- 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.