Extensive work on the sideview and initial work on player profiles, inventory display, and renaming adventurerdata vs adventurer to adventurer vs adventurersprite
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@@ -20,7 +20,7 @@ const job_list = [
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var jobs : Dictionary[String, JobData] = {}
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var members : Array[AdventurerData] = []
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var members : Array[Adventurer] = []
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var quests : Dictionary[Quest,bool] = {}
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var hall : Guildhall = null
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var visitor_spawner : VisitorSpawner = null
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@@ -55,14 +55,14 @@ func _ready() -> void:
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for job : JobData in job_list:
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jobs[job.name] = job
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func register_guild_member(member : AdventurerData, first : bool = false) -> void:
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func register_guild_member(member : Adventurer, first : bool = false) -> void:
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members.append(member)
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Game.top_menu.add_member(member)
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changed.emit()
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if first:
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Game.notice("%s has joined the guild!" % member.name, 5)
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func has_guild_member(member : AdventurerData) -> bool:
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func has_guild_member(member : Adventurer) -> bool:
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if member == null:
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return false
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return members.has(member)
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@@ -72,13 +72,13 @@ func add_quest(quest : Quest) -> void:
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Game.top_menu.add_quest(quest)
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#Game.quest_log.add_entry(quest)
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func assign_quest(member : AdventurerData, quest : Quest) -> void:
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func assign_quest(member : Adventurer, quest : Quest) -> void:
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member.assign_quest(quest)
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quests[quest] = true #Mark it as active
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func spawn_visitor(pos : Vector2) -> void:
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var data : AdventurerData = visitors["test"].data.instantiate()
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var sprite : Adventurer = visitors["test"].sprite.instantiate()
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var data : Adventurer = visitors["test"].data.instantiate()
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var sprite : AdventurerSprite = visitors["test"].sprite.instantiate()
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var r = randf()
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if r > 0.8:
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data.gender = 2 #Nonbinary
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