# System Conventions ## Battle - Fighters live in `BATTLE.fighterMap: Dictionary[BattlePosition, BattleFighter]` - `BattleFighter` is pure data (no Node); `BattleFighterScene` is the 3D visual - Battle flow is driven by `BattleCutsceneAction.playerDecisionCallable` which loops via `CUTSCENE_ADD_END` - New moves → add static preset in [battle/fighter/BattleMove.gd](../../battle/fighter/BattleMove.gd), add `perform()` logic in [battle/action/BattleMove.gd](../../battle/action/BattleMove.gd) ## Entities (Overworld) - All interactable world objects extend `Entity` (CharacterBody3D) - Interaction type set via `@export var interactType:InteractType` - Interaction routing lives in `EntityInteractableArea.onInteract()` — add new `InteractType` values there - NPC conversation entities: set `interactType = CONVERSATION`, assign `dialogueResource` (a `.dialogue` file) and `dialogueTitle` (section to start from, default `"start"`) ## Items - Register new items in [item/Item.gd](../../item/Item.gd) — add to `Id` enum and call `itemDefine()` - Item ID order in the enum **must match** insertion order into `ITEM_DATA` ## UI - `UI.TEXTBOX.setTextAndWait(text)` — show dialogue and await player dismiss (use `await`) - Movement is blocked automatically when `UI.TEXTBOX` is visible (`EntityMovement._canMove()` checks this) - Menus extend `ClosableMenu` for open/close/toggle + `closed`/`opened` signals