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.
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@@ -9,11 +9,11 @@ import com.tiedup.remake.entities.AbstractTiedUpNpc;
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import com.tiedup.remake.entities.EntityKidnapperArcher;
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import com.tiedup.remake.entities.EntityMaster;
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import com.tiedup.remake.entities.ai.master.MasterState;
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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.items.base.ItemBind;
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import com.tiedup.remake.items.base.PoseType;
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import com.tiedup.remake.items.clothes.GenericClothes;
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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 dev.kosmx.playerAnim.core.impl.AnimationProcessor;
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import dev.kosmx.playerAnim.core.util.SetableSupplier;
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import dev.kosmx.playerAnim.impl.Helper;
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@@ -33,8 +33,6 @@ import org.slf4j.Logger;
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/**
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* Model for AbstractTiedUpNpc - Humanoid female NPC.
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*
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* Phase 14.2.3: Rendering system
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* Phase 19: Extends PlayerModel for full layer support (hat, jacket, sleeves, pants)
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*
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* Features:
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* - Extends PlayerModel for player-like rendering with outer layers
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@@ -151,9 +149,7 @@ public class DamselModel
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}
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}
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// ========================================
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// IMutableModel Implementation
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// ========================================
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@Override
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public void setEmoteSupplier(SetableSupplier<AnimationProcessor> supplier) {
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@@ -174,8 +170,6 @@ public class DamselModel
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* - Tied up: Arms behind back, legs frozen (or variant pose based on bind type)
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* - Free: Normal humanoid animations
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*
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* Phase 15: Different poses for different bind types (straitjacket, wrap, latex_sack)
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* Phase 15.1: Hide arms for wrap/latex_sack (matching original mod)
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*
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* @param entity AbstractTiedUpNpc instance
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* @param limbSwing Limb swing animation value
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@@ -193,7 +187,6 @@ public class DamselModel
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float netHeadYaw,
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float headPitch
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) {
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// Phase 18: Handle archer arm poses BEFORE super call
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// Only show bow animation when in ranged mode (has active shooting target)
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if (entity instanceof EntityKidnapperArcher archer) {
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if (archer.isInRangedMode()) {
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@@ -222,7 +215,7 @@ public class DamselModel
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// Arms
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this.leftArm.visible = true;
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this.rightArm.visible = true;
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// Outer layers (Phase 19)
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// Outer layers
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this.hat.visible = true;
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this.jacket.visible = true;
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this.leftSleeve.visible = true;
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@@ -302,7 +295,7 @@ public class DamselModel
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);
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}
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// Sync outer layers to their parents (Phase 19)
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// Sync outer layers to their parents
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this.hat.copyFrom(this.head);
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this.jacket.copyFrom(this.body);
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this.leftSleeve.copyFrom(this.leftArm);
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@@ -320,10 +313,18 @@ public class DamselModel
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}
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// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.ARMS);
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boolean legsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.LEGS);
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boolean armsBound = V2EquipmentHelper.isRegionOccupied(
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entity,
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BodyRegionV2.ARMS
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);
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boolean legsBound = V2EquipmentHelper.isRegionOccupied(
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entity,
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BodyRegionV2.LEGS
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);
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if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
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if (
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!armsBound && !legsBound && bind.getItem() instanceof ItemBind
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) {
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armsBound = ItemBind.hasArmsBound(bind);
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legsBound = ItemBind.hasLegsBound(bind);
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}
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@@ -374,7 +375,6 @@ public class DamselModel
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this.rightPants.copyFrom(this.rightLeg);
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}
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// Phase 19: Hide wearer's outer layers based on clothes settings
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// This MUST happen after super.setupAnim() which can reset visibility
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hideWearerLayersForClothes(entity);
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}
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