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

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@@ -6,7 +6,6 @@ import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Phase 6: Lightweight client-side task state for displaying progress.
*
* Based on original PlayerStateTask from 1.12.2
*

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@@ -6,8 +6,6 @@ import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.level.Level;
/**
* Phase 6: Timed task that involves interacting with a target entity.
* Phase 14.2.6: Refactored to support any IBondageState entity (Players + NPCs)
*
* Based on original TimedInteractTask from 1.12.2
*

View File

@@ -3,7 +3,6 @@ package com.tiedup.remake.tasks;
import net.minecraft.world.level.Level;
/**
* Phase 6: Base class for all progress-based tasks (tying, untying, etc.)
*
* Based on original TimedTask from 1.12.2, refactored for continuous click requirement.
*

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@@ -1,11 +1,11 @@
package com.tiedup.remake.tasks;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.action.PacketTying;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
import net.minecraft.server.level.ServerPlayer;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
@@ -13,8 +13,6 @@ import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
/**
* Phase 6: Concrete tying task for tying up any IBondageState entity.
* Phase 14.2.6: Unified to work with both Players and NPCs.
*
* Based on original TyingPlayerTask from 1.12.2
*
@@ -115,9 +113,7 @@ public class TyingPlayerTask extends TyingTask {
boolean isSelfTying =
kidnapper != null && kidnapper.equals(targetEntity);
// ========================================
// SECURITY: Validate kidnapper is still close to target (skip for self-tying)
// ========================================
if (!isSelfTying && kidnapper != null && targetEntity != null) {
double distance = kidnapper.distanceTo(targetEntity);
if (distance > 4.0) {
@@ -290,11 +286,16 @@ public class TyingPlayerTask extends TyingTask {
if (isSelfTying) {
if (kidnapper instanceof ServerPlayer serverPlayer) {
PacketTying completionPacket = new PacketTying(
-1, this.getMaxSeconds(), true, "yourself"
-1,
this.getMaxSeconds(),
true,
"yourself"
);
ModNetwork.sendToPlayer(completionPacket, serverPlayer);
PlayerBindState playerState = PlayerBindState.getInstance(serverPlayer);
PlayerBindState playerState = PlayerBindState.getInstance(
serverPlayer
);
if (playerState != null) {
playerState.setRestrainedState(null);
}
@@ -302,11 +303,16 @@ public class TyingPlayerTask extends TyingTask {
} else {
if (targetEntity instanceof ServerPlayer serverTarget) {
PacketTying completionPacket = new PacketTying(
-1, this.getMaxSeconds(), false, kidnapperName
-1,
this.getMaxSeconds(),
false,
kidnapperName
);
ModNetwork.sendToPlayer(completionPacket, serverTarget);
PlayerBindState playerState = PlayerBindState.getInstance(serverTarget);
PlayerBindState playerState = PlayerBindState.getInstance(
serverTarget
);
if (playerState != null) {
playerState.setRestrainedState(null);
}
@@ -314,7 +320,10 @@ public class TyingPlayerTask extends TyingTask {
if (kidnapper instanceof ServerPlayer serverKidnapper) {
PacketTying completionPacket = new PacketTying(
-1, this.getMaxSeconds(), true, targetName
-1,
this.getMaxSeconds(),
true,
targetName
);
ModNetwork.sendToPlayer(completionPacket, serverKidnapper);
}

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@@ -6,8 +6,6 @@ import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
/**
* Phase 6: Abstract tying task (binding/gagging an entity).
* Phase 14.2.6: Refactored to support any IBondageState entity (Players + NPCs)
*
* Based on original TyingTask from 1.12.2
*

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@@ -18,8 +18,6 @@ import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
/**
* Phase 6: Concrete untying task for freeing a tied entity.
* Phase 14.2.6: Unified to work with both Players and NPCs.
*
* Based on original UntyingPlayerTask from 1.12.2
*
@@ -92,9 +90,7 @@ public class UntyingPlayerTask extends UntyingTask {
*/
@Override
public synchronized void update() {
// ========================================
// SECURITY: Validate helper is still close to target
// ========================================
if (helper != null && targetEntity != null) {
double distance = helper.distanceTo(targetEntity);
if (distance > 4.0) {
@@ -184,7 +180,11 @@ public class UntyingPlayerTask extends UntyingTask {
untieTarget();
// Handle Damsel-specific rewards
if (targetEntity instanceof EntityDamsel damsel && NpcTypeHelper.isDamselOnly(targetEntity) && helper != null) {
if (
targetEntity instanceof EntityDamsel damsel &&
NpcTypeHelper.isDamselOnly(targetEntity) &&
helper != null
) {
// Reward the savior (gives emeralds and marks player as savior)
damsel.rewardSavior(helper);
}
@@ -255,8 +255,12 @@ public class UntyingPlayerTask extends UntyingTask {
private void dropBondageItems() {
// For player targets: use V2EquipmentHelper to get all equipped items
if (targetEntity instanceof Player player) {
Map<BodyRegionV2, ItemStack> equipped = V2EquipmentHelper.getAllEquipped(player);
for (Map.Entry<BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
Map<BodyRegionV2, ItemStack> equipped =
V2EquipmentHelper.getAllEquipped(player);
for (Map.Entry<
BodyRegionV2,
ItemStack
> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (!stack.isEmpty()) {
// Drop item at player's position
@@ -375,7 +379,6 @@ public class UntyingPlayerTask extends UntyingTask {
if (targetEntity instanceof Player player) {
V2EquipmentHelper.clearAll(player);
// Phase 17: Free from captivity/leash if applicable (player-specific)
PlayerBindState playerState = PlayerBindState.getInstance(player);
if (playerState != null && playerState.isCaptive()) {
playerState.free();

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@@ -5,8 +5,6 @@ import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.level.Level;
/**
* Phase 6: Abstract untying task (freeing a tied entity).
* Phase 14.2.6: Refactored to support any IBondageState entity (Players + NPCs)
*
* Based on original UntyingTask from 1.12.2
*

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@@ -78,7 +78,9 @@ public class V2TyingPlayerTask extends TyingPlayerTask {
}
// Consume the held item
heldStack.shrink(1);
TiedUpMod.LOGGER.debug("[V2TyingPlayerTask] V2 equip succeeded, item consumed");
TiedUpMod.LOGGER.debug(
"[V2TyingPlayerTask] V2 equip succeeded, item consumed"
);
} else {
TiedUpMod.LOGGER.warn(
"[V2TyingPlayerTask] V2 equip BLOCKED after tying — regions may have changed"