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:
@@ -384,26 +384,27 @@ public class GenericKnife extends Item implements IKnife {
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return;
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}
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// Accessory IS locked - reduce lock resistance
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// Accessory IS locked - reduce lock resistance via knife cut progress
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ILockable lockable = (ILockable) accessory.getItem();
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int currentRes = lockable.getCurrentLockResistance(accessory);
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int newRes = Math.max(0, currentRes - speed);
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lockable.setCurrentLockResistance(accessory, newRes);
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int cutProgress = com.tiedup.remake.util.ItemNBTHelper.getInt(accessory, "knifeCutProgress");
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int newProgress = cutProgress + speed;
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int lockResistance = com.tiedup.remake.core.SettingsAccessor.getPadlockResistance(null);
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com.tiedup.remake.util.ItemNBTHelper.setInt(accessory, "knifeCutProgress", newProgress);
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TiedUpMod.LOGGER.debug(
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"[GenericKnife] {} cutting {} lock: resistance {} -> {}",
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"[GenericKnife] {} cutting {} lock: progress {} / {}",
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player.getName().getString(),
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target,
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currentRes,
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newRes
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newProgress,
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lockResistance
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);
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// Check if lock is destroyed
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if (newRes <= 0) {
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if (newProgress >= lockResistance) {
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// Destroy the lock (remove padlock, clear lock state)
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lockable.setLockedByKeyUUID(accessory, null); // Unlocks and clears locked state
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lockable.setLockable(accessory, false); // Remove padlock entirely
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lockable.clearLockResistance(accessory);
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com.tiedup.remake.util.ItemNBTHelper.remove(accessory, "knifeCutProgress");
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lockable.setJammed(accessory, false);
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state.clearKnifeCutTarget();
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