package com.tiedup.remake.mixin.client; import com.tiedup.remake.client.animation.BondageAnimationManager; import com.tiedup.remake.client.animation.StaticPoseApplier; import com.tiedup.remake.client.animation.util.AnimationIdBuilder; import com.tiedup.remake.compat.mca.MCACompat; import com.tiedup.remake.items.base.PoseType; import com.tiedup.remake.v2.bondage.BindModeHelper; import com.tiedup.remake.v2.bondage.PoseTypeHelper; import com.tiedup.remake.state.IBondageState; import com.tiedup.remake.v2.BodyRegionV2; import com.tiedup.remake.v2.bondage.capability.V2EquipmentHelper; import dev.kosmx.playerAnim.impl.IAnimatedPlayer; import dev.kosmx.playerAnim.impl.animation.AnimationApplier; import java.util.UUID; import net.minecraft.client.model.HumanoidModel; import net.minecraft.world.entity.LivingEntity; import net.minecraft.world.item.ItemStack; import org.spongepowered.asm.mixin.Mixin; import org.spongepowered.asm.mixin.Pseudo; import org.spongepowered.asm.mixin.injection.At; import org.spongepowered.asm.mixin.injection.Inject; import org.spongepowered.asm.mixin.injection.callback.CallbackInfo; /** * Mixin for MCA's VillagerEntityBaseModelMCA to apply tied poses. * *
This mixin injects at the end of setupAnim (m_6973_) to override MCA's default * animations when a villager is tied up. Without this, the bondage render layer * shows the tied pose but the underlying MCA model still shows normal walking/idle * animations. * *
Uses @Pseudo annotation - mixin is optional and will be skipped if MCA is not installed. * *
Target class: net.mca.client.model.VillagerEntityBaseModelMCA *
Target method: setupAnim (MCP name, remapped from Yarn by Architectury)
*/
@Pseudo
@Mixin(
targets = "forge.net.mca.client.model.VillagerEntityBaseModelMCA",
remap = false
)
public class MixinVillagerEntityBaseModelMCA This completely overrides arm/leg positions when the villager is tied up.
*
* Method signature: void setupAnim(T entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch)
* Note: MCA uses Architectury which remaps Yarn's method names to Forge/MCP names
*/
@Inject(method = "m_6973_", at = @At("TAIL"), remap = false)
private void tiedup$applyTiedPose(
T villager,
float limbSwing,
float limbSwingAmount,
float ageInTicks,
float netHeadYaw,
float headPitch,
CallbackInfo ci
) {
// Only process on client side
if (villager.level() == null || !villager.level().isClientSide()) {
return;
}
// Check if MCA is loaded and this villager is tied
if (!MCACompat.isMCALoaded()) {
return;
}
IBondageState state = MCACompat.getKidnappedState(villager);
if (state == null || !state.isTiedUp()) {
return;
}
// Get pose info from bind item
ItemStack bind = state.getEquipment(BodyRegionV2.ARMS);
PoseType poseType = PoseTypeHelper.getPoseType(bind);
// Derive bound state from V2 regions, fallback to V1 bind mode NBT
boolean armsBound = V2EquipmentHelper.isRegionOccupied(
villager,
BodyRegionV2.ARMS
);
boolean legsBound = V2EquipmentHelper.isRegionOccupied(
villager,
BodyRegionV2.LEGS
);
if (!armsBound && !legsBound && BindModeHelper.isBindItem(bind)) {
armsBound = BindModeHelper.hasArmsBound(bind);
legsBound = BindModeHelper.hasLegsBound(bind);
}
// MCA doesn't track struggling state - use false for now
// TODO: Add struggling support to MCA integration
boolean isStruggling = false;
// Cast this mixin to HumanoidModel to apply pose
// MCA's VillagerEntityBaseModelMCA extends HumanoidModel
@SuppressWarnings("unchecked")
HumanoidModel> model = (HumanoidModel>) (Object) this;
// Check if villager supports PlayerAnimator (via our mixin)
if (villager instanceof IAnimatedPlayer animated) {
// Build animation ID and play animation
String animId = AnimationIdBuilder.build(
poseType,
armsBound,
legsBound,
null,
isStruggling,
true
);
BondageAnimationManager.playAnimation(villager, animId);
// Dedup: tick the animation stack once per game tick, not per
// render frame. Use tickCount (discrete server tick), not the
// partial-tick-interpolated ageInTicks.
int currentTick = villager.tickCount;
UUID entityId = villager.getUUID();
int lastTick =
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.getLastTick(
entityId
);
if (lastTick != currentTick) {
// New game tick - tick the animation
animated.getAnimationStack().tick();
com.tiedup.remake.client.animation.tick.MCAAnimationTickCache.setLastTick(
entityId,
currentTick
);
}
// Apply animation transforms to model parts
AnimationApplier emote = animated.playerAnimator_getAnimation();
if (emote != null && emote.isActive()) {
// Use correct PlayerAnimator part names (torso, not body)
emote.updatePart("head", model.head);
emote.updatePart("torso", model.body);
emote.updatePart("leftArm", model.leftArm);
emote.updatePart("rightArm", model.rightArm);
emote.updatePart("leftLeg", model.leftLeg);
emote.updatePart("rightLeg", model.rightLeg);
// Force rotations using setRotation to ensure they're applied
model.rightArm.setRotation(
model.rightArm.xRot,
model.rightArm.yRot,
model.rightArm.zRot
);
model.leftArm.setRotation(
model.leftArm.xRot,
model.leftArm.yRot,
model.leftArm.zRot
);
model.rightLeg.setRotation(
model.rightLeg.xRot,
model.rightLeg.yRot,
model.rightLeg.zRot
);
model.leftLeg.setRotation(
model.leftLeg.xRot,
model.leftLeg.yRot,
model.leftLeg.zRot
);
model.body.setRotation(
model.body.xRot,
model.body.yRot,
model.body.zRot
);
model.head.setRotation(
model.head.xRot,
model.head.yRot,
model.head.zRot
);
} else {
// Fallback to static poses if animation not active
StaticPoseApplier.applyStaticPose(
model,
poseType,
armsBound,
legsBound
);
}
} else {
// Fallback: entity doesn't support PlayerAnimator, use static poses
StaticPoseApplier.applyStaticPose(
model,
poseType,
armsBound,
legsBound
);
}
// Hide arms for WRAP/LATEX_SACK poses (like DamselModel does)
if (poseType == PoseType.WRAP || poseType == PoseType.LATEX_SACK) {
model.leftArm.visible = false;
model.rightArm.visible = false;
}
}
}