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:
NotEvil
2026-04-12 01:24:49 +02:00
parent 73d70e212d
commit a71093ba9c
482 changed files with 8500 additions and 5155 deletions

View File

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