Phase 1 (state): PlayerBindState, PlayerCaptorManager, PlayerEquipment, PlayerDataRetrieval, PlayerLifecycle, PlayerShockCollar, StruggleAccessory Phase 2 (client): AnimationTickHandler, NpcAnimationTickHandler, 5 render handlers, DamselModel, 3 client mixins, SelfBondageInputHandler, SlaveManagementScreen, ActionPanel, SlaveEntryWidget, ModKeybindings Phase 3 (entities): 28 entity/AI files migrated to CollarHelper, BindModeHelper, PoseTypeHelper, createStack() Phase 4 (network): PacketSlaveAction, PacketMasterEquip, PacketAssignCellToCollar, PacketNpcCommand, PacketFurnitureForcemount Phase 5 (events): RestraintTaskTickHandler, PetPlayRestrictionHandler, PlayerEnslavementHandler, ChatEventHandler, LaborAttackPunishmentHandler Phase 6 (commands): BondageSubCommand, CollarCommand, NPCCommand, KidnapSetCommand Phase 7 (compat): MCAKidnappedAdapter, MCA mixins Phase 8 (misc): GagTalkManager, PetRequestManager, HangingCagePiece, BondageItemBlockEntity, TrappedChestBlockEntity, DispenserBehaviors, BondageItemLoaderUtility, RestraintApplicator, StruggleSessionManager, MovementStyleResolver, CampLifecycleManager Some files retain dual V1/V2 checks (instanceof V1 || V2Helper) for coexistence — V1-only branches removed in Branch D.
132 lines
3.6 KiB
Java
132 lines
3.6 KiB
Java
package com.tiedup.remake.entities;
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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 java.util.List;
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import java.util.UUID;
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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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import org.jetbrains.annotations.Nullable;
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/**
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* Helper class to access collar configuration for EntityKidnapper.
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*
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* <p>Provides null-safe accessors for collar settings like:
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* <ul>
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* <li>Kidnapping mode state</li>
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* <li>Prison/Home positions</li>
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* <li>Blacklist/Whitelist filtering</li>
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* <li>Post-capture behavior flags</li>
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* </ul>
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*
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* <p>This is a transient helper - not persisted to NBT.
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*/
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public class KidnapperCollarConfig {
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private final EntityKidnapper kidnapper;
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public KidnapperCollarConfig(EntityKidnapper kidnapper) {
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this.kidnapper = kidnapper;
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}
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// COLLAR STACK ACCESS
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/**
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* Get the collar ItemStack.
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* @return The collar stack (may be empty)
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*/
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public ItemStack getCollarStack() {
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return kidnapper.getEquipment(BodyRegionV2.NECK);
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}
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/**
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* Check if the kidnapper has a valid collar.
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*/
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private boolean hasValidCollar() {
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return kidnapper.hasCollar() && CollarHelper.isCollar(getCollarStack());
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}
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// KIDNAPPING MODE
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/**
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* Check if kidnapping mode is enabled via collar.
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*/
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public boolean isKidnappingModeEnabled() {
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if (!hasValidCollar()) return false;
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return CollarHelper.isKidnappingModeEnabled(getCollarStack());
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}
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/**
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* Check if kidnapping mode is fully ready (enabled + prison set).
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*/
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public boolean isKidnappingModeReady() {
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if (!hasValidCollar()) return false;
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return CollarHelper.isKidnappingModeReady(getCollarStack());
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}
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// POSITION GETTERS
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/**
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* Get cell ID from collar.
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*/
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@Nullable
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public java.util.UUID getCellId() {
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if (!hasValidCollar()) return null;
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return CollarHelper.getCellId(getCollarStack());
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}
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/**
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* Check if collar has a cell assigned.
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*/
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public boolean hasCellAssigned() {
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if (!hasValidCollar()) return false;
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return CollarHelper.hasCellAssigned(getCollarStack());
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}
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// BEHAVIOR FLAGS
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/**
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* Check if should warn masters after capturing slave.
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*/
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public boolean shouldWarnMasters() {
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if (!hasValidCollar()) return false;
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return CollarHelper.shouldWarnMasters(getCollarStack());
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}
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/**
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* Check if should tie slave to pole in prison.
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*/
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public boolean shouldTieToPole() {
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if (!hasValidCollar()) return false;
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return CollarHelper.shouldTieToPole(getCollarStack());
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}
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// BLACKLIST/WHITELIST
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/**
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* Check if player is valid target for kidnapping mode.
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* Uses collar blacklist/whitelist.
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*
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* <p>Logic:
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* <ul>
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* <li>If whitelist is not empty, player MUST be on whitelist</li>
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* <li>Otherwise, player must NOT be on blacklist</li>
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* </ul>
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*/
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public boolean isValidKidnappingTarget(Player player) {
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if (!hasValidCollar()) return true; // No collar config = everyone is valid
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ItemStack collarStack = getCollarStack();
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UUID playerUUID = player.getUUID();
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// If whitelist exists and is not empty, player MUST be on it
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List<UUID> whitelist = CollarHelper.getWhitelist(collarStack);
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if (!whitelist.isEmpty()) {
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return whitelist.contains(playerUUID);
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}
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// Otherwise, check blacklist (blacklisted = not a valid target)
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return !CollarHelper.isBlacklisted(collarStack, playerUUID);
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}
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}
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