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.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)
);
}
}