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

@@ -3,40 +3,33 @@ package com.tiedup.remake.state;
import net.minecraft.world.entity.Entity;
/**
* Phase 8: Master-Captive Relationships
* Phase 14.1.6: Refactored to use IRestrainable for NPC capture support
* Phase 17: Terminology refactoring - slave → captive
* C6-V2: Narrowed parameters from IRestrainable to IBondageState (minimum needed type)
*
* Interface for entities that can capture other entities (players or NPCs).
*
* Terminology (Phase 17):
* Terminology:
* - "Captive" = Entity attached by leash (active physical control)
* - "Slave" = Entity wearing a collar owned by someone (passive ownership via CollarRegistry)
*
* Design Pattern:
* - Interface-based design allows both players (PlayerCaptorManager)
* and NPCs (EntityKidnapper - Phase 14.2+) to act as captors
* and NPCs (EntityKidnapper) to act as captors
* - Separates concerns: ICaptor manages captives, IBondageState is managed
*
* Implementation:
* - PlayerCaptorManager: For player captors (Phase 8)
* - EntityKidnapper: For NPC captors (Phase 14.2+)
* - PlayerCaptorManager: For player captors
* - EntityKidnapper: For NPC captors
*
* @see IBondageState
* @see PlayerCaptorManager
*/
public interface ICaptor {
// ========================================
// Captive Management
// ========================================
/**
* Add a captive to this captor's captive list.
* Called when capture succeeds.
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from addSlave to addCaptive
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param captive The IBondageState entity to capture
@@ -47,8 +40,6 @@ public interface ICaptor {
* Remove a captive from this captor's captive list.
* Called when freeing a captive or when captive escapes.
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from removeSlave to removeCaptive
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param captive The IBondageState captive to remove
@@ -63,8 +54,6 @@ public interface ICaptor {
* - Target must be tied up OR have collar with this captor as owner
* - Target must not already be captured
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from canEnslave to canCapture
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param target The potential IBondageState captive
@@ -76,8 +65,6 @@ public interface ICaptor {
* Check if this captor can release the given captive.
* Only the current captor can release their captive.
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from canFree to canRelease
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param captive The IBondageState captive to check
@@ -85,14 +72,11 @@ public interface ICaptor {
*/
boolean canRelease(IBondageState captive);
// ========================================
// Configuration
// ========================================
/**
* Whether this captor allows captives to be transferred to other captors.
*
* Phase 17: Renamed from allowSlaveTransfer to allowCaptiveTransfer
*
* @return true if captive transfer is allowed (default for players)
*/
@@ -101,22 +85,17 @@ public interface ICaptor {
/**
* Whether this captor can have multiple captives simultaneously.
*
* Phase 17: Renamed from allowMultipleSlaves to allowMultipleCaptives
*
* @return true if multiple captives allowed (default for players)
*/
boolean allowMultipleCaptives();
// ========================================
// Event Callbacks
// ========================================
/**
* Called when a captive logs out while captured.
* Allows the captor to handle cleanup or persistence.
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from onSlaveLogout to onCaptiveLogout
* C6-V2: Narrowed from IRestrainable to IBondageState
* Note: For NPC captives, this may never be called (NPCs don't log out)
*
@@ -128,8 +107,6 @@ public interface ICaptor {
* Called when a captive is released (freed).
* Allows the captor to react to losing a captive.
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from onSlaveReleased to onCaptiveReleased
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param captive The IBondageState captive that was released
@@ -140,22 +117,17 @@ public interface ICaptor {
* Called when a captive attempts to struggle.
* Allows the captor to react (e.g., shock collar activation).
*
* Phase 14.1.6: Changed from PlayerBindState to IRestrainable
* Phase 17: Renamed from onSlaveStruggle to onCaptiveStruggle
* C6-V2: Narrowed from IRestrainable to IBondageState
*
* @param captive The IBondageState captive that struggled
*/
void onCaptiveStruggle(IBondageState captive);
// ========================================
// Queries
// ========================================
/**
* Check if this captor currently has any captives.
*
* Phase 17: Renamed from hasSlaves to hasCaptives
*
* @return true if captive list is not empty
*/