feat(D-01/E): resistance & lock system rework (E1-E7)
E1: Initialize currentResistance in NBT at equip time from
ResistanceComponent — eliminates MAX-scan fallback bug
E2: BuiltInLockComponent for organic items (already committed)
E3: canStruggle refactor — new model:
- ARMS: always struggle-able (no lock gating)
- Non-ARMS: only if locked OR built-in lock
- Removed dead isItemLocked() from StruggleState + overrides
E4: canUnequip already handled by BuiltInLockComponent.blocksUnequip()
via ComponentHolder delegation
E5: Help/assist mechanic deferred (needs UI design)
E6: Removed lock resistance from ILockable (5 methods + NBT key deleted)
- GenericKnife: new knifeCutProgress NBT for cutting locks
- StruggleAccessory: accessoryStruggleResistance NBT replaces lock resistance
- PacketV2StruggleStart: uses config-based padlock resistance
- All lock/unlock packets cleaned of initializeLockResistance/clearLockResistance
E7: Fixed 3 pre-existing bugs:
- B2: DataDrivenItemRegistry.clear() synchronized on RELOAD_LOCK
- B3: V2TyingPlayerTask validates heldStack before equip (prevents duplication)
- B5: EntityKidnapperMerchant.remove() cleans playerToMerchant map (memory leak)
This commit is contained in:
@@ -70,6 +70,13 @@ public class V2TyingPlayerTask extends TyingPlayerTask {
|
||||
targetEntity.getName().getString()
|
||||
);
|
||||
|
||||
// Validate heldStack hasn't changed during tying (e.g. player swapped items)
|
||||
if (heldStack.isEmpty() || !ItemStack.isSameItemSameTags(heldStack, bind)) {
|
||||
TiedUpMod.LOGGER.warn("[V2TyingPlayerTask] heldStack changed during tying — aborting");
|
||||
stop();
|
||||
return;
|
||||
}
|
||||
|
||||
// Equip via V2 system
|
||||
V2EquipResult result = V2EquipmentHelper.equipItem(targetEntity, bind);
|
||||
if (result.isSuccess()) {
|
||||
|
||||
Reference in New Issue
Block a user