Add typed DamageEvent contract for the unified hit pipeline
The single payload every attack will route through, replacing the stringly Object.call(&"take_sword_hit", "gored") paths. Standalone for now; the per-actor slices wire hitbox.gd and the bull/matador/bear receivers onto it. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
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class_name DamageEvent
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extends RefCounted
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## The one typed payload for every hit in the game — a bull goring a matador, a bear slam popping
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## the bull, a thrown spear landing. It replaces the scattered, stringly Object.call(&"take_sword_hit",
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## "gored") paths: an emitter (a Hitbox) fills one of these and hands it to the target's
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## receive_damage(event). One shape to read, log and type-check, instead of four call conventions.
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##
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## It serves both victim models the game already has: the bull, which dies on one clean hit
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## (lethal + cause + hit_position), and an enemy, which is launched/ragdolled by an impulse
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## (knockback_dir · knockback_strength + knock_up). A given hit just leaves the fields it doesn't
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## use at their defaults.
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enum Cause { GENERIC, GORED, MAULED, THROWN, SLAMMED, KICKED, DASHED }
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## Who dealt the hit — for attribution and for ignoring self-overlap. May be null.
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var source: Node = null
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## What kind of hit; drives the victim's reaction (blood/vignette/FX) and any future resistances.
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var cause: Cause = Cause.GENERIC
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## World contact point, so impact FX spawn where the hit actually landed.
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var hit_position: Vector3 = Vector3.ZERO
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## Planar push direction (need not be normalised). Vector3.ZERO = no horizontal knockback.
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var knockback_dir: Vector3 = Vector3.ZERO
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## Impulse magnitude behind knockback_dir — the enemy launch/ragdoll strength.
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var knockback_strength: float = 0.0
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## Upward launch in m/s (an overhead smash pop, a leap-slam outer ring). 0 = a grounded hit.
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var knock_up: float = 0.0
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## One clean hit ends the run for the bull; most enemy-dealt hits are lethal to it. Enemies that
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## are merely launched (not killed) by the bull's abilities set this false.
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var lethal: bool = true
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static func make(kind: Cause, at: Vector3, src: Node = null) -> DamageEvent:
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var e := DamageEvent.new()
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e.cause = kind
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e.hit_position = at
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e.source = src
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return e
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## Lower-case name of the cause, for logs and for the bull's existing cause-keyed reactions
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## ("gored" / "mauled" / "thrown") during the migration off string causes.
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func cause_name() -> String:
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return String(Cause.keys()[cause]).to_lower()
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