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.
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@@ -9,8 +9,9 @@ import com.tiedup.remake.entities.AbstractTiedUpNpc;
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import com.tiedup.remake.entities.EntityKidnapperArcher;
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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.items.clothes.GenericClothes;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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@@ -230,11 +231,7 @@ public class DamselModel
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if (inPose) {
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ItemStack bind = entity.getEquipment(BodyRegionV2.ARMS);
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PoseType poseType = PoseType.STANDARD;
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if (bind.getItem() instanceof ItemBind itemBind) {
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poseType = itemBind.getPoseType();
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}
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PoseType poseType = PoseTypeHelper.getPoseType(bind);
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// Hide arms for wrap/latex_sack poses
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if (poseType == PoseType.WRAP || poseType == PoseType.LATEX_SACK) {
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@@ -252,9 +249,7 @@ public class DamselModel
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PoseType currentPoseType = PoseType.STANDARD;
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if (inPose) {
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ItemStack bindForPoseType = entity.getEquipment(BodyRegionV2.ARMS);
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if (bindForPoseType.getItem() instanceof ItemBind itemBindForType) {
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currentPoseType = itemBindForType.getPoseType();
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}
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currentPoseType = PoseTypeHelper.getPoseType(bindForPoseType);
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}
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// Check if this is a Master in human chair mode (head should look around freely)
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@@ -306,11 +301,7 @@ public class DamselModel
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// Animation not yet active (1-frame delay) - apply static pose as fallback
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// This ensures immediate visual feedback when bind is applied
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ItemStack bind = entity.getEquipment(BodyRegionV2.ARMS);
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PoseType fallbackPoseType = PoseType.STANDARD;
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if (bind.getItem() instanceof ItemBind itemBind) {
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fallbackPoseType = itemBind.getPoseType();
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}
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PoseType fallbackPoseType = PoseTypeHelper.getPoseType(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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@@ -323,10 +314,10 @@ public class DamselModel
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);
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if (
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!armsBound && !legsBound && bind.getItem() instanceof ItemBind
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!armsBound && !legsBound && BindModeHelper.isBindItem(bind)
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) {
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armsBound = ItemBind.hasArmsBound(bind);
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legsBound = ItemBind.hasLegsBound(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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// Apply static pose directly to model parts
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