Files
TiedUp-/src/main/java/com/tiedup/remake/client/events/SelfBondageInputHandler.java
NotEvil 3d61c9e9e6 feat(D-01/C): consumer migration — 85 files migrated to V2 helpers
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.
2026-04-15 00:16:50 +02:00

191 lines
6.3 KiB
Java

package com.tiedup.remake.client.events;
import com.tiedup.remake.items.base.ItemCollar;
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 (V1 collar guard + V2 ownership component)
if (stack.getItem() instanceof ItemCollar || 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;
}
}