feat(D-01/E): quickwins — debug toggle, HumanChairHelper move, collar equip

Q1: Remove F9 debug toggle from GltfAnimationApplier + delete dead
    GltfRenderLayer + remove keybind registration

Q2: Move HumanChairHelper from state/ to util/ — pure utility with
    no state dependency. 7 import updates.

Q3: Wire NECK collar equip flow in DataDrivenBondageItem:
    - Target must be tied up (V1 rule preserved)
    - Distance + line-of-sight validation
    - Owner added to NBT before equip via CollarHelper.addOwner()
    - V2EquipmentHelper handles conflict resolution
    - ModSounds.COLLAR_PUT played on success
    - OwnershipComponent.onEquipped registers in CollarRegistry
This commit is contained in:
NotEvil
2026-04-15 10:48:21 +02:00
committed by NotEvil
parent cc0ce89de5
commit f945e9449b
13 changed files with 50 additions and 215 deletions

View File

@@ -13,8 +13,6 @@ import java.util.Set;
import java.util.TreeSet;
import java.util.UUID;
import java.util.concurrent.ConcurrentHashMap;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.AbstractClientPlayer;
import net.minecraft.resources.ResourceLocation;
import net.minecraft.world.entity.LivingEntity;
import net.minecraftforge.api.distmarker.Dist;
@@ -433,52 +431,6 @@ public final class GltfAnimationApplier {
ContextAnimationFactory.clearCache();
}
// LEGACY F9 DEBUG TOGGLE
private static boolean debugEnabled = false;
/**
* Toggle debug mode via F9 key.
* When enabled, applies handcuffs V2 animation (rightArm + leftArm) to the local player
* using STAND_IDLE context. When disabled, clears all V2 animation.
*/
public static void toggle() {
debugEnabled = !debugEnabled;
LOGGER.info(
"[GltfPipeline] Debug toggle: {}",
debugEnabled ? "ON" : "OFF"
);
AbstractClientPlayer player = Minecraft.getInstance().player;
if (player == null) return;
if (debugEnabled) {
ResourceLocation modelLoc = ResourceLocation.fromNamespaceAndPath(
"tiedup",
"models/gltf/v2/handcuffs/cuffs_prototype.glb"
);
Set<String> armParts = Set.of("rightArm", "leftArm");
RegionBoneMapper.BoneOwnership debugOwnership =
new RegionBoneMapper.BoneOwnership(armParts, Set.of());
applyV2Animation(
player,
modelLoc,
null,
AnimationContext.STAND_IDLE,
debugOwnership
);
} else {
clearV2Animation(player);
}
}
/**
* Whether F9 debug mode is currently enabled.
*/
public static boolean isEnabled() {
return debugEnabled;
}
// INTERNAL
/**