Moved fighting code into a component
All damage dealing is now handeled via FightingComponent. Monsters use a derived MonsterFightingComponent since they can have a damage mutation and have a seperate script callback.
The wirering with Being is still not optional since most of the stuff does not exist as components.
Things done:
- Seperated the fighting code from Being and only let Characters and Monsters add the Component (less overhead for npcs)
- Added a getter for Attribute values to prevent searching it all the time in non Being members
- Fixed the type if the damage mutation to double (no idea why it was int) I did not want to copy it over incorrectly
- Removed the addAttack/removeAttack overrides in Character and made the knuckleAttack being added based on newly added signals
Future TODOS:
- Remove depedency on Being as soon all needed dependencies are available as components of Entity
- Move the monster script callback into the general fightingcomponent and make it usuable for characters too