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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@@ -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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