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

@@ -9,11 +9,11 @@ import com.tiedup.remake.entities.AbstractTiedUpNpc;
import com.tiedup.remake.entities.EntityKidnapperArcher;
import com.tiedup.remake.entities.EntityMaster;
import com.tiedup.remake.entities.ai.master.MasterState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.items.clothes.GenericClothes;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import dev.kosmx.playerAnim.core.impl.AnimationProcessor;
import dev.kosmx.playerAnim.core.util.SetableSupplier;
import dev.kosmx.playerAnim.impl.Helper;
@@ -33,8 +33,6 @@ import org.slf4j.Logger;
/**
* Model for AbstractTiedUpNpc - Humanoid female NPC.
*
* Phase 14.2.3: Rendering system
* Phase 19: Extends PlayerModel for full layer support (hat, jacket, sleeves, pants)
*
* Features:
* - Extends PlayerModel for player-like rendering with outer layers
@@ -151,9 +149,7 @@ public class DamselModel
}
}
// ========================================
// IMutableModel Implementation
// ========================================
@Override
public void setEmoteSupplier(SetableSupplier<AnimationProcessor> supplier) {
@@ -174,8 +170,6 @@ public class DamselModel
* - Tied up: Arms behind back, legs frozen (or variant pose based on bind type)
* - Free: Normal humanoid animations
*
* Phase 15: Different poses for different bind types (straitjacket, wrap, latex_sack)
* Phase 15.1: Hide arms for wrap/latex_sack (matching original mod)
*
* @param entity AbstractTiedUpNpc instance
* @param limbSwing Limb swing animation value
@@ -193,7 +187,6 @@ public class DamselModel
float netHeadYaw,
float headPitch
) {
// Phase 18: Handle archer arm poses BEFORE super call
// Only show bow animation when in ranged mode (has active shooting target)
if (entity instanceof EntityKidnapperArcher archer) {
if (archer.isInRangedMode()) {
@@ -222,7 +215,7 @@ public class DamselModel
// Arms
this.leftArm.visible = true;
this.rightArm.visible = true;
// Outer layers (Phase 19)
// Outer layers
this.hat.visible = true;
this.jacket.visible = true;
this.leftSleeve.visible = true;
@@ -302,7 +295,7 @@ public class DamselModel
);
}
// Sync outer layers to their parents (Phase 19)
// Sync outer layers to their parents
this.hat.copyFrom(this.head);
this.jacket.copyFrom(this.body);
this.leftSleeve.copyFrom(this.leftArm);
@@ -320,10 +313,18 @@ public class DamselModel
}
// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.ARMS);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.LEGS);
boolean armsBound = V2EquipmentHelper.isRegionOccupied(
entity,
BodyRegionV2.ARMS
);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(
entity,
BodyRegionV2.LEGS
);
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
if (
!armsBound && !legsBound && bind.getItem() instanceof ItemBind
) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
}
@@ -374,7 +375,6 @@ public class DamselModel
this.rightPants.copyFrom(this.rightLeg);
}
// Phase 19: Hide wearer's outer layers based on clothes settings
// This MUST happen after super.setupAnim() which can reset visibility
hideWearerLayersForClothes(entity);
}