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:
@@ -4,7 +4,6 @@ import com.tiedup.remake.core.TiedUpMod;
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import net.minecraft.world.level.GameRules;
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/**
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* Phase 6: Custom GameRules for TiedUp mod.
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*
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* Manages configurable values for gameplay mechanics.
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* GameRules can be changed via /gamerule command in-game.
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@@ -13,9 +12,7 @@ import net.minecraft.world.level.GameRules;
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*/
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public class ModGameRules {
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// =====================================================
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// RESTRAINT MECHANICS
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// =====================================================
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/** Time (in seconds) required to tie up a player. Default: 5 */
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public static GameRules.Key<GameRules.IntegerValue> TYING_PLAYER_TIME;
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@@ -26,9 +23,7 @@ public class ModGameRules {
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/** Resistance added by a padlock when locked on an item. Default: 250 */
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public static GameRules.Key<GameRules.IntegerValue> PADLOCK_RESISTANCE;
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// =====================================================
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// STRUGGLE SYSTEM
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// =====================================================
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/** Enable/disable struggle system. Default: true */
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public static GameRules.Key<GameRules.BooleanValue> STRUGGLE;
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@@ -41,34 +36,33 @@ public class ModGameRules {
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/** Cooldown between struggle attempts (ticks, 20 = 1s). Default: 80 (4s) */
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public static GameRules.Key<GameRules.IntegerValue> STRUGGLE_TIMER;
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/** Ticks per 1 resistance point in continuous struggle. Default: 20 (1/s) */
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public static GameRules.Key<GameRules.IntegerValue> STRUGGLE_CONTINUOUS_RATE;
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public static GameRules.Key<
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GameRules.IntegerValue
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> STRUGGLE_CONTINUOUS_RATE;
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/** Probability of random shock during collar struggle (0-100). Default: 20% */
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public static GameRules.Key<GameRules.IntegerValue> STRUGGLE_COLLAR_RANDOM_SHOCK;
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public static GameRules.Key<
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GameRules.IntegerValue
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> STRUGGLE_COLLAR_RANDOM_SHOCK;
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// BUG-003: RESISTANCE_ROPE, RESISTANCE_GAG, RESISTANCE_BLINDFOLD, RESISTANCE_COLLAR
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// removed. Bind resistance is now read from ModConfig via SettingsAccessor.
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// =====================================================
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// NPC STRUGGLE
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// =====================================================
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/** Enable/disable NPC struggle to escape restraints. Default: true */
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public static GameRules.Key<GameRules.BooleanValue> NPC_STRUGGLE_ENABLED;
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/** Base interval (ticks) between NPC struggle attempts. Default: 6000 (5 min) */
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public static GameRules.Key<GameRules.IntegerValue> NPC_STRUGGLE_INTERVAL;
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// =====================================================
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// COLLAR & SHOCKER
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// =====================================================
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/** Enable/disable enslavement system. Default: true */
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public static GameRules.Key<GameRules.BooleanValue> ENSLAVEMENT_ENABLED;
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/** Base radius for shocker controller. Default: 50 blocks */
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public static GameRules.Key<GameRules.IntegerValue> SHOCKER_CONTROLLER_BASE_RADIUS;
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public static GameRules.Key<
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GameRules.IntegerValue
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> SHOCKER_CONTROLLER_BASE_RADIUS;
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// =====================================================
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// NPC SPAWNING
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// =====================================================
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/** Enable/disable damsel entity spawning. Default: true */
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public static GameRules.Key<GameRules.BooleanValue> DAMSELS_SPAWN;
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@@ -79,19 +73,23 @@ public class ModGameRules {
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/** Kidnapper spawn rate (0-100). Default: 100 */
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public static GameRules.Key<GameRules.IntegerValue> KIDNAPPER_SPAWN_RATE;
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/** Kidnapper Archer spawn rate (0-100). Default: 100 */
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public static GameRules.Key<GameRules.IntegerValue> KIDNAPPER_ARCHER_SPAWN_RATE;
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public static GameRules.Key<
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GameRules.IntegerValue
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> KIDNAPPER_ARCHER_SPAWN_RATE;
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/** Kidnapper Elite spawn rate (0-100). Default: 100 */
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public static GameRules.Key<GameRules.IntegerValue> KIDNAPPER_ELITE_SPAWN_RATE;
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public static GameRules.Key<
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GameRules.IntegerValue
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> KIDNAPPER_ELITE_SPAWN_RATE;
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/** Kidnapper Merchant spawn rate (0-100). Default: 100 */
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public static GameRules.Key<GameRules.IntegerValue> KIDNAPPER_MERCHANT_SPAWN_RATE;
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public static GameRules.Key<
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GameRules.IntegerValue
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> KIDNAPPER_MERCHANT_SPAWN_RATE;
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/** Master spawn rate (0-100). Default: 100 */
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public static GameRules.Key<GameRules.IntegerValue> MASTER_SPAWN_RATE;
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/** Spawn gender mode: 0=BOTH, 1=FEMALE_ONLY, 2=MALE_ONLY. Default: 0 */
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public static GameRules.Key<GameRules.IntegerValue> SPAWN_GENDER_MODE;
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// =====================================================
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// BOUNTY SYSTEM
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// =====================================================
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/** Maximum bounties per player. Default: 5 */
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public static GameRules.Key<GameRules.IntegerValue> MAX_BOUNTIES;
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@@ -100,9 +98,7 @@ public class ModGameRules {
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/** Radius for bounty delivery detection. Default: 5 blocks */
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public static GameRules.Key<GameRules.IntegerValue> BOUNTY_DELIVERY_RADIUS;
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// =====================================================
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// MISCELLANEOUS
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// =====================================================
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/** Kidnap bomb explosion radius. Default: 5 blocks */
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public static GameRules.Key<GameRules.IntegerValue> KIDNAP_BOMB_RADIUS;
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@@ -114,7 +110,6 @@ public class ModGameRules {
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public static void register() {
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TiedUpMod.LOGGER.info("Registering TiedUp GameRules...");
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// Phase 6: Tying/Untying times
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// NOTE: Using hardcoded defaults because ModConfig isn't loaded yet during mod construction
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GAG_TALK_PROXIMITY = GameRules.register(
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"gagTalkProximity",
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@@ -133,7 +128,6 @@ public class ModGameRules {
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GameRules.IntegerValue.create(10)
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);
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// Phase 7: Struggle/Resistance system
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STRUGGLE = GameRules.register(
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"struggle",
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GameRules.Category.MISC,
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@@ -167,7 +161,6 @@ public class ModGameRules {
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// BUG-003: Removed resistanceRope/Gag/Blindfold/Collar GameRule registrations.
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// Bind resistance is now managed by ModConfig via SettingsAccessor.
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// Phase 13: Collar/Shocker features
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STRUGGLE_COLLAR_RANDOM_SHOCK = GameRules.register(
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"struggleCollarRandomShock",
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GameRules.Category.MISC,
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@@ -180,14 +173,12 @@ public class ModGameRules {
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GameRules.IntegerValue.create(50)
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);
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// Phase 8: Enslavement
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ENSLAVEMENT_ENABLED = GameRules.register(
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"enslavementEnabled",
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GameRules.Category.MISC,
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GameRules.BooleanValue.create(true)
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);
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// Phase 14.2: Damsel spawning
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DAMSELS_SPAWN = GameRules.register(
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"damselsSpawn",
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GameRules.Category.SPAWNING,
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@@ -239,7 +230,6 @@ public class ModGameRules {
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GameRules.IntegerValue.create(100)
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);
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// Phase 16: Kidnap bomb radius
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KIDNAP_BOMB_RADIUS = GameRules.register(
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"kidnapBombRadius",
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GameRules.Category.MISC,
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@@ -252,7 +242,6 @@ public class ModGameRules {
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GameRules.IntegerValue.create(0)
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);
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// Phase 17: Bounty system
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MAX_BOUNTIES = GameRules.register(
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"maxBounties",
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GameRules.Category.MISC,
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