feat(D-01/C): consumer migration — 85 files migrated to V2 helpers

Phase 1 (state): PlayerBindState, PlayerCaptorManager, PlayerEquipment,
  PlayerDataRetrieval, PlayerLifecycle, PlayerShockCollar, StruggleAccessory
Phase 2 (client): AnimationTickHandler, NpcAnimationTickHandler, 5 render
  handlers, DamselModel, 3 client mixins, SelfBondageInputHandler,
  SlaveManagementScreen, ActionPanel, SlaveEntryWidget, ModKeybindings
Phase 3 (entities): 28 entity/AI files migrated to CollarHelper,
  BindModeHelper, PoseTypeHelper, createStack()
Phase 4 (network): PacketSlaveAction, PacketMasterEquip,
  PacketAssignCellToCollar, PacketNpcCommand, PacketFurnitureForcemount
Phase 5 (events): RestraintTaskTickHandler, PetPlayRestrictionHandler,
  PlayerEnslavementHandler, ChatEventHandler, LaborAttackPunishmentHandler
Phase 6 (commands): BondageSubCommand, CollarCommand, NPCCommand,
  KidnapSetCommand
Phase 7 (compat): MCAKidnappedAdapter, MCA mixins
Phase 8 (misc): GagTalkManager, PetRequestManager, HangingCagePiece,
  BondageItemBlockEntity, TrappedChestBlockEntity, DispenserBehaviors,
  BondageItemLoaderUtility, RestraintApplicator, StruggleSessionManager,
  MovementStyleResolver, CampLifecycleManager

Some files retain dual V1/V2 checks (instanceof V1 || V2Helper) for
coexistence — V1-only branches removed in Branch D.
This commit is contained in:
NotEvil
2026-04-15 00:16:50 +02:00
parent 52d1044e9a
commit 3d61c9e9e6
85 changed files with 2885 additions and 777 deletions

View File

@@ -1,8 +1,8 @@
package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.bondage.PoseTypeHelper;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
@@ -93,14 +93,11 @@ public class DogPoseRenderHandler {
}
ItemStack bindForPose = state.getEquipment(BodyRegionV2.ARMS);
if (
bindForPose.isEmpty() ||
!(bindForPose.getItem() instanceof ItemBind itemBind)
) {
if (bindForPose.isEmpty()) {
return;
}
PoseType bindPoseType = itemBind.getPoseType();
PoseType bindPoseType = PoseTypeHelper.getPoseType(bindForPose);
// Check for humanChairMode NBT override
bindPoseType = HumanChairHelper.resolveEffectivePose(
bindPoseType,

View File

@@ -2,8 +2,8 @@ package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.client.state.PetBedClientState;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.bondage.PoseTypeHelper;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
@@ -83,11 +83,9 @@ public class PetBedRenderHandler {
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) return false;
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (
bind.isEmpty() || !(bind.getItem() instanceof ItemBind itemBind)
) return false;
if (bind.isEmpty()) return false;
PoseType pose = HumanChairHelper.resolveEffectivePose(
itemBind.getPoseType(),
PoseTypeHelper.getPoseType(bind),
bind
);
return pose == PoseType.DOG || pose == PoseType.HUMAN_CHAIR;

View File

@@ -2,8 +2,8 @@ package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.client.renderer.layers.ClothesRenderHelper;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.bondage.PoseTypeHelper;
import com.tiedup.remake.items.clothes.ClothesProperties;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
@@ -71,10 +71,8 @@ public class PlayerArmHideEventHandler {
// === HIDE ARMS (wrap/latex_sack poses) ===
if (state.hasArmsBound()) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (
!bind.isEmpty() && bind.getItem() instanceof ItemBind itemBind
) {
PoseType poseType = itemBind.getPoseType();
if (!bind.isEmpty()) {
PoseType poseType = PoseTypeHelper.getPoseType(bind);
// Only hide arms for wrap/sack poses (arms are covered by the item)
if (

View File

@@ -14,8 +14,9 @@ import com.tiedup.remake.client.gltf.GltfAnimationApplier;
import com.tiedup.remake.client.state.ClothesClientCache;
import com.tiedup.remake.client.state.MovementStyleClientState;
import com.tiedup.remake.client.state.PetBedClientState;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.bondage.BindModeHelper;
import com.tiedup.remake.v2.bondage.PoseTypeHelper;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
@@ -249,14 +250,10 @@ public class AnimationTickHandler {
PlayerBindState state
) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseType.STANDARD;
PoseType poseType = PoseTypeHelper.getPoseType(bind);
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
// Human chair mode: override DOG pose to HUMAN_CHAIR (straight limbs)
poseType = HumanChairHelper.resolveEffectivePose(poseType, bind);
}
// Human chair mode: override DOG pose to HUMAN_CHAIR (straight limbs)
poseType = HumanChairHelper.resolveEffectivePose(poseType, bind);
// Derive bound state from V2 regions (works client-side, synced via capability)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(
@@ -268,10 +265,10 @@ public class AnimationTickHandler {
BodyRegionV2.LEGS
);
// V1 fallback: if no V2 regions are set but player is tied, derive from ItemBind NBT
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
// V1 fallback: if no V2 regions are set but player is tied, derive from bind mode NBT
if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
armsBound = BindModeHelper.hasArmsBound(bind);
legsBound = BindModeHelper.hasLegsBound(bind);
}
boolean isStruggling = state.isStruggling();

View File

@@ -9,8 +9,9 @@ import com.tiedup.remake.client.gltf.GltfAnimationApplier;
import com.tiedup.remake.entities.AbstractTiedUpNpc;
import com.tiedup.remake.entities.EntityMaster;
import com.tiedup.remake.entities.ai.master.MasterState;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.bondage.BindModeHelper;
import com.tiedup.remake.v2.bondage.PoseTypeHelper;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.IV2BondageEquipment;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
@@ -161,13 +162,8 @@ public class NpcAnimationTickHandler {
net.minecraft.world.item.ItemStack bind = entity.getEquipment(
BodyRegionV2.ARMS
);
PoseType poseType = PoseType.STANDARD;
boolean hasBind = false;
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
hasBind = true;
}
PoseType poseType = PoseTypeHelper.getPoseType(bind);
boolean hasBind = BindModeHelper.isBindItem(bind);
// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(
@@ -179,10 +175,10 @@ public class NpcAnimationTickHandler {
BodyRegionV2.LEGS
);
// V1 fallback: if no V2 regions set but NPC has a bind, derive from ItemBind NBT
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
// V1 fallback: if no V2 regions set but NPC has a bind, derive from bind mode NBT
if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
armsBound = BindModeHelper.hasArmsBound(bind);
legsBound = BindModeHelper.hasLegsBound(bind);
}
boolean isStruggling = entity.isStruggling();