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:
@@ -622,18 +622,14 @@ public class StruggleSessionManager {
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);
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if (accessoryStack.isEmpty()) return;
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if (
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accessoryStack.getItem() instanceof
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com.tiedup.remake.items.base.ILockable lockable
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) {
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// Update the lock resistance to match session state
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lockable.setCurrentLockResistance(
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accessoryStack,
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session.getCurrentResistance()
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);
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// Sync V2 equipment state
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V2EquipmentHelper.sync(player);
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}
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// Update accessory struggle resistance in dedicated NBT key
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com.tiedup.remake.util.ItemNBTHelper.setInt(
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accessoryStack,
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"accessoryStruggleResistance",
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session.getCurrentResistance()
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);
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// Sync V2 equipment state
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V2EquipmentHelper.sync(player);
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return;
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}
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