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class_name BasicNPCEntity extends "res://scripts/Entities/OverworldEntity.gd"
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const Cutscene = preload("res://scripts/Cutscene/Cutscene.gd");
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const OverworldConversationEvent = preload("res://scripts/Cutscene/Scene/OverworldConversationEvent.gd");
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enum BasicNPCInteractType {
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NONE,
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CUTSCENE,
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TEXTS
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};
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enum BasicNPCMoveType {
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STILL,
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RANDOM_LOOK
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};
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@export var interactType:BasicNPCInteractType = BasicNPCInteractType.NONE;
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@export var interactCutscene:GDScript;
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@export var interactTexts:Array[String];
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@export var moveType:BasicNPCMoveType = BasicNPCMoveType.STILL;
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@export var randomLookMinTime:float = 1.5;
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@export var randomLookMaxTime:float = 4.0;
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var randomLookTimer:float = 0.0;
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func interact(interactor:OverworldEntity) -> void:
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if interactType == BasicNPCInteractType.NONE:
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return
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if interactType == BasicNPCInteractType.CUTSCENE:
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# Cutscene in this manner must take two entities
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# (self, speaker, and interactor, player)
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var cs:Cutscene = interactCutscene.new(self, interactor);
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getSystems().CUTSCENE.setCurrentCutscene(cs);
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return
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if interactType == BasicNPCInteractType.TEXTS:
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var cs:Cutscene = OverworldConversationEvent.new(self, interactor, interactTexts);
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getSystems().CUTSCENE.setCurrentCutscene(cs);
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return
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pass
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func updateMovement(delta:float) -> void:
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if moveType == BasicNPCMoveType.STILL:
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return
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if moveType == BasicNPCMoveType.RANDOM_LOOK:
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randomLookTimer -= delta;
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if randomLookTimer <= 0:
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randomLookTimer = randf_range(randomLookMinTime, randomLookMaxTime);
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self.direction = randi_range(0, 3);
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return
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pass
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