Route the bull's hits through the typed DamageEvent pipeline
Hitbox now builds a DamageEvent (cause + hit position + shaped knock-up) and calls the bull's new receive_damage(), instead of two stringly Object.call()s. receive_damage adapts over the existing pip/knock-up logic so behaviour is identical -- the characterization test drives both the string and typed paths and asserts the same outcomes. Wire fx/damage/harness tests into run_tests.sh + CLAUDE.md. All hitbox guard tests green (stab, bear hitbox, ram, charge). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01CmG3mQGVXZUPDVapmdbWZ1
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@@ -80,11 +80,17 @@ func _apply_hit(body: Node3D) -> void:
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return
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_hit_this_swing[body] = true
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_did_hit = true
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body.call(&"take_sword_hit", damage_cause)
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if knock_up > 0.0:
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var v := _knock_up_for(body)
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if v > 0.0:
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body.call(&"apply_knock_up", v)
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if body.has_method(&"receive_damage"):
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var event := DamageEvent.make(DamageEvent.cause_from(damage_cause), body.global_position, self)
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if knock_up > 0.0:
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event.knock_up = _knock_up_for(body)
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body.call(&"receive_damage", event)
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else:
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body.call(&"take_sword_hit", damage_cause)
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if knock_up > 0.0:
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var v := _knock_up_for(body)
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if v > 0.0:
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body.call(&"apply_knock_up", v)
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# Scale the pop by how far the body is from this hitbox's origin (planar). See the export docs.
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