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:
NotEvil
2026-04-15 01:55:16 +02:00
parent fccb99ef9a
commit 099cd0d984
89 changed files with 2647 additions and 5423 deletions

View File

@@ -259,13 +259,10 @@ public class ItemKey extends ItemOwnerTarget {
ItemStack collarStack = targetState.getEquipment(BodyRegionV2.NECK);
if (collarStack.isEmpty()) return;
if (
collarStack.getItem() instanceof
com.tiedup.remake.items.base.ItemCollar collar
) {
if (com.tiedup.remake.v2.bondage.CollarHelper.isCollar(collarStack)) {
// Add player as owner to the collar (if not already)
if (!collar.getOwners(collarStack).contains(player.getUUID())) {
collar.addOwner(collarStack, player);
if (!com.tiedup.remake.v2.bondage.CollarHelper.isOwner(collarStack, player)) {
com.tiedup.remake.v2.bondage.CollarHelper.addOwner(collarStack, player);
// Update the collar in the target's inventory
targetState.equip(BodyRegionV2.NECK, collarStack);