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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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.entities;
import com.tiedup.remake.items.ModItems;
import com.tiedup.remake.items.base.*;
import java.util.Random;
import org.jetbrains.annotations.Nullable;
import net.minecraft.nbt.CompoundTag;
import net.minecraft.world.item.ItemStack;
/**
* Helper class for selecting themed items for kidnappers.
* Handles probability-based item selection and color application.
*
* Item selection order (most to least common):
* 1. Bind (arms) - 100% (always)
* 2. Gag - 50%
* 3. Mittens - 40%
* 4. Earplugs - 30%
* 5. Blindfold - 20% (last, most restrictive)
*
* Elite kidnappers get significant bonuses to all probabilities.
*/
public class KidnapperItemSelector {
private static final Random RANDOM = new Random();
/** NBT key for item color */
public static final String NBT_ITEM_COLOR = "ItemColor";
// === BASE PROBABILITIES (Regular Kidnapper) ===
public static final double PROB_BIND = 1.0; // 100%
public static final double PROB_GAG = 0.5; // 50%
public static final double PROB_MITTENS = 0.4; // 40%
public static final double PROB_EARPLUGS = 0.3; // 30%
public static final double PROB_BLINDFOLD = 0.2; // 20%
// === ELITE KIDNAPPER BONUSES ===
public static final double ELITE_GAG_BONUS = 0.5; // +50% = 100%
public static final double ELITE_MITTENS_BONUS = 0.4; // +40% = 80%
public static final double ELITE_EARPLUGS_BONUS = 0.3; // +30% = 60%
public static final double ELITE_BLINDFOLD_BONUS = 0.2; // +20% = 40%
// === ARCHER KIDNAPPER PENALTIES (relies on arrows) ===
public static final double ARCHER_GAG_PENALTY = 0.2; // -20% = 30%
public static final double ARCHER_MITTENS_PENALTY = 0.2; // -20% = 20%
public static final double ARCHER_EARPLUGS_PENALTY = 0.15; // -15% = 15%
public static final double ARCHER_BLINDFOLD_PENALTY = 0.1; // -10% = 10%
/**
* Result of item selection for a kidnapper.
* Contains theme, color, and all selected items.
*/
public static class SelectionResult {
public final KidnapperTheme theme;
public final ItemColor color; // null if theme doesn't support colors
public final ItemStack bind;
public final ItemStack gag;
public final ItemStack mittens;
public final ItemStack earplugs;
public final ItemStack blindfold;
public SelectionResult(
KidnapperTheme theme,
ItemColor color,
ItemStack bind,
ItemStack gag,
ItemStack mittens,
ItemStack earplugs,
ItemStack blindfold
) {
this.theme = theme;
this.color = color;
this.bind = bind;
this.gag = gag;
this.mittens = mittens;
this.earplugs = earplugs;
this.blindfold = blindfold;
}
/**
* Check if this selection has a gag.
*/
public boolean hasGag() {
return !gag.isEmpty();
}
/**
* Check if this selection has mittens.
*/
public boolean hasMittens() {
return !mittens.isEmpty();
}
/**
* Check if this selection has earplugs.
*/
public boolean hasEarplugs() {
return !earplugs.isEmpty();
}
/**
* Check if this selection has a blindfold.
*/
public boolean hasBlindfold() {
return !blindfold.isEmpty();
}
}
/**
* Select items for a regular kidnapper.
*/
public static SelectionResult selectForKidnapper() {
return selectItems(false, false);
}
/**
* Select items for an elite kidnapper (higher probabilities).
*/
public static SelectionResult selectForEliteKidnapper() {
return selectItems(true, false);
}
/**
* Select items for an archer kidnapper (lower probabilities - relies on arrows).
*/
public static SelectionResult selectForArcherKidnapper() {
return selectItems(false, true);
}
/**
* Calculate adjusted probability based on kidnapper type.
*
* @param baseProb Base probability for the item
* @param eliteBonus Bonus probability for elite kidnappers
* @param archerPenalty Penalty probability for archer kidnappers
* @param isElite Whether the kidnapper is elite
* @param isArcher Whether the kidnapper is an archer
* @return Adjusted probability
*/
private static double getAdjustedProbability(
double baseProb,
double eliteBonus,
double archerPenalty,
boolean isElite,
boolean isArcher
) {
double prob = baseProb;
if (isElite) prob += eliteBonus;
if (isArcher) prob -= archerPenalty;
return prob;
}
/**
* Internal item selection logic.
*/
private static SelectionResult selectItems(
boolean isElite,
boolean isArcher
) {
// 1. Select random theme
KidnapperTheme theme = KidnapperTheme.getRandomWeighted();
// 2. Select color (if theme supports it)
// Filter out colors that don't have textures for this theme's bind
ItemColor color = theme.supportsColor()
? getValidColorForBind(theme.getBind())
: null;
// 3. Create bind (always)
ItemStack bind = createBind(theme.getBind(), color);
// 4. Roll for gag (randomly selected from theme's compatible gags)
ItemStack gag = ItemStack.EMPTY;
double gagProb = getAdjustedProbability(
PROB_GAG,
ELITE_GAG_BONUS,
ARCHER_GAG_PENALTY,
isElite,
isArcher
);
if (RANDOM.nextDouble() < gagProb) {
gag = createGag(theme.getRandomGag(), color);
}
// 5. Roll for mittens (same for all themes)
ItemStack mittens = ItemStack.EMPTY;
double mittensProb = getAdjustedProbability(
PROB_MITTENS,
ELITE_MITTENS_BONUS,
ARCHER_MITTENS_PENALTY,
isElite,
isArcher
);
if (RANDOM.nextDouble() < mittensProb) {
mittens = createMittens();
}
// 6. Roll for earplugs (same for all themes)
ItemStack earplugs = ItemStack.EMPTY;
double earplugsProb = getAdjustedProbability(
PROB_EARPLUGS,
ELITE_EARPLUGS_BONUS,
ARCHER_EARPLUGS_PENALTY,
isElite,
isArcher
);
if (RANDOM.nextDouble() < earplugsProb) {
earplugs = createEarplugs();
}
// 7. Roll for blindfold (last, most restrictive - randomly selected)
ItemStack blindfold = ItemStack.EMPTY;
double blindfoldProb = getAdjustedProbability(
PROB_BLINDFOLD,
ELITE_BLINDFOLD_BONUS,
ARCHER_BLINDFOLD_PENALTY,
isElite,
isArcher
);
if (theme.hasBlindfolds() && RANDOM.nextDouble() < blindfoldProb) {
blindfold = createBlindfold(theme.getRandomBlindfold(), color);
}
return new SelectionResult(
theme,
color,
bind,
gag,
mittens,
earplugs,
blindfold
);
}
// =========================================
// ITEM CREATION METHODS
// =========================================
/**
* Create a bind ItemStack with optional color.
*/
public static ItemStack createBind(
BindVariant variant,
@Nullable ItemColor color
) {
ItemStack stack = new ItemStack(ModItems.getBind(variant));
if (color != null && variant.supportsColor()) {
applyColor(stack, color);
}
return stack;
}
/**
* Create a gag ItemStack with optional color.
* Validates that the color has a texture for this gag variant.
*/
public static ItemStack createGag(
GagVariant variant,
@Nullable ItemColor color
) {
ItemStack stack = new ItemStack(ModItems.getGag(variant));
if (
color != null &&
variant.supportsColor() &&
isColorValidForGag(color, variant)
) {
applyColor(stack, color);
}
return stack;
}
/**
* Create a blindfold ItemStack with optional color.
* Validates that the color has a texture for this blindfold variant.
*/
public static ItemStack createBlindfold(
BlindfoldVariant variant,
@Nullable ItemColor color
) {
ItemStack stack = new ItemStack(ModItems.getBlindfold(variant));
if (
color != null &&
variant.supportsColor() &&
isColorValidForBlindfold(color, variant)
) {
applyColor(stack, color);
}
return stack;
}
/**
* Create mittens ItemStack.
* Mittens don't have color variants.
*/
public static ItemStack createMittens() {
return new ItemStack(ModItems.getMittens(MittensVariant.LEATHER));
}
/**
* Create earplugs ItemStack.
* Earplugs don't have color variants.
*/
public static ItemStack createEarplugs() {
return new ItemStack(ModItems.getEarplugs(EarplugsVariant.CLASSIC));
}
// =========================================
// COLOR METHODS
// =========================================
/** NBT key for CustomModelData (used for model overrides) */
public static final String NBT_CUSTOM_MODEL_DATA = "CustomModelData";
/**
* Apply color NBT to an ItemStack.
* Sets both the ItemColor name and CustomModelData for model selection.
*/
public static void applyColor(ItemStack stack, ItemColor color) {
if (stack.isEmpty() || color == null) return;
CompoundTag tag = stack.getOrCreateTag();
tag.putString(NBT_ITEM_COLOR, color.getName());
tag.putInt(NBT_CUSTOM_MODEL_DATA, color.getModelId());
}
/**
* Get color from an ItemStack.
* @return The color, or null if no color is set
*/
@Nullable
public static ItemColor getColor(ItemStack stack) {
if (stack.isEmpty()) return null;
CompoundTag tag = stack.getTag();
if (tag == null || !tag.contains(NBT_ITEM_COLOR)) return null;
return ItemColor.fromName(tag.getString(NBT_ITEM_COLOR));
}
/**
* Check if an ItemStack has a color applied.
*/
public static boolean hasColor(ItemStack stack) {
return getColor(stack) != null;
}
/**
* Get the texture suffix for an item's color.
* Example: "ropes" + "_red" = "ropes_red"
* @return The color suffix (e.g., "_red"), or empty string if no color
*/
public static String getColorSuffix(ItemStack stack) {
ItemColor color = getColor(stack);
return color != null ? "_" + color.getName() : "";
}
// =========================================
// COLOR VALIDATION
// =========================================
/**
* Get a random color that has a texture for the given bind variant.
* Excludes colors that don't have textures for specific variants.
*/
public static ItemColor getValidColorForBind(BindVariant variant) {
ItemColor color;
int attempts = 0;
do {
color = ItemColor.getRandomStandard();
attempts++;
// Prevent infinite loop
if (attempts > 50) break;
} while (!isColorValidForBind(color, variant));
return color;
}
/**
* Check if a color has a texture for the given bind variant.
* Returns false for colors without textures.
*/
public static boolean isColorValidForBind(
ItemColor color,
BindVariant variant
) {
if (color == null || variant == null) return true;
// BROWN doesn't have textures for ROPES and SHIBARI
if (
color == ItemColor.BROWN &&
(variant == BindVariant.ROPES || variant == BindVariant.SHIBARI)
) {
return false;
}
// GRAY doesn't have texture for DUCT_TAPE
if (color == ItemColor.GRAY && variant == BindVariant.DUCT_TAPE) {
return false;
}
return true;
}
/**
* Check if a color has a texture for the given gag variant.
*/
public static boolean isColorValidForGag(
ItemColor color,
GagVariant variant
) {
if (color == null || variant == null) return true;
// GRAY doesn't have texture for TAPE_GAG
if (color == ItemColor.GRAY && variant == GagVariant.TAPE_GAG) {
return false;
}
// WHITE doesn't have texture for CLOTH_GAG and CLEAVE_GAG
if (
color == ItemColor.WHITE &&
(variant == GagVariant.CLOTH_GAG ||
variant == GagVariant.CLEAVE_GAG)
) {
return false;
}
// RED doesn't have texture for BALL_GAG and BALL_GAG_STRAP
if (
color == ItemColor.RED &&
(variant == GagVariant.BALL_GAG ||
variant == GagVariant.BALL_GAG_STRAP)
) {
return false;
}
return true;
}
/**
* Check if a color has a texture for the given blindfold variant.
*/
public static boolean isColorValidForBlindfold(
ItemColor color,
BlindfoldVariant variant
) {
if (color == null || variant == null) return true;
// BLACK doesn't have texture for CLASSIC or MASK blindfolds
if (
color == ItemColor.BLACK &&
(variant == BlindfoldVariant.CLASSIC ||
variant == BlindfoldVariant.MASK)
) {
return false;
}
return true;
}
/**
* Get a random color that has a texture for the given gag variant.
*/
public static ItemColor getValidColorForGag(GagVariant variant) {
ItemColor color;
int attempts = 0;
do {
color = ItemColor.getRandomStandard();
attempts++;
if (attempts > 50) break;
} while (!isColorValidForGag(color, variant));
return color;
}
/**
* Get a random color that has a texture for the given blindfold variant.
*/
public static ItemColor getValidColorForBlindfold(
BlindfoldVariant variant
) {
ItemColor color;
int attempts = 0;
do {
color = ItemColor.getRandomStandard();
attempts++;
if (attempts > 50) break;
} while (!isColorValidForBlindfold(color, variant));
return color;
}
}