Add typed DamageEvent hit pipeline

A typed DamageEvent contract (systems/combat/damage_event.gd) as a single
entry point for every attacker, plus a characterization test locking the bull's
damage reception. Attacker/receiver wiring rides along with the moved actor
scripts in the reorg commit.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01CCyaJPTHCH9EDthpf4A5Sj
This commit is contained in:
2026-09-08 14:55:46 +03:00
parent 565c132848
commit 9458085abb
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class_name DamageEvent
extends RefCounted
## The one typed payload for every hit in the game — a bull goring a matador, a bear slam popping
## the bull, a thrown spear landing. It replaces the scattered, stringly Object.call(&"take_sword_hit",
## "gored") paths: an emitter (a Hitbox) fills one of these and hands it to the target's
## receive_damage(event). One shape to read, log and type-check, instead of four call conventions.
##
## It serves both victim models the game already has: the bull, which dies on one clean hit
## (lethal + cause + hit_position), and an enemy, which is launched/ragdolled by an impulse
## (knockback_dir · knockback_strength + knock_up). A given hit just leaves the fields it doesn't
## use at their defaults.
enum Cause { GENERIC, GORED, MAULED, THROWN, SLAMMED, KICKED, DASHED }
## Who dealt the hit — for attribution and for ignoring self-overlap. May be null.
var source: Node = null
## What kind of hit; drives the victim's reaction (blood/vignette/FX) and any future resistances.
var cause: Cause = Cause.GENERIC
## World contact point, so impact FX spawn where the hit actually landed.
var hit_position: Vector3 = Vector3.ZERO
## Planar push direction (need not be normalised). Vector3.ZERO = no horizontal knockback.
var knockback_dir: Vector3 = Vector3.ZERO
## Impulse magnitude behind knockback_dir — the enemy launch/ragdoll strength.
var knockback_strength: float = 0.0
## Upward launch in m/s (an overhead smash pop, a leap-slam outer ring). 0 = a grounded hit.
var knock_up: float = 0.0
## One clean hit ends the run for the bull; most enemy-dealt hits are lethal to it. Enemies that
## are merely launched (not killed) by the bull's abilities set this false.
var lethal: bool = true
static func make(kind: Cause, at: Vector3, src: Node = null) -> DamageEvent:
var e := DamageEvent.new()
e.cause = kind
e.hit_position = at
e.source = src
return e
## The single entry point every attacker uses to wound a target: build the typed event and hand it
## to receive_damage(). Falls back to the legacy string call for any target not yet migrated, so a
## caller never has to branch on which contract the victim speaks. `knock_up_v` is the already-shaped
## pop (0 = grounded); callers that scale it by distance compute it before calling.
static func deal(target: Node, kind: Cause, at: Vector3, src: Node = null, knock_up_v: float = 0.0) -> void:
if target == null:
return
if target.has_method(&"receive_damage"):
var event := make(kind, at, src)
event.knock_up = knock_up_v
target.call(&"receive_damage", event)
return
if target.has_method(&"take_sword_hit"):
target.call(&"take_sword_hit", make(kind, at, src).cause_name(), at)
if knock_up_v > 0.0 and target.has_method(&"apply_knock_up"):
target.call(&"apply_knock_up", knock_up_v)
## Lower-case name of the cause, for logs and for the bull's existing cause-keyed reactions
## ("gored" / "mauled" / "thrown") during the migration off string causes.
func cause_name() -> String:
return String(Cause.keys()[cause]).to_lower()
## Maps a legacy cause string onto the enum, so a Hitbox's exported damage_cause round-trips
## exactly (gored/mauled/thrown are the only ones in use). Unknown strings fall back to GENERIC.
static func cause_from(text: String) -> Cause:
match text.to_lower():
"gored":
return Cause.GORED
"mauled":
return Cause.MAULED
"thrown":
return Cause.THROWN
"slammed":
return Cause.SLAMMED
"kicked":
return Cause.KICKED
"dashed":
return Cause.DASHED
return Cause.GENERIC
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uid://cwnr3ggsrii76