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.mixin;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
/**
* Mixin to lock player body rotation during human chair mode.
*
* Vanilla {@code LivingEntity.tickHeadTurn()} gradually rotates yBodyRot
* toward the head/movement direction. This overrides any value set from
* a tick handler. By cancelling the method here, the body stays locked
* at the stored facing direction.
*/
@Mixin(LivingEntity.class)
public abstract class MixinLivingEntityBodyRot {
@Inject(method = "tickHeadTurn", at = @At("HEAD"), cancellable = true)
private void tiedup$lockBodyForHumanChair(
float yRot,
float animStep,
CallbackInfoReturnable<Float> cir
) {
LivingEntity self = (LivingEntity) (Object) this;
if (!(self instanceof Player player)) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null || !state.isTiedUp()) {
return;
}
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (bind.isEmpty()) {
return;
}
if (!HumanChairHelper.isActive(bind)) {
return;
}
// Lock body rotation to the stored facing and skip vanilla update
float lockedYaw = HumanChairHelper.getFacing(bind);
self.yBodyRot = lockedYaw;
self.yBodyRotO = lockedYaw;
cir.setReturnValue(animStep);
}
}

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package com.tiedup.remake.mixin;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.dialogue.GagTalkManager;
import com.tiedup.remake.state.IBondageState;
import net.minecraft.network.chat.Component;
import net.minecraft.network.chat.MutableComponent;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for MCA's VillagerEntityMCA to handle gagged speech.
*
* <p>This mixin provides method implementations that override the default methods
* from MCA's Messenger interface. When the villager is gagged:
* <ul>
* <li>isSpeechImpaired() returns true (blocks TTS)</li>
* <li>playSpeechEffect() does nothing (silence)</li>
* <li>transformMessage() applies gagtalk transformation</li>
* <li>playWelcomeSound() is cancelled (no greeting)</li>
* <li>playSurprisedSound() is cancelled (no surprise sound)</li>
* </ul>
*
* <p>Uses @Pseudo for soft dependency - only applies if MCA is present.
*/
@Pseudo
@Mixin(targets = "forge.net.mca.entity.VillagerEntityMCA", remap = false)
public abstract class MixinMCAMessenger {
/**
* Override isSpeechImpaired to return true when gagged.
*
* <p>This blocks TTS voice generation in MCA's SpeechManager.
* When the villager is not gagged, returns false (normal speech).
*
* @return true if gagged, false otherwise
*/
public boolean isSpeechImpaired() {
try {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
if (state != null && state.isGagged()) {
return true;
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] isSpeechImpaired check failed: {}",
e.getMessage()
);
}
return false;
}
/**
* Override playSpeechEffect to produce complete silence when gagged.
*
* <p>When the villager is gagged, this method does nothing (no sound).
* When not gagged, delegates to default behavior.
*/
public void playSpeechEffect() {
try {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
if (state != null && state.isGagged()) {
TiedUpMod.LOGGER.debug(
"[MCA] playSpeechEffect cancelled for gagged villager"
);
return;
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] playSpeechEffect check failed: {}",
e.getMessage()
);
}
}
/**
* Override transformMessage to apply gagtalk when gagged.
*
* <p>When the villager is gagged, transforms the message using
* TiedUp's GagTalkManager. When not gagged, returns the original
* message unchanged.
*
* @param message The original message
* @return The gagged message if gagged, original otherwise
*/
public MutableComponent transformMessage(MutableComponent message) {
try {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
if (state != null && state.isGagged()) {
ItemStack gag = state.getEquipment(BodyRegionV2.MOUTH);
String originalText = message.getString();
String gaggedText = GagTalkManager.transformToGaggedSpeech(
originalText,
gag
);
TiedUpMod.LOGGER.debug(
"[MCA] Applied gagtalk transformation for villager"
);
return Component.literal(gaggedText);
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] transformMessage failed: {}",
e.getMessage()
);
}
return message;
}
/**
* Intercept playWelcomeSound to block greeting sounds when gagged.
*
* <p>MCA calls playWelcomeSound() in interactAt() when a player interacts
* with a villager. This plays the "hi"/"hello" greeting sound.
*/
@Inject(
method = "playWelcomeSound",
at = @At("HEAD"),
cancellable = true,
remap = false,
require = 0
)
private void tiedup$blockWelcomeSound(CallbackInfo ci) {
try {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
if (state != null && state.isGagged()) {
TiedUpMod.LOGGER.debug(
"[MCA] playWelcomeSound blocked for gagged villager"
);
ci.cancel();
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] playWelcomeSound check failed: {}",
e.getMessage()
);
}
}
/**
* Intercept playSurprisedSound to block surprised sounds when gagged.
*/
@Inject(
method = "playSurprisedSound",
at = @At("HEAD"),
cancellable = true,
remap = false,
require = 0
)
private void tiedup$blockSurprisedSound(CallbackInfo ci) {
try {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
if (state != null && state.isGagged()) {
TiedUpMod.LOGGER.debug(
"[MCA] playSurprisedSound blocked for gagged villager"
);
ci.cancel();
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] playSurprisedSound check failed: {}",
e.getMessage()
);
}
}
}

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package com.tiedup.remake.mixin;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.compat.mca.ai.chatai.TiedUpModule;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.dialogue.GagTalkManager;
import com.tiedup.remake.state.IBondageState;
import java.util.List;
import java.util.Optional;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.ModifyVariable;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
import org.spongepowered.asm.mixin.injection.callback.LocalCapture;
/**
* Mixin for MCA's OpenAIChatAI to integrate TiedUp bondage context.
*
* <p>This mixin:
* <ul>
* <li>Injects TiedUp state into the AI context (tied, gagged, blindfolded, etc.)</li>
* <li>Transforms AI responses with gagtalk if the villager is gagged</li>
* </ul>
*
* <p>Note: Uses @Pseudo for soft dependency - only applies if MCA is present.
*/
@Pseudo
@Mixin(targets = "forge.net.mca.entity.ai.chatAI.OpenAIChatAI", remap = false)
public class MixinMCAOpenAIChatAI {
/**
* Inject TiedUp context after MCA's modules are applied.
*
* <p>We capture the 'input' list local variable and add our TiedUp context to it.
* This is called after PlayerModule.apply() which is the last module in the chain.
*/
@Inject(
method = "answer",
at = @At(
value = "INVOKE",
target = "Lforge/net/mca/entity/ai/chatAI/modules/PlayerModule;apply(Ljava/util/List;Lforge/net/mca/entity/VillagerEntityMCA;Lnet/minecraft/server/network/ServerPlayerEntity;)V",
shift = At.Shift.AFTER
),
locals = LocalCapture.CAPTURE_FAILSOFT,
require = 0 // Soft requirement - don't crash if not found
)
private void tiedup$injectBondageContext(
Object player, // ServerPlayerEntity
Object villager, // VillagerEntityMCA
String msg,
CallbackInfoReturnable<Optional<String>> cir,
// Local variables captured (order matters!)
Object config,
boolean isInHouse,
String playerName,
String villagerName,
long time,
List<?> pastDialogue,
List<String> input
) {
try {
if (
villager instanceof LivingEntity living &&
player instanceof net.minecraft.world.entity.player.Player p
) {
TiedUpModule.apply(input, living, p);
TiedUpMod.LOGGER.debug(
"[MCA AI] Injected TiedUp context for {}",
living.getName().getString()
);
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA AI] Failed to inject context: {}",
e.getMessage()
);
}
}
/**
* Transform the AI response with gagtalk if the villager is gagged.
*
* <p>Intercepts the return value and applies gagtalk transformation
* using TiedUp's GagTalkManager.
*/
@Inject(
method = "answer",
at = @At("RETURN"),
cancellable = true,
require = 0
)
private void tiedup$transformGaggedResponse(
Object player, // ServerPlayerEntity
Object villager, // VillagerEntityMCA
String msg,
CallbackInfoReturnable<Optional<String>> cir
) {
try {
Optional<String> result = cir.getReturnValue();
if (result == null || result.isEmpty()) return;
if (!(villager instanceof LivingEntity living)) return;
IBondageState state = MCACompat.getKidnappedState(living);
if (state == null || !state.isGagged()) return;
// Apply gagtalk transformation
ItemStack gag = state.getEquipment(BodyRegionV2.MOUTH);
String gaggedResponse = GagTalkManager.transformToGaggedSpeech(
result.get(),
gag
);
TiedUpMod.LOGGER.debug("[MCA AI] Applied gagtalk to AI response");
cir.setReturnValue(Optional.of(gaggedResponse));
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA AI] Failed to transform gagged response: {}",
e.getMessage()
);
}
}
}

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package com.tiedup.remake.mixin;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.ItemKey;
import com.tiedup.remake.items.ItemMasterKey;
import com.tiedup.remake.v2.bondage.IV2BondageItem;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.state.IBondageState;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.InteractionResult;
import net.minecraft.world.entity.Mob;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Items;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
/**
* Mixin to manage TiedUp vs MCA interaction priority.
*
* <p>Handles TiedUp interactions DIRECTLY instead of just blocking MCA,
* because vanilla leash/item handling happens at different points in the
* interaction chain that MCA may bypass.
*
* <p>Priority rules:
* <ol>
* <li>Empty hand + leashed → detach leash</li>
* <li>Holding lead + (tied OR collar owner) → attach leash</li>
* <li>Holding key + collared → call key.interactLivingEntity()</li>
* <li>Shift+click + tied + empty hand → let event handler untie</li>
* <li>Holding bondage item → let item handle tying</li>
* <li>Otherwise → let MCA handle</li>
* </ol>
*
* <p>Uses @Pseudo - mixin is optional and will be skipped if MCA is not installed.
*/
@Pseudo
@Mixin(targets = "forge.net.mca.entity.VillagerEntityMCA", remap = false)
public abstract class MixinMCAVillagerInteraction {
/**
* Inject at HEAD of mobInteract to handle TiedUp interactions.
* Method: InteractionResult mobInteract(Player, InteractionHand)
*/
@Inject(
method = "m_6071_",
at = @At("HEAD"),
cancellable = true,
remap = false
)
private void tiedup$handleMobInteract(
Player player,
InteractionHand hand,
CallbackInfoReturnable<InteractionResult> cir
) {
InteractionResult result = tiedup$handleInteraction(player, hand);
if (result != null) {
cir.setReturnValue(result);
}
}
/**
* Inject at HEAD of interactAt to handle TiedUp interactions BEFORE MCA opens its menu.
* Method: InteractionResult interactAt(Player, Vec3, InteractionHand)
*/
@Inject(
method = "m_7111_",
at = @At("HEAD"),
cancellable = true,
remap = false
)
private void tiedup$handleInteractAt(
Player player,
net.minecraft.world.phys.Vec3 vec,
InteractionHand hand,
CallbackInfoReturnable<InteractionResult> cir
) {
InteractionResult result = tiedup$handleInteraction(player, hand);
if (result != null) {
cir.setReturnValue(result);
}
}
/**
* Common interaction handling logic for both mobInteract and interactAt.
*
* @param player The player interacting
* @param hand The hand used for interaction
* @return InteractionResult to return, or null to let MCA handle
*/
@Unique
private InteractionResult tiedup$handleInteraction(
Player player,
InteractionHand hand
) {
Mob mob = (Mob) (Object) this;
IBondageState state = MCACompat.getKidnappedState(mob);
ItemStack heldItem = player.getItemInHand(hand);
boolean isClientSide = player.level().isClientSide;
// 1. LEASH DETACHMENT: Empty hand + leashed → drop leash
if (mob.isLeashed() && heldItem.isEmpty()) {
if (!isClientSide) {
mob.dropLeash(true, !player.getAbilities().instabuild);
TiedUpMod.LOGGER.debug("[MCA] Detached leash from villager");
}
return InteractionResult.sidedSuccess(isClientSide);
}
// 2. LEASH ATTACHMENT: Holding lead + (tied OR collar owner)
if (heldItem.is(Items.LEAD) && !mob.isLeashed()) {
if (tiedup$canLeash(player, state)) {
if (!isClientSide) {
mob.setLeashedTo(player, true);
if (!player.getAbilities().instabuild) {
heldItem.shrink(1);
}
TiedUpMod.LOGGER.debug("[MCA] Attached leash to villager");
}
return InteractionResult.sidedSuccess(isClientSide);
}
}
// 3. KEY INTERACTION: Key + collared → call key's interactLivingEntity
if (state != null && state.hasCollar()) {
if (heldItem.getItem() instanceof ItemKey key) {
return key.interactLivingEntity(heldItem, player, mob, hand);
}
if (heldItem.getItem() instanceof ItemMasterKey masterKey) {
return masterKey.interactLivingEntity(
heldItem,
player,
mob,
hand
);
}
}
// 4. UNTYING: Shift+click + tied + empty hand → let event handler process
if (
state != null &&
state.isTiedUp() &&
heldItem.isEmpty() &&
player.isShiftKeyDown()
) {
return InteractionResult.PASS;
}
// 5. BONDAGE ITEM: Let TiedUp item's interactLivingEntity handle tying
if (heldItem.getItem() instanceof IV2BondageItem) {
return InteractionResult.PASS;
}
// Let MCA handle
return null;
}
/**
* Check if a player can leash this MCA villager.
*
* @param player The player trying to leash
* @param state The villager's IBondageState state (may be null)
* @return true if leashing is allowed
*/
@Unique
private boolean tiedup$canLeash(Player player, IBondageState state) {
if (state == null) {
return false;
}
// Can leash if villager is tied up
if (state.isTiedUp()) {
return true;
}
// Can leash if player is a collar owner
if (state.hasCollar()) {
ItemStack collar = state.getEquipment(BodyRegionV2.NECK);
if (collar.getItem() instanceof ItemCollar collarItem) {
return collarItem.getOwners(collar).contains(player.getUUID());
}
}
return false;
}
}

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package com.tiedup.remake.mixin;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.state.IBondageState;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.Mob;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
/**
* Mixin to allow vanilla leash attachment to MCA villagers when tied or collar owner.
*
* <p>By default, MCA villagers cannot be leashed. This mixin overrides
* the canBeLeashed check to allow leashing when:
* <ul>
* <li>The villager is tied up (any bind), OR</li>
* <li>The player is a collar owner</li>
* </ul>
*
* <p>Uses @Pseudo annotation - mixin is optional and will be skipped if MCA is not installed.
*/
@Pseudo
@Mixin(targets = "forge.net.mca.entity.VillagerEntityMCA", remap = false)
public class MixinMCAVillagerLeash {
/**
* Override canBeLeashed to allow TiedUp leash mechanics.
*
* <p>The canBeLeashed method is a vanilla method (remapped), so we use remap = true.
*
* @param player The player trying to leash
* @param cir Callback info for returning the result
*/
@Inject(
method = "canBeLeashed",
at = @At("HEAD"),
cancellable = true,
remap = true
)
private void tiedup$overrideCanBeLeashed(
Player player,
CallbackInfoReturnable<Boolean> cir
) {
LivingEntity entity = (LivingEntity) (Object) this;
IBondageState state = MCACompat.getKidnappedState(entity);
// No TiedUp state - let vanilla/MCA handle it
if (state == null) {
return;
}
// Already leashed - cannot leash again
if (entity instanceof Mob mob && mob.isLeashed()) {
cir.setReturnValue(false);
return;
}
// Can be leashed if tied up
if (state.isTiedUp()) {
cir.setReturnValue(true);
return;
}
// Can be leashed if player is collar owner
if (state.hasCollar()) {
ItemStack collar = state.getEquipment(BodyRegionV2.NECK);
if (collar.getItem() instanceof ItemCollar collarItem) {
if (collarItem.getOwners(collar).contains(player.getUUID())) {
cir.setReturnValue(true);
return;
}
}
}
// Default: let MCA handle it (usually returns false)
}
}

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package com.tiedup.remake.mixin;
import com.tiedup.remake.entities.LeashProxyEntity;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.sync.PacketSyncLeashProxy;
import com.tiedup.remake.state.IPlayerLeashAccess;
import net.minecraft.network.protocol.game.ClientboundSetEntityMotionPacket;
import net.minecraft.server.level.ServerPlayer;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.decoration.LeashFenceKnotEntity;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.item.Items;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Unique;
/**
* Mixin for ServerPlayer to add leash proxy functionality.
*
* This replaces the old EntityInvisibleSlaveTransporter mount-based system
* with a proxy-based system where:
* - The player does NOT ride an entity
* - A LeashProxyEntity follows the player and holds the leash
* - Traction is applied via push() when the player is too far from the holder
*/
@Mixin(ServerPlayer.class)
public abstract class MixinServerPlayer implements IPlayerLeashAccess {
@Unique
private final ServerPlayer tiedup$self = (ServerPlayer) (Object) this;
/** The proxy entity that follows this player and renders the leash */
@Unique
private LeashProxyEntity tiedup$leashProxy;
/** The entity holding this player's leash (master or fence knot) */
@Unique
private Entity tiedup$leashHolder;
/** Tick counter since last leash attachment (prevents immediate detach) */
@Unique
private int tiedup$leashAge;
/** Previous X position for stuck detection */
@Unique
private double tiedup$prevX;
/** Previous Z position for stuck detection */
@Unique
private double tiedup$prevZ;
/** Ticks spent stuck (not moving towards holder) */
@Unique
private int tiedup$leashStuckCounter;
/** Extra slack on leash - increases pull/max distances (for "pet leads" dogwalk) */
@Unique
private double tiedup$leashSlack = 0.0;
/** Tick counter for periodic leash proxy resync (for late-joining clients) */
@Unique
private int tiedup$leashResyncTimer = 0;
// ==================== Leash Constants ====================
/** Distance at which pull force starts (4 free blocks before any pull) */
@Unique
private static final double LEASH_PULL_START_DISTANCE = 4.0;
/** Maximum distance before instant teleport (6-block elastic zone) */
@Unique
private static final double LEASH_MAX_DISTANCE = 10.0;
/** Distance at which stuck detection activates (middle of elastic zone) */
@Unique
private static final double LEASH_TELEPORT_DISTANCE = 7.0;
/** Ticks of being stuck before safety teleport (2 seconds) */
@Unique
private static final int LEASH_STUCK_THRESHOLD = 40;
/** Maximum pull force cap */
@Unique
private static final double LEASH_MAX_FORCE = 0.14;
/** Force ramp per block beyond pull start */
@Unique
private static final double LEASH_FORCE_RAMP = 0.04;
/** Blend factor for pull vs momentum (0.6 = 60% pull, 40% momentum) */
@Unique
private static final double LEASH_BLEND_FACTOR = 0.6;
// ==================== IPlayerLeashAccess Implementation ====================
@Override
public void tiedup$attachLeash(Entity holder) {
if (holder == null) return;
tiedup$leashHolder = holder;
// Create proxy if not exists
if (tiedup$leashProxy == null) {
tiedup$leashProxy = new LeashProxyEntity(tiedup$self);
tiedup$leashProxy.setPos(
tiedup$self.getX(),
tiedup$self.getY(),
tiedup$self.getZ()
);
tiedup$self.level().addFreshEntity(tiedup$leashProxy);
}
// Attach leash from proxy to holder
tiedup$leashProxy.setLeashedTo(tiedup$leashHolder, true);
tiedup$leashAge = tiedup$self.tickCount;
tiedup$leashStuckCounter = 0;
tiedup$leashResyncTimer = 0;
// Send sync packet to all tracking clients for smooth rendering
PacketSyncLeashProxy packet = PacketSyncLeashProxy.attach(
tiedup$self.getUUID(),
tiedup$leashProxy.getId()
);
ModNetwork.sendToAllTrackingAndSelf(packet, tiedup$self);
}
@Override
public void tiedup$detachLeash() {
tiedup$leashHolder = null;
if (tiedup$leashProxy != null) {
if (
tiedup$leashProxy.isAlive() &&
!tiedup$leashProxy.proxyIsRemoved()
) {
tiedup$leashProxy.proxyRemove();
}
tiedup$leashProxy = null;
// Send detach packet to all tracking clients
PacketSyncLeashProxy packet = PacketSyncLeashProxy.detach(
tiedup$self.getUUID()
);
ModNetwork.sendToAllTrackingAndSelf(packet, tiedup$self);
}
}
@Override
public void tiedup$dropLeash() {
// Don't drop if player is disconnected or dead (position may be invalid)
if (tiedup$self.hasDisconnected() || !tiedup$self.isAlive()) {
return;
}
tiedup$self.drop(new ItemStack(Items.LEAD), false, true);
}
@Override
public boolean tiedup$isLeashed() {
return (
tiedup$leashHolder != null &&
tiedup$leashProxy != null &&
!tiedup$leashProxy.proxyIsRemoved()
);
}
@Override
public Entity tiedup$getLeashHolder() {
return tiedup$leashHolder;
}
@Override
public LeashProxyEntity tiedup$getLeashProxy() {
return tiedup$leashProxy;
}
@Override
public void tiedup$setLeashSlack(double slack) {
this.tiedup$leashSlack = slack;
}
@Override
public double tiedup$getLeashSlack() {
return this.tiedup$leashSlack;
}
// ==================== Tick Update (called from Forge event) ====================
/**
* Update leash state and apply traction if needed.
* Called from LeashTickHandler via Forge TickEvent.
*/
@Override
public void tiedup$tickLeash() {
// Check if this player is still valid
if (!tiedup$self.isAlive() || tiedup$self.hasDisconnected()) {
tiedup$detachLeash();
// Don't drop leash if we're disconnected (we won't be there to pick it up)
return;
}
// Check if holder is still valid
if (tiedup$leashHolder != null) {
boolean holderInvalid =
!tiedup$leashHolder.isAlive() || tiedup$leashHolder.isRemoved();
// If holder is a player, also check if they disconnected
if (
!holderInvalid &&
tiedup$leashHolder instanceof ServerPlayer holderPlayer
) {
holderInvalid = holderPlayer.hasDisconnected();
}
// If player is being used as vehicle, break leash
if (!holderInvalid && tiedup$self.isVehicle()) {
holderInvalid = true;
}
if (holderInvalid) {
tiedup$detachLeash();
tiedup$dropLeash();
return;
}
}
// Sync proxy state with actual leash holder
if (tiedup$leashProxy != null) {
if (tiedup$leashProxy.proxyIsRemoved()) {
tiedup$leashProxy = null;
} else {
Entity holderActual = tiedup$leashHolder;
Entity holderFromProxy = tiedup$leashProxy.getLeashHolder();
// Leash was broken externally (by another player)
if (holderFromProxy == null && holderActual != null) {
tiedup$detachLeash();
tiedup$dropLeash();
return;
}
// Holder changed (shouldn't happen normally)
else if (holderFromProxy != holderActual) {
tiedup$leashHolder = holderFromProxy;
}
}
}
// Periodic resync for late-joining clients (every 5 seconds)
if (tiedup$leashProxy != null && ++tiedup$leashResyncTimer >= 100) {
tiedup$leashResyncTimer = 0;
PacketSyncLeashProxy packet = PacketSyncLeashProxy.attach(
tiedup$self.getUUID(),
tiedup$leashProxy.getId()
);
ModNetwork.sendToAllTrackingAndSelf(packet, tiedup$self);
}
// Apply traction force
tiedup$applyLeashPull();
}
/**
* Apply pull force towards the leash holder if player is too far.
*
* Uses normalized direction, progressive capped force, velocity blending,
* and conditional sync to prevent jitter, oscillation, and runaway velocity.
* Modeled after DamselAIController.tickLeashTraction().
*/
@Unique
private void tiedup$applyLeashPull() {
if (tiedup$leashHolder == null) return;
// Cross-dimension: detach leash cleanly instead of silently ignoring
if (tiedup$leashHolder.level() != tiedup$self.level()) {
tiedup$detachLeash();
tiedup$dropLeash();
return;
}
float distance = tiedup$self.distanceTo(tiedup$leashHolder);
// Apply slack to effective distances (for "pet leads" dogwalk)
double effectivePullStart =
LEASH_PULL_START_DISTANCE + tiedup$leashSlack;
double effectiveMaxDistance = LEASH_MAX_DISTANCE + tiedup$leashSlack;
double effectiveTeleportDist =
LEASH_TELEPORT_DISTANCE + tiedup$leashSlack;
// Close enough: no pull needed, reset stuck counter
if (distance < effectivePullStart) {
tiedup$leashStuckCounter = 0;
return;
}
// Too far: teleport to holder instead of breaking
if (distance > effectiveMaxDistance) {
tiedup$teleportToSafePositionNearHolder();
tiedup$leashStuckCounter = 0;
return;
}
// Direction to holder
double dx = tiedup$leashHolder.getX() - tiedup$self.getX();
double dy = tiedup$leashHolder.getY() - tiedup$self.getY();
double dz = tiedup$leashHolder.getZ() - tiedup$self.getZ();
// Normalized horizontal direction (replaces Math.signum bang-bang)
double horizontalDist = Math.sqrt(dx * dx + dz * dz);
double dirX = horizontalDist > 0.01 ? dx / horizontalDist : 0.0;
double dirZ = horizontalDist > 0.01 ? dz / horizontalDist : 0.0;
// Calculate how much the player moved since last check
double movedX = tiedup$self.getX() - tiedup$prevX;
double movedZ = tiedup$self.getZ() - tiedup$prevZ;
double movedHorizontal = Math.sqrt(movedX * movedX + movedZ * movedZ);
// Store current position for next stuck check
tiedup$prevX = tiedup$self.getX();
tiedup$prevZ = tiedup$self.getZ();
// Stuck detection - slack-aware threshold
boolean isStuck =
distance > effectiveTeleportDist &&
tiedup$self.getDeltaMovement().lengthSqr() < 0.001 &&
movedHorizontal < 0.05;
if (isStuck) {
tiedup$leashStuckCounter++;
if (tiedup$leashStuckCounter >= LEASH_STUCK_THRESHOLD) {
tiedup$teleportToSafePositionNearHolder();
tiedup$leashStuckCounter = 0;
return;
}
} else {
tiedup$leashStuckCounter = 0;
}
// Progressive capped force: 0.04 per block beyond pull start, max 0.14
double distanceBeyond = distance - effectivePullStart;
double forceFactor = Math.min(
LEASH_MAX_FORCE,
distanceBeyond * LEASH_FORCE_RAMP
);
// Fence knots are static, need 1.3x pull
if (tiedup$leashHolder instanceof LeashFenceKnotEntity) {
forceFactor *= 1.3;
}
// Velocity blending: 60% pull direction + 40% existing momentum
net.minecraft.world.phys.Vec3 currentMotion =
tiedup$self.getDeltaMovement();
double pullVelX = dirX * forceFactor * 3.0;
double pullVelZ = dirZ * forceFactor * 3.0;
double newVelX =
currentMotion.x * (1.0 - LEASH_BLEND_FACTOR) +
pullVelX * LEASH_BLEND_FACTOR;
double newVelZ =
currentMotion.z * (1.0 - LEASH_BLEND_FACTOR) +
pullVelZ * LEASH_BLEND_FACTOR;
// Soft auto-step (replaces 0.42 vanilla jump velocity)
double newVelY = currentMotion.y;
if (
tiedup$self.onGround() &&
movedHorizontal < 0.1 &&
distanceBeyond > 0.5
) {
if (dy > 0.3) {
newVelY += 0.08; // Holder is above: gentle upward boost
} else {
newVelY += 0.05; // Normal step-up
}
} else if (dy > 0.5 && !tiedup$self.onGround()) {
newVelY += 0.02; // Gentle aerial drift
}
tiedup$self.setDeltaMovement(newVelX, newVelY, newVelZ);
// Conditional velocity sync: only send packet when force is meaningful
if (forceFactor > 0.02 && tiedup$self.connection != null) {
tiedup$self.connection.send(
new ClientboundSetEntityMotionPacket(tiedup$self)
);
// Only suppress impulse flag after we've actually synced to the client
tiedup$self.hasImpulse = false;
}
}
/**
* Teleport player to a safe position near the leash holder.
* Used when player is stuck and can't path to holder.
*/
@Unique
private void tiedup$teleportToSafePositionNearHolder() {
if (tiedup$leashHolder == null) return;
// Target: 2 blocks away from holder in player's direction
double dx = tiedup$self.getX() - tiedup$leashHolder.getX();
double dz = tiedup$self.getZ() - tiedup$leashHolder.getZ();
double dist = Math.sqrt(dx * dx + dz * dz);
double offsetX = 0;
double offsetZ = 0;
if (dist > 0.1) {
offsetX = (dx / dist) * 2.0;
offsetZ = (dz / dist) * 2.0;
}
double targetX = tiedup$leashHolder.getX() + offsetX;
double targetZ = tiedup$leashHolder.getZ() + offsetZ;
// Find safe Y (ground level)
double targetY = tiedup$findSafeY(
targetX,
tiedup$leashHolder.getY(),
targetZ
);
tiedup$self.teleportTo(targetX, targetY, targetZ);
// Sync position to client (null check for fake players)
if (tiedup$self.connection != null) {
tiedup$self.connection.send(
new ClientboundSetEntityMotionPacket(tiedup$self)
);
}
}
/**
* Find a safe Y coordinate for teleporting.
*
* @param x Target X coordinate
* @param startY Starting Y to search from
* @param z Target Z coordinate
* @return Safe Y coordinate on solid ground
*/
@Unique
private double tiedup$findSafeY(double x, double startY, double z) {
net.minecraft.core.BlockPos.MutableBlockPos mutable =
new net.minecraft.core.BlockPos.MutableBlockPos();
// Search down first (max 5 blocks)
for (int y = 0; y > -5; y--) {
mutable.set((int) x, (int) startY + y, (int) z);
if (
tiedup$self
.level()
.getBlockState(mutable)
.isSolidRender(tiedup$self.level(), mutable) &&
tiedup$self.level().getBlockState(mutable.above()).isAir()
) {
return mutable.getY() + 1;
}
}
// Search up (max 5 blocks)
for (int y = 1; y < 5; y++) {
mutable.set((int) x, (int) startY + y, (int) z);
if (
tiedup$self
.level()
.getBlockState(mutable.below())
.isSolidRender(tiedup$self.level(), mutable.below()) &&
tiedup$self.level().getBlockState(mutable).isAir()
) {
return mutable.getY();
}
}
// Fallback: use holder's Y
return startY;
}
}

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package com.tiedup.remake.mixin.client;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.state.HumanChairHelper;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.Camera;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
import net.minecraft.world.level.BlockGetter;
import net.minecraft.world.phys.Vec3;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for Camera to lower first-person view when in DOG pose.
*
* In DOG pose, the player model is horizontal (like a dog), so the camera
* should be lowered to match the eye level being closer to the ground.
* Normal eye height is ~1.62 blocks, we lower it by ~0.6 blocks.
*/
@Mixin(Camera.class)
public abstract class MixinCamera {
@Shadow
private Vec3 position;
@Shadow
protected abstract void setPosition(Vec3 pos);
@Inject(method = "setup", at = @At("TAIL"))
private void tiedup$lowerCameraForDogPose(
BlockGetter level,
Entity entity,
boolean detached,
boolean thirdPersonReverse,
float partialTick,
CallbackInfo ci
) {
// Only affect first-person view
if (detached) {
return;
}
if (!(entity instanceof Player player)) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (bind.isEmpty() || !(bind.getItem() instanceof ItemBind itemBind)) {
return;
}
if (itemBind.getPoseType() != PoseType.DOG) {
return;
}
// Lower camera by 0.6 blocks to match the horizontal body position
// Normal eye height is ~1.62, DOG pose should be around ~1.0
setPosition(position.add(0, -0.6, 0));
// Human chair: move camera forward into the head
if (HumanChairHelper.isActive(bind)) {
float facing = HumanChairHelper.getFacing(bind);
float facingRad = (float) Math.toRadians(facing);
double fwdX = -Math.sin(facingRad) * 0.6;
double fwdZ = Math.cos(facingRad) * 0.6;
setPosition(position.add(fwdX, 0, fwdZ));
}
}
}

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package com.tiedup.remake.mixin.client;
import com.tiedup.remake.client.state.PetBedClientState;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.entity.player.Player;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfoReturnable;
/**
* Client-side mixin: prevent vanilla sleeping visuals (laying flat) for
* players on a pet bed in SLEEP mode. Server-side isSleeping() is unaffected,
* so night skip still works.
*/
@Mixin(LivingEntity.class)
public abstract class MixinLivingEntitySleeping {
@Inject(method = "isSleeping", at = @At("HEAD"), cancellable = true)
private void tiedup$hidePetBedSleeping(
CallbackInfoReturnable<Boolean> cir
) {
LivingEntity self = (LivingEntity) (Object) this;
if (self.level().isClientSide() && self instanceof Player player) {
if (PetBedClientState.get(player.getUUID()) == 2) {
cir.setReturnValue(false);
}
}
}
}

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package com.tiedup.remake.mixin.client;
import com.mojang.blaze3d.vertex.PoseStack;
import com.mojang.blaze3d.vertex.VertexConsumer;
import com.tiedup.remake.compat.wildfire.WildfireCompat;
import net.minecraft.client.model.geom.ModelPart;
import net.minecraft.world.entity.LivingEntity;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.Shadow;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for MCA's PlayerEntityExtendedModel to hide breasts when Wildfire is loaded.
*
* <p>MCA adds breasts to players through PlayerEntityExtendedModel. When Wildfire
* is also installed, we disable MCA's breasts to avoid double-rendering (Wildfire
* renders its own breasts with physics).
*
* <p>Uses @Pseudo annotation - mixin is optional and will be skipped if MCA is not installed.
*
* <p>Target class: forge.net.mca.client.model.PlayerEntityExtendedModel
*/
@Pseudo
@Mixin(
targets = "forge.net.mca.client.model.PlayerEntityExtendedModel",
remap = false
)
public class MixinMCAPlayerExtendedModel<T extends LivingEntity> {
/**
* Shadow the breasts ModelPart to control visibility.
*/
@Shadow(remap = false)
public ModelPart breasts;
/**
* Shadow the breastsWear ModelPart (overlay layer).
*/
@Shadow(remap = false)
public ModelPart breastsWear;
/**
* Inject at the end of setAngles (m_6973_) to hide MCA breasts when Wildfire is loaded.
*
* <p>This runs after applyVillagerDimensions() which sets breast visibility.
*/
@Inject(method = "m_6973_", at = @At("TAIL"), remap = false)
private void tiedup$hideBreastsInSetAngles(
T entity,
float limbSwing,
float limbSwingAmount,
float ageInTicks,
float netHeadYaw,
float headPitch,
CallbackInfo ci
) {
tiedup$hideBreastsIfWildfire();
}
/**
* Inject at the end of copyVisibility to prevent it from re-enabling breasts.
*
* <p>MCA's copyVisibility sets breasts.visible = model.body.visible.
*/
@Inject(method = "copyVisibility", at = @At("TAIL"), remap = false)
private void tiedup$hideBreastsAfterCopyVisibility(CallbackInfo ci) {
tiedup$hideBreastsIfWildfire();
}
/**
* Inject at the end of render to hide breasts after breastsWear visibility is set.
*
* <p>MCA's render() sets breastsWear.visible = jacket.visible before rendering.
*/
@Inject(method = "m_7695_", at = @At("HEAD"), remap = false)
private void tiedup$hideBreastsBeforeRender(
PoseStack matrices,
VertexConsumer vertices,
int light,
int overlay,
float red,
float green,
float blue,
float alpha,
CallbackInfo ci
) {
tiedup$hideBreastsIfWildfire();
}
/**
* Helper method to hide both breast parts when Wildfire is loaded.
*/
private void tiedup$hideBreastsIfWildfire() {
if (WildfireCompat.isLoaded()) {
if (breasts != null) {
breasts.visible = false;
}
if (breastsWear != null) {
breastsWear.visible = false;
}
}
}
}

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package com.tiedup.remake.mixin.client;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.state.IBondageState;
import java.util.UUID;
import net.minecraft.client.Minecraft;
import net.minecraft.client.multiplayer.ClientLevel;
import net.minecraft.network.chat.Component;
import net.minecraft.world.entity.Entity;
import net.minecraft.world.entity.LivingEntity;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for MCA's SpeechManager to block TTS when villager is gagged.
*
* <p>MCA's speech system works via TTS (Text-to-Speech) on the client side:
* <ol>
* <li>Server sends VillagerMessage packet to client</li>
* <li>ClientInteractionManagerImpl.handleVillagerMessage() receives it</li>
* <li>SpeechManager.onChatMessage() is called</li>
* <li>TTS plays the sound</li>
* </ol>
*
* <p>This mixin intercepts onChatMessage and cancels it if the villager is gagged.
*
* <p>Uses @Pseudo for soft dependency - only applies if MCA is present.
* CLIENT SIDE ONLY.
*/
@Pseudo
@Mixin(targets = "forge.net.mca.client.tts.SpeechManager", remap = false)
public class MixinMCASpeechManager {
/**
* Inject at HEAD of onChatMessage to cancel TTS for gagged villagers.
*
* <p>MCA signature: void onChatMessage(Text text, UUID sender)
* <p>Note: Text = net.minecraft.network.chat.Component (Yarn mapping)
*/
@Inject(
method = "onChatMessage",
at = @At("HEAD"),
cancellable = true,
require = 0
)
private void tiedup$cancelGaggedSpeech(
Component text,
UUID sender,
CallbackInfo ci
) {
try {
ClientLevel level = Minecraft.getInstance().level;
if (level == null) return;
// Find entity by UUID in rendered entities
for (Entity entity : level.entitiesForRendering()) {
if (
entity.getUUID().equals(sender) &&
entity instanceof LivingEntity living
) {
IBondageState state = MCACompat.getKidnappedState(living);
if (state != null && state.isGagged()) {
TiedUpMod.LOGGER.debug(
"[MCA] Blocked TTS for gagged villager: {}",
living.getName().getString()
);
ci.cancel();
}
break;
}
}
} catch (Exception e) {
TiedUpMod.LOGGER.debug(
"[MCA] TTS cancellation check failed: {}",
e.getMessage()
);
}
}
}

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package com.tiedup.remake.mixin.client;
import com.tiedup.remake.client.animation.render.DogPoseRenderHandler;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.client.animation.util.DogPoseHelper;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.state.PlayerBindState;
import net.minecraft.client.model.PlayerModel;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for PlayerModel to handle DOG pose head adjustments.
*
* When in DOG pose (body horizontal):
* - Head pitch offset so player looks forward
* - Head yaw converted to zRot (roll) since yRot axis is sideways when body is horizontal
*/
@Mixin(PlayerModel.class)
public class MixinPlayerModel {
@Inject(method = "setupAnim", at = @At("TAIL"))
private void tiedup$adjustDogPose(
LivingEntity entity,
float limbSwing,
float limbSwingAmount,
float ageInTicks,
float netHeadYaw,
float headPitch,
CallbackInfo ci
) {
if (!(entity instanceof AbstractClientPlayer player)) {
return;
}
PlayerBindState state = PlayerBindState.getInstance(player);
if (state == null) {
return;
}
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
if (bind.isEmpty() || !(bind.getItem() instanceof ItemBind itemBind)) {
return;
}
if (itemBind.getPoseType() != PoseType.DOG) {
return;
}
PlayerModel<?> model = (PlayerModel<?>) (Object) this;
// === HEAD ROTATION FOR HORIZONTAL BODY ===
// Body is at -90° pitch (horizontal, face down)
// We apply a rotation delta to the poseStack in PlayerArmHideEventHandler
// The head needs to compensate for this transformation
float rotationDelta = DogPoseRenderHandler.getAppliedRotationDelta(
player.getId()
);
boolean moving = DogPoseRenderHandler.isDogPoseMoving(player.getId());
// netHeadYaw is head relative to vanilla body (yHeadRot - yBodyRot)
// We rotated the model by rotationDelta, so compensate:
// effectiveHeadYaw = netHeadYaw + rotationDelta
float headYaw = netHeadYaw + rotationDelta;
// Clamp based on movement state and apply head compensation
float maxYaw = moving ? 60f : 90f;
DogPoseHelper.applyHeadCompensationClamped(
model.head,
model.hat,
headPitch,
headYaw,
maxYaw
);
}
}

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package com.tiedup.remake.mixin.client;
import com.tiedup.remake.client.animation.BondageAnimationManager;
import com.tiedup.remake.client.animation.StaticPoseApplier;
import com.tiedup.remake.client.animation.util.AnimationIdBuilder;
import com.tiedup.remake.compat.mca.MCACompat;
import com.tiedup.remake.items.base.ItemBind;
import com.tiedup.remake.items.base.PoseType;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import com.tiedup.remake.state.IBondageState;
import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
import java.util.UUID;
import net.minecraft.client.model.HumanoidModel;
import net.minecraft.world.entity.LivingEntity;
import net.minecraft.world.item.ItemStack;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin for MCA's VillagerEntityBaseModelMCA to apply tied poses.
*
* <p>This mixin injects at the end of setupAnim (m_6973_) to override MCA's default
* animations when a villager is tied up. Without this, the bondage render layer
* shows the tied pose but the underlying MCA model still shows normal walking/idle
* animations.
*
* <p>Uses @Pseudo annotation - mixin is optional and will be skipped if MCA is not installed.
*
* <p>Target class: net.mca.client.model.VillagerEntityBaseModelMCA
* <p>Target method: setupAnim (MCP name, remapped from Yarn by Architectury)
*/
@Pseudo
@Mixin(
targets = "forge.net.mca.client.model.VillagerEntityBaseModelMCA",
remap = false
)
public class MixinVillagerEntityBaseModelMCA<T extends LivingEntity> {
// Note: Tick tracking moved to MCAAnimationTickCache for cleanup on world unload
/**
* Inject at the end of setupAnim to apply tied pose after MCA has set its animations.
*
* <p>This completely overrides arm/leg positions when the villager is tied up.
*
* <p>Method signature: void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch)
* <p>Note: MCA uses Architectury which remaps Yarn's method names to Forge/MCP names
*/
@Inject(method = "m_6973_", at = @At("TAIL"), remap = false)
private void tiedup$applyTiedPose(
T villager,
float limbSwing,
float limbSwingAmount,
float ageInTicks,
float netHeadYaw,
float headPitch,
CallbackInfo ci
) {
// Only process on client side
if (villager.level() == null || !villager.level().isClientSide()) {
return;
}
// Check if MCA is loaded and this villager is tied
if (!MCACompat.isMCALoaded()) {
return;
}
IBondageState state = MCACompat.getKidnappedState(villager);
if (state == null || !state.isTiedUp()) {
return;
}
// Get pose info from bind item
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseType.STANDARD;
if (bind.getItem() instanceof ItemBind itemBind) {
poseType = itemBind.getPoseType();
}
// Derive bound state from V2 regions, fallback to V1 bind mode NBT
boolean armsBound = V2EquipmentHelper.isRegionOccupied(villager, BodyRegionV2.ARMS);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(villager, BodyRegionV2.LEGS);
if (!armsBound && !legsBound && bind.getItem() instanceof ItemBind) {
armsBound = ItemBind.hasArmsBound(bind);
legsBound = ItemBind.hasLegsBound(bind);
}
// MCA doesn't track struggling state - use false for now
// TODO: Add struggling support to MCA integration
boolean isStruggling = false;
// Cast this mixin to HumanoidModel to apply pose
// MCA's VillagerEntityBaseModelMCA extends HumanoidModel
@SuppressWarnings("unchecked")
HumanoidModel<?> model = (HumanoidModel<?>) (Object) this;
// Check if villager supports PlayerAnimator (via our mixin)
if (villager instanceof IAnimatedPlayer animated) {
// Build animation ID and play animation
String animId = AnimationIdBuilder.build(
poseType,
armsBound,
legsBound,
null,
isStruggling,
true
);
BondageAnimationManager.playAnimation(villager, animId);
// Tick the animation stack only once per game tick (not every render frame)
// ageInTicks increments by 1 each game tick, with fractional values between ticks
int currentTick = (int) ageInTicks;
UUID entityId = villager.getUUID();
int lastTick =
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.getLastTick(
entityId
);
if (lastTick != currentTick) {
// New game tick - tick the animation
animated.getAnimationStack().tick();
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.setLastTick(
entityId,
currentTick
);
}
// Apply animation transforms to model parts
AnimationApplier emote = animated.playerAnimator_getAnimation();
if (emote != null && emote.isActive()) {
// Use correct PlayerAnimator part names (torso, not body)
emote.updatePart("head", model.head);
emote.updatePart("torso", model.body);
emote.updatePart("leftArm", model.leftArm);
emote.updatePart("rightArm", model.rightArm);
emote.updatePart("leftLeg", model.leftLeg);
emote.updatePart("rightLeg", model.rightLeg);
// Force rotations using setRotation to ensure they're applied
model.rightArm.setRotation(
model.rightArm.xRot,
model.rightArm.yRot,
model.rightArm.zRot
);
model.leftArm.setRotation(
model.leftArm.xRot,
model.leftArm.yRot,
model.leftArm.zRot
);
model.rightLeg.setRotation(
model.rightLeg.xRot,
model.rightLeg.yRot,
model.rightLeg.zRot
);
model.leftLeg.setRotation(
model.leftLeg.xRot,
model.leftLeg.yRot,
model.leftLeg.zRot
);
model.body.setRotation(
model.body.xRot,
model.body.yRot,
model.body.zRot
);
model.head.setRotation(
model.head.xRot,
model.head.yRot,
model.head.zRot
);
} else {
// Fallback to static poses if animation not active
StaticPoseApplier.applyStaticPose(
model,
poseType,
armsBound,
legsBound
);
}
} else {
// Fallback: entity doesn't support PlayerAnimator, use static poses
StaticPoseApplier.applyStaticPose(model, poseType, armsBound, legsBound);
}
// Hide arms for WRAP/LATEX_SACK poses (like DamselModel does)
if (poseType == PoseType.WRAP || poseType == PoseType.LATEX_SACK) {
model.leftArm.visible = false;
model.rightArm.visible = false;
}
}
}

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package com.tiedup.remake.mixin.client;
import dev.kosmx.playerAnim.api.layered.AnimationStack;
import dev.kosmx.playerAnim.api.layered.IAnimation;
import dev.kosmx.playerAnim.impl.IAnimatedPlayer;
import dev.kosmx.playerAnim.impl.animation.AnimationApplier;
import java.util.HashMap;
import java.util.Map;
import net.minecraft.resources.ResourceLocation;
import org.spongepowered.asm.mixin.Mixin;
import org.spongepowered.asm.mixin.Pseudo;
import org.spongepowered.asm.mixin.Unique;
import org.spongepowered.asm.mixin.injection.At;
import org.spongepowered.asm.mixin.injection.Inject;
import org.spongepowered.asm.mixin.injection.callback.CallbackInfo;
/**
* Mixin to inject IAnimatedPlayer support into MCA villagers.
*
* <p>This allows MCA villagers to use PlayerAnimator animations for bondage poses,
* instead of just static pose rotations.
*
* <p>Uses @Pseudo annotation - mixin is optional and will be skipped if MCA is not installed.
*
* <p>Target class: net.mca.entity.VillagerEntityMCA
*/
@Pseudo
@Mixin(targets = "forge.net.mca.entity.VillagerEntityMCA", remap = false)
public abstract class MixinVillagerEntityMCAAnimated
implements IAnimatedPlayer
{
/**
* Animation stack for layered animations.
*/
@Unique
private AnimationStack tiedup$animationStack;
/**
* Animation applier for applying animations to model parts.
*/
@Unique
private AnimationApplier tiedup$animationApplier;
/**
* Storage for named animations.
*/
@Unique
private final Map<ResourceLocation, IAnimation> tiedup$storedAnimations =
new HashMap<>();
/**
* Track if animation system has been initialized.
*/
@Unique
private boolean tiedup$animInitialized = false;
/**
* Initialize animation system after entity construction.
*/
@Inject(method = "<init>*", at = @At("RETURN"), remap = false)
private void tiedup$initAnimations(CallbackInfo ci) {
tiedup$ensureAnimationInit();
}
/**
* Lazy initialization of animation system.
* Called on first access to ensure system is ready.
* Only initializes on CLIENT side!
*/
@Unique
private void tiedup$ensureAnimationInit() {
if (!tiedup$animInitialized) {
// Only create animation stack on client side
net.minecraft.world.entity.LivingEntity self =
(net.minecraft.world.entity.LivingEntity) (Object) this;
if (self.level() == null || !self.level().isClientSide()) {
return; // Don't initialize on server
}
this.tiedup$animationStack = new AnimationStack();
this.tiedup$animationApplier = new AnimationApplier(
this.tiedup$animationStack
);
tiedup$animInitialized = true;
}
}
// ========================================
// IAnimatedPlayer Implementation
// ========================================
@Override
public AnimationStack getAnimationStack() {
tiedup$ensureAnimationInit();
return this.tiedup$animationStack;
}
@Override
public AnimationApplier playerAnimator_getAnimation() {
tiedup$ensureAnimationInit();
return this.tiedup$animationApplier;
}
@Override
public IAnimation playerAnimator_getAnimation(ResourceLocation id) {
return this.tiedup$storedAnimations.get(id);
}
@Override
public IAnimation playerAnimator_setAnimation(
ResourceLocation id,
IAnimation animation
) {
if (animation == null) {
return this.tiedup$storedAnimations.remove(id);
} else {
return this.tiedup$storedAnimations.put(id, animation);
}
}
}