Complete the DamageEvent migration: one deal() entry point for every attacker

The bull's Hitbox already routed through DamageEvent, but the spear, the bear's
maul, and the matador's reach-gore still did raw Object.call(&"take_sword_hit", ...)
— the exact scattered string paths DamageEvent was meant to retire. Add a single
static DamageEvent.deal(target, cause, at, source, knock_up) that builds the typed
event and hands it to receive_damage(), falling back to the legacy string call for
any not-yet-migrated victim, and route all four attackers (Hitbox included) through
it. The damage_pipeline characterization test proves the bull's outcomes are
unchanged.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Pq1VX2o1ZfiNRdCjD294wf
This commit is contained in:
2026-09-05 10:52:10 +03:00
parent ffe3052468
commit 9c4563a973
5 changed files with 23 additions and 14 deletions
+2 -11
View File
@@ -80,17 +80,8 @@ func _apply_hit(body: Node3D) -> void:
return
_hit_this_swing[body] = true
_did_hit = true
if body.has_method(&"receive_damage"):
var event := DamageEvent.make(DamageEvent.cause_from(damage_cause), body.global_position, self)
if knock_up > 0.0:
event.knock_up = _knock_up_for(body)
body.call(&"receive_damage", event)
else:
body.call(&"take_sword_hit", damage_cause)
if knock_up > 0.0:
var v := _knock_up_for(body)
if v > 0.0:
body.call(&"apply_knock_up", v)
var ku := _knock_up_for(body) if knock_up > 0.0 else 0.0
DamageEvent.deal(body, DamageEvent.cause_from(damage_cause), body.global_position, self, ku)
# Scale the pop by how far the body is from this hitbox's origin (planar). See the export docs.