Sound FX, major work on set schedule, and some new concepts for items and portraits
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@@ -1,10 +1,12 @@
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class_name Player extends Person
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const marker_template = preload("res://templates/move_marker.tscn")
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@onready var movement_speed : float = 400.0
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@onready var movement_target_position : Vector2 = global_position
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@onready var nav_agent : NavigationAgent2D = $NavigationAgent2D
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var interaction_target = null
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var marker = null
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@export var interaction_range : float = 75
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@export var stop_range : float = 25
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var data : Adventurer
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@@ -28,6 +30,8 @@ func set_movement_target(target : Vector2) -> void:
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func _physics_process(delta: float) -> void:
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if nav_agent.is_navigation_finished():
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if marker != null:
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marker.visible = false
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if interaction_target:
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try_interact(interaction_target)
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#If they have an interaction target within range
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@@ -50,8 +54,13 @@ func _unhandled_input(event: InputEvent) -> void:
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interaction_target = null
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func approach(pos : Vector2) -> void:
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if marker == null or !is_instance_valid(marker):
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marker = marker_template.instantiate()
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Guild.hall.add_child(marker)
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var rid = get_world_2d().get_navigation_map()
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var point : Vector2 = NavigationServer2D.map_get_closest_point(rid, pos)
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marker.global_position = point
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marker.visible = true
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set_movement_target(point)
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func approach_and_interact(obj : Interactable) -> void:
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