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
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
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