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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@@ -1,7 +1,10 @@
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package com.tiedup.remake.v2.bondage.datadriven;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.BindModeHelper;
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import com.tiedup.remake.v2.bondage.IV2BondageEquipment;
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import com.tiedup.remake.v2.bondage.TyingInteractionHelper;
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import com.tiedup.remake.v2.bondage.V2BondageItems;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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import com.tiedup.remake.v2.bondage.component.ComponentHolder;
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@@ -17,7 +20,13 @@ import java.util.stream.Collectors;
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import net.minecraft.ChatFormatting;
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import net.minecraft.network.chat.Component;
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import net.minecraft.resources.ResourceLocation;
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import net.minecraft.server.level.ServerPlayer;
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import net.minecraft.sounds.SoundEvents;
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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.InteractionResultHolder;
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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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import net.minecraft.world.item.TooltipFlag;
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import net.minecraft.world.level.Level;
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@@ -116,6 +125,55 @@ public class DataDrivenBondageItem extends AbstractV2BondageItem {
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return def != null && def.supportsColor();
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}
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// ===== INTERACTION ROUTING =====
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@Override
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public InteractionResultHolder<ItemStack> use(Level level, Player player, InteractionHand hand) {
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ItemStack stack = player.getItemInHand(hand);
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Set<BodyRegionV2> regions = getOccupiedRegions(stack);
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// ARMS items: shift+click cycles bind mode
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if (regions.contains(BodyRegionV2.ARMS) && player.isShiftKeyDown() && !level.isClientSide) {
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BindModeHelper.cycleBindModeId(stack);
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player.playSound(SoundEvents.CHAIN_STEP, 0.5f, 1.2f);
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player.displayClientMessage(
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Component.translatable(
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"tiedup.message.bindmode_changed",
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Component.translatable(BindModeHelper.getBindModeTranslationKey(stack))
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),
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true
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);
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return InteractionResultHolder.success(stack);
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}
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return super.use(level, player, hand);
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}
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@Override
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public InteractionResult interactLivingEntity(
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ItemStack stack, Player player, LivingEntity target, InteractionHand hand
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) {
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// Client: arm swing
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if (player.level().isClientSide) {
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return InteractionResult.SUCCESS;
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}
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DataDrivenItemDefinition def = DataDrivenItemRegistry.get(stack);
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if (def == null) return InteractionResult.PASS;
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Set<BodyRegionV2> regions = def.occupiedRegions();
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// ARMS: tying flow (do NOT call super — avoids double equip)
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if (regions.contains(BodyRegionV2.ARMS) && player instanceof ServerPlayer serverPlayer) {
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return TyingInteractionHelper.handleTying(serverPlayer, target, stack, hand);
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}
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// NECK: collar equip blocked for now — V2 collar JSONs don't exist in Branch A.
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// Full collar equip flow (add owner, register, sound) wired in Branch C.
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// All other regions (MOUTH, EYES, EARS, HANDS): instant equip via parent
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return super.interactLivingEntity(stack, player, target, hand);
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}
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// ===== IHasResistance IMPLEMENTATION =====
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@Override
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