feature/d01-branch-a-bridge #6
@@ -4,12 +4,18 @@ import com.tiedup.remake.core.SettingsAccessor;
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import com.tiedup.remake.core.SystemMessageManager;
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import com.tiedup.remake.core.SystemMessageManager.MessageCategory;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.IHasResistance;
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import com.tiedup.remake.items.base.ILockable;
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import com.tiedup.remake.items.base.ItemBind;
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import com.tiedup.remake.state.IPlayerLeashAccess;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.BindModeHelper;
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import com.tiedup.remake.v2.bondage.CollarHelper;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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import com.tiedup.remake.v2.bondage.component.ComponentType;
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import com.tiedup.remake.v2.bondage.component.ResistanceComponent;
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import com.tiedup.remake.v2.bondage.datadriven.DataDrivenBondageItem;
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import net.minecraft.world.entity.item.ItemEntity;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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@@ -75,16 +81,17 @@ public class StruggleBinds extends StruggleState {
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player,
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BodyRegionV2.ARMS
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);
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if (
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bindStack.isEmpty() ||
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!(bindStack.getItem() instanceof ItemBind bind)
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) {
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if (bindStack.isEmpty() || !BindModeHelper.isBindItem(bindStack)) {
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return false;
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}
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// The locked check has been moved to struggle() where decrease is reduced
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return bind.canBeStruggledOut(bindStack);
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// Check canBeStruggledOut — works for both V1 and V2 via IHasResistance
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if (bindStack.getItem() instanceof IHasResistance resistance) {
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return resistance.canBeStruggledOut(bindStack);
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}
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return true;
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}
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/**
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@@ -103,14 +110,13 @@ public class StruggleBinds extends StruggleState {
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player,
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BodyRegionV2.ARMS
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);
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if (
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bindStack.isEmpty() ||
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!(bindStack.getItem() instanceof ItemBind bind)
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) {
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return false;
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}
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if (bindStack.isEmpty()) return false;
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return bind.isLocked(bindStack);
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// Works for both V1 (ItemBind) and V2 (DataDrivenBondageItem) via ILockable
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if (bindStack.getItem() instanceof ILockable lockable) {
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return lockable.isLocked(bindStack);
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}
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return false;
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}
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/**
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@@ -148,14 +154,18 @@ public class StruggleBinds extends StruggleState {
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BodyRegionV2.NECK
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);
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if (
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!collar.isEmpty() &&
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collar.getItem() instanceof
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com.tiedup.remake.items.ItemShockCollar shockCollar
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) {
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return shockCollar.notifyStruggle(player, collar);
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if (!collar.isEmpty() && CollarHelper.canShock(collar)) {
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// V1 shock collar
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if (collar.getItem() instanceof com.tiedup.remake.items.ItemShockCollar shockCollar) {
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return shockCollar.notifyStruggle(player, collar);
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}
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// V2 shock collar — notify via IHasResistance if available
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if (collar.getItem() instanceof IHasResistance resistance) {
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resistance.notifyStruggle(player);
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}
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return true;
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}
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return true; // No collar, proceed normally
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return true; // No shock collar, proceed normally
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}
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/**
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@@ -317,18 +327,23 @@ public class StruggleBinds extends StruggleState {
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target,
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BodyRegionV2.ARMS
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);
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if (
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bindStack.isEmpty() ||
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!(bindStack.getItem() instanceof ItemBind bind)
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) {
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if (bindStack.isEmpty() || !BindModeHelper.isBindItem(bindStack)) {
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return;
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}
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// Get base resistance from config (BUG-003 fix: was using ModGameRules which
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// only knew 4 types and returned hardcoded 100 for the other 10)
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int baseResistance = SettingsAccessor.getBindResistance(
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bind.getItemName()
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// Get base resistance: V2 reads from ResistanceComponent directly,
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// V1 reads from SettingsAccessor via item name (BUG-003 fix)
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int baseResistance;
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ResistanceComponent comp = DataDrivenBondageItem.getComponent(
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bindStack, ComponentType.RESISTANCE, ResistanceComponent.class
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);
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if (comp != null) {
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baseResistance = comp.getBaseResistance();
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} else if (bindStack.getItem() instanceof ItemBind bind) {
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baseResistance = SettingsAccessor.getBindResistance(bind.getItemName());
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} else {
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baseResistance = 100;
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}
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// Set current resistance to base (full restore)
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setResistanceState(state, baseResistance);
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@@ -2,9 +2,12 @@ package com.tiedup.remake.state.struggle;
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import com.tiedup.remake.core.SystemMessageManager.MessageCategory;
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import com.tiedup.remake.core.TiedUpMod;
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import com.tiedup.remake.items.base.IHasResistance;
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import com.tiedup.remake.items.base.ILockable;
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import com.tiedup.remake.items.base.ItemCollar;
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import com.tiedup.remake.state.PlayerBindState;
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import com.tiedup.remake.v2.BodyRegionV2;
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import com.tiedup.remake.v2.bondage.CollarHelper;
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import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper;
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import net.minecraft.world.entity.player.Player;
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import net.minecraft.world.item.ItemStack;
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@@ -44,19 +47,14 @@ public class StruggleCollar extends StruggleState {
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@Override
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protected int getResistanceState(PlayerBindState state) {
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Player player = state.getPlayer();
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ItemStack collar = V2EquipmentHelper.getInRegion(
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player,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
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if (
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collar.isEmpty() ||
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!(collar.getItem() instanceof ItemCollar collarItem)
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) {
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return 0;
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if (collar.isEmpty() || !CollarHelper.isCollar(collar)) return 0;
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if (collar.getItem() instanceof IHasResistance resistance) {
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return resistance.getCurrentResistance(collar, player);
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}
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return collarItem.getCurrentResistance(collar, player);
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return 0;
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}
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/**
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@@ -68,19 +66,13 @@ public class StruggleCollar extends StruggleState {
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@Override
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protected void setResistanceState(PlayerBindState state, int resistance) {
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Player player = state.getPlayer();
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ItemStack collar = V2EquipmentHelper.getInRegion(
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player,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
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if (
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collar.isEmpty() ||
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!(collar.getItem() instanceof ItemCollar collarItem)
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) {
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return;
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if (collar.isEmpty() || !CollarHelper.isCollar(collar)) return;
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if (collar.getItem() instanceof IHasResistance resistanceItem) {
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resistanceItem.setCurrentResistance(collar, resistance);
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}
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collarItem.setCurrentResistance(collar, resistance);
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}
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/**
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@@ -104,31 +96,29 @@ public class StruggleCollar extends StruggleState {
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return false;
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}
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ItemStack collar = V2EquipmentHelper.getInRegion(
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player,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
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if (
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collar.isEmpty() ||
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!(collar.getItem() instanceof ItemCollar collarItem)
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) {
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if (collar.isEmpty() || !CollarHelper.isCollar(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] No collar equipped");
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return false;
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}
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// Check if locked
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if (!collarItem.isLocked(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] Collar is not locked");
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// Check if locked (works for V1 and V2 via ILockable)
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if (collar.getItem() instanceof ILockable lockable) {
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if (!lockable.isLocked(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] Collar is not locked");
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return false;
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}
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} else {
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return false;
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}
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// Check if struggle is enabled
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if (!collarItem.canBeStruggledOut(collar)) {
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TiedUpMod.LOGGER.debug(
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"[StruggleCollar] Collar struggle is disabled"
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);
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return false;
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// Check if struggle is enabled (works for V1 and V2 via IHasResistance)
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if (collar.getItem() instanceof IHasResistance resistance) {
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if (!resistance.canBeStruggledOut(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] Collar struggle is disabled");
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return false;
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}
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}
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return true;
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@@ -141,17 +131,17 @@ public class StruggleCollar extends StruggleState {
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@Override
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protected boolean onAttempt(PlayerBindState state) {
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Player player = state.getPlayer();
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ItemStack collar = V2EquipmentHelper.getInRegion(
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player,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
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if (
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!collar.isEmpty() &&
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collar.getItem() instanceof
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com.tiedup.remake.items.ItemShockCollar shockCollar
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) {
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return shockCollar.notifyStruggle(player, collar);
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if (!collar.isEmpty() && CollarHelper.canShock(collar)) {
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// V1 shock collar
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if (collar.getItem() instanceof com.tiedup.remake.items.ItemShockCollar shockCollar) {
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return shockCollar.notifyStruggle(player, collar);
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}
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// V2 shock collar — notify via IHasResistance
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if (collar.getItem() instanceof IHasResistance resistance) {
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resistance.notifyStruggle(player);
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}
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}
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return true;
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}
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@@ -167,31 +157,19 @@ public class StruggleCollar extends StruggleState {
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@Override
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protected void successAction(PlayerBindState state) {
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Player player = state.getPlayer();
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ItemStack collar = V2EquipmentHelper.getInRegion(
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player,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(player, BodyRegionV2.NECK);
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if (
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collar.isEmpty() ||
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!(collar.getItem() instanceof ItemCollar collarItem)
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) {
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TiedUpMod.LOGGER.warn(
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"[StruggleCollar] successAction called but no collar equipped"
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);
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if (collar.isEmpty() || !CollarHelper.isCollar(collar)) {
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TiedUpMod.LOGGER.warn("[StruggleCollar] successAction called but no collar equipped");
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return;
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}
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// Unlock the collar
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collarItem.setLocked(collar, false);
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// Unlock the collar (works for V1 and V2 via ILockable)
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if (collar.getItem() instanceof ILockable lockable) {
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lockable.setLocked(collar, false);
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}
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TiedUpMod.LOGGER.info(
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"[StruggleCollar] {} unlocked their collar!",
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player.getName().getString()
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);
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// Note: Collar is NOT removed, just unlocked
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// Player can now manually remove it
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TiedUpMod.LOGGER.info("[StruggleCollar] {} unlocked their collar!", player.getName().getString());
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}
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@Override
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@@ -230,30 +208,27 @@ public class StruggleCollar extends StruggleState {
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return;
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}
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ItemStack collar = V2EquipmentHelper.getInRegion(
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target,
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BodyRegionV2.NECK
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);
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ItemStack collar = V2EquipmentHelper.getInRegion(target, BodyRegionV2.NECK);
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if (
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collar.isEmpty() ||
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!(collar.getItem() instanceof ItemCollar collarItem)
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) {
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if (collar.isEmpty() || !CollarHelper.isCollar(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] No collar to tighten");
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return;
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}
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// Check if collar is locked
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if (!collarItem.isLocked(collar)) {
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TiedUpMod.LOGGER.debug(
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"[StruggleCollar] Collar must be locked to tighten"
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);
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// Check if collar is locked (V1 and V2 via ILockable)
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if (collar.getItem() instanceof ILockable lockable) {
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if (!lockable.isLocked(collar)) {
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TiedUpMod.LOGGER.debug("[StruggleCollar] Collar must be locked to tighten");
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return;
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}
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} else {
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return;
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}
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// Get base resistance from GameRules
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int baseResistance = collarItem.getBaseResistance(target);
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int currentResistance = collarItem.getCurrentResistance(collar, target);
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// Get resistance (V1 and V2 via IHasResistance)
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if (!(collar.getItem() instanceof IHasResistance resistanceItem)) return;
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int baseResistance = resistanceItem.getBaseResistance(target);
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int currentResistance = resistanceItem.getCurrentResistance(collar, target);
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// Only tighten if current resistance is lower than base
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if (currentResistance >= baseResistance) {
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@@ -264,7 +239,7 @@ public class StruggleCollar extends StruggleState {
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}
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// Restore to base resistance
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collarItem.setCurrentResistance(collar, baseResistance);
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resistanceItem.setCurrentResistance(collar, baseResistance);
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TiedUpMod.LOGGER.info(
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"[StruggleCollar] {} tightened {}'s collar (resistance {} -> {})",
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Reference in New Issue
Block a user