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.state.struggle;
import com.tiedup.remake.core.SystemMessageManager.MessageCategory;
import com.tiedup.remake.core.TiedUpMod;
import com.tiedup.remake.items.base.ItemCollar;
import com.tiedup.remake.state.PlayerBindState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
import net.minecraft.world.entity.player.Player;
import net.minecraft.world.item.ItemStack;
/**
* Phase 8: Master-Slave Relationships
*
* Struggle mechanics specifically for locked collars.
*
* How it Works:
* - Only locked collars can be struggled against
* - Success: Collar becomes UNLOCKED (not removed)
* - No items are dropped (unlike bind struggle)
* - Uses collar-specific GameRules for probability and resistance
*
* Differences from StruggleBinds:
* - Condition: hasLockedCollar() instead of isTiedUp()
* - Success: unlock collar instead of untie + drop items
* - Resistance source: collar NBT instead of bind NBT
* - GameRules: STRUGGLE_COLLAR, PROBABILITY_STRUGGLE_COLLAR, etc.
*
* Usage:
* - Slave wears locked collar
* - Presses R (struggle key)
* - Eventually unlocks collar (can then remove it)
*
* @see StruggleBinds
* @see StruggleState
*/
public class StruggleCollar extends StruggleState {
/**
* Get the current resistance from the equipped collar.
*
* @param state The PlayerBindState
* @return Current collar resistance, or 0 if no collar
*/
@Override
protected int getResistanceState(PlayerBindState state) {
Player player = state.getPlayer();
ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
if (
collar.isEmpty() ||
!(collar.getItem() instanceof ItemCollar collarItem)
) {
return 0;
}
return collarItem.getCurrentResistance(collar, player);
}
/**
* Set the current resistance on the equipped collar.
*
* @param state The PlayerBindState
* @param resistance The new resistance value
*/
@Override
protected void setResistanceState(PlayerBindState state, int resistance) {
Player player = state.getPlayer();
ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
if (
collar.isEmpty() ||
!(collar.getItem() instanceof ItemCollar collarItem)
) {
return;
}
collarItem.setCurrentResistance(collar, resistance);
}
/**
* Check if the collar can be struggled against.
*
* Conditions:
* - Must have collar equipped
* - Collar must be LOCKED
* - Collar must allow struggle (canBeStruggledOut)
*
* Note: Can struggle collar even if NOT tied up.
*
* @param state The PlayerBindState
* @return true if can struggle collar
*/
@Override
protected boolean canStruggle(PlayerBindState state) {
Player player = state.getPlayer();
// Phase 13 logic: Can only struggle against collar if NOT tied up
if (state.isTiedUp()) {
return false;
}
ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
if (
collar.isEmpty() ||
!(collar.getItem() instanceof ItemCollar collarItem)
) {
TiedUpMod.LOGGER.debug("[StruggleCollar] No collar equipped");
return false;
}
// Check if locked
if (!collarItem.isLocked(collar)) {
TiedUpMod.LOGGER.debug("[StruggleCollar] Collar is not locked");
return false;
}
// Check if struggle is enabled
if (!collarItem.canBeStruggledOut(collar)) {
TiedUpMod.LOGGER.debug(
"[StruggleCollar] Collar struggle is disabled"
);
return false;
}
return true;
}
/**
* Action to perform when struggle is attempted.
* Used for random shock chance on shock collars.
*/
@Override
protected boolean onAttempt(PlayerBindState state) {
Player player = state.getPlayer();
ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
if (
!collar.isEmpty() &&
collar.getItem() instanceof
com.tiedup.remake.items.ItemShockCollar shockCollar
) {
return shockCollar.notifyStruggle(player, collar);
}
return true;
}
/**
* Action to perform when struggle succeeds (resistance = 0).
*
* For collars: Unlock the collar.
* The player can then manually remove it.
*
* @param state The PlayerBindState
*/
@Override
protected void successAction(PlayerBindState state) {
Player player = state.getPlayer();
ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
if (
collar.isEmpty() ||
!(collar.getItem() instanceof ItemCollar collarItem)
) {
TiedUpMod.LOGGER.warn(
"[StruggleCollar] successAction called but no collar equipped"
);
return;
}
// Unlock the collar
collarItem.setLocked(collar, false);
TiedUpMod.LOGGER.info(
"[StruggleCollar] {} unlocked their collar!",
player.getName().getString()
);
// Note: Collar is NOT removed, just unlocked
// Player can now manually remove it
}
@Override
protected MessageCategory getSuccessCategory() {
return MessageCategory.STRUGGLE_COLLAR_SUCCESS;
}
@Override
protected MessageCategory getFailCategory() {
return MessageCategory.STRUGGLE_COLLAR_FAIL;
}
/**
* Tighten the collar (restore resistance to base value).
* Called when a master tightens the slave's collar.
*
* Conditions:
* - Collar must be locked
* - Tightener must be different from wearer
*
* @param tightener The player tightening the collar
* @param state The PlayerBindState of the collar wearer
*/
public void tighten(Player tightener, PlayerBindState state) {
Player target = state.getPlayer();
if (tightener == null || target == null) {
return;
}
// Can't tighten your own collar
if (tightener.getUUID().equals(target.getUUID())) {
TiedUpMod.LOGGER.debug(
"[StruggleCollar] Cannot tighten own collar"
);
return;
}
ItemStack collar = V2EquipmentHelper.getInRegion(target, BodyRegionV2.NECK);
if (
collar.isEmpty() ||
!(collar.getItem() instanceof ItemCollar collarItem)
) {
TiedUpMod.LOGGER.debug("[StruggleCollar] No collar to tighten");
return;
}
// Check if collar is locked
if (!collarItem.isLocked(collar)) {
TiedUpMod.LOGGER.debug(
"[StruggleCollar] Collar must be locked to tighten"
);
return;
}
// Get base resistance from GameRules
int baseResistance = collarItem.getBaseResistance(target);
int currentResistance = collarItem.getCurrentResistance(collar, target);
// Only tighten if current resistance is lower than base
if (currentResistance >= baseResistance) {
TiedUpMod.LOGGER.debug(
"[StruggleCollar] Collar already at max resistance"
);
return;
}
// Restore to base resistance
collarItem.setCurrentResistance(collar, baseResistance);
TiedUpMod.LOGGER.info(
"[StruggleCollar] {} tightened {}'s collar (resistance {} -> {})",
tightener.getName().getString(),
target.getName().getString(),
currentResistance,
baseResistance
);
}
}