feature/d01-branch-e-resistance #10
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E1: Initialize currentResistance in NBT at equip time from ResistanceComponent — eliminates MAX-scan fallback bug E2: BuiltInLockComponent for organic items (already committed) E3: canStruggle refactor — new model: - ARMS: always struggle-able (no lock gating) - Non-ARMS: only if locked OR built-in lock - Removed dead isItemLocked() from StruggleState + overrides E4: canUnequip already handled by BuiltInLockComponent.blocksUnequip() via ComponentHolder delegation E5: Help/assist mechanic deferred (needs UI design) E6: Removed lock resistance from ILockable (5 methods + NBT key deleted) - GenericKnife: new knifeCutProgress NBT for cutting locks - StruggleAccessory: accessoryStruggleResistance NBT replaces lock resistance - PacketV2StruggleStart: uses config-based padlock resistance - All lock/unlock packets cleaned of initializeLockResistance/clearLockResistance E7: Fixed 3 pre-existing bugs: - B2: DataDrivenItemRegistry.clear() synchronized on RELOAD_LOCK - B3: V2TyingPlayerTask validates heldStack before equip (prevents duplication) - B5: EntityKidnapperMerchant.remove() cleans playerToMerchant map (memory leak)