Files
TiedUp-/src/main/java/com/tiedup/remake/client/events/SelfBondageInputHandler.java
NotEvil 099cd0d984 feat(D-01/D): V1 cleanup — delete 28 files, ~5400 lines removed
D1: ThreadLocal alert suppression moved from ItemCollar to CollarHelper.
    onCollarRemoved() logic (kidnapper alert) moved to CollarHelper.

D2+D3: Deleted 17 V1 item classes + 4 V1-only interfaces:
  ItemBind, ItemGag, ItemBlindfold, ItemCollar, ItemEarplugs, ItemMittens,
  ItemColor, ItemClassicCollar, ItemShockCollar, ItemShockCollarAuto,
  ItemGpsCollar, ItemChokeCollar, ItemHood, ItemMedicalGag,
  IBondageItem, IHasGaggingEffect, IHasBlindingEffect, IAdjustable

D4: KidnapperTheme/KidnapperItemSelector/DispenserBehaviors migrated
    from variant enums to string-based DataDrivenItemRegistry IDs.

D5: Deleted 11 variant enums + Generic* factories + ItemBallGag3D:
  BindVariant, GagVariant, BlindfoldVariant, EarplugsVariant, MittensVariant,
  GenericBind, GenericGag, GenericBlindfold, GenericEarplugs, GenericMittens

D6: ModItems cleaned — all V1 bondage registrations removed.
D7: ModCreativeTabs rewritten — iterates DataDrivenItemRegistry.
D8+D9: All V2 helpers cleaned (V1 fallbacks removed), orphan imports removed.

Zero V1 bondage code references remain (only Javadoc comments).
All bondage items are now data-driven via 47 JSON definitions.
2026-04-15 01:55:16 +02:00

190 lines
6.2 KiB
Java

package com.tiedup.remake.client.events;
import com.tiedup.remake.network.ModNetwork;
import com.tiedup.remake.network.selfbondage.PacketSelfBondage;
import com.tiedup.remake.v2.bondage.BindModeHelper;
import com.tiedup.remake.v2.bondage.CollarHelper;
import com.tiedup.remake.v2.bondage.IV2BondageItem;
import com.tiedup.remake.v2.bondage.component.BlindingComponent;
import com.tiedup.remake.v2.bondage.component.ComponentType;
import com.tiedup.remake.v2.bondage.component.GaggingComponent;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenBondageItem;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemDefinition;
import com.tiedup.remake.v2.bondage.datadriven.DataDrivenItemRegistry;
import net.minecraft.client.Minecraft;
import net.minecraft.client.player.LocalPlayer;
import net.minecraft.world.InteractionHand;
import net.minecraft.world.item.ItemStack;
import net.minecraftforge.api.distmarker.Dist;
import net.minecraftforge.api.distmarker.OnlyIn;
import net.minecraftforge.event.TickEvent;
import net.minecraftforge.event.entity.player.PlayerInteractEvent;
import net.minecraftforge.eventbus.api.SubscribeEvent;
import net.minecraftforge.fml.common.Mod;
/**
* Client-side event handler for self-bondage input.
*
* Intercepts left-click when holding bondage items and
* sends packets continuously to the server to perform self-bondage.
*
* Self-bondage items:
* - Binds (rope, chain, etc.) - Self-tie (requires holding left-click)
* - Gags - Self-gag (if already tied, instant)
* - Blindfolds - Self-blindfold (if already tied, instant)
* - Mittens - Self-mitten (if already tied, instant)
* - Earplugs - Self-earplug (if already tied, instant)
* - Collar - NOT ALLOWED (cannot self-collar)
*/
@Mod.EventBusSubscriber(
modid = "tiedup",
value = Dist.CLIENT,
bus = Mod.EventBusSubscriber.Bus.FORGE
)
@OnlyIn(Dist.CLIENT)
public class SelfBondageInputHandler {
/** Track if we're currently in self-bondage mode */
private static boolean isSelfBondageActive = false;
/** The hand we're using for self-bondage */
private static InteractionHand activeHand = null;
/** Tick counter for packet sending interval */
private static int tickCounter = 0;
/** Send packet every 4 ticks (5 times per second) for smooth progress */
private static final int PACKET_INTERVAL = 4;
/**
* Handle left-click in empty air - START self-bondage.
*/
@SubscribeEvent
public static void onLeftClickEmpty(
PlayerInteractEvent.LeftClickEmpty event
) {
startSelfBondage();
}
/**
* Handle left-click on block - START self-bondage (cancel block breaking).
*/
@SubscribeEvent
public static void onLeftClickBlock(
PlayerInteractEvent.LeftClickBlock event
) {
if (!event.getLevel().isClientSide()) return;
ItemStack stack = event.getItemStack();
if (isSelfBondageItem(stack)) {
event.setCanceled(true);
startSelfBondage();
}
}
/**
* Start self-bondage mode if holding a bondage item.
*/
private static void startSelfBondage() {
LocalPlayer player = Minecraft.getInstance().player;
if (player == null) return;
// Check main hand first, then off hand
InteractionHand hand = InteractionHand.MAIN_HAND;
ItemStack stack = player.getMainHandItem();
if (!isSelfBondageItem(stack)) {
stack = player.getOffhandItem();
hand = InteractionHand.OFF_HAND;
if (!isSelfBondageItem(stack)) {
return; // No bondage item in either hand
}
}
// Start self-bondage mode
isSelfBondageActive = true;
activeHand = hand;
tickCounter = 0;
// Send initial packet immediately
ModNetwork.sendToServer(new PacketSelfBondage(hand));
}
/**
* Client tick - continuously send packets while attack button is held.
*/
@SubscribeEvent
public static void onClientTick(TickEvent.ClientTickEvent event) {
if (event.phase != TickEvent.Phase.END) return;
if (!isSelfBondageActive) return;
Minecraft mc = Minecraft.getInstance();
LocalPlayer player = mc.player;
// Stop if conditions are no longer valid
if (player == null || mc.screen != null) {
stopSelfBondage();
return;
}
// Check if attack button is still held
if (!mc.options.keyAttack.isDown()) {
stopSelfBondage();
return;
}
// Check if still holding bondage item in the active hand
ItemStack stack = player.getItemInHand(activeHand);
if (!isSelfBondageItem(stack)) {
stopSelfBondage();
return;
}
// Send packet at interval for continuous progress
tickCounter++;
if (tickCounter >= PACKET_INTERVAL) {
tickCounter = 0;
ModNetwork.sendToServer(new PacketSelfBondage(activeHand));
}
}
/**
* Stop self-bondage mode.
*/
private static void stopSelfBondage() {
isSelfBondageActive = false;
activeHand = null;
tickCounter = 0;
}
/**
* Check if a stack supports self-bondage.
* Collar is explicitly excluded.
*/
private static boolean isSelfBondageItem(ItemStack stack) {
if (stack.isEmpty()) return false;
// Collar cannot be self-equipped (V2 ownership component)
if (CollarHelper.isCollar(stack)) {
return false;
}
// V2 bondage items support self-bondage (left-click hold with tying duration)
if (stack.getItem() instanceof IV2BondageItem) {
return true;
}
// V2 data-driven items: check if it occupies any bondage region
DataDrivenItemDefinition def = DataDrivenItemRegistry.get(stack);
if (def != null) {
return true;
}
// V1 fallback: bind items
return BindModeHelper.isBindItem(stack)
|| DataDrivenBondageItem.getComponent(stack, ComponentType.GAGGING, GaggingComponent.class) != null
|| DataDrivenBondageItem.getComponent(stack, ComponentType.BLINDING, BlindingComponent.class) != null;
}
}