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.dispenser;
import com.tiedup.remake.items.clothes.GenericClothes;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.state.IBondageState;
import net.minecraft.world.item.ItemStack;
/**
* Dispenser behavior for dressing entities with clothes.
*
* Based on original BehaviorDispenserClothes from 1.12.2
*/
public class ClothesDispenseBehavior extends EquipBondageDispenseBehavior {
@Override
protected boolean isValidItem(ItemStack stack) {
return !stack.isEmpty() && stack.getItem() instanceof GenericClothes;
}
@Override
protected boolean canEquip(IBondageState state) {
return state != null && !state.hasClothes();
}
@Override
protected void equip(IBondageState state, ItemStack stack) {
if (state != null) {
state.equip(BodyRegionV2.TORSO, stack);
}
}
}

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package com.tiedup.remake.dispenser;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.*;
import net.minecraft.world.level.block.DispenserBlock;
/**
* Registration class for all TiedUp dispenser behaviors.
*
* Allows dispensers to:
* - Equip bondage items (binds, gags, blindfolds, collars, earplugs, clothes) on entities
* - Shoot rope arrows
*
* Based on original behaviors package from 1.12.2
*/
public class DispenserBehaviors {
/**
* Register all dispenser behaviors.
* Should be called from TiedUpMod.commonSetup() using enqueueWork().
*/
public static void register() {
TiedUpMod.LOGGER.info(
"[DispenserBehaviors] Registering dispenser behaviors..."
);
registerBindBehaviors();
registerGagBehaviors();
registerBlindfoldBehaviors();
registerCollarBehaviors();
registerEarplugsBehaviors();
registerClothesBehaviors();
registerRopeArrowBehavior();
TiedUpMod.LOGGER.info(
"[DispenserBehaviors] Dispenser behaviors registered!"
);
}
private static void registerBindBehaviors() {
var behavior = GenericBondageDispenseBehavior.forBind();
for (BindVariant variant : BindVariant.values()) {
DispenserBlock.registerBehavior(
ModItems.getBind(variant),
behavior
);
}
}
private static void registerGagBehaviors() {
var behavior = GenericBondageDispenseBehavior.forGag();
for (GagVariant variant : GagVariant.values()) {
DispenserBlock.registerBehavior(ModItems.getGag(variant), behavior);
}
DispenserBlock.registerBehavior(ModItems.MEDICAL_GAG.get(), behavior);
DispenserBlock.registerBehavior(ModItems.HOOD.get(), behavior);
}
private static void registerBlindfoldBehaviors() {
var behavior = GenericBondageDispenseBehavior.forBlindfold();
for (BlindfoldVariant variant : BlindfoldVariant.values()) {
DispenserBlock.registerBehavior(
ModItems.getBlindfold(variant),
behavior
);
}
}
private static void registerCollarBehaviors() {
var behavior = GenericBondageDispenseBehavior.forCollar();
DispenserBlock.registerBehavior(
ModItems.CLASSIC_COLLAR.get(),
behavior
);
DispenserBlock.registerBehavior(ModItems.SHOCK_COLLAR.get(), behavior);
DispenserBlock.registerBehavior(
ModItems.SHOCK_COLLAR_AUTO.get(),
behavior
);
DispenserBlock.registerBehavior(ModItems.GPS_COLLAR.get(), behavior);
}
private static void registerEarplugsBehaviors() {
var behavior = GenericBondageDispenseBehavior.forEarplugs();
for (EarplugsVariant variant : EarplugsVariant.values()) {
DispenserBlock.registerBehavior(
ModItems.getEarplugs(variant),
behavior
);
}
}
private static void registerClothesBehaviors() {
DispenserBlock.registerBehavior(
ModItems.CLOTHES.get(),
new ClothesDispenseBehavior()
);
}
private static void registerRopeArrowBehavior() {
DispenserBlock.registerBehavior(
ModItems.ROPE_ARROW.get(),
new RopeArrowDispenseBehavior()
);
}
}

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package com.tiedup.remake.dispenser;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.util.KidnappedHelper;
import java.util.List;
import net.minecraft.core.BlockPos;
import net.minecraft.core.BlockSource;
import net.minecraft.core.Direction;
import net.minecraft.core.dispenser.DefaultDispenseItemBehavior;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.block.DispenserBlock;
import net.minecraft.world.phys.AABB;
/**
* Base class for dispenser behaviors that equip bondage items on entities.
*
* When a dispenser containing a bondage item fires, it will attempt to
* equip the item on any valid entity (Player or NPC) standing in front of it.
*
* Based on original BehaviorDispenserEquipBondage from 1.12.2
*/
public abstract class EquipBondageDispenseBehavior
extends DefaultDispenseItemBehavior
{
@Override
protected ItemStack execute(BlockSource source, ItemStack stack) {
Direction facing = source
.getBlockState()
.getValue(DispenserBlock.FACING);
BlockPos dispenserPos = new BlockPos(
(int) source.x(),
(int) source.y(),
(int) source.z()
);
BlockPos targetPos = dispenserPos.relative(facing);
// Create expanded AABB to catch entities (players are 1.8 blocks tall)
AABB searchArea = new AABB(targetPos).inflate(0.5, 1.0, 0.5);
// Find all living entities in front of the dispenser
List<LivingEntity> entities = source
.getLevel()
.getEntitiesOfClass(LivingEntity.class, searchArea);
// Try to equip on the first valid entity
for (LivingEntity entity : entities) {
IBondageState state = KidnappedHelper.getKidnappedState(entity);
if (state != null && isValidItem(stack) && canEquip(state)) {
ItemStack toEquip = stack.split(1);
equip(state, toEquip);
return stack;
}
}
// No valid target - use default dispenser behavior (drop item)
return super.execute(source, stack);
}
/**
* Check if the item stack is valid for this behavior.
*
* @param stack The item stack to check
* @return true if the item can be equipped by this behavior
*/
protected abstract boolean isValidItem(ItemStack stack);
/**
* Check if the entity state allows equipping this item type.
*
* @param state The target entity's kidnapped state
* @return true if the item can be equipped on this entity
*/
protected abstract boolean canEquip(IBondageState state);
/**
* Equip the item on the entity.
*
* @param state The target entity's kidnapped state
* @param stack The item stack to equip
*/
protected abstract void equip(IBondageState state, ItemStack stack);
}

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package com.tiedup.remake.dispenser;
import com.tiedup.remake.items.base.*;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.v2.BodyRegionV2;
import java.util.function.BiConsumer;
import java.util.function.Predicate;
import net.minecraft.world.item.Item;
import net.minecraft.world.item.ItemStack;
/**
* Generic dispenser behavior for equipping bondage items.
* Replaces individual BindDispenseBehavior, GagDispenseBehavior, etc.
*
* Use factory methods to create instances for each bondage type.
*/
public class GenericBondageDispenseBehavior
extends EquipBondageDispenseBehavior
{
private final Class<? extends Item> itemClass;
private final Predicate<IBondageState> canEquipCheck;
private final BiConsumer<IBondageState, ItemStack> equipAction;
private GenericBondageDispenseBehavior(
Class<? extends Item> itemClass,
Predicate<IBondageState> canEquipCheck,
BiConsumer<IBondageState, ItemStack> equipAction
) {
this.itemClass = itemClass;
this.canEquipCheck = canEquipCheck;
this.equipAction = equipAction;
}
@Override
protected boolean isValidItem(ItemStack stack) {
return !stack.isEmpty() && itemClass.isInstance(stack.getItem());
}
@Override
protected boolean canEquip(IBondageState state) {
return state != null && canEquipCheck.test(state);
}
@Override
protected void equip(IBondageState state, ItemStack stack) {
if (state != null) {
equipAction.accept(state, stack);
}
}
// ========================================
// Factory Methods
// ========================================
public static GenericBondageDispenseBehavior forBind() {
return new GenericBondageDispenseBehavior(
ItemBind.class,
state -> !state.isTiedUp(),
(s, i) -> s.equip(BodyRegionV2.ARMS, i)
);
}
public static GenericBondageDispenseBehavior forGag() {
return new GenericBondageDispenseBehavior(
ItemGag.class,
state -> !state.isGagged(),
(s, i) -> s.equip(BodyRegionV2.MOUTH, i)
);
}
public static GenericBondageDispenseBehavior forBlindfold() {
return new GenericBondageDispenseBehavior(
ItemBlindfold.class,
state -> !state.isBlindfolded(),
(s, i) -> s.equip(BodyRegionV2.EYES, i)
);
}
public static GenericBondageDispenseBehavior forCollar() {
return new GenericBondageDispenseBehavior(
ItemCollar.class,
state -> !state.hasCollar(),
(s, i) -> s.equip(BodyRegionV2.NECK, i)
);
}
public static GenericBondageDispenseBehavior forEarplugs() {
return new GenericBondageDispenseBehavior(
ItemEarplugs.class,
state -> !state.hasEarplugs(),
(s, i) -> s.equip(BodyRegionV2.EARS, i)
);
}
}

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package com.tiedup.remake.dispenser;
import com.tiedup.remake.entities.EntityRopeArrow;
import net.minecraft.core.Position;
import net.minecraft.core.dispenser.AbstractProjectileDispenseBehavior;
import net.minecraft.world.entity.projectile.Projectile;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.Level;
/**
* Dispenser behavior for shooting rope arrows.
*
* Based on original BehaviorDispenserRopeArrow from 1.12.2
*/
public class RopeArrowDispenseBehavior
extends AbstractProjectileDispenseBehavior
{
@Override
protected Projectile getProjectile(
Level level,
Position position,
ItemStack stack
) {
return new EntityRopeArrow(
level,
position.x(),
position.y(),
position.z()
);
}
}