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authorLéo Lam <leo@leolam.fr>2026-09-28 03:39:31 +0200
committerLéo Lam <leo@leolam.fr>2026-10-11 04:53:08 +0200
commit419f8f46bb40763d9602e4f975a033194281c5f5 (patch)
treebdd44d13360e6d6c5422c1f269aa7af84d7075a2 /src/KingSystem/ActorSystem/actAiBehavior.cpp
parentbdf141cf2d4919bb08de69d8a0c6cb4b6dd3e4ef (diff)
ksys/act: split IDamageManager out of DamageManagerBase
DamageManagerBase's root base class (previously DamageManagerBase_UnknownBase1) holds the damage callback list, and its code is linked among the ActorSystem objects rather than with the Game/Actor/Damage files. It appears to be an engine-side abstract base, so let's move it to KingSystem/ActorSystem as ksys::act::IDamageManager (unofficial name, following the ksys IManager/Manager pattern and Actor::getDamageMgr), together with DamageCallback and Struct20Base, and have Actor::getDamageMgr return it. DamageManagerBase now overrides its getters and inherits addDamageCallback/removeDamageCallback from it. The rest of the damage code stays in Game/Actor/Damage but is regrouped to match link order: Struct20::combineMaybe moves into actDamageManagerBase.cpp, Struct20::reset becomes inline and dmgStruct20.cpp becomes actDamageMgr.cpp. The uking::dmg namespace is merged into uking::act, so the files there take the act prefix too, and dmgInfoManager becomes actDamageInfoMgr after the class it holds. (AI assisted using Claude Fable 5.1 and Claude Opus 5.5)
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