feat(D-01/E): resistance & lock system rework (E1-E7)

E1: Initialize currentResistance in NBT at equip time from
    ResistanceComponent — eliminates MAX-scan fallback bug

E2: BuiltInLockComponent for organic items (already committed)

E3: canStruggle refactor — new model:
    - ARMS: always struggle-able (no lock gating)
    - Non-ARMS: only if locked OR built-in lock
    - Removed dead isItemLocked() from StruggleState + overrides

E4: canUnequip already handled by BuiltInLockComponent.blocksUnequip()
    via ComponentHolder delegation

E5: Help/assist mechanic deferred (needs UI design)

E6: Removed lock resistance from ILockable (5 methods + NBT key deleted)
    - GenericKnife: new knifeCutProgress NBT for cutting locks
    - StruggleAccessory: accessoryStruggleResistance NBT replaces lock resistance
    - PacketV2StruggleStart: uses config-based padlock resistance
    - All lock/unlock packets cleaned of initializeLockResistance/clearLockResistance

E7: Fixed 3 pre-existing bugs:
    - B2: DataDrivenItemRegistry.clear() synchronized on RELOAD_LOCK
    - B3: V2TyingPlayerTask validates heldStack before equip (prevents duplication)
    - B5: EntityKidnapperMerchant.remove() cleans playerToMerchant map (memory leak)
This commit is contained in:
NotEvil
2026-04-15 03:23:49 +02:00
parent 199bf00aef
commit d6bb030ad7
17 changed files with 76 additions and 228 deletions

View File

@@ -889,6 +889,10 @@ public class EntityKidnapperMerchant extends EntityKidnapperElite {
// Clear trading players to prevent dangling references
if (!this.level().isClientSide) {
int count = tradingPlayers.size();
// Clean up reverse-lookup map BEFORE clearing to prevent memory leak
for (UUID playerUuid : tradingPlayers) {
playerToMerchant.remove(playerUuid);
}
this.tradingPlayers.clear();
if (count > 0) {
TiedUpMod.LOGGER.debug(