feat(D-01/D): V1 cleanup — delete 28 files, ~5400 lines removed
D1: ThreadLocal alert suppression moved from ItemCollar to CollarHelper.
onCollarRemoved() logic (kidnapper alert) moved to CollarHelper.
D2+D3: Deleted 17 V1 item classes + 4 V1-only interfaces:
ItemBind, ItemGag, ItemBlindfold, ItemCollar, ItemEarplugs, ItemMittens,
ItemColor, ItemClassicCollar, ItemShockCollar, ItemShockCollarAuto,
ItemGpsCollar, ItemChokeCollar, ItemHood, ItemMedicalGag,
IBondageItem, IHasGaggingEffect, IHasBlindingEffect, IAdjustable
D4: KidnapperTheme/KidnapperItemSelector/DispenserBehaviors migrated
from variant enums to string-based DataDrivenItemRegistry IDs.
D5: Deleted 11 variant enums + Generic* factories + ItemBallGag3D:
BindVariant, GagVariant, BlindfoldVariant, EarplugsVariant, MittensVariant,
GenericBind, GenericGag, GenericBlindfold, GenericEarplugs, GenericMittens
D6: ModItems cleaned — all V1 bondage registrations removed.
D7: ModCreativeTabs rewritten — iterates DataDrivenItemRegistry.
D8+D9: All V2 helpers cleaned (V1 fallbacks removed), orphan imports removed.
Zero V1 bondage code references remain (only Javadoc comments).
All bondage items are now data-driven via 47 JSON definitions.
This commit is contained in:
@@ -12,6 +12,8 @@ import org.jetbrains.annotations.Nullable;
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* Helper class for selecting themed items for kidnappers.
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* Handles probability-based item selection and color application.
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*
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* All bondage items are now created via DataDrivenBondageItem.createStack().
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*
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* Item selection order (most to least common):
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* 1. Bind (arms) - 100% (always)
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* 2. Gag - 50%
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@@ -79,33 +81,10 @@ public class KidnapperItemSelector {
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this.blindfold = blindfold;
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}
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/**
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* Check if this selection has a gag.
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*/
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public boolean hasGag() {
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return !gag.isEmpty();
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}
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/**
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* Check if this selection has mittens.
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*/
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public boolean hasMittens() {
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return !mittens.isEmpty();
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}
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/**
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* Check if this selection has earplugs.
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*/
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public boolean hasEarplugs() {
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return !earplugs.isEmpty();
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}
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/**
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* Check if this selection has a blindfold.
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*/
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public boolean hasBlindfold() {
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return !blindfold.isEmpty();
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}
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public boolean hasGag() { return !gag.isEmpty(); }
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public boolean hasMittens() { return !mittens.isEmpty(); }
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public boolean hasEarplugs() { return !earplugs.isEmpty(); }
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public boolean hasBlindfold() { return !blindfold.isEmpty(); }
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}
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/**
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@@ -129,16 +108,6 @@ public class KidnapperItemSelector {
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return selectItems(false, true);
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}
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/**
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* Calculate adjusted probability based on kidnapper type.
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*
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* @param baseProb Base probability for the item
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* @param eliteBonus Bonus probability for elite kidnappers
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* @param archerPenalty Penalty probability for archer kidnappers
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* @param isElite Whether the kidnapper is elite
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* @param isArcher Whether the kidnapper is an archer
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* @return Adjusted probability
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*/
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private static double getAdjustedProbability(
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double baseProb,
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double eliteBonus,
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@@ -152,9 +121,6 @@ public class KidnapperItemSelector {
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return prob;
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}
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/**
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* Internal item selection logic.
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*/
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private static SelectionResult selectItems(
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boolean isElite,
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boolean isArcher
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@@ -163,132 +129,64 @@ public class KidnapperItemSelector {
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KidnapperTheme theme = KidnapperTheme.getRandomWeighted();
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// 2. Select color (if theme supports it)
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// Filter out colors that don't have textures for this theme's bind
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ItemColor color = theme.supportsColor()
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? getValidColorForBind(theme.getBind())
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? ItemColor.getRandomStandard()
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: null;
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// 3. Create bind (always)
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ItemStack bind = createBind(theme.getBind(), color);
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ItemStack bind = createItemById(theme.getBindId(), color);
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// 4. Roll for gag (randomly selected from theme's compatible gags)
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// 4. Roll for gag
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ItemStack gag = ItemStack.EMPTY;
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double gagProb = getAdjustedProbability(
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PROB_GAG,
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ELITE_GAG_BONUS,
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ARCHER_GAG_PENALTY,
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isElite,
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isArcher
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PROB_GAG, ELITE_GAG_BONUS, ARCHER_GAG_PENALTY, isElite, isArcher
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);
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if (RANDOM.nextDouble() < gagProb) {
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gag = createGag(theme.getRandomGag(), color);
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gag = createItemById(theme.getRandomGagId(), color);
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}
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// 5. Roll for mittens (same for all themes)
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// 5. Roll for mittens
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ItemStack mittens = ItemStack.EMPTY;
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double mittensProb = getAdjustedProbability(
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PROB_MITTENS,
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ELITE_MITTENS_BONUS,
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ARCHER_MITTENS_PENALTY,
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isElite,
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isArcher
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PROB_MITTENS, ELITE_MITTENS_BONUS, ARCHER_MITTENS_PENALTY, isElite, isArcher
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);
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if (RANDOM.nextDouble() < mittensProb) {
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mittens = createMittens();
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}
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// 6. Roll for earplugs (same for all themes)
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// 6. Roll for earplugs
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ItemStack earplugs = ItemStack.EMPTY;
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double earplugsProb = getAdjustedProbability(
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PROB_EARPLUGS,
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ELITE_EARPLUGS_BONUS,
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ARCHER_EARPLUGS_PENALTY,
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isElite,
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isArcher
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PROB_EARPLUGS, ELITE_EARPLUGS_BONUS, ARCHER_EARPLUGS_PENALTY, isElite, isArcher
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);
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if (RANDOM.nextDouble() < earplugsProb) {
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earplugs = createEarplugs();
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}
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// 7. Roll for blindfold (last, most restrictive - randomly selected)
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// 7. Roll for blindfold
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ItemStack blindfold = ItemStack.EMPTY;
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double blindfoldProb = getAdjustedProbability(
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PROB_BLINDFOLD,
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ELITE_BLINDFOLD_BONUS,
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ARCHER_BLINDFOLD_PENALTY,
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isElite,
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isArcher
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PROB_BLINDFOLD, ELITE_BLINDFOLD_BONUS, ARCHER_BLINDFOLD_PENALTY, isElite, isArcher
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);
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if (theme.hasBlindfolds() && RANDOM.nextDouble() < blindfoldProb) {
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blindfold = createBlindfold(theme.getRandomBlindfold(), color);
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blindfold = createItemById(theme.getRandomBlindfoldId(), color);
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}
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return new SelectionResult(
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theme,
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color,
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bind,
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gag,
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mittens,
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earplugs,
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blindfold
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theme, color, bind, gag, mittens, earplugs, blindfold
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);
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}
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// ITEM CREATION METHODS
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/**
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* Create a bind ItemStack with optional color.
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* Create a data-driven bondage item by registry name, with optional color.
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*/
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public static ItemStack createBind(
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BindVariant variant,
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@Nullable ItemColor color
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) {
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public static ItemStack createItemById(String id, @Nullable ItemColor color) {
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ItemStack stack = DataDrivenBondageItem.createStack(
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new ResourceLocation("tiedup", variant.getRegistryName())
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new ResourceLocation("tiedup", id)
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);
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if (color != null && variant.supportsColor()) {
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applyColor(stack, color);
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}
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return stack;
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}
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/**
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* Create a gag ItemStack with optional color.
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* Validates that the color has a texture for this gag variant.
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*/
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public static ItemStack createGag(
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GagVariant variant,
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@Nullable ItemColor color
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) {
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ItemStack stack = DataDrivenBondageItem.createStack(
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new ResourceLocation("tiedup", variant.getRegistryName())
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);
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if (
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color != null &&
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variant.supportsColor() &&
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isColorValidForGag(color, variant)
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) {
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applyColor(stack, color);
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}
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return stack;
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}
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/**
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* Create a blindfold ItemStack with optional color.
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* Validates that the color has a texture for this blindfold variant.
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*/
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public static ItemStack createBlindfold(
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BlindfoldVariant variant,
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@Nullable ItemColor color
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) {
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ItemStack stack = DataDrivenBondageItem.createStack(
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new ResourceLocation("tiedup", variant.getRegistryName())
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);
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if (
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color != null &&
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variant.supportsColor() &&
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isColorValidForBlindfold(color, variant)
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) {
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if (color != null) {
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applyColor(stack, color);
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}
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return stack;
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@@ -296,7 +194,6 @@ public class KidnapperItemSelector {
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/**
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* Create mittens ItemStack.
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* Mittens don't have color variants.
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*/
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public static ItemStack createMittens() {
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return DataDrivenBondageItem.createStack(
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@@ -306,7 +203,6 @@ public class KidnapperItemSelector {
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/**
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* Create earplugs ItemStack.
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* Earplugs don't have color variants.
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*/
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public static ItemStack createEarplugs() {
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return DataDrivenBondageItem.createStack(
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@@ -321,7 +217,6 @@ public class KidnapperItemSelector {
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/**
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* Apply color NBT to an ItemStack.
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* Sets both the ItemColor name and CustomModelData for model selection.
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*/
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public static void applyColor(ItemStack stack, ItemColor color) {
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if (stack.isEmpty() || color == null) return;
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@@ -351,141 +246,9 @@ public class KidnapperItemSelector {
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/**
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* Get the texture suffix for an item's color.
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* Example: "ropes" + "_red" = "ropes_red"
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* @return The color suffix (e.g., "_red"), or empty string if no color
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*/
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public static String getColorSuffix(ItemStack stack) {
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ItemColor color = getColor(stack);
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return color != null ? "_" + color.getName() : "";
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}
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// COLOR VALIDATION
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/**
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* Get a random color that has a texture for the given bind variant.
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* Excludes colors that don't have textures for specific variants.
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*/
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public static ItemColor getValidColorForBind(BindVariant variant) {
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ItemColor color;
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int attempts = 0;
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do {
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color = ItemColor.getRandomStandard();
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attempts++;
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// Prevent infinite loop
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if (attempts > 50) break;
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} while (!isColorValidForBind(color, variant));
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return color;
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}
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/**
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* Check if a color has a texture for the given bind variant.
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* Returns false for colors without textures.
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*/
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public static boolean isColorValidForBind(
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ItemColor color,
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BindVariant variant
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) {
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if (color == null || variant == null) return true;
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// BROWN doesn't have textures for ROPES and SHIBARI
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if (
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color == ItemColor.BROWN &&
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(variant == BindVariant.ROPES || variant == BindVariant.SHIBARI)
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) {
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return false;
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}
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// GRAY doesn't have texture for DUCT_TAPE
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if (color == ItemColor.GRAY && variant == BindVariant.DUCT_TAPE) {
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return false;
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}
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return true;
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}
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/**
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* Check if a color has a texture for the given gag variant.
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*/
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public static boolean isColorValidForGag(
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ItemColor color,
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GagVariant variant
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) {
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if (color == null || variant == null) return true;
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// GRAY doesn't have texture for TAPE_GAG
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if (color == ItemColor.GRAY && variant == GagVariant.TAPE_GAG) {
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return false;
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}
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// WHITE doesn't have texture for CLOTH_GAG and CLEAVE_GAG
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if (
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color == ItemColor.WHITE &&
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(variant == GagVariant.CLOTH_GAG ||
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variant == GagVariant.CLEAVE_GAG)
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) {
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return false;
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}
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// RED doesn't have texture for BALL_GAG and BALL_GAG_STRAP
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if (
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color == ItemColor.RED &&
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(variant == GagVariant.BALL_GAG ||
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variant == GagVariant.BALL_GAG_STRAP)
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) {
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return false;
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}
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return true;
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}
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/**
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* Check if a color has a texture for the given blindfold variant.
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*/
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public static boolean isColorValidForBlindfold(
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ItemColor color,
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BlindfoldVariant variant
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) {
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if (color == null || variant == null) return true;
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// BLACK doesn't have texture for CLASSIC or MASK blindfolds
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if (
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color == ItemColor.BLACK &&
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(variant == BlindfoldVariant.CLASSIC ||
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variant == BlindfoldVariant.MASK)
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) {
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return false;
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}
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return true;
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}
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/**
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* Get a random color that has a texture for the given gag variant.
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*/
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public static ItemColor getValidColorForGag(GagVariant variant) {
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ItemColor color;
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int attempts = 0;
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do {
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color = ItemColor.getRandomStandard();
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attempts++;
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if (attempts > 50) break;
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} while (!isColorValidForGag(color, variant));
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return color;
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}
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/**
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* Get a random color that has a texture for the given blindfold variant.
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*/
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public static ItemColor getValidColorForBlindfold(
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BlindfoldVariant variant
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) {
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ItemColor color;
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int attempts = 0;
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do {
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color = ItemColor.getRandomStandard();
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attempts++;
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if (attempts > 50) break;
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} while (!isColorValidForBlindfold(color, variant));
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return color;
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}
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}
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Reference in New Issue
Block a user