Remove internal phase comments and format code
Strip all Phase references, TODO/FUTURE roadmap notes, and internal planning comments from the codebase. Run Prettier for consistent formatting across all Java files.
This commit is contained in:
@@ -1,22 +1,21 @@
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package com.tiedup.remake.client;
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import com.mojang.blaze3d.platform.InputConstants;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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import com.tiedup.remake.client.gui.screens.AdjustmentScreen;
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import com.tiedup.remake.client.gui.screens.UnifiedBondageScreen;
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import com.tiedup.remake.items.base.ItemCollar;
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import org.jetbrains.annotations.Nullable;
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import com.tiedup.remake.core.ModConfig;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.ILockable;
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import com.tiedup.remake.items.base.ItemCollar;
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import com.tiedup.remake.network.ModNetwork;
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import com.tiedup.remake.network.action.PacketForceSeatModifier;
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import com.tiedup.remake.network.action.PacketStruggle;
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import com.tiedup.remake.network.action.PacketTighten;
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import com.tiedup.remake.network.bounty.PacketRequestBounties;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart;
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import com.tiedup.remake.state.PlayerBindState;
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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 com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart;
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import net.minecraft.ChatFormatting;
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import net.minecraft.client.KeyMapping;
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import net.minecraft.client.Minecraft;
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@@ -29,9 +28,9 @@ import net.minecraftforge.client.event.RegisterKeyMappingsEvent;
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import net.minecraftforge.event.TickEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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import org.jetbrains.annotations.Nullable;
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/**
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* Phase 7: Client-side keybindings for TiedUp mod.
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*
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* Manages key mappings and sends packets to server when keys are pressed.
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*
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@@ -227,7 +226,7 @@ public class ModKeybindings {
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);
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}
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// Check struggle key - Phase 21: Flow based on bind/accessories
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// Check struggle key - Flow based on bind/accessories
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while (STRUGGLE_KEY.consumeClick()) {
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handleStruggleKey();
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}
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@@ -284,7 +283,6 @@ public class ModKeybindings {
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}
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/**
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* Phase 21: Handle struggle key press with new flow.
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*
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* Flow:
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* 1. If bind equipped: Send PacketStruggle to server (struggle against bind)
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@@ -300,7 +298,11 @@ public class ModKeybindings {
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}
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// V2 path: check if player has V2 equipment to struggle against
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if (com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.hasAnyEquipment(player)) {
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if (
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com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.hasAnyEquipment(
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player
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)
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) {
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handleV2Struggle(player);
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return;
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}
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@@ -313,10 +315,11 @@ public class ModKeybindings {
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// Check if player has bind equipped
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if (state.isTiedUp()) {
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// Has bind - struggle against it
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// Phase 2.5: Check if mini-game is enabled
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if (ModConfig.SERVER.struggleMiniGameEnabled.get()) {
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// New: Start struggle mini-game
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ModNetwork.sendToServer(new PacketV2StruggleStart(BodyRegionV2.ARMS));
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ModNetwork.sendToServer(
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new PacketV2StruggleStart(BodyRegionV2.ARMS)
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);
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TiedUpMod.LOGGER.debug(
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"[CLIENT] Struggle key pressed - starting V2 struggle mini-game"
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);
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@@ -359,7 +362,9 @@ public class ModKeybindings {
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*/
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private static void handleV2Struggle(Player player) {
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java.util.Map<com.tiedup.remake.v2.BodyRegionV2, ItemStack> equipped =
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com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getAllEquipped(player);
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com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getAllEquipped(
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player
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);
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if (equipped.isEmpty()) return;
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@@ -367,9 +372,15 @@ public class ModKeybindings {
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com.tiedup.remake.v2.BodyRegionV2 bestRegion = null;
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int bestPriority = Integer.MIN_VALUE;
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for (java.util.Map.Entry<com.tiedup.remake.v2.BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
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for (java.util.Map.Entry<
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com.tiedup.remake.v2.BodyRegionV2,
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ItemStack
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> entry : equipped.entrySet()) {
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ItemStack stack = entry.getValue();
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if (stack.getItem() instanceof com.tiedup.remake.v2.bondage.IV2BondageItem item) {
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if (
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stack.getItem() instanceof
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com.tiedup.remake.v2.bondage.IV2BondageItem item
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) {
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if (item.getPosePriority(stack) > bestPriority) {
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bestPriority = item.getPosePriority(stack);
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bestRegion = entry.getKey();
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@@ -379,7 +390,9 @@ public class ModKeybindings {
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if (bestRegion != null) {
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ModNetwork.sendToServer(
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new com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart(bestRegion)
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new com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart(
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bestRegion
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)
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);
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TiedUpMod.LOGGER.debug(
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"[CLIENT] V2 Struggle key pressed - targeting region {}",
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@@ -406,11 +419,19 @@ public class ModKeybindings {
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/**
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* Returns true if the given entity has a collar in the NECK region that lists the player as an owner.
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*/
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private static boolean checkCollarOwnership(LivingEntity target, Player player) {
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ItemStack collarStack = com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getInRegion(
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target, BodyRegionV2.NECK
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);
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if (!collarStack.isEmpty() && collarStack.getItem() instanceof ItemCollar collar) {
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private static boolean checkCollarOwnership(
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LivingEntity target,
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Player player
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) {
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ItemStack collarStack =
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com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getInRegion(
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target,
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BodyRegionV2.NECK
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);
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if (
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!collarStack.isEmpty() &&
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collarStack.getItem() instanceof ItemCollar collar
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) {
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return collar.isOwner(collarStack, player);
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}
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return false;
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