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
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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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## The single entry point every attacker uses to wound a target: build the typed event and hand it
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## to receive_damage(). Falls back to the legacy string call for any target not yet migrated, so a
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## caller never has to branch on which contract the victim speaks. `knock_up_v` is the already-shaped
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## pop (0 = grounded); callers that scale it by distance compute it before calling.
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static func deal(target: Node, kind: Cause, at: Vector3, src: Node = null, knock_up_v: float = 0.0) -> void:
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if target == null:
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return
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if target.has_method(&"receive_damage"):
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var event := make(kind, at, src)
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event.knock_up = knock_up_v
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target.call(&"receive_damage", event)
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return
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if target.has_method(&"take_sword_hit"):
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target.call(&"take_sword_hit", make(kind, at, src).cause_name(), at)
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if knock_up_v > 0.0 and target.has_method(&"apply_knock_up"):
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target.call(&"apply_knock_up", knock_up_v)
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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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## Maps a legacy cause string onto the enum, so a Hitbox's exported damage_cause round-trips
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## exactly (gored/mauled/thrown are the only ones in use). Unknown strings fall back to GENERIC.
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static func cause_from(text: String) -> Cause:
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match text.to_lower():
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"gored":
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return Cause.GORED
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"mauled":
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return Cause.MAULED
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"thrown":
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return Cause.THROWN
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"slammed":
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return Cause.SLAMMED
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"kicked":
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return Cause.KICKED
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"dashed":
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return Cause.DASHED
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return Cause.GENERIC
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