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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@@ -1,14 +1,14 @@
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package com.tiedup.remake.events.captivity;
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import com.tiedup.remake.core.SettingsAccessor;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.entities.LeashProxyEntity;
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import com.tiedup.remake.items.base.ItemCollar;
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import com.tiedup.remake.state.IPlayerLeashAccess;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.state.IPlayerLeashAccess;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.util.KidnappedHelper;
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import com.tiedup.remake.core.SettingsAccessor;
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import com.tiedup.remake.v2.BodyRegionV2;
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import net.minecraft.world.entity.Entity;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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@@ -110,7 +110,11 @@ public class PlayerEnslavementHandler {
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}
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// Check if enslavement is enabled
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if (!SettingsAccessor.isEnslavementEnabled(master.level().getGameRules())) {
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if (
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!SettingsAccessor.isEnslavementEnabled(
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master.level().getGameRules()
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)
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) {
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return;
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}
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@@ -132,16 +136,16 @@ public class PlayerEnslavementHandler {
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ItemStack heldItem = master.getItemInHand(event.getHand());
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// ========================================
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// Scenario 1: Enslavement with Lead
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// ========================================
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if (heldItem.is(Items.LEAD)) {
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// Check if target is enslavable (using IBondageState)
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if (!slaveKidnappedState.isEnslavable()) {
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// Exception: collar owner can capture even if not tied
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boolean canCapture = false;
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if (slaveKidnappedState.hasCollar()) {
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ItemStack collar = slaveKidnappedState.getEquipment(BodyRegionV2.NECK);
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ItemStack collar = slaveKidnappedState.getEquipment(
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BodyRegionV2.NECK
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);
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if (collar.getItem() instanceof ItemCollar collarItem) {
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if (
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collarItem
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@@ -161,7 +165,6 @@ public class PlayerEnslavementHandler {
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}
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}
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// Phase 17: Check if not already captured (Player-specific check)
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if (slaveState.isCaptive()) {
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TiedUpMod.LOGGER.debug(
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"[PlayerEnslavementHandler] {} is already captured",
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@@ -191,14 +194,10 @@ public class PlayerEnslavementHandler {
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);
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}
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}
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// ========================================
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// Scenario 2: Freeing with Empty Hand
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// ========================================
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else if (heldItem.isEmpty()) {
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// Phase 17: isSlave → isCaptive
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if (!slaveState.isCaptive()) return;
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// Phase 17: getMaster → getCaptor, getSlaveHolderManager → getCaptorManager
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if (slaveState.getCaptor() != masterState.getCaptorManager()) {
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TiedUpMod.LOGGER.debug(
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"[PlayerEnslavementHandler] {} tried to free {} but is not the captor",
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@@ -221,7 +220,6 @@ public class PlayerEnslavementHandler {
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/**
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* Periodic check for enslaved players.
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*
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* Phase 14.1.5: Remains PlayerBindState-specific (enslavement system is Player-only)
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*/
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@SubscribeEvent
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public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
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@@ -233,11 +231,9 @@ public class PlayerEnslavementHandler {
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PlayerBindState state = PlayerBindState.getInstance(player);
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if (state == null) return;
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// Phase 17: isSlave → isCaptive, checkStillSlave → checkStillCaptive
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if (state.isCaptive()) {
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state.checkStillCaptive();
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}
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// Phase 17: getSlaveHolderManager → getCaptorManager, cleanupInvalidSlaves → cleanupInvalidCaptives
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state.getCaptorManager().cleanupInvalidCaptives();
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}
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}
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