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.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;
}
}
}