Files
TiedUp-/src/main/java/com/tiedup/remake/dispenser/GenericBondageDispenseBehavior.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

105 lines
3.6 KiB
Java

package com.tiedup.remake.dispenser;
import com.tiedup.remake.state.IBondageState;
import com.tiedup.remake.v2.BodyRegionV2;
import com.tiedup.remake.v2.bondage.BindModeHelper;
import com.tiedup.remake.v2.bondage.CollarHelper;
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 java.util.function.BiConsumer;
import java.util.function.Predicate;
import net.minecraft.world.item.ItemStack;
/**
* Generic dispenser behavior for equipping bondage items.
* Uses V2 data-driven item detection instead of V1 class checks.
*
* Use factory methods to create instances for each bondage type.
*/
public class GenericBondageDispenseBehavior
extends EquipBondageDispenseBehavior
{
private final Predicate<ItemStack> itemCheck;
private final Predicate<IBondageState> canEquipCheck;
private final BiConsumer<IBondageState, ItemStack> equipAction;
private GenericBondageDispenseBehavior(
Predicate<ItemStack> itemCheck,
Predicate<IBondageState> canEquipCheck,
BiConsumer<IBondageState, ItemStack> equipAction
) {
this.itemCheck = itemCheck;
this.canEquipCheck = canEquipCheck;
this.equipAction = equipAction;
}
@Override
protected boolean isValidItem(ItemStack stack) {
return !stack.isEmpty() && itemCheck.test(stack);
}
@Override
protected boolean canEquip(IBondageState state) {
return state != null && canEquipCheck.test(state);
}
@Override
protected void equip(IBondageState state, ItemStack stack) {
if (state != null) {
equipAction.accept(state, stack);
}
}
// Factory Methods
public static GenericBondageDispenseBehavior forBind() {
return new GenericBondageDispenseBehavior(
BindModeHelper::isBindItem,
state -> !state.isTiedUp(),
(s, i) -> s.equip(BodyRegionV2.ARMS, i)
);
}
public static GenericBondageDispenseBehavior forGag() {
return new GenericBondageDispenseBehavior(
stack -> DataDrivenBondageItem.getComponent(stack, ComponentType.GAGGING, GaggingComponent.class) != null,
state -> !state.isGagged(),
(s, i) -> s.equip(BodyRegionV2.MOUTH, i)
);
}
public static GenericBondageDispenseBehavior forBlindfold() {
return new GenericBondageDispenseBehavior(
stack -> {
DataDrivenItemDefinition def = DataDrivenItemRegistry.get(stack);
return def != null && def.occupiedRegions().contains(BodyRegionV2.EYES);
},
state -> !state.isBlindfolded(),
(s, i) -> s.equip(BodyRegionV2.EYES, i)
);
}
public static GenericBondageDispenseBehavior forCollar() {
return new GenericBondageDispenseBehavior(
CollarHelper::isCollar,
state -> !state.hasCollar(),
(s, i) -> s.equip(BodyRegionV2.NECK, i)
);
}
public static GenericBondageDispenseBehavior forEarplugs() {
return new GenericBondageDispenseBehavior(
stack -> {
DataDrivenItemDefinition def = DataDrivenItemRegistry.get(stack);
return def != null && def.occupiedRegions().contains(BodyRegionV2.EARS);
},
state -> !state.hasEarplugs(),
(s, i) -> s.equip(BodyRegionV2.EARS, i)
);
}
}