Polish V2 subsystem: lockpick kinds, package boundaries, client extractions
Architectural debt cleanup on top of the earlier V2 hardening pass.
Minigame:
- LockpickMiniGameState splits the overloaded targetSlot int into a
LockpickTargetKind enum + targetData int. Body-vs-furniture
dispatch is now a simple enum check; the NBT-tag nonce it
previously depended on is gone, along with the AIOOBE risk at
BodyRegionV2.values()[targetSlot].
- PacketLockpickAttempt.handleFurnitureLockpickSuccess takes the
entity and seat id as explicit parameters. Caller pre-validates
both before any side effect, so a corrupted ctx tag can no longer
produce a "Lock picked!" UI with a used lockpick and nothing
unlocked.
Package boundaries:
- client.gltf no longer imports v2.bondage. Render-layer attachment,
DataDrivenItemReloadListener, and GlbValidationReloadListener all
live in v2.client.V2ClientSetup.
- GlbValidationReloadListener moved to v2.bondage.client.diagnostic.
- Reload-listener ordering is preserved via EventPriority (HIGH for
the generic GLB cache clear in GltfClientSetup, LOW for bondage
consumers in V2ClientSetup).
- Removed the unused validateAgainstDefinition stub on GlbValidator.
Extractions from EntityFurniture:
- FurnitureSeatSyncCodec (pipe/semicolon serialization for the
SEAT_ASSIGNMENTS_SYNC entity data field), with 8 unit tests.
- FurnitureClientAnimator (client-only seat-pose kickoff, moved out
of the dual-side entity class).
- EntityFurniture drops ~100 lines with no behavior change.
Interface docs:
- ISeatProvider Javadoc narrowed to reflect that EntityFurniture is
the only implementation; callers that need animation state or
definition reference still downcast.
- FurnitureAuthPredicate.findOccupant uses the interface only.
- AnimationIdBuilder flagged as legacy JSON-era utility (NPC
fallback + MCA mixin).
Artist guide: corrected the "Monster Seat System (Planned)" section
to match the ISeatProvider single-impl reality.
This commit is contained in:
@@ -6,26 +6,24 @@ import net.minecraftforge.api.distmarker.Dist;
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import net.minecraftforge.api.distmarker.OnlyIn;
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/**
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* Utility class for building animation ResourceLocation IDs.
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* Builds legacy JSON-animation ResourceLocation IDs from pose / bind-mode
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* / variant components.
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*
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* <p>Centralizes the logic for constructing animation file names.
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* Used by BondageAnimationManager, NpcAnimationTickHandler, and AnimationTickHandler.
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*
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* <p>Animation naming convention:
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* <pre>
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* {poseType}_{bindMode}_{variant}.json
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*
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* poseType: tied_up_basic | straitjacket | wrap | latex_sack
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* bindMode: (empty for FULL) | _arms | _legs
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* variant: _idle | _struggle | (empty for static)
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* </pre>
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*
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* <p>Examples:
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* <p><b>Legacy path.</b> The V2 player pipeline resolves animations from
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* GLB models via {@code GltfAnimationApplier.applyV2Animation} +
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* {@code RegionBoneMapper} and does not touch this class. Only two
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* callers remain:</p>
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* <ul>
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* <li>tiedup:tied_up_basic_idle - STANDARD + FULL + idle</li>
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* <li>tiedup:straitjacket_arms_struggle - STRAITJACKET + ARMS + struggle</li>
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* <li>tiedup:wrap_idle - WRAP + FULL + idle</li>
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* <li>{@code NpcAnimationTickHandler} — JSON fallback when a tied
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* NPC has no GLB-bearing item equipped.</li>
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* <li>{@code MixinVillagerEntityBaseModelMCA} — MCA villagers use
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* their own capability system and don't flow through the V2
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* item registry, so they stay on the JSON animation path.</li>
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* </ul>
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*
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* <p>New code should not depend on this class. Animation naming:
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* {@code {poseType}_{bindMode}_{variant}} (e.g.
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* {@code tiedup:straitjacket_arms_struggle}).</p>
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*/
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@OnlyIn(Dist.CLIENT)
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public final class AnimationIdBuilder {
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