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