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.events.captivity;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.entities.LeashProxyEntity;
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import com.tiedup.remake.items.base.ItemCollar;
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import com.tiedup.remake.state.IPlayerLeashAccess;
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import com.tiedup.remake.state.IBondageState;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.util.KidnappedHelper;
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import com.tiedup.remake.core.SettingsAccessor;
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import net.minecraft.world.entity.Entity;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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import net.minecraft.world.item.Items;
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import net.minecraftforge.event.TickEvent;
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import net.minecraftforge.event.entity.player.PlayerInteractEvent;
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import net.minecraftforge.eventbus.api.SubscribeEvent;
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import net.minecraftforge.fml.common.Mod;
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/**
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* Event handler for master-slave (enslavement) interactions.
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*
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* <h2>Key Mechanisms</h2>
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* <ul>
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* <li><b>Enslavement:</b> Right-click with Lead on tied player → enslaves them</li>
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* <li><b>Freeing:</b> Right-click with empty hand on your slave → frees them</li>
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* </ul>
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*
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* <h2>Leash System</h2>
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* Uses a proxy-based leash system where a {@link LeashProxyEntity} follows the player
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* and holds the leash. The player does NOT mount anything - traction is applied via push().
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*
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* @see PlayerBindState#free()
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* @see LeashProxyEntity
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* @see IPlayerLeashAccess
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*/
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@Mod.EventBusSubscriber(modid = TiedUpMod.MOD_ID)
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public class PlayerEnslavementHandler {
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/**
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* Prevent enslaved players from attacking/breaking their constraints.
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* Handles Left-Click (Attack) events.
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*/
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@SubscribeEvent
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public static void onPlayerAttackEntity(
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net.minecraftforge.event.entity.player.AttackEntityEvent event
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) {
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Player player = event.getEntity();
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Entity target = event.getTarget();
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// Check if player is leashed (enslaved) via proxy system
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if (
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player instanceof IPlayerLeashAccess access &&
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access.tiedup$isLeashed()
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) {
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// Prevent breaking the LeashKnot or the LeashProxy itself
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if (
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target instanceof
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net.minecraft.world.entity.decoration.LeashFenceKnotEntity ||
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target instanceof LeashProxyEntity
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) {
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event.setCanceled(true);
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}
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}
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}
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/**
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* Handle player interactions with other players for enslavement/freeing.
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*
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* Uses IBondageState for condition checks (isEnslavable)
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* Note: Enslavement system (getEnslavedBy, free) remains PlayerBindState-specific
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*/
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@SubscribeEvent
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public static void onPlayerInteractEntity(
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PlayerInteractEvent.EntityInteract event
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) {
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Player master = event.getEntity();
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Entity target = event.getTarget();
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// 1. Prevention Logic: Slaves cannot interact with leash knots or proxies
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if (
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master instanceof IPlayerLeashAccess access &&
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access.tiedup$isLeashed()
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) {
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if (
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target instanceof
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net.minecraft.world.entity.decoration.LeashFenceKnotEntity ||
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target instanceof LeashProxyEntity
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) {
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event.setCanceled(true);
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return;
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}
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}
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// Only handle player-to-player interactions for enslavement logic
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if (!(target instanceof Player)) {
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return;
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}
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Player slave = (Player) target;
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// Server-side only
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if (master.level().isClientSide) {
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return;
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}
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// Only handle MAIN_HAND to avoid double processing
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if (event.getHand() != net.minecraft.world.InteractionHand.MAIN_HAND) {
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return;
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}
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// Check if enslavement is enabled
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if (!SettingsAccessor.isEnslavementEnabled(master.level().getGameRules())) {
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return;
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}
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// Get IBondageState for condition checks
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IBondageState slaveKidnappedState = KidnappedHelper.getKidnappedState(
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slave
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);
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if (slaveKidnappedState == null) {
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return;
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}
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// Get PlayerBindState for enslavement operations (Player-only system)
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PlayerBindState masterState = PlayerBindState.getInstance(master);
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PlayerBindState slaveState = PlayerBindState.getInstance(slave);
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if (masterState == null || slaveState == null) {
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return;
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}
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ItemStack heldItem = master.getItemInHand(event.getHand());
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// ========================================
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// Scenario 1: Enslavement with Lead
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// ========================================
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if (heldItem.is(Items.LEAD)) {
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// Check if target is enslavable (using IBondageState)
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if (!slaveKidnappedState.isEnslavable()) {
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// Exception: collar owner can capture even if not tied
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boolean canCapture = false;
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if (slaveKidnappedState.hasCollar()) {
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ItemStack collar = slaveKidnappedState.getEquipment(BodyRegionV2.NECK);
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if (collar.getItem() instanceof ItemCollar collarItem) {
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if (
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collarItem
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.getOwners(collar)
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.contains(master.getUUID())
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) {
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canCapture = true;
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}
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}
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}
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if (!canCapture) {
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TiedUpMod.LOGGER.debug(
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"[PlayerEnslavementHandler] {} cannot be enslaved - not tied and not collar owner",
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slave.getName().getString()
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);
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return;
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}
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}
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// Phase 17: Check if not already captured (Player-specific check)
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if (slaveState.isCaptive()) {
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TiedUpMod.LOGGER.debug(
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"[PlayerEnslavementHandler] {} is already captured",
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slave.getName().getString()
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);
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return;
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}
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// Attempt capture
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boolean success = slaveState.getCapturedBy(
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masterState.getCaptorManager()
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);
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if (success) {
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heldItem.shrink(1);
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TiedUpMod.LOGGER.info(
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"[PlayerEnslavementHandler] {} enslaved {} (lead consumed)",
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master.getName().getString(),
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slave.getName().getString()
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);
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event.setCanceled(true);
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} else {
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TiedUpMod.LOGGER.warn(
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"[PlayerEnslavementHandler] Failed to enslave {} by {}",
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slave.getName().getString(),
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master.getName().getString()
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);
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}
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}
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// ========================================
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// Scenario 2: Freeing with Empty Hand
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// ========================================
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else if (heldItem.isEmpty()) {
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// Phase 17: isSlave → isCaptive
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if (!slaveState.isCaptive()) return;
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// Phase 17: getMaster → getCaptor, getSlaveHolderManager → getCaptorManager
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if (slaveState.getCaptor() != masterState.getCaptorManager()) {
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TiedUpMod.LOGGER.debug(
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"[PlayerEnslavementHandler] {} tried to free {} but is not the captor",
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master.getName().getString(),
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slave.getName().getString()
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);
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return;
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}
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slaveState.free();
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TiedUpMod.LOGGER.info(
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"[PlayerEnslavementHandler] {} freed {}",
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master.getName().getString(),
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slave.getName().getString()
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);
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event.setCanceled(true);
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}
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}
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/**
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* Periodic check for enslaved players.
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*
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* Phase 14.1.5: Remains PlayerBindState-specific (enslavement system is Player-only)
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*/
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@SubscribeEvent
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public static void onPlayerTick(TickEvent.PlayerTickEvent event) {
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if (event.phase != TickEvent.Phase.END) return;
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Player player = event.player;
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if (player.level().isClientSide) return;
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if (player.tickCount % 20 != 0) return;
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PlayerBindState state = PlayerBindState.getInstance(player);
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if (state == null) return;
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// Phase 17: isSlave → isCaptive, checkStillSlave → checkStillCaptive
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if (state.isCaptive()) {
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state.checkStillCaptive();
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}
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// Phase 17: getSlaveHolderManager → getCaptorManager, cleanupInvalidSlaves → cleanupInvalidCaptives
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state.getCaptorManager().cleanupInvalidCaptives();
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}
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}
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