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:
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package com.tiedup.remake.dispenser;
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import com.tiedup.remake.items.clothes.GenericClothes;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.state.IBondageState;
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import net.minecraft.world.item.ItemStack;
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/**
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* Dispenser behavior for dressing entities with clothes.
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*
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* Based on original BehaviorDispenserClothes from 1.12.2
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*/
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public class ClothesDispenseBehavior extends EquipBondageDispenseBehavior {
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@Override
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protected boolean isValidItem(ItemStack stack) {
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return !stack.isEmpty() && stack.getItem() instanceof GenericClothes;
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}
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@Override
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protected boolean canEquip(IBondageState state) {
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return state != null && !state.hasClothes();
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}
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@Override
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protected void equip(IBondageState state, ItemStack stack) {
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if (state != null) {
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state.equip(BodyRegionV2.TORSO, stack);
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}
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}
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}
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package com.tiedup.remake.dispenser;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.ModItems;
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import com.tiedup.remake.items.base.*;
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import net.minecraft.world.level.block.DispenserBlock;
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/**
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* Registration class for all TiedUp dispenser behaviors.
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*
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* Allows dispensers to:
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* - Equip bondage items (binds, gags, blindfolds, collars, earplugs, clothes) on entities
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* - Shoot rope arrows
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*
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* Based on original behaviors package from 1.12.2
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*/
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public class DispenserBehaviors {
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/**
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* Register all dispenser behaviors.
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* Should be called from TiedUpMod.commonSetup() using enqueueWork().
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*/
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public static void register() {
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TiedUpMod.LOGGER.info(
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"[DispenserBehaviors] Registering dispenser behaviors..."
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);
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registerBindBehaviors();
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registerGagBehaviors();
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registerBlindfoldBehaviors();
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registerCollarBehaviors();
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registerEarplugsBehaviors();
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registerClothesBehaviors();
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registerRopeArrowBehavior();
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TiedUpMod.LOGGER.info(
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"[DispenserBehaviors] Dispenser behaviors registered!"
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);
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}
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private static void registerBindBehaviors() {
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var behavior = GenericBondageDispenseBehavior.forBind();
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for (BindVariant variant : BindVariant.values()) {
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DispenserBlock.registerBehavior(
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ModItems.getBind(variant),
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behavior
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);
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}
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}
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private static void registerGagBehaviors() {
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var behavior = GenericBondageDispenseBehavior.forGag();
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for (GagVariant variant : GagVariant.values()) {
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DispenserBlock.registerBehavior(ModItems.getGag(variant), behavior);
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}
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DispenserBlock.registerBehavior(ModItems.MEDICAL_GAG.get(), behavior);
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DispenserBlock.registerBehavior(ModItems.HOOD.get(), behavior);
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}
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private static void registerBlindfoldBehaviors() {
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var behavior = GenericBondageDispenseBehavior.forBlindfold();
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for (BlindfoldVariant variant : BlindfoldVariant.values()) {
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DispenserBlock.registerBehavior(
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ModItems.getBlindfold(variant),
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behavior
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);
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}
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}
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private static void registerCollarBehaviors() {
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var behavior = GenericBondageDispenseBehavior.forCollar();
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DispenserBlock.registerBehavior(
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ModItems.CLASSIC_COLLAR.get(),
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behavior
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);
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DispenserBlock.registerBehavior(ModItems.SHOCK_COLLAR.get(), behavior);
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DispenserBlock.registerBehavior(
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ModItems.SHOCK_COLLAR_AUTO.get(),
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behavior
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);
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DispenserBlock.registerBehavior(ModItems.GPS_COLLAR.get(), behavior);
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}
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private static void registerEarplugsBehaviors() {
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var behavior = GenericBondageDispenseBehavior.forEarplugs();
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for (EarplugsVariant variant : EarplugsVariant.values()) {
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DispenserBlock.registerBehavior(
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ModItems.getEarplugs(variant),
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behavior
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);
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}
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}
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private static void registerClothesBehaviors() {
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DispenserBlock.registerBehavior(
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ModItems.CLOTHES.get(),
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new ClothesDispenseBehavior()
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);
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}
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private static void registerRopeArrowBehavior() {
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DispenserBlock.registerBehavior(
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ModItems.ROPE_ARROW.get(),
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new RopeArrowDispenseBehavior()
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);
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}
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}
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package com.tiedup.remake.dispenser;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.util.KidnappedHelper;
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import java.util.List;
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import net.minecraft.core.BlockPos;
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import net.minecraft.core.BlockSource;
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import net.minecraft.core.Direction;
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import net.minecraft.core.dispenser.DefaultDispenseItemBehavior;
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import net.minecraft.world.entity.LivingEntity;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.level.block.DispenserBlock;
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import net.minecraft.world.phys.AABB;
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/**
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* Base class for dispenser behaviors that equip bondage items on entities.
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*
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* When a dispenser containing a bondage item fires, it will attempt to
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* equip the item on any valid entity (Player or NPC) standing in front of it.
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*
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* Based on original BehaviorDispenserEquipBondage from 1.12.2
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*/
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public abstract class EquipBondageDispenseBehavior
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extends DefaultDispenseItemBehavior
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{
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@Override
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protected ItemStack execute(BlockSource source, ItemStack stack) {
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Direction facing = source
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.getBlockState()
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.getValue(DispenserBlock.FACING);
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BlockPos dispenserPos = new BlockPos(
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(int) source.x(),
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(int) source.y(),
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(int) source.z()
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);
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BlockPos targetPos = dispenserPos.relative(facing);
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// Create expanded AABB to catch entities (players are 1.8 blocks tall)
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AABB searchArea = new AABB(targetPos).inflate(0.5, 1.0, 0.5);
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// Find all living entities in front of the dispenser
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List<LivingEntity> entities = source
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.getLevel()
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.getEntitiesOfClass(LivingEntity.class, searchArea);
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// Try to equip on the first valid entity
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for (LivingEntity entity : entities) {
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IBondageState state = KidnappedHelper.getKidnappedState(entity);
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if (state != null && isValidItem(stack) && canEquip(state)) {
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ItemStack toEquip = stack.split(1);
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equip(state, toEquip);
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return stack;
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}
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}
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// No valid target - use default dispenser behavior (drop item)
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return super.execute(source, stack);
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}
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/**
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* Check if the item stack is valid for this behavior.
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*
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* @param stack The item stack to check
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* @return true if the item can be equipped by this behavior
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*/
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protected abstract boolean isValidItem(ItemStack stack);
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/**
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* Check if the entity state allows equipping this item type.
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*
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* @param state The target entity's kidnapped state
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* @return true if the item can be equipped on this entity
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*/
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protected abstract boolean canEquip(IBondageState state);
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/**
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* Equip the item on the entity.
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*
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* @param state The target entity's kidnapped state
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* @param stack The item stack to equip
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*/
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protected abstract void equip(IBondageState state, ItemStack stack);
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}
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package com.tiedup.remake.dispenser;
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import com.tiedup.remake.items.base.*;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import java.util.function.BiConsumer;
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import java.util.function.Predicate;
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import net.minecraft.world.item.Item;
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import net.minecraft.world.item.ItemStack;
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/**
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* Generic dispenser behavior for equipping bondage items.
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* Replaces individual BindDispenseBehavior, GagDispenseBehavior, etc.
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*
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* Use factory methods to create instances for each bondage type.
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*/
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public class GenericBondageDispenseBehavior
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extends EquipBondageDispenseBehavior
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{
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private final Class<? extends Item> itemClass;
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private final Predicate<IBondageState> canEquipCheck;
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private final BiConsumer<IBondageState, ItemStack> equipAction;
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private GenericBondageDispenseBehavior(
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Class<? extends Item> itemClass,
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Predicate<IBondageState> canEquipCheck,
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BiConsumer<IBondageState, ItemStack> equipAction
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) {
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this.itemClass = itemClass;
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this.canEquipCheck = canEquipCheck;
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this.equipAction = equipAction;
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}
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@Override
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protected boolean isValidItem(ItemStack stack) {
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return !stack.isEmpty() && itemClass.isInstance(stack.getItem());
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}
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@Override
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protected boolean canEquip(IBondageState state) {
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return state != null && canEquipCheck.test(state);
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}
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@Override
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protected void equip(IBondageState state, ItemStack stack) {
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if (state != null) {
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equipAction.accept(state, stack);
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}
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}
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// ========================================
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// Factory Methods
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// ========================================
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public static GenericBondageDispenseBehavior forBind() {
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return new GenericBondageDispenseBehavior(
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ItemBind.class,
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state -> !state.isTiedUp(),
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(s, i) -> s.equip(BodyRegionV2.ARMS, i)
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);
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}
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public static GenericBondageDispenseBehavior forGag() {
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return new GenericBondageDispenseBehavior(
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ItemGag.class,
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state -> !state.isGagged(),
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(s, i) -> s.equip(BodyRegionV2.MOUTH, i)
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);
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}
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public static GenericBondageDispenseBehavior forBlindfold() {
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return new GenericBondageDispenseBehavior(
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ItemBlindfold.class,
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state -> !state.isBlindfolded(),
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(s, i) -> s.equip(BodyRegionV2.EYES, i)
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);
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}
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public static GenericBondageDispenseBehavior forCollar() {
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return new GenericBondageDispenseBehavior(
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ItemCollar.class,
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state -> !state.hasCollar(),
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(s, i) -> s.equip(BodyRegionV2.NECK, i)
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);
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}
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public static GenericBondageDispenseBehavior forEarplugs() {
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return new GenericBondageDispenseBehavior(
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ItemEarplugs.class,
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state -> !state.hasEarplugs(),
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(s, i) -> s.equip(BodyRegionV2.EARS, i)
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);
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}
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}
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@@ -0,0 +1,32 @@
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package com.tiedup.remake.dispenser;
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import com.tiedup.remake.entities.EntityRopeArrow;
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import net.minecraft.core.Position;
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import net.minecraft.core.dispenser.AbstractProjectileDispenseBehavior;
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import net.minecraft.world.entity.projectile.Projectile;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.level.Level;
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/**
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* Dispenser behavior for shooting rope arrows.
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*
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* Based on original BehaviorDispenserRopeArrow from 1.12.2
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*/
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public class RopeArrowDispenseBehavior
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extends AbstractProjectileDispenseBehavior
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{
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@Override
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protected Projectile getProjectile(
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Level level,
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Position position,
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ItemStack stack
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) {
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return new EntityRopeArrow(
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level,
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position.x(),
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position.y(),
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position.z()
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);
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}
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}
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