PlayerEquipment.getCurrentBindResistance/setCurrentBindResistance and
getCurrentCollarResistance/setCurrentCollarResistance all checked
instanceof ItemBind/ItemCollar — V2 DataDrivenBondageItem silently
returned 0, making V2 items escapable in 1 struggle roll.
Fix: use instanceof IHasResistance which both V1 and V2 implement.
Also fix StruggleCollar.tighten() to read ResistanceComponent directly
for V2 collars instead of IHasResistance.getBaseResistance(entity)
which triggers the singleton MAX-scan across all equipped items.
Note: isItemLocked() dead code in StruggleState is a PRE-EXISTING bug
(x10 locked penalty never applied) — tracked for separate fix.
BUG-001: TyingInteractionHelper swap now checks V2EquipResult — on failure,
rolls back by re-equipping the old bind instead of leaving target untied
BUG-002: OwnershipComponent.onUnequipped no longer double-calls
unregisterWearer — onCollarRemoved already handles it. Suppressed-alert
path calls unregister directly since onCollarRemoved is skipped.
BUG-003: PacketSelfBondage handleV2SelfBind now clears completed tying
task from PlayerBindState to prevent blocking future tying interactions
RISK-003: StruggleCollar get/setResistanceState null-guard on player
Strip all Phase references, TODO/FUTURE roadmap notes, and internal
planning comments from the codebase. Run Prettier for consistent
formatting across all Java files.