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:
@@ -1,8 +1,8 @@
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package com.tiedup.remake.client.animation.render;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.v2.bondage.PoseTypeHelper;
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import com.tiedup.remake.state.HumanChairHelper;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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@@ -93,14 +93,11 @@ public class DogPoseRenderHandler {
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}
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ItemStack bindForPose = state.getEquipment(BodyRegionV2.ARMS);
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if (
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bindForPose.isEmpty() ||
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!(bindForPose.getItem() instanceof ItemBind itemBind)
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) {
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if (bindForPose.isEmpty()) {
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return;
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}
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PoseType bindPoseType = itemBind.getPoseType();
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PoseType bindPoseType = PoseTypeHelper.getPoseType(bindForPose);
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// Check for humanChairMode NBT override
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bindPoseType = HumanChairHelper.resolveEffectivePose(
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bindPoseType,
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@@ -2,8 +2,8 @@ package com.tiedup.remake.client.animation.render;
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import com.tiedup.remake.client.state.PetBedClientState;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.v2.bondage.PoseTypeHelper;
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import com.tiedup.remake.state.HumanChairHelper;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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@@ -83,11 +83,9 @@ public class PetBedRenderHandler {
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PlayerBindState state = PlayerBindState.getInstance(player);
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if (state == null) return false;
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ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
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if (
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bind.isEmpty() || !(bind.getItem() instanceof ItemBind itemBind)
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) return false;
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if (bind.isEmpty()) return false;
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PoseType pose = HumanChairHelper.resolveEffectivePose(
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itemBind.getPoseType(),
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PoseTypeHelper.getPoseType(bind),
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bind
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);
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return pose == PoseType.DOG || pose == PoseType.HUMAN_CHAIR;
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@@ -2,8 +2,8 @@ package com.tiedup.remake.client.animation.render;
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import com.tiedup.remake.client.renderer.layers.ClothesRenderHelper;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.v2.bondage.PoseTypeHelper;
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import com.tiedup.remake.items.clothes.ClothesProperties;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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@@ -71,10 +71,8 @@ public class PlayerArmHideEventHandler {
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// === HIDE ARMS (wrap/latex_sack poses) ===
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if (state.hasArmsBound()) {
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ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
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if (
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!bind.isEmpty() && bind.getItem() instanceof ItemBind itemBind
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) {
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PoseType poseType = itemBind.getPoseType();
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if (!bind.isEmpty()) {
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PoseType poseType = PoseTypeHelper.getPoseType(bind);
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// Only hide arms for wrap/sack poses (arms are covered by the item)
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if (
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@@ -14,8 +14,9 @@ import com.tiedup.remake.client.gltf.GltfAnimationApplier;
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import com.tiedup.remake.client.state.ClothesClientCache;
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import com.tiedup.remake.client.state.MovementStyleClientState;
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import com.tiedup.remake.client.state.PetBedClientState;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.v2.bondage.BindModeHelper;
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import com.tiedup.remake.v2.bondage.PoseTypeHelper;
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import com.tiedup.remake.state.HumanChairHelper;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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@@ -249,14 +250,10 @@ public class AnimationTickHandler {
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PlayerBindState state
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) {
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ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
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PoseType poseType = PoseType.STANDARD;
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PoseType poseType = PoseTypeHelper.getPoseType(bind);
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if (bind.getItem() instanceof ItemBind itemBind) {
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poseType = itemBind.getPoseType();
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// Human chair mode: override DOG pose to HUMAN_CHAIR (straight limbs)
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poseType = HumanChairHelper.resolveEffectivePose(poseType, bind);
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}
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// Human chair mode: override DOG pose to HUMAN_CHAIR (straight limbs)
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poseType = HumanChairHelper.resolveEffectivePose(poseType, bind);
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// Derive bound state from V2 regions (works client-side, synced via capability)
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(
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@@ -268,10 +265,10 @@ public class AnimationTickHandler {
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BodyRegionV2.LEGS
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);
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// V1 fallback: if no V2 regions are set but player is tied, derive from ItemBind NBT
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if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
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armsBound = ItemBind.hasArmsBound(bind);
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legsBound = ItemBind.hasLegsBound(bind);
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// V1 fallback: if no V2 regions are set but player is tied, derive from bind mode NBT
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if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
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armsBound = BindModeHelper.hasArmsBound(bind);
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legsBound = BindModeHelper.hasLegsBound(bind);
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}
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boolean isStruggling = state.isStruggling();
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@@ -9,8 +9,9 @@ import com.tiedup.remake.client.gltf.GltfAnimationApplier;
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import com.tiedup.remake.entities.AbstractTiedUpNpc;
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import com.tiedup.remake.entities.EntityMaster;
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import com.tiedup.remake.entities.ai.master.MasterState;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.v2.bondage.BindModeHelper;
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import com.tiedup.remake.v2.bondage.PoseTypeHelper;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.IV2BondageEquipment;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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@@ -161,13 +162,8 @@ public class NpcAnimationTickHandler {
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net.minecraft.world.item.ItemStack bind = entity.getEquipment(
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BodyRegionV2.ARMS
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);
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PoseType poseType = PoseType.STANDARD;
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boolean hasBind = false;
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if (bind.getItem() instanceof ItemBind itemBind) {
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poseType = itemBind.getPoseType();
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hasBind = true;
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}
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PoseType poseType = PoseTypeHelper.getPoseType(bind);
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boolean hasBind = BindModeHelper.isBindItem(bind);
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// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(
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@@ -179,10 +175,10 @@ public class NpcAnimationTickHandler {
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BodyRegionV2.LEGS
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);
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// V1 fallback: if no V2 regions set but NPC has a bind, derive from ItemBind NBT
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if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
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armsBound = ItemBind.hasArmsBound(bind);
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legsBound = ItemBind.hasLegsBound(bind);
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// V1 fallback: if no V2 regions set but NPC has a bind, derive from bind mode NBT
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if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
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armsBound = BindModeHelper.hasArmsBound(bind);
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legsBound = BindModeHelper.hasLegsBound(bind);
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}
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boolean isStruggling = entity.isStruggling();
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