class_name QuestBoard extends Interactable @onready var polygon : CollisionPolygon2D = $CollisionPolygon2D @onready var window : QuestBoardWindow = $QuestBoardWindow var busy : bool signal interaction_complete() func _ready() -> void: register_board.call_deferred() func register_board() -> void: Guild.hall.board = self func _input(event : InputEvent) -> void: var evt : InputEventMouseButton = event as InputEventMouseButton if evt and evt.button_index == MOUSE_BUTTON_LEFT and evt.pressed: if Geometry2D.is_point_in_polygon(evt.position - polygon.global_position, polygon.polygon): Game.player.try_interact(self) get_viewport().set_input_as_handled() func interact(interactor, type : String = "") -> void: if interactor is Player: window.populate(Guild.quests.keys()) window.popup_centered() elif type == "quest": #Go through all quests and create a list of open quests suitable for their level #If that list is zero, return without giving them a quest #Else pick a random quest from the list and assign it to them pass