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.
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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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