Commit Graph

17 Commits

Author SHA1 Message Date
notevil
a0b6ac5b04 Implement datapack armature registry — enable auto-register of anim JSONs
Replace InstantiateInvoker.getArmature() throw with real lookup in
TiedUpArmatures registry. This unblocks the datapack auto-register
path for anim JSONs placed in assets/tiedup/animmodels/animations/.

5 Phase 3 placeholder JSONs updated with EF-native 'constructor' block
— they now auto-register via AnimationManager.readResourcepackAnimation
without any Java-side hardcoding.

Data-driven pipeline now fully working end-to-end : modder drops a
JSON in their datapack's animmodels folder, it's automatically picked
up at reload, and referenced via resolveWithFallback() from item
bindings. No recompile needed for new items/anims.
2026-04-24 13:01:30 +02:00
notevil
efba00d005 Bondage test items : placeholder assets for Phase 3 pipeline validation
Adds minimum viable assets to exercise the Phase 3 anim pipeline
in-game :

- 5 placeholder anim JSON files in assets/tiedup/animmodels/animations/
  (identity keyframes matching context_stand_idle template) :
  armbinder_idle, armbinder_walk, armbinder_struggle,
  armbinder_equip_oneshot, classic_collar_idle
- armbinder.json enriched with 'animations' block binding IDLE + WALK
  + WALK_BOUND + STRUGGLE_BOUND living_motions + on_equip oneshot
- classic_collar.json enriched with IDLE binding for multi-item
  composition test

Purpose : validate end-to-end that the data-driven pipeline fires
correctly (rebuild, motion switch, oneshot sound, rehydrate) via F6
debug overlay. Visual pose does not change (identity anims) — body
keyframe authoring remains blocked on Blender artist assets.

Runtime note : the placeholder JSONs lack the EF 'constructor' block,
so readResourcepackAnimation does not register them in
AnimationManager.animationByName. resolveWithFallback will return
EMPTY_ANIMATION with a dedup WARN per missing ID — this exercises
the binding resolution path without needing a real StaticAnimation
(the map livingAnimations still receives the accessor, F6 overlay
still reports bindings:N). Real registration will land when either
InstantiateInvoker.getArmature() is implemented (Phase 2 armature
registry) or a dedicated AnimationRegistryEvent handler is added.

Gameday verification steps documented in docs/plans/rig/GAMEDAY_CHECKLIST.md
(gitignored, local only).
2026-04-24 11:57:15 +02:00
notevil
de691e24ec P3-19 : RIG debug overlay (F6 toggle)
Scope reduced to overlay only — E2E integration test deferred.

Overlay displays current living motion + composite motion, equipped bondage
count, livingAnimations bindings count, active layers w/ priority + anim.
Critical for dev-visible feedback when placeholder identity anims don't
change the visual rig but the pipeline is running correctly.

Keybind : F6 (configurable in Controls menu, category TiedUp!). F6 chosen
because unused by vanilla and preserves F3 for debug screen.

No new accessor needed on Animator — getLivingAnimations() already exists
(returns ImmutableMap.copyOf, safe for debug read). Layer priority reading
falls back on Layer.toString() parsing for composite layers where the
priority field is protected ; base layer uses the public getBaseLayerPriority().

Tests : 6 pure unit tests (toggle flag, null-player branch, motionName on
vanilla+tiedup enums+null). Real render path is MC-runtime-bound and
validated gameday only.
2026-04-24 00:31:26 +02:00
notevil
b494b60d60 Phase 2.7 review fixes : resetLoggedErrors wiring + IDLE self-heal + JSON cleanup + tests 2026-04-23 00:27:26 +02:00
notevil
08808dbcc1 Phase 2.7 : animation registry + tick handler + placeholder assets
TiedUpAnimationRegistry.CONTEXT_STAND_IDLE instancié au FMLCommonSetupEvent
via DirectStaticAnimation + armature BIPED. Placeholder JSON 2-keyframes
identity (joueur statique) à assets/tiedup/animmodels/animations/ jusqu'à
ce qu'un export Blender authored remplace. biped.json de même (hiérarchie
identity) placé dans assets/tiedup/armatures/ — parse via JsonAssetLoader
mais pas encore chargé au runtime (l'armature reste procédurale côté Java).

RigAnimationTickHandler tick chaque player visible côté client (phase END) :
- patch.getAnimator().tick() → avance les layers EF
- trigger playAnimation(CONTEXT_STAND_IDLE, 0.2f) quand motion=IDLE et anim
  courante ≠ CONTEXT_STAND_IDLE (idempotent)
- try/catch per-entity avec dedup des erreurs par UUID (pattern
  TiedUpRenderEngine.loggedRenderErrors)
- skip si level null / paused

PlayerPatch.initAnimator bind désormais IDLE → CONTEXT_STAND_IDLE quand le
registry est prêt (fallback EMPTY_ANIMATION si patch construit avant setup).

Voir docs/plans/rig/ASSETS_NEEDED.md pour la spec des assets authored
définitifs (anim idle swing respiration 3 keyframes + offsets biped
anatomiques).
2026-04-23 00:07:32 +02:00
NotEvil
fd60086322 feat(i18n): complete migration — items, entities, AI goals, GUI screens
119 new translation keys across 3 domains:
- Items/Blocks/Misc (46 keys): tooltips, action messages, trap states
- Entities/AI Goals (55 keys): NPC speech, maid/master/guard messages
- Client GUI (18 keys): widget labels, screen buttons, merchant display

Remaining 119 Component.literal() are all intentional:
- Debug/Admin/Command wands (47) — dev tools, not player-facing
- Entity display names (~25) — dynamic getNpcName() calls
- Empty string roots (~15) — .append() chain bases
- User-typed text (~10) — /me, /pm, /norp chat content
- Runtime data (~12) — StringBuilder, gag muffling, MCA compat
2026-04-16 12:33:13 +02:00
NotEvil
9b2c5dec8e chore(P2): V1 zombie comments cleanup + i18n events/network/items
Zombie comments (14 files):
- Replace references to deleted V1 classes (ItemBind, ItemCollar, IBondageItem,
  BindVariant, etc.) with V2 equivalents or past-tense historical notes
- "V1 path" → "legacy slot-index path" for still-active legacy codepaths
- Clean misleading javadoc that implied V1 code was still present

i18n (13 files, 31 new keys):
- Events: 12 Component.literal() → translatable (labor tools, gag eat,
  death escape, debt, punishment, grace, camp protection, chest, maid)
- Network: 12 Component.literal() → translatable (trader messages,
  lockpick jam, slave freedom warnings)
- Items: 2 Component.literal() → translatable (ItemOwnerTarget tooltips)
2026-04-16 11:20:17 +02:00
NotEvil
371a138b71 fix(P1+P2): swarm review — UX fixes + V1 dead code cleanup
P1 — UX visible:
- Add 4 missing translations (leather_mittens, ball_gag_3d, taser, debug_wand)
- Fix earplugs resistance bucket: "blindfold" → "earplug"
- Split mixin config: core (require=1) + compat MCA (require=0)
- Bump PROTOCOL_VERSION from "1" to "2"
- Add debug_wand item model (no texture — debug only)
- Fix 3 display_name inconsistencies (chain, vine_seed, shock_collar_auto)

P2 — Dead code cleanup:
- Delete IHas3DModelConfig + Model3DConfig (zero imports)
- Remove MovementStyleResolver.resolveV1Fallback() + V1Fallback record + V1 constants
- Remove AnimationTickHandler V1 fallback block + buildAnimationId()
- Document PlayerEquipment.equipInRegion() bypass as intentional (force-equip paths)
2026-04-16 10:58:44 +02:00
NotEvil
c34bac11b0 fix(C-01): review fixes — missing keys, duplicate, GPS shock i18n
- Add missing keephead_enabled/disabled translation keys (BUG-001)
- Remove duplicate gui.tiedup.close key at line 403 (RISK-004)
- Fix GPS shock: use null addon + send GPS_ZONE_VIOLATION separately (RISK-001)
2026-04-15 14:08:41 +02:00
NotEvil
fa5cfb913c feat(C-01): i18n main commands — 148 translatable keys
Phase 3: Migrate Component.literal() in all remaining command files.
- NPCCommand (34), CellCommand (33), SocialCommand (16), CollarCommand (25),
  KeyCommand (18), BountyCommand (6), KidnapSetCommand (2), CaptivityDebugCommand (7),
  InventorySubCommand (3), TestAnimSubCommand (2), MasterTestSubCommand (7), DebtSubCommand (8)
- Strip all section sign color codes, use .withStyle(ChatFormatting)
- 148 new keys in en_us.json (command.tiedup.*)
- Debug/dynamic strings intentionally kept as literal
2026-04-15 13:54:26 +02:00
NotEvil
70965c2dda feat(C-01): i18n subcommands — 33 translatable keys
Phase 2: Migrate all Component.literal() in 5 subcommand files.
- BindCommands, GagCommands, BlindfoldCommands, CollarCommands, AccessoryCommands
- Strip \u00a7a section signs, use .withStyle(ChatFormatting.GREEN)
- Add 33 keys to en_us.json (command.tiedup.*)
- Shared error key: command.tiedup.error.no_state
2026-04-15 13:28:02 +02:00
NotEvil
0662739fe0 feat(C-01): i18n SystemMessageManager — 83 translatable keys
Phase 1: Core system message migration to Component.translatable().
- Replace getMessageTemplate() hardcoded strings with getTranslationKey() key derivation
- All send methods now use Component.translatable() with positional args
- Add 83 keys to en_us.json (msg.tiedup.system.*)
- Add sendTranslatable() convenience for external callers with string args
- Migrate 3 external getTemplate() callers (PlayerShockCollar, CellRegistryV2)
- Add resistance_suffix key for sendWithResistance()
2026-04-15 13:24:05 +02:00
NotEvil
199bf00aef feat(D-01/E): BuiltInLockComponent for organic items (E2)
- New BuiltInLockComponent: blocksUnequip() returns true (permanent lock)
- ComponentType: add BUILT_IN_LOCK enum value
- 8 organic item JSONs updated (slime, vine, web, tape variants)
- DataDrivenBondageItem: add hasBuiltInLock() static helper
2026-04-15 03:11:15 +02:00
NotEvil
530b86a9a7 fix(D-01/B): hood missing MOUTH block + organic items lockable:false
- Hood: add MOUTH to blocked_regions — prevents double gag stacking
- 8 organic items (slime, vine, web, tape): set lockable:false at top
  level for consistency with can_attach_padlock:false
2026-04-14 17:59:27 +02:00
NotEvil
258223bf68 feat(D-01/B): 47 data-driven item definitions + cleanup test files
16 binds: ropes, armbinder, dogbinder, chain, ribbon, slime, vine_seed,
  web_bind, shibari, leather_straps, medical_straps, beam_cuffs,
  duct_tape, straitjacket, wrap, latex_sack

19 gags: cloth_gag, ropes_gag, cleave_gag, ribbon_gag, ball_gag,
  ball_gag_strap, tape_gag, wrap_gag, slime_gag, vine_gag, web_gag,
  panel_gag, beam_panel_gag, chain_panel_gag, latex_gag, tube_gag,
  bite_gag, sponge_gag, baguette_gag

2 blindfolds, 1 earplugs, 1 mittens
5 collars (classic, shock, shock_auto, gps, choke) with ownership component
3 combos (hood, medical_gag, ball_gag_3d)

All items config-driven via ResistanceComponent (id) and GaggingComponent
(material). Organic items have can_attach_padlock: false.

Removed 4 test files (test_component_gag, test_handcuffs, test_leg_cuffs).
2026-04-14 17:52:19 +02:00
NotEvil
e17998933c Add creator field and enriched tooltip for data-driven items
- Add optional "creator" JSON field to display author name in tooltip
- Show body regions, movement style, lock status, and escape difficulty
- Show pose priority and item ID in advanced mode (F3+H)
- Update ARTIST_GUIDE.md field reference and test JSON
2026-04-13 04:00:27 +02:00
NotEvil
f6466360b6 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.
2026-04-12 00:51:22 +02:00