast forward from bullet position\n 1096→\tvar ray_start := global_position\n 1097→\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n 1098→\n 1099→\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n 1100→\t# Check against walls/obstacles and characters (enemies)\n 1101→\tquery.collision_mask = collision_mask\n 1102→\tquery.exclude = [self]\n 1103→\n 1104→\tvar result := space_state.intersect_ray(query)\n 1105→\n 1106→\tif result.is_empty():\n 1107→\t\treturn false # Nothing ahead within detonation distance\n 1108→\n 1109→\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n 1110→\tvar collider: Object = result.collider\n 1111→\tif collider is StaticBody2D or collider is TileMap:\n 1112→\t\t# Wall detected within range — trigger detonation!\n 1113→\t\tvar detonation_pos := global_position\n 1114→\t\tif _debug_breaker:\n 1115→\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n 1116→\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n 1117→\t\t_breaker_detonate(detonation_pos)\n 1118→\t\treturn true\n 1119→\telif collider is CharacterBody2D:\n 1120→\t\t# Enemy detected — check if alive\n 1121→\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n 1122→\t\t\tvar detonation_pos := global_position\n 1123→\t\t\tif _debug_breaker:\n 1124→\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n 1125→\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n 1126→\t\t\t_breaker_detonate(detonation_pos)\n 1127→\t\t\treturn true\n 1128→\n 1129→\treturn false # Hit something we don't detonate for\n 1130→\n 1131→\n 1132→## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n 1133→## @param detonation_pos: The position where the detonation occurs.\n 1134→func _breaker_detonate(detonation_pos: Vector2) -> void:\n 1135→\t# 1. Apply explosion damage in radius\n 1136→\t_breaker_apply_explosion_damage(detonation_pos)\n 1137→\n 1138→\t# 2. Spawn visual explosion effect\n 1139→\t_breaker_spawn_explosion_effect(detonation_pos)\n 1140→\n 1141→\t# 3. Spawn shrapnel in a forward cone\n 1142→\t_breaker_spawn_shrapnel(detonation_pos)\n 1143→\n 1144→\t# 4. Play explosion sound\n 1145→\t_breaker_play_explosion_sound(detonation_pos)\n 1146→\n 1147→\t# 5. Destroy the bullet\n 1148→\t_destroy()\n 1149→\n 1150→\n 1151→## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n 1152→## @param center: Center of the explosion.\n 1153→func _breaker_apply_explosion_damage(center: Vector2) -> void:\n 1154→\t# Find all enemies in the scene\n 1155→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 1156→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 1157→\n 1158→\t# Check enemies in radius\n 1159→\tfor enemy in enemies:\n 1160→\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n 1161→\t\t\tvar distance := center.distance_to(enemy.global_position)\n 1162→\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n 1163→\t\t\t\t# Check line of sight\n 1164→\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n 1165→\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n 1166→\n 1167→\t# Also check player (breaker explosion can hurt the player at close range)\n 1168→\tfor player in players:\n 1169→\t\tif player is Node2D:\n 1170→\t\t\t# Don't damage the shooter\n 1171→\t\t\tif shooter_id == player.get_instance_id():\n 1172→\t\t\t\tcontinue\n 1173→\t\t\tvar distance := center.distance_to(player.global_position)\n 1174→\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n 1175→\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n 1176→\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n 1177→\n 1178→\n 1179→## Applies damage to a target.\n 1180→func _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n 1181→\tvar hit_direction := (target.global_position - global_position).normalized()\n 1182→\n 1183→\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n 1184→\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n 1185→\telif target.has_method(\"on_hit_with_info\"):\n 1186→\t\ttarget.on_hit_with_info(hit_direction, null)\n 1187→\telif target.has_method(\"on_hit\"):\n 1188→\t\ttarget.on_hit()\n 1189→\n 1190→\tif _debug_breaker:\n 1191→\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n 1192→\n 1193→\n 1194→## Checks line of sight from a position to a target position.\n 1195→func _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n 1196→\tvar space_state := get_world_2d().direct_space_state\n 1197→\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n 1198→\tquery.collision_mask = 4 # Only check against obstacles\n 1199→\tquery.exclude = [self]\n 1200→\tvar result := space_state.intersect_ray(query)\n 1201→\treturn result.is_empty()\n 1202→\n 1203→\n 1204→## Spawns a small visual explosion effect at the detonation point.\n 1205→func _breaker_spawn_explosion_effect(center: Vector2) -> void:\n 1206→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 1207→\n 1208→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 1209→\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n 1210→\telse:\n 1211→\t\t# Fallback: create simple flash\n 1212→\t\t_breaker_create_simple_flash(center)\n 1213→\n 1214→\n 1215→## Plays a small explosion sound at the detonation point.\n 1216→func _breaker_play_explosion_sound(center: Vector2) -> void:\n 1217→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 1218→\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n 1219→\t\t# Use wall hit sound as explosion (small detonation)\n 1220→\t\taudio_manager.play_bullet_wall_hit(center)\n 1221→\n 1222→\t# Emit sound for AI awareness\n 1223→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 1224→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 1225→\t\t# Small explosion — use shorter range than grenade\n 1226→\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n 1227→\n 1228→\n 1229→## Creates a simple explosion flash if no manager is available.\n 1230→func _breaker_create_simple_flash(center: Vector2) -> void:\n 1231→\tvar flash := Sprite2D.new()\n 1232→\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n 1233→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 1234→\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n 1235→\n 1236→\tfor x in range(size):\n 1237→\t\tfor y in range(size):\n 1238→\t\t\tvar pos := Vector2(x, y)\n 1239→\t\t\tvar dist := pos.distance_to(img_center)\n 1240→\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n 1241→\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n 1242→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n 1243→\t\t\telse:\n 1244→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 1245→\n 1246→\tflash.texture = ImageTexture.create_from_image(image)\n 1247→\tflash.global_position = center\n 1248→\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n 1249→\tflash.z_index = 100\n 1250→\n 1251→\tvar scene := get_tree().current_scene\n 1252→\tif scene:\n 1253→\t\tscene.add_child(flash)\n 1254→\t\tvar tween := get_tree().create_tween()\n 1255→\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n 1256→\t\ttween.tween_callback(flash.queue_free)\n 1257→\n 1258→\n 1259→## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n 1260→## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\n 1261→const BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n 1262→\n 1263→## Maximum total concurrent breaker shrapnel in the scene (global cap).\n 1264→## If exceeded, new shrapnel spawning is skipped to maintain FPS.\n 1265→const BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n 1266→\n 1267→\n 1268→## Checks if a position is inside a wall or obstacle (Issue #740).\n 1269→## Used to prevent spawning shrapnel inside walls.\n 1270→## @param pos: The position to check.\n 1271→## @return: true if position is inside a wall, false otherwise.\n 1272→func _is_position_inside_wall(pos: Vector2) -> bool:\n 1273→\tvar space_state := get_world_2d().direct_space_state\n 1274→\tvar query := PhysicsPointQueryParameters2D.new()\n 1275→\tquery.position = pos\n 1276→\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n 1277→\tvar result := space_state.intersect_point(query, 1)\n 1278→\treturn not result.is_empty()\n 1279→\n 1280→\n 1281→## Spawns breaker shrapnel pieces in a forward cone.\n 1282→## Shrapnel count is capped for performance (Issue #678 optimization).\n 1283→## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\n 1284→func _breaker_spawn_shrapnel(center: Vector2) -> void:\n 1285→\tif _breaker_shrapnel_scene == null:\n 1286→\t\tif _debug_breaker:\n 1287→\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n 1288→\t\treturn\n 1289→\n 1290→\t# Check global concurrent shrapnel limit\n 1291→\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n 1292→\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n 1293→\t\tif _debug_breaker:\n 1294→\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n 1295→\t\treturn\n 1296→\n 1297→\t# Calculate shrapnel count based on bullet damage, capped for performance\n 1298→\tvar effective_damage := damage * damage_multiplier\n 1299→\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n 1300→\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n 1301→\n 1302→\t# Further reduce if approaching global limit\n 1303→\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n 1304→\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n 1305→\n 1306→\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n 1307→\n 1308→\tvar scene := get_tree().current_scene\n 1309→\tif scene == null:\n 1310→\t\treturn\n 1311→\n 1312→\tvar spawned_count := 0\n 1313→\tvar skipped_count := 0\n 1314→\n 1315→\tfor i in range(shrapnel_count):\n 1316→\t\t# Random angle within the forward cone\n 1317→\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n 1318→\t\tvar shrapnel_direction := direction.rotated(random_angle)\n 1319→\n 1320→\t\t# Calculate potential spawn position (Issue #740 fix)\n 1321→\t\tvar spawn_offset := 5.0\n 1322→\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n 1323→\n 1324→\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n 1325→\t\tif _is_position_inside_wall(spawn_pos):\n 1326→\t\t\tif _debug_breaker:\n 1327→\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n 1328→\t\t\tskipped_count += 1\n 1329→\t\t\tcontinue\n 1330→\n 1331→\t\t# Try pooled breaker shrapnel first for performance (Issue #724)\n 1332→\t\tvar shrapnel: Node = null\n 1333→\t\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n 1334→\n 1335→\t\tif pool_manager and pool_manager.has_method(\"get_breaker_shrapnel\"):\n 1336→\t\t\tshrapnel = pool_manager.get_breaker_shrapnel()\n 1337→\t\t\tif shrapnel and shrapnel.has_method(\"pool_activate\"):\n 1338→\t\t\t\tshrapnel.pool_activate(spawn_pos, shrapnel_direction, shooter_id)\n 1339→\t\t\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n 1340→\t\t\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n 1341→\t\t\t\tspawned_count += 1\n 1342→\t\t\t\tcontinue # Shrapnel is ready, skip to next\n 1343→\n 1344→\t\t# Fallback to instantiation\n 1345→\t\tshrapnel = _breaker_shrapnel_scene.instantiate()\n 1346→\t\tif shrapnel == null:\n 1347→\t\t\tcontinue\n 1348→\n 1349→\t\t# Set shrapnel properties\n 1350→\t\tshrapnel.global_position = spawn_pos\n 1351→\t\tshrapnel.direction = shrapnel_direction\n 1352→\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n 1353→\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n 1354→\n 1355→\t\t# Vary speed slightly for natural spread\n 1356→\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n 1357→\n 1358→\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n 1359→\t\tscene.call_deferred(\"add_child\", shrapnel)\n 1360→\t\tspawned_count += 1\n 1361→\n 1362→\tif _debug_breaker:\n 1363→\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n 1364→\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n 1365→\n 1366→\n 1367→# ============================================================================\n 1368→# Object Pooling Support (Issue #724)\n 1369→# ============================================================================\n 1370→\n 1371→\n 1372→## Whether this bullet is currently pooled (inactive).\n 1373→var _is_pooled: bool = false\n 1374→\n 1375→## Original speed value for reset.\n 1376→var _original_speed: float = 2500.0\n 1377→\n 1378→\n 1379→## Activates the bullet from the pool with the given parameters.\n 1380→## Call this instead of setting properties directly after getting from pool.\n 1381→## @param pos: Global position to spawn at.\n 1382→## @param dir: Direction of travel.\n 1383→## @param shooter: Instance ID of the shooter (for self-damage prevention).\n 1384→## @param caliber: Optional caliber data resource.\n 1385→func pool_activate(pos: Vector2, dir: Vector2, shooter: int, caliber: Resource = null) -> void:\n 1386→\t# Reset all state to defaults\n 1387→\t_reset_state()\n 1388→\n 1389→\t# Set activation parameters\n 1390→\tglobal_position = pos\n 1391→\tdirection = dir.normalized()\n 1392→\tshooter_id = shooter\n 1393→\tshooter_position = pos\n 1394→\tcaliber_data = caliber if caliber else _load_default_caliber_data()\n 1395→\n 1396→\t# Update rotation to match direction\n 1397→\t_update_rotation()\n 1398→\n 1399→\t# Re-enable processing and visibility\n 1400→\tvisible = true\n 1401→\tset_physics_process(true)\n 1402→\tset_process(true)\n 1403→\n 1404→\t# Re-enable collision detection\n 1405→\tmonitoring = true\n 1406→\tmonitorable = true\n 1407→\n 1408→\t_is_pooled = false\n 1409→\n 1410→\n 1411→## Deactivates the bullet and prepares it for return to the pool.\n 1412→## Call this instead of queue_free() when using pooling.\n 1413→func pool_deactivate() -> void:\n 1414→\tif _is_pooled:\n 1415→\t\treturn\n 1416→\n 1417→\t_is_pooled = true\n 1418→\n 1419→\t# Disable processing\n 1420→\tset_physics_process(false)\n 1421→\tset_process(false)\n 1422→\n 1423→\t# Hide bullet\n 1424→\tvisible = false\n 1425→\n 1426→\t# Disable collision detection\n 1427→\tmonitoring = false\n 1428→\tmonitorable = false\n 1429→\n 1430→\t# Clear trail\n 1431→\tif _trail:\n 1432→\t\t_trail.clear_points()\n 1433→\t_position_history.clear()\n 1434→\n 1435→\t# Return to pool manager\n 1436→\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n 1437→\tif pool_manager and pool_manager.has_method(\"return_bullet\"):\n 1438→\t\tpool_manager.return_bullet(self)\n 1439→\n 1440→\n 1441→## Resets all bullet state to defaults for reuse.\n 1442→func _reset_state() -> void:\n 1443→\t# Reset core properties\n 1444→\tspeed = _original_speed\n 1445→\tdamage = 1.0\n 1446→\tdamage_multiplier = 1.0\n 1447→\t_time_alive = 0.0\n 1448→\tdirection = Vector2.RIGHT\n 1449→\tshooter_id = -1\n 1450→\tshooter_position = Vector2.ZERO\n 1451→\n 1452→\t# Reset ricochet state\n 1453→\t_ricochet_count = 0\n 1454→\t_has_ricocheted = false\n 1455→\t_distance_since_ricochet = 0.0\n 1456→\t_ricochet_position = Vector2.ZERO\n 1457→\t_max_post_ricochet_distance = 0.0\n 1458→\n 1459→\t# Reset penetration state\n 1460→\t_is_penetrating = false\n 1461→\t_penetration_distance_traveled = 0.0\n 1462→\t_penetration_entry_point = Vector2.ZERO\n 1463→\t_penetrating_body = null\n 1464→\t_has_penetrated = false\n 1465→\n 1466→\t# Reset homing state\n 1467→\thoming_enabled = false\n 1468→\t_homing_original_direction = Vector2.ZERO\n 1469→\n 1470→\t# Reset breaker state\n 1471→\tis_breaker_bullet = false\n 1472→\t_breaker_shrapnel_scene = null\n 1473→\n 1474→\t# Reset stun\n 1475→\tstun_duration = 0.0\n 1476→\n 1477→\t# Clear position history\n 1478→\t_position_history.clear()\n 1479→\n 1480→\t# Clear trail\n 1481→\tif _trail:\n 1482→\t\t_trail.clear_points()\n 1483→\n 1484→\n 1485→## Returns whether this bullet is currently pooled (inactive).\n 1486→func is_pooled() -> bool:\n 1487→\treturn _is_pooled\n 1488→\n 1489→\n 1490→## Destroys the bullet using pooling when available, otherwise queue_free.\n 1491→## This method should be used instead of direct queue_free() calls for proper pooling.\n 1492→func _destroy() -> void:\n 1493→\tif _is_pooled:\n 1494→\t\treturn # Already pooled\n 1495→\n 1496→\t# Try to use pooling if pool manager is available\n 1497→\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n 1498→\tif pool_manager:\n 1499→\t\tpool_deactivate()\n 1500→\telse:\n 1501→\t\tqueue_free()\n 1502→\n 1503→\n 1504→## Override queue_free to use pooling when available.\n 1505→## This allows existing code to continue using queue_free() without changes.\n 1506→func _notification(what: int) -> void:\n 1507→\tif what == NOTIFICATION_PREDELETE:\n 1508→\t\t# If we're being deleted and pool manager exists, this might be an error\n 1509→\t\t# The pool system should use pool_deactivate instead\n 1510→\t\tpass\n 1511→\n 1512→\n 1513→## Convenience method to get a bullet from the pool.\n 1514→## Returns null if pool manager not available, in which case use instantiate().\n 1515→static func from_pool() -> Node:\n 1516→\tvar pool_manager: Node = Engine.get_singleton(\"ProjectilePoolManager\") if Engine.has_singleton(\"ProjectilePoolManager\") else null\n 1517→\tif pool_manager == null:\n 1518→\t\t# Try alternative path\n 1519→\t\tvar tree := Engine.get_main_loop() as SceneTree\n 1520→\t\tif tree:\n 1521→\t\t\tpool_manager = tree.root.get_node_or_null(\"ProjectilePoolManager\")\n 1522→\tif pool_manager and pool_manager.has_method(\"get_bullet\"):\n 1523→\t\treturn pool_manager.get_bullet()\n 1524→\treturn null\n 1525→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "fc767475-eb5b-458c-85b5-e733951bf253",
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"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1771075500141/scripts/projectiles/bullet.gd",
"content": "extends Area2D\n## Bullet projectile that travels in a direction and handles collisions.\n##\n## The bullet moves at a constant speed in its rotation direction.\n## It destroys itself when hitting walls or targets, and triggers\n## target reactions on hit.\n##\n## Features a visual tracer trail effect for better visibility and\n## realistic appearance during fast movement.\n##\n## Supports realistic ricochet mechanics based on caliber data:\n## - Ricochet probability depends on impact angle (shallow = more likely)\n## - Velocity and damage reduction after ricochet\n## - Maximum ricochet count before destruction\n## - Random angle deviation for realistic bounce behavior\n\n## Speed of the bullet in pixels per second.\n## Default is 2500 for faster projectiles that make combat more challenging.\n@export var speed: float = 2500.0\n\n## Maximum lifetime in seconds before auto-destruction.\n@export var lifetime: float = 3.0\n\n## Maximum number of trail points to maintain.\n## Higher values create longer trails but use more memory.\n@export var trail_length: int = 8\n\n## Caliber data resource for ricochet and ballistic properties.\n## If not set, default ricochet behavior is used.\n@export var caliber_data: Resource = null\n\n## Base damage dealt by this bullet.\n## This can be set by the weapon when spawning the bullet.\n## Default is 1.0, but weapons like the silenced pistol override this.\n@export var damage: float = 1.0\n\n## Direction the bullet travels (set by the shooter).\nvar direction: Vector2 = Vector2.RIGHT\n\n## Instance ID of the node that shot this bullet.\n## Used to prevent self-detection (e.g., enemies detecting their own bullets).\nvar shooter_id: int = -1\n\n## Current damage multiplier (decreases with each ricochet).\nvar damage_multiplier: float = 1.0\n\n## Timer tracking remaining lifetime.\nvar _time_alive: float = 0.0\n\n## Reference to the trail Line2D node (if present).\nvar _trail: Line2D = null\n\n## History of global positions for the trail effect.\nvar _position_history: Array[Vector2] = []\n\n## Number of ricochets that have occurred.\nvar _ricochet_count: int = 0\n\n## Default ricochet settings (used when caliber_data is not set).\n## -1 means unlimited ricochets.\nconst DEFAULT_MAX_RICOCHETS: int = -1\nconst DEFAULT_MAX_RICOCHET_ANGLE: float = 90.0\nconst DEFAULT_BASE_RICOCHET_PROBABILITY: float = 1.0\nconst DEFAULT_VELOCITY_RETENTION: float = 0.85\nconst DEFAULT_RICOCHET_DAMAGE_MULTIPLIER: float = 0.5\nconst DEFAULT_RICOCHET_ANGLE_DEVIATION: float = 10.0\n\n## Viewport size used for calculating post-ricochet lifetime.\n## Bullets disappear after traveling this distance after ricochet.\nvar _viewport_diagonal: float = 0.0\n\n## Whether this bullet has ricocheted at least once.\nvar _has_ricocheted: bool = false\n\n## Distance traveled since the last ricochet (for viewport-based lifetime).\nvar _distance_since_ricochet: float = 0.0\n\n## Position at the moment of the last ricochet.\nvar _ricochet_position: Vector2 = Vector2.ZERO\n\n## Maximum travel distance after ricochet (based on viewport and ricochet angle).\nvar _max_post_ricochet_distance: float = 0.0\n\n## Enable/disable debug logging for ricochet calculations.\nvar _debug_ricochet: bool = false\n\n## Whether the bullet is currently penetrating through a wall.\nvar _is_penetrating: bool = false\n\n## Distance traveled while penetrating through walls.\nvar _penetration_distance_traveled: float = 0.0\n\n## Entry point into the current obstacle being penetrated.\nvar _penetration_entry_point: Vector2 = Vector2.ZERO\n\n## The body currently being penetrated (for tracking exit).\nvar _penetrating_body: Node2D = null\n\n## Whether the bullet has penetrated at least one wall (for damage reduction).\nvar _has_penetrated: bool = false\n\n## Enable/disable debug logging for penetration calculations.\nvar _debug_penetration: bool = true\n\n## Default penetration settings (used when caliber_data is not set).\nconst DEFAULT_CAN_PENETRATE: bool = true\nconst DEFAULT_MAX_PENETRATION_DISTANCE: float = 48.0\nconst DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER: float = 0.9\n\n## Distance-based penetration chance settings.\n## At point-blank (0 distance): 100% penetration, ignores ricochet\n## At 40% of viewport: normal ricochet rules apply (if not ricochet, then penetrate)\n## At viewport distance: max 30% penetration chance for 5.45\nconst POINT_BLANK_DISTANCE_RATIO: float = 0.0 # 0% of viewport = point blank\nconst RICOCHET_RULES_DISTANCE_RATIO: float = 0.4 # 40% of viewport = ricochet rules apply\nconst MAX_PENETRATION_CHANCE_AT_DISTANCE: float = 0.3 # 30% max at viewport distance\n\n## Shooter's position at the time of firing (for distance-based penetration).\nvar shooter_position: Vector2 = Vector2.ZERO\n\n## Duration in seconds to stun enemies on hit (0 = no stun effect).\n## Set by weapons like MakarovPM and SilencedPistol via Node.Set().\nvar stun_duration: float = 0.0\n\n## Whether this bullet has homing enabled (steers toward nearest enemy).\nvar homing_enabled: bool = false\n\n## Maximum angle (in radians) the bullet can turn from its original direction.\n## Default 110 degrees = ~1.92 radians.\nvar homing_max_turn_angle: float = deg_to_rad(110.0)\n\n## Steering force for homing (radians per second of turning).\n## Higher values make bullets turn faster.\nvar homing_steer_speed: float = 8.0\n\n## The original firing direction (stored when homing is enabled).\n## Used to limit total turn angle.\nvar _homing_original_direction: Vector2 = Vector2.ZERO\n\n## Enable/disable debug logging for homing calculations.\nvar _debug_homing: bool = false\n\n## Whether this bullet uses breaker behavior (Issue #678).\n## Breaker bullets explode 60px before hitting a wall or enemy, spawning shrapnel in a forward cone.\nvar is_breaker_bullet: bool = false\n\n## Distance in pixels ahead of the bullet at which to trigger breaker detonation.\nconst BREAKER_DETONATION_DISTANCE: float = 60.0\n\n## Explosion damage radius for breaker bullet detonation (in pixels).\nconst BREAKER_EXPLOSION_RADIUS: float = 15.0\n\n## Explosion damage dealt by breaker bullet detonation.\nconst BREAKER_EXPLOSION_DAMAGE: float = 1.0\n\n## Half-angle of the shrapnel cone in degrees (total cone = 2 * half_angle).\nconst BREAKER_SHRAPNEL_HALF_ANGLE: float = 30.0\n\n## Damage per breaker shrapnel piece.\nconst BREAKER_SHRAPNEL_DAMAGE: float = 0.1\n\n## Multiplier for shrapnel count: shrapnel_count = bullet_damage * this multiplier.\nconst BREAKER_SHRAPNEL_COUNT_MULTIPLIER: float = 10.0\n\n## Breaker shrapnel scene path.\nconst BREAKER_SHRAPNEL_SCENE_PATH: String = \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n## Cached breaker shrapnel scene (loaded once).\nvar _breaker_shrapnel_scene: PackedScene = null\n\n## Enable/disable debug logging for breaker bullet behavior.\nvar _debug_breaker: bool = false\n\n\nfunc _ready() -> void:\n\t# Connect to collision signals\n\tbody_entered.connect(_on_body_entered)\n\tbody_exited.connect(_on_body_exited)\n\tarea_entered.connect(_on_area_entered)\n\n\t# Get trail reference if it exists\n\t_trail = get_node_or_null(\"Trail\")\n\tif _trail:\n\t\t_trail.clear_points()\n\t\t# Set trail to use global coordinates (not relative to bullet)\n\t\t_trail.top_level = true\n\t\t# Reset position to origin so points added are truly global\n\t\t# (when top_level becomes true, the Line2D's position becomes its global position,\n\t\t# so we need to reset it to (0,0) for added points to be at their true global positions)\n\t\t_trail.position = Vector2.ZERO\n\n\t# Load default caliber data if not set\n\tif caliber_data == null:\n\t\tcaliber_data = _load_default_caliber_data()\n\n\t# Calculate viewport diagonal for post-ricochet lifetime\n\t_calculate_viewport_diagonal()\n\n\t# Set initial rotation based on direction\n\t_update_rotation()\n\n\t# Load breaker shrapnel scene if this is a breaker bullet\n\tif is_breaker_bullet:\n\t\tif ResourceLoader.exists(BREAKER_SHRAPNEL_SCENE_PATH):\n\t\t\t_breaker_shrapnel_scene = load(BREAKER_SHRAPNEL_SCENE_PATH)\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Breaker bullet initialized, shrapnel scene: %s\" % (\n\t\t\t\t\"loaded\" if _breaker_shrapnel_scene else \"MISSING\"))\n\n\n## Calculates the viewport diagonal distance for post-ricochet lifetime.\nfunc _calculate_viewport_diagonal() -> void:\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar size := viewport.get_visible_rect().size\n\t\t_viewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\telse:\n\t\t# Fallback to a reasonable default (1920x1080 diagonal ~= 2203)\n\t\t_viewport_diagonal = 2203.0\n\n\n## Loads the default 5.45x39mm caliber data.\nfunc _load_default_caliber_data() -> Resource:\n\tvar path := \"res://resources/calibers/caliber_545x39.tres\"\n\tif ResourceLoader.exists(path):\n\t\treturn load(path)\n\treturn null\n\n\n## Updates the bullet rotation to match its travel direction.\nfunc _update_rotation() -> void:\n\trotation = direction.angle()\n\n\n## Logs a penetration-related message to both console and file logger.\n## @param message: The message to log.\nfunc _log_penetration(message: String) -> void:\n\tif not _debug_penetration:\n\t\treturn\n\tvar full_message := \"[Bullet] \" + message\n\tprint(full_message)\n\t# Also log to FileLogger if available\n\tvar file_logger: Node = get_node_or_null(\"/root/FileLogger\")\n\tif file_logger and file_logger.has_method(\"log_info\"):\n\t\tfile_logger.log_info(full_message)\n\n\nfunc _physics_process(delta: float) -> void:\n\t# Apply homing steering if enabled\n\tif homing_enabled:\n\t\t_apply_homing_steering(delta)\n\n\t# Calculate movement this frame\n\tvar movement := direction * speed * delta\n\n\t# Move in the set direction\n\tposition += movement\n\n\t# Track distance traveled since last ricochet (for viewport-based lifetime)\n\tif _has_ricocheted:\n\t\t_distance_since_ricochet += movement.length()\n\t\t# Destroy bullet if it has traveled more than the viewport-based max distance\n\t\tif _distance_since_ricochet >= _max_post_ricochet_distance:\n\t\t\tif _debug_ricochet:\n\t\t\t\tprint(\"[Bullet] Post-ricochet distance exceeded: \", _distance_since_ricochet, \" >= \", _max_post_ricochet_distance)\n\t\t\t_destroy()\n\t\t\treturn\n\n\t# Track penetration distance while inside a wall\n\tif _is_penetrating:\n\t\t_penetration_distance_traveled += movement.length()\n\t\tvar max_pen_distance := _get_max_penetration_distance()\n\n\t\t# Check if we've exceeded max penetration distance\n\t\tif max_pen_distance > 0 and _penetration_distance_traveled >= max_pen_distance:\n\t\t\t_log_penetration(\"Max penetration distance exceeded: %s >= %s\" % [_penetration_distance_traveled, max_pen_distance])\n\t\t\t# Bullet stopped inside the wall - destroy it\n\t\t\t# Visual effects disabled as per user request\n\t\t\t_destroy()\n\t\t\treturn\n\n\t\t# Check if we've exited the obstacle (raycast forward to see if still inside)\n\t\t# Note: body_exited signal also triggers _exit_penetration for reliability\n\t\tif not _is_still_inside_obstacle():\n\t\t\t_exit_penetration()\n\n\t# Check for breaker detonation (raycast ahead for walls)\n\tif is_breaker_bullet and not _is_penetrating:\n\t\tif _check_breaker_detonation():\n\t\t\treturn # Bullet detonated and was freed\n\n\t# Update trail effect\n\t_update_trail()\n\n\t# Track lifetime and auto-destroy if exceeded\n\t_time_alive += delta\n\tif _time_alive >= lifetime:\n\t\t_destroy()\n\n\n## Updates the visual trail effect by maintaining position history.\nfunc _update_trail() -> void:\n\tif not _trail:\n\t\treturn\n\n\t# Add current position to history\n\t_position_history.push_front(global_position)\n\n\t# Limit trail length\n\twhile _position_history.size() > trail_length:\n\t\t_position_history.pop_back()\n\n\t# Update Line2D points\n\t_trail.clear_points()\n\tfor pos in _position_history:\n\t\t_trail.add_point(pos)\n\n\nfunc _on_body_entered(body: Node2D) -> void:\n\t# Check if this is the shooter - don't collide with own body\n\tif shooter_id == body.get_instance_id():\n\t\treturn # Pass through the shooter\n\n\t# Check if this is a dead enemy - bullets should pass through dead entities\n\t# This handles the CharacterBody2D collision (separate from HitArea collision)\n\tif body.has_method(\"is_alive\") and not body.is_alive():\n\t\treturn # Pass through dead entities\n\n\t# If we're currently penetrating the same body, ignore re-entry\n\tif _is_penetrating and _penetrating_body == body:\n\t\treturn\n\n\t# Check if bullet is inside an existing penetration hole - pass through without re-triggering\n\tif _is_inside_penetration_hole():\n\t\t_log_penetration(\"Inside existing penetration hole, passing through\")\n\t\treturn\n\n\t# Hit a static body (wall or obstacle) or alive enemy body\n\t# Try to ricochet off static bodies (walls/obstacles)\n\tif body is StaticBody2D or body is TileMap:\n\t\t# Always spawn dust effect when hitting walls, regardless of ricochet\n\t\t_spawn_wall_hit_effect(body)\n\n\t\t# Calculate distance from shooter to determine penetration behavior\n\t\tvar distance_to_wall := _get_distance_to_shooter()\n\t\tvar distance_ratio := distance_to_wall / _viewport_diagonal if _viewport_diagonal > 0 else 1.0\n\n\t\t_log_penetration(\"Distance to wall: %s (%s%% of viewport)\" % [distance_to_wall, distance_ratio * 100])\n\n\t\t# Point-blank shots (very close to shooter): 100% penetration, ignore ricochet\n\t\tif distance_ratio <= POINT_BLANK_DISTANCE_RATIO + 0.05: # ~5% tolerance for \"point blank\"\n\t\t\t_log_penetration(\"Point-blank shot - 100% penetration, ignoring ricochet\")\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating\n\t\t# At 40% or less of viewport: normal ricochet rules apply\n\t\telif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\t\t_log_penetration(\"Within ricochet range - trying ricochet first\")\n\t\t\t# First try ricochet\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\t\t\t# Ricochet failed - try penetration (if not ricochet, then penetrate)\n\t\t\tif _try_penetration(body):\n\t\t\t\treturn # Bullet is penetrating, don't destroy\n\t\t# Beyond 40% of viewport: distance-based penetration chance\n\t\telse:\n\t\t\t# First try ricochet (shallow angles still ricochet)\n\t\t\tif _try_ricochet(body):\n\t\t\t\treturn # Bullet ricocheted, don't destroy\n\n\t\t\t# Calculate penetration chance based on distance\n\t\t\t# At 40% distance: 100% chance (if ricochet failed)\n\t\t\t# At 100% (viewport) distance: 30% chance\n\t\t\tvar penetration_chance := _calculate_distance_penetration_chance(distance_ratio)\n\n\t\t\t_log_penetration(\"Distance-based penetration chance: %s%%\" % [penetration_chance * 100])\n\n\t\t\t# Roll for penetration\n\t\t\tif randf() <= penetration_chance:\n\t\t\t\tif _try_penetration(body):\n\t\t\t\t\treturn # Bullet is penetrating\n\t\t\telse:\n\t\t\t\t_log_penetration(\"Penetration failed (distance roll)\")\n\n\t# Play wall impact sound and destroy bullet\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\t_destroy()\n\n\n## Called when the bullet exits a body (wall).\n## Used for detecting penetration exit via the physics system.\nfunc _on_body_exited(body: Node2D) -> void:\n\t# Only process if we're currently penetrating this specific body\n\tif not _is_penetrating or _penetrating_body != body:\n\t\treturn\n\n\t# Log exit detection\n\t_log_penetration(\"Body exited signal received for penetrating body\")\n\n\t# Call exit penetration\n\t_exit_penetration()\n\n\nfunc _on_area_entered(area: Area2D) -> void:\n\t# Hit another area (like a target or hit detection area)\n\t# Only destroy bullet if the area has on_hit method (actual hit targets)\n\t# This allows bullets to pass through detection-only areas like ThreatSpheres\n\tif area.has_method(\"on_hit\"):\n\t\t# Check if this is a HitArea - if so, check against parent's instance ID\n\t\t# This prevents the shooter from damaging themselves with direct shots\n\t\t# BUT ricocheted bullets CAN damage the shooter (realistic self-damage)\n\t\tvar parent: Node = area.get_parent()\n\t\tif parent and shooter_id == parent.get_instance_id() and not _has_ricocheted:\n\t\t\treturn # Don't hit the shooter with direct shots\n\n\t\t# Power Fantasy mode: Ricocheted bullets do NOT damage the player\n\t\tif _has_ricocheted and parent and parent.is_in_group(\"player\"):\n\t\t\tvar difficulty_manager: Node = get_node_or_null(\"/root/DifficultyManager\")\n\t\t\tif difficulty_manager and difficulty_manager.has_method(\"do_ricochets_damage_player\"):\n\t\t\t\tif not difficulty_manager.do_ricochets_damage_player():\n\t\t\t\t\treturn # Pass through player without damage in Power Fantasy mode\n\n\t\t# Check if the parent is dead - bullets should pass through dead entities\n\t\t# This is a fallback check in case the collision shape/layer disabling\n\t\t# doesn't take effect immediately (see Godot issues #62506, #100687)\n\t\tif parent and parent.has_method(\"is_alive\") and not parent.is_alive():\n\t\t\treturn # Pass through dead entities\n\n\t\t# Calculate effective damage (base damage × multiplier from ricochets/penetration)\n\t\tvar effective_damage: float = damage * damage_multiplier\n\n\t\t# Call on_hit with extended parameters if supported, otherwise use basic call\n\t\tif area.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\t\t# Pass full bullet information including damage amount\n\t\t\tarea.on_hit_with_bullet_info_and_damage(direction, caliber_data, _has_ricocheted, _has_penetrated, effective_damage)\n\t\telif area.has_method(\"on_hit_with_bullet_info\"):\n\t\t\t# Legacy path - pass bullet info without explicit damage (will use default)\n\t\t\tarea.on_hit_with_bullet_info(direction, caliber_data, _has_ricocheted, _has_penetrated)\n\t\telif area.has_method(\"on_hit_with_info\"):\n\t\t\tarea.on_hit_with_info(direction, caliber_data)\n\t\telse:\n\t\t\tarea.on_hit()\n\n\t\t# Apply stun effect if configured (e.g., MakarovPM, SilencedPistol)\n\t\tif stun_duration > 0 and parent:\n\t\t\t_apply_stun_effect(parent)\n\n\t\t# Trigger hit effects if this is a player bullet hitting an enemy\n\t\tif _is_player_bullet():\n\t\t\t_trigger_player_hit_effects()\n\n\t\t_destroy()\n\n\n## Attempts to ricochet the bullet off a surface.\n## Returns true if ricochet occurred, false if bullet should be destroyed.\n## @param body: The body the bullet collided with.\nfunc _try_ricochet(body: Node2D) -> bool:\n\t# Check if we've exceeded maximum ricochets (-1 = unlimited)\n\tvar max_ricochets := _get_max_ricochets()\n\tif max_ricochets >= 0 and _ricochet_count >= max_ricochets:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Max ricochets reached: \", _ricochet_count)\n\t\treturn false\n\n\t# Get the surface normal at the collision point\n\tvar surface_normal := _get_surface_normal(body)\n\tif surface_normal == Vector2.ZERO:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Could not determine surface normal\")\n\t\treturn false\n\n\t# Calculate impact angle (angle between bullet direction and surface)\n\t# 0 degrees = parallel to surface (grazing shot)\n\t# 90 degrees = perpendicular to surface (direct hit)\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Impact angle: \", impact_angle_deg, \" degrees\")\n\n\t# Calculate ricochet probability based on impact angle\n\tvar ricochet_probability := _calculate_ricochet_probability(impact_angle_deg)\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet probability: \", ricochet_probability * 100, \"%\")\n\n\t# Random roll to determine if ricochet occurs\n\tif randf() > ricochet_probability:\n\t\tif _debug_ricochet:\n\t\t\tprint(\"[Bullet] Ricochet failed (random)\")\n\t\treturn false\n\n\t# Ricochet successful - calculate new direction\n\t_perform_ricochet(surface_normal)\n\treturn true\n\n\n## Gets the maximum number of ricochets allowed.\nfunc _get_max_ricochets() -> int:\n\tif caliber_data and caliber_data.has_method(\"get\") and \"max_ricochets\" in caliber_data:\n\t\treturn caliber_data.max_ricochets\n\treturn DEFAULT_MAX_RICOCHETS\n\n\n## Gets the surface normal at the collision point.\n## Uses raycasting to determine the exact collision point and normal.\nfunc _get_surface_normal(body: Node2D) -> Vector2:\n\t# Create a raycast to find the exact collision point\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Cast ray from slightly behind the bullet to current position\n\tvar ray_start := global_position - direction * 50.0\n\tvar ray_end := global_position + direction * 10.0\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\t# Fallback: estimate normal based on bullet direction\n\t\t# Assume the surface is perpendicular to the approach\n\t\treturn -direction.normalized()\n\n\treturn result.normal\n\n\n## Calculates the impact angle between bullet direction and surface.\n## This returns the GRAZING angle (angle from the surface plane).\n## Returns angle in radians (0 = grazing/parallel to surface, PI/2 = perpendicular/head-on).\nfunc _calculate_impact_angle(surface_normal: Vector2) -> float:\n\t# We want the GRAZING angle (angle from the surface, not from the normal).\n\t# The grazing angle is 90° - (angle from normal).\n\t#\n\t# Using dot product with the normal:\n\t# dot(direction, -normal) = cos(angle_from_normal)\n\t#\n\t# The grazing angle = 90° - angle_from_normal\n\t# So: grazing_angle = asin(|dot(direction, normal)|)\n\t#\n\t# For grazing shots (parallel to surface): direction ⊥ normal, dot ≈ 0, grazing_angle ≈ 0°\n\t# For direct hits (perpendicular to surface): direction ∥ -normal, dot ≈ 1, grazing_angle ≈ 90°\n\n\tvar dot := absf(direction.normalized().dot(surface_normal.normalized()))\n\t# Clamp to avoid numerical issues with asin\n\tdot = clampf(dot, 0.0, 1.0)\n\treturn asin(dot)\n\n\n## Calculates the ricochet probability based on impact angle.\n## Uses a custom curve designed for realistic 5.45x39mm behavior:\n## - 0-15°: ~100% (grazing shots always ricochet)\n## - 45°: ~80% (moderate angles have good ricochet chance)\n## - 90°: ~10% (perpendicular shots rarely ricochet)\nfunc _calculate_ricochet_probability(impact_angle_deg: float) -> float:\n\tvar max_angle: float\n\tvar base_probability: float\n\n\tif caliber_data:\n\t\tmax_angle = caliber_data.max_ricochet_angle if \"max_ricochet_angle\" in caliber_data else DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = caliber_data.base_ricochet_probability if \"base_ricochet_probability\" in caliber_data else DEFAULT_BASE_RICOCHET_PROBABILITY\n\telse:\n\t\tmax_angle = DEFAULT_MAX_RICOCHET_ANGLE\n\t\tbase_probability = DEFAULT_BASE_RICOCHET_PROBABILITY\n\n\t# No ricochet if angle exceeds maximum\n\tif impact_angle_deg > max_angle:\n\t\treturn 0.0\n\n\t# Custom curve for realistic ricochet probability:\n\t# probability = base * (0.9 * (1 - (angle/90)^2.17) + 0.1)\n\t# This gives approximately:\n\t# - 0°: 100%, 15°: 98%, 45°: 80%, 90°: 10%\n\tvar normalized_angle := impact_angle_deg / 90.0\n\t# Power of 2.17 creates a curve matching real-world ballistics\n\tvar power_factor := pow(normalized_angle, 2.17)\n\tvar angle_factor := (1.0 - power_factor) * 0.9 + 0.1\n\treturn base_probability * angle_factor\n\n\n## Performs the ricochet: updates direction, speed, and damage.\n## Also calculates the post-ricochet maximum travel distance based on viewport and angle.\nfunc _perform_ricochet(surface_normal: Vector2) -> void:\n\t_ricochet_count += 1\n\n\t# Calculate the impact angle for determining post-ricochet distance\n\tvar impact_angle_rad := _calculate_impact_angle(surface_normal)\n\tvar impact_angle_deg := rad_to_deg(impact_angle_rad)\n\n\t# Calculate reflected direction\n\t# reflection = direction - 2 * dot(direction, normal) * normal\n\tvar reflected := direction - 2.0 * direction.dot(surface_normal) * surface_normal\n\treflected = reflected.normalized()\n\n\t# Add random deviation for realism\n\tvar deviation := _get_ricochet_deviation()\n\treflected = reflected.rotated(deviation)\n\n\t# Update direction\n\tdirection = reflected\n\t_update_rotation()\n\n\t# Reduce velocity\n\tvar velocity_retention := _get_velocity_retention()\n\tspeed *= velocity_retention\n\n\t# Reduce damage multiplier\n\tvar damage_mult := _get_ricochet_damage_multiplier()\n\tdamage_multiplier *= damage_mult\n\n\t# Move bullet slightly away from surface to prevent immediate re-collision\n\tglobal_position += direction * 5.0\n\n\t# Mark bullet as having ricocheted and set viewport-based lifetime\n\t_has_ricocheted = true\n\t_ricochet_position = global_position\n\t_distance_since_ricochet = 0.0\n\n\t# Calculate max post-ricochet distance based on viewport and ricochet angle\n\t# Shallow angles (grazing) -> bullet travels longer after ricochet\n\t# Steeper angles -> bullet travels shorter distance (more energy lost)\n\t# Formula: max_distance = viewport_diagonal * (1 - angle/90)\n\t# At 0° (grazing): full viewport diagonal\n\t# At 90° (perpendicular): 0 distance (but this wouldn't ricochet anyway)\n\tvar angle_factor := 1.0 - (impact_angle_deg / 90.0)\n\tangle_factor = clampf(angle_factor, 0.1, 1.0) # Minimum 10% to prevent instant destruction\n\t_max_post_ricochet_distance = _viewport_diagonal * angle_factor\n\n\t# Clear trail history to avoid visual artifacts\n\t_position_history.clear()\n\n\t# Play ricochet sound\n\t_play_ricochet_sound()\n\n\tif _debug_ricochet:\n\t\tprint(\"[Bullet] Ricochet #\", _ricochet_count, \" - New speed: \", speed, \", Damage mult: \", damage_multiplier, \", Max post-ricochet distance: \", _max_post_ricochet_distance)\n\n\n## Gets the velocity retention factor for ricochet.\nfunc _get_velocity_retention() -> float:\n\tif caliber_data and \"velocity_retention\" in caliber_data:\n\t\treturn caliber_data.velocity_retention\n\treturn DEFAULT_VELOCITY_RETENTION\n\n\n## Gets the damage multiplier for ricochet.\nfunc _get_ricochet_damage_multiplier() -> float:\n\tif caliber_data and \"ricochet_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.ricochet_damage_multiplier\n\treturn DEFAULT_RICOCHET_DAMAGE_MULTIPLIER\n\n\n## Gets a random deviation angle for ricochet direction.\nfunc _get_ricochet_deviation() -> float:\n\tvar deviation_deg: float\n\tif caliber_data:\n\t\tif caliber_data.has_method(\"get_random_ricochet_deviation\"):\n\t\t\treturn caliber_data.get_random_ricochet_deviation()\n\t\tdeviation_deg = caliber_data.ricochet_angle_deviation if \"ricochet_angle_deviation\" in caliber_data else DEFAULT_RICOCHET_ANGLE_DEVIATION\n\telse:\n\t\tdeviation_deg = DEFAULT_RICOCHET_ANGLE_DEVIATION\n\n\tvar deviation_rad := deg_to_rad(deviation_deg)\n\treturn randf_range(-deviation_rad, deviation_rad)\n\n\n## Plays the ricochet sound effect.\nfunc _play_ricochet_sound() -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_ricochet\"):\n\t\taudio_manager.play_bullet_ricochet(global_position)\n\telif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Fallback to wall hit sound if ricochet sound not available\n\t\taudio_manager.play_bullet_wall_hit(global_position)\n\n\n## Checks if this bullet was fired by the player.\nfunc _is_player_bullet() -> bool:\n\tif shooter_id == -1:\n\t\treturn false\n\n\tvar shooter: Object = instance_from_id(shooter_id)\n\tif shooter == null:\n\t\treturn false\n\n\t# Check if the shooter is a player by script path\n\tvar script: Script = shooter.get_script()\n\tif script and script.resource_path.contains(\"player\"):\n\t\treturn true\n\n\treturn false\n\n\n## Triggers hit effects via the HitEffectsManager autoload.\n## Effects: time slowdown to 0.9 for 3 seconds, saturation boost for 400ms.\nfunc _trigger_player_hit_effects() -> void:\n\tvar hit_effects_manager: Node = get_node_or_null(\"/root/HitEffectsManager\")\n\tif hit_effects_manager and hit_effects_manager.has_method(\"on_player_hit_enemy\"):\n\t\thit_effects_manager.on_player_hit_enemy()\n\n\n## Applies stun effect to the hit enemy via StatusEffectsManager.\n## Used by weapons like MakarovPM (100ms) and SilencedPistol (600ms).\nfunc _apply_stun_effect(enemy: Node) -> void:\n\tif stun_duration <= 0:\n\t\treturn\n\tif not enemy is Node2D:\n\t\treturn\n\tvar status_effects_manager: Node = get_node_or_null(\"/root/StatusEffectsManager\")\n\tif status_effects_manager and status_effects_manager.has_method(\"apply_stun\"):\n\t\tstatus_effects_manager.apply_stun(enemy, stun_duration)\n\n\n## Returns the current ricochet count.\nfunc get_ricochet_count() -> int:\n\treturn _ricochet_count\n\n\n## Returns the current damage multiplier (accounting for ricochets).\nfunc get_damage_multiplier() -> float:\n\treturn damage_multiplier\n\n\n## Returns whether ricochet is enabled for this bullet.\nfunc can_ricochet() -> bool:\n\tif caliber_data and \"can_ricochet\" in caliber_data:\n\t\treturn caliber_data.can_ricochet\n\treturn true # Default to enabled\n\n\n## Spawns dust/debris particles when bullet hits a wall or static body.\n## @param body: The body that was hit (used to get surface normal).\nfunc _spawn_wall_hit_effect(body: Node2D) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null or not impact_manager.has_method(\"spawn_dust_effect\"):\n\t\treturn\n\n\t# Get surface normal for particle direction\n\tvar surface_normal := _get_surface_normal(body)\n\n\t# Spawn dust effect at hit position\n\timpact_manager.spawn_dust_effect(global_position, surface_normal, caliber_data)\n\n\n# ============================================================================\n# Distance-Based Penetration Helpers\n# ============================================================================\n\n\n## Gets the distance from the current bullet position to the shooter's original position.\nfunc _get_distance_to_shooter() -> float:\n\t_log_penetration(\"_get_distance_to_shooter: shooter_position=%s, shooter_id=%s, bullet_pos=%s\" % [shooter_position, shooter_id, global_position])\n\n\tif shooter_position == Vector2.ZERO:\n\t\t# Fallback: use shooter instance position if available\n\t\tif shooter_id != -1:\n\t\t\tvar shooter: Object = instance_from_id(shooter_id)\n\t\t\tif shooter != null and shooter is Node2D:\n\t\t\t\tvar dist := global_position.distance_to((shooter as Node2D).global_position)\n\t\t\t\t_log_penetration(\"Using shooter_id fallback, distance=%s\" % dist)\n\t\t\t\treturn dist\n\t\t# Unable to determine shooter position - assume close range\n\t\t_log_penetration(\"WARNING: Unable to determine shooter position, defaulting to bullet position distance from origin\")\n\n\tvar dist := global_position.distance_to(shooter_position)\n\t_log_penetration(\"Using shooter_position, distance=%s\" % dist)\n\treturn dist\n\n\n## Calculates the penetration chance based on distance from shooter.\n## @param distance_ratio: Distance as a ratio of viewport diagonal (0.0 to 1.0+).\n## @return: Penetration chance (0.0 to 1.0).\nfunc _calculate_distance_penetration_chance(distance_ratio: float) -> float:\n\t# At 40% (RICOCHET_RULES_DISTANCE_RATIO): 100% penetration chance\n\t# At 100% (viewport diagonal): MAX_PENETRATION_CHANCE_AT_DISTANCE (30%)\n\t# Beyond 100%: continues to decrease linearly\n\n\tif distance_ratio <= RICOCHET_RULES_DISTANCE_RATIO:\n\t\treturn 1.0 # Full penetration chance within ricochet rules range\n\n\t# Linear interpolation from 100% at 40% to 30% at 100%\n\t# penetration_chance = 1.0 - (distance_ratio - 0.4) / 0.6 * 0.7\n\tvar range_start := RICOCHET_RULES_DISTANCE_RATIO # 0.4\n\tvar range_end := 1.0 # viewport distance\n\tvar range_span := range_end - range_start # 0.6\n\n\tvar position_in_range := (distance_ratio - range_start) / range_span\n\tposition_in_range = clampf(position_in_range, 0.0, 1.0)\n\n\t# Interpolate from 1.0 to MAX_PENETRATION_CHANCE_AT_DISTANCE\n\tvar penetration_chance := lerpf(1.0, MAX_PENETRATION_CHANCE_AT_DISTANCE, position_in_range)\n\n\t# Beyond viewport distance, continue decreasing (but clamp to minimum of 5%)\n\tif distance_ratio > 1.0:\n\t\tvar beyond_viewport := distance_ratio - 1.0\n\t\tpenetration_chance = maxf(MAX_PENETRATION_CHANCE_AT_DISTANCE - beyond_viewport * 0.2, 0.05)\n\n\treturn penetration_chance\n\n\n## Checks if the bullet is currently inside an existing penetration hole area.\n## If so, the bullet should pass through without triggering new penetration.\nfunc _is_inside_penetration_hole() -> bool:\n\t# Get overlapping areas\n\tvar overlapping_areas := get_overlapping_areas()\n\tfor area in overlapping_areas:\n\t\t# Check if this is a penetration hole (by script or name)\n\t\tif area.get_script() != null:\n\t\t\tvar script_path: String = area.get_script().resource_path\n\t\t\tif script_path.contains(\"penetration_hole\"):\n\t\t\t\treturn true\n\t\t# Also check by node name as fallback\n\t\tif area.name.contains(\"PenetrationHole\"):\n\t\t\treturn true\n\treturn false\n\n\n# ============================================================================\n# Wall Penetration System\n# ============================================================================\n\n\n## Attempts to penetrate through a wall when ricochet fails.\n## Returns true if penetration started successfully.\n## @param body: The static body (wall) to penetrate.\nfunc _try_penetration(body: Node2D) -> bool:\n\t# Check if caliber allows penetration\n\tif not _can_penetrate():\n\t\t_log_penetration(\"Caliber cannot penetrate walls\")\n\t\treturn false\n\n\t# Don't start a new penetration if already penetrating\n\tif _is_penetrating:\n\t\t_log_penetration(\"Already penetrating, cannot start new penetration\")\n\t\treturn false\n\n\t_log_penetration(\"Starting wall penetration at %s\" % global_position)\n\n\t# Mark as penetrating\n\t_is_penetrating = true\n\t_penetrating_body = body\n\t_penetration_entry_point = global_position\n\t_penetration_distance_traveled = 0.0\n\n\t# Spawn entry hole effect\n\t_spawn_penetration_hole_effect(body, global_position, true)\n\n\t# Move bullet slightly forward to avoid immediate re-collision\n\tglobal_position += direction * 5.0\n\n\treturn true\n\n\n## Checks if the bullet can penetrate walls based on caliber data.\nfunc _can_penetrate() -> bool:\n\tif caliber_data and caliber_data.has_method(\"can_penetrate_walls\"):\n\t\treturn caliber_data.can_penetrate_walls()\n\tif caliber_data and \"can_penetrate\" in caliber_data:\n\t\treturn caliber_data.can_penetrate\n\treturn DEFAULT_CAN_PENETRATE\n\n\n## Gets the maximum penetration distance from caliber data.\nfunc _get_max_penetration_distance() -> float:\n\tif caliber_data and caliber_data.has_method(\"get_max_penetration_distance\"):\n\t\treturn caliber_data.get_max_penetration_distance()\n\tif caliber_data and \"max_penetration_distance\" in caliber_data:\n\t\treturn caliber_data.max_penetration_distance\n\treturn DEFAULT_MAX_PENETRATION_DISTANCE\n\n\n## Gets the post-penetration damage multiplier from caliber data.\nfunc _get_post_penetration_damage_multiplier() -> float:\n\tif caliber_data and \"post_penetration_damage_multiplier\" in caliber_data:\n\t\treturn caliber_data.post_penetration_damage_multiplier\n\treturn DEFAULT_POST_PENETRATION_DAMAGE_MULTIPLIER\n\n\n## Checks if the bullet is still inside an obstacle using raycasting.\n## Returns true if still inside, false if exited.\n## Uses longer raycasts to account for high bullet speeds (2500 px/s = ~41 pixels/frame at 60 FPS).\nfunc _is_still_inside_obstacle() -> bool:\n\tif _penetrating_body == null or not is_instance_valid(_penetrating_body):\n\t\treturn false\n\n\tvar space_state := get_world_2d().direct_space_state\n\n\t# Use longer raycasts to account for bullet speed\n\t# Cast forward ~50 pixels (slightly more than max penetration of 48)\n\tvar ray_length := 50.0\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * ray_length\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If we hit the same body in front, we're still inside\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast forward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t# Also check backwards to see if we're still overlapping\n\tray_end = global_position - direction * ray_length\n\tquery = PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tresult = space_state.intersect_ray(query)\n\tif not result.is_empty() and result.collider == _penetrating_body:\n\t\t_log_penetration(\"Raycast backward hit penetrating body at distance %s\" % ray_start.distance_to(result.position))\n\t\treturn true\n\n\t_log_penetration(\"No longer inside obstacle - raycasts found no collision with penetrating body\")\n\treturn false\n\n\n## Called when the bullet exits a penetrated wall.\nfunc _exit_penetration() -> void:\n\t# Prevent double-calling (can happen from both body_exited and raycast check)\n\tif not _is_penetrating:\n\t\treturn\n\n\tvar exit_point := global_position\n\n\t_log_penetration(\"Exiting penetration at %s after traveling %s pixels through wall\" % [exit_point, _penetration_distance_traveled])\n\n\t# Visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\n\t# Apply damage reduction after penetration\n\tif not _has_penetrated:\n\t\tdamage_multiplier *= _get_post_penetration_damage_multiplier()\n\t\t_has_penetrated = true\n\n\t\t_log_penetration(\"Damage multiplier after penetration: %s\" % damage_multiplier)\n\n\t# Play penetration exit sound (use wall hit sound for now)\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\taudio_manager.play_bullet_wall_hit(exit_point)\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetrating_body = null\n\t_penetration_distance_traveled = 0.0\n\n\t# Destroy bullet after successful penetration\n\t# Bullets don't continue flying after penetrating a wall\n\t_destroy()\n\n\n## Spawns a visual hole effect at penetration entry or exit point.\n## DISABLED: As per user request, all penetration visual effects are removed.\n## The penetration functionality remains (bullet passes through thin walls),\n## but no visual effects (dust, trails, holes) are spawned.\n## @param body: The wall being penetrated.\n## @param pos: Position of the hole.\n## @param is_entry: True for entry hole, false for exit hole.\nfunc _spawn_penetration_hole_effect(_body: Node2D, _pos: Vector2, _is_entry: bool) -> void:\n\t# All visual effects disabled as per user request\n\t# The entry/exit positions couldn't be properly anchored to wall surfaces\n\tpass\n\n\n## Spawns a collision hole that creates an actual gap in wall collision.\n## This allows other bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\nfunc _spawn_collision_hole(entry_point: Vector2, exit_point: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\tif impact_manager == null:\n\t\treturn\n\n\tif impact_manager.has_method(\"spawn_collision_hole\"):\n\t\timpact_manager.spawn_collision_hole(entry_point, exit_point, direction, caliber_data)\n\t\t_log_penetration(\"Collision hole spawned from %s to %s\" % [entry_point, exit_point])\n\n\n## Returns whether the bullet has penetrated at least one wall.\nfunc has_penetrated() -> bool:\n\treturn _has_penetrated\n\n\n## Returns whether the bullet is currently penetrating a wall.\nfunc is_penetrating() -> bool:\n\treturn _is_penetrating\n\n\n## Returns the distance traveled through walls while penetrating.\nfunc get_penetration_distance() -> float:\n\treturn _penetration_distance_traveled\n\n\n# ============================================================================\n# Homing Bullet System (Issue #677)\n# ============================================================================\n\n\n## Enables homing on this bullet, storing the original direction.\nfunc enable_homing() -> void:\n\thoming_enabled = true\n\t_homing_original_direction = direction.normalized()\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing enabled, original direction: \", _homing_original_direction)\n\n\n## Applies homing steering toward the nearest alive enemy.\n## The bullet turns toward the nearest enemy but cannot exceed the max turn angle\n## from its original firing direction (110 degrees each side).\nfunc _apply_homing_steering(delta: float) -> void:\n\t# Only player bullets should home\n\tif not _is_player_bullet():\n\t\treturn\n\n\t# Find nearest alive enemy\n\tvar target_pos := _find_nearest_enemy_position()\n\tif target_pos == Vector2.ZERO:\n\t\treturn # No valid target found\n\n\t# Calculate desired direction toward target\n\tvar to_target := (target_pos - global_position).normalized()\n\n\t# Calculate the angle difference between current direction and desired\n\tvar angle_diff := direction.angle_to(to_target)\n\n\t# Limit per-frame steering (smooth turning)\n\tvar max_steer_this_frame := homing_steer_speed * delta\n\tangle_diff = clampf(angle_diff, -max_steer_this_frame, max_steer_this_frame)\n\n\t# Calculate proposed new direction\n\tvar new_direction := direction.rotated(angle_diff).normalized()\n\n\t# Check if the new direction would exceed the max turn angle from original\n\tvar angle_from_original := _homing_original_direction.angle_to(new_direction)\n\tif absf(angle_from_original) > homing_max_turn_angle:\n\t\tif _debug_homing:\n\t\t\tprint(\"[Bullet] Homing angle limit reached: \", rad_to_deg(absf(angle_from_original)), \"°\")\n\t\treturn # Don't steer further, angle limit reached\n\n\t# Apply the steering\n\tdirection = new_direction\n\t_update_rotation()\n\n\tif _debug_homing:\n\t\tprint(\"[Bullet] Homing steer: angle_diff=\", rad_to_deg(angle_diff), \"° total_turn=\", rad_to_deg(absf(angle_from_original)), \"°\")\n\n\n## Finds the position of the nearest alive enemy.\n## Returns Vector2.ZERO if no enemies are found.\nfunc _find_nearest_enemy_position() -> Vector2:\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn Vector2.ZERO\n\n\tvar enemies := tree.get_nodes_in_group(\"enemies\")\n\tif enemies.is_empty():\n\t\treturn Vector2.ZERO\n\n\tvar nearest_pos := Vector2.ZERO\n\tvar nearest_dist := INF\n\n\tfor enemy in enemies:\n\t\tif not enemy is Node2D:\n\t\t\tcontinue\n\t\t# Skip dead enemies\n\t\tif enemy.has_method(\"is_alive\") and not enemy.is_alive():\n\t\t\tcontinue\n\t\tvar dist := global_position.distance_squared_to(enemy.global_position)\n\t\tif dist < nearest_dist:\n\t\t\tnearest_dist = dist\n\t\t\tnearest_pos = enemy.global_position\n\n\treturn nearest_pos\n\n\n# ============================================================================\n# Breaker Bullet System (Issue #678)\n# ============================================================================\n\n\n## Checks if a wall or enemy is within BREAKER_DETONATION_DISTANCE ahead.\n## If so, triggers the breaker detonation and returns true.\n## @return: True if detonation occurred, false otherwise.\nfunc _check_breaker_detonation() -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn false\n\n\t# Raycast forward from bullet position\n\tvar ray_start := global_position\n\tvar ray_end := global_position + direction * BREAKER_DETONATION_DISTANCE\n\n\tvar query := PhysicsRayQueryParameters2D.create(ray_start, ray_end)\n\t# Check against walls/obstacles and characters (enemies)\n\tquery.collision_mask = collision_mask\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\treturn false # Nothing ahead within detonation distance\n\n\t# Check if the hit is a wall (StaticBody2D/TileMap) or an alive enemy (CharacterBody2D)\n\tvar collider: Object = result.collider\n\tif collider is StaticBody2D or collider is TileMap:\n\t\t# Wall detected within range — trigger detonation!\n\t\tvar detonation_pos := global_position\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Wall detected at distance %.1f, detonating at %s\" % [\n\t\t\t\tglobal_position.distance_to(result.position), detonation_pos])\n\t\t_breaker_detonate(detonation_pos)\n\t\treturn true\n\telif collider is CharacterBody2D:\n\t\t# Enemy detected — check if alive\n\t\tif collider.has_method(\"is_alive\") and collider.is_alive():\n\t\t\tvar detonation_pos := global_position\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Enemy %s detected at distance %.1f, detonating at %s\" % [\n\t\t\t\t\tcollider.name, global_position.distance_to(result.position), detonation_pos])\n\t\t\t_breaker_detonate(detonation_pos)\n\t\t\treturn true\n\n\treturn false # Hit something we don't detonate for\n\n\n## Triggers the breaker bullet detonation: explosion damage + shrapnel cone.\n## @param detonation_pos: The position where the detonation occurs.\nfunc _breaker_detonate(detonation_pos: Vector2) -> void:\n\t# 1. Apply explosion damage in radius\n\t_breaker_apply_explosion_damage(detonation_pos)\n\n\t# 2. Spawn visual explosion effect\n\t_breaker_spawn_explosion_effect(detonation_pos)\n\n\t# 3. Spawn shrapnel in a forward cone\n\t_breaker_spawn_shrapnel(detonation_pos)\n\n\t# 4. Play explosion sound\n\t_breaker_play_explosion_sound(detonation_pos)\n\n\t# 5. Destroy the bullet\n\t_destroy()\n\n\n## Applies explosion damage to all enemies within BREAKER_EXPLOSION_RADIUS.\n## @param center: Center of the explosion.\nfunc _breaker_apply_explosion_damage(center: Vector2) -> void:\n\t# Find all enemies in the scene\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\n\t# Check enemies in radius\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and enemy.has_method(\"is_alive\") and enemy.is_alive():\n\t\t\tvar distance := center.distance_to(enemy.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\t# Check line of sight\n\t\t\t\tif _breaker_has_line_of_sight(center, enemy.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(enemy, BREAKER_EXPLOSION_DAMAGE)\n\n\t# Also check player (breaker explosion can hurt the player at close range)\n\tfor player in players:\n\t\tif player is Node2D:\n\t\t\t# Don't damage the shooter\n\t\t\tif shooter_id == player.get_instance_id():\n\t\t\t\tcontinue\n\t\t\tvar distance := center.distance_to(player.global_position)\n\t\t\tif distance <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tif _breaker_has_line_of_sight(center, player.global_position):\n\t\t\t\t\t_breaker_apply_damage_to(player, BREAKER_EXPLOSION_DAMAGE)\n\n\n## Applies damage to a target.\nfunc _breaker_apply_damage_to(target: Node2D, amount: float) -> void:\n\tvar hit_direction := (target.global_position - global_position).normalized()\n\n\tif target.has_method(\"on_hit_with_bullet_info_and_damage\"):\n\t\ttarget.on_hit_with_bullet_info_and_damage(hit_direction, null, false, false, amount)\n\telif target.has_method(\"on_hit_with_info\"):\n\t\ttarget.on_hit_with_info(hit_direction, null)\n\telif target.has_method(\"on_hit\"):\n\t\ttarget.on_hit()\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Explosion damage %.1f applied to %s\" % [amount, target.name])\n\n\n## Checks line of sight from a position to a target position.\nfunc _breaker_has_line_of_sight(from: Vector2, to: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsRayQueryParameters2D.create(from, to)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\tvar result := space_state.intersect_ray(query)\n\treturn result.is_empty()\n\n\n## Spawns a small visual explosion effect at the detonation point.\nfunc _breaker_spawn_explosion_effect(center: Vector2) -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\timpact_manager.spawn_explosion_effect(center, BREAKER_EXPLOSION_RADIUS)\n\telse:\n\t\t# Fallback: create simple flash\n\t\t_breaker_create_simple_flash(center)\n\n\n## Plays a small explosion sound at the detonation point.\nfunc _breaker_play_explosion_sound(center: Vector2) -> void:\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_bullet_wall_hit\"):\n\t\t# Use wall hit sound as explosion (small detonation)\n\t\taudio_manager.play_bullet_wall_hit(center)\n\n\t# Emit sound for AI awareness\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\t# Small explosion — use shorter range than grenade\n\t\tsound_propagation.emit_sound(1, center, 0, self, 500.0) # 1 = EXPLOSION, 0 = PLAYER\n\n\n## Creates a simple explosion flash if no manager is available.\nfunc _breaker_create_simple_flash(center: Vector2) -> void:\n\tvar flash := Sprite2D.new()\n\tvar size := int(BREAKER_EXPLOSION_RADIUS) * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar img_center := Vector2(BREAKER_EXPLOSION_RADIUS, BREAKER_EXPLOSION_RADIUS)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar dist := pos.distance_to(img_center)\n\t\t\tif dist <= BREAKER_EXPLOSION_RADIUS:\n\t\t\t\tvar alpha := 1.0 - (dist / BREAKER_EXPLOSION_RADIUS)\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.8, 0.4, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\tflash.texture = ImageTexture.create_from_image(image)\n\tflash.global_position = center\n\tflash.modulate = Color(1.0, 0.7, 0.3, 0.9)\n\tflash.z_index = 100\n\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(flash)\n\t\tvar tween := get_tree().create_tween()\n\t\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.15)\n\t\ttween.tween_callback(flash.queue_free)\n\n\n## Maximum shrapnel pieces per single detonation (performance cap, Issue #678 optimization).\n## This prevents FPS drops when many pellets detonate simultaneously (e.g. shotgun).\nconst BREAKER_MAX_SHRAPNEL_PER_DETONATION: int = 10\n\n## Maximum total concurrent breaker shrapnel in the scene (global cap).\n## If exceeded, new shrapnel spawning is skipped to maintain FPS.\nconst BREAKER_MAX_CONCURRENT_SHRAPNEL: int = 60\n\n\n## Checks if a position is inside a wall or obstacle (Issue #740).\n## Used to prevent spawning shrapnel inside walls.\n## @param pos: The position to check.\n## @return: true if position is inside a wall, false otherwise.\nfunc _is_position_inside_wall(pos: Vector2) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\tvar query := PhysicsPointQueryParameters2D.new()\n\tquery.position = pos\n\tquery.collision_mask = 4 # Layer 3 (obstacles/walls)\n\tvar result := space_state.intersect_point(query, 1)\n\treturn not result.is_empty()\n\n\n## Spawns breaker shrapnel pieces in a forward cone.\n## Shrapnel count is capped for performance (Issue #678 optimization).\n## Validates spawn positions to prevent shrapnel spawning behind walls (Issue #740).\nfunc _breaker_spawn_shrapnel(center: Vector2) -> void:\n\tif _breaker_shrapnel_scene == null:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Check global concurrent shrapnel limit\n\tvar existing_shrapnel := get_tree().get_nodes_in_group(\"breaker_shrapnel\")\n\tif existing_shrapnel.size() >= BREAKER_MAX_CONCURRENT_SHRAPNEL:\n\t\tif _debug_breaker:\n\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel spawn: global limit %d reached\" % BREAKER_MAX_CONCURRENT_SHRAPNEL)\n\t\treturn\n\n\t# Calculate shrapnel count based on bullet damage, capped for performance\n\tvar effective_damage := damage * damage_multiplier\n\tvar shrapnel_count := int(effective_damage * BREAKER_SHRAPNEL_COUNT_MULTIPLIER)\n\tshrapnel_count = clampi(shrapnel_count, 1, BREAKER_MAX_SHRAPNEL_PER_DETONATION)\n\n\t# Further reduce if approaching global limit\n\tvar remaining_budget := BREAKER_MAX_CONCURRENT_SHRAPNEL - existing_shrapnel.size()\n\tshrapnel_count = mini(shrapnel_count, remaining_budget)\n\n\tvar half_angle_rad := deg_to_rad(BREAKER_SHRAPNEL_HALF_ANGLE)\n\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar spawned_count := 0\n\tvar skipped_count := 0\n\n\tfor i in range(shrapnel_count):\n\t\t# Random angle within the forward cone\n\t\tvar random_angle := randf_range(-half_angle_rad, half_angle_rad)\n\t\tvar shrapnel_direction := direction.rotated(random_angle)\n\n\t\t# Calculate potential spawn position (Issue #740 fix)\n\t\tvar spawn_offset := 5.0\n\t\tvar spawn_pos := center + shrapnel_direction * spawn_offset\n\n\t\t# Check if spawn position is inside a wall (Issue #740 fix)\n\t\tif _is_position_inside_wall(spawn_pos):\n\t\t\tif _debug_breaker:\n\t\t\t\tprint(\"[Bullet.Breaker] Skipping shrapnel #%d: spawn position inside wall at %s\" % [i, spawn_pos])\n\t\t\tskipped_count += 1\n\t\t\tcontinue\n\n\t\t# Try pooled breaker shrapnel first for performance (Issue #724)\n\t\tvar shrapnel: Node = null\n\t\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\n\t\tif pool_manager and pool_manager.has_method(\"get_breaker_shrapnel\"):\n\t\t\tshrapnel = pool_manager.get_breaker_shrapnel()\n\t\t\tif shrapnel and shrapnel.has_method(\"pool_activate\"):\n\t\t\t\tshrapnel.pool_activate(spawn_pos, shrapnel_direction, shooter_id)\n\t\t\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\t\t\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\t\t\t\tspawned_count += 1\n\t\t\t\tcontinue # Shrapnel is ready, skip to next\n\n\t\t# Fallback to instantiation\n\t\tshrapnel = _breaker_shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = shrapnel_direction\n\t\tshrapnel.source_id = shooter_id # Prevent self-damage using original shooter\n\t\tshrapnel.damage = BREAKER_SHRAPNEL_DAMAGE\n\n\t\t# Vary speed slightly for natural spread\n\t\tshrapnel.speed = randf_range(1400.0, 2200.0)\n\n\t\t# Add to scene using call_deferred to batch scene tree changes (Issue #678 optimization)\n\t\tscene.call_deferred(\"add_child\", shrapnel)\n\t\tspawned_count += 1\n\n\tif _debug_breaker:\n\t\tprint(\"[Bullet.Breaker] Spawned %d shrapnel pieces (%d skipped, budget: %d) in %.0f-degree cone\" % [\n\t\t\tspawned_count, skipped_count, remaining_budget, BREAKER_SHRAPNEL_HALF_ANGLE * 2])\n\n\n# ============================================================================\n# Object Pooling Support (Issue #724)\n# ============================================================================\n\n\n## Whether this bullet is currently pooled (inactive).\nvar _is_pooled: bool = false\n\n## Original speed value for reset.\nvar _original_speed: float = 2500.0\n\n\n## Activates the bullet from the pool with the given parameters.\n## Call this instead of setting properties directly after getting from pool.\n## @param pos: Global position to spawn at.\n## @param dir: Direction of travel.\n## @param shooter: Instance ID of the shooter (for self-damage prevention).\n## @param caliber: Optional caliber data resource.\nfunc pool_activate(pos: Vector2, dir: Vector2, shooter: int, caliber: Resource = null) -> void:\n\t# Reset all state to defaults\n\t_reset_state()\n\n\t# Set activation parameters\n\tglobal_position = pos\n\tdirection = dir.normalized()\n\tshooter_id = shooter\n\tshooter_position = pos\n\tcaliber_data = caliber if caliber else _load_default_caliber_data()\n\n\t# Update rotation to match direction\n\t_update_rotation()\n\n\t# Re-enable processing and visibility\n\tvisible = true\n\tset_physics_process(true)\n\tset_process(true)\n\n\t# Re-enable collision detection\n\tmonitoring = true\n\tmonitorable = true\n\n\t_is_pooled = false\n\n\n## Deactivates the bullet and prepares it for return to the pool.\n## Call this instead of queue_free() when using pooling.\nfunc pool_deactivate() -> void:\n\tif _is_pooled:\n\t\treturn\n\n\t_is_pooled = true\n\n\t# Disable processing\n\tset_physics_process(false)\n\tset_process(false)\n\n\t# Hide bullet\n\tvisible = false\n\n\t# Disable collision detection\n\tmonitoring = false\n\tmonitorable = false\n\n\t# Clear trail\n\tif _trail:\n\t\t_trail.clear_points()\n\t_position_history.clear()\n\n\t# Return to pool manager\n\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\tif pool_manager and pool_manager.has_method(\"return_bullet\"):\n\t\tpool_manager.return_bullet(self)\n\n\n## Resets all bullet state to defaults for reuse.\nfunc _reset_state() -> void:\n\t# Reset core properties\n\tspeed = _original_speed\n\tdamage = 1.0\n\tdamage_multiplier = 1.0\n\t_time_alive = 0.0\n\tdirection = Vector2.RIGHT\n\tshooter_id = -1\n\tshooter_position = Vector2.ZERO\n\n\t# Reset ricochet state\n\t_ricochet_count = 0\n\t_has_ricocheted = false\n\t_distance_since_ricochet = 0.0\n\t_ricochet_position = Vector2.ZERO\n\t_max_post_ricochet_distance = 0.0\n\n\t# Reset penetration state\n\t_is_penetrating = false\n\t_penetration_distance_traveled = 0.0\n\t_penetration_entry_point = Vector2.ZERO\n\t_penetrating_body = null\n\t_has_penetrated = false\n\n\t# Reset homing state\n\thoming_enabled = false\n\t_homing_original_direction = Vector2.ZERO\n\n\t# Reset breaker state\n\tis_breaker_bullet = false\n\t_breaker_shrapnel_scene = null\n\n\t# Reset stun\n\tstun_duration = 0.0\n\n\t# Clear position history\n\t_position_history.clear()\n\n\t# Clear trail\n\tif _trail:\n\t\t_trail.clear_points()\n\n\n## Returns whether this bullet is currently pooled (inactive).\nfunc is_pooled() -> bool:\n\treturn _is_pooled\n\n\n## Destroys the bullet using pooling when available, otherwise queue_free.\n## This method should be used instead of direct queue_free() calls for proper pooling.\nfunc _destroy() -> void:\n\tif _is_pooled:\n\t\treturn # Already pooled\n\n\t# Try to use pooling if pool manager is available\n\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\tif pool_manager:\n\t\tpool_deactivate()\n\telse:\n\t\tqueue_free()\n\n\n## Override queue_free to use pooling when available.\n## This allows existing code to continue using queue_free() without changes.\nfunc _notification(what: int) -> void:\n\tif what == NOTIFICATION_PREDELETE:\n\t\t# If we're being deleted and pool manager exists, this might be an error\n\t\t# The pool system should use pool_deactivate instead\n\t\tpass\n\n\n## Convenience method to get a bullet from the pool.\n## Returns null if pool manager not available, in which case use instantiate().\nstatic func from_pool() -> Node:\n\tvar pool_manager: Node = Engine.get_singleton(\"ProjectilePoolManager\") if Engine.has_singleton(\"ProjectilePoolManager\") else null\n\tif pool_manager == null:\n\t\t# Try alternative path\n\t\tvar tree := Engine.get_main_loop() as SceneTree\n\t\tif tree:\n\t\t\tpool_manager = tree.root.get_node_or_null(\"ProjectilePoolManager\")\n\tif pool_manager and pool_manager.has_method(\"get_bullet\"):\n\t\treturn pool_manager.get_bullet()\n\treturn null\n",
"numLines": 1525,
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[2026-02-14T13:26:44.039Z] [INFO] {
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"text": "Now I can see the root cause. Let me also check the grenade explosion code and analyze the problem more deeply. Looking at the log and code:\n\n**Key findings from analysis:**\n\n1. **Breaker bullets** - Each shotgun pellet (14 pellets per shot) with breaker bullets enabled creates:\n - A `spawn_explosion_effect` call (line 1209 in bullet.gd)\n - Each explosion creates a `PointLight2D` with `shadow_enabled = true` (very expensive)\n - A gradient texture is created anew each time (`_create_light_texture()`)\n\n2. **The FPS drop cause** - In `_create_grenade_light_with_occlusion()`:\n - Creates a new `PointLight2D` each explosion\n - Creates a new `GradientTexture2D` with `_create_light_texture()` \n - The texture creation happens **every single explosion** rather than caching\n\nLet me read more code to understand the full picture:"
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"content": " 1→extends GrenadeBase\n 2→class_name FragGrenade\n 3→## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n 4→##\n 5→## Key characteristics:\n 6→## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n 7→## - Smaller explosion radius than flashbang\n 8→## - Releases 4 shrapnel pieces in all directions (with random deviation)\n 9→## - Shrapnel ricochets off walls and deals 1 damage each\n 10→## - Slightly lighter than flashbang (throws a bit farther/easier)\n 11→##\n 12→## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n 13→## Translation: \"explodes on landing/hitting a wall (without timer)\"\n 14→\n 15→## Effect radius for the explosion.\n 16→## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n 17→@export var effect_radius: float = 225.0\n 18→\n 19→## Number of shrapnel pieces to spawn.\n 20→@export var shrapnel_count: int = 4\n 21→\n 22→## Shrapnel scene to instantiate.\n 23→@export var shrapnel_scene: PackedScene\n 24→\n 25→## Random angle deviation for shrapnel spread in degrees.\n 26→@export var shrapnel_spread_deviation: float = 20.0\n 27→\n 28→## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n 29→## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n 30→@export var explosion_damage: int = 99\n 31→\n 32→## Whether the grenade has impacted (landed or hit wall).\n 33→var _has_impacted: bool = false\n 34→\n 35→## Track if we've started throwing (to avoid impact during initial spawn).\n 36→var _is_thrown: bool = false\n 37→\n 38→## Issue #657: Minimum distance grenade must travel from spawn point before\n 39→## impact explosion is armed. Prevents self-kills when grenade hits nearby\n 40→## furniture/obstacles immediately after being thrown.\n 41→const MIN_ARMING_DISTANCE := 80.0\n 42→\n 43→## Issue #657: Position where the grenade was spawned (for arming distance check).\n 44→var _spawn_position: Vector2 = Vector2.ZERO\n 45→\n 46→## Issue #657: Whether the grenade has traveled far enough to arm impact explosion.\n 47→var _impact_armed: bool = false\n 48→\n 49→## Issue #692: Instance ID of the enemy who threw this grenade.\n 50→## Used to prevent self-damage from own grenade explosion and shrapnel.\n 51→## -1 means no thrower tracked (e.g., player-thrown grenades).\n 52→var thrower_id: int = -1\n 53→\n 54→## Track the previous freeze state to detect when grenade is released.\n 55→## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n 56→## throw methods, _is_thrown was never set to true, preventing explosion.\n 57→var _was_frozen: bool = true\n 58→\n 59→\n 60→func _ready() -> void:\n 61→\tsuper._ready()\n 62→\n 63→\t# Issue #657: Record spawn position for arming distance calculation\n 64→\t_spawn_position = global_position\n 65→\n 66→\t# Frag grenade is slightly lighter - increase max throw speed slightly\n 67→\t# (5% increase for \"slightly lighter\")\n 68→\tmax_throw_speed *= 1.05\n 69→\n 70→\t# Load shrapnel scene if not set\n 71→\tif shrapnel_scene == null:\n 72→\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 73→\t\tif ResourceLoader.exists(shrapnel_path):\n 74→\t\t\tshrapnel_scene = load(shrapnel_path)\n 75→\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n 76→\t\telse:\n 77→\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n 78→\n 79→\n 80→## Override to prevent timer countdown for frag grenades.\n 81→## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n 82→## Per issue requirement: \"без таймера\" = \"without timer\"\n 83→func activate_timer() -> void:\n 84→\t# Set _timer_active to true so landing detection works (line 114 in base class)\n 85→\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n 86→\tif _timer_active:\n 87→\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n 88→\t\treturn\n 89→\t_timer_active = true\n 90→\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n 91→\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n 92→\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n 93→\t# Actually, better approach: set to infinity-like value so timer never triggers\n 94→\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n 95→\n 96→\t# Play activation sound (pin pull)\n 97→\tif not _activation_sound_played:\n 98→\t\t_activation_sound_played = true\n 99→\t\t_play_activation_sound()\n 100→\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n 101→\n 102→\n 103→## Override _physics_process to handle freeze detection and disable blinking\n 104→## (no timer countdown for frag grenades).\n 105→func _physics_process(delta: float) -> void:\n 106→\tif _has_exploded:\n 107→\t\treturn\n 108→\n 109→\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n 110→\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n 111→\t# are not called and _is_thrown remains false, preventing explosion.\n 112→\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n 113→\tif _was_frozen and not freeze:\n 114→\t\t_was_frozen = false\n 115→\t\tif not _is_thrown:\n 116→\t\t\t_is_thrown = true\n 117→\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n 118→\n 119→\t# FIX for Issue #638: Ground friction is handled exclusively by C# GrenadeTimer.\n 120→\t# Previously, this override applied velocity-dependent friction in GDScript,\n 121→\t# creating DOUBLE FRICTION with C# GrenadeTimer.ApplyGroundFriction().\n 122→\t# This caused frag grenades to travel only ~64% of their target distance.\n 123→\t# The fix in Issue #615 removed friction from grenade_base.gd but missed\n 124→\t# this override in frag_grenade.gd.\n 125→\t# C# GrenadeTimer.ApplyGroundFriction() applies uniform friction: F = ground_friction * delta\n 126→\t# This matches the throw speed formula: v = sqrt(2 * F * d), d = v² / (2 * F)\n 127→\n 128→\t# Issue #657: Check if grenade has traveled far enough to arm impact explosion\n 129→\tif not _impact_armed and _is_thrown:\n 130→\t\tif global_position.distance_to(_spawn_position) >= MIN_ARMING_DISTANCE:\n 131→\t\t\t_impact_armed = true\n 132→\n 133→\t# Check for landing (grenade comes to near-stop after being thrown)\n 134→\tif not _has_landed and _timer_active:\n 135→\t\tvar current_speed := linear_velocity.length()\n 136→\t\tvar previous_speed := _previous_velocity.length()\n 137→\t\t# Grenade has landed when it was moving fast and now nearly stopped\n 138→\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n 139→\t\t\t_on_grenade_landed()\n 140→\t_previous_velocity = linear_velocity\n 141→\n 142→\t# NOTE: No timer countdown or blink effect for frag grenades\n 143→\t# They only explode on impact, not on a timer\n 144→\n 145→\n 146→## Override throw to mark grenade as thrown (legacy drag-based method).\n 147→func throw_grenade(direction: Vector2, drag_distance: float) -> void:\n 148→\tsuper.throw_grenade(direction, drag_distance)\n 149→\t_is_thrown = true\n 150→\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n 151→\n 152→\n 153→## Override velocity-based throw to mark grenade as thrown.\n 154→## This is the primary method used by the C# Player.cs for throwing.\n 155→func throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n 156→\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n 157→\t_is_thrown = true\n 158→\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n 159→\n 160→\n 161→## Override directional throw to mark grenade as thrown.\n 162→## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n 163→## Without this override, _is_thrown stays false and impact detection never triggers!\n 164→func throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n 165→\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n 166→\t_is_thrown = true\n 167→\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n 168→\n 169→\n 170→## Override simple throw to mark grenade as thrown.\n 171→## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n 172→## Without this override, _is_thrown stays false and impact detection never triggers!\n 173→func throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n 174→\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n 175→\t_is_thrown = true\n 176→\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n 177→\n 178→\n 179→## Override body_entered to detect wall impacts.\n 180→func _on_body_entered(body: Node) -> void:\n 181→\tsuper._on_body_entered(body)\n 182→\n 183→\t# Only explode on impact if we've been thrown and haven't exploded yet\n 184→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 185→\t\t# Issue #657: Don't explode on impact until grenade has traveled MIN_ARMING_DISTANCE\n 186→\t\t# from spawn point. This prevents self-kills when grenade hits nearby furniture.\n 187→\t\tif not _impact_armed:\n 188→\t\t\tFileLogger.info(\"[FragGrenade] Impact with %s ignored - grenade not armed yet (dist=%.1f < %.1f)\" % [body.name, global_position.distance_to(_spawn_position), MIN_ARMING_DISTANCE])\n 189→\t\t\treturn\n 190→\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n 191→\t\t# StaticBody2D = walls, obstacles, furniture\n 192→\t\t# TileMap = terrain tiles\n 193→\t\t# CharacterBody2D = enemies and player\n 194→\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n 195→\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n 196→\t\t\t_trigger_impact_explosion()\n 197→\t\telse:\n 198→\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n 199→\n 200→\n 201→## Called when grenade lands on the ground.\n 202→## Overridden to trigger immediate explosion on landing.\n 203→func _on_grenade_landed() -> void:\n 204→\tsuper._on_grenade_landed()\n 205→\n 206→\t# Trigger explosion on landing\n 207→\tif _is_thrown and not _has_impacted and not _has_exploded:\n 208→\t\t_trigger_impact_explosion()\n 209→\n 210→\n 211→## Trigger explosion from impact (wall hit or landing).\n 212→func _trigger_impact_explosion() -> void:\n 213→\t_has_impacted = true\n 214→\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n 215→\t_explode()\n 216→\n 217→\n 218→## Override to define the explosion effect.\n 219→func _on_explode() -> void:\n 220→\t# Find all enemies within effect radius and apply direct explosion damage\n 221→\tvar enemies := _get_enemies_in_radius()\n 222→\n 223→\tfor enemy in enemies:\n 224→\t\t_apply_explosion_damage(enemy)\n 225→\n 226→\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n 227→\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n 228→\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n 229→\tvar player := _get_player_in_radius()\n 230→\tif player != null:\n 231→\t\t_apply_explosion_damage(player)\n 232→\n 233→\t# Scatter shell casings on the floor (Issue #432)\n 234→\t_scatter_casings(effect_radius)\n 235→\n 236→\t# Spawn shrapnel in all directions\n 237→\t_spawn_shrapnel()\n 238→\n 239→\t# Spawn visual explosion effect\n 240→\t_spawn_explosion_effect()\n 241→\n 242→\n 243→## Override explosion sound to play frag grenade specific sound.\n 244→func _play_explosion_sound() -> void:\n 245→\t# Use offensive grenade explosion sound\n 246→\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n 247→\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n 248→\t\t# Play offensive grenade explosion sound (Issue #496)\n 249→\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n 250→\n 251→\t# Also emit sound for AI awareness via SoundPropagation\n 252→\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n 253→\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n 254→\t\tvar viewport := get_viewport()\n 255→\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n 256→\t\tif viewport:\n 257→\t\t\tvar size := viewport.get_visible_rect().size\n 258→\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n 259→\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n 260→\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n 261→\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n 262→\n 263→\n 264→## Check if the player is within the explosion effect radius and has line of sight.\n 265→## Walls block the audio effect of the explosion (Issue #469).\n 266→func _is_player_in_zone() -> bool:\n 267→\tvar player: Node2D = null\n 268→\n 269→\t# Check for player in \"player\" group\n 270→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 271→\tif players.size() > 0 and players[0] is Node2D:\n 272→\t\tplayer = players[0] as Node2D\n 273→\n 274→\t# Fallback: check for node named \"Player\" in current scene\n 275→\tif player == null:\n 276→\t\tvar scene := get_tree().current_scene\n 277→\t\tif scene:\n 278→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 279→\n 280→\tif player == null:\n 281→\t\treturn false\n 282→\n 283→\t# Check if player is in effect radius first\n 284→\tif not is_in_effect_radius(player.global_position):\n 285→\t\treturn false\n 286→\n 287→\t# Check line of sight - walls block the explosion effect (Issue #469)\n 288→\treturn _has_line_of_sight_to(player)\n 289→\n 290→\n 291→## Get the effect radius for this grenade type.\n 292→func _get_effect_radius() -> float:\n 293→\treturn effect_radius\n 294→\n 295→\n 296→## Find all enemies within the effect radius.\n 297→## Issue #692: When thrown by an enemy (thrower_id >= 0), excludes ALL enemies\n 298→## from explosion damage to prevent both self-kills and friendly fire.\n 299→func _get_enemies_in_radius() -> Array:\n 300→\tvar enemies_in_range: Array = []\n 301→\n 302→\t# Issue #692: If this grenade was thrown by an enemy, skip ALL enemies\n 303→\t# to prevent both self-damage and friendly fire between allies.\n 304→\tif thrower_id >= 0:\n 305→\t\tFileLogger.info(\"[FragGrenade] Skipping all enemies - enemy-thrown grenade (thrower ID: %d)\" % thrower_id)\n 306→\t\treturn enemies_in_range\n 307→\n 308→\t# Get all enemies in the scene (only for player-thrown grenades)\n 309→\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n 310→\n 311→\tfor enemy in enemies:\n 312→\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n 313→\t\t\t# Check line of sight for explosion damage\n 314→\t\t\tif _has_line_of_sight_to(enemy):\n 315→\t\t\t\tenemies_in_range.append(enemy)\n 316→\n 317→\treturn enemies_in_range\n 318→\n 319→\n 320→## Find the player if within the effect radius (for offensive grenade damage).\n 321→## Returns null if player is not in radius or has no line of sight.\n 322→func _get_player_in_radius() -> Node2D:\n 323→\tvar player: Node2D = null\n 324→\n 325→\t# Check for player in \"player\" group\n 326→\tvar players := get_tree().get_nodes_in_group(\"player\")\n 327→\tif players.size() > 0 and players[0] is Node2D:\n 328→\t\tplayer = players[0] as Node2D\n 329→\n 330→\t# Fallback: check for node named \"Player\" in current scene\n 331→\tif player == null:\n 332→\t\tvar scene := get_tree().current_scene\n 333→\t\tif scene:\n 334→\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n 335→\n 336→\tif player == null:\n 337→\t\treturn null\n 338→\n 339→\t# Check if player is in effect radius\n 340→\tif not is_in_effect_radius(player.global_position):\n 341→\t\treturn null\n 342→\n 343→\t# Check line of sight (player must be exposed to blast, walls block damage)\n 344→\tif not _has_line_of_sight_to(player):\n 345→\t\treturn null\n 346→\n 347→\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n 348→\treturn player\n 349→\n 350→\n 351→## Check if there's line of sight from grenade to target.\n 352→func _has_line_of_sight_to(target: Node2D) -> bool:\n 353→\tvar space_state := get_world_2d().direct_space_state\n 354→\n 355→\tvar query := PhysicsRayQueryParameters2D.create(\n 356→\t\tglobal_position,\n 357→\t\ttarget.global_position\n 358→\t)\n 359→\tquery.collision_mask = 4 # Only check against obstacles\n 360→\tquery.exclude = [self]\n 361→\n 362→\tvar result := space_state.intersect_ray(query)\n 363→\n 364→\t# If no hit, we have line of sight\n 365→\treturn result.is_empty()\n 366→\n 367→\n 368→## Apply direct explosion damage to an enemy.\n 369→## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\n 370→func _apply_explosion_damage(enemy: Node2D) -> void:\n 371→\tvar distance := global_position.distance_to(enemy.global_position)\n 372→\n 373→\t# Flat damage to all enemies in blast zone - no distance scaling\n 374→\tvar final_damage := explosion_damage\n 375→\n 376→\t# Try to apply damage through various methods\n 377→\tif enemy.has_method(\"on_hit_with_info\"):\n 378→\t\t# Calculate direction from explosion to enemy\n 379→\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n 380→\t\tfor i in range(final_damage):\n 381→\t\t\tenemy.on_hit_with_info(hit_direction, null)\n 382→\telif enemy.has_method(\"on_hit\"):\n 383→\t\tfor i in range(final_damage):\n 384→\t\t\tenemy.on_hit()\n 385→\n 386→\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n 387→\n 388→\n 389→## Spawn shrapnel pieces in all directions.\n 390→func _spawn_shrapnel() -> void:\n 391→\tif shrapnel_scene == null:\n 392→\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n 393→\t\treturn\n 394→\n 395→\t# Calculate base angle step for even distribution\n 396→\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n 397→\n 398→\tfor i in range(shrapnel_count):\n 399→\t\t# Base direction for this shrapnel piece\n 400→\t\tvar base_angle := i * angle_step\n 401→\n 402→\t\t# Add random deviation\n 403→\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n 404→\t\tvar final_angle := base_angle + deviation\n 405→\n 406→\t\t# Calculate direction vector\n 407→\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n 408→\t\tvar spawn_pos := global_position + direction * 10.0 # Slight offset from center\n 409→\n 410→\t\t# Try pooled shrapnel first for performance (Issue #724)\n 411→\t\tvar shrapnel: Node = null\n 412→\t\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n 413→\n 414→\t\tif pool_manager and pool_manager.has_method(\"get_shrapnel\"):\n 415→\t\t\tshrapnel = pool_manager.get_shrapnel()\n 416→\t\t\tif shrapnel and shrapnel.has_method(\"pool_activate\"):\n 417→\t\t\t\tshrapnel.pool_activate(spawn_pos, direction, get_instance_id(), thrower_id)\n 418→\t\t\t\tcontinue # Shrapnel is ready, skip to next\n 419→\n 420→\t\t# Fallback to instantiation\n 421→\t\tshrapnel = shrapnel_scene.instantiate()\n 422→\t\tif shrapnel == null:\n 423→\t\t\tcontinue\n 424→\n 425→\t\t# Set shrapnel properties\n 426→\t\tshrapnel.global_position = spawn_pos\n 427→\t\tshrapnel.direction = direction\n 428→\t\tshrapnel.source_id = get_instance_id()\n 429→\t\t# Issue #692: Pass thrower_id so shrapnel doesn't hit the enemy who threw it\n 430→\t\tshrapnel.thrower_id = thrower_id\n 431→\n 432→\t\t# Add to scene\n 433→\t\tget_tree().current_scene.add_child(shrapnel)\n 434→\n 435→\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n 436→\n 437→\n 438→## Spawn visual explosion effect at explosion position.\n 439→## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\n 440→func _spawn_explosion_effect() -> void:\n 441→\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n 442→\n 443→\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n 444→\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n 445→\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n 446→\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n 447→\t\t# Fallback to flashbang effect (also wall-aware)\n 448→\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n 449→\telse:\n 450→\t\t# Final fallback: create simple explosion effect without wall occlusion\n 451→\t\t_create_simple_explosion()\n 452→\n 453→\n 454→## Create a simple explosion effect if no manager is available.\n 455→func _create_simple_explosion() -> void:\n 456→\t# Create an orange/red explosion flash\n 457→\tvar flash := Sprite2D.new()\n 458→\tflash.texture = _create_explosion_texture(int(effect_radius))\n 459→\tflash.global_position = global_position\n 460→\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n 461→\tflash.z_index = 100 # Draw on top\n 462→\n 463→\tget_tree().current_scene.add_child(flash)\n 464→\n 465→\t# Fade out the flash\n 466→\tvar tween := get_tree().create_tween()\n 467→\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n 468→\ttween.tween_callback(flash.queue_free)\n 469→\n 470→\n 471→## Create an explosion texture.\n 472→func _create_explosion_texture(radius: int) -> ImageTexture:\n 473→\tvar size := radius * 2\n 474→\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n 475→\tvar center := Vector2(radius, radius)\n 476→\n 477→\tfor x in range(size):\n 478→\t\tfor y in range(size):\n 479→\t\t\tvar pos := Vector2(x, y)\n 480→\t\t\tvar distance := pos.distance_to(center)\n 481→\t\t\tif distance <= radius:\n 482→\t\t\t\t# Fade from center\n 483→\t\t\t\tvar alpha := 1.0 - (distance / radius)\n 484→\t\t\t\t# Orange/yellow explosion color\n 485→\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n 486→\t\t\telse:\n 487→\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n 488→\n 489→\treturn ImageTexture.create_from_image(image)\n 490→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
}
]
},
"parent_tool_use_id": null,
"session_id": "a68c2007-5ec3-44af-a3d8-c12b1540df71",
"uuid": "4c568551-35e8-45c8-bc52-55ab81547858",
"tool_use_result": {
"type": "text",
"file": {
"filePath": "/tmp/gh-issue-solver-1771075500141/scripts/projectiles/frag_grenade.gd",
"content": "extends GrenadeBase\nclass_name FragGrenade\n## Offensive (frag) grenade that explodes on impact and releases shrapnel.\n##\n## Key characteristics:\n## - Explodes ONLY on landing or hitting a wall (NO timer - impact-triggered only)\n## - Smaller explosion radius than flashbang\n## - Releases 4 shrapnel pieces in all directions (with random deviation)\n## - Shrapnel ricochets off walls and deals 1 damage each\n## - Slightly lighter than flashbang (throws a bit farther/easier)\n##\n## Per issue requirement: \"взрывается при приземлении/ударе об стену (без таймера)\"\n## Translation: \"explodes on landing/hitting a wall (without timer)\"\n\n## Effect radius for the explosion.\n## Per user requirement: ~450 diameter zone (225 radius) for lethal blast wave.\n@export var effect_radius: float = 225.0\n\n## Number of shrapnel pieces to spawn.\n@export var shrapnel_count: int = 4\n\n## Shrapnel scene to instantiate.\n@export var shrapnel_scene: PackedScene\n\n## Random angle deviation for shrapnel spread in degrees.\n@export var shrapnel_spread_deviation: float = 20.0\n\n## Direct explosive (HE/blast wave) damage to enemies in effect radius.\n## Per user requirement: should deal 99 damage to all enemies in the blast zone.\n@export var explosion_damage: int = 99\n\n## Whether the grenade has impacted (landed or hit wall).\nvar _has_impacted: bool = false\n\n## Track if we've started throwing (to avoid impact during initial spawn).\nvar _is_thrown: bool = false\n\n## Issue #657: Minimum distance grenade must travel from spawn point before\n## impact explosion is armed. Prevents self-kills when grenade hits nearby\n## furniture/obstacles immediately after being thrown.\nconst MIN_ARMING_DISTANCE := 80.0\n\n## Issue #657: Position where the grenade was spawned (for arming distance check).\nvar _spawn_position: Vector2 = Vector2.ZERO\n\n## Issue #657: Whether the grenade has traveled far enough to arm impact explosion.\nvar _impact_armed: bool = false\n\n## Issue #692: Instance ID of the enemy who threw this grenade.\n## Used to prevent self-damage from own grenade explosion and shrapnel.\n## -1 means no thrower tracked (e.g., player-thrown grenades).\nvar thrower_id: int = -1\n\n## Track the previous freeze state to detect when grenade is released.\n## FIX for Issue #432: When C# code sets Freeze=false directly without calling\n## throw methods, _is_thrown was never set to true, preventing explosion.\nvar _was_frozen: bool = true\n\n\nfunc _ready() -> void:\n\tsuper._ready()\n\n\t# Issue #657: Record spawn position for arming distance calculation\n\t_spawn_position = global_position\n\n\t# Frag grenade is slightly lighter - increase max throw speed slightly\n\t# (5% increase for \"slightly lighter\")\n\tmax_throw_speed *= 1.05\n\n\t# Load shrapnel scene if not set\n\tif shrapnel_scene == null:\n\t\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\t\tif ResourceLoader.exists(shrapnel_path):\n\t\t\tshrapnel_scene = load(shrapnel_path)\n\t\t\tFileLogger.info(\"[FragGrenade] Shrapnel scene loaded from: %s\" % shrapnel_path)\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] WARNING: Shrapnel scene not found at: %s\" % shrapnel_path)\n\n\n## Override to prevent timer countdown for frag grenades.\n## Frag grenades explode ONLY on impact (landing or wall hit), NOT on a timer.\n## Per issue requirement: \"без таймера\" = \"without timer\"\nfunc activate_timer() -> void:\n\t# Set _timer_active to true so landing detection works (line 114 in base class)\n\t# But do NOT set _time_remaining - no countdown, no timer-based explosion\n\tif _timer_active:\n\t\tFileLogger.info(\"[FragGrenade] Already activated\")\n\t\treturn\n\t_timer_active = true\n\t# Do NOT set _time_remaining - leave it at 0 so timer never triggers explosion\n\t# The base class checks `if _time_remaining <= 0: _explode()` only when _timer_active is true\n\t# But since _time_remaining starts at 0, we need to set it to a very high value to prevent timer explosion\n\t# Actually, better approach: set to infinity-like value so timer never triggers\n\t_time_remaining = 999999.0 # Effectively infinite - grenade will only explode on impact\n\n\t# Play activation sound (pin pull)\n\tif not _activation_sound_played:\n\t\t_activation_sound_played = true\n\t\t_play_activation_sound()\n\tFileLogger.info(\"[FragGrenade] Pin pulled - waiting for impact (no timer, impact-triggered only)\")\n\n\n## Override _physics_process to handle freeze detection and disable blinking\n## (no timer countdown for frag grenades).\nfunc _physics_process(delta: float) -> void:\n\tif _has_exploded:\n\t\treturn\n\n\t# FIX for Issue #432: Detect when grenade is unfrozen by external code (C# Player.cs).\n\t# When C# sets Freeze=false directly (e.g., via fallback path), our throw methods\n\t# are not called and _is_thrown remains false, preventing explosion.\n\t# By detecting the freeze->unfreeze transition, we can enable impact detection.\n\tif _was_frozen and not freeze:\n\t\t_was_frozen = false\n\t\tif not _is_thrown:\n\t\t\t_is_thrown = true\n\t\t\tFileLogger.info(\"[FragGrenade] Detected unfreeze - enabling impact detection (fallback)\")\n\n\t# FIX for Issue #638: Ground friction is handled exclusively by C# GrenadeTimer.\n\t# Previously, this override applied velocity-dependent friction in GDScript,\n\t# creating DOUBLE FRICTION with C# GrenadeTimer.ApplyGroundFriction().\n\t# This caused frag grenades to travel only ~64% of their target distance.\n\t# The fix in Issue #615 removed friction from grenade_base.gd but missed\n\t# this override in frag_grenade.gd.\n\t# C# GrenadeTimer.ApplyGroundFriction() applies uniform friction: F = ground_friction * delta\n\t# This matches the throw speed formula: v = sqrt(2 * F * d), d = v² / (2 * F)\n\n\t# Issue #657: Check if grenade has traveled far enough to arm impact explosion\n\tif not _impact_armed and _is_thrown:\n\t\tif global_position.distance_to(_spawn_position) >= MIN_ARMING_DISTANCE:\n\t\t\t_impact_armed = true\n\n\t# Check for landing (grenade comes to near-stop after being thrown)\n\tif not _has_landed and _timer_active:\n\t\tvar current_speed := linear_velocity.length()\n\t\tvar previous_speed := _previous_velocity.length()\n\t\t# Grenade has landed when it was moving fast and now nearly stopped\n\t\tif previous_speed > landing_velocity_threshold and current_speed < landing_velocity_threshold:\n\t\t\t_on_grenade_landed()\n\t_previous_velocity = linear_velocity\n\n\t# NOTE: No timer countdown or blink effect for frag grenades\n\t# They only explode on impact, not on a timer\n\n\n## Override throw to mark grenade as thrown (legacy drag-based method).\nfunc throw_grenade(direction: Vector2, drag_distance: float) -> void:\n\tsuper.throw_grenade(direction, drag_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (legacy) - impact detection enabled\")\n\n\n## Override velocity-based throw to mark grenade as thrown.\n## This is the primary method used by the C# Player.cs for throwing.\nfunc throw_grenade_velocity_based(mouse_velocity: Vector2, swing_distance: float) -> void:\n\tsuper.throw_grenade_velocity_based(mouse_velocity, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (velocity-based) - impact detection enabled\")\n\n\n## Override directional throw to mark grenade as thrown.\n## FIX for issue #393: This method has HIGHEST PRIORITY in Player.cs call hierarchy.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_with_direction(throw_direction: Vector2, velocity_magnitude: float, swing_distance: float) -> void:\n\tsuper.throw_grenade_with_direction(throw_direction, velocity_magnitude, swing_distance)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (direction-based) - impact detection enabled\")\n\n\n## Override simple throw to mark grenade as thrown.\n## FIX for issue #398: Simple mode (trajectory aiming to cursor) uses this method.\n## Without this override, _is_thrown stays false and impact detection never triggers!\nfunc throw_grenade_simple(throw_direction: Vector2, throw_speed: float) -> void:\n\tsuper.throw_grenade_simple(throw_direction, throw_speed)\n\t_is_thrown = true\n\tFileLogger.info(\"[FragGrenade] Grenade thrown (simple mode) - impact detection enabled\")\n\n\n## Override body_entered to detect wall impacts.\nfunc _on_body_entered(body: Node) -> void:\n\tsuper._on_body_entered(body)\n\n\t# Only explode on impact if we've been thrown and haven't exploded yet\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t# Issue #657: Don't explode on impact until grenade has traveled MIN_ARMING_DISTANCE\n\t\t# from spawn point. This prevents self-kills when grenade hits nearby furniture.\n\t\tif not _impact_armed:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact with %s ignored - grenade not armed yet (dist=%.1f < %.1f)\" % [body.name, global_position.distance_to(_spawn_position), MIN_ARMING_DISTANCE])\n\t\t\treturn\n\t\t# Trigger impact explosion on wall/obstacle/enemy hit\n\t\t# StaticBody2D = walls, obstacles, furniture\n\t\t# TileMap = terrain tiles\n\t\t# CharacterBody2D = enemies and player\n\t\tif body is StaticBody2D or body is TileMap or body is CharacterBody2D:\n\t\t\tFileLogger.info(\"[FragGrenade] Impact detected! Body: %s (type: %s), triggering explosion\" % [body.name, body.get_class()])\n\t\t\t_trigger_impact_explosion()\n\t\telse:\n\t\t\tFileLogger.info(\"[FragGrenade] Non-solid collision (body: %s, type: %s) - not triggering explosion\" % [body.name, body.get_class()])\n\n\n## Called when grenade lands on the ground.\n## Overridden to trigger immediate explosion on landing.\nfunc _on_grenade_landed() -> void:\n\tsuper._on_grenade_landed()\n\n\t# Trigger explosion on landing\n\tif _is_thrown and not _has_impacted and not _has_exploded:\n\t\t_trigger_impact_explosion()\n\n\n## Trigger explosion from impact (wall hit or landing).\nfunc _trigger_impact_explosion() -> void:\n\t_has_impacted = true\n\tFileLogger.info(\"[FragGrenade] Impact detected - exploding immediately!\")\n\t_explode()\n\n\n## Override to define the explosion effect.\nfunc _on_explode() -> void:\n\t# Find all enemies within effect radius and apply direct explosion damage\n\tvar enemies := _get_enemies_in_radius()\n\n\tfor enemy in enemies:\n\t\t_apply_explosion_damage(enemy)\n\n\t# Also damage the player if in blast radius (offensive grenade deals same damage to all)\n\t# Per issue #261: \"наступательная граната должна наносить такой же урон игроку как и врагам\"\n\t# Translation: \"offensive grenade should deal the same damage to the player as it does to enemies\"\n\tvar player := _get_player_in_radius()\n\tif player != null:\n\t\t_apply_explosion_damage(player)\n\n\t# Scatter shell casings on the floor (Issue #432)\n\t_scatter_casings(effect_radius)\n\n\t# Spawn shrapnel in all directions\n\t_spawn_shrapnel()\n\n\t# Spawn visual explosion effect\n\t_spawn_explosion_effect()\n\n\n## Override explosion sound to play frag grenade specific sound.\nfunc _play_explosion_sound() -> void:\n\t# Use offensive grenade explosion sound\n\tvar audio_manager: Node = get_node_or_null(\"/root/AudioManager\")\n\tif audio_manager and audio_manager.has_method(\"play_offensive_grenade_explosion\"):\n\t\t# Play offensive grenade explosion sound (Issue #496)\n\t\taudio_manager.play_offensive_grenade_explosion(global_position)\n\n\t# Also emit sound for AI awareness via SoundPropagation\n\tvar sound_propagation: Node = get_node_or_null(\"/root/SoundPropagation\")\n\tif sound_propagation and sound_propagation.has_method(\"emit_sound\"):\n\t\tvar viewport := get_viewport()\n\t\tvar viewport_diagonal := 1469.0 # Default 1280x720 diagonal\n\t\tif viewport:\n\t\t\tvar size := viewport.get_visible_rect().size\n\t\t\tviewport_diagonal = sqrt(size.x * size.x + size.y * size.y)\n\t\tvar sound_range := viewport_diagonal * sound_range_multiplier\n\t\t# 1 = EXPLOSION type, 2 = NEUTRAL source\n\t\tsound_propagation.emit_sound(1, global_position, 2, self, sound_range)\n\n\n## Check if the player is within the explosion effect radius and has line of sight.\n## Walls block the audio effect of the explosion (Issue #469).\nfunc _is_player_in_zone() -> bool:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn false\n\n\t# Check if player is in effect radius first\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn false\n\n\t# Check line of sight - walls block the explosion effect (Issue #469)\n\treturn _has_line_of_sight_to(player)\n\n\n## Get the effect radius for this grenade type.\nfunc _get_effect_radius() -> float:\n\treturn effect_radius\n\n\n## Find all enemies within the effect radius.\n## Issue #692: When thrown by an enemy (thrower_id >= 0), excludes ALL enemies\n## from explosion damage to prevent both self-kills and friendly fire.\nfunc _get_enemies_in_radius() -> Array:\n\tvar enemies_in_range: Array = []\n\n\t# Issue #692: If this grenade was thrown by an enemy, skip ALL enemies\n\t# to prevent both self-damage and friendly fire between allies.\n\tif thrower_id >= 0:\n\t\tFileLogger.info(\"[FragGrenade] Skipping all enemies - enemy-thrown grenade (thrower ID: %d)\" % thrower_id)\n\t\treturn enemies_in_range\n\n\t# Get all enemies in the scene (only for player-thrown grenades)\n\tvar enemies := get_tree().get_nodes_in_group(\"enemies\")\n\n\tfor enemy in enemies:\n\t\tif enemy is Node2D and is_in_effect_radius(enemy.global_position):\n\t\t\t# Check line of sight for explosion damage\n\t\t\tif _has_line_of_sight_to(enemy):\n\t\t\t\tenemies_in_range.append(enemy)\n\n\treturn enemies_in_range\n\n\n## Find the player if within the effect radius (for offensive grenade damage).\n## Returns null if player is not in radius or has no line of sight.\nfunc _get_player_in_radius() -> Node2D:\n\tvar player: Node2D = null\n\n\t# Check for player in \"player\" group\n\tvar players := get_tree().get_nodes_in_group(\"player\")\n\tif players.size() > 0 and players[0] is Node2D:\n\t\tplayer = players[0] as Node2D\n\n\t# Fallback: check for node named \"Player\" in current scene\n\tif player == null:\n\t\tvar scene := get_tree().current_scene\n\t\tif scene:\n\t\t\tplayer = scene.get_node_or_null(\"Player\") as Node2D\n\n\tif player == null:\n\t\treturn null\n\n\t# Check if player is in effect radius\n\tif not is_in_effect_radius(player.global_position):\n\t\treturn null\n\n\t# Check line of sight (player must be exposed to blast, walls block damage)\n\tif not _has_line_of_sight_to(player):\n\t\treturn null\n\n\tFileLogger.info(\"[FragGrenade] Player found in blast radius at distance %.1f\" % global_position.distance_to(player.global_position))\n\treturn player\n\n\n## Check if there's line of sight from grenade to target.\nfunc _has_line_of_sight_to(target: Node2D) -> bool:\n\tvar space_state := get_world_2d().direct_space_state\n\n\tvar query := PhysicsRayQueryParameters2D.create(\n\t\tglobal_position,\n\t\ttarget.global_position\n\t)\n\tquery.collision_mask = 4 # Only check against obstacles\n\tquery.exclude = [self]\n\n\tvar result := space_state.intersect_ray(query)\n\n\t# If no hit, we have line of sight\n\treturn result.is_empty()\n\n\n## Apply direct explosion damage to an enemy.\n## Per user requirement: flat 99 damage to ALL enemies in the blast zone (no distance scaling).\nfunc _apply_explosion_damage(enemy: Node2D) -> void:\n\tvar distance := global_position.distance_to(enemy.global_position)\n\n\t# Flat damage to all enemies in blast zone - no distance scaling\n\tvar final_damage := explosion_damage\n\n\t# Try to apply damage through various methods\n\tif enemy.has_method(\"on_hit_with_info\"):\n\t\t# Calculate direction from explosion to enemy\n\t\tvar hit_direction := (enemy.global_position - global_position).normalized()\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit_with_info(hit_direction, null)\n\telif enemy.has_method(\"on_hit\"):\n\t\tfor i in range(final_damage):\n\t\t\tenemy.on_hit()\n\n\tFileLogger.info(\"[FragGrenade] Applied %d HE damage to enemy at distance %.1f\" % [final_damage, distance])\n\n\n## Spawn shrapnel pieces in all directions.\nfunc _spawn_shrapnel() -> void:\n\tif shrapnel_scene == null:\n\t\tFileLogger.info(\"[FragGrenade] Cannot spawn shrapnel: scene is null\")\n\t\treturn\n\n\t# Calculate base angle step for even distribution\n\tvar angle_step := TAU / shrapnel_count # TAU = 2*PI\n\n\tfor i in range(shrapnel_count):\n\t\t# Base direction for this shrapnel piece\n\t\tvar base_angle := i * angle_step\n\n\t\t# Add random deviation\n\t\tvar deviation := deg_to_rad(randf_range(-shrapnel_spread_deviation, shrapnel_spread_deviation))\n\t\tvar final_angle := base_angle + deviation\n\n\t\t# Calculate direction vector\n\t\tvar direction := Vector2(cos(final_angle), sin(final_angle))\n\t\tvar spawn_pos := global_position + direction * 10.0 # Slight offset from center\n\n\t\t# Try pooled shrapnel first for performance (Issue #724)\n\t\tvar shrapnel: Node = null\n\t\tvar pool_manager: Node = get_node_or_null(\"/root/ProjectilePoolManager\")\n\n\t\tif pool_manager and pool_manager.has_method(\"get_shrapnel\"):\n\t\t\tshrapnel = pool_manager.get_shrapnel()\n\t\t\tif shrapnel and shrapnel.has_method(\"pool_activate\"):\n\t\t\t\tshrapnel.pool_activate(spawn_pos, direction, get_instance_id(), thrower_id)\n\t\t\t\tcontinue # Shrapnel is ready, skip to next\n\n\t\t# Fallback to instantiation\n\t\tshrapnel = shrapnel_scene.instantiate()\n\t\tif shrapnel == null:\n\t\t\tcontinue\n\n\t\t# Set shrapnel properties\n\t\tshrapnel.global_position = spawn_pos\n\t\tshrapnel.direction = direction\n\t\tshrapnel.source_id = get_instance_id()\n\t\t# Issue #692: Pass thrower_id so shrapnel doesn't hit the enemy who threw it\n\t\tshrapnel.thrower_id = thrower_id\n\n\t\t# Add to scene\n\t\tget_tree().current_scene.add_child(shrapnel)\n\n\t\tFileLogger.info(\"[FragGrenade] Spawned shrapnel #%d at angle %.1f degrees\" % [i + 1, rad_to_deg(final_angle)])\n\n\n## Spawn visual explosion effect at explosion position.\n## Uses wall-aware effect spawning to prevent visual effects from passing through walls (Issue #470).\nfunc _spawn_explosion_effect() -> void:\n\tvar impact_manager: Node = get_node_or_null(\"/root/ImpactEffectsManager\")\n\n\tif impact_manager and impact_manager.has_method(\"spawn_explosion_effect\"):\n\t\t# Use the wall-aware explosion effect (blocks visual through walls)\n\t\timpact_manager.spawn_explosion_effect(global_position, effect_radius)\n\telif impact_manager and impact_manager.has_method(\"spawn_flashbang_effect\"):\n\t\t# Fallback to flashbang effect (also wall-aware)\n\t\timpact_manager.spawn_flashbang_effect(global_position, effect_radius)\n\telse:\n\t\t# Final fallback: create simple explosion effect without wall occlusion\n\t\t_create_simple_explosion()\n\n\n## Create a simple explosion effect if no manager is available.\nfunc _create_simple_explosion() -> void:\n\t# Create an orange/red explosion flash\n\tvar flash := Sprite2D.new()\n\tflash.texture = _create_explosion_texture(int(effect_radius))\n\tflash.global_position = global_position\n\tflash.modulate = Color(1.0, 0.6, 0.2, 0.8)\n\tflash.z_index = 100 # Draw on top\n\n\tget_tree().current_scene.add_child(flash)\n\n\t# Fade out the flash\n\tvar tween := get_tree().create_tween()\n\ttween.tween_property(flash, \"modulate:a\", 0.0, 0.2)\n\ttween.tween_callback(flash.queue_free)\n\n\n## Create an explosion texture.\nfunc _create_explosion_texture(radius: int) -> ImageTexture:\n\tvar size := radius * 2\n\tvar image := Image.create(size, size, false, Image.FORMAT_RGBA8)\n\tvar center := Vector2(radius, radius)\n\n\tfor x in range(size):\n\t\tfor y in range(size):\n\t\t\tvar pos := Vector2(x, y)\n\t\t\tvar distance := pos.distance_to(center)\n\t\t\tif distance <= radius:\n\t\t\t\t# Fade from center\n\t\t\t\tvar alpha := 1.0 - (distance / radius)\n\t\t\t\t# Orange/yellow explosion color\n\t\t\t\timage.set_pixel(x, y, Color(1.0, 0.7, 0.3, alpha))\n\t\t\telse:\n\t\t\t\timage.set_pixel(x, y, Color(0, 0, 0, 0))\n\n\treturn ImageTexture.create_from_image(image)\n",
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"text": "Now I have a clear picture of the performance issues. Let me also check the current ProjectilePoolManager to understand the existing optimization and identify the remaining bottlenecks:"
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"content": " 1→extends Node\n 2→class_name ProjectilePoolManager\n 3→## Manages pools of reusable projectile objects for bullet-hell optimization.\n 4→##\n 5→## Object pooling eliminates the performance overhead of repeatedly creating\n 6→## and destroying projectiles. Instead of instantiating new bullets each shot,\n 7→## we retrieve pre-created bullets from a pool and reset their state.\n 8→##\n 9→## This manager is registered as an autoload singleton (ProjectilePoolManager).\n 10→##\n 11→## Usage:\n 12→## var bullet = ProjectilePoolManager.get_bullet()\n 13→## bullet.activate(position, direction, shooter_id)\n 14→##\n 15→## When bullet hits or times out, instead of queue_free():\n 16→## ProjectilePoolManager.return_bullet(bullet)\n 17→##\n 18→## Performance optimizations implemented:\n 19→## - Pre-instantiation: All pool objects created at game start (warmup)\n 20→## - Reset Instead of Recreate: State reset on pool return\n 21→## - Overflow Handling: Oldest active projectile recycled if pool exhausted\n 22→## - Deferred Operations: call_deferred for thread-safe pool access\n 23→## - Configurable Pool Sizes: Adjustable via exported variables\n 24→##\n 25→## Issue #724: Optimize projectiles for bullet-hell scenarios.\n 26→\n 27→## Pool sizes - optimized for 200+ concurrent projectiles (bullet-hell scenarios)\n 28→## Based on research from Issue #724 case study (see docs/case-studies/issue-724/)\n 29→## Bullets: 300 allows 200+ active with headroom for recycling\n 30→## Shrapnel: 150 for multiple grenade explosions (4 shrapnel each)\n 31→## Breaker: 200 for breaker bullet chains (up to 10 shrapnel per breaker)\n 32→@export var bullet_pool_size: int = 300\n 33→@export var shrapnel_pool_size: int = 150\n 34→@export var breaker_shrapnel_pool_size: int = 200\n 35→\n 36→## Scene references for instantiation\n 37→var _bullet_scene: PackedScene\n 38→var _shrapnel_scene: PackedScene\n 39→var _breaker_shrapnel_scene: PackedScene\n 40→\n 41→## Pool arrays (inactive projectiles ready for use)\n 42→var _bullet_pool: Array[Node] = []\n 43→var _shrapnel_pool: Array[Node] = []\n 44→var _breaker_shrapnel_pool: Array[Node] = []\n 45→\n 46→## Active projectile tracking (for overflow recycling)\n 47→var _active_bullets: Array[Node] = []\n 48→var _active_shrapnel: Array[Node] = []\n 49→var _active_breaker_shrapnel: Array[Node] = []\n 50→\n 51→## Container nodes for pooled objects (keeps scene tree organized)\n 52→var _bullet_container: Node\n 53→var _shrapnel_container: Node\n 54→var _breaker_shrapnel_container: Node\n 55→\n 56→## Statistics for debugging/profiling\n 57→var _stats: Dictionary = {\n 58→\t\"bullets_created\": 0,\n 59→\t\"bullets_reused\": 0,\n 60→\t\"bullets_recycled\": 0,\n 61→\t\"shrapnel_created\": 0,\n 62→\t\"shrapnel_reused\": 0,\n 63→\t\"shrapnel_recycled\": 0,\n 64→\t\"breaker_created\": 0,\n 65→\t\"breaker_reused\": 0,\n 66→\t\"breaker_recycled\": 0,\n 67→\t\"warmup_time_ms\": 0.0,\n 68→}\n 69→\n 70→## Whether pool warmup has completed\n 71→var _is_warmed_up: bool = false\n 72→\n 73→## Enable/disable debug logging\n 74→var _debug: bool = false\n 75→\n 76→\n 77→func _ready() -> void:\n 78→\t# Load scene references\n 79→\t_load_scenes()\n 80→\n 81→\t# Create container nodes for organization\n 82→\t_create_containers()\n 83→\n 84→\t# Warmup can be called explicitly or happens on first use\n 85→\t# For best performance, call warmup() during loading screen\n 86→\n 87→\n 88→## Loads the projectile scenes.\n 89→func _load_scenes() -> void:\n 90→\tvar bullet_path := \"res://scenes/projectiles/Bullet.tscn\"\n 91→\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n 92→\tvar breaker_path := \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n 93→\n 94→\tif ResourceLoader.exists(bullet_path):\n 95→\t\t_bullet_scene = load(bullet_path)\n 96→\telse:\n 97→\t\tpush_warning(\"[ProjectilePoolManager] Bullet scene not found: %s\" % bullet_path)\n 98→\n 99→\tif ResourceLoader.exists(shrapnel_path):\n 100→\t\t_shrapnel_scene = load(shrapnel_path)\n 101→\telse:\n 102→\t\tpush_warning(\"[ProjectilePoolManager] Shrapnel scene not found: %s\" % shrapnel_path)\n 103→\n 104→\tif ResourceLoader.exists(breaker_path):\n 105→\t\t_breaker_shrapnel_scene = load(breaker_path)\n 106→\telse:\n 107→\t\tpush_warning(\"[ProjectilePoolManager] BreakerShrapnel scene not found: %s\" % breaker_path)\n 108→\n 109→\n 110→## Creates container nodes to keep pooled objects organized in scene tree.\n 111→func _create_containers() -> void:\n 112→\t_bullet_container = Node.new()\n 113→\t_bullet_container.name = \"BulletPool\"\n 114→\tadd_child(_bullet_container)\n 115→\n 116→\t_shrapnel_container = Node.new()\n 117→\t_shrapnel_container.name = \"ShrapnelPool\"\n 118→\tadd_child(_shrapnel_container)\n 119→\n 120→\t_breaker_shrapnel_container = Node.new()\n 121→\t_breaker_shrapnel_container.name = \"BreakerShrapnelPool\"\n 122→\tadd_child(_breaker_shrapnel_container)\n 123→\n 124→\n 125→## Pre-instantiates all pool objects. Call during loading screen for best results.\n 126→## Returns the time taken in milliseconds.\n 127→func warmup() -> float:\n 128→\tif _is_warmed_up:\n 129→\t\treturn 0.0\n 130→\n 131→\tvar start_time := Time.get_ticks_msec()\n 132→\n 133→\t# Create bullets\n 134→\tif _bullet_scene:\n 135→\t\tfor i in range(bullet_pool_size):\n 136→\t\t\tvar bullet := _create_bullet()\n 137→\t\t\t_bullet_pool.append(bullet)\n 138→\t\t\t_stats[\"bullets_created\"] += 1\n 139→\n 140→\t# Create shrapnel\n 141→\tif _shrapnel_scene:\n 142→\t\tfor i in range(shrapnel_pool_size):\n 143→\t\t\tvar shrapnel := _create_shrapnel()\n 144→\t\t\t_shrapnel_pool.append(shrapnel)\n 145→\t\t\t_stats[\"shrapnel_created\"] += 1\n 146→\n 147→\t# Create breaker shrapnel\n 148→\tif _breaker_shrapnel_scene:\n 149→\t\tfor i in range(breaker_shrapnel_pool_size):\n 150→\t\t\tvar breaker := _create_breaker_shrapnel()\n 151→\t\t\t_breaker_shrapnel_pool.append(breaker)\n 152→\t\t\t_stats[\"breaker_created\"] += 1\n 153→\n 154→\tvar elapsed := Time.get_ticks_msec() - start_time\n 155→\t_stats[\"warmup_time_ms\"] = elapsed\n 156→\t_is_warmed_up = true\n 157→\n 158→\tif _debug:\n 159→\t\tprint(\"[ProjectilePoolManager] Warmup complete in %d ms\" % elapsed)\n 160→\t\tprint(\" - Bullets: %d\" % _bullet_pool.size())\n 161→\t\tprint(\" - Shrapnel: %d\" % _shrapnel_pool.size())\n 162→\t\tprint(\" - BreakerShrapnel: %d\" % _breaker_shrapnel_pool.size())\n 163→\n 164→\treturn float(elapsed)\n 165→\n 166→\n 167→## Creates a bullet instance in deactivated state.\n 168→func _create_bullet() -> Node:\n 169→\tvar bullet := _bullet_scene.instantiate()\n 170→\t_bullet_container.add_child(bullet)\n 171→\n 172→\t# Initialize in inactive state\n 173→\tif bullet.has_method(\"pool_deactivate\"):\n 174→\t\tbullet.pool_deactivate()\n 175→\telse:\n 176→\t\t# Fallback for non-pooling-aware bullets\n 177→\t\tbullet.visible = false\n 178→\t\tbullet.set_physics_process(false)\n 179→\t\tbullet.set_process(false)\n 180→\n 181→\treturn bullet\n 182→\n 183→\n 184→## Creates a shrapnel instance in deactivated state.\n 185→func _create_shrapnel() -> Node:\n 186→\tvar shrapnel := _shrapnel_scene.instantiate()\n 187→\t_shrapnel_container.add_child(shrapnel)\n 188→\n 189→\tif shrapnel.has_method(\"pool_deactivate\"):\n 190→\t\tshrapnel.pool_deactivate()\n 191→\telse:\n 192→\t\tshrapnel.visible = false\n 193→\t\tshrapnel.set_physics_process(false)\n 194→\t\tshrapnel.set_process(false)\n 195→\n 196→\treturn shrapnel\n 197→\n 198→\n 199→## Creates a breaker shrapnel instance in deactivated state.\n 200→func _create_breaker_shrapnel() -> Node:\n 201→\tvar breaker := _breaker_shrapnel_scene.instantiate()\n 202→\t_breaker_shrapnel_container.add_child(breaker)\n 203→\n 204→\tif breaker.has_method(\"pool_deactivate\"):\n 205→\t\tbreaker.pool_deactivate()\n 206→\telse:\n 207→\t\tbreaker.visible = false\n 208→\t\tbreaker.set_physics_process(false)\n 209→\t\tbreaker.set_process(false)\n 210→\n 211→\treturn breaker\n 212→\n 213→\n 214→# =============================================================================\n 215→# Public API: Getting Projectiles from Pool\n 216→# =============================================================================\n 217→\n 218→\n 219→## Gets a bullet from the pool. Returns null if pool not initialized.\n 220→## The bullet is in deactivated state - caller must call pool_activate().\n 221→func get_bullet() -> Node:\n 222→\tif not _is_warmed_up:\n 223→\t\twarmup()\n 224→\n 225→\tif _bullet_pool.size() > 0:\n 226→\t\tvar bullet: Node = _bullet_pool.pop_back()\n 227→\t\t_active_bullets.append(bullet)\n 228→\t\t_stats[\"bullets_reused\"] += 1\n 229→\t\tif _debug:\n 230→\t\t\tprint(\"[ProjectilePoolManager] Bullet retrieved from pool (available: %d)\" % _bullet_pool.size())\n 231→\t\treturn bullet\n 232→\n 233→\t# Pool exhausted - recycle oldest active bullet\n 234→\tif _active_bullets.size() > 0:\n 235→\t\tvar oldest: Node = _active_bullets.pop_front()\n 236→\t\tif oldest.has_method(\"pool_deactivate\"):\n 237→\t\t\toldest.pool_deactivate()\n 238→\t\t_active_bullets.append(oldest)\n 239→\t\t_stats[\"bullets_recycled\"] += 1\n 240→\t\tif _debug:\n 241→\t\t\tprint(\"[ProjectilePoolManager] Bullet recycled (active: %d)\" % _active_bullets.size())\n 242→\t\treturn oldest\n 243→\n 244→\t# Fallback: create new bullet (shouldn't happen if pool sized correctly)\n 245→\tif _bullet_scene:\n 246→\t\tvar bullet := _create_bullet()\n 247→\t\t_active_bullets.append(bullet)\n 248→\t\t_stats[\"bullets_created\"] += 1\n 249→\t\tpush_warning(\"[ProjectilePoolManager] Bullet pool exhausted, created new instance\")\n 250→\t\treturn bullet\n 251→\n 252→\treturn null\n 253→\n 254→\n 255→## Gets a shrapnel from the pool. Returns null if pool not initialized.\n 256→func get_shrapnel() -> Node:\n 257→\tif not _is_warmed_up:\n 258→\t\twarmup()\n 259→\n 260→\tif _shrapnel_pool.size() > 0:\n 261→\t\tvar shrapnel: Node = _shrapnel_pool.pop_back()\n 262→\t\t_active_shrapnel.append(shrapnel)\n 263→\t\t_stats[\"shrapnel_reused\"] += 1\n 264→\t\treturn shrapnel\n 265→\n 266→\t# Pool exhausted - recycle oldest\n 267→\tif _active_shrapnel.size() > 0:\n 268→\t\tvar oldest: Node = _active_shrapnel.pop_front()\n 269→\t\tif oldest.has_method(\"pool_deactivate\"):\n 270→\t\t\toldest.pool_deactivate()\n 271→\t\t_active_shrapnel.append(oldest)\n 272→\t\t_stats[\"shrapnel_recycled\"] += 1\n 273→\t\treturn oldest\n 274→\n 275→\t# Fallback: create new\n 276→\tif _shrapnel_scene:\n 277→\t\tvar shrapnel := _create_shrapnel()\n 278→\t\t_active_shrapnel.append(shrapnel)\n 279→\t\t_stats[\"shrapnel_created\"] += 1\n 280→\t\treturn shrapnel\n 281→\n 282→\treturn null\n 283→\n 284→\n 285→## Gets a breaker shrapnel from the pool. Returns null if pool not initialized.\n 286→func get_breaker_shrapnel() -> Node:\n 287→\tif not _is_warmed_up:\n 288→\t\twarmup()\n 289→\n 290→\tif _breaker_shrapnel_pool.size() > 0:\n 291→\t\tvar breaker: Node = _breaker_shrapnel_pool.pop_back()\n 292→\t\t_active_breaker_shrapnel.append(breaker)\n 293→\t\t_stats[\"breaker_reused\"] += 1\n 294→\t\treturn breaker\n 295→\n 296→\t# Pool exhausted - recycle oldest\n 297→\tif _active_breaker_shrapnel.size() > 0:\n 298→\t\tvar oldest: Node = _active_breaker_shrapnel.pop_front()\n 299→\t\tif oldest.has_method(\"pool_deactivate\"):\n 300→\t\t\toldest.pool_deactivate()\n 301→\t\t_active_breaker_shrapnel.append(oldest)\n 302→\t\t_stats[\"breaker_recycled\"] += 1\n 303→\t\treturn oldest\n 304→\n 305→\t# Fallback: create new\n 306→\tif _breaker_shrapnel_scene:\n 307→\t\tvar breaker := _create_breaker_shrapnel()\n 308→\t\t_active_breaker_shrapnel.append(breaker)\n 309→\t\t_stats[\"breaker_created\"] += 1\n 310→\t\treturn breaker\n 311→\n 312→\treturn null\n 313→\n 314→\n 315→# =============================================================================\n 316→# Public API: Returning Projectiles to Pool\n 317→# =============================================================================\n 318→\n 319→\n 320→## Returns a bullet to the pool for reuse.\n 321→func return_bullet(bullet: Node) -> void:\n 322→\tif not is_instance_valid(bullet):\n 323→\t\treturn\n 324→\n 325→\t# Remove from active tracking\n 326→\tvar idx := _active_bullets.find(bullet)\n 327→\tif idx >= 0:\n 328→\t\t_active_bullets.remove_at(idx)\n 329→\n 330→\t# Deactivate and return to pool\n 331→\tif bullet.has_method(\"pool_deactivate\"):\n 332→\t\tbullet.pool_deactivate()\n 333→\telse:\n 334→\t\tbullet.visible = false\n 335→\t\tbullet.set_physics_process(false)\n 336→\t\tbullet.set_process(false)\n 337→\n 338→\t_bullet_pool.append(bullet)\n 339→\n 340→\tif _debug:\n 341→\t\tprint(\"[ProjectilePoolManager] Bullet returned to pool (available: %d)\" % _bullet_pool.size())\n 342→\n 343→\n 344→## Returns a shrapnel to the pool for reuse.\n 345→func return_shrapnel(shrapnel: Node) -> void:\n 346→\tif not is_instance_valid(shrapnel):\n 347→\t\treturn\n 348→\n 349→\tvar idx := _active_shrapnel.find(shrapnel)\n 350→\tif idx >= 0:\n 351→\t\t_active_shrapnel.remove_at(idx)\n 352→\n 353→\tif shrapnel.has_method(\"pool_deactivate\"):\n 354→\t\tshrapnel.pool_deactivate()\n 355→\telse:\n 356→\t\tshrapnel.visible = false\n 357→\t\tshrapnel.set_physics_process(false)\n 358→\t\tshrapnel.set_process(false)\n 359→\n 360→\t_shrapnel_pool.append(shrapnel)\n 361→\n 362→\n 363→## Returns a breaker shrapnel to the pool for reuse.\n 364→func return_breaker_shrapnel(breaker: Node) -> void:\n 365→\tif not is_instance_valid(breaker):\n 366→\t\treturn\n 367→\n 368→\tvar idx := _active_breaker_shrapnel.find(breaker)\n 369→\tif idx >= 0:\n 370→\t\t_active_breaker_shrapnel.remove_at(idx)\n 371→\n 372→\tif breaker.has_method(\"pool_deactivate\"):\n 373→\t\tbreaker.pool_deactivate()\n 374→\telse:\n 375→\t\tbreaker.visible = false\n 376→\t\tbreaker.set_physics_process(false)\n 377→\t\tbreaker.set_process(false)\n 378→\n 379→\t_breaker_shrapnel_pool.append(breaker)\n 380→\n 381→\n 382→# =============================================================================\n 383→# Utility Methods\n 384→# =============================================================================\n 385→\n 386→\n 387→## Returns pool statistics for debugging/profiling.\n 388→func get_stats() -> Dictionary:\n 389→\treturn {\n 390→\t\t\"bullets_available\": _bullet_pool.size(),\n 391→\t\t\"bullets_active\": _active_bullets.size(),\n 392→\t\t\"bullets_created\": _stats[\"bullets_created\"],\n 393→\t\t\"bullets_reused\": _stats[\"bullets_reused\"],\n 394→\t\t\"bullets_recycled\": _stats[\"bullets_recycled\"],\n 395→\t\t\"shrapnel_available\": _shrapnel_pool.size(),\n 396→\t\t\"shrapnel_active\": _active_shrapnel.size(),\n 397→\t\t\"shrapnel_created\": _stats[\"shrapnel_created\"],\n 398→\t\t\"shrapnel_reused\": _stats[\"shrapnel_reused\"],\n 399→\t\t\"shrapnel_recycled\": _stats[\"shrapnel_recycled\"],\n 400→\t\t\"breaker_available\": _breaker_shrapnel_pool.size(),\n 401→\t\t\"breaker_active\": _active_breaker_shrapnel.size(),\n 402→\t\t\"breaker_created\": _stats[\"breaker_created\"],\n 403→\t\t\"breaker_reused\": _stats[\"breaker_reused\"],\n 404→\t\t\"breaker_recycled\": _stats[\"breaker_recycled\"],\n 405→\t\t\"warmup_time_ms\": _stats[\"warmup_time_ms\"],\n 406→\t\t\"is_warmed_up\": _is_warmed_up,\n 407→\t}\n 408→\n 409→\n 410→## Returns true if the pool system is ready (warmed up).\n 411→func is_ready() -> bool:\n 412→\treturn _is_warmed_up\n 413→\n 414→\n 415→## Clears all pools and active projectiles. Use when changing levels.\n 416→func clear_all() -> void:\n 417→\t# Return all active projectiles to pools\n 418→\tfor bullet in _active_bullets:\n 419→\t\tif is_instance_valid(bullet):\n 420→\t\t\tif bullet.has_method(\"pool_deactivate\"):\n 421→\t\t\t\tbullet.pool_deactivate()\n 422→\t\t\t_bullet_pool.append(bullet)\n 423→\t_active_bullets.clear()\n 424→\n 425→\tfor shrapnel in _active_shrapnel:\n 426→\t\tif is_instance_valid(shrapnel):\n 427→\t\t\tif shrapnel.has_method(\"pool_deactivate\"):\n 428→\t\t\t\tshrapnel.pool_deactivate()\n 429→\t\t\t_shrapnel_pool.append(shrapnel)\n 430→\t_active_shrapnel.clear()\n 431→\n 432→\tfor breaker in _active_breaker_shrapnel:\n 433→\t\tif is_instance_valid(breaker):\n 434→\t\t\tif breaker.has_method(\"pool_deactivate\"):\n 435→\t\t\t\tbreaker.pool_deactivate()\n 436→\t\t\t_breaker_shrapnel_pool.append(breaker)\n 437→\t_active_breaker_shrapnel.clear()\n 438→\n 439→\tif _debug:\n 440→\t\tprint(\"[ProjectilePoolManager] All projectiles returned to pools\")\n 441→\n 442→\n 443→## Enables or disables debug logging.\n 444→func set_debug(enabled: bool) -> void:\n 445→\t_debug = enabled\n 446→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "extends Node\nclass_name ProjectilePoolManager\n## Manages pools of reusable projectile objects for bullet-hell optimization.\n##\n## Object pooling eliminates the performance overhead of repeatedly creating\n## and destroying projectiles. Instead of instantiating new bullets each shot,\n## we retrieve pre-created bullets from a pool and reset their state.\n##\n## This manager is registered as an autoload singleton (ProjectilePoolManager).\n##\n## Usage:\n## var bullet = ProjectilePoolManager.get_bullet()\n## bullet.activate(position, direction, shooter_id)\n##\n## When bullet hits or times out, instead of queue_free():\n## ProjectilePoolManager.return_bullet(bullet)\n##\n## Performance optimizations implemented:\n## - Pre-instantiation: All pool objects created at game start (warmup)\n## - Reset Instead of Recreate: State reset on pool return\n## - Overflow Handling: Oldest active projectile recycled if pool exhausted\n## - Deferred Operations: call_deferred for thread-safe pool access\n## - Configurable Pool Sizes: Adjustable via exported variables\n##\n## Issue #724: Optimize projectiles for bullet-hell scenarios.\n\n## Pool sizes - optimized for 200+ concurrent projectiles (bullet-hell scenarios)\n## Based on research from Issue #724 case study (see docs/case-studies/issue-724/)\n## Bullets: 300 allows 200+ active with headroom for recycling\n## Shrapnel: 150 for multiple grenade explosions (4 shrapnel each)\n## Breaker: 200 for breaker bullet chains (up to 10 shrapnel per breaker)\n@export var bullet_pool_size: int = 300\n@export var shrapnel_pool_size: int = 150\n@export var breaker_shrapnel_pool_size: int = 200\n\n## Scene references for instantiation\nvar _bullet_scene: PackedScene\nvar _shrapnel_scene: PackedScene\nvar _breaker_shrapnel_scene: PackedScene\n\n## Pool arrays (inactive projectiles ready for use)\nvar _bullet_pool: Array[Node] = []\nvar _shrapnel_pool: Array[Node] = []\nvar _breaker_shrapnel_pool: Array[Node] = []\n\n## Active projectile tracking (for overflow recycling)\nvar _active_bullets: Array[Node] = []\nvar _active_shrapnel: Array[Node] = []\nvar _active_breaker_shrapnel: Array[Node] = []\n\n## Container nodes for pooled objects (keeps scene tree organized)\nvar _bullet_container: Node\nvar _shrapnel_container: Node\nvar _breaker_shrapnel_container: Node\n\n## Statistics for debugging/profiling\nvar _stats: Dictionary = {\n\t\"bullets_created\": 0,\n\t\"bullets_reused\": 0,\n\t\"bullets_recycled\": 0,\n\t\"shrapnel_created\": 0,\n\t\"shrapnel_reused\": 0,\n\t\"shrapnel_recycled\": 0,\n\t\"breaker_created\": 0,\n\t\"breaker_reused\": 0,\n\t\"breaker_recycled\": 0,\n\t\"warmup_time_ms\": 0.0,\n}\n\n## Whether pool warmup has completed\nvar _is_warmed_up: bool = false\n\n## Enable/disable debug logging\nvar _debug: bool = false\n\n\nfunc _ready() -> void:\n\t# Load scene references\n\t_load_scenes()\n\n\t# Create container nodes for organization\n\t_create_containers()\n\n\t# Warmup can be called explicitly or happens on first use\n\t# For best performance, call warmup() during loading screen\n\n\n## Loads the projectile scenes.\nfunc _load_scenes() -> void:\n\tvar bullet_path := \"res://scenes/projectiles/Bullet.tscn\"\n\tvar shrapnel_path := \"res://scenes/projectiles/Shrapnel.tscn\"\n\tvar breaker_path := \"res://scenes/projectiles/BreakerShrapnel.tscn\"\n\n\tif ResourceLoader.exists(bullet_path):\n\t\t_bullet_scene = load(bullet_path)\n\telse:\n\t\tpush_warning(\"[ProjectilePoolManager] Bullet scene not found: %s\" % bullet_path)\n\n\tif ResourceLoader.exists(shrapnel_path):\n\t\t_shrapnel_scene = load(shrapnel_path)\n\telse:\n\t\tpush_warning(\"[ProjectilePoolManager] Shrapnel scene not found: %s\" % shrapnel_path)\n\n\tif ResourceLoader.exists(breaker_path):\n\t\t_breaker_shrapnel_scene = load(breaker_path)\n\telse:\n\t\tpush_warning(\"[ProjectilePoolManager] BreakerShrapnel scene not found: %s\" % breaker_path)\n\n\n## Creates container nodes to keep pooled objects organized in scene tree.\nfunc _create_containers() -> void:\n\t_bullet_container = Node.new()\n\t_bullet_container.name = \"BulletPool\"\n\tadd_child(_bullet_container)\n\n\t_shrapnel_container = Node.new()\n\t_shrapnel_container.name = \"ShrapnelPool\"\n\tadd_child(_shrapnel_container)\n\n\t_breaker_shrapnel_container = Node.new()\n\t_breaker_shrapnel_container.name = \"BreakerShrapnelPool\"\n\tadd_child(_breaker_shrapnel_container)\n\n\n## Pre-instantiates all pool objects. Call during loading screen for best results.\n## Returns the time taken in milliseconds.\nfunc warmup() -> float:\n\tif _is_warmed_up:\n\t\treturn 0.0\n\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Create bullets\n\tif _bullet_scene:\n\t\tfor i in range(bullet_pool_size):\n\t\t\tvar bullet := _create_bullet()\n\t\t\t_bullet_pool.append(bullet)\n\t\t\t_stats[\"bullets_created\"] += 1\n\n\t# Create shrapnel\n\tif _shrapnel_scene:\n\t\tfor i in range(shrapnel_pool_size):\n\t\t\tvar shrapnel := _create_shrapnel()\n\t\t\t_shrapnel_pool.append(shrapnel)\n\t\t\t_stats[\"shrapnel_created\"] += 1\n\n\t# Create breaker shrapnel\n\tif _breaker_shrapnel_scene:\n\t\tfor i in range(breaker_shrapnel_pool_size):\n\t\t\tvar breaker := _create_breaker_shrapnel()\n\t\t\t_breaker_shrapnel_pool.append(breaker)\n\t\t\t_stats[\"breaker_created\"] += 1\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_stats[\"warmup_time_ms\"] = elapsed\n\t_is_warmed_up = true\n\n\tif _debug:\n\t\tprint(\"[ProjectilePoolManager] Warmup complete in %d ms\" % elapsed)\n\t\tprint(\" - Bullets: %d\" % _bullet_pool.size())\n\t\tprint(\" - Shrapnel: %d\" % _shrapnel_pool.size())\n\t\tprint(\" - BreakerShrapnel: %d\" % _breaker_shrapnel_pool.size())\n\n\treturn float(elapsed)\n\n\n## Creates a bullet instance in deactivated state.\nfunc _create_bullet() -> Node:\n\tvar bullet := _bullet_scene.instantiate()\n\t_bullet_container.add_child(bullet)\n\n\t# Initialize in inactive state\n\tif bullet.has_method(\"pool_deactivate\"):\n\t\tbullet.pool_deactivate()\n\telse:\n\t\t# Fallback for non-pooling-aware bullets\n\t\tbullet.visible = false\n\t\tbullet.set_physics_process(false)\n\t\tbullet.set_process(false)\n\n\treturn bullet\n\n\n## Creates a shrapnel instance in deactivated state.\nfunc _create_shrapnel() -> Node:\n\tvar shrapnel := _shrapnel_scene.instantiate()\n\t_shrapnel_container.add_child(shrapnel)\n\n\tif shrapnel.has_method(\"pool_deactivate\"):\n\t\tshrapnel.pool_deactivate()\n\telse:\n\t\tshrapnel.visible = false\n\t\tshrapnel.set_physics_process(false)\n\t\tshrapnel.set_process(false)\n\n\treturn shrapnel\n\n\n## Creates a breaker shrapnel instance in deactivated state.\nfunc _create_breaker_shrapnel() -> Node:\n\tvar breaker := _breaker_shrapnel_scene.instantiate()\n\t_breaker_shrapnel_container.add_child(breaker)\n\n\tif breaker.has_method(\"pool_deactivate\"):\n\t\tbreaker.pool_deactivate()\n\telse:\n\t\tbreaker.visible = false\n\t\tbreaker.set_physics_process(false)\n\t\tbreaker.set_process(false)\n\n\treturn breaker\n\n\n# =============================================================================\n# Public API: Getting Projectiles from Pool\n# =============================================================================\n\n\n## Gets a bullet from the pool. Returns null if pool not initialized.\n## The bullet is in deactivated state - caller must call pool_activate().\nfunc get_bullet() -> Node:\n\tif not _is_warmed_up:\n\t\twarmup()\n\n\tif _bullet_pool.size() > 0:\n\t\tvar bullet: Node = _bullet_pool.pop_back()\n\t\t_active_bullets.append(bullet)\n\t\t_stats[\"bullets_reused\"] += 1\n\t\tif _debug:\n\t\t\tprint(\"[ProjectilePoolManager] Bullet retrieved from pool (available: %d)\" % _bullet_pool.size())\n\t\treturn bullet\n\n\t# Pool exhausted - recycle oldest active bullet\n\tif _active_bullets.size() > 0:\n\t\tvar oldest: Node = _active_bullets.pop_front()\n\t\tif oldest.has_method(\"pool_deactivate\"):\n\t\t\toldest.pool_deactivate()\n\t\t_active_bullets.append(oldest)\n\t\t_stats[\"bullets_recycled\"] += 1\n\t\tif _debug:\n\t\t\tprint(\"[ProjectilePoolManager] Bullet recycled (active: %d)\" % _active_bullets.size())\n\t\treturn oldest\n\n\t# Fallback: create new bullet (shouldn't happen if pool sized correctly)\n\tif _bullet_scene:\n\t\tvar bullet := _create_bullet()\n\t\t_active_bullets.append(bullet)\n\t\t_stats[\"bullets_created\"] += 1\n\t\tpush_warning(\"[ProjectilePoolManager] Bullet pool exhausted, created new instance\")\n\t\treturn bullet\n\n\treturn null\n\n\n## Gets a shrapnel from the pool. Returns null if pool not initialized.\nfunc get_shrapnel() -> Node:\n\tif not _is_warmed_up:\n\t\twarmup()\n\n\tif _shrapnel_pool.size() > 0:\n\t\tvar shrapnel: Node = _shrapnel_pool.pop_back()\n\t\t_active_shrapnel.append(shrapnel)\n\t\t_stats[\"shrapnel_reused\"] += 1\n\t\treturn shrapnel\n\n\t# Pool exhausted - recycle oldest\n\tif _active_shrapnel.size() > 0:\n\t\tvar oldest: Node = _active_shrapnel.pop_front()\n\t\tif oldest.has_method(\"pool_deactivate\"):\n\t\t\toldest.pool_deactivate()\n\t\t_active_shrapnel.append(oldest)\n\t\t_stats[\"shrapnel_recycled\"] += 1\n\t\treturn oldest\n\n\t# Fallback: create new\n\tif _shrapnel_scene:\n\t\tvar shrapnel := _create_shrapnel()\n\t\t_active_shrapnel.append(shrapnel)\n\t\t_stats[\"shrapnel_created\"] += 1\n\t\treturn shrapnel\n\n\treturn null\n\n\n## Gets a breaker shrapnel from the pool. Returns null if pool not initialized.\nfunc get_breaker_shrapnel() -> Node:\n\tif not _is_warmed_up:\n\t\twarmup()\n\n\tif _breaker_shrapnel_pool.size() > 0:\n\t\tvar breaker: Node = _breaker_shrapnel_pool.pop_back()\n\t\t_active_breaker_shrapnel.append(breaker)\n\t\t_stats[\"breaker_reused\"] += 1\n\t\treturn breaker\n\n\t# Pool exhausted - recycle oldest\n\tif _active_breaker_shrapnel.size() > 0:\n\t\tvar oldest: Node = _active_breaker_shrapnel.pop_front()\n\t\tif oldest.has_method(\"pool_deactivate\"):\n\t\t\toldest.pool_deactivate()\n\t\t_active_breaker_shrapnel.append(oldest)\n\t\t_stats[\"breaker_recycled\"] += 1\n\t\treturn oldest\n\n\t# Fallback: create new\n\tif _breaker_shrapnel_scene:\n\t\tvar breaker := _create_breaker_shrapnel()\n\t\t_active_breaker_shrapnel.append(breaker)\n\t\t_stats[\"breaker_created\"] += 1\n\t\treturn breaker\n\n\treturn null\n\n\n# =============================================================================\n# Public API: Returning Projectiles to Pool\n# =============================================================================\n\n\n## Returns a bullet to the pool for reuse.\nfunc return_bullet(bullet: Node) -> void:\n\tif not is_instance_valid(bullet):\n\t\treturn\n\n\t# Remove from active tracking\n\tvar idx := _active_bullets.find(bullet)\n\tif idx >= 0:\n\t\t_active_bullets.remove_at(idx)\n\n\t# Deactivate and return to pool\n\tif bullet.has_method(\"pool_deactivate\"):\n\t\tbullet.pool_deactivate()\n\telse:\n\t\tbullet.visible = false\n\t\tbullet.set_physics_process(false)\n\t\tbullet.set_process(false)\n\n\t_bullet_pool.append(bullet)\n\n\tif _debug:\n\t\tprint(\"[ProjectilePoolManager] Bullet returned to pool (available: %d)\" % _bullet_pool.size())\n\n\n## Returns a shrapnel to the pool for reuse.\nfunc return_shrapnel(shrapnel: Node) -> void:\n\tif not is_instance_valid(shrapnel):\n\t\treturn\n\n\tvar idx := _active_shrapnel.find(shrapnel)\n\tif idx >= 0:\n\t\t_active_shrapnel.remove_at(idx)\n\n\tif shrapnel.has_method(\"pool_deactivate\"):\n\t\tshrapnel.pool_deactivate()\n\telse:\n\t\tshrapnel.visible = false\n\t\tshrapnel.set_physics_process(false)\n\t\tshrapnel.set_process(false)\n\n\t_shrapnel_pool.append(shrapnel)\n\n\n## Returns a breaker shrapnel to the pool for reuse.\nfunc return_breaker_shrapnel(breaker: Node) -> void:\n\tif not is_instance_valid(breaker):\n\t\treturn\n\n\tvar idx := _active_breaker_shrapnel.find(breaker)\n\tif idx >= 0:\n\t\t_active_breaker_shrapnel.remove_at(idx)\n\n\tif breaker.has_method(\"pool_deactivate\"):\n\t\tbreaker.pool_deactivate()\n\telse:\n\t\tbreaker.visible = false\n\t\tbreaker.set_physics_process(false)\n\t\tbreaker.set_process(false)\n\n\t_breaker_shrapnel_pool.append(breaker)\n\n\n# =============================================================================\n# Utility Methods\n# =============================================================================\n\n\n## Returns pool statistics for debugging/profiling.\nfunc get_stats() -> Dictionary:\n\treturn {\n\t\t\"bullets_available\": _bullet_pool.size(),\n\t\t\"bullets_active\": _active_bullets.size(),\n\t\t\"bullets_created\": _stats[\"bullets_created\"],\n\t\t\"bullets_reused\": _stats[\"bullets_reused\"],\n\t\t\"bullets_recycled\": _stats[\"bullets_recycled\"],\n\t\t\"shrapnel_available\": _shrapnel_pool.size(),\n\t\t\"shrapnel_active\": _active_shrapnel.size(),\n\t\t\"shrapnel_created\": _stats[\"shrapnel_created\"],\n\t\t\"shrapnel_reused\": _stats[\"shrapnel_reused\"],\n\t\t\"shrapnel_recycled\": _stats[\"shrapnel_recycled\"],\n\t\t\"breaker_available\": _breaker_shrapnel_pool.size(),\n\t\t\"breaker_active\": _active_breaker_shrapnel.size(),\n\t\t\"breaker_created\": _stats[\"breaker_created\"],\n\t\t\"breaker_reused\": _stats[\"breaker_reused\"],\n\t\t\"breaker_recycled\": _stats[\"breaker_recycled\"],\n\t\t\"warmup_time_ms\": _stats[\"warmup_time_ms\"],\n\t\t\"is_warmed_up\": _is_warmed_up,\n\t}\n\n\n## Returns true if the pool system is ready (warmed up).\nfunc is_ready() -> bool:\n\treturn _is_warmed_up\n\n\n## Clears all pools and active projectiles. Use when changing levels.\nfunc clear_all() -> void:\n\t# Return all active projectiles to pools\n\tfor bullet in _active_bullets:\n\t\tif is_instance_valid(bullet):\n\t\t\tif bullet.has_method(\"pool_deactivate\"):\n\t\t\t\tbullet.pool_deactivate()\n\t\t\t_bullet_pool.append(bullet)\n\t_active_bullets.clear()\n\n\tfor shrapnel in _active_shrapnel:\n\t\tif is_instance_valid(shrapnel):\n\t\t\tif shrapnel.has_method(\"pool_deactivate\"):\n\t\t\t\tshrapnel.pool_deactivate()\n\t\t\t_shrapnel_pool.append(shrapnel)\n\t_active_shrapnel.clear()\n\n\tfor breaker in _active_breaker_shrapnel:\n\t\tif is_instance_valid(breaker):\n\t\t\tif breaker.has_method(\"pool_deactivate\"):\n\t\t\t\tbreaker.pool_deactivate()\n\t\t\t_breaker_shrapnel_pool.append(breaker)\n\t_active_breaker_shrapnel.clear()\n\n\tif _debug:\n\t\tprint(\"[ProjectilePoolManager] All projectiles returned to pools\")\n\n\n## Enables or disables debug logging.\nfunc set_debug(enabled: bool) -> void:\n\t_debug = enabled\n",
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"text": "Now I have a complete understanding of the problem. Let me update my todo and perform a web search for additional optimization techniques before implementing the fix:"
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"text": "## Root Cause Analysis\n\nBased on my investigation, here are the **root causes** of the FPS drops:\n\n### 1. **Explosion Visual Effects (Primary Bottleneck)**\nIn `impact_effects_manager.gd`, `_create_grenade_light_with_occlusion()`:\n- Creates a **new PointLight2D** with `shadow_enabled = true` for **every explosion**\n- PointLight2D shadows are **very expensive** in Godot 2D rendering\n- Creates a **new GradientTexture2D** every time via `_create_light_texture()` instead of caching\n\nWhen shotgun fires 14 breaker pellets, each creates an explosion with shadow-enabled PointLight2D = **14 shadow lights per shot**!\n\n### 2. **Texture Recreation**\nEvery call to `spawn_explosion_effect` creates new textures:\n- `GradientTexture2D` created fresh in `_create_light_texture()`\n- This causes GPU uploads per explosion instead of reusing cached textures\n\n### 3. **F-1 Grenade Shrapnel + Explosion**\nWhen F-1 grenade explodes:\n- Spawns `spawn_explosion_effect` (shadow light)\n- Spawns 4 shrapnel pieces (already pooled)\n- The single shadow light plus sound propagation still causes a brief spike\n\nLet me now search for best practices and implement the fix:"
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"content": "Web search results for query: \"Godot 4 PointLight2D shadow performance optimization disable shadows for many lights\"\n\nLinks: [{\"title\":\"Optimize PointLight2D shadow rendering by reducing draw calls and RD state changes by clayjohn · Pull Request #100302 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/pull/100302\"},{\"title\":\"【Godot】Godot 2D Lighting Guide: Deep Expression with PointLight2D and Shadows | ういやまラボ\",\"url\":\"https://uhiyama-lab.com/en/notes/godot/godot-2d-lighting-pointlight2d-shadows/\"},{\"title\":\"2D lights and shadows — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html\"},{\"title\":\"Light and Shadow - True Top-Down 2D\",\"url\":\"https://catlikecoding.com/godot/true-top-down-2d/4-light-and-shadow/\"},{\"title\":\"PointLight2D — Godot Engine (stable) documentation in English\",\"url\":\"https://docs.godotengine.org/en/stable/classes/class_pointlight2d.html\"},{\"title\":\"Improve 2D lights performance · Issue #4151 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/4151\"},{\"title\":\"Vulkan: PointLight2D shadows only partially appear · Issue #55806 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/55806\"},{\"title\":\"How to make tiles that occlude shadows but not themselves in Godot 4 - Help - Godot Forum\",\"url\":\"https://forum.godotengine.org/t/how-to-make-tiles-that-occlude-shadows-but-not-themselves-in-godot-4/131104\"},{\"title\":\"PointLight2D doesn't respect Nearest texture filter for normal-maps or shadows · Issue #76266 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/76266\"},{\"title\":\"PointLight2D Blend mode Mix doesn't work, causes black shadows, blends wrongly, light colors are off · Issue #91433 · godotengine/godot\",\"url\":\"https://github.com/godotengine/godot/issues/91433\"}]\n\nBased on the search results, here's what I found regarding Godot 4 PointLight2D shadow performance optimization:\n\n## Performance Best Practices\n\nThe Shadow > Enabled property determines if a light source generates shadows, and you should enable it only on necessary lights as it affects performance.\n\n## Technical Performance Issues\n\nRendering PointLight2D shadows creates 4 draw lists per light on screen and 4 × lights_on_screen × occluders_on_screen draw calls, with each draw call coming with 4 other API calls, resulting in checking the thread guard 5 × 4 × lights_on_screen × occluders_on_screen times.\n\n## Recent Optimization Work\n\nThere was a significant optimization effort in Godot 4.4. A pull request dramatically reduced the CPU time spent on rendering shadows for PointLight2Ds. In test scenes, performance improved from 330 FPS in the master branch to 430 FPS, with the developers confident this fully restored performance from Godot 4.3 and beyond.\n\n## Key Recommendation\n\nThe most straightforward optimization for managing many lights is to be selective: only enable shadows on the PointLight2D nodes where they're visually necessary for your game, rather than enabling them universally across all lights.\n\n\nREMINDER: You MUST include the sources above in your response to the user using markdown hyperlinks."
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"content": " 1→# Case Study: Projectile Optimization for Bullet-Hell Scenarios (Issue #724)\n 2→\n 3→## Problem Statement\n 4→\n 5→The game needs optimized bullets and shrapnel (fragments) that can handle bullet-hell scenarios without FPS drops, while maintaining all existing functionality.\n 6→\n 7→**Requirements:**\n 8→- Optimize bullets and shrapnel for mass spawning (bullet-hell situations)\n 9→- Support 200+ simultaneous projectiles on screen (like The Binding of Isaac: Rebirth)\n 10→- Do not reduce quantity, visible bullets, or effects\n 11→- Support hundreds to thousands of projectiles simultaneously\n 12→\n 13→## Documentation\n 14→\n 15→| Document | Description |\n 16→|----------|-------------|\n 17→| [README.md](./README.md) | This overview document |\n 18→| [research.md](./research.md) | **Deep case study with online research**, optimization techniques, benchmarks |\n 19→| [performance_benchmark.md](./performance_benchmark.md) | Benchmark methodology and results |\n 20→\n 21→## Current Architecture Analysis\n 22→\n 23→### Projectile Types\n 24→\n 25→1. **Bullet (bullet.gd / Bullet.cs)** - 1352 lines GDScript, 1625 lines C#\n 26→ - Area2D-based projectile with comprehensive features\n 27→ - Features: ricochet, wall penetration, homing, breaker behavior, trails\n 28→ - Spawns via `instantiate()` on each shot\n 29→ - Destroyed via `queue_free()` on hit/timeout\n 30→\n 31→2. **Shrapnel (shrapnel.gd)** - 250 lines\n 32→ - Area2D-based fragment from frag grenades\n 33→ - Features: ricochet, wall collision, trails\n 34→ - 4 pieces spawned per frag grenade explosion\n 35→\n 36→3. **BreakerShrapnel (breaker_shrapnel.gd)** - 203 lines\n 37→ - Area2D-based fragment from breaker bullet detonation\n 38→ - Features: smoky trail, no ricochet (destroyed on wall hit)\n 39→ - Up to 10 pieces per breaker bullet (capped for performance)\n 40→\n 41→### Current Performance Bottlenecks\n 42→\n 43→1. **Instantiation Overhead**: Each bullet/shrapnel is created via `scene.instantiate()`\n 44→2. **Memory Allocation**: Per-projectile arrays for position history (trails)\n 45→3. **Signal Connections**: Each projectile connects signals in `_ready()`\n 46→4. **Resource Loading**: Caliber data and scene loading per bullet\n 47→5. **Raycasting**: Multiple raycasts per frame for ricochet/penetration logic\n 48→6. **Group Operations**: `get_tree().get_nodes_in_group()` for targeting\n 49→\n 50→## Optimization Research\n 51→\n 52→### Industry Best Practices for Bullet-Hell Games\n 53→\n 54→Based on research from Godot community forums and documentation:\n 55→\n 56→1. **Object Pooling** - Pre-instantiate projectiles and reuse them\n 57→2. **Centralized Management** - Move per-bullet logic to a single manager\n 58→3. **Reduce Per-Frame Allocations** - Declare variables outside loops\n 59→4. **Physics Layer Optimization** - Minimize collision checks\n 60→5. **Distance-Based Collision** - Use squared distance instead of physics when possible\n 61→\n 62→### Existing Optimizations in Codebase\n 63→\n 64→The codebase already has some optimizations:\n 65→- `BREAKER_MAX_SHRAPNEL_PER_DETONATION = 10` (cap per bullet)\n 66→- `BREAKER_MAX_CONCURRENT_SHRAPNEL = 60` (global cap)\n 67→- Reduced trail lengths and lifetimes for breaker shrapnel\n 68→- `call_deferred(\"add_child\")` for batched scene tree changes\n 69→\n 70→## Proposed Solution: ProjectilePoolManager\n 71→\n 72→### Architecture Overview\n 73→\n 74→```\n 75→┌─────────────────────────────────────────────────────────────────┐\n 76→│ ProjectilePoolManager │\n 77→│ (Autoload Singleton) │\n 78→├─────────────────────────────────────────────────────────────────┤\n 79→│ ┌─────────────┐ ┌─────────────┐ ┌─────────────────────┐ │\n 80→│ │ Bullet Pool │ │ Shrapnel │ │ BreakerShrapnel │ │\n 81→│ │ (300 max) │ │ Pool (150) │ │ Pool (200) │ │\n 82→│ └─────────────┘ └─────────────┘ └─────────────────────┘ │\n 83→│ │\n 84→│ Methods: │\n 85→│ - get_bullet() -> Bullet │\n 86→│ - get_shrapnel() -> Shrapnel │\n 87→│ - get_breaker_shrapnel() -> BreakerShrapnel │\n 88→│ - return_to_pool(projectile) │\n 89→│ - warmup() - Pre-instantiate all pools │\n 90→│ - get_stats() -> Dictionary │\n 91→└─────────────────────────────────────────────────────────────────┘\n 92→```\n 93→\n 94→### Pooling Strategy\n 95→\n 96→1. **Pre-instantiation**: Create all pool objects at game start\n 97→2. **Reset Instead of Recreate**: When returning to pool, reset state\n 98→3. **Overflow Handling**: If pool exhausted, use oldest active projectile\n 99→4. **Deferred Returns**: Use `call_deferred()` for thread-safe pool operations\n 100→\n 101→### Projectile Interface Changes\n 102→\n 103→Add these methods to each poolable projectile:\n 104→\n 105→```gdscript\n 106→## Called when retrieving from pool (instead of _ready)\n 107→func activate(pos: Vector2, dir: Vector2, shooter: int) -> void\n 108→\n 109→## Called when returning to pool (instead of queue_free)\n 110→func deactivate() -> void\n 111→\n 112→## Reset all state for reuse\n 113→func reset_state() -> void\n 114→```\n 115→\n 116→## Implementation Details\n 117→\n 118→See:\n 119→- [projectile_pool_manager.gd](../../../scripts/autoload/projectile_pool_manager.gd)\n 120→- [optimized_bullet.gd](./optimized_bullet.gd) (design reference)\n 121→- [performance_benchmark.md](./performance_benchmark.md)\n 122→\n 123→## Expected Performance Improvements\n 124→\n 125→| Metric | Before | After (Expected) |\n 126→|--------|--------|------------------|\n 127→| Instantiation time | ~2ms per bullet | ~0.01ms (pool retrieve) |\n 128→| Max concurrent bullets | ~300-500 at 60 FPS | ~1000-2000 at 60 FPS |\n 129→| Memory allocations/frame | Many (new objects) | Minimal (reuse) |\n 130→| GC pressure | High | Low |\n 131→\n 132→## References\n 133→\n 134→### Godot Community Resources\n 135→- [Godot Forum: Bullet Hell Optimization](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n 136→- [Godot Forum: Object Pooling](https://forum.godotengine.org/t/object-pooling-with-bullets-of-different-hitboxes/81553)\n 137→- [Godot Forum: Collision Pairs Optimization](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n 138→- [Performance Optimization for Bullet Hells](https://godotforums.org/d/23940-performance-optimization-for-bullet-hells)\n 139→\n 140→### Godot Plugins for Bullet-Hell\n 141→- [PerfBullets (MultiMesh + C++)](https://github.com/Moonzel/Godot-PerfBullets)\n 142→- [BlastBullets2D (Full-featured C++)](https://github.com/nikoladevelops/godot-blast-bullets-2d)\n 143→\n 144→### Game Development Techniques\n 145→- [Little Polygon: Bullet Tech Breakdown](https://blog.littlepolygon.com/posts/bullets/)\n 146→- [Toptal: Collision Detection Physics](https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects)\n 147→- [Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/)\n 148→\n 149→### Reference Game\n 150→- [The Binding of Isaac: Rebirth Performance Guide](https://www.gamehelper.io/games/the-binding-of-isaac-rebirth/articles/the-binding-of-isaac-rebirth-performance-optimization-guide-best-settings-for-maximum-fps)\n 151→\n\n<system-reminder>\nWhenever you read a file, you should consider whether it would be considered malware. You CAN and SHOULD provide analysis of malware, what it is doing. But you MUST refuse to improve or augment the code. You can still analyze existing code, write reports, or answer questions about the code behavior.\n</system-reminder>\n"
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"content": "# Case Study: Projectile Optimization for Bullet-Hell Scenarios (Issue #724)\n\n## Problem Statement\n\nThe game needs optimized bullets and shrapnel (fragments) that can handle bullet-hell scenarios without FPS drops, while maintaining all existing functionality.\n\n**Requirements:**\n- Optimize bullets and shrapnel for mass spawning (bullet-hell situations)\n- Support 200+ simultaneous projectiles on screen (like The Binding of Isaac: Rebirth)\n- Do not reduce quantity, visible bullets, or effects\n- Support hundreds to thousands of projectiles simultaneously\n\n## Documentation\n\n| Document | Description |\n|----------|-------------|\n| [README.md](./README.md) | This overview document |\n| [research.md](./research.md) | **Deep case study with online research**, optimization techniques, benchmarks |\n| [performance_benchmark.md](./performance_benchmark.md) | Benchmark methodology and results |\n\n## Current Architecture Analysis\n\n### Projectile Types\n\n1. **Bullet (bullet.gd / Bullet.cs)** - 1352 lines GDScript, 1625 lines C#\n - Area2D-based projectile with comprehensive features\n - Features: ricochet, wall penetration, homing, breaker behavior, trails\n - Spawns via `instantiate()` on each shot\n - Destroyed via `queue_free()` on hit/timeout\n\n2. **Shrapnel (shrapnel.gd)** - 250 lines\n - Area2D-based fragment from frag grenades\n - Features: ricochet, wall collision, trails\n - 4 pieces spawned per frag grenade explosion\n\n3. **BreakerShrapnel (breaker_shrapnel.gd)** - 203 lines\n - Area2D-based fragment from breaker bullet detonation\n - Features: smoky trail, no ricochet (destroyed on wall hit)\n - Up to 10 pieces per breaker bullet (capped for performance)\n\n### Current Performance Bottlenecks\n\n1. **Instantiation Overhead**: Each bullet/shrapnel is created via `scene.instantiate()`\n2. **Memory Allocation**: Per-projectile arrays for position history (trails)\n3. **Signal Connections**: Each projectile connects signals in `_ready()`\n4. **Resource Loading**: Caliber data and scene loading per bullet\n5. **Raycasting**: Multiple raycasts per frame for ricochet/penetration logic\n6. **Group Operations**: `get_tree().get_nodes_in_group()` for targeting\n\n## Optimization Research\n\n### Industry Best Practices for Bullet-Hell Games\n\nBased on research from Godot community forums and documentation:\n\n1. **Object Pooling** - Pre-instantiate projectiles and reuse them\n2. **Centralized Management** - Move per-bullet logic to a single manager\n3. **Reduce Per-Frame Allocations** - Declare variables outside loops\n4. **Physics Layer Optimization** - Minimize collision checks\n5. **Distance-Based Collision** - Use squared distance instead of physics when possible\n\n### Existing Optimizations in Codebase\n\nThe codebase already has some optimizations:\n- `BREAKER_MAX_SHRAPNEL_PER_DETONATION = 10` (cap per bullet)\n- `BREAKER_MAX_CONCURRENT_SHRAPNEL = 60` (global cap)\n- Reduced trail lengths and lifetimes for breaker shrapnel\n- `call_deferred(\"add_child\")` for batched scene tree changes\n\n## Proposed Solution: ProjectilePoolManager\n\n### Architecture Overview\n\n```\n┌─────────────────────────────────────────────────────────────────┐\n│ ProjectilePoolManager │\n│ (Autoload Singleton) │\n├─────────────────────────────────────────────────────────────────┤\n│ ┌─────────────┐ ┌─────────────┐ ┌─────────────────────┐ │\n│ │ Bullet Pool │ │ Shrapnel │ │ BreakerShrapnel │ │\n│ │ (300 max) │ │ Pool (150) │ │ Pool (200) │ │\n│ └─────────────┘ └─────────────┘ └─────────────────────┘ │\n│ │\n│ Methods: │\n│ - get_bullet() -> Bullet │\n│ - get_shrapnel() -> Shrapnel │\n│ - get_breaker_shrapnel() -> BreakerShrapnel │\n│ - return_to_pool(projectile) │\n│ - warmup() - Pre-instantiate all pools │\n│ - get_stats() -> Dictionary │\n└─────────────────────────────────────────────────────────────────┘\n```\n\n### Pooling Strategy\n\n1. **Pre-instantiation**: Create all pool objects at game start\n2. **Reset Instead of Recreate**: When returning to pool, reset state\n3. **Overflow Handling**: If pool exhausted, use oldest active projectile\n4. **Deferred Returns**: Use `call_deferred()` for thread-safe pool operations\n\n### Projectile Interface Changes\n\nAdd these methods to each poolable projectile:\n\n```gdscript\n## Called when retrieving from pool (instead of _ready)\nfunc activate(pos: Vector2, dir: Vector2, shooter: int) -> void\n\n## Called when returning to pool (instead of queue_free)\nfunc deactivate() -> void\n\n## Reset all state for reuse\nfunc reset_state() -> void\n```\n\n## Implementation Details\n\nSee:\n- [projectile_pool_manager.gd](../../../scripts/autoload/projectile_pool_manager.gd)\n- [optimized_bullet.gd](./optimized_bullet.gd) (design reference)\n- [performance_benchmark.md](./performance_benchmark.md)\n\n## Expected Performance Improvements\n\n| Metric | Before | After (Expected) |\n|--------|--------|------------------|\n| Instantiation time | ~2ms per bullet | ~0.01ms (pool retrieve) |\n| Max concurrent bullets | ~300-500 at 60 FPS | ~1000-2000 at 60 FPS |\n| Memory allocations/frame | Many (new objects) | Minimal (reuse) |\n| GC pressure | High | Low |\n\n## References\n\n### Godot Community Resources\n- [Godot Forum: Bullet Hell Optimization](https://forum.godotengine.org/t/bullet-hell-optimization/129732)\n- [Godot Forum: Object Pooling](https://forum.godotengine.org/t/object-pooling-with-bullets-of-different-hitboxes/81553)\n- [Godot Forum: Collision Pairs Optimization](https://forum.godotengine.org/t/collision-pairs-optimizing-performance-of-bullet-hell-enemy-hell-games/35027)\n- [Performance Optimization for Bullet Hells](https://godotforums.org/d/23940-performance-optimization-for-bullet-hells)\n\n### Godot Plugins for Bullet-Hell\n- [PerfBullets (MultiMesh + C++)](https://github.com/Moonzel/Godot-PerfBullets)\n- [BlastBullets2D (Full-featured C++)](https://github.com/nikoladevelops/godot-blast-bullets-2d)\n\n### Game Development Techniques\n- [Little Polygon: Bullet Tech Breakdown](https://blog.littlepolygon.com/posts/bullets/)\n- [Toptal: Collision Detection Physics](https://www.toptal.com/game/video-game-physics-part-ii-collision-detection-for-solid-objects)\n- [Broad Phase Collision Detection](http://buildnewgames.com/broad-phase-collision-detection/)\n\n### Reference Game\n- [The Binding of Isaac: Rebirth Performance Guide](https://www.gamehelper.io/games/the-binding-of-isaac-rebirth/articles/the-binding-of-isaac-rebirth-performance-optimization-guide-best-settings-for-maximum-fps)\n",
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"content": "# FPS Drop Investigation Report - February 14, 2026\n\n## Issue Summary\n\nUser reported FPS drops when:\n1. Shooting from shotgun with breaker bullets\n2. F-1 (frag) grenade explosion\n\nDespite object pooling being implemented, the FPS drops still occur.\n\n## Investigation Methodology\n\n1. Downloaded user-provided game log: `game_log_20260214_112401.txt` (12,057 lines)\n2. Analyzed log patterns for explosion spawning frequency\n3. Reviewed source code for performance bottlenecks\n4. Searched online for Godot 4 PointLight2D shadow optimization\n\n## Root Cause Analysis\n\n### Primary Bottleneck: Shadow-Enabled PointLight2D per Explosion\n\n**Location:** `scripts/autoload/impact_effects_manager.gd`, function `_create_grenade_light_with_occlusion()` (lines 1071-1104)\n\n**Problem:** Every explosion visual effect creates:\n1. A new `PointLight2D` node\n2. With `shadow_enabled = true`\n3. A new `GradientTexture2D` via `_create_light_texture()` (never cached)\n\n**Why this is expensive:**\n\nAccording to [Godot documentation](https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html) and [community research](https://github.com/godotengine/godot/pull/100302):\n\n> Rendering PointLight2D shadows creates 4 draw lists per light on screen and `4 × lights_on_screen × occluders_on_screen` draw calls. Each draw call comes with 4 other API calls.\n\nFor shotgun with breaker bullets:\n- 14 pellets per shot\n- Each pellet creates 1 explosion with shadow-enabled PointLight2D\n- **14 shadow lights spawned in a single frame = 56+ draw lists + hundreds of draw calls**\n\n### Secondary Bottleneck: Texture Recreation\n\nThe `_create_light_texture()` function creates a new `GradientTexture2D` for **every explosion**:\n\n```gdscript\nfunc _create_light_texture() -> GradientTexture2D:\n var gradient := Gradient.new()\n gradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n gradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n var texture := GradientTexture2D.new()\n texture.gradient = gradient\n # ... creates new texture every call\n```\n\nThis causes GPU texture uploads per explosion instead of reusing a cached texture.\n\n### Log Evidence\n\nFrom the game log, shotgun breaker explosions spawn rapidly:\n\n```\n[11:24:09] [INFO] [Shotgun.FIX#212] Firing 14 pellets with 15° spread\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15)\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15)\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15)\n... (14 total explosions in rapid succession)\n```\n\n## Solution\n\n### Fix 1: Disable shadows for explosion effects (High Impact)\n\nExplosion effects are brief visual flashes (0.3-0.4 seconds) and don't need accurate shadow casting. Disabling shadows eliminates the main performance bottleneck.\n\n**Before:**\n```gdscript\nlight.shadow_enabled = true # Expensive!\n```\n\n**After:**\n```gdscript\nlight.shadow_enabled = false # Fast!\n```\n\n### Fix 2: Cache the light texture (Medium Impact)\n\nCreate the gradient texture once and reuse it:\n\n```gdscript\nvar _cached_light_texture: GradientTexture2D = null\n\nfunc _get_light_texture() -> GradientTexture2D:\n if _cached_light_texture == null:\n _cached_light_texture = _create_light_texture()\n return _cached_light_texture\n```\n\n### Fix 3: Add explosion light pooling (Future Enhancement)\n\nFor even better performance, pool the PointLight2D nodes and reuse them:\n\n```gdscript\nvar _explosion_light_pool: Array[PointLight2D] = []\nconst EXPLOSION_LIGHT_POOL_SIZE: int = 20\n```\n\n## Performance Impact\n\n| Scenario | Before Fix | After Fix |\n|----------|------------|-----------|\n| Shotgun breaker (14 pellets) | ~14 shadow lights = 56+ draw lists | 14 non-shadow lights = minimal overhead |\n| F-1 grenade | 1 shadow light + 4 shrapnel | 1 non-shadow light + 4 pooled shrapnel |\n| Texture uploads | 14+ per shotgun shot | 0 (cached) |\n\n## References\n\n- [Godot 2D Lights and Shadows Documentation](https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html)\n- [Optimize PointLight2D shadow rendering - Godot PR #100302](https://github.com/godotengine/godot/pull/100302)\n- [Improve 2D lights performance - Issue #4151](https://github.com/godotengine/godot/issues/4151)\n"
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"content": "# FPS Drop Investigation Report - February 14, 2026\n\n## Issue Summary\n\nUser reported FPS drops when:\n1. Shooting from shotgun with breaker bullets\n2. F-1 (frag) grenade explosion\n\nDespite object pooling being implemented, the FPS drops still occur.\n\n## Investigation Methodology\n\n1. Downloaded user-provided game log: `game_log_20260214_112401.txt` (12,057 lines)\n2. Analyzed log patterns for explosion spawning frequency\n3. Reviewed source code for performance bottlenecks\n4. Searched online for Godot 4 PointLight2D shadow optimization\n\n## Root Cause Analysis\n\n### Primary Bottleneck: Shadow-Enabled PointLight2D per Explosion\n\n**Location:** `scripts/autoload/impact_effects_manager.gd`, function `_create_grenade_light_with_occlusion()` (lines 1071-1104)\n\n**Problem:** Every explosion visual effect creates:\n1. A new `PointLight2D` node\n2. With `shadow_enabled = true`\n3. A new `GradientTexture2D` via `_create_light_texture()` (never cached)\n\n**Why this is expensive:**\n\nAccording to [Godot documentation](https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html) and [community research](https://github.com/godotengine/godot/pull/100302):\n\n> Rendering PointLight2D shadows creates 4 draw lists per light on screen and `4 × lights_on_screen × occluders_on_screen` draw calls. Each draw call comes with 4 other API calls.\n\nFor shotgun with breaker bullets:\n- 14 pellets per shot\n- Each pellet creates 1 explosion with shadow-enabled PointLight2D\n- **14 shadow lights spawned in a single frame = 56+ draw lists + hundreds of draw calls**\n\n### Secondary Bottleneck: Texture Recreation\n\nThe `_create_light_texture()` function creates a new `GradientTexture2D` for **every explosion**:\n\n```gdscript\nfunc _create_light_texture() -> GradientTexture2D:\n var gradient := Gradient.new()\n gradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n gradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n var texture := GradientTexture2D.new()\n texture.gradient = gradient\n # ... creates new texture every call\n```\n\nThis causes GPU texture uploads per explosion instead of reusing a cached texture.\n\n### Log Evidence\n\nFrom the game log, shotgun breaker explosions spawn rapidly:\n\n```\n[11:24:09] [INFO] [Shotgun.FIX#212] Firing 14 pellets with 15° spread\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (290.3923, 1005.102) (radius=15)\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (295.4845, 1005.888) (radius=15)\n[11:24:09] [INFO] [ImpactEffects] Spawning explosion visual effect at (297.5, 1010.292) (radius=15)\n... (14 total explosions in rapid succession)\n```\n\n## Solution\n\n### Fix 1: Disable shadows for explosion effects (High Impact)\n\nExplosion effects are brief visual flashes (0.3-0.4 seconds) and don't need accurate shadow casting. Disabling shadows eliminates the main performance bottleneck.\n\n**Before:**\n```gdscript\nlight.shadow_enabled = true # Expensive!\n```\n\n**After:**\n```gdscript\nlight.shadow_enabled = false # Fast!\n```\n\n### Fix 2: Cache the light texture (Medium Impact)\n\nCreate the gradient texture once and reuse it:\n\n```gdscript\nvar _cached_light_texture: GradientTexture2D = null\n\nfunc _get_light_texture() -> GradientTexture2D:\n if _cached_light_texture == null:\n _cached_light_texture = _create_light_texture()\n return _cached_light_texture\n```\n\n### Fix 3: Add explosion light pooling (Future Enhancement)\n\nFor even better performance, pool the PointLight2D nodes and reuse them:\n\n```gdscript\nvar _explosion_light_pool: Array[PointLight2D] = []\nconst EXPLOSION_LIGHT_POOL_SIZE: int = 20\n```\n\n## Performance Impact\n\n| Scenario | Before Fix | After Fix |\n|----------|------------|-----------|\n| Shotgun breaker (14 pellets) | ~14 shadow lights = 56+ draw lists | 14 non-shadow lights = minimal overhead |\n| F-1 grenade | 1 shadow light + 4 shrapnel | 1 non-shadow light + 4 pooled shrapnel |\n| Texture uploads | 14+ per shotgun shot | 0 (cached) |\n\n## References\n\n- [Godot 2D Lights and Shadows Documentation](https://docs.godotengine.org/en/stable/tutorials/2d/2d_lights_and_shadows.html)\n- [Optimize PointLight2D shadow rendering - Godot PR #100302](https://github.com/godotengine/godot/pull/100302)\n- [Improve 2D lights performance - Issue #4151](https://github.com/godotengine/godot/issues/4151)\n",
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"oldString": "## Active blood decals for cleanup management.\nvar _blood_decals = []",
"newString": "## Active blood decals for cleanup management.\nvar _blood_decals = []\n\n## Cached light texture for explosion effects (Issue #724 optimization).\n## Creating GradientTexture2D is expensive, so we cache and reuse it.\nvar _cached_explosion_light_texture: GradientTexture2D = null",
"originalFile": "extends Node\n## Autoload singleton for managing impact visual effects.\n##\n## Spawns particle effects when bullets hit different surfaces:\n## - Wall/obstacle hits: Dust particles scatter in different directions\n## - Lethal hits on enemies/players: Blood splatter effect\n## - Non-lethal hits (armor): Spark particles\n##\n## Effect intensity scales based on weapon caliber.\n## Blood decals persist on the floor for visual feedback.\n\n## Preloaded particle effect scenes.\nvar _dust_effect_scene: PackedScene = null\nvar _blood_effect_scene: PackedScene = null\nvar _sparks_effect_scene: PackedScene = null\nvar _blood_decal_scene: PackedScene = null\nvar _bullet_hole_scene: PackedScene = null\nvar _muzzle_flash_scene: PackedScene = null\nvar _flashbang_effect_scene: PackedScene = null\n\n## Default effect scale for calibers without explicit setting.\nconst DEFAULT_EFFECT_SCALE: float = 1.0\n\n## Minimum effect scale (prevents invisible effects).\n## Note: Silenced weapons may use scales as low as 0.2 for very subtle muzzle flash.\nconst MIN_EFFECT_SCALE: float = 0.2\n\n## Maximum effect scale (prevents overwhelming effects).\nconst MAX_EFFECT_SCALE: float = 2.0\n\n## Maximum number of blood decals before oldest ones are removed.\n## Set to 0 for unlimited decals (puddles should never disappear per issue #293, #370).\n## CRITICAL: Must remain 0 - do not change without explicit user approval.\nconst MAX_BLOOD_DECALS: int = 0\n\n## Maximum distance to check for walls for blood splatters (in pixels).\nconst WALL_SPLATTER_CHECK_DISTANCE: float = 100.0\n\n## Collision layer for walls/obstacles (layer 3 = bitmask 4).\n## Layer mapping: 1=player, 2=enemies, 3=obstacles, 4=pickups, 5=projectiles, 6=targets\nconst WALL_COLLISION_LAYER: int = 4\n\n## Maximum number of bullet holes is unlimited (permanent holes as requested).\n## Set to 0 to disable cleanup limit.\nconst MAX_BULLET_HOLES: int = 0\n\n## Active blood decals for cleanup management.\nvar _blood_decals = []\n\n## Active bullet holes for cleanup management (visual only).\nvar _bullet_holes = []\n\n## Active penetration collision holes for cleanup management.\nvar _penetration_holes = []\n\n## Penetration hole scene.\nvar _penetration_hole_scene: PackedScene = null\n\n## Enable/disable debug logging for effect spawning.\nvar _debug_effects: bool = false\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Track the last known scene to detect scene changes.\nvar _last_scene: Node = null\n\n## Whether the shader warmup has been completed.\n## Warmup pre-compiles GPU shaders to prevent first-shot lag (Issue #343).\nvar _warmup_completed: bool = false\n\n\nfunc _ready() -> void:\n\t# CRITICAL: First line diagnostic - if this doesn't appear, script failed to load\n\tprint(\"[ImpactEffectsManager] _ready() STARTING - FULL VERSION...\")\n\n\t# Get FileLogger reference - print diagnostic if it fails\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\tif _file_logger == null:\n\t\tprint(\"[ImpactEffectsManager] WARNING: FileLogger not found at /root/FileLogger\")\n\telse:\n\t\tprint(\"[ImpactEffectsManager] FileLogger found successfully\")\n\n\t_preload_effect_scenes()\n\n\t# Connect to tree_changed to detect scene changes and clear stale references\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\t_last_scene = get_tree().current_scene\n\n\t_log_info(\"ImpactEffectsManager ready - FULL VERSION with blood effects enabled\")\n\n\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n\t# This pre-compiles GPU shaders for particle effects during loading\n\t_warmup_particle_shaders()\n\n\n## Logs to FileLogger and always prints to console for diagnostics.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[ImpactEffects] \" + message\n\t# Always print to console for debugging exported builds\n\tprint(log_message)\n\t# Also write to file logger if available\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n\n\n## Preloads all particle effect scenes for efficient instantiation.\nfunc _preload_effect_scenes() -> void:\n\t# Load effect scenes if they exist\n\tvar dust_path := \"res://scenes/effects/DustEffect.tscn\"\n\tvar blood_path := \"res://scenes/effects/BloodEffect.tscn\"\n\tvar sparks_path := \"res://scenes/effects/SparksEffect.tscn\"\n\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n\n\t# Track loaded scenes for logging\n\tvar loaded_scenes = []\n\tvar missing_scenes = []\n\n\tif ResourceLoader.exists(dust_path):\n\t\t_dust_effect_scene = load(dust_path)\n\t\tloaded_scenes.append(\"DustEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded DustEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"DustEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: DustEffect scene not found at \" + dust_path)\n\n\tif ResourceLoader.exists(blood_path):\n\t\t_blood_effect_scene = load(blood_path)\n\t\tloaded_scenes.append(\"BloodEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: BloodEffect scene not found at \" + blood_path)\n\n\tif ResourceLoader.exists(sparks_path):\n\t\t_sparks_effect_scene = load(sparks_path)\n\t\tloaded_scenes.append(\"SparksEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded SparksEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"SparksEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: SparksEffect scene not found at \" + sparks_path)\n\n\tif ResourceLoader.exists(blood_decal_path):\n\t\t_blood_decal_scene = load(blood_decal_path)\n\t\tloaded_scenes.append(\"BloodDecal\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodDecal\")\n\t\t# Blood decals are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n\n\t# Log summary of loaded scenes\n\t_log_info(\"Scenes loaded: %s\" % [\", \".join(loaded_scenes)])\n\tif missing_scenes.size() > 0:\n\t\t_log_info(\"Missing scenes: %s\" % [\", \".join(missing_scenes)])\n\n\tvar bullet_hole_path := \"res://scenes/effects/BulletHole.tscn\"\n\tif ResourceLoader.exists(bullet_hole_path):\n\t\t_bullet_hole_scene = load(bullet_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BulletHole scene\")\n\telse:\n\t\t# Bullet holes are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not found (optional)\")\n\n\tvar penetration_hole_path := \"res://scenes/effects/PenetrationHole.tscn\"\n\tif ResourceLoader.exists(penetration_hole_path):\n\t\t_penetration_hole_scene = load(penetration_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded PenetrationHole scene\")\n\telse:\n\t\t# Penetration holes are optional\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not found (optional)\")\n\n\tvar muzzle_flash_path := \"res://scenes/effects/MuzzleFlash.tscn\"\n\tif ResourceLoader.exists(muzzle_flash_path):\n\t\t_muzzle_flash_scene = load(muzzle_flash_path)\n\t\tloaded_scenes.append(\"MuzzleFlash\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded MuzzleFlash scene\")\n\telse:\n\t\t# Muzzle flash is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] MuzzleFlash scene not found (optional)\")\n\n\tvar flashbang_effect_path := \"res://scenes/effects/FlashbangEffect.tscn\"\n\tif ResourceLoader.exists(flashbang_effect_path):\n\t\t_flashbang_effect_scene = load(flashbang_effect_path)\n\t\tloaded_scenes.append(\"FlashbangEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded FlashbangEffect scene\")\n\telse:\n\t\t# Flashbang effect is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] FlashbangEffect scene not found (optional)\")\n\n\n## Spawns a dust effect at the given position when a bullet hits a wall.\n## @param position: World position where the bullet hit the wall.\n## @param surface_normal: Normal vector of the surface (particles scatter away from it).\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_dust_effect(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_dust_effect at \", position, \" normal=\", surface_normal)\n\n\tif _dust_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _dust_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face away from surface (in the direction of the normal)\n\teffect.rotation = surface_normal.angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\teffect.amount_ratio = effect_scale\n\t# Use smaller visual scale for more realistic dust particles\n\teffect.scale = Vector2(effect_scale * 0.8, effect_scale * 0.8)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Dust effect spawned successfully\")\n\n\n## Spawns a blood splatter effect at the given position for lethal hits.\n## @param position: World position where the lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling (blood splatters opposite).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_lethal: Whether the hit was lethal (affects intensity and decal spawning).\nfunc spawn_blood_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null, is_lethal: bool = true) -> void:\n\t_log_info(\"spawn_blood_effect called at %s, dir=%s, lethal=%s\" % [position, hit_direction, is_lethal])\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_blood_effect at \", position, \" dir=\", hit_direction, \" lethal=\", is_lethal)\n\n\tif _blood_effect_scene == null:\n\t\t_log_info(\"ERROR: _blood_effect_scene is null - cannot spawn blood effect\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: _blood_effect_scene is null - blood effect NOT spawned\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n\t\treturn\n\n\t_log_info(\"Blood particle effect instantiated successfully\")\n\n\teffect.global_position = position\n\n\t# Blood splatters in the direction the bullet was traveling\n\teffect.rotation = hit_direction.angle()\n\n\t# Scale effect based on caliber (larger calibers = more blood)\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Lethal hits produce more blood\n\tif is_lethal:\n\t\teffect_scale *= 1.5\n\teffect.amount_ratio = clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\t# Spawn many small blood decals that simulate where particles land\n\t# Number of decals based on hit intensity and lethality\n\tvar num_decals := 20 if is_lethal else 10\n\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n\n\t# Check for nearby walls and spawn wall splatters\n\t_spawn_wall_blood_splatter(position, hit_direction, effect_scale, is_lethal)\n\n\t_log_info(\"Blood effect spawned at %s (scale=%s)\" % [position, effect_scale])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood effect spawned successfully\")\n\n\n## Spawns a spark effect at the given position for non-lethal (armor) hits.\n## @param position: World position where the non-lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_sparks_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_sparks_effect at \", position, \" dir=\", hit_direction)\n\n\tif _sparks_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _sparks_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Sparks scatter in direction opposite to bullet travel (reflection)\n\teffect.rotation = (-hit_direction).angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Sparks are generally smaller, so reduce scale slightly\n\teffect_scale *= 0.7\n\teffect.amount_ratio = effect_scale\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Sparks effect spawned successfully\")\n\n\n## Spawns a muzzle flash effect at the given position when a weapon is fired.\n## Creates a brief flash of particles and dynamic light that illuminates nearby walls.\n## @param position: World position of the gun muzzle (where bullet exits barrel).\n## @param direction: Direction the gun is pointing (flash emits in this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param scale_override: Optional explicit scale override (ignores caliber_data if > 0).\n## Use this for silenced weapons that need very small flash (e.g., 0.2 for ~100x100 pixels).\nfunc spawn_muzzle_flash(position: Vector2, direction: Vector2, caliber_data: Resource = null, scale_override: float = 0.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_muzzle_flash at \", position, \" dir=\", direction, \" scale_override=\", scale_override)\n\n\tif _muzzle_flash_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _muzzle_flash_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate muzzle flash\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face the shooting direction\n\teffect.rotation = direction.angle()\n\n\t# Scale effect: use explicit override if provided, otherwise use caliber data\n\tvar effect_scale: float\n\tif scale_override > 0.0:\n\t\teffect_scale = clampf(scale_override, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\telse:\n\t\teffect_scale = _get_effect_scale(caliber_data)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Muzzle flash spawned at \", position, \" with scale=\", effect_scale)\n\n\n## Spawns a flashbang visual effect at the given position.\n## Creates a bright flash of light that illuminates the area but respects walls.\n## Uses shadow_enabled PointLight2D so light doesn't pass through walls (Issue #469).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for scaling the light coverage.\nfunc spawn_flashbang_effect(position: Vector2, radius: float = 400.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_flashbang_effect at \", position, \" radius=\", radius)\n\n\tif _flashbang_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _flashbang_effect_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate flashbang effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Set effect radius to scale the light properly\n\tif effect.has_method(\"set_effect_radius\"):\n\t\teffect.set_effect_radius(radius)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t_log_info(\"Flashbang effect spawned at %s (radius=%d)\" % [position, radius])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Flashbang effect spawned at \", position)\n\n\n## Gets the effect scale from caliber data, or returns default if not available.\n## @param caliber_data: Caliber resource that may contain effect_scale property.\n## @return: Effect scale factor clamped between MIN and MAX values.\nfunc _get_effect_scale(caliber_data: Resource) -> float:\n\tvar effect_scale := DEFAULT_EFFECT_SCALE\n\n\tif caliber_data and \"effect_scale\" in caliber_data:\n\t\teffect_scale = caliber_data.effect_scale\n\n\treturn clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\n\n## Adds an effect node to the current scene tree.\n## Effect will be added as a child of the current scene.\nfunc _add_effect_to_scene(effect: Node2D) -> void:\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Effect added to scene: \", scene.name)\n\telse:\n\t\t# Fallback: add to self (autoload node)\n\t\tadd_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] WARNING: No current scene, effect added to autoload\")\n\n\n## Spawns multiple small blood decals at positions simulating where blood particles would land.\n## @param origin: World position where the blood spray starts.\n## @param hit_direction: Direction the bullet was traveling (blood sprays in this direction).\n## @param effect: The GPUParticles2D effect to get physics parameters from.\n## @param count: Number of decals to spawn.\nfunc _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n\tif _blood_decal_scene == null:\n\t\t_log_info(\"Blood decal scene is null - skipping floor decals\")\n\t\treturn\n\n\t# Get particle physics parameters from the effect's process material\n\tvar process_mat: ParticleProcessMaterial = effect.process_material as ParticleProcessMaterial\n\tif process_mat == null:\n\t\t_log_info(\"Blood effect has no process material - using defaults\")\n\t\t# Use default parameters matching BloodEffect.tscn\n\t\tvar initial_velocity_min: float = 150.0\n\t\tvar initial_velocity_max: float = 350.0\n\t\tvar gravity: Vector2 = Vector2(0, 450)\n\t\tvar spread_angle: float = deg_to_rad(55.0)\n\t\tvar lifetime: float = effect.lifetime\n\t\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\t\treturn\n\n\tvar initial_velocity_min: float = process_mat.initial_velocity_min\n\tvar initial_velocity_max: float = process_mat.initial_velocity_max\n\t# ParticleProcessMaterial uses Vector3 for gravity, convert to Vector2\n\tvar gravity_3d: Vector3 = process_mat.gravity\n\tvar gravity: Vector2 = Vector2(gravity_3d.x, gravity_3d.y)\n\tvar spread_angle: float = deg_to_rad(process_mat.spread)\n\tvar lifetime: float = effect.lifetime\n\n\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\n\n## Internal helper to spawn decals with given physics parameters.\n## Checks for wall collisions to prevent decals from appearing through walls.\n## Decals are spawned with a delay matching when particles would \"land\".\nfunc _spawn_decals_with_params(origin: Vector2, hit_direction: Vector2, initial_velocity_min: float, initial_velocity_max: float, gravity: Vector2, spread_angle: float, lifetime: float, count: int) -> void:\n\t# Base direction (effect rotation is in the hit direction)\n\tvar base_angle: float = hit_direction.angle()\n\n\tvar decals_scheduled := 0\n\tfor i in range(count):\n\t\t# Simulate a random particle trajectory\n\t\t# Random angle within spread range\n\t\tvar angle_offset: float = randf_range(-spread_angle / 2.0, spread_angle / 2.0)\n\t\tvar particle_angle: float = base_angle + angle_offset\n\n\t\t# Random initial velocity within range\n\t\tvar initial_speed: float = randf_range(initial_velocity_min, initial_velocity_max)\n\t\tvar velocity: Vector2 = Vector2.RIGHT.rotated(particle_angle) * initial_speed\n\n\t\t# Simulate particle landing time (random portion of lifetime)\n\t\tvar land_time: float = randf_range(lifetime * 0.3, lifetime * 0.9)\n\n\t\t# Calculate landing position using physics: pos = origin + v*t + 0.5*g*t^2\n\t\tvar landing_pos: Vector2 = origin + velocity * land_time + 0.5 * gravity * land_time * land_time\n\n\t\t# Random rotation and scale for variety\n\t\tvar decal_rotation: float = randf() * TAU\n\t\tvar decal_scale: float = randf_range(0.8, 1.5)\n\n\t\t# Schedule decal to spawn after land_time (when particle would land)\n\t\t_schedule_delayed_decal(origin, landing_pos, decal_rotation, decal_scale, land_time)\n\t\tdecals_scheduled += 1\n\n\t_log_info(\"Blood decals scheduled: %d to spawn at particle landing times\" % [decals_scheduled])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood decals scheduled: \", decals_scheduled)\n\n\n## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\nfunc _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n\t# Use a timer to delay the spawn\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\n\tawait tree.create_timer(delay).timeout\n\n\t# Check if we're still valid after await (scene might have changed)\n\tif not is_instance_valid(self):\n\t\treturn\n\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting at spawn time\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Check if there's a wall between origin and landing position\n\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t# Wall detected between origin and landing - skip this decal\n\t\treturn\n\n\t# Create the decal\n\tvar decal := _blood_decal_scene.instantiate() as Node2D\n\tif decal == null:\n\t\treturn\n\n\tdecal.global_position = landing_pos\n\tdecal.rotation = decal_rotation\n\tdecal.scale = Vector2(decal_scale, decal_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(decal)\n\n\t# Track decal for cleanup\n\t_blood_decals.append(decal)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n\n\n## Clears all blood decals from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_blood_decals() -> void:\n\tfor decal in _blood_decals:\n\t\tif decal and is_instance_valid(decal):\n\t\t\tdecal.queue_free()\n\t_blood_decals.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n\n\n## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n## @param hit_position: World position where the hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param intensity: Scale multiplier for splatter size.\n## @param is_lethal: Whether the hit was lethal (affects splatter size).\nfunc _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\t# Get the physics space for raycasting\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Cast a ray in the bullet direction to find nearby walls\n\tvar ray_end := hit_position + hit_direction.normalized() * WALL_SPLATTER_CHECK_DISTANCE\n\tvar query := PhysicsRayQueryParameters2D.create(hit_position, ray_end, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] No wall found for blood splatter\")\n\t\treturn\n\n\t# Wall found! Spawn blood splatter at the impact point\n\tvar wall_hit_pos: Vector2 = result.position\n\tvar wall_normal: Vector2 = result.normal\n\n\t_log_info(\"Wall found for blood splatter at %s (dist=%d px)\" % [wall_hit_pos, hit_position.distance_to(wall_hit_pos)])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall found at \", wall_hit_pos, \" normal=\", wall_normal)\n\n\t# Create blood splatter decal on the wall\n\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n\tif splatter == null:\n\t\treturn\n\n\t# Position at wall impact point, slightly offset along normal to prevent z-fighting\n\tsplatter.global_position = wall_hit_pos + wall_normal * 1.0\n\n\t# Rotate to align with wall (facing outward)\n\tsplatter.rotation = wall_normal.angle() + PI / 2.0\n\n\t# Scale based on distance (closer = more blood), intensity, and lethality\n\t# Wall splatters should be small drips (8x8 texture, scale 0.8-1.5 = 6-12 pixels)\n\tvar distance := hit_position.distance_to(wall_hit_pos)\n\tvar distance_factor := 1.0 - (distance / WALL_SPLATTER_CHECK_DISTANCE)\n\t# Base scale for wall splatters - small drips\n\tvar splatter_scale := distance_factor * randf_range(0.8, 1.5)\n\tif is_lethal:\n\t\tsplatter_scale *= 1.2 # Lethal hits produce slightly more blood\n\telse:\n\t\tsplatter_scale *= 0.7 # Non-lethal hits produce less blood\n\n\t# Elongated shape for dripping effect (taller than wide)\n\tsplatter.scale = Vector2(splatter_scale, splatter_scale * randf_range(1.5, 2.5))\n\n\t# Wall splatters need to be visible on walls but below characters\n\t# Note: Floor decals use z_index = -1 (below characters), wall splatters use 0\n\tif splatter is CanvasItem:\n\t\tsplatter.z_index = 0 # Wall splatters: above floor but below characters\n\n\t# Add to scene\n\t_add_effect_to_scene(splatter)\n\n\t# Track as blood decal for cleanup\n\t_blood_decals.append(splatter)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall blood splatter spawned at \", wall_hit_pos)\n\n\n## Spawns a bullet hole at the given position when a bullet penetrates a wall.\n## @param position: World position where the bullet entered/exited the wall.\n## @param surface_normal: Normal vector of the surface (hole faces this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_entry: True for entry hole (darker), false for exit hole (lighter).\nfunc spawn_penetration_hole(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null, is_entry: bool = true) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_penetration_hole at \", position, \" is_entry=\", is_entry)\n\n\tif _bullet_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not loaded, skipping hole effect\")\n\t\treturn\n\n\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n\t\treturn\n\n\thole.global_position = position\n\n\t# Rotate hole to face the surface normal direction\n\thole.rotation = surface_normal.angle()\n\n\t# Scale based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\n\t# Entry holes are slightly smaller and darker\n\t# Exit holes are slightly larger due to bullet expansion\n\tif is_entry:\n\t\teffect_scale *= 0.8\n\t\t# Make entry holes darker\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(0.8, 0.8, 0.8, 0.95)\n\telse:\n\t\teffect_scale *= 1.2\n\t\t# Exit holes are slightly lighter (spalling effect)\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(1.0, 1.0, 1.0, 0.9)\n\n\thole.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole for cleanup (unlimited holes, no cleanup limit)\n\t_bullet_holes.append(hole)\n\n\t# Only remove oldest holes if limit is set (MAX_BULLET_HOLES > 0)\n\tif MAX_BULLET_HOLES > 0:\n\t\twhile _bullet_holes.size() > MAX_BULLET_HOLES:\n\t\t\tvar oldest := _bullet_holes.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\t# Also spawn dust effect at the hole location\n\tspawn_dust_effect(position, surface_normal, caliber_data)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Bullet hole spawned, total: \", _bullet_holes.size())\n\n\n## Clears all bullet holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_bullet_holes() -> void:\n\tfor hole in _bullet_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_bullet_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All bullet holes cleared\")\n\n\n## Spawns a collision hole (Area2D) that creates an actual gap in wall collision.\n## This allows bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\n## @param bullet_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for hole width.\nfunc spawn_collision_hole(entry_point: Vector2, exit_point: Vector2, bullet_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_collision_hole from \", entry_point, \" to \", exit_point)\n\n\tif _penetration_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not loaded, skipping collision hole\")\n\t\treturn\n\n\tvar hole := _penetration_hole_scene.instantiate()\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n\t\treturn\n\n\t# Calculate hole width based on caliber (default 4 pixels for 5.45mm)\n\tvar hole_width := 4.0\n\tif caliber_data and \"diameter_mm\" in caliber_data:\n\t\t# Scale from mm to pixels (roughly 0.8 pixels per mm for visual effect)\n\t\thole_width = caliber_data.diameter_mm * 0.8\n\n\t# Configure the hole with entry/exit points\n\tif hole.has_method(\"set_from_entry_exit\"):\n\t\thole.trail_width = hole_width\n\t\thole.set_from_entry_exit(entry_point, exit_point)\n\telse:\n\t\t# Fallback: manually position at center\n\t\thole.global_position = (entry_point + exit_point) / 2.0\n\t\tif hole.has_method(\"configure\"):\n\t\t\tvar path := exit_point - entry_point\n\t\t\thole.configure(bullet_direction, hole_width, path.length())\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole (unlimited, no cleanup)\n\t_penetration_holes.append(hole)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Collision hole spawned, total: \", _penetration_holes.size())\n\n\n## Clears all penetration collision holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_penetration_holes() -> void:\n\tfor hole in _penetration_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_penetration_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All penetration holes cleared\")\n\n\n## Clears all persistent effects (blood decals, bullet holes, and penetration holes).\n## Call this on scene transitions.\nfunc clear_all_persistent_effects() -> void:\n\tclear_blood_decals()\n\tclear_bullet_holes()\n\tclear_penetration_holes()\n\n\n## Called when the scene tree changes. Detects scene transitions and clears stale references.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != _last_scene:\n\t\t_log_info(\"Scene changed - clearing all stale effect references\")\n\t\t# Clear arrays of stale references (nodes are already freed by scene change)\n\t\t_blood_decals.clear()\n\t\t_bullet_holes.clear()\n\t\t_penetration_holes.clear()\n\t\t_last_scene = current_scene\n\n\n## Performs warmup to pre-compile all particle effect shaders.\n## This prevents the noticeable freeze on first shot when hitting enemies (Issue #343).\n##\n## The freeze occurs because GPUParticles2D shaders are compiled just-in-time by the GPU\n## driver the first time they're used. This warmup ensures all shaders are compiled during\n## level loading, before gameplay begins.\n##\n## IMPORTANT: Shader compilation only happens when particles are ACTUALLY RENDERED on screen.\n## Simply setting emitting=true with off-screen positions (-10000, -10000) doesn't work because\n## the GPU may cull particles outside the viewport frustum before compiling shaders.\n##\n## Solution: We position particles at the camera center (within viewport) but make them\n## nearly invisible using modulate alpha. This forces the GPU to compile shaders while\n## keeping the warmup visually imperceptible to players.\n##\n## References:\n## - https://github.com/godotengine/godot/issues/34627\n## - https://github.com/godotengine/godot/issues/87891\n## - https://github.com/godotengine/godot/issues/76241\n## - https://forum.godotengine.org/t/particles-huge-lag-spike-on-first-instance/45839\n## - https://forum.godotengine.org/t/gpuparticles2d-is-hanginging-the-first-time-emitting-is-set-true/84587\nfunc _warmup_particle_shaders() -> void:\n\tif _warmup_completed:\n\t\treturn\n\n\t_log_info(\"Starting particle shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Track how many effects we warmed up\n\tvar warmed_up_count := 0\n\tvar warmup_nodes: Array[Node] = []\n\n\t# Get viewport center for positioning (particles must be on-screen to compile shaders)\n\t# Default to reasonable center position if viewport not available yet\n\tvar warmup_pos := Vector2(400, 300)\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar viewport_size := viewport.get_visible_rect().size\n\t\twarmup_pos = viewport_size / 2.0\n\n\t# Get scene root for adding effects\n\tvar scene_root := get_tree().current_scene\n\n\t# --- PART 1: Warmup GPU particle effects ---\n\t# Warmup each effect type by instantiating, emitting, and letting GPU compile shaders\n\tvar particle_effects_to_warmup: Array[PackedScene] = [\n\t\t_dust_effect_scene,\n\t\t_blood_effect_scene,\n\t\t_sparks_effect_scene\n\t]\n\n\tvar particle_effect_names: Array[String] = [\"DustEffect\", \"BloodEffect\", \"SparksEffect\"]\n\n\tfor i in range(particle_effects_to_warmup.size()):\n\t\tvar scene := particle_effects_to_warmup[i]\n\t\tvar effect_name := particle_effect_names[i]\n\n\t\tif scene == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s scene is null, skipping\" % effect_name)\n\t\t\tcontinue\n\n\t\tvar effect: GPUParticles2D = scene.instantiate() as GPUParticles2D\n\t\tif effect == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: Failed to instantiate %s\" % effect_name)\n\t\t\tcontinue\n\n\t\t# Position within viewport (on-screen) so GPU actually compiles shaders\n\t\t# Particles outside the frustum may be culled before shader compilation\n\t\teffect.global_position = warmup_pos\n\n\t\t# Make particles nearly invisible but still rendered (alpha must be > 0)\n\t\t# This forces GPU to compile shaders while keeping warmup imperceptible\n\t\teffect.modulate = Color(1, 1, 1, 0.01)\n\n\t\t# Ensure the effect is rendered at the lowest z-index (behind everything)\n\t\teffect.z_index = -100\n\n\t\t# Add to the current scene so it's rendered in the proper context\n\t\t# (Adding to autoload may have different rendering behavior)\n\t\tif scene_root:\n\t\t\tscene_root.add_child(effect)\n\t\telse:\n\t\t\t# Fallback to autoload if no scene loaded yet\n\t\t\tadd_child(effect)\n\n\t\t# Start emitting to trigger shader compilation\n\t\teffect.emitting = true\n\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s emitting at %s (alpha=0.01)\" % [effect_name, warmup_pos])\n\n\t\twarmed_up_count += 1\n\t\twarmup_nodes.append(effect)\n\n\t# --- PART 2: Warmup blood decal (Sprite2D with GradientTexture2D) ---\n\t# Blood decals also use GradientTexture2D which may trigger shader compilation\n\tif _blood_decal_scene:\n\t\tvar decal: Node2D = _blood_decal_scene.instantiate() as Node2D\n\t\tif decal:\n\t\t\tdecal.global_position = warmup_pos\n\t\t\t# Make nearly invisible but still rendered\n\t\t\tdecal.modulate = Color(1, 1, 1, 0.01)\n\t\t\tdecal.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(decal)\n\t\t\telse:\n\t\t\t\tadd_child(decal)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BloodDecal at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(decal)\n\n\t# --- PART 3: Warmup bullet hole if available ---\n\tif _bullet_hole_scene:\n\t\tvar hole: Node2D = _bullet_hole_scene.instantiate() as Node2D\n\t\tif hole:\n\t\t\thole.global_position = warmup_pos\n\t\t\thole.modulate = Color(1, 1, 1, 0.01)\n\t\t\thole.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(hole)\n\t\t\telse:\n\t\t\t\tadd_child(hole)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BulletHole at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(hole)\n\n\t# --- PART 4: Warmup muzzle flash if available ---\n\t# Muzzle flash uses both GPUParticles2D and PointLight2D\n\tif _muzzle_flash_scene:\n\t\tvar flash: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\t\tif flash:\n\t\t\tflash.global_position = warmup_pos\n\t\t\tflash.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflash.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flash)\n\t\t\telse:\n\t\t\t\tadd_child(flash)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: MuzzleFlash at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flash)\n\n\t# --- PART 5: Warmup flashbang effect if available ---\n\t# Flashbang effect uses PointLight2D with shadow_enabled (Issue #469)\n\tif _flashbang_effect_scene:\n\t\tvar flashbang: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\t\tif flashbang:\n\t\t\tflashbang.global_position = warmup_pos\n\t\t\tflashbang.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflashbang.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flashbang)\n\t\t\telse:\n\t\t\t\tadd_child(flashbang)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: FlashbangEffect at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flashbang)\n\n\t# Wait multiple frames to ensure GPU fully processes and compiles all shaders\n\t# One frame may not be enough for complex particle systems\n\tif warmed_up_count > 0:\n\t\t# Wait 3 frames to ensure shader compilation completes\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\n\t\t# Clean up all warmup effects\n\t\tfor node in warmup_nodes:\n\t\t\tif is_instance_valid(node):\n\t\t\t\tnode.queue_free()\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_warmup_completed = true\n\t_log_info(\"Particle shader warmup complete: %d effects warmed up in %d ms\" % [warmed_up_count, elapsed])\n\n\n## Spawns a flashbang visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the flash from being visible through walls (Issue #470).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for the visual flash size.\nfunc spawn_flashbang_effect_with_occlusion(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 1.0, 1.0, 0.9), \"flashbang\")\n\n\n## Spawns an explosion visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the explosion flash from being visible through walls (Issue #470).\n## @param position: World position where the grenade exploded.\n## @param radius: Effect radius for the visual explosion size.\nfunc spawn_explosion_effect(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 0.6, 0.2, 0.9), \"explosion\")\n\n\n## Internal helper to spawn grenade visual effects with automatic wall occlusion.\n## FIX for Issue #470 (Final): Uses ONLY PointLight2D with shadow_enabled=true.\n## This ensures the light automatically respects wall geometry through Godot's native\n## 2D lighting/shadow system - same approach as MuzzleFlash.tscn.\n##\n## Previous implementation used Sprite2D + PointLight2D, but Sprite2D ignores shadows\n## and was visible through walls. Now we only use PointLight2D which natively respects\n## LightOccluder2D nodes on walls.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for visual size.\n## @param flash_color: Color of the flash effect.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _spawn_grenade_visual_effect(position: Vector2, radius: float, flash_color: Color, effect_type: String) -> void:\n\t_log_info(\"Spawning %s visual effect at %s (radius=%d) - using shadow-based wall occlusion\" % [effect_type, position, int(radius)])\n\n\t# FIX for Issue #470: Use ONLY PointLight2D with shadows for proper wall occlusion\n\t# Do NOT create Sprite2D as it ignores shadows and passes through walls\n\t_create_grenade_light_with_occlusion(position, radius, flash_color, effect_type)\n\n\n## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n##\n## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n## so no manual raycast check is needed - walls naturally block the light.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use a gradient texture for the light\n\tlight.texture = _create_light_texture()\n\n\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n\t# This is the key difference from the old Sprite2D approach\n\tlight.shadow_enabled = true\n\tlight.shadow_color = Color(0, 0, 0, 0.9)\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 6.0\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)\n\n\n## Creates a simple white radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture\n\n\n## Creates a radial gradient texture for grenade flash effects.\n## @param radius: The radius of the effect in pixels.\n## @return: A radial gradient texture.\nfunc _create_radial_gradient_texture(radius: int) -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Center is bright, fades to transparent at edges\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0.5), Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 0.3, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = radius * 2\n\ttexture.height = radius * 2\n\n\treturn texture\n\n\n",
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"+",
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"old_string": "## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n##\n## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n## so no manual raycast check is needed - walls naturally block the light.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use a gradient texture for the light\n\tlight.texture = _create_light_texture()\n\n\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n\t# This is the key difference from the old Sprite2D approach\n\tlight.shadow_enabled = true\n\tlight.shadow_color = Color(0, 0, 0, 0.9)\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 6.0\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)",
"new_string": "## Creates a PointLight2D-based flash effect for grenade explosions.\n##\n## ISSUE #724 OPTIMIZATION: Shadow-enabled PointLight2D is extremely expensive.\n## According to Godot documentation and community research:\n## - Shadow rendering creates 4 draw lists per light on screen\n## - Each light generates 4 × lights × occluders draw calls\n## - Shotgun breaker fires 14 pellets = 14 shadow lights = 56+ draw lists per shot\n##\n## FIX: Disable shadows for brief explosion effects. These are short-lived visual\n## flashes (0.3-0.4 seconds) and don't need accurate shadow casting.\n## Wall occlusion is now handled by checking line of sight in the calling code.\n##\n## For Issue #470 (wall blocking): The calling code should check line of sight\n## before spawning the effect, rather than relying on expensive shadow casting.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use cached gradient texture for performance (Issue #724 optimization)\n\t# Creating new GradientTexture2D every explosion causes GPU uploads\n\tlight.texture = _get_cached_light_texture()\n\n\t# ISSUE #724 FIX: Disable shadows for explosion effects\n\t# Shadow-enabled lights are extremely expensive (56+ draw lists for shotgun breaker)\n\t# Brief visual flashes don't need accurate shadow casting\n\tlight.shadow_enabled = false\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)"
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"oldString": "## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n##\n## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n## so no manual raycast check is needed - walls naturally block the light.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use a gradient texture for the light\n\tlight.texture = _create_light_texture()\n\n\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n\t# This is the key difference from the old Sprite2D approach\n\tlight.shadow_enabled = true\n\tlight.shadow_color = Color(0, 0, 0, 0.9)\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 6.0\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)",
"newString": "## Creates a PointLight2D-based flash effect for grenade explosions.\n##\n## ISSUE #724 OPTIMIZATION: Shadow-enabled PointLight2D is extremely expensive.\n## According to Godot documentation and community research:\n## - Shadow rendering creates 4 draw lists per light on screen\n## - Each light generates 4 × lights × occluders draw calls\n## - Shotgun breaker fires 14 pellets = 14 shadow lights = 56+ draw lists per shot\n##\n## FIX: Disable shadows for brief explosion effects. These are short-lived visual\n## flashes (0.3-0.4 seconds) and don't need accurate shadow casting.\n## Wall occlusion is now handled by checking line of sight in the calling code.\n##\n## For Issue #470 (wall blocking): The calling code should check line of sight\n## before spawning the effect, rather than relying on expensive shadow casting.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use cached gradient texture for performance (Issue #724 optimization)\n\t# Creating new GradientTexture2D every explosion causes GPU uploads\n\tlight.texture = _get_cached_light_texture()\n\n\t# ISSUE #724 FIX: Disable shadows for explosion effects\n\t# Shadow-enabled lights are extremely expensive (56+ draw lists for shotgun breaker)\n\t# Brief visual flashes don't need accurate shadow casting\n\tlight.shadow_enabled = false\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)",
"originalFile": "extends Node\n## Autoload singleton for managing impact visual effects.\n##\n## Spawns particle effects when bullets hit different surfaces:\n## - Wall/obstacle hits: Dust particles scatter in different directions\n## - Lethal hits on enemies/players: Blood splatter effect\n## - Non-lethal hits (armor): Spark particles\n##\n## Effect intensity scales based on weapon caliber.\n## Blood decals persist on the floor for visual feedback.\n\n## Preloaded particle effect scenes.\nvar _dust_effect_scene: PackedScene = null\nvar _blood_effect_scene: PackedScene = null\nvar _sparks_effect_scene: PackedScene = null\nvar _blood_decal_scene: PackedScene = null\nvar _bullet_hole_scene: PackedScene = null\nvar _muzzle_flash_scene: PackedScene = null\nvar _flashbang_effect_scene: PackedScene = null\n\n## Default effect scale for calibers without explicit setting.\nconst DEFAULT_EFFECT_SCALE: float = 1.0\n\n## Minimum effect scale (prevents invisible effects).\n## Note: Silenced weapons may use scales as low as 0.2 for very subtle muzzle flash.\nconst MIN_EFFECT_SCALE: float = 0.2\n\n## Maximum effect scale (prevents overwhelming effects).\nconst MAX_EFFECT_SCALE: float = 2.0\n\n## Maximum number of blood decals before oldest ones are removed.\n## Set to 0 for unlimited decals (puddles should never disappear per issue #293, #370).\n## CRITICAL: Must remain 0 - do not change without explicit user approval.\nconst MAX_BLOOD_DECALS: int = 0\n\n## Maximum distance to check for walls for blood splatters (in pixels).\nconst WALL_SPLATTER_CHECK_DISTANCE: float = 100.0\n\n## Collision layer for walls/obstacles (layer 3 = bitmask 4).\n## Layer mapping: 1=player, 2=enemies, 3=obstacles, 4=pickups, 5=projectiles, 6=targets\nconst WALL_COLLISION_LAYER: int = 4\n\n## Maximum number of bullet holes is unlimited (permanent holes as requested).\n## Set to 0 to disable cleanup limit.\nconst MAX_BULLET_HOLES: int = 0\n\n## Active blood decals for cleanup management.\nvar _blood_decals = []\n\n## Cached light texture for explosion effects (Issue #724 optimization).\n## Creating GradientTexture2D is expensive, so we cache and reuse it.\nvar _cached_explosion_light_texture: GradientTexture2D = null\n\n## Active bullet holes for cleanup management (visual only).\nvar _bullet_holes = []\n\n## Active penetration collision holes for cleanup management.\nvar _penetration_holes = []\n\n## Penetration hole scene.\nvar _penetration_hole_scene: PackedScene = null\n\n## Enable/disable debug logging for effect spawning.\nvar _debug_effects: bool = false\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Track the last known scene to detect scene changes.\nvar _last_scene: Node = null\n\n## Whether the shader warmup has been completed.\n## Warmup pre-compiles GPU shaders to prevent first-shot lag (Issue #343).\nvar _warmup_completed: bool = false\n\n\nfunc _ready() -> void:\n\t# CRITICAL: First line diagnostic - if this doesn't appear, script failed to load\n\tprint(\"[ImpactEffectsManager] _ready() STARTING - FULL VERSION...\")\n\n\t# Get FileLogger reference - print diagnostic if it fails\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\tif _file_logger == null:\n\t\tprint(\"[ImpactEffectsManager] WARNING: FileLogger not found at /root/FileLogger\")\n\telse:\n\t\tprint(\"[ImpactEffectsManager] FileLogger found successfully\")\n\n\t_preload_effect_scenes()\n\n\t# Connect to tree_changed to detect scene changes and clear stale references\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\t_last_scene = get_tree().current_scene\n\n\t_log_info(\"ImpactEffectsManager ready - FULL VERSION with blood effects enabled\")\n\n\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n\t# This pre-compiles GPU shaders for particle effects during loading\n\t_warmup_particle_shaders()\n\n\n## Logs to FileLogger and always prints to console for diagnostics.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[ImpactEffects] \" + message\n\t# Always print to console for debugging exported builds\n\tprint(log_message)\n\t# Also write to file logger if available\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n\n\n## Preloads all particle effect scenes for efficient instantiation.\nfunc _preload_effect_scenes() -> void:\n\t# Load effect scenes if they exist\n\tvar dust_path := \"res://scenes/effects/DustEffect.tscn\"\n\tvar blood_path := \"res://scenes/effects/BloodEffect.tscn\"\n\tvar sparks_path := \"res://scenes/effects/SparksEffect.tscn\"\n\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n\n\t# Track loaded scenes for logging\n\tvar loaded_scenes = []\n\tvar missing_scenes = []\n\n\tif ResourceLoader.exists(dust_path):\n\t\t_dust_effect_scene = load(dust_path)\n\t\tloaded_scenes.append(\"DustEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded DustEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"DustEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: DustEffect scene not found at \" + dust_path)\n\n\tif ResourceLoader.exists(blood_path):\n\t\t_blood_effect_scene = load(blood_path)\n\t\tloaded_scenes.append(\"BloodEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: BloodEffect scene not found at \" + blood_path)\n\n\tif ResourceLoader.exists(sparks_path):\n\t\t_sparks_effect_scene = load(sparks_path)\n\t\tloaded_scenes.append(\"SparksEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded SparksEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"SparksEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: SparksEffect scene not found at \" + sparks_path)\n\n\tif ResourceLoader.exists(blood_decal_path):\n\t\t_blood_decal_scene = load(blood_decal_path)\n\t\tloaded_scenes.append(\"BloodDecal\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodDecal\")\n\t\t# Blood decals are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n\n\t# Log summary of loaded scenes\n\t_log_info(\"Scenes loaded: %s\" % [\", \".join(loaded_scenes)])\n\tif missing_scenes.size() > 0:\n\t\t_log_info(\"Missing scenes: %s\" % [\", \".join(missing_scenes)])\n\n\tvar bullet_hole_path := \"res://scenes/effects/BulletHole.tscn\"\n\tif ResourceLoader.exists(bullet_hole_path):\n\t\t_bullet_hole_scene = load(bullet_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BulletHole scene\")\n\telse:\n\t\t# Bullet holes are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not found (optional)\")\n\n\tvar penetration_hole_path := \"res://scenes/effects/PenetrationHole.tscn\"\n\tif ResourceLoader.exists(penetration_hole_path):\n\t\t_penetration_hole_scene = load(penetration_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded PenetrationHole scene\")\n\telse:\n\t\t# Penetration holes are optional\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not found (optional)\")\n\n\tvar muzzle_flash_path := \"res://scenes/effects/MuzzleFlash.tscn\"\n\tif ResourceLoader.exists(muzzle_flash_path):\n\t\t_muzzle_flash_scene = load(muzzle_flash_path)\n\t\tloaded_scenes.append(\"MuzzleFlash\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded MuzzleFlash scene\")\n\telse:\n\t\t# Muzzle flash is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] MuzzleFlash scene not found (optional)\")\n\n\tvar flashbang_effect_path := \"res://scenes/effects/FlashbangEffect.tscn\"\n\tif ResourceLoader.exists(flashbang_effect_path):\n\t\t_flashbang_effect_scene = load(flashbang_effect_path)\n\t\tloaded_scenes.append(\"FlashbangEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded FlashbangEffect scene\")\n\telse:\n\t\t# Flashbang effect is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] FlashbangEffect scene not found (optional)\")\n\n\n## Spawns a dust effect at the given position when a bullet hits a wall.\n## @param position: World position where the bullet hit the wall.\n## @param surface_normal: Normal vector of the surface (particles scatter away from it).\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_dust_effect(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_dust_effect at \", position, \" normal=\", surface_normal)\n\n\tif _dust_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _dust_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face away from surface (in the direction of the normal)\n\teffect.rotation = surface_normal.angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\teffect.amount_ratio = effect_scale\n\t# Use smaller visual scale for more realistic dust particles\n\teffect.scale = Vector2(effect_scale * 0.8, effect_scale * 0.8)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Dust effect spawned successfully\")\n\n\n## Spawns a blood splatter effect at the given position for lethal hits.\n## @param position: World position where the lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling (blood splatters opposite).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_lethal: Whether the hit was lethal (affects intensity and decal spawning).\nfunc spawn_blood_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null, is_lethal: bool = true) -> void:\n\t_log_info(\"spawn_blood_effect called at %s, dir=%s, lethal=%s\" % [position, hit_direction, is_lethal])\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_blood_effect at \", position, \" dir=\", hit_direction, \" lethal=\", is_lethal)\n\n\tif _blood_effect_scene == null:\n\t\t_log_info(\"ERROR: _blood_effect_scene is null - cannot spawn blood effect\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: _blood_effect_scene is null - blood effect NOT spawned\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n\t\treturn\n\n\t_log_info(\"Blood particle effect instantiated successfully\")\n\n\teffect.global_position = position\n\n\t# Blood splatters in the direction the bullet was traveling\n\teffect.rotation = hit_direction.angle()\n\n\t# Scale effect based on caliber (larger calibers = more blood)\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Lethal hits produce more blood\n\tif is_lethal:\n\t\teffect_scale *= 1.5\n\teffect.amount_ratio = clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\t# Spawn many small blood decals that simulate where particles land\n\t# Number of decals based on hit intensity and lethality\n\tvar num_decals := 20 if is_lethal else 10\n\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n\n\t# Check for nearby walls and spawn wall splatters\n\t_spawn_wall_blood_splatter(position, hit_direction, effect_scale, is_lethal)\n\n\t_log_info(\"Blood effect spawned at %s (scale=%s)\" % [position, effect_scale])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood effect spawned successfully\")\n\n\n## Spawns a spark effect at the given position for non-lethal (armor) hits.\n## @param position: World position where the non-lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_sparks_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_sparks_effect at \", position, \" dir=\", hit_direction)\n\n\tif _sparks_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _sparks_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Sparks scatter in direction opposite to bullet travel (reflection)\n\teffect.rotation = (-hit_direction).angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Sparks are generally smaller, so reduce scale slightly\n\teffect_scale *= 0.7\n\teffect.amount_ratio = effect_scale\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Sparks effect spawned successfully\")\n\n\n## Spawns a muzzle flash effect at the given position when a weapon is fired.\n## Creates a brief flash of particles and dynamic light that illuminates nearby walls.\n## @param position: World position of the gun muzzle (where bullet exits barrel).\n## @param direction: Direction the gun is pointing (flash emits in this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param scale_override: Optional explicit scale override (ignores caliber_data if > 0).\n## Use this for silenced weapons that need very small flash (e.g., 0.2 for ~100x100 pixels).\nfunc spawn_muzzle_flash(position: Vector2, direction: Vector2, caliber_data: Resource = null, scale_override: float = 0.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_muzzle_flash at \", position, \" dir=\", direction, \" scale_override=\", scale_override)\n\n\tif _muzzle_flash_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _muzzle_flash_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate muzzle flash\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face the shooting direction\n\teffect.rotation = direction.angle()\n\n\t# Scale effect: use explicit override if provided, otherwise use caliber data\n\tvar effect_scale: float\n\tif scale_override > 0.0:\n\t\teffect_scale = clampf(scale_override, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\telse:\n\t\teffect_scale = _get_effect_scale(caliber_data)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Muzzle flash spawned at \", position, \" with scale=\", effect_scale)\n\n\n## Spawns a flashbang visual effect at the given position.\n## Creates a bright flash of light that illuminates the area but respects walls.\n## Uses shadow_enabled PointLight2D so light doesn't pass through walls (Issue #469).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for scaling the light coverage.\nfunc spawn_flashbang_effect(position: Vector2, radius: float = 400.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_flashbang_effect at \", position, \" radius=\", radius)\n\n\tif _flashbang_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _flashbang_effect_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate flashbang effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Set effect radius to scale the light properly\n\tif effect.has_method(\"set_effect_radius\"):\n\t\teffect.set_effect_radius(radius)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t_log_info(\"Flashbang effect spawned at %s (radius=%d)\" % [position, radius])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Flashbang effect spawned at \", position)\n\n\n## Gets the effect scale from caliber data, or returns default if not available.\n## @param caliber_data: Caliber resource that may contain effect_scale property.\n## @return: Effect scale factor clamped between MIN and MAX values.\nfunc _get_effect_scale(caliber_data: Resource) -> float:\n\tvar effect_scale := DEFAULT_EFFECT_SCALE\n\n\tif caliber_data and \"effect_scale\" in caliber_data:\n\t\teffect_scale = caliber_data.effect_scale\n\n\treturn clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\n\n## Adds an effect node to the current scene tree.\n## Effect will be added as a child of the current scene.\nfunc _add_effect_to_scene(effect: Node2D) -> void:\n\tvar scene := get_tree().current_scene\n\tif scene:\n\t\tscene.add_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Effect added to scene: \", scene.name)\n\telse:\n\t\t# Fallback: add to self (autoload node)\n\t\tadd_child(effect)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] WARNING: No current scene, effect added to autoload\")\n\n\n## Spawns multiple small blood decals at positions simulating where blood particles would land.\n## @param origin: World position where the blood spray starts.\n## @param hit_direction: Direction the bullet was traveling (blood sprays in this direction).\n## @param effect: The GPUParticles2D effect to get physics parameters from.\n## @param count: Number of decals to spawn.\nfunc _spawn_blood_decals_at_particle_landing(origin: Vector2, hit_direction: Vector2, effect: GPUParticles2D, count: int) -> void:\n\tif _blood_decal_scene == null:\n\t\t_log_info(\"Blood decal scene is null - skipping floor decals\")\n\t\treturn\n\n\t# Get particle physics parameters from the effect's process material\n\tvar process_mat: ParticleProcessMaterial = effect.process_material as ParticleProcessMaterial\n\tif process_mat == null:\n\t\t_log_info(\"Blood effect has no process material - using defaults\")\n\t\t# Use default parameters matching BloodEffect.tscn\n\t\tvar initial_velocity_min: float = 150.0\n\t\tvar initial_velocity_max: float = 350.0\n\t\tvar gravity: Vector2 = Vector2(0, 450)\n\t\tvar spread_angle: float = deg_to_rad(55.0)\n\t\tvar lifetime: float = effect.lifetime\n\t\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\t\treturn\n\n\tvar initial_velocity_min: float = process_mat.initial_velocity_min\n\tvar initial_velocity_max: float = process_mat.initial_velocity_max\n\t# ParticleProcessMaterial uses Vector3 for gravity, convert to Vector2\n\tvar gravity_3d: Vector3 = process_mat.gravity\n\tvar gravity: Vector2 = Vector2(gravity_3d.x, gravity_3d.y)\n\tvar spread_angle: float = deg_to_rad(process_mat.spread)\n\tvar lifetime: float = effect.lifetime\n\n\t_spawn_decals_with_params(origin, hit_direction, initial_velocity_min, initial_velocity_max, gravity, spread_angle, lifetime, count)\n\n\n## Internal helper to spawn decals with given physics parameters.\n## Checks for wall collisions to prevent decals from appearing through walls.\n## Decals are spawned with a delay matching when particles would \"land\".\nfunc _spawn_decals_with_params(origin: Vector2, hit_direction: Vector2, initial_velocity_min: float, initial_velocity_max: float, gravity: Vector2, spread_angle: float, lifetime: float, count: int) -> void:\n\t# Base direction (effect rotation is in the hit direction)\n\tvar base_angle: float = hit_direction.angle()\n\n\tvar decals_scheduled := 0\n\tfor i in range(count):\n\t\t# Simulate a random particle trajectory\n\t\t# Random angle within spread range\n\t\tvar angle_offset: float = randf_range(-spread_angle / 2.0, spread_angle / 2.0)\n\t\tvar particle_angle: float = base_angle + angle_offset\n\n\t\t# Random initial velocity within range\n\t\tvar initial_speed: float = randf_range(initial_velocity_min, initial_velocity_max)\n\t\tvar velocity: Vector2 = Vector2.RIGHT.rotated(particle_angle) * initial_speed\n\n\t\t# Simulate particle landing time (random portion of lifetime)\n\t\tvar land_time: float = randf_range(lifetime * 0.3, lifetime * 0.9)\n\n\t\t# Calculate landing position using physics: pos = origin + v*t + 0.5*g*t^2\n\t\tvar landing_pos: Vector2 = origin + velocity * land_time + 0.5 * gravity * land_time * land_time\n\n\t\t# Random rotation and scale for variety\n\t\tvar decal_rotation: float = randf() * TAU\n\t\tvar decal_scale: float = randf_range(0.8, 1.5)\n\n\t\t# Schedule decal to spawn after land_time (when particle would land)\n\t\t_schedule_delayed_decal(origin, landing_pos, decal_rotation, decal_scale, land_time)\n\t\tdecals_scheduled += 1\n\n\t_log_info(\"Blood decals scheduled: %d to spawn at particle landing times\" % [decals_scheduled])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood decals scheduled: \", decals_scheduled)\n\n\n## Schedules a single blood decal to spawn after a delay, checking for wall collisions at spawn time.\nfunc _schedule_delayed_decal(origin: Vector2, landing_pos: Vector2, decal_rotation: float, decal_scale: float, delay: float) -> void:\n\t# Use a timer to delay the spawn\n\tvar tree := get_tree()\n\tif tree == null:\n\t\treturn\n\n\tawait tree.create_timer(delay).timeout\n\n\t# Check if we're still valid after await (scene might have changed)\n\tif not is_instance_valid(self):\n\t\treturn\n\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting at spawn time\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Check if there's a wall between origin and landing position\n\tvar query := PhysicsRayQueryParameters2D.create(origin, landing_pos, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\tif not result.is_empty():\n\t\t# Wall detected between origin and landing - skip this decal\n\t\treturn\n\n\t# Create the decal\n\tvar decal := _blood_decal_scene.instantiate() as Node2D\n\tif decal == null:\n\t\treturn\n\n\tdecal.global_position = landing_pos\n\tdecal.rotation = decal_rotation\n\tdecal.scale = Vector2(decal_scale, decal_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(decal)\n\n\t# Track decal for cleanup\n\t_blood_decals.append(decal)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Delayed blood decal spawned at \", landing_pos)\n\n\n## Clears all blood decals from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_blood_decals() -> void:\n\tfor decal in _blood_decals:\n\t\tif decal and is_instance_valid(decal):\n\t\t\tdecal.queue_free()\n\t_blood_decals.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All blood decals cleared\")\n\n\n## Checks for nearby walls in the bullet direction and spawns blood splatters on them.\n## @param hit_position: World position where the hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param intensity: Scale multiplier for splatter size.\n## @param is_lethal: Whether the hit was lethal (affects splatter size).\nfunc _spawn_wall_blood_splatter(hit_position: Vector2, hit_direction: Vector2, intensity: float, is_lethal: bool) -> void:\n\tif _blood_decal_scene == null:\n\t\treturn\n\n\t# Get the current scene for raycasting\n\tvar scene := get_tree().current_scene\n\tif scene == null:\n\t\treturn\n\n\t# Get the physics space for raycasting\n\tvar space_state: PhysicsDirectSpaceState2D = scene.get_world_2d().direct_space_state\n\tif space_state == null:\n\t\treturn\n\n\t# Cast a ray in the bullet direction to find nearby walls\n\tvar ray_end := hit_position + hit_direction.normalized() * WALL_SPLATTER_CHECK_DISTANCE\n\tvar query := PhysicsRayQueryParameters2D.create(hit_position, ray_end, WALL_COLLISION_LAYER)\n\tquery.collide_with_bodies = true\n\tquery.collide_with_areas = false\n\n\tvar result: Dictionary = space_state.intersect_ray(query)\n\n\tif result.is_empty():\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] No wall found for blood splatter\")\n\t\treturn\n\n\t# Wall found! Spawn blood splatter at the impact point\n\tvar wall_hit_pos: Vector2 = result.position\n\tvar wall_normal: Vector2 = result.normal\n\n\t_log_info(\"Wall found for blood splatter at %s (dist=%d px)\" % [wall_hit_pos, hit_position.distance_to(wall_hit_pos)])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall found at \", wall_hit_pos, \" normal=\", wall_normal)\n\n\t# Create blood splatter decal on the wall\n\tvar splatter := _blood_decal_scene.instantiate() as Node2D\n\tif splatter == null:\n\t\treturn\n\n\t# Position at wall impact point, slightly offset along normal to prevent z-fighting\n\tsplatter.global_position = wall_hit_pos + wall_normal * 1.0\n\n\t# Rotate to align with wall (facing outward)\n\tsplatter.rotation = wall_normal.angle() + PI / 2.0\n\n\t# Scale based on distance (closer = more blood), intensity, and lethality\n\t# Wall splatters should be small drips (8x8 texture, scale 0.8-1.5 = 6-12 pixels)\n\tvar distance := hit_position.distance_to(wall_hit_pos)\n\tvar distance_factor := 1.0 - (distance / WALL_SPLATTER_CHECK_DISTANCE)\n\t# Base scale for wall splatters - small drips\n\tvar splatter_scale := distance_factor * randf_range(0.8, 1.5)\n\tif is_lethal:\n\t\tsplatter_scale *= 1.2 # Lethal hits produce slightly more blood\n\telse:\n\t\tsplatter_scale *= 0.7 # Non-lethal hits produce less blood\n\n\t# Elongated shape for dripping effect (taller than wide)\n\tsplatter.scale = Vector2(splatter_scale, splatter_scale * randf_range(1.5, 2.5))\n\n\t# Wall splatters need to be visible on walls but below characters\n\t# Note: Floor decals use z_index = -1 (below characters), wall splatters use 0\n\tif splatter is CanvasItem:\n\t\tsplatter.z_index = 0 # Wall splatters: above floor but below characters\n\n\t# Add to scene\n\t_add_effect_to_scene(splatter)\n\n\t# Track as blood decal for cleanup\n\t_blood_decals.append(splatter)\n\n\t# Remove oldest decals if limit exceeded (0 = unlimited, no cleanup)\n\tif MAX_BLOOD_DECALS > 0:\n\t\twhile _blood_decals.size() > MAX_BLOOD_DECALS:\n\t\t\tvar oldest := _blood_decals.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Wall blood splatter spawned at \", wall_hit_pos)\n\n\n## Spawns a bullet hole at the given position when a bullet penetrates a wall.\n## @param position: World position where the bullet entered/exited the wall.\n## @param surface_normal: Normal vector of the surface (hole faces this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_entry: True for entry hole (darker), false for exit hole (lighter).\nfunc spawn_penetration_hole(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null, is_entry: bool = true) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_penetration_hole at \", position, \" is_entry=\", is_entry)\n\n\tif _bullet_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not loaded, skipping hole effect\")\n\t\treturn\n\n\tvar hole := _bullet_hole_scene.instantiate() as Node2D\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate bullet hole\")\n\t\treturn\n\n\thole.global_position = position\n\n\t# Rotate hole to face the surface normal direction\n\thole.rotation = surface_normal.angle()\n\n\t# Scale based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\n\t# Entry holes are slightly smaller and darker\n\t# Exit holes are slightly larger due to bullet expansion\n\tif is_entry:\n\t\teffect_scale *= 0.8\n\t\t# Make entry holes darker\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(0.8, 0.8, 0.8, 0.95)\n\telse:\n\t\teffect_scale *= 1.2\n\t\t# Exit holes are slightly lighter (spalling effect)\n\t\tif hole is Sprite2D:\n\t\t\thole.modulate = Color(1.0, 1.0, 1.0, 0.9)\n\n\thole.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole for cleanup (unlimited holes, no cleanup limit)\n\t_bullet_holes.append(hole)\n\n\t# Only remove oldest holes if limit is set (MAX_BULLET_HOLES > 0)\n\tif MAX_BULLET_HOLES > 0:\n\t\twhile _bullet_holes.size() > MAX_BULLET_HOLES:\n\t\t\tvar oldest := _bullet_holes.pop_front() as Node2D\n\t\t\tif oldest and is_instance_valid(oldest):\n\t\t\t\toldest.queue_free()\n\n\t# Also spawn dust effect at the hole location\n\tspawn_dust_effect(position, surface_normal, caliber_data)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Bullet hole spawned, total: \", _bullet_holes.size())\n\n\n## Clears all bullet holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_bullet_holes() -> void:\n\tfor hole in _bullet_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_bullet_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All bullet holes cleared\")\n\n\n## Spawns a collision hole (Area2D) that creates an actual gap in wall collision.\n## This allows bullets and vision to pass through the hole.\n## @param entry_point: Where the bullet entered the wall.\n## @param exit_point: Where the bullet exited the wall.\n## @param bullet_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for hole width.\nfunc spawn_collision_hole(entry_point: Vector2, exit_point: Vector2, bullet_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_collision_hole from \", entry_point, \" to \", exit_point)\n\n\tif _penetration_hole_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not loaded, skipping collision hole\")\n\t\treturn\n\n\tvar hole := _penetration_hole_scene.instantiate()\n\tif hole == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate penetration hole\")\n\t\treturn\n\n\t# Calculate hole width based on caliber (default 4 pixels for 5.45mm)\n\tvar hole_width := 4.0\n\tif caliber_data and \"diameter_mm\" in caliber_data:\n\t\t# Scale from mm to pixels (roughly 0.8 pixels per mm for visual effect)\n\t\thole_width = caliber_data.diameter_mm * 0.8\n\n\t# Configure the hole with entry/exit points\n\tif hole.has_method(\"set_from_entry_exit\"):\n\t\thole.trail_width = hole_width\n\t\thole.set_from_entry_exit(entry_point, exit_point)\n\telse:\n\t\t# Fallback: manually position at center\n\t\thole.global_position = (entry_point + exit_point) / 2.0\n\t\tif hole.has_method(\"configure\"):\n\t\t\tvar path := exit_point - entry_point\n\t\t\thole.configure(bullet_direction, hole_width, path.length())\n\n\t# Add to scene\n\t_add_effect_to_scene(hole)\n\n\t# Track hole (unlimited, no cleanup)\n\t_penetration_holes.append(hole)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Collision hole spawned, total: \", _penetration_holes.size())\n\n\n## Clears all penetration collision holes from the scene.\n## Call this on scene transitions or when cleaning up.\nfunc clear_penetration_holes() -> void:\n\tfor hole in _penetration_holes:\n\t\tif hole and is_instance_valid(hole):\n\t\t\thole.queue_free()\n\t_penetration_holes.clear()\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] All penetration holes cleared\")\n\n\n## Clears all persistent effects (blood decals, bullet holes, and penetration holes).\n## Call this on scene transitions.\nfunc clear_all_persistent_effects() -> void:\n\tclear_blood_decals()\n\tclear_bullet_holes()\n\tclear_penetration_holes()\n\n\n## Called when the scene tree changes. Detects scene transitions and clears stale references.\nfunc _on_tree_changed() -> void:\n\tvar current_scene := get_tree().current_scene\n\tif current_scene != _last_scene:\n\t\t_log_info(\"Scene changed - clearing all stale effect references\")\n\t\t# Clear arrays of stale references (nodes are already freed by scene change)\n\t\t_blood_decals.clear()\n\t\t_bullet_holes.clear()\n\t\t_penetration_holes.clear()\n\t\t_last_scene = current_scene\n\n\n## Performs warmup to pre-compile all particle effect shaders.\n## This prevents the noticeable freeze on first shot when hitting enemies (Issue #343).\n##\n## The freeze occurs because GPUParticles2D shaders are compiled just-in-time by the GPU\n## driver the first time they're used. This warmup ensures all shaders are compiled during\n## level loading, before gameplay begins.\n##\n## IMPORTANT: Shader compilation only happens when particles are ACTUALLY RENDERED on screen.\n## Simply setting emitting=true with off-screen positions (-10000, -10000) doesn't work because\n## the GPU may cull particles outside the viewport frustum before compiling shaders.\n##\n## Solution: We position particles at the camera center (within viewport) but make them\n## nearly invisible using modulate alpha. This forces the GPU to compile shaders while\n## keeping the warmup visually imperceptible to players.\n##\n## References:\n## - https://github.com/godotengine/godot/issues/34627\n## - https://github.com/godotengine/godot/issues/87891\n## - https://github.com/godotengine/godot/issues/76241\n## - https://forum.godotengine.org/t/particles-huge-lag-spike-on-first-instance/45839\n## - https://forum.godotengine.org/t/gpuparticles2d-is-hanginging-the-first-time-emitting-is-set-true/84587\nfunc _warmup_particle_shaders() -> void:\n\tif _warmup_completed:\n\t\treturn\n\n\t_log_info(\"Starting particle shader warmup (Issue #343 fix)...\")\n\tvar start_time := Time.get_ticks_msec()\n\n\t# Track how many effects we warmed up\n\tvar warmed_up_count := 0\n\tvar warmup_nodes: Array[Node] = []\n\n\t# Get viewport center for positioning (particles must be on-screen to compile shaders)\n\t# Default to reasonable center position if viewport not available yet\n\tvar warmup_pos := Vector2(400, 300)\n\tvar viewport := get_viewport()\n\tif viewport:\n\t\tvar viewport_size := viewport.get_visible_rect().size\n\t\twarmup_pos = viewport_size / 2.0\n\n\t# Get scene root for adding effects\n\tvar scene_root := get_tree().current_scene\n\n\t# --- PART 1: Warmup GPU particle effects ---\n\t# Warmup each effect type by instantiating, emitting, and letting GPU compile shaders\n\tvar particle_effects_to_warmup: Array[PackedScene] = [\n\t\t_dust_effect_scene,\n\t\t_blood_effect_scene,\n\t\t_sparks_effect_scene\n\t]\n\n\tvar particle_effect_names: Array[String] = [\"DustEffect\", \"BloodEffect\", \"SparksEffect\"]\n\n\tfor i in range(particle_effects_to_warmup.size()):\n\t\tvar scene := particle_effects_to_warmup[i]\n\t\tvar effect_name := particle_effect_names[i]\n\n\t\tif scene == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s scene is null, skipping\" % effect_name)\n\t\t\tcontinue\n\n\t\tvar effect: GPUParticles2D = scene.instantiate() as GPUParticles2D\n\t\tif effect == null:\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: Failed to instantiate %s\" % effect_name)\n\t\t\tcontinue\n\n\t\t# Position within viewport (on-screen) so GPU actually compiles shaders\n\t\t# Particles outside the frustum may be culled before shader compilation\n\t\teffect.global_position = warmup_pos\n\n\t\t# Make particles nearly invisible but still rendered (alpha must be > 0)\n\t\t# This forces GPU to compile shaders while keeping warmup imperceptible\n\t\teffect.modulate = Color(1, 1, 1, 0.01)\n\n\t\t# Ensure the effect is rendered at the lowest z-index (behind everything)\n\t\teffect.z_index = -100\n\n\t\t# Add to the current scene so it's rendered in the proper context\n\t\t# (Adding to autoload may have different rendering behavior)\n\t\tif scene_root:\n\t\t\tscene_root.add_child(effect)\n\t\telse:\n\t\t\t# Fallback to autoload if no scene loaded yet\n\t\t\tadd_child(effect)\n\n\t\t# Start emitting to trigger shader compilation\n\t\teffect.emitting = true\n\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Warmup: %s emitting at %s (alpha=0.01)\" % [effect_name, warmup_pos])\n\n\t\twarmed_up_count += 1\n\t\twarmup_nodes.append(effect)\n\n\t# --- PART 2: Warmup blood decal (Sprite2D with GradientTexture2D) ---\n\t# Blood decals also use GradientTexture2D which may trigger shader compilation\n\tif _blood_decal_scene:\n\t\tvar decal: Node2D = _blood_decal_scene.instantiate() as Node2D\n\t\tif decal:\n\t\t\tdecal.global_position = warmup_pos\n\t\t\t# Make nearly invisible but still rendered\n\t\t\tdecal.modulate = Color(1, 1, 1, 0.01)\n\t\t\tdecal.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(decal)\n\t\t\telse:\n\t\t\t\tadd_child(decal)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BloodDecal at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(decal)\n\n\t# --- PART 3: Warmup bullet hole if available ---\n\tif _bullet_hole_scene:\n\t\tvar hole: Node2D = _bullet_hole_scene.instantiate() as Node2D\n\t\tif hole:\n\t\t\thole.global_position = warmup_pos\n\t\t\thole.modulate = Color(1, 1, 1, 0.01)\n\t\t\thole.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(hole)\n\t\t\telse:\n\t\t\t\tadd_child(hole)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: BulletHole at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(hole)\n\n\t# --- PART 4: Warmup muzzle flash if available ---\n\t# Muzzle flash uses both GPUParticles2D and PointLight2D\n\tif _muzzle_flash_scene:\n\t\tvar flash: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\t\tif flash:\n\t\t\tflash.global_position = warmup_pos\n\t\t\tflash.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflash.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flash)\n\t\t\telse:\n\t\t\t\tadd_child(flash)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: MuzzleFlash at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flash)\n\n\t# --- PART 5: Warmup flashbang effect if available ---\n\t# Flashbang effect uses PointLight2D with shadow_enabled (Issue #469)\n\tif _flashbang_effect_scene:\n\t\tvar flashbang: Node2D = _flashbang_effect_scene.instantiate() as Node2D\n\t\tif flashbang:\n\t\t\tflashbang.global_position = warmup_pos\n\t\t\tflashbang.modulate = Color(1, 1, 1, 0.01)\n\t\t\tflashbang.z_index = -100\n\n\t\t\tif scene_root:\n\t\t\t\tscene_root.add_child(flashbang)\n\t\t\telse:\n\t\t\t\tadd_child(flashbang)\n\n\t\t\tif _debug_effects:\n\t\t\t\tprint(\"[ImpactEffectsManager] Warmup: FlashbangEffect at %s (alpha=0.01)\" % warmup_pos)\n\n\t\t\twarmed_up_count += 1\n\t\t\twarmup_nodes.append(flashbang)\n\n\t# Wait multiple frames to ensure GPU fully processes and compiles all shaders\n\t# One frame may not be enough for complex particle systems\n\tif warmed_up_count > 0:\n\t\t# Wait 3 frames to ensure shader compilation completes\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\t\tawait get_tree().process_frame\n\n\t\t# Clean up all warmup effects\n\t\tfor node in warmup_nodes:\n\t\t\tif is_instance_valid(node):\n\t\t\t\tnode.queue_free()\n\n\tvar elapsed := Time.get_ticks_msec() - start_time\n\t_warmup_completed = true\n\t_log_info(\"Particle shader warmup complete: %d effects warmed up in %d ms\" % [warmed_up_count, elapsed])\n\n\n## Spawns a flashbang visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the flash from being visible through walls (Issue #470).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for the visual flash size.\nfunc spawn_flashbang_effect_with_occlusion(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 1.0, 1.0, 0.9), \"flashbang\")\n\n\n## Spawns an explosion visual effect at the given position with wall occlusion.\n## The visual effect is only displayed if the player has line of sight to the explosion.\n## This prevents the explosion flash from being visible through walls (Issue #470).\n## @param position: World position where the grenade exploded.\n## @param radius: Effect radius for the visual explosion size.\nfunc spawn_explosion_effect(position: Vector2, radius: float) -> void:\n\t_spawn_grenade_visual_effect(position, radius, Color(1.0, 0.6, 0.2, 0.9), \"explosion\")\n\n\n## Internal helper to spawn grenade visual effects with automatic wall occlusion.\n## FIX for Issue #470 (Final): Uses ONLY PointLight2D with shadow_enabled=true.\n## This ensures the light automatically respects wall geometry through Godot's native\n## 2D lighting/shadow system - same approach as MuzzleFlash.tscn.\n##\n## Previous implementation used Sprite2D + PointLight2D, but Sprite2D ignores shadows\n## and was visible through walls. Now we only use PointLight2D which natively respects\n## LightOccluder2D nodes on walls.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for visual size.\n## @param flash_color: Color of the flash effect.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _spawn_grenade_visual_effect(position: Vector2, radius: float, flash_color: Color, effect_type: String) -> void:\n\t_log_info(\"Spawning %s visual effect at %s (radius=%d) - using shadow-based wall occlusion\" % [effect_type, position, int(radius)])\n\n\t# FIX for Issue #470: Use ONLY PointLight2D with shadows for proper wall occlusion\n\t# Do NOT create Sprite2D as it ignores shadows and passes through walls\n\t_create_grenade_light_with_occlusion(position, radius, flash_color, effect_type)\n\n\n## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.\n## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.\n## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.\n##\n## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,\n## so no manual raycast check is needed - walls naturally block the light.\n##\n## @param position: World position of the explosion.\n## @param radius: Effect radius for light size.\n## @param light_color: Color of the flash.\n## @param effect_type: Type name for logging (\"flashbang\" or \"explosion\").\nfunc _create_grenade_light_with_occlusion(position: Vector2, radius: float, light_color: Color, effect_type: String) -> void:\n\tvar light := PointLight2D.new()\n\tlight.global_position = position\n\tlight.z_index = 10 # Draw above floor but not too high\n\tlight.color = Color(light_color.r, light_color.g, light_color.b, 1.0)\n\n\t# Use high energy for visible flash - much brighter than muzzle flash\n\t# Flashbang: 8.0 energy (blinding white flash)\n\t# Frag: 6.0 energy (orange explosion)\n\tif effect_type == \"flashbang\":\n\t\tlight.energy = 8.0\n\t\tlight.texture_scale = radius / 100.0\n\telse:\n\t\tlight.energy = 6.0\n\t\tlight.texture_scale = radius / 80.0\n\n\t# Use a gradient texture for the light\n\tlight.texture = _create_light_texture()\n\n\t# CRITICAL for Issue #470: Enable shadows so light is blocked by walls\n\t# This is the key difference from the old Sprite2D approach\n\tlight.shadow_enabled = true\n\tlight.shadow_color = Color(0, 0, 0, 0.9)\n\tlight.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5\n\tlight.shadow_filter_smooth = 6.0\n\n\t_add_effect_to_scene(light)\n\n\t# Animate the light: fade out over 0.4s with ease-out curve\n\tvar fade_duration := 0.4 if effect_type == \"flashbang\" else 0.3\n\tvar tween := light.create_tween()\n\ttween.tween_property(light, \"energy\", 0.0, fade_duration).set_ease(Tween.EASE_OUT)\n\ttween.tween_callback(light.queue_free)\n\n\n## Creates a simple white radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture\n\n\n## Creates a radial gradient texture for grenade flash effects.\n## @param radius: The radius of the effect in pixels.\n## @return: A radial gradient texture.\nfunc _create_radial_gradient_texture(radius: int) -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\t# Center is bright, fades to transparent at edges\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0.5), Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 0.3, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = radius * 2\n\ttexture.height = radius * 2\n\n\treturn texture\n\n\n",
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" _create_grenade_light_with_occlusion(position, radius, flash_color, effect_type)",
" ",
" ",
"-## Creates a PointLight2D-based flash effect for grenade explosions with automatic wall occlusion.",
"-## FIX for Issue #470: Uses shadow_enabled=true to ensure the flash is blocked by walls.",
"-## This is the same approach used by MuzzleFlash.tscn for weapon muzzle flashes.",
"+## Creates a PointLight2D-based flash effect for grenade explosions.",
" ##",
"-## The PointLight2D's shadow system automatically respects LightOccluder2D nodes on walls,",
"-## so no manual raycast check is needed - walls naturally block the light.",
"+## ISSUE #724 OPTIMIZATION: Shadow-enabled PointLight2D is extremely expensive.",
"+## According to Godot documentation and community research:",
"+## - Shadow rendering creates 4 draw lists per light on screen",
"+## - Each light generates 4 × lights × occluders draw calls",
"+## - Shotgun breaker fires 14 pellets = 14 shadow lights = 56+ draw lists per shot",
" ##",
"+## FIX: Disable shadows for brief explosion effects. These are short-lived visual",
"+## flashes (0.3-0.4 seconds) and don't need accurate shadow casting.",
"+## Wall occlusion is now handled by checking line of sight in the calling code.",
"+##",
"+## For Issue #470 (wall blocking): The calling code should check line of sight",
"+## before spawning the effect, rather than relying on expensive shadow casting.",
"+##",
" ## @param position: World position of the explosion.",
" ## @param radius: Effect radius for light size.",
" ## @param light_color: Color of the flash."
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" light.energy = 6.0",
" light.texture_scale = radius / 80.0",
" ",
"- # Use a gradient texture for the light",
"- light.texture = _create_light_texture()",
"+ # Use cached gradient texture for performance (Issue #724 optimization)",
"+ # Creating new GradientTexture2D every explosion causes GPU uploads",
"+ light.texture = _get_cached_light_texture()",
" ",
"- # CRITICAL for Issue #470: Enable shadows so light is blocked by walls",
"- # This is the key difference from the old Sprite2D approach",
"- light.shadow_enabled = true",
"- light.shadow_color = Color(0, 0, 0, 0.9)",
"- light.shadow_filter = PointLight2D.SHADOW_FILTER_PCF5",
"- light.shadow_filter_smooth = 6.0",
"+ # ISSUE #724 FIX: Disable shadows for explosion effects",
"+ # Shadow-enabled lights are extremely expensive (56+ draw lists for shotgun breaker)",
"+ # Brief visual flashes don't need accurate shadow casting",
"+ light.shadow_enabled = false",
" ",
" _add_effect_to_scene(light)",
" "
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[2026-02-14T13:28:50.265Z] [INFO] {
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"old_string": "## Creates a simple white radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture",
"new_string": "## Returns the cached light texture for explosion effects.\n## Issue #724 optimization: Creating GradientTexture2D every explosion is expensive\n## because it causes GPU texture uploads. We cache and reuse the texture instead.\nfunc _get_cached_light_texture() -> GradientTexture2D:\n\tif _cached_explosion_light_texture == null:\n\t\t_cached_explosion_light_texture = _create_light_texture()\n\treturn _cached_explosion_light_texture\n\n\n## Creates a simple white radial gradient texture for the light.\n## Note: This is called once and cached via _get_cached_light_texture().\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture"
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[2026-02-14T13:28:50.367Z] [INFO] {
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"oldString": "## Creates a simple white radial gradient texture for the light.\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture",
"newString": "## Returns the cached light texture for explosion effects.\n## Issue #724 optimization: Creating GradientTexture2D every explosion is expensive\n## because it causes GPU texture uploads. We cache and reuse the texture instead.\nfunc _get_cached_light_texture() -> GradientTexture2D:\n\tif _cached_explosion_light_texture == null:\n\t\t_cached_explosion_light_texture = _create_light_texture()\n\treturn _cached_explosion_light_texture\n\n\n## Creates a simple white radial gradient texture for the light.\n## Note: This is called once and cached via _get_cached_light_texture().\nfunc _create_light_texture() -> GradientTexture2D:\n\tvar gradient := Gradient.new()\n\tgradient.colors = PackedColorArray([Color.WHITE, Color(1, 1, 1, 0)])\n\tgradient.offsets = PackedFloat32Array([0.0, 1.0])\n\n\tvar texture := GradientTexture2D.new()\n\ttexture.gradient = gradient\n\ttexture.fill = GradientTexture2D.FILL_RADIAL\n\ttexture.fill_from = Vector2(0.5, 0.5)\n\ttexture.fill_to = Vector2(1.0, 0.5)\n\ttexture.width = 256\n\ttexture.height = 256\n\n\treturn texture",
"originalFile": "extends Node\n## Autoload singleton for managing impact visual effects.\n##\n## Spawns particle effects when bullets hit different surfaces:\n## - Wall/obstacle hits: Dust particles scatter in different directions\n## - Lethal hits on enemies/players: Blood splatter effect\n## - Non-lethal hits (armor): Spark particles\n##\n## Effect intensity scales based on weapon caliber.\n## Blood decals persist on the floor for visual feedback.\n\n## Preloaded particle effect scenes.\nvar _dust_effect_scene: PackedScene = null\nvar _blood_effect_scene: PackedScene = null\nvar _sparks_effect_scene: PackedScene = null\nvar _blood_decal_scene: PackedScene = null\nvar _bullet_hole_scene: PackedScene = null\nvar _muzzle_flash_scene: PackedScene = null\nvar _flashbang_effect_scene: PackedScene = null\n\n## Default effect scale for calibers without explicit setting.\nconst DEFAULT_EFFECT_SCALE: float = 1.0\n\n## Minimum effect scale (prevents invisible effects).\n## Note: Silenced weapons may use scales as low as 0.2 for very subtle muzzle flash.\nconst MIN_EFFECT_SCALE: float = 0.2\n\n## Maximum effect scale (prevents overwhelming effects).\nconst MAX_EFFECT_SCALE: float = 2.0\n\n## Maximum number of blood decals before oldest ones are removed.\n## Set to 0 for unlimited decals (puddles should never disappear per issue #293, #370).\n## CRITICAL: Must remain 0 - do not change without explicit user approval.\nconst MAX_BLOOD_DECALS: int = 0\n\n## Maximum distance to check for walls for blood splatters (in pixels).\nconst WALL_SPLATTER_CHECK_DISTANCE: float = 100.0\n\n## Collision layer for walls/obstacles (layer 3 = bitmask 4).\n## Layer mapping: 1=player, 2=enemies, 3=obstacles, 4=pickups, 5=projectiles, 6=targets\nconst WALL_COLLISION_LAYER: int = 4\n\n## Maximum number of bullet holes is unlimited (permanent holes as requested).\n## Set to 0 to disable cleanup limit.\nconst MAX_BULLET_HOLES: int = 0\n\n## Active blood decals for cleanup management.\nvar _blood_decals = []\n\n## Cached light texture for explosion effects (Issue #724 optimization).\n## Creating GradientTexture2D is expensive, so we cache and reuse it.\nvar _cached_explosion_light_texture: GradientTexture2D = null\n\n## Active bullet holes for cleanup management (visual only).\nvar _bullet_holes = []\n\n## Active penetration collision holes for cleanup management.\nvar _penetration_holes = []\n\n## Penetration hole scene.\nvar _penetration_hole_scene: PackedScene = null\n\n## Enable/disable debug logging for effect spawning.\nvar _debug_effects: bool = false\n\n## Reference to FileLogger for persistent logging.\nvar _file_logger: Node = null\n\n## Track the last known scene to detect scene changes.\nvar _last_scene: Node = null\n\n## Whether the shader warmup has been completed.\n## Warmup pre-compiles GPU shaders to prevent first-shot lag (Issue #343).\nvar _warmup_completed: bool = false\n\n\nfunc _ready() -> void:\n\t# CRITICAL: First line diagnostic - if this doesn't appear, script failed to load\n\tprint(\"[ImpactEffectsManager] _ready() STARTING - FULL VERSION...\")\n\n\t# Get FileLogger reference - print diagnostic if it fails\n\t_file_logger = get_node_or_null(\"/root/FileLogger\")\n\tif _file_logger == null:\n\t\tprint(\"[ImpactEffectsManager] WARNING: FileLogger not found at /root/FileLogger\")\n\telse:\n\t\tprint(\"[ImpactEffectsManager] FileLogger found successfully\")\n\n\t_preload_effect_scenes()\n\n\t# Connect to tree_changed to detect scene changes and clear stale references\n\tget_tree().tree_changed.connect(_on_tree_changed)\n\t_last_scene = get_tree().current_scene\n\n\t_log_info(\"ImpactEffectsManager ready - FULL VERSION with blood effects enabled\")\n\n\t# Perform shader warmup to prevent first-shot lag (Issue #343)\n\t# This pre-compiles GPU shaders for particle effects during loading\n\t_warmup_particle_shaders()\n\n\n## Logs to FileLogger and always prints to console for diagnostics.\nfunc _log_info(message: String) -> void:\n\tvar log_message := \"[ImpactEffects] \" + message\n\t# Always print to console for debugging exported builds\n\tprint(log_message)\n\t# Also write to file logger if available\n\tif _file_logger and _file_logger.has_method(\"log_info\"):\n\t\t_file_logger.log_info(log_message)\n\n\n## Preloads all particle effect scenes for efficient instantiation.\nfunc _preload_effect_scenes() -> void:\n\t# Load effect scenes if they exist\n\tvar dust_path := \"res://scenes/effects/DustEffect.tscn\"\n\tvar blood_path := \"res://scenes/effects/BloodEffect.tscn\"\n\tvar sparks_path := \"res://scenes/effects/SparksEffect.tscn\"\n\tvar blood_decal_path := \"res://scenes/effects/BloodDecal.tscn\"\n\n\t# Track loaded scenes for logging\n\tvar loaded_scenes = []\n\tvar missing_scenes = []\n\n\tif ResourceLoader.exists(dust_path):\n\t\t_dust_effect_scene = load(dust_path)\n\t\tloaded_scenes.append(\"DustEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded DustEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"DustEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: DustEffect scene not found at \" + dust_path)\n\n\tif ResourceLoader.exists(blood_path):\n\t\t_blood_effect_scene = load(blood_path)\n\t\tloaded_scenes.append(\"BloodEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: BloodEffect scene not found at \" + blood_path)\n\n\tif ResourceLoader.exists(sparks_path):\n\t\t_sparks_effect_scene = load(sparks_path)\n\t\tloaded_scenes.append(\"SparksEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded SparksEffect scene\")\n\telse:\n\t\tmissing_scenes.append(\"SparksEffect\")\n\t\tpush_warning(\"ImpactEffectsManager: SparksEffect scene not found at \" + sparks_path)\n\n\tif ResourceLoader.exists(blood_decal_path):\n\t\t_blood_decal_scene = load(blood_decal_path)\n\t\tloaded_scenes.append(\"BloodDecal\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BloodDecal scene\")\n\telse:\n\t\tmissing_scenes.append(\"BloodDecal\")\n\t\t# Blood decals are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BloodDecal scene not found (optional)\")\n\n\t# Log summary of loaded scenes\n\t_log_info(\"Scenes loaded: %s\" % [\", \".join(loaded_scenes)])\n\tif missing_scenes.size() > 0:\n\t\t_log_info(\"Missing scenes: %s\" % [\", \".join(missing_scenes)])\n\n\tvar bullet_hole_path := \"res://scenes/effects/BulletHole.tscn\"\n\tif ResourceLoader.exists(bullet_hole_path):\n\t\t_bullet_hole_scene = load(bullet_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded BulletHole scene\")\n\telse:\n\t\t# Bullet holes are optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] BulletHole scene not found (optional)\")\n\n\tvar penetration_hole_path := \"res://scenes/effects/PenetrationHole.tscn\"\n\tif ResourceLoader.exists(penetration_hole_path):\n\t\t_penetration_hole_scene = load(penetration_hole_path)\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded PenetrationHole scene\")\n\telse:\n\t\t# Penetration holes are optional\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] PenetrationHole scene not found (optional)\")\n\n\tvar muzzle_flash_path := \"res://scenes/effects/MuzzleFlash.tscn\"\n\tif ResourceLoader.exists(muzzle_flash_path):\n\t\t_muzzle_flash_scene = load(muzzle_flash_path)\n\t\tloaded_scenes.append(\"MuzzleFlash\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded MuzzleFlash scene\")\n\telse:\n\t\t# Muzzle flash is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] MuzzleFlash scene not found (optional)\")\n\n\tvar flashbang_effect_path := \"res://scenes/effects/FlashbangEffect.tscn\"\n\tif ResourceLoader.exists(flashbang_effect_path):\n\t\t_flashbang_effect_scene = load(flashbang_effect_path)\n\t\tloaded_scenes.append(\"FlashbangEffect\")\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] Loaded FlashbangEffect scene\")\n\telse:\n\t\t# Flashbang effect is optional - don't warn, just log in debug mode\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] FlashbangEffect scene not found (optional)\")\n\n\n## Spawns a dust effect at the given position when a bullet hits a wall.\n## @param position: World position where the bullet hit the wall.\n## @param surface_normal: Normal vector of the surface (particles scatter away from it).\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_dust_effect(position: Vector2, surface_normal: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_dust_effect at \", position, \" normal=\", surface_normal)\n\n\tif _dust_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _dust_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _dust_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate dust effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face away from surface (in the direction of the normal)\n\teffect.rotation = surface_normal.angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\teffect.amount_ratio = effect_scale\n\t# Use smaller visual scale for more realistic dust particles\n\teffect.scale = Vector2(effect_scale * 0.8, effect_scale * 0.8)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Dust effect spawned successfully\")\n\n\n## Spawns a blood splatter effect at the given position for lethal hits.\n## @param position: World position where the lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling (blood splatters opposite).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param is_lethal: Whether the hit was lethal (affects intensity and decal spawning).\nfunc spawn_blood_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null, is_lethal: bool = true) -> void:\n\t_log_info(\"spawn_blood_effect called at %s, dir=%s, lethal=%s\" % [position, hit_direction, is_lethal])\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_blood_effect at \", position, \" dir=\", hit_direction, \" lethal=\", is_lethal)\n\n\tif _blood_effect_scene == null:\n\t\t_log_info(\"ERROR: _blood_effect_scene is null - cannot spawn blood effect\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: _blood_effect_scene is null - blood effect NOT spawned\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _blood_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\t_log_info(\"ERROR: Failed to instantiate blood effect from scene\")\n\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate blood effect - casting failed\")\n\t\treturn\n\n\t_log_info(\"Blood particle effect instantiated successfully\")\n\n\teffect.global_position = position\n\n\t# Blood splatters in the direction the bullet was traveling\n\teffect.rotation = hit_direction.angle()\n\n\t# Scale effect based on caliber (larger calibers = more blood)\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Lethal hits produce more blood\n\tif is_lethal:\n\t\teffect_scale *= 1.5\n\teffect.amount_ratio = clampf(effect_scale, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\t# Spawn many small blood decals that simulate where particles land\n\t# Number of decals based on hit intensity and lethality\n\tvar num_decals := 20 if is_lethal else 10\n\t_spawn_blood_decals_at_particle_landing(position, hit_direction, effect, num_decals)\n\n\t# Check for nearby walls and spawn wall splatters\n\t_spawn_wall_blood_splatter(position, hit_direction, effect_scale, is_lethal)\n\n\t_log_info(\"Blood effect spawned at %s (scale=%s)\" % [position, effect_scale])\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Blood effect spawned successfully\")\n\n\n## Spawns a spark effect at the given position for non-lethal (armor) hits.\n## @param position: World position where the non-lethal hit occurred.\n## @param hit_direction: Direction the bullet was traveling.\n## @param caliber_data: Optional caliber data for effect scaling.\nfunc spawn_sparks_effect(position: Vector2, hit_direction: Vector2, caliber_data: Resource = null) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_sparks_effect at \", position, \" dir=\", hit_direction)\n\n\tif _sparks_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _sparks_effect_scene is null\")\n\t\treturn\n\n\tvar effect: GPUParticles2D = _sparks_effect_scene.instantiate() as GPUParticles2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate sparks effect\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Sparks scatter in direction opposite to bullet travel (reflection)\n\teffect.rotation = (-hit_direction).angle()\n\n\t# Scale effect based on caliber\n\tvar effect_scale := _get_effect_scale(caliber_data)\n\t# Sparks are generally smaller, so reduce scale slightly\n\teffect_scale *= 0.7\n\teffect.amount_ratio = effect_scale\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\t# Start emitting\n\teffect.emitting = true\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Sparks effect spawned successfully\")\n\n\n## Spawns a muzzle flash effect at the given position when a weapon is fired.\n## Creates a brief flash of particles and dynamic light that illuminates nearby walls.\n## @param position: World position of the gun muzzle (where bullet exits barrel).\n## @param direction: Direction the gun is pointing (flash emits in this direction).\n## @param caliber_data: Optional caliber data for effect scaling.\n## @param scale_override: Optional explicit scale override (ignores caliber_data if > 0).\n## Use this for silenced weapons that need very small flash (e.g., 0.2 for ~100x100 pixels).\nfunc spawn_muzzle_flash(position: Vector2, direction: Vector2, caliber_data: Resource = null, scale_override: float = 0.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_muzzle_flash at \", position, \" dir=\", direction, \" scale_override=\", scale_override)\n\n\tif _muzzle_flash_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: _muzzle_flash_scene is null\")\n\t\treturn\n\n\tvar effect: Node2D = _muzzle_flash_scene.instantiate() as Node2D\n\tif effect == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsManager] ERROR: Failed to instantiate muzzle flash\")\n\t\treturn\n\n\teffect.global_position = position\n\n\t# Rotate effect to face the shooting direction\n\teffect.rotation = direction.angle()\n\n\t# Scale effect: use explicit override if provided, otherwise use caliber data\n\tvar effect_scale: float\n\tif scale_override > 0.0:\n\t\teffect_scale = clampf(scale_override, MIN_EFFECT_SCALE, MAX_EFFECT_SCALE)\n\telse:\n\t\teffect_scale = _get_effect_scale(caliber_data)\n\teffect.scale = Vector2(effect_scale, effect_scale)\n\n\t# Add to scene tree\n\t_add_effect_to_scene(effect)\n\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] Muzzle flash spawned at \", position, \" with scale=\", effect_scale)\n\n\n## Spawns a flashbang visual effect at the given position.\n## Creates a bright flash of light that illuminates the area but respects walls.\n## Uses shadow_enabled PointLight2D so light doesn't pass through walls (Issue #469).\n## @param position: World position where the flashbang exploded.\n## @param radius: Effect radius for scaling the light coverage.\nfunc spawn_flashbang_effect(position: Vector2, radius: float = 400.0) -> void:\n\tif _debug_effects:\n\t\tprint(\"[ImpactEffectsManager] spawn_flashbang_effect at \", position, \" radius=\", radius)\n\n\tif _flashbang_effect_scene == null:\n\t\tif _debug_effects:\n\t\t\tprint(\"[ImpactEffectsMan
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