Clean repo for open source release

Remove build artifacts, dev tool configs, unused dependencies,
and third-party source dumps. Add proper README, update .gitignore,
clean up Makefile.
This commit is contained in:
NotEvil
2026-04-12 00:51:22 +02:00
parent 2e7a1d403b
commit f6466360b6
1947 changed files with 238025 additions and 1 deletions

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package com.tiedup.remake.client;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.GenericBind;
import com.tiedup.remake.items.base.BindVariant;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.entity.player.PlayerRenderer;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.HumanoidArm;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderArmEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Renders mittens on the player's arms in first-person view.
*
* Uses RenderArmEvent which fires specifically when a player's arm
* is being rendered in first person. This is more targeted than RenderHandEvent.
*
* @see <a href="https://nekoyue.github.io/ForgeJavaDocs-NG/javadoc/1.18.2/net/minecraftforge/client/event/RenderArmEvent.html">RenderArmEvent Documentation</a>
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class FirstPersonMittensRenderer {
private static final ResourceLocation MITTENS_TEXTURE =
ResourceLocation.fromNamespaceAndPath(
TiedUpMod.MOD_ID,
"textures/models/bondage/mittens/mittens.png"
);
/**
* Render mittens overlay on the player's arm in first-person view.
*
* This event fires after the arm is set up for rendering but we can add
* our own rendering on top of it.
*/
@SubscribeEvent
public static void onRenderArm(RenderArmEvent event) {
AbstractClientPlayer player = event.getPlayer();
// Get player's bind state
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) return;
// If tied up, arms are hidden by FirstPersonHandHideHandler - don't render mittens
if (state.isTiedUp()) return;
// Check if player has mittens
if (!state.hasMittens()) return;
// Hide mittens when player is in a wrap or latex sack (hands are covered)
if (isBindHidingMittens(player)) return;
// Render mittens on this arm
renderMittensOnArm(event);
}
/**
* Render the mittens overlay on the arm.
*/
private static void renderMittensOnArm(RenderArmEvent event) {
PoseStack poseStack = event.getPoseStack();
MultiBufferSource buffer = event.getMultiBufferSource();
int packedLight = event.getPackedLight();
AbstractClientPlayer player = event.getPlayer();
HumanoidArm arm = event.getArm();
// Get the player's model to access the arm ModelPart
Minecraft mc = Minecraft.getInstance();
var renderer = mc.getEntityRenderDispatcher().getRenderer(player);
if (!(renderer instanceof PlayerRenderer playerRenderer)) return;
PlayerModel<AbstractClientPlayer> playerModel =
playerRenderer.getModel();
poseStack.pushPose();
// Get the appropriate arm from the player model
ModelPart armPart = (arm == HumanoidArm.RIGHT)
? playerModel.rightArm
: playerModel.leftArm;
ModelPart sleevePart = (arm == HumanoidArm.RIGHT)
? playerModel.rightSleeve
: playerModel.leftSleeve;
// The arm is already positioned by the game's first-person renderer
// We just need to render our mittens texture on top
// Use a slightly scaled version to appear on top (avoid z-fighting)
poseStack.scale(1.001F, 1.001F, 1.001F);
// Render the arm with mittens texture
VertexConsumer vertexConsumer = buffer.getBuffer(
RenderType.entitySolid(MITTENS_TEXTURE)
);
// Render the arm part with mittens texture
armPart.render(
poseStack,
vertexConsumer,
packedLight,
OverlayTexture.NO_OVERLAY
);
// Also render the sleeve part if visible
if (sleevePart.visible) {
sleevePart.render(
poseStack,
vertexConsumer,
packedLight,
OverlayTexture.NO_OVERLAY
);
}
poseStack.popPose();
}
/**
* Check if the player's current bind variant hides mittens.
* WRAP and LATEX_SACK cover the entire body including hands.
*/
private static boolean isBindHidingMittens(AbstractClientPlayer player) {
net.minecraft.world.item.ItemStack bindStack =
V2EquipmentHelper.getInRegion(
player,
BodyRegionV2.ARMS
);
if (bindStack.isEmpty()) return false;
if (bindStack.getItem() instanceof GenericBind bind) {
BindVariant variant = bind.getVariant();
return (
variant == BindVariant.WRAP || variant == BindVariant.LATEX_SACK
);
}
return false;
}
}

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package com.tiedup.remake.client;
import com.mojang.blaze3d.platform.InputConstants;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.client.gui.screens.AdjustmentScreen;
import com.tiedup.remake.client.gui.screens.UnifiedBondageScreen;
import com.tiedup.remake.items.base.ItemCollar;
import org.jetbrains.annotations.Nullable;
import com.tiedup.remake.core.ModConfig;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ILockable;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.action.PacketForceSeatModifier;
import com.tiedup.remake.network.action.PacketStruggle;
import com.tiedup.remake.network.action.PacketTighten;
import com.tiedup.remake.network.bounty.PacketRequestBounties;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.ChatFormatting;
import net.minecraft.client.KeyMapping;
import net.minecraft.client.Minecraft;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.RegisterKeyMappingsEvent;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Phase 7: Client-side keybindings for TiedUp mod.
*
* Manages key mappings and sends packets to server when keys are pressed.
*
* Based on original KeyBindings from 1.12.2
*/
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class ModKeybindings {
/**
* Key category for TiedUp keybindings
*/
private static final String CATEGORY = "key.categories.tiedup";
/**
* Struggle keybinding - Press to struggle against binds
* Default: R key
*/
public static final KeyMapping STRUGGLE_KEY = new KeyMapping(
"key.tiedup.struggle", // Translation key
InputConstants.Type.KEYSYM,
InputConstants.KEY_R, // Default key: R
CATEGORY
);
/**
* Adjustment screen keybinding - Open item adjustment screen
* Default: K key
*/
public static final KeyMapping ADJUSTMENT_KEY = new KeyMapping(
"key.tiedup.adjustment_screen",
InputConstants.Type.KEYSYM,
InputConstants.KEY_K, // Default key: K
CATEGORY
);
/**
* Bondage inventory keybinding - Open bondage inventory screen
* Default: J key
*/
public static final KeyMapping INVENTORY_KEY = new KeyMapping(
"key.tiedup.bondage_inventory",
InputConstants.Type.KEYSYM,
InputConstants.KEY_J, // Default key: J
CATEGORY
);
/**
* Slave management keybinding - Open slave management dashboard
* Default: L key
*/
public static final KeyMapping SLAVE_MANAGEMENT_KEY = new KeyMapping(
"key.tiedup.slave_management",
InputConstants.Type.KEYSYM,
InputConstants.KEY_L, // Default key: L
CATEGORY
);
/**
* Bounty list keybinding - Open bounty list screen
* Default: B key
*/
public static final KeyMapping BOUNTY_KEY = new KeyMapping(
"key.tiedup.bounties",
InputConstants.Type.KEYSYM,
InputConstants.KEY_B, // Default key: B
CATEGORY
);
/**
* Force seat keybinding - Hold to force captive on/off vehicles
* Default: Left ALT key
*/
public static final KeyMapping FORCE_SEAT_KEY = new KeyMapping(
"key.tiedup.force_seat",
InputConstants.Type.KEYSYM,
InputConstants.KEY_LALT, // Default key: Left ALT
CATEGORY
);
/**
* Tighten bind keybinding - Tighten binds on looked-at target
* Default: T key
*/
public static final KeyMapping TIGHTEN_KEY = new KeyMapping(
"key.tiedup.tighten",
InputConstants.Type.KEYSYM,
InputConstants.KEY_T, // Default key: T
CATEGORY
);
/** Track last sent state to avoid spamming packets */
private static boolean lastForceSeatState = false;
/**
* Check if Force Seat key is currently pressed.
*/
public static boolean isForceSeatPressed() {
return FORCE_SEAT_KEY.isDown();
}
/**
* Register keybindings.
* Called during mod initialization (MOD bus).
*
* @param event The registration event
*/
public static void register(RegisterKeyMappingsEvent event) {
event.register(STRUGGLE_KEY);
event.register(ADJUSTMENT_KEY);
event.register(INVENTORY_KEY);
event.register(SLAVE_MANAGEMENT_KEY);
event.register(BOUNTY_KEY);
event.register(FORCE_SEAT_KEY);
event.register(TIGHTEN_KEY);
TiedUpMod.LOGGER.info("Registered {} keybindings", 7);
}
// ==================== STRUGGLE MINI-GAME (uses vanilla movement keys) ====================
/**
* Get the vanilla movement keybind for a given direction index.
* Uses Minecraft's movement keys so AZERTY/QWERTY is already configured.
* @param index 0=FORWARD, 1=LEFT, 2=BACK, 3=RIGHT
* @return The keybind or null if invalid index
*/
public static KeyMapping getStruggleDirectionKey(int index) {
Minecraft mc = Minecraft.getInstance();
if (mc.options == null) return null;
return switch (index) {
case 0 -> mc.options.keyUp; // Forward (W/Z)
case 1 -> mc.options.keyLeft; // Strafe Left (A/Q)
case 2 -> mc.options.keyDown; // Back (S)
case 3 -> mc.options.keyRight; // Strafe Right (D)
default -> null;
};
}
/**
* Check if a keycode matches any vanilla movement keybind.
* @param keyCode The GLFW key code
* @return The direction index (0-3) or -1 if not a movement key
*/
public static int getStruggleDirectionFromKeyCode(int keyCode) {
Minecraft mc = Minecraft.getInstance();
if (mc.options == null) return -1;
if (mc.options.keyUp.matches(keyCode, 0)) return 0;
if (mc.options.keyLeft.matches(keyCode, 0)) return 1;
if (mc.options.keyDown.matches(keyCode, 0)) return 2;
if (mc.options.keyRight.matches(keyCode, 0)) return 3;
return -1;
}
/**
* Get the display name of a vanilla movement key.
* Shows the actual bound key (W for QWERTY, Z for AZERTY, etc.)
* @param index 0=FORWARD, 1=LEFT, 2=BACK, 3=RIGHT
* @return The key's display name
*/
public static String getStruggleDirectionKeyName(int index) {
KeyMapping key = getStruggleDirectionKey(index);
if (key == null) return "?";
return key.getTranslatedKeyMessage().getString().toUpperCase();
}
/**
* Handle key presses on client tick.
* Called every client tick (FORGE bus).
*
* @param event The tick event
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
// Only run at end of tick
if (event.phase != TickEvent.Phase.END) {
return;
}
Minecraft mc = Minecraft.getInstance();
if (mc.player == null || mc.level == null) {
return;
}
// Sync Force Seat keybind state to server (only send on change)
boolean currentForceSeatState = isForceSeatPressed();
if (currentForceSeatState != lastForceSeatState) {
lastForceSeatState = currentForceSeatState;
ModNetwork.sendToServer(
new PacketForceSeatModifier(currentForceSeatState)
);
}
// Check struggle key - Phase 21: Flow based on bind/accessories
while (STRUGGLE_KEY.consumeClick()) {
handleStruggleKey();
}
// Check adjustment screen key
while (ADJUSTMENT_KEY.consumeClick()) {
// Only open if not already in a screen and player has adjustable items
if (mc.screen == null && AdjustmentScreen.canOpen()) {
mc.setScreen(new AdjustmentScreen());
TiedUpMod.LOGGER.debug(
"[CLIENT] Adjustment key pressed - opening screen"
);
}
}
// Check bondage inventory key - opens UnifiedBondageScreen in SELF or MASTER mode
while (INVENTORY_KEY.consumeClick()) {
if (mc.screen == null) {
LivingEntity masterTarget = findOwnedCollarTarget(mc.player);
if (masterTarget != null) {
mc.setScreen(new UnifiedBondageScreen(masterTarget));
} else {
mc.setScreen(new UnifiedBondageScreen());
}
}
}
// SLAVE_MANAGEMENT_KEY: now handled by [J] with master mode detection (see above)
while (SLAVE_MANAGEMENT_KEY.consumeClick()) {
// consumed but no-op — kept registered to avoid key conflict during transition
}
// Check bounty list key
while (BOUNTY_KEY.consumeClick()) {
// Request bounty list from server (server will open the screen)
if (mc.screen == null) {
ModNetwork.sendToServer(new PacketRequestBounties());
TiedUpMod.LOGGER.debug(
"[CLIENT] Bounty key pressed - requesting bounty list"
);
}
}
// Check tighten key
while (TIGHTEN_KEY.consumeClick()) {
// Send tighten packet to server (server finds target)
if (mc.screen == null) {
ModNetwork.sendToServer(new PacketTighten());
TiedUpMod.LOGGER.debug(
"[CLIENT] Tighten key pressed - sending tighten request"
);
}
}
}
/**
* Phase 21: Handle struggle key press with new flow.
*
* Flow:
* 1. If bind equipped: Send PacketStruggle to server (struggle against bind)
* 2. If no bind: Check for locked accessories
* - If locked accessories exist: Open StruggleChoiceScreen
* - If no locked accessories: Show "Nothing to struggle" message
*/
private static void handleStruggleKey() {
Minecraft mc = Minecraft.getInstance();
Player player = mc.player;
if (player == null || mc.screen != null) {
return;
}
// V2 path: check if player has V2 equipment to struggle against
if (com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.hasAnyEquipment(player)) {
handleV2Struggle(player);
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
// Check if player has bind equipped
if (state.isTiedUp()) {
// Has bind - struggle against it
// Phase 2.5: Check if mini-game is enabled
if (ModConfig.SERVER.struggleMiniGameEnabled.get()) {
// New: Start struggle mini-game
ModNetwork.sendToServer(new PacketV2StruggleStart(BodyRegionV2.ARMS));
TiedUpMod.LOGGER.debug(
"[CLIENT] Struggle key pressed - starting V2 struggle mini-game"
);
} else {
// Legacy: Probability-based struggle
ModNetwork.sendToServer(new PacketStruggle());
TiedUpMod.LOGGER.debug(
"[CLIENT] Struggle key pressed - legacy struggle against bind"
);
}
return;
}
// No bind - check for locked accessories
boolean hasLockedAccessories = hasAnyLockedAccessory(player);
if (hasLockedAccessories) {
// Open UnifiedBondageScreen in self mode
mc.setScreen(new UnifiedBondageScreen());
TiedUpMod.LOGGER.debug(
"[CLIENT] Struggle key pressed - opening unified bondage screen"
);
} else {
// No locked accessories - show message
player.displayClientMessage(
Component.translatable("tiedup.struggle.nothing").withStyle(
ChatFormatting.GRAY
),
true
);
TiedUpMod.LOGGER.debug(
"[CLIENT] Struggle key pressed - nothing to struggle"
);
}
}
/**
* Handle struggle key for V2 equipment.
* Auto-targets the highest posePriority item.
*/
private static void handleV2Struggle(Player player) {
java.util.Map<com.tiedup.remake.v2.BodyRegionV2, ItemStack> equipped =
com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getAllEquipped(player);
if (equipped.isEmpty()) return;
// Auto-target: find highest posePriority item
com.tiedup.remake.v2.BodyRegionV2 bestRegion = null;
int bestPriority = Integer.MIN_VALUE;
for (java.util.Map.Entry<com.tiedup.remake.v2.BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (stack.getItem() instanceof com.tiedup.remake.v2.bondage.IV2BondageItem item) {
if (item.getPosePriority(stack) > bestPriority) {
bestPriority = item.getPosePriority(stack);
bestRegion = entry.getKey();
}
}
}
if (bestRegion != null) {
ModNetwork.sendToServer(
new com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart(bestRegion)
);
TiedUpMod.LOGGER.debug(
"[CLIENT] V2 Struggle key pressed - targeting region {}",
bestRegion.name()
);
}
}
/**
* Check the crosshair entity: if it is a LivingEntity wearing a collar owned by the player,
* return it as the MASTER mode target. Returns null if no valid target.
*/
@Nullable
private static LivingEntity findOwnedCollarTarget(Player player) {
if (player == null) return null;
Minecraft mc = Minecraft.getInstance();
net.minecraft.world.entity.Entity crosshair = mc.crosshairPickEntity;
if (crosshair instanceof LivingEntity living) {
return checkCollarOwnership(living, player) ? living : null;
}
return null;
}
/**
* Returns true if the given entity has a collar in the NECK region that lists the player as an owner.
*/
private static boolean checkCollarOwnership(LivingEntity target, Player player) {
ItemStack collarStack = com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper.getInRegion(
target, BodyRegionV2.NECK
);
if (!collarStack.isEmpty() && collarStack.getItem() instanceof ItemCollar collar) {
return collar.isOwner(collarStack, player);
}
return false;
}
/**
* Check if player has any locked accessories.
*/
private static boolean hasAnyLockedAccessory(Player player) {
BodyRegionV2[] accessoryRegions = {
BodyRegionV2.MOUTH,
BodyRegionV2.EYES,
BodyRegionV2.EARS,
BodyRegionV2.NECK,
BodyRegionV2.TORSO,
BodyRegionV2.HANDS,
};
for (BodyRegionV2 region : accessoryRegions) {
ItemStack stack = V2EquipmentHelper.getInRegion(player, region);
if (
!stack.isEmpty() &&
stack.getItem() instanceof ILockable lockable
) {
if (lockable.isLocked(stack)) {
return true;
}
}
}
return false;
}
}

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package com.tiedup.remake.client;
import net.minecraft.client.resources.sounds.Sound;
import net.minecraft.client.resources.sounds.SoundInstance;
import net.minecraft.client.resources.sounds.TickableSoundInstance;
import net.minecraft.client.sounds.SoundManager;
import net.minecraft.client.sounds.WeighedSoundEvents;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.sounds.SoundSource;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Wrapper around a SoundInstance that applies volume and pitch modifiers.
* Used for the earplugs muffling effect.
*
* This delegates all methods to the wrapped sound, but overrides
* getVolume() and getPitch() to apply modifiers.
*/
@OnlyIn(Dist.CLIENT)
public class MuffledSoundInstance implements SoundInstance {
private final SoundInstance wrapped;
private final float volumeMultiplier;
private final float pitchMultiplier;
public MuffledSoundInstance(
SoundInstance wrapped,
float volumeMultiplier,
float pitchMultiplier
) {
this.wrapped = wrapped;
this.volumeMultiplier = volumeMultiplier;
this.pitchMultiplier = pitchMultiplier;
}
@Override
public ResourceLocation getLocation() {
return wrapped.getLocation();
}
@Override
public WeighedSoundEvents resolve(SoundManager soundManager) {
return wrapped.resolve(soundManager);
}
@Override
public Sound getSound() {
return wrapped.getSound();
}
@Override
public SoundSource getSource() {
return wrapped.getSource();
}
@Override
public boolean isLooping() {
return wrapped.isLooping();
}
@Override
public boolean isRelative() {
return wrapped.isRelative();
}
@Override
public int getDelay() {
return wrapped.getDelay();
}
@Override
public float getVolume() {
// Apply muffling to volume
return wrapped.getVolume() * volumeMultiplier;
}
@Override
public float getPitch() {
// Apply muffling to pitch
return wrapped.getPitch() * pitchMultiplier;
}
@Override
public double getX() {
return wrapped.getX();
}
@Override
public double getY() {
return wrapped.getY();
}
@Override
public double getZ() {
return wrapped.getZ();
}
@Override
public Attenuation getAttenuation() {
return wrapped.getAttenuation();
}
/**
* Check if this is wrapping a tickable sound.
* Used to handle special cases.
*/
public boolean isTickable() {
return wrapped instanceof TickableSoundInstance;
}
/**
* Get the wrapped sound instance.
*/
public SoundInstance getWrapped() {
return wrapped;
}
}

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package com.tiedup.remake.client.animation;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Central registry for player animation state tracking.
*
* <p>Holds per-player state maps that were previously scattered across
* AnimationTickHandler. Provides a single clearAll() entry point for
* world unload cleanup.
*/
@OnlyIn(Dist.CLIENT)
public final class AnimationStateRegistry {
/** Track last tied state per player */
static final Map<UUID, Boolean> lastTiedState = new ConcurrentHashMap<>();
/** Track last animation ID per player to avoid redundant updates */
static final Map<UUID, String> lastAnimId = new ConcurrentHashMap<>();
private AnimationStateRegistry() {}
public static Map<UUID, Boolean> getLastTiedState() {
return lastTiedState;
}
public static Map<UUID, String> getLastAnimId() {
return lastAnimId;
}
/**
* Clear all animation-related state in one call.
* Called on world unload to prevent memory leaks and stale data.
*/
public static void clearAll() {
// Animation state tracking
lastTiedState.clear();
lastAnimId.clear();
// Animation managers
BondageAnimationManager.clearAll();
PendingAnimationManager.clearAll();
// V2 animation context system (clearAll chains to ContextAnimationFactory.clearCache)
com.tiedup.remake.client.gltf.GltfAnimationApplier.clearAll();
// Render state
com.tiedup.remake.client.animation.render.DogPoseRenderHandler.clearState();
// NPC animation state
com.tiedup.remake.client.animation.tick.NpcAnimationTickHandler.clearAll();
// MCA animation cache
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.clear();
}
}

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package com.tiedup.remake.client.animation;
import com.mojang.logging.LogUtils;
import com.tiedup.remake.v2.furniture.ISeatProvider;
import dev.kosmx.playerAnim.api.layered.IAnimation;
import dev.kosmx.playerAnim.api.layered.KeyframeAnimationPlayer;
import dev.kosmx.playerAnim.api.layered.ModifierLayer;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
import dev.kosmx.playerAnim.minecraftApi.PlayerAnimationAccess;
import dev.kosmx.playerAnim.minecraftApi.PlayerAnimationFactory;
import dev.kosmx.playerAnim.minecraftApi.PlayerAnimationRegistry;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.slf4j.Logger;
/**
* Unified animation manager for bondage animations.
*
* <p>Handles both players and NPCs (any entity implementing IAnimatedPlayer).
* Uses PlayerAnimator library for smooth keyframe animations with bendy-lib support.
*
* <p>This replaces the previous split system:
* <ul>
* <li>PlayerAnimatorBridge (for players)</li>
* <li>DamselAnimationManager (for NPCs)</li>
* </ul>
*/
@OnlyIn(Dist.CLIENT)
public class BondageAnimationManager {
private static final Logger LOGGER = LogUtils.getLogger();
/** Cache of ModifierLayers for NPC entities (players use PlayerAnimationAccess) */
private static final Map<UUID, ModifierLayer<IAnimation>> npcLayers =
new ConcurrentHashMap<>();
/** Cache of context ModifierLayers for NPC entities */
private static final Map<UUID, ModifierLayer<IAnimation>> npcContextLayers =
new ConcurrentHashMap<>();
/** Cache of furniture ModifierLayers for NPC entities */
private static final Map<UUID, ModifierLayer<IAnimation>> npcFurnitureLayers =
new ConcurrentHashMap<>();
/** Factory ID for PlayerAnimator item layer (players only) */
private static final ResourceLocation FACTORY_ID =
ResourceLocation.fromNamespaceAndPath("tiedup", "bondage");
/** Factory ID for PlayerAnimator context layer (players only) */
private static final ResourceLocation CONTEXT_FACTORY_ID =
ResourceLocation.fromNamespaceAndPath("tiedup", "bondage_context");
/** Factory ID for PlayerAnimator furniture layer (players only) */
private static final ResourceLocation FURNITURE_FACTORY_ID =
ResourceLocation.fromNamespaceAndPath("tiedup", "bondage_furniture");
/** Priority for context animation layer (lower = overridable by item layer) */
private static final int CONTEXT_LAYER_PRIORITY = 40;
/** Priority for item animation layer (higher = overrides context layer) */
private static final int ITEM_LAYER_PRIORITY = 42;
/**
* Priority for furniture animation layer (highest = overrides item layer on blocked bones).
* Non-blocked bones are disabled so items can still animate them via the item layer.
*/
private static final int FURNITURE_LAYER_PRIORITY = 43;
/** Number of ticks to wait before removing a stale furniture animation. */
private static final int FURNITURE_GRACE_TICKS = 3;
/**
* Tracks ticks since a player with an active furniture animation stopped riding
* an ISeatProvider. After {@link #FURNITURE_GRACE_TICKS}, the animation is removed
* to prevent stuck poses from entity death or network issues.
*
* <p>Uses ConcurrentHashMap for safe access from both client tick and render thread.</p>
*/
private static final Map<UUID, Integer> furnitureGraceTicks = new ConcurrentHashMap<>();
/**
* Initialize the animation system.
* Must be called during client setup to register the player animation factory.
*/
public static void init() {
LOGGER.info("BondageAnimationManager initializing...");
// Context layer: lower priority = evaluated first, overridable by item layer.
// In AnimationStack, layers are sorted ascending by priority and evaluated in order.
// Higher priority layers override lower ones.
PlayerAnimationFactory.ANIMATION_DATA_FACTORY.registerFactory(
CONTEXT_FACTORY_ID,
CONTEXT_LAYER_PRIORITY,
player -> new ModifierLayer<>()
);
// Item layer: higher priority = evaluated last, overrides context layer
PlayerAnimationFactory.ANIMATION_DATA_FACTORY.registerFactory(
FACTORY_ID,
ITEM_LAYER_PRIORITY,
player -> new ModifierLayer<>()
);
// Furniture layer: highest priority = overrides item layer on blocked bones.
// Non-blocked bones are disabled via FurnitureAnimationContext so items
// can still animate free regions (gag, blindfold, etc.).
PlayerAnimationFactory.ANIMATION_DATA_FACTORY.registerFactory(
FURNITURE_FACTORY_ID,
FURNITURE_LAYER_PRIORITY,
player -> new ModifierLayer<>()
);
LOGGER.info(
"BondageAnimationManager: Factories registered — context (pri {}), item (pri {}), furniture (pri {})",
CONTEXT_LAYER_PRIORITY, ITEM_LAYER_PRIORITY, FURNITURE_LAYER_PRIORITY
);
}
// ========================================
// PLAY ANIMATION
// ========================================
/**
* Play an animation on any entity (player or NPC).
*
* @param entity The entity to animate
* @param animId Animation ID string (will be prefixed with "tiedup:" namespace)
* @return true if animation started successfully, false if layer not available
*/
public static boolean playAnimation(LivingEntity entity, String animId) {
ResourceLocation location = ResourceLocation.fromNamespaceAndPath(
"tiedup",
animId
);
return playAnimation(entity, location);
}
/**
* Play an animation on any entity (player or NPC).
*
* <p>If the animation layer is not available (e.g., remote player not fully
* initialized), the animation will be queued for retry via PendingAnimationManager.
*
* @param entity The entity to animate
* @param animId Full ResourceLocation of the animation
* @return true if animation started successfully, false if layer not available
*/
public static boolean playAnimation(
LivingEntity entity,
ResourceLocation animId
) {
if (entity == null || !entity.level().isClientSide()) {
return false;
}
KeyframeAnimation anim = PlayerAnimationRegistry.getAnimation(animId);
if (anim == null) {
// Try fallback: remove _sneak_ suffix if present
ResourceLocation fallbackId = tryFallbackAnimation(animId);
if (fallbackId != null) {
anim = PlayerAnimationRegistry.getAnimation(fallbackId);
if (anim != null) {
LOGGER.debug(
"Using fallback animation '{}' for missing '{}'",
fallbackId,
animId
);
}
}
if (anim == null) {
LOGGER.warn("Animation not found in registry: {}", animId);
return false;
}
}
ModifierLayer<IAnimation> layer = getOrCreateLayer(entity);
if (layer != null) {
// Check if same animation is already playing
// Use reference comparison (==) instead of equals() because:
// 1. PlayerAnimationRegistry caches animations by ID
// 2. Same ID = same cached object reference
// 3. This avoids issues with KeyframeAnimation.equals() implementation
IAnimation current = layer.getAnimation();
if (current instanceof KeyframeAnimationPlayer player) {
if (player.getData() == anim) {
// Same animation already playing, don't reset
return true; // Still counts as success
}
}
layer.setAnimation(new KeyframeAnimationPlayer(anim));
// Remove from pending queue if it was waiting
PendingAnimationManager.remove(entity.getUUID());
LOGGER.debug(
"Playing animation '{}' on entity: {}",
animId,
entity.getUUID()
);
return true;
} else {
// Layer not available - queue for retry if it's a player
if (entity instanceof AbstractClientPlayer) {
PendingAnimationManager.queueForRetry(
entity.getUUID(),
animId.getPath()
);
LOGGER.debug(
"Animation layer not ready for {}, queued for retry",
entity.getName().getString()
);
} else {
LOGGER.warn(
"Animation layer is NULL for NPC: {} (type: {})",
entity.getName().getString(),
entity.getClass().getSimpleName()
);
}
return false;
}
}
/**
* Play a pre-converted KeyframeAnimation directly on an entity, bypassing the registry.
* Used by GltfAnimationApplier for GLB-converted poses.
*
* @param entity The entity to animate
* @param anim The KeyframeAnimation to play
* @return true if animation started successfully
*/
public static boolean playDirect(LivingEntity entity, KeyframeAnimation anim) {
if (entity == null || anim == null || !entity.level().isClientSide()) {
return false;
}
ModifierLayer<IAnimation> layer = getOrCreateLayer(entity);
if (layer != null) {
IAnimation current = layer.getAnimation();
if (current instanceof KeyframeAnimationPlayer player) {
if (player.getData() == anim) {
return true; // Same animation already playing
}
}
layer.setAnimation(new KeyframeAnimationPlayer(anim));
PendingAnimationManager.remove(entity.getUUID());
return true;
}
return false;
}
// ========================================
// STOP ANIMATION
// ========================================
/**
* Stop any currently playing animation on an entity.
*
* @param entity The entity
*/
public static void stopAnimation(LivingEntity entity) {
if (entity == null || !entity.level().isClientSide()) {
return;
}
ModifierLayer<IAnimation> layer = getLayer(entity);
if (layer != null) {
layer.setAnimation(null);
LOGGER.debug("Stopped animation on entity: {}", entity.getUUID());
}
}
// ========================================
// LAYER MANAGEMENT
// ========================================
/**
* Get the ModifierLayer for an entity (without creating).
*/
private static ModifierLayer<IAnimation> getLayer(LivingEntity entity) {
// Players: try PlayerAnimationAccess first, then cache
if (entity instanceof AbstractClientPlayer player) {
ModifierLayer<IAnimation> factoryLayer = getPlayerLayer(player);
if (factoryLayer != null) {
return factoryLayer;
}
// Check cache (for remote players using fallback)
return npcLayers.get(entity.getUUID());
}
// NPCs: use cache
return npcLayers.get(entity.getUUID());
}
/**
* Get or create the ModifierLayer for an entity.
*/
@SuppressWarnings("unchecked")
private static ModifierLayer<IAnimation> getOrCreateLayer(
LivingEntity entity
) {
UUID uuid = entity.getUUID();
// Players: try factory-based access first, fallback to direct stack access
if (entity instanceof AbstractClientPlayer player) {
// Try the registered factory first (works for local player)
ModifierLayer<IAnimation> factoryLayer = getPlayerLayer(player);
if (factoryLayer != null) {
return factoryLayer;
}
// Fallback for remote players: use direct stack access like NPCs
// This handles cases where the factory data isn't available
if (player instanceof IAnimatedPlayer animated) {
return npcLayers.computeIfAbsent(uuid, k -> {
ModifierLayer<IAnimation> newLayer = new ModifierLayer<>();
animated
.getAnimationStack()
.addAnimLayer(ITEM_LAYER_PRIORITY, newLayer);
LOGGER.info(
"Created animation layer for remote player via stack: {}",
player.getName().getString()
);
return newLayer;
});
}
}
// NPCs implementing IAnimatedPlayer: create/cache layer
if (entity instanceof IAnimatedPlayer animated) {
return npcLayers.computeIfAbsent(uuid, k -> {
ModifierLayer<IAnimation> newLayer = new ModifierLayer<>();
animated
.getAnimationStack()
.addAnimLayer(ITEM_LAYER_PRIORITY, newLayer);
LOGGER.debug("Created animation layer for NPC: {}", uuid);
return newLayer;
});
}
LOGGER.warn(
"Entity {} does not support animations (not a player or IAnimatedPlayer)",
uuid
);
return null;
}
/**
* Get the animation layer for a player from PlayerAnimationAccess.
*/
@SuppressWarnings("unchecked")
private static ModifierLayer<IAnimation> getPlayerLayer(
AbstractClientPlayer player
) {
try {
return (ModifierLayer<
IAnimation
>) PlayerAnimationAccess.getPlayerAssociatedData(player).get(
FACTORY_ID
);
} catch (Exception e) {
LOGGER.error(
"Failed to get animation layer for player: {}",
player.getName().getString(),
e
);
return null;
}
}
/**
* Safely get the animation layer for a player.
* Returns null if the layer is not yet initialized.
*
* <p>Public method for PendingAnimationManager to access.
* Checks both the factory-based layer and the NPC cache fallback.
*
* @param player The player
* @return The animation layer, or null if not available
*/
@javax.annotation.Nullable
public static ModifierLayer<IAnimation> getPlayerLayerSafe(
AbstractClientPlayer player
) {
// Try factory first
ModifierLayer<IAnimation> factoryLayer = getPlayerLayer(player);
if (factoryLayer != null) {
return factoryLayer;
}
// Check NPC cache (for remote players using fallback path)
return npcLayers.get(player.getUUID());
}
// ========================================
// CONTEXT LAYER (lower priority, for sit/kneel/sneak)
// ========================================
/**
* Get the context animation layer for a player from PlayerAnimationAccess.
* Returns null if the layer is not yet initialized.
*/
@SuppressWarnings("unchecked")
@javax.annotation.Nullable
private static ModifierLayer<IAnimation> getPlayerContextLayer(
AbstractClientPlayer player
) {
try {
return (ModifierLayer<
IAnimation
>) PlayerAnimationAccess.getPlayerAssociatedData(player).get(
CONTEXT_FACTORY_ID
);
} catch (Exception e) {
return null;
}
}
/**
* Get or create the context animation layer for an NPC entity.
* Uses CONTEXT_LAYER_PRIORITY, below the item layer at ITEM_LAYER_PRIORITY.
*/
@javax.annotation.Nullable
private static ModifierLayer<IAnimation> getOrCreateNpcContextLayer(
LivingEntity entity
) {
if (entity instanceof IAnimatedPlayer animated) {
return npcContextLayers.computeIfAbsent(
entity.getUUID(),
k -> {
ModifierLayer<IAnimation> layer = new ModifierLayer<>();
animated.getAnimationStack().addAnimLayer(CONTEXT_LAYER_PRIORITY, layer);
return layer;
}
);
}
return null;
}
/**
* Play a context animation on the context layer (lower priority).
* Context animations (sit, kneel, sneak) can be overridden by item animations
* on the main layer which has higher priority.
*
* @param entity The entity to animate
* @param anim The KeyframeAnimation to play on the context layer
* @return true if animation started successfully
*/
public static boolean playContext(
LivingEntity entity,
KeyframeAnimation anim
) {
if (entity == null || anim == null || !entity.level().isClientSide()) {
return false;
}
ModifierLayer<IAnimation> layer;
if (entity instanceof AbstractClientPlayer player) {
layer = getPlayerContextLayer(player);
} else {
layer = getOrCreateNpcContextLayer(entity);
}
if (layer != null) {
layer.setAnimation(new KeyframeAnimationPlayer(anim));
return true;
}
return false;
}
/**
* Stop the context layer animation.
*
* @param entity The entity whose context animation should stop
*/
public static void stopContext(LivingEntity entity) {
if (entity == null || !entity.level().isClientSide()) {
return;
}
ModifierLayer<IAnimation> layer;
if (entity instanceof AbstractClientPlayer player) {
layer = getPlayerContextLayer(player);
} else {
layer = npcContextLayers.get(entity.getUUID());
}
if (layer != null) {
layer.setAnimation(null);
}
}
// ========================================
// FURNITURE LAYER (highest priority, for seat poses)
// ========================================
/**
* Play a furniture animation on the furniture layer (highest priority).
*
* <p>The furniture layer sits above the item layer so it controls blocked-region
* bones. Non-blocked bones should already be disabled in the provided animation
* (via {@link com.tiedup.remake.v2.furniture.client.FurnitureAnimationContext#create}).
* This allows bondage items on free regions to still animate via the item layer.</p>
*
* @param player the player to animate
* @param animation the KeyframeAnimation from FurnitureAnimationContext
* @return true if animation started successfully
*/
public static boolean playFurniture(Player player, KeyframeAnimation animation) {
if (player == null || animation == null || !player.level().isClientSide()) {
return false;
}
ModifierLayer<IAnimation> layer = getFurnitureLayer(player);
if (layer != null) {
layer.setAnimation(new KeyframeAnimationPlayer(animation));
// Reset grace ticks since we just started/refreshed the animation
furnitureGraceTicks.remove(player.getUUID());
LOGGER.debug("Playing furniture animation on player: {}", player.getName().getString());
return true;
}
LOGGER.warn("Furniture layer not available for player: {}", player.getName().getString());
return false;
}
/**
* Stop the furniture layer animation for a player.
*
* @param player the player whose furniture animation should stop
*/
public static void stopFurniture(Player player) {
if (player == null || !player.level().isClientSide()) {
return;
}
ModifierLayer<IAnimation> layer = getFurnitureLayer(player);
if (layer != null) {
layer.setAnimation(null);
}
furnitureGraceTicks.remove(player.getUUID());
LOGGER.debug("Stopped furniture animation on player: {}", player.getName().getString());
}
/**
* Check whether a player currently has an active furniture animation.
*
* @param player the player to check
* @return true if the furniture layer has an active animation
*/
public static boolean hasFurnitureAnimation(Player player) {
if (player == null || !player.level().isClientSide()) {
return false;
}
ModifierLayer<IAnimation> layer = getFurnitureLayer(player);
return layer != null && layer.getAnimation() != null;
}
/**
* Get the furniture ModifierLayer for a player.
* Uses PlayerAnimationAccess for local/factory-registered players,
* falls back to NPC cache for remote players.
*/
@SuppressWarnings("unchecked")
@javax.annotation.Nullable
private static ModifierLayer<IAnimation> getFurnitureLayer(Player player) {
if (player instanceof AbstractClientPlayer clientPlayer) {
try {
ModifierLayer<IAnimation> layer = (ModifierLayer<IAnimation>)
PlayerAnimationAccess.getPlayerAssociatedData(clientPlayer)
.get(FURNITURE_FACTORY_ID);
if (layer != null) {
return layer;
}
} catch (Exception e) {
// Fall through to NPC cache
}
// Fallback for remote players: check NPC furniture cache
return npcFurnitureLayers.get(player.getUUID());
}
// Non-player entities: use NPC cache
return npcFurnitureLayers.get(player.getUUID());
}
/**
* Safety tick for furniture animations. Call once per client tick per player.
*
* <p>If a player has an active furniture animation but is NOT riding an
* {@link ISeatProvider}, increment a grace counter. After
* {@link #FURNITURE_GRACE_TICKS} consecutive ticks without a seat, the
* animation is removed to prevent stuck poses from entity death, network
* desync, or teleportation.</p>
*
* <p>If the player IS riding an ISeatProvider, the counter is reset.</p>
*
* @param player the player to check
*/
public static void tickFurnitureSafety(Player player) {
if (player == null || !player.level().isClientSide()) {
return;
}
if (!hasFurnitureAnimation(player)) {
// No furniture animation active, nothing to guard
furnitureGraceTicks.remove(player.getUUID());
return;
}
UUID uuid = player.getUUID();
// Check if the player is riding an ISeatProvider
Entity vehicle = player.getVehicle();
boolean ridingSeat = vehicle instanceof ISeatProvider;
if (ridingSeat) {
// Player is properly seated, reset grace counter
furnitureGraceTicks.remove(uuid);
} else {
// Player has furniture anim but no seat -- increment grace
int ticks = furnitureGraceTicks.merge(uuid, 1, Integer::sum);
if (ticks >= FURNITURE_GRACE_TICKS) {
LOGGER.info("Removing stale furniture animation for player {} "
+ "(not riding ISeatProvider for {} ticks)",
player.getName().getString(), ticks);
stopFurniture(player);
}
}
}
// ========================================
// FALLBACK ANIMATION HANDLING
// ========================================
/**
* Try to find a fallback animation ID when the requested one doesn't exist.
*
* <p>Fallback chain:
* <ol>
* <li>Remove _sneak_ suffix (sneak variants often missing)</li>
* <li>For sit_dog/kneel_dog variants, fall back to basic standing DOG</li>
* <li>For _arms_ variants, try FULL variant</li>
* </ol>
*
* @param originalId The original animation ID that wasn't found
* @return A fallback ResourceLocation to try, or null if no fallback
*/
@javax.annotation.Nullable
private static ResourceLocation tryFallbackAnimation(
ResourceLocation originalId
) {
String path = originalId.getPath();
String namespace = originalId.getNamespace();
// 1. Remove _sneak_ suffix
if (path.contains("_sneak_")) {
String fallback = path.replace("_sneak_", "_");
return ResourceLocation.fromNamespaceAndPath(namespace, fallback);
}
// 2. sit_dog_* / kneel_dog_* -> tied_up_dog_*
if (path.startsWith("sit_dog_") || path.startsWith("kneel_dog_")) {
String suffix = path.substring(path.lastIndexOf("_")); // _idle or _struggle
return ResourceLocation.fromNamespaceAndPath(
namespace,
"tied_up_dog" + suffix
);
}
// 3. _arms_ variants -> try FULL variant (remove _arms)
if (path.contains("_arms_")) {
String fallback = path.replace("_arms_", "_");
return ResourceLocation.fromNamespaceAndPath(namespace, fallback);
}
// 4. Struggle variants for free/legs -> idle variant
if (
(path.startsWith("sit_free_") ||
path.startsWith("kneel_free_") ||
path.startsWith("sit_legs_") ||
path.startsWith("kneel_legs_")) &&
path.endsWith("_struggle")
) {
String fallback = path.replace("_struggle", "_idle");
return ResourceLocation.fromNamespaceAndPath(namespace, fallback);
}
return null;
}
// ========================================
// CLEANUP
// ========================================
/**
* Clean up animation layer for an NPC when it's removed.
*
* @param entityId UUID of the removed entity
*/
/** All NPC layer caches, for bulk cleanup operations. */
private static final Map<UUID, ModifierLayer<IAnimation>>[] ALL_NPC_CACHES = new Map[] {
npcLayers, npcContextLayers, npcFurnitureLayers
};
public static void cleanup(UUID entityId) {
for (Map<UUID, ModifierLayer<IAnimation>> cache : ALL_NPC_CACHES) {
ModifierLayer<IAnimation> layer = cache.remove(entityId);
if (layer != null) {
layer.setAnimation(null);
}
}
furnitureGraceTicks.remove(entityId);
LOGGER.debug("Cleaned up animation layers for entity: {}", entityId);
}
/**
* Clear all NPC animation layers.
* Should be called on world unload.
*/
public static void clearAll() {
for (Map<UUID, ModifierLayer<IAnimation>> cache : ALL_NPC_CACHES) {
cache.values().forEach(layer -> layer.setAnimation(null));
cache.clear();
}
furnitureGraceTicks.clear();
LOGGER.info("Cleared all NPC animation layers");
}
}

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package com.tiedup.remake.client.animation;
import com.mojang.logging.LogUtils;
import dev.kosmx.playerAnim.api.layered.IAnimation;
import dev.kosmx.playerAnim.api.layered.KeyframeAnimationPlayer;
import dev.kosmx.playerAnim.api.layered.ModifierLayer;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import dev.kosmx.playerAnim.minecraftApi.PlayerAnimationRegistry;
import java.util.Iterator;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.player.Player;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.slf4j.Logger;
/**
* Manages pending animations for remote players whose animation layers
* may not be immediately available due to timing issues.
*
* <p>When a player is tied, the sync packet may arrive before the remote player's
* animation layer is initialized by PlayerAnimator. This class queues failed
* animation attempts and retries them each tick until success or timeout.
*
* <p>This follows the same pattern as SyncManager's pending queue for inventory sync.
*/
@OnlyIn(Dist.CLIENT)
public class PendingAnimationManager {
private static final Logger LOGGER = LogUtils.getLogger();
/** Pending animations waiting for layer initialization */
private static final Map<UUID, PendingEntry> pending =
new ConcurrentHashMap<>();
/** Maximum retry attempts before giving up (~2 seconds at 20 ticks/sec) */
private static final int MAX_RETRIES = 40;
/**
* Queue a player's animation for retry.
* Called when playAnimation fails due to null layer.
*
* @param uuid The player's UUID
* @param animId The animation ID (without namespace)
*/
public static void queueForRetry(UUID uuid, String animId) {
pending.compute(uuid, (k, existing) -> {
if (existing == null) {
LOGGER.debug(
"Queued animation '{}' for retry on player {}",
animId,
uuid
);
return new PendingEntry(animId, 0);
}
// Update animation ID but preserve retry count
return new PendingEntry(animId, existing.retries);
});
}
/**
* Remove a player from the pending queue.
* Called when animation succeeds or player disconnects.
*
* @param uuid The player's UUID
*/
public static void remove(UUID uuid) {
pending.remove(uuid);
}
/**
* Check if a player has a pending animation.
*
* @param uuid The player's UUID
* @return true if pending
*/
public static boolean hasPending(UUID uuid) {
return pending.containsKey(uuid);
}
/**
* Process pending animations. Called every tick from AnimationTickHandler.
* Attempts to play queued animations and removes successful or expired entries.
*
* @param level The client level
*/
public static void processPending(ClientLevel level) {
if (pending.isEmpty()) return;
Iterator<Map.Entry<UUID, PendingEntry>> it = pending
.entrySet()
.iterator();
while (it.hasNext()) {
Map.Entry<UUID, PendingEntry> entry = it.next();
UUID uuid = entry.getKey();
PendingEntry pe = entry.getValue();
// Check expiration
if (pe.retries >= MAX_RETRIES) {
LOGGER.warn("Animation retry exhausted for player {}", uuid);
it.remove();
continue;
}
// Try to find player and play animation
Player player = level.getPlayerByUUID(uuid);
if (player instanceof AbstractClientPlayer clientPlayer) {
ModifierLayer<IAnimation> layer =
BondageAnimationManager.getPlayerLayerSafe(clientPlayer);
if (layer != null) {
ResourceLocation loc =
ResourceLocation.fromNamespaceAndPath(
"tiedup",
pe.animId
);
KeyframeAnimation anim =
PlayerAnimationRegistry.getAnimation(loc);
if (anim != null) {
layer.setAnimation(new KeyframeAnimationPlayer(anim));
LOGGER.info(
"Animation retry succeeded for {} after {} attempts",
clientPlayer.getName().getString(),
pe.retries
);
it.remove();
continue;
}
}
}
// Increment retry count
pending.put(uuid, new PendingEntry(pe.animId, pe.retries + 1));
}
}
/**
* Clear all pending animations.
* Called on world unload.
*/
public static void clearAll() {
pending.clear();
LOGGER.debug("Cleared all pending animations");
}
/**
* Record to store pending animation data.
*/
private record PendingEntry(String animId, int retries) {}
}

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package com.tiedup.remake.client.animation;
import com.tiedup.remake.items.base.PoseType;
import net.minecraft.client.model.HumanoidModel;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Applies static bondage poses directly to HumanoidModel.
*
* <p>Used for entities that don't support PlayerAnimator (e.g., MCA villagers).
* Directly modifies arm/leg rotations on the model.
*
* <p>Extracted from BondageAnimationManager to separate concerns:
* BondageAnimationManager handles PlayerAnimator layers,
* StaticPoseApplier handles raw model manipulation.
*/
@OnlyIn(Dist.CLIENT)
public class StaticPoseApplier {
/**
* Apply a static bondage pose directly to a HumanoidModel.
*
* @param model The humanoid model to modify
* @param poseType The pose type (STANDARD, STRAITJACKET, WRAP, LATEX_SACK)
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
*/
public static void applyStaticPose(
HumanoidModel<?> model,
PoseType poseType,
boolean armsBound,
boolean legsBound
) {
if (model == null) {
return;
}
applyBodyPose(model, poseType);
if (armsBound) {
applyArmPose(model, poseType);
}
if (legsBound) {
applyLegPose(model, poseType);
}
}
/**
* Apply arm pose based on pose type.
* Values converted from animation JSON (degrees to radians).
*/
private static void applyArmPose(
HumanoidModel<?> model,
PoseType poseType
) {
switch (poseType) {
case STANDARD -> {
model.rightArm.xRot = 0.899f;
model.rightArm.yRot = 1.0f;
model.rightArm.zRot = 0f;
model.leftArm.xRot = 0.899f;
model.leftArm.yRot = -1.0f;
model.leftArm.zRot = 0f;
}
case STRAITJACKET -> {
model.rightArm.xRot = 0.764f;
model.rightArm.yRot = -0.84f;
model.rightArm.zRot = 0f;
model.leftArm.xRot = 0.764f;
model.leftArm.yRot = 0.84f;
model.leftArm.zRot = 0f;
}
case WRAP, LATEX_SACK -> {
model.rightArm.xRot = 0f;
model.rightArm.yRot = 0f;
model.rightArm.zRot = -0.087f;
model.leftArm.xRot = 0f;
model.leftArm.yRot = 0f;
model.leftArm.zRot = 0.087f;
}
case DOG -> {
model.rightArm.xRot = -2.094f;
model.rightArm.yRot = 0.175f;
model.rightArm.zRot = 0f;
model.leftArm.xRot = -2.094f;
model.leftArm.yRot = -0.175f;
model.leftArm.zRot = 0f;
}
case HUMAN_CHAIR -> {
model.rightArm.xRot = -2.094f;
model.rightArm.yRot = 0.175f;
model.rightArm.zRot = 0f;
model.leftArm.xRot = -2.094f;
model.leftArm.yRot = -0.175f;
model.leftArm.zRot = 0f;
}
}
}
/**
* Apply leg pose based on pose type.
*/
private static void applyLegPose(
HumanoidModel<?> model,
PoseType poseType
) {
if (poseType == PoseType.DOG || poseType == PoseType.HUMAN_CHAIR) {
model.rightLeg.xRot = -1.047f;
model.rightLeg.yRot = 0.349f;
model.rightLeg.zRot = 0f;
model.leftLeg.xRot = -1.047f;
model.leftLeg.yRot = -0.349f;
model.leftLeg.zRot = 0f;
} else {
model.rightLeg.xRot = 0f;
model.rightLeg.yRot = 0f;
model.rightLeg.zRot = -0.1f;
model.leftLeg.xRot = 0f;
model.leftLeg.yRot = 0f;
model.leftLeg.zRot = 0.1f;
}
}
/**
* Apply body pose for DOG/HUMAN_CHAIR pose.
*/
public static void applyBodyPose(
HumanoidModel<?> model,
PoseType poseType
) {
if (poseType == PoseType.DOG || poseType == PoseType.HUMAN_CHAIR) {
model.body.xRot = -1.571f;
}
}
}

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package com.tiedup.remake.client.animation.context;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Represents the current player/NPC posture and action state for animation selection.
* Determines which base body posture animation to play.
*
* <p>Each context maps to a GLB animation name via a prefix + variant scheme:
* <ul>
* <li>Prefix: "Sit", "Kneel", "Sneak", "Walk", or "" (standing)</li>
* <li>Variant: "Idle" or "Struggle"</li>
* </ul>
* The {@link GlbAnimationResolver} uses these to build a fallback chain
* (e.g., SitStruggle -> Struggle -> SitIdle -> Idle).</p>
*/
@OnlyIn(Dist.CLIENT)
public enum AnimationContext {
STAND_IDLE("stand_idle", false),
STAND_WALK("stand_walk", false),
STAND_SNEAK("stand_sneak", false),
STAND_STRUGGLE("stand_struggle", true),
SIT_IDLE("sit_idle", false),
SIT_STRUGGLE("sit_struggle", true),
KNEEL_IDLE("kneel_idle", false),
KNEEL_STRUGGLE("kneel_struggle", true),
// Movement style contexts
SHUFFLE_IDLE("shuffle_idle", false),
SHUFFLE_WALK("shuffle_walk", false),
HOP_IDLE("hop_idle", false),
HOP_WALK("hop_walk", false),
WADDLE_IDLE("waddle_idle", false),
WADDLE_WALK("waddle_walk", false),
CRAWL_IDLE("crawl_idle", false),
CRAWL_MOVE("crawl_move", false);
private final String animationSuffix;
private final boolean struggling;
AnimationContext(String animationSuffix, boolean struggling) {
this.animationSuffix = animationSuffix;
this.struggling = struggling;
}
/**
* Suffix used as key for context animation JSON files (e.g., "stand_idle").
*/
public String getAnimationSuffix() {
return animationSuffix;
}
/**
* Whether this context represents an active struggle state.
*/
public boolean isStruggling() {
return struggling;
}
/**
* Get the GLB animation name prefix for this context's posture.
* Used by the fallback chain in {@link GlbAnimationResolver}.
*
* @return "Sit", "Kneel", "Sneak", "Walk", or "" for standing
*/
public String getGlbContextPrefix() {
return switch (this) {
case SIT_IDLE, SIT_STRUGGLE -> "Sit";
case KNEEL_IDLE, KNEEL_STRUGGLE -> "Kneel";
case STAND_SNEAK -> "Sneak";
case STAND_WALK -> "Walk";
case STAND_IDLE, STAND_STRUGGLE -> "";
case SHUFFLE_IDLE, SHUFFLE_WALK -> "Shuffle";
case HOP_IDLE, HOP_WALK -> "Hop";
case WADDLE_IDLE, WADDLE_WALK -> "Waddle";
case CRAWL_IDLE, CRAWL_MOVE -> "Crawl";
};
}
/**
* Get the GLB animation variant name: "Struggle" or "Idle".
*/
public String getGlbVariant() {
return switch (this) {
case STAND_STRUGGLE, SIT_STRUGGLE, KNEEL_STRUGGLE -> "Struggle";
case STAND_WALK, SHUFFLE_WALK, HOP_WALK, WADDLE_WALK -> "Walk";
case CRAWL_MOVE -> "Move";
default -> "Idle";
};
}
}

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package com.tiedup.remake.client.animation.context;
import com.tiedup.remake.client.state.PetBedClientState;
import com.tiedup.remake.entities.AbstractTiedUpNpc;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.bondage.movement.MovementStyle;
import net.minecraft.world.entity.player.Player;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.jetbrains.annotations.Nullable;
/**
* Resolves the current {@link AnimationContext} for players and NPCs based on their state.
*
* <p>This is a pure function with no side effects -- it reads entity state and returns
* the appropriate animation context. The resolution priority is:
* <ol>
* <li><b>Sitting</b> (pet bed for players, pose for NPCs) -- highest priority posture</li>
* <li><b>Kneeling</b> (NPCs only)</li>
* <li><b>Struggling</b> (standing struggle if not sitting/kneeling)</li>
* <li><b>Sneaking</b> (players only)</li>
* <li><b>Walking</b> (horizontal movement detected)</li>
* <li><b>Standing idle</b> (fallback)</li>
* </ol>
*
* <p>For players, the "sitting" state is determined by the client-side pet bed cache
* ({@link PetBedClientState}) rather than entity data, since pet bed state is not
* synced via entity data accessors.</p>
*/
@OnlyIn(Dist.CLIENT)
public final class AnimationContextResolver {
private AnimationContextResolver() {}
/**
* Resolve the animation context for a player based on their bind state and movement.
*
* <p>Priority chain:
* <ol>
* <li>Sitting (pet bed/furniture) -- highest priority posture</li>
* <li>Struggling -- standing struggle if not sitting</li>
* <li>Movement style -- style-specific idle/walk based on movement</li>
* <li>Sneaking</li>
* <li>Walking</li>
* <li>Standing idle -- fallback</li>
* </ol>
*
* @param player the player entity (must not be null)
* @param state the player's bind state, or null if not bound
* @param activeStyle the active movement style from client state, or null
* @return the resolved animation context, never null
*/
public static AnimationContext resolve(Player player, @Nullable PlayerBindState state,
@Nullable MovementStyle activeStyle) {
boolean sitting = PetBedClientState.get(player.getUUID()) != 0;
boolean struggling = state != null && state.isStruggling();
boolean sneaking = player.isCrouching();
boolean moving = player.getDeltaMovement().horizontalDistanceSqr() > 1.0E-6;
if (sitting) {
return struggling ? AnimationContext.SIT_STRUGGLE : AnimationContext.SIT_IDLE;
}
if (struggling) {
return AnimationContext.STAND_STRUGGLE;
}
if (activeStyle != null) {
return resolveStyleContext(activeStyle, moving);
}
if (sneaking) {
return AnimationContext.STAND_SNEAK;
}
if (moving) {
return AnimationContext.STAND_WALK;
}
return AnimationContext.STAND_IDLE;
}
/**
* Map a movement style + moving flag to the appropriate AnimationContext.
*/
private static AnimationContext resolveStyleContext(MovementStyle style, boolean moving) {
return switch (style) {
case SHUFFLE -> moving ? AnimationContext.SHUFFLE_WALK : AnimationContext.SHUFFLE_IDLE;
case HOP -> moving ? AnimationContext.HOP_WALK : AnimationContext.HOP_IDLE;
case WADDLE -> moving ? AnimationContext.WADDLE_WALK : AnimationContext.WADDLE_IDLE;
case CRAWL -> moving ? AnimationContext.CRAWL_MOVE : AnimationContext.CRAWL_IDLE;
};
}
/**
* Resolve the animation context for a Damsel NPC based on pose and movement.
*
* <p>Unlike players, NPCs support kneeling as a distinct posture and do not sneak.</p>
*
* @param entity the damsel entity (must not be null)
* @return the resolved animation context, never null
*/
public static AnimationContext resolveNpc(AbstractTiedUpNpc entity) {
boolean sitting = entity.isSitting();
boolean kneeling = entity.isKneeling();
boolean struggling = entity.isStruggling();
boolean moving = entity.getDeltaMovement().horizontalDistanceSqr() > 1.0E-6;
if (sitting) {
return struggling ? AnimationContext.SIT_STRUGGLE : AnimationContext.SIT_IDLE;
}
if (kneeling) {
return struggling ? AnimationContext.KNEEL_STRUGGLE : AnimationContext.KNEEL_IDLE;
}
if (struggling) {
return AnimationContext.STAND_STRUGGLE;
}
if (moving) {
return AnimationContext.STAND_WALK;
}
return AnimationContext.STAND_IDLE;
}
}

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package com.tiedup.remake.client.animation.context;
import com.mojang.logging.LogUtils;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import dev.kosmx.playerAnim.minecraftApi.PlayerAnimationRegistry;
import java.util.Map;
import java.util.Set;
import java.util.concurrent.ConcurrentHashMap;
import org.jetbrains.annotations.Nullable;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.slf4j.Logger;
/**
* Builds context {@link KeyframeAnimation}s with item-owned body parts disabled.
*
* <p>Context animations (loaded from {@code context_*.json} files in the PlayerAnimator
* registry) control the base body posture -- standing, sitting, walking, etc.
* When a V2 bondage item "owns" certain body parts (e.g., handcuffs own rightArm + leftArm),
* those parts must NOT be driven by the context animation because the item's own
* GLB animation controls them instead.</p>
*
* <p>This factory loads the base context animation, creates a mutable copy, disables
* the owned parts, and builds an immutable result. Results are cached by
* {@code contextSuffix|ownedPartsHash} to avoid repeated copies.</p>
*
* <p>Thread safety: the cache uses {@link ConcurrentHashMap}. All methods are
* called from the render thread, but the concurrent map avoids issues if
* resource reload triggers on a different thread.</p>
*
* @see AnimationContext
* @see RegionBoneMapper#computeOwnedParts
*/
@OnlyIn(Dist.CLIENT)
public final class ContextAnimationFactory {
private static final Logger LOGGER = LogUtils.getLogger();
private static final String NAMESPACE = "tiedup";
/**
* Cache keyed by "contextSuffix|ownedPartsHashCode".
* Null values are stored as sentinels for missing animations to avoid repeated lookups.
*/
private static final Map<String, KeyframeAnimation> CACHE = new ConcurrentHashMap<>();
/**
* Sentinel set used to track cache keys where the base animation was not found,
* so we don't log the same warning repeatedly.
*/
private static final Set<String> MISSING_WARNED = ConcurrentHashMap.newKeySet();
private ContextAnimationFactory() {}
/**
* Create (or retrieve from cache) a context animation with the given parts disabled.
*
* <p>If no parts need disabling, the base animation is returned as-is (no copy needed).
* If the base animation is not found in the PlayerAnimator registry, returns null.</p>
*
* @param context the current animation context (determines which context_*.json to load)
* @param disabledParts set of PlayerAnimator part names to disable on the context layer
* (e.g., {"rightArm", "leftArm"}), typically from
* {@link RegionBoneMapper.BoneOwnership#disabledOnContext()}
* @return the context animation with disabled parts suppressed, or null if not found
*/
@Nullable
public static KeyframeAnimation create(AnimationContext context, Set<String> disabledParts) {
String cacheKey = context.getAnimationSuffix() + "|" + String.join(",", new java.util.TreeSet<>(disabledParts));
// computeIfAbsent cannot store null values, so we handle the missing case
// by checking the MISSING_WARNED set to avoid redundant work.
KeyframeAnimation cached = CACHE.get(cacheKey);
if (cached != null) {
return cached;
}
if (MISSING_WARNED.contains(cacheKey)) {
return null;
}
KeyframeAnimation result = buildContextAnimation(context, disabledParts);
if (result != null) {
CACHE.put(cacheKey, result);
} else {
MISSING_WARNED.add(cacheKey);
}
return result;
}
/**
* Build a context animation with the specified parts disabled.
*
* <p>Flow:
* <ol>
* <li>Check {@link ContextGlbRegistry} for a GLB-based context animation (takes priority)</li>
* <li>Fall back to {@code tiedup:context_<suffix>} in PlayerAnimationRegistry (JSON-based)</li>
* <li>If no parts need disabling, return the base animation directly (immutable, shared)</li>
* <li>Otherwise, create a mutable copy via {@link KeyframeAnimation#mutableCopy()}</li>
* <li>Disable each part via {@link KeyframeAnimation.StateCollection#setEnabled(boolean)}</li>
* <li>Build and return the new immutable animation</li>
* </ol>
*/
@Nullable
private static KeyframeAnimation buildContextAnimation(AnimationContext context,
Set<String> disabledParts) {
String suffix = context.getAnimationSuffix();
// Priority 1: GLB-based context animation from ContextGlbRegistry
KeyframeAnimation baseAnim = ContextGlbRegistry.get(suffix);
// Priority 2: JSON-based context animation from PlayerAnimationRegistry
if (baseAnim == null) {
ResourceLocation animId = ResourceLocation.fromNamespaceAndPath(
NAMESPACE, "context_" + suffix
);
baseAnim = PlayerAnimationRegistry.getAnimation(animId);
}
if (baseAnim == null) {
LOGGER.warn("[V2Animation] Context animation not found for suffix: {}", suffix);
return null;
}
if (disabledParts.isEmpty()) {
return baseAnim;
}
// Create mutable copy so we can disable parts without affecting the registry/cache original
KeyframeAnimation.AnimationBuilder builder = baseAnim.mutableCopy();
disableParts(builder, disabledParts);
return builder.build();
}
/**
* Disable all animation axes on the specified parts.
*
* <p>Uses {@link KeyframeAnimation.AnimationBuilder#getPart(String)} to look up parts
* by name, then {@link KeyframeAnimation.StateCollection#setEnabled(boolean)} to disable
* all axes (x, y, z, pitch, yaw, roll, and bend/bendDirection if applicable).</p>
*
* <p>Unknown part names are silently ignored -- this can happen if the disabled parts set
* includes future bone names not present in the current context animation.</p>
*/
private static void disableParts(KeyframeAnimation.AnimationBuilder builder,
Set<String> disabledParts) {
for (String partName : disabledParts) {
KeyframeAnimation.StateCollection part = builder.getPart(partName);
if (part != null) {
part.setEnabled(false);
}
}
}
/**
* Clear all cached animations. Call this on resource reload or when equipped items change
* in a way that might invalidate cached part ownership.
*/
public static void clearCache() {
CACHE.clear();
MISSING_WARNED.clear();
}
}

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package com.tiedup.remake.client.animation.context;
import com.tiedup.remake.client.gltf.GlbParser;
import com.tiedup.remake.client.gltf.GltfData;
import com.tiedup.remake.client.gltf.GltfPoseConverter;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import java.io.InputStream;
import java.util.Collections;
import java.util.HashMap;
import java.util.Map;
import org.jetbrains.annotations.Nullable;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.server.packs.resources.Resource;
import net.minecraft.server.packs.resources.ResourceManager;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* Registry for context animations loaded from GLB files.
*
* <p>Scans the {@code tiedup_contexts/} resource directory for {@code .glb} files,
* parses each one via {@link GlbParser}, converts to a {@link KeyframeAnimation}
* via {@link GltfPoseConverter#convert(GltfData)}, and stores the result keyed by
* the file name suffix (e.g., {@code "stand_walk"} from {@code tiedup_contexts/stand_walk.glb}).</p>
*
* <p>GLB context animations take priority over JSON-based PlayerAnimator context
* animations. This allows artists to author posture animations directly in Blender
* instead of hand-editing JSON keyframes.</p>
*
* <p>Reloaded on resource pack reload (F3+T) via the listener registered in
* {@link com.tiedup.remake.client.gltf.GltfClientSetup}.</p>
*
* <p>Thread safety: the registry field is a volatile reference to an unmodifiable map.
* {@link #reload} builds a new map on the reload thread then atomically swaps the
* reference, so the render thread never sees a partially populated registry.</p>
*/
@OnlyIn(Dist.CLIENT)
public final class ContextGlbRegistry {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
/** Resource directory containing context GLB files. */
private static final String DIRECTORY = "tiedup_contexts";
/**
* Registry keyed by context suffix (e.g., "stand_walk", "sit_idle").
* Values are fully converted KeyframeAnimations with all parts enabled.
*
* <p>Volatile reference to an unmodifiable map. Reload builds a new map
* and swaps atomically; the render thread always sees a consistent snapshot.</p>
*/
private static volatile Map<String, KeyframeAnimation> REGISTRY = Map.of();
private ContextGlbRegistry() {}
/**
* Reload all context GLB files from the resource manager.
*
* <p>Scans {@code assets/<namespace>/tiedup_contexts/} for {@code .glb} files.
* Each file is parsed and converted to a full-body KeyframeAnimation.
* The context suffix is extracted from the file path:
* {@code tiedup_contexts/stand_walk.glb} becomes key {@code "stand_walk"}.</p>
*
* <p>GLB files without animation data or with parse errors are logged and skipped.</p>
*
* @param resourceManager the current resource manager (from reload listener)
*/
public static void reload(ResourceManager resourceManager) {
Map<String, KeyframeAnimation> newRegistry = new HashMap<>();
Map<ResourceLocation, Resource> resources = resourceManager.listResources(
DIRECTORY, loc -> loc.getPath().endsWith(".glb"));
for (Map.Entry<ResourceLocation, Resource> entry : resources.entrySet()) {
ResourceLocation loc = entry.getKey();
Resource resource = entry.getValue();
// Extract suffix from path: "tiedup_contexts/stand_walk.glb" -> "stand_walk"
String path = loc.getPath();
String fileName = path.substring(path.lastIndexOf('/') + 1);
String suffix = fileName.substring(0, fileName.length() - 4); // strip ".glb"
try (InputStream is = resource.open()) {
GltfData data = GlbParser.parse(is, loc.toString());
// Convert to a full-body KeyframeAnimation (all parts enabled)
KeyframeAnimation anim = GltfPoseConverter.convert(data);
newRegistry.put(suffix, anim);
LOGGER.info("[GltfPipeline] Loaded context GLB: '{}' -> suffix '{}'", loc, suffix);
} catch (Exception e) {
LOGGER.error("[GltfPipeline] Failed to load context GLB: {}", loc, e);
}
}
// Atomic swap: render thread never sees a partially populated registry
REGISTRY = Collections.unmodifiableMap(newRegistry);
LOGGER.info("[ContextGlb] Loaded {} context GLB animations", newRegistry.size());
}
/**
* Get a context animation by suffix.
*
* @param contextSuffix the context suffix (e.g., "stand_walk", "sit_idle")
* @return the KeyframeAnimation, or null if no GLB was found for this suffix
*/
@Nullable
public static KeyframeAnimation get(String contextSuffix) {
return REGISTRY.get(contextSuffix);
}
/**
* Clear all cached context animations.
* Called on resource reload and world unload.
*/
public static void clear() {
REGISTRY = Map.of();
}
}

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package com.tiedup.remake.client.animation.context;
import com.tiedup.remake.client.gltf.GltfCache;
import com.tiedup.remake.client.gltf.GltfData;
import java.util.ArrayList;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ThreadLocalRandom;
import org.jetbrains.annotations.Nullable;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Resolves which named animation to play from a GLB file based on the current
* {@link AnimationContext}. Implements three features:
*
* <ol>
* <li><b>Context-based resolution with fallback chain</b> — tries progressively
* less specific animation names until one is found:
* <pre>SitStruggle -> Struggle -> SitIdle -> Sit -> Idle -> null</pre></li>
* <li><b>Animation variants</b> — if {@code Struggle.1}, {@code Struggle.2},
* {@code Struggle.3} exist in the GLB, one is picked at random each time</li>
* <li><b>Shared animation templates</b> — animations can come from a separate GLB
* file (passed as {@code animationSource} to {@link #resolveAnimationData})</li>
* </ol>
*
* <p>This class is stateless and thread-safe. All methods are static.</p>
*/
@OnlyIn(Dist.CLIENT)
public final class GlbAnimationResolver {
private GlbAnimationResolver() {}
/**
* Resolve the animation data source.
* If {@code animationSource} is non-null, load that GLB for animations
* (shared template). Otherwise use the item's own model GLB.
*
* @param itemModelLoc the item's GLB model resource location
* @param animationSource optional separate GLB containing shared animations
* @return parsed GLB data, or null if loading failed
*/
@Nullable
public static GltfData resolveAnimationData(ResourceLocation itemModelLoc,
@Nullable ResourceLocation animationSource) {
ResourceLocation source = animationSource != null ? animationSource : itemModelLoc;
return GltfCache.get(source);
}
/**
* Resolve the best animation name from a GLB for the given context.
* Supports variant selection ({@code Struggle.1}, {@code Struggle.2} -> random pick)
* and full-body animations ({@code FullWalk}, {@code FullStruggle}).
*
* <p>Fallback chain (Full variants checked first at each step):</p>
* <pre>
* FullSitStruggle -> SitStruggle -> FullStruggle -> Struggle
* -> FullSitIdle -> SitIdle -> FullSit -> Sit
* -> FullIdle -> Idle -> null
* </pre>
*
* @param data the parsed GLB data containing named animations
* @param context the current animation context (posture + action)
* @return the animation name to use, or null to use the default (first) clip
*/
@Nullable
public static String resolve(GltfData data, AnimationContext context) {
String prefix = context.getGlbContextPrefix(); // "Sit", "Kneel", "Sneak", "Walk", ""
String variant = context.getGlbVariant(); // "Idle" or "Struggle"
// 1. Exact match: "FullSitIdle" then "SitIdle" (with variants)
String exact = prefix + variant;
if (!exact.isEmpty()) {
String picked = pickWithVariants(data, "Full" + exact);
if (picked != null) return picked;
picked = pickWithVariants(data, exact);
if (picked != null) return picked;
}
// 2. For struggles: try "FullStruggle" then "Struggle" (with variants)
if (context.isStruggling()) {
String picked = pickWithVariants(data, "FullStruggle");
if (picked != null) return picked;
picked = pickWithVariants(data, "Struggle");
if (picked != null) return picked;
}
// 3. Context-only: "FullSit" then "Sit" (with variants)
if (!prefix.isEmpty()) {
String picked = pickWithVariants(data, "Full" + prefix);
if (picked != null) return picked;
picked = pickWithVariants(data, prefix);
if (picked != null) return picked;
}
// 4. Variant-only: "FullIdle" then "Idle" (with variants)
{
String picked = pickWithVariants(data, "Full" + variant);
if (picked != null) return picked;
picked = pickWithVariants(data, variant);
if (picked != null) return picked;
}
// 5. Default: return null = use first animation clip in GLB
return null;
}
/**
* Look for an animation by base name, including numbered variants.
* <ul>
* <li>If "Struggle" exists alone, return "Struggle"</li>
* <li>If "Struggle.1" and "Struggle.2" exist, pick one randomly</li>
* <li>If both "Struggle" and "Struggle.1" exist, include all in the random pool</li>
* </ul>
*
* <p>Variant numbering starts at 1 and tolerates a missing {@code .1}
* (continues to check {@code .2}). Gaps after index 1 stop the scan.
* For example, {@code Struggle.1, Struggle.3} would only find
* {@code Struggle.1} because the gap at index 2 stops iteration.
* However, if only {@code Struggle.2} exists (no {@code .1}), it will
* still be found because the scan skips the first gap.</p>
*
* @param data the parsed GLB data
* @param baseName the base animation name (e.g., "Struggle", "SitIdle")
* @return the selected animation name, or null if no match found
*/
@Nullable
private static String pickWithVariants(GltfData data, String baseName) {
Map<String, GltfData.AnimationClip> anims = data.namedAnimations();
List<String> candidates = new ArrayList<>();
if (anims.containsKey(baseName)) {
candidates.add(baseName);
}
// Check numbered variants: baseName.1, baseName.2, ...
for (int i = 1; i <= 99; i++) {
String variantName = baseName + "." + i;
if (anims.containsKey(variantName)) {
candidates.add(variantName);
} else if (i > 1) {
break; // Stop at first gap after .1
}
}
if (candidates.isEmpty()) return null;
if (candidates.size() == 1) return candidates.get(0);
return candidates.get(ThreadLocalRandom.current().nextInt(candidates.size()));
}
}

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package com.tiedup.remake.client.animation.context;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.IV2BondageItem;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenBondageItem;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemDefinition;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemRegistry;
import java.util.*;
import org.jetbrains.annotations.Nullable;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Maps V2 body regions to PlayerAnimator part names.
* Bridge between gameplay regions and animation bones.
*
* <p>PlayerAnimator uses 6 named parts: head, body, rightArm, leftArm, rightLeg, leftLeg.
* This mapper translates the 14 {@link BodyRegionV2} gameplay regions into those bone names,
* enabling the animation system to know which bones are "owned" by equipped bondage items.</p>
*
* <p>Regions without a direct bone mapping (NECK, FINGERS, TAIL, WINGS) return empty sets.
* These regions still affect gameplay (blocking, escape difficulty) but don't directly
* constrain animation bones.</p>
*/
@OnlyIn(Dist.CLIENT)
public final class RegionBoneMapper {
/** All PlayerAnimator part names for the player model. */
public static final Set<String> ALL_PARTS = Set.of(
"head", "body", "rightArm", "leftArm", "rightLeg", "leftLeg"
);
/**
* Describes bone ownership for a specific item in the context of all equipped items.
*
* <ul>
* <li>{@code thisParts} — parts owned exclusively by the winning item</li>
* <li>{@code otherParts} — parts owned by other equipped items</li>
* <li>{@link #freeParts()} — parts not owned by any item (available for animation)</li>
* <li>{@link #enabledParts()} — parts the winning item may animate (owned + free)</li>
* </ul>
*
* <p>When both the winning item and another item claim the same bone,
* the other item takes precedence (the bone goes to {@code otherParts}).</p>
*/
public record BoneOwnership(Set<String> thisParts, Set<String> otherParts) {
/**
* Parts not owned by any item. These are "free" and can be animated
* by the winning item IF the GLB contains keyframes for them.
*/
public Set<String> freeParts() {
Set<String> free = new HashSet<>(ALL_PARTS);
free.removeAll(thisParts);
free.removeAll(otherParts);
return Collections.unmodifiableSet(free);
}
/**
* Parts the winning item is allowed to animate: its own parts + free parts.
* Free parts are only actually enabled if the GLB has keyframes for them.
*/
public Set<String> enabledParts() {
Set<String> enabled = new HashSet<>(thisParts);
enabled.addAll(freeParts());
return Collections.unmodifiableSet(enabled);
}
/**
* Parts that must be disabled on the context layer: parts owned by this item
* (handled by item layer) + parts owned by other items (handled by their layer).
* This equals ALL_PARTS minus freeParts.
*/
public Set<String> disabledOnContext() {
Set<String> disabled = new HashSet<>(thisParts);
disabled.addAll(otherParts);
return Collections.unmodifiableSet(disabled);
}
}
private static final Map<BodyRegionV2, Set<String>> REGION_TO_PARTS;
static {
Map<BodyRegionV2, Set<String>> map = new EnumMap<>(BodyRegionV2.class);
map.put(BodyRegionV2.HEAD, Set.of("head"));
map.put(BodyRegionV2.EYES, Set.of("head"));
map.put(BodyRegionV2.EARS, Set.of("head"));
map.put(BodyRegionV2.MOUTH, Set.of("head"));
map.put(BodyRegionV2.NECK, Set.of());
map.put(BodyRegionV2.TORSO, Set.of("body"));
map.put(BodyRegionV2.ARMS, Set.of("rightArm", "leftArm"));
map.put(BodyRegionV2.HANDS, Set.of("rightArm", "leftArm"));
map.put(BodyRegionV2.FINGERS, Set.of());
map.put(BodyRegionV2.WAIST, Set.of("body"));
map.put(BodyRegionV2.LEGS, Set.of("rightLeg", "leftLeg"));
map.put(BodyRegionV2.FEET, Set.of("rightLeg", "leftLeg"));
map.put(BodyRegionV2.TAIL, Set.of());
map.put(BodyRegionV2.WINGS, Set.of());
REGION_TO_PARTS = Collections.unmodifiableMap(map);
}
private RegionBoneMapper() {}
/**
* Get the PlayerAnimator part names affected by a single body region.
*
* @param region the V2 body region
* @return unmodifiable set of part name strings, never null (may be empty)
*/
public static Set<String> getPartsForRegion(BodyRegionV2 region) {
return REGION_TO_PARTS.getOrDefault(region, Set.of());
}
/**
* Compute the union of all PlayerAnimator parts "owned" by equipped bondage items.
*
* <p>Iterates over the equipped map (as returned by
* {@link com.tiedup.remake.v2.bondage.IV2BondageEquipment#getAllEquipped()})
* and collects every bone affected by each item's occupied regions.</p>
*
* @param equipped map from representative region to equipped ItemStack
* @return unmodifiable set of owned part name strings
*/
public static Set<String> computeOwnedParts(Map<BodyRegionV2, ItemStack> equipped) {
Set<String> owned = new HashSet<>();
for (Map.Entry<BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (stack.getItem() instanceof IV2BondageItem v2Item) {
for (BodyRegionV2 region : v2Item.getOccupiedRegions(stack)) {
owned.addAll(getPartsForRegion(region));
}
}
}
return Collections.unmodifiableSet(owned);
}
/**
* Compute per-item bone ownership for a specific "winning" item.
*
* <p>Iterates over all equipped items. Parts owned by the winning item
* go to {@code thisParts}; parts owned by other items go to {@code otherParts}.
* If both the winning item and another item claim the same bone, the other
* item takes precedence (conflict resolution: other wins).</p>
*
* <p>Uses ItemStack reference equality ({@code ==}) to identify the winning item
* because the same ItemStack instance is used in the equipped map.</p>
*
* @param equipped map from representative region to equipped ItemStack
* @param winningItemStack the ItemStack of the highest-priority V2 item with a GLB model
* @return BoneOwnership describing this item's parts vs other items' parts
*/
public static BoneOwnership computePerItemParts(Map<BodyRegionV2, ItemStack> equipped,
ItemStack winningItemStack) {
Set<String> thisParts = new HashSet<>();
Set<String> otherParts = new HashSet<>();
// Track which ItemStacks we've already processed to avoid duplicate work
// (multiple regions can map to the same ItemStack)
Set<ItemStack> processed = Collections.newSetFromMap(new IdentityHashMap<>());
for (Map.Entry<BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (processed.contains(stack)) continue;
processed.add(stack);
if (stack.getItem() instanceof IV2BondageItem v2Item) {
Set<String> itemParts = new HashSet<>();
for (BodyRegionV2 region : v2Item.getOccupiedRegions(stack)) {
itemParts.addAll(getPartsForRegion(region));
}
if (stack == winningItemStack) {
thisParts.addAll(itemParts);
} else {
otherParts.addAll(itemParts);
}
}
}
// Conflict resolution: if both this item and another claim the same bone,
// the other item takes precedence
thisParts.removeAll(otherParts);
return new BoneOwnership(
Collections.unmodifiableSet(thisParts),
Collections.unmodifiableSet(otherParts)
);
}
/**
* Result of resolving the highest-priority V2 item with a GLB model.
* Combines the model location, optional animation source, and the winning ItemStack
* into a single object so callers don't need two separate iteration passes.
*
* @param modelLoc the GLB model ResourceLocation of the winning item
* @param animSource separate GLB for animations (shared template), or null to use modelLoc
* @param winningItem the actual ItemStack reference (for identity comparison in
* {@link #computePerItemParts})
*/
public record GlbModelResult(ResourceLocation modelLoc, @Nullable ResourceLocation animSource,
ItemStack winningItem) {}
/**
* Animation info for a single equipped V2 item.
* Used by the multi-item animation pipeline to process each item independently.
*
* @param modelLoc GLB model location (for rendering + default animation source)
* @param animSource separate animation GLB, or null to use modelLoc
* @param ownedParts parts this item exclusively owns (after conflict resolution)
* @param posePriority the item's pose priority (for free-bone assignment)
* @param animationBones per-animation bone whitelist from the data-driven definition.
* Empty map for hardcoded items (no filtering applied).
*/
public record V2ItemAnimInfo(ResourceLocation modelLoc, @Nullable ResourceLocation animSource,
Set<String> ownedParts, int posePriority,
Map<String, Set<String>> animationBones) {}
/**
* Find the highest-priority V2 item with a GLB model in the equipped map.
*
* <p>Single pass over all equipped items, comparing their
* {@link IV2BondageItem#getPosePriority()} to select the dominant model.
* Returns both the model location and the winning ItemStack reference so
* callers can pass the ItemStack to {@link #computePerItemParts} without
* a second iteration.</p>
*
* @param equipped map of equipped V2 items by body region (may be empty, never null)
* @return the winning item's model info, or null if no V2 item has a GLB model (V1 fallback)
*/
@Nullable
public static GlbModelResult resolveWinningItem(Map<BodyRegionV2, ItemStack> equipped) {
ItemStack bestStack = null;
ResourceLocation bestModel = null;
int bestPriority = Integer.MIN_VALUE;
for (Map.Entry<BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (stack.getItem() instanceof IV2BondageItem v2Item) {
ResourceLocation model = v2Item.getModelLocation(stack);
if (model != null && v2Item.getPosePriority(stack) > bestPriority) {
bestPriority = v2Item.getPosePriority(stack);
bestModel = model;
bestStack = stack;
}
}
}
if (bestStack == null || bestModel == null) return null;
// Extract animation source from data-driven item definitions.
// For hardcoded IV2BondageItem implementations, animSource stays null
// (the model's own animations are used).
ResourceLocation animSource = null;
if (bestStack.getItem() instanceof DataDrivenBondageItem) {
DataDrivenItemDefinition def = DataDrivenItemRegistry.get(bestStack);
if (def != null) {
animSource = def.animationSource();
}
}
return new GlbModelResult(bestModel, animSource, bestStack);
}
/**
* Resolve ALL equipped V2 items with GLB models, with per-item bone ownership.
*
* <p>Each item gets ownership of its declared regions' bones. When two items claim
* the same bone, the higher-priority item wins. The highest-priority item is also
* designated as the "free bone donor" — it can animate free bones if its GLB has
* keyframes for them.</p>
*
* @param equipped map from representative region to equipped ItemStack
* @return list of V2ItemAnimInfo, sorted by priority descending. Empty if no V2 items.
* The first element (if any) is the free-bone donor.
*/
public static List<V2ItemAnimInfo> resolveAllV2Items(Map<BodyRegionV2, ItemStack> equipped) {
record ItemEntry(ItemStack stack, IV2BondageItem v2Item, ResourceLocation model,
@Nullable ResourceLocation animSource, Set<String> rawParts, int priority,
Map<String, Set<String>> animationBones) {}
List<ItemEntry> entries = new ArrayList<>();
Set<ItemStack> seen = Collections.newSetFromMap(new IdentityHashMap<>());
for (Map.Entry<BodyRegionV2, ItemStack> entry : equipped.entrySet()) {
ItemStack stack = entry.getValue();
if (seen.contains(stack)) continue;
seen.add(stack);
if (stack.getItem() instanceof IV2BondageItem v2Item) {
ResourceLocation model = v2Item.getModelLocation(stack);
if (model == null) continue;
Set<String> rawParts = new HashSet<>();
for (BodyRegionV2 region : v2Item.getOccupiedRegions(stack)) {
rawParts.addAll(getPartsForRegion(region));
}
if (rawParts.isEmpty()) continue;
ResourceLocation animSource = null;
Map<String, Set<String>> animBones = Map.of();
if (stack.getItem() instanceof DataDrivenBondageItem) {
DataDrivenItemDefinition def = DataDrivenItemRegistry.get(stack);
if (def != null) {
animSource = def.animationSource();
animBones = def.animationBones();
}
}
entries.add(new ItemEntry(stack, v2Item, model, animSource, rawParts,
v2Item.getPosePriority(stack), animBones));
}
}
if (entries.isEmpty()) return List.of();
entries.sort((a, b) -> Integer.compare(b.priority(), a.priority()));
Set<String> claimed = new HashSet<>();
List<V2ItemAnimInfo> result = new ArrayList<>();
for (ItemEntry e : entries) {
Set<String> ownedParts = new HashSet<>(e.rawParts());
ownedParts.removeAll(claimed);
if (ownedParts.isEmpty()) continue;
claimed.addAll(ownedParts);
result.add(new V2ItemAnimInfo(e.model(), e.animSource(),
Collections.unmodifiableSet(ownedParts), e.priority(), e.animationBones()));
}
return Collections.unmodifiableList(result);
}
/**
* Compute the set of all bone parts owned by any item in the resolved list.
* Used to disable owned parts on the context layer.
*/
public static Set<String> computeAllOwnedParts(List<V2ItemAnimInfo> items) {
Set<String> allOwned = new HashSet<>();
for (V2ItemAnimInfo item : items) {
allOwned.addAll(item.ownedParts());
}
return Collections.unmodifiableSet(allOwned);
}
}

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package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.eventbus.api.EventPriority;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Handles DOG and HUMAN_CHAIR pose rendering adjustments.
*
* <p>Applies vertical offset and smooth body rotation for DOG/HUMAN_CHAIR poses.
* Runs at HIGH priority to ensure transforms are applied before other Pre handlers.
*
* <p>Extracted from PlayerArmHideEventHandler for single-responsibility.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class DogPoseRenderHandler {
/**
* DOG pose state tracking per player.
* Stores: [0: smoothedTarget, 1: currentRot, 2: appliedDelta, 3: isMoving (0/1)]
*/
private static final Int2ObjectMap<float[]> dogPoseState =
new Int2ObjectOpenHashMap<>();
// Array indices for dogPoseState
private static final int IDX_TARGET = 0;
private static final int IDX_CURRENT = 1;
private static final int IDX_DELTA = 2;
private static final int IDX_MOVING = 3;
/**
* Get the rotation delta applied to a player's render for DOG pose.
* Used by MixinPlayerModel to compensate head rotation.
*/
public static float getAppliedRotationDelta(int playerId) {
float[] state = dogPoseState.get(playerId);
return state != null ? state[IDX_DELTA] : 0f;
}
/**
* Check if a player is currently moving in DOG pose.
*/
public static boolean isDogPoseMoving(int playerId) {
float[] state = dogPoseState.get(playerId);
return state != null && state[IDX_MOVING] > 0.5f;
}
/**
* Clear all DOG pose state data.
* Called on world unload to prevent memory leaks.
*/
public static void clearState() {
dogPoseState.clear();
}
/**
* Before player render: Apply vertical offset and rotation for DOG/HUMAN_CHAIR poses.
* HIGH priority ensures this runs before arm/item hiding handlers.
*/
@SubscribeEvent(priority = EventPriority.HIGH)
public static void onRenderPlayerPre(RenderPlayerEvent.Pre event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
if (player.isRemoved() || !player.isAlive()) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
ItemStack bindForPose = state.getEquipment(BodyRegionV2.ARMS);
if (
bindForPose.isEmpty() ||
!(bindForPose.getItem() instanceof ItemBind itemBind)
) {
return;
}
PoseType bindPoseType = itemBind.getPoseType();
// Check for humanChairMode NBT override
bindPoseType = HumanChairHelper.resolveEffectivePose(
bindPoseType,
bindForPose
);
if (
bindPoseType != PoseType.DOG && bindPoseType != PoseType.HUMAN_CHAIR
) {
return;
}
// Lower player by 6 model units (6/16 = 0.375 blocks)
event
.getPoseStack()
.translate(0, RenderConstants.DOG_AND_PETBED_Y_OFFSET, 0);
int playerId = player.getId();
net.minecraft.world.phys.Vec3 movement = player.getDeltaMovement();
boolean isMoving = movement.horizontalDistanceSqr() > 0.0001;
// Get or create state - initialize to current body rotation
float[] s = dogPoseState.get(playerId);
if (s == null) {
s = new float[] { player.yBodyRot, player.yBodyRot, 0f, 0f };
dogPoseState.put(playerId, s);
}
// Human chair: lock rotation state — body must not turn
if (bindPoseType == PoseType.HUMAN_CHAIR) {
s[IDX_CURRENT] = player.yBodyRot;
s[IDX_TARGET] = player.yBodyRot;
s[IDX_DELTA] = 0f;
s[IDX_MOVING] = 0f;
} else {
// Determine target rotation
float rawTarget;
if (isMoving) {
// Moving: face movement direction
rawTarget = (float) Math.toDegrees(
Math.atan2(-movement.x, movement.z)
);
} else {
// Stationary: face where head is looking
rawTarget = player.yHeadRot;
}
// Check if head would be clamped (body lagging behind head)
float predictedHeadYaw = net.minecraft.util.Mth.wrapDegrees(
player.yHeadRot - s[IDX_CURRENT]
);
float maxYaw = isMoving
? RenderConstants.HEAD_MAX_YAW_MOVING
: RenderConstants.HEAD_MAX_YAW_STATIONARY;
boolean headAtLimit =
Math.abs(predictedHeadYaw) >
maxYaw * RenderConstants.HEAD_AT_LIMIT_RATIO;
if (headAtLimit && !isMoving) {
// Head at limit while stationary: snap body to release head
float sign = predictedHeadYaw > 0 ? 1f : -1f;
s[IDX_CURRENT] =
player.yHeadRot -
sign * maxYaw * RenderConstants.HEAD_SNAP_RELEASE_RATIO;
s[IDX_TARGET] = s[IDX_CURRENT];
} else {
// Normal smoothing
float targetDelta = net.minecraft.util.Mth.wrapDegrees(
rawTarget - s[IDX_TARGET]
);
float targetSpeed = isMoving
? RenderConstants.DOG_TARGET_SPEED_MOVING
: RenderConstants.DOG_TARGET_SPEED_STATIONARY;
s[IDX_TARGET] += targetDelta * targetSpeed;
float rotDelta = net.minecraft.util.Mth.wrapDegrees(
s[IDX_TARGET] - s[IDX_CURRENT]
);
float speed = isMoving
? RenderConstants.DOG_ROT_SPEED_MOVING
: RenderConstants.DOG_ROT_SPEED_STATIONARY;
s[IDX_CURRENT] += rotDelta * speed;
}
}
// Calculate and store the delta we apply to poseStack
s[IDX_DELTA] = player.yBodyRot - s[IDX_CURRENT];
s[IDX_MOVING] = isMoving ? 1f : 0f;
// Apply rotation to make body face our custom direction
event
.getPoseStack()
.mulPose(com.mojang.math.Axis.YP.rotationDegrees(s[IDX_DELTA]));
}
}

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package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.LocalPlayer;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderHandEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Hide first-person hand/item rendering based on bondage state.
*
* Behavior:
* - Tied up: Hide hands completely (hands are behind back)
* - Mittens: Hide hands + items (Forge limitation - can't separate them)
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class FirstPersonHandHideHandler {
@SubscribeEvent
public static void onRenderHand(RenderHandEvent event) {
Minecraft mc = Minecraft.getInstance();
if (mc == null) {
return;
}
LocalPlayer player = mc.player;
if (player == null) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
// Tied or Mittens: hide hands completely
// (Forge limitation: RenderHandEvent controls hand + item together)
if (state.isTiedUp() || state.hasMittens()) {
event.setCanceled(true);
}
}
}

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package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Hides held items when player has arms bound or is wearing mittens.
*
* <p>Uses Pre/Post pattern to temporarily replace held items with empty
* stacks for rendering, then restore them after.
*
* <p>Extracted from PlayerArmHideEventHandler for single-responsibility.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class HeldItemHideHandler {
/**
* Stored items to restore after rendering.
* Key: Player entity ID (int), Value: [mainHand, offHand]
*/
private static final Int2ObjectMap<ItemStack[]> storedItems =
new Int2ObjectOpenHashMap<>();
@SubscribeEvent
public static void onRenderPlayerPre(RenderPlayerEvent.Pre event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
if (player.isRemoved() || !player.isAlive()) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
boolean hasArmsBound = state.hasArmsBound();
boolean hasMittens = state.hasMittens();
if (hasArmsBound || hasMittens) {
ItemStack mainHand = player.getItemInHand(
InteractionHand.MAIN_HAND
);
ItemStack offHand = player.getItemInHand(InteractionHand.OFF_HAND);
if (!mainHand.isEmpty() || !offHand.isEmpty()) {
storedItems.put(
player.getId(),
new ItemStack[] { mainHand.copy(), offHand.copy() }
);
player.setItemInHand(
InteractionHand.MAIN_HAND,
ItemStack.EMPTY
);
player.setItemInHand(InteractionHand.OFF_HAND, ItemStack.EMPTY);
}
}
}
@SubscribeEvent
public static void onRenderPlayerPost(RenderPlayerEvent.Post event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
ItemStack[] items = storedItems.remove(player.getId());
if (items != null) {
player.setItemInHand(InteractionHand.MAIN_HAND, items[0]);
player.setItemInHand(InteractionHand.OFF_HAND, items[1]);
}
}
}

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package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.client.state.PetBedClientState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.eventbus.api.EventPriority;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Handles pet bed render adjustments (SIT and SLEEP modes).
*
* <p>Applies vertical offset and forced standing pose for pet bed states.
* Runs at HIGH priority alongside DogPoseRenderHandler.
*
* <p>Extracted from PlayerArmHideEventHandler for single-responsibility.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class PetBedRenderHandler {
/**
* Before player render: Apply vertical offset and forced pose for pet bed.
*/
@SubscribeEvent(priority = EventPriority.HIGH)
public static void onRenderPlayerPre(RenderPlayerEvent.Pre event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
if (player.isRemoved() || !player.isAlive()) {
return;
}
java.util.UUID petBedUuid = player.getUUID();
byte petBedMode = PetBedClientState.get(petBedUuid);
if (petBedMode == 1 || petBedMode == 2) {
// Skip Y-offset if DogPoseRenderHandler already applies it
// (DOG/HUMAN_CHAIR pose uses the same offset amount)
if (!isDogOrChairPose(player)) {
event
.getPoseStack()
.translate(0, RenderConstants.DOG_AND_PETBED_Y_OFFSET, 0);
}
}
if (petBedMode == 2) {
// SLEEP: force STANDING pose to prevent vanilla sleeping rotation
player.setForcedPose(net.minecraft.world.entity.Pose.STANDING);
// Compensate for vanilla sleeping Y offset
player
.getSleepingPos()
.ifPresent(pos -> {
double yOffset = player.getY() - pos.getY();
if (yOffset > 0.01) {
event.getPoseStack().translate(0, -yOffset, 0);
}
});
}
}
/**
* Check if the player is in DOG or HUMAN_CHAIR pose.
* Used to avoid double Y-offset with DogPoseRenderHandler.
*/
private static boolean isDogOrChairPose(Player player) {
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) return false;
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (
bind.isEmpty() || !(bind.getItem() instanceof ItemBind itemBind)
) return false;
PoseType pose = HumanChairHelper.resolveEffectivePose(
itemBind.getPoseType(),
bind
);
return pose == PoseType.DOG || pose == PoseType.HUMAN_CHAIR;
}
/**
* After player render: Restore forced pose for pet bed SLEEP mode.
*/
@SubscribeEvent
public static void onRenderPlayerPost(RenderPlayerEvent.Post event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
byte petBedMode = PetBedClientState.get(player.getUUID());
if (petBedMode == 2) {
player.setForcedPose(null);
}
}
}

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package com.tiedup.remake.client.animation.render;
import com.tiedup.remake.client.renderer.layers.ClothesRenderHelper;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.items.clothes.ClothesProperties;
import com.tiedup.remake.state.PlayerBindState;
import it.unimi.dsi.fastutil.ints.Int2ObjectMap;
import it.unimi.dsi.fastutil.ints.Int2ObjectOpenHashMap;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderPlayerEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Hide player arms and outer layers based on bondage/clothes state.
*
* <p>Responsibilities (after extraction of dog pose, pet bed, and held items):
* <ul>
* <li>Hide arms for wrap/latex_sack poses</li>
* <li>Hide outer layers (hat, jacket, sleeves, pants) based on clothes settings</li>
* </ul>
*
* <p>Uses Pre/Post pattern to temporarily modify and restore state.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class PlayerArmHideEventHandler {
/**
* Stored layer visibility to restore after rendering.
* Key: Player entity ID (int), Value: [hat, jacket, leftSleeve, rightSleeve, leftPants, rightPants]
*/
private static final Int2ObjectMap<boolean[]> storedLayers =
new Int2ObjectOpenHashMap<>();
/**
* Before player render:
* - Hide arms for wrap/latex_sack poses
* - Hide outer layers based on clothes settings (Phase 19)
*/
@SubscribeEvent
public static void onRenderPlayerPre(RenderPlayerEvent.Pre event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer clientPlayer)) {
return;
}
if (player.isRemoved() || !player.isAlive()) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
PlayerModel<?> model = event.getRenderer().getModel();
// === HIDE ARMS (wrap/latex_sack poses) ===
if (state.hasArmsBound()) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (
!bind.isEmpty() && bind.getItem() instanceof ItemBind itemBind
) {
PoseType poseType = itemBind.getPoseType();
// Only hide arms for wrap/sack poses (arms are covered by the item)
if (
poseType == PoseType.WRAP || poseType == PoseType.LATEX_SACK
) {
model.leftArm.visible = false;
model.rightArm.visible = false;
model.leftSleeve.visible = false;
model.rightSleeve.visible = false;
}
}
}
// === HIDE WEARER LAYERS (clothes settings) - Phase 19 ===
ItemStack clothes = state.getEquipment(BodyRegionV2.TORSO);
if (!clothes.isEmpty()) {
ClothesProperties props =
ClothesRenderHelper.getPropsForLayerHiding(
clothes,
clientPlayer
);
if (props != null) {
boolean[] savedLayers = ClothesRenderHelper.hideWearerLayers(
model,
props
);
if (savedLayers != null) {
storedLayers.put(player.getId(), savedLayers);
}
}
}
}
/**
* After player render: Restore arm visibility and layer visibility.
*/
@SubscribeEvent
public static void onRenderPlayerPost(RenderPlayerEvent.Post event) {
Player player = event.getEntity();
if (!(player instanceof AbstractClientPlayer)) {
return;
}
PlayerModel<?> model = event.getRenderer().getModel();
// === RESTORE ARM VISIBILITY ===
model.leftArm.visible = true;
model.rightArm.visible = true;
model.leftSleeve.visible = true;
model.rightSleeve.visible = true;
// === RESTORE WEARER LAYERS - Phase 19 ===
boolean[] savedLayers = storedLayers.remove(player.getId());
if (savedLayers != null) {
ClothesRenderHelper.restoreWearerLayers(model, savedLayers);
}
}
}

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package com.tiedup.remake.client.animation.render;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Centralizes magic numbers used across render handlers.
*
* <p>DOG pose rotation smoothing, head clamp limits, and vertical offsets
* that were previously scattered as unnamed literals.
*/
@OnlyIn(Dist.CLIENT)
public final class RenderConstants {
private RenderConstants() {}
// === DOG pose rotation smoothing speeds ===
/** Speed for smoothing body rotation toward target while moving */
public static final float DOG_ROT_SPEED_MOVING = 0.15f;
/** Speed for smoothing body rotation toward target while stationary */
public static final float DOG_ROT_SPEED_STATIONARY = 0.12f;
/** Speed for smoothing target rotation while moving */
public static final float DOG_TARGET_SPEED_MOVING = 0.2f;
/** Speed for smoothing target rotation while stationary */
public static final float DOG_TARGET_SPEED_STATIONARY = 0.3f;
// === Head clamp limits ===
/** Maximum head yaw relative to body while moving (degrees) */
public static final float HEAD_MAX_YAW_MOVING = 60f;
/** Maximum head yaw relative to body while stationary (degrees) */
public static final float HEAD_MAX_YAW_STATIONARY = 90f;
/** Threshold ratio for detecting head-at-limit (triggers body snap) */
public static final float HEAD_AT_LIMIT_RATIO = 0.85f;
/** Ratio of max yaw to snap body to when releasing head */
public static final float HEAD_SNAP_RELEASE_RATIO = 0.7f;
// === Vertical offsets (model units, 16 = 1 block) ===
/** Y offset for DOG and PET BED poses (6/16 = 0.375 blocks) */
public static final double DOG_AND_PETBED_Y_OFFSET = -6.0 / 16.0;
/** Y offset for Damsel sitting pose (model units) */
public static final float DAMSEL_SIT_OFFSET = -10.0f;
/** Y offset for Damsel kneeling pose (model units) */
public static final float DAMSEL_KNEEL_OFFSET = -5.0f;
/** Y offset for Damsel dog pose (model units) */
public static final float DAMSEL_DOG_OFFSET = -7.0f;
}

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package com.tiedup.remake.client.animation.tick;
import com.mojang.logging.LogUtils;
import com.tiedup.remake.client.animation.AnimationStateRegistry;
import com.tiedup.remake.client.animation.BondageAnimationManager;
import com.tiedup.remake.client.animation.PendingAnimationManager;
import com.tiedup.remake.client.animation.util.AnimationIdBuilder;
import com.tiedup.remake.client.events.CellHighlightHandler;
import com.tiedup.remake.client.events.LeashProxyClientHandler;
import com.tiedup.remake.client.gltf.GltfAnimationApplier;
import com.tiedup.remake.client.state.ClothesClientCache;
import com.tiedup.remake.client.state.MovementStyleClientState;
import com.tiedup.remake.client.state.PetBedClientState;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.IV2BondageEquipment;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.v2.bondage.movement.MovementStyle;
import com.tiedup.remake.client.animation.context.AnimationContext;
import com.tiedup.remake.client.animation.context.AnimationContextResolver;
import com.tiedup.remake.client.animation.context.RegionBoneMapper;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import java.util.Map;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.event.entity.player.PlayerEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import org.slf4j.Logger;
/**
* Event handler for player animation tick updates.
*
* <p>Simplified handler that:
* <ul>
* <li>Tracks tied/struggling/sneaking state for players</li>
* <li>Plays animations via BondageAnimationManager when state changes</li>
* <li>Handles cleanup on logout/world unload</li>
* </ul>
*
* <p>Registered on the FORGE event bus (not MOD bus).
*/
@Mod.EventBusSubscriber(
modid = "tiedup",
value = Dist.CLIENT,
bus = Mod.EventBusSubscriber.Bus.FORGE
)
@OnlyIn(Dist.CLIENT)
public class AnimationTickHandler {
private static final Logger LOGGER = LogUtils.getLogger();
/** Tick counter for periodic cleanup tasks */
private static int cleanupTickCounter = 0;
/**
* Client tick event - called every tick on the client.
* Updates animations for all players when their bondage state changes.
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
if (event.phase != TickEvent.Phase.END) {
return;
}
Minecraft mc = Minecraft.getInstance();
if (mc.level == null || mc.isPaused()) {
return;
}
// Process pending animations first (retry failed animations for remote players)
PendingAnimationManager.processPending(mc.level);
// Periodic cleanup of stale cache entries (every 60 seconds = 1200 ticks)
if (++cleanupTickCounter >= 1200) {
cleanupTickCounter = 0;
ClothesClientCache.cleanupStale();
}
// Then update all player animations
for (Player player : mc.level.players()) {
if (player instanceof AbstractClientPlayer clientPlayer) {
updatePlayerAnimation(clientPlayer);
}
// Safety: remove stale furniture animations for players no longer on seats
BondageAnimationManager.tickFurnitureSafety(player);
}
}
/**
* Update animation for a single player.
*/
private static void updatePlayerAnimation(AbstractClientPlayer player) {
// Safety check: skip for removed/dead players
if (player.isRemoved() || !player.isAlive()) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
UUID uuid = player.getUUID();
// Check if player has ANY V2 bondage item equipped (not just ARMS).
// isTiedUp() only checks ARMS, but items on LEGS, HEAD, etc. also need animation.
boolean isTied = state != null && (state.isTiedUp()
|| V2EquipmentHelper.hasAnyEquipment(player));
boolean wasTied =
AnimationStateRegistry.getLastTiedState().getOrDefault(uuid, false);
// Pet bed animations take priority over bondage animations
if (PetBedClientState.get(uuid) != 0) {
// Lock body rotation to bed facing (prevents camera from rotating the model)
float lockedRot = PetBedClientState.getFacing(uuid);
player.yBodyRot = lockedRot;
player.yBodyRotO = lockedRot;
// Clamp head rotation to ±50° from body (like vehicle)
float headRot = player.getYHeadRot();
float clamped =
lockedRot +
net.minecraft.util.Mth.clamp(
net.minecraft.util.Mth.wrapDegrees(headRot - lockedRot),
-50f,
50f
);
player.setYHeadRot(clamped);
player.yHeadRotO = clamped;
AnimationStateRegistry.getLastTiedState().put(uuid, isTied);
return;
}
// Human chair: clamp 1st-person camera only (body lock handled by MixinLivingEntityBodyRot)
// NO return — animation HUMAN_CHAIR must continue playing below
if (isTied && state != null) {
ItemStack chairBind = state.getEquipment(BodyRegionV2.ARMS);
if (HumanChairHelper.isActive(chairBind)) {
// 1st person only: clamp yRot so player can't look behind
// 3rd person: yRot untouched → camera orbits freely 360°
if (
player == Minecraft.getInstance().player &&
Minecraft.getInstance().options.getCameraType() ==
net.minecraft.client.CameraType.FIRST_PERSON
) {
float lockedRot = HumanChairHelper.getFacing(chairBind);
float camClamped =
lockedRot +
net.minecraft.util.Mth.clamp(
net.minecraft.util.Mth.wrapDegrees(
player.getYRot() - lockedRot
),
-90f,
90f
);
player.setYRot(camClamped);
player.yRotO =
lockedRot +
net.minecraft.util.Mth.clamp(
net.minecraft.util.Mth.wrapDegrees(
player.yRotO - lockedRot
),
-90f,
90f
);
}
}
}
if (isTied) {
// Resolve V2 equipped items
IV2BondageEquipment equipment = V2EquipmentHelper.getEquipment(player);
Map<BodyRegionV2, ItemStack> equipped = equipment != null
? equipment.getAllEquipped() : Map.of();
// Resolve ALL V2 items with GLB models and per-item bone ownership
java.util.List<RegionBoneMapper.V2ItemAnimInfo> v2Items =
RegionBoneMapper.resolveAllV2Items(equipped);
if (!v2Items.isEmpty()) {
// V2 path: multi-item composite animation
java.util.Set<String> allOwnedParts = RegionBoneMapper.computeAllOwnedParts(v2Items);
MovementStyle activeStyle = MovementStyleClientState.get(player.getUUID());
AnimationContext context = AnimationContextResolver.resolve(player, state, activeStyle);
GltfAnimationApplier.applyMultiItemV2Animation(player, v2Items, context, allOwnedParts);
// Clear V1 tracking so transition back works
AnimationStateRegistry.getLastAnimId().remove(uuid);
} else {
// V1 fallback
if (GltfAnimationApplier.hasActiveState(player)) {
GltfAnimationApplier.clearV2Animation(player);
}
String animId = buildAnimationId(player, state);
String lastId = AnimationStateRegistry.getLastAnimId().get(uuid);
if (!animId.equals(lastId)) {
boolean success = BondageAnimationManager.playAnimation(player, animId);
if (success) {
AnimationStateRegistry.getLastAnimId().put(uuid, animId);
}
}
}
} else if (wasTied) {
// Was tied, now free - stop all animations
if (GltfAnimationApplier.hasActiveState(player)) {
GltfAnimationApplier.clearV2Animation(player);
} else {
BondageAnimationManager.stopAnimation(player);
}
AnimationStateRegistry.getLastAnimId().remove(uuid);
}
AnimationStateRegistry.getLastTiedState().put(uuid, isTied);
}
/**
* Build animation ID from player's current state (V1 path).
*/
private static String buildAnimationId(
Player player,
PlayerBindState state
) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseType.STANDARD;
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
// Human chair mode: override DOG pose to HUMAN_CHAIR (straight limbs)
poseType = HumanChairHelper.resolveEffectivePose(poseType, bind);
}
// Derive bound state from V2 regions (works client-side, synced via capability)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(player, BodyRegionV2.ARMS);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(player, BodyRegionV2.LEGS);
// V1 fallback: if no V2 regions are set but player is tied, derive from ItemBind NBT
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
}
boolean isStruggling = state.isStruggling();
boolean isSneaking = player.isCrouching();
boolean isMoving =
player.getDeltaMovement().horizontalDistanceSqr() > 1e-6;
// Build animation ID with sneak and movement support
return AnimationIdBuilder.build(
poseType,
armsBound,
legsBound,
null,
isStruggling,
true,
isSneaking,
isMoving
);
}
/**
* Player logout event - cleanup animation data.
*/
@SubscribeEvent
public static void onPlayerLogout(PlayerEvent.PlayerLoggedOutEvent event) {
if (event.getEntity().level().isClientSide()) {
UUID uuid = event.getEntity().getUUID();
AnimationStateRegistry.getLastTiedState().remove(uuid);
AnimationStateRegistry.getLastAnimId().remove(uuid);
BondageAnimationManager.cleanup(uuid);
GltfAnimationApplier.removeTracking(uuid);
}
}
/**
* World unload event - clear all animation and cache data.
* FIX: Now also clears client-side caches to prevent memory leaks and stale data.
*/
@SubscribeEvent
public static void onWorldUnload(
net.minecraftforge.event.level.LevelEvent.Unload event
) {
if (event.getLevel().isClientSide()) {
// Animation state (includes BondageAnimationManager, PendingAnimationManager,
// DogPoseRenderHandler, MCAAnimationTickCache)
// AnimationStateRegistry.clearAll() handles GltfAnimationApplier.clearAll() transitively
AnimationStateRegistry.clearAll();
// Non-animation client-side caches
PetBedClientState.clearAll();
MovementStyleClientState.clearAll();
com.tiedup.remake.client.state.CollarRegistryClient.clear();
CellHighlightHandler.clearCache();
LeashProxyClientHandler.clearAll();
com.tiedup.remake.client.state.ClientLaborState.clearTask();
com.tiedup.remake.client.state.ClothesClientCache.clearAll();
com.tiedup.remake.client.texture.DynamicTextureManager.getInstance().clearAll();
// C1: Player bind state client instances (prevents stale Player references)
PlayerBindState.clearClientInstances();
// C2: Armor stand bondage data (entity IDs are not stable across worlds)
com.tiedup.remake.entities.armorstand.ArmorStandBondageClientCache.clear();
// C3: Furniture GLB model cache (resource-backed, also cleared on F3+T reload)
com.tiedup.remake.v2.furniture.client.FurnitureGltfCache.clear();
LOGGER.debug(
"Cleared all animation and cache data due to world unload"
);
}
}
}

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package com.tiedup.remake.client.animation.tick;
import java.util.HashMap;
import java.util.Map;
import java.util.UUID;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Cache for MCA villager animation tick tracking.
* Used by MixinVillagerEntityBaseModelMCA to prevent animations from ticking
* multiple times per game tick.
*
* <p>This is extracted from the mixin so it can be cleared on world unload
* to prevent memory leaks.
*/
@OnlyIn(Dist.CLIENT)
public final class MCAAnimationTickCache {
private static final Map<UUID, Integer> lastTickMap = new HashMap<>();
private MCAAnimationTickCache() {
// Utility class
}
/**
* Get the last tick value for an entity.
* @param uuid Entity UUID
* @return Last tick value, or -1 if not cached
*/
public static int getLastTick(UUID uuid) {
return lastTickMap.getOrDefault(uuid, -1);
}
/**
* Set the last tick value for an entity.
* @param uuid Entity UUID
* @param tick Current tick value
*/
public static void setLastTick(UUID uuid, int tick) {
lastTickMap.put(uuid, tick);
}
/**
* Clear all cached data.
* Called on world unload to prevent memory leaks.
*/
public static void clear() {
lastTickMap.clear();
}
}

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package com.tiedup.remake.client.animation.tick;
import com.tiedup.remake.client.animation.BondageAnimationManager;
import com.tiedup.remake.client.animation.context.AnimationContext;
import com.tiedup.remake.client.animation.context.AnimationContextResolver;
import com.tiedup.remake.client.animation.context.RegionBoneMapper;
import com.tiedup.remake.client.animation.util.AnimationIdBuilder;
import com.tiedup.remake.client.gltf.GltfAnimationApplier;
import com.tiedup.remake.entities.AbstractTiedUpNpc;
import com.tiedup.remake.entities.EntityMaster;
import com.tiedup.remake.entities.ai.master.MasterState;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.IV2BondageEquipment;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Tick handler for NPC (AbstractTiedUpNpc) bondage animations.
*
* <p>Same pattern as AnimationTickHandler for players, but for loaded
* AbstractTiedUpNpc instances. Tracks last animation ID per NPC UUID and
* triggers BondageAnimationManager.playAnimation() on state changes.
*
* <p>Extracted from DamselModel.setupAnim() to decouple animation
* triggering from model rendering.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = "tiedup",
value = Dist.CLIENT,
bus = Mod.EventBusSubscriber.Bus.FORGE
)
public class NpcAnimationTickHandler {
/** Track last animation ID per NPC to avoid redundant updates */
private static final Map<UUID, String> lastNpcAnimId = new ConcurrentHashMap<>();
/**
* Client tick: update animations for all loaded AbstractTiedUpNpc instances.
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
if (event.phase != TickEvent.Phase.END) {
return;
}
Minecraft mc = Minecraft.getInstance();
if (mc.level == null || mc.isPaused()) {
return;
}
for (Entity entity : mc.level.entitiesForRendering()) {
if (
entity instanceof AbstractTiedUpNpc damsel &&
entity.isAlive() &&
!entity.isRemoved()
) {
updateNpcAnimation(damsel);
}
}
}
/**
* Update animation for a single NPC.
*
* <p>Dual-layer V2 path: if the highest-priority equipped V2 item has a GLB model,
* uses {@link GltfAnimationApplier#applyV2Animation} which plays a context layer
* (base posture) and an item layer (GLB-driven bones). Sitting and kneeling are
* handled by the context resolver, so the V2 path now covers all postures.
*
* <p>V1 fallback: if no V2 GLB model is found, falls back to JSON-based
* PlayerAnimator animations via {@link BondageAnimationManager}.
*/
private static void updateNpcAnimation(AbstractTiedUpNpc entity) {
boolean inPose =
entity.isTiedUp() || entity.isSitting() || entity.isKneeling();
UUID uuid = entity.getUUID();
if (inPose) {
// Resolve V2 equipment map
IV2BondageEquipment equipment = V2EquipmentHelper.getEquipment(entity);
Map<BodyRegionV2, net.minecraft.world.item.ItemStack> equipped = equipment != null
? equipment.getAllEquipped() : Map.of();
RegionBoneMapper.GlbModelResult glbResult = RegionBoneMapper.resolveWinningItem(equipped);
if (glbResult != null) {
// V2 path: dual-layer animation with per-item bone ownership
RegionBoneMapper.BoneOwnership ownership =
RegionBoneMapper.computePerItemParts(equipped, glbResult.winningItem());
AnimationContext context = AnimationContextResolver.resolveNpc(entity);
GltfAnimationApplier.applyV2Animation(entity, glbResult.modelLoc(),
glbResult.animSource(), context, ownership);
lastNpcAnimId.remove(uuid);
} else {
// V1 fallback: JSON-based PlayerAnimator animations
if (GltfAnimationApplier.hasActiveState(entity)) {
GltfAnimationApplier.clearV2Animation(entity);
}
String animId = buildNpcAnimationId(entity);
String lastId = lastNpcAnimId.get(uuid);
if (!animId.equals(lastId)) {
BondageAnimationManager.playAnimation(entity, animId);
lastNpcAnimId.put(uuid, animId);
}
}
} else {
if (lastNpcAnimId.containsKey(uuid) || GltfAnimationApplier.hasActiveState(entity)) {
if (GltfAnimationApplier.hasActiveState(entity)) {
GltfAnimationApplier.clearV2Animation(entity);
} else {
BondageAnimationManager.stopAnimation(entity);
}
lastNpcAnimId.remove(uuid);
}
}
}
/**
* Build animation ID for an NPC from its current state (V1 path).
*/
private static String buildNpcAnimationId(AbstractTiedUpNpc entity) {
// Determine position prefix for SIT/KNEEL poses
String positionPrefix = null;
if (entity.isSitting()) {
positionPrefix = "sit";
} else if (entity.isKneeling()) {
positionPrefix = "kneel";
}
net.minecraft.world.item.ItemStack bind = entity.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseType.STANDARD;
boolean hasBind = false;
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
hasBind = true;
}
// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.ARMS);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.LEGS);
// V1 fallback: if no V2 regions set but NPC has a bind, derive from ItemBind NBT
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
}
boolean isStruggling = entity.isStruggling();
boolean isSneaking = entity.isCrouching();
boolean isMoving =
entity.getDeltaMovement().horizontalDistanceSqr() > 1e-6;
String animId = AnimationIdBuilder.build(
poseType,
armsBound,
legsBound,
positionPrefix,
isStruggling,
hasBind,
isSneaking,
isMoving
);
// Master NPC sitting on human chair: use dedicated sitting animation
if (
entity instanceof EntityMaster masterEntity &&
masterEntity.getMasterState() == MasterState.HUMAN_CHAIR &&
masterEntity.isSitting()
) {
animId = "master_chair_sit_idle";
}
return animId;
}
/**
* Clear all NPC animation state.
* Called on world unload to prevent memory leaks.
*/
public static void clearAll() {
lastNpcAnimId.clear();
}
}

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package com.tiedup.remake.client.animation.util;
import com.tiedup.remake.items.base.PoseType;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Utility class for building animation ResourceLocation IDs.
*
* <p>Centralizes the logic for constructing animation file names.
* Used by BondageAnimationManager, NpcAnimationTickHandler, and AnimationTickHandler.
*
* <p>Animation naming convention:
* <pre>
* {poseType}_{bindMode}_{variant}.json
*
* poseType: tied_up_basic | straitjacket | wrap | latex_sack
* bindMode: (empty for FULL) | _arms | _legs
* variant: _idle | _struggle | (empty for static)
* </pre>
*
* <p>Examples:
* <ul>
* <li>tiedup:tied_up_basic_idle - STANDARD + FULL + idle</li>
* <li>tiedup:straitjacket_arms_struggle - STRAITJACKET + ARMS + struggle</li>
* <li>tiedup:wrap_idle - WRAP + FULL + idle</li>
* </ul>
*/
@OnlyIn(Dist.CLIENT)
public final class AnimationIdBuilder {
private static final String NAMESPACE = "tiedup";
// Bind mode suffixes
private static final String SUFFIX_ARMS = "_arms";
private static final String SUFFIX_LEGS = "_legs";
// Variant suffixes
private static final String SUFFIX_IDLE = "_idle";
private static final String SUFFIX_WALK = "_walk";
private static final String SUFFIX_STRUGGLE = "_struggle";
private static final String SUFFIX_SNEAK = "_sneak";
private AnimationIdBuilder() {
// Utility class - no instantiation
}
/**
* Get base animation name from pose type.
* Delegates to {@link PoseType#getAnimationId()}.
*
* @param poseType Pose type
* @return Base name string
*/
public static String getBaseName(PoseType poseType) {
return poseType.getAnimationId();
}
/**
* Get suffix for bind mode derived from region flags.
*
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
* @return Suffix string: "" for FULL (both), "_arms" for arms-only, "_legs" for legs-only
*/
public static String getModeSuffix(boolean armsBound, boolean legsBound) {
if (armsBound && legsBound) return ""; // FULL has no suffix
if (armsBound) return SUFFIX_ARMS;
if (legsBound) return SUFFIX_LEGS;
return ""; // neither bound = no suffix (shouldn't happen in practice)
}
/**
* Get bind type name for SIT/KNEEL animations.
* Delegates to {@link PoseType#getBindTypeName()}.
*
* @param poseType Pose type
* @return Bind type name ("basic", "straitjacket", "wrap", "latex_sack")
*/
public static String getBindTypeName(PoseType poseType) {
return poseType.getBindTypeName();
}
// ========================================
// Unified Build Method
// ========================================
/**
* Build animation ID string for entities.
*
* <p>This method handles all cases:
* <ul>
* <li>Standing poses: tied_up_basic_idle, straitjacket_struggle, etc.</li>
* <li>Sitting poses: sit_basic_idle, sit_free_idle, etc.</li>
* <li>Kneeling poses: kneel_basic_idle, kneel_wrap_struggle, etc.</li>
* </ul>
*
* @param poseType The bind pose type (STANDARD, STRAITJACKET, etc.)
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
* @param positionPrefix Position prefix ("sit", "kneel") or null for standing
* @param isStruggling Whether entity is struggling
* @param hasBind Whether entity has a bind equipped
* @return Animation ID string (without namespace)
*/
public static String build(
PoseType poseType,
boolean armsBound,
boolean legsBound,
String positionPrefix,
boolean isStruggling,
boolean hasBind
) {
return build(
poseType,
armsBound,
legsBound,
positionPrefix,
isStruggling,
hasBind,
false
);
}
/**
* Build animation ID string for entities with sneak support.
*
* @param poseType The bind pose type (STANDARD, STRAITJACKET, etc.)
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
* @param positionPrefix Position prefix ("sit", "kneel") or null for standing
* @param isStruggling Whether entity is struggling
* @param hasBind Whether entity has a bind equipped
* @param isSneaking Whether entity is sneaking
* @return Animation ID string (without namespace)
*/
public static String build(
PoseType poseType,
boolean armsBound,
boolean legsBound,
String positionPrefix,
boolean isStruggling,
boolean hasBind,
boolean isSneaking
) {
return build(
poseType,
armsBound,
legsBound,
positionPrefix,
isStruggling,
hasBind,
isSneaking,
false
);
}
/**
* Build animation ID string for entities with sneak and movement support.
*
* @param poseType The bind pose type (STANDARD, STRAITJACKET, etc.)
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
* @param positionPrefix Position prefix ("sit", "kneel") or null for standing
* @param isStruggling Whether entity is struggling
* @param hasBind Whether entity has a bind equipped
* @param isSneaking Whether entity is sneaking
* @param isMoving Whether entity is moving
* @return Animation ID string (without namespace)
*/
public static String build(
PoseType poseType,
boolean armsBound,
boolean legsBound,
String positionPrefix,
boolean isStruggling,
boolean hasBind,
boolean isSneaking,
boolean isMoving
) {
String sneakSuffix = isSneaking ? SUFFIX_SNEAK : "";
// Determine variant suffix based on state priority: struggle > walk > idle
String variantSuffix;
if (isStruggling) {
variantSuffix = SUFFIX_STRUGGLE;
} else if (isMoving && poseType == PoseType.DOG) {
// DOG pose has a walking animation (tied_up_dog_walk.json)
variantSuffix = SUFFIX_WALK;
} else {
variantSuffix = SUFFIX_IDLE;
}
// SIT or KNEEL pose
if (positionPrefix != null) {
if (!hasBind) {
// No bind: free pose (arms natural)
return positionPrefix + "_free" + sneakSuffix + variantSuffix;
}
// Has bind
String bindTypeName;
if (legsBound && !armsBound) {
// LEGS-only mode = arms free
bindTypeName = "legs";
} else {
// FULL or ARMS mode
bindTypeName = getBindTypeName(poseType);
}
return (
positionPrefix +
"_" +
bindTypeName +
sneakSuffix +
variantSuffix
);
}
// Standing pose (no position prefix)
String baseName = getBaseName(poseType);
String modeSuffix = getModeSuffix(armsBound, legsBound);
// LEGS-only mode: only lock legs, arms are free - no idle/struggle variants needed
if (legsBound && !armsBound) {
return baseName + modeSuffix;
}
return baseName + modeSuffix + sneakSuffix + variantSuffix;
}
/**
* Build animation ResourceLocation for SIT or KNEEL pose.
*
* @param posePrefix "sit" or "kneel"
* @param poseType Bind pose type
* @param armsBound whether ARMS region is occupied
* @param legsBound whether LEGS region is occupied
* @param isStruggling Whether entity is struggling
* @return Animation ResourceLocation
*/
public static ResourceLocation buildPositionAnimation(
String posePrefix,
PoseType poseType,
boolean armsBound,
boolean legsBound,
boolean isStruggling
) {
String bindTypeName;
if (legsBound && !armsBound) {
bindTypeName = "legs";
} else {
bindTypeName = getBindTypeName(poseType);
}
String variantSuffix = isStruggling ? SUFFIX_STRUGGLE : SUFFIX_IDLE;
String animationName = posePrefix + "_" + bindTypeName + variantSuffix;
return ResourceLocation.fromNamespaceAndPath(NAMESPACE, animationName);
}
/**
* Build animation ResourceLocation for SIT or KNEEL pose when NOT bound.
*
* @param posePrefix "sit" or "kneel"
* @return Animation ResourceLocation for free pose
*/
public static ResourceLocation buildFreePositionAnimation(
String posePrefix
) {
String animationName = posePrefix + "_free" + SUFFIX_IDLE;
return ResourceLocation.fromNamespaceAndPath(NAMESPACE, animationName);
}
}

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package com.tiedup.remake.client.animation.util;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Utility class for DOG pose head compensation.
*
* <h2>Problem</h2>
* <p>When in DOG pose, the body is rotated -90° pitch (horizontal, face down).
* This makes the head point at the ground. We need to compensate:
* <ul>
* <li>Head pitch: add -90° offset so head looks forward</li>
* <li>Head yaw: convert to zRot (roll) since yRot axis is sideways</li>
* </ul>
*
* <h2>Architecture: Players vs NPCs</h2>
* <pre>
* ┌─────────────────────────────────────────────────────────────────┐
* │ PLAYERS │
* ├─────────────────────────────────────────────────────────────────┤
* │ 1. PlayerArmHideEventHandler.onRenderPlayerPre() │
* │ - Offset vertical (-6 model units) │
* │ - Rotation Y lissée (dogPoseState tracking) │
* │ │
* │ 2. Animation (PlayerAnimator) │
* │ - body.pitch = -90° → appliqué au PoseStack automatiquement │
* │ │
* │ 3. MixinPlayerModel.setupAnim() @TAIL │
* │ - Uses DogPoseHelper.applyHeadCompensationClamped() │
* └─────────────────────────────────────────────────────────────────┘
*
* ┌─────────────────────────────────────────────────────────────────┐
* │ NPCs │
* ├─────────────────────────────────────────────────────────────────┤
* │ 1. EntityDamsel.tick() │
* │ - Uses RotationSmoother for Y rotation (10% per tick) │
* │ │
* │ 2. DamselRenderer.setupRotations() │
* │ - super.setupRotations() (applique rotation Y) │
* │ - Rotation X -90° au PoseStack (APRÈS Y = espace local) │
* │ - Offset vertical (-7 model units) │
* │ │
* │ 3. DamselModel.setupAnim() │
* │ - body.xRot = 0 (évite double rotation) │
* │ - Uses DogPoseHelper.applyHeadCompensation() │
* └─────────────────────────────────────────────────────────────────┘
* </pre>
*
* <h2>Key Differences</h2>
* <table>
* <tr><th>Aspect</th><th>Players</th><th>NPCs</th></tr>
* <tr><td>Rotation X application</td><td>Auto by PlayerAnimator</td><td>Manual in setupRotations()</td></tr>
* <tr><td>Rotation Y smoothing</td><td>PlayerArmHideEventHandler</td><td>EntityDamsel.tick() via RotationSmoother</td></tr>
* <tr><td>Head compensation</td><td>MixinPlayerModel</td><td>DamselModel.setupAnim()</td></tr>
* <tr><td>Reset body.xRot</td><td>Not needed</td><td>Yes (prevents double rotation)</td></tr>
* <tr><td>Vertical offset</td><td>-6 model units</td><td>-7 model units</td></tr>
* </table>
*
* <h2>Usage</h2>
* <p>Used by:
* <ul>
* <li>MixinPlayerModel - for player head compensation</li>
* <li>DamselModel - for NPC head compensation</li>
* </ul>
*
* @see RotationSmoother for Y rotation smoothing
* @see com.tiedup.remake.mixin.client.MixinPlayerModel
* @see com.tiedup.remake.client.model.DamselModel
*/
@OnlyIn(Dist.CLIENT)
public final class DogPoseHelper {
private static final float DEG_TO_RAD = (float) Math.PI / 180F;
private static final float HEAD_PITCH_OFFSET = (float) Math.toRadians(-90);
private DogPoseHelper() {
// Utility class - no instantiation
}
/**
* Apply head compensation for DOG pose (horizontal body).
*
* <p>When body is horizontal (-90° pitch), the head needs compensation:
* <ul>
* <li>xRot: -90° offset + player's up/down look (headPitch)</li>
* <li>yRot: 0 (this axis points sideways when body is horizontal)</li>
* <li>zRot: -headYaw (left/right look, replaces yaw)</li>
* </ul>
*
* @param head The head ModelPart to modify
* @param hat The hat ModelPart to sync (can be null)
* @param headPitch Player's up/down look angle in degrees
* @param headYaw Head yaw relative to body in degrees (netHeadYaw for NPCs,
* netHeadYaw + rotationDelta for players)
*/
public static void applyHeadCompensation(
ModelPart head,
ModelPart hat,
float headPitch,
float headYaw
) {
float pitchRad = headPitch * DEG_TO_RAD;
float yawRad = headYaw * DEG_TO_RAD;
// xRot: base offset (-90° to look forward) + player's up/down look
head.xRot = HEAD_PITCH_OFFSET + pitchRad;
// yRot: stays at 0 (this axis points sideways when body is horizontal)
head.yRot = 0;
// zRot: used for left/right look (replaces yaw since body is horizontal)
head.zRot = -yawRad;
// Sync hat layer if provided
if (hat != null) {
hat.copyFrom(head);
}
}
/**
* Apply head compensation with yaw clamping.
*
* <p>Same as {@link #applyHeadCompensation} but clamps yaw to a maximum angle.
* Used for players where yaw range depends on movement state.
*
* @param head The head ModelPart to modify
* @param hat The hat ModelPart to sync (can be null)
* @param headPitch Player's up/down look angle in degrees
* @param headYaw Head yaw relative to body in degrees
* @param maxYaw Maximum allowed yaw angle in degrees
*/
public static void applyHeadCompensationClamped(
ModelPart head,
ModelPart hat,
float headPitch,
float headYaw,
float maxYaw
) {
// Wrap first so 350° becomes -10° before clamping (fixes full-rotation accumulation)
float clampedYaw = net.minecraft.util.Mth.clamp(
net.minecraft.util.Mth.wrapDegrees(headYaw),
-maxYaw,
maxYaw
);
applyHeadCompensation(head, hat, headPitch, clampedYaw);
}
}

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package com.tiedup.remake.client.events;
import com.mojang.blaze3d.systems.RenderSystem;
import com.tiedup.remake.core.ModConfig;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.entity.HumanoidArm;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.RenderGuiOverlayEvent;
import net.minecraftforge.client.gui.overlay.VanillaGuiOverlay;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Phase 5: Blindfold Rendering
*
* Based on the original TiedUp! mod (1.12.2) by Yuti & Marl Velius.
*
* The original approach:
* 1. Render blindfold texture over the entire screen (covers everything)
* 2. Manually redraw the hotbar on top of the blindfold
*
* This ensures the hotbar remains visible while the game world is obscured.
*/
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class BlindfoldRenderEventHandler {
private static final ResourceLocation BLINDFOLD_TEXTURE =
ResourceLocation.fromNamespaceAndPath(
TiedUpMod.MOD_ID,
"textures/misc/blindfolded.png"
);
// Vanilla widgets texture (contains hotbar graphics)
private static final ResourceLocation WIDGETS_TEXTURE =
ResourceLocation.fromNamespaceAndPath(
"minecraft",
"textures/gui/widgets.png"
);
private static boolean wasBlindfolded = false;
/**
* Render the blindfold overlay AFTER the hotbar is rendered.
* Then redraw the hotbar on top of the blindfold (original mod approach).
*/
@SubscribeEvent
public static void onRenderGuiPost(RenderGuiOverlayEvent.Post event) {
// Render after HOTBAR (same as original mod)
if (event.getOverlay() != VanillaGuiOverlay.HOTBAR.type()) {
return;
}
Minecraft mc = Minecraft.getInstance();
LocalPlayer player = mc.player;
// Safety checks
if (player == null || mc.options.hideGui) {
return;
}
// Non-hardcore mode: hide blindfold when a GUI screen is open
boolean hardcore = ModConfig.CLIENT.hardcoreBlindfold.get();
if (!hardcore && mc.screen != null) {
return;
}
// Get player state
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
boolean isBlindfolded = state.isBlindfolded();
// Log state changes only
if (isBlindfolded != wasBlindfolded) {
if (isBlindfolded) {
TiedUpMod.LOGGER.info(
"[BLINDFOLD] Player is now blindfolded - rendering overlay"
);
} else {
TiedUpMod.LOGGER.info(
"[BLINDFOLD] Player is no longer blindfolded - stopping overlay"
);
}
wasBlindfolded = isBlindfolded;
}
// Only render if blindfolded
if (!isBlindfolded) {
return;
}
try {
int screenWidth = mc.getWindow().getGuiScaledWidth();
int screenHeight = mc.getWindow().getGuiScaledHeight();
// Set opacity: hardcore forces full opacity, otherwise use config
float opacity = hardcore
? 1.0F
: ModConfig.CLIENT.blindfoldOverlayOpacity
.get()
.floatValue();
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, opacity);
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
// Step 1: Render the blindfold texture over the entire screen
event
.getGuiGraphics()
.blit(
BLINDFOLD_TEXTURE,
0,
0,
0.0F,
0.0F,
screenWidth,
screenHeight,
screenWidth,
screenHeight
);
// Reset shader color for hotbar
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
// Step 2: Redraw the hotbar on top of the blindfold (original mod approach)
redrawHotbar(
mc,
event.getGuiGraphics(),
screenWidth,
screenHeight,
player
);
} catch (RuntimeException e) {
TiedUpMod.LOGGER.error("[BLINDFOLD] Error rendering overlay", e);
}
}
/**
* Manually redraw the hotbar on top of the blindfold texture.
* Based on the original mod's redrawHotBar() function.
*
* This draws:
* - Hotbar background (182x22 pixels)
* - Selected slot highlight
* - Offhand slot (if item present)
*/
private static void redrawHotbar(
Minecraft mc,
GuiGraphics guiGraphics,
int screenWidth,
int screenHeight,
LocalPlayer player
) {
// Reset render state
RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F);
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
// Center of screen (hotbar is centered)
int centerX = screenWidth / 2;
int hotbarY = screenHeight - 22; // Hotbar is 22 pixels from bottom
// Draw hotbar background (182 pixels wide, 22 pixels tall)
// Original: this.drawTexturedModalRect(i - 91, sr.getScaledHeight() - 22, 0, 0, 182, 22);
guiGraphics.blit(
WIDGETS_TEXTURE,
centerX - 91,
hotbarY, // Position
0,
0, // Texture UV start
182,
22 // Size
);
// Draw selected slot highlight (24x22 pixels)
// Original: this.drawTexturedModalRect(i - 91 - 1 + entityplayer.inventory.currentItem * 20, ...);
int selectedSlot = player.getInventory().selected;
guiGraphics.blit(
WIDGETS_TEXTURE,
centerX - 91 - 1 + selectedSlot * 20,
hotbarY - 1, // Position (offset by selected slot)
0,
22, // Texture UV (highlight texture)
24,
22 // Size
);
// Draw offhand slot if player has an item in offhand
ItemStack offhandItem = player.getItemInHand(InteractionHand.OFF_HAND);
if (!offhandItem.isEmpty()) {
HumanoidArm offhandSide = player.getMainArm().getOpposite();
if (offhandSide == HumanoidArm.LEFT) {
// Offhand on left side
// Original: this.drawTexturedModalRect(i - 91 - 29, sr.getScaledHeight() - 23, 24, 22, 29, 24);
guiGraphics.blit(
WIDGETS_TEXTURE,
centerX - 91 - 29,
hotbarY - 1, // Position
24,
22, // Texture UV
29,
24 // Size
);
} else {
// Offhand on right side
// Original: this.drawTexturedModalRect(i + 91, sr.getScaledHeight() - 23, 53, 22, 29, 24);
guiGraphics.blit(
WIDGETS_TEXTURE,
centerX + 91,
hotbarY - 1, // Position
53,
22, // Texture UV
29,
24 // Size
);
}
}
RenderSystem.disableBlend();
}
}

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package com.tiedup.remake.client.events;
import com.mojang.blaze3d.vertex.PoseStack;
import com.tiedup.remake.blocks.BlockMarker;
import com.tiedup.remake.blocks.entity.MarkerBlockEntity;
import com.tiedup.remake.cells.CellDataV2;
import com.tiedup.remake.cells.CellRegistryV2;
import com.tiedup.remake.cells.MarkerType;
import com.tiedup.remake.client.renderer.CellOutlineRenderer;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.ItemAdminWand;
import java.util.UUID;
import net.minecraft.client.Camera;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.core.BlockPos;
import net.minecraft.server.level.ServerLevel;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
import net.minecraft.world.level.block.entity.BlockEntity;
import net.minecraft.world.phys.Vec3;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.RenderLevelStageEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Event handler for rendering cell outlines when holding an admin wand.
*
* Phase: Kidnapper Revamp - Cell System
*
* Renders colored outlines around cell positions when:
* - Player is holding an Admin Wand
* - A cell is currently selected in the wand
*
* The outlines help builders visualize which blocks are part of the cell.
*
* Network sync: On dedicated servers, cell data is synced via PacketSyncCellData.
* On integrated servers, direct access to server data is used as a fallback.
*/
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class CellHighlightHandler {
// Client-side cache of cell data (synced from server via PacketSyncCellData)
private static final java.util.Map<UUID, CellDataV2> syncedCells =
new java.util.concurrent.ConcurrentHashMap<>();
// Legacy single-cell cache for backward compatibility
private static CellDataV2 cachedCellData = null;
private static UUID cachedCellId = null;
/**
* Render cell outlines after translucent blocks.
*/
@SubscribeEvent
public static void onRenderLevelStage(RenderLevelStageEvent event) {
// Only render after translucent stage (so outlines appear on top)
if (
event.getStage() !=
RenderLevelStageEvent.Stage.AFTER_TRANSLUCENT_BLOCKS
) {
return;
}
Minecraft mc = Minecraft.getInstance();
LocalPlayer player = mc.player;
if (player == null) return;
// Check if player is holding an Admin Wand
ItemStack mainHand = player.getMainHandItem();
ItemStack offHand = player.getOffhandItem();
boolean holdingAdminWand =
mainHand.getItem() instanceof ItemAdminWand ||
offHand.getItem() instanceof ItemAdminWand;
if (!holdingAdminWand) {
cachedCellData = null;
cachedCellId = null;
return;
}
PoseStack poseStack = event.getPoseStack();
Camera camera = event.getCamera();
// If holding Admin Wand, render nearby structure markers and preview
renderNearbyStructureMarkers(poseStack, camera, player);
renderAdminWandPreview(poseStack, camera, player, mainHand, offHand);
}
/**
* Render a preview outline showing where the Admin Wand will place a marker.
*/
private static void renderAdminWandPreview(
PoseStack poseStack,
Camera camera,
LocalPlayer player,
ItemStack mainHand,
ItemStack offHand
) {
// Get the block the player is looking at
net.minecraft.world.phys.HitResult hitResult =
Minecraft.getInstance().hitResult;
if (
hitResult == null ||
hitResult.getType() != net.minecraft.world.phys.HitResult.Type.BLOCK
) {
return;
}
net.minecraft.world.phys.BlockHitResult blockHit =
(net.minecraft.world.phys.BlockHitResult) hitResult;
BlockPos targetPos = blockHit.getBlockPos().above(); // Marker goes above the clicked block
// Get the current marker type from the wand
MarkerType type;
if (mainHand.getItem() instanceof ItemAdminWand) {
type = ItemAdminWand.getCurrentType(mainHand);
} else {
type = ItemAdminWand.getCurrentType(offHand);
}
Vec3 cameraPos = camera.getPosition();
float[] color = CellOutlineRenderer.getColorForType(type);
// Make preview semi-transparent and pulsing
float alpha =
0.5f + 0.3f * (float) Math.sin(System.currentTimeMillis() / 200.0);
float[] previewColor = { color[0], color[1], color[2], alpha };
// Setup rendering (depth test off so preview shows through blocks)
com.mojang.blaze3d.systems.RenderSystem.enableBlend();
com.mojang.blaze3d.systems.RenderSystem.defaultBlendFunc();
com.mojang.blaze3d.systems.RenderSystem.disableDepthTest();
com.mojang.blaze3d.systems.RenderSystem.depthMask(false);
com.mojang.blaze3d.systems.RenderSystem.setShader(
net.minecraft.client.renderer.GameRenderer::getPositionColorShader
);
CellOutlineRenderer.renderFilledBlock(
poseStack,
targetPos,
cameraPos,
previewColor
);
com.mojang.blaze3d.systems.RenderSystem.depthMask(true);
com.mojang.blaze3d.systems.RenderSystem.enableDepthTest();
com.mojang.blaze3d.systems.RenderSystem.disableBlend();
}
/**
* Render outlines for nearby structure markers (markers without cell IDs).
*/
private static void renderNearbyStructureMarkers(
PoseStack poseStack,
Camera camera,
LocalPlayer player
) {
Level level = player.level();
BlockPos playerPos = player.blockPosition();
Vec3 cameraPos = camera.getPosition();
// Collect markers first to check if we need to render anything
java.util.List<
java.util.Map.Entry<BlockPos, MarkerType>
> markersToRender = new java.util.ArrayList<>();
// Scan in a 32-block radius for structure markers
int radius = 32;
for (int x = -radius; x <= radius; x++) {
for (int y = -radius / 2; y <= radius / 2; y++) {
for (int z = -radius; z <= radius; z++) {
BlockPos pos = playerPos.offset(x, y, z);
if (
level.getBlockState(pos).getBlock() instanceof
BlockMarker
) {
BlockEntity be = level.getBlockEntity(pos);
if (be instanceof MarkerBlockEntity marker) {
// Only render structure markers (no cell ID)
if (marker.getCellId() == null) {
markersToRender.add(
java.util.Map.entry(
pos,
marker.getMarkerType()
)
);
}
}
}
}
}
}
// Only setup rendering if we have markers to render
if (!markersToRender.isEmpty()) {
// Setup rendering state (depth test off so markers show through blocks)
com.mojang.blaze3d.systems.RenderSystem.enableBlend();
com.mojang.blaze3d.systems.RenderSystem.defaultBlendFunc();
com.mojang.blaze3d.systems.RenderSystem.disableDepthTest();
com.mojang.blaze3d.systems.RenderSystem.depthMask(false);
com.mojang.blaze3d.systems.RenderSystem.setShader(
net.minecraft.client.renderer
.GameRenderer::getPositionColorShader
);
for (var entry : markersToRender) {
BlockPos pos = entry.getKey();
MarkerType type = entry.getValue();
float[] baseColor = CellOutlineRenderer.getColorForType(type);
// Semi-transparent fill
float[] fillColor = {
baseColor[0],
baseColor[1],
baseColor[2],
0.4f,
};
CellOutlineRenderer.renderFilledBlock(
poseStack,
pos,
cameraPos,
fillColor
);
}
// Restore rendering state
com.mojang.blaze3d.systems.RenderSystem.depthMask(true);
com.mojang.blaze3d.systems.RenderSystem.enableDepthTest();
com.mojang.blaze3d.systems.RenderSystem.disableBlend();
}
}
/**
* Get cell data on client side.
* First checks the network-synced cache, then falls back to integrated server access.
*
* @param cellId The cell UUID to look up
* @return CellDataV2 if found, null otherwise
*/
private static CellDataV2 getCellDataClient(UUID cellId) {
if (cellId == null) return null;
// Priority 1: Check network-synced cache (works on dedicated servers)
CellDataV2 synced = syncedCells.get(cellId);
if (synced != null) {
return synced;
}
// Priority 2: Check legacy single-cell cache
if (cellId.equals(cachedCellId) && cachedCellData != null) {
return cachedCellData;
}
// Priority 3: On integrated server, access server level directly (fallback)
Minecraft mc = Minecraft.getInstance();
if (mc.getSingleplayerServer() != null) {
ServerLevel serverLevel = mc.getSingleplayerServer().overworld();
if (serverLevel != null) {
CellRegistryV2 registry = CellRegistryV2.get(serverLevel);
CellDataV2 cell = registry.getCell(cellId);
if (cell != null) {
// Cache for future use
cachedCellId = cellId;
cachedCellData = cell;
return cell;
}
}
}
// Not found - on dedicated server, packet hasn't arrived yet
return null;
}
/**
* Update cached cell data (called from network sync - PacketSyncCellData).
* Stores in both the synced map and legacy cache for compatibility.
*
* @param cell The cell data received from server
*/
public static void updateCachedCell(CellDataV2 cell) {
if (cell != null) {
// Store in synced map
syncedCells.put(cell.getId(), cell);
// Also update legacy cache
cachedCellId = cell.getId();
cachedCellData = cell;
}
}
/**
* Remove a cell from the cache (e.g., when cell is deleted).
*
* @param cellId The cell UUID to remove
*/
public static void removeCachedCell(UUID cellId) {
if (cellId != null) {
syncedCells.remove(cellId);
if (cellId.equals(cachedCellId)) {
cachedCellId = null;
cachedCellData = null;
}
}
}
/**
* Clear all cached cell data.
* Called when disconnecting from server or on dimension change.
*/
public static void clearCache() {
syncedCells.clear();
cachedCellId = null;
cachedCellData = null;
}
}

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package com.tiedup.remake.client.events;
import com.tiedup.remake.client.MuffledSoundInstance;
import com.tiedup.remake.core.ModConfig;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.client.resources.sounds.SoundInstance;
import net.minecraft.sounds.SoundSource;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.sound.PlaySoundEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Client-side sound handler for earplugs effect.
*
* When the player has earplugs equipped, all sounds are muffled
* (volume reduced to simulate hearing impairment).
*
* Based on Forge's PlaySoundEvent to intercept and modify sounds.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class EarplugSoundHandler {
/** Pitch modifier to make sounds more muffled (much lower for "underwater" effect) */
private static final float MUFFLED_PITCH_MODIFIER = 0.6f;
/** Categories to always let through at normal volume (important UI feedback) */
private static final SoundSource[] UNAFFECTED_CATEGORIES = {
SoundSource.MASTER, // Master volume controls
SoundSource.MUSIC, // Music is internal, not muffled by earplugs
};
/**
* Intercept sound events and muffle them if player has earplugs.
*/
@SubscribeEvent
public static void onPlaySound(PlaySoundEvent event) {
// Get the sound being played
SoundInstance sound = event.getSound();
if (sound == null) {
return;
}
// Check if player has earplugs
Minecraft mc = Minecraft.getInstance();
if (mc == null) {
return;
}
LocalPlayer player = mc.player;
if (player == null) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null || !state.hasEarplugs()) {
return;
}
// Check if this sound category should be affected
SoundSource source = sound.getSource();
for (SoundSource unaffected : UNAFFECTED_CATEGORIES) {
if (source == unaffected) {
return; // Don't muffle this category
}
}
// Don't wrap already-wrapped sounds (prevent infinite recursion)
if (sound instanceof MuffledSoundInstance) {
return;
}
// Wrap the sound with our muffling wrapper
// The wrapper delegates to the original but modifies getVolume()/getPitch()
SoundInstance muffledSound = new MuffledSoundInstance(
sound,
ModConfig.CLIENT.earplugVolumeMultiplier.get().floatValue(),
MUFFLED_PITCH_MODIFIER
);
event.setSound(muffledSound);
}
}

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package com.tiedup.remake.client.events;
import com.mojang.logging.LogUtils;
import com.tiedup.remake.client.animation.BondageAnimationManager;
import com.tiedup.remake.client.animation.PendingAnimationManager;
import com.tiedup.remake.core.TiedUpMod;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.event.entity.EntityLeaveLevelEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import org.slf4j.Logger;
/**
* Automatic cleanup handler for entity-related resources.
*
* <p>This handler automatically cleans up animation layers and pending animations
* when entities leave the world, preventing memory leaks from stale cache entries.
*
* <p>Phase: Performance & Memory Management
*
* <p>Previously, cleanup had to be called manually via {@link BondageAnimationManager#cleanup(java.util.UUID)},
* which was error-prone and could lead to memory leaks if forgotten.
* This handler ensures cleanup happens automatically on entity removal.
*/
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public class EntityCleanupHandler {
private static final Logger LOGGER = LogUtils.getLogger();
/**
* Automatically clean up animation resources when an entity leaves the world.
*
* <p>This event fires when:
* <ul>
* <li>An entity is removed from the world (killed, despawned, unloaded)</li>
* <li>A player logs out</li>
* <li>A chunk is unloaded and its entities are removed</li>
* </ul>
*
* <p>Cleanup includes:
* <ul>
* <li>Removing animation layers from {@link BondageAnimationManager}</li>
* <li>Removing pending animations from {@link PendingAnimationManager}</li>
* </ul>
*
* @param event The entity leave level event
*/
@SubscribeEvent
public static void onEntityLeaveLevel(EntityLeaveLevelEvent event) {
// Only process on client side
if (!event.getLevel().isClientSide()) {
return;
}
// Clean up animation layers
BondageAnimationManager.cleanup(event.getEntity().getUUID());
// Clean up pending animation queue
PendingAnimationManager.remove(event.getEntity().getUUID());
LOGGER.debug(
"Auto-cleaned animation resources for entity: {} (type: {})",
event.getEntity().getUUID(),
event.getEntity().getClass().getSimpleName()
);
}
}

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package com.tiedup.remake.client.events;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.BindVariant;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.util.KidnappedHelper;
import java.util.Map;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.Minecraft;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
import net.minecraft.world.phys.Vec3;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Client-side handler for smooth leash proxy positioning.
*
* FIX: Changed from RenderLevelStageEvent.AFTER_ENTITIES to ClientTickEvent.
* AFTER_ENTITIES positioned the proxy AFTER rendering, causing 1-frame lag.
* ClientTickEvent positions BEFORE rendering for smooth leash display.
*
* Instead of waiting for server position updates (which causes lag),
* this handler repositions the proxy entity locally each tick based
* on the player's current position.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(
modid = TiedUpMod.MOD_ID,
value = Dist.CLIENT,
bus = Mod.EventBusSubscriber.Bus.FORGE
)
public class LeashProxyClientHandler {
/**
* Map of player UUID -> proxy entity ID.
* Uses UUID for player (persistent) and entity ID for proxy (runtime).
*/
private static final Map<UUID, Integer> playerToProxy =
new ConcurrentHashMap<>();
/** Default Y offset for normal standing pose (neck height) */
private static final double DEFAULT_Y_OFFSET = 1.3;
/** Y offset for dogwalk pose (back/hip level) */
private static final double DOGWALK_Y_OFFSET = 0.35;
/**
* Handle sync packet from server.
* Called when a player gets leashed or unleashed.
*/
public static void handleSyncPacket(
UUID targetPlayerUUID,
int proxyId,
boolean attach
) {
if (attach) {
playerToProxy.put(targetPlayerUUID, proxyId);
TiedUpMod.LOGGER.debug(
"[LeashProxyClient] Registered proxy {} for player {}",
proxyId,
targetPlayerUUID
);
} else {
playerToProxy.remove(targetPlayerUUID);
TiedUpMod.LOGGER.debug(
"[LeashProxyClient] Removed proxy for player {}",
targetPlayerUUID
);
}
}
/**
* FIX: Use ClientTickEvent instead of RenderLevelStageEvent.AFTER_ENTITIES.
* This positions proxies BEFORE rendering, eliminating the 1-frame lag
* that caused jittery leash rendering.
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
// Only run at end of tick (after player position is updated)
if (event.phase != TickEvent.Phase.END) {
return;
}
if (playerToProxy.isEmpty()) {
return;
}
Minecraft mc = Minecraft.getInstance();
if (mc == null || mc.level == null || mc.isPaused()) {
return;
}
Level level = mc.level;
// Reposition each tracked proxy
for (Map.Entry<UUID, Integer> entry : playerToProxy.entrySet()) {
UUID playerUUID = entry.getKey();
int proxyId = entry.getValue();
Player playerEntity = level.getPlayerByUUID(playerUUID);
Entity proxyEntity = level.getEntity(proxyId);
if (playerEntity != null && proxyEntity != null) {
// FIX: Calculate Y offset based on bind type (dogwalk vs normal)
double yOffset = calculateYOffset(playerEntity);
// Use current position (interpolation will be handled by renderer)
double x = playerEntity.getX();
double y = playerEntity.getY() + yOffset;
double z = playerEntity.getZ() - 0.15;
// Set proxy position
proxyEntity.setPos(x, y, z);
// Update old positions for smooth interpolation
proxyEntity.xOld = proxyEntity.xo = x;
proxyEntity.yOld = proxyEntity.yo = y;
proxyEntity.zOld = proxyEntity.zo = z;
}
}
}
/**
* Calculate Y offset based on player's bind type.
* Dogwalk (DOGBINDER) uses lower offset for 4-legged pose.
*/
private static double calculateYOffset(Player player) {
IBondageState state = KidnappedHelper.getKidnappedState(player);
if (state != null && state.isTiedUp()) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (
!bind.isEmpty() &&
bind.getItem() == ModItems.getBind(BindVariant.DOGBINDER)
) {
return DOGWALK_Y_OFFSET;
}
}
return DEFAULT_Y_OFFSET;
}
/**
* Clear all tracked proxies.
* Called when disconnecting from server.
*/
public static void clearAll() {
playerToProxy.clear();
}
}

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package com.tiedup.remake.client.events;
import com.tiedup.remake.items.base.*;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.v2.bondage.IV2BondageItem;
import com.tiedup.remake.network.selfbondage.PacketSelfBondage;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Client-side event handler for self-bondage input.
*
* Intercepts left-click when holding bondage items and
* sends packets continuously to the server to perform self-bondage.
*
* Self-bondage items:
* - Binds (rope, chain, etc.) - Self-tie (requires holding left-click)
* - Gags - Self-gag (if already tied, instant)
* - Blindfolds - Self-blindfold (if already tied, instant)
* - Mittens - Self-mitten (if already tied, instant)
* - Earplugs - Self-earplug (if already tied, instant)
* - Collar - NOT ALLOWED (cannot self-collar)
*/
@Mod.EventBusSubscriber(
modid = "tiedup",
value = Dist.CLIENT,
bus = Mod.EventBusSubscriber.Bus.FORGE
)
@OnlyIn(Dist.CLIENT)
public class SelfBondageInputHandler {
/** Track if we're currently in self-bondage mode */
private static boolean isSelfBondageActive = false;
/** The hand we're using for self-bondage */
private static InteractionHand activeHand = null;
/** Tick counter for packet sending interval */
private static int tickCounter = 0;
/** Send packet every 4 ticks (5 times per second) for smooth progress */
private static final int PACKET_INTERVAL = 4;
/**
* Handle left-click in empty air - START self-bondage.
*/
@SubscribeEvent
public static void onLeftClickEmpty(
PlayerInteractEvent.LeftClickEmpty event
) {
startSelfBondage();
}
/**
* Handle left-click on block - START self-bondage (cancel block breaking).
*/
@SubscribeEvent
public static void onLeftClickBlock(
PlayerInteractEvent.LeftClickBlock event
) {
if (!event.getLevel().isClientSide()) return;
ItemStack stack = event.getItemStack();
if (isSelfBondageItem(stack.getItem())) {
event.setCanceled(true);
startSelfBondage();
}
}
/**
* Start self-bondage mode if holding a bondage item.
*/
private static void startSelfBondage() {
LocalPlayer player = Minecraft.getInstance().player;
if (player == null) return;
// Check main hand first, then off hand
InteractionHand hand = InteractionHand.MAIN_HAND;
ItemStack stack = player.getMainHandItem();
if (!isSelfBondageItem(stack.getItem())) {
stack = player.getOffhandItem();
hand = InteractionHand.OFF_HAND;
if (!isSelfBondageItem(stack.getItem())) {
return; // No bondage item in either hand
}
}
// Start self-bondage mode
isSelfBondageActive = true;
activeHand = hand;
tickCounter = 0;
// Send initial packet immediately
ModNetwork.sendToServer(new PacketSelfBondage(hand));
}
/**
* Client tick - continuously send packets while attack button is held.
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
if (event.phase != TickEvent.Phase.END) return;
if (!isSelfBondageActive) return;
Minecraft mc = Minecraft.getInstance();
LocalPlayer player = mc.player;
// Stop if conditions are no longer valid
if (player == null || mc.screen != null) {
stopSelfBondage();
return;
}
// Check if attack button is still held
if (!mc.options.keyAttack.isDown()) {
stopSelfBondage();
return;
}
// Check if still holding bondage item in the active hand
ItemStack stack = player.getItemInHand(activeHand);
if (!isSelfBondageItem(stack.getItem())) {
stopSelfBondage();
return;
}
// Send packet at interval for continuous progress
tickCounter++;
if (tickCounter >= PACKET_INTERVAL) {
tickCounter = 0;
ModNetwork.sendToServer(new PacketSelfBondage(activeHand));
}
}
/**
* Stop self-bondage mode.
*/
private static void stopSelfBondage() {
isSelfBondageActive = false;
activeHand = null;
tickCounter = 0;
}
/**
* Check if an item supports self-bondage.
* Collar is explicitly excluded.
*/
private static boolean isSelfBondageItem(Item item) {
// Collar cannot be self-equipped (V1 collar guard)
if (item instanceof ItemCollar) {
return false;
}
// V2 bondage items support self-bondage (left-click hold with tying duration)
if (item instanceof IV2BondageItem) {
return true;
}
// V1 bondage items (legacy)
return (
item instanceof ItemBind ||
item instanceof ItemGag ||
item instanceof ItemBlindfold ||
item instanceof ItemMittens ||
item instanceof ItemEarplugs
);
}
}

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package com.tiedup.remake.client.gltf;
import com.google.gson.JsonArray;
import com.google.gson.JsonElement;
import com.google.gson.JsonObject;
import com.google.gson.JsonParser;
import java.io.IOException;
import java.io.InputStream;
import java.nio.ByteBuffer;
import java.nio.ByteOrder;
import java.nio.charset.StandardCharsets;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
* Parser for binary .glb (glTF 2.0) files.
* Extracts mesh geometry, skinning data, bone hierarchy, and animations.
* Filters out meshes named "Player".
*/
public final class GlbParser {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private static final int GLB_MAGIC = 0x46546C67; // "glTF"
private static final int GLB_VERSION = 2;
private static final int CHUNK_JSON = 0x4E4F534A; // "JSON"
private static final int CHUNK_BIN = 0x004E4942; // "BIN\0"
private GlbParser() {}
/**
* Parse a .glb file from an InputStream.
*
* @param input the input stream (will be fully read)
* @param debugName name for log messages
* @return parsed GltfData
* @throws IOException if the file is malformed or I/O fails
*/
public static GltfData parse(InputStream input, String debugName) throws IOException {
byte[] allBytes = input.readAllBytes();
ByteBuffer buf = ByteBuffer.wrap(allBytes).order(ByteOrder.LITTLE_ENDIAN);
// -- Header --
int magic = buf.getInt();
if (magic != GLB_MAGIC) {
throw new IOException("Not a GLB file: " + debugName);
}
int version = buf.getInt();
if (version != GLB_VERSION) {
throw new IOException("Unsupported GLB version " + version + " in " + debugName);
}
int totalLength = buf.getInt();
// -- JSON chunk --
int jsonChunkLength = buf.getInt();
int jsonChunkType = buf.getInt();
if (jsonChunkType != CHUNK_JSON) {
throw new IOException("Expected JSON chunk in " + debugName);
}
byte[] jsonBytes = new byte[jsonChunkLength];
buf.get(jsonBytes);
String jsonStr = new String(jsonBytes, StandardCharsets.UTF_8);
JsonObject root = JsonParser.parseString(jsonStr).getAsJsonObject();
// -- BIN chunk --
ByteBuffer binData = null;
if (buf.hasRemaining()) {
int binChunkLength = buf.getInt();
int binChunkType = buf.getInt();
if (binChunkType != CHUNK_BIN) {
throw new IOException("Expected BIN chunk in " + debugName);
}
byte[] binBytes = new byte[binChunkLength];
buf.get(binBytes);
binData = ByteBuffer.wrap(binBytes).order(ByteOrder.LITTLE_ENDIAN);
}
if (binData == null) {
throw new IOException("No BIN chunk in " + debugName);
}
JsonArray accessors = root.getAsJsonArray("accessors");
JsonArray bufferViews = root.getAsJsonArray("bufferViews");
JsonArray nodes = root.getAsJsonArray("nodes");
JsonArray meshes = root.getAsJsonArray("meshes");
// -- Find skin --
JsonArray skins = root.getAsJsonArray("skins");
if (skins == null || skins.size() == 0) {
throw new IOException("No skins found in " + debugName);
}
JsonObject skin = skins.get(0).getAsJsonObject();
JsonArray skinJoints = skin.getAsJsonArray("joints");
// Filter skin joints to only include known deforming bones
List<Integer> filteredJointNodes = new ArrayList<>();
int[] skinJointRemap = new int[skinJoints.size()]; // old skin index -> new filtered index
java.util.Arrays.fill(skinJointRemap, -1);
for (int j = 0; j < skinJoints.size(); j++) {
int nodeIdx = skinJoints.get(j).getAsInt();
JsonObject node = nodes.get(nodeIdx).getAsJsonObject();
String name = node.has("name") ? node.get("name").getAsString() : "joint_" + j;
if (GltfBoneMapper.isKnownBone(name)) {
skinJointRemap[j] = filteredJointNodes.size();
filteredJointNodes.add(nodeIdx);
} else {
LOGGER.debug("[GltfPipeline] Skipping non-deforming bone: '{}' (node {})", name, nodeIdx);
}
}
int jointCount = filteredJointNodes.size();
String[] jointNames = new String[jointCount];
int[] parentJointIndices = new int[jointCount];
Quaternionf[] restRotations = new Quaternionf[jointCount];
Vector3f[] restTranslations = new Vector3f[jointCount];
// Map node index -> joint index (filtered)
int[] nodeToJoint = new int[nodes.size()];
java.util.Arrays.fill(nodeToJoint, -1);
for (int j = 0; j < jointCount; j++) {
int nodeIdx = filteredJointNodes.get(j);
nodeToJoint[nodeIdx] = j;
}
// Read joint names, rest pose, and build parent mapping
java.util.Arrays.fill(parentJointIndices, -1);
for (int j = 0; j < jointCount; j++) {
int nodeIdx = filteredJointNodes.get(j);
JsonObject node = nodes.get(nodeIdx).getAsJsonObject();
jointNames[j] = node.has("name") ? node.get("name").getAsString() : "joint_" + j;
// Rest rotation
if (node.has("rotation")) {
JsonArray r = node.getAsJsonArray("rotation");
restRotations[j] = new Quaternionf(
r.get(0).getAsFloat(), r.get(1).getAsFloat(),
r.get(2).getAsFloat(), r.get(3).getAsFloat()
);
} else {
restRotations[j] = new Quaternionf(); // identity
}
// Rest translation
if (node.has("translation")) {
JsonArray t = node.getAsJsonArray("translation");
restTranslations[j] = new Vector3f(
t.get(0).getAsFloat(), t.get(1).getAsFloat(), t.get(2).getAsFloat()
);
} else {
restTranslations[j] = new Vector3f();
}
}
// Build parent indices by traversing node children
for (int ni = 0; ni < nodes.size(); ni++) {
JsonObject node = nodes.get(ni).getAsJsonObject();
if (node.has("children")) {
int parentJoint = nodeToJoint[ni];
JsonArray children = node.getAsJsonArray("children");
for (JsonElement child : children) {
int childNodeIdx = child.getAsInt();
int childJoint = nodeToJoint[childNodeIdx];
if (childJoint >= 0 && parentJoint >= 0) {
parentJointIndices[childJoint] = parentJoint;
}
}
}
}
// -- Inverse Bind Matrices --
// IBM accessor is indexed by original skin joint order, so we pick the filtered entries
Matrix4f[] inverseBindMatrices = new Matrix4f[jointCount];
if (skin.has("inverseBindMatrices")) {
int ibmAccessor = skin.get("inverseBindMatrices").getAsInt();
float[] ibmData = GlbParserUtils.readFloatAccessor(accessors, bufferViews, binData, ibmAccessor);
for (int origJ = 0; origJ < skinJoints.size(); origJ++) {
int newJ = skinJointRemap[origJ];
if (newJ >= 0) {
inverseBindMatrices[newJ] = new Matrix4f();
inverseBindMatrices[newJ].set(ibmData, origJ * 16);
}
}
} else {
for (int j = 0; j < jointCount; j++) {
inverseBindMatrices[j] = new Matrix4f(); // identity
}
}
// -- Find mesh (ignore "Player" mesh, take LAST non-Player) --
// WORKAROUND: Takes the LAST non-Player mesh because modelers may leave prototype meshes
// in the .glb. Revert to first non-Player mesh once modeler workflow is standardized.
int targetMeshIdx = -1;
if (meshes != null) {
for (int mi = 0; mi < meshes.size(); mi++) {
JsonObject mesh = meshes.get(mi).getAsJsonObject();
String meshName = mesh.has("name") ? mesh.get("name").getAsString() : "";
if (!"Player".equals(meshName)) {
targetMeshIdx = mi;
}
}
}
// -- Parse root material names (for tint channel detection) --
String[] materialNames = GlbParserUtils.parseMaterialNames(root);
// Mesh data: empty arrays if no mesh found (animation-only GLB)
float[] positions;
float[] normals;
float[] texCoords;
int[] indices;
int vertexCount;
int[] meshJoints;
float[] weights;
List<GltfData.Primitive> parsedPrimitives = new ArrayList<>();
if (targetMeshIdx >= 0) {
JsonObject mesh = meshes.get(targetMeshIdx).getAsJsonObject();
JsonArray primitives = mesh.getAsJsonArray("primitives");
// -- Accumulate vertex data from ALL primitives --
List<float[]> allPositions = new ArrayList<>();
List<float[]> allNormals = new ArrayList<>();
List<float[]> allTexCoords = new ArrayList<>();
List<int[]> allJoints = new ArrayList<>();
List<float[]> allWeights = new ArrayList<>();
int cumulativeVertexCount = 0;
for (int pi = 0; pi < primitives.size(); pi++) {
JsonObject primitive = primitives.get(pi).getAsJsonObject();
JsonObject attributes = primitive.getAsJsonObject("attributes");
// -- Read this primitive's vertex data --
float[] primPositions = GlbParserUtils.readFloatAccessor(
accessors, bufferViews, binData,
attributes.get("POSITION").getAsInt()
);
float[] primNormals = attributes.has("NORMAL")
? GlbParserUtils.readFloatAccessor(accessors, bufferViews, binData, attributes.get("NORMAL").getAsInt())
: new float[primPositions.length];
float[] primTexCoords = attributes.has("TEXCOORD_0")
? GlbParserUtils.readFloatAccessor(accessors, bufferViews, binData, attributes.get("TEXCOORD_0").getAsInt())
: new float[primPositions.length / 3 * 2];
int primVertexCount = primPositions.length / 3;
// -- Read this primitive's indices (offset by cumulative vertex count) --
int[] primIndices;
if (primitive.has("indices")) {
primIndices = GlbParserUtils.readIntAccessor(
accessors, bufferViews, binData,
primitive.get("indices").getAsInt()
);
} else {
// Non-indexed: generate sequential indices
primIndices = new int[primVertexCount];
for (int i = 0; i < primVertexCount; i++) primIndices[i] = i;
}
// Offset indices by cumulative vertex count from prior primitives
if (cumulativeVertexCount > 0) {
for (int i = 0; i < primIndices.length; i++) {
primIndices[i] += cumulativeVertexCount;
}
}
// -- Read skinning attributes for this primitive --
int[] primJoints = new int[primVertexCount * 4];
float[] primWeights = new float[primVertexCount * 4];
if (attributes.has("JOINTS_0")) {
primJoints = GlbParserUtils.readIntAccessor(
accessors, bufferViews, binData,
attributes.get("JOINTS_0").getAsInt()
);
// Remap vertex joint indices from original skin order to filtered order
for (int i = 0; i < primJoints.length; i++) {
int origIdx = primJoints[i];
if (origIdx >= 0 && origIdx < skinJointRemap.length) {
primJoints[i] = skinJointRemap[origIdx] >= 0 ? skinJointRemap[origIdx] : 0;
} else {
primJoints[i] = 0;
}
}
}
if (attributes.has("WEIGHTS_0")) {
primWeights = GlbParserUtils.readFloatAccessor(
accessors, bufferViews, binData,
attributes.get("WEIGHTS_0").getAsInt()
);
}
// -- Resolve material name and tint channel --
String matName = null;
if (primitive.has("material")) {
int matIdx = primitive.get("material").getAsInt();
if (matIdx >= 0 && matIdx < materialNames.length) {
matName = materialNames[matIdx];
}
}
boolean isTintable = matName != null && matName.startsWith("tintable_");
String tintChannel = isTintable ? matName : null;
parsedPrimitives.add(new GltfData.Primitive(primIndices, matName, isTintable, tintChannel));
allPositions.add(primPositions);
allNormals.add(primNormals);
allTexCoords.add(primTexCoords);
allJoints.add(primJoints);
allWeights.add(primWeights);
cumulativeVertexCount += primVertexCount;
}
// -- Flatten accumulated data into single arrays --
vertexCount = cumulativeVertexCount;
positions = GlbParserUtils.flattenFloats(allPositions);
normals = GlbParserUtils.flattenFloats(allNormals);
texCoords = GlbParserUtils.flattenFloats(allTexCoords);
meshJoints = GlbParserUtils.flattenInts(allJoints);
weights = GlbParserUtils.flattenFloats(allWeights);
// Build union of all primitive indices (for backward-compat indices() accessor)
int totalIndices = 0;
for (GltfData.Primitive p : parsedPrimitives) totalIndices += p.indices().length;
indices = new int[totalIndices];
int offset = 0;
for (GltfData.Primitive p : parsedPrimitives) {
System.arraycopy(p.indices(), 0, indices, offset, p.indices().length);
offset += p.indices().length;
}
} else {
// Animation-only GLB: no mesh data
LOGGER.info("[GltfPipeline] No mesh found in '{}' (animation-only GLB)", debugName);
positions = new float[0];
normals = new float[0];
texCoords = new float[0];
indices = new int[0];
vertexCount = 0;
meshJoints = new int[0];
weights = new float[0];
}
// -- Read ALL animations --
Map<String, GltfData.AnimationClip> allClips = new LinkedHashMap<>();
JsonArray animations = root.getAsJsonArray("animations");
if (animations != null) {
for (int ai = 0; ai < animations.size(); ai++) {
JsonObject anim = animations.get(ai).getAsJsonObject();
String animName = anim.has("name") ? anim.get("name").getAsString() : "animation_" + ai;
// Strip the "ArmatureName|" prefix if present (Blender convention)
if (animName.contains("|")) {
animName = animName.substring(animName.lastIndexOf('|') + 1);
}
GltfData.AnimationClip clip = parseAnimation(anim, accessors, bufferViews, binData, nodeToJoint, jointCount);
if (clip != null) {
allClips.put(animName, clip);
}
}
}
// Default animation = first clip (for backward compat)
GltfData.AnimationClip animClip = allClips.isEmpty() ? null : allClips.values().iterator().next();
LOGGER.info("[GltfPipeline] Parsed '{}': vertices={}, indices={}, joints={}, animations={}",
debugName, vertexCount, indices.length, jointCount, allClips.size());
for (String name : allClips.keySet()) {
LOGGER.debug("[GltfPipeline] animation: '{}'", name);
}
for (int j = 0; j < jointCount; j++) {
Quaternionf rq = restRotations[j];
Vector3f rt = restTranslations[j];
LOGGER.debug(String.format("[GltfPipeline] joint[%d] = '%s', parent=%d, restQ=(%.3f,%.3f,%.3f,%.3f) restT=(%.3f,%.3f,%.3f)",
j, jointNames[j], parentJointIndices[j],
rq.x, rq.y, rq.z, rq.w, rt.x, rt.y, rt.z));
}
// Log animation translation channels for default clip (BEFORE MC conversion)
if (animClip != null && animClip.translations() != null) {
Vector3f[][] animTrans = animClip.translations();
for (int j = 0; j < jointCount; j++) {
if (j < animTrans.length && animTrans[j] != null) {
Vector3f at = animTrans[j][0]; // first frame
Vector3f rt = restTranslations[j];
LOGGER.debug(String.format(
"[GltfPipeline] joint[%d] '%s' has ANIM TRANSLATION: (%.4f,%.4f,%.4f) vs rest (%.4f,%.4f,%.4f) delta=(%.4f,%.4f,%.4f)",
j, jointNames[j],
at.x, at.y, at.z,
rt.x, rt.y, rt.z,
at.x - rt.x, at.y - rt.y, at.z - rt.z));
}
}
} else {
LOGGER.debug("[GltfPipeline] Default animation has NO translation channels");
}
// Save raw glTF rotations BEFORE coordinate conversion (for pose converter)
// MC model space faces +Z just like glTF, so delta quaternions for ModelPart
// rotation should be computed from raw glTF data, not from the converted data.
Quaternionf[] rawRestRotations = new Quaternionf[jointCount];
for (int j = 0; j < jointCount; j++) {
rawRestRotations[j] = new Quaternionf(restRotations[j]);
}
// Build raw copies of ALL animation clips (before MC conversion)
Map<String, GltfData.AnimationClip> rawAllClips = new LinkedHashMap<>();
for (Map.Entry<String, GltfData.AnimationClip> entry : allClips.entrySet()) {
rawAllClips.put(entry.getKey(), GlbParserUtils.deepCopyClip(entry.getValue()));
}
GltfData.AnimationClip rawAnimClip = rawAllClips.isEmpty() ? null : rawAllClips.values().iterator().next();
// Convert from glTF coordinate system (Y-up, faces +Z) to MC (Y-up, faces -Z)
// This is a 180° rotation around Y: negate X and Z for all spatial data
// Convert ALL animation clips to MC space
for (GltfData.AnimationClip clip : allClips.values()) {
GlbParserUtils.convertAnimationToMinecraftSpace(clip, jointCount);
}
convertToMinecraftSpace(positions, normals, restTranslations, restRotations,
inverseBindMatrices, null, jointCount); // pass null — clips already converted above
LOGGER.debug("[GltfPipeline] Converted all data to Minecraft coordinate space");
return new GltfData(
positions, normals, texCoords,
indices, meshJoints, weights,
jointNames, parentJointIndices,
inverseBindMatrices,
restRotations, restTranslations,
rawRestRotations,
rawAnimClip,
animClip,
allClips, rawAllClips,
parsedPrimitives,
vertexCount, jointCount
);
}
// ---- Animation parsing ----
private static GltfData.AnimationClip parseAnimation(
JsonObject animation,
JsonArray accessors, JsonArray bufferViews,
ByteBuffer binData,
int[] nodeToJoint, int jointCount
) {
JsonArray channels = animation.getAsJsonArray("channels");
JsonArray samplers = animation.getAsJsonArray("samplers");
// Collect rotation and translation channels
List<Integer> rotJoints = new ArrayList<>();
List<float[]> rotTimestamps = new ArrayList<>();
List<Quaternionf[]> rotValues = new ArrayList<>();
List<Integer> transJoints = new ArrayList<>();
List<float[]> transTimestamps = new ArrayList<>();
List<Vector3f[]> transValues = new ArrayList<>();
for (JsonElement chElem : channels) {
JsonObject channel = chElem.getAsJsonObject();
JsonObject target = channel.getAsJsonObject("target");
String path = target.get("path").getAsString();
int nodeIdx = target.get("node").getAsInt();
if (nodeIdx >= nodeToJoint.length || nodeToJoint[nodeIdx] < 0) continue;
int jointIdx = nodeToJoint[nodeIdx];
int samplerIdx = channel.get("sampler").getAsInt();
JsonObject sampler = samplers.get(samplerIdx).getAsJsonObject();
float[] times = GlbParserUtils.readFloatAccessor(
accessors, bufferViews, binData,
sampler.get("input").getAsInt()
);
if ("rotation".equals(path)) {
float[] quats = GlbParserUtils.readFloatAccessor(
accessors, bufferViews, binData,
sampler.get("output").getAsInt()
);
Quaternionf[] qArr = new Quaternionf[times.length];
for (int i = 0; i < times.length; i++) {
qArr[i] = new Quaternionf(
quats[i * 4], quats[i * 4 + 1],
quats[i * 4 + 2], quats[i * 4 + 3]
);
}
rotJoints.add(jointIdx);
rotTimestamps.add(times);
rotValues.add(qArr);
} else if ("translation".equals(path)) {
float[] vecs = GlbParserUtils.readFloatAccessor(
accessors, bufferViews, binData,
sampler.get("output").getAsInt()
);
Vector3f[] tArr = new Vector3f[times.length];
for (int i = 0; i < times.length; i++) {
tArr[i] = new Vector3f(
vecs[i * 3], vecs[i * 3 + 1], vecs[i * 3 + 2]
);
}
transJoints.add(jointIdx);
transTimestamps.add(times);
transValues.add(tArr);
}
}
if (rotJoints.isEmpty() && transJoints.isEmpty()) return null;
// Use the first available channel's timestamps as reference
float[] timestamps = !rotTimestamps.isEmpty()
? rotTimestamps.get(0)
: transTimestamps.get(0);
int frameCount = timestamps.length;
// Build per-joint rotation arrays (null if no animation for that joint)
Quaternionf[][] rotations = new Quaternionf[jointCount][];
for (int i = 0; i < rotJoints.size(); i++) {
int jIdx = rotJoints.get(i);
Quaternionf[] vals = rotValues.get(i);
rotations[jIdx] = new Quaternionf[frameCount];
for (int f = 0; f < frameCount; f++) {
rotations[jIdx][f] = f < vals.length ? vals[f] : vals[vals.length - 1];
}
}
// Build per-joint translation arrays (null if no animation for that joint)
Vector3f[][] translations = new Vector3f[jointCount][];
for (int i = 0; i < transJoints.size(); i++) {
int jIdx = transJoints.get(i);
Vector3f[] vals = transValues.get(i);
translations[jIdx] = new Vector3f[frameCount];
for (int f = 0; f < frameCount; f++) {
translations[jIdx][f] = f < vals.length
? new Vector3f(vals[f])
: new Vector3f(vals[vals.length - 1]);
}
}
// Log translation channels found
if (!transJoints.isEmpty()) {
LOGGER.debug("[GltfPipeline] Animation has {} translation channel(s)",
transJoints.size());
}
return new GltfData.AnimationClip(timestamps, rotations, translations, frameCount);
}
// ---- Coordinate system conversion ----
/**
* Convert all spatial data from glTF space to MC model-def space.
* The Blender-exported character faces -Z in glTF, same as MC model-def.
* Only X (right→left) and Y (up→down) differ between the two spaces.
* Equivalent to a 180° rotation around Z: negate X and Y components.
*
* For positions/normals/translations: (x,y,z) → (-x, -y, z)
* For quaternions: (x,y,z,w) → (-x, -y, z, w) (conjugation by 180° Z)
* For matrices: M → C * M * C where C = diag(-1, -1, 1, 1)
*/
private static void convertToMinecraftSpace(
float[] positions, float[] normals,
Vector3f[] restTranslations, Quaternionf[] restRotations,
Matrix4f[] inverseBindMatrices,
GltfData.AnimationClip animClip, int jointCount
) {
// Vertex positions: negate X and Y
for (int i = 0; i < positions.length; i += 3) {
positions[i] = -positions[i]; // X
positions[i + 1] = -positions[i + 1]; // Y
}
// Vertex normals: negate X and Y
for (int i = 0; i < normals.length; i += 3) {
normals[i] = -normals[i];
normals[i + 1] = -normals[i + 1];
}
// Rest translations: negate X and Y
for (Vector3f t : restTranslations) {
t.x = -t.x;
t.y = -t.y;
}
// Rest rotations: conjugate by 180° Z = negate qx and qy
for (Quaternionf q : restRotations) {
q.x = -q.x;
q.y = -q.y;
}
// Inverse bind matrices: C * M * C where C = diag(-1, -1, 1)
Matrix4f C = new Matrix4f().scaling(-1, -1, 1);
Matrix4f temp = new Matrix4f();
for (Matrix4f ibm : inverseBindMatrices) {
temp.set(C).mul(ibm).mul(C);
ibm.set(temp);
}
// Animation quaternions: same conjugation
if (animClip != null) {
Quaternionf[][] rotations = animClip.rotations();
for (int j = 0; j < jointCount; j++) {
if (j < rotations.length && rotations[j] != null) {
for (Quaternionf q : rotations[j]) {
q.x = -q.x;
q.y = -q.y;
}
}
}
// Animation translations: negate X and Y (same as rest translations)
Vector3f[][] translations = animClip.translations();
if (translations != null) {
for (int j = 0; j < jointCount; j++) {
if (j < translations.length && translations[j] != null) {
for (Vector3f t : translations[j]) {
t.x = -t.x;
t.y = -t.y;
}
}
}
}
}
}
}

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@@ -0,0 +1,253 @@
package com.tiedup.remake.client.gltf;
import com.google.gson.JsonArray;
import com.google.gson.JsonObject;
import java.nio.ByteBuffer;
import java.util.List;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
* Shared stateless utilities for parsing binary glTF (.glb) files.
*
* <p>These methods are used by both {@link GlbParser} (single-armature bondage meshes)
* and {@link com.tiedup.remake.v2.furniture.client.FurnitureGlbParser FurnitureGlbParser}
* (multi-armature furniture meshes). Extracted to eliminate ~160 lines of verbatim
* duplication between the two parsers.</p>
*
* <p>All methods are pure functions (no state, no side effects).</p>
*/
public final class GlbParserUtils {
// glTF component type constants
public static final int BYTE = 5120;
public static final int UNSIGNED_BYTE = 5121;
public static final int SHORT = 5122;
public static final int UNSIGNED_SHORT = 5123;
public static final int UNSIGNED_INT = 5125;
public static final int FLOAT = 5126;
private GlbParserUtils() {}
// ---- Material name parsing ----
/**
* Parse the root "materials" array and extract each material's "name" field.
* Returns an empty array if no materials are present.
*/
public static String[] parseMaterialNames(JsonObject root) {
if (!root.has("materials") || !root.get("materials").isJsonArray()) {
return new String[0];
}
JsonArray materials = root.getAsJsonArray("materials");
String[] names = new String[materials.size()];
for (int i = 0; i < materials.size(); i++) {
JsonObject mat = materials.get(i).getAsJsonObject();
names[i] = mat.has("name") ? mat.get("name").getAsString() : null;
}
return names;
}
// ---- Array flattening utilities ----
public static float[] flattenFloats(List<float[]> arrays) {
int total = 0;
for (float[] a : arrays) total += a.length;
float[] result = new float[total];
int offset = 0;
for (float[] a : arrays) {
System.arraycopy(a, 0, result, offset, a.length);
offset += a.length;
}
return result;
}
public static int[] flattenInts(List<int[]> arrays) {
int total = 0;
for (int[] a : arrays) total += a.length;
int[] result = new int[total];
int offset = 0;
for (int[] a : arrays) {
System.arraycopy(a, 0, result, offset, a.length);
offset += a.length;
}
return result;
}
// ---- Accessor reading utilities ----
public static float[] readFloatAccessor(
JsonArray accessors, JsonArray bufferViews,
ByteBuffer binData, int accessorIdx
) {
JsonObject accessor = accessors.get(accessorIdx).getAsJsonObject();
int count = accessor.get("count").getAsInt();
int componentType = accessor.get("componentType").getAsInt();
String type = accessor.get("type").getAsString();
int components = typeComponents(type);
int bvIdx = accessor.get("bufferView").getAsInt();
JsonObject bv = bufferViews.get(bvIdx).getAsJsonObject();
int byteOffset = (bv.has("byteOffset") ? bv.get("byteOffset").getAsInt() : 0)
+ (accessor.has("byteOffset") ? accessor.get("byteOffset").getAsInt() : 0);
int byteStride = bv.has("byteStride") ? bv.get("byteStride").getAsInt() : 0;
int totalElements = count * components;
float[] result = new float[totalElements];
int componentSize = componentByteSize(componentType);
int stride = byteStride > 0 ? byteStride : components * componentSize;
for (int i = 0; i < count; i++) {
int pos = byteOffset + i * stride;
for (int c = 0; c < components; c++) {
binData.position(pos + c * componentSize);
result[i * components + c] = readComponentAsFloat(binData, componentType);
}
}
return result;
}
public static int[] readIntAccessor(
JsonArray accessors, JsonArray bufferViews,
ByteBuffer binData, int accessorIdx
) {
JsonObject accessor = accessors.get(accessorIdx).getAsJsonObject();
int count = accessor.get("count").getAsInt();
int componentType = accessor.get("componentType").getAsInt();
String type = accessor.get("type").getAsString();
int components = typeComponents(type);
int bvIdx = accessor.get("bufferView").getAsInt();
JsonObject bv = bufferViews.get(bvIdx).getAsJsonObject();
int byteOffset = (bv.has("byteOffset") ? bv.get("byteOffset").getAsInt() : 0)
+ (accessor.has("byteOffset") ? accessor.get("byteOffset").getAsInt() : 0);
int byteStride = bv.has("byteStride") ? bv.get("byteStride").getAsInt() : 0;
int totalElements = count * components;
int[] result = new int[totalElements];
int componentSize = componentByteSize(componentType);
int stride = byteStride > 0 ? byteStride : components * componentSize;
for (int i = 0; i < count; i++) {
int pos = byteOffset + i * stride;
for (int c = 0; c < components; c++) {
binData.position(pos + c * componentSize);
result[i * components + c] = readComponentAsInt(binData, componentType);
}
}
return result;
}
public static float readComponentAsFloat(ByteBuffer buf, int componentType) {
return switch (componentType) {
case FLOAT -> buf.getFloat();
case BYTE -> buf.get() / 127.0f;
case UNSIGNED_BYTE -> (buf.get() & 0xFF) / 255.0f;
case SHORT -> buf.getShort() / 32767.0f;
case UNSIGNED_SHORT -> (buf.getShort() & 0xFFFF) / 65535.0f;
case UNSIGNED_INT -> (buf.getInt() & 0xFFFFFFFFL) / (float) 0xFFFFFFFFL;
default -> throw new IllegalArgumentException("Unknown component type: " + componentType);
};
}
public static int readComponentAsInt(ByteBuffer buf, int componentType) {
return switch (componentType) {
case BYTE -> buf.get();
case UNSIGNED_BYTE -> buf.get() & 0xFF;
case SHORT -> buf.getShort();
case UNSIGNED_SHORT -> buf.getShort() & 0xFFFF;
case UNSIGNED_INT -> buf.getInt();
case FLOAT -> (int) buf.getFloat();
default -> throw new IllegalArgumentException("Unknown component type: " + componentType);
};
}
public static int typeComponents(String type) {
return switch (type) {
case "SCALAR" -> 1;
case "VEC2" -> 2;
case "VEC3" -> 3;
case "VEC4" -> 4;
case "MAT4" -> 16;
default -> throw new IllegalArgumentException("Unknown accessor type: " + type);
};
}
public static int componentByteSize(int componentType) {
return switch (componentType) {
case BYTE, UNSIGNED_BYTE -> 1;
case SHORT, UNSIGNED_SHORT -> 2;
case UNSIGNED_INT, FLOAT -> 4;
default -> throw new IllegalArgumentException("Unknown component type: " + componentType);
};
}
// ---- Deep-copy utility ----
/**
* Deep-copy an AnimationClip (preserves original data before MC conversion).
*/
public static GltfData.AnimationClip deepCopyClip(GltfData.AnimationClip clip) {
Quaternionf[][] rawRotations = new Quaternionf[clip.rotations().length][];
for (int j = 0; j < clip.rotations().length; j++) {
if (clip.rotations()[j] != null) {
rawRotations[j] = new Quaternionf[clip.rotations()[j].length];
for (int f = 0; f < clip.rotations()[j].length; f++) {
rawRotations[j][f] = new Quaternionf(clip.rotations()[j][f]);
}
}
}
Vector3f[][] rawTranslations = null;
if (clip.translations() != null) {
rawTranslations = new Vector3f[clip.translations().length][];
for (int j = 0; j < clip.translations().length; j++) {
if (clip.translations()[j] != null) {
rawTranslations[j] = new Vector3f[clip.translations()[j].length];
for (int f = 0; f < clip.translations()[j].length; f++) {
rawTranslations[j][f] = new Vector3f(clip.translations()[j][f]);
}
}
}
}
return new GltfData.AnimationClip(
clip.timestamps().clone(), rawRotations, rawTranslations,
clip.frameCount()
);
}
// ---- Coordinate system conversion ----
/**
* Convert an animation clip's rotations and translations to MC space.
* Negate qx/qy for rotations and negate tx/ty for translations.
*/
public static void convertAnimationToMinecraftSpace(GltfData.AnimationClip clip, int jointCount) {
if (clip == null) return;
Quaternionf[][] rotations = clip.rotations();
for (int j = 0; j < jointCount; j++) {
if (j < rotations.length && rotations[j] != null) {
for (Quaternionf q : rotations[j]) {
q.x = -q.x;
q.y = -q.y;
}
}
}
Vector3f[][] translations = clip.translations();
if (translations != null) {
for (int j = 0; j < jointCount; j++) {
if (j < translations.length && translations[j] != null) {
for (Vector3f t : translations[j]) {
t.x = -t.x;
t.y = -t.y;
}
}
}
}
}
}

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package com.tiedup.remake.client.gltf;
import com.tiedup.remake.client.animation.BondageAnimationManager;
import com.tiedup.remake.client.animation.context.AnimationContext;
import com.tiedup.remake.client.animation.context.ContextAnimationFactory;
import com.tiedup.remake.client.animation.context.GlbAnimationResolver;
import com.tiedup.remake.client.animation.context.RegionBoneMapper;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import java.util.HashSet;
import java.util.List;
import java.util.Map;
import java.util.Set;
import java.util.TreeSet;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import org.jetbrains.annotations.Nullable;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.LivingEntity;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* V2 Animation Applier -- manages dual-layer animation for V2 bondage items.
*
* <p>Orchestrates two PlayerAnimator layers simultaneously:
* <ul>
* <li><b>Context layer</b> (priority 40): base body posture (stand/sit/kneel/sneak/walk)
* with item-owned parts disabled, via {@link ContextAnimationFactory}</li>
* <li><b>Item layer</b> (priority 42): per-item GLB animation with only owned bones enabled,
* via {@link GltfPoseConverter#convertSelective}</li>
* </ul>
*
* <p>Each equipped V2 item controls ONLY the bones matching its occupied body regions.
* Bones not owned by any item pass through from the context layer, which provides the
* appropriate base posture animation.
*
* <p>State tracking avoids redundant animation replays: a composite key of
* {@code animSource|context|ownedParts} is compared per-entity to skip no-op updates.
*
* <p>Item animations are cached by {@code animSource#context#ownedParts} since the same
* GLB + context + owned parts always produces the same KeyframeAnimation.
*
* @see ContextAnimationFactory
* @see GlbAnimationResolver
* @see GltfPoseConverter#convertSelective
* @see BondageAnimationManager
*/
@OnlyIn(Dist.CLIENT)
public final class GltfAnimationApplier {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
/**
* Cache of converted item-layer KeyframeAnimations.
* Keyed by "animSource#context#ownedPartsHash".
* Same GLB + same context + same owned parts = same KeyframeAnimation.
*/
private static final Map<String, KeyframeAnimation> itemAnimCache = new ConcurrentHashMap<>();
/**
* Track which composite state is currently active per entity, to avoid redundant replays.
* Keyed by entity UUID, value is "animSource|context|sortedParts".
*/
private static final Map<UUID, String> activeStateKeys = new ConcurrentHashMap<>();
/** Track cache keys where GLB loading failed, to avoid per-tick retries. */
private static final Set<String> failedLoadKeys = ConcurrentHashMap.newKeySet();
private GltfAnimationApplier() {}
// ========================================
// INIT (legacy)
// ========================================
/**
* Legacy init method -- called by GltfClientSetup.
* No-op: layer registration is handled by {@link BondageAnimationManager#init()}.
*/
public static void init() {
// No-op: animation layers are managed by BondageAnimationManager
}
// ========================================
// V2 DUAL-LAYER API
// ========================================
/**
* Apply the full V2 animation state: context layer + item layer.
*
* <p>Flow:
* <ol>
* <li>Build a composite state key and skip if unchanged</li>
* <li>Create/retrieve a context animation with disabledOnContext parts disabled,
* play on context layer via {@link BondageAnimationManager#playContext}</li>
* <li>Load the GLB (from {@code animationSource} or {@code modelLoc}),
* resolve the named animation via {@link GlbAnimationResolver#resolve},
* convert with selective parts via {@link GltfPoseConverter#convertSelective},
* play on item layer via {@link BondageAnimationManager#playDirect}</li>
* </ol>
*
* <p>The ownership model enables "free bone" animation: if a bone is not claimed
* by any item, the winning item can animate it IF its GLB has keyframes for that bone.
* This allows a straitjacket (ARMS+TORSO) to also animate free legs.</p>
*
* @param entity the entity to animate
* @param modelLoc the item's GLB model (for mesh rendering, and default animation source)
* @param animationSource separate GLB for animations (shared template), or null to use modelLoc
* @param context current animation context (STAND_IDLE, SIT_IDLE, etc.)
* @param ownership bone ownership: which parts this item owns vs other items
* @return true if the item layer animation was applied successfully
*/
public static boolean applyV2Animation(LivingEntity entity, ResourceLocation modelLoc,
@Nullable ResourceLocation animationSource,
AnimationContext context, RegionBoneMapper.BoneOwnership ownership) {
if (entity == null || modelLoc == null) return false;
ResourceLocation animSource = animationSource != null ? animationSource : modelLoc;
// Cache key includes both owned and enabled parts for full disambiguation
String ownedKey = canonicalPartsKey(ownership.thisParts());
String enabledKey = canonicalPartsKey(ownership.enabledParts());
String partsKey = ownedKey + ";" + enabledKey;
// Build composite state key to avoid redundant updates
String stateKey = animSource + "|" + context.name() + "|" + partsKey;
String currentKey = activeStateKeys.get(entity.getUUID());
if (stateKey.equals(currentKey)) {
return true; // Already active, no-op
}
// === Layer 1: Context animation (base body posture) ===
// Parts owned by ANY item (this or others) are disabled on the context layer.
// Only free parts remain enabled on context.
KeyframeAnimation contextAnim = ContextAnimationFactory.create(
context, ownership.disabledOnContext());
if (contextAnim != null) {
BondageAnimationManager.playContext(entity, contextAnim);
}
// === Layer 2: Item animation (GLB pose with selective bones) ===
String itemCacheKey = buildItemCacheKey(animSource, context, partsKey);
// Skip if this GLB already failed to load
if (failedLoadKeys.contains(itemCacheKey)) {
activeStateKeys.put(entity.getUUID(), stateKey);
return false;
}
KeyframeAnimation itemAnim = itemAnimCache.get(itemCacheKey);
if (itemAnim == null) {
GltfData animData = GlbAnimationResolver.resolveAnimationData(modelLoc, animationSource);
if (animData == null) {
LOGGER.warn("[GltfPipeline] Failed to load animation GLB: {}", animSource);
failedLoadKeys.add(itemCacheKey);
activeStateKeys.put(entity.getUUID(), stateKey);
return false;
}
// Resolve which named animation to use (with fallback chain + variant selection)
String glbAnimName = GlbAnimationResolver.resolve(animData, context);
// Pass both owned parts and enabled parts (owned + free) for selective enabling
itemAnim = GltfPoseConverter.convertSelective(
animData, glbAnimName, ownership.thisParts(), ownership.enabledParts());
itemAnimCache.put(itemCacheKey, itemAnim);
}
BondageAnimationManager.playDirect(entity, itemAnim);
activeStateKeys.put(entity.getUUID(), stateKey);
return true;
}
/**
* Apply V2 animation from ALL equipped items simultaneously.
*
* <p>Each item contributes keyframes for only its owned bones into a shared
* {@link KeyframeAnimation.AnimationBuilder}. The first item in the list (highest priority)
* can additionally animate free bones if its GLB has keyframes for them.</p>
*
* @param entity the entity to animate
* @param items resolved V2 items with per-item ownership, sorted by priority desc
* @param context current animation context
* @param allOwnedParts union of all owned parts across all items
* @return true if the composite animation was applied
*/
public static boolean applyMultiItemV2Animation(LivingEntity entity,
List<RegionBoneMapper.V2ItemAnimInfo> items,
AnimationContext context, Set<String> allOwnedParts) {
if (entity == null || items.isEmpty()) return false;
// Build composite state key
StringBuilder keyBuilder = new StringBuilder();
for (RegionBoneMapper.V2ItemAnimInfo item : items) {
ResourceLocation src = item.animSource() != null ? item.animSource() : item.modelLoc();
keyBuilder.append(src).append(':').append(canonicalPartsKey(item.ownedParts())).append(';');
}
keyBuilder.append(context.name());
String stateKey = keyBuilder.toString();
String currentKey = activeStateKeys.get(entity.getUUID());
if (stateKey.equals(currentKey)) {
return true; // Already active
}
// === Layer 1: Context animation ===
KeyframeAnimation contextAnim = ContextAnimationFactory.create(context, allOwnedParts);
if (contextAnim != null) {
BondageAnimationManager.playContext(entity, contextAnim);
}
// === Layer 2: Composite item animation ===
String compositeCacheKey = "multi#" + stateKey;
if (failedLoadKeys.contains(compositeCacheKey)) {
activeStateKeys.put(entity.getUUID(), stateKey);
return false;
}
KeyframeAnimation compositeAnim = itemAnimCache.get(compositeCacheKey);
if (compositeAnim == null) {
KeyframeAnimation.AnimationBuilder builder =
new KeyframeAnimation.AnimationBuilder(
dev.kosmx.playerAnim.core.data.AnimationFormat.JSON_EMOTECRAFT);
builder.beginTick = 0;
builder.endTick = 1;
builder.stopTick = 1;
builder.isLooped = true;
builder.returnTick = 0;
builder.name = "gltf_composite";
boolean anyLoaded = false;
for (int i = 0; i < items.size(); i++) {
RegionBoneMapper.V2ItemAnimInfo item = items.get(i);
ResourceLocation animSource = item.animSource() != null ? item.animSource() : item.modelLoc();
GltfData animData = GlbAnimationResolver.resolveAnimationData(item.modelLoc(), item.animSource());
if (animData == null) {
LOGGER.warn("[GltfPipeline] Failed to load GLB for multi-item: {}", animSource);
continue;
}
String glbAnimName = GlbAnimationResolver.resolve(animData, context);
GltfData.AnimationClip rawClip;
if (glbAnimName != null) {
rawClip = animData.getRawAnimation(glbAnimName);
} else {
rawClip = null;
}
if (rawClip == null) {
rawClip = animData.rawGltfAnimation();
}
// Compute effective parts: intersect animation_bones whitelist with ownedParts
// if the item declares per-animation bone filtering.
Set<String> effectiveParts = item.ownedParts();
if (glbAnimName != null && !item.animationBones().isEmpty()) {
Set<String> override = item.animationBones().get(glbAnimName);
if (override != null) {
Set<String> filtered = new HashSet<>(override);
filtered.retainAll(item.ownedParts());
if (!filtered.isEmpty()) {
effectiveParts = filtered;
}
}
}
GltfPoseConverter.addBonesToBuilder(
builder, animData, rawClip, effectiveParts);
anyLoaded = true;
LOGGER.debug("[GltfPipeline] Multi-item: {} -> owned={}, effective={}, anim={}",
animSource, item.ownedParts(), effectiveParts, glbAnimName);
}
if (!anyLoaded) {
failedLoadKeys.add(compositeCacheKey);
activeStateKeys.put(entity.getUUID(), stateKey);
return false;
}
// Enable only owned parts on the item layer.
// Free parts (head, body, etc. not owned by any item) are disabled here
// so they pass through to the context layer / vanilla animation.
String[] allPartNames = {"head", "body", "rightArm", "leftArm", "rightLeg", "leftLeg"};
for (String partName : allPartNames) {
KeyframeAnimation.StateCollection part = getPartByName(builder, partName);
if (part != null) {
if (allOwnedParts.contains(partName)) {
part.fullyEnablePart(false);
} else {
part.setEnabled(false);
}
}
}
compositeAnim = builder.build();
itemAnimCache.put(compositeCacheKey, compositeAnim);
}
BondageAnimationManager.playDirect(entity, compositeAnim);
activeStateKeys.put(entity.getUUID(), stateKey);
return true;
}
// ========================================
// CLEAR / QUERY
// ========================================
/**
* Clear all V2 animation layers from an entity and remove tracking.
* Stops both the context layer and the item layer.
*
* @param entity the entity to clear animations from
*/
public static void clearV2Animation(LivingEntity entity) {
if (entity == null) return;
activeStateKeys.remove(entity.getUUID());
BondageAnimationManager.stopContext(entity);
BondageAnimationManager.stopAnimation(entity);
}
/**
* Check if an entity has active V2 animation state.
*
* @param entity the entity to check
* @return true if the entity has an active V2 animation state key
*/
public static boolean hasActiveState(LivingEntity entity) {
return entity != null && activeStateKeys.containsKey(entity.getUUID());
}
/**
* Remove tracking for an entity (e.g., on logout/unload).
* Does NOT stop any currently playing animation -- use {@link #clearV2Animation} for that.
*
* @param entityId UUID of the entity to stop tracking
*/
public static void removeTracking(UUID entityId) {
activeStateKeys.remove(entityId);
}
// ========================================
// CACHE MANAGEMENT
// ========================================
/**
* Invalidate all cached item animations and tracking state.
* Call this on resource reload (F3+T) to pick up changed GLB/JSON files.
*
* <p>Does NOT clear ContextAnimationFactory or ContextGlbRegistry here.
* Those are cleared in the reload listener AFTER ContextGlbRegistry.reload()
* to prevent the render thread from caching stale JSON fallbacks during
* the window between clear and repopulate.</p>
*/
public static void invalidateCache() {
itemAnimCache.clear();
activeStateKeys.clear();
failedLoadKeys.clear();
}
/**
* Clear all state (cache + tracking). Called on world unload.
* Clears everything including context caches (no concurrent reload during unload).
*/
public static void clearAll() {
itemAnimCache.clear();
activeStateKeys.clear();
failedLoadKeys.clear();
com.tiedup.remake.client.animation.context.ContextGlbRegistry.clear();
ContextAnimationFactory.clearCache();
}
// ========================================
// LEGACY F9 DEBUG TOGGLE
// ========================================
private static boolean debugEnabled = false;
/**
* Toggle debug mode via F9 key.
* When enabled, applies handcuffs V2 animation (rightArm + leftArm) to the local player
* using STAND_IDLE context. When disabled, clears all V2 animation.
*/
public static void toggle() {
debugEnabled = !debugEnabled;
LOGGER.info("[GltfPipeline] Debug toggle: {}", debugEnabled ? "ON" : "OFF");
AbstractClientPlayer player = Minecraft.getInstance().player;
if (player == null) return;
if (debugEnabled) {
ResourceLocation modelLoc = ResourceLocation.fromNamespaceAndPath(
"tiedup", "models/gltf/v2/handcuffs/cuffs_prototype.glb"
);
Set<String> armParts = Set.of("rightArm", "leftArm");
RegionBoneMapper.BoneOwnership debugOwnership =
new RegionBoneMapper.BoneOwnership(armParts, Set.of());
applyV2Animation(player, modelLoc, null, AnimationContext.STAND_IDLE, debugOwnership);
} else {
clearV2Animation(player);
}
}
/**
* Whether F9 debug mode is currently enabled.
*/
public static boolean isEnabled() {
return debugEnabled;
}
// ========================================
// INTERNAL
// ========================================
/**
* Build cache key for item-layer animations.
* Format: "animSource#contextName#sortedParts"
*/
private static String buildItemCacheKey(ResourceLocation animSource,
AnimationContext context, String partsKey) {
return animSource + "#" + context.name() + "#" + partsKey;
}
/**
* Build a canonical, deterministic string from the owned parts set.
* Sorted alphabetically and joined by comma — guarantees no hash collisions.
*/
private static String canonicalPartsKey(Set<String> ownedParts) {
return String.join(",", new TreeSet<>(ownedParts));
}
/**
* Look up an {@link KeyframeAnimation.StateCollection} by part name on a builder.
*/
private static KeyframeAnimation.StateCollection getPartByName(
KeyframeAnimation.AnimationBuilder builder, String name) {
return switch (name) {
case "head" -> builder.head;
case "body" -> builder.body;
case "rightArm" -> builder.rightArm;
case "leftArm" -> builder.leftArm;
case "rightLeg" -> builder.rightLeg;
case "leftLeg" -> builder.leftLeg;
default -> null;
};
}
}

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package com.tiedup.remake.client.gltf;
import java.util.HashMap;
import java.util.Map;
import java.util.Set;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Maps glTF bone names to Minecraft HumanoidModel parts.
* Handles upper bones (full rotation) and lower bones (bend only).
*/
@OnlyIn(Dist.CLIENT)
public final class GltfBoneMapper {
/** Maps glTF bone name -> MC model part field name */
private static final Map<String, String> BONE_TO_PART = new HashMap<>();
/** Lower bones that represent bend (elbow/knee) */
private static final Set<String> LOWER_BONES = Set.of(
"leftLowerArm", "rightLowerArm",
"leftLowerLeg", "rightLowerLeg"
);
/** Maps lower bone name -> corresponding upper bone name */
private static final Map<String, String> LOWER_TO_UPPER = Map.of(
"leftLowerArm", "leftUpperArm",
"rightLowerArm", "rightUpperArm",
"leftLowerLeg", "leftUpperLeg",
"rightLowerLeg", "rightUpperLeg"
);
static {
BONE_TO_PART.put("body", "body");
BONE_TO_PART.put("torso", "body");
BONE_TO_PART.put("head", "head");
BONE_TO_PART.put("leftUpperArm", "leftArm");
BONE_TO_PART.put("leftLowerArm", "leftArm");
BONE_TO_PART.put("rightUpperArm", "rightArm");
BONE_TO_PART.put("rightLowerArm", "rightArm");
BONE_TO_PART.put("leftUpperLeg", "leftLeg");
BONE_TO_PART.put("leftLowerLeg", "leftLeg");
BONE_TO_PART.put("rightUpperLeg", "rightLeg");
BONE_TO_PART.put("rightLowerLeg", "rightLeg");
}
private GltfBoneMapper() {}
/**
* Get the ModelPart corresponding to a glTF bone name.
*
* @param model the HumanoidModel
* @param boneName glTF bone name
* @return the ModelPart, or null if not mapped
*/
public static ModelPart getModelPart(HumanoidModel<?> model, String boneName) {
String partName = BONE_TO_PART.get(boneName);
if (partName == null) return null;
return switch (partName) {
case "body" -> model.body;
case "head" -> model.head;
case "leftArm" -> model.leftArm;
case "rightArm" -> model.rightArm;
case "leftLeg" -> model.leftLeg;
case "rightLeg" -> model.rightLeg;
default -> null;
};
}
/**
* Check if this bone represents a lower segment (bend: elbow/knee).
*/
public static boolean isLowerBone(String boneName) {
return LOWER_BONES.contains(boneName);
}
/**
* Get the upper bone name for a given lower bone.
* Returns null if not a lower bone.
*/
public static String getUpperBoneFor(String lowerBoneName) {
return LOWER_TO_UPPER.get(lowerBoneName);
}
/**
* Get the PlayerAnimator part name for a glTF bone.
* Both glTF and PlayerAnimator use "body" for the torso part.
*/
public static String getAnimPartName(String boneName) {
String partName = BONE_TO_PART.get(boneName);
if (partName == null) return null;
return partName;
}
/**
* Check if a bone name is known/mapped.
*/
public static boolean isKnownBone(String boneName) {
return BONE_TO_PART.containsKey(boneName);
}
}

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package com.tiedup.remake.client.gltf;
import java.io.InputStream;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.Minecraft;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.server.packs.resources.Resource;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* Lazy-loading cache for parsed glTF data.
* Loads .glb files via Minecraft's ResourceManager on first access.
*/
@OnlyIn(Dist.CLIENT)
public final class GltfCache {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private static final Map<ResourceLocation, GltfData> CACHE = new ConcurrentHashMap<>();
private GltfCache() {}
/**
* Get parsed glTF data for a resource, loading it on first access.
*
* @param location resource location of the .glb file (e.g. "tiedup:models/gltf/v2/handcuffs/cuffs_prototype.glb")
* @return parsed GltfData, or null if loading failed
*/
public static GltfData get(ResourceLocation location) {
GltfData cached = CACHE.get(location);
if (cached != null) return cached;
try {
Resource resource = Minecraft.getInstance()
.getResourceManager()
.getResource(location)
.orElse(null);
if (resource == null) {
LOGGER.error("[GltfPipeline] Resource not found: {}", location);
return null;
}
try (InputStream is = resource.open()) {
GltfData data = GlbParser.parse(is, location.toString());
CACHE.put(location, data);
return data;
}
} catch (Exception e) {
LOGGER.error("[GltfPipeline] Failed to load GLB: {}", location, e);
return null;
}
}
/** Clear all cached data (call on resource reload). */
public static void clearCache() {
CACHE.clear();
LOGGER.info("[GltfPipeline] Cache cleared");
}
/** Initialize the cache (called during FMLClientSetupEvent). */
public static void init() {
LOGGER.info("[GltfPipeline] GltfCache initialized");
}
}

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package com.tiedup.remake.client.gltf;
import com.mojang.blaze3d.platform.InputConstants;
import com.tiedup.remake.client.animation.context.ContextAnimationFactory;
import com.tiedup.remake.client.animation.context.ContextGlbRegistry;
import com.tiedup.remake.v2.bondage.client.V2BondageRenderLayer;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemReloadListener;
import net.minecraft.client.KeyMapping;
import net.minecraft.client.renderer.entity.player.PlayerRenderer;
import net.minecraft.server.packs.resources.ResourceManager;
import net.minecraft.util.profiling.ProfilerFiller;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.client.event.EntityRenderersEvent;
import net.minecraftforge.client.event.RegisterClientReloadListenersEvent;
import net.minecraftforge.client.event.RegisterKeyMappingsEvent;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent;
import net.minecraft.server.packs.resources.SimplePreparableReloadListener;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
/**
* Forge event registration for the glTF pipeline.
* Registers keybind (F9), render layers, and animation factory.
*/
public final class GltfClientSetup {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private static final String KEY_CATEGORY = "key.categories.tiedup";
static final KeyMapping TOGGLE_KEY = new KeyMapping(
"key.tiedup.gltf_toggle",
InputConstants.Type.KEYSYM,
InputConstants.KEY_F9,
KEY_CATEGORY
);
private GltfClientSetup() {}
/**
* MOD bus event subscribers (FMLClientSetupEvent, RegisterKeyMappings, AddLayers).
*/
@Mod.EventBusSubscriber(
modid = "tiedup",
bus = Mod.EventBusSubscriber.Bus.MOD,
value = Dist.CLIENT
)
public static class ModBusEvents {
@SubscribeEvent
public static void onClientSetup(FMLClientSetupEvent event) {
event.enqueueWork(() -> {
GltfCache.init();
GltfAnimationApplier.init();
LOGGER.info("[GltfPipeline] Client setup complete");
});
}
@SubscribeEvent
public static void onRegisterKeybindings(RegisterKeyMappingsEvent event) {
event.register(TOGGLE_KEY);
LOGGER.info("[GltfPipeline] Keybind registered: F9");
}
@SuppressWarnings("unchecked")
@SubscribeEvent
public static void onAddLayers(EntityRenderersEvent.AddLayers event) {
// Add GltfRenderLayer (prototype/debug with F9 toggle) to player renderers
var defaultRenderer = event.getSkin("default");
if (defaultRenderer instanceof PlayerRenderer playerRenderer) {
playerRenderer.addLayer(new GltfRenderLayer(playerRenderer));
playerRenderer.addLayer(new V2BondageRenderLayer<>(playerRenderer));
LOGGER.info("[GltfPipeline] Render layers added to 'default' player renderer");
}
// Add both layers to slim player renderer (Alex)
var slimRenderer = event.getSkin("slim");
if (slimRenderer instanceof PlayerRenderer playerRenderer) {
playerRenderer.addLayer(new GltfRenderLayer(playerRenderer));
playerRenderer.addLayer(new V2BondageRenderLayer<>(playerRenderer));
LOGGER.info("[GltfPipeline] Render layers added to 'slim' player renderer");
}
}
/**
* Register resource reload listener to clear GLB caches on resource pack reload.
* This ensures re-exported GLB models are picked up without restarting the game.
*/
@SubscribeEvent
public static void onRegisterReloadListeners(RegisterClientReloadListenersEvent event) {
event.registerReloadListener(new SimplePreparableReloadListener<Void>() {
@Override
protected Void prepare(ResourceManager resourceManager, ProfilerFiller profiler) {
return null;
}
@Override
protected void apply(Void nothing, ResourceManager resourceManager, ProfilerFiller profiler) {
GltfCache.clearCache();
GltfAnimationApplier.invalidateCache();
GltfMeshRenderer.clearRenderTypeCache();
// Reload context GLB animations from resource packs FIRST,
// then clear the factory cache so it rebuilds against the
// new GLB registry (prevents stale JSON fallback caching).
ContextGlbRegistry.reload(resourceManager);
ContextAnimationFactory.clearCache();
com.tiedup.remake.v2.furniture.client.FurnitureGltfCache.clear();
LOGGER.info("[GltfPipeline] Caches cleared on resource reload");
}
});
LOGGER.info("[GltfPipeline] Resource reload listener registered");
// Data-driven bondage item definitions (tiedup_items/*.json)
event.registerReloadListener(new DataDrivenItemReloadListener());
LOGGER.info("[GltfPipeline] Data-driven item reload listener registered");
}
}
/**
* FORGE bus event subscribers (ClientTickEvent for keybind toggle).
*/
@Mod.EventBusSubscriber(
modid = "tiedup",
bus = Mod.EventBusSubscriber.Bus.FORGE,
value = Dist.CLIENT
)
public static class ForgeBusEvents {
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
if (event.phase != TickEvent.Phase.END) return;
while (TOGGLE_KEY.consumeClick()) {
GltfAnimationApplier.toggle();
}
}
}
}

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package com.tiedup.remake.client.gltf;
import java.util.Collections;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import org.jetbrains.annotations.Nullable;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
* Immutable container for parsed glTF/GLB data.
* Holds mesh geometry, skinning data, bone hierarchy, and optional animations.
* <p>
* Supports multiple named animations per GLB file. The "default" animation
* (first clip) is accessible via {@link #animation()} and {@link #rawGltfAnimation()}
* for backward compatibility. All animations are available via
* {@link #namedAnimations()}.
*/
public final class GltfData {
// -- Mesh geometry (flattened arrays) --
private final float[] positions; // VEC3, length = vertexCount * 3
private final float[] normals; // VEC3, length = vertexCount * 3
private final float[] texCoords; // VEC2, length = vertexCount * 2
private final int[] indices; // triangle indices
// -- Skinning data (per-vertex, 4 influences) --
private final int[] joints; // 4 joint indices per vertex, length = vertexCount * 4
private final float[] weights; // 4 weights per vertex, length = vertexCount * 4
// -- Bone hierarchy (MC-converted for skinning) --
private final String[] jointNames;
private final int[] parentJointIndices; // -1 for root
private final Matrix4f[] inverseBindMatrices;
private final Quaternionf[] restRotations;
private final Vector3f[] restTranslations;
// -- Raw glTF rotations (unconverted, for pose conversion) --
private final Quaternionf[] rawGltfRestRotations;
@Nullable
private final AnimationClip rawGltfAnimation;
// -- Optional animation clip (MC-converted for skinning) --
@Nullable
private final AnimationClip animation;
// -- Multiple named animations --
private final Map<String, AnimationClip> namedAnimations; // MC-converted
private final Map<String, AnimationClip> rawNamedAnimations; // raw glTF space
// -- Per-primitive material/tint info --
private final List<Primitive> primitives;
// -- Counts --
private final int vertexCount;
private final int jointCount;
/**
* Full constructor with multiple named animations and per-primitive data.
*/
public GltfData(
float[] positions, float[] normals, float[] texCoords,
int[] indices, int[] joints, float[] weights,
String[] jointNames, int[] parentJointIndices,
Matrix4f[] inverseBindMatrices,
Quaternionf[] restRotations, Vector3f[] restTranslations,
Quaternionf[] rawGltfRestRotations,
@Nullable AnimationClip rawGltfAnimation,
@Nullable AnimationClip animation,
Map<String, AnimationClip> namedAnimations,
Map<String, AnimationClip> rawNamedAnimations,
List<Primitive> primitives,
int vertexCount, int jointCount
) {
this.positions = positions;
this.normals = normals;
this.texCoords = texCoords;
this.indices = indices;
this.joints = joints;
this.weights = weights;
this.jointNames = jointNames;
this.parentJointIndices = parentJointIndices;
this.inverseBindMatrices = inverseBindMatrices;
this.restRotations = restRotations;
this.restTranslations = restTranslations;
this.rawGltfRestRotations = rawGltfRestRotations;
this.rawGltfAnimation = rawGltfAnimation;
this.animation = animation;
this.namedAnimations = Collections.unmodifiableMap(new LinkedHashMap<>(namedAnimations));
this.rawNamedAnimations = Collections.unmodifiableMap(new LinkedHashMap<>(rawNamedAnimations));
this.primitives = List.copyOf(primitives);
this.vertexCount = vertexCount;
this.jointCount = jointCount;
}
/**
* Legacy constructor for backward compatibility (single animation only).
*/
public GltfData(
float[] positions, float[] normals, float[] texCoords,
int[] indices, int[] joints, float[] weights,
String[] jointNames, int[] parentJointIndices,
Matrix4f[] inverseBindMatrices,
Quaternionf[] restRotations, Vector3f[] restTranslations,
Quaternionf[] rawGltfRestRotations,
@Nullable AnimationClip rawGltfAnimation,
@Nullable AnimationClip animation,
int vertexCount, int jointCount
) {
this(positions, normals, texCoords, indices, joints, weights,
jointNames, parentJointIndices, inverseBindMatrices,
restRotations, restTranslations, rawGltfRestRotations,
rawGltfAnimation, animation,
new LinkedHashMap<>(), new LinkedHashMap<>(),
List.of(new Primitive(indices, null, false, null)),
vertexCount, jointCount);
}
public float[] positions() { return positions; }
public float[] normals() { return normals; }
public float[] texCoords() { return texCoords; }
public int[] indices() { return indices; }
public int[] joints() { return joints; }
public float[] weights() { return weights; }
public String[] jointNames() { return jointNames; }
public int[] parentJointIndices() { return parentJointIndices; }
public Matrix4f[] inverseBindMatrices() { return inverseBindMatrices; }
public Quaternionf[] restRotations() { return restRotations; }
public Vector3f[] restTranslations() { return restTranslations; }
public Quaternionf[] rawGltfRestRotations() { return rawGltfRestRotations; }
@Nullable
public AnimationClip rawGltfAnimation() { return rawGltfAnimation; }
@Nullable
public AnimationClip animation() { return animation; }
public int vertexCount() { return vertexCount; }
public int jointCount() { return jointCount; }
/** Per-primitive material and tint metadata. One entry per glTF primitive in the mesh. */
public List<Primitive> primitives() { return primitives; }
/** All named animations in MC-converted space. Keys are animation names (e.g. "BasicPose", "Struggle"). */
public Map<String, AnimationClip> namedAnimations() { return namedAnimations; }
/** Get a specific named animation in MC-converted space, or null if not found. */
@Nullable
public AnimationClip getAnimation(String name) { return namedAnimations.get(name); }
/** Get a specific named animation in raw glTF space, or null if not found. */
@Nullable
public AnimationClip getRawAnimation(String name) { return rawNamedAnimations.get(name); }
/**
* Animation clip: per-bone timestamps, quaternion rotations, and optional translations.
*/
public static final class AnimationClip {
private final float[] timestamps; // shared timestamps
private final Quaternionf[][] rotations; // [jointIndex][frameIndex], null if no anim
@Nullable
private final Vector3f[][] translations; // [jointIndex][frameIndex], null if no anim
private final int frameCount;
public AnimationClip(float[] timestamps, Quaternionf[][] rotations,
@Nullable Vector3f[][] translations, int frameCount) {
this.timestamps = timestamps;
this.rotations = rotations;
this.translations = translations;
this.frameCount = frameCount;
}
public float[] timestamps() { return timestamps; }
public Quaternionf[][] rotations() { return rotations; }
@Nullable
public Vector3f[][] translations() { return translations; }
public int frameCount() { return frameCount; }
}
/**
* Per-primitive metadata parsed from the glTF mesh.
* Each primitive corresponds to a material assignment in Blender.
*
* @param indices triangle indices for this primitive (already offset to the unified vertex buffer)
* @param materialName the glTF material name, or null if unassigned
* @param tintable true if the material name starts with "tintable_"
* @param tintChannel the tint channel key (e.g. "tintable_0"), or null if not tintable
*/
public record Primitive(
int[] indices,
@Nullable String materialName,
boolean tintable,
@Nullable String tintChannel
) {}
}

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package com.tiedup.remake.client.gltf;
import dev.kosmx.playerAnim.core.util.Pair;
import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.world.entity.LivingEntity;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
* Reads the LIVE skeleton state from HumanoidModel (after PlayerAnimator + bendy-lib
* have applied all rotations for the current frame) and produces joint matrices
* compatible with {@link GltfSkinningEngine#skinVertex}.
* <p>
* KEY INSIGHT: The ModelPart xRot/yRot/zRot values set by PlayerAnimator represent
* DELTA rotations (difference from rest pose) expressed in the MC model-def frame.
* GltfPoseConverter computed them as parent-frame deltas, decomposed to Euler ZYX.
* <p>
* To reconstruct the correct LOCAL rotation for the glTF hierarchy:
* <pre>
* delta = rotationZYX(zRot, yRot, xRot) // MC-frame delta from ModelPart
* localRot = delta * restQ_mc // delta applied on top of local rest
* </pre>
* No de-parenting is needed because both delta and restQ_mc are already in the
* parent's local frame. The MC-to-glTF conjugation (negate qx,qy) is a homomorphism,
* so frame relationships are preserved through the conversion.
* <p>
* For bones WITHOUT a MC ModelPart (root, torso), use the MC-converted rest rotation
* directly from GltfData.
*/
@OnlyIn(Dist.CLIENT)
public final class GltfLiveBoneReader {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private GltfLiveBoneReader() {}
/**
* Compute joint matrices by reading live skeleton state from the HumanoidModel.
* <p>
* For upper bones: reconstructs the MC-frame delta from ModelPart euler angles,
* then composes with the MC-converted rest rotation to get the local rotation.
* For lower bones: reads bend values from the entity's AnimationApplier and
* composes the bend delta with the local rest rotation.
* For non-animated bones: uses rest rotation from GltfData directly.
* <p>
* The resulting joint matrices should match {@link GltfSkinningEngine#computeJointMatrices}
* when the player is in the rest pose (no animation active).
*
* @param model the HumanoidModel after PlayerAnimator has applied rotations
* @param data parsed glTF data (MC-converted)
* @param entity the living entity being rendered
* @return array of joint matrices ready for skinning, or null on failure
*/
public static Matrix4f[] computeJointMatricesFromModel(
HumanoidModel<?> model, GltfData data, LivingEntity entity
) {
if (model == null || data == null || entity == null) return null;
int jointCount = data.jointCount();
Matrix4f[] jointMatrices = new Matrix4f[jointCount];
Matrix4f[] worldTransforms = new Matrix4f[jointCount];
int[] parents = data.parentJointIndices();
String[] jointNames = data.jointNames();
Quaternionf[] restRotations = data.restRotations();
Vector3f[] restTranslations = data.restTranslations();
// Get the AnimationApplier for bend values (may be null)
AnimationApplier emote = getAnimationApplier(entity);
for (int j = 0; j < jointCount; j++) {
String boneName = jointNames[j];
Quaternionf localRot;
if (GltfBoneMapper.isLowerBone(boneName)) {
// --- Lower bone: reconstruct from bend values ---
localRot = computeLowerBoneLocalRotation(
boneName, j, restRotations, emote
);
} else if (hasUniqueModelPart(boneName)) {
// --- Upper bone with a unique ModelPart ---
ModelPart part = GltfBoneMapper.getModelPart(model, boneName);
if (part != null) {
localRot = computeUpperBoneLocalRotation(
part, j, restRotations
);
} else {
// Fallback: use rest rotation
localRot = new Quaternionf(restRotations[j]);
}
} else {
// --- Non-animated bone (root, torso, etc.): use rest rotation ---
localRot = new Quaternionf(restRotations[j]);
}
// Build local transform: translate(restTranslation) * rotate(localRot)
Matrix4f local = new Matrix4f();
local.translate(restTranslations[j]);
local.rotate(localRot);
// Compose with parent to get world transform
if (parents[j] >= 0 && worldTransforms[parents[j]] != null) {
worldTransforms[j] = new Matrix4f(worldTransforms[parents[j]]).mul(local);
} else {
worldTransforms[j] = new Matrix4f(local);
}
// Final joint matrix = worldTransform * inverseBindMatrix
jointMatrices[j] = new Matrix4f(worldTransforms[j])
.mul(data.inverseBindMatrices()[j]);
}
return jointMatrices;
}
/**
* Compute local rotation for an upper bone that has a unique ModelPart.
* <p>
* ModelPart xRot/yRot/zRot are DELTA rotations (set by PlayerAnimator) expressed
* as ZYX Euler angles in the MC model-def frame. These deltas were originally
* computed by GltfPoseConverter as parent-frame quantities.
* <p>
* The local rotation for the glTF hierarchy is simply:
* <pre>
* delta = rotationZYX(zRot, yRot, xRot)
* localRot = delta * restQ_mc
* </pre>
* No de-parenting is needed: both delta and restQ_mc are already in the parent's
* frame. The MC-to-glTF negate-xy conjugation is a group homomorphism, preserving
* the frame relationship.
*/
private static Quaternionf computeUpperBoneLocalRotation(
ModelPart part, int jointIndex,
Quaternionf[] restRotations
) {
// Reconstruct the MC-frame delta from ModelPart euler angles.
Quaternionf delta = new Quaternionf().rotationZYX(part.zRot, part.yRot, part.xRot);
// Local rotation = delta applied on top of the local rest rotation.
return new Quaternionf(delta).mul(restRotations[jointIndex]);
}
/**
* Compute local rotation for a lower bone (elbow/knee) from bend values.
* <p>
* Bend values are read from the entity's AnimationApplier. The bend delta is
* reconstructed as a quaternion rotation around the bend axis, then composed
* with the local rest rotation:
* <pre>
* bendQuat = axisAngle(cos(bendAxis)*s, 0, sin(bendAxis)*s, cos(halfAngle))
* localRot = bendQuat * restQ_mc
* </pre>
* No de-parenting needed — same reasoning as upper bones.
*/
private static Quaternionf computeLowerBoneLocalRotation(
String boneName, int jointIndex,
Quaternionf[] restRotations,
AnimationApplier emote
) {
if (emote != null) {
// Get the MC part name for the upper bone of this lower bone
String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
String animPartName = (upperBone != null)
? GltfBoneMapper.getAnimPartName(upperBone)
: null;
if (animPartName != null) {
Pair<Float, Float> bend = emote.getBend(animPartName);
if (bend != null) {
float bendAxis = bend.getLeft();
float bendValue = bend.getRight();
// Reconstruct bend as quaternion (this is the delta)
float ax = (float) Math.cos(bendAxis);
float az = (float) Math.sin(bendAxis);
float halfAngle = bendValue * 0.5f;
float s = (float) Math.sin(halfAngle);
Quaternionf bendQuat = new Quaternionf(
ax * s, 0, az * s, (float) Math.cos(halfAngle)
);
// Local rotation = bend delta applied on top of local rest rotation
return new Quaternionf(bendQuat).mul(restRotations[jointIndex]);
}
}
}
// No bend data or no AnimationApplier — use rest rotation (identity delta)
return new Quaternionf(restRotations[jointIndex]);
}
/**
* Check if a bone name corresponds to a bone that has its OWN unique ModelPart
* (not just a mapping — it must be the PRIMARY bone for that ModelPart).
* <p>
* "torso" maps to model.body but "body" is the primary bone for it.
* Lower bones share a ModelPart with their upper bone.
* Unknown bones (e.g., "PlayerArmature") have no ModelPart at all.
*/
private static boolean hasUniqueModelPart(String boneName) {
// Bones that should read their rotation from the live HumanoidModel.
//
// NOTE: "body" is deliberately EXCLUDED. MC's HumanoidModel is FLAT —
// body, arms, legs, head are all siblings with ABSOLUTE rotations.
// But the GLB skeleton is HIERARCHICAL (body → torso → arms).
// If we read body's live rotation (e.g., attack swing yRot), it propagates
// to arms/head through the hierarchy, but MC's flat model does NOT do this.
// Result: cuffs mesh rotates with body during attack while arms stay put.
//
// Body rotation effects that matter (sneak lean, sitting) are handled by
// LivingEntityRenderer's PoseStack transform, which applies to the entire
// mesh uniformly. No need to read body rotation into joint matrices.
return switch (boneName) {
case "head" -> true;
case "leftUpperArm" -> true;
case "rightUpperArm"-> true;
case "leftUpperLeg" -> true;
case "rightUpperLeg"-> true;
default -> false; // body, torso, lower bones, unknown
};
}
/**
* Get the AnimationApplier from an entity, if available.
* Works for both players (via mixin) and NPCs implementing IAnimatedPlayer.
*/
private static AnimationApplier getAnimationApplier(LivingEntity entity) {
if (entity instanceof IAnimatedPlayer animated) {
try {
return animated.playerAnimator_getAnimation();
} catch (Exception e) {
LOGGER.debug("[GltfPipeline] Could not get AnimationApplier for {}: {}",
entity.getClass().getSimpleName(), e.getMessage());
}
}
return null;
}
}

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package com.tiedup.remake.client.gltf;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.blaze3d.vertex.VertexFormat;
import java.util.List;
import java.util.Map;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderStateShard;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
import org.joml.Vector4f;
/**
* Submits CPU-skinned glTF mesh vertices to Minecraft's rendering pipeline.
* Uses TRIANGLES mode RenderType (same pattern as ObjModelRenderer).
*/
@OnlyIn(Dist.CLIENT)
public final class GltfMeshRenderer extends RenderStateShard {
private static final ResourceLocation WHITE_TEXTURE =
ResourceLocation.fromNamespaceAndPath("tiedup", "models/obj/shared/white.png");
/** Cached default RenderType (white texture). Created once, reused every frame. */
private static RenderType cachedDefaultRenderType;
/** Cache for texture-specific RenderTypes, keyed by ResourceLocation. */
private static final Map<ResourceLocation, RenderType> RENDER_TYPE_CACHE = new ConcurrentHashMap<>();
private GltfMeshRenderer() {
super("tiedup_gltf_renderer", () -> {}, () -> {});
}
/**
* Get the default TRIANGLES-mode RenderType (white texture), creating it once if needed.
*/
private static RenderType getDefaultRenderType() {
if (cachedDefaultRenderType == null) {
cachedDefaultRenderType = createTriangleRenderType(WHITE_TEXTURE);
}
return cachedDefaultRenderType;
}
/**
* Public accessor for the default RenderType (white texture).
* Used by external renderers that need the same RenderType for tinted rendering.
*/
public static RenderType getRenderTypeForDefaultTexture() {
return getDefaultRenderType();
}
/**
* Get a RenderType for a specific texture, caching it for reuse.
*
* @param texture the texture ResourceLocation
* @return the cached or newly created RenderType
*/
private static RenderType getRenderTypeForTexture(ResourceLocation texture) {
return RENDER_TYPE_CACHE.computeIfAbsent(texture,
GltfMeshRenderer::createTriangleRenderType);
}
/**
* Create a TRIANGLES-mode RenderType for glTF mesh rendering with the given texture.
*/
private static RenderType createTriangleRenderType(ResourceLocation texture) {
RenderType.CompositeState state = RenderType.CompositeState.builder()
.setShaderState(RENDERTYPE_ENTITY_CUTOUT_NO_CULL_SHADER)
.setTextureState(
new RenderStateShard.TextureStateShard(texture, false, false)
)
.setTransparencyState(NO_TRANSPARENCY)
.setCullState(NO_CULL)
.setLightmapState(LIGHTMAP)
.setOverlayState(OVERLAY)
.createCompositeState(true);
return RenderType.create(
"tiedup_gltf_triangles",
DefaultVertexFormat.NEW_ENTITY,
VertexFormat.Mode.TRIANGLES,
256 * 1024,
true,
false,
state
);
}
/**
* Clear cached RenderTypes. Call on resource reload so that re-exported
* textures are picked up without restarting the game.
*/
public static void clearRenderTypeCache() {
cachedDefaultRenderType = null;
RENDER_TYPE_CACHE.clear();
}
/**
* Render a skinned glTF mesh using the default white texture.
*
* @param data parsed glTF data
* @param jointMatrices computed joint matrices from skinning engine
* @param poseStack current pose stack
* @param buffer multi-buffer source
* @param packedLight packed light value
* @param packedOverlay packed overlay value
*/
public static void renderSkinned(
GltfData data, Matrix4f[] jointMatrices,
PoseStack poseStack, MultiBufferSource buffer,
int packedLight, int packedOverlay
) {
renderSkinnedInternal(data, jointMatrices, poseStack, buffer,
packedLight, packedOverlay, getDefaultRenderType());
}
/**
* Render a skinned glTF mesh using a custom texture.
*
* @param data parsed glTF data
* @param jointMatrices computed joint matrices from skinning engine
* @param poseStack current pose stack
* @param buffer multi-buffer source
* @param packedLight packed light value
* @param packedOverlay packed overlay value
* @param texture the texture to use for rendering
*/
public static void renderSkinned(
GltfData data, Matrix4f[] jointMatrices,
PoseStack poseStack, MultiBufferSource buffer,
int packedLight, int packedOverlay,
ResourceLocation texture
) {
renderSkinnedInternal(data, jointMatrices, poseStack, buffer,
packedLight, packedOverlay, getRenderTypeForTexture(texture));
}
/**
* Internal rendering implementation shared by both overloads.
*/
private static void renderSkinnedInternal(
GltfData data, Matrix4f[] jointMatrices,
PoseStack poseStack, MultiBufferSource buffer,
int packedLight, int packedOverlay,
RenderType renderType
) {
Matrix4f pose = poseStack.last().pose();
Matrix3f normalMat = poseStack.last().normal();
VertexConsumer vc = buffer.getBuffer(renderType);
int[] indices = data.indices();
float[] texCoords = data.texCoords();
float[] outPos = new float[3];
float[] outNormal = new float[3];
// Pre-allocate scratch vectors outside the loop to avoid per-vertex allocations
Vector4f tmpPos = new Vector4f();
Vector4f tmpNorm = new Vector4f();
for (int idx : indices) {
// Skin this vertex
GltfSkinningEngine.skinVertex(data, idx, jointMatrices, outPos, outNormal, tmpPos, tmpNorm);
// UV coordinates
float u = texCoords[idx * 2];
float v = texCoords[idx * 2 + 1];
vc.vertex(pose, outPos[0], outPos[1], outPos[2])
.color(255, 255, 255, 255)
.uv(u, 1.0f - v)
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normalMat, outNormal[0], outNormal[1], outNormal[2])
.endVertex();
}
}
/**
* Render a skinned glTF mesh with per-primitive tint colors.
*
* <p>Each primitive in the mesh is checked against the tintColors map.
* If a primitive is tintable and its channel is present in the map,
* the corresponding RGB color is applied as vertex color (multiplied
* against the texture by the {@code rendertype_entity_cutout_no_cull} shader).
* Non-tintable primitives render with white (no tint).</p>
*
* <p>This is a single VertexConsumer stream — all primitives share the
* same RenderType and draw call, only the vertex color differs per range.</p>
*
* @param data parsed glTF data (must have primitives)
* @param jointMatrices computed joint matrices from skinning engine
* @param poseStack current pose stack
* @param buffer multi-buffer source
* @param packedLight packed light value
* @param packedOverlay packed overlay value
* @param renderType the RenderType to use
* @param tintColors channel name to RGB int (0xRRGGBB); empty map = white everywhere
*/
public static void renderSkinnedTinted(
GltfData data, Matrix4f[] jointMatrices,
PoseStack poseStack, MultiBufferSource buffer,
int packedLight, int packedOverlay,
RenderType renderType,
Map<String, Integer> tintColors
) {
Matrix4f pose = poseStack.last().pose();
Matrix3f normalMat = poseStack.last().normal();
VertexConsumer vc = buffer.getBuffer(renderType);
float[] texCoords = data.texCoords();
float[] outPos = new float[3];
float[] outNormal = new float[3];
Vector4f tmpPos = new Vector4f();
Vector4f tmpNorm = new Vector4f();
List<GltfData.Primitive> primitives = data.primitives();
for (GltfData.Primitive prim : primitives) {
// Determine color for this primitive
int r = 255, g = 255, b = 255;
if (prim.tintable() && prim.tintChannel() != null) {
Integer colorInt = tintColors.get(prim.tintChannel());
if (colorInt != null) {
r = (colorInt >> 16) & 0xFF;
g = (colorInt >> 8) & 0xFF;
b = colorInt & 0xFF;
}
}
for (int idx : prim.indices()) {
GltfSkinningEngine.skinVertex(data, idx, jointMatrices, outPos, outNormal, tmpPos, tmpNorm);
float u = texCoords[idx * 2];
float v = texCoords[idx * 2 + 1];
vc.vertex(pose, outPos[0], outPos[1], outPos[2])
.color(r, g, b, 255)
.uv(u, 1.0f - v)
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normalMat, outNormal[0], outNormal[1], outNormal[2])
.endVertex();
}
}
}
}

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package com.tiedup.remake.client.gltf;
import dev.kosmx.playerAnim.core.data.AnimationFormat;
import dev.kosmx.playerAnim.core.data.KeyframeAnimation;
import dev.kosmx.playerAnim.core.util.Ease;
import java.util.HashSet;
import java.util.Set;
import org.jetbrains.annotations.Nullable;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.joml.Quaternionf;
import org.joml.Vector3f;
/**
* Converts glTF rest pose + animation quaternions into a PlayerAnimator KeyframeAnimation.
* <p>
* Data is expected to be already in MC coordinate space (converted by GlbParser).
* For upper bones: computes delta quaternion, decomposes to Euler ZYX (pitch/yaw/roll).
* For lower bones: extracts bend angle from delta quaternion.
* <p>
* The GLB model's arm pivots are expected to match MC's exactly (world Y=1.376),
* so no angle scaling is needed. If the pivots don't match, fix the Blender model.
* <p>
* Produces a static looping pose (beginTick=0, endTick=1, looped).
*/
@OnlyIn(Dist.CLIENT)
public final class GltfPoseConverter {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private GltfPoseConverter() {}
/**
* Convert a GltfData's rest pose (or first animation frame) to a KeyframeAnimation.
* Uses the default (first) animation clip.
* GltfData must already be in MC coordinate space.
*
* @param data parsed glTF data (in MC space)
* @return a static looping KeyframeAnimation suitable for PlayerAnimator
*/
public static KeyframeAnimation convert(GltfData data) {
return convertClip(data, data.rawGltfAnimation(), "gltf_pose");
}
/**
* Convert a specific named animation from GltfData to a KeyframeAnimation.
* Falls back to the default animation if the name is not found.
*
* @param data parsed glTF data (in MC space)
* @param animationName the name of the animation to convert (e.g. "Struggle", "Idle")
* @return a static looping KeyframeAnimation suitable for PlayerAnimator
*/
public static KeyframeAnimation convert(GltfData data, String animationName) {
GltfData.AnimationClip rawClip = data.getRawAnimation(animationName);
if (rawClip == null) {
LOGGER.warn("[GltfPipeline] Animation '{}' not found, falling back to default", animationName);
return convert(data);
}
return convertClip(data, rawClip, "gltf_" + animationName);
}
/**
* Convert a GLB animation with selective part enabling and free-bone support.
*
* <p>Owned parts are always enabled in the output animation. Free parts (in
* {@code enabledParts} but not in {@code ownedParts}) are only enabled if the
* GLB contains actual keyframe data for them. Parts not in {@code enabledParts}
* at all are always disabled (pass through to lower layers).</p>
*
* @param data parsed glTF data (in MC space)
* @param animationName animation name in GLB, or null for default
* @param ownedParts parts the item explicitly owns (always enabled)
* @param enabledParts parts the item may animate (owned + free); free parts
* are only enabled if the GLB has keyframes for them
* @return KeyframeAnimation with selective parts active
*/
public static KeyframeAnimation convertSelective(GltfData data, @Nullable String animationName,
Set<String> ownedParts, Set<String> enabledParts) {
GltfData.AnimationClip rawClip;
String animName;
if (animationName != null) {
rawClip = data.getRawAnimation(animationName);
animName = "gltf_" + animationName;
} else {
rawClip = null;
animName = "gltf_pose";
}
if (rawClip == null) {
rawClip = data.rawGltfAnimation();
}
return convertClipSelective(data, rawClip, animName, ownedParts, enabledParts);
}
/**
* Internal: convert a specific raw animation clip with selective part enabling
* and free-bone support.
*
* <p>Tracks which PlayerAnimator parts received actual keyframe data from the GLB.
* A bone has keyframes if {@code rawClip.rotations()[jointIndex] != null}.
* This information is used by {@link #enableSelectiveParts} to decide whether
* free parts should be enabled.</p>
*
* @param ownedParts parts the item explicitly owns (always enabled)
* @param enabledParts parts the item may animate (owned + free)
*/
private static KeyframeAnimation convertClipSelective(GltfData data, GltfData.AnimationClip rawClip,
String animName, Set<String> ownedParts, Set<String> enabledParts) {
KeyframeAnimation.AnimationBuilder builder =
new KeyframeAnimation.AnimationBuilder(AnimationFormat.JSON_EMOTECRAFT);
builder.beginTick = 0;
builder.endTick = 1;
builder.stopTick = 1;
builder.isLooped = true;
builder.returnTick = 0;
builder.name = animName;
String[] jointNames = data.jointNames();
Quaternionf[] rawRestRotations = data.rawGltfRestRotations();
// Track which PlayerAnimator part names received actual animation data
Set<String> partsWithKeyframes = new HashSet<>();
for (int j = 0; j < data.jointCount(); j++) {
String boneName = jointNames[j];
if (!GltfBoneMapper.isKnownBone(boneName)) continue;
// Check if this joint has explicit animation data (not just rest pose fallback).
// A bone counts as explicitly animated if it has rotation OR translation keyframes.
boolean hasExplicitAnim = rawClip != null && (
(j < rawClip.rotations().length && rawClip.rotations()[j] != null)
|| (rawClip.translations() != null
&& j < rawClip.translations().length
&& rawClip.translations()[j] != null)
);
Quaternionf animQ = getRawAnimQuaternion(rawClip, rawRestRotations, j);
Quaternionf restQ = rawRestRotations[j];
// delta_local = inverse(rest_q) * anim_q (in bone-local frame)
Quaternionf deltaLocal = new Quaternionf(restQ).invert().mul(animQ);
// Convert to PARENT frame: delta_parent = rest * delta_local * inv(rest)
Quaternionf deltaParent = new Quaternionf(restQ).mul(deltaLocal)
.mul(new Quaternionf(restQ).invert());
// Convert from glTF parent frame to MC model-def frame.
// 180deg rotation around Z (X and Y differ): negate qx and qy.
Quaternionf deltaQ = new Quaternionf(deltaParent);
deltaQ.x = -deltaQ.x;
deltaQ.y = -deltaQ.y;
if (GltfBoneMapper.isLowerBone(boneName)) {
convertLowerBone(builder, boneName, deltaQ);
} else {
convertUpperBone(builder, boneName, deltaQ);
}
// Record which PlayerAnimator part received data
if (hasExplicitAnim) {
String animPart = GltfBoneMapper.getAnimPartName(boneName);
if (animPart != null) {
partsWithKeyframes.add(animPart);
}
// For lower bones, the keyframe data goes to the upper bone's part
if (GltfBoneMapper.isLowerBone(boneName)) {
String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
if (upperBone != null) {
String upperPart = GltfBoneMapper.getAnimPartName(upperBone);
if (upperPart != null) {
partsWithKeyframes.add(upperPart);
}
}
}
}
}
// Selective: enable owned parts always, free parts only if they have keyframes
enableSelectiveParts(builder, ownedParts, enabledParts, partsWithKeyframes);
KeyframeAnimation anim = builder.build();
LOGGER.debug("[GltfPipeline] Converted selective animation '{}' (owned: {}, enabled: {}, withKeyframes: {})",
animName, ownedParts, enabledParts, partsWithKeyframes);
return anim;
}
/**
* Add keyframes for specific owned parts from a GLB animation clip to an existing builder.
*
* <p>Only writes keyframes for bones that map to a part in {@code ownedParts}.
* Other bones are skipped entirely. This allows multiple items to contribute
* to the same animation builder without overwriting each other's keyframes.</p>
*
* @param builder the shared animation builder to add keyframes to
* @param data parsed glTF data
* @param rawClip the raw animation clip, or null for rest pose
* @param ownedParts parts this item exclusively owns (only these get keyframes)
* @return set of part names that received actual keyframe data from the GLB
*/
public static Set<String> addBonesToBuilder(
KeyframeAnimation.AnimationBuilder builder,
GltfData data, @Nullable GltfData.AnimationClip rawClip,
Set<String> ownedParts) {
String[] jointNames = data.jointNames();
Quaternionf[] rawRestRotations = data.rawGltfRestRotations();
Set<String> partsWithKeyframes = new HashSet<>();
for (int j = 0; j < data.jointCount(); j++) {
String boneName = jointNames[j];
if (!GltfBoneMapper.isKnownBone(boneName)) continue;
// Only process bones that belong to this item's owned parts
String animPart = GltfBoneMapper.getAnimPartName(boneName);
if (animPart == null || !ownedParts.contains(animPart)) continue;
// For lower bones, check if the UPPER bone's part is owned
// (lower bone keyframes go to the upper bone's StateCollection)
if (GltfBoneMapper.isLowerBone(boneName)) {
String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
if (upperBone != null) {
String upperPart = GltfBoneMapper.getAnimPartName(upperBone);
if (upperPart == null || !ownedParts.contains(upperPart)) continue;
}
}
boolean hasExplicitAnim = rawClip != null && (
(j < rawClip.rotations().length && rawClip.rotations()[j] != null)
|| (rawClip.translations() != null
&& j < rawClip.translations().length
&& rawClip.translations()[j] != null)
);
Quaternionf animQ = getRawAnimQuaternion(rawClip, rawRestRotations, j);
Quaternionf restQ = rawRestRotations[j];
Quaternionf deltaLocal = new Quaternionf(restQ).invert().mul(animQ);
Quaternionf deltaParent = new Quaternionf(restQ).mul(deltaLocal)
.mul(new Quaternionf(restQ).invert());
Quaternionf deltaQ = new Quaternionf(deltaParent);
deltaQ.x = -deltaQ.x;
deltaQ.y = -deltaQ.y;
if (GltfBoneMapper.isLowerBone(boneName)) {
convertLowerBone(builder, boneName, deltaQ);
} else {
convertUpperBone(builder, boneName, deltaQ);
}
if (hasExplicitAnim) {
partsWithKeyframes.add(animPart);
if (GltfBoneMapper.isLowerBone(boneName)) {
String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
if (upperBone != null) {
String upperPart = GltfBoneMapper.getAnimPartName(upperBone);
if (upperPart != null) partsWithKeyframes.add(upperPart);
}
}
}
}
return partsWithKeyframes;
}
/**
* Convert an animation clip using skeleton data from a separate source.
*
* <p>This is useful when the animation clip is stored separately from the
* skeleton (e.g., furniture seat animations where the Player_* armature's
* clips are parsed into a separate map from the skeleton GltfData).</p>
*
* <p>The resulting animation has all parts fully enabled. Callers should
* create a mutable copy and selectively disable parts as needed.</p>
*
* @param skeleton the GltfData providing rest pose, joint names, and joint count
* @param clip the raw animation clip (in glTF space) to convert
* @param animName debug name for the resulting animation
* @return a static looping KeyframeAnimation with all parts enabled
*/
public static KeyframeAnimation convertWithSkeleton(
GltfData skeleton, GltfData.AnimationClip clip, String animName) {
return convertClip(skeleton, clip, animName);
}
/**
* Internal: convert a specific raw animation clip to a KeyframeAnimation.
*/
private static KeyframeAnimation convertClip(GltfData data, GltfData.AnimationClip rawClip, String animName) {
KeyframeAnimation.AnimationBuilder builder =
new KeyframeAnimation.AnimationBuilder(AnimationFormat.JSON_EMOTECRAFT);
builder.beginTick = 0;
builder.endTick = 1;
builder.stopTick = 1;
builder.isLooped = true;
builder.returnTick = 0;
builder.name = animName;
String[] jointNames = data.jointNames();
Quaternionf[] rawRestRotations = data.rawGltfRestRotations();
for (int j = 0; j < data.jointCount(); j++) {
String boneName = jointNames[j];
if (!GltfBoneMapper.isKnownBone(boneName)) continue;
Quaternionf animQ = getRawAnimQuaternion(rawClip, rawRestRotations, j);
Quaternionf restQ = rawRestRotations[j];
// delta_local = inverse(rest_q) * anim_q (in bone-local frame)
Quaternionf deltaLocal = new Quaternionf(restQ).invert().mul(animQ);
// Convert to PARENT frame: delta_parent = rest * delta_local * inv(rest)
// Simplifies algebraically to: animQ * inv(restQ)
Quaternionf deltaParent = new Quaternionf(restQ).mul(deltaLocal)
.mul(new Quaternionf(restQ).invert());
// Convert from glTF parent frame to MC model-def frame.
// 180° rotation around Z (X and Y differ): negate qx and qy.
Quaternionf deltaQ = new Quaternionf(deltaParent);
deltaQ.x = -deltaQ.x;
deltaQ.y = -deltaQ.y;
LOGGER.debug(String.format(
"[GltfPipeline] Bone '%s': restQ=(%.3f,%.3f,%.3f,%.3f) animQ=(%.3f,%.3f,%.3f,%.3f) deltaQ=(%.3f,%.3f,%.3f,%.3f)",
boneName,
restQ.x, restQ.y, restQ.z, restQ.w,
animQ.x, animQ.y, animQ.z, animQ.w,
deltaQ.x, deltaQ.y, deltaQ.z, deltaQ.w));
if (GltfBoneMapper.isLowerBone(boneName)) {
convertLowerBone(builder, boneName, deltaQ);
} else {
convertUpperBone(builder, boneName, deltaQ);
}
}
builder.fullyEnableParts();
KeyframeAnimation anim = builder.build();
LOGGER.debug("[GltfPipeline] Converted glTF animation '{}' to KeyframeAnimation", animName);
return anim;
}
/**
* Get the raw animation quaternion for a joint from a specific clip.
* Falls back to rest rotation if the clip is null or has no data for this joint.
*/
private static Quaternionf getRawAnimQuaternion(
GltfData.AnimationClip rawClip, Quaternionf[] rawRestRotations, int jointIndex
) {
if (rawClip != null && jointIndex < rawClip.rotations().length
&& rawClip.rotations()[jointIndex] != null) {
return rawClip.rotations()[jointIndex][0]; // first frame
}
return rawRestRotations[jointIndex]; // fallback to rest
}
private static void convertUpperBone(
KeyframeAnimation.AnimationBuilder builder,
String boneName, Quaternionf deltaQ
) {
// Decompose delta quaternion to Euler ZYX
// JOML's getEulerAnglesZYX stores: euler.x = X rotation, euler.y = Y rotation, euler.z = Z rotation
// (the "ZYX" refers to rotation ORDER, not storage order)
Vector3f euler = new Vector3f();
deltaQ.getEulerAnglesZYX(euler);
float pitch = euler.x; // X rotation (pitch)
float yaw = euler.y; // Y rotation (yaw)
float roll = euler.z; // Z rotation (roll)
LOGGER.debug(String.format(
"[GltfPipeline] Upper bone '%s': pitch=%.1f° yaw=%.1f° roll=%.1f°",
boneName,
Math.toDegrees(pitch),
Math.toDegrees(yaw),
Math.toDegrees(roll)));
// Get the StateCollection for this body part
String animPart = GltfBoneMapper.getAnimPartName(boneName);
if (animPart == null) return;
KeyframeAnimation.StateCollection part = getPartByName(builder, animPart);
if (part == null) return;
part.pitch.addKeyFrame(0, pitch, Ease.CONSTANT);
part.yaw.addKeyFrame(0, yaw, Ease.CONSTANT);
part.roll.addKeyFrame(0, roll, Ease.CONSTANT);
}
private static void convertLowerBone(
KeyframeAnimation.AnimationBuilder builder,
String boneName, Quaternionf deltaQ
) {
// Extract bend angle and axis from the delta quaternion
float angle = 2.0f * (float) Math.acos(
Math.min(1.0, Math.abs(deltaQ.w))
);
// Determine bend direction from axis
float bendDirection = 0.0f;
if (deltaQ.x * deltaQ.x + deltaQ.z * deltaQ.z > 0.001f) {
bendDirection = (float) Math.atan2(deltaQ.z, deltaQ.x);
}
// Sign: if w is negative, the angle wraps
if (deltaQ.w < 0) {
angle = -angle;
}
LOGGER.debug(String.format(
"[GltfPipeline] Lower bone '%s': bendAngle=%.1f° bendDir=%.1f°",
boneName,
Math.toDegrees(angle),
Math.toDegrees(bendDirection)));
// Apply bend to the upper bone's StateCollection
String upperBone = GltfBoneMapper.getUpperBoneFor(boneName);
if (upperBone == null) return;
String animPart = GltfBoneMapper.getAnimPartName(upperBone);
if (animPart == null) return;
KeyframeAnimation.StateCollection part = getPartByName(builder, animPart);
if (part == null || !part.isBendable) return;
part.bend.addKeyFrame(0, angle, Ease.CONSTANT);
part.bendDirection.addKeyFrame(0, bendDirection, Ease.CONSTANT);
}
private static KeyframeAnimation.StateCollection getPartByName(
KeyframeAnimation.AnimationBuilder builder, String name
) {
return switch (name) {
case "head" -> builder.head;
case "body" -> builder.body;
case "rightArm" -> builder.rightArm;
case "leftArm" -> builder.leftArm;
case "rightLeg" -> builder.rightLeg;
case "leftLeg" -> builder.leftLeg;
default -> null;
};
}
/**
* Enable parts selectively based on ownership and keyframe presence.
*
* <ul>
* <li>Owned parts: always enabled (the item controls these bones)</li>
* <li>Free parts WITH keyframes: enabled (the GLB has animation data for them)</li>
* <li>Free parts WITHOUT keyframes: disabled (no data to animate, pass through to context)</li>
* <li>Other items' parts: disabled (pass through to their own layer)</li>
* </ul>
*
* @param builder the animation builder with keyframes already added
* @param ownedParts parts the item explicitly owns (always enabled)
* @param enabledParts parts the item may animate (owned + free)
* @param partsWithKeyframes parts that received actual animation data from the GLB
*/
private static void enableSelectiveParts(
KeyframeAnimation.AnimationBuilder builder,
Set<String> ownedParts, Set<String> enabledParts,
Set<String> partsWithKeyframes) {
String[] allParts = {"head", "body", "rightArm", "leftArm", "rightLeg", "leftLeg"};
for (String partName : allParts) {
KeyframeAnimation.StateCollection part = getPartByName(builder, partName);
if (part != null) {
if (ownedParts.contains(partName)) {
// Always enable owned parts — the item controls these bones
part.fullyEnablePart(false);
} else if (enabledParts.contains(partName) && partsWithKeyframes.contains(partName)) {
// Free part WITH keyframes: enable so the GLB animation drives it
part.fullyEnablePart(false);
} else {
// Other item's part, or free part without keyframes: disable.
// Disabled parts pass through to the lower-priority context layer.
part.setEnabled(false);
}
}
}
}
}

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package com.tiedup.remake.client.gltf;
import com.mojang.blaze3d.vertex.PoseStack;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.entity.RenderLayerParent;
import net.minecraft.client.renderer.entity.layers.RenderLayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.apache.logging.log4j.LogManager;
import org.apache.logging.log4j.Logger;
import org.joml.Matrix4f;
/**
* RenderLayer that renders the glTF mesh (handcuffs) on the player.
* Only active when enabled and only renders on the local player.
* <p>
* Uses the live skinning path: reads live skeleton from HumanoidModel
* via {@link GltfLiveBoneReader}, following PlayerAnimator + bendy-lib rotations.
* Falls back to GLB-internal skinning via {@link GltfSkinningEngine} if live reading fails.
*/
@OnlyIn(Dist.CLIENT)
public class GltfRenderLayer
extends RenderLayer<AbstractClientPlayer, PlayerModel<AbstractClientPlayer>> {
private static final Logger LOGGER = LogManager.getLogger("GltfPipeline");
private static final ResourceLocation CUFFS_MODEL =
ResourceLocation.fromNamespaceAndPath(
"tiedup", "models/gltf/v2/handcuffs/cuffs_prototype.glb"
);
public GltfRenderLayer(
RenderLayerParent<AbstractClientPlayer, PlayerModel<AbstractClientPlayer>> renderer
) {
super(renderer);
}
/**
* The Y translate offset to place the glTF mesh in the MC PoseStack.
* <p>
* After LivingEntityRenderer's scale(-1,-1,1) + translate(0,-1.501,0),
* the PoseStack origin is at the model top (1.501 blocks above feet), Y-down.
* The glTF mesh (MC-converted) has feet at Y=0 and head at Y≈-1.5.
* Translating by 1.501 maps glTF feet to PoseStack feet and head to top.
*/
private static final float ALIGNMENT_Y = 1.501f;
@Override
public void render(
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
AbstractClientPlayer entity,
float limbSwing,
float limbSwingAmount,
float partialTick,
float ageInTicks,
float netHeadYaw,
float headPitch
) {
if (!GltfAnimationApplier.isEnabled()) return;
if (entity != Minecraft.getInstance().player) return;
GltfData data = GltfCache.get(CUFFS_MODEL);
if (data == null) return;
// Live path: read skeleton from HumanoidModel (after PlayerAnimator)
PlayerModel<AbstractClientPlayer> parentModel = this.getParentModel();
Matrix4f[] joints = GltfLiveBoneReader.computeJointMatricesFromModel(
parentModel, data, entity
);
if (joints == null) {
// Fallback to GLB-internal path if live reading fails
joints = GltfSkinningEngine.computeJointMatrices(data);
}
poseStack.pushPose();
// Align glTF mesh with MC model (feet-to-feet alignment)
poseStack.translate(0, ALIGNMENT_Y, 0);
GltfMeshRenderer.renderSkinned(
data, joints, poseStack, buffer,
packedLight,
net.minecraft.client.renderer.entity.LivingEntityRenderer
.getOverlayCoords(entity, 0.0f)
);
poseStack.popPose();
}
}

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package com.tiedup.remake.client.gltf;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.joml.Matrix4f;
import org.joml.Quaternionf;
import org.joml.Vector3f;
import org.joml.Vector4f;
/**
* CPU-based Linear Blend Skinning (LBS) engine.
* Computes joint matrices purely from glTF data (rest translations + animation rotations).
* All data is in MC-converted space (consistent with IBMs and vertex positions).
*/
@OnlyIn(Dist.CLIENT)
public final class GltfSkinningEngine {
private GltfSkinningEngine() {}
/**
* Compute joint matrices from glTF animation/rest data (default animation).
* Each joint matrix = worldTransform * inverseBindMatrix.
* Uses MC-converted glTF data throughout for consistency.
*
* @param data parsed glTF data (MC-converted)
* @return array of joint matrices ready for skinning
*/
public static Matrix4f[] computeJointMatrices(GltfData data) {
return computeJointMatricesFromClip(data, data.animation());
}
/**
* Compute joint matrices with frame interpolation for animated entities.
* Uses SLERP for rotations and LERP for translations between adjacent keyframes.
*
* <p>The {@code time} parameter is in frame-space: 0.0 corresponds to the first
* keyframe and {@code frameCount - 1} to the last. Values between integer frames
* are interpolated. Out-of-range values are clamped.</p>
*
* @param data the parsed glTF data (MC-converted)
* @param clip the animation clip to sample (null = rest pose for all joints)
* @param time time in frame-space (0.0 = first frame, N-1 = last frame)
* @return interpolated joint matrices ready for skinning
*/
public static Matrix4f[] computeJointMatricesAnimated(
GltfData data, GltfData.AnimationClip clip, float time
) {
int jointCount = data.jointCount();
Matrix4f[] jointMatrices = new Matrix4f[jointCount];
Matrix4f[] worldTransforms = new Matrix4f[jointCount];
int[] parents = data.parentJointIndices();
for (int j = 0; j < jointCount; j++) {
// Build local transform: translate(interpT) * rotate(interpQ)
Matrix4f local = new Matrix4f();
local.translate(getInterpolatedTranslation(data, clip, j, time));
local.rotate(getInterpolatedRotation(data, clip, j, time));
// Compose with parent
if (parents[j] >= 0 && worldTransforms[parents[j]] != null) {
worldTransforms[j] = new Matrix4f(worldTransforms[parents[j]]).mul(local);
} else {
worldTransforms[j] = new Matrix4f(local);
}
// Final joint matrix = worldTransform * inverseBindMatrix
jointMatrices[j] = new Matrix4f(worldTransforms[j])
.mul(data.inverseBindMatrices()[j]);
}
return jointMatrices;
}
/**
* Internal: compute joint matrices from a specific animation clip.
*/
private static Matrix4f[] computeJointMatricesFromClip(GltfData data, GltfData.AnimationClip clip) {
int jointCount = data.jointCount();
Matrix4f[] jointMatrices = new Matrix4f[jointCount];
Matrix4f[] worldTransforms = new Matrix4f[jointCount];
int[] parents = data.parentJointIndices();
for (int j = 0; j < jointCount; j++) {
// Build local transform: translate(animT or restT) * rotate(animQ or restQ)
Matrix4f local = new Matrix4f();
local.translate(getAnimTranslation(data, clip, j));
local.rotate(getAnimRotation(data, clip, j));
// Compose with parent
if (parents[j] >= 0 && worldTransforms[parents[j]] != null) {
worldTransforms[j] = new Matrix4f(worldTransforms[parents[j]]).mul(local);
} else {
worldTransforms[j] = new Matrix4f(local);
}
// Final joint matrix = worldTransform * inverseBindMatrix
jointMatrices[j] = new Matrix4f(worldTransforms[j])
.mul(data.inverseBindMatrices()[j]);
}
return jointMatrices;
}
/**
* Get the animation rotation for a joint (MC-converted).
* Falls back to rest rotation if no animation.
*/
private static Quaternionf getAnimRotation(GltfData data, GltfData.AnimationClip clip, int jointIndex) {
if (clip != null && jointIndex < clip.rotations().length
&& clip.rotations()[jointIndex] != null) {
return clip.rotations()[jointIndex][0]; // first frame
}
return data.restRotations()[jointIndex];
}
/**
* Get the animation translation for a joint (MC-converted).
* Falls back to rest translation if no animation translation exists.
*/
private static Vector3f getAnimTranslation(GltfData data, GltfData.AnimationClip clip, int jointIndex) {
if (clip != null && clip.translations() != null
&& jointIndex < clip.translations().length
&& clip.translations()[jointIndex] != null) {
return clip.translations()[jointIndex][0]; // first frame
}
return data.restTranslations()[jointIndex];
}
// ---- Interpolated accessors (for computeJointMatricesAnimated) ----
/**
* Get an interpolated rotation for a joint at a fractional frame time.
* Uses SLERP between the two bounding keyframes.
*
* <p>Falls back to rest rotation when the clip is null or has no rotation
* data for the given joint. A single-frame channel returns that frame directly.</p>
*
* @param data parsed glTF data
* @param clip animation clip (may be null)
* @param jointIndex joint to query
* @param time frame-space time (clamped internally)
* @return new Quaternionf with the interpolated rotation (never mutates source data)
*/
private static Quaternionf getInterpolatedRotation(
GltfData data, GltfData.AnimationClip clip, int jointIndex, float time
) {
if (clip == null || jointIndex >= clip.rotations().length
|| clip.rotations()[jointIndex] == null) {
// No animation data for this joint -- use rest pose (copy to avoid mutation)
Quaternionf rest = data.restRotations()[jointIndex];
return new Quaternionf(rest);
}
Quaternionf[] frames = clip.rotations()[jointIndex];
if (frames.length == 1) {
return new Quaternionf(frames[0]);
}
// Clamp time to valid range [0, frameCount-1]
float clamped = Math.max(0.0f, Math.min(time, frames.length - 1));
int f0 = (int) Math.floor(clamped);
int f1 = Math.min(f0 + 1, frames.length - 1);
float alpha = clamped - f0;
if (alpha < 1e-6f || f0 == f1) {
return new Quaternionf(frames[f0]);
}
// SLERP: create a copy of frame0 and slerp toward frame1
return new Quaternionf(frames[f0]).slerp(frames[f1], alpha);
}
/**
* Get an interpolated translation for a joint at a fractional frame time.
* Uses LERP between the two bounding keyframes.
*
* <p>Falls back to rest translation when the clip is null, the clip has no
* translation data at all, or has no translation data for the given joint.
* A single-frame channel returns that frame directly.</p>
*
* @param data parsed glTF data
* @param clip animation clip (may be null)
* @param jointIndex joint to query
* @param time frame-space time (clamped internally)
* @return new Vector3f with the interpolated translation (never mutates source data)
*/
private static Vector3f getInterpolatedTranslation(
GltfData data, GltfData.AnimationClip clip, int jointIndex, float time
) {
if (clip == null || clip.translations() == null
|| jointIndex >= clip.translations().length
|| clip.translations()[jointIndex] == null) {
// No animation data for this joint -- use rest pose (copy to avoid mutation)
Vector3f rest = data.restTranslations()[jointIndex];
return new Vector3f(rest);
}
Vector3f[] frames = clip.translations()[jointIndex];
if (frames.length == 1) {
return new Vector3f(frames[0]);
}
// Clamp time to valid range [0, frameCount-1]
float clamped = Math.max(0.0f, Math.min(time, frames.length - 1));
int f0 = (int) Math.floor(clamped);
int f1 = Math.min(f0 + 1, frames.length - 1);
float alpha = clamped - f0;
if (alpha < 1e-6f || f0 == f1) {
return new Vector3f(frames[f0]);
}
// LERP: create a copy of frame0 and lerp toward frame1
return new Vector3f(frames[f0]).lerp(frames[f1], alpha);
}
/**
* Skin a single vertex using Linear Blend Skinning.
*
* <p>Callers should pre-allocate {@code tmpPos} and {@code tmpNorm} and reuse
* them across all vertices in a mesh to avoid per-vertex allocations (12k+
* allocations per frame for a typical mesh).</p>
*
* @param data parsed glTF data
* @param vertexIdx index into the vertex arrays
* @param jointMatrices joint matrices from computeJointMatrices
* @param outPos output skinned position (3 floats)
* @param outNormal output skinned normal (3 floats)
* @param tmpPos pre-allocated scratch Vector4f for position transforms
* @param tmpNorm pre-allocated scratch Vector4f for normal transforms
*/
public static void skinVertex(
GltfData data, int vertexIdx, Matrix4f[] jointMatrices,
float[] outPos, float[] outNormal,
Vector4f tmpPos, Vector4f tmpNorm
) {
float[] positions = data.positions();
float[] normals = data.normals();
int[] joints = data.joints();
float[] weights = data.weights();
// Rest position
float vx = positions[vertexIdx * 3];
float vy = positions[vertexIdx * 3 + 1];
float vz = positions[vertexIdx * 3 + 2];
// Rest normal
float nx = normals[vertexIdx * 3];
float ny = normals[vertexIdx * 3 + 1];
float nz = normals[vertexIdx * 3 + 2];
// LBS: v_skinned = Σ(w[i] * jointMatrix[j[i]] * v_rest)
float sx = 0, sy = 0, sz = 0;
float snx = 0, sny = 0, snz = 0;
for (int i = 0; i < 4; i++) {
int ji = joints[vertexIdx * 4 + i];
float w = weights[vertexIdx * 4 + i];
if (w <= 0.0f || ji >= jointMatrices.length) continue;
Matrix4f jm = jointMatrices[ji];
// Transform position
tmpPos.set(vx, vy, vz, 1.0f);
jm.transform(tmpPos);
sx += w * tmpPos.x;
sy += w * tmpPos.y;
sz += w * tmpPos.z;
// Transform normal (ignore translation)
tmpNorm.set(nx, ny, nz, 0.0f);
jm.transform(tmpNorm);
snx += w * tmpNorm.x;
sny += w * tmpNorm.y;
snz += w * tmpNorm.z;
}
outPos[0] = sx;
outPos[1] = sy;
outPos[2] = sz;
// Normalize the normal
float len = (float) Math.sqrt(snx * snx + sny * sny + snz * snz);
if (len > 0.0001f) {
outNormal[0] = snx / len;
outNormal[1] = sny / len;
outNormal[2] = snz / len;
} else {
outNormal[0] = 0;
outNormal[1] = 1;
outNormal[2] = 0;
}
}
}

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package com.tiedup.remake.client.gui.overlays;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.client.state.ClientLaborState;
import com.tiedup.remake.core.TiedUpMod;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderGuiOverlayEvent;
import net.minecraftforge.client.gui.overlay.VanillaGuiOverlay;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Overlay that shows labor task progress bar.
* Displayed in the top-right corner when a labor task is active.
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(modid = TiedUpMod.MOD_ID, value = Dist.CLIENT)
public class LaborProgressOverlay {
// Bar dimensions
private static final int BAR_WIDTH = 150;
private static final int BAR_HEIGHT = 10;
private static final int PADDING = 6;
private static final int MARGIN = 10;
// Animation
private static float smoothProgress = 0.0f;
private static final float SMOOTH_SPEED = 0.1f;
@SubscribeEvent
public static void onRenderOverlay(RenderGuiOverlayEvent.Post event) {
// Render after hotbar
if (event.getOverlay() != VanillaGuiOverlay.HOTBAR.type()) {
return;
}
// Check if we have an active task
if (!ClientLaborState.hasActiveTask()) {
// Fade out smoothly
smoothProgress = Math.max(0, smoothProgress - SMOOTH_SPEED);
if (smoothProgress <= 0.01f) {
return;
}
} else {
// Smooth interpolation towards target
float target = ClientLaborState.getProgressFraction();
smoothProgress += (target - smoothProgress) * SMOOTH_SPEED;
}
Minecraft mc = Minecraft.getInstance();
if (mc.player == null) {
return;
}
GuiGraphics graphics = event.getGuiGraphics();
int screenWidth = mc.getWindow().getGuiScaledWidth();
// Position in top-right corner
int x = screenWidth - BAR_WIDTH - PADDING * 2 - MARGIN;
int y = MARGIN;
// Calculate panel dimensions
int panelWidth = BAR_WIDTH + PADDING * 2;
int panelHeight = BAR_HEIGHT + PADDING * 2 + mc.font.lineHeight * 2 + 6;
// Background panel
graphics.fill(
x,
y,
x + panelWidth,
y + panelHeight,
GuiColors.withAlpha(GuiColors.BG_DARK, 220)
);
// Border
GuiRenderUtil.drawBorder(
graphics,
x,
y,
panelWidth,
panelHeight,
GuiColors.ACCENT_TAN
);
// Task description
String description = ClientLaborState.getTaskDescription();
graphics.drawString(
mc.font,
description,
x + PADDING,
y + PADDING,
GuiColors.TEXT_WHITE,
false
);
// Progress bar position
int barX = x + PADDING;
int barY = y + PADDING + mc.font.lineHeight + 4;
// Progress bar background
graphics.fill(
barX,
barY,
barX + BAR_WIDTH,
barY + BAR_HEIGHT,
GuiColors.BG_LIGHT
);
// Progress bar fill
int fillWidth = (int) (BAR_WIDTH * smoothProgress);
int fillColor =
smoothProgress >= 1.0f ? GuiColors.SUCCESS : GuiColors.ACCENT_TAN;
graphics.fill(
barX,
barY,
barX + fillWidth,
barY + BAR_HEIGHT,
fillColor
);
// Progress bar border
GuiRenderUtil.drawBorder(
graphics,
barX,
barY,
BAR_WIDTH,
BAR_HEIGHT,
GuiColors.BORDER_LIGHT
);
// Progress text inside bar
String progressStr = ClientLaborState.getProgressString();
int textWidth = mc.font.width(progressStr);
graphics.drawString(
mc.font,
progressStr,
barX + (BAR_WIDTH - textWidth) / 2,
barY + (BAR_HEIGHT - mc.font.lineHeight) / 2 + 1,
GuiColors.TEXT_WHITE,
false
);
// Value text below bar
String valueStr = ClientLaborState.getValueEmeralds() + " emeralds";
graphics.drawString(
mc.font,
valueStr,
x + PADDING,
barY + BAR_HEIGHT + 2,
GuiColors.TEXT_GRAY,
false
);
}
}

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package com.tiedup.remake.client.gui.overlays;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.tasks.PlayerStateTask;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.player.Player;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderGuiOverlayEvent;
import net.minecraftforge.client.gui.overlay.VanillaGuiOverlay;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Overlay that shows a progress bar for tying/untying/struggling actions.
* Displayed above the hotbar when an action is in progress.
*
* Phase 16: GUI Revamp - Progress bar overlay
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(modid = TiedUpMod.MOD_ID, value = Dist.CLIENT)
public class ProgressOverlay {
// Bar dimensions
private static final int BAR_WIDTH = 200;
private static final int BAR_HEIGHT = 12;
private static final int PADDING = 4;
// Animation
private static float smoothProgress = 0.0f;
private static final float SMOOTH_SPEED = 0.15f;
@SubscribeEvent
public static void onRenderOverlay(RenderGuiOverlayEvent.Post event) {
// Render after crosshair
if (event.getOverlay() != VanillaGuiOverlay.CROSSHAIR.type()) {
return;
}
Minecraft mc = Minecraft.getInstance();
Player player = mc.player;
if (player == null) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
// Check for active actions
ProgressInfo info = getActiveProgress(state);
if (info == null) {
// Fade out smoothly
smoothProgress = Math.max(0, smoothProgress - SMOOTH_SPEED);
if (smoothProgress <= 0.01f) {
return;
}
} else {
// Smooth interpolation
smoothProgress += (info.progress - smoothProgress) * SMOOTH_SPEED;
}
if (info == null && smoothProgress <= 0.01f) {
return;
}
GuiGraphics graphics = event.getGuiGraphics();
int screenWidth = mc.getWindow().getGuiScaledWidth();
int screenHeight = mc.getWindow().getGuiScaledHeight();
// Center horizontally, above hotbar
int x = (screenWidth - BAR_WIDTH) / 2;
int y = screenHeight - 60;
// Background panel
int panelHeight = BAR_HEIGHT + PADDING * 2 + 12; // +12 for text
graphics.fill(
x - PADDING,
y - PADDING,
x + BAR_WIDTH + PADDING,
y + panelHeight,
GuiColors.withAlpha(GuiColors.BG_DARK, 200)
);
// Progress bar background
graphics.fill(x, y, x + BAR_WIDTH, y + BAR_HEIGHT, GuiColors.BG_LIGHT);
// Progress bar fill
int fillWidth = (int) (BAR_WIDTH * smoothProgress);
int fillColor = info != null ? info.color : GuiColors.ACCENT_TAN;
graphics.fill(x, y, x + fillWidth, y + BAR_HEIGHT, fillColor);
// Border
GuiRenderUtil.drawBorder(
graphics,
x,
y,
BAR_WIDTH,
BAR_HEIGHT,
GuiColors.BORDER_LIGHT
);
// Percentage text
String percent = String.format("%.0f%%", smoothProgress * 100);
int textWidth = mc.font.width(percent);
graphics.drawString(
mc.font,
percent,
x + (BAR_WIDTH - textWidth) / 2,
y + (BAR_HEIGHT - mc.font.lineHeight) / 2 + 1,
GuiColors.TEXT_WHITE,
false
);
// Description text
if (info != null) {
graphics.drawCenteredString(
mc.font,
info.description,
x + BAR_WIDTH / 2,
y + BAR_HEIGHT + PADDING,
GuiColors.TEXT_GRAY
);
}
}
/**
* Get active progress information.
*/
private static ProgressInfo getActiveProgress(PlayerBindState state) {
// Check client tying task
PlayerStateTask tyingTask = state.getClientTyingTask();
if (tyingTask != null && !tyingTask.isOutdated()) {
float progress = tyingTask.getProgress();
Component text = getTyingText(tyingTask);
return new ProgressInfo(progress, GuiColors.WARNING, text);
}
// Check client untying task
PlayerStateTask untyingTask = state.getClientUntyingTask();
if (untyingTask != null && !untyingTask.isOutdated()) {
float progress = untyingTask.getProgress();
Component text = getUntyingText(untyingTask);
return new ProgressInfo(progress, GuiColors.SUCCESS, text);
}
// Check client feeding task
PlayerStateTask feedingTask = state.getClientFeedingTask();
if (feedingTask != null && !feedingTask.isOutdated()) {
float progress = feedingTask.getProgress();
Component text = getFeedingText(feedingTask);
return new ProgressInfo(progress, GuiColors.ACCENT_TAN, text);
}
return null;
}
/**
* Get the appropriate text for tying progress based on role.
*/
private static Component getTyingText(PlayerStateTask task) {
String otherName = task.getOtherEntityName();
if (otherName == null || otherName.isEmpty()) {
otherName = "???";
}
if (task.isKidnapper()) {
// Kidnapper sees: "Tying [target]..."
return Component.translatable(
"gui.tiedup.action.tying_target",
otherName
);
} else {
// Victim sees: "[kidnapper] is tying you up!"
return Component.translatable(
"gui.tiedup.action.being_tied_by",
otherName
);
}
}
/**
* Get the appropriate text for untying progress based on role.
*/
private static Component getUntyingText(PlayerStateTask task) {
String otherName = task.getOtherEntityName();
if (otherName == null || otherName.isEmpty()) {
otherName = "???";
}
if (task.isKidnapper()) {
// Helper sees: "Untying [target]..."
return Component.translatable(
"gui.tiedup.action.untying_target",
otherName
);
} else {
// Victim sees: "[helper] is untying you!"
return Component.translatable(
"gui.tiedup.action.being_untied_by",
otherName
);
}
}
/**
* Get the appropriate text for feeding progress based on role.
*/
private static Component getFeedingText(PlayerStateTask task) {
String otherName = task.getOtherEntityName();
if (otherName == null || otherName.isEmpty()) {
otherName = "???";
}
if (task.isKidnapper()) {
// Feeder sees: "Feeding [target]..."
return Component.translatable(
"gui.tiedup.action.feeding_target",
otherName
);
} else {
// Target sees: "[feeder] is feeding you!"
return Component.translatable(
"gui.tiedup.action.being_fed_by",
otherName
);
}
}
/**
* Progress information container.
*/
private static class ProgressInfo {
final float progress;
final int color;
final Component description;
ProgressInfo(float progress, int color, Component description) {
this.progress = progress;
this.color = color;
this.description = description;
}
}
}

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package com.tiedup.remake.client.gui.overlays;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.world.entity.player.Player;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderGuiOverlayEvent;
import net.minecraftforge.client.gui.overlay.VanillaGuiOverlay;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Overlay that shows status icons when player is restrained.
* Icons appear in top-left corner showing current bondage state.
*
* Phase 16: GUI Revamp - Status indicator overlay
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(modid = TiedUpMod.MOD_ID, value = Dist.CLIENT)
public class StatusOverlay {
// Icon size and spacing
private static final int ICON_SIZE = 16;
private static final int PADDING = 2;
private static final int MARGIN = 5;
// Visibility toggle
private static boolean visible = true;
// Icon colors (use centralized GuiColors)
private static final int COLOR_BOUND = GuiColors.TYPE_BIND;
private static final int COLOR_GAGGED = GuiColors.TYPE_GAG;
private static final int COLOR_BLIND = GuiColors.TYPE_BLINDFOLD;
private static final int COLOR_DEAF = GuiColors.TYPE_EARPLUGS;
private static final int COLOR_COLLAR = GuiColors.TYPE_COLLAR;
private static final int COLOR_MITTENS = GuiColors.TYPE_MITTENS;
/**
* Toggle overlay visibility.
*/
public static void toggleVisibility() {
visible = !visible;
}
/**
* Set overlay visibility.
*/
public static void setVisible(boolean vis) {
visible = vis;
}
/**
* Check if overlay is visible.
*/
public static boolean isVisible() {
return visible;
}
@SubscribeEvent
public static void onRenderOverlay(RenderGuiOverlayEvent.Post event) {
// Only render after hotbar
if (event.getOverlay() != VanillaGuiOverlay.HOTBAR.type()) {
return;
}
if (!visible) {
return;
}
Minecraft mc = Minecraft.getInstance();
Player player = mc.player;
if (player == null) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
// Don't show if not restrained at all
if (
!state.isTiedUp() &&
!state.isGagged() &&
!state.isBlindfolded() &&
!state.hasEarplugs() &&
!state.hasCollar() &&
!state.hasMittens()
) {
return;
}
GuiGraphics graphics = event.getGuiGraphics();
// Position: top-left corner
int x = MARGIN;
int y = MARGIN;
// Background panel
int iconCount = countActiveIcons(state);
if (iconCount > 0) {
int cols = Math.min(iconCount, 3);
int rows = (iconCount + 2) / 3;
int panelWidth = cols * (ICON_SIZE + PADDING) + PADDING;
int panelHeight = rows * (ICON_SIZE + PADDING) + PADDING;
// Semi-transparent background
graphics.fill(
x - PADDING,
y - PADDING,
x + panelWidth,
y + panelHeight,
GuiColors.withAlpha(GuiColors.BG_DARK, 180)
);
}
// Render icons in grid (max 3 per row)
int iconIndex = 0;
if (state.isTiedUp()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_BOUND, "B");
}
if (state.isGagged()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_GAGGED, "G");
}
if (state.isBlindfolded()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_BLIND, "X");
}
if (state.hasEarplugs()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_DEAF, "D");
}
if (state.hasCollar()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_COLLAR, "C");
}
if (state.hasMittens()) {
renderIcon(graphics, x, y, iconIndex++, COLOR_MITTENS, "M");
}
}
/**
* Count active status icons.
*/
private static int countActiveIcons(PlayerBindState state) {
int count = 0;
if (state.isTiedUp()) count++;
if (state.isGagged()) count++;
if (state.isBlindfolded()) count++;
if (state.hasEarplugs()) count++;
if (state.hasCollar()) count++;
if (state.hasMittens()) count++;
return count;
}
/**
* Render a single status icon.
* Uses colored squares with letters as placeholders until proper textures are made.
*/
private static void renderIcon(
GuiGraphics graphics,
int baseX,
int baseY,
int index,
int color,
String letter
) {
int col = index % 3;
int row = index / 3;
int x = baseX + col * (ICON_SIZE + PADDING);
int y = baseY + row * (ICON_SIZE + PADDING);
// Icon background
graphics.fill(x, y, x + ICON_SIZE, y + ICON_SIZE, color);
// Border
GuiRenderUtil.drawBorder(
graphics,
x,
y,
ICON_SIZE,
ICON_SIZE,
GuiColors.darken(color, 0.3f)
);
// Letter (centered)
Minecraft mc = Minecraft.getInstance();
int textWidth = mc.font.width(letter);
graphics.drawString(
mc.font,
letter,
x + (ICON_SIZE - textWidth) / 2,
y + (ICON_SIZE - mc.font.lineHeight) / 2 + 1,
GuiColors.TEXT_WHITE,
false
);
}
}

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package com.tiedup.remake.client.gui.overlays;
import com.tiedup.remake.client.ModKeybindings;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.util.KidnappedHelper;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.phys.EntityHitResult;
import net.minecraft.world.phys.HitResult;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.client.event.RenderGuiOverlayEvent;
import net.minecraftforge.client.gui.overlay.VanillaGuiOverlay;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Overlay that shows a tooltip when looking at a tied player/NPC.
* Displayed below the crosshair when aiming at a restrainable entity.
*
* Shows contextual hints like:
* - "[Right-click] Untie" when looking at tied entity
* - "[Right-click] Remove gag" when looking at gagged entity
*/
@OnlyIn(Dist.CLIENT)
@Mod.EventBusSubscriber(modid = TiedUpMod.MOD_ID, value = Dist.CLIENT)
public class UntieTooltipOverlay {
/** Offset below the crosshair */
private static final int Y_OFFSET = 12;
/** Text color (white with slight transparency) */
private static final int TEXT_COLOR = 0xFFFFFFFF;
/** Shadow color */
private static final int SHADOW_COLOR = 0x80000000;
@SubscribeEvent
public static void onRenderOverlay(RenderGuiOverlayEvent.Post event) {
// Render after crosshair
if (event.getOverlay() != VanillaGuiOverlay.CROSSHAIR.type()) {
return;
}
Minecraft mc = Minecraft.getInstance();
if (mc.player == null) {
return;
}
// Check what we're looking at
HitResult hitResult = mc.hitResult;
if (!(hitResult instanceof EntityHitResult entityHit)) {
return;
}
Entity target = entityHit.getEntity();
if (!(target instanceof LivingEntity livingTarget)) {
return;
}
// Get the target's kidnapped state
IBondageState state = KidnappedHelper.getKidnappedState(livingTarget);
if (state == null) {
return;
}
// Determine what action is available
String tooltip = getTooltipText(state);
if (tooltip == null) {
return;
}
// Render the tooltip below the crosshair
GuiGraphics graphics = event.getGuiGraphics();
int screenWidth = mc.getWindow().getGuiScaledWidth();
int screenHeight = mc.getWindow().getGuiScaledHeight();
int centerX = screenWidth / 2;
int centerY = screenHeight / 2;
// Draw text centered below crosshair
int textWidth = mc.font.width(tooltip);
int textX = centerX - textWidth / 2;
int textY = centerY + Y_OFFSET;
// Draw shadow first for better readability
graphics.drawString(
mc.font,
tooltip,
textX + 1,
textY + 1,
SHADOW_COLOR,
false
);
graphics.drawString(mc.font, tooltip, textX, textY, TEXT_COLOR, false);
}
/**
* Get the appropriate tooltip text based on the target's state.
* Respects lock status - locked items show "Help struggle" instead.
*
* @param state The target's kidnapped state
* @return The tooltip text, or null if no action is available
*/
private static String getTooltipText(IBondageState state) {
// Priority order: untie > ungag > unblindfold > uncollar
// If item is locked, can only help struggle (not remove directly)
String struggleKey =
"[" +
ModKeybindings.STRUGGLE_KEY.getTranslatedKeyMessage().getString() +
"]";
if (state.isTiedUp()) {
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (state.isLocked(bind, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Untie";
}
if (state.isGagged()) {
// Check if player is holding food → force feeding prompt
Minecraft mc = Minecraft.getInstance();
if (
mc.player != null &&
mc.player.getMainHandItem().getItem().isEdible()
) {
return "[Right-click] Feed";
}
ItemStack gag = state.getEquipment(BodyRegionV2.MOUTH);
if (state.isLocked(gag, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Remove gag";
}
if (state.isBlindfolded()) {
ItemStack blindfold = state.getEquipment(BodyRegionV2.EYES);
if (state.isLocked(blindfold, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Remove blindfold";
}
if (state.hasCollar()) {
ItemStack collar = state.getEquipment(BodyRegionV2.NECK);
if (state.isLocked(collar, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Remove collar";
}
if (state.hasEarplugs()) {
ItemStack earplugs = state.getEquipment(BodyRegionV2.EARS);
if (state.isLocked(earplugs, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Remove earplugs";
}
if (state.hasMittens()) {
ItemStack mittens = state.getEquipment(BodyRegionV2.HANDS);
if (state.isLocked(mittens, false)) {
return struggleKey + " Help struggle";
}
return "[Right-click] Remove mittens";
}
return null;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.item.PacketAdjustItem;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Minecraft;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen for adjusting Y position of the player's own gags and blindfolds.
* Shows 3D preview of player with real-time adjustment.
*
* Phase 16b: GUI Refactoring - Simplified using BaseAdjustmentScreen
*/
@OnlyIn(Dist.CLIENT)
public class AdjustmentScreen extends BaseAdjustmentScreen {
public AdjustmentScreen() {
super(Component.translatable("gui.tiedup.adjust_position"));
}
// ==================== ABSTRACT IMPLEMENTATIONS ====================
@Override
protected LivingEntity getTargetEntity() {
return this.minecraft.player;
}
@Override
protected ItemStack getGag() {
Player player = this.minecraft.player;
if (player == null) return ItemStack.EMPTY;
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) return ItemStack.EMPTY;
return state.getEquipment(BodyRegionV2.MOUTH);
}
@Override
protected ItemStack getBlindfold() {
Player player = this.minecraft.player;
if (player == null) return ItemStack.EMPTY;
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) return ItemStack.EMPTY;
return state.getEquipment(BodyRegionV2.EYES);
}
@Override
protected void sendAdjustment(Mode mode, float value, float scale) {
BodyRegionV2 region = switch (mode) {
case GAG -> BodyRegionV2.MOUTH;
case BLINDFOLD -> BodyRegionV2.EYES;
case BOTH -> null; // Handled separately in applyAdjustment
};
if (region != null) {
ModNetwork.sendToServer(new PacketAdjustItem(region, value, scale));
}
}
// ==================== STATIC HELPERS ====================
/**
* Check if this screen should be openable (player has adjustable items).
*/
public static boolean canOpen() {
Minecraft mc = Minecraft.getInstance();
if (mc.player == null) return false;
PlayerBindState state = PlayerBindState.getInstance(mc.player);
if (state == null) return false;
return (
!state.getEquipment(BodyRegionV2.MOUTH).isEmpty() ||
!state.getEquipment(BodyRegionV2.EYES).isEmpty()
);
}
}

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package com.tiedup.remake.client.gui.screens;
import static com.tiedup.remake.client.gui.util.GuiLayoutConstants.*;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.widgets.AdjustmentSlider;
import com.tiedup.remake.client.gui.widgets.EntityPreviewWidget;
import com.tiedup.remake.items.base.AdjustmentHelper;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.network.chat.Component;
import net.minecraft.util.Mth;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Base class for adjustment screens (player self and remote slave adjustment).
* Refactored to use new BaseScreen architecture.
*/
@OnlyIn(Dist.CLIENT)
public abstract class BaseAdjustmentScreen extends BaseScreen {
/**
* Adjustment mode - which item(s) to adjust.
*/
protected enum Mode {
GAG,
BLINDFOLD,
BOTH,
}
// Current state
protected Mode currentMode = Mode.GAG;
protected float currentValue = 0.0f;
protected float currentScaleValue = AdjustmentHelper.DEFAULT_SCALE;
// Widgets
protected EntityPreviewWidget preview;
protected AdjustmentSlider slider;
protected Button gagButton;
protected Button blindfoldButton;
protected Button bothButton;
protected Button resetButton;
protected Button decrementButton;
protected Button incrementButton;
protected Button scaleDecrementButton;
protected Button scaleIncrementButton;
protected Button scaleResetButton;
protected Button doneButton;
// Selected mode indicator colors
private static final int TAB_SELECTED = GuiColors.ACCENT_BROWN;
protected BaseAdjustmentScreen(Component title) {
super(title);
}
@Override
protected int getPreferredWidth() {
// Target: ~320px
return 320;
}
@Override
protected int getPreferredHeight() {
// Target: ~290px (extra row for scale controls)
return 290;
}
// ==================== ABSTRACT METHODS ====================
protected abstract LivingEntity getTargetEntity();
protected abstract ItemStack getGag();
protected abstract ItemStack getBlindfold();
protected abstract void sendAdjustment(Mode mode, float value, float scale);
protected String getExtraInfo() {
return null;
}
// ==================== INITIALIZATION ====================
@Override
protected void init() {
super.init();
// Determine initial mode based on what's equipped
if (getGag().isEmpty() && !getBlindfold().isEmpty()) {
currentMode = Mode.BLINDFOLD;
}
// Load current adjustment value
loadCurrentValue();
setupPreview();
setupSlider();
setupModeTabs();
setupActionButtons();
setupScaleButtons();
setupDoneButton();
updateButtonStates();
}
private void setupPreview() {
// Preview on left side of panel
int previewX = this.leftPos + MARGIN_L;
int previewY = this.topPos + TITLE_HEIGHT + MARGIN_M;
int previewWidth = 120; // Fixed width for preview area
int previewHeight = 140;
LivingEntity entity = getTargetEntity();
if (entity != null) {
preview = new EntityPreviewWidget(
previewX,
previewY,
previewWidth,
previewHeight,
entity
);
preview.setAutoRotate(false);
this.addRenderableWidget(preview);
}
}
private void setupSlider() {
// Slider on right side of panel
int sliderWidth = 40;
int sliderX =
this.leftPos + this.imageWidth - sliderWidth - MARGIN_L - 10;
int sliderY = this.topPos + TITLE_HEIGHT + MARGIN_M;
int sliderHeight = AdjustmentSlider.getRecommendedHeight(120);
slider = new AdjustmentSlider(
sliderX,
sliderY,
sliderWidth,
sliderHeight,
-4.0f,
4.0f,
currentValue,
this::onSliderChanged
);
this.addRenderableWidget(slider);
}
private void setupModeTabs() {
// Mode tabs below preview and slider area
int tabY = this.topPos + TITLE_HEIGHT + 140 + 10; // Below preview
int tabWidth = 60;
int totalTabsWidth = tabWidth * 3 + MARGIN_S * 2;
int tabStartX = this.leftPos + (this.imageWidth - totalTabsWidth) / 2;
gagButton = Button.builder(
Component.translatable("gui.tiedup.tab.gag"),
b -> setMode(Mode.GAG)
)
.bounds(tabStartX, tabY, tabWidth, BUTTON_HEIGHT)
.build();
this.addRenderableWidget(gagButton);
blindfoldButton = Button.builder(
Component.translatable("gui.tiedup.tab.blindfold"),
b -> setMode(Mode.BLINDFOLD)
)
.bounds(
tabStartX + tabWidth + MARGIN_S,
tabY,
tabWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(blindfoldButton);
bothButton = Button.builder(
Component.translatable("gui.tiedup.tab.both"),
b -> setMode(Mode.BOTH)
)
.bounds(
tabStartX + (tabWidth + MARGIN_S) * 2,
tabY,
tabWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(bothButton);
}
private void setupActionButtons() {
// Action buttons below tabs
int actionY = gagButton.getY() + BUTTON_HEIGHT + MARGIN_S;
int buttonWidth = 45;
int totalWidth = buttonWidth * 3 + MARGIN_S * 2;
int actionStartX = this.leftPos + (this.imageWidth - totalWidth) / 2;
resetButton = Button.builder(Component.literal("0"), b -> resetValue())
.bounds(actionStartX, actionY, buttonWidth, BUTTON_HEIGHT)
.build();
this.addRenderableWidget(resetButton);
decrementButton = Button.builder(Component.literal("-0.25"), b ->
slider.decrement()
)
.bounds(
actionStartX + buttonWidth + MARGIN_S,
actionY,
buttonWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(decrementButton);
incrementButton = Button.builder(Component.literal("+0.25"), b ->
slider.increment()
)
.bounds(
actionStartX + (buttonWidth + MARGIN_S) * 2,
actionY,
buttonWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(incrementButton);
}
private void setupScaleButtons() {
// Scale controls below position action buttons
int scaleY = incrementButton.getY() + BUTTON_HEIGHT + MARGIN_S;
int buttonWidth = 45;
int totalWidth = buttonWidth * 3 + MARGIN_S * 2;
int scaleStartX = this.leftPos + (this.imageWidth - totalWidth) / 2;
scaleResetButton = Button.builder(Component.literal("1x"), b ->
applyScale(AdjustmentHelper.DEFAULT_SCALE)
)
.bounds(scaleStartX, scaleY, buttonWidth, BUTTON_HEIGHT)
.build();
this.addRenderableWidget(scaleResetButton);
scaleDecrementButton = Button.builder(Component.literal("-0.1"), b ->
applyScale(currentScaleValue - AdjustmentHelper.SCALE_STEP)
)
.bounds(
scaleStartX + buttonWidth + MARGIN_S,
scaleY,
buttonWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(scaleDecrementButton);
scaleIncrementButton = Button.builder(Component.literal("+0.1"), b ->
applyScale(currentScaleValue + AdjustmentHelper.SCALE_STEP)
)
.bounds(
scaleStartX + (buttonWidth + MARGIN_S) * 2,
scaleY,
buttonWidth,
BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(scaleIncrementButton);
}
private void setupDoneButton() {
// Done button at bottom
int doneX = this.leftPos + (this.imageWidth - BUTTON_WIDTH_L) / 2;
int doneY = this.topPos + this.imageHeight - BUTTON_HEIGHT - MARGIN_M;
doneButton = Button.builder(
Component.translatable("gui.tiedup.done"),
b -> onClose()
)
.bounds(doneX, doneY, BUTTON_WIDTH_L, BUTTON_HEIGHT)
.build();
this.addRenderableWidget(doneButton);
}
// ==================== LOGIC ====================
protected void loadCurrentValue() {
ItemStack stack = switch (currentMode) {
case GAG -> getGag();
case BLINDFOLD -> getBlindfold();
case BOTH -> {
ItemStack gag = getGag();
yield gag.isEmpty() ? getBlindfold() : gag;
}
};
if (!stack.isEmpty()) {
currentValue = AdjustmentHelper.getAdjustment(stack);
currentScaleValue = AdjustmentHelper.getScale(stack);
} else {
currentValue = 0.0f;
currentScaleValue = AdjustmentHelper.DEFAULT_SCALE;
}
if (slider != null) {
slider.setValue(currentValue);
}
}
private void onSliderChanged(float newValue) {
this.currentValue = newValue;
applyAdjustment(newValue);
if (preview != null) {
preview.refresh();
}
}
protected void applyAdjustment(float value) {
switch (currentMode) {
case GAG -> {
ItemStack gag = getGag();
if (!gag.isEmpty()) {
AdjustmentHelper.setAdjustment(gag, value);
AdjustmentHelper.setScale(gag, currentScaleValue);
sendAdjustment(Mode.GAG, value, currentScaleValue);
}
}
case BLINDFOLD -> {
ItemStack blind = getBlindfold();
if (!blind.isEmpty()) {
AdjustmentHelper.setAdjustment(blind, value);
AdjustmentHelper.setScale(blind, currentScaleValue);
sendAdjustment(Mode.BLINDFOLD, value, currentScaleValue);
}
}
case BOTH -> {
ItemStack gag = getGag();
ItemStack blind = getBlindfold();
if (!gag.isEmpty()) {
AdjustmentHelper.setAdjustment(gag, value);
AdjustmentHelper.setScale(gag, currentScaleValue);
sendAdjustment(Mode.GAG, value, currentScaleValue);
}
if (!blind.isEmpty()) {
AdjustmentHelper.setAdjustment(blind, value);
AdjustmentHelper.setScale(blind, currentScaleValue);
sendAdjustment(Mode.BLINDFOLD, value, currentScaleValue);
}
}
}
}
protected void applyScale(float scale) {
this.currentScaleValue = Mth.clamp(
scale,
AdjustmentHelper.MIN_SCALE,
AdjustmentHelper.MAX_SCALE
);
// Re-apply both values together (scale changed, position stays)
applyAdjustment(currentValue);
if (preview != null) {
preview.refresh();
}
}
protected void setMode(Mode mode) {
this.currentMode = mode;
loadCurrentValue();
updateButtonStates();
}
protected void resetValue() {
if (slider != null) {
slider.setValue(0.0f);
}
}
protected void updateButtonStates() {
boolean hasGag = !getGag().isEmpty();
boolean hasBlind = !getBlindfold().isEmpty();
if (gagButton != null) gagButton.active = hasGag;
if (blindfoldButton != null) blindfoldButton.active = hasBlind;
if (bothButton != null) bothButton.active = hasGag || hasBlind;
}
// ==================== RENDERING ====================
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
// Draw selected mode indicator
renderModeIndicator(graphics);
// Extra info (e.g., slave name)
String extraInfo = getExtraInfo();
if (extraInfo != null) {
graphics.drawCenteredString(
this.font,
extraInfo,
this.leftPos + this.imageWidth / 2,
this.topPos + TITLE_HEIGHT - 2,
GuiColors.ACCENT_TAN
);
}
// Scale label above scale buttons
if (scaleResetButton != null) {
String scaleLabel =
Component.translatable(
"gui.tiedup.adjustment.scale"
).getString() +
": " +
String.format("%.1fx", currentScaleValue);
graphics.drawCenteredString(
this.font,
scaleLabel,
this.leftPos + this.imageWidth / 2,
scaleResetButton.getY() - 10,
GuiColors.TEXT_GRAY
);
}
// Current item info
String itemInfo = getCurrentItemInfo();
graphics.drawCenteredString(
this.font,
itemInfo,
this.leftPos + this.imageWidth / 2,
this.topPos + this.imageHeight - BUTTON_HEIGHT - MARGIN_L - 10,
GuiColors.TEXT_GRAY
);
}
private void renderModeIndicator(GuiGraphics graphics) {
Button selectedButton = switch (currentMode) {
case GAG -> gagButton;
case BLINDFOLD -> blindfoldButton;
case BOTH -> bothButton;
};
if (selectedButton != null) {
int indicatorY = selectedButton.getY() + selectedButton.getHeight();
graphics.fill(
selectedButton.getX() + 2,
indicatorY,
selectedButton.getX() + selectedButton.getWidth() - 2,
indicatorY + 2,
TAB_SELECTED
);
}
}
protected String getCurrentItemInfo() {
return switch (currentMode) {
case GAG -> {
ItemStack gag = getGag();
yield gag.isEmpty()
? Component.translatable(
"gui.tiedup.adjustment.no_gag"
).getString()
: gag.getHoverName().getString();
}
case BLINDFOLD -> {
ItemStack blind = getBlindfold();
yield blind.isEmpty()
? Component.translatable(
"gui.tiedup.adjustment.no_blindfold"
).getString()
: blind.getHoverName().getString();
}
case BOTH -> Component.translatable(
"gui.tiedup.adjustment.both"
).getString();
};
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiTextureHelper;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.screens.Screen;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Base class for interaction screens (Command Wand, Dialogue, Conversation, Pet Request).
* Provides common layout functionality and reduces code duplication.
*/
@OnlyIn(Dist.CLIENT)
public abstract class BaseInteractionScreen extends Screen {
protected int leftPos;
protected int topPos;
protected final int panelWidth;
protected final int panelHeight;
protected BaseInteractionScreen(
Component title,
int panelWidth,
int panelHeight
) {
super(title);
this.panelWidth = panelWidth;
this.panelHeight = panelHeight;
}
@Override
protected void init() {
super.init();
// Center the panel on screen
this.leftPos = (this.width - panelWidth) / 2;
this.topPos = (this.height - panelHeight) / 2;
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// Dark background
this.renderBackground(graphics);
// Main panel with vanilla-style bevel
GuiTextureHelper.renderBeveledPanel(
graphics,
leftPos,
topPos,
panelWidth,
panelHeight
);
// Let subclasses render their content
renderContent(graphics, mouseX, mouseY, partialTick);
// Render widgets (buttons) on top
super.render(graphics, mouseX, mouseY, partialTick);
}
/**
* Render the screen's content. Called after the panel background is drawn.
*
* @param graphics Graphics context
* @param mouseX Mouse X position
* @param mouseY Mouse Y position
* @param partialTick Partial tick for interpolation
*/
protected abstract void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
);
/**
* Get the X position for content with the given margin.
*
* @param margin Margin from the left edge
* @return Content X position
*/
protected int getContentX(int margin) {
return leftPos + margin;
}
/**
* Get the width available for content with the given margin.
*
* @param margin Margin on both sides
* @return Content width
*/
protected int getContentWidth(int margin) {
return panelWidth - margin * 2;
}
/**
* Render a centered title at the given Y position.
*
* @param graphics Graphics context
* @param title Title component
* @param y Y position
* @param color Text color
*/
protected void renderTitle(
GuiGraphics graphics,
Component title,
int y,
int color
) {
graphics.drawCenteredString(
this.font,
title,
leftPos + panelWidth / 2,
y,
color
);
}
@Override
public boolean isPauseScreen() {
return false;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.screens.Screen;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Base abstract class for TiedUp! GUI screens.
* Handles responsive layout, background rendering, and common utilities.
*
* Refactored for cleaner architecture.
*/
@OnlyIn(Dist.CLIENT)
public abstract class BaseScreen extends Screen {
// Content area bounds
protected int leftPos;
protected int topPos;
protected int imageWidth;
protected int imageHeight;
protected BaseScreen(Component title) {
super(title);
}
/**
* Defines the preferred percentage width of the screen (0.0 to 1.0)
* or a fixed pixel width if context requires.
* Default implementation uses a responsive approach.
*/
protected int getPreferredWidth() {
// Default: 60% of screen, min 300px, max 450px
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.6f,
300,
450
);
}
/**
* Defines the preferred percentage height of the screen.
*/
protected int getPreferredHeight() {
// Default: 70% of screen, min 220px, max 400px
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.7f,
220,
400
);
}
@Override
protected void init() {
super.init();
// Calculate dimensions
this.imageWidth = getPreferredWidth();
this.imageHeight = getPreferredHeight();
// Center the panel
this.leftPos = (this.width - this.imageWidth) / 2;
this.topPos = (this.height - this.imageHeight) / 2;
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
this.renderBackground(graphics);
// Draw Main Panel Background
graphics.fill(
leftPos,
topPos,
leftPos + imageWidth,
topPos + imageHeight,
GuiColors.BG_MEDIUM
);
// Draw Borders
GuiRenderUtil.drawBorder(
graphics,
leftPos,
topPos,
imageWidth,
imageHeight,
GuiColors.BORDER_LIGHT
);
// Title
graphics.drawCenteredString(
this.font,
this.title,
this.width / 2,
this.topPos + GuiLayoutConstants.MARGIN_M,
GuiColors.TEXT_WHITE
);
// Template method: subclasses render custom content between background and widgets
renderContent(graphics, mouseX, mouseY, partialTick);
super.render(graphics, mouseX, mouseY, partialTick);
}
/**
* Template method for subclasses to render custom content between the
* background/title and the widgets. Called after background, panel fill,
* border, and title are drawn, but before {@code super.render()} draws
* widgets and tooltips.
*
* <p>Default implementation is a no-op so existing subclasses that
* override {@code render()} directly are unaffected.</p>
*
* <p><b>Important:</b> Subclasses should use EITHER this method OR a
* {@code render()} override, not both — combining them would render
* custom content twice.</p>
*/
protected void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// No-op by default — subclasses override to render custom content
}
@Override
public boolean isPauseScreen() {
return false;
}
/**
* Truncate text with ellipsis if too long.
*/
protected String truncateText(String text, int maxWidth) {
if (this.font.width(text) <= maxWidth) {
return text;
}
String ellipsis = "...";
int ellipsisWidth = this.font.width(ellipsis);
int availableWidth = maxWidth - ellipsisWidth;
if (availableWidth <= 0) {
return ellipsis;
}
// Basic truncation
return this.font.plainSubstrByWidth(text, availableWidth) + ellipsis;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.bounty.Bounty;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.widgets.BountyEntryWidget;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.bounty.PacketDeleteBounty;
import java.util.List;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.components.ContainerObjectSelectionList;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen displaying all active bounties.
* Refactored to use standard ContainerObjectSelectionList.
*/
@OnlyIn(Dist.CLIENT)
public class BountyListScreen extends BaseScreen {
private final List<Bounty> bounties;
private final boolean isAdmin;
private BountyList bountyList;
private Button closeButton;
private Button deleteButton;
public BountyListScreen(List<Bounty> bounties, boolean isAdmin) {
super(Component.translatable("gui.tiedup.bounties.title"));
this.bounties = bounties;
this.isAdmin = isAdmin;
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.7f,
350,
500
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.8f,
250,
400
);
}
@Override
protected void init() {
super.init();
int listTop = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 20;
int listBottom =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT * 2 -
20;
int listHeight = listBottom - listTop;
// Initialize List
bountyList = new BountyList(
minecraft,
this.imageWidth - 20,
listHeight,
listTop,
listBottom
);
bountyList.setLeftPos(this.leftPos + 10);
// Populate List
for (Bounty bounty : bounties) {
bountyList.addEntryPublic(
new BountyEntryWidget(bounty, this::onEntrySelected)
);
}
this.addRenderableWidget(bountyList);
// Buttons
int btnWidth = GuiLayoutConstants.BUTTON_WIDTH_XL;
int btnX = this.leftPos + (this.imageWidth - btnWidth) / 2;
int btnY = listBottom + 10;
deleteButton = Button.builder(
Component.translatable("gui.tiedup.bounties.delete"),
b -> onDeleteClicked()
)
.bounds(btnX, btnY, btnWidth, GuiLayoutConstants.BUTTON_HEIGHT)
.build();
deleteButton.active = false;
this.addRenderableWidget(deleteButton);
closeButton = Button.builder(
Component.translatable("gui.tiedup.close"),
b -> onClose()
)
.bounds(
btnX,
btnY + GuiLayoutConstants.BUTTON_HEIGHT + 4,
btnWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(closeButton);
}
private void onEntrySelected(BountyEntryWidget entry) {
bountyList.setSelected(entry);
updateDeleteButton();
}
private void updateDeleteButton() {
BountyEntryWidget selected = bountyList.getSelected();
if (selected == null) {
deleteButton.active = false;
return;
}
Bounty bounty = selected.getBounty();
if (minecraft.player == null) {
deleteButton.active = false;
return;
}
UUID playerId = minecraft.player.getUUID();
// Can delete if admin or bounty client
deleteButton.active = isAdmin || bounty.isClient(playerId);
// Update visual selection state in all widgets
for (BountyEntryWidget w : bountyList.children()) {
w.setSelected(w == selected);
}
}
private void onDeleteClicked() {
BountyEntryWidget selected = bountyList.getSelected();
if (selected == null) return;
Bounty bounty = selected.getBounty();
ModNetwork.sendToServer(new PacketDeleteBounty(bounty.getId()));
// Remove from list
bounties.remove(bounty);
bountyList.removeEntryPublic(selected);
// Reset selection
bountyList.setSelected(null);
updateDeleteButton();
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
// Bounty count
String countText =
bounties.size() + " bounti" + (bounties.size() != 1 ? "es" : "y");
graphics.drawString(
this.font,
countText,
this.leftPos + GuiLayoutConstants.MARGIN_M,
this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 2,
GuiColors.TEXT_GRAY
);
// Empty state
if (bounties.isEmpty()) {
graphics.drawCenteredString(
this.font,
Component.translatable("gui.tiedup.bounties.noEntries"),
this.leftPos + this.imageWidth / 2,
this.topPos + this.imageHeight / 2,
GuiColors.TEXT_DISABLED
);
}
// Render tooltip for hovered entry
BountyEntryWidget hovered = bountyList.getEntryAtPositionPublic(
mouseX,
mouseY
);
if (hovered != null) {
graphics.renderTooltip(
this.font,
hovered.getBounty().getReward(),
mouseX,
mouseY
);
}
}
// ==================== INNER CLASS: LIST ====================
class BountyList extends ContainerObjectSelectionList<BountyEntryWidget> {
public BountyList(
Minecraft mc,
int width,
int height,
int top,
int bottom
) {
super(mc, width, height, top, bottom, 55); // 55 = item height
this.centerListVertically = false;
this.setRenderBackground(false);
this.setRenderTopAndBottom(false);
}
public void addEntryPublic(BountyEntryWidget entry) {
this.addEntry(entry);
}
public void removeEntryPublic(BountyEntryWidget entry) {
this.removeEntry(entry);
}
public BountyEntryWidget getEntryAtPositionPublic(double x, double y) {
return super.getEntryAtPosition(x, y);
}
@Override
public int getRowWidth() {
return this.width - 20;
}
@Override
protected int getScrollbarPosition() {
return this.getLeft() + this.width - 6;
}
public void setLeftPos(int left) {
this.x0 = left;
this.x1 = left + this.width;
}
@Override
public int getRowLeft() {
return BountyListScreen.this.leftPos + 10;
}
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.cell.PacketCoreMenuAction;
import com.tiedup.remake.network.cell.PacketRenameCell;
import java.util.UUID;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.components.EditBox;
import net.minecraft.client.gui.screens.Screen;
import net.minecraft.core.BlockPos;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Compact Cell Core menu GUI.
* Fixed-size panel (~180x220px) with action buttons and cell info.
*/
@OnlyIn(Dist.CLIENT)
public class CellCoreScreen extends Screen {
private static final int PANEL_WIDTH = 180;
private static final int PANEL_HEIGHT = 243;
private static final int BUTTON_WIDTH = 160;
private static final int BUTTON_HEIGHT = 20;
private static final int MARGIN = 8;
private final BlockPos corePos;
private final UUID cellId;
private final String cellName;
private final String stateName;
private final int interiorVolume;
private final int wallCount;
private final int breachCount;
private final int prisonerCount;
private final int bedCount;
private final int doorCount;
private final int anchorCount;
private final boolean hasSpawn;
private final boolean hasDelivery;
private final boolean hasDisguise;
private boolean showInfo = false;
private boolean renameMode = false;
private EditBox renameBox;
private int leftPos;
private int topPos;
public CellCoreScreen(
BlockPos corePos,
UUID cellId,
String cellName,
String stateName,
int interiorVolume,
int wallCount,
int breachCount,
int prisonerCount,
int bedCount,
int doorCount,
int anchorCount,
boolean hasSpawn,
boolean hasDelivery,
boolean hasDisguise
) {
super(Component.translatable("gui.tiedup.cell_core"));
this.corePos = corePos;
this.cellId = cellId;
this.cellName =
cellName != null && !cellName.isEmpty() ? cellName : "Cell Core";
this.stateName = stateName;
this.interiorVolume = interiorVolume;
this.wallCount = wallCount;
this.breachCount = breachCount;
this.prisonerCount = prisonerCount;
this.bedCount = bedCount;
this.doorCount = doorCount;
this.anchorCount = anchorCount;
this.hasSpawn = hasSpawn;
this.hasDelivery = hasDelivery;
this.hasDisguise = hasDisguise;
}
@Override
protected void init() {
super.init();
int panelHeight = showInfo ? PANEL_HEIGHT + 90 : PANEL_HEIGHT;
this.leftPos = (this.width - PANEL_WIDTH) / 2;
this.topPos = (this.height - panelHeight) / 2;
int btnX = leftPos + (PANEL_WIDTH - BUTTON_WIDTH) / 2;
int currentY = topPos + 24;
// Set Spawn
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.set_spawn"),
b -> {
ModNetwork.sendToServer(
new PacketCoreMenuAction(
corePos,
PacketCoreMenuAction.Action.SET_SPAWN
)
);
onClose();
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 3;
// Set Delivery
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.set_delivery"),
b -> {
ModNetwork.sendToServer(
new PacketCoreMenuAction(
corePos,
PacketCoreMenuAction.Action.SET_DELIVERY
)
);
onClose();
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 3;
// Set Disguise
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.set_disguise"),
b -> {
ModNetwork.sendToServer(
new PacketCoreMenuAction(
corePos,
PacketCoreMenuAction.Action.SET_DISGUISE
)
);
onClose();
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 3;
// Rename
if (renameMode) {
renameBox = new EditBox(
this.font,
btnX,
currentY,
BUTTON_WIDTH - 50,
BUTTON_HEIGHT,
Component.translatable("gui.tiedup.cell_core.cell_name")
);
renameBox.setMaxLength(32);
String currentName = cellName.equals("Cell Core") ? "" : cellName;
renameBox.setValue(currentName);
addRenderableWidget(renameBox);
renameBox.setFocused(true);
setFocused(renameBox);
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.button.ok"),
b -> {
String newName = renameBox.getValue().trim();
ModNetwork.sendToServer(
new PacketRenameCell(cellId, newName)
);
renameMode = false;
onClose();
}
)
.bounds(
btnX + BUTTON_WIDTH - 46,
currentY,
46,
BUTTON_HEIGHT
)
.build()
);
currentY += BUTTON_HEIGHT + 3;
} else {
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.rename"),
b -> {
renameMode = true;
rebuildWidgets();
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 3;
}
// Re-scan
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.rescan"),
b -> {
ModNetwork.sendToServer(
new PacketCoreMenuAction(
corePos,
PacketCoreMenuAction.Action.RESCAN
)
);
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 3;
// Info toggle
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.info"),
b -> {
showInfo = !showInfo;
rebuildWidgets();
}
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
currentY += BUTTON_HEIGHT + 6;
// Close
addRenderableWidget(
Button.builder(
Component.translatable("gui.tiedup.cell_core.close"),
b -> onClose()
)
.bounds(btnX, currentY, BUTTON_WIDTH, BUTTON_HEIGHT)
.build()
);
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
this.renderBackground(graphics);
int panelHeight = showInfo ? PANEL_HEIGHT + 90 : PANEL_HEIGHT;
int panelTopPos = (this.height - panelHeight) / 2;
// Panel background
graphics.fill(
leftPos,
panelTopPos,
leftPos + PANEL_WIDTH,
panelTopPos + panelHeight,
GuiColors.BG_MEDIUM
);
GuiRenderUtil.drawBorder(
graphics,
leftPos,
panelTopPos,
PANEL_WIDTH,
panelHeight,
GuiColors.BORDER_LIGHT
);
// Title
graphics.drawCenteredString(
this.font,
cellName,
leftPos + PANEL_WIDTH / 2,
panelTopPos + MARGIN,
GuiColors.TEXT_WHITE
);
// Info section (below buttons)
if (showInfo) {
int infoY = panelTopPos + PANEL_HEIGHT - 10;
int infoX = leftPos + MARGIN;
int lineH = 10;
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_core.info.state",
stateName
).getString(),
infoX,
infoY,
getStateColor()
);
infoY += lineH;
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_core.info.interior",
interiorVolume
).getString(),
infoX,
infoY,
GuiColors.TEXT_GRAY
);
infoY += lineH;
String wallStr =
breachCount > 0
? Component.translatable(
"gui.tiedup.cell_core.info.walls_breached",
wallCount,
breachCount
).getString()
: Component.translatable(
"gui.tiedup.cell_core.info.walls",
wallCount
).getString();
graphics.drawString(
this.font,
wallStr,
infoX,
infoY,
breachCount > 0 ? GuiColors.WARNING : GuiColors.TEXT_GRAY
);
infoY += lineH;
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_core.info.prisoners",
prisonerCount
).getString(),
infoX,
infoY,
GuiColors.TEXT_GRAY
);
infoY += lineH;
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_core.info.beds_doors_anchors",
bedCount,
doorCount,
anchorCount
).getString(),
infoX,
infoY,
GuiColors.TEXT_GRAY
);
infoY += lineH;
String features = "";
if (hasSpawn) features +=
Component.translatable(
"gui.tiedup.cell_core.info.feature_spawn"
).getString() +
" ";
if (hasDelivery) features +=
Component.translatable(
"gui.tiedup.cell_core.info.feature_delivery"
).getString() +
" ";
if (hasDisguise) features += Component.translatable(
"gui.tiedup.cell_core.info.feature_disguise"
).getString();
if (features.isEmpty()) features = Component.translatable(
"gui.tiedup.cell_core.info.none_set"
).getString();
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_core.info.set",
features.trim()
).getString(),
infoX,
infoY,
GuiColors.TEXT_GRAY
);
}
super.render(graphics, mouseX, mouseY, partialTick);
}
private int getStateColor() {
return switch (stateName) {
case "intact" -> GuiColors.SUCCESS;
case "breached" -> GuiColors.WARNING;
case "compromised" -> GuiColors.ERROR;
default -> GuiColors.TEXT_GRAY;
};
}
@Override
public boolean isPauseScreen() {
return false;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.widgets.CellListRenderer;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.cell.PacketCellAction;
import com.tiedup.remake.network.cell.PacketOpenCellManager.CellSyncData;
import com.tiedup.remake.network.cell.PacketOpenCellManager.PrisonerInfo;
import com.tiedup.remake.network.cell.PacketRenameCell;
import java.util.List;
import org.jetbrains.annotations.Nullable;
import net.minecraft.ChatFormatting;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.components.EditBox;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen for managing player-owned cells.
* Shows list of cells with prisoners and management actions.
*
* Operators (OP) can see and manage ALL cells.
* Non-operators can only manage their own cells.
*/
@OnlyIn(Dist.CLIENT)
public class CellManagerScreen extends BaseScreen {
private final List<CellSyncData> cells;
private final boolean isOperator;
// Selection state
@Nullable
private CellSyncData selectedCell;
@Nullable
private PrisonerInfo selectedPrisoner;
// UI state
private boolean renameMode = false;
private EditBox renameBox;
// Layout
private int listStartY;
private int listHeight;
private int cellEntryHeight = 24;
private int prisonerEntryHeight = 18;
private int scrollOffset = 0;
// Buttons
private Button closeButton;
private Button renameButton;
private Button deleteButton;
private Button releaseButton;
private Button teleportButton;
/**
* Create the cell manager screen.
*
* @param cells List of cells to display
* @param isOperator True if the viewing player is an operator (can manage all cells)
*/
public CellManagerScreen(List<CellSyncData> cells, boolean isOperator) {
super(Component.translatable("gui.tiedup.cell_manager"));
this.cells = cells;
this.isOperator = isOperator;
}
/**
* Legacy constructor (assumes not operator).
*/
public CellManagerScreen(List<CellSyncData> cells) {
this(cells, false);
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.7f,
400,
550
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.8f,
350,
500
);
}
@Override
protected void init() {
super.init();
int contentTop =
this.topPos +
GuiLayoutConstants.TITLE_HEIGHT +
GuiLayoutConstants.MARGIN_M;
listStartY = contentTop;
// Calculate list height (leave room for buttons at bottom)
int buttonsAreaHeight =
GuiLayoutConstants.BUTTON_HEIGHT * 2 +
GuiLayoutConstants.MARGIN_L +
GuiLayoutConstants.MARGIN_M;
listHeight =
this.imageHeight - (listStartY - this.topPos) - buttonsAreaHeight;
// === Action Buttons (bottom) ===
int buttonY =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT * 2 -
GuiLayoutConstants.MARGIN_L;
int buttonWidth = 80;
int buttonSpacing = 6;
int buttonsStartX = this.leftPos + GuiLayoutConstants.MARGIN_M;
// Row 1: Rename, Delete
renameButton = Button.builder(
Component.translatable("gui.tiedup.cell_manager.button.rename"),
b -> toggleRenameMode()
)
.bounds(
buttonsStartX,
buttonY,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(renameButton);
deleteButton = Button.builder(
Component.translatable(
"gui.tiedup.cell_manager.button.delete"
).withStyle(ChatFormatting.RED),
b -> deleteSelectedCell()
)
.bounds(
buttonsStartX + buttonWidth + buttonSpacing,
buttonY,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(deleteButton);
// Row 2: Release, Teleport
int row2Y =
buttonY +
GuiLayoutConstants.BUTTON_HEIGHT +
GuiLayoutConstants.MARGIN_S;
releaseButton = Button.builder(
Component.translatable("gui.tiedup.cell_manager.button.release"),
b -> releaseSelectedPrisoner()
)
.bounds(
buttonsStartX,
row2Y,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(releaseButton);
teleportButton = Button.builder(
Component.translatable("gui.tiedup.cell_manager.button.teleport"),
b -> teleportSelectedPrisoner()
)
.bounds(
buttonsStartX + buttonWidth + buttonSpacing,
row2Y,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(teleportButton);
// Close button (right side)
closeButton = Button.builder(
Component.translatable("gui.tiedup.close"),
b -> onClose()
)
.bounds(
this.leftPos +
this.imageWidth -
GuiLayoutConstants.BUTTON_WIDTH_M -
GuiLayoutConstants.MARGIN_M,
row2Y,
GuiLayoutConstants.BUTTON_WIDTH_M,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(closeButton);
// Rename edit box (hidden by default)
renameBox = new EditBox(
this.font,
this.leftPos + GuiLayoutConstants.MARGIN_M,
buttonY - 25,
this.imageWidth - GuiLayoutConstants.MARGIN_M * 2 - 60,
20,
Component.translatable("gui.tiedup.cell_manager.cell_name")
);
renameBox.setMaxLength(32);
renameBox.setVisible(false);
this.addRenderableWidget(renameBox);
updateButtonStates();
}
private void updateButtonStates() {
boolean hasCellSelected = selectedCell != null;
boolean hasPrisonerSelected = selectedPrisoner != null;
// Determine if player can manage the selected cell
// OP can manage any cell, non-OP can only manage their owned cells
boolean canManageCell =
hasCellSelected && (isOperator || selectedCell.isOwned);
renameButton.active = canManageCell && !renameMode;
deleteButton.active = canManageCell && !renameMode;
releaseButton.active =
canManageCell && hasPrisonerSelected && !renameMode;
teleportButton.active =
canManageCell && hasPrisonerSelected && !renameMode;
}
private void toggleRenameMode() {
if (selectedCell == null) return;
renameMode = !renameMode;
renameBox.setVisible(renameMode);
if (renameMode) {
String currentName =
selectedCell.name != null ? selectedCell.name : "";
renameBox.setValue(currentName);
renameBox.setFocused(true);
renameButton.setMessage(
Component.translatable(
"gui.tiedup.cell_manager.button.save"
).withStyle(ChatFormatting.GREEN)
);
} else {
// Save the name
String newName = renameBox.getValue().trim();
ModNetwork.sendToServer(
new PacketRenameCell(selectedCell.cellId, newName)
);
renameButton.setMessage(
Component.translatable("gui.tiedup.cell_manager.button.rename")
);
}
updateButtonStates();
}
private void deleteSelectedCell() {
if (selectedCell == null) return;
ModNetwork.sendToServer(
new PacketCellAction(
PacketCellAction.Action.DELETE_CELL,
selectedCell.cellId,
null,
null
)
);
// Remove from local list and deselect
cells.remove(selectedCell);
selectedCell = null;
selectedPrisoner = null;
updateButtonStates();
}
private void releaseSelectedPrisoner() {
if (selectedCell == null || selectedPrisoner == null) return;
ModNetwork.sendToServer(
new PacketCellAction(
PacketCellAction.Action.RELEASE,
selectedCell.cellId,
selectedPrisoner.prisonerId,
null
)
);
// Remove prisoner from local state
selectedCell.prisoners.remove(selectedPrisoner);
selectedPrisoner = null;
updateButtonStates();
}
private void teleportSelectedPrisoner() {
if (selectedCell == null || selectedPrisoner == null) return;
ModNetwork.sendToServer(
new PacketCellAction(
PacketCellAction.Action.TELEPORT,
selectedCell.cellId,
selectedPrisoner.prisonerId,
null
)
);
}
@Override
protected void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// Cell count subtitle (show OP mode indicator if operator)
Component subtitle = Component.translatable(
"gui.tiedup.cell_manager.label.cell_count",
cells.size()
);
if (isOperator) {
subtitle = subtitle
.copy()
.append(" ")
.append(
Component.translatable(
"gui.tiedup.cell_manager.label.op_mode"
)
);
}
graphics.drawCenteredString(
this.font,
subtitle
.copy()
.withStyle(
isOperator ? ChatFormatting.GOLD : ChatFormatting.GRAY
),
this.leftPos + this.imageWidth / 2,
this.topPos + GuiLayoutConstants.MARGIN_M + 12,
isOperator ? GuiColors.WARNING : GuiColors.TEXT_GRAY
);
// Render cell list
renderCellList(graphics, mouseX, mouseY);
// Render rename mode hint
if (renameMode) {
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_manager.status.rename_hint"
).getString(),
this.leftPos + GuiLayoutConstants.MARGIN_M,
renameBox.getY() - 12,
GuiColors.TEXT_GRAY
);
}
}
/**
* Calculate the total pixel height of all cell entries.
*/
private int getTotalContentHeight() {
int total = 0;
for (CellSyncData cell : cells) {
total += cellEntryHeight;
int prisoners = cell.prisoners.isEmpty()
? 1
: cell.prisoners.size();
total += prisoners * prisonerEntryHeight;
total += 4; // spacing
}
return total;
}
private int getMaxScrollOffset() {
int totalHeight = getTotalContentHeight();
return Math.max(0, totalHeight - listHeight);
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
int maxScroll = getMaxScrollOffset();
if (maxScroll > 0) {
int scrollAmount = (int) (delta * 20);
scrollOffset = Math.max(
0,
Math.min(maxScroll, scrollOffset - scrollAmount)
);
return true;
}
return super.mouseScrolled(mouseX, mouseY, delta);
}
private void renderCellList(GuiGraphics graphics, int mouseX, int mouseY) {
int listX = this.leftPos + GuiLayoutConstants.MARGIN_M;
int listWidth = this.imageWidth - GuiLayoutConstants.MARGIN_M * 2;
// Apply scroll offset to starting Y
int currentY = listStartY - scrollOffset;
for (CellSyncData cell : cells) {
if (currentY > listStartY + listHeight) break;
if (currentY + cellEntryHeight < listStartY) {
currentY +=
cellEntryHeight +
cell.prisoners.size() * prisonerEntryHeight;
continue;
}
// Cell header background
boolean cellSelected = cell == selectedCell;
boolean cellHovered =
mouseX >= listX &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + cellEntryHeight;
int bgColor;
if (cellSelected) {
bgColor = GuiColors.SLOT_SELECTED;
} else if (cellHovered) {
bgColor = GuiColors.SLOT_HOVER;
} else {
bgColor = GuiColors.BG_LIGHT;
}
graphics.fill(
listX,
currentY,
listX + listWidth,
currentY + cellEntryHeight,
bgColor
);
// Cell icon - different color for owned vs not-owned cells
int iconColor = cell.isOwned
? GuiColors.TYPE_COLLAR
: GuiColors.TEXT_DISABLED;
graphics.fill(
listX + 4,
currentY + 4,
listX + 18,
currentY + 18,
iconColor
);
// Lock icon overlay if not owned and not OP
if (!cell.isOwned && !isOperator) {
graphics.drawString(
this.font,
"\uD83D\uDD12",
listX + 5,
currentY + 5,
GuiColors.TEXT_DISABLED
); // Lock emoji
}
// Cell name
String displayName = cell.getDisplayName();
int nameColor = cell.isOwned
? GuiColors.TEXT_WHITE
: GuiColors.TEXT_GRAY;
graphics.drawString(
this.font,
displayName,
listX + 24,
currentY + 4,
nameColor
);
// Prisoner count badge
CellListRenderer.renderCountBadge(
graphics,
this.font,
cell.prisonerCount,
cell.maxPrisoners,
listX + listWidth,
currentY + 4
);
// Location + owner info for non-owned cells
String locStr = "@ " + cell.spawnPoint.toShortString();
if (!cell.isOwned && cell.ownerName != null) {
locStr +=
" (" +
Component.translatable(
"gui.tiedup.cell_manager.label.owner",
cell.ownerName
).getString() +
")";
}
graphics.drawString(
this.font,
locStr,
listX + 24,
currentY + 14,
GuiColors.TEXT_DISABLED
);
currentY += cellEntryHeight;
// Render prisoners under this cell
for (PrisonerInfo prisoner : cell.prisoners) {
if (currentY > listStartY + listHeight) break;
boolean prisonerSelected =
prisoner == selectedPrisoner && cell == selectedCell;
boolean prisonerHovered =
mouseX >= listX + 20 &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + prisonerEntryHeight;
int prisonerBg;
if (prisonerSelected) {
prisonerBg = GuiColors.lighten(
GuiColors.SLOT_SELECTED,
0.2f
);
} else if (prisonerHovered) {
prisonerBg = GuiColors.SLOT_HOVER;
} else {
prisonerBg = GuiColors.BG_DARK;
}
graphics.fill(
listX + 20,
currentY,
listX + listWidth,
currentY + prisonerEntryHeight,
prisonerBg
);
// Prisoner indicator
graphics.drawString(
this.font,
" \u2514\u2500 ",
listX,
currentY + 2,
GuiColors.TEXT_DISABLED
);
// Prisoner name
graphics.drawString(
this.font,
prisoner.prisonerName,
listX + 40,
currentY + 4,
GuiColors.TEXT_WHITE
);
currentY += prisonerEntryHeight;
}
// If no prisoners, show "(empty)"
if (cell.prisoners.isEmpty()) {
graphics.drawString(
this.font,
Component.literal(" \u2514\u2500 ")
.append(
Component.translatable(
"gui.tiedup.cell_manager.label.empty"
)
)
.withStyle(ChatFormatting.ITALIC),
listX,
currentY + 2,
GuiColors.TEXT_DISABLED
);
currentY += prisonerEntryHeight;
}
// Spacing between cells
currentY += 4;
}
// If no cells
if (cells.isEmpty()) {
CellListRenderer.renderEmptyState(
graphics,
this.font,
this.leftPos + this.imageWidth / 2,
listStartY,
"gui.tiedup.cell_manager.status.no_cells",
"gui.tiedup.cell_manager.status.use_cellwand"
);
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (button == 0 && !renameMode) {
// Only handle clicks within the visible list area
if (mouseY < listStartY || mouseY > listStartY + listHeight) {
return super.mouseClicked(mouseX, mouseY, button);
}
// Handle cell/prisoner selection
int listX = this.leftPos + GuiLayoutConstants.MARGIN_M;
int listWidth = this.imageWidth - GuiLayoutConstants.MARGIN_M * 2;
int currentY = listStartY - scrollOffset;
for (CellSyncData cell : cells) {
if (currentY > listStartY + listHeight) break;
// Check cell header click
if (
mouseX >= listX &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + cellEntryHeight
) {
selectedCell = cell;
selectedPrisoner = null;
updateButtonStates();
return true;
}
currentY += cellEntryHeight;
// Check prisoner clicks
for (PrisonerInfo prisoner : cell.prisoners) {
if (currentY > listStartY + listHeight) break;
if (
mouseX >= listX + 20 &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + prisonerEntryHeight
) {
selectedCell = cell;
selectedPrisoner = prisoner;
updateButtonStates();
return true;
}
currentY += prisonerEntryHeight;
}
// Empty cell placeholder height
if (cell.prisoners.isEmpty()) {
currentY += prisonerEntryHeight;
}
currentY += 4; // Spacing
}
}
return super.mouseClicked(mouseX, mouseY, button);
}
@Override
public boolean keyPressed(int keyCode, int scanCode, int modifiers) {
if (renameMode) {
if (keyCode == 257) {
// Enter
toggleRenameMode(); // Save
return true;
} else if (keyCode == 256) {
// Escape
renameMode = false;
renameBox.setVisible(false);
renameButton.setMessage(
Component.translatable(
"gui.tiedup.cell_manager.button.rename"
)
);
updateButtonStates();
return true;
}
}
return super.keyPressed(keyCode, scanCode, modifiers);
}
}

View File

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.widgets.CellListRenderer;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.cell.PacketAssignCellToCollar;
import com.tiedup.remake.network.cell.PacketOpenCellSelector.CellOption;
import java.util.List;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import net.minecraft.ChatFormatting;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Modal screen for selecting a cell to assign to a collar.
* Opens from SlaveItemManagementScreen when clicking "Cell" button.
*/
@OnlyIn(Dist.CLIENT)
public class CellSelectorScreen extends BaseScreen {
private final UUID targetEntityUUID;
private final List<CellOption> cells;
@Nullable
private CellOption selectedCell;
// Layout
private int listStartY;
private int listHeight;
private int entryHeight = 28;
// Buttons
private Button confirmButton;
private Button clearButton;
private Button backButton;
public CellSelectorScreen(UUID targetEntityUUID, List<CellOption> cells) {
super(Component.translatable("gui.tiedup.select_cell"));
this.targetEntityUUID = targetEntityUUID;
this.cells = cells;
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.5f,
280,
380
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.6f,
250,
350
);
}
@Override
protected void init() {
super.init();
int contentTop =
this.topPos +
GuiLayoutConstants.TITLE_HEIGHT +
GuiLayoutConstants.MARGIN_M;
listStartY = contentTop;
// Calculate list height
int buttonsAreaHeight =
GuiLayoutConstants.BUTTON_HEIGHT + GuiLayoutConstants.MARGIN_L;
listHeight =
this.imageHeight - (listStartY - this.topPos) - buttonsAreaHeight;
// === Buttons at bottom ===
int buttonY =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT -
GuiLayoutConstants.MARGIN_M;
int buttonWidth = 70;
int buttonSpacing = 8;
int totalButtonsWidth = buttonWidth * 3 + buttonSpacing * 2;
int buttonsStartX =
this.leftPos + (this.imageWidth - totalButtonsWidth) / 2;
confirmButton = Button.builder(
Component.translatable(
"gui.tiedup.cell_selector.button.confirm"
).withStyle(ChatFormatting.GREEN),
b -> confirmSelection()
)
.bounds(
buttonsStartX,
buttonY,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(confirmButton);
clearButton = Button.builder(
Component.translatable(
"gui.tiedup.cell_selector.button.clear"
).withStyle(ChatFormatting.YELLOW),
b -> clearSelection()
)
.bounds(
buttonsStartX + buttonWidth + buttonSpacing,
buttonY,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(clearButton);
backButton = Button.builder(
Component.translatable("gui.tiedup.cell_selector.button.back"),
b -> onClose()
)
.bounds(
buttonsStartX + (buttonWidth + buttonSpacing) * 2,
buttonY,
buttonWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(backButton);
updateButtonStates();
}
private void updateButtonStates() {
confirmButton.active = selectedCell != null;
}
private void confirmSelection() {
if (selectedCell == null) return;
// Send packet to assign cell
ModNetwork.sendToServer(
new PacketAssignCellToCollar(targetEntityUUID, selectedCell.cellId)
);
onClose();
}
private void clearSelection() {
// Send packet to clear cell (null cellId)
ModNetwork.sendToServer(
new PacketAssignCellToCollar(targetEntityUUID, null)
);
onClose();
}
@Override
protected void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// Render cell list
renderCellList(graphics, mouseX, mouseY);
}
private void renderCellList(GuiGraphics graphics, int mouseX, int mouseY) {
int listX = this.leftPos + GuiLayoutConstants.MARGIN_M;
int listWidth = this.imageWidth - GuiLayoutConstants.MARGIN_M * 2;
int currentY = listStartY;
for (int i = 0; i < cells.size(); i++) {
CellOption cell = cells.get(i);
if (currentY + entryHeight > listStartY + listHeight) break;
boolean isSelected = cell == selectedCell;
boolean isHovered =
mouseX >= listX &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + entryHeight;
// Background
int bgColor;
if (isSelected) {
bgColor = GuiColors.SLOT_SELECTED;
} else if (isHovered) {
bgColor = GuiColors.SLOT_HOVER;
} else {
bgColor = (i % 2 == 0)
? GuiColors.SLOT_EMPTY
: GuiColors.BG_LIGHT;
}
graphics.fill(
listX,
currentY,
listX + listWidth,
currentY + entryHeight - 2,
bgColor
);
// Radio button indicator
int radioX = listX + 8;
int radioY = currentY + entryHeight / 2 - 4;
if (isSelected) {
// Filled circle
graphics.fill(
radioX,
radioY,
radioX + 8,
radioY + 8,
GuiColors.SUCCESS
);
} else {
// Empty circle (border only)
graphics.fill(
radioX,
radioY,
radioX + 8,
radioY + 8,
GuiColors.TEXT_GRAY
);
graphics.fill(
radioX + 1,
radioY + 1,
radioX + 7,
radioY + 7,
bgColor
);
}
// Cell name
graphics.drawString(
this.font,
cell.displayName,
listX + 24,
currentY + 4,
GuiColors.TEXT_WHITE
);
// Prisoner count badge
CellListRenderer.renderCountBadge(
graphics,
this.font,
cell.prisonerCount,
cell.maxPrisoners,
listX + listWidth,
currentY + 4
);
// Full indicator
if (cell.prisonerCount >= cell.maxPrisoners) {
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.cell_selector.status.full"
).withStyle(ChatFormatting.RED),
listX + 24,
currentY + 16,
GuiColors.ERROR
);
}
currentY += entryHeight;
}
// If no cells
if (cells.isEmpty()) {
CellListRenderer.renderEmptyState(
graphics,
this.font,
this.leftPos + this.imageWidth / 2,
listStartY,
"gui.tiedup.cell_selector.status.no_cells",
"gui.tiedup.cell_selector.status.use_cellwand"
);
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (button == 0) {
int listX = this.leftPos + GuiLayoutConstants.MARGIN_M;
int listWidth = this.imageWidth - GuiLayoutConstants.MARGIN_M * 2;
int currentY = listStartY;
for (CellOption cell : cells) {
if (currentY + entryHeight > listStartY + listHeight) break;
if (
mouseX >= listX &&
mouseX < listX + listWidth &&
mouseY >= currentY &&
mouseY < currentY + entryHeight
) {
// Don't allow selecting full cells
if (cell.prisonerCount < cell.maxPrisoners) {
selectedCell = cell;
updateButtonStates();
}
return true;
}
currentY += entryHeight;
}
}
return super.mouseClicked(mouseX, mouseY, button);
}
}

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View File

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package com.tiedup.remake.client.gui.screens;
import com.mojang.blaze3d.platform.InputConstants;
import com.tiedup.remake.client.ModKeybindings;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.minigame.PacketContinuousStruggleHold;
import com.tiedup.remake.network.minigame.PacketContinuousStruggleStop;
import java.util.UUID;
import net.minecraft.ChatFormatting;
import net.minecraft.client.KeyMapping;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.lwjgl.glfw.GLFW;
/**
* Client-side GUI for the Continuous Struggle mini-game.
*
* Layout:
* ┌─────────────────────────────────────┐
* │ STRUGGLING... │
* │ │
* │ ┌─────┐ │
* │ │ ↑ │ ← Arrow │
* │ │ W │ direction │
* │ └─────┘ │
* │ │
* │ HOLD [W] to struggle! │
* │ │
* │ ████████████░░░░░░░░░ 45/100 │ ← Progress bar
* │ │
* │ Press ESC to stop │
* └─────────────────────────────────────┘
*/
@OnlyIn(Dist.CLIENT)
public class ContinuousStruggleMiniGameScreen extends BaseScreen {
private UUID sessionId;
private int currentDirection;
private int currentResistance;
private int maxResistance;
private boolean isLocked;
// Visual state
private float animatedResistance;
private int flashTicks;
private boolean showDirectionChangeFlash;
private boolean showShockEffect;
private int shockEffectTicks;
private boolean gameComplete;
private boolean gameSuccess;
private int completionDelayTicks;
// Input state
private int heldDirection = -1;
private int ticksSinceLastUpdate = 0;
// Colors
private static final int ARROW_BG_NORMAL = 0xFF444444;
private static final int ARROW_BG_HOLDING = 0xFF006600;
private static final int ARROW_BG_WRONG = 0xFF664400;
private static final int ARROW_BG_SHOCKED = 0xFF660000;
private static final int ARROW_TEXT_COLOR = 0xFFFFFFFF;
private static final int PROGRESS_BAR_BG = 0xFF442222;
private static final int PROGRESS_BAR_FILL = 0xFF44AA44;
private static final int PROGRESS_BAR_EMPTY = 0xFFAA4444;
// Update interval (every 5 ticks = 4 times per second)
private static final int UPDATE_INTERVAL_TICKS = 5;
public ContinuousStruggleMiniGameScreen(
UUID sessionId,
int currentDirection,
int currentResistance,
int maxResistance,
boolean isLocked
) {
super(Component.translatable("gui.tiedup.continuous_struggle"));
this.sessionId = sessionId;
this.currentDirection = currentDirection;
this.currentResistance = currentResistance;
this.maxResistance = maxResistance;
this.isLocked = isLocked;
this.animatedResistance = currentResistance;
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.5f,
280,
350
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.45f,
200,
280
);
}
@Override
protected void init() {
super.init();
TiedUpMod.LOGGER.info(
"[ContinuousStruggleMiniGameScreen] Screen initialized: dir={}, resistance={}/{}, locked={}",
currentDirection,
currentResistance,
maxResistance,
isLocked
);
}
// ==================== STATE UPDATES FROM SERVER ====================
/**
* Called when direction changes.
*/
public void onDirectionChange(int newDirection) {
this.currentDirection = newDirection;
this.showDirectionChangeFlash = true;
this.flashTicks = 15;
TiedUpMod.LOGGER.debug(
"[ContinuousStruggleMiniGameScreen] Direction changed to {}",
getDirectionKeyName(newDirection)
);
}
/**
* Called when resistance updates.
*/
public void onResistanceUpdate(int newResistance) {
this.currentResistance = newResistance;
}
/**
* Called when shock collar triggers.
*/
public void onShock() {
this.showShockEffect = true;
this.shockEffectTicks = 20;
}
/**
* Called when player escapes successfully.
*/
public void onEscape() {
this.gameComplete = true;
this.gameSuccess = true;
this.completionDelayTicks = 40; // 2 seconds
}
/**
* Called when session ends.
*/
public void onEnd() {
this.gameComplete = true;
this.gameSuccess = false;
this.onClose();
}
// ==================== TICK AND RENDER ====================
@Override
public void tick() {
super.tick();
// Animate resistance bar
animatedResistance = lerp(animatedResistance, currentResistance, 0.15f);
// Flash timer
if (flashTicks > 0) {
flashTicks--;
if (flashTicks == 0) {
showDirectionChangeFlash = false;
}
}
// Shock effect timer
if (shockEffectTicks > 0) {
shockEffectTicks--;
if (shockEffectTicks == 0) {
showShockEffect = false;
}
}
// Completion delay
if (gameComplete && completionDelayTicks > 0) {
completionDelayTicks--;
if (completionDelayTicks <= 0) {
this.onClose();
}
return; // Don't send updates after game complete
}
// Check held keys and send updates to server
if (!gameComplete) {
updateHeldDirection();
ticksSinceLastUpdate++;
if (ticksSinceLastUpdate >= UPDATE_INTERVAL_TICKS) {
ticksSinceLastUpdate = 0;
sendHoldUpdate();
}
}
}
/**
* Check which direction key is currently held.
* Uses InputConstants.isKeyDown() directly because keyMapping.isDown()
* doesn't work properly when a Screen is open.
*/
private void updateHeldDirection() {
if (this.minecraft == null) return;
long windowHandle = this.minecraft.getWindow().getWindow();
int newHeldDirection = -1;
// Check each direction key using direct GLFW input
for (int i = 0; i < 4; i++) {
KeyMapping keyMapping = ModKeybindings.getStruggleDirectionKey(i);
if (keyMapping != null) {
// Get the key code from the KeyMapping
InputConstants.Key key = keyMapping.getKey();
if (key.getType() == InputConstants.Type.KEYSYM) {
if (
InputConstants.isKeyDown(windowHandle, key.getValue())
) {
newHeldDirection = i;
break;
}
}
}
}
this.heldDirection = newHeldDirection;
}
/**
* Send held direction update to server.
*/
private void sendHoldUpdate() {
boolean isHolding = heldDirection >= 0;
ModNetwork.sendToServer(
new PacketContinuousStruggleHold(
sessionId,
heldDirection,
isHolding
)
);
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
try {
super.render(graphics, mouseX, mouseY, partialTick);
int centerX = this.width / 2;
int y = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 15;
// Direction arrow
renderDirectionArrow(graphics, centerX, y);
y += 80;
// Hold instruction
renderHoldInstruction(graphics, centerX, y);
y += 25;
// Progress bar
renderProgressBar(graphics, y);
y += 40;
// Lock indicator
if (isLocked) {
Component lockText = Component.translatable(
"gui.tiedup.continuous_struggle.status.locked"
).withStyle(ChatFormatting.RED, ChatFormatting.BOLD);
int lockWidth = this.font.width(lockText);
graphics.drawString(
this.font,
lockText,
centerX - lockWidth / 2,
y,
0xFFFFFFFF
);
y += 18;
}
// Status / instructions
renderStatus(graphics, centerX, y);
// Shock overlay
if (showShockEffect) {
renderShockOverlay(graphics);
}
} catch (Exception e) {
TiedUpMod.LOGGER.error(
"[ContinuousStruggleMiniGameScreen] Render error: ",
e
);
}
}
private void renderDirectionArrow(
GuiGraphics graphics,
int centerX,
int y
) {
int arrowSize = 60;
int arrowX = centerX - arrowSize / 2;
// Determine background color
int bgColor;
if (showShockEffect) {
bgColor = ARROW_BG_SHOCKED;
} else if (showDirectionChangeFlash) {
bgColor = (flashTicks % 4 < 2) ? 0xFF666600 : ARROW_BG_NORMAL;
} else if (heldDirection == currentDirection) {
bgColor = ARROW_BG_HOLDING;
} else if (heldDirection >= 0 && heldDirection != currentDirection) {
bgColor = ARROW_BG_WRONG;
} else {
bgColor = ARROW_BG_NORMAL;
}
// Draw arrow box
graphics.fill(arrowX, y, arrowX + arrowSize, y + arrowSize, bgColor);
graphics.renderOutline(arrowX, y, arrowSize, arrowSize, 0xFFAAAAAA);
// Draw arrow symbol
String arrowSymbol = getDirectionArrow(currentDirection);
int arrowWidth = this.font.width(arrowSymbol);
graphics.drawString(
this.font,
arrowSymbol,
centerX - arrowWidth / 2,
y + 12,
ARROW_TEXT_COLOR
);
// Draw key name
String keyName = getDirectionKeyName(currentDirection);
int keyWidth = this.font.width(keyName);
graphics.drawString(
this.font,
keyName,
centerX - keyWidth / 2,
y + arrowSize - 20,
ARROW_TEXT_COLOR
);
}
private void renderHoldInstruction(
GuiGraphics graphics,
int centerX,
int y
) {
String keyName = getDirectionKeyName(currentDirection);
Component instruction;
if (showShockEffect) {
instruction = Component.translatable(
"gui.tiedup.continuous_struggle.status.shocked"
).withStyle(ChatFormatting.RED, ChatFormatting.BOLD);
} else if (heldDirection == currentDirection) {
instruction = Component.translatable(
"gui.tiedup.continuous_struggle.status.struggling"
).withStyle(ChatFormatting.GREEN);
} else {
instruction = Component.translatable(
"gui.tiedup.continuous_struggle.hold_key",
keyName
).withStyle(ChatFormatting.YELLOW);
}
int instructionWidth = this.font.width(instruction);
graphics.drawString(
this.font,
instruction,
centerX - instructionWidth / 2,
y,
0xFFFFFFFF
);
}
private void renderProgressBar(GuiGraphics graphics, int y) {
int barWidth = 200;
int barHeight = 18;
int barX = (this.width - barWidth) / 2;
// Calculate progress (inverted: 0 resistance = full progress)
float progress =
maxResistance > 0
? 1.0f - (animatedResistance / maxResistance)
: 0.0f;
progress = Math.max(0.0f, Math.min(1.0f, progress));
// Background (empty portion)
graphics.fill(barX, y, barX + barWidth, y + barHeight, PROGRESS_BAR_BG);
// Fill (progress portion)
int fillWidth = (int) (barWidth * progress);
if (fillWidth > 0) {
graphics.fill(
barX,
y,
barX + fillWidth,
y + barHeight,
PROGRESS_BAR_FILL
);
}
// Border
graphics.renderOutline(barX, y, barWidth, barHeight, 0xFF888888);
// Text showing resistance
String progressText = String.format(
"%d/%d",
(int) animatedResistance,
maxResistance
);
int textWidth = this.font.width(progressText);
graphics.drawString(
this.font,
progressText,
barX + barWidth + 8,
y + 5,
GuiColors.TEXT_WHITE
);
// Label above bar
Component label = Component.translatable(
"gui.tiedup.continuous_struggle.label.resistance"
).withStyle(ChatFormatting.GRAY);
graphics.drawString(
this.font,
label,
barX,
y - 12,
GuiColors.TEXT_WHITE
);
}
private void renderStatus(GuiGraphics graphics, int centerX, int y) {
Component status;
if (gameComplete && gameSuccess) {
status = Component.translatable(
"gui.tiedup.continuous_struggle.status.escaped"
).withStyle(ChatFormatting.GREEN, ChatFormatting.BOLD);
} else if (gameComplete) {
status = Component.translatable(
"gui.tiedup.continuous_struggle.status.stopped"
).withStyle(ChatFormatting.GRAY);
} else {
status = Component.translatable(
"gui.tiedup.continuous_struggle.status.press_esc"
).withStyle(ChatFormatting.DARK_GRAY);
}
int statusWidth = this.font.width(status);
graphics.drawString(
this.font,
status,
centerX - statusWidth / 2,
y,
0xFFFFFFFF
);
}
private void renderShockOverlay(GuiGraphics graphics) {
// Red flash overlay
int alpha = (int) (100 * ((float) shockEffectTicks / 20.0f));
int overlayColor = (alpha << 24) | 0xFF0000;
graphics.fill(0, 0, this.width, this.height, overlayColor);
}
// ==================== INPUT HANDLING ====================
@Override
public boolean keyPressed(int keyCode, int scanCode, int modifiers) {
// ESC to stop — onClose() handles sending the stop packet
if (keyCode == GLFW.GLFW_KEY_ESCAPE) {
this.onClose();
return true;
}
return super.keyPressed(keyCode, scanCode, modifiers);
}
@Override
public void onClose() {
// Send stop packet if not already complete
if (!gameComplete) {
ModNetwork.sendToServer(
new PacketContinuousStruggleStop(sessionId)
);
}
super.onClose();
}
@Override
public boolean isPauseScreen() {
return false;
}
// ==================== HELPERS ====================
private String getDirectionArrow(int direction) {
return switch (direction) {
case 0 -> "\u2191"; // ↑
case 1 -> "\u2190"; // ←
case 2 -> "\u2193"; // ↓
case 3 -> "\u2192"; // →
default -> "?";
};
}
private String getDirectionKeyName(int direction) {
return ModKeybindings.getStruggleDirectionKeyName(direction);
}
private float lerp(float current, float target, float speed) {
if (Math.abs(current - target) < 0.5f) {
return target;
}
return current + (target - current) * speed;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.dialogue.conversation.ConversationTopic;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.conversation.PacketEndConversationC2S;
import com.tiedup.remake.network.conversation.PacketSelectTopic;
import java.util.ArrayList;
import java.util.LinkedHashMap;
import java.util.List;
import java.util.Map;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* GUI screen for interactive conversations with NPCs.
* Displays available conversation topics with effectiveness indicators.
*
* Phase 5: Enhanced Conversation System
* Phase 2: Refactored to extend BaseInteractionScreen
*
* DISABLED: Conversation system not in use. Kept because PacketEndConversationS2C
* references this class in an instanceof check.
*/
@OnlyIn(Dist.CLIENT)
public class ConversationScreen extends BaseInteractionScreen {
// Layout constants
private static final int PANEL_WIDTH = 260;
private static final int PANEL_HEIGHT = 220;
private static final int MARGIN = 12;
private static final int BUTTON_HEIGHT = 22;
private static final int BUTTON_SPACING = 4;
private static final int CATEGORY_SPACING = 8;
// Color constants
private static final int TITLE_COLOR = 0xFFFFD700;
private static final int CATEGORY_COLOR = 0xFF88AAFF;
private static final int TEXT_WHITE = 0xFFFFFFFF;
private static final int TEXT_DIM = 0xFFAAAAAA;
// Effectiveness colors (green -> yellow -> orange -> red)
private static final int EFF_100 = 0xFF55FF55; // Green (100%)
private static final int EFF_80 = 0xFFAAFF55; // Yellow-green (80%)
private static final int EFF_60 = 0xFFFFFF55; // Yellow (60%)
private static final int EFF_40 = 0xFFFFAA55; // Orange (40%)
private static final int EFF_20 = 0xFFFF5555; // Red (20%)
// Data
private final int entityId;
private final String npcName;
private final List<ConversationTopic> availableTopics;
private final Map<
ConversationTopic.Category,
List<ConversationTopic>
> topicsByCategory;
// Effectiveness tracking (sent from server or estimated client-side)
private final Map<ConversationTopic, Float> topicEffectiveness;
// Rapport level (0-100 display)
private int rapportLevel = 50;
public ConversationScreen(
int entityId,
String npcName,
List<ConversationTopic> topics
) {
super(
Component.translatable("gui.tiedup.conversation.title", npcName),
PANEL_WIDTH,
PANEL_HEIGHT
);
this.entityId = entityId;
this.npcName = npcName;
this.availableTopics = topics;
this.topicEffectiveness = new LinkedHashMap<>();
// Initialize all topics as 100% effective (will be updated from server)
for (ConversationTopic topic : topics) {
topicEffectiveness.put(topic, 1.0f);
}
// Organize topics by category
this.topicsByCategory = new LinkedHashMap<>();
for (ConversationTopic.Category category : ConversationTopic.Category.values()) {
topicsByCategory.put(category, new ArrayList<>());
}
for (ConversationTopic topic : topics) {
topicsByCategory.get(topic.getCategory()).add(topic);
}
// Remove empty categories
topicsByCategory
.entrySet()
.removeIf(entry -> entry.getValue().isEmpty());
}
/**
* Update topic effectiveness (called from packet handler).
*
* @param topic The topic
* @param effectiveness Effectiveness value (0.2 to 1.0)
*/
public void updateEffectiveness(
ConversationTopic topic,
float effectiveness
) {
topicEffectiveness.put(topic, effectiveness);
}
/**
* Update rapport level (called from packet handler).
*
* @param rapport Rapport value (-100 to 100)
*/
public void updateRapport(int rapport) {
this.rapportLevel = rapport;
}
@Override
protected void init() {
super.init(); // Centers the panel (sets leftPos and topPos)
rebuildButtons();
}
private void rebuildButtons() {
this.clearWidgets();
int contentX = getContentX(MARGIN);
int contentWidth = getContentWidth(MARGIN);
int y = topPos + 40; // After title and WIP badge
// WIP placeholder buttons
Button wipBtn1 = Button.builder(
Component.translatable(
"gui.tiedup.conversation.wip.small_talk"
).withStyle(net.minecraft.ChatFormatting.GRAY),
b -> {}
)
.bounds(contentX, y, contentWidth, BUTTON_HEIGHT)
.build();
wipBtn1.active = false;
addRenderableWidget(wipBtn1);
y += BUTTON_HEIGHT + BUTTON_SPACING;
Button wipBtn2 = Button.builder(
Component.translatable(
"gui.tiedup.conversation.wip.deep_topics"
).withStyle(net.minecraft.ChatFormatting.GRAY),
b -> {}
)
.bounds(contentX, y, contentWidth, BUTTON_HEIGHT)
.build();
wipBtn2.active = false;
addRenderableWidget(wipBtn2);
y += BUTTON_HEIGHT + BUTTON_SPACING;
Button wipBtn3 = Button.builder(
Component.translatable(
"gui.tiedup.conversation.wip.flirting"
).withStyle(net.minecraft.ChatFormatting.GRAY),
b -> {}
)
.bounds(contentX, y, contentWidth, BUTTON_HEIGHT)
.build();
wipBtn3.active = false;
addRenderableWidget(wipBtn3);
y += BUTTON_HEIGHT + BUTTON_SPACING;
Button wipBtn4 = Button.builder(
Component.translatable(
"gui.tiedup.conversation.wip.requests"
).withStyle(net.minecraft.ChatFormatting.GRAY),
b -> {}
)
.bounds(contentX, y, contentWidth, BUTTON_HEIGHT)
.build();
wipBtn4.active = false;
addRenderableWidget(wipBtn4);
// Close button at bottom
int closeBtnY = topPos + panelHeight - 28;
addRenderableWidget(
Button.builder(Component.translatable("gui.tiedup.close"), btn ->
onClose()
)
.bounds(leftPos + panelWidth / 2 - 40, closeBtnY, 80, 20)
.build()
);
}
private int getEffectivenessColor(float effectiveness) {
if (effectiveness >= 1.0f) return EFF_100;
if (effectiveness >= 0.8f) return EFF_80;
if (effectiveness >= 0.6f) return EFF_60;
if (effectiveness >= 0.4f) return EFF_40;
return EFF_20;
}
private String getEffectivenessSymbol(float effectiveness) {
return (int) (effectiveness * 100) + "%";
}
private void selectTopic(ConversationTopic topic) {
// Send packet to server
ModNetwork.sendToServer(new PacketSelectTopic(entityId, topic));
// Decrease local effectiveness estimate (will be corrected by server)
float current = topicEffectiveness.getOrDefault(topic, 1.0f);
float next = Math.max(0.2f, current - 0.2f);
topicEffectiveness.put(topic, next);
// Don't rebuild buttons immediately - wait for server response
}
@Override
protected void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// Draw simple title with WIP badge
renderTitle(
graphics,
Component.translatable("gui.tiedup.conversation.heading"),
topPos + 8,
TITLE_COLOR
);
// WIP badge
Component wipBadge = Component.translatable(
"gui.tiedup.conversation.wip_badge"
).withStyle(
net.minecraft.ChatFormatting.YELLOW,
net.minecraft.ChatFormatting.BOLD
);
graphics.drawCenteredString(
font,
wipBadge,
leftPos + panelWidth / 2,
topPos + 18,
0xFFFFAA00
);
// Info text
Component infoText = Component.translatable(
"gui.tiedup.conversation.status.coming_soon"
).withStyle(
net.minecraft.ChatFormatting.GRAY,
net.minecraft.ChatFormatting.ITALIC
);
graphics.drawCenteredString(
font,
infoText,
leftPos + panelWidth / 2,
topPos + 30,
TEXT_DIM
);
}
@Override
public void onClose() {
// Notify server that conversation ended
ModNetwork.sendToServer(new PacketEndConversationC2S(entityId));
super.onClose();
}
public int getEntityId() {
return entityId;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.minigame.PacketLockpickAttempt;
import com.tiedup.remake.network.minigame.PacketLockpickMiniGameMove;
import java.util.UUID;
import net.minecraft.ChatFormatting;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.lwjgl.glfw.GLFW;
/**
* Phase 2.5: Client-side GUI for Lockpick mini-game (Skyrim-style).
*
* Features:
* - Sweet spot is HIDDEN (uniform gray bar)
* - NO feedback during movement (A/D)
* - Feedback ONLY when testing (SPACE): tension bar animation
* - Tension bar fills up based on proximity, then bounces back if miss
* - Success = tension bar fills to 100% and stays
*
* Visual layout:
* ┌─────────────────────────────────────────┐
* │ LOCKPICKING │
* │ │
* │ Position: │
* │ ┌─────────────────────────────────┐ │
* │ │░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░│ │ ← Uniform gray (sweet spot hidden)
* │ └─────────────────────────────────┘ │
* │ ▲ │
* │ │
* │ Tension: │
* │ ┌─────────────────────────────────┐ │
* │ │████████████░░░░░░░░░░░░░░░░░░░░░│ │ ← Animates on test
* │ └─────────────────────────────────┘ │
* │ │
* │ [A/D] Move | [SPACE] Test | ◉◉◉◎◎ │
* └─────────────────────────────────────────┘
*/
@OnlyIn(Dist.CLIENT)
public class LockpickMiniGameScreen extends BaseScreen {
private UUID sessionId;
private float sweetSpotCenter;
private float sweetSpotWidth;
private float currentPosition;
private int remainingUses;
private int maxUses;
// Visual state
private boolean gameComplete;
private boolean gameSuccess;
private int completionDelayTicks;
// Animation
private float animatedPosition;
// Movement
private static final float MOVE_SPEED = 0.015f;
private boolean movingLeft;
private boolean movingRight;
// Sync throttle
private long lastSyncTime;
private static final long SYNC_INTERVAL_MS = 50; // 20 updates per second max
// ==================== TENSION BAR ANIMATION ====================
/** Whether a tension animation is currently playing */
private boolean isTesting = false;
/** Target fill level for tension bar (0.0-1.0) */
private float tensionFillTarget = 0f;
/** Current fill level of tension bar (0.0-1.0) */
private float tensionCurrent = 0f;
/** Is the tension bar rising or falling (bouncing) */
private boolean tensionRising = true;
/** Speed of tension bar fill */
private static final float FILL_SPEED = 0.025f;
/** Speed of tension bar bounce-back (slower than fill) */
private static final float BOUNCE_SPEED = 0.015f;
/** Color for tension bar based on fill target */
private int tensionColor = 0xFFAA0000; // Red by default
public LockpickMiniGameScreen(
UUID sessionId,
float sweetSpotCenter,
float sweetSpotWidth,
float currentPosition,
int remainingUses
) {
super(Component.translatable("gui.tiedup.lockpick_minigame"));
this.sessionId = sessionId;
this.sweetSpotCenter = sweetSpotCenter;
this.sweetSpotWidth = sweetSpotWidth;
this.currentPosition = currentPosition;
this.animatedPosition = currentPosition;
this.remainingUses = remainingUses;
this.maxUses = remainingUses;
this.gameComplete = false;
this.gameSuccess = false;
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.5f,
300,
380
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.45f,
200,
260
);
}
@Override
protected void init() {
super.init();
}
@Override
public void tick() {
super.tick();
// Handle continuous movement
if (!gameComplete && !isTesting) {
if (movingLeft && !movingRight) {
movePosition(-MOVE_SPEED);
} else if (movingRight && !movingLeft) {
movePosition(MOVE_SPEED);
}
}
// Animate position indicator
animatedPosition = lerp(animatedPosition, currentPosition, 0.3f);
// Animate tension bar
if (isTesting) {
if (tensionRising) {
tensionCurrent += FILL_SPEED;
if (tensionCurrent >= tensionFillTarget) {
tensionCurrent = tensionFillTarget;
if (tensionFillTarget < 1.0f) {
// Not success - start bouncing back
tensionRising = false;
}
// If 100%, keep it (success animation handled separately)
}
} else {
// Bouncing back
tensionCurrent -= BOUNCE_SPEED;
if (tensionCurrent <= 0) {
tensionCurrent = 0;
isTesting = false; // Animation complete
}
}
}
// Completion delay
if (gameComplete && completionDelayTicks > 0) {
completionDelayTicks--;
if (completionDelayTicks <= 0) {
this.onClose();
}
}
}
private void movePosition(float delta) {
float newPos = Math.max(0.0f, Math.min(1.0f, currentPosition + delta));
if (newPos != currentPosition) {
currentPosition = newPos;
syncPositionToServer();
}
}
private void syncPositionToServer() {
long now = System.currentTimeMillis();
if (now - lastSyncTime >= SYNC_INTERVAL_MS) {
ModNetwork.sendToServer(
new PacketLockpickMiniGameMove(sessionId, currentPosition)
);
lastSyncTime = now;
}
}
/**
* Called when the lock was successfully picked.
* Triggers success animation (tension bar fills to 100% and stays).
*/
public void onSuccess() {
this.gameComplete = true;
this.gameSuccess = true;
this.completionDelayTicks = 60; // Wait for animation
// Success animation: fill to 100%
triggerSuccessAnimation();
}
/**
* Called when the player missed the sweet spot.
* Triggers tension bar animation based on distance.
*/
public void onMissed(int newRemainingUses, float distance) {
this.remainingUses = newRemainingUses;
// Trigger tension animation based on distance
triggerTensionAnimation(distance);
}
/**
* Called when the player ran out of lockpicks.
*/
public void onOutOfPicks() {
this.gameComplete = true;
this.gameSuccess = false;
this.remainingUses = 0;
this.completionDelayTicks = 40;
// Final failed animation
tensionFillTarget = 0.1f;
tensionCurrent = 0f;
tensionRising = true;
tensionColor = 0xFFAA0000; // Red
isTesting = true;
}
/**
* Called when the session was cancelled.
*/
public void onCancelled() {
this.onClose();
}
/**
* Trigger tension bar animation for a MISS based on distance.
* Closer = fills more (but still bounces back).
*/
private void triggerTensionAnimation(float distance) {
isTesting = true;
tensionRising = true;
tensionCurrent = 0f;
// Calculate fill target based on distance (sweet spot = 3% = 0.015 radius)
if (distance < 0.05f) {
tensionFillTarget = 0.85f; // Very close - fills a lot
tensionColor = 0xFF00AA00; // Green
} else if (distance < 0.10f) {
tensionFillTarget = 0.60f; // Close
tensionColor = 0xFFAAAA00; // Yellow
} else if (distance < 0.20f) {
tensionFillTarget = 0.35f; // Medium
tensionColor = 0xFFFF8800; // Orange
} else {
tensionFillTarget = 0.15f; // Far - fills little
tensionColor = 0xFFAA0000; // Red
}
TiedUpMod.LOGGER.debug(
"[LockpickMiniGameScreen] Tension animation: distance={}, fillTarget={}",
distance,
tensionFillTarget
);
}
/**
* Trigger success animation - fills to 100% and stays.
*/
private void triggerSuccessAnimation() {
isTesting = true;
tensionRising = true;
tensionCurrent = 0f;
tensionFillTarget = 1.0f; // Full!
tensionColor = 0xFF00FF00; // Bright green
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
int centerX = this.width / 2;
int y = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 15;
// Position bar (uniform - sweet spot hidden)
Component posLabel = Component.translatable(
"gui.tiedup.lockpick_minigame.label.position"
).withStyle(ChatFormatting.GRAY);
graphics.drawString(this.font, posLabel, centerX - 120, y, 0xFFFFFFFF);
y += 12;
renderPositionBar(graphics, y);
y += 55;
// Tension bar
Component tensionLabel = Component.translatable(
"gui.tiedup.lockpick_minigame.label.tension"
).withStyle(ChatFormatting.GRAY);
graphics.drawString(
this.font,
tensionLabel,
centerX - 120,
y,
0xFFFFFFFF
);
y += 12;
renderTensionBar(graphics, y);
y += 35;
// Uses indicator
renderUsesIndicator(graphics, y);
y += 25;
// Instructions or result
if (gameComplete) {
Component result = gameSuccess
? Component.translatable(
"gui.tiedup.lockpick_minigame.status.unlocked"
).withStyle(ChatFormatting.GREEN, ChatFormatting.BOLD)
: Component.translatable(
"gui.tiedup.lockpick_minigame.status.out_of_picks"
).withStyle(ChatFormatting.RED, ChatFormatting.BOLD);
int resultWidth = this.font.width(result);
graphics.drawString(
this.font,
result,
centerX - resultWidth / 2,
y,
0xFFFFFFFF
);
} else {
Component hint = Component.translatable(
"gui.tiedup.lockpick_minigame.hint"
).withStyle(ChatFormatting.GRAY);
int hintWidth = this.font.width(hint);
graphics.drawString(
this.font,
hint,
centerX - hintWidth / 2,
y,
0xFFFFFFFF
);
}
}
/**
* Render the position bar (uniform gray - sweet spot hidden).
*/
private void renderPositionBar(GuiGraphics graphics, int y) {
int barWidth = 240;
int barHeight = 30;
int barX = (this.width - barWidth) / 2;
// Background - uniform dark gray (sweet spot is INVISIBLE)
graphics.fill(barX, y, barX + barWidth, y + barHeight, 0xFF333333);
// Border
graphics.renderOutline(barX, y, barWidth, barHeight, 0xFF666666);
// Lockpick indicator (position marker)
int pickX = barX + (int) (animatedPosition * barWidth);
int pickColor = 0xFFFFFF00; // Yellow
// Draw lockpick as a triangle pointing down
int pickWidth = 10;
int pickHeight = 14;
graphics.fill(
pickX - pickWidth / 2,
y - pickHeight,
pickX + pickWidth / 2,
y - 2,
pickColor
);
graphics.fill(pickX - 1, y - 2, pickX + 1, y + 4, pickColor);
// Draw pick position line
graphics.fill(pickX - 1, y, pickX + 1, y + barHeight, 0xAAFFFFFF);
}
/**
* Render the tension bar (animates during test).
*/
private void renderTensionBar(GuiGraphics graphics, int y) {
int barWidth = 240;
int barHeight = 20;
int barX = (this.width - barWidth) / 2;
// Background
graphics.fill(barX, y, barX + barWidth, y + barHeight, 0xFF222222);
// Fill based on current tension
if (tensionCurrent > 0) {
int fillWidth = (int) (barWidth * tensionCurrent);
graphics.fill(
barX,
y,
barX + fillWidth,
y + barHeight,
tensionColor
);
}
// Border
graphics.renderOutline(barX, y, barWidth, barHeight, 0xFF555555);
// Target line (100% marker)
int targetX = barX + barWidth - 2;
graphics.fill(targetX, y, targetX + 2, y + barHeight, 0xFFFFFFFF);
}
private void renderUsesIndicator(GuiGraphics graphics, int y) {
int centerX = this.width / 2;
// Draw use pips centered
int totalPipWidth = maxUses * 14;
int pipX = centerX - totalPipWidth / 2;
for (int i = 0; i < maxUses; i++) {
int pipColor = i < remainingUses ? 0xFF00AA00 : 0xFF333333;
graphics.fill(
pipX + i * 14,
y,
pipX + i * 14 + 10,
y + 10,
pipColor
);
graphics.renderOutline(pipX + i * 14, y, 10, 10, 0xFF666666);
}
}
@Override
public boolean keyPressed(int keyCode, int scanCode, int modifiers) {
// ESC to cancel
if (keyCode == GLFW.GLFW_KEY_ESCAPE) {
this.onClose();
return true;
}
if (gameComplete || isTesting) {
return super.keyPressed(keyCode, scanCode, modifiers);
}
// Movement keys
if (keyCode == GLFW.GLFW_KEY_A || keyCode == GLFW.GLFW_KEY_LEFT) {
movingLeft = true;
return true;
}
if (keyCode == GLFW.GLFW_KEY_D || keyCode == GLFW.GLFW_KEY_RIGHT) {
movingRight = true;
return true;
}
// Test key
if (keyCode == GLFW.GLFW_KEY_SPACE) {
// Final sync before test
ModNetwork.sendToServer(
new PacketLockpickMiniGameMove(sessionId, currentPosition)
);
ModNetwork.sendToServer(new PacketLockpickAttempt(sessionId));
return true;
}
return super.keyPressed(keyCode, scanCode, modifiers);
}
@Override
public boolean keyReleased(int keyCode, int scanCode, int modifiers) {
if (keyCode == GLFW.GLFW_KEY_A || keyCode == GLFW.GLFW_KEY_LEFT) {
movingLeft = false;
return true;
}
if (keyCode == GLFW.GLFW_KEY_D || keyCode == GLFW.GLFW_KEY_RIGHT) {
movingRight = false;
return true;
}
return super.keyReleased(keyCode, scanCode, modifiers);
}
@Override
public boolean isPauseScreen() {
return false;
}
private float lerp(float current, float target, float speed) {
if (Math.abs(current - target) < 0.001f) {
return target;
}
return current + (target - current) * speed;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.entities.MerchantTrade;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.merchant.PacketPurchaseTrade;
import java.util.List;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.Items;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Trading screen for EntityKidnapperMerchant.
* Displays available trades and allows purchasing items for gold.
*/
@OnlyIn(Dist.CLIENT)
public class MerchantTradingScreen extends BaseScreen {
private final UUID merchantUUID;
private final List<MerchantTrade> trades;
private int selectedTradeIndex = -1;
private Button buyButton;
private Button cancelButton;
private static final int TRADE_BUTTON_HEIGHT = 30;
private static final int TRADE_BUTTON_SPACING = 4;
// Scroll state
private int scrollOffset = 0;
private int maxScrollOffset = 0;
private int tradeListStartY;
private int tradeListHeight;
public MerchantTradingScreen(
UUID merchantUUID,
List<MerchantTrade> trades
) {
super(Component.translatable("gui.tiedup.merchant.title"));
this.merchantUUID = merchantUUID;
this.trades = trades;
}
@Override
protected int getPreferredWidth() {
// 60% width, min 320px, max 500px
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.6f,
320,
500
);
}
@Override
protected int getPreferredHeight() {
// 70% height, min 300px, max 450px
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.7f,
300,
450
);
}
@Override
protected void init() {
super.init();
// Gold count area (just below title)
int goldDisplayY = this.topPos + 25;
// Trade list area (minimal spacing - only 8px gap)
this.tradeListStartY = goldDisplayY + 18;
this.tradeListHeight = this.imageHeight - 80; // Maximum space for trades
// Calculate max scroll offset
int totalTradeListHeight =
trades.size() * (TRADE_BUTTON_HEIGHT + TRADE_BUTTON_SPACING);
this.maxScrollOffset = Math.max(
0,
totalTradeListHeight - tradeListHeight
);
// Create trade buttons
int tradeButtonWidth = this.imageWidth - 40;
int tradeButtonX = this.leftPos + 20;
for (int i = 0; i < trades.size(); i++) {
final int tradeIndex = i;
MerchantTrade trade = trades.get(i);
TradeButton button = new TradeButton(
tradeButtonX,
0,
tradeButtonWidth,
TRADE_BUTTON_HEIGHT,
trade,
tradeIndex,
btn -> onTradeClicked(tradeIndex)
);
this.addRenderableWidget(button);
}
// Bottom buttons
int buttonY =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT -
10;
int buttonSpacing = 10;
int totalButtonWidth =
GuiLayoutConstants.BUTTON_WIDTH_L * 2 + buttonSpacing;
int buttonStartX =
this.leftPos + (this.imageWidth - totalButtonWidth) / 2;
// Buy button (disabled by default)
buyButton = Button.builder(
Component.translatable("gui.tiedup.merchant.buy"),
b -> onBuyClicked()
)
.bounds(
buttonStartX,
buttonY,
GuiLayoutConstants.BUTTON_WIDTH_L,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
buyButton.active = false;
this.addRenderableWidget(buyButton);
// Cancel button
cancelButton = Button.builder(
Component.translatable("gui.tiedup.cancel"),
b -> onClose()
)
.bounds(
buttonStartX +
GuiLayoutConstants.BUTTON_WIDTH_L +
buttonSpacing,
buttonY,
GuiLayoutConstants.BUTTON_WIDTH_L,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(cancelButton);
}
private void onTradeClicked(int index) {
selectedTradeIndex = index;
buyButton.active = true;
}
private void onBuyClicked() {
if (selectedTradeIndex >= 0 && selectedTradeIndex < trades.size()) {
ModNetwork.sendToServer(
new PacketPurchaseTrade(merchantUUID, selectedTradeIndex)
);
onClose();
}
}
@Override
public void onClose() {
// Notify server that we closed the trading screen
ModNetwork.sendToServer(
new com.tiedup.remake.network.merchant.PacketCloseMerchantScreen(
merchantUUID
)
);
super.onClose();
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
if (maxScrollOffset > 0) {
// Scroll by 20 pixels per tick
int scrollAmount = (int) (delta * 20);
scrollOffset = Math.max(
0,
Math.min(maxScrollOffset, scrollOffset - scrollAmount)
);
return true;
}
return super.mouseScrolled(mouseX, mouseY, delta);
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
// Title (blue color for merchant)
graphics.drawCenteredString(
this.font,
this.title,
this.leftPos + this.imageWidth / 2,
this.topPos + GuiLayoutConstants.MARGIN_M,
GuiColors.INFO
);
// Gold display (matches goldDisplayY from init)
Player player = Minecraft.getInstance().player;
if (player != null) {
int goldIngots = countItemInInventory(player, Items.GOLD_INGOT);
int goldNuggets = countItemInInventory(player, Items.GOLD_NUGGET);
Component goldText = Component.literal("Your Gold: ")
.append(
Component.literal(goldIngots + "x ").withStyle(style ->
style.withColor(0xFFFFD700)
)
)
.append(
Component.literal("").withStyle(style ->
style.withColor(0xFFFFD700)
)
)
.append(
Component.literal("+ " + goldNuggets + "x ").withStyle(
style -> style.withColor(0xFFFFA500)
)
)
.append(
Component.literal("").withStyle(style ->
style.withColor(0xFFFFA500)
)
);
graphics.drawCenteredString(
this.font,
goldText,
this.leftPos + this.imageWidth / 2,
this.topPos + 25,
GuiColors.TEXT_WHITE
);
}
// Update trade button positions based on scroll
updateTradeButtonPositions();
}
/**
* Update trade button positions based on scroll offset.
*/
private void updateTradeButtonPositions() {
int tradeButtonWidth = this.imageWidth - 40;
int tradeButtonX = this.leftPos + 20;
// Get all renderable widgets (includes our trade buttons)
for (int i = 0; i < this.renderables.size(); i++) {
if (this.renderables.get(i) instanceof TradeButton tradeButton) {
int tradeIndex = tradeButton.getTradeIndex();
// Calculate Y position with scroll offset
// tradeListStartY already includes topPos, don't add it twice!
int y =
this.tradeListStartY +
tradeIndex * (TRADE_BUTTON_HEIGHT + TRADE_BUTTON_SPACING) -
scrollOffset;
// Update button position
tradeButton.setPosition(tradeButtonX, y);
// Check if button is visible in the scroll area
boolean isVisible =
y >= this.tradeListStartY &&
y + TRADE_BUTTON_HEIGHT <=
this.tradeListStartY + this.tradeListHeight;
tradeButton.visible = isVisible;
}
}
}
/**
* Count how many of a specific item are in the player's inventory.
*/
private int countItemInInventory(
Player player,
net.minecraft.world.item.Item item
) {
int count = 0;
for (net.minecraft.world.item.ItemStack stack : player.getInventory().items) {
if (stack.is(item)) {
count += stack.getCount();
}
}
return count;
}
/**
* Custom button for displaying a trade.
*/
private class TradeButton extends Button {
private final MerchantTrade trade;
private final int tradeIndex;
public TradeButton(
int x,
int y,
int width,
int height,
MerchantTrade trade,
int tradeIndex,
OnPress onPress
) {
super(
x,
y,
width,
height,
Component.empty(),
onPress,
DEFAULT_NARRATION
);
this.trade = trade;
this.tradeIndex = tradeIndex;
}
public int getTradeIndex() {
return this.tradeIndex;
}
@Override
public void renderWidget(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
boolean selected = (tradeIndex == selectedTradeIndex);
boolean hovered = this.isHovered();
// Background color
int bgColor;
if (selected) {
bgColor = GuiColors.SLOT_SELECTED; // Brown for selected
} else if (hovered) {
bgColor = GuiColors.SLOT_HOVER;
} else {
bgColor = GuiColors.BG_LIGHT;
}
graphics.fill(
getX(),
getY(),
getX() + width,
getY() + height,
bgColor
);
// Border
int borderColor = selected
? GuiColors.ACCENT_TAN
: GuiColors.BORDER_LIGHT;
graphics.fill(
getX(),
getY(),
getX() + width,
getY() + 1,
borderColor
);
graphics.fill(
getX(),
getY() + height - 1,
getX() + width,
getY() + height,
borderColor
);
graphics.fill(
getX(),
getY(),
getX() + 1,
getY() + height,
borderColor
);
graphics.fill(
getX() + width - 1,
getY(),
getX() + width,
getY() + height,
borderColor
);
// Item preview (left side)
net.minecraft.world.item.ItemStack itemStack = trade.getItem();
graphics.renderItem(itemStack, getX() + 5, getY() + 7);
// Item name (after item preview)
Component itemName = trade.getItemName();
String itemText = font.plainSubstrByWidth(
itemName.getString(),
width - 140
);
graphics.drawString(
font,
itemText,
getX() + 28,
getY() + 5,
GuiColors.TEXT_WHITE
);
// Price (after item name, below item preview)
Component priceText = trade.getPriceDisplay();
graphics.drawString(
font,
priceText,
getX() + 28,
getY() + 17,
GuiColors.TEXT_GRAY
);
}
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiTextureHelper;
import com.tiedup.remake.client.gui.widgets.EntityPreviewWidget;
import com.tiedup.remake.entities.EntityDamsel;
import com.tiedup.remake.entities.NpcInventoryMenu;
import org.jetbrains.annotations.Nullable;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.screens.inventory.AbstractContainerScreen;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.player.Inventory;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen for viewing and managing NPC inventory.
* Uses vanilla chest texture for consistent Minecraft look.
*
* Layout:
* - Left: Vanilla chest-style container (176px wide)
* - Right: Equipment panel (armor + main hand, 26px wide)
*/
@OnlyIn(Dist.CLIENT)
public class NpcInventoryScreen
extends AbstractContainerScreen<NpcInventoryMenu>
{
/** Equipment panel width (slot 18px + 4px padding each side) */
private static final int EQUIP_PANEL_WIDTH = 28;
/** Gap between main container and equipment panel */
private static final int EQUIP_PANEL_GAP = 4;
/** Equipment panel height (5 slots + header + padding) */
private static final int EQUIP_PANEL_HEIGHT = 5 * 18 + 18; // 108px
/** Entity preview widget */
@Nullable
private EntityPreviewWidget preview;
/** Number of NPC inventory rows */
private final int npcRows;
/**
* Create NPC inventory screen.
*
* @param menu The container menu
* @param playerInventory Player's inventory
* @param title Screen title (will be replaced with NPC name)
*/
public NpcInventoryScreen(
NpcInventoryMenu menu,
Inventory playerInventory,
Component title
) {
super(menu, playerInventory, Component.literal(menu.getNpcName()));
// Calculate rows from NPC inventory size
this.npcRows = (menu.getNpcSlotCount() + 8) / 9;
// Standard vanilla chest dimensions
this.imageWidth = GuiTextureHelper.CHEST_WIDTH;
this.imageHeight = GuiTextureHelper.getChestHeight(npcRows);
// Player inventory label position (relative to container)
// In vanilla chest, player inv label is at y = header + rows*18 + 3
this.inventoryLabelY =
GuiTextureHelper.CHEST_HEADER_HEIGHT +
npcRows * GuiTextureHelper.SLOT_SIZE +
3;
}
@Override
protected void init() {
super.init();
// Add entity preview if NPC available and there's room
EntityDamsel npc = this.menu.getNpc();
if (npc != null) {
int previewSize = 50;
int previewX = this.leftPos - previewSize - 10;
int previewY = this.topPos + 10;
if (previewX > 0) {
preview = new EntityPreviewWidget(
previewX,
previewY,
previewSize,
previewSize,
npc
);
preview.setAutoRotate(true);
preview.setAutoRotateSpeed(0.5f);
this.addRenderableWidget(preview);
}
}
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
this.renderBackground(graphics);
super.render(graphics, mouseX, mouseY, partialTick);
this.renderTooltip(graphics, mouseX, mouseY);
}
@Override
protected void renderBg(
GuiGraphics graphics,
float partialTick,
int mouseX,
int mouseY
) {
// Render main container with vanilla chest texture
GuiTextureHelper.renderChestBackground(
graphics,
this.leftPos,
this.topPos,
this.npcRows
);
// Render equipment panel on the right
renderEquipmentPanel(graphics);
}
/**
* Render the equipment panel (armor + main hand) on the right side.
*/
private void renderEquipmentPanel(GuiGraphics graphics) {
int panelX =
this.leftPos + GuiTextureHelper.CHEST_WIDTH + EQUIP_PANEL_GAP;
int panelY = this.topPos + GuiTextureHelper.CHEST_HEADER_HEIGHT;
// Panel background (vanilla inventory style)
graphics.fill(
panelX - 1,
panelY - 1,
panelX + EQUIP_PANEL_WIDTH + 1,
panelY + EQUIP_PANEL_HEIGHT + 1,
0xFF000000
);
graphics.fill(
panelX,
panelY,
panelX + EQUIP_PANEL_WIDTH,
panelY + EQUIP_PANEL_HEIGHT,
0xFFC6C6C6
);
// Title centered
String title = "Gear";
int titleWidth = this.font.width(title);
graphics.drawString(
this.font,
title,
panelX + (EQUIP_PANEL_WIDTH - titleWidth) / 2,
panelY + 3,
0x404040,
false
);
// Slot backgrounds (4 armor + 1 main hand)
// Position slots to match menu: slotX = panelX + 5, first slot at y = panelY + 12
int slotX = panelX + 5;
int slotStartY = panelY + 12;
for (int i = 0; i < 4; i++) {
renderSlot(
graphics,
slotX,
slotStartY + i * GuiTextureHelper.SLOT_SIZE
);
}
// Main hand slot (with small gap after armor)
int handY = slotStartY + 4 * GuiTextureHelper.SLOT_SIZE + 4;
renderSlot(graphics, slotX, handY);
}
/**
* Render a single slot background in vanilla style.
*/
private void renderSlot(GuiGraphics graphics, int x, int y) {
// Vanilla slot style: dark top-left border, light bottom-right
graphics.fill(x, y, x + 18, y + 18, 0xFF8B8B8B); // Base gray
graphics.fill(x, y, x + 17, y + 1, 0xFF373737); // Top dark
graphics.fill(x, y, x + 1, y + 17, 0xFF373737); // Left dark
graphics.fill(x + 1, y + 17, x + 18, y + 18, 0xFFFFFFFF); // Bottom light
graphics.fill(x + 17, y + 1, x + 18, y + 18, 0xFFFFFFFF); // Right light
graphics.fill(x + 1, y + 1, x + 17, y + 17, 0xFF8B8B8B); // Inner
}
@Override
protected void renderLabels(GuiGraphics graphics, int mouseX, int mouseY) {
// NPC name in title area
graphics.drawString(
this.font,
this.title,
this.titleLabelX,
this.titleLabelY,
0x404040,
false
);
// Player inventory label
graphics.drawString(
this.font,
this.playerInventoryTitle,
this.inventoryLabelX,
this.inventoryLabelY,
0x404040,
false
);
}
@Override
public boolean isPauseScreen() {
return false;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.dialogue.conversation.PetRequest;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.master.PacketPetRequest;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.components.Tooltip;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen for pet players to make requests to their Master.
*
* Displays 7 request options:
* - Ask for food
* - Ask to rest
* - Request walk (you lead)
* - Request walk (Master leads)
* - Ask to be tied
* - Ask to be untied
* - End conversation
*
* Phase 2: Refactored to extend BaseInteractionScreen
*/
@OnlyIn(Dist.CLIENT)
public class PetRequestScreen extends BaseInteractionScreen {
private final int entityId;
private final String masterName;
// Layout constants
private static final int PANEL_WIDTH = 200;
private static final int PANEL_HEIGHT = 220;
private static final int MARGIN = 10;
private static final int BUTTON_HEIGHT = 20;
private static final int BUTTON_SPACING = 4;
// Color constants
private static final int COLOR_WHITE = 0xFFFFFF;
private static final int COLOR_TITLE = 0x8B008B; // Dark purple (Master color)
public PetRequestScreen(int entityId, String masterName) {
super(
Component.translatable("gui.tiedup.pet_request.title", masterName),
PANEL_WIDTH,
PANEL_HEIGHT
);
this.entityId = entityId;
this.masterName = masterName;
}
@Override
protected void init() {
super.init(); // Center the panel (sets leftPos and topPos)
int contentX = getContentX(MARGIN);
int contentWidth = getContentWidth(MARGIN);
int btnY = topPos + 35;
// === Request Buttons ===
// Row 1: Ask for food
addRequestButton(
contentX,
btnY,
contentWidth,
PetRequest.REQUEST_FOOD,
"gui.tiedup.pet_request.food",
"gui.tiedup.pet_request.food.tooltip"
);
btnY += BUTTON_HEIGHT + BUTTON_SPACING;
// Row 2: Ask to rest
addRequestButton(
contentX,
btnY,
contentWidth,
PetRequest.REQUEST_SLEEP,
"gui.tiedup.pet_request.sleep",
"gui.tiedup.pet_request.sleep.tooltip"
);
btnY += BUTTON_HEIGHT + BUTTON_SPACING;
// Row 3: Walk options (side by side)
int halfWidth = (contentWidth - BUTTON_SPACING) / 2;
// Walk (you lead)
Button walkPassiveBtn = Button.builder(
Component.translatable("gui.tiedup.pet_request.walk_passive"),
b -> sendRequest(PetRequest.REQUEST_WALK_PASSIVE)
)
.bounds(contentX, btnY, halfWidth, BUTTON_HEIGHT)
.tooltip(
Tooltip.create(
Component.translatable(
"gui.tiedup.pet_request.walk_passive.tooltip"
)
)
)
.build();
this.addRenderableWidget(walkPassiveBtn);
// Walk (Master leads)
Button walkActiveBtn = Button.builder(
Component.translatable("gui.tiedup.pet_request.walk_active"),
b -> sendRequest(PetRequest.REQUEST_WALK_ACTIVE)
)
.bounds(
contentX + halfWidth + BUTTON_SPACING,
btnY,
halfWidth,
BUTTON_HEIGHT
)
.tooltip(
Tooltip.create(
Component.translatable(
"gui.tiedup.pet_request.walk_active.tooltip"
)
)
)
.build();
this.addRenderableWidget(walkActiveBtn);
btnY += BUTTON_HEIGHT + BUTTON_SPACING;
// Row 4: Tie/Untie options (side by side)
Button tieBtn = Button.builder(
Component.translatable("gui.tiedup.pet_request.tie"),
b -> sendRequest(PetRequest.REQUEST_TIE)
)
.bounds(contentX, btnY, halfWidth, BUTTON_HEIGHT)
.tooltip(
Tooltip.create(
Component.translatable("gui.tiedup.pet_request.tie.tooltip")
)
)
.build();
this.addRenderableWidget(tieBtn);
Button untieBtn = Button.builder(
Component.translatable("gui.tiedup.pet_request.untie"),
b -> sendRequest(PetRequest.REQUEST_UNTIE)
)
.bounds(
contentX + halfWidth + BUTTON_SPACING,
btnY,
halfWidth,
BUTTON_HEIGHT
)
.tooltip(
Tooltip.create(
Component.translatable(
"gui.tiedup.pet_request.untie.tooltip"
)
)
)
.build();
this.addRenderableWidget(untieBtn);
btnY += BUTTON_HEIGHT + BUTTON_SPACING + 10;
// Row 5: End conversation
addRequestButton(
contentX,
btnY,
contentWidth,
PetRequest.END_CONVERSATION,
"gui.tiedup.pet_request.end",
"gui.tiedup.pet_request.end.tooltip"
);
btnY += BUTTON_HEIGHT + BUTTON_SPACING + 10;
// Row 6: Cancel button
Button cancelBtn = Button.builder(
Component.translatable("gui.tiedup.pet_request.cancel"),
b -> onClose()
)
.bounds(contentX, btnY, contentWidth, BUTTON_HEIGHT)
.build();
this.addRenderableWidget(cancelBtn);
}
/**
* Add a request button to the screen.
*/
private void addRequestButton(
int x,
int y,
int width,
PetRequest request,
String translationKey,
String tooltipKey
) {
Button btn = Button.builder(Component.translatable(translationKey), b ->
sendRequest(request)
)
.bounds(x, y, width, BUTTON_HEIGHT)
.tooltip(Tooltip.create(Component.translatable(tooltipKey)))
.build();
this.addRenderableWidget(btn);
}
@Override
protected void renderContent(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
// Title
renderTitle(graphics, this.title, topPos + 10, COLOR_TITLE);
// Subtitle
graphics.drawCenteredString(
this.font,
Component.translatable("gui.tiedup.pet_request.subtitle"),
leftPos + panelWidth / 2,
topPos + 22,
COLOR_WHITE
);
}
/**
* Send a request to the server.
*/
private void sendRequest(PetRequest request) {
ModNetwork.sendToServer(new PacketPetRequest(entityId, request));
// Close screen after sending request
onClose();
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.item.PacketAdjustRemote;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.state.IBondageState;
import java.util.UUID;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Screen for remotely adjusting Y position of a slave's gags and blindfolds.
* Similar to AdjustmentScreen but operates on a slave entity.
*
* Phase 16b: GUI Refactoring - Simplified using BaseAdjustmentScreen
*/
@OnlyIn(Dist.CLIENT)
public class RemoteAdjustmentScreen extends BaseAdjustmentScreen {
// Target slave
private final IBondageState slave;
private final UUID slaveId;
public RemoteAdjustmentScreen(IBondageState slave, UUID slaveId) {
super(Component.translatable("gui.tiedup.adjust_position"));
this.slave = slave;
this.slaveId = slaveId;
}
// ==================== ABSTRACT IMPLEMENTATIONS ====================
@Override
protected LivingEntity getTargetEntity() {
return slave.asLivingEntity();
}
@Override
protected ItemStack getGag() {
return slave.getEquipment(BodyRegionV2.MOUTH);
}
@Override
protected ItemStack getBlindfold() {
return slave.getEquipment(BodyRegionV2.EYES);
}
@Override
protected void sendAdjustment(Mode mode, float value, float scale) {
BodyRegionV2 region = switch (mode) {
case GAG -> BodyRegionV2.MOUTH;
case BLINDFOLD -> BodyRegionV2.EYES;
case BOTH -> null; // Handled separately in applyAdjustment
};
if (region != null) {
ModNetwork.sendToServer(
new PacketAdjustRemote(slaveId, region, value, scale)
);
}
}
@Override
protected String getExtraInfo() {
return "Adjusting: " + slave.getKidnappedName();
}
@Override
public void onClose() {
super.onClose();
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.widgets.SlaveEntryWidget;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.slave.PacketSlaveAction;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.state.PlayerCaptorManager;
import com.tiedup.remake.util.KidnappedHelper;
import java.util.HashSet;
import java.util.Set;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.client.gui.components.ContainerObjectSelectionList;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.phys.AABB;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Dashboard screen for masters to manage all their slaves.
* Refactored to use standard ContainerObjectSelectionList.
*/
@OnlyIn(Dist.CLIENT)
public class SlaveManagementScreen extends BaseScreen {
private SlaveList slaveList;
private Button closeButton;
public SlaveManagementScreen() {
super(Component.translatable("gui.tiedup.slave_management"));
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.7f,
350,
500
);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.8f,
250,
400
);
}
@Override
protected void init() {
super.init();
int listLeft = this.leftPos + 10;
int listWidth = this.imageWidth - 20;
int listTop = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 20; // Title + count
int listBottom =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT -
10;
// Initialize the list with proper bounds
slaveList = new SlaveList(
minecraft,
listWidth,
listTop,
listBottom,
listLeft
);
refreshSlaveList();
this.addRenderableWidget(slaveList);
// Close button
int btnWidth = GuiLayoutConstants.BUTTON_WIDTH_XL;
closeButton = Button.builder(
Component.translatable("gui.tiedup.close"),
b -> onClose()
)
.bounds(
this.leftPos + (this.imageWidth - btnWidth) / 2,
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT -
6,
btnWidth,
GuiLayoutConstants.BUTTON_HEIGHT
)
.build();
this.addRenderableWidget(closeButton);
}
public static boolean shouldShow() {
Minecraft mc = Minecraft.getInstance();
return mc.player != null;
}
private void refreshSlaveList() {
slaveList.clearEntriesPublic();
if (this.minecraft == null || this.minecraft.player == null) return;
Player player = this.minecraft.player;
Set<UUID> addedUUIDs = new HashSet<>();
// 1. Add captives from PlayerCaptorManager
PlayerBindState state = PlayerBindState.getInstance(player);
if (state != null) {
PlayerCaptorManager manager = state.getCaptorManager();
if (manager != null) {
for (IBondageState captive : manager.getCaptives()) {
addSlaveEntry(captive);
LivingEntity entity = captive.asLivingEntity();
if (entity != null) {
addedUUIDs.add(entity.getUUID());
}
}
}
}
// 2. Add nearby collar-linked entities (50-block radius matches server validation)
AABB searchBox = player.getBoundingBox().inflate(50);
for (LivingEntity entity : player
.level()
.getEntitiesOfClass(LivingEntity.class, searchBox)) {
if (entity == player) continue;
if (addedUUIDs.contains(entity.getUUID())) continue;
IBondageState kidnapped = KidnappedHelper.getKidnappedState(entity);
if (kidnapped != null && kidnapped.hasCollar()) {
ItemStack collarStack = kidnapped.getEquipment(BodyRegionV2.NECK);
if (collarStack.getItem() instanceof ItemCollar collar) {
if (collar.isOwner(collarStack, player)) {
addSlaveEntry(kidnapped);
addedUUIDs.add(entity.getUUID());
}
}
}
}
}
private void addSlaveEntry(IBondageState slave) {
slaveList.addEntryPublic(
new SlaveEntryWidget(
slave,
this::onAdjustClicked,
this::onShockClicked,
this::onLocateClicked,
this::onFreeClicked
)
);
}
// ==================== ACTIONS ====================
private void onAdjustClicked(IBondageState slave) {
LivingEntity entity = slave.asLivingEntity();
if (entity != null) {
this.minecraft.setScreen(
new RemoteAdjustmentScreen(slave, entity.getUUID())
);
}
}
private void onShockClicked(IBondageState slave) {
LivingEntity entity = slave.asLivingEntity();
if (entity != null) {
ModNetwork.sendToServer(
new PacketSlaveAction(
entity.getUUID(),
PacketSlaveAction.Action.SHOCK
)
);
}
}
private void onLocateClicked(IBondageState slave) {
LivingEntity entity = slave.asLivingEntity();
if (entity != null) {
ModNetwork.sendToServer(
new PacketSlaveAction(
entity.getUUID(),
PacketSlaveAction.Action.LOCATE
)
);
}
}
private void onFreeClicked(IBondageState slave) {
LivingEntity entity = slave.asLivingEntity();
if (entity != null) {
ModNetwork.sendToServer(
new PacketSlaveAction(
entity.getUUID(),
PacketSlaveAction.Action.FREE
)
);
// Refresh list after a short delay or immediately (server sync latency might require delay)
// For now, immediate refresh to remove from UI
refreshSlaveList();
}
}
// ==================== RENDERING ====================
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
// Slave count text
String countText =
slaveList.children().size() +
" slave" +
(slaveList.children().size() != 1 ? "s" : "");
graphics.drawString(
this.font,
countText,
this.leftPos + GuiLayoutConstants.MARGIN_M,
this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 2,
GuiColors.TEXT_GRAY
);
// Empty state
if (slaveList.children().isEmpty()) {
graphics.drawCenteredString(
this.font,
Component.translatable("gui.tiedup.slave_management.no_slaves"),
this.leftPos + this.imageWidth / 2,
this.topPos + this.imageHeight / 2,
GuiColors.TEXT_DISABLED
);
}
}
// ==================== INNER CLASS: LIST ====================
class SlaveList extends ContainerObjectSelectionList<SlaveEntryWidget> {
private final int listLeft;
private final int listWidth;
public SlaveList(
Minecraft mc,
int width,
int top,
int bottom,
int left
) {
super(
mc,
width,
bottom - top,
top,
bottom,
GuiLayoutConstants.ENTRY_HEIGHT
);
this.listLeft = left;
this.listWidth = width;
this.centerListVertically = false;
this.setRenderBackground(false);
this.setRenderTopAndBottom(false);
// Set horizontal bounds directly (x0/x1 are protected in AbstractSelectionList)
this.x0 = left;
this.x1 = left + width;
}
public void addEntryPublic(SlaveEntryWidget entry) {
this.addEntry(entry);
}
public void clearEntriesPublic() {
this.clearEntries();
}
@Override
public int getRowWidth() {
return this.listWidth - 12; // Leave space for scrollbar
}
@Override
protected int getScrollbarPosition() {
return this.listLeft + this.listWidth - 6;
}
@Override
public int getRowLeft() {
return this.listLeft;
}
}
public static boolean canOpen() {
Minecraft mc = Minecraft.getInstance();
if (mc.player == null) return false;
PlayerBindState state = PlayerBindState.getInstance(mc.player);
return (
state != null &&
state.getCaptorManager() != null &&
state.getCaptorManager().hasCaptives()
);
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.trader.PacketBuyCaptive;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
import net.minecraft.ChatFormatting;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.Button;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Trading screen for the SlaveTrader.
*
* Displays list of captives available for purchase and allows buying.
*
* Layout:
* ┌─────────────────────────────────────────┐
* │ SLAVE TRADER │
* │ │
* │ [Name] - [Price] [BUY] │
* │ [Name] - [Price] [BUY] │
* │ [Name] - [Price] [BUY] │
* │ │
* │ [Close] │
* └─────────────────────────────────────────┘
*/
@OnlyIn(Dist.CLIENT)
public class SlaveTraderScreen extends BaseScreen {
private final int traderEntityId;
private final String traderName;
private final List<CaptiveOffer> offers;
private static final int ROW_HEIGHT = 28;
private static final int BUY_BUTTON_WIDTH = 50;
private static final int BUY_BUTTON_HEIGHT = 18;
/**
* Data class representing a captive available for purchase.
*/
public static class CaptiveOffer {
public final UUID captiveId;
public final String captiveName;
public final String priceDescription;
public final int priceAmount;
public final String priceItemId;
public CaptiveOffer(
UUID captiveId,
String captiveName,
String priceDescription,
int priceAmount,
String priceItemId
) {
this.captiveId = captiveId;
this.captiveName = captiveName;
this.priceDescription = priceDescription;
this.priceAmount = priceAmount;
this.priceItemId = priceItemId;
}
}
public SlaveTraderScreen(
int traderEntityId,
String traderName,
List<CaptiveOffer> offers
) {
super(Component.translatable("gui.tiedup.slave_trader"));
this.traderEntityId = traderEntityId;
this.traderName = traderName;
this.offers = offers != null ? offers : new ArrayList<>();
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(
this.width,
0.5f,
320,
400
);
}
@Override
protected int getPreferredHeight() {
int offerHeight = Math.max(1, offers.size()) * ROW_HEIGHT;
int baseHeight =
GuiLayoutConstants.TITLE_HEIGHT +
50 +
GuiLayoutConstants.BUTTON_HEIGHT +
30;
return GuiLayoutConstants.getResponsiveHeight(
this.height,
0.8f,
180,
Math.min(400, baseHeight + offerHeight)
);
}
@Override
protected void init() {
super.init();
int contentTop = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 15;
int centerX = this.leftPos + this.imageWidth / 2;
// Add buy button for each offer
int y = contentTop;
for (int i = 0; i < offers.size(); i++) {
CaptiveOffer offer = offers.get(i);
int buttonX =
this.leftPos + this.imageWidth - BUY_BUTTON_WIDTH - 15;
int buttonY = y + (ROW_HEIGHT - BUY_BUTTON_HEIGHT) / 2;
final int index = i;
Button buyBtn = Button.builder(
Component.translatable("gui.tiedup.buy"),
b -> onBuy(index)
)
.bounds(buttonX, buttonY, BUY_BUTTON_WIDTH, BUY_BUTTON_HEIGHT)
.build();
this.addRenderableWidget(buyBtn);
y += ROW_HEIGHT;
}
// Close button at bottom
int closeY =
this.topPos +
this.imageHeight -
GuiLayoutConstants.BUTTON_HEIGHT -
10;
Button closeBtn = Button.builder(
Component.translatable("gui.tiedup.close"),
b -> onClose()
)
.bounds(centerX - 40, closeY, 80, GuiLayoutConstants.BUTTON_HEIGHT)
.build();
this.addRenderableWidget(closeBtn);
}
private void onBuy(int offerIndex) {
if (offerIndex < 0 || offerIndex >= offers.size()) {
return;
}
CaptiveOffer offer = offers.get(offerIndex);
TiedUpMod.LOGGER.info(
"[SlaveTraderScreen] Attempting to buy captive {} from trader {}",
offer.captiveId.toString().substring(0, 8),
traderEntityId
);
// Send buy request to server
ModNetwork.sendToServer(
new PacketBuyCaptive(traderEntityId, offer.captiveId)
);
// Close screen after purchase attempt
onClose();
}
@Override
public void render(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
super.render(graphics, mouseX, mouseY, partialTick);
int contentTop = this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 15;
int leftX = this.leftPos + 15;
// Render trader name
graphics.drawString(
this.font,
traderName,
leftX,
this.topPos + GuiLayoutConstants.TITLE_HEIGHT + 2,
GuiColors.TEXT_WHITE
);
// Render offers
if (offers.isEmpty()) {
graphics.drawString(
this.font,
Component.translatable(
"gui.tiedup.no_captives_available"
).withStyle(ChatFormatting.GRAY),
leftX,
contentTop + 10,
GuiColors.TEXT_GRAY
);
} else {
int y = contentTop;
for (CaptiveOffer offer : offers) {
renderOfferRow(graphics, offer, leftX, y);
y += ROW_HEIGHT;
}
}
}
private void renderOfferRow(
GuiGraphics graphics,
CaptiveOffer offer,
int x,
int y
) {
// Captive name
graphics.drawString(
this.font,
offer.captiveName,
x,
y + 2,
GuiColors.TEXT_WHITE
);
// Price
graphics.drawString(
this.font,
offer.priceDescription,
x,
y + 14,
GuiColors.TEXT_GRAY
);
}
@Override
public boolean isPauseScreen() {
return false;
}
}

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package com.tiedup.remake.client.gui.screens;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.client.gui.widgets.*;
import com.tiedup.remake.items.ItemKey;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.cell.PacketRequestCellList;
import com.tiedup.remake.network.slave.PacketMasterEquip;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.v2.bondage.network.PacketV2SelfEquip;
import java.util.UUID;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Unified bondage equipment screen replacing BondageInventoryScreen,
* SlaveItemManagementScreen, and StruggleChoiceScreen.
*/
@OnlyIn(Dist.CLIENT)
public class UnifiedBondageScreen extends BaseScreen {
// Visual theme colors (vanilla MC style)
private static final int TITLE_COLOR = 0xFF404040;
private static final int MODE_SELF_BG = 0xFF8B8B8B;
private static final int MODE_MASTER_BG = 0xFF707070;
// Full-body view for all tabs (zoom per-tab was too finicky to get right)
private static final float[] TAB_SCALES = { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f };
private static final float[] TAB_OFFSETS = { 0.0f, 0.0f, 0.0f, 0.0f, 0.0f };
private final ActionPanel.ScreenMode mode;
private final LivingEntity targetEntity;
private final UUID targetEntityUUID;
// Widgets
private RegionTabBar tabBar;
private EntityPreviewWidget preview;
private RegionSlotWidget[] currentSlots;
private ActionPanel actionPanel;
private ItemPickerOverlay pickerOverlay;
private StatusBarWidget statusBar;
// State
private RegionSlotWidget selectedSlot;
private int refreshCountdown = -1;
// Key info (for master mode)
private UUID keyUUID;
private boolean isMasterKey;
/**
* Open in SELF mode.
*/
public UnifiedBondageScreen() {
this(ActionPanel.ScreenMode.SELF, null);
}
/**
* Open in MASTER mode targeting a specific entity.
*/
public UnifiedBondageScreen(LivingEntity target) {
this(ActionPanel.ScreenMode.MASTER, target);
}
private UnifiedBondageScreen(ActionPanel.ScreenMode mode, LivingEntity target) {
super(Component.translatable("gui.tiedup.unified_bondage"));
this.mode = mode;
this.targetEntity = target;
this.targetEntityUUID = (target != null) ? target.getUUID() : null;
}
private LivingEntity getTarget() {
return (mode == ActionPanel.ScreenMode.SELF) ? minecraft.player : targetEntity;
}
@Override
protected int getPreferredWidth() {
return GuiLayoutConstants.getResponsiveWidth(this.width, 0.65f, 420, 600);
}
@Override
protected int getPreferredHeight() {
return GuiLayoutConstants.getResponsiveHeight(this.height, 0.75f, 350, 500);
}
@Override
protected void init() {
super.init();
// Resolve key info for master mode by iterating player inventory
if (mode == ActionPanel.ScreenMode.MASTER && minecraft.player != null) {
ItemStack keyStack = findFirstKey(minecraft.player);
if (!keyStack.isEmpty()) {
if (keyStack.getItem() instanceof ItemKey key) {
this.keyUUID = key.getKeyUUID(keyStack);
this.isMasterKey = false;
} else if (keyStack.is(ModItems.MASTER_KEY.get())) {
this.keyUUID = null;
this.isMasterKey = true;
}
}
}
int contentTop = topPos + GuiLayoutConstants.TITLE_HEIGHT + GuiLayoutConstants.MARGIN_M;
// === Tab Bar ===
tabBar = new RegionTabBar(leftPos + 2, contentTop, imageWidth - 4);
tabBar.setTargetEntity(getTarget());
tabBar.setOnTabChanged(this::onTabChanged);
addRenderableWidget(tabBar);
int belowTabs = contentTop + 30;
int statusBarHeight = 46;
int mainContentHeight = imageHeight - (belowTabs - topPos) - statusBarHeight - GuiLayoutConstants.MARGIN_S;
// === Preview (Left, 40%) ===
int previewWidth = (int)((imageWidth - GuiLayoutConstants.MARGIN_M * 3) * 0.40f);
LivingEntity target = getTarget();
if (target != null) {
preview = new EntityPreviewWidget(
leftPos + GuiLayoutConstants.MARGIN_M, belowTabs,
previewWidth, mainContentHeight, target
);
preview.setAutoRotate(true);
preview.setAutoRotateSpeed(0.3f);
preview.setZoomTarget(TAB_SCALES[0], TAB_OFFSETS[0]);
addRenderableWidget(preview);
}
// === Right panel area ===
int rightX = leftPos + GuiLayoutConstants.MARGIN_M + previewWidth + GuiLayoutConstants.MARGIN_M;
int rightWidth = imageWidth - (rightX - leftPos) - GuiLayoutConstants.MARGIN_M;
// Action panel height
int actionPanelHeight = 84;
int slotsHeight = mainContentHeight - actionPanelHeight - GuiLayoutConstants.MARGIN_S;
// === Region Slots ===
buildSlots(rightX, belowTabs, rightWidth, slotsHeight);
// === Action Panel ===
actionPanel = new ActionPanel(rightX, belowTabs + slotsHeight + GuiLayoutConstants.MARGIN_S,
rightWidth, actionPanelHeight);
actionPanel.setMode(mode);
actionPanel.setTargetEntity(getTarget());
actionPanel.setKeyInfo(keyUUID, isMasterKey);
actionPanel.setOnAdjustRequested(region -> {
if (AdjustmentScreen.canOpen()) minecraft.setScreen(new AdjustmentScreen());
});
actionPanel.setOnEquipRequested(this::openPicker);
actionPanel.setOnCellAssignRequested(() -> {
if (targetEntityUUID != null) ModNetwork.sendToServer(new PacketRequestCellList(targetEntityUUID));
});
actionPanel.setOnCloseRequested(this::onClose);
actionPanel.clearContext();
addRenderableWidget(actionPanel);
// === Status Bar ===
int statusY = topPos + imageHeight - statusBarHeight;
statusBar = new StatusBarWidget(leftPos, statusY, imageWidth, statusBarHeight);
statusBar.setMode(mode);
statusBar.setTargetEntity(getTarget());
statusBar.setOnCloseClicked(this::onClose);
addRenderableWidget(statusBar);
// === Picker Overlay (created but hidden) ===
pickerOverlay = new ItemPickerOverlay();
pickerOverlay.setOnItemSelected(this::onPickerItemSelected);
pickerOverlay.setOnCancelled(() -> {}); // No-op, just close
addRenderableWidget(pickerOverlay);
// Auto-select first occupied slot
autoSelectFirstOccupied();
}
/**
* Find the first key (ItemKey or ItemMasterKey) in the player's inventory.
* Regular ItemKey is preferred; falls back to master key if none found.
*/
private static ItemStack findFirstKey(Player player) {
ItemStack masterKeyStack = ItemStack.EMPTY;
for (int i = 0; i < player.getInventory().getContainerSize(); i++) {
ItemStack stack = player.getInventory().getItem(i);
if (stack.isEmpty()) continue;
if (stack.getItem() instanceof ItemKey) {
return stack; // Regular key takes priority
}
if (masterKeyStack.isEmpty() && stack.is(ModItems.MASTER_KEY.get())) {
masterKeyStack = stack; // Remember master key as fallback
}
}
return masterKeyStack; // Empty or master key
}
private void buildSlots(int x, int y, int width, int totalHeight) {
RegionTabBar.BodyTab tab = tabBar.getActiveTab();
BodyRegionV2[] regions = tab.getRegions().toArray(new BodyRegionV2[0]);
currentSlots = new RegionSlotWidget[regions.length];
int slotHeight = Math.min(52, (totalHeight - 4) / regions.length);
LivingEntity target = getTarget();
for (int i = 0; i < regions.length; i++) {
BodyRegionV2 region = regions[i];
int slotY = y + i * slotHeight;
RegionSlotWidget slot = new RegionSlotWidget(x, slotY, width, slotHeight - 2,
region, () -> target != null ? V2EquipmentHelper.getInRegion(target, region) : ItemStack.EMPTY);
slot.setOnClick(this::onSlotClicked);
slot.setShowEquipButton(true);
slot.setOnEquipClick(s -> openPicker(s.getRegion()));
// Adjust button for MOUTH/EYES
if (region == BodyRegionV2.MOUTH || region == BodyRegionV2.EYES) {
slot.setShowAdjustButton(true);
}
currentSlots[i] = slot;
addRenderableWidget(slot);
}
}
private void onTabChanged(RegionTabBar.BodyTab tab) {
// Update preview zoom
int tabIdx = tab.ordinal();
if (preview != null) {
preview.setZoomTarget(TAB_SCALES[tabIdx], TAB_OFFSETS[tabIdx]);
}
// Rebuild slots — clear old ones and re-init
if (currentSlots != null) {
for (RegionSlotWidget slot : currentSlots) {
removeWidget(slot);
}
}
selectedSlot = null;
actionPanel.clearContext();
// Recalculate layout for slots
int contentTop = topPos + GuiLayoutConstants.TITLE_HEIGHT + GuiLayoutConstants.MARGIN_M;
int belowTabs = contentTop + 30;
int statusBarHeight = 46;
int mainContentHeight = imageHeight - (belowTabs - topPos) - statusBarHeight - GuiLayoutConstants.MARGIN_S;
int previewWidth = (int)((imageWidth - GuiLayoutConstants.MARGIN_M * 3) * 0.40f);
int rightX = leftPos + GuiLayoutConstants.MARGIN_M + previewWidth + GuiLayoutConstants.MARGIN_M;
int rightWidth = imageWidth - (rightX - leftPos) - GuiLayoutConstants.MARGIN_M;
int actionPanelHeight = 84;
int slotsHeight = mainContentHeight - actionPanelHeight - GuiLayoutConstants.MARGIN_S;
buildSlots(rightX, belowTabs, rightWidth, slotsHeight);
autoSelectFirstOccupied();
}
private void onSlotClicked(RegionSlotWidget slot) {
// Deselect previous
if (selectedSlot != null) selectedSlot.setSelected(false);
// Select new
selectedSlot = slot;
slot.setSelected(true);
// Update action panel
actionPanel.setContext(slot.getRegion(), slot.getItem());
}
private void autoSelectFirstOccupied() {
if (currentSlots == null) return;
for (RegionSlotWidget slot : currentSlots) {
if (!slot.getItem().isEmpty()) {
onSlotClicked(slot);
return;
}
}
// No occupied slots — select first slot anyway for equip
if (currentSlots.length > 0) {
onSlotClicked(currentSlots[0]);
}
}
private void openPicker(BodyRegionV2 region) {
pickerOverlay.open(region, mode == ActionPanel.ScreenMode.SELF, this.width, this.height);
}
private void onPickerItemSelected(BodyRegionV2 region, int inventorySlot) {
if (mode == ActionPanel.ScreenMode.SELF) {
ModNetwork.sendToServer(new PacketV2SelfEquip(region, inventorySlot));
} else {
ModNetwork.sendToServer(new PacketMasterEquip(targetEntityUUID, region, inventorySlot));
}
refreshCountdown = 10; // Refresh after server processes
}
@Override
public void tick() {
super.tick();
if (preview != null) preview.tickZoom();
if (refreshCountdown > 0) {
refreshCountdown--;
} else if (refreshCountdown == 0) {
refreshCountdown = -1;
rebuildCurrentTab();
}
}
private void rebuildCurrentTab() {
onTabChanged(tabBar.getActiveTab());
}
@Override
public void render(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
this.renderBackground(graphics);
// MC-style raised panel
GuiRenderUtil.drawMCPanel(graphics, leftPos, topPos, imageWidth, imageHeight);
// Title (dark text, vanilla style)
String titleText = this.title.getString();
if (mode == ActionPanel.ScreenMode.MASTER && targetEntity != null) {
titleText += " \u2014 " + targetEntity.getName().getString();
}
GuiRenderUtil.drawCenteredStringNoShadow(graphics, font, titleText,
leftPos + imageWidth / 2, topPos + GuiLayoutConstants.MARGIN_M, TITLE_COLOR);
// Mode badge (top-right) — sober gray badge
int badgeWidth = 90;
int badgeX = leftPos + imageWidth - badgeWidth - GuiLayoutConstants.MARGIN_M;
int badgeY = topPos + GuiLayoutConstants.MARGIN_S;
int badgeBg = mode == ActionPanel.ScreenMode.MASTER ? MODE_MASTER_BG : MODE_SELF_BG;
graphics.fill(badgeX, badgeY, badgeX + badgeWidth, badgeY + 16, badgeBg);
String badgeText = mode == ActionPanel.ScreenMode.MASTER
? Component.translatable("gui.tiedup.mode.master").getString()
: Component.translatable("gui.tiedup.mode.self").getString();
GuiRenderUtil.drawCenteredStringNoShadow(graphics, font, badgeText, badgeX + badgeWidth / 2, badgeY + 4, GuiRenderUtil.MC_TEXT_DARK);
// Render all widgets
super.render(graphics, mouseX, mouseY, partialTick);
// Picker overlay renders on top of everything
if (pickerOverlay.isOverlayVisible()) {
pickerOverlay.render(graphics, mouseX, mouseY, partialTick);
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
// Picker overlay captures all clicks when visible
if (pickerOverlay.isOverlayVisible()) {
return pickerOverlay.mouseClicked(mouseX, mouseY, button);
}
return super.mouseClicked(mouseX, mouseY, button);
}
@Override
public boolean keyPressed(int keyCode, int scanCode, int modifiers) {
if (pickerOverlay.isOverlayVisible()) {
return pickerOverlay.keyPressed(keyCode, scanCode, modifiers);
}
return super.keyPressed(keyCode, scanCode, modifiers);
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
if (pickerOverlay.isOverlayVisible()) {
return pickerOverlay.mouseScrolled(mouseX, mouseY, delta);
}
return super.mouseScrolled(mouseX, mouseY, delta);
}
}

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package com.tiedup.remake.client.gui.util;
import com.tiedup.remake.v2.BodyRegionV2;
/**
* Color constants for TiedUp! GUI elements.
* All colors are in ARGB format (0xAARRGGBB).
*
* Phase 16: GUI Revamp
*/
public class GuiColors {
// === Backgrounds ===
public static final int BG_DARK = 0xFF1A1A1A; // #1A1A1A
public static final int BG_MEDIUM = 0xFF2D2D2D; // #2D2D2D
public static final int BG_LIGHT = 0xFF3D3D3D; // #3D3D3D
// === Accents (leather/rope theme) ===
public static final int ACCENT_BROWN = 0xFF8B4513; // #8B4513 SaddleBrown
public static final int ACCENT_TAN = 0xFFCD853F; // #CD853F Peru
public static final int ACCENT_ROPE = 0xFFD2691E; // #D2691E Chocolate
// === Text ===
public static final int TEXT_WHITE = 0xFFFFFFFF;
public static final int TEXT_GRAY = 0xFFAAAAAA;
public static final int TEXT_DISABLED = 0xFF666666;
// === States ===
public static final int SUCCESS = 0xFF4CAF50; // Green
public static final int WARNING = 0xFFFF9800; // Orange
public static final int ERROR = 0xFFF44336; // Red
public static final int INFO = 0xFF2196F3; // Blue
// === Borders ===
public static final int BORDER_DARK = 0xFF0A0A0A;
public static final int BORDER_LIGHT = 0xFF4A4A4A;
// === Slot states ===
public static final int SLOT_EMPTY = 0xFF555555;
public static final int SLOT_FILLED = 0xFF666666;
public static final int SLOT_HOVER = 0xFF777777;
public static final int SLOT_SELECTED = 0xFF8B4513;
// === Bondage Type Colors ===
public static final int TYPE_BIND = 0xFF8B4513; // Brown (rope)
public static final int TYPE_GAG = 0xFFFF6B6B; // Red
public static final int TYPE_BLINDFOLD = 0xFF333333; // Dark gray
public static final int TYPE_EARPLUGS = 0xFFFFD93D; // Yellow
public static final int TYPE_COLLAR = 0xFF6BCB77; // Green
public static final int TYPE_CLOTHES = 0xFF4D96FF; // Blue
public static final int TYPE_MITTENS = 0xFFFF9F43; // Orange
// === Action Hover Colors ===
public static final int HOVER_REMOVE = 0xFF5D2020; // Dark red
public static final int HOVER_LOCK = 0xFF5D4520; // Dark orange
public static final int HOVER_UNLOCK = 0xFF205D20; // Dark green
public static final int BUTTON_REMOVE = 0xFFCC4444;
public static final int BUTTON_REMOVE_HOVER = 0xFFFF6B6B;
/**
* Get the color for a V2 body region.
*
* @param region The body region
* @return The corresponding color
*/
public static int getRegionColor(BodyRegionV2 region) {
return switch (region) {
case HEAD -> 0xFF9C27B0; // Purple
case EYES -> TYPE_BLINDFOLD;
case EARS -> TYPE_EARPLUGS;
case MOUTH -> TYPE_GAG;
case NECK -> TYPE_COLLAR;
case TORSO -> TYPE_CLOTHES;
case ARMS -> TYPE_BIND;
case HANDS -> TYPE_MITTENS;
case FINGERS -> 0xFFFFAB91; // Light orange
case WAIST -> 0xFF795548; // Brown
case LEGS -> 0xFF607D8B; // Blue-gray
case FEET -> 0xFF78909C; // Light blue-gray
case TAIL -> 0xFFCE93D8; // Light purple
case WINGS -> 0xFF80DEEA; // Light cyan
};
}
/**
* Get the color for a bondage item type.
*
* @param type The bondage item type name (lowercase)
* @return The corresponding color
*/
public static int getTypeColor(String type) {
return switch (type.toLowerCase()) {
case "bind" -> TYPE_BIND;
case "gag" -> TYPE_GAG;
case "blindfold" -> TYPE_BLINDFOLD;
case "earplugs" -> TYPE_EARPLUGS;
case "collar" -> TYPE_COLLAR;
case "clothes" -> TYPE_CLOTHES;
case "mittens" -> TYPE_MITTENS;
default -> TEXT_WHITE;
};
}
/**
* Create a color with custom alpha.
*
* @param color Base color (ARGB)
* @param alpha Alpha value (0-255)
* @return Color with new alpha
*/
public static int withAlpha(int color, int alpha) {
return (color & 0x00FFFFFF) | (alpha << 24);
}
/**
* Lighten a color by a factor.
*
* @param color Base color (ARGB)
* @param factor Factor (0.0 = no change, 1.0 = white)
* @return Lightened color
*/
public static int lighten(int color, float factor) {
int a = (color >> 24) & 0xFF;
int r = (color >> 16) & 0xFF;
int g = (color >> 8) & 0xFF;
int b = color & 0xFF;
r = (int) (r + (255 - r) * factor);
g = (int) (g + (255 - g) * factor);
b = (int) (b + (255 - b) * factor);
return (a << 24) | (r << 16) | (g << 8) | b;
}
/**
* Darken a color by a factor.
*
* @param color Base color (ARGB)
* @param factor Factor (0.0 = no change, 1.0 = black)
* @return Darkened color
*/
public static int darken(int color, float factor) {
int a = (color >> 24) & 0xFF;
int r = (color >> 16) & 0xFF;
int g = (color >> 8) & 0xFF;
int b = color & 0xFF;
r = (int) (r * (1 - factor));
g = (int) (g * (1 - factor));
b = (int) (b * (1 - factor));
return (a << 24) | (r << 16) | (g << 8) | b;
}
}

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package com.tiedup.remake.client.gui.util;
import net.minecraft.util.Mth;
/**
* Centralized layout constants for all TiedUp! GUI screens and widgets.
* Provides standard spacing and responsive calculation utilities.
*
* Refactored for Responsive Design.
*/
public final class GuiLayoutConstants {
private GuiLayoutConstants() {} // No instantiation
// ==================== MARGINS & PADDING ====================
public static final int MARGIN_XS = 2;
public static final int MARGIN_S = 4;
public static final int MARGIN_M = 8;
public static final int MARGIN_L = 16;
public static final int SCREEN_EDGE_MARGIN = 10;
public static final int LINE_HEIGHT = 10;
public static final int TITLE_HEIGHT = 20;
// ==================== WIDGET DIMENSIONS ====================
public static final int BUTTON_HEIGHT = 20;
public static final int BUTTON_WIDTH_S = 40;
public static final int BUTTON_WIDTH_M = 80;
public static final int BUTTON_WIDTH_L = 120;
public static final int BUTTON_WIDTH_XL = 160;
public static final int SLOT_SIZE = 24; // Standard square slot
public static final int SLOT_HEIGHT = 24;
public static final int SLOT_SPACING = 3;
public static final int ICON_SIZE = 16;
public static final int SCROLLBAR_WIDTH = 6;
// ==================== STATUS ICONS ====================
public static final int STATUS_ICON_SIZE = 14;
public static final int STATUS_ICON_SPACING = 4;
// ==================== ENTRY/LIST DIMENSIONS ====================
public static final int ENTRY_HEIGHT = 65;
public static final int ENTRY_SPACING = 4;
// ==================== PREVIEW SIZES ====================
public static final int PREVIEW_WIDTH_S = 50;
public static final int PREVIEW_WIDTH_M = 100;
public static final int PREVIEW_WIDTH_L = 120;
public static final int PREVIEW_HEIGHT = 160;
// Slider specific dimensions
public static final int SLIDER_THUMB_WIDTH = 8;
public static final int SLIDER_THUMB_HEIGHT = 20;
public static final int SLIDER_TRACK_WIDTH = 4;
// ==================== LAYOUT HELPERS ====================
/**
* Calculates a responsive width constrained by min/max values.
* @param screenWidth The current screen width
* @param percentTarget Target percentage of screen width (0.0 - 1.0)
* @param minWidth Minimum pixel width
* @param maxWidth Maximum pixel width
* @return Calculated width
*/
public static int getResponsiveWidth(
int screenWidth,
float percentTarget,
int minWidth,
int maxWidth
) {
int target = (int) (screenWidth * percentTarget);
int available = screenWidth - (SCREEN_EDGE_MARGIN * 2);
return Mth.clamp(target, minWidth, Math.min(maxWidth, available));
}
/**
* Calculates a responsive height constrained by min/max values.
* @param screenHeight The current screen height
* @param percentTarget Target percentage of screen height (0.0 - 1.0)
* @param minHeight Minimum pixel height
* @param maxHeight Maximum pixel height
* @return Calculated height
*/
public static int getResponsiveHeight(
int screenHeight,
float percentTarget,
int minHeight,
int maxHeight
) {
int target = (int) (screenHeight * percentTarget);
int available = screenHeight - (SCREEN_EDGE_MARGIN * 2);
return Mth.clamp(target, minHeight, Math.min(maxHeight, available));
}
/**
* Centers an element coordinate X.
*/
public static int centerX(int containerWidth, int elementWidth) {
return (containerWidth - elementWidth) / 2;
}
/**
* Centers an element coordinate Y.
*/
public static int centerY(int containerHeight, int elementHeight) {
return (containerHeight - elementHeight) / 2;
}
}

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package com.tiedup.remake.client.gui.util;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Utility methods for GUI rendering.
*/
@OnlyIn(Dist.CLIENT)
public final class GuiRenderUtil {
// Vanilla MC 3D border colors
public static final int MC_PANEL_BG = 0xFFC6C6C6;
public static final int MC_HIGHLIGHT_OUTER = 0xFFFFFFFF;
public static final int MC_HIGHLIGHT_INNER = 0xFFDBDBDB;
public static final int MC_SHADOW_INNER = 0xFF555555;
public static final int MC_SHADOW_OUTER = 0xFF373737;
public static final int MC_SLOT_BG = 0xFF8B8B8B;
public static final int MC_TEXT_DARK = 0xFF404040;
public static final int MC_TEXT_GRAY = 0xFF555555;
private GuiRenderUtil() {}
/**
* Draw a vanilla MC-style raised panel (light gray with 3D beveled borders).
*/
public static void drawMCPanel(GuiGraphics graphics, int x, int y, int width, int height) {
// Fill
graphics.fill(x, y, x + width, y + height, MC_PANEL_BG);
// Top highlight (outer white, inner light)
graphics.fill(x, y, x + width, y + 1, MC_HIGHLIGHT_OUTER);
graphics.fill(x + 1, y + 1, x + width - 1, y + 2, MC_HIGHLIGHT_INNER);
// Left highlight
graphics.fill(x, y, x + 1, y + height, MC_HIGHLIGHT_OUTER);
graphics.fill(x + 1, y + 1, x + 2, y + height - 1, MC_HIGHLIGHT_INNER);
// Bottom shadow
graphics.fill(x, y + height - 1, x + width, y + height, MC_SHADOW_OUTER);
graphics.fill(x + 1, y + height - 2, x + width - 1, y + height - 1, MC_SHADOW_INNER);
// Right shadow
graphics.fill(x + width - 1, y, x + width, y + height, MC_SHADOW_OUTER);
graphics.fill(x + width - 2, y + 1, x + width - 1, y + height - 1, MC_SHADOW_INNER);
}
/**
* Draw a vanilla MC-style sunken panel (inverted 3D borders — dark outside, light inside).
*/
public static void drawMCSunkenPanel(GuiGraphics graphics, int x, int y, int width, int height) {
graphics.fill(x, y, x + width, y + height, MC_SLOT_BG);
// Top shadow (dark)
graphics.fill(x, y, x + width, y + 1, MC_SHADOW_OUTER);
graphics.fill(x + 1, y + 1, x + width - 1, y + 2, MC_SHADOW_INNER);
// Left shadow (dark)
graphics.fill(x, y, x + 1, y + height, MC_SHADOW_OUTER);
graphics.fill(x + 1, y + 1, x + 2, y + height - 1, MC_SHADOW_INNER);
// Bottom highlight (light)
graphics.fill(x, y + height - 1, x + width, y + height, MC_HIGHLIGHT_OUTER);
graphics.fill(x + 1, y + height - 2, x + width - 1, y + height - 1, MC_HIGHLIGHT_INNER);
// Right highlight (light)
graphics.fill(x + width - 1, y, x + width, y + height, MC_HIGHLIGHT_OUTER);
graphics.fill(x + width - 2, y + 1, x + width - 1, y + height - 1, MC_HIGHLIGHT_INNER);
}
/**
* Draw a vanilla MC-style sunken slot.
*/
public static void drawMCSlot(GuiGraphics graphics, int x, int y, int width, int height) {
graphics.fill(x, y, x + width, y + height, MC_SLOT_BG);
// Top shadow
graphics.fill(x, y, x + width, y + 1, MC_SHADOW_OUTER);
// Left shadow
graphics.fill(x, y, x + 1, y + height, MC_SHADOW_OUTER);
// Bottom highlight
graphics.fill(x, y + height - 1, x + width, y + height, MC_HIGHLIGHT_OUTER);
// Right highlight
graphics.fill(x + width - 1, y, x + width, y + height, MC_HIGHLIGHT_OUTER);
}
/**
* Draw vanilla-style slot hover overlay (white semi-transparent).
*/
public static void drawSlotHover(GuiGraphics graphics, int x, int y, int width, int height) {
graphics.fill(x + 1, y + 1, x + width - 1, y + height - 1, 0x80FFFFFF);
}
/**
* Draw a vanilla MC-style button (raised 3D appearance).
*/
public static void drawMCButton(GuiGraphics graphics, int x, int y, int width, int height, boolean hovered, boolean enabled) {
int bg = enabled ? (hovered ? 0xFFA0A0A0 : MC_SLOT_BG) : 0xFF606060;
graphics.fill(x, y, x + width, y + height, bg);
if (enabled) {
// Top highlight
graphics.fill(x, y, x + width, y + 1, MC_HIGHLIGHT_OUTER);
// Left highlight
graphics.fill(x, y, x + 1, y + height, MC_HIGHLIGHT_OUTER);
// Bottom shadow
graphics.fill(x, y + height - 1, x + width, y + height, MC_SHADOW_OUTER);
// Right shadow
graphics.fill(x + width - 1, y, x + width, y + height, MC_SHADOW_OUTER);
} else {
// Flat dark border for disabled
graphics.fill(x, y, x + width, y + 1, 0xFF505050);
graphics.fill(x, y + height - 1, x + width, y + height, 0xFF505050);
graphics.fill(x, y, x + 1, y + height, 0xFF505050);
graphics.fill(x + width - 1, y, x + width, y + height, 0xFF505050);
}
}
/**
* Draw a selected slot highlight border (gold/yellow).
*/
public static void drawSelectedBorder(GuiGraphics graphics, int x, int y, int width, int height) {
int gold = 0xFFFFD700;
// Top
graphics.fill(x, y, x + width, y + 1, gold);
graphics.fill(x, y + 1, x + width, y + 2, gold);
// Bottom
graphics.fill(x, y + height - 2, x + width, y + height - 1, gold);
graphics.fill(x, y + height - 1, x + width, y + height, gold);
// Left
graphics.fill(x, y, x + 1, y + height, gold);
graphics.fill(x + 1, y, x + 2, y + height, gold);
// Right
graphics.fill(x + width - 2, y, x + width - 1, y + height, gold);
graphics.fill(x + width - 1, y, x + width, y + height, gold);
}
/**
* Draw centered text WITHOUT shadow (vanilla drawCenteredString always adds shadow).
* Use this for dark text on light MC panels.
*/
public static void drawCenteredStringNoShadow(GuiGraphics graphics, net.minecraft.client.gui.Font font, String text, int centerX, int y, int color) {
int textWidth = font.width(text);
graphics.drawString(font, text, centerX - textWidth / 2, y, color, false);
}
/**
* Draw a 1-pixel border around a rectangle.
*
* @param graphics The graphics context
* @param x Left position
* @param y Top position
* @param width Rectangle width
* @param height Rectangle height
* @param color Border color (ARGB)
*/
public static void drawBorder(
GuiGraphics graphics,
int x,
int y,
int width,
int height,
int color
) {
// Top
graphics.fill(x, y, x + width, y + 1, color);
// Bottom
graphics.fill(x, y + height - 1, x + width, y + height, color);
// Left
graphics.fill(x, y, x + 1, y + height, color);
// Right
graphics.fill(x + width - 1, y, x + width, y + height, color);
}
/**
* Draw a border with custom thickness around a rectangle.
*
* @param graphics The graphics context
* @param x Left position
* @param y Top position
* @param width Rectangle width
* @param height Rectangle height
* @param thickness Border thickness in pixels
* @param color Border color (ARGB)
*/
public static void drawBorder(
GuiGraphics graphics,
int x,
int y,
int width,
int height,
int thickness,
int color
) {
// Top
graphics.fill(x, y, x + width, y + thickness, color);
// Bottom
graphics.fill(x, y + height - thickness, x + width, y + height, color);
// Left
graphics.fill(x, y, x + thickness, y + height, color);
// Right
graphics.fill(x + width - thickness, y, x + width, y + height, color);
}
}

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package com.tiedup.remake.client.gui.util;
import net.minecraft.client.gui.Font;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Utility class for rendering stat bars and value-colored elements in GUIs.
* Centralizes stat bar rendering logic to reduce code duplication.
*/
@OnlyIn(Dist.CLIENT)
public final class GuiStatsRenderer {
private GuiStatsRenderer() {}
// ARGB colors for stat values (green -> orange -> red)
private static final int COLOR_GREEN = 0xFF4CAF50;
private static final int COLOR_ORANGE = 0xFFFF9800;
private static final int COLOR_RED = 0xFFF44336;
/**
* Render a stat bar with label and value-based coloring.
*
* @param graphics Graphics context
* @param font Font renderer
* @param x Left position
* @param y Top position
* @param label Stat label (e.g., "Hunger", "Willpower")
* @param value Stat value (0-100)
* @param totalWidth Total width including label and bar
*/
public static void renderStatBar(
GuiGraphics graphics,
Font font,
int x,
int y,
String label,
float value,
int totalWidth
) {
// Draw label
int labelWidth = font.width(label) + 2;
graphics.drawString(font, label, x, y, 0xFFAAAAAA, false);
// Calculate bar dimensions
int barX = x + labelWidth;
int barW = totalWidth - labelWidth;
int barH = 6;
// Background (black)
graphics.fill(barX, y + 1, barX + barW, y + 1 + barH, 0xFF000000);
// Fill based on value (0-100)
int fillWidth = (int) (barW * (value / 100f));
int fillColor = getValueColorArgb(value);
if (fillWidth > 0) {
graphics.fill(
barX + 1,
y + 2,
barX + 1 + Math.min(fillWidth, barW - 2),
y + barH,
fillColor
);
}
}
/**
* Get RGB color for a stat value (green -> orange -> red).
* Used for text rendering.
*
* @param value Stat value (0-100)
* @return RGB color value (0xRRGGBB)
*/
public static int getValueColor(float value) {
if (value >= 70) return 0x4CAF50; // Green
if (value >= 40) return 0xFF9800; // Orange
return 0xF44336; // Red
}
/**
* Get ARGB color for a stat value (green -> orange -> red).
* Used for fill operations.
*
* @param value Stat value (0-100)
* @return ARGB color value (0xAARRGGBB)
*/
public static int getValueColorArgb(float value) {
if (value >= 70) return COLOR_GREEN;
if (value >= 40) return COLOR_ORANGE;
return COLOR_RED;
}
}

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package com.tiedup.remake.client.gui.util;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Utility class for rendering vanilla-style GUI elements.
* Provides methods to draw backgrounds using Minecraft's textures.
*/
@OnlyIn(Dist.CLIENT)
public final class GuiTextureHelper {
private GuiTextureHelper() {}
// === Vanilla Textures ===
public static final ResourceLocation CHEST_BACKGROUND =
ResourceLocation.fromNamespaceAndPath(
"minecraft",
"textures/gui/container/generic_54.png"
);
public static final ResourceLocation INVENTORY_BACKGROUND =
ResourceLocation.fromNamespaceAndPath(
"minecraft",
"textures/gui/container/inventory.png"
);
// === Chest Texture Dimensions ===
public static final int CHEST_WIDTH = 176;
public static final int CHEST_ROW_HEIGHT = 18;
public static final int CHEST_HEADER_HEIGHT = 17;
public static final int CHEST_PLAYER_INV_HEIGHT = 96;
public static final int SLOT_SIZE = 18;
/**
* Render a chest-style background with variable number of rows.
* Uses the vanilla generic_54.png texture (large chest).
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Top position
* @param rows Number of inventory rows (1-6)
*/
public static void renderChestBackground(
GuiGraphics graphics,
int x,
int y,
int rows
) {
rows = Math.min(6, Math.max(1, rows));
// Header section (title area) - top 17 pixels
graphics.blit(
CHEST_BACKGROUND,
x,
y,
0,
0,
CHEST_WIDTH,
CHEST_HEADER_HEIGHT
);
// Inventory rows - 18 pixels each
for (int i = 0; i < rows; i++) {
graphics.blit(
CHEST_BACKGROUND,
x,
y + CHEST_HEADER_HEIGHT + i * CHEST_ROW_HEIGHT,
0,
CHEST_HEADER_HEIGHT,
CHEST_WIDTH,
CHEST_ROW_HEIGHT
);
}
// Player inventory section (bottom part with separator + 3 rows + hotbar)
// In generic_54.png, player section starts at y=125 and is 96 pixels tall
graphics.blit(
CHEST_BACKGROUND,
x,
y + CHEST_HEADER_HEIGHT + rows * CHEST_ROW_HEIGHT,
0,
125,
CHEST_WIDTH,
CHEST_PLAYER_INV_HEIGHT
);
}
/**
* Calculate total height for a chest-style container with N rows.
*
* @param rows Number of inventory rows
* @return Total height in pixels
*/
public static int getChestHeight(int rows) {
return (
CHEST_HEADER_HEIGHT +
rows * CHEST_ROW_HEIGHT +
CHEST_PLAYER_INV_HEIGHT
);
}
/**
* Render a vanilla-style 3D beveled panel.
* Creates a dark panel with highlight on top/left and shadow on bottom/right.
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Top position
* @param width Panel width
* @param height Panel height
*/
public static void renderBeveledPanel(
GuiGraphics graphics,
int x,
int y,
int width,
int height
) {
// Main background (dark gray)
graphics.fill(x, y, x + width, y + height, 0xC0101010);
// Top highlight (light gray)
graphics.fill(x, y, x + width, y + 2, 0xFF373737);
// Left highlight
graphics.fill(x, y, x + 2, y + height, 0xFF373737);
// Bottom shadow (black)
graphics.fill(x, y + height - 2, x + width, y + height, 0xFF000000);
// Right shadow
graphics.fill(x + width - 2, y, x + width, y + height, 0xFF000000);
// Inner fill (slightly lighter)
graphics.fill(x + 2, y + 2, x + width - 2, y + height - 2, 0xFF2D2D2D);
}
/**
* Render a small equipment panel (for armor/weapon slots).
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Top position
* @param slots Number of slots vertically
*/
public static void renderEquipmentPanel(
GuiGraphics graphics,
int x,
int y,
int slots
) {
int width = 26;
int height = 8 + slots * SLOT_SIZE;
// Background
graphics.fill(x, y, x + width, y + height, 0xC0101010);
// Border
graphics.fill(x, y, x + width, y + 1, 0xFF373737);
graphics.fill(x, y, x + 1, y + height, 0xFF373737);
graphics.fill(x, y + height - 1, x + width, y + height, 0xFF000000);
graphics.fill(x + width - 1, y, x + width, y + height, 0xFF000000);
// Inner
graphics.fill(x + 1, y + 1, x + width - 1, y + height - 1, 0xFF2D2D2D);
// Slot backgrounds
for (int i = 0; i < slots; i++) {
int slotX = x + 4;
int slotY = y + 4 + i * SLOT_SIZE;
renderSlotBackground(graphics, slotX, slotY);
}
}
/**
* Render a single slot background (18x18 with inner shadow).
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Top position
*/
public static void renderSlotBackground(
GuiGraphics graphics,
int x,
int y
) {
// Outer dark border
graphics.fill(x, y, x + SLOT_SIZE, y + SLOT_SIZE, 0xFF373737);
// Inner lighter area
graphics.fill(
x + 1,
y + 1,
x + SLOT_SIZE - 1,
y + SLOT_SIZE - 1,
0xFF8B8B8B
);
// Slot center (dark)
graphics.fill(
x + 1,
y + 1,
x + SLOT_SIZE - 1,
y + SLOT_SIZE - 1,
0xFF373737
);
}
/**
* Render a vanilla-style XP progress bar.
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Top position
* @param width Bar width
* @param progress Progress value (0.0 to 1.0)
* @param color Fill color (ARGB)
*/
public static void renderProgressBar(
GuiGraphics graphics,
int x,
int y,
int width,
float progress,
int color
) {
// Background (black with inner dark gray)
graphics.fill(x, y, x + width, y + 5, 0xFF000000);
graphics.fill(x + 1, y + 1, x + width - 1, y + 4, 0xFF2E2E2E);
// Fill
int fillWidth = (int) ((width - 2) *
Math.min(1.0f, Math.max(0.0f, progress)));
if (fillWidth > 0) {
graphics.fill(x + 1, y + 1, x + 1 + fillWidth, y + 4, color);
}
}
/**
* Render a vanilla-style XP bar with green color.
*/
public static void renderXpBar(
GuiGraphics graphics,
int x,
int y,
int width,
float progress
) {
renderProgressBar(graphics, x, y, width, progress, 0xFF80FF20);
}
/**
* Render a horizontal separator line.
*
* @param graphics GuiGraphics context
* @param x Left position
* @param y Y position
* @param width Line width
*/
public static void renderSeparator(
GuiGraphics graphics,
int x,
int y,
int width
) {
graphics.fill(x, y, x + width, y + 1, 0xFF373737);
graphics.fill(x, y + 1, x + width, y + 2, 0xFF000000);
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.items.GenericKnife;
import com.tiedup.remake.items.ItemKey;
import com.tiedup.remake.items.ItemLockpick;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.IHasResistance;
import com.tiedup.remake.items.base.ILockable;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.action.PacketSetKnifeCutTarget;
import com.tiedup.remake.network.minigame.PacketLockpickMiniGameStart;
import com.tiedup.remake.network.slave.PacketMasterEquip;
import com.tiedup.remake.network.slave.PacketSlaveItemManage;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.v2.bondage.network.PacketV2SelfEquip;
import com.tiedup.remake.v2.bondage.network.PacketV2SelfLock;
import com.tiedup.remake.v2.bondage.network.PacketV2SelfRemove;
import com.tiedup.remake.v2.bondage.network.PacketV2SelfUnlock;
import com.tiedup.remake.v2.bondage.network.PacketV2StruggleStart;
import java.util.ArrayList;
import java.util.List;
import java.util.UUID;
import java.util.function.Consumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Contextual action panel for the unified bondage screen.
* Shows different actions based on mode (SELF/MASTER) and selected item state.
*/
@OnlyIn(Dist.CLIENT)
public class ActionPanel extends AbstractWidget {
public enum ScreenMode { SELF, MASTER }
private record ActionEntry(
String labelKey,
boolean enabled,
String disabledReasonKey,
Runnable onClick
) {}
// Layout
private static final int BUTTON_WIDTH = 80;
private static final int BUTTON_HEIGHT = 22;
private static final int BUTTON_SPACING = 6;
private static final int COLUMNS = 3;
private static final int PADDING = 8;
// Colors (vanilla MC style)
private static final int TEXT_ENABLED = 0xFF404040;
private static final int TEXT_DISABLED = 0xFF909090;
private static final int TITLE_COLOR = 0xFF404040;
private ScreenMode mode = ScreenMode.SELF;
private BodyRegionV2 selectedRegion;
private ItemStack selectedItem = ItemStack.EMPTY;
private LivingEntity targetEntity;
private UUID targetEntityUUID;
private UUID keyUUID;
private boolean isMasterKey;
private final List<ActionEntry> actions = new ArrayList<>();
// Callbacks for actions that open other screens
private Consumer<BodyRegionV2> onAdjustRequested;
private Consumer<BodyRegionV2> onEquipRequested;
private Runnable onCellAssignRequested;
private Runnable onCloseRequested;
// Hovered button index for tooltip
private int hoveredIndex = -1;
public ActionPanel(int x, int y, int width, int height) {
super(x, y, width, height, Component.literal("Actions"));
}
public void setMode(ScreenMode mode) { this.mode = mode; }
public void setTargetEntity(LivingEntity entity) {
this.targetEntity = entity;
this.targetEntityUUID = entity != null ? entity.getUUID() : null;
}
public void setKeyInfo(UUID keyUUID, boolean isMasterKey) {
this.keyUUID = keyUUID;
this.isMasterKey = isMasterKey;
}
public void setOnAdjustRequested(Consumer<BodyRegionV2> cb) { this.onAdjustRequested = cb; }
public void setOnEquipRequested(Consumer<BodyRegionV2> cb) { this.onEquipRequested = cb; }
public void setOnCellAssignRequested(Runnable cb) { this.onCellAssignRequested = cb; }
public void setOnCloseRequested(Runnable cb) { this.onCloseRequested = cb; }
/**
* Update the action panel context. Call when the selected slot changes.
*/
public void setContext(BodyRegionV2 region, ItemStack item) {
this.selectedRegion = region;
this.selectedItem = item != null ? item : ItemStack.EMPTY;
rebuildActions();
}
/** Clear the selection — no slot selected. */
public void clearContext() {
this.selectedRegion = null;
this.selectedItem = ItemStack.EMPTY;
actions.clear();
}
private void rebuildActions() {
actions.clear();
if (selectedRegion == null) return;
Player localPlayer = Minecraft.getInstance().player;
if (localPlayer == null) return;
if (mode == ScreenMode.SELF) {
buildSelfActions(localPlayer);
} else {
buildMasterActions(localPlayer);
}
}
/**
* Find a key item in the player's inventory.
* ItemKey.findKeyInInventory does not exist, so we implement it inline.
*/
private static ItemStack findKeyInInventory(Player player) {
ItemStack masterKeyStack = ItemStack.EMPTY;
for (int i = 0; i < player.getInventory().getContainerSize(); i++) {
ItemStack stack = player.getInventory().getItem(i);
if (stack.isEmpty()) continue;
if (stack.getItem() instanceof ItemKey) {
return stack; // Regular key takes priority
}
if (masterKeyStack.isEmpty() && stack.is(ModItems.MASTER_KEY.get())) {
masterKeyStack = stack; // Remember master key as fallback
}
}
return masterKeyStack; // Empty or master key
}
private void buildSelfActions(Player player) {
boolean isEmpty = selectedItem.isEmpty();
boolean armsOccupied = V2EquipmentHelper.isRegionOccupied(player, BodyRegionV2.ARMS);
boolean handsOccupied = V2EquipmentHelper.isRegionOccupied(player, BodyRegionV2.HANDS);
boolean armsFree = !armsOccupied;
boolean handsFree = !handsOccupied;
boolean isLocked = false;
boolean isLockable = false;
boolean isJammed = false;
boolean hasMittens = V2EquipmentHelper.isRegionOccupied(player, BodyRegionV2.HANDS);
if (!isEmpty && selectedItem.getItem() instanceof ILockable lockable) {
isLocked = lockable.isLocked(selectedItem);
isLockable = lockable.isLockable(selectedItem);
isJammed = lockable.isJammed(selectedItem);
}
boolean hasLockpick = !ItemLockpick.findLockpickInInventory(player).isEmpty();
boolean hasKnife = !GenericKnife.findKnifeInInventory(player).isEmpty();
ItemStack foundKey = findKeyInInventory(player);
boolean hasKey = !foundKey.isEmpty();
boolean foundKeyIsMaster = hasKey && foundKey.is(ModItems.MASTER_KEY.get());
if (isEmpty) {
// Equip action for empty slot
actions.add(new ActionEntry("gui.tiedup.action.equip", true, null,
() -> { if (onEquipRequested != null) onEquipRequested.accept(selectedRegion); }));
return;
}
// Remove
boolean canRemove = armsFree && handsFree && !isLocked && selectedRegion != BodyRegionV2.ARMS;
String removeReason = isLocked ? "gui.tiedup.reason.locked" :
!armsFree ? "gui.tiedup.reason.arms_bound" :
!handsFree ? "gui.tiedup.reason.hands_bound" :
selectedRegion == BodyRegionV2.ARMS ? "gui.tiedup.reason.use_struggle" : null;
actions.add(new ActionEntry("gui.tiedup.action.remove", canRemove, removeReason,
() -> ModNetwork.sendToServer(new PacketV2SelfRemove(selectedRegion))));
// Struggle (locked items only)
if (isLocked) {
actions.add(new ActionEntry("gui.tiedup.action.struggle", true, null,
() -> {
ModNetwork.sendToServer(new PacketV2StruggleStart(selectedRegion));
if (onCloseRequested != null) onCloseRequested.run();
}));
}
// Lockpick
if (isLocked) {
boolean canPick = hasLockpick && !hasMittens && !isJammed;
String pickReason = !hasLockpick ? "gui.tiedup.reason.no_lockpick" :
hasMittens ? "gui.tiedup.reason.mittens" :
isJammed ? "gui.tiedup.reason.jammed" : null;
actions.add(new ActionEntry("gui.tiedup.action.lockpick", canPick, pickReason,
() -> {
ModNetwork.sendToServer(new PacketLockpickMiniGameStart(selectedRegion));
if (onCloseRequested != null) onCloseRequested.run();
}));
}
// Cut
if (isLocked) {
boolean canCut = hasKnife && !hasMittens;
String cutReason = !hasKnife ? "gui.tiedup.reason.no_knife" :
hasMittens ? "gui.tiedup.reason.mittens" : null;
actions.add(new ActionEntry("gui.tiedup.action.cut", canCut, cutReason,
() -> {
ModNetwork.sendToServer(new PacketSetKnifeCutTarget(selectedRegion));
if (onCloseRequested != null) onCloseRequested.run();
}));
}
// Adjust (MOUTH, EYES only)
if (selectedRegion == BodyRegionV2.MOUTH || selectedRegion == BodyRegionV2.EYES) {
actions.add(new ActionEntry("gui.tiedup.action.adjust", true, null,
() -> { if (onAdjustRequested != null) onAdjustRequested.accept(selectedRegion); }));
}
// Lock (self, with key, arms free)
if (isLockable && !isLocked) {
boolean canLock = hasKey && armsFree;
String lockReason = !hasKey ? "gui.tiedup.reason.no_key" :
!armsFree ? "gui.tiedup.reason.arms_bound" : null;
actions.add(new ActionEntry("gui.tiedup.action.lock", canLock, lockReason,
() -> ModNetwork.sendToServer(new PacketV2SelfLock(selectedRegion))));
}
// Unlock (self, with matching key, arms free)
if (isLocked) {
boolean keyMatches = false;
if (hasKey && selectedItem.getItem() instanceof ILockable lockable) {
if (foundKeyIsMaster) {
keyMatches = true; // Master key matches all locks
} else if (foundKey.getItem() instanceof ItemKey itemKey) {
UUID lockKeyUUID = lockable.getLockedByKeyUUID(selectedItem);
UUID foundKeyUUID = itemKey.getKeyUUID(foundKey);
keyMatches = lockKeyUUID == null || lockKeyUUID.equals(foundKeyUUID);
}
}
boolean canUnlock = hasKey && armsFree && keyMatches;
String unlockReason = !hasKey ? "gui.tiedup.reason.no_key" :
!armsFree ? "gui.tiedup.reason.arms_bound" :
!keyMatches ? "gui.tiedup.reason.wrong_key" : null;
actions.add(new ActionEntry("gui.tiedup.action.unlock", canUnlock, unlockReason,
() -> ModNetwork.sendToServer(new PacketV2SelfUnlock(selectedRegion))));
}
}
private void buildMasterActions(Player master) {
boolean isEmpty = selectedItem.isEmpty();
boolean isLocked = false;
boolean isLockable = false;
if (!isEmpty && selectedItem.getItem() instanceof ILockable lockable) {
isLocked = lockable.isLocked(selectedItem);
isLockable = lockable.isLockable(selectedItem);
}
if (isEmpty) {
actions.add(new ActionEntry("gui.tiedup.action.equip", true, null,
() -> { if (onEquipRequested != null) onEquipRequested.accept(selectedRegion); }));
return;
}
// Remove
actions.add(new ActionEntry("gui.tiedup.action.remove", !isLocked,
isLocked ? "gui.tiedup.reason.locked" : null,
() -> ModNetwork.sendToServer(new PacketSlaveItemManage(
targetEntityUUID, selectedRegion, PacketSlaveItemManage.Action.REMOVE, keyUUID, isMasterKey))));
// Lock
if (isLockable && !isLocked) {
actions.add(new ActionEntry("gui.tiedup.action.lock", true, null,
() -> ModNetwork.sendToServer(new PacketSlaveItemManage(
targetEntityUUID, selectedRegion, PacketSlaveItemManage.Action.LOCK, keyUUID, isMasterKey))));
}
// Unlock
if (isLocked) {
actions.add(new ActionEntry("gui.tiedup.action.unlock", true, null,
() -> ModNetwork.sendToServer(new PacketSlaveItemManage(
targetEntityUUID, selectedRegion, PacketSlaveItemManage.Action.UNLOCK, keyUUID, isMasterKey))));
}
// Adjust (MOUTH, EYES)
if (selectedRegion == BodyRegionV2.MOUTH || selectedRegion == BodyRegionV2.EYES) {
actions.add(new ActionEntry("gui.tiedup.action.adjust", true, null,
() -> { if (onAdjustRequested != null) onAdjustRequested.accept(selectedRegion); }));
}
// Bondage Service toggle (NECK collar only, prison configured)
if (selectedRegion == BodyRegionV2.NECK && selectedItem.getItem() instanceof ItemCollar collar) {
if (collar.hasCellAssigned(selectedItem)) {
boolean svcEnabled = collar.isBondageServiceEnabled(selectedItem);
String svcKey = svcEnabled ? "gui.tiedup.action.svc_off" : "gui.tiedup.action.svc_on";
actions.add(new ActionEntry(svcKey, true, null,
() -> ModNetwork.sendToServer(new PacketSlaveItemManage(
targetEntityUUID, selectedRegion,
PacketSlaveItemManage.Action.TOGGLE_BONDAGE_SERVICE, keyUUID, isMasterKey))));
}
// Cell assign
actions.add(new ActionEntry("gui.tiedup.action.cell_assign", true, null,
() -> { if (onCellAssignRequested != null) onCellAssignRequested.run(); }));
}
}
@Override
protected void renderWidget(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
Minecraft mc = Minecraft.getInstance();
// MC-style sunken panel background
GuiRenderUtil.drawMCSunkenPanel(graphics, getX(), getY(), width, height);
// Title
String title;
if (selectedRegion == null) {
title = Component.translatable("gui.tiedup.action.no_selection").getString();
} else if (selectedItem.isEmpty()) {
title = Component.translatable("gui.tiedup.action.title_empty",
Component.translatable("gui.tiedup.region." + selectedRegion.name().toLowerCase())).getString();
} else {
title = (mode == ScreenMode.MASTER ? "\u265B " : "") + selectedItem.getHoverName().getString();
}
graphics.drawString(mc.font, title, getX() + PADDING, getY() + PADDING, TITLE_COLOR, false);
// Action buttons grid (MC-style buttons)
hoveredIndex = -1;
int startY = getY() + PADDING + mc.font.lineHeight + 6;
int startX = getX() + PADDING;
for (int i = 0; i < actions.size(); i++) {
ActionEntry action = actions.get(i);
int col = i % COLUMNS;
int row = i / COLUMNS;
int btnX = startX + col * (BUTTON_WIDTH + BUTTON_SPACING);
int btnY = startY + row * (BUTTON_HEIGHT + 4);
boolean hovered = mouseX >= btnX && mouseX < btnX + BUTTON_WIDTH
&& mouseY >= btnY && mouseY < btnY + BUTTON_HEIGHT;
if (hovered) hoveredIndex = i;
int textColor = action.enabled() ? TEXT_ENABLED : TEXT_DISABLED;
GuiRenderUtil.drawMCButton(graphics, btnX, btnY, BUTTON_WIDTH, BUTTON_HEIGHT, hovered, action.enabled());
String label = Component.translatable(action.labelKey()).getString();
int textX = btnX + (BUTTON_WIDTH - mc.font.width(label)) / 2;
int textY = btnY + (BUTTON_HEIGHT - mc.font.lineHeight) / 2;
graphics.drawString(mc.font, label, textX, textY, textColor, false);
}
// Tooltip for disabled button
if (hoveredIndex >= 0 && hoveredIndex < actions.size()) {
ActionEntry hoverAction = actions.get(hoveredIndex);
if (!hoverAction.enabled() && hoverAction.disabledReasonKey() != null) {
graphics.renderTooltip(mc.font,
Component.translatable(hoverAction.disabledReasonKey()),
mouseX, mouseY);
}
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (!isMouseOver(mouseX, mouseY) || button != 0) return false;
Minecraft mc = Minecraft.getInstance();
int startY = getY() + PADDING + mc.font.lineHeight + 6;
int startX = getX() + PADDING;
for (int i = 0; i < actions.size(); i++) {
ActionEntry action = actions.get(i);
int col = i % COLUMNS;
int row = i / COLUMNS;
int btnX = startX + col * (BUTTON_WIDTH + BUTTON_SPACING);
int btnY = startY + row * (BUTTON_HEIGHT + 4);
if (mouseX >= btnX && mouseX < btnX + BUTTON_WIDTH
&& mouseY >= btnY && mouseY < btnY + BUTTON_HEIGHT) {
if (action.enabled() && action.onClick() != null) {
action.onClick().run();
playDownSound(mc.getSoundManager());
return true;
}
return false; // Clicked disabled button
}
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
output.add(NarratedElementType.TITLE, Component.translatable("gui.tiedup.action_panel"));
}
}

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package com.tiedup.remake.client.gui.widgets;
import static com.tiedup.remake.client.gui.util.GuiLayoutConstants.*;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import java.util.function.Consumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.util.Mth;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Vertical slider widget for adjusting Y position of items.
* Displays current value and supports mouse drag and scroll wheel.
*
* Phase 16b: GUI Refactoring - Fixed alignment and layout
*/
@OnlyIn(Dist.CLIENT)
public class AdjustmentSlider extends AbstractWidget {
private float minValue;
private float maxValue;
private float value;
private float step;
private Consumer<Float> onChange;
private boolean dragging = false;
// Visual settings
private int trackColor = GuiColors.BG_LIGHT;
private int thumbColor = GuiColors.ACCENT_BROWN;
private int thumbHighlightColor = GuiColors.ACCENT_TAN;
private int textColor = GuiColors.TEXT_WHITE;
private int labelColor = GuiColors.TEXT_GRAY;
// Layout constants - use centralized values
private static final int THUMB_WIDTH =
GuiLayoutConstants.SLIDER_THUMB_WIDTH; // 8px
private static final int THUMB_HEIGHT =
GuiLayoutConstants.SLIDER_THUMB_HEIGHT; // 20px
private static final int TRACK_WIDTH =
GuiLayoutConstants.SLIDER_TRACK_WIDTH; // 4px
// Space reserved for labels (top and bottom)
private static final int LABEL_SPACE = 14;
/**
* Create a new adjustment slider.
*
* @param x X position
* @param y Y position
* @param width Widget width
* @param height Widget height (includes label space at top and bottom)
* @param min Minimum value
* @param max Maximum value
* @param initial Initial value
* @param onChange Callback when value changes
*/
public AdjustmentSlider(
int x,
int y,
int width,
int height,
float min,
float max,
float initial,
Consumer<Float> onChange
) {
super(x, y, width, height, Component.empty());
this.minValue = min;
this.maxValue = max;
this.value = Mth.clamp(initial, min, max);
this.step = 0.25f;
this.onChange = onChange;
}
/**
* Set the step size for scroll wheel and button adjustments.
*/
public void setStep(float step) {
this.step = step;
}
/**
* Get the current value.
*/
public float getValue() {
return value;
}
/**
* Set the current value (clamped to range).
*/
public void setValue(float newValue) {
float oldValue = this.value;
this.value = Mth.clamp(newValue, minValue, maxValue);
if (this.value != oldValue && onChange != null) {
onChange.accept(this.value);
}
}
/**
* Increase value by step.
*/
public void increment() {
setValue(value + step);
}
/**
* Decrease value by step.
*/
public void decrement() {
setValue(value - step);
}
/**
* Reset to center (0.0).
*/
public void reset() {
setValue(0.0f);
}
@Override
protected void renderWidget(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
Minecraft mc = Minecraft.getInstance();
// Calculate center X for all elements (ensures perfect alignment)
int centerX = getX() + width / 2;
// Track area (excluding label space at top and bottom)
int trackY = getY() + LABEL_SPACE;
int trackHeight =
height - LABEL_SPACE * 2 - GuiLayoutConstants.LINE_HEIGHT; // Leave room for value text
// Draw track background (centered)
int trackX = centerX - TRACK_WIDTH / 2;
graphics.fill(
trackX,
trackY,
trackX + TRACK_WIDTH,
trackY + trackHeight,
trackColor
);
// Track border for visibility
graphics.fill(
trackX - 1,
trackY,
trackX,
trackY + trackHeight,
GuiColors.darken(trackColor, 0.3f)
);
graphics.fill(
trackX + TRACK_WIDTH,
trackY,
trackX + TRACK_WIDTH + 1,
trackY + trackHeight,
GuiColors.darken(trackColor, 0.3f)
);
// Draw center line marker (zero point)
if (minValue < 0 && maxValue > 0) {
float zeroNormalized = (0 - minValue) / (maxValue - minValue);
int zeroY =
trackY +
(int) ((1 - zeroNormalized) * (trackHeight - THUMB_HEIGHT)) +
THUMB_HEIGHT / 2;
graphics.fill(
centerX - THUMB_WIDTH / 2 - 2,
zeroY - 1,
centerX + THUMB_WIDTH / 2 + 2,
zeroY + 1,
GuiColors.BORDER_LIGHT
);
}
// Thumb position (inverted because Y+ is down in screen space)
float normalized = (value - minValue) / (maxValue - minValue);
int thumbY =
trackY + (int) ((1 - normalized) * (trackHeight - THUMB_HEIGHT));
int thumbX = centerX - THUMB_WIDTH / 2; // Centered on same axis as track
// Draw thumb
boolean hovered = isMouseOver(mouseX, mouseY);
int currentThumbColor = (dragging || hovered)
? thumbHighlightColor
: thumbColor;
// Thumb shadow
graphics.fill(
thumbX + 1,
thumbY + 1,
thumbX + THUMB_WIDTH + 1,
thumbY + THUMB_HEIGHT + 1,
GuiColors.darken(currentThumbColor, 0.5f)
);
// Thumb main body
graphics.fill(
thumbX,
thumbY,
thumbX + THUMB_WIDTH,
thumbY + THUMB_HEIGHT,
currentThumbColor
);
// Thumb highlight edge (top)
graphics.fill(
thumbX,
thumbY,
thumbX + THUMB_WIDTH,
thumbY + 1,
GuiColors.lighten(currentThumbColor, 0.3f)
);
// Thumb center grip lines
int gripY = thumbY + THUMB_HEIGHT / 2;
graphics.fill(
thumbX + 2,
gripY - 2,
thumbX + THUMB_WIDTH - 2,
gripY - 1,
GuiColors.darken(currentThumbColor, 0.2f)
);
graphics.fill(
thumbX + 2,
gripY + 1,
thumbX + THUMB_WIDTH - 2,
gripY + 2,
GuiColors.darken(currentThumbColor, 0.2f)
);
// Draw max label at top (within widget bounds)
String maxStr = String.format("+%.1f", maxValue);
int maxTextWidth = mc.font.width(maxStr);
graphics.drawString(
mc.font,
maxStr,
centerX - maxTextWidth / 2,
getY() + 2,
labelColor
);
// Draw min label at bottom (within widget bounds)
String minStr = String.format("%.1f", minValue);
int minTextWidth = mc.font.width(minStr);
graphics.drawString(
mc.font,
minStr,
centerX - minTextWidth / 2,
trackY + trackHeight + 2,
labelColor
);
// Draw current value text (below min label)
String valueStr = String.format("%.2f", value);
int valueTextWidth = mc.font.width(valueStr);
int valueColor =
Math.abs(value) < 0.01f ? GuiColors.TEXT_GRAY : textColor;
graphics.drawString(
mc.font,
valueStr,
centerX - valueTextWidth / 2,
getY() + height - GuiLayoutConstants.LINE_HEIGHT,
valueColor
);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (isMouseOver(mouseX, mouseY) && button == 0) {
dragging = true;
updateValueFromMouse(mouseY);
return true;
}
return false;
}
@Override
public boolean mouseReleased(double mouseX, double mouseY, int button) {
if (button == 0) {
dragging = false;
}
return super.mouseReleased(mouseX, mouseY, button);
}
@Override
public boolean mouseDragged(
double mouseX,
double mouseY,
int button,
double dragX,
double dragY
) {
if (dragging && button == 0) {
updateValueFromMouse(mouseY);
return true;
}
return false;
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
if (isMouseOver(mouseX, mouseY)) {
// Scroll up = increase value (positive delta)
setValue(value + (float) delta * step);
return true;
}
return false;
}
/**
* Update value based on mouse Y position.
*/
private void updateValueFromMouse(double mouseY) {
// Calculate track area
int trackY = getY() + LABEL_SPACE;
int trackHeight =
height - LABEL_SPACE * 2 - GuiLayoutConstants.LINE_HEIGHT;
// Account for thumb height
float usableHeight = trackHeight - THUMB_HEIGHT;
float relativeY = (float) (mouseY - trackY - THUMB_HEIGHT / 2.0);
// Invert because screen Y increases downward
float normalized = 1 - Mth.clamp(relativeY / usableHeight, 0, 1);
float newValue = minValue + normalized * (maxValue - minValue);
// Optionally snap to step
newValue = Math.round(newValue / step) * step;
setValue(newValue);
}
/**
* Get the recommended widget height including labels.
* Use this when creating the slider to ensure proper sizing.
*/
public static int getRecommendedHeight(int trackHeight) {
return trackHeight + LABEL_SPACE * 2 + GuiLayoutConstants.LINE_HEIGHT;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
output.add(
NarratedElementType.TITLE,
Component.translatable("gui.tiedup.adjustment_slider", value)
);
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.google.common.collect.ImmutableList;
import com.tiedup.remake.bounty.Bounty;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiLayoutConstants;
import java.util.List;
import java.util.function.Consumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.Font;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.ContainerObjectSelectionList;
import net.minecraft.client.gui.components.events.GuiEventListener;
import net.minecraft.client.gui.narration.NarratableEntry;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* List Entry for BountyListScreen.
* Displays bounty details (target, reward, time).
* Refactored to be a ContainerObjectSelectionList.Entry.
*/
@OnlyIn(Dist.CLIENT)
public class BountyEntryWidget
extends ContainerObjectSelectionList.Entry<BountyEntryWidget>
{
private final Bounty bounty;
private final Consumer<BountyEntryWidget> onSelect;
private boolean selected = false;
public BountyEntryWidget(
Bounty bounty,
Consumer<BountyEntryWidget> onSelect
) {
this.bounty = bounty;
this.onSelect = onSelect;
}
public Bounty getBounty() {
return bounty;
}
public void setSelected(boolean selected) {
this.selected = selected;
}
@Override
public void render(
GuiGraphics graphics,
int index,
int top,
int left,
int width,
int height,
int mouseX,
int mouseY,
boolean hovering,
float partialTick
) {
Minecraft mc = Minecraft.getInstance();
Font font = mc.font;
// Background
int bgColor = selected
? GuiColors.ACCENT_BROWN
: (hovering ? GuiColors.BG_LIGHT : GuiColors.BG_DARK);
graphics.fill(left, top, left + width, top + height, bgColor);
// Border
int borderColor = selected
? GuiColors.ACCENT_TAN
: GuiColors.BORDER_LIGHT;
graphics.fill(
left,
top + height - 1,
left + width,
top + height,
borderColor
); // Bottom separator
// === LEFT: Reward item icon ===
int iconX = left + GuiLayoutConstants.MARGIN_S;
int iconY = top + (height - 16) / 2;
ItemStack reward = bounty.getReward();
if (!reward.isEmpty()) {
graphics.renderItem(reward, iconX, iconY);
graphics.renderItemDecorations(font, reward, iconX, iconY);
}
// === CENTER: Bounty info ===
int textX =
left +
GuiLayoutConstants.MARGIN_S +
20 +
GuiLayoutConstants.MARGIN_M;
int textY = top + GuiLayoutConstants.MARGIN_S;
// Line 1: Client
String clientLabel = Component.translatable(
"gui.tiedup.bounties.client",
bounty.getClientName()
).getString();
graphics.drawString(
font,
clientLabel,
textX,
textY,
GuiColors.TEXT_GRAY
);
// Line 2: Target (highlighted)
textY += GuiLayoutConstants.LINE_HEIGHT + 2;
String targetLabel = Component.translatable(
"gui.tiedup.bounties.target",
bounty.getTargetName()
).getString();
graphics.drawString(
font,
targetLabel,
textX,
textY,
GuiColors.TEXT_WHITE
);
// Line 3: Reward description
textY += GuiLayoutConstants.LINE_HEIGHT + 2;
String rewardLabel = Component.translatable(
"gui.tiedup.bounties.reward",
bounty.getRewardDescription()
).getString();
graphics.drawString(
font,
rewardLabel,
textX,
textY,
GuiColors.ACCENT_TAN
);
// Line 4: Time remaining
textY += GuiLayoutConstants.LINE_HEIGHT + 2;
int[] time = bounty.getRemainingTime();
String timeLabel = Component.translatable(
"gui.tiedup.bounties.time",
String.valueOf(time[0]),
String.valueOf(time[1])
).getString();
int timeColor = bounty.isExpired()
? GuiColors.ERROR
: (time[0] == 0 && time[1] < 30
? GuiColors.WARNING
: GuiColors.TEXT_GRAY);
graphics.drawString(font, timeLabel, textX, textY, timeColor);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (button == 0) {
if (onSelect != null) {
onSelect.accept(this);
}
return true;
}
return false;
}
@Override
public List<? extends GuiEventListener> children() {
return ImmutableList.of();
}
@Override
public List<? extends NarratableEntry> narratables() {
return ImmutableList.of();
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiColors;
import net.minecraft.ChatFormatting;
import net.minecraft.client.gui.Font;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.network.chat.Component;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Shared rendering utilities for cell list screens (CellManagerScreen, CellSelectorScreen).
* Extracts duplicated rendering logic for empty states and count badges.
*/
@OnlyIn(Dist.CLIENT)
public final class CellListRenderer {
private CellListRenderer() {
// Utility class — no instantiation
}
/**
* Renders a two-line empty state message centered in the list area.
*
* @param graphics the graphics context
* @param font the font renderer
* @param centerX horizontal center of the list area
* @param startY vertical start of the list area
* @param noItemsKey translation key for the "no items" message (line 1)
* @param hintKey translation key for the hint message (line 2, italic)
*/
public static void renderEmptyState(
GuiGraphics graphics,
Font font,
int centerX,
int startY,
String noItemsKey,
String hintKey
) {
graphics.drawCenteredString(
font,
Component.translatable(noItemsKey)
.withStyle(ChatFormatting.GRAY),
centerX,
startY + 20,
GuiColors.TEXT_DISABLED
);
graphics.drawCenteredString(
font,
Component.translatable(hintKey)
.withStyle(ChatFormatting.ITALIC),
centerX,
startY + 35,
GuiColors.TEXT_DISABLED
);
}
/**
* Renders a {@code [count/max]} badge right-aligned at the given position.
* Uses {@link GuiColors#WARNING} color when count reaches max capacity.
*
* @param graphics the graphics context
* @param font the font renderer
* @param count current prisoner count
* @param max maximum prisoner capacity
* @param rightX right edge X coordinate (badge is right-aligned to this minus 8px)
* @param y Y coordinate for the text
*/
public static void renderCountBadge(
GuiGraphics graphics,
Font font,
int count,
int max,
int rightX,
int y
) {
String countStr = "[" + count + "/" + max + "]";
int color = count >= max ? GuiColors.WARNING : GuiColors.TEXT_GRAY;
graphics.drawString(
font,
countStr,
rightX - font.width(countStr) - 8,
y,
color
);
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.mojang.blaze3d.systems.RenderSystem;
import com.tiedup.remake.client.gui.util.GuiColors;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.client.gui.screens.inventory.InventoryScreen;
import net.minecraft.network.chat.Component;
import net.minecraft.util.Mth;
import net.minecraft.world.entity.LivingEntity;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.joml.Quaternionf;
/**
* Widget that displays a 3D preview of a LivingEntity.
* Supports mouse drag rotation and optional auto-rotation.
*
* Phase 16: GUI Revamp - Reusable entity preview widget
*/
@OnlyIn(Dist.CLIENT)
public class EntityPreviewWidget extends AbstractWidget {
private LivingEntity entity;
private float rotationY = 0;
private float rotationX = 0;
private boolean isDragging = false;
private double lastMouseX, lastMouseY;
// Auto-rotation
private boolean autoRotate = false;
private float autoRotateSpeed = 0.5f;
// Zoom target (for per-tab camera zoom)
private float targetScale = 1.0f;
private float targetOffsetY = 0.0f;
private float currentScale = 1.0f;
private float currentOffsetY = 0.0f;
private static final float LERP_SPEED = 0.35f; // ~300ms to settle
// Visual settings
private boolean drawBackground = true;
private int backgroundColor = GuiColors.BG_DARK;
private boolean drawBorder = true;
private int borderColor = GuiColors.BORDER_LIGHT;
/**
* Create a new entity preview widget.
*
* @param x X position
* @param y Y position
* @param width Widget width
* @param height Widget height
* @param entity Entity to display
*/
public EntityPreviewWidget(
int x,
int y,
int width,
int height,
LivingEntity entity
) {
super(x, y, width, height, Component.empty());
this.entity = entity;
}
/**
* Set the entity to display.
*/
public void setEntity(LivingEntity entity) {
this.entity = entity;
}
/**
* Get the current entity.
*/
public LivingEntity getEntity() {
return entity;
}
/**
* Enable/disable auto-rotation.
*/
public void setAutoRotate(boolean autoRotate) {
this.autoRotate = autoRotate;
}
/**
* Set auto-rotation speed (degrees per frame).
*/
public void setAutoRotateSpeed(float speed) {
this.autoRotateSpeed = speed;
}
/**
* Enable/disable background drawing.
*/
public void setDrawBackground(boolean drawBackground) {
this.drawBackground = drawBackground;
}
/**
* Set background color.
*/
public void setBackgroundColor(int color) {
this.backgroundColor = color;
}
/**
* Enable/disable border drawing.
*/
public void setDrawBorder(boolean drawBorder) {
this.drawBorder = drawBorder;
}
/**
* Set rotation angles directly.
*/
public void setRotation(float yaw, float pitch) {
this.rotationY = yaw;
this.rotationX = Mth.clamp(pitch, -30, 30);
}
/**
* Reset rotation to default (facing forward).
*/
public void resetRotation() {
this.rotationY = 0;
this.rotationX = 0;
}
/**
* Refresh the preview (call after entity equipment changes).
*/
public void refresh() {
// The entity's equipment is read directly during render,
// so no special action needed here. This method exists
// for API consistency.
}
/**
* Set the zoom target for animated transition.
* @param scale Scale multiplier (1.0 = full body, 1.8 = face zoom)
* @param offsetY Vertical offset (-0.6 = look up at head, +0.4 = look down at legs)
*/
public void setZoomTarget(float scale, float offsetY) {
this.targetScale = scale;
this.targetOffsetY = offsetY;
}
/**
* Tick the zoom lerp animation. Call each frame from the parent screen.
*/
public void tickZoom() {
currentScale += (targetScale - currentScale) * LERP_SPEED;
currentOffsetY += (targetOffsetY - currentOffsetY) * LERP_SPEED;
}
@Override
protected void renderWidget(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
if (entity == null) {
return;
}
// Auto-rotation
if (autoRotate && !isDragging) {
rotationY += autoRotateSpeed;
}
// Background
if (drawBackground) {
graphics.fill(
getX(),
getY(),
getX() + width,
getY() + height,
backgroundColor
);
}
// Border
if (drawBorder) {
// Top
graphics.fill(
getX(),
getY(),
getX() + width,
getY() + 1,
borderColor
);
// Bottom
graphics.fill(
getX(),
getY() + height - 1,
getX() + width,
getY() + height,
borderColor
);
// Left
graphics.fill(
getX(),
getY(),
getX() + 1,
getY() + height,
borderColor
);
// Right
graphics.fill(
getX() + width - 1,
getY(),
getX() + width,
getY() + height,
borderColor
);
}
// Calculate entity render position — feet at widget bottom, fill height
int centerX = getX() + width / 2;
int entityScale = (int) (height / 1.95f);
int centerY = getY() + height - 4;
// Enable scissor to clip entity to widget bounds
RenderSystem.enableScissor(
(int) (getX() * minecraft.getWindow().getGuiScale()),
(int) ((minecraft.getWindow().getGuiScaledHeight() -
getY() -
height) *
minecraft.getWindow().getGuiScale()),
(int) (width * minecraft.getWindow().getGuiScale()),
(int) (height * minecraft.getWindow().getGuiScale())
);
// Save original entity rotations
float origBodyRot = entity.yBodyRot;
float origHeadRot = entity.yHeadRot;
float origYRot = entity.getYRot();
float origXRot = entity.getXRot();
float origYHeadRotO = entity.yHeadRotO;
float origYBodyRotO = entity.yBodyRotO;
float origXRotO = entity.xRotO;
// Set neutral pose (facing forward, not looking up/down)
entity.yBodyRot = 180f + rotationY; // Face the camera + user rotation
entity.yHeadRot = 180f + rotationY; // Head same as body
entity.setYRot(180f + rotationY);
entity.setXRot(rotationX); // User-controlled pitch
entity.yHeadRotO = entity.yHeadRot;
entity.yBodyRotO = entity.yBodyRot;
entity.xRotO = entity.getXRot(); // Prevent pitch interpolation
// Render entity using renderEntityInInventory with Quaternionf
// X rotation flips upright, Y rotation faces camera
Quaternionf poseRotation = new Quaternionf()
.rotationX((float) Math.PI) // Flip upright
.rotateY((float) Math.PI); // Face camera
Quaternionf cameraRotation = new Quaternionf();
InventoryScreen.renderEntityInInventory(
graphics,
centerX,
centerY,
entityScale,
poseRotation,
cameraRotation,
entity
);
// Restore original rotations
entity.yBodyRot = origBodyRot;
entity.yHeadRot = origHeadRot;
entity.setYRot(origYRot);
entity.setXRot(origXRot);
entity.yHeadRotO = origYHeadRotO;
entity.yBodyRotO = origYBodyRotO;
entity.xRotO = origXRotO;
RenderSystem.disableScissor();
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (isMouseOver(mouseX, mouseY) && button == 0) {
isDragging = true;
lastMouseX = mouseX;
lastMouseY = mouseY;
return true;
}
return false;
}
@Override
public boolean mouseReleased(double mouseX, double mouseY, int button) {
if (button == 0) {
isDragging = false;
}
return super.mouseReleased(mouseX, mouseY, button);
}
@Override
public boolean mouseDragged(
double mouseX,
double mouseY,
int button,
double dragX,
double dragY
) {
if (isDragging && button == 0) {
rotationY += (float) (mouseX - lastMouseX) * 0.8f;
rotationX = Mth.clamp(
rotationX + (float) (mouseY - lastMouseY) * 0.5f,
-30,
30
);
lastMouseX = mouseX;
lastMouseY = mouseY;
return true;
}
return false;
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
if (isMouseOver(mouseX, mouseY)) {
// Could be used for zoom in the future
return true;
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
// Narration for accessibility
if (entity != null) {
output.add(
NarratedElementType.TITLE,
Component.translatable("gui.tiedup.preview", entity.getName())
);
}
}
/**
* Get the current Minecraft instance (from AbstractWidget).
*/
private net.minecraft.client.Minecraft minecraft =
net.minecraft.client.Minecraft.getInstance();
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.IV2BondageItem;
import java.util.ArrayList;
import java.util.List;
import java.util.function.BiConsumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Modal overlay for selecting a bondage item to equip on a body region.
* Filters the player's inventory for compatible IV2BondageItem instances.
*/
@OnlyIn(Dist.CLIENT)
public class ItemPickerOverlay extends AbstractWidget {
private record PickerEntry(ItemStack stack, int inventorySlot) {}
private static final int ENTRY_HEIGHT = 28;
private static final int PADDING = 10;
private static final int CANCEL_BTN_HEIGHT = 22;
private static final int CANCEL_BTN_WIDTH = 80;
private static final int OVERLAY_BG = 0xCC000000; // Semi-transparent black
private static final int WARNING_COLOR = 0xFFF44336;
private BodyRegionV2 targetRegion;
private final List<PickerEntry> entries = new ArrayList<>();
private BiConsumer<BodyRegionV2, Integer> onItemSelected; // region, inventorySlot
private Runnable onCancelled;
private boolean visible = false;
// ARMS self-equip warning: click-twice-to-confirm
private int armsWarningSlot = -1; // -1 = no warning shown
private boolean isSelfMode;
// Scroll
private int scrollOffset = 0;
// Screen dimensions for overlay sizing
private int screenWidth;
private int screenHeight;
public ItemPickerOverlay() {
super(0, 0, 0, 0, Component.literal("Item Picker"));
this.active = false;
this.visible = false;
}
public void setOnItemSelected(BiConsumer<BodyRegionV2, Integer> cb) { this.onItemSelected = cb; }
public void setOnCancelled(Runnable cb) { this.onCancelled = cb; }
public boolean isOverlayVisible() { return visible; }
/**
* Open the picker overlay for a specific region.
*/
public void open(BodyRegionV2 region, boolean selfMode, int screenWidth, int screenHeight) {
this.targetRegion = region;
this.isSelfMode = selfMode;
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
this.scrollOffset = 0;
this.armsWarningSlot = -1;
scanInventory();
this.visible = true;
this.active = true;
}
public void close() {
this.visible = false;
this.active = false;
entries.clear();
}
private void scanInventory() {
entries.clear();
Player player = Minecraft.getInstance().player;
if (player == null || targetRegion == null) return;
for (int i = 0; i < player.getInventory().getContainerSize(); i++) {
ItemStack stack = player.getInventory().getItem(i);
if (stack.isEmpty()) continue;
if (!(stack.getItem() instanceof IV2BondageItem bondageItem)) continue;
if (!bondageItem.getOccupiedRegions(stack).contains(targetRegion)) continue;
entries.add(new PickerEntry(stack, i));
}
}
// Panel bounds (centered on screen)
private int getPanelWidth() { return Math.min(280, screenWidth - 40); }
private int getPanelHeight() {
int contentH = entries.size() * ENTRY_HEIGHT + CANCEL_BTN_HEIGHT + PADDING * 3 + 20;
return Math.min(contentH, screenHeight - 60);
}
private int getPanelX() { return (screenWidth - getPanelWidth()) / 2; }
private int getPanelY() { return (screenHeight - getPanelHeight()) / 2; }
@Override
protected void renderWidget(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
if (!visible) return;
Minecraft mc = Minecraft.getInstance();
// Full-screen overlay
graphics.fill(0, 0, screenWidth, screenHeight, OVERLAY_BG);
int panelX = getPanelX();
int panelY = getPanelY();
int panelW = getPanelWidth();
int panelH = getPanelHeight();
// MC-style raised panel
GuiRenderUtil.drawMCPanel(graphics, panelX, panelY, panelW, panelH);
// Title (dark text, vanilla style)
String title = Component.translatable("gui.tiedup.picker.title",
Component.translatable("gui.tiedup.region." + targetRegion.name().toLowerCase())).getString();
graphics.drawString(mc.font, title, panelX + PADDING, panelY + PADDING, GuiRenderUtil.MC_TEXT_DARK, false);
// Entries
int listY = panelY + PADDING + mc.font.lineHeight + 8;
int maxVisible = (panelH - PADDING * 3 - mc.font.lineHeight - 8 - CANCEL_BTN_HEIGHT) / ENTRY_HEIGHT;
for (int i = 0; i < Math.min(entries.size(), maxVisible); i++) {
int idx = i + scrollOffset;
if (idx >= entries.size()) break;
PickerEntry entry = entries.get(idx);
int entryY = listY + i * ENTRY_HEIGHT;
int entryX = panelX + PADDING;
int entryW = panelW - PADDING * 2;
boolean hovered = mouseX >= entryX && mouseX < entryX + entryW
&& mouseY >= entryY && mouseY < entryY + ENTRY_HEIGHT;
boolean isArmsWarning = (armsWarningSlot == entry.inventorySlot);
// MC-style slot for each entry
GuiRenderUtil.drawMCSlot(graphics, entryX, entryY, entryW, ENTRY_HEIGHT - 2);
// Gold border for ARMS warning confirmation
if (isArmsWarning) {
GuiRenderUtil.drawSelectedBorder(graphics, entryX, entryY, entryW, ENTRY_HEIGHT - 2);
}
// Vanilla hover overlay (white semi-transparent)
if (hovered && !isArmsWarning) {
GuiRenderUtil.drawSlotHover(graphics, entryX, entryY, entryW, ENTRY_HEIGHT - 2);
}
// Item icon (16x16)
graphics.renderItem(entry.stack, entryX + 4, entryY + (ENTRY_HEIGHT - 18) / 2);
// Item name
String name = entry.stack.getHoverName().getString();
graphics.drawString(mc.font, name, entryX + 24, entryY + (ENTRY_HEIGHT - mc.font.lineHeight) / 2,
GuiRenderUtil.MC_TEXT_DARK, false);
}
// ARMS warning text
if (armsWarningSlot >= 0) {
String warning = Component.translatable("gui.tiedup.picker.arms_warning").getString();
int warningY = listY + Math.min(entries.size(), maxVisible) * ENTRY_HEIGHT + 2;
graphics.drawString(mc.font, warning, panelX + PADDING, warningY, WARNING_COLOR, false);
}
// Empty state
if (entries.isEmpty()) {
String empty = Component.translatable("gui.tiedup.picker.empty").getString();
GuiRenderUtil.drawCenteredStringNoShadow(graphics, mc.font, empty,
panelX + panelW / 2, listY + 20, GuiRenderUtil.MC_TEXT_GRAY);
}
// Cancel button (MC-style)
int cancelX = panelX + (panelW - CANCEL_BTN_WIDTH) / 2;
int cancelY = panelY + panelH - CANCEL_BTN_HEIGHT - PADDING;
boolean cancelHovered = mouseX >= cancelX && mouseX < cancelX + CANCEL_BTN_WIDTH
&& mouseY >= cancelY && mouseY < cancelY + CANCEL_BTN_HEIGHT;
GuiRenderUtil.drawMCButton(graphics, cancelX, cancelY, CANCEL_BTN_WIDTH, CANCEL_BTN_HEIGHT, cancelHovered, true);
String cancelText = Component.translatable("gui.tiedup.cancel").getString();
GuiRenderUtil.drawCenteredStringNoShadow(graphics, mc.font, cancelText,
cancelX + CANCEL_BTN_WIDTH / 2, cancelY + (CANCEL_BTN_HEIGHT - mc.font.lineHeight) / 2,
GuiRenderUtil.MC_TEXT_DARK);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (!visible || button != 0) return false;
Minecraft mc = Minecraft.getInstance();
int panelX = getPanelX();
int panelY = getPanelY();
int panelW = getPanelWidth();
int panelH = getPanelHeight();
// Cancel button
int cancelX = panelX + (panelW - CANCEL_BTN_WIDTH) / 2;
int cancelY = panelY + panelH - CANCEL_BTN_HEIGHT - PADDING;
if (mouseX >= cancelX && mouseX < cancelX + CANCEL_BTN_WIDTH
&& mouseY >= cancelY && mouseY < cancelY + CANCEL_BTN_HEIGHT) {
close();
if (onCancelled != null) onCancelled.run();
return true;
}
// Entry clicks
int listY = panelY + PADDING + mc.font.lineHeight + 8;
int maxVisible = (panelH - PADDING * 3 - mc.font.lineHeight - 8 - CANCEL_BTN_HEIGHT) / ENTRY_HEIGHT;
for (int i = 0; i < Math.min(entries.size(), maxVisible); i++) {
int idx = i + scrollOffset;
if (idx >= entries.size()) break;
PickerEntry entry = entries.get(idx);
int entryY = listY + i * ENTRY_HEIGHT;
int entryX = panelX + PADDING;
int entryW = panelW - PADDING * 2;
if (mouseX >= entryX && mouseX < entryX + entryW
&& mouseY >= entryY && mouseY < entryY + ENTRY_HEIGHT) {
// ARMS self-equip warning: double-click confirmation
if (isSelfMode && targetRegion == BodyRegionV2.ARMS) {
if (armsWarningSlot == entry.inventorySlot) {
// Second click — confirm
if (onItemSelected != null) onItemSelected.accept(targetRegion, entry.inventorySlot);
close();
} else {
// First click — show warning
armsWarningSlot = entry.inventorySlot;
}
} else {
if (onItemSelected != null) onItemSelected.accept(targetRegion, entry.inventorySlot);
close();
}
playDownSound(mc.getSoundManager());
return true;
}
}
// Click outside panel = cancel
if (mouseX < panelX || mouseX > panelX + panelW
|| mouseY < panelY || mouseY > panelY + panelH) {
close();
if (onCancelled != null) onCancelled.run();
return true;
}
return false;
}
@Override
public boolean mouseScrolled(double mouseX, double mouseY, double delta) {
if (!visible) return false;
int panelH = getPanelHeight();
int maxVisible = (panelH - PADDING * 3 - Minecraft.getInstance().font.lineHeight - 8 - CANCEL_BTN_HEIGHT) / ENTRY_HEIGHT;
int maxScroll = Math.max(0, entries.size() - maxVisible);
scrollOffset = Math.max(0, Math.min(maxScroll, scrollOffset - (int) delta));
return true;
}
@Override
public boolean keyPressed(int keyCode, int scanCode, int modifiers) {
if (!visible) return false;
// ESC closes overlay
if (keyCode == 256) { // GLFW_KEY_ESCAPE
close();
if (onCancelled != null) onCancelled.run();
return true;
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
output.add(NarratedElementType.TITLE, Component.translatable("gui.tiedup.picker.title",
targetRegion != null ? Component.translatable("gui.tiedup.region." + targetRegion.name().toLowerCase()) : ""));
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.items.base.IHasResistance;
import com.tiedup.remake.v2.BodyRegionV2;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Consumer;
import java.util.function.Supplier;
import net.minecraft.ChatFormatting;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* V2 widget representing a single body region equipment slot.
* Uses {@link BodyRegionV2} for body region mapping.
*
* Epic 6A: V2 migration of BondageSlotWidget.
*/
@OnlyIn(Dist.CLIENT)
public class RegionSlotWidget extends AbstractWidget {
private final BodyRegionV2 region;
private final Supplier<ItemStack> itemGetter;
private Consumer<RegionSlotWidget> onClick;
private Consumer<RegionSlotWidget> onAdjustClick;
private Consumer<RegionSlotWidget> onRemoveClick;
private Consumer<RegionSlotWidget> onEquipClick;
// Visual settings
private boolean showAdjustButton = false;
private boolean showRemoveButton = false;
private boolean showEquipButton = false;
private boolean selected = false;
// Layout constants
private static final int ICON_SIZE = 16;
private static final int PADDING = 4;
private static final int ADJUST_BUTTON_SIZE = 14;
private static final int REMOVE_BUTTON_SIZE = 14;
private static final int EQUIP_BUTTON_WIDTH = 50;
private static final int EQUIP_BUTTON_HEIGHT = 16;
private static final int RESISTANCE_BAR_WIDTH = 50;
private static final int RESISTANCE_BAR_HEIGHT = 4;
/**
* Create a new region slot widget.
*
* @param x X position
* @param y Y position
* @param width Widget width
* @param height Widget height
* @param region The V2 body region
* @param itemGetter Supplier that returns the current ItemStack in this region
*/
public RegionSlotWidget(
int x,
int y,
int width,
int height,
BodyRegionV2 region,
Supplier<ItemStack> itemGetter
) {
super(
x,
y,
width,
height,
Component.translatable(
"gui.tiedup.region." + region.name().toLowerCase()
)
);
this.region = region;
this.itemGetter = itemGetter;
}
/**
* Set click handler for the main slot area.
*/
public void setOnClick(Consumer<RegionSlotWidget> onClick) {
this.onClick = onClick;
}
/**
* Set click handler for the adjust button.
*/
public void setOnAdjustClick(Consumer<RegionSlotWidget> onAdjustClick) {
this.onAdjustClick = onAdjustClick;
}
/**
* Enable/disable the adjust button (for gags/blindfolds).
*/
public void setShowAdjustButton(boolean show) {
this.showAdjustButton = show;
}
/**
* Set click handler for the remove button.
*/
public void setOnRemoveClick(Consumer<RegionSlotWidget> onRemoveClick) {
this.onRemoveClick = onRemoveClick;
}
/**
* Enable/disable the remove button.
*/
public void setShowRemoveButton(boolean show) {
this.showRemoveButton = show;
}
/**
* Set click handler for the equip button (shown for empty slots).
*/
public void setOnEquipClick(Consumer<RegionSlotWidget> onEquipClick) {
this.onEquipClick = onEquipClick;
}
/**
* Enable/disable the equip button for empty slots.
*/
public void setShowEquipButton(boolean show) {
this.showEquipButton = show;
}
/**
* Set selected state.
*/
public void setSelected(boolean selected) {
this.selected = selected;
}
/**
* Get the body region.
*/
public BodyRegionV2 getRegion() {
return region;
}
/**
* Get the current item in this region.
*/
public ItemStack getItem() {
return itemGetter.get();
}
/**
* Check if adjust button is being hovered.
*/
private boolean isAdjustButtonHovered(double mouseX, double mouseY) {
if (!showAdjustButton) return false;
int buttonX = getAdjustButtonX();
int buttonY = getY() + (height - ADJUST_BUTTON_SIZE) / 2;
return (
mouseX >= buttonX &&
mouseX < buttonX + ADJUST_BUTTON_SIZE &&
mouseY >= buttonY &&
mouseY < buttonY + ADJUST_BUTTON_SIZE
);
}
/**
* Check if remove button is being hovered.
*/
private boolean isRemoveButtonHovered(double mouseX, double mouseY) {
if (!showRemoveButton) return false;
int buttonX = getRemoveButtonX();
int buttonY = getY() + (height - REMOVE_BUTTON_SIZE) / 2;
return (
mouseX >= buttonX &&
mouseX < buttonX + REMOVE_BUTTON_SIZE &&
mouseY >= buttonY &&
mouseY < buttonY + REMOVE_BUTTON_SIZE
);
}
/**
* Get X position for adjust button.
*/
private int getAdjustButtonX() {
if (showRemoveButton) {
return (
getX() +
width -
ADJUST_BUTTON_SIZE -
PADDING -
REMOVE_BUTTON_SIZE -
PADDING
);
}
return getX() + width - ADJUST_BUTTON_SIZE - PADDING;
}
/**
* Get X position for remove button (always rightmost).
*/
private int getRemoveButtonX() {
return getX() + width - REMOVE_BUTTON_SIZE - PADDING;
}
/**
* Get X position for the equip button (right-aligned in empty slot).
*/
private int getEquipButtonX() {
return getX() + width - EQUIP_BUTTON_WIDTH - PADDING;
}
/**
* Get Y position for the equip button (centered vertically).
*/
private int getEquipButtonY() {
return getY() + (height - EQUIP_BUTTON_HEIGHT) / 2;
}
/**
* Check if the equip button is being hovered.
*/
private boolean isEquipButtonHovered(double mouseX, double mouseY) {
if (!showEquipButton || !itemGetter.get().isEmpty()) return false;
int bx = getEquipButtonX();
int by = getEquipButtonY();
return mouseX >= bx && mouseX < bx + EQUIP_BUTTON_WIDTH
&& mouseY >= by && mouseY < by + EQUIP_BUTTON_HEIGHT;
}
@Override
protected void renderWidget(
GuiGraphics graphics,
int mouseX,
int mouseY,
float partialTick
) {
Minecraft mc = Minecraft.getInstance();
ItemStack stack = itemGetter.get();
boolean hasItem = !stack.isEmpty();
boolean hovered = isMouseOver(mouseX, mouseY);
boolean adjustHovered = isAdjustButtonHovered(mouseX, mouseY);
boolean removeHovered = isRemoveButtonHovered(mouseX, mouseY);
boolean equipHovered = isEquipButtonHovered(mouseX, mouseY);
boolean anyButtonHovered = adjustHovered || removeHovered || equipHovered;
// MC-style sunken slot background
GuiRenderUtil.drawMCSlot(graphics, getX(), getY(), width, height);
// Selected: gold highlight border on top of the slot
if (selected) {
GuiRenderUtil.drawSelectedBorder(graphics, getX(), getY(), width, height);
}
// Hover overlay (vanilla white semi-transparent)
if (hovered && !anyButtonHovered && !selected) {
GuiRenderUtil.drawSlotHover(graphics, getX(), getY(), width, height);
}
// Region icon (uniform dark gray square)
int iconX = getX() + PADDING;
int iconY = getY() + (height - ICON_SIZE) / 2;
graphics.fill(
iconX,
iconY,
iconX + ICON_SIZE,
iconY + ICON_SIZE,
0xFF555555
);
// Region label
String typeLabel = getSlotLabel();
int labelX = iconX + ICON_SIZE + PADDING;
int labelY = getY() + PADDING;
graphics.drawString(
mc.font,
typeLabel,
labelX,
labelY,
GuiRenderUtil.MC_TEXT_GRAY,
false
);
// Item name or "(empty)"
Component itemText;
int itemTextColor;
if (hasItem) {
itemText = stack.getHoverName();
itemTextColor = GuiRenderUtil.MC_TEXT_DARK;
} else {
itemText = Component.translatable("gui.tiedup.empty").withStyle(
ChatFormatting.ITALIC
);
itemTextColor = 0xFF808080;
}
int textY = labelY + mc.font.lineHeight + 2;
int maxTextWidth = width - ICON_SIZE - PADDING * 3;
if (showAdjustButton && hasItem) {
maxTextWidth -= ADJUST_BUTTON_SIZE + PADDING;
}
if (showRemoveButton && hasItem) {
maxTextWidth -= REMOVE_BUTTON_SIZE + PADDING;
}
// Trim text if too long
String trimmedText = mc.font.plainSubstrByWidth(
itemText.getString(),
maxTextWidth
);
graphics.drawString(
mc.font,
trimmedText,
labelX,
textY,
itemTextColor,
false
);
// Resistance bar (for items that implement IHasResistance)
if (hasItem && stack.getItem() instanceof IHasResistance resistanceItem) {
Player player = mc.player;
if (player != null) {
int current = resistanceItem.getCurrentResistance(stack, player);
int base = resistanceItem.getBaseResistance(player);
if (base > 0) {
float ratio = Math.max(0f, Math.min(1f, (float) current / base));
int barX = getX() + width - RESISTANCE_BAR_WIDTH - PADDING;
int barY = getY() + height - RESISTANCE_BAR_HEIGHT - PADDING;
// Sunken bar background
graphics.fill(barX, barY, barX + RESISTANCE_BAR_WIDTH, barY + RESISTANCE_BAR_HEIGHT, 0xFF373737);
// Colored fill: red below 30%, green otherwise
int fillColor = (ratio < 0.30f) ? 0xFFFF4444 : 0xFF44CC44;
int fillWidth = Math.round(RESISTANCE_BAR_WIDTH * ratio);
if (fillWidth > 0) {
graphics.fill(barX, barY, barX + fillWidth, barY + RESISTANCE_BAR_HEIGHT, fillColor);
}
}
}
}
// Equip button for empty slots (MC-style button)
if (!hasItem && showEquipButton) {
int bx = getEquipButtonX();
int by = getEquipButtonY();
GuiRenderUtil.drawMCButton(graphics, bx, by, EQUIP_BUTTON_WIDTH, EQUIP_BUTTON_HEIGHT, equipHovered, true);
String equipLabel = Component.translatable("gui.tiedup.equip").getString();
GuiRenderUtil.drawCenteredStringNoShadow(
graphics,
mc.font,
equipLabel,
bx + EQUIP_BUTTON_WIDTH / 2,
by + (EQUIP_BUTTON_HEIGHT - mc.font.lineHeight) / 2,
GuiRenderUtil.MC_TEXT_DARK
);
}
// Adjust button (for gags/blindfolds) — MC-style small button
if (showAdjustButton && hasItem) {
int buttonX = getAdjustButtonX();
int buttonY = getY() + (height - ADJUST_BUTTON_SIZE) / 2;
GuiRenderUtil.drawMCButton(graphics, buttonX, buttonY, ADJUST_BUTTON_SIZE, ADJUST_BUTTON_SIZE, adjustHovered, true);
// Gear icon placeholder
GuiRenderUtil.drawCenteredStringNoShadow(
graphics,
mc.font,
"\u2699",
buttonX + ADJUST_BUTTON_SIZE / 2,
buttonY + (ADJUST_BUTTON_SIZE - mc.font.lineHeight) / 2 + 1,
GuiRenderUtil.MC_TEXT_DARK
);
}
// Remove button — MC-style with red tint
if (showRemoveButton && hasItem) {
int buttonX = getRemoveButtonX();
int buttonY = getY() + (height - REMOVE_BUTTON_SIZE) / 2;
GuiRenderUtil.drawMCButton(graphics, buttonX, buttonY, REMOVE_BUTTON_SIZE, REMOVE_BUTTON_SIZE, removeHovered, true);
// Red-tinted overlay
graphics.fill(buttonX + 1, buttonY + 1, buttonX + REMOVE_BUTTON_SIZE - 1, buttonY + REMOVE_BUTTON_SIZE - 1,
removeHovered ? 0x40FF0000 : 0x20FF0000);
// X icon
GuiRenderUtil.drawCenteredStringNoShadow(
graphics,
mc.font,
"X",
buttonX + REMOVE_BUTTON_SIZE / 2,
buttonY + (REMOVE_BUTTON_SIZE - mc.font.lineHeight) / 2 + 1,
0xFFCC4444
);
}
// Tooltip on hover
if (hovered && hasItem && !anyButtonHovered) {
renderTooltip(graphics, mouseX, mouseY, stack);
}
}
/**
* Get the slot label text from the region's translation key.
*/
private String getSlotLabel() {
return Component.translatable(
"gui.tiedup.region." + region.name().toLowerCase()
).getString();
}
/**
* Render item tooltip.
*/
private void renderTooltip(
GuiGraphics graphics,
int mouseX,
int mouseY,
ItemStack stack
) {
Minecraft mc = Minecraft.getInstance();
List<Component> tooltip = new ArrayList<>();
// Item name
tooltip.add(stack.getHoverName());
// Add region info
tooltip.add(
Component.translatable(
"gui.tiedup.region." + region.name().toLowerCase()
).withStyle(ChatFormatting.GRAY)
);
graphics.renderTooltip(
mc.font,
tooltip,
java.util.Optional.empty(),
mouseX,
mouseY
);
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (isMouseOver(mouseX, mouseY) && button == 0) {
// Check if equip button was clicked (empty slot only)
if (isEquipButtonHovered(mouseX, mouseY)) {
if (onEquipClick != null) {
onEquipClick.accept(this);
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
}
// Check if remove button was clicked
else if (isRemoveButtonHovered(mouseX, mouseY)) {
if (onRemoveClick != null) {
onRemoveClick.accept(this);
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
}
// Check if adjust button was clicked
else if (isAdjustButtonHovered(mouseX, mouseY)) {
if (onAdjustClick != null) {
onAdjustClick.accept(this);
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
} else {
// Main slot click
if (onClick != null) {
onClick.accept(this);
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
}
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
ItemStack stack = itemGetter.get();
Component narration;
if (stack.isEmpty()) {
narration = Component.translatable(
"gui.tiedup.slot_empty",
getSlotLabel()
);
} else {
narration = Component.translatable(
"gui.tiedup.slot_item",
getSlotLabel(),
stack.getHoverName()
);
}
output.add(NarratedElementType.TITLE, narration);
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import java.util.EnumSet;
import java.util.Set;
import java.util.function.Consumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Tab bar for the unified bondage screen. 5 body-zone tabs with occupied indicators.
*/
@OnlyIn(Dist.CLIENT)
public class RegionTabBar extends AbstractWidget {
/**
* Body zone tabs grouping the 14 BodyRegionV2 values.
*/
public enum BodyTab {
HEAD("gui.tiedup.tab.head", BodyRegionV2.HEAD, BodyRegionV2.EYES, BodyRegionV2.EARS, BodyRegionV2.MOUTH),
UPPER("gui.tiedup.tab.upper", BodyRegionV2.NECK, BodyRegionV2.TORSO),
ARMS("gui.tiedup.tab.arms", BodyRegionV2.ARMS, BodyRegionV2.HANDS, BodyRegionV2.FINGERS),
LOWER("gui.tiedup.tab.lower", BodyRegionV2.WAIST, BodyRegionV2.LEGS, BodyRegionV2.FEET),
SPECIAL("gui.tiedup.tab.special", BodyRegionV2.TAIL, BodyRegionV2.WINGS);
private final String translationKey;
private final Set<BodyRegionV2> regions;
BodyTab(String translationKey, BodyRegionV2... regions) {
this.translationKey = translationKey;
this.regions = EnumSet.noneOf(BodyRegionV2.class);
for (BodyRegionV2 r : regions) this.regions.add(r);
}
public String getTranslationKey() { return translationKey; }
public Set<BodyRegionV2> getRegions() { return regions; }
/** Check if any region in this tab has an equipped item on the entity. */
public boolean hasEquippedItems(LivingEntity entity) {
for (BodyRegionV2 region : regions) {
if (V2EquipmentHelper.isRegionOccupied(entity, region)) return true;
}
return false;
}
}
// Visual constants
private static final int TAB_HEIGHT = 26;
private static final int TAB_SPACING = 4;
private static final int DOT_RADIUS = 3;
// Colors (vanilla MC style)
private static final int BG_ACTIVE = 0xFFC6C6C6; // Same as main panel
private static final int BG_INACTIVE = 0xFF8B8B8B; // Darker, slot-like
private static final int BG_HOVER = 0xFFA0A0A0; // Between active and inactive
private static final int TEXT_ACTIVE = 0xFF404040; // Dark text
private static final int TEXT_INACTIVE = 0xFF555555; // Gray text
private static final int BAR_BG = 0xFFA0A0A0;
private BodyTab activeTab = BodyTab.HEAD;
private Consumer<BodyTab> onTabChanged;
private LivingEntity targetEntity;
public RegionTabBar(int x, int y, int width) {
super(x, y, width, TAB_HEIGHT, Component.literal("Tab Bar"));
}
public void setOnTabChanged(Consumer<BodyTab> callback) { this.onTabChanged = callback; }
public void setTargetEntity(LivingEntity entity) { this.targetEntity = entity; }
public BodyTab getActiveTab() { return activeTab; }
public void setActiveTab(BodyTab tab) {
if (this.activeTab != tab) {
this.activeTab = tab;
if (onTabChanged != null) onTabChanged.accept(tab);
}
}
@Override
protected void renderWidget(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
Minecraft mc = Minecraft.getInstance();
// Background bar
graphics.fill(getX(), getY(), getX() + width, getY() + height, BAR_BG);
BodyTab[] tabs = BodyTab.values();
int tabWidth = (width - TAB_SPACING * (tabs.length - 1)) / tabs.length;
for (int i = 0; i < tabs.length; i++) {
BodyTab tab = tabs[i];
int tabX = getX() + i * (tabWidth + TAB_SPACING);
boolean isActive = (tab == activeTab);
boolean isHovered = mouseX >= tabX && mouseX < tabX + tabWidth
&& mouseY >= getY() && mouseY < getY() + height;
int bgColor = isActive ? BG_ACTIVE : (isHovered ? BG_HOVER : BG_INACTIVE);
graphics.fill(tabX, getY(), tabX + tabWidth, getY() + height, bgColor);
if (isActive) {
// Active tab: raised 3D look, no bottom border (connects to panel below)
// Top highlight
graphics.fill(tabX, getY(), tabX + tabWidth, getY() + 1, GuiRenderUtil.MC_HIGHLIGHT_OUTER);
// Left highlight
graphics.fill(tabX, getY(), tabX + 1, getY() + height, GuiRenderUtil.MC_HIGHLIGHT_OUTER);
// Right shadow
graphics.fill(tabX + tabWidth - 1, getY(), tabX + tabWidth, getY() + height, GuiRenderUtil.MC_SHADOW_OUTER);
} else {
// Inactive tab: full 3D sunken borders
// Top shadow
graphics.fill(tabX, getY(), tabX + tabWidth, getY() + 1, GuiRenderUtil.MC_SHADOW_OUTER);
// Left shadow
graphics.fill(tabX, getY(), tabX + 1, getY() + height, GuiRenderUtil.MC_SHADOW_OUTER);
// Bottom highlight
graphics.fill(tabX, getY() + height - 1, tabX + tabWidth, getY() + height, GuiRenderUtil.MC_HIGHLIGHT_OUTER);
// Right highlight
graphics.fill(tabX + tabWidth - 1, getY(), tabX + tabWidth, getY() + height, GuiRenderUtil.MC_HIGHLIGHT_OUTER);
}
// Tab label
String label = Component.translatable(tab.getTranslationKey()).getString();
int textColor = isActive ? TEXT_ACTIVE : TEXT_INACTIVE;
int textX = tabX + (tabWidth - mc.font.width(label)) / 2;
int textY = getY() + (height - mc.font.lineHeight) / 2;
graphics.drawString(mc.font, label, textX, textY, textColor, false);
// Occupied dot indicator (top-right corner of tab) — white/light gray
if (targetEntity != null && tab.hasEquippedItems(targetEntity)) {
int dotX = tabX + tabWidth - DOT_RADIUS - 4;
int dotY = getY() + 4;
graphics.fill(dotX - DOT_RADIUS, dotY - DOT_RADIUS,
dotX + DOT_RADIUS, dotY + DOT_RADIUS, 0xFFCCCCCC);
}
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (!isMouseOver(mouseX, mouseY) || button != 0) return false;
BodyTab[] tabs = BodyTab.values();
int tabWidth = (width - TAB_SPACING * (tabs.length - 1)) / tabs.length;
for (int i = 0; i < tabs.length; i++) {
int tabX = getX() + i * (tabWidth + TAB_SPACING);
if (mouseX >= tabX && mouseX < tabX + tabWidth) {
setActiveTab(tabs[i]);
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
output.add(NarratedElementType.TITLE,
Component.translatable("gui.tiedup.tab_bar",
Component.translatable(activeTab.getTranslationKey())));
}
}

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package com.tiedup.remake.client.gui.widgets;
import static com.tiedup.remake.client.gui.util.GuiLayoutConstants.*;
import com.tiedup.remake.v2.BodyRegionV2;
import com.google.common.collect.ImmutableList;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.items.ItemGpsCollar;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.state.IBondageState;
import java.util.ArrayList;
import java.util.List;
import java.util.function.Consumer;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.Font;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.ContainerObjectSelectionList;
import net.minecraft.client.gui.components.events.GuiEventListener;
import net.minecraft.client.gui.narration.NarratableEntry;
import net.minecraft.client.gui.screens.inventory.InventoryScreen;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.joml.Quaternionf;
/**
* List Entry for SlaveManagementScreen.
* Displays slave info, preview, status icons, and action buttons.
*
* Uses ContainerObjectSelectionList.Entry for Minecraft's built-in list scrolling.
*/
@OnlyIn(Dist.CLIENT)
public class SlaveEntryWidget
extends ContainerObjectSelectionList.Entry<SlaveEntryWidget>
{
private final IBondageState slave;
private final Minecraft mc;
// Actions
private final Consumer<IBondageState> onAdjust;
private final Consumer<IBondageState> onShock;
private final Consumer<IBondageState> onLocate;
private final Consumer<IBondageState> onFree;
// Layout constants - 2-column grid layout for buttons
private static final int BUTTON_W = 42;
private static final int BUTTON_H = 16;
private static final int BUTTON_GAP = 3;
private static final int BUTTON_COL_GAP = 4;
private static final int BUTTON_GRID_W = BUTTON_W * 2 + BUTTON_COL_GAP;
// Preview size
private static final int PREVIEW_SIZE = PREVIEW_WIDTH_S; // 50px
// Status icon colors (use centralized GuiColors)
private static final int COLOR_BOUND = GuiColors.TYPE_BIND;
private static final int COLOR_GAGGED = GuiColors.TYPE_GAG;
private static final int COLOR_BLIND = GuiColors.TYPE_BLINDFOLD;
private static final int COLOR_DEAF = GuiColors.TYPE_EARPLUGS;
private static final int COLOR_COLLAR = GuiColors.TYPE_COLLAR;
private static final int COLOR_MITTENS = GuiColors.TYPE_MITTENS;
// Cached button info for click handling
private List<ButtonInfo> cachedButtons;
private int lastRenderLeft, lastRenderTop, lastRenderWidth;
public SlaveEntryWidget(
IBondageState slave,
Consumer<IBondageState> onAdjust,
Consumer<IBondageState> onShock,
Consumer<IBondageState> onLocate,
Consumer<IBondageState> onFree
) {
this.slave = slave;
this.mc = Minecraft.getInstance();
this.onAdjust = onAdjust;
this.onShock = onShock;
this.onLocate = onLocate;
this.onFree = onFree;
}
@Override
public void render(
GuiGraphics graphics,
int index,
int top,
int left,
int width,
int height,
int mouseX,
int mouseY,
boolean hovering,
float partialTick
) {
// Cache render positions for click handling
this.lastRenderLeft = left;
this.lastRenderTop = top;
this.lastRenderWidth = width;
Font font = mc.font;
// Background
int bgColor = hovering ? GuiColors.BG_LIGHT : GuiColors.BG_DARK;
graphics.fill(left, top, left + width, top + height, bgColor);
// Border
int borderColor = GuiColors.BORDER_LIGHT;
graphics.fill(left, top, left + width, top + 1, borderColor);
graphics.fill(
left,
top + height - 1,
left + width,
top + height,
borderColor
);
graphics.fill(left, top, left + 1, top + height, borderColor);
graphics.fill(
left + width - 1,
top,
left + width,
top + height,
borderColor
);
// === LEFT SECTION: Entity Preview ===
renderEntityPreview(graphics, font, left, top, height);
// === MIDDLE SECTION: Info ===
int infoX = left + PREVIEW_SIZE + MARGIN_M;
int infoWidth = width - PREVIEW_SIZE - BUTTON_GRID_W - MARGIN_M * 3;
renderInfo(graphics, font, infoX, top, infoWidth, height);
// === RIGHT SECTION: Action Buttons (2-column grid) ===
renderButtons(graphics, font, mouseX, mouseY, left, top, width);
}
private void renderEntityPreview(
GuiGraphics graphics,
Font font,
int left,
int top,
int height
) {
LivingEntity entity = slave.asLivingEntity();
if (entity == null) {
// Fallback placeholder
graphics.fill(
left + MARGIN_S,
top + MARGIN_S,
left + MARGIN_S + PREVIEW_SIZE,
top + height - MARGIN_S,
GuiColors.BG_MEDIUM
);
graphics.drawCenteredString(
font,
"?",
left + MARGIN_S + PREVIEW_SIZE / 2,
top + height / 2 - 4,
GuiColors.TEXT_GRAY
);
return;
}
int previewX = left + MARGIN_S + PREVIEW_SIZE / 2;
int previewY = top + height - MARGIN_XS;
int scale = 26;
try {
// Save original entity rotations
float origBodyRot = entity.yBodyRot;
float origHeadRot = entity.yHeadRot;
float origYRot = entity.getYRot();
float origXRot = entity.getXRot();
float origYHeadRotO = entity.yHeadRotO;
float origYBodyRotO = entity.yBodyRotO;
float origXRotO = entity.xRotO;
// Set neutral pose
entity.yBodyRot = 180f;
entity.yHeadRot = 180f;
entity.setYRot(180f);
entity.setXRot(0f);
entity.yHeadRotO = entity.yHeadRot;
entity.yBodyRotO = entity.yBodyRot;
entity.xRotO = entity.getXRot();
// Render entity
Quaternionf poseRotation = new Quaternionf()
.rotationX((float) Math.PI)
.rotateY((float) Math.PI);
Quaternionf cameraRotation = new Quaternionf();
InventoryScreen.renderEntityInInventory(
graphics,
previewX,
previewY,
scale,
poseRotation,
cameraRotation,
entity
);
// Restore rotations
entity.yBodyRot = origBodyRot;
entity.yHeadRot = origHeadRot;
entity.setYRot(origYRot);
entity.setXRot(origXRot);
entity.yHeadRotO = origYHeadRotO;
entity.yBodyRotO = origYBodyRotO;
entity.xRotO = origXRotO;
} catch (Exception e) {
com.tiedup.remake.core.TiedUpMod.LOGGER.debug(
"[SlaveEntryWidget] Failed to render entity preview",
e
);
graphics.fill(
left + MARGIN_S,
top + MARGIN_S,
left + MARGIN_S + PREVIEW_SIZE,
top + ENTRY_HEIGHT - MARGIN_S,
GuiColors.BG_MEDIUM
);
}
}
private void renderInfo(
GuiGraphics graphics,
Font font,
int infoX,
int top,
int infoWidth,
int height
) {
LivingEntity entity = slave.asLivingEntity();
// === Row 1: Name ===
int row1Y = top + MARGIN_S;
String name = slave.getKidnappedName();
if (font.width(name) > infoWidth) {
name =
font.plainSubstrByWidth(name, infoWidth - font.width("...")) +
"...";
}
graphics.drawString(font, name, infoX, row1Y, GuiColors.TEXT_WHITE);
// === Row 2: Collar nickname (if present) ===
int row2Y = row1Y + LINE_HEIGHT + 2;
if (slave.hasNamedCollar()) {
String collarName = slave.getNameFromCollar();
if (!collarName.isEmpty()) {
String displayName = "\"" + collarName + "\"";
if (font.width(displayName) > infoWidth) {
displayName =
font.plainSubstrByWidth(
displayName,
infoWidth - font.width("...")
) +
"...";
}
graphics.drawString(
font,
displayName,
infoX,
row2Y,
GuiColors.ACCENT_TAN
);
}
}
// === Row 3: Status icons ===
int row3Y = row2Y + LINE_HEIGHT + 4;
List<StatusIcon> statuses = buildStatusList();
int iconX = infoX;
for (StatusIcon status : statuses) {
// Icon background
graphics.fill(
iconX,
row3Y,
iconX + STATUS_ICON_SIZE,
row3Y + STATUS_ICON_SIZE,
status.color
);
graphics.fill(
iconX,
row3Y,
iconX + STATUS_ICON_SIZE,
row3Y + 1,
GuiColors.darken(status.color, 0.3f)
);
// Letter
graphics.drawCenteredString(
font,
status.letter,
iconX + STATUS_ICON_SIZE / 2,
row3Y + 3,
GuiColors.TEXT_WHITE
);
iconX += STATUS_ICON_SIZE + STATUS_ICON_SPACING;
}
// If no statuses, show "(no restraints)"
if (statuses.isEmpty()) {
graphics.drawString(
font,
"(no restraints)",
infoX,
row3Y + 2,
GuiColors.TEXT_DISABLED
);
}
// Distance (right after status icons, only if GPS collar)
if (hasGPSCollar() && mc.player != null && entity != null) {
double dist = mc.player.distanceTo(entity);
String distText = String.format("%.0fm", dist);
int distX = iconX + MARGIN_S;
graphics.drawString(
font,
distText,
distX,
row3Y + 2,
GuiColors.TEXT_GRAY
);
}
// === Row 4: Health bar ===
if (entity != null) {
int row4Y = row3Y + STATUS_ICON_SIZE + 4;
float healthRatio = entity.getHealth() / entity.getMaxHealth();
int barWidth = 50;
// Bar background
graphics.fill(
infoX,
row4Y,
infoX + barWidth,
row4Y + 4,
GuiColors.BG_DARK
);
// Bar fill
int healthColor =
healthRatio > 0.5f
? GuiColors.SUCCESS
: (healthRatio > 0.25f
? GuiColors.WARNING
: GuiColors.ERROR);
graphics.fill(
infoX,
row4Y,
infoX + (int) (barWidth * healthRatio),
row4Y + 4,
healthColor
);
// Health percentage
String healthText = String.format("%.0f%%", healthRatio * 100);
graphics.drawString(
font,
healthText,
infoX + barWidth + MARGIN_S,
row4Y - 2,
GuiColors.TEXT_GRAY
);
// GPS zone status (right of health)
if (hasGPSCollar()) {
ItemStack collarStack = slave.getEquipment(BodyRegionV2.NECK);
if (collarStack.getItem() instanceof ItemGpsCollar gps) {
boolean inSafeZone = isInAnySafeZone(
gps,
collarStack,
entity
);
String gpsText = inSafeZone ? "Safe" : "Outside!";
int gpsColor = inSafeZone
? GuiColors.SUCCESS
: GuiColors.ERROR;
int gpsX =
infoX +
barWidth +
MARGIN_S +
font.width(healthText) +
MARGIN_M;
graphics.drawString(
font,
gpsText,
gpsX,
row4Y - 2,
gpsColor
);
}
}
}
}
private record ButtonInfo(
String text,
int color,
Runnable action,
int x,
int y
) {}
private List<ButtonInfo> getVisibleButtons(int left, int top, int width) {
List<ButtonInfo> buttons = new ArrayList<>();
int gridX = left + width - BUTTON_GRID_W - MARGIN_S;
int baseY = top + MARGIN_S;
int index = 0;
if (slave.isGagged() || slave.isBlindfolded()) {
int col = index % 2;
int row = index / 2;
buttons.add(
new ButtonInfo(
"Adjust",
GuiColors.INFO,
() -> {
if (onAdjust != null) onAdjust.accept(slave);
},
gridX + col * (BUTTON_W + BUTTON_COL_GAP),
baseY + row * (BUTTON_H + BUTTON_GAP)
)
);
index++;
}
if (hasShockCollar()) {
int col = index % 2;
int row = index / 2;
buttons.add(
new ButtonInfo(
"Shock",
GuiColors.WARNING,
() -> {
if (onShock != null) onShock.accept(slave);
},
gridX + col * (BUTTON_W + BUTTON_COL_GAP),
baseY + row * (BUTTON_H + BUTTON_GAP)
)
);
index++;
}
if (hasGPSCollar()) {
int col = index % 2;
int row = index / 2;
buttons.add(
new ButtonInfo(
"Locate",
GuiColors.SUCCESS,
() -> {
if (onLocate != null) onLocate.accept(slave);
},
gridX + col * (BUTTON_W + BUTTON_COL_GAP),
baseY + row * (BUTTON_H + BUTTON_GAP)
)
);
index++;
}
if (slave.isCaptive()) {
int col = index % 2;
int row = index / 2;
buttons.add(
new ButtonInfo(
"Free",
GuiColors.ERROR,
() -> {
if (onFree != null) onFree.accept(slave);
},
gridX + col * (BUTTON_W + BUTTON_COL_GAP),
baseY + row * (BUTTON_H + BUTTON_GAP)
)
);
}
return buttons;
}
private void renderButtons(
GuiGraphics graphics,
Font font,
int mouseX,
int mouseY,
int left,
int top,
int width
) {
cachedButtons = getVisibleButtons(left, top, width);
if (cachedButtons.isEmpty()) return;
for (ButtonInfo btn : cachedButtons) {
boolean hovered =
mouseX >= btn.x &&
mouseX < btn.x + BUTTON_W &&
mouseY >= btn.y &&
mouseY < btn.y + BUTTON_H;
int bgColor = hovered
? GuiColors.lighten(btn.color, 0.2f)
: btn.color;
graphics.fill(
btn.x,
btn.y,
btn.x + BUTTON_W,
btn.y + BUTTON_H,
bgColor
);
// Border
graphics.fill(
btn.x,
btn.y,
btn.x + BUTTON_W,
btn.y + 1,
GuiColors.darken(btn.color, 0.3f)
);
graphics.fill(
btn.x,
btn.y + BUTTON_H - 1,
btn.x + BUTTON_W,
btn.y + BUTTON_H,
GuiColors.darken(btn.color, 0.3f)
);
// Text
graphics.drawCenteredString(
font,
btn.text,
btn.x + BUTTON_W / 2,
btn.y + (BUTTON_H - 8) / 2,
GuiColors.TEXT_WHITE
);
}
}
// ==================== STATUS HELPERS ====================
private record StatusIcon(String letter, int color) {}
private List<StatusIcon> buildStatusList() {
List<StatusIcon> statuses = new ArrayList<>();
if (slave.isTiedUp()) statuses.add(new StatusIcon("B", COLOR_BOUND));
if (slave.isGagged()) statuses.add(new StatusIcon("G", COLOR_GAGGED));
if (slave.isBlindfolded()) statuses.add(
new StatusIcon("X", COLOR_BLIND)
);
if (slave.hasEarplugs()) statuses.add(new StatusIcon("D", COLOR_DEAF));
if (slave.hasCollar()) statuses.add(new StatusIcon("C", COLOR_COLLAR));
if (slave.hasMittens()) statuses.add(
new StatusIcon("M", COLOR_MITTENS)
);
return statuses;
}
private boolean hasShockCollar() {
if (!slave.hasCollar()) return false;
ItemStack collar = slave.getEquipment(BodyRegionV2.NECK);
return (
collar.getItem() instanceof ItemCollar itemCollar &&
itemCollar.canShock()
);
}
private boolean hasGPSCollar() {
if (!slave.hasCollar()) return false;
ItemStack collar = slave.getEquipment(BodyRegionV2.NECK);
return (
collar.getItem() instanceof ItemCollar itemCollar &&
itemCollar.hasGPS()
);
}
private boolean isInAnySafeZone(
ItemGpsCollar gps,
ItemStack collarStack,
LivingEntity entity
) {
if (!gps.isActive(collarStack)) return true;
var safeSpots = gps.getSafeSpots(collarStack);
if (safeSpots.isEmpty()) return true;
for (var spot : safeSpots) {
if (spot.isInside(entity)) {
return true;
}
}
return false;
}
// ==================== INPUT HANDLING ====================
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (button != 0 || cachedButtons == null) return false;
for (ButtonInfo btn : cachedButtons) {
if (
mouseX >= btn.x &&
mouseX < btn.x + BUTTON_W &&
mouseY >= btn.y &&
mouseY < btn.y + BUTTON_H
) {
btn.action.run();
return true;
}
}
return false;
}
@Override
public List<? extends GuiEventListener> children() {
return ImmutableList.of();
}
@Override
public List<? extends NarratableEntry> narratables() {
return ImmutableList.of();
}
}

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package com.tiedup.remake.client.gui.widgets;
import com.tiedup.remake.client.gui.util.GuiColors;
import com.tiedup.remake.client.gui.util.GuiRenderUtil;
import com.tiedup.remake.items.GenericKnife;
import com.tiedup.remake.items.ItemKey;
import com.tiedup.remake.items.ItemLockpick;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.IHasResistance;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import net.minecraft.client.Minecraft;
import net.minecraft.client.gui.GuiGraphics;
import net.minecraft.client.gui.components.AbstractWidget;
import net.minecraft.client.gui.narration.NarratedElementType;
import net.minecraft.client.gui.narration.NarrationElementOutput;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Bottom status bar for the unified bondage screen.
* Self mode: tool status + resistance info.
* Master mode: key info + target info.
*/
@OnlyIn(Dist.CLIENT)
public class StatusBarWidget extends AbstractWidget {
private static final int PADDING = 8;
private ActionPanel.ScreenMode mode = ActionPanel.ScreenMode.SELF;
private LivingEntity targetEntity;
private Runnable onCloseClicked;
// Close button layout
private static final int CLOSE_BTN_WIDTH = 100;
private static final int CLOSE_BTN_HEIGHT = 22;
public StatusBarWidget(int x, int y, int width, int height) {
super(x, y, width, height, Component.literal("Status Bar"));
}
public void setMode(ActionPanel.ScreenMode mode) { this.mode = mode; }
public void setTargetEntity(LivingEntity entity) { this.targetEntity = entity; }
public void setOnCloseClicked(Runnable cb) { this.onCloseClicked = cb; }
@Override
protected void renderWidget(GuiGraphics graphics, int mouseX, int mouseY, float partialTick) {
Minecraft mc = Minecraft.getInstance();
Player player = mc.player;
if (player == null) return;
// MC-style sunken inset panel (slightly darker than main)
GuiRenderUtil.drawMCSunkenPanel(graphics, getX(), getY(), width, height);
int textY1 = getY() + PADDING;
int textY2 = textY1 + mc.font.lineHeight + 2;
if (mode == ActionPanel.ScreenMode.SELF) {
renderSelfStatus(graphics, player, textY1, textY2);
} else {
renderMasterStatus(graphics, player, textY1, textY2);
}
// Close button (right side, MC-style button)
int closeBtnX = getX() + width - CLOSE_BTN_WIDTH - PADDING;
int closeBtnY = getY() + (height - CLOSE_BTN_HEIGHT) / 2;
boolean closeHovered = mouseX >= closeBtnX && mouseX < closeBtnX + CLOSE_BTN_WIDTH
&& mouseY >= closeBtnY && mouseY < closeBtnY + CLOSE_BTN_HEIGHT;
GuiRenderUtil.drawMCButton(graphics, closeBtnX, closeBtnY, CLOSE_BTN_WIDTH, CLOSE_BTN_HEIGHT, closeHovered, true);
String closeText = Component.translatable("gui.tiedup.close_esc").getString();
GuiRenderUtil.drawCenteredStringNoShadow(graphics, mc.font, closeText,
closeBtnX + CLOSE_BTN_WIDTH / 2, closeBtnY + (CLOSE_BTN_HEIGHT - mc.font.lineHeight) / 2,
GuiRenderUtil.MC_TEXT_DARK);
}
private void renderSelfStatus(GuiGraphics graphics, Player player, int y1, int y2) {
Minecraft mc = Minecraft.getInstance();
int x = getX() + PADDING;
// Tool status line 1
ItemStack lockpick = ItemLockpick.findLockpickInInventory(player);
String pickText = lockpick.isEmpty()
? Component.translatable("gui.tiedup.status.no_lockpick").getString()
: Component.translatable("gui.tiedup.status.lockpick_uses",
lockpick.getMaxDamage() - lockpick.getDamageValue()).getString();
graphics.drawString(mc.font, pickText, x, y1, GuiRenderUtil.MC_TEXT_DARK, false);
ItemStack knife = GenericKnife.findKnifeInInventory(player);
String knifeText = knife.isEmpty()
? Component.translatable("gui.tiedup.status.no_knife").getString()
: Component.translatable("gui.tiedup.status.knife_uses",
knife.getMaxDamage() - knife.getDamageValue()).getString();
graphics.drawString(mc.font, knifeText, x + 150, y1, GuiRenderUtil.MC_TEXT_DARK, false);
// Arms resistance line 2
ItemStack armsBind = V2EquipmentHelper.getInRegion(player, BodyRegionV2.ARMS);
if (!armsBind.isEmpty() && armsBind.getItem() instanceof IHasResistance res) {
int curr = res.getCurrentResistance(armsBind, player);
int max = res.getBaseResistance(player);
String resText = Component.translatable("gui.tiedup.status.arms_resistance", curr, max).getString();
int color = curr < max * 0.3 ? GuiColors.ERROR : GuiColors.SUCCESS;
graphics.drawString(mc.font, resText, x, y2, color, false);
}
}
private void renderMasterStatus(GuiGraphics graphics, Player player, int y1, int y2) {
Minecraft mc = Minecraft.getInstance();
int x = getX() + PADDING;
// Key info — check for ItemKey first, then master key as fallback
ItemStack keyStack = ItemStack.EMPTY;
for (int i = 0; i < player.getInventory().getContainerSize(); i++) {
ItemStack stack = player.getInventory().getItem(i);
if (stack.isEmpty()) continue;
if (stack.getItem() instanceof ItemKey) {
keyStack = stack;
break; // Regular key takes priority
}
if (keyStack.isEmpty() && stack.is(ModItems.MASTER_KEY.get())) {
keyStack = stack; // Remember master key as fallback, keep scanning
}
}
String keyText;
if (keyStack.isEmpty()) {
keyText = Component.translatable("gui.tiedup.status.no_key").getString();
} else {
keyText = Component.translatable("gui.tiedup.status.key_info",
keyStack.getHoverName().getString()).getString();
}
graphics.drawString(mc.font, keyText, x, y1, GuiRenderUtil.MC_TEXT_DARK, false);
// Target info
if (targetEntity != null) {
String targetText = Component.translatable("gui.tiedup.status.target_info",
targetEntity.getName().getString()).getString();
graphics.drawString(mc.font, targetText, x, y2, GuiRenderUtil.MC_TEXT_DARK, false);
}
}
@Override
public boolean mouseClicked(double mouseX, double mouseY, int button) {
if (!isMouseOver(mouseX, mouseY) || button != 0) return false;
int closeBtnX = getX() + width - CLOSE_BTN_WIDTH - PADDING;
int closeBtnY = getY() + (height - CLOSE_BTN_HEIGHT) / 2;
if (mouseX >= closeBtnX && mouseX < closeBtnX + CLOSE_BTN_WIDTH
&& mouseY >= closeBtnY && mouseY < closeBtnY + CLOSE_BTN_HEIGHT) {
if (onCloseClicked != null) onCloseClicked.run();
playDownSound(Minecraft.getInstance().getSoundManager());
return true;
}
return false;
}
@Override
protected void updateWidgetNarration(NarrationElementOutput output) {
output.add(NarratedElementType.TITLE, Component.translatable("gui.tiedup.status_bar"));
}
}

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package com.tiedup.remake.client.model;
import java.util.List;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.block.model.BakedQuad;
import net.minecraft.client.renderer.block.model.ItemOverrides;
import net.minecraft.client.renderer.block.model.ItemTransforms;
import net.minecraft.client.renderer.texture.TextureAtlasSprite;
import net.minecraft.client.resources.model.BakedModel;
import net.minecraft.core.Direction;
import net.minecraft.util.RandomSource;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraftforge.client.ChunkRenderTypeSet;
import net.minecraftforge.client.model.IDynamicBakedModel;
import net.minecraftforge.client.model.data.ModelData;
import net.minecraftforge.client.model.data.ModelProperty;
import org.jetbrains.annotations.NotNull;
import org.jetbrains.annotations.Nullable;
/**
* Dynamic baked model for CellCore that supports camouflage.
*
* When a disguise BlockState is provided via ModelData, renders
* the disguise block's quads instead of the default cell_core model.
* This makes the Cell Core visually blend into surrounding walls.
*/
public class CellCoreBakedModel implements IDynamicBakedModel {
/** @deprecated Use {@link com.tiedup.remake.blocks.entity.CellCoreBlockEntity#DISGUISE_PROPERTY} */
@Deprecated
public static final ModelProperty<BlockState> DISGUISE_PROPERTY =
com.tiedup.remake.blocks.entity.CellCoreBlockEntity.DISGUISE_PROPERTY;
private final BakedModel original;
public CellCoreBakedModel(BakedModel original) {
this.original = original;
}
@Override
public @NotNull List<BakedQuad> getQuads(
@Nullable BlockState state,
@Nullable Direction side,
@NotNull RandomSource rand,
@NotNull ModelData modelData,
@Nullable RenderType renderType
) {
BlockState disguise = modelData.get(DISGUISE_PROPERTY);
if (disguise != null) {
BakedModel disguiseModel =
net.minecraft.client.Minecraft.getInstance()
.getBlockRenderer()
.getBlockModel(disguise);
return disguiseModel.getQuads(
disguise,
side,
rand,
ModelData.EMPTY,
renderType
);
}
return original.getQuads(
state,
side,
rand,
ModelData.EMPTY,
renderType
);
}
@Override
public boolean useAmbientOcclusion() {
return original.useAmbientOcclusion();
}
@Override
public boolean isGui3d() {
return original.isGui3d();
}
@Override
public boolean usesBlockLight() {
return original.usesBlockLight();
}
@Override
public boolean isCustomRenderer() {
return original.isCustomRenderer();
}
@Override
public TextureAtlasSprite getParticleIcon() {
return original.getParticleIcon();
}
@Override
public TextureAtlasSprite getParticleIcon(@NotNull ModelData modelData) {
BlockState disguise = modelData.get(DISGUISE_PROPERTY);
if (disguise != null) {
BakedModel disguiseModel =
net.minecraft.client.Minecraft.getInstance()
.getBlockRenderer()
.getBlockModel(disguise);
return disguiseModel.getParticleIcon(ModelData.EMPTY);
}
return original.getParticleIcon();
}
@Override
public ItemOverrides getOverrides() {
return original.getOverrides();
}
@SuppressWarnings("deprecation")
@Override
public ItemTransforms getTransforms() {
return original.getTransforms();
}
@Override
public @NotNull ChunkRenderTypeSet getRenderTypes(
@NotNull BlockState state,
@NotNull RandomSource rand,
@NotNull ModelData data
) {
BlockState disguise = data.get(DISGUISE_PROPERTY);
if (disguise != null) {
BakedModel disguiseModel =
net.minecraft.client.Minecraft.getInstance()
.getBlockRenderer()
.getBlockModel(disguise);
return disguiseModel.getRenderTypes(
disguise,
rand,
ModelData.EMPTY
);
}
return original.getRenderTypes(state, rand, ModelData.EMPTY);
}
}

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package com.tiedup.remake.client.model;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.logging.LogUtils;
import com.tiedup.remake.client.animation.StaticPoseApplier;
import com.tiedup.remake.client.animation.util.DogPoseHelper;
import com.tiedup.remake.entities.AbstractTiedUpNpc;
import com.tiedup.remake.entities.EntityKidnapperArcher;
import com.tiedup.remake.entities.EntityMaster;
import com.tiedup.remake.entities.ai.master.MasterState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.items.clothes.GenericClothes;
import dev.kosmx.playerAnim.core.impl.AnimationProcessor;
import dev.kosmx.playerAnim.core.util.SetableSupplier;
import dev.kosmx.playerAnim.impl.Helper;
import dev.kosmx.playerAnim.impl.IMutableModel;
import dev.kosmx.playerAnim.impl.IUpperPartHelper;
import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
import dev.kosmx.playerAnim.impl.animation.IBendHelper;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.core.Direction;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.slf4j.Logger;
/**
* Model for AbstractTiedUpNpc - Humanoid female NPC.
*
* Phase 14.2.3: Rendering system
* Phase 19: Extends PlayerModel for full layer support (hat, jacket, sleeves, pants)
*
* Features:
* - Extends PlayerModel for player-like rendering with outer layers
* - Supports both normal (4px) and slim (3px) arm widths
* - Modifies animations based on bondage state
* - Has jacket, sleeves, pants layers like player skins
*
* Uses vanilla ModelLayers.PLAYER / PLAYER_SLIM for geometry.
*/
@OnlyIn(Dist.CLIENT)
public class DamselModel
extends PlayerModel<AbstractTiedUpNpc>
implements IMutableModel
{
private static final Logger LOGGER = LogUtils.getLogger();
private static boolean loggedBendyStatus = false;
/** Track if bendy-lib has been initialized for this model */
private boolean bendyLibInitialized = false;
/** Emote supplier for bending support - required by IMutableModel */
private final SetableSupplier<AnimationProcessor> emoteSupplier =
new SetableSupplier<>();
/**
* Create model from baked model part.
*
* @param root The root model part (baked from vanilla PLAYER layer)
* @param slim Whether this is a slim (Alex) arms model
*/
public DamselModel(ModelPart root, boolean slim) {
super(root, slim);
initBendyLib(root);
}
/**
* Initialize bendy-lib bend points on model parts.
*
* <p>This enables visual bending of knees and elbows when animations
* specify bend values. Without this initialization, bend values in
* animation JSON files have no visual effect.
*
* <p>Also marks upper parts (head, arms, hat) for proper bend rendering.
*
* @param root The root model part
*/
private void initBendyLib(ModelPart root) {
if (bendyLibInitialized) {
return;
}
try {
// Check if bendy-lib is available
if (IBendHelper.INSTANCE == null) {
if (!loggedBendyStatus) {
LOGGER.warn(
"[DamselModel] IBendHelper.INSTANCE is null - bendy-lib not available"
);
loggedBendyStatus = true;
}
return;
}
// Log bendy-lib status
if (!loggedBendyStatus) {
LOGGER.info(
"[DamselModel] IBendHelper.INSTANCE class: {}",
IBendHelper.INSTANCE.getClass().getName()
);
LOGGER.info(
"[DamselModel] Helper.isBendEnabled(): {}",
Helper.isBendEnabled()
);
loggedBendyStatus = true;
}
// Initialize bend points for each body part
// Direction indicates which end of the limb bends
IBendHelper.INSTANCE.initBend(
root.getChild("body"),
Direction.DOWN
);
IBendHelper.INSTANCE.initBend(
root.getChild("right_arm"),
Direction.UP
);
IBendHelper.INSTANCE.initBend(
root.getChild("left_arm"),
Direction.UP
);
IBendHelper.INSTANCE.initBend(
root.getChild("right_leg"),
Direction.UP
);
IBendHelper.INSTANCE.initBend(
root.getChild("left_leg"),
Direction.UP
);
// Mark upper parts for proper bend rendering
// These parts will be rendered after applying body bend rotation
((IUpperPartHelper) (Object) this.rightArm).setUpperPart(true);
((IUpperPartHelper) (Object) this.leftArm).setUpperPart(true);
((IUpperPartHelper) (Object) this.head).setUpperPart(true);
((IUpperPartHelper) (Object) this.hat).setUpperPart(true);
LOGGER.info("[DamselModel] bendy-lib initialized successfully");
bendyLibInitialized = true;
} catch (Exception e) {
LOGGER.error("[DamselModel] bendy-lib initialization failed", e);
// bendy-lib not available or initialization failed
// Animations will still work, just without visual bending
}
}
// ========================================
// IMutableModel Implementation
// ========================================
@Override
public void setEmoteSupplier(SetableSupplier<AnimationProcessor> supplier) {
if (supplier != null && supplier.get() != null) {
this.emoteSupplier.set(supplier.get());
}
}
@Override
public SetableSupplier<AnimationProcessor> getEmoteSupplier() {
return this.emoteSupplier;
}
/**
* Setup animations for the damsel.
*
* Modifies arm and leg positions based on bondage state:
* - Tied up: Arms behind back, legs frozen (or variant pose based on bind type)
* - Free: Normal humanoid animations
*
* Phase 15: Different poses for different bind types (straitjacket, wrap, latex_sack)
* Phase 15.1: Hide arms for wrap/latex_sack (matching original mod)
*
* @param entity AbstractTiedUpNpc instance
* @param limbSwing Limb swing animation value
* @param limbSwingAmount Limb swing amount
* @param ageInTicks Age in ticks for idle animations
* @param netHeadYaw Head yaw rotation
* @param headPitch Head pitch rotation
*/
@Override
public void setupAnim(
AbstractTiedUpNpc entity,
float limbSwing,
float limbSwingAmount,
float ageInTicks,
float netHeadYaw,
float headPitch
) {
// Phase 18: Handle archer arm poses BEFORE super call
// Only show bow animation when in ranged mode (has active shooting target)
if (entity instanceof EntityKidnapperArcher archer) {
if (archer.isInRangedMode()) {
// In ranged mode: show bow animation
// isAiming() indicates full draw, otherwise ready position
this.rightArmPose = HumanoidModel.ArmPose.BOW_AND_ARROW;
this.leftArmPose = HumanoidModel.ArmPose.BOW_AND_ARROW;
} else {
// Not in ranged mode: reset to normal poses (no bow animation)
this.rightArmPose = HumanoidModel.ArmPose.EMPTY;
this.leftArmPose = HumanoidModel.ArmPose.EMPTY;
}
}
// Call parent to setup base humanoid animations
super.setupAnim(
entity,
limbSwing,
limbSwingAmount,
ageInTicks,
netHeadYaw,
headPitch
);
// Reset all visibility (may have been hidden in previous frame)
// Arms
this.leftArm.visible = true;
this.rightArm.visible = true;
// Outer layers (Phase 19)
this.hat.visible = true;
this.jacket.visible = true;
this.leftSleeve.visible = true;
this.rightSleeve.visible = true;
this.leftPants.visible = true;
this.rightPants.visible = true;
// Animation triggering is handled by NpcAnimationTickHandler (tick-based).
// This method only applies transforms, static pose fallback, and layer syncing.
boolean inPose =
entity.isTiedUp() || entity.isSitting() || entity.isKneeling();
if (inPose) {
ItemStack bind = entity.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseType.STANDARD;
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
}
// Hide arms for wrap/latex_sack poses
if (poseType == PoseType.WRAP || poseType == PoseType.LATEX_SACK) {
this.leftArm.visible = false;
this.rightArm.visible = false;
}
}
// Apply animation transforms via PlayerAnimator's emote.updatePart()
// AbstractTiedUpNpc implements IAnimatedPlayer, so we can call directly
AnimationApplier emote = entity.playerAnimator_getAnimation();
boolean emoteActive = emote != null && emote.isActive();
// Track current pose type for DOG pose compensation
PoseType currentPoseType = PoseType.STANDARD;
if (inPose) {
ItemStack bindForPoseType = entity.getEquipment(BodyRegionV2.ARMS);
if (bindForPoseType.getItem() instanceof ItemBind itemBindForType) {
currentPoseType = itemBindForType.getPoseType();
}
}
// Check if this is a Master in human chair mode (head should look around freely)
boolean isMasterChairAnim =
entity instanceof EntityMaster masterEnt &&
masterEnt.getMasterState() == MasterState.HUMAN_CHAIR &&
masterEnt.isSitting();
if (emoteActive) {
// Animation is active - apply transforms via AnimationApplier
this.emoteSupplier.set(emote);
// Apply transforms to each body part
// Skip head for master chair animation — let vanilla look-at control the head
if (!isMasterChairAnim) {
emote.updatePart("head", this.head);
}
emote.updatePart("torso", this.body);
emote.updatePart("leftArm", this.leftArm);
emote.updatePart("rightArm", this.rightArm);
emote.updatePart("leftLeg", this.leftLeg);
emote.updatePart("rightLeg", this.rightLeg);
// DOG pose: PoseStack handles body rotation in setupRotations()
// Reset body.xRot to prevent double rotation from animation
// Apply head compensation so head looks forward instead of at ground
if (currentPoseType == PoseType.DOG) {
// Reset body rotation (PoseStack already rotates everything)
this.body.xRot = 0;
// Head compensation: body is horizontal via PoseStack
// Head needs to look forward instead of at the ground
DogPoseHelper.applyHeadCompensation(
this.head,
null, // hat is synced via copyFrom below
headPitch,
netHeadYaw
);
}
// Sync outer layers to their parents (Phase 19)
this.hat.copyFrom(this.head);
this.jacket.copyFrom(this.body);
this.leftSleeve.copyFrom(this.leftArm);
this.rightSleeve.copyFrom(this.rightArm);
this.leftPants.copyFrom(this.leftLeg);
this.rightPants.copyFrom(this.rightLeg);
} else if (inPose) {
// Animation not yet active (1-frame delay) - apply static pose as fallback
// This ensures immediate visual feedback when bind is applied
ItemStack bind = entity.getEquipment(BodyRegionV2.ARMS);
PoseType fallbackPoseType = PoseType.STANDARD;
if (bind.getItem() instanceof ItemBind itemBind) {
fallbackPoseType = itemBind.getPoseType();
}
// Derive bound state from V2 regions (AbstractTiedUpNpc implements IV2EquipmentHolder)
boolean armsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.ARMS);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(entity, BodyRegionV2.LEGS);
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
}
// Apply static pose directly to model parts
StaticPoseApplier.applyStaticPose(
this,
fallbackPoseType,
armsBound,
legsBound
);
// DOG pose: Apply head compensation for horizontal body (same as emote case)
if (fallbackPoseType == PoseType.DOG) {
// Reset body rotation (PoseStack handles it)
this.body.xRot = 0;
// Head compensation for horizontal body
DogPoseHelper.applyHeadCompensation(
this.head,
null, // hat is synced via copyFrom below
headPitch,
netHeadYaw
);
}
// Sync outer layers after static pose
this.hat.copyFrom(this.head);
this.jacket.copyFrom(this.body);
this.leftSleeve.copyFrom(this.leftArm);
this.rightSleeve.copyFrom(this.rightArm);
this.leftPants.copyFrom(this.leftLeg);
this.rightPants.copyFrom(this.rightLeg);
// Clear emote supplier since we're using static pose
this.emoteSupplier.set(null);
} else {
// Not in pose and no animation - clear emote supplier and reset bends
this.emoteSupplier.set(null);
resetBends();
// Sync outer layers
this.hat.copyFrom(this.head);
this.jacket.copyFrom(this.body);
this.leftSleeve.copyFrom(this.leftArm);
this.rightSleeve.copyFrom(this.rightArm);
this.leftPants.copyFrom(this.leftLeg);
this.rightPants.copyFrom(this.rightLeg);
}
// Phase 19: Hide wearer's outer layers based on clothes settings
// This MUST happen after super.setupAnim() which can reset visibility
hideWearerLayersForClothes(entity);
}
/**
* Hide wearer's outer layers when clothes are equipped.
* Called at the end of setupAnim() to ensure it happens after any visibility resets.
*
* <p>Logic: When clothes are equipped, hide ALL wearer's outer layers.
* The clothes will render their own layers on top.
* Exception: If keepHead is enabled, the head/hat layers remain visible.
*
* @param entity The entity wearing clothes
*/
private void hideWearerLayersForClothes(AbstractTiedUpNpc entity) {
ItemStack clothes = entity.getEquipment(BodyRegionV2.TORSO);
if (
clothes.isEmpty() ||
!(clothes.getItem() instanceof GenericClothes gc)
) {
return;
}
// Check if keepHead is enabled
boolean keepHead = gc.isKeepHeadEnabled(clothes);
// When wearing clothes, hide wearer's outer layers
// Exception: if keepHead is true, don't hide head/hat
if (!keepHead) {
this.hat.visible = false;
}
this.jacket.visible = false;
this.leftSleeve.visible = false;
this.rightSleeve.visible = false;
this.leftPants.visible = false;
this.rightPants.visible = false;
}
/**
* Reset bend values on all body parts.
* Called when animation stops to prevent lingering bend effects.
*/
private void resetBends() {
if (IBendHelper.INSTANCE == null) {
return;
}
try {
IBendHelper.INSTANCE.bend(this.body, null);
IBendHelper.INSTANCE.bend(this.leftArm, null);
IBendHelper.INSTANCE.bend(this.rightArm, null);
IBendHelper.INSTANCE.bend(this.leftLeg, null);
IBendHelper.INSTANCE.bend(this.rightLeg, null);
} catch (Exception e) {
LOGGER.debug(
"[DamselModel] bendy-lib not available for bend reset",
e
);
}
}
/**
* Override renderToBuffer to apply body bend rotation.
*
* <p>When an animation has a body bend value, we need to:
* 1. Render non-upper parts (legs) normally
* 2. Apply the bend rotation to the matrix stack
* 3. Render upper parts (head, arms, body) with the rotation applied
*
* <p>This creates the visual effect of the body bending (like kneeling).
*/
@Override
public void renderToBuffer(
PoseStack matrices,
VertexConsumer vertices,
int light,
int overlay,
float red,
float green,
float blue,
float alpha
) {
// Check if we should use bend rendering
if (
Helper.isBendEnabled() &&
emoteSupplier.get() != null &&
emoteSupplier.get().isActive()
) {
// Render with bend support
renderWithBend(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
} else {
// Normal rendering
super.renderToBuffer(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
}
}
/**
* Render model parts with body bend applied.
*
* <p>Based on PlayerAnimator's bendRenderToBuffer logic:
* - First render non-upper parts (legs) normally
* - Then apply body bend rotation
* - Then render upper parts (head, body, arms) with rotation
*/
private void renderWithBend(
PoseStack matrices,
VertexConsumer vertices,
int light,
int overlay,
float red,
float green,
float blue,
float alpha
) {
// Get all body parts
Iterable<ModelPart> headParts = headParts();
Iterable<ModelPart> bodyParts = bodyParts();
// First pass: render non-upper parts (legs)
for (ModelPart part : headParts) {
if (!((IUpperPartHelper) (Object) part).isUpperPart()) {
part.render(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
}
}
for (ModelPart part : bodyParts) {
if (!((IUpperPartHelper) (Object) part).isUpperPart()) {
part.render(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
}
}
// Apply body bend rotation
matrices.pushPose();
IBendHelper.rotateMatrixStack(
matrices,
emoteSupplier.get().getBend("body")
);
// Second pass: render upper parts (head, body, arms) with bend applied
for (ModelPart part : headParts) {
if (((IUpperPartHelper) (Object) part).isUpperPart()) {
part.render(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
}
}
for (ModelPart part : bodyParts) {
if (((IUpperPartHelper) (Object) part).isUpperPart()) {
part.render(
matrices,
vertices,
light,
overlay,
red,
green,
blue,
alpha
);
}
}
matrices.popPose();
}
}

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package com.tiedup.remake.client.network;
import com.tiedup.remake.client.gui.screens.PetRequestScreen;
import java.util.List;
// import com.tiedup.remake.client.gui.screens.ConversationScreen; // DISABLED: Conversation system not in use
// import com.tiedup.remake.dialogue.conversation.ConversationTopic; // DISABLED: Conversation system not in use
import net.minecraft.client.Minecraft;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Client-side packet handling helper.
*
* This class is ONLY loaded on the client, preventing server-side crashes
* from attempting to load client-only classes like Screen.
*/
@OnlyIn(Dist.CLIENT)
public class ClientPacketHandler {
/**
* Open the conversation screen.
* DISABLED: Conversation system not in use
*/
/*
public static void openConversationScreen(int entityId, String npcName, List<ConversationTopic> topics) {
Minecraft.getInstance().setScreen(
new ConversationScreen(entityId, npcName, topics)
);
}
*/
/**
* Open the pet request menu.
*/
public static void openPetRequestScreen(int entityId, String masterName) {
Minecraft.getInstance().setScreen(
new PetRequestScreen(entityId, masterName)
);
}
}

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package com.tiedup.remake.client.renderer;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.blaze3d.vertex.VertexFormat;
import com.tiedup.remake.blocks.entity.CellCoreBlockEntity;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderStateShard;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.blockentity.BlockEntityRenderer;
import net.minecraft.client.renderer.blockentity.BlockEntityRendererProvider;
import net.minecraft.core.Direction;
import net.minecraft.world.level.block.SlabBlock;
import net.minecraft.world.level.block.state.BlockState;
import net.minecraft.world.level.block.state.properties.SlabType;
import org.joml.Matrix4f;
/**
* Block entity renderer for CellCore.
*
* Renders a small pulsing cyan diamond indicator on the interior face
* of the Cell Core block. This helps players identify which side of the
* block faces into the cell, and confirms the block is a Cell Core.
*
* Extends RenderStateShard to access protected render state fields
* (standard Forge pattern for custom RenderTypes).
*/
public class CellCoreRenderer
extends RenderStateShard
implements BlockEntityRenderer<CellCoreBlockEntity>
{
private static final float DIAMOND_SIZE = 0.15f;
private static final float FACE_OFFSET = 0.001f;
// Cyan indicator color (#44FFFF)
private static final float COLOR_R = 0.267f;
private static final float COLOR_G = 1.0f;
private static final float COLOR_B = 1.0f;
/**
* Custom RenderType: POSITION_COLOR quads with translucent blending, no texture.
* Avoids block atlas UV issues that made the diamond invisible.
*/
private static final RenderType INDICATOR = RenderType.create(
"tiedup_indicator",
DefaultVertexFormat.POSITION_COLOR,
VertexFormat.Mode.QUADS,
256,
false,
true,
RenderType.CompositeState.builder()
.setShaderState(
new ShaderStateShard(GameRenderer::getPositionColorShader)
)
.setTransparencyState(TRANSLUCENT_TRANSPARENCY)
.setCullState(NO_CULL)
.setDepthTestState(LEQUAL_DEPTH_TEST)
.setWriteMaskState(COLOR_DEPTH_WRITE)
.createCompositeState(false)
);
public CellCoreRenderer(BlockEntityRendererProvider.Context context) {
super("tiedup_cell_core_renderer", () -> {}, () -> {});
}
@Override
public void render(
CellCoreBlockEntity blockEntity,
float partialTick,
PoseStack poseStack,
MultiBufferSource bufferSource,
int packedLight,
int packedOverlay
) {
Direction interiorFace = blockEntity.getInteriorFace();
if (interiorFace == null) return;
if (blockEntity.getLevel() == null) return;
// Calculate pulsing alpha synced to game time (pauses when game pauses)
float time = blockEntity.getLevel().getGameTime() + partialTick;
float alpha = 0.4f + 0.2f * (float) Math.sin(time * 0.15);
// Compute vertical center: adapt to slab shape if disguised as a slab
float centerY = 0.5f;
BlockState disguise = blockEntity.getDisguiseState();
if (disguise == null && blockEntity.getLevel() != null) {
// Auto-detect: check resolved model data (same logic as CellCoreBlockEntity)
disguise = blockEntity
.getModelData()
.get(
com.tiedup.remake.client.model.CellCoreBakedModel.DISGUISE_PROPERTY
);
}
if (disguise != null && disguise.getBlock() instanceof SlabBlock) {
SlabType slabType = disguise.getValue(SlabBlock.TYPE);
if (slabType == SlabType.BOTTOM) {
centerY = 0.25f; // lower half
} else if (slabType == SlabType.TOP) {
centerY = 0.75f; // upper half
}
// DOUBLE = 0.5f (full block)
}
poseStack.pushPose();
VertexConsumer consumer = bufferSource.getBuffer(INDICATOR);
Matrix4f pose = poseStack.last().pose();
renderDiamond(consumer, pose, interiorFace, alpha, centerY);
poseStack.popPose();
}
private void renderDiamond(
VertexConsumer consumer,
Matrix4f pose,
Direction face,
float alpha,
float centerY
) {
float[][] verts = getDiamondVertices(face, 0.5f, centerY, 0.5f);
for (float[] v : verts) {
consumer
.vertex(pose, v[0], v[1], v[2])
.color(COLOR_R, COLOR_G, COLOR_B, alpha)
.endVertex();
}
}
/**
* Get the 4 vertices of a diamond shape on the given face.
* The diamond is centered on the face and offset slightly outward to avoid z-fighting.
*/
private float[][] getDiamondVertices(
Direction face,
float cx,
float cy,
float cz
) {
float s = DIAMOND_SIZE;
float o = FACE_OFFSET;
return switch (face) {
case NORTH -> new float[][] {
{ cx, cy + s, 0.0f - o }, // top
{ cx + s, cy, 0.0f - o }, // right
{ cx, cy - s, 0.0f - o }, // bottom
{ cx - s, cy, 0.0f - o }, // left
};
case SOUTH -> new float[][] {
{ cx, cy + s, 1.0f + o },
{ cx - s, cy, 1.0f + o },
{ cx, cy - s, 1.0f + o },
{ cx + s, cy, 1.0f + o },
};
case WEST -> new float[][] {
{ 0.0f - o, cy + s, cz },
{ 0.0f - o, cy, cz - s },
{ 0.0f - o, cy - s, cz },
{ 0.0f - o, cy, cz + s },
};
case EAST -> new float[][] {
{ 1.0f + o, cy + s, cz },
{ 1.0f + o, cy, cz + s },
{ 1.0f + o, cy - s, cz },
{ 1.0f + o, cy, cz - s },
};
case DOWN -> {
// Bottom face: y=0.0 for full blocks & bottom slabs, y=0.5 for top slabs only
float downY = (cy >= 0.75f) ? 0.5f - o : 0.0f - o;
yield new float[][] {
{ cx, downY, cz + s },
{ cx + s, downY, cz },
{ cx, downY, cz - s },
{ cx - s, downY, cz },
};
}
case UP -> {
// Top face: y=1.0 for full blocks & top slabs, y=0.5 for bottom slabs only
float upY = (cy <= 0.25f) ? 0.5f + o : 1.0f + o;
yield new float[][] {
{ cx, upY, cz - s },
{ cx + s, upY, cz },
{ cx, upY, cz + s },
{ cx - s, upY, cz },
};
}
};
}
}

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package com.tiedup.remake.client.renderer;
import com.mojang.blaze3d.systems.RenderSystem;
import com.mojang.blaze3d.vertex.*;
import com.tiedup.remake.cells.CellDataV2;
import com.tiedup.remake.cells.MarkerType;
import java.util.Collection;
import java.util.Set;
import net.minecraft.client.Camera;
import net.minecraft.client.renderer.GameRenderer;
import net.minecraft.core.BlockPos;
import net.minecraft.world.phys.Vec3;
import org.joml.Matrix4f;
/**
* Utility class for rendering cell outlines in the world.
*
* Simplified renderer - only filled blocks, no wireframe outlines.
* Each marker type gets a semi-transparent colored block overlay.
* Spawn point has a pulsating effect.
*
* Features:
* - Depth test enabled (blocks hidden behind world geometry)
* - Simple filled block rendering per marker type
* - Pulsating spawn point indicator
*/
public class CellOutlineRenderer {
/** Enable depth test (true = blocks hidden behind world blocks) */
public static boolean DEPTH_TEST_ENABLED = true;
// Simple colors per type (RGBA)
private static final float[] COLOR_WALL = { 0.3f, 0.5f, 1.0f, 1.0f }; // Blue
private static final float[] COLOR_ANCHOR = { 1.0f, 0.2f, 0.2f, 1.0f }; // Red
private static final float[] COLOR_BED = { 0.9f, 0.4f, 0.9f, 1.0f }; // Violet
private static final float[] COLOR_DOOR = { 0.2f, 0.9f, 0.9f, 1.0f }; // Cyan
private static final float[] COLOR_ENTRANCE = { 0.2f, 1.0f, 0.4f, 1.0f }; // Green
private static final float[] COLOR_PATROL = { 1.0f, 1.0f, 0.2f, 1.0f }; // Yellow
private static final float[] COLOR_LOOT = { 1.0f, 0.7f, 0.0f, 1.0f }; // Gold
private static final float[] COLOR_SPAWNER = { 0.8f, 0.1f, 0.1f, 1.0f }; // Dark red
private static final float[] COLOR_TRADER_SPAWN = {
1.0f,
0.84f,
0.0f,
1.0f,
}; // Gold
private static final float[] COLOR_MAID_SPAWN = {
1.0f,
0.41f,
0.71f,
1.0f,
}; // Hot pink
private static final float[] COLOR_MERCHANT_SPAWN = {
0.2f,
0.9f,
0.9f,
1.0f,
}; // Cyan
private static final float[] COLOR_DELIVERY = { 1.0f, 0.8f, 0.2f, 1.0f }; // Orange/Yellow
private static final float[] COLOR_SPAWN = { 1.0f, 0.0f, 1.0f, 1.0f }; // Magenta
private static final float[] COLOR_WAYPOINT = { 0.0f, 1.0f, 0.5f, 1.0f }; // Bright green
/**
* Render filled blocks for all positions in a cell.
* Renders V2 cell data: walls, anchors, beds, doors, and spawn/core positions.
*
* @param poseStack The pose stack from the render event
* @param cell The cell data to render
* @param camera The camera for view offset calculation
*/
public static void renderCellOutlines(
PoseStack poseStack,
CellDataV2 cell,
Camera camera
) {
if (cell == null) return;
Vec3 cameraPos = camera.getPosition();
// Setup rendering state
RenderSystem.enableBlend();
RenderSystem.defaultBlendFunc();
RenderSystem.enableDepthTest();
RenderSystem.depthMask(false);
RenderSystem.setShader(GameRenderer::getPositionColorShader);
// 1. Render spawn point or core pos (pulsating magenta)
BlockPos spawnPoint =
cell.getSpawnPoint() != null
? cell.getSpawnPoint()
: cell.getCorePos();
float pulse =
0.4f + 0.2f * (float) Math.sin(System.currentTimeMillis() / 300.0);
float[] spawnColor = {
COLOR_SPAWN[0],
COLOR_SPAWN[1],
COLOR_SPAWN[2],
pulse,
};
renderFilledBlock(poseStack, spawnPoint, cameraPos, spawnColor);
// 2. Render wall blocks
renderPositionCollection(
poseStack,
cell.getWallBlocks(),
cameraPos,
COLOR_WALL
);
// 3. Render anchors
renderPositionCollection(
poseStack,
cell.getAnchors(),
cameraPos,
COLOR_ANCHOR
);
// 4. Render beds
renderPositionCollection(
poseStack,
cell.getBeds(),
cameraPos,
COLOR_BED
);
// 5. Render doors
renderPositionCollection(
poseStack,
cell.getDoors(),
cameraPos,
COLOR_DOOR
);
// 6. Render delivery point if present
BlockPos deliveryPoint = cell.getDeliveryPoint();
if (deliveryPoint != null) {
float[] deliveryFillColor = {
COLOR_DELIVERY[0],
COLOR_DELIVERY[1],
COLOR_DELIVERY[2],
0.35f,
};
renderFilledBlock(
poseStack,
deliveryPoint,
cameraPos,
deliveryFillColor
);
}
// 7. Render path waypoints with pulsating effect and numbers
java.util.List<BlockPos> waypoints = cell.getPathWaypoints();
if (!waypoints.isEmpty()) {
float waypointPulse =
0.5f +
0.3f * (float) Math.sin(System.currentTimeMillis() / 200.0);
float[] waypointColor = {
COLOR_WAYPOINT[0],
COLOR_WAYPOINT[1],
COLOR_WAYPOINT[2],
waypointPulse,
};
for (int i = 0; i < waypoints.size(); i++) {
BlockPos wp = waypoints.get(i);
renderFilledBlock(poseStack, wp, cameraPos, waypointColor);
// Render number above waypoint
renderWaypointNumber(poseStack, wp, cameraPos, i + 1);
}
}
// Restore rendering state
RenderSystem.depthMask(true);
RenderSystem.disableBlend();
}
/**
* Render a collection of positions with the given base color at 0.35 alpha.
*/
private static void renderPositionCollection(
PoseStack poseStack,
Collection<BlockPos> positions,
Vec3 cameraPos,
float[] baseColor
) {
if (positions == null || positions.isEmpty()) return;
float[] fillColor = { baseColor[0], baseColor[1], baseColor[2], 0.35f };
for (BlockPos pos : positions) {
renderFilledBlock(poseStack, pos, cameraPos, fillColor);
}
}
/**
* Render a filled block (semi-transparent cube).
*/
public static void renderFilledBlock(
PoseStack poseStack,
BlockPos pos,
Vec3 cameraPos,
float[] color
) {
poseStack.pushPose();
double x = pos.getX() - cameraPos.x;
double y = pos.getY() - cameraPos.y;
double z = pos.getZ() - cameraPos.z;
poseStack.translate(x, y, z);
Matrix4f matrix = poseStack.last().pose();
Tesselator tesselator = Tesselator.getInstance();
BufferBuilder buffer = tesselator.getBuilder();
buffer.begin(
VertexFormat.Mode.QUADS,
DefaultVertexFormat.POSITION_COLOR
);
float r = color[0];
float g = color[1];
float b = color[2];
float a = color[3];
float min = 0.0f;
float max = 1.0f;
// Bottom face
vertex(buffer, matrix, min, min, min, r, g, b, a);
vertex(buffer, matrix, max, min, min, r, g, b, a);
vertex(buffer, matrix, max, min, max, r, g, b, a);
vertex(buffer, matrix, min, min, max, r, g, b, a);
// Top face
vertex(buffer, matrix, min, max, min, r, g, b, a);
vertex(buffer, matrix, min, max, max, r, g, b, a);
vertex(buffer, matrix, max, max, max, r, g, b, a);
vertex(buffer, matrix, max, max, min, r, g, b, a);
// North face
vertex(buffer, matrix, min, min, min, r, g, b, a);
vertex(buffer, matrix, min, max, min, r, g, b, a);
vertex(buffer, matrix, max, max, min, r, g, b, a);
vertex(buffer, matrix, max, min, min, r, g, b, a);
// South face
vertex(buffer, matrix, min, min, max, r, g, b, a);
vertex(buffer, matrix, max, min, max, r, g, b, a);
vertex(buffer, matrix, max, max, max, r, g, b, a);
vertex(buffer, matrix, min, max, max, r, g, b, a);
// West face
vertex(buffer, matrix, min, min, min, r, g, b, a);
vertex(buffer, matrix, min, min, max, r, g, b, a);
vertex(buffer, matrix, min, max, max, r, g, b, a);
vertex(buffer, matrix, min, max, min, r, g, b, a);
// East face
vertex(buffer, matrix, max, min, min, r, g, b, a);
vertex(buffer, matrix, max, max, min, r, g, b, a);
vertex(buffer, matrix, max, max, max, r, g, b, a);
vertex(buffer, matrix, max, min, max, r, g, b, a);
tesselator.end();
poseStack.popPose();
}
private static void vertex(
BufferBuilder buffer,
Matrix4f matrix,
float x,
float y,
float z,
float r,
float g,
float b,
float a
) {
buffer.vertex(matrix, x, y, z).color(r, g, b, a).endVertex();
}
/**
* Render a waypoint number floating above the block.
*/
public static void renderWaypointNumber(
PoseStack poseStack,
BlockPos pos,
Vec3 cameraPos,
int number
) {
poseStack.pushPose();
double x = pos.getX() + 0.5 - cameraPos.x;
double y = pos.getY() + 1.5 - cameraPos.y;
double z = pos.getZ() + 0.5 - cameraPos.z;
poseStack.translate(x, y, z);
// Billboard effect - face the camera
net.minecraft.client.Minecraft mc =
net.minecraft.client.Minecraft.getInstance();
poseStack.mulPose(mc.getEntityRenderDispatcher().cameraOrientation());
poseStack.scale(-0.05f, -0.05f, 0.05f);
// Render the number
String text = String.valueOf(number);
net.minecraft.client.gui.Font font = mc.font;
float textWidth = font.width(text);
// Background
net.minecraft.client.renderer.MultiBufferSource.BufferSource buffer = mc
.renderBuffers()
.bufferSource();
font.drawInBatch(
text,
-textWidth / 2,
0,
0x00FF80, // Bright green
false,
poseStack.last().pose(),
buffer,
net.minecraft.client.gui.Font.DisplayMode.NORMAL,
0x80000000, // Semi-transparent black background
15728880
);
buffer.endBatch();
poseStack.popPose();
}
/**
* Get the color for a marker type.
*/
public static float[] getColorForType(MarkerType type) {
return switch (type) {
case WALL -> COLOR_WALL;
case ANCHOR -> COLOR_ANCHOR;
case BED -> COLOR_BED;
case DOOR -> COLOR_DOOR;
case DELIVERY -> COLOR_DELIVERY;
case ENTRANCE -> COLOR_ENTRANCE;
case PATROL -> COLOR_PATROL;
case LOOT -> COLOR_LOOT;
case SPAWNER -> COLOR_SPAWNER;
case TRADER_SPAWN -> COLOR_TRADER_SPAWN;
case MAID_SPAWN -> COLOR_MAID_SPAWN;
case MERCHANT_SPAWN -> COLOR_MERCHANT_SPAWN;
};
}
/**
* Get the spawn point color.
*/
public static float[] getSpawnColor() {
return COLOR_SPAWN;
}
}

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package com.tiedup.remake.client.renderer;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.math.Axis;
import com.tiedup.remake.client.animation.render.RenderConstants;
import com.tiedup.remake.client.model.DamselModel;
import com.tiedup.remake.compat.wildfire.WildfireCompat;
import com.tiedup.remake.compat.wildfire.render.WildfireDamselLayer;
import com.tiedup.remake.entities.AbstractTiedUpNpc;
import net.minecraft.client.model.HumanoidArmorModel;
import net.minecraft.client.model.geom.ModelLayers;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.HumanoidMobRenderer;
import net.minecraft.client.renderer.entity.layers.HumanoidArmorLayer;
import net.minecraft.client.renderer.entity.layers.ItemInHandLayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Renderer for AbstractTiedUpNpc and all subtypes (Kidnapper, Elite, Archer, Merchant, Shiny).
*
* <p>Uses ISkinnedEntity interface for polymorphic texture lookup.
* Each entity subclass overrides getSkinTexture() to return the appropriate texture.
*
* <p><b>Issue #19 fix:</b> Replaced 6+ instanceof checks with single interface call.
*/
@OnlyIn(Dist.CLIENT)
public class DamselRenderer
extends HumanoidMobRenderer<AbstractTiedUpNpc, DamselModel>
{
/**
* Normal arms model (4px wide - Steve model).
*/
private final DamselModel normalModel;
/**
* Slim arms model (3px wide - Alex model).
*/
private final DamselModel slimModel;
/**
* Create renderer.
*
* Phase 19: Uses vanilla ModelLayers.PLAYER for full layer support (jacket, sleeves, pants).
*/
public DamselRenderer(EntityRendererProvider.Context context) {
super(
context,
new DamselModel(context.bakeLayer(ModelLayers.PLAYER), false),
0.5f // Shadow radius
);
// Store both models for runtime swapping
this.normalModel = this.getModel();
this.slimModel = new DamselModel(
context.bakeLayer(ModelLayers.PLAYER_SLIM),
true
);
// Add armor render layer (renders equipped armor)
this.addLayer(
new HumanoidArmorLayer<>(
this,
new HumanoidArmorModel<>(
context.bakeLayer(ModelLayers.PLAYER_INNER_ARMOR)
),
new HumanoidArmorModel<>(
context.bakeLayer(ModelLayers.PLAYER_OUTER_ARMOR)
),
context.getModelManager()
)
);
// Add item in hand layer (renders held items)
this.addLayer(
new ItemInHandLayer<>(this, context.getItemInHandRenderer())
);
// Add Wildfire breast layer BEFORE bondage (so bondage renders on top of breasts)
if (WildfireCompat.isLoaded()) {
this.addLayer(
new WildfireDamselLayer<>(this, context.getModelSet())
);
}
// Add V2 bondage render layer (GLB-based V2 equipment rendering)
this.addLayer(new com.tiedup.remake.v2.bondage.client.V2BondageRenderLayer<>(this));
}
/**
* Render the entity.
* Uses entity's hasSlimArms() for model selection.
*
* Phase 19: Wearer layer hiding is now handled in DamselModel.setupAnim()
* to ensure it happens after visibility resets.
*
* DOG pose: X rotation is applied in setupRotations() AFTER Y rotation,
* so the "belly down" direction follows entity facing.
* Head compensation is applied in DamselModel.setupAnim().
* Body rotation smoothing is handled in AbstractTiedUpNpc.tick().
*/
@Override
public void render(
AbstractTiedUpNpc entity,
float entityYaw,
float partialTicks,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight
) {
// Use entity's hasSlimArms() - each entity type overrides this appropriately
boolean useSlim = entity.hasSlimArms();
// Swap to appropriate model
this.model = useSlim ? this.slimModel : this.normalModel;
// Apply vertical offset for sitting/kneeling/dog poses
// This ensures the model AND all layers (gag, blindfold, etc.) move together
float verticalOffset = getVerticalOffset(entity);
boolean pushedPose = false;
if (verticalOffset != 0) {
poseStack.pushPose();
pushedPose = true;
// Convert from model units (16 = 1 block) to render units
poseStack.translate(0, verticalOffset / 16.0, 0);
}
// Call parent render
// Note: Wearer layer hiding happens in DamselModel.setupAnim()
super.render(
entity,
entityYaw,
partialTicks,
poseStack,
buffer,
packedLight
);
if (pushedPose) {
poseStack.popPose();
}
}
/**
* Get vertical offset for sitting/kneeling/dog poses.
* Returns offset in model units (16 units = 1 block).
*
* @param entity The entity to check
* @return Vertical offset (negative = down)
*/
private float getVerticalOffset(AbstractTiedUpNpc entity) {
if (entity.isSitting()) {
return RenderConstants.DAMSEL_SIT_OFFSET;
} else if (entity.isKneeling()) {
return RenderConstants.DAMSEL_KNEEL_OFFSET;
} else if (entity.isDogPose()) {
return RenderConstants.DAMSEL_DOG_OFFSET;
}
return 0;
}
/**
* Get the texture location based on entity type.
*
* <p>Issue #19 fix: Uses ISkinnedEntity interface instead of instanceof cascade.
* Each entity subclass implements getSkinTexture() to return appropriate texture.
*/
@Override
public ResourceLocation getTextureLocation(AbstractTiedUpNpc entity) {
// ISkinnedEntity provides polymorphic skin texture lookup
// Each entity type (Damsel, Kidnapper, Elite, Archer, Merchant, Shiny)
// overrides getSkinTexture() to return the correct texture
return entity.getSkinTexture();
}
/**
* Apply scale transformation.
*/
@Override
protected void scale(
AbstractTiedUpNpc entity,
PoseStack poseStack,
float partialTick
) {
poseStack.scale(0.9375f, 0.9375f, 0.9375f);
}
/**
* Setup rotations for the entity.
*
* DOG pose: After Y rotation is applied by parent, add X rotation
* to make the body horizontal. This is applied in entity-local space,
* so the "belly down" direction follows the entity's facing.
*/
@Override
protected void setupRotations(
AbstractTiedUpNpc entity,
PoseStack poseStack,
float ageInTicks,
float rotationYaw,
float partialTicks
) {
// Call parent to apply Y rotation (body facing)
super.setupRotations(
entity,
poseStack,
ageInTicks,
rotationYaw,
partialTicks
);
// DOG pose: Apply X rotation to make body horizontal
// This happens AFTER Y rotation, so it's in entity-local space
if (entity.isDogPose()) {
// Rotate -90° on X axis around the model's pivot point
// Pivot at waist height (12 model units = 0.75 blocks up from feet)
poseStack.translate(0, 0.75, 0);
poseStack.mulPose(Axis.XP.rotationDegrees(-90));
poseStack.translate(0, -0.75, 0);
}
}
}

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package com.tiedup.remake.client.renderer;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.math.Axis;
import com.tiedup.remake.blocks.ModBlocks;
import com.tiedup.remake.entities.EntityKidnapBomb;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.block.BlockRenderDispatcher;
import net.minecraft.client.renderer.entity.EntityRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.entity.TntMinecartRenderer;
import net.minecraft.client.renderer.texture.TextureAtlas;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.util.Mth;
/**
* Renderer for EntityKidnapBomb.
*
* Phase 16: Blocks
*
* Renders the primed kidnap bomb using our custom block texture.
*/
public class KidnapBombRenderer extends EntityRenderer<EntityKidnapBomb> {
private final BlockRenderDispatcher blockRenderer;
public KidnapBombRenderer(EntityRendererProvider.Context context) {
super(context);
this.shadowRadius = 0.5F;
this.blockRenderer = context.getBlockRenderDispatcher();
}
@Override
public void render(
EntityKidnapBomb entity,
float entityYaw,
float partialTicks,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight
) {
poseStack.pushPose();
poseStack.translate(0.0F, 0.5F, 0.0F);
int fuse = entity.getFuse();
if ((float) fuse - partialTicks + 1.0F < 10.0F) {
float scale = 1.0F - ((float) fuse - partialTicks + 1.0F) / 10.0F;
scale = Mth.clamp(scale, 0.0F, 1.0F);
scale *= scale;
scale *= scale;
float expand = 1.0F + scale * 0.3F;
poseStack.scale(expand, expand, expand);
}
poseStack.mulPose(Axis.YP.rotationDegrees(-90.0F));
poseStack.translate(-0.5F, -0.5F, 0.5F);
poseStack.mulPose(Axis.YP.rotationDegrees(90.0F));
// Render our custom block instead of vanilla TNT
TntMinecartRenderer.renderWhiteSolidBlock(
this.blockRenderer,
ModBlocks.KIDNAP_BOMB.get().defaultBlockState(),
poseStack,
buffer,
packedLight,
(fuse / 5) % 2 == 0
);
poseStack.popPose();
super.render(
entity,
entityYaw,
partialTicks,
poseStack,
buffer,
packedLight
);
}
@Override
@SuppressWarnings("deprecation")
public ResourceLocation getTextureLocation(EntityKidnapBomb entity) {
return TextureAtlas.LOCATION_BLOCKS;
}
}

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package com.tiedup.remake.client.renderer;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.math.Axis;
import com.tiedup.remake.entities.NpcFishingBobber;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.client.renderer.entity.EntityRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.client.renderer.texture.OverlayTexture;
import net.minecraft.resources.ResourceLocation;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
/**
* Renderer for NpcFishingBobber.
*
* Renders a textured quad using the vanilla fishing hook texture.
* Billboard-style: always faces the camera.
*/
public class NpcFishingBobberRenderer extends EntityRenderer<NpcFishingBobber> {
private static final ResourceLocation TEXTURE = new ResourceLocation(
"textures/entity/fishing_hook.png"
);
private static final RenderType RENDER_TYPE = RenderType.entityCutout(
TEXTURE
);
public NpcFishingBobberRenderer(EntityRendererProvider.Context ctx) {
super(ctx);
}
@Override
public void render(
NpcFishingBobber entity,
float yaw,
float partialTick,
PoseStack poseStack,
MultiBufferSource bufferSource,
int packedLight
) {
poseStack.pushPose();
poseStack.scale(0.5F, 0.5F, 0.5F);
poseStack.mulPose(this.entityRenderDispatcher.cameraOrientation());
poseStack.mulPose(Axis.YP.rotationDegrees(180.0F));
VertexConsumer vertexConsumer = bufferSource.getBuffer(RENDER_TYPE);
PoseStack.Pose pose = poseStack.last();
Matrix4f matrix4f = pose.pose();
Matrix3f matrix3f = pose.normal();
vertex(vertexConsumer, matrix4f, matrix3f, packedLight, 0.0F, 0, 0, 1);
vertex(vertexConsumer, matrix4f, matrix3f, packedLight, 1.0F, 0, 1, 1);
vertex(vertexConsumer, matrix4f, matrix3f, packedLight, 1.0F, 1, 1, 0);
vertex(vertexConsumer, matrix4f, matrix3f, packedLight, 0.0F, 1, 0, 0);
poseStack.popPose();
super.render(
entity,
yaw,
partialTick,
poseStack,
bufferSource,
packedLight
);
}
private static void vertex(
VertexConsumer consumer,
Matrix4f matrix4f,
Matrix3f matrix3f,
int packedLight,
float x,
int y,
int u,
int v
) {
consumer
.vertex(matrix4f, x - 0.5F, y - 0.5F, 0.0F)
.color(255, 255, 255, 255)
.uv((float) u, (float) v)
.overlayCoords(OverlayTexture.NO_OVERLAY)
.uv2(packedLight)
.normal(matrix3f, 0.0F, 1.0F, 0.0F)
.endVertex();
}
@Override
public ResourceLocation getTextureLocation(NpcFishingBobber entity) {
return TEXTURE;
}
}

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package com.tiedup.remake.client.renderer;
import com.tiedup.remake.entities.EntityRopeArrow;
import net.minecraft.client.renderer.entity.ArrowRenderer;
import net.minecraft.client.renderer.entity.EntityRendererProvider;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Renderer for EntityRopeArrow.
* Phase 15: Uses vanilla arrow texture for simplicity.
*/
@OnlyIn(Dist.CLIENT)
public class RopeArrowRenderer extends ArrowRenderer<EntityRopeArrow> {
/** Texture for the rope arrow (uses vanilla arrow texture) */
private static final ResourceLocation TEXTURE =
ResourceLocation.fromNamespaceAndPath(
"minecraft",
"textures/entity/projectiles/arrow.png"
);
public RopeArrowRenderer(EntityRendererProvider.Context context) {
super(context);
}
@Override
public ResourceLocation getTextureLocation(EntityRopeArrow entity) {
return TEXTURE;
}
}

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package com.tiedup.remake.client.renderer.layers;
import com.tiedup.remake.core.TiedUpMod;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.model.geom.EntityModelSet;
import net.minecraft.client.model.geom.ModelLayers;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Cache for PlayerModel instances used for clothes rendering.
*
* <p>Clothes textures are standard Minecraft skins (64x64) and need to be
* rendered using PlayerModel with correct UV mappings, NOT the bondage item models.
*
* <p>Two models are cached:
* <ul>
* <li>Normal (Steve) - 4px wide arms</li>
* <li>Slim (Alex) - 3px wide arms</li>
* </ul>
*
* <p>Initialize via {@link #init(EntityModelSet)} during AddLayers event.
*/
@OnlyIn(Dist.CLIENT)
public class ClothesModelCache {
private static PlayerModel<AbstractClientPlayer> normalModel;
private static PlayerModel<AbstractClientPlayer> slimModel;
private static boolean initialized = false;
/**
* Initialize the model cache.
* Must be called during EntityRenderersEvent.AddLayers.
*
* @param modelSet The entity model set from the event
*/
public static void init(EntityModelSet modelSet) {
if (initialized) {
return;
}
normalModel = new PlayerModel<>(
modelSet.bakeLayer(ModelLayers.PLAYER),
false
);
slimModel = new PlayerModel<>(
modelSet.bakeLayer(ModelLayers.PLAYER_SLIM),
true
);
initialized = true;
TiedUpMod.LOGGER.info(
"[ClothesModelCache] Initialized normal and slim player models for clothes rendering"
);
}
/**
* Get the appropriate player model for clothes rendering.
*
* @param slim true for slim (Alex) arms, false for normal (Steve) arms
* @return The cached PlayerModel
*/
public static PlayerModel<AbstractClientPlayer> getModel(boolean slim) {
if (!initialized) {
TiedUpMod.LOGGER.warn(
"[ClothesModelCache] Not initialized! Returning null."
);
return null;
}
return slim ? slimModel : normalModel;
}
/**
* Check if the cache is initialized.
*/
public static boolean isInitialized() {
return initialized;
}
}

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package com.tiedup.remake.client.renderer.layers;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.tiedup.remake.client.state.ClothesClientCache;
import com.tiedup.remake.client.texture.DynamicTextureManager;
import com.tiedup.remake.items.clothes.ClothesProperties;
import com.tiedup.remake.items.clothes.GenericClothes;
import java.util.EnumSet;
import java.util.UUID;
import org.jetbrains.annotations.Nullable;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Helper class for rendering clothes with dynamic textures.
*
* <p>IMPORTANT: Clothes are rendered using a PlayerModel (not bondage item model)
* because clothes textures are standard Minecraft skins (64x64) with player UV mappings.
*
* <p>Handles:
* <ul>
* <li>Dynamic texture URL rendering</li>
* <li>Full-skin mode (covers entire player model)</li>
* <li>Small arms mode (Alex/slim arms)</li>
* <li>Layer visibility control</li>
* <li>Steve vs Alex model selection</li>
* </ul>
*
* <p>This is called from BondageItemRenderLayer when rendering CLOTHES slot.
*/
@OnlyIn(Dist.CLIENT)
public class ClothesRenderHelper {
/**
* Attempt to render clothes with dynamic texture.
* Uses PlayerModel (not bondage model) because clothes use skin UV mappings.
*
* @param clothes The clothes ItemStack
* @param entity The entity wearing the clothes
* @param poseStack The pose stack
* @param buffer The render buffer
* @param packedLight The packed light value
* @param packedOverlay The packed overlay value (for hit flash effect)
* @param parentModel The parent PlayerModel to copy pose from
* @return true if dynamic texture was rendered, false otherwise
*/
public static boolean tryRenderDynamic(
ItemStack clothes,
LivingEntity entity,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
PlayerModel<?> parentModel
) {
if (
clothes.isEmpty() ||
!(clothes.getItem() instanceof GenericClothes gc)
) {
return false;
}
// Check if ClothesModelCache is initialized
if (!ClothesModelCache.isInitialized()) {
return false;
}
// Get properties from equipped clothes or remote player cache
ClothesProperties props = getClothesProperties(clothes, entity);
if (props == null) {
return false;
}
String dynamicUrl = props.dynamicTextureUrl();
if (dynamicUrl == null || dynamicUrl.isEmpty()) {
return false;
}
// Get texture from manager
DynamicTextureManager texManager = DynamicTextureManager.getInstance();
ResourceLocation texLocation = texManager.getTextureLocation(
dynamicUrl,
props.fullSkin()
);
if (texLocation == null) {
// Texture not loaded yet (downloading)
return false;
}
// Determine if we should use slim (Alex) arms
boolean useSlim = shouldUseSlimArms(clothes, entity, props);
// Get the appropriate PlayerModel from cache
PlayerModel<AbstractClientPlayer> clothesModel =
ClothesModelCache.getModel(useSlim);
if (clothesModel == null) {
return false;
}
// Copy pose from parent model to clothes model
copyPose(parentModel, clothesModel);
// Apply layer visibility settings
applyLayerVisibility(
clothesModel,
props.visibleLayers(),
props.keepHead()
);
// Render the clothes model with dynamic texture
// Use entityTranslucent for layered rendering (clothes on top of player)
VertexConsumer vertexConsumer = buffer.getBuffer(
RenderType.entityTranslucent(texLocation)
);
clothesModel.renderToBuffer(
poseStack,
vertexConsumer,
packedLight,
packedOverlay,
1.0f,
1.0f,
1.0f,
1.0f
);
// Restore visibility (model is shared, need to reset for next render)
restoreLayerVisibility(clothesModel);
return true;
}
/**
* Render clothes for NPCs (Damsel, etc.)
* Uses PlayerModel from cache, copies pose from parent HumanoidModel.
*
* @param clothes The clothes ItemStack
* @param entity The NPC entity wearing clothes
* @param poseStack The pose stack
* @param buffer The render buffer
* @param packedLight The packed light value
* @param packedOverlay The packed overlay value (for hit flash effect)
* @param parentModel The parent HumanoidModel to copy pose from
* @param hasSlimArms Whether the NPC uses slim arms
* @return true if rendered successfully
*/
public static boolean tryRenderDynamicForNPC(
ItemStack clothes,
LivingEntity entity,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
HumanoidModel<?> parentModel,
boolean hasSlimArms
) {
if (
clothes.isEmpty() || !(clothes.getItem() instanceof GenericClothes)
) {
return false;
}
if (!ClothesModelCache.isInitialized()) {
return false;
}
// Get properties directly from item (NPCs don't use remote cache)
ClothesProperties props = ClothesProperties.fromStack(clothes);
if (props == null) {
return false;
}
String dynamicUrl = props.dynamicTextureUrl();
if (dynamicUrl == null || dynamicUrl.isEmpty()) {
return false;
}
// Get texture from manager
ResourceLocation texLocation =
DynamicTextureManager.getInstance().getTextureLocation(
dynamicUrl,
props.fullSkin()
);
if (texLocation == null) {
return false; // Still downloading
}
// Use slim if: clothes force it OR NPC has slim arms
boolean useSlim = props.smallArms() || hasSlimArms;
// Get PlayerModel from cache (same cache as players)
PlayerModel<AbstractClientPlayer> clothesModel =
ClothesModelCache.getModel(useSlim);
if (clothesModel == null) {
return false;
}
// Copy pose from HumanoidModel (NPC) to PlayerModel (clothes)
copyPoseFromHumanoid(parentModel, clothesModel);
// Apply layer visibility
applyLayerVisibility(
clothesModel,
props.visibleLayers(),
props.keepHead()
);
// Render
VertexConsumer vertexConsumer = buffer.getBuffer(
RenderType.entityTranslucent(texLocation)
);
clothesModel.renderToBuffer(
poseStack,
vertexConsumer,
packedLight,
packedOverlay,
1.0f,
1.0f,
1.0f,
1.0f
);
// Restore visibility
restoreLayerVisibility(clothesModel);
return true;
}
/**
* Copy pose from HumanoidModel (NPC) to PlayerModel (clothes).
* PlayerModel has extra parts (jacket, sleeves, pants) that HumanoidModel lacks,
* so we copy those from the corresponding base parts.
*/
private static void copyPoseFromHumanoid(
HumanoidModel<?> source,
PlayerModel<?> dest
) {
// Base parts (exist in both models)
dest.head.copyFrom(source.head);
dest.hat.copyFrom(source.hat);
dest.body.copyFrom(source.body);
dest.rightArm.copyFrom(source.rightArm);
dest.leftArm.copyFrom(source.leftArm);
dest.rightLeg.copyFrom(source.rightLeg);
dest.leftLeg.copyFrom(source.leftLeg);
// PlayerModel-only parts: copy from corresponding base parts
dest.jacket.copyFrom(source.body);
dest.leftSleeve.copyFrom(source.leftArm);
dest.rightSleeve.copyFrom(source.rightArm);
dest.leftPants.copyFrom(source.leftLeg);
dest.rightPants.copyFrom(source.rightLeg);
// Animation flags
dest.crouching = source.crouching;
dest.riding = source.riding;
dest.young = source.young;
}
/**
* Copy pose from source PlayerModel to destination PlayerModel.
* This ensures the clothes model matches the player's current pose/animation.
*/
private static void copyPose(PlayerModel<?> source, PlayerModel<?> dest) {
// Main body parts
dest.head.copyFrom(source.head);
dest.hat.copyFrom(source.hat);
dest.body.copyFrom(source.body);
dest.rightArm.copyFrom(source.rightArm);
dest.leftArm.copyFrom(source.leftArm);
dest.rightLeg.copyFrom(source.rightLeg);
dest.leftLeg.copyFrom(source.leftLeg);
// Outer layer parts (jacket, sleeves, pants)
dest.jacket.copyFrom(source.jacket);
dest.leftSleeve.copyFrom(source.leftSleeve);
dest.rightSleeve.copyFrom(source.rightSleeve);
dest.leftPants.copyFrom(source.leftPants);
dest.rightPants.copyFrom(source.rightPants);
// Copy other properties
dest.crouching = source.crouching;
dest.young = source.young;
}
/**
* Determine if slim (Alex) arms should be used.
* Priority: 1) Clothes force small arms, 2) Player's actual model type
*/
private static boolean shouldUseSlimArms(
ItemStack clothes,
LivingEntity entity,
ClothesProperties props
) {
// 1. Check if clothes item forces small arms
if (props.smallArms()) {
return true;
}
// 2. Check local item setting
if (clothes.getItem() instanceof GenericClothes gc) {
if (gc.shouldForceSmallArms(clothes)) {
return true;
}
}
// 3. Follow player's actual model type
if (entity instanceof AbstractClientPlayer player) {
String modelName = player.getModelName();
return "slim".equals(modelName);
}
return false; // Default: normal (Steve) arms
}
/**
* Get clothes properties, checking both equipped item and remote player cache.
*/
@Nullable
private static ClothesProperties getClothesProperties(
ItemStack clothes,
LivingEntity entity
) {
// First try to get from the equipped item directly
ClothesProperties localProps = ClothesProperties.fromStack(clothes);
// If entity is a player, also check remote cache (for other players' clothes)
if (entity instanceof AbstractClientPlayer player) {
UUID playerUUID = player.getUUID();
ClothesClientCache.CachedClothesData cached =
ClothesClientCache.getPlayerClothes(playerUUID);
if (cached != null && cached.hasDynamicTexture()) {
// Use cached data (synced from server)
return new ClothesProperties(
cached.dynamicUrl(),
cached.fullSkin(),
cached.smallArms(),
cached.keepHead(),
cached.visibleLayers()
);
}
}
return localProps;
}
/**
* Apply layer visibility from clothes properties.
* Controls which parts of the outer layer (jacket, sleeves, pants) are visible.
*
* @param model The clothes PlayerModel
* @param visible Which layers are enabled on the clothes
* @param keepHead If true, hide the clothes head/hat (wearer's head shows instead)
*/
private static void applyLayerVisibility(
PlayerModel<?> model,
EnumSet<ClothesProperties.LayerPart> visible,
boolean keepHead
) {
// Main body parts visibility
// If keepHead is true, hide clothes head so wearer's head shows through
model.head.visible = !keepHead;
model.body.visible = true;
model.rightArm.visible = true;
model.leftArm.visible = true;
model.rightLeg.visible = true;
model.leftLeg.visible = true;
// Outer layer parts controlled by settings
// If keepHead is true, hide clothes hat so wearer's hat shows through
model.hat.visible =
!keepHead && visible.contains(ClothesProperties.LayerPart.HEAD);
model.jacket.visible = visible.contains(
ClothesProperties.LayerPart.BODY
);
model.leftSleeve.visible = visible.contains(
ClothesProperties.LayerPart.LEFT_ARM
);
model.rightSleeve.visible = visible.contains(
ClothesProperties.LayerPart.RIGHT_ARM
);
model.leftPants.visible = visible.contains(
ClothesProperties.LayerPart.LEFT_LEG
);
model.rightPants.visible = visible.contains(
ClothesProperties.LayerPart.RIGHT_LEG
);
}
/**
* Restore all layer visibility to default (all visible).
* Important because the model is cached and shared.
*/
private static void restoreLayerVisibility(PlayerModel<?> model) {
model.head.visible = true;
model.hat.visible = true;
model.body.visible = true;
model.jacket.visible = true;
model.rightArm.visible = true;
model.leftArm.visible = true;
model.rightSleeve.visible = true;
model.leftSleeve.visible = true;
model.rightLeg.visible = true;
model.leftLeg.visible = true;
model.rightPants.visible = true;
model.leftPants.visible = true;
}
/**
* Check if clothes should force small arms rendering.
* Public method for BondageItemRenderLayer.
*/
public static boolean shouldUseSmallArms(
ItemStack clothes,
LivingEntity entity
) {
if (
clothes.isEmpty() ||
!(clothes.getItem() instanceof GenericClothes gc)
) {
return false;
}
// Check local item
if (gc.shouldForceSmallArms(clothes)) {
return true;
}
// Check remote cache
if (entity instanceof AbstractClientPlayer player) {
return ClothesClientCache.isSmallArmsForced(player.getUUID());
}
return false;
}
/**
* Check if clothes have a dynamic texture (for deciding render path).
*/
public static boolean hasDynamicTexture(
ItemStack clothes,
LivingEntity entity
) {
if (
clothes.isEmpty() ||
!(clothes.getItem() instanceof GenericClothes gc)
) {
return false;
}
// Check local item
String localUrl = gc.getDynamicTextureUrl(clothes);
if (localUrl != null && !localUrl.isEmpty()) {
return true;
}
// Check remote cache
if (entity instanceof AbstractClientPlayer player) {
String cachedUrl = ClothesClientCache.getPlayerDynamicUrl(
player.getUUID()
);
return cachedUrl != null && !cachedUrl.isEmpty();
}
return false;
}
/**
* Check if full-skin mode is enabled for clothes.
*/
public static boolean isFullSkinMode(
ItemStack clothes,
LivingEntity entity
) {
if (
clothes.isEmpty() ||
!(clothes.getItem() instanceof GenericClothes gc)
) {
return false;
}
// Check local item
if (gc.isFullSkinEnabled(clothes)) {
return true;
}
// Check remote cache
if (entity instanceof AbstractClientPlayer player) {
return ClothesClientCache.isFullSkinEnabled(player.getUUID());
}
return false;
}
// ==================== Wearer Layer Hiding ====================
/**
* Hide wearer's outer layers when clothes are equipped.
* Called BEFORE rendering the base model.
*
* <p>Logic: When clothes are equipped, hide ALL wearer's outer layers.
* The clothes will render their own layers on top.
* Exception: If keepHead is enabled, the head/hat layers remain visible.
*
* @param model The wearer's PlayerModel
* @param props Clothes properties (used to confirm clothes are valid)
* @return Original visibility state for restoration (6 booleans)
*/
public static boolean[] hideWearerLayers(
PlayerModel<?> model,
ClothesProperties props
) {
if (props == null) {
return null;
}
// Save original state
boolean[] original = {
model.hat.visible,
model.jacket.visible,
model.leftSleeve.visible,
model.rightSleeve.visible,
model.leftPants.visible,
model.rightPants.visible,
};
// When wearing clothes, hide wearer's outer layers
// Exception: if keepHead is true, don't hide head/hat
if (!props.keepHead()) {
model.hat.visible = false;
}
model.jacket.visible = false;
model.leftSleeve.visible = false;
model.rightSleeve.visible = false;
model.leftPants.visible = false;
model.rightPants.visible = false;
return original;
}
/**
* Restore wearer's layer visibility after rendering.
*
* @param model The wearer's PlayerModel
* @param original Original visibility state from hideWearerLayers()
*/
public static void restoreWearerLayers(
PlayerModel<?> model,
boolean[] original
) {
if (original == null || original.length != 6) {
return;
}
model.hat.visible = original[0];
model.jacket.visible = original[1];
model.leftSleeve.visible = original[2];
model.rightSleeve.visible = original[3];
model.leftPants.visible = original[4];
model.rightPants.visible = original[5];
}
/**
* Get clothes properties for wearer layer hiding.
* Works for both players (with remote cache) and NPCs (direct from item).
*
* @param clothes The clothes ItemStack
* @param entity The entity wearing clothes
* @return ClothesProperties or null if not available
*/
public static ClothesProperties getPropsForLayerHiding(
ItemStack clothes,
LivingEntity entity
) {
if (
clothes.isEmpty() || !(clothes.getItem() instanceof GenericClothes)
) {
return null;
}
// For players, check remote cache first
if (entity instanceof AbstractClientPlayer player) {
ClothesClientCache.CachedClothesData cached =
ClothesClientCache.getPlayerClothes(player.getUUID());
if (cached != null) {
return new ClothesProperties(
cached.dynamicUrl(),
cached.fullSkin(),
cached.smallArms(),
cached.keepHead(),
cached.visibleLayers()
);
}
}
// Fall back to direct item properties
return ClothesProperties.fromStack(clothes);
}
}

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package com.tiedup.remake.client.renderer.models;
import net.minecraft.client.model.geom.ModelLayerLocation;
import net.minecraft.client.model.geom.PartPose;
import net.minecraft.client.model.geom.builders.CubeDeformation;
import net.minecraft.client.model.geom.builders.CubeListBuilder;
import net.minecraft.client.model.geom.builders.LayerDefinition;
import net.minecraft.client.model.geom.builders.MeshDefinition;
import net.minecraft.client.model.geom.builders.PartDefinition;
import net.minecraft.resources.ResourceLocation;
public class BondageLayerDefinitions {
public static final ModelLayerLocation BONDAGE_LAYER =
new ModelLayerLocation(
ResourceLocation.fromNamespaceAndPath("tiedup", "bondage_layer"),
"main"
);
public static final ModelLayerLocation BONDAGE_LAYER_SLIM =
new ModelLayerLocation(
ResourceLocation.fromNamespaceAndPath(
"tiedup",
"bondage_layer_slim"
),
"main"
);
/**
* Create bondage layer for normal arms (4px wide - Steve model).
*/
public static LayerDefinition createBodyLayer() {
return createBondageLayer(4);
}
/**
* Create bondage layer for slim arms (3px wide - Alex model).
*/
public static LayerDefinition createSlimBodyLayer() {
return createBondageLayer(3);
}
/**
* Create bondage layer with specified arm width.
*
* @param armWidth Arm width in pixels (4 for Steve, 3 for Alex)
*/
private static LayerDefinition createBondageLayer(int armWidth) {
MeshDefinition meshdefinition = new MeshDefinition();
PartDefinition partdefinition = meshdefinition.getRoot();
// Inflation for tight fit on body
CubeDeformation deformation = new CubeDeformation(0.35F);
// Head at standard position
partdefinition.addOrReplaceChild(
"head",
CubeListBuilder.create()
.texOffs(0, 0)
.addBox(-4.0F, -8.0F, -4.0F, 8.0F, 8.0F, 8.0F, deformation),
PartPose.offset(0.0F, 0.0F, 0.0F)
);
partdefinition.addOrReplaceChild(
"hat",
CubeListBuilder.create()
.texOffs(32, 0)
.addBox(
-4.0F,
-8.0F,
-4.0F,
8.0F,
8.0F,
8.0F,
deformation.extend(0.1F)
),
PartPose.offset(0.0F, 0.0F, 0.0F)
);
partdefinition.addOrReplaceChild(
"body",
CubeListBuilder.create()
.texOffs(16, 16)
.addBox(-4.0F, 0.0F, -2.0F, 8.0F, 12.0F, 4.0F, deformation),
PartPose.offset(0.0F, 0.0F, 0.0F)
);
// Arms - width varies based on model type
float armWidthF = (float) armWidth;
float rightArmX = -(armWidthF - 1.0F); // -3 for 4px, -2 for 3px
partdefinition.addOrReplaceChild(
"right_arm",
CubeListBuilder.create()
.texOffs(40, 16)
.addBox(
rightArmX,
-2.0F,
-2.0F,
armWidthF,
12.0F,
4.0F,
deformation
),
PartPose.offset(-5.0F, 2.0F, 0.0F)
);
partdefinition.addOrReplaceChild(
"left_arm",
CubeListBuilder.create()
.texOffs(40, 16)
.mirror()
.addBox(
-1.0F,
-2.0F,
-2.0F,
armWidthF,
12.0F,
4.0F,
deformation
),
PartPose.offset(5.0F, 2.0F, 0.0F)
);
partdefinition.addOrReplaceChild(
"right_leg",
CubeListBuilder.create()
.texOffs(0, 16)
.addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, deformation),
PartPose.offset(-1.9F, 12.0F, 0.0F)
);
partdefinition.addOrReplaceChild(
"left_leg",
CubeListBuilder.create()
.texOffs(0, 16)
.mirror()
.addBox(-2.0F, 0.0F, -2.0F, 4.0F, 12.0F, 4.0F, deformation),
PartPose.offset(1.9F, 12.0F, 0.0F)
);
return LayerDefinition.create(meshdefinition, 64, 32);
}
}

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package com.tiedup.remake.client.renderer.obj;
/**
* Immutable record representing a triangular face in an OBJ model.
* Contains exactly 3 vertices forming a triangle.
*/
public record ObjFace(ObjVertex v0, ObjVertex v1, ObjVertex v2) {
/**
* Get the vertices as an array for iteration.
*/
public ObjVertex[] vertices() {
return new ObjVertex[] { v0, v1, v2 };
}
/**
* Calculate the face normal from vertices (cross product of edges).
* Useful when the OBJ file doesn't provide normals.
*/
public float[] calculateNormal() {
// Edge vectors
float e1x = v1.x() - v0.x();
float e1y = v1.y() - v0.y();
float e1z = v1.z() - v0.z();
float e2x = v2.x() - v0.x();
float e2y = v2.y() - v0.y();
float e2z = v2.z() - v0.z();
// Cross product
float nx = e1y * e2z - e1z * e2y;
float ny = e1z * e2x - e1x * e2z;
float nz = e1x * e2y - e1y * e2x;
// Normalize
float len = (float) Math.sqrt(nx * nx + ny * ny + nz * nz);
if (len > 0.0001f) {
nx /= len;
ny /= len;
nz /= len;
}
return new float[] { nx, ny, nz };
}
}

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package com.tiedup.remake.client.renderer.obj;
import org.jetbrains.annotations.Nullable;
/**
* Immutable record representing a material from an MTL file.
* Contains the material name, diffuse color (Kd), and optional diffuse texture (map_Kd).
*/
public record ObjMaterial(
String name,
float r,
float g,
float b,
@Nullable String texturePath
) {
/**
* Default white material used when no material is specified.
*/
public static final ObjMaterial DEFAULT = new ObjMaterial(
"default",
1.0f,
1.0f,
1.0f,
null
);
/**
* Create a material with just color (no texture).
*/
public ObjMaterial(String name, float r, float g, float b) {
this(name, r, g, b, null);
}
/**
* Create a material with grayscale color.
*/
public static ObjMaterial ofGrayscale(String name, float value) {
return new ObjMaterial(name, value, value, value, null);
}
/**
* Check if this material has a diffuse texture.
*/
public boolean hasTexture() {
return texturePath != null && !texturePath.isEmpty();
}
/**
* Get the color as a packed ARGB int (with full alpha).
*/
public int toARGB() {
int ri = (int) (r * 255) & 0xFF;
int gi = (int) (g * 255) & 0xFF;
int bi = (int) (b * 255) & 0xFF;
return 0xFF000000 | (ri << 16) | (gi << 8) | bi;
}
}

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package com.tiedup.remake.client.renderer.obj;
import java.util.Collections;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import net.minecraft.resources.ResourceLocation;
import org.jetbrains.annotations.Nullable;
/**
* Container for a loaded OBJ model.
* Holds faces grouped by material and material definitions.
* Immutable after construction.
*/
public class ObjModel {
private final Map<String, List<ObjFace>> facesByMaterial;
private final Map<String, ObjMaterial> materials;
private final int totalFaces;
private final int totalVertices;
/** Base path for resolving relative texture paths (e.g., "tiedup:textures/models/obj/") */
@Nullable
private final String textureBasePath;
// Bounding box (AABB)
private final float minX, minY, minZ;
private final float maxX, maxY, maxZ;
private ObjModel(Builder builder) {
this.facesByMaterial = Collections.unmodifiableMap(
new HashMap<>(builder.facesByMaterial)
);
this.materials = Collections.unmodifiableMap(
new HashMap<>(builder.materials)
);
this.textureBasePath = builder.textureBasePath;
// Calculate totals
int faces = 0;
for (List<ObjFace> faceList : this.facesByMaterial.values()) {
faces += faceList.size();
}
this.totalFaces = faces;
this.totalVertices = faces * 3;
// Calculate AABB
float minX = Float.MAX_VALUE,
minY = Float.MAX_VALUE,
minZ = Float.MAX_VALUE;
float maxX = -Float.MAX_VALUE,
maxY = -Float.MAX_VALUE,
maxZ = -Float.MAX_VALUE;
for (List<ObjFace> faceList : this.facesByMaterial.values()) {
for (ObjFace face : faceList) {
for (ObjVertex v : face.vertices()) {
minX = Math.min(minX, v.x());
minY = Math.min(minY, v.y());
minZ = Math.min(minZ, v.z());
maxX = Math.max(maxX, v.x());
maxY = Math.max(maxY, v.y());
maxZ = Math.max(maxZ, v.z());
}
}
}
this.minX = minX == Float.MAX_VALUE ? 0 : minX;
this.minY = minY == Float.MAX_VALUE ? 0 : minY;
this.minZ = minZ == Float.MAX_VALUE ? 0 : minZ;
this.maxX = maxX == -Float.MAX_VALUE ? 0 : maxX;
this.maxY = maxY == -Float.MAX_VALUE ? 0 : maxY;
this.maxZ = maxZ == -Float.MAX_VALUE ? 0 : maxZ;
}
/**
* Get all faces grouped by material name.
*/
public Map<String, List<ObjFace>> getFacesByMaterial() {
return facesByMaterial;
}
/**
* Get a material by name.
* Returns default white material if not found.
*/
public ObjMaterial getMaterial(String name) {
return materials.getOrDefault(name, ObjMaterial.DEFAULT);
}
/**
* Get all materials.
*/
public Map<String, ObjMaterial> getMaterials() {
return materials;
}
/**
* Get total number of triangles in the model.
*/
public int getTotalFaces() {
return totalFaces;
}
/**
* Get total number of vertices (faces * 3).
*/
public int getTotalVertices() {
return totalVertices;
}
// AABB getters
public float getMinX() {
return minX;
}
public float getMinY() {
return minY;
}
public float getMinZ() {
return minZ;
}
public float getMaxX() {
return maxX;
}
public float getMaxY() {
return maxY;
}
public float getMaxZ() {
return maxZ;
}
/**
* Get the center point of the model's bounding box.
*/
public float[] getCenter() {
return new float[] {
(minX + maxX) / 2f,
(minY + maxY) / 2f,
(minZ + maxZ) / 2f,
};
}
/**
* Get the dimensions of the bounding box.
*/
public float[] getDimensions() {
return new float[] { maxX - minX, maxY - minY, maxZ - minZ };
}
/**
* Resolve a texture filename to a full ResourceLocation.
* Uses the textureBasePath set during loading.
*
* @param filename The texture filename (e.g., "ball_gag.png")
* @return Full ResourceLocation, or null if no base path is set
*/
@Nullable
public ResourceLocation resolveTexture(String filename) {
if (textureBasePath == null || filename == null) {
return null;
}
return ResourceLocation.fromNamespaceAndPath(
"tiedup",
textureBasePath + filename
);
}
/**
* Resolve a texture filename with a color suffix inserted before the extension.
* Example: "texture.png" + "red" -> "texture_red.png"
*
* @param filename The base texture filename (e.g., "texture.png")
* @param colorSuffix The color suffix to insert (e.g., "red"), or null for no suffix
* @return Full ResourceLocation with color suffix, or null if no base path is set
*/
@Nullable
public ResourceLocation resolveTextureWithColorSuffix(
String filename,
@Nullable String colorSuffix
) {
if (textureBasePath == null || filename == null) {
return null;
}
if (colorSuffix == null || colorSuffix.isEmpty()) {
return resolveTexture(filename);
}
// Insert color suffix before extension: "texture.png" -> "texture_red.png"
int dotIndex = filename.lastIndexOf('.');
String newFilename;
if (dotIndex > 0) {
newFilename =
filename.substring(0, dotIndex) +
"_" +
colorSuffix +
filename.substring(dotIndex);
} else {
newFilename = filename + "_" + colorSuffix;
}
return ResourceLocation.fromNamespaceAndPath(
"tiedup",
textureBasePath + newFilename
);
}
/**
* Get the texture base path.
*/
@Nullable
public String getTextureBasePath() {
return textureBasePath;
}
/**
* Builder for constructing ObjModel instances.
*/
public static class Builder {
private final Map<String, List<ObjFace>> facesByMaterial =
new HashMap<>();
private final Map<String, ObjMaterial> materials = new HashMap<>();
private String textureBasePath;
public Builder addFaces(String materialName, List<ObjFace> faces) {
if (faces != null && !faces.isEmpty()) {
facesByMaterial.put(materialName, List.copyOf(faces));
}
return this;
}
public Builder addMaterial(ObjMaterial material) {
if (material != null) {
materials.put(material.name(), material);
}
return this;
}
public Builder setTextureBasePath(String path) {
this.textureBasePath = path;
return this;
}
public ObjModel build() {
return new ObjModel(this);
}
}
/**
* Create a new builder.
*/
public static Builder builder() {
return new Builder();
}
}

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package com.tiedup.remake.client.renderer.obj;
import com.tiedup.remake.core.TiedUpMod;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.nio.charset.StandardCharsets;
import java.util.ArrayList;
import java.util.HashMap;
import java.util.List;
import java.util.Map;
import java.util.Optional;
import net.minecraft.client.Minecraft;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.server.packs.resources.Resource;
import net.minecraft.server.packs.resources.ResourceManager;
import org.jetbrains.annotations.Nullable;
/**
* Parses .obj and .mtl files from ResourceLocations.
* Supports:
* - Vertex positions (v)
* - Texture coordinates (vt)
* - Vertex normals (vn)
* - Faces (f) with v/vt/vn format, triangles and quads
* - Material library (mtllib)
* - Material assignment (usemtl)
* - MTL diffuse color (Kd)
*/
public class ObjModelLoader {
private ObjModelLoader() {
// Utility class
}
/**
* Load an OBJ model from a ResourceLocation.
*
* @param location ResourceLocation pointing to the .obj file
* @return Loaded ObjModel, or null if loading failed
*/
@Nullable
public static ObjModel load(ResourceLocation location) {
ResourceManager resourceManager =
Minecraft.getInstance().getResourceManager();
try {
Optional<Resource> resourceOpt = resourceManager.getResource(
location
);
if (resourceOpt.isEmpty()) {
TiedUpMod.LOGGER.warn("OBJ file not found: {}", location);
return null;
}
Resource resource = resourceOpt.get();
// Parse context
List<float[]> positions = new ArrayList<>();
List<float[]> texCoords = new ArrayList<>();
List<float[]> normals = new ArrayList<>();
Map<String, List<ObjFace>> facesByMaterial = new HashMap<>();
Map<String, ObjMaterial> materials = new HashMap<>();
String currentMaterial = "default";
String mtlLib = null;
// Parse OBJ file
try (
BufferedReader reader = new BufferedReader(
new InputStreamReader(
resource.open(),
StandardCharsets.UTF_8
)
)
) {
String line;
while ((line = reader.readLine()) != null) {
line = line.trim();
if (line.isEmpty() || line.startsWith("#")) {
continue;
}
String[] parts = line.split("\\s+");
if (parts.length == 0) continue;
switch (parts[0]) {
case "v" -> {
// Vertex position: v x y z
if (parts.length >= 4) {
positions.add(
new float[] {
parseFloat(parts[1]),
parseFloat(parts[2]),
parseFloat(parts[3]),
}
);
}
}
case "vt" -> {
// Texture coordinate: vt u v
if (parts.length >= 3) {
texCoords.add(
new float[] {
parseFloat(parts[1]),
parseFloat(parts[2]),
}
);
}
}
case "vn" -> {
// Vertex normal: vn x y z
if (parts.length >= 4) {
normals.add(
new float[] {
parseFloat(parts[1]),
parseFloat(parts[2]),
parseFloat(parts[3]),
}
);
}
}
case "mtllib" -> {
// Material library: mtllib filename.mtl
if (parts.length >= 2) {
mtlLib = parts[1];
}
}
case "usemtl" -> {
// Use material: usemtl MaterialName
if (parts.length >= 2) {
currentMaterial = parts[1];
}
}
case "f" -> {
// Face: f v/vt/vn v/vt/vn v/vt/vn [v/vt/vn]
List<ObjVertex> faceVerts = new ArrayList<>();
for (int i = 1; i < parts.length; i++) {
ObjVertex vert = parseVertex(
parts[i],
positions,
texCoords,
normals
);
if (vert != null) {
faceVerts.add(vert);
}
}
// Triangulate if needed (quad -> 2 triangles)
List<ObjFace> faces = triangulate(faceVerts);
facesByMaterial
.computeIfAbsent(currentMaterial, k ->
new ArrayList<>()
)
.addAll(faces);
}
}
}
}
// Load MTL file if referenced
if (mtlLib != null) {
ResourceLocation mtlLocation = resolveMtlPath(location, mtlLib);
Map<String, ObjMaterial> loadedMaterials = loadMtl(mtlLocation);
materials.putAll(loadedMaterials);
}
// Build and return model
ObjModel.Builder builder = ObjModel.builder();
for (Map.Entry<
String,
List<ObjFace>
> entry : facesByMaterial.entrySet()) {
builder.addFaces(entry.getKey(), entry.getValue());
}
for (ObjMaterial mat : materials.values()) {
builder.addMaterial(mat);
}
// Set texture base path (textures are now in the same directory as the OBJ)
String objPath = location.getPath();
int lastSlash = objPath.lastIndexOf('/');
String directory =
lastSlash >= 0 ? objPath.substring(0, lastSlash + 1) : "";
// Textures are in the same folder as the OBJ file
String textureBasePath = directory;
builder.setTextureBasePath(textureBasePath);
ObjModel model = builder.build();
TiedUpMod.LOGGER.info(
"Loaded OBJ model: {} ({} faces, {} materials)",
location,
model.getTotalFaces(),
materials.size()
);
return model;
} catch (Exception e) {
TiedUpMod.LOGGER.error("Failed to load OBJ model: {}", location, e);
return null;
}
}
/**
* Parse a single vertex from face data.
* Format: v/vt/vn or v//vn or v/vt or v
*/
@Nullable
private static ObjVertex parseVertex(
String data,
List<float[]> positions,
List<float[]> texCoords,
List<float[]> normals
) {
String[] indices = data.split("/");
if (indices.length == 0) return null;
// Position index (required)
int posIdx = parseInt(indices[0]) - 1; // OBJ indices are 1-based
if (posIdx < 0 || posIdx >= positions.size()) return null;
float[] pos = positions.get(posIdx);
// Texture coordinate index (optional)
float u = 0,
v = 0;
if (indices.length >= 2 && !indices[1].isEmpty()) {
int texIdx = parseInt(indices[1]) - 1;
if (texIdx >= 0 && texIdx < texCoords.size()) {
float[] tex = texCoords.get(texIdx);
u = tex[0];
v = tex[1];
}
}
// Normal index (optional)
float nx = 0,
ny = 1,
nz = 0;
if (indices.length >= 3 && !indices[2].isEmpty()) {
int normIdx = parseInt(indices[2]) - 1;
if (normIdx >= 0 && normIdx < normals.size()) {
float[] norm = normals.get(normIdx);
nx = norm[0];
ny = norm[1];
nz = norm[2];
}
}
return new ObjVertex(pos[0], pos[1], pos[2], u, v, nx, ny, nz);
}
/**
* Triangulate a face (convert quad to 2 triangles).
*/
private static List<ObjFace> triangulate(List<ObjVertex> vertices) {
List<ObjFace> result = new ArrayList<>();
if (vertices.size() < 3) {
return result;
}
// Triangle
if (vertices.size() == 3) {
result.add(
new ObjFace(vertices.get(0), vertices.get(1), vertices.get(2))
);
}
// Quad -> 2 triangles (fan triangulation)
else if (vertices.size() >= 4) {
ObjVertex v0 = vertices.get(0);
for (int i = 1; i < vertices.size() - 1; i++) {
result.add(
new ObjFace(v0, vertices.get(i), vertices.get(i + 1))
);
}
}
return result;
}
/**
* Resolve the MTL file path relative to the OBJ file.
*/
private static ResourceLocation resolveMtlPath(
ResourceLocation objLocation,
String mtlFileName
) {
String objPath = objLocation.getPath();
int lastSlash = objPath.lastIndexOf('/');
String directory =
lastSlash >= 0 ? objPath.substring(0, lastSlash + 1) : "";
return ResourceLocation.fromNamespaceAndPath(
objLocation.getNamespace(),
directory + mtlFileName
);
}
/**
* Load materials from an MTL file.
*/
private static Map<String, ObjMaterial> loadMtl(ResourceLocation location) {
Map<String, ObjMaterial> materials = new HashMap<>();
ResourceManager resourceManager =
Minecraft.getInstance().getResourceManager();
try {
Optional<Resource> resourceOpt = resourceManager.getResource(
location
);
if (resourceOpt.isEmpty()) {
TiedUpMod.LOGGER.warn("MTL file not found: {}", location);
return materials;
}
Resource resource = resourceOpt.get();
String currentName = null;
float r = 1,
g = 1,
b = 1;
String texturePath = null;
try (
BufferedReader reader = new BufferedReader(
new InputStreamReader(
resource.open(),
StandardCharsets.UTF_8
)
)
) {
String line;
while ((line = reader.readLine()) != null) {
line = line.trim();
if (line.isEmpty() || line.startsWith("#")) {
continue;
}
String[] parts = line.split("\\s+");
if (parts.length == 0) continue;
switch (parts[0]) {
case "newmtl" -> {
// Save previous material
if (currentName != null) {
materials.put(
currentName,
new ObjMaterial(
currentName,
r,
g,
b,
texturePath
)
);
}
// Start new material
currentName =
parts.length >= 2 ? parts[1] : "unnamed";
r = 1;
g = 1;
b = 1; // Reset to default
texturePath = null;
}
case "Kd" -> {
// Diffuse color: Kd r g b
if (parts.length >= 4) {
r = parseFloat(parts[1]);
g = parseFloat(parts[2]);
b = parseFloat(parts[3]);
}
}
case "map_Kd" -> {
// Diffuse texture map: map_Kd filename.png
if (parts.length >= 2) {
texturePath = parts[1];
}
}
}
}
// Save last material
if (currentName != null) {
materials.put(
currentName,
new ObjMaterial(currentName, r, g, b, texturePath)
);
}
}
TiedUpMod.LOGGER.debug(
"Loaded {} materials from MTL: {}",
materials.size(),
location
);
} catch (IOException e) {
TiedUpMod.LOGGER.error("Failed to load MTL file: {}", location, e);
}
return materials;
}
private static float parseFloat(String s) {
try {
return Float.parseFloat(s);
} catch (NumberFormatException e) {
return 0f;
}
}
private static int parseInt(String s) {
try {
return Integer.parseInt(s);
} catch (NumberFormatException e) {
return 0;
}
}
}

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package com.tiedup.remake.client.renderer.obj;
import com.tiedup.remake.core.TiedUpMod;
import java.util.HashMap;
import java.util.Map;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.jetbrains.annotations.Nullable;
/**
* Singleton registry/cache for loaded OBJ models.
* Models are loaded on-demand and cached for reuse.
* Client-side only.
*/
@OnlyIn(Dist.CLIENT)
public class ObjModelRegistry {
private static final Map<ResourceLocation, ObjModel> CACHE =
new HashMap<>();
private static boolean initialized = false;
private ObjModelRegistry() {
// Singleton utility class
}
/**
* Initialize the registry and preload known models.
* Called during FMLClientSetupEvent.
*/
public static void init() {
if (initialized) {
return;
}
TiedUpMod.LOGGER.info("Initializing ObjModelRegistry...");
// Preload known 3D models
preloadModel("tiedup:models/obj/ball_gag/model.obj");
preloadModel("tiedup:models/obj/choke_collar_leather/model.obj");
initialized = true;
TiedUpMod.LOGGER.info(
"ObjModelRegistry initialized with {} models",
CACHE.size()
);
}
/**
* Preload a model into the cache.
*
* @param path Resource path (e.g., "tiedup:models/obj/ball_gag.obj")
*/
private static void preloadModel(String path) {
ResourceLocation location = ResourceLocation.tryParse(path);
if (location != null) {
ObjModel model = ObjModelLoader.load(location);
if (model != null) {
CACHE.put(location, model);
TiedUpMod.LOGGER.debug("Preloaded OBJ model: {}", path);
} else {
TiedUpMod.LOGGER.warn("Failed to preload OBJ model: {}", path);
}
}
}
/**
* Get a model from the cache, loading it if not present.
*
* @param location ResourceLocation of the .obj file
* @return The loaded model, or null if not found/failed to load
*/
@Nullable
public static ObjModel get(ResourceLocation location) {
if (location == null) {
return null;
}
return CACHE.computeIfAbsent(location, ObjModelLoader::load);
}
/**
* Get a model by string path.
*
* @param path Resource path (e.g., "tiedup:models/obj/ball_gag.obj")
* @return The loaded model, or null if not found/failed to load
*/
@Nullable
public static ObjModel get(String path) {
ResourceLocation location = ResourceLocation.tryParse(path);
return location != null ? get(location) : null;
}
/**
* Check if a model is loaded in the cache.
*/
public static boolean isLoaded(ResourceLocation location) {
return CACHE.containsKey(location);
}
/**
* Clear the cache.
* Useful for resource reload events.
*/
public static void clearCache() {
CACHE.clear();
initialized = false;
TiedUpMod.LOGGER.info("ObjModelRegistry cache cleared");
}
/**
* Get the number of loaded models.
*/
public static int getCachedCount() {
return CACHE.size();
}
}

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package com.tiedup.remake.client.renderer.obj;
import com.mojang.blaze3d.vertex.DefaultVertexFormat;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.mojang.blaze3d.vertex.VertexFormat;
import java.util.List;
import java.util.Map;
import net.minecraft.client.renderer.MultiBufferSource;
import net.minecraft.client.renderer.RenderStateShard;
import net.minecraft.client.renderer.RenderType;
import net.minecraft.resources.ResourceLocation;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import org.joml.Matrix3f;
import org.joml.Matrix4f;
/**
* Renders OBJ models using Minecraft's rendering system.
* Uses VertexConsumer for hardware-accelerated rendering.
* Client-side only.
*
* <p><b>Important:</b> Uses TRIANGLES mode RenderType, not QUADS,
* because OBJ models are triangulated during loading.
*/
@OnlyIn(Dist.CLIENT)
public class ObjModelRenderer extends RenderStateShard {
/** White texture for vertex color rendering */
public static final ResourceLocation WHITE_TEXTURE =
ResourceLocation.fromNamespaceAndPath(
"tiedup",
"models/obj/shared/white.png"
);
private ObjModelRenderer() {
super("tiedup_obj_renderer", () -> {}, () -> {});
// Utility class - extends RenderStateShard to access protected members
}
/**
* Create a TRIANGLES-mode RenderType for OBJ rendering.
* Standard entityCutoutNoCull uses QUADS which causes spiky artifacts
* when we submit triangles.
*/
private static RenderType createTriangleRenderType(
ResourceLocation texture
) {
RenderType.CompositeState state = RenderType.CompositeState.builder()
.setShaderState(RENDERTYPE_ENTITY_CUTOUT_NO_CULL_SHADER)
.setTextureState(
new RenderStateShard.TextureStateShard(texture, false, false)
)
.setTransparencyState(NO_TRANSPARENCY)
.setCullState(NO_CULL)
.setLightmapState(LIGHTMAP)
.setOverlayState(OVERLAY)
.createCompositeState(true);
return RenderType.create(
"tiedup_obj_triangles",
DefaultVertexFormat.NEW_ENTITY,
VertexFormat.Mode.TRIANGLES, // Key fix: TRIANGLES not QUADS
1536,
true,
false,
state
);
}
/**
* Render an OBJ model with vertex colors from materials.
*
* @param model The OBJ model to render
* @param poseStack The current pose stack (with transformations applied)
* @param buffer The multi-buffer source
* @param packedLight Packed light value
* @param packedOverlay Packed overlay value (for hit flash etc.)
*/
public static void render(
ObjModel model,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay
) {
render(
model,
poseStack,
buffer,
packedLight,
packedOverlay,
1.0f,
1.0f,
1.0f,
1.0f
);
}
/**
* Render an OBJ model with textures from materials (map_Kd) or vertex colors as fallback.
*
* @param model The OBJ model to render
* @param poseStack The current pose stack (with transformations applied)
* @param buffer The multi-buffer source
* @param packedLight Packed light value
* @param packedOverlay Packed overlay value (for hit flash etc.)
* @param tintR Red tint multiplier (0-1)
* @param tintG Green tint multiplier (0-1)
* @param tintB Blue tint multiplier (0-1)
* @param alpha Alpha value (0-1)
*/
public static void render(
ObjModel model,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
float tintR,
float tintG,
float tintB,
float alpha
) {
if (model == null) {
return;
}
Matrix4f pose = poseStack.last().pose();
Matrix3f normal = poseStack.last().normal();
// Render faces grouped by material
for (Map.Entry<String, List<ObjFace>> entry : model
.getFacesByMaterial()
.entrySet()) {
ObjMaterial material = model.getMaterial(entry.getKey());
// Determine texture and color based on material
ResourceLocation texture;
float r, g, b;
if (material.hasTexture()) {
// Use texture from map_Kd - resolve to full path
texture = model.resolveTexture(material.texturePath());
if (texture == null) {
texture = WHITE_TEXTURE;
}
// White color to let texture show through, with tint applied
r = tintR;
g = tintG;
b = tintB;
} else {
// Use vertex color from Kd
texture = WHITE_TEXTURE;
r = material.r() * tintR;
g = material.g() * tintG;
b = material.b() * tintB;
}
// Get buffer for this material's texture (TRIANGLES mode)
VertexConsumer vertexConsumer = buffer.getBuffer(
createTriangleRenderType(texture)
);
for (ObjFace face : entry.getValue()) {
ObjVertex[] verts = face.vertices();
// Use vertex normals from the OBJ file for smooth shading
for (ObjVertex vertex : verts) {
vertexConsumer
.vertex(pose, vertex.x(), vertex.y(), vertex.z())
.color(r, g, b, alpha)
.uv(vertex.u(), 1.0f - vertex.v())
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normal, vertex.nx(), vertex.ny(), vertex.nz())
.endVertex();
}
}
}
}
/**
* Render an OBJ model with selective material tinting.
* Only materials in the tintMaterials set will be tinted.
*
* @param model The OBJ model to render
* @param poseStack The current pose stack
* @param buffer The multi-buffer source
* @param packedLight Packed light value
* @param packedOverlay Packed overlay value
* @param tintR Red tint (0-1)
* @param tintG Green tint (0-1)
* @param tintB Blue tint (0-1)
* @param tintMaterials Set of material names to apply tint to (e.g., "Ball")
*/
public static void renderWithSelectiveTint(
ObjModel model,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
float tintR,
float tintG,
float tintB,
java.util.Set<String> tintMaterials
) {
if (model == null) {
return;
}
Matrix4f pose = poseStack.last().pose();
Matrix3f normal = poseStack.last().normal();
for (Map.Entry<String, List<ObjFace>> entry : model
.getFacesByMaterial()
.entrySet()) {
String materialName = entry.getKey();
ObjMaterial material = model.getMaterial(materialName);
// Check if this material should be tinted
boolean shouldTint = tintMaterials.contains(materialName);
ResourceLocation texture;
float r, g, b;
if (material.hasTexture()) {
texture = model.resolveTexture(material.texturePath());
if (texture == null) {
texture = WHITE_TEXTURE;
}
// Apply tint only to specified materials
if (shouldTint) {
r = tintR;
g = tintG;
b = tintB;
} else {
r = 1.0f;
g = 1.0f;
b = 1.0f;
}
} else {
// Vertex color from Kd
texture = WHITE_TEXTURE;
if (shouldTint) {
r = material.r() * tintR;
g = material.g() * tintG;
b = material.b() * tintB;
} else {
r = material.r();
g = material.g();
b = material.b();
}
}
VertexConsumer vertexConsumer = buffer.getBuffer(
createTriangleRenderType(texture)
);
for (ObjFace face : entry.getValue()) {
for (ObjVertex vertex : face.vertices()) {
vertexConsumer
.vertex(pose, vertex.x(), vertex.y(), vertex.z())
.color(r, g, b, 1.0f)
.uv(vertex.u(), 1.0f - vertex.v())
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normal, vertex.nx(), vertex.ny(), vertex.nz())
.endVertex();
}
}
}
}
/**
* Render an OBJ model with color-suffixed textures.
* When colorSuffix is provided, ALL textured materials use texture_COLOR.png.
*
* @param model The OBJ model to render
* @param poseStack The current pose stack
* @param buffer The multi-buffer source
* @param packedLight Packed light value
* @param packedOverlay Packed overlay value
* @param colorSuffix The color suffix (e.g., "red", "blue"), or null for default texture
*/
public static void renderWithColoredTextures(
ObjModel model,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
String colorSuffix
) {
if (model == null) {
return;
}
Matrix4f pose = poseStack.last().pose();
Matrix3f normal = poseStack.last().normal();
for (Map.Entry<String, List<ObjFace>> entry : model
.getFacesByMaterial()
.entrySet()) {
ObjMaterial material = model.getMaterial(entry.getKey());
ResourceLocation texture;
if (material.hasTexture()) {
// Apply color suffix to texture path if provided
if (colorSuffix != null && !colorSuffix.isEmpty()) {
texture = model.resolveTextureWithColorSuffix(
material.texturePath(),
colorSuffix
);
} else {
texture = model.resolveTexture(material.texturePath());
}
if (texture == null) {
texture = WHITE_TEXTURE;
}
} else {
// No texture - use vertex color from Kd
texture = WHITE_TEXTURE;
}
VertexConsumer vertexConsumer = buffer.getBuffer(
createTriangleRenderType(texture)
);
// Determine vertex color - white for textured, Kd for untextured
float r, g, b;
if (material.hasTexture()) {
r = 1.0f;
g = 1.0f;
b = 1.0f;
} else {
r = material.r();
g = material.g();
b = material.b();
}
for (ObjFace face : entry.getValue()) {
for (ObjVertex vertex : face.vertices()) {
vertexConsumer
.vertex(pose, vertex.x(), vertex.y(), vertex.z())
.color(r, g, b, 1.0f)
.uv(vertex.u(), 1.0f - vertex.v())
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normal, vertex.nx(), vertex.ny(), vertex.nz())
.endVertex();
}
}
}
}
/**
* Render an OBJ model with a specific texture instead of vertex colors.
*
* @param model The OBJ model to render
* @param poseStack The current pose stack (with transformations applied)
* @param buffer The multi-buffer source
* @param packedLight Packed light value
* @param packedOverlay Packed overlay value
* @param texture The texture to apply
*/
public static void renderTextured(
ObjModel model,
PoseStack poseStack,
MultiBufferSource buffer,
int packedLight,
int packedOverlay,
ResourceLocation texture
) {
if (model == null) {
return;
}
Matrix4f pose = poseStack.last().pose();
Matrix3f normal = poseStack.last().normal();
// Use custom TRIANGLES-mode RenderType
VertexConsumer vertexConsumer = buffer.getBuffer(
createTriangleRenderType(texture)
);
// Render all faces with white color (let texture provide color)
for (Map.Entry<String, List<ObjFace>> entry : model
.getFacesByMaterial()
.entrySet()) {
for (ObjFace face : entry.getValue()) {
ObjVertex[] verts = face.vertices();
for (ObjVertex vertex : verts) {
vertexConsumer
.vertex(pose, vertex.x(), vertex.y(), vertex.z())
.color(1.0f, 1.0f, 1.0f, 1.0f)
.uv(vertex.u(), 1.0f - vertex.v())
.overlayCoords(packedOverlay)
.uv2(packedLight)
.normal(normal, vertex.nx(), vertex.ny(), vertex.nz())
.endVertex();
}
}
}
}
}

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package com.tiedup.remake.client.renderer.obj;
/**
* Immutable record representing a single vertex in an OBJ model.
* Contains position (x, y, z), texture coordinates (u, v), and normal (nx, ny, nz).
*/
public record ObjVertex(
float x,
float y,
float z,
float u,
float v,
float nx,
float ny,
float nz
) {
/**
* Create a vertex with only position data.
* UV and normal will be set to defaults.
*/
public static ObjVertex ofPosition(float x, float y, float z) {
return new ObjVertex(x, y, z, 0f, 0f, 0f, 1f, 0f);
}
/**
* Create a vertex with position and UV.
* Normal will be set to default (pointing up).
*/
public static ObjVertex ofPositionUV(
float x,
float y,
float z,
float u,
float v
) {
return new ObjVertex(x, y, z, u, v, 0f, 1f, 0f);
}
}

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package com.tiedup.remake.client.state;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
/**
* Client-side state for tracking active labor task progress.
* Synchronized from server via PacketSyncLaborProgress.
*/
@OnlyIn(Dist.CLIENT)
public class ClientLaborState {
private static boolean hasTask = false;
private static String taskDescription = "";
private static int progress = 0;
private static int quota = 0;
private static int valueEmeralds = 0;
/**
* Set the current labor task.
*
* @param description Task description (e.g., "Kill 8 Spiders")
* @param currentProgress Current progress count
* @param targetQuota Target quota to complete
* @param value Task value in emeralds
*/
public static void setTask(
String description,
int currentProgress,
int targetQuota,
int value
) {
hasTask = true;
taskDescription = description;
progress = currentProgress;
quota = targetQuota;
valueEmeralds = value;
}
/**
* Clear the current task (no active task).
*/
public static void clearTask() {
hasTask = false;
taskDescription = "";
progress = 0;
quota = 0;
valueEmeralds = 0;
}
/**
* Check if there is an active labor task.
*/
public static boolean hasActiveTask() {
return hasTask;
}
/**
* Get the task description.
*/
public static String getTaskDescription() {
return taskDescription;
}
/**
* Get the current progress.
*/
public static int getProgress() {
return progress;
}
/**
* Get the target quota.
*/
public static int getQuota() {
return quota;
}
/**
* Get the task value in emeralds.
*/
public static int getValueEmeralds() {
return valueEmeralds;
}
/**
* Get the progress as a float (0.0 to 1.0).
*/
public static float getProgressFraction() {
if (quota <= 0) return 0.0f;
return Math.min(1.0f, (float) progress / quota);
}
/**
* Get a formatted progress string (e.g., "5/10").
*/
public static String getProgressString() {
return progress + "/" + quota;
}
}

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