More work on portraits and on combat in quest views
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@@ -74,7 +74,7 @@ class Event:
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quest.questview.set_questor_animation("idle")
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for enemy in enemy_list:
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quest.questview.pause_setting()
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quest.questview.place_enemy(enemy)
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quest.questview.place_enemy(enemy, true)
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quest.questview.set_enemy_animation(enemy, "idle")
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start_combat([quest.questor.quest_sprite], enemy_list)
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@@ -169,6 +169,11 @@ class Event:
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printerr("Tried to remove someone not in the turn queue")
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func _on_combat_action_complete(requeue : bool, combatant : QuestSprite) -> void:
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if combatant.position != combatant.reset_position:
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combatant.position_reset()
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combatant.arrived.connect(_on_combat_action_complete.bind(requeue, combatant), CONNECT_ONE_SHOT)
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return
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busy_list.erase(combatant)
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if requeue:
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add_to_turn_queue(combatant)
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@@ -178,7 +183,8 @@ class Event:
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#TODO: Come up with other options than just swinging at each other
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var enemies : Array = get_enemy_list(combatant)
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var target = enemies.pick_random()
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execute_attack(combatant, target)
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combatant.approach(target, combatant.melee_range)
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combatant.arrived.connect(execute_attack.bind(combatant, target), CONNECT_ONE_SHOT)
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func get_enemy_list(combatant) -> Array:
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var lst = []
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