fix(D-01/D): checkup cleanup — 5 issues resolved
1. LockableComponent: remove duplicate "Lockable" tooltip line (ILockable.appendLockTooltip already handles lock status display) 2. ILockable/IHasResistance Javadoc: update @link refs from deleted V1 classes to V2 AbstractV2BondageItem/DataDrivenBondageItem 3. SettingsAccessor Javadoc: remove stale BindVariant @link references 4. DataDrivenBondageItem: update NECK block comment (remove branch ref) 5. Delete empty bondage3d/gags/ directory
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@@ -160,7 +160,7 @@ public class SettingsAccessor {
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* <p><b>BUG-003 fix:</b> Previously, {@code IHasResistance.getBaseResistance()}
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* called {@code ModGameRules.getResistance()} which only knew 4 types (rope, gag,
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* blindfold, collar) and returned hardcoded 100 for the other 10 types. Meanwhile
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* {@code BindVariant.getResistance()} read from ModConfig which had all 14 types.
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* the old BindVariant.getResistance() read from ModConfig which had all 14 types.
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* This caused a display-vs-struggle desync (display: 250, struggle: 100).
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* Now both paths use this method.
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*
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@@ -207,8 +207,7 @@ public class SettingsAccessor {
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/**
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* Normalize a raw bind item name to its config key.
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*
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* <p>Replicates the mapping from
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* {@link com.tiedup.remake.items.base.BindVariant#getResistance()} so that
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* <p>Normalizes raw item names to config keys so that
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* every call site resolves to the same config entry.
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*
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* @param bindType Raw item name (e.g., "ropes", "vine_seed", "collar")
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@@ -22,10 +22,8 @@ import net.minecraft.world.item.ItemStack;
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*
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* <h2>Implementations</h2>
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* <ul>
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* <li>{@link ItemBind} - Ropes, chains, straitjackets</li>
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* <li>{@link ItemGag} - Ball gags, tape gags, cloth gags</li>
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* <li>{@link ItemBlindfold} - Blindfolds</li>
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* <li>{@link ItemCollar} - Collars (special: may not be struggleable)</li>
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* <li>{@link com.tiedup.remake.v2.bondage.items.AbstractV2BondageItem} - All V2 bondage items</li>
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* <li>{@link com.tiedup.remake.v2.bondage.datadriven.DataDrivenBondageItem} - Data-driven items (resistance via ResistanceComponent)</li>
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* </ul>
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*
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* <p>Based on original IHasResistance.java from 1.12.2
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@@ -24,11 +24,8 @@ import org.jetbrains.annotations.Nullable;
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*
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* <h2>Implementations</h2>
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* <ul>
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* <li>{@link ItemGag} - Gags can be locked</li>
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* <li>{@link ItemBlindfold} - Blindfolds can be locked</li>
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* <li>{@link ItemCollar} - Collars can be locked</li>
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* <li>{@link ItemEarplugs} - Earplugs can be locked</li>
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* <li>ItemBind - Binds can be locked (future)</li>
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* <li>{@link com.tiedup.remake.v2.bondage.items.AbstractV2BondageItem} - All V2 bondage items</li>
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* <li>{@link com.tiedup.remake.v2.bondage.datadriven.DataDrivenBondageItem} - Data-driven items (via AbstractV2BondageItem)</li>
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* </ul>
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*
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* <h2>NBT Storage</h2>
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@@ -51,7 +51,8 @@ public class LockableComponent implements IItemComponent {
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@Override
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public void appendTooltip(ItemStack stack, @Nullable Level level, List<Component> tooltip, TooltipFlag flag) {
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tooltip.add(Component.translatable("item.tiedup.tooltip.lockable").withStyle(ChatFormatting.GOLD));
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// Lock status ("Locked"/"Lockable") is handled by ILockable.appendLockTooltip()
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// called from AbstractV2BondageItem.appendHoverText() — no duplicate here.
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if (flag.isAdvanced()) {
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tooltip.add(Component.translatable("item.tiedup.tooltip.lock_resistance", lockResistance)
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.withStyle(ChatFormatting.DARK_GRAY));
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@@ -167,11 +167,11 @@ public class DataDrivenBondageItem extends AbstractV2BondageItem {
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return TyingInteractionHelper.handleTying(serverPlayer, target, stack, hand);
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}
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// NECK: blocked until Branch C wires the full collar equip flow
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// (add owner to NBT, register in CollarRegistry, play sound, sync).
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// Without this, V2 collars equip without ownership — breaking GPS, shock, alerts.
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// NECK: blocked — collar equip requires owner setup (add owner to NBT,
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// register in CollarRegistry, play sound, sync) which is not yet wired
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// through interactLivingEntity. TODO: implement collar equip flow.
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if (regions.contains(BodyRegionV2.NECK)) {
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TiedUpMod.LOGGER.debug("[DataDrivenBondageItem] NECK equip blocked — collar flow not wired yet");
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TiedUpMod.LOGGER.debug("[DataDrivenBondageItem] NECK equip via right-click not yet implemented");
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return InteractionResult.PASS;
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}
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