• base item: the core of data of an individual item. Floor items and inventory items contain a base item.
  • current_dot: (DG era variable, StateMachine.gd) the immediate point the entity is pathfinding to in order to ultimately reach the goal_target.
  • degrees(❥): (concept) the unit of social distance
  • dot: (DG era variable, StateMachine.gd) a set of coordinates for a global position.
  • dots: (DG era variable, StateMachine.gd) the discreet path between points, esp. the entity and the goal target.
  • floor item:
  • goal target: (DG era variable, MoveToDestination.gd) It is set when the entity decides to pathfind and nulled during clear_goal(). mobile.gd/path_to_object(goal_target) is called from MoveToDestination every Execute loop to reassess the path between entity and goal.
  • inspect menu: (UI) presents options for interacting with the subject
  • intimate distance: 45❥, declared at mobile.gd/intimate_space
  • inventory item:
  • item: varies in form depending on its context - base item, floor item, inventory item, merchandise
  • merchandise:
  • next: (DG era variable, StateMachine.gd) same as the goal_target. The current waypoint for the entity.
  • next_dot: (DG era variable, StateMachine.gd) the first item in the dots array that is not at the entity's global_position.
  • personal distance: 60❥, declared at mobile.gd/personal_space
  • proxemics: (concept) interentitic, mechanical distances
  • social distance: 90❥, declared at mobile.gd/social_space
  • subject: inspect menu has a subject; inspect options will affect it
  • swing: (BF era action, ???.gd) Encompasses both weapon swings and the use phase of weapon attack skills.
  • track: (DG era variable, MoveToDestination.gd) If the AI is pathfinding to a point or object, track is true. Upon arrived(), it is false. It is checked in handle_moved_result(result, entity).
  • waypoints: (DG era variable, StateMachine.gd) the list of selected points the entity will be traveling to. Usually a patrol route.