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@@ -2,17 +2,20 @@ package autodig.client.miner;
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import autodig.client.bridge.BaritoneBridge;
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import autodig.client.config.DigConfig;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.List;
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import java.util.Map;
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import java.util.Set;
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import java.util.concurrent.ThreadLocalRandom;
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import net.minecraft.block.BlockState;
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import net.minecraft.block.Blocks;
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import net.minecraft.client.MinecraftClient;
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import net.minecraft.entity.player.PlayerEntity;
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import net.minecraft.item.ItemStack;
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import net.minecraft.registry.Registries;
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import net.minecraft.registry.RegistryKey;
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import net.minecraft.util.math.BlockPos;
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import net.minecraft.util.math.Direction;
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import net.minecraft.world.World;
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/**
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@@ -23,6 +26,13 @@ import net.minecraft.world.World;
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* 死亡重生的返回逻辑由控制器统一处理,本类每次 tick 依据当前所在维度
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* 自适应地执行对应阶段。</p>
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*
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* <p>挖矿方式:与主世界相同采用<b>巷道扫描式</b>——在配置的 Y 层
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* (远古残骸富集层,默认 15)沿玩家朝向挖直巷,逐点推进;巷道壁两侧
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* 暴露的目标矿物由周期性扫描绕道挖掉。这样<b>不依赖 Baritone 的矿物
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* 远距离扫描</b>,即使服务器反作弊隐藏矿物方块,主动挖巷道也能把路径
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* 上的矿物挖出来。一条巷道挖完仍未挖够目标数量时,方向旋转 90° 转移
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* 到新区域继续挖,避免漫无目的地乱走。</p>
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*
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* <p>下界无死亡不掉落,比主世界更"惜命":血量低或装备耐久低时主动触发返程。
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* 背包满采用去抖判定(连续 1 秒都满才算真满),给自动丢垃圾服务留出腾位时间。</p>
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*/
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@@ -43,12 +53,20 @@ public final class NetherMiner {
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/** 背包满去抖阈值(tick):连续这么久都满才认定为真满 */
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private static final int FULL_DEBOUNCE_TICKS = 20;
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/** Baritone 空闲(附近矿已挖完/寻路失败)连续这么久后,转移到新区域继续找(tick) */
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private static final int RELOCATE_TICKS = 60;
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/** 转移的随机水平距离(方块) */
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private static final int RELOCATE_DISTANCE = 16;
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/** 转移寻路超时(毫秒):超过则放弃转移,原地继续挖 */
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/** 矿物扫描间隔(毫秒) */
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private static final long ORE_SCAN_INTERVAL_MS = 1000;
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/** 矿物扫描半径(方块) */
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private static final int ORE_SCAN_RADIUS = 6;
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/** 单次绕道超时(tick):超过则放弃该矿点回到巷道计划 */
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private static final int DETOUR_TIMEOUT_TICKS = 400;
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/** 同一矿点放弃后的重试冷却(毫秒) */
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private static final long ABANDON_COOLDOWN_MS = 30_000;
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/** 巷道目标点不可达超时(毫秒):超过此时间仍未接近,放弃该点跳到下一个 */
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private static final long WAYPOINT_STUCK_MS = 20_000;
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/** 转移寻路超时(毫秒):超过则放弃转移,原地重建巷道 */
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private static final long RELOCATE_TIMEOUT_MS = 15_000;
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/** 转移距离(方块) */
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private static final int RELOCATE_DISTANCE = 12;
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/** 常见矿物方块 id -> 掉落物品 id(挖掘产物与方块本身不同的情况) */
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private static final Map<String, String> ORE_TO_DROP = Map.ofEntries(
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@@ -82,8 +100,6 @@ public final class NetherMiner {
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private boolean gearBroken;
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/** 外部(控制器)要求的强制返程 */
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private boolean forceReturn;
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/** 是否已派发过挖矿指令(用于区分「尚未开始」和「已经挖完」) */
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private boolean miningStarted;
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/** 派发节流 */
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private long lastIssue;
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/** 已挖到的目标矿物数量(按背包产物计数,扣除任务开始时的基线) */
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@@ -93,8 +109,35 @@ public final class NetherMiner {
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private boolean baselineSet;
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/** 背包满连续持续的 tick 数(去抖) */
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private int fullTicks;
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/** Baritone 空闲连续持续的 tick 数(用于触发转移新区域) */
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private int idleTicks;
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// ---- 巷道推进状态 ----
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/** 下界巷道计划(直巷,y = config.netherLevel) */
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private List<BlockPos> plan = new ArrayList<>();
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/** 当前推进到的计划步数 */
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private int step;
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/** 当前巷道方向 */
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private int dirX;
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private int dirZ;
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/** 上一次打印诊断日志的时间戳(节流) */
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private long lastLog;
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/** 上一次成功下发的目标点(避免同一目标反复重发) */
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private BlockPos lastIssuedTarget;
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/** 当前巷道目标点的最近进度时间戳与最佳距离(用于超时/不可达放弃) */
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private long lastProgress;
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private double bestDist;
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// ---- 矿物绕道状态 ----
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/** 绕道目标;非 null 时优先前往挖掘该矿物 */
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private BlockPos detourTarget;
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/** 绕道已持续的 tick 数(超时放弃,避免卡死) */
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private int detourTicks;
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/** 上一次扫描附近矿物的时间戳(节流) */
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private long lastOreScan;
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/** 上次放弃的绕道点与时间(同一点短时间内不再重试) */
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private BlockPos abandonedTarget;
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private long abandonedAt;
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// ---- 转移新区域状态 ----
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/** 是否正在转移到新矿区 */
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private boolean relocating;
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/** 转移目标点 */
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@@ -114,12 +157,19 @@ public final class NetherMiner {
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this.fled = false;
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this.gearBroken = false;
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this.forceReturn = false;
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this.miningStarted = false;
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this.minedCount = 0;
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this.baselineCount = 0;
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this.baselineSet = false;
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this.fullTicks = 0;
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this.idleTicks = 0;
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this.plan.clear();
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this.step = 0;
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this.lastIssuedTarget = null;
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this.lastProgress = System.currentTimeMillis();
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this.bestDist = Double.MAX_VALUE;
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this.detourTarget = null;
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this.detourTicks = 0;
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this.abandonedTarget = null;
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this.abandonedAt = 0;
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this.relocating = false;
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this.relocateTarget = null;
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this.relocateStart = 0;
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@@ -129,9 +179,10 @@ public final class NetherMiner {
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* 每帧推进下界挖矿流转。
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*
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* @param config 挖矿配置
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* @param canMineOres 手持工具是否足以挖目标矿物(false 时跳过矿物绕道,避免白挖不掉落)
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* @return 是否已全部完成(含回到主世界)
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*/
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public boolean tick(DigConfig config) {
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public boolean tick(DigConfig config, boolean canMineOres) {
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MinecraftClient client = MinecraftClient.getInstance();
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if (client.player == null || client.world == null) {
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return this.done;
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@@ -146,9 +197,8 @@ public final class NetherMiner {
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&& config.netherFleeHealthThreshold > 0
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&& this.healthPercent(player) < config.netherFleeHealthThreshold) {
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this.fled = true;
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this.miningStarted = false;
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if (config.netherAutoReturn) {
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this.bridge.cancelAll();
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if (config.netherAutoReturn) {
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this.stage = Stage.RETURN_PORTAL;
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} else {
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this.done = true;
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@@ -158,7 +208,6 @@ public final class NetherMiner {
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// 外部标记(装备耐久过低等):直接进入返程
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if (this.forceReturn && inNether && this.stage != Stage.RETURN_PORTAL) {
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this.miningStarted = false;
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this.bridge.cancelAll();
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this.stage = Stage.RETURN_PORTAL;
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}
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@@ -183,7 +232,6 @@ public final class NetherMiner {
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if (!inNether) {
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// 意外回到主世界,重走流程
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this.stage = Stage.GO_COMMIT;
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this.miningStarted = false;
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return this.done;
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}
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// 记录任务开始时背包已有的产物数量作为基线
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@@ -200,7 +248,6 @@ public final class NetherMiner {
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if (this.fullTicks >= FULL_DEBOUNCE_TICKS) {
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// 背包已满:期望回程则去传送门;不回程时无处可放,直接结束
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this.full = true;
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this.miningStarted = false;
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if (config.netherAutoReturn) {
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this.stage = Stage.RETURN_PORTAL;
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} else {
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@@ -208,16 +255,15 @@ public final class NetherMiner {
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}
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} else if (this.minedEnough(config, player)) {
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// 已挖够目标数量
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this.miningStarted = false;
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this.relocating = false;
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this.bridge.cancelAll();
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if (config.netherAutoReturn) {
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this.stage = Stage.RETURN_PORTAL;
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} else {
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this.done = true;
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}
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} else {
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// 未挖够目标数量:持续挖矿,绝不因 Baritone 空闲误判"任务完成"
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this.mineTick(config, player);
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// 未挖够目标数量:巷道推进挖矿,绝不因 Baritone 空闲误判"任务完成"
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this.mineTick(config, player, canMineOres);
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}
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}
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case RETURN_PORTAL -> {
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@@ -241,66 +287,227 @@ public final class NetherMiner {
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}
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/**
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* 未挖够目标时的挖矿驱动:空闲转移到新矿区、持续派发挖矿指令。
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*
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* <p>关键:Baritone 空闲(附近矿挖完或寻路失败)时,不再把它当成"任务完成"
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* 回主世界,而是转移到附近新位置继续找矿;无限目标(-1)下只要没背包满/
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* 血量低/装备耐久低,就一直在下界挖。</p>
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* 巷道扫描式挖矿:建立/推进直巷计划,途中绕道挖掉暴露的目标矿物。
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*/
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private void mineTick(DigConfig config, PlayerEntity player) {
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private void mineTick(DigConfig config, PlayerEntity player, boolean canMineOres) {
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MinecraftClient client = MinecraftClient.getInstance();
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if (client.world == null) {
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return;
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}
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// 尚无巷道计划或刚转移完成:建立新计划
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if (this.plan.isEmpty()) {
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this.initTunnel(config, player);
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}
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if (this.relocating) {
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double d = this.distanceSq(player, this.relocateTarget);
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if (d <= 4.0) {
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// 已到新矿区
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// 已到新矿区,重建巷道
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this.relocating = false;
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this.relocateTarget = null;
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this.miningStarted = false;
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this.plan.clear();
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} else if (System.currentTimeMillis() - this.relocateStart > RELOCATE_TIMEOUT_MS) {
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// 转移超时(目标点不可达):放弃转移,原地继续挖
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// 转移超时(目标点不可达):放弃转移,原地重建巷道
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this.relocating = false;
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this.relocateTarget = null;
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this.bridge.cancelAll();
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this.plan.clear();
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} else if (!this.bridge.isActive()) {
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// 转移途中寻路失败/停下:重发
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this.bridge.gotoBlock(this.relocateTarget);
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}
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return;
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}
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if (this.miningStarted && !this.bridge.isActive()) {
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// 附近矿已挖完或寻路失败:连续空闲一段时间后转移到新区域继续找
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this.idleTicks++;
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if (this.idleTicks >= RELOCATE_TICKS) {
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this.idleTicks = 0;
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this.miningStarted = false;
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this.relocateToNewArea(player);
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}
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// 先处理矿物绕道(巷道壁暴露的目标矿物优先挖掉)
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if (this.handleOreDetour(config, player, canMineOres)) {
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return;
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}
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if (!this.miningStarted) {
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this.idleTicks = 0;
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List<String> ores = config.getNetherOreList();
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if (!ores.isEmpty()) {
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// 无限目标(-1),实际战果由 minedEnough 计数
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this.bridge.mineByName(-1, ores.toArray(String[]::new));
|
|
|
|
|
this.miningStarted = true;
|
|
|
|
|
// 巷道走完:方向旋转 90° 转移到新区域继续挖
|
|
|
|
|
if (this.step >= this.plan.size()) {
|
|
|
|
|
this.rotateAndRelocate(player);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
BlockPos target = this.plan.get(this.step);
|
|
|
|
|
double dist = this.distanceSq(player, target);
|
|
|
|
|
long now = System.currentTimeMillis();
|
|
|
|
|
if (now - this.lastLog > 5000) {
|
|
|
|
|
this.lastLog = now;
|
|
|
|
|
System.out.println("[AutoDig] nether: step=" + this.step + "/" + this.plan.size()
|
|
|
|
|
+ " player=" + player.getBlockPos() + " target=" + target
|
|
|
|
|
+ " dist=" + String.format("%.1f", dist) + " active=" + this.bridge.isActive());
|
|
|
|
|
}
|
|
|
|
|
if (dist <= 2.0) {
|
|
|
|
|
// 已到达当前目标,推进到下一个
|
|
|
|
|
this.step++;
|
|
|
|
|
this.lastIssuedTarget = null;
|
|
|
|
|
this.lastProgress = now;
|
|
|
|
|
this.bestDist = Double.MAX_VALUE;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// 进度跟踪:只要在接近目标就刷新"最近有进展"时间
|
|
|
|
|
if (dist < this.bestDist) {
|
|
|
|
|
this.bestDist = dist;
|
|
|
|
|
this.lastProgress = now;
|
|
|
|
|
}
|
|
|
|
|
// 长时间无进展(目标不可达)→ 放弃该点,跳到下一个
|
|
|
|
|
if (now - this.lastProgress > WAYPOINT_STUCK_MS) {
|
|
|
|
|
System.out.println("[AutoDig] nether 目标长时间不可达,跳过 step=" + this.step + " target=" + target);
|
|
|
|
|
this.bridge.cancelAll();
|
|
|
|
|
this.step++;
|
|
|
|
|
this.lastIssuedTarget = null;
|
|
|
|
|
this.lastProgress = now;
|
|
|
|
|
this.bestDist = Double.MAX_VALUE;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
// 下发寻路:换了新目标才立即下发;同一目标仅在 Baritone 空闲时低频重试
|
|
|
|
|
if (!target.equals(this.lastIssuedTarget)) {
|
|
|
|
|
this.bridge.gotoBlock(target);
|
|
|
|
|
this.lastIssuedTarget = target;
|
|
|
|
|
this.lastIssue = now;
|
|
|
|
|
this.lastProgress = now;
|
|
|
|
|
this.bestDist = Double.MAX_VALUE;
|
|
|
|
|
} else if (!this.bridge.isActive() && now - this.lastIssue > 2000) {
|
|
|
|
|
this.bridge.gotoBlock(target);
|
|
|
|
|
this.lastIssue = now;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 转移到玩家附近的新位置(随机水平偏移),继续找矿。 */
|
|
|
|
|
private void relocateToNewArea(PlayerEntity player) {
|
|
|
|
|
int dx = ThreadLocalRandom.current().nextInt(-RELOCATE_DISTANCE, RELOCATE_DISTANCE);
|
|
|
|
|
int dz = ThreadLocalRandom.current().nextInt(-RELOCATE_DISTANCE, RELOCATE_DISTANCE);
|
|
|
|
|
this.relocateTarget = player.getBlockPos().add(dx, 0, dz);
|
|
|
|
|
/** 建立一条直巷计划:以玩家水平坐标为起点,y = config.netherLevel,沿当前朝向推进。 */
|
|
|
|
|
private void initTunnel(DigConfig config, PlayerEntity player) {
|
|
|
|
|
Direction facing = player.getHorizontalFacing();
|
|
|
|
|
int axis = facing.getAxis() == Direction.Axis.X ? 0 : 1;
|
|
|
|
|
int sign = axis == 0 ? facing.getOffsetX() : facing.getOffsetZ();
|
|
|
|
|
this.dirX = axis == 0 ? sign : 0;
|
|
|
|
|
this.dirZ = axis == 0 ? 0 : sign;
|
|
|
|
|
BlockPos start = new BlockPos(player.getBlockPos().getX(), config.netherLevel, player.getBlockPos().getZ());
|
|
|
|
|
this.plan = new ArrayList<>();
|
|
|
|
|
for (int t = 0; t <= config.netherTunnelLength; t++) {
|
|
|
|
|
this.plan.add(start.add(this.dirX * t, 0, this.dirZ * t));
|
|
|
|
|
}
|
|
|
|
|
this.step = 0;
|
|
|
|
|
this.lastIssuedTarget = null;
|
|
|
|
|
this.lastProgress = System.currentTimeMillis();
|
|
|
|
|
this.bestDist = Double.MAX_VALUE;
|
|
|
|
|
System.out.println("[AutoDig] nether 巷道建立: y=" + config.netherLevel
|
|
|
|
|
+ " 方向=(" + this.dirX + "," + this.dirZ + ") 长度=" + config.netherTunnelLength);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 巷道挖完仍未挖够:方向旋转 90°,转移到侧方新区域继续挖。 */
|
|
|
|
|
private void rotateAndRelocate(PlayerEntity player) {
|
|
|
|
|
int nx = -this.dirZ;
|
|
|
|
|
int nz = this.dirX;
|
|
|
|
|
this.dirX = nx;
|
|
|
|
|
this.dirZ = nz;
|
|
|
|
|
this.relocateTarget = player.getBlockPos().add(this.dirX * RELOCATE_DISTANCE, 0, this.dirZ * RELOCATE_DISTANCE);
|
|
|
|
|
this.relocateStart = System.currentTimeMillis();
|
|
|
|
|
this.relocating = true;
|
|
|
|
|
this.plan.clear();
|
|
|
|
|
this.bridge.gotoBlock(this.relocateTarget);
|
|
|
|
|
System.out.println("[AutoDig] nether 巷道挖完,转移到新区域: " + this.relocateTarget);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* 处理矿物绕道挖掘。
|
|
|
|
|
*
|
|
|
|
|
* @return true 表示当前正在绕道挖矿(调用方应暂停巷道推进)
|
|
|
|
|
*/
|
|
|
|
|
private boolean handleOreDetour(DigConfig config, PlayerEntity player, boolean canMineOres) {
|
|
|
|
|
MinecraftClient client = MinecraftClient.getInstance();
|
|
|
|
|
if (client.world == null) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
long now = System.currentTimeMillis();
|
|
|
|
|
if (this.detourTarget != null) {
|
|
|
|
|
BlockState state = client.world.getBlockState(this.detourTarget);
|
|
|
|
|
if (!this.isTargetOre(config, state)) {
|
|
|
|
|
// 已挖掉或目标失效:回到巷道计划
|
|
|
|
|
this.detourTarget = null;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
this.detourTicks++;
|
|
|
|
|
if (this.detourTicks > DETOUR_TIMEOUT_TICKS) {
|
|
|
|
|
// 太久没挖到(不可达等):放弃该点并冷却
|
|
|
|
|
this.abandonedTarget = this.detourTarget;
|
|
|
|
|
this.abandonedAt = now;
|
|
|
|
|
this.detourTarget = null;
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
// 仅在 Baritone 空闲时低频重发,避免打断正在规划的路线
|
|
|
|
|
if (!this.bridge.isActive() && now - this.lastIssue > 1000) {
|
|
|
|
|
this.bridge.gotoBlock(this.detourTarget);
|
|
|
|
|
this.lastIssue = now;
|
|
|
|
|
}
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
// 节流扫描附近目标矿物
|
|
|
|
|
if (!canMineOres || now - this.lastOreScan < ORE_SCAN_INTERVAL_MS) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
this.lastOreScan = now;
|
|
|
|
|
BlockPos ore = this.findNearbyOre(config, client, player);
|
|
|
|
|
if (ore != null) {
|
|
|
|
|
this.detourTarget = ore;
|
|
|
|
|
this.detourTicks = 0;
|
|
|
|
|
this.bridge.gotoBlock(ore);
|
|
|
|
|
this.lastIssue = now;
|
|
|
|
|
System.out.println("[AutoDig] nether 发现目标矿物,绕道挖掘: " + ore);
|
|
|
|
|
return true;
|
|
|
|
|
}
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 在玩家周围扫描最近的目标矿物方块。 */
|
|
|
|
|
private BlockPos findNearbyOre(DigConfig config, MinecraftClient client, PlayerEntity player) {
|
|
|
|
|
Set<String> targets = this.targetOrePaths(config);
|
|
|
|
|
if (targets.isEmpty()) {
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
BlockPos best = null;
|
|
|
|
|
double bestDist = Double.MAX_VALUE;
|
|
|
|
|
for (BlockPos pos : BlockPos.iterateOutwards(player.getBlockPos(),
|
|
|
|
|
ORE_SCAN_RADIUS, ORE_SCAN_RADIUS, ORE_SCAN_RADIUS)) {
|
|
|
|
|
String path = Registries.BLOCK.getId(client.world.getBlockState(pos).getBlock()).getPath();
|
|
|
|
|
if (!targets.contains(path)) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
// 最近放弃过的矿点在冷却期内不再尝试
|
|
|
|
|
if (pos.equals(this.abandonedTarget)
|
|
|
|
|
&& System.currentTimeMillis() - this.abandonedAt < ABANDON_COOLDOWN_MS) {
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
double d = pos.getSquaredDistance(player.getBlockPos());
|
|
|
|
|
if (d < bestDist) {
|
|
|
|
|
bestDist = d;
|
|
|
|
|
best = pos.toImmutable();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return best;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 判断方块状态是否为配置中的目标矿物(按 path 匹配,兼容命名空间前缀)。 */
|
|
|
|
|
private boolean isTargetOre(DigConfig config, BlockState state) {
|
|
|
|
|
if (state.isOf(Blocks.AIR)) {
|
|
|
|
|
return false;
|
|
|
|
|
}
|
|
|
|
|
String path = Registries.BLOCK.getId(state.getBlock()).getPath();
|
|
|
|
|
return this.targetOrePaths(config).contains(path);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 目标矿物 path 集合(去命名空间,兼容 "minecraft:" 前缀写法)。 */
|
|
|
|
|
private Set<String> targetOrePaths(DigConfig config) {
|
|
|
|
|
Set<String> set = new HashSet<>();
|
|
|
|
|
for (String ore : config.getNetherOreList()) {
|
|
|
|
|
String path = ore.contains(":") ? ore.substring(ore.indexOf(':') + 1) : ore;
|
|
|
|
|
if (!path.isBlank()) {
|
|
|
|
|
set.add(path);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return set;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
private double distanceSq(PlayerEntity player, BlockPos target) {
|
|
|
|
|
double dx = player.getX() - (target.getX() + 0.5);
|
|
|
|
|
double dz = player.getZ() - (target.getZ() + 0.5);
|
|
|
|
|
return dx * dx + dz * dz;
|
|
|
|
|
double dy = player.getY() - (target.getY() + 0.5);
|
|
|
|
|
return dx * dx + dy * dy + dz * dz;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** 统计背包中目标矿物产物的总数量(方块 id 映射到掉落物 id)。 */
|
|
|
|
@@ -374,7 +581,7 @@ public final class NetherMiner {
|
|
|
|
|
public void markGearBroken() {
|
|
|
|
|
this.gearBroken = true;
|
|
|
|
|
this.forceReturn = true;
|
|
|
|
|
this.miningStarted = false;
|
|
|
|
|
this.bridge.cancelAll();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/** @return 本次任务新挖到的目标矿物数量 */
|
|
|
|
|