feat(D-01/A): interaction routing + TyingInteractionHelper (A8)
- DataDrivenBondageItem.use(): shift+click cycles bind mode for ARMS items - DataDrivenBondageItem.interactLivingEntity(): region-based routing - ARMS → TyingInteractionHelper (tying task with progress bar) - NECK → deferred to Branch C (no V2 collar JSONs yet) - Other regions → instant equip via parent AbstractV2BondageItem - TyingInteractionHelper: extracted tying flow using V2TyingPlayerTask - Distance/LoS validation, swap if already tied, task lifecycle
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package com.tiedup.remake.v2.bondage;
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import com.tiedup.remake.core.SettingsAccessor;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.tasks.TyingTask;
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import com.tiedup.remake.tasks.V2TyingPlayerTask;
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import com.tiedup.remake.util.KidnappedHelper;
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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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import net.minecraft.server.level.ServerPlayer;
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import net.minecraft.world.InteractionHand;
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import net.minecraft.world.InteractionResult;
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import net.minecraft.world.entity.LivingEntity;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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/**
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* Handles the tying interaction flow for V2 data-driven ARMS items.
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*
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* <p>Extracted from {@code ItemBind.interactLivingEntity()} to support
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* the same tying task flow for data-driven items.</p>
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*/
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public final class TyingInteractionHelper {
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private TyingInteractionHelper() {}
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/**
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* Handle right-click tying of a target entity with a V2 ARMS item.
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* Creates/continues a V2TyingPlayerTask.
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*/
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public static InteractionResult handleTying(
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ServerPlayer player,
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LivingEntity target,
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ItemStack stack,
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InteractionHand hand
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) {
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IBondageState targetState = KidnappedHelper.getKidnappedState(target);
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if (targetState == null) return InteractionResult.PASS;
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// Kidnapper can't be tied themselves
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IBondageState kidnapperState = KidnappedHelper.getKidnappedState(player);
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if (kidnapperState != null && kidnapperState.isTiedUp()) {
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return InteractionResult.PASS;
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}
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// Already tied — try to swap
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if (targetState.isTiedUp()) {
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if (stack.isEmpty()) return InteractionResult.PASS;
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ItemStack oldBind = V2EquipmentHelper.unequipFromRegion(target, BodyRegionV2.ARMS);
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if (!oldBind.isEmpty()) {
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V2EquipmentHelper.equipItem(target, stack.copy());
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stack.shrink(1);
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target.spawnAtLocation(oldBind);
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TiedUpMod.LOGGER.debug("[TyingInteraction] Swapped bind on {}", target.getName().getString());
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return InteractionResult.SUCCESS;
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}
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return InteractionResult.PASS;
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}
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// Distance + line-of-sight (skip for self-tying)
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boolean isSelfTying = player.equals(target);
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if (!isSelfTying) {
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if (player.distanceTo(target) > 4.0 || !player.hasLineOfSight(target)) {
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return InteractionResult.PASS;
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}
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}
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// Create/continue tying task
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PlayerBindState playerState = PlayerBindState.getInstance(player);
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if (playerState == null) return InteractionResult.PASS;
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int tyingSeconds = SettingsAccessor.getTyingPlayerTime(player.level().getGameRules());
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V2TyingPlayerTask newTask = new V2TyingPlayerTask(
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stack.copy(),
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stack,
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targetState,
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target,
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tyingSeconds,
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player.level(),
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player
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);
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TyingTask currentTask = playerState.getCurrentTyingTask();
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if (currentTask == null
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|| !currentTask.isSameTarget(target)
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|| currentTask.isOutdated()
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|| !ItemStack.matches(currentTask.getBind(), stack)) {
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playerState.setCurrentTyingTask(newTask);
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newTask.start();
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} else {
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newTask = (V2TyingPlayerTask) currentTask;
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}
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newTask.update();
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if (newTask.isStopped()) {
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stack.shrink(1);
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playerState.setCurrentTyingTask(null);
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TiedUpMod.LOGGER.info("[TyingInteraction] {} tied {}", player.getName().getString(), target.getName().getString());
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}
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return InteractionResult.SUCCESS;
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}
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}
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