diff --git a/README.md b/README.md index 97481ea..848fa2d 100644 --- a/README.md +++ b/README.md @@ -1,39 +1,52 @@ -# AutoRail — 自动铺铁轨(Fabric 1.21.4 + Baritone API) +# AutoRail — 自动铺铁轨(Fabric 1.21.4,内置寻路) -面向方向自动铺设铁轨的 Minecraft 客户端模组。不依赖 Baritone 寻路来规划轨道—— -它只借 Baritone 的行走能力做“点到点建造”,保证铁轨能铺过悬崖边等寻路会回避的地形。 +按住 **R+T** 打开菜单,输入**起始点**、**目标点**和必经的**途径点**,模组用内置 A* 寻路 +规划一条可铺轨的路线,然后控制玩家边走边铺,直到目标点。**不依赖 Baritone**,寻路与行走全部内置。 ## 使用 -1. 安装 [Fabric Loader ≥0.16.9](https://fabricmc.net/use/) 与 [Fabric API](https://modrinth.com/mod/fabric-api),以及 Baritone(1.13.1,兼容 1.21.4 的版本)。 -2. 把 `autorail-.jar` 放进 `mods/`。 -3. 进游戏后按 **R** 开启/关闭。背包里要有**铁轨**(垫脚石需要时还要有**圆石**)。 -4. 按住/调整视角方向→玩家会边走边往正前方铺直轨;手动转 90° 即可转弯(只铺直轨)。 -5. 前方被阻挡、找不到地面、铁轨耗尽时自动停止并提示。 +1. 安装 [Fabric Loader ≥0.16.9](https://fabricmc.net/use/) 与 [Fabric API](https://modrinth.com/mod/fabric-api),把 `autorail-.jar` 放进 `mods/`。 +2. 进世界后按住 **R+T** 打开菜单(先按 T 弹出聊天栏也会被菜单替换掉,正常现象)。 +3. 起始点留空 = 当前坐标;目标点必填;途径点可添加多个(按顺序经过)。 + 坐标格式支持:`100 64 -200`(x y z)、`100 -200`(x z,自动找地面)、`~`、`~ 10 ~`、`~-5` 等相对写法。 +4. 点“开始铺轨”:先分片寻路(菜单/聊天栏显示进度,不卡游戏),完成后自动开始铺设(菜单自动关闭)。 +5. 快捷栏需要**铁轨**;遇到悬空/水面会自动用**圆石**垫脚,没有则提示并停止。 +6. 铺轨过程中不要打开聊天/背包等界面(行走会暂停);再按 R+T 可查看进度或点“停止”。 -## 行为逻辑 +## 内置寻路(A*) -- **取朝向**:读取玩家水平朝向(Yaw),计算正前方 2 格处的地面。 -- **放置**:切换热键栏到铁轨并同步 `UpdateSelectedSlotC2S`,随后通过 - `ClientPlayerInteractionManager`(Baritone 的 `IPlayerController`)发送右键放置—— - **全程合法交互,绝不 `world.setBlockState`**,多人服务器才会承认。 -- **移动**:放置后设 `GoalBlock` 让玩家走到目标点,循环往复。 -- **节奏**:每次动作间隔 5 tick(250ms),处于多人服务器建议的 200~300ms 区间。 -- **垫脚石**:目标列下方悬空/落差超过 2 格时,先拿圆石右键垫补,再接铺铁轨(可选逻辑,已实现)。 -- **铁轨朝向**:交给原版自动衔接(直轨)。转弯靠玩家手动转视角,开发量减半。 +- 专为铁轨设计:4 向移动、允许 ±1 格坡度、禁止掉头、禁止“转弯+坡度”同格(原版没有斜弯轨)。 +- 每个节点校验:上方两格可通行(玩家沿线行走)、下方有实心支撑或可用圆石垫补、避开水面/岩浆。 +- 转弯有额外代价(尽量走直线);已有铁轨可复用且有折扣,优先延伸既有线路。 +- 分片执行(每 tick 限额展开 4096 节点);搜索范围限制在检查点包围盒外扩 48 格,总展开上限 40 万节点。 + +## 铺设(合法交互) + +- 切换快捷栏 + `processRightClickBlock` 右键放置,**全程合法交互,绝不 `world.setBlockState`**,多人服务器可信任。 +- 放置节奏 200ms 一次;放置前自动看向目标方块;上坡自动跳跃;卡住自动检测并停止报错。 +- 行走只用客户端输入(前进/跳跃键 + 平滑转向),路径按“已铺设节点”推进,不会踩空。 + +## 代码结构 + +```text +com.autorail +├─ AutoRailClient # 入口:R+T 组合键 + 每 tick 驱动服务 +├─ gui/AutoRailScreen # 菜单:起点/终点/途径点输入与状态显示 +├─ service/AutoRailService # 状态机:PLANNING → LAYING → DONE/FAILED +├─ service/RailExecutor # 执行器:行走控制 + 合法放置铁轨/圆石 +└─ pathing/ # 内置寻路:RailPathfinder(A*)、RailStep、CoordParser +``` ## 开发 ```bash -gradlew build # 产物在 build/libs/autorall-.jar +gradlew build # 产物在 build/libs/autorail-.jar ``` -- `src/main/java/com/autorall/AutoRailClient.java` — 入口:按键绑定、进程注册 -- `src/main/java/com/autorall/process/RailProcess.java` — 铺轨主逻辑(`IBaritoneProcess`) -- Baritone API 依赖:`libs/baritone-api-fabric-1.13.1.jar`(本地 `modImplementation`,Loom 自动重映射) - ## 已知限制 -- 只铺普通铁轨(`minecraft:rail`),不支持动力铁轨/探测铁轨。 -- 只铺直轨;曲线由原版在相邻铁轨存在时自动形成,手动转弯请让两段直线夹角足够清晰。 -- `isSolidBlock` 等判定基于客户端世界状态;服务器延误时可能出现个别放置失败,会自动重试。 \ No newline at end of file +- 只铺普通铁轨(`minecraft:rail`),不铺动力铁轨/探测铁轨。 +- 不破坏、不放置除铁轨/圆石外的方块:遇到障碍会绕路而不是挖穿。 +- 起始点必须在玩家附近(水平 6 格、垂直 8 格以内)——本模组不含到远处的自由行走导航。 +- 遇水会垫圆石架桥,但岩浆列直接视为不可通行。 +- 基于客户端世界状态判定;服务器延迟时个别放置会失败,会自动重试。 diff --git a/build.gradle b/build.gradle index 5953d80..3e220f9 100644 --- a/build.gradle +++ b/build.gradle @@ -19,8 +19,6 @@ dependencies { mappings "net.fabricmc:yarn:${project.yarn_mappings}:v2" modImplementation "net.fabricmc:fabric-loader:${project.loader_version}" modImplementation "net.fabricmc.fabric-api:fabric-api:${project.fabric_version}" - - modImplementation files("libs/baritone-api-fabric-${project.baritone_version}.jar") } processResources { diff --git a/gradle.properties b/gradle.properties index b8785b4..52321f7 100644 --- a/gradle.properties +++ b/gradle.properties @@ -12,5 +12,3 @@ fabric_version=0.112.0+1.21.4 mod_version=1.0.0 maven_group=com.autorail archives_base_name=autorail - -baritone_version=1.13.1 diff --git a/libs/baritone-api-fabric-1.13.1.jar b/libs/baritone-api-fabric-1.13.1.jar deleted file mode 100644 index 27d7eca..0000000 Binary files a/libs/baritone-api-fabric-1.13.1.jar and /dev/null differ diff --git a/src/main/java/com/autorail/AutoRailClient.java b/src/main/java/com/autorail/AutoRailClient.java index 1ea02dd..3b63e0f 100644 --- a/src/main/java/com/autorail/AutoRailClient.java +++ b/src/main/java/com/autorail/AutoRailClient.java @@ -1,82 +1,46 @@ package com.autorail; -import baritone.api.BaritoneAPI; -import com.autorail.process.RailProcess; +import com.autorail.gui.AutoRailScreen; +import com.autorail.service.AutoRailService; import net.fabricmc.api.ClientModInitializer; import net.fabricmc.fabric.api.client.event.lifecycle.v1.ClientTickEvents; -import net.fabricmc.fabric.api.client.keybinding.v1.KeyBindingHelper; -import net.fabricmc.loader.api.FabricLoader; import net.minecraft.client.MinecraftClient; -import net.minecraft.client.option.KeyBinding; +import net.minecraft.client.gui.screen.ChatScreen; import net.minecraft.client.util.InputUtil; -import net.minecraft.text.Text; import org.lwjgl.glfw.GLFW; import org.slf4j.Logger; import org.slf4j.LoggerFactory; +/** + * 入口:按住 R+T 打开铺轨菜单;每 tick 驱动调度服务(寻路 / 铺设)。 + */ public class AutoRailClient implements ClientModInitializer { public static final Logger LOGGER = LoggerFactory.getLogger("autorail"); - public static final RailProcess RAIL_PROCESS = new RailProcess(); + public static final AutoRailService SERVICE = new AutoRailService(); - private static KeyBinding toggleKey; - private static boolean registered = false; + private boolean comboHeld; @Override public void onInitializeClient() { - toggleKey = KeyBindingHelper.registerKeyBinding(new KeyBinding( - "key.autorail.toggle", - InputUtil.Type.KEYSYM, - GLFW.GLFW_KEY_R, - "category.autorail" - )); - - ClientTickEvents.END_CLIENT_TICK.register(AutoRailClient::onClientTick); + ClientTickEvents.END_CLIENT_TICK.register(this::onClientTick); } - private static void onClientTick(MinecraftClient client) { - registerIfNeeded(client); + private void onClientTick(MinecraftClient client) { + SERVICE.tick(client); - while (toggleKey.wasPressed()) { - if (client.player == null || client.world == null) { - sendMessage(client, "请先进入世界再使用"); - continue; - } - if (!registered) { - sendMessage(client, "未检测到 Baritone,无法启用"); - continue; - } - if (RAIL_PROCESS.isActive()) { - RAIL_PROCESS.stop(); - sendMessage(client, "自动铺轨已停止"); - } else { - RAIL_PROCESS.start(); - sendMessage(client, "自动铺轨已启动(R 停止,只铺直轨,转弯请手动转向)"); - } - } - } - - /** - * 进程只需注册一次(Baritone 在同一个游戏会话内跨世界保持存在)。 - */ - private static void registerIfNeeded(MinecraftClient client) { - if (registered || client.world == null || !FabricLoader.getInstance().isModLoaded("baritone")) { + if (client.player == null || client.world == null || client.getWindow() == null) { + comboHeld = false; return; } - try { - BaritoneAPI.getProvider().getPrimaryBaritone() - .getPathingControlManager() - .registerProcess(RAIL_PROCESS); - registered = true; - LOGGER.info("AutoRail process registered"); - } catch (Throwable t) { - LOGGER.error("Failed to register AutoRail process", t); + long window = client.getWindow().getHandle(); + boolean combo = InputUtil.isKeyPressed(window, GLFW.GLFW_KEY_R) + && InputUtil.isKeyPressed(window, GLFW.GLFW_KEY_T); + boolean edge = combo && !comboHeld; + comboHeld = combo; + // 允许覆盖聊天界面:先按 T 会弹出聊天栏,R+T 组合时直接换成菜单 + if (edge && (client.currentScreen == null || client.currentScreen instanceof ChatScreen)) { + client.setScreen(new AutoRailScreen()); } } - - private static void sendMessage(MinecraftClient client, String message) { - if (client.player != null) { - client.player.sendMessage(Text.literal("[AutoRail] " + message), false); - } - } -} \ No newline at end of file +} diff --git a/src/main/java/com/autorail/gui/AutoRailScreen.java b/src/main/java/com/autorail/gui/AutoRailScreen.java new file mode 100644 index 0000000..1be37a3 --- /dev/null +++ b/src/main/java/com/autorail/gui/AutoRailScreen.java @@ -0,0 +1,226 @@ +package com.autorail.gui; + +import com.autorail.AutoRailClient; +import com.autorail.pathing.CoordParser; +import com.autorail.service.AutoRailService; +import net.minecraft.client.gui.DrawContext; +import net.minecraft.client.gui.screen.Screen; +import net.minecraft.client.gui.widget.ButtonWidget; +import net.minecraft.client.gui.widget.TextFieldWidget; +import net.minecraft.text.Text; +import net.minecraft.util.math.BlockPos; + +import java.util.ArrayList; +import java.util.List; + +/** + * 自动铺轨菜单:输入起始点、目标点与若干必经途径点, + * 点击“开始铺轨”后由 {@link AutoRailService} 先寻路再自动铺设。 + */ +public class AutoRailScreen extends Screen { + + private static final int MAX_WAYPOINTS = 8; + private static final int FIELD_W = 220; + private static final int FIELD_H = 18; + private static final int ROW_STEP = 22; + + private TextFieldWidget startField; + private TextFieldWidget destField; + private final List waypointFields = new ArrayList<>(); + private ButtonWidget beginBtn; + private ButtonWidget stopBtn; + private ButtonWidget addBtn; + + private String startText = ""; + private String destText = ""; + private final List waypointTexts = new ArrayList<>(); + private Text error; + private AutoRailService.State prevState; + private int maxVisible; + + // 布局锚点(init 时计算,render 用来画标签) + private int startY, destY, wpLabelY, rowsY, addY, btnY, statusY, hintY; + + public AutoRailScreen() { + super(Text.translatable("autorail.gui.title")); + prevState = AutoRailClient.SERVICE.getState(); + } + + @Override + protected void init() { + waypointFields.clear(); + int cx = this.width / 2; + int left = cx - FIELD_W / 2; + + startY = 44; + startField = addDrawableChild(makeField(left, startY, "autorail.gui.start", "autorail.gui.start.ph")); + startField.setText(startText); + + destY = startY + ROW_STEP + 6; + destField = addDrawableChild(makeField(left, destY, "autorail.gui.dest", "autorail.gui.dest.ph")); + destField.setText(destText); + + wpLabelY = destY + ROW_STEP + 6; + rowsY = wpLabelY + 12; + maxVisible = Math.max(1, Math.min(MAX_WAYPOINTS, (this.height - rowsY - 130) / ROW_STEP)); + + int ry = rowsY; + List texts = new ArrayList<>( + waypointTexts.size() > maxVisible ? waypointTexts.subList(0, maxVisible) : waypointTexts); + for (String t : texts) { + TextFieldWidget f = addDrawableChild(makeField(left, ry, "autorail.gui.waypoints", "autorail.gui.wp.ph")); + f.setText(t); + waypointFields.add(f); + int idx = waypointFields.size() - 1; + addDrawableChild(ButtonWidget.builder(Text.translatable("autorail.gui.remove"), b -> { + saveTexts(); + if (idx < waypointTexts.size()) { + waypointTexts.remove(idx); + } + clearAndInit(); + }).dimensions(left + FIELD_W - 20, ry, 20, FIELD_H).build()); + ry += ROW_STEP; + } + + addY = ry + 2; + addBtn = addDrawableChild(ButtonWidget.builder(Text.translatable("autorail.gui.add"), b -> { + saveTexts(); + waypointTexts.add(""); + clearAndInit(); + }).dimensions(left, addY, 130, FIELD_H).build()); + + btnY = this.height - 52; + beginBtn = addDrawableChild(ButtonWidget.builder(Text.translatable("autorail.gui.begin"), b -> onBegin()) + .dimensions(cx - 141, btnY, 90, 20).build()); + stopBtn = addDrawableChild(ButtonWidget.builder(Text.translatable("autorail.gui.stop"), b -> { + AutoRailClient.SERVICE.stop(this.client == null ? null : this.client.player); + }).dimensions(cx - 45, btnY, 90, 20).build()); + addDrawableChild(ButtonWidget.builder(Text.translatable("autorail.gui.close"), b -> close()) + .dimensions(cx + 51, btnY, 90, 20).build()); + + statusY = this.height - 30; + hintY = this.height - 18; + } + + private TextFieldWidget makeField(int x, int y, String labelKey, String placeholderKey) { + TextFieldWidget f = new TextFieldWidget(this.textRenderer, x, y, FIELD_W, FIELD_H, + Text.translatable(labelKey)); + f.setMaxLength(48); + f.setPlaceholder(Text.translatable(placeholderKey)); + return f; + } + + @Override + public void tick() { + saveTexts(); + AutoRailService s = AutoRailClient.SERVICE; + AutoRailService.State st = s.getState(); + beginBtn.active = st == AutoRailService.State.IDLE + || st == AutoRailService.State.FAILED + || st == AutoRailService.State.DONE; + stopBtn.active = st == AutoRailService.State.PLANNING || st == AutoRailService.State.LAYING; + addBtn.active = waypointTexts.size() < Math.min(MAX_WAYPOINTS, Math.max(1, maxVisible)); + // 寻路完成进入铺设时自动关闭界面(行走需要关闭界面) + if (prevState == AutoRailService.State.PLANNING && st == AutoRailService.State.LAYING) { + this.client.setScreen(null); + return; + } + prevState = st; + } + + private void onBegin() { + saveTexts(); + error = null; + if (this.client == null || this.client.player == null || this.client.world == null) { + error = Text.translatable("autorail.err.needWorld"); + return; + } + var player = this.client.player; + var world = this.client.world; + try { + BlockPos start = CoordParser.parse(startText.isBlank() ? "~" : startText, player, world); + double dx = start.getX() - player.getBlockX(); + double dz = start.getZ() - player.getBlockZ(); + if (dx * dx + dz * dz > 36 || Math.abs(start.getY() - player.getBlockY()) > 8) { + error = Text.translatable("autorail.err.startFar"); + return; + } + BlockPos dest = CoordParser.parse(destText, player, world); + List cps = new ArrayList<>(); + cps.add(start); + for (String t : waypointTexts) { + if (!t.isBlank()) { + cps.add(CoordParser.parse(t, player, world)); + } + } + cps.add(dest); + List dedup = new ArrayList<>(); + for (BlockPos c : cps) { + if (dedup.isEmpty() || !dedup.get(dedup.size() - 1).equals(c)) { + dedup.add(c); + } + } + if (dedup.size() < 2) { + error = Text.translatable("autorail.err.startEqDest"); + return; + } + AutoRailClient.SERVICE.begin(world, player, dedup); + prevState = AutoRailClient.SERVICE.getState(); + } catch (IllegalArgumentException e) { + error = Text.translatable(e.getMessage() == null ? "autorail.err.coordFormat" : e.getMessage()); + } + } + + private void saveTexts() { + if (startField != null) { + startText = startField.getText(); + } + if (destField != null) { + destText = destField.getText(); + } + // 只用可见字段更新对应前若干项;保留因窗口变小而未显示的尾部条目,避免丢失途径点 + int visible = waypointFields.size(); + List tail = waypointTexts.size() > visible + ? new ArrayList<>(waypointTexts.subList(visible, waypointTexts.size())) + : List.of(); + waypointTexts.clear(); + for (TextFieldWidget f : waypointFields) { + waypointTexts.add(f.getText()); + } + waypointTexts.addAll(tail); + } + + @Override + public void removed() { + saveTexts(); + } + + @Override + public void render(DrawContext context, int mouseX, int mouseY, float delta) { + super.render(context, mouseX, mouseY, delta); + int cx = this.width / 2; + int left = cx - FIELD_W / 2; + context.drawCenteredTextWithShadow(this.textRenderer, this.title, cx, 16, 0xFFFFFF); + context.drawCenteredTextWithShadow(this.textRenderer, + Text.translatable("autorail.gui.hint"), cx, 28, 0xA0A0A0); + int labelColor = 0xE0E0E0; + context.drawTextWithShadow(this.textRenderer, + Text.translatable("autorail.gui.start"), left, startY - 11, labelColor); + context.drawTextWithShadow(this.textRenderer, + Text.translatable("autorail.gui.dest"), left, destY - 11, labelColor); + context.drawTextWithShadow(this.textRenderer, + Text.translatable("autorail.gui.waypoints"), left, wpLabelY, labelColor); + Text st = error != null ? error : AutoRailClient.SERVICE.statusText(); + context.drawCenteredTextWithShadow(this.textRenderer, st, cx, statusY, + error != null ? 0xFF5555 : 0x55FF55); + if (AutoRailClient.SERVICE.getState() == AutoRailService.State.LAYING) { + context.drawCenteredTextWithShadow(this.textRenderer, + Text.translatable("autorail.gui.hint.laying"), cx, hintY, 0xFFAA00); + } + } + + @Override + public boolean shouldPause() { + return false; + } +} diff --git a/src/main/java/com/autorail/pathing/CoordParser.java b/src/main/java/com/autorail/pathing/CoordParser.java new file mode 100644 index 0000000..9f0a38e --- /dev/null +++ b/src/main/java/com/autorail/pathing/CoordParser.java @@ -0,0 +1,93 @@ +package com.autorail.pathing; + +import net.minecraft.block.BlockState; +import net.minecraft.client.network.ClientPlayerEntity; +import net.minecraft.client.world.ClientWorld; +import net.minecraft.util.math.BlockPos; + +/** + * 坐标解析:支持 "x y z"、"x z"(自动找地面)、"~" 与 "~±n" 相对玩家。 + * 解析失败抛 {@link IllegalArgumentException},消息为语言 key。 + */ +public final class CoordParser { + + private CoordParser() { + } + + public static BlockPos parse(String raw, ClientPlayerEntity player, ClientWorld world) { + if (raw == null || raw.isBlank()) { + throw err("autorail.err.emptyCoord"); + } + String[] parts = raw.trim().split("[,;\\s]+"); + if (parts.length != 2 && parts.length != 3) { + throw err("autorail.err.coordFormat"); + } + // 两段式:x z(y 自动);三段式:x y z + int[] v = new int[parts.length]; + for (int i = 0; i < parts.length; i++) { + int axis = parts.length == 3 ? i : (i == 0 ? 0 : 2); + v[i] = part(parts[i], player, axis); + } + if (parts.length == 3) { + return new BlockPos(v[0], v[1], v[2]); + } + int y = findSurfaceY(world, v[0], v[1]); + if (y == Integer.MIN_VALUE) { + throw err("autorail.err.noGround"); + } + return new BlockPos(v[0], y, v[1]); + } + + private static IllegalArgumentException err(String key) { + return new IllegalArgumentException(key); + } + + /** 解析单个分量:纯数字,或 ~/~n/~+n/~-n 相对玩家坐标。 */ + private static int part(String s, ClientPlayerEntity player, int axis) { + int base = switch (axis) { + case 0 -> player.getBlockX(); + case 1 -> player.getBlockY(); + default -> player.getBlockZ(); + }; + if (s.equals("~")) { + return base; + } + if (s.startsWith("~")) { + try { + return base + Integer.parseInt(s.substring(1)); + } catch (NumberFormatException e) { + throw err("autorail.err.coordFormat"); + } + } + try { + return Integer.parseInt(s); + } catch (NumberFormatException e) { + throw err("autorail.err.coordFormat"); + } + } + + /** + * 从上往下找该列第一个“上方两格可通行”的实心地面, + * 返回铁轨可放置的 Y(地面 + 1)。找不到返回 Integer.MIN_VALUE。 + */ + public static int findSurfaceY(ClientWorld world, int x, int z) { + for (int y = world.getTopYInclusive() - 2; y > world.getBottomY() + 1; y--) { + BlockPos ground = new BlockPos(x, y, z); + BlockState g = world.getBlockState(ground); + if (g.isAir() || g.isReplaceable() || !g.getFluidState().isEmpty() + || !g.isSolidBlock(world, ground)) { + continue; + } + if (passable(world, ground.up()) && passable(world, ground.up(2))) { + return y + 1; + } + } + return Integer.MIN_VALUE; + } + + /** 可通行(放置/行走高度):空气或无流体的可替换方块(如矮草)。 */ + public static boolean passable(ClientWorld world, BlockPos pos) { + BlockState s = world.getBlockState(pos); + return s.isAir() || (s.getFluidState().isEmpty() && s.isReplaceable()); + } +} diff --git a/src/main/java/com/autorail/pathing/RailPathfinder.java b/src/main/java/com/autorail/pathing/RailPathfinder.java new file mode 100644 index 0000000..94f1fd4 --- /dev/null +++ b/src/main/java/com/autorail/pathing/RailPathfinder.java @@ -0,0 +1,294 @@ +package com.autorail.pathing; + +import net.minecraft.block.BlockState; +import net.minecraft.block.Blocks; +import net.minecraft.client.world.ClientWorld; +import net.minecraft.registry.tag.FluidTags; +import net.minecraft.util.math.BlockPos; +import net.minecraft.util.math.Direction; + +import java.util.ArrayDeque; +import java.util.ArrayList; +import java.util.Comparator; +import java.util.HashMap; +import java.util.List; +import java.util.Map; +import java.util.PriorityQueue; + +/** + * 内置 A* 铁轨寻路(不依赖任何外部寻路模组)。 + * + * 节点 = 铁轨位置 + 进入方向。搜索规则与原版铁轨形状一致: + * - 仅 4 向水平移动,禁止 180° 掉头; + * - 相邻节点允许 ±1 格坡度,但“转弯 + 坡度”不能发生在同一格(原版没有斜弯轨); + * - 每个节点校验:铁轨位为空气/可替换/已有铁轨,上方两格可通行(玩家要沿线走), + * 下方有实心支撑(或空气/水——可用圆石垫补,岩浆直接视为不可通行); + * - 转弯有额外代价,倾向走直线;已有铁轨可复用且有折扣,优先延伸既有线路。 + * + * 通过 {@link #step(int)} 分片执行(每帧限额展开),不会卡住客户端线程。 + * 多个检查点(途径点)会被拆成多段依次寻路并拼接。 + */ +public class RailPathfinder { + + public enum State { RUNNING, FOUND, FAILED } + + private static final float COST_TURN = 0.6f; + private static final float COST_UP = 1.0f; + private static final float COST_DOWN = 0.5f; + private static final float COST_SUPPORT = 2.0f; + private static final float DISCOUNT_RAIL = 0.5f; + /** 搜索区域在检查点包围盒基础上的外扩余量(格)。 */ + private static final int MARGIN = 48; + private static final long MAX_EXPANSIONS = 400_000L; + + private final ClientWorld world; + private final ArrayDeque pending = new ArrayDeque<>(); + private final List result = new ArrayList<>(); + + private State state = State.RUNNING; + private String failKey; + + private BlockPos segStart; + private BlockPos segGoal; + private final PriorityQueue open = new PriorityQueue<>(Comparator.comparingDouble(n -> n.f)); + private final Map best = new HashMap<>(); + private long expansions; + private int opened; + + public RailPathfinder(ClientWorld world, List checkpoints) { + if (checkpoints == null || checkpoints.size() < 2) { + throw new IllegalArgumentException("autorail.err.startEqDest"); + } + this.world = world; + this.segStart = checkpoints.get(0); + for (int i = 1; i < checkpoints.size(); i++) { + this.pending.add(checkpoints.get(i)); + } + advanceSegment(); + } + + public State getState() { + return state; + } + + public String getFailKey() { + return failKey; + } + + public List getResult() { + return result; + } + + public int getOpened() { + return opened; + } + + /** 每帧调用一次,最多展开 budget 个节点。 */ + public void step(int budget) { + if (state != State.RUNNING) { + return; + } + for (int b = 0; b < budget; b++) { + Node cur = poll(); + if (cur == null) { + fail("autorail.err.pathNotFound"); + return; + } + if (cur.pos.equals(segGoal)) { + appendSegment(cur); + segStart = segGoal; + advanceSegment(); + if (state != State.RUNNING) { + return; + } + continue; + } + expand(cur); + if (++expansions > MAX_EXPANSIONS) { + fail("autorail.err.tooFar"); + return; + } + } + } + + /** 取出优先队列中第一个未过期(仍为该 key 最优)的节点。 */ + private Node poll() { + while (true) { + Node n = open.poll(); + if (n == null) { + return null; + } + if (best.get(n.key) == n) { + return n; + } + } + } + + private void expand(Node cur) { + Direction in = cur.dir == NULL_DIR ? null : Direction.byId(cur.dir); + for (Direction d : Direction.Type.HORIZONTAL) { + if (in != null && d == in.getOpposite()) { + continue; // 禁止掉头 + } + boolean turn = in != null && d != in; + int[] dys = turn ? new int[]{0} : new int[]{0, 1, -1}; + for (int dy : dys) { + BlockPos next = cur.pos.offset(d).up(dy); + if (!inRegion(next)) { + continue; + } + int sup = checkNode(next); + if (sup < 0) { + continue; + } + float cost = 1.0f; + if (dy == 1) { + cost += COST_UP; + } else if (dy == -1) { + cost += COST_DOWN; + } + if (sup == SUPPORT_BRIDGE) { + cost += COST_SUPPORT; + } else if (sup == SUPPORT_RAIL) { + cost -= DISCOUNT_RAIL; + } + if (turn) { + cost += COST_TURN; + } + float g = cur.g + cost; + NodeKey key = new NodeKey(next.asLong(), (byte) d.getId()); + Node old = best.get(key); + if (old == null || g < old.g - 1.0e-4f) { + Node n = new Node(key, next, (byte) d.getId(), cur, g, g + h(next)); + best.put(key, n); + open.add(n); + opened++; + } + } + } + } + + private static final byte NULL_DIR = -1; + private static final int SUPPORT_GROUND = 0; + private static final int SUPPORT_BRIDGE = 1; + private static final int SUPPORT_RAIL = 2; + + /** + * 校验某位置能否作为铁轨节点。 + * + * @return -1 不可用;0 天然支撑;1 需垫圆石;2 已有铁轨可复用 + */ + public int checkNode(BlockPos rail) { + BlockState rs = world.getBlockState(rail); + if (rs.isOf(Blocks.RAIL)) { + return CoordParser.passable(world, rail.up()) && CoordParser.passable(world, rail.up(2)) + ? SUPPORT_RAIL : -1; + } + if (!(rs.isAir() || (rs.getFluidState().isEmpty() && rs.isReplaceable()))) { + return -1; + } + if (!CoordParser.passable(world, rail.up()) || !CoordParser.passable(world, rail.up(2))) { + return -1; + } + BlockState sup = world.getBlockState(rail.down()); + if (sup.getFluidState().isIn(FluidTags.LAVA)) { + return -1; + } + if (sup.getFluidState().isIn(FluidTags.WATER) || sup.isAir()) { + return SUPPORT_BRIDGE; + } + if (sup.isReplaceable()) { + return -1; + } + return sup.isSolidBlock(world, rail.down()) ? SUPPORT_GROUND : -1; + } + + private void appendSegment(Node goal) { + ArrayDeque stack = new ArrayDeque<>(); + for (Node n = goal; n != null; n = n.parent) { + Direction d = n.dir == NULL_DIR ? null : Direction.byId(n.dir); + stack.push(new RailStep(n.pos, d)); + } + // 后续段的首节点与上一段终点重复,跳过一个 + int skip = result.isEmpty() ? 0 : 1; + int i = 0; + while (!stack.isEmpty()) { + RailStep s = stack.pollFirst(); + if (i++ >= skip) { + result.add(s); + } + } + } + + private void advanceSegment() { + while (!pending.isEmpty() && pending.peekFirst().equals(segStart)) { + pending.pollFirst(); + } + if (pending.isEmpty()) { + state = State.FOUND; + return; + } + segGoal = pending.pollFirst(); + open.clear(); + best.clear(); + computeRegion(); + if (checkNode(segStart) < 0) { + fail("autorail.err.startInvalid"); + return; + } + Node start = new Node(new NodeKey(segStart.asLong(), NULL_DIR), segStart, NULL_DIR, null, 0f, h(segStart)); + best.put(start.key, start); + open.add(start); + opened++; + } + + private int minX, minY, minZ, maxX, maxY, maxZ; + + private void computeRegion() { + minX = Math.min(segStart.getX(), segGoal.getX()) - MARGIN; + maxX = Math.max(segStart.getX(), segGoal.getX()) + MARGIN; + minZ = Math.min(segStart.getZ(), segGoal.getZ()) - MARGIN; + maxZ = Math.max(segStart.getZ(), segGoal.getZ()) + MARGIN; + minY = Math.max(world.getBottomY() + 1, Math.min(segStart.getY(), segGoal.getY()) - MARGIN); + maxY = Math.min(world.getTopYInclusive() - 3, Math.max(segStart.getY(), segGoal.getY()) + MARGIN); + } + + private boolean inRegion(BlockPos p) { + return p.getX() >= minX && p.getX() <= maxX + && p.getY() >= minY && p.getY() <= maxY + && p.getZ() >= minZ && p.getZ() <= maxZ; + } + + /** 曼哈顿距离 × 0.5,保证在有铁轨复用折扣时仍不高估。 */ + private float h(BlockPos p) { + return 0.5f * (Math.abs(p.getX() - segGoal.getX()) + + Math.abs(p.getY() - segGoal.getY()) + + Math.abs(p.getZ() - segGoal.getZ())); + } + + private void fail(String key) { + failKey = key; + state = State.FAILED; + } + + private static final class Node { + final NodeKey key; + final BlockPos pos; + final byte dir; + final Node parent; + final float g; + final float f; + + Node(NodeKey key, BlockPos pos, byte dir, Node parent, float g, float f) { + this.key = key; + this.pos = pos; + this.dir = dir; + this.parent = parent; + this.g = g; + this.f = f; + } + } + + private record NodeKey(long pos, byte dir) { + } +} diff --git a/src/main/java/com/autorail/pathing/RailStep.java b/src/main/java/com/autorail/pathing/RailStep.java new file mode 100644 index 0000000..d939eba --- /dev/null +++ b/src/main/java/com/autorail/pathing/RailStep.java @@ -0,0 +1,13 @@ +package com.autorail.pathing; + +import net.minecraft.util.math.BlockPos; +import net.minecraft.util.math.Direction; + +/** + * 规划路径上的一个铁轨节点。 + * + * @param railPos 铁轨应放置的位置(其下方一格为支撑方块) + * @param dir 进入该节点的行进方向(整条路径的首节点为 null) + */ +public record RailStep(BlockPos railPos, Direction dir) { +} diff --git a/src/main/java/com/autorail/process/RailProcess.java b/src/main/java/com/autorail/process/RailProcess.java deleted file mode 100644 index 4326095..0000000 --- a/src/main/java/com/autorail/process/RailProcess.java +++ /dev/null @@ -1,330 +0,0 @@ -package com.autorail.process; - -import baritone.api.BaritoneAPI; -import baritone.api.IBaritone; -import baritone.api.pathing.goals.GoalBlock; -import baritone.api.process.IBaritoneProcess; -import baritone.api.process.PathingCommand; -import baritone.api.process.PathingCommandType; -import baritone.api.utils.IPlayerContext; -import net.minecraft.block.BlockState; -import net.minecraft.block.Blocks; -import net.minecraft.client.network.ClientPlayerEntity; -import net.minecraft.entity.player.PlayerInventory; -import net.minecraft.item.Item; -import net.minecraft.item.ItemStack; -import net.minecraft.item.Items; -import net.minecraft.network.packet.c2s.play.UpdateSelectedSlotC2SPacket; -import net.minecraft.text.Text; -import net.minecraft.util.Hand; -import net.minecraft.util.hit.BlockHitResult; -import net.minecraft.util.math.BlockPos; -import net.minecraft.util.math.Direction; -import net.minecraft.util.math.MathHelper; -import net.minecraft.util.math.Vec3d; -import net.minecraft.world.World; - -/** - * 点到点自动铺轨进程(不依赖 Baritone 寻路来规划轨道,只借它的行走能力)。 - * - * 每一轮循环: - * 1. 取玩家水平朝向 Yaw,算出前方 2 格处的地面(下方扫描实心方块); - * 2. 若该列下方悬空/过深,先用圆石垫脚(搭桥); - * 3. 否则切换热键栏到铁轨,右键地面放置(完全走合法交互,服务端才会承认); - * 4. 设 GoalBlock 让玩家走到目标点,然后重复。 - * - * 只铺直轨:铁轨朝向交给原版自动衔接逻辑,转弯请玩家手动转视角。 - */ -public class RailProcess implements IBaritoneProcess { - - /** 动作间隔(tick)。5 tick = 250ms,处于多人服务器建议的 200~300ms 区间,过快会被踢/回弹。 */ - private static final int ACTION_INTERVAL_TICKS = 5; - /** 超过该 tick 数仍未走到目标时,视为已推进,继续铺下一段(避免永久卡死)。 */ - private static final long FORCE_PROGRESS_TICKS = 20; - /** 目标点与玩家的水平距离(格),规范要求 1.5~2 格。 */ - private static final double TARGET_DISTANCE = 2.0; - /** 允许的自然落差(格)。落差超过该值视为悬空,需要垫脚石。 */ - private static final int MAX_DROP = 2; - /** calcFailed 后的宽限 tick:寻路暂时失败不立即停,超过才判定前方不可通行。 */ - private static final long CALC_FAILED_GRACE_TICKS = 10; - - private boolean active; - private long lastActionTick = Long.MIN_VALUE; - private GoalBlock currentGoal; - private long goalSetTick; - - @Override - public boolean isActive() { - return active; - } - - @Override - public boolean isTemporary() { - return false; - } - - @Override - public void onLostControl() { - } - - @Override - public String displayName0() { - return "AutoRail"; - } - - public void start() { - active = true; - currentGoal = null; - } - - public void stop() { - active = false; - currentGoal = null; - } - - @Override - public PathingCommand onTick(boolean calcFailed, boolean isSafeToCancel) { - IBaritone baritone = BaritoneAPI.getProvider().getPrimaryBaritone(); - if (baritone == null) { - return defer(); - } - IPlayerContext ctx = baritone.getPlayerContext(); - ClientPlayerEntity player = ctx.player(); - World world = ctx.world(); - if (player == null || world == null) { - return defer(); - } - - if (!active) { - // 关闭时取消路径,让玩家停下 - return halt(); - } - - long now = world.getTime(); - if (lastActionTick != Long.MIN_VALUE && now - lastActionTick < ACTION_INTERVAL_TICKS) { - return defer(); - } - - if (currentGoal != null) { - if (calcFailed && now - goalSetTick > CALC_FAILED_GRACE_TICKS && !hasArrived(player, currentGoal, now)) { - stop(); - notify(player, "前方无法通行,已停止(请调整朝向或清理障碍)"); - return halt(); - } - if (!hasArrived(player, currentGoal, now)) { - // 继续走向当前目标,不铺新的 - return new PathingCommand(currentGoal, PathingCommandType.REVALIDATE_GOAL_AND_PATH); - } - } - - int railSlot = findSlot(player.getInventory(), Items.RAIL); - if (railSlot == -1) { - stop(); - notify(player, "背包里没有铁轨,已停止"); - return halt(); - } - - Target target = computeTarget(player, world); - if (target == null) { - stop(); - notify(player, "前方没有合适的地面,已停止"); - return halt(); - } - - if (target.needBridge) { - return doBridge(ctx, player, world, target, now); - } - - BlockPos railPos = target.railPos; - BlockState atRail = world.getBlockState(railPos); - if (atRail.isOf(Blocks.RAIL)) { - // 该处已有铁轨,直接走过去铺下一段 - lastActionTick = now; - return moveTo(railPos, now); - } - if (!atRail.isAir() && !atRail.isReplaceable()) { - stop(); - notify(player, "前方被阻挡,已停止"); - return halt(); - } - - // 切换热键栏并同步给服务端(多人必须实时检测背包槽位) - selectSlot(player, railSlot); - - // 构造对下方地面的右键命中:命中点在地块上表面中心,面朝上 - BlockHitResult hit = new BlockHitResult( - new Vec3d(railPos.getX() + 0.5, railPos.getY(), railPos.getZ() + 0.5), - Direction.UP, - railPos.down(), - false - ); - ctx.playerController().processRightClickBlock(player, world, Hand.MAIN_HAND, hit); - - lastActionTick = now; - return moveTo(railPos, now); - } - - /** 垫脚石:目标列下方悬空/太深,拿圆石右键侧面把缺口补上。 */ - private PathingCommand doBridge(IPlayerContext ctx, ClientPlayerEntity player, World world, Target target, long now) { - int bridgeSlot = findSlot(player.getInventory(), Items.COBBLESTONE); - if (bridgeSlot == -1) { - stop(); - notify(player, "前方需要垫脚石,但背包里没有圆石,已停止"); - return halt(); - } - - BlockHitResult hit = findBridgeHit(player, world); - if (hit == null) { - stop(); - notify(player, "无法确定垫脚石位置,已停止"); - return halt(); - } - - selectSlot(player, bridgeSlot); - ctx.playerController().processRightClickBlock(player, world, Hand.MAIN_HAND, hit); - - lastActionTick = now; - // 目标改为垫脚石的位置,让玩家先走到缺口边缘/补块上 - return moveTo(target.railPos.down(), now); - } - - /** - * 在玩家前方寻找一个可点击的实心方块侧面,把新方块垫进缺口。 - * 从远到近找 3 格内的实心方块,点击其朝前的那一面。 - */ - private BlockHitResult findBridgeHit(ClientPlayerEntity player, World world) { - double rad = Math.toRadians(player.getYaw()); - double dx = -Math.sin(rad); - double dz = Math.cos(rad); - Direction face = forwardDirection(dx, dz); - int py = player.getBlockY(); - - for (int dist = 3; dist >= 1; dist--) { - int ex = MathHelper.floor(player.getX() + dx * dist); - int ez = MathHelper.floor(player.getZ() + dz * dist); - for (int ey : new int[]{py - 1, py}) { - BlockPos edge = new BlockPos(ex, ey, ez); - if (isSolid(world, edge)) { - Vec3d hitPos = new Vec3d( - edge.getX() + 0.5 + face.getOffsetX() * 0.5, - edge.getY() + 0.5 + face.getOffsetY() * 0.5, - edge.getZ() + 0.5 + face.getOffsetZ() * 0.5); - return new BlockHitResult(hitPos, face, edge, false); - } - } - } - return null; - } - - /** - * 计算目标点:玩家前方 TARGET_DISTANCE 处(水平方向)的地面之上放铁轨的位置。 - * 返回 null 表示前方不可用;target.needBridge=true 表示该列下方悬空/过深。 - */ - private Target computeTarget(ClientPlayerEntity player, World world) { - double rad = Math.toRadians(player.getYaw()); - double dx = -Math.sin(rad); - double dz = Math.cos(rad); - - int tx = MathHelper.floor(player.getX() + dx * TARGET_DISTANCE); - int tz = MathHelper.floor(player.getZ() + dz * TARGET_DISTANCE); - int py = player.getBlockY(); - - int groundY = findGroundY(world, tx, tz, py + 1); - if (groundY == Integer.MIN_VALUE || groundY < py - MAX_DROP) { - // 悬空(虚空)或落差过大 -> 需要垫脚石 - return new Target(new BlockPos(tx, py, tz), true); - } - if (groundY > py + 2) { - // 前方太高,一步上不去 - return null; - } - return new Target(new BlockPos(tx, groundY + 1, tz), false); - } - - private int findGroundY(World world, int x, int z, int startY) { - int y = startY; - while (y > world.getBottomY()) { - if (isSolid(world, new BlockPos(x, y, z))) { - return y; - } - y--; - } - return Integer.MIN_VALUE; - } - - /** 判定“实心可站立”的方块:非空气、非流体、不可被替换、且为实心。 */ - private boolean isSolid(World world, BlockPos pos) { - BlockState state = world.getBlockState(pos); - return !state.isAir() - && state.getFluidState().isEmpty() - && !state.isReplaceable() - && state.isSolidBlock(world, pos); - } - - private boolean hasArrived(ClientPlayerEntity player, GoalBlock goal, long now) { - BlockPos feet = player.getBlockPos(); - int dx = Math.abs(feet.getX() - goal.x); - int dz = Math.abs(feet.getZ() - goal.z); - if (dx + dz <= 1) { - return true; - } - return now - goalSetTick > FORCE_PROGRESS_TICKS; - } - - private PathingCommand moveTo(BlockPos pos, long now) { - currentGoal = new GoalBlock(pos); - goalSetTick = now; - return new PathingCommand(currentGoal, PathingCommandType.CANCEL_AND_SET_GOAL); - } - - private PathingCommand defer() { - return new PathingCommand(null, PathingCommandType.DEFER); - } - - /** 停止路径:CANCEL_AND_SET_GOAL + 空目标 = 取消寻路,让玩家停下。 */ - private PathingCommand halt() { - return new PathingCommand(null, PathingCommandType.CANCEL_AND_SET_GOAL); - } - - /** 热键栏(前 9 格)查找指定物品。 */ - private int findSlot(PlayerInventory inventory, Item item) { - for (int i = 0; i < 9; i++) { - ItemStack stack = inventory.getStack(i); - if (stack.isOf(item)) { - return i; - } - } - return -1; - } - - /** 切换选中槽位,并同步 UpdateSelectedSlotC2S 包给服务端。 */ - private void selectSlot(ClientPlayerEntity player, int slot) { - player.getInventory().selectedSlot = slot; - if (player.networkHandler != null) { - player.networkHandler.sendPacket(new UpdateSelectedSlotC2SPacket(slot)); - } - } - - /** 把水平朝向向量映射到最近的轴方向(用于垫脚石点击的面)。 */ - private Direction forwardDirection(double dx, double dz) { - if (Math.abs(dx) > Math.abs(dz)) { - return dx > 0 ? Direction.EAST : Direction.WEST; - } - return dz > 0 ? Direction.SOUTH : Direction.NORTH; - } - - private void notify(ClientPlayerEntity player, String message) { - player.sendMessage(Text.literal("[AutoRail] " + message), false); - } - - /** 下一步动作的规划结果。 */ - private static final class Target { - final BlockPos railPos; // 铁轨应放的位置;needBridge 时表示需要垫脚石的那一列 - final boolean needBridge; // 是否需要先垫脚石 - - Target(BlockPos railPos, boolean needBridge) { - this.railPos = railPos; - this.needBridge = needBridge; - } - } -} \ No newline at end of file diff --git a/src/main/java/com/autorail/service/AutoRailService.java b/src/main/java/com/autorail/service/AutoRailService.java new file mode 100644 index 0000000..54f7238 --- /dev/null +++ b/src/main/java/com/autorail/service/AutoRailService.java @@ -0,0 +1,118 @@ +package com.autorail.service; + +import com.autorail.pathing.RailPathfinder; +import com.autorail.pathing.RailStep; +import net.minecraft.client.MinecraftClient; +import net.minecraft.client.network.ClientPlayerEntity; +import net.minecraft.client.world.ClientWorld; +import net.minecraft.text.Text; +import net.minecraft.util.math.BlockPos; + +import java.util.List; + +/** + * 铺轨调度服务(单例,GUI 与执行逻辑的桥梁)。 + * 状态机:PLANNING(分片寻路)→ LAYING(行走铺轨)→ DONE / FAILED。 + */ +public class AutoRailService { + + public enum State { IDLE, PLANNING, LAYING, DONE, FAILED } + + /** 每 tick 寻路展开预算(节点数)。 */ + private static final int PLAN_BUDGET_PER_TICK = 4096; + + private State state = State.IDLE; + private RailPathfinder planner; + private RailExecutor executor; + private String failKey; + + public State getState() { + return state; + } + + public void begin(ClientWorld world, ClientPlayerEntity player, List checkpoints) { + planner = new RailPathfinder(world, checkpoints); + executor = null; + failKey = null; + state = State.PLANNING; + chat(player, "autorail.msg.plan.start", checkpoints.size()); + } + + public void stop(ClientPlayerEntity player) { + if (executor != null) { + executor.releaseKeys(); + } + boolean wasActive = state == State.PLANNING || state == State.LAYING; + planner = null; + executor = null; + state = State.IDLE; + if (wasActive && player != null) { + chat(player, "autorail.msg.stopped"); + } + } + + public void tick(MinecraftClient client) { + if (state != State.PLANNING && state != State.LAYING) { + return; + } + ClientPlayerEntity player = client.player; + ClientWorld world = client.world; + if (player == null || world == null) { + hardStop(); + return; + } + if (state == State.PLANNING) { + planner.step(PLAN_BUDGET_PER_TICK); + if (planner.getState() == RailPathfinder.State.FOUND) { + List steps = planner.getResult(); + executor = new RailExecutor(world, steps); + state = State.LAYING; + chat(player, "autorail.msg.plan.done", steps.size()); + } else if (planner.getState() == RailPathfinder.State.FAILED) { + failKey = planner.getFailKey(); + state = State.FAILED; + chat(player, failKey); + } + return; + } + executor.tick(client); + if (executor.isFinished()) { + if (executor.getFailKey() != null) { + failKey = executor.getFailKey(); + state = State.FAILED; + chat(player, failKey); + } else { + state = State.DONE; + chat(player, "autorail.msg.lay.done", executor.getTotal()); + } + } + } + + private void hardStop() { + if (executor != null) { + executor.releaseKeys(); + } + planner = null; + executor = null; + state = State.IDLE; + } + + /** GUI 底部状态行。 */ + public Text statusText() { + return switch (state) { + case IDLE -> Text.translatable("autorail.gui.status.idle"); + case PLANNING -> Text.translatable("autorail.gui.status.planning", + planner == null ? 0 : planner.getOpened()); + case LAYING -> executor == null ? Text.translatable("autorail.gui.status.idle") + : Text.translatable("autorail.gui.status.laying", executor.getPlaced(), executor.getTotal()); + case DONE -> executor == null ? Text.translatable("autorail.gui.status.idle") + : Text.translatable("autorail.gui.status.done", executor.getTotal()); + case FAILED -> Text.translatable("autorail.gui.status.failed", + Text.translatable(failKey == null ? "autorail.err.pathNotFound" : failKey)); + }; + } + + private static void chat(ClientPlayerEntity player, String key, Object... args) { + player.sendMessage(Text.literal("[AutoRail] ").append(Text.translatable(key, args)), false); + } +} diff --git a/src/main/java/com/autorail/service/RailExecutor.java b/src/main/java/com/autorail/service/RailExecutor.java new file mode 100644 index 0000000..d2f7abd --- /dev/null +++ b/src/main/java/com/autorail/service/RailExecutor.java @@ -0,0 +1,362 @@ +package com.autorail.service; + +import com.autorail.pathing.RailStep; +import net.minecraft.block.BlockState; +import net.minecraft.block.Blocks; +import net.minecraft.client.MinecraftClient; +import net.minecraft.client.network.ClientPlayerEntity; +import net.minecraft.client.world.ClientWorld; +import net.minecraft.item.Items; +import net.minecraft.network.packet.c2s.play.UpdateSelectedSlotC2SPacket; +import net.minecraft.util.Hand; +import net.minecraft.util.hit.BlockHitResult; +import net.minecraft.util.math.BlockPos; +import net.minecraft.util.math.Direction; +import net.minecraft.util.math.MathHelper; +import net.minecraft.util.math.Vec3d; + +import java.util.List; + +/** + * 铺轨执行器:沿已规划好的路径控制玩家行走,并合法放置铁轨/圆石。 + * + * 行走:平滑转向 + 按下前进/跳跃键(客户端输入,服务端正常结算); + * 放置:切换快捷栏 + {@code processRightClickBlock} 右键交互, + * 绝不 world.setBlockState,多人服务器可信任。 + * 玩家只会走在“已完成”的节点上,放置窗口始终领先于行走目标。 + */ +public class RailExecutor { + + /** 放置动作间隔(tick),4 tick = 200ms,符合多人服务器节奏。 */ + private static final int ACTION_INTERVAL = 4; + /** 放置距离的平方(略保守于 4.5 格交互距离)。 */ + private static final double REACH_SQ = 4.2 * 4.2; + /** 一次尝试放置的路径窗口(节点数)。 */ + private static final int PLACE_WINDOW = 4; + /** 行走目标领先玩家所在节点的格数。 */ + private static final int WALK_AHEAD = 2; + /** 原地卡住判定(tick)。 */ + private static final int STUCK_FAIL_TICKS = 120; + /** 总进度停滞判定(tick)。 */ + private static final int STALL_FAIL_TICKS = 300; + /** 每 tick 最大转角(度)。 */ + private static final float MAX_TURN_PER_TICK = 60.0f; + + private final ClientWorld world; + private final List path; + private int cursor; + private int standIndex; + private long tickCounter; + // 初始化为 -ACTION_INTERVAL-1:tickCounter 从 1 开始时 1-(-5)=6 >= ACTION_INTERVAL, + // 第一次满足距离条件即可放置;绝不能用 Long.MIN_VALUE,否则 long 减法溢出得到大负数, + // “上次放置至今”恒为负,放置动作永远不会触发。 + private long lastActionTick = -ACTION_INTERVAL - 1L; + private long stuckSince = -1; + private int stallTicks; + private int lastCursor; + private int jumpTicks; + private boolean lastNeedMove; + private String failKey; + private boolean finished; + + public RailExecutor(ClientWorld world, List path) { + this.world = world; + this.path = path; + } + + public boolean isFinished() { + return finished || failKey != null; + } + + public String getFailKey() { + return failKey; + } + + public int getTotal() { + return path.size(); + } + + public int getPlaced() { + return cursor; + } + + public void tick(MinecraftClient client) { + if (finished || failKey != null) { + return; + } + ClientPlayerEntity player = client.player; + if (player == null) { + return; + } + tickCounter++; + + // 1) 推进已完成(已有铁轨)的节点 + while (cursor < path.size() && isDone(path.get(cursor))) { + cursor++; + } + if (cursor >= path.size()) { + finished = true; + releaseKeys(); + return; + } + + // 2) 行走(放置阶段会再覆盖朝向到交互点) + standIndex = findStandIndex(player); + move(client, player); + + // 3) 放置:窗口内第一个“可达且未完成”的节点 + if (tickCounter - lastActionTick >= ACTION_INTERVAL) { + for (int i = cursor; i < Math.min(cursor + PLACE_WINDOW, path.size()); i++) { + RailStep s = path.get(i); + if (isDone(s)) { + continue; + } + if (player.getEyePos().squaredDistanceTo(Vec3d.ofCenter(s.railPos())) > REACH_SQ) { + continue; + } + attemptPlace(client, player, i); + lastActionTick = tickCounter; + break; + } + } + + // 4) 卡住 / 停滞检测 + if (lastNeedMove && player.isOnGround() && speedSq(player) < 2.0e-4) { + if (stuckSince < 0) { + stuckSince = tickCounter; + } else if (tickCounter - stuckSince > 20) { + jumpTicks = Math.max(jumpTicks, 6); // 先尝试跳一下 + } + if (tickCounter - stuckSince > STUCK_FAIL_TICKS) { + fail("autorail.err.stuck"); + return; + } + } else { + stuckSince = -1; + } + if (cursor == lastCursor) { + if (++stallTicks > STALL_FAIL_TICKS) { + fail("autorail.err.stuck"); + return; + } + } else { + lastCursor = cursor; + stallTicks = 0; + } + } + + /** 行走控制:朝已铺设前方的节点平滑转向并前进,需要上坡时自动跳跃。 */ + private void move(MinecraftClient client, ClientPlayerEntity player) { + int frontier = cursor - 1; // 最高已完成节点 + int walkIdx = Math.min(Math.max(frontier, 0), Math.min(standIndex + WALK_AHEAD, path.size() - 1)); + BlockPos t = path.get(walkIdx).railPos(); + Vec3d center = new Vec3d(t.getX() + 0.5, t.getY(), t.getZ() + 0.5); + double dx = center.x - player.getX(); + double dz = center.z - player.getZ(); + double hSq = dx * dx + dz * dz; + lastNeedMove = hSq > 0.6; + if (lastNeedMove) { + aimAt(player, center.add(0, 0.5, 0)); + client.options.forwardKey.setPressed(true); + } else { + client.options.forwardKey.setPressed(false); + } + if (t.getY() > player.getBlockY() && hSq < 9.0) { + jumpTicks = 6; + } + if (jumpTicks > 0) { + client.options.jumpKey.setPressed(true); + jumpTicks--; + } else { + client.options.jumpKey.setPressed(false); + } + } + + private void attemptPlace(MinecraftClient client, ClientPlayerEntity player, int i) { + RailStep s = path.get(i); + BlockPos rail = s.railPos(); + BlockState at = world.getBlockState(rail); + if (!at.isAir() && !at.isReplaceable() && !at.isOf(Blocks.RAIL)) { + fail("autorail.err.blocked"); + return; + } + + BlockPos support = rail.down(); + BlockState sup = world.getBlockState(support); + if (!sup.isSolidBlock(world, support) || !sup.getFluidState().isEmpty()) { + // 支撑缺失(悬空/水中):先垫圆石 + int slot = findSlot(player, Items.COBBLESTONE); + if (slot < 0) { + fail("autorail.err.noCobble"); + return; + } + BlockHitResult hit = findSupportHit(player, i, support); + if (hit == null) { + fail("autorail.err.noHit"); + return; + } + selectSlot(player, slot); + aimAt(player, hit.getPos()); + client.interactionManager.interactBlock(player, Hand.MAIN_HAND, hit); + player.swingHand(Hand.MAIN_HAND); + return; + } + + int slot = findSlot(player, Items.RAIL); + if (slot < 0) { + fail("autorail.err.noRail"); + return; + } + BlockHitResult hit = new BlockHitResult( + new Vec3d(support.getX() + 0.5, support.getY() + 1.0, support.getZ() + 0.5), + Direction.UP, support, false); + selectSlot(player, slot); + aimAt(player, hit.getPos()); + client.interactionManager.interactBlock(player, Hand.MAIN_HAND, hit); + player.swingHand(Hand.MAIN_HAND); + } + + /** 找一个可点击的实心面,把圆石垫进 support 位置。优先用上一节点的支撑侧面。 */ + private BlockHitResult findSupportHit(ClientPlayerEntity player, int i, BlockPos support) { + if (i > 0) { + BlockPos prevRail = path.get(i - 1).railPos(); + BlockPos prevSupport = prevRail.down(); + if (isSolid(prevSupport)) { + Direction face = horizontalDirection(prevRail, path.get(i).railPos()); + if (face != null) { + return faceHit(prevSupport, face); + } + } + } + double best = Double.MAX_VALUE; + BlockHitResult bestHit = null; + Vec3d eye = player.getEyePos(); + for (Direction face : Direction.values()) { + BlockPos nb = support.offset(face.getOpposite()); + if (!isSolid(nb)) { + continue; + } + BlockHitResult h = faceHit(nb, face); + double d = eye.squaredDistanceTo(h.getPos()); + if (d < best) { + best = d; + bestHit = h; + } + } + return bestHit; + } + + /** 点击 block 的 face 面(新方块会出现在 support 一侧)。 */ + private static BlockHitResult faceHit(BlockPos block, Direction face) { + Vec3d p = new Vec3d( + block.getX() + 0.5 + face.getOffsetX() * 0.5, + block.getY() + 0.5 + face.getOffsetY() * 0.5, + block.getZ() + 0.5 + face.getOffsetZ() * 0.5); + return new BlockHitResult(p, face, block, false); + } + + private static Direction horizontalDirection(BlockPos from, BlockPos to) { + int dx = to.getX() - from.getX(); + int dz = to.getZ() - from.getZ(); + if (Math.abs(dx) > Math.abs(dz)) { + return dx > 0 ? Direction.EAST : Direction.WEST; + } + if (dz != 0) { + return dz > 0 ? Direction.SOUTH : Direction.NORTH; + } + return null; + } + + /** 在窗口内寻找离玩家最近的路径节点索引。 */ + private int findStandIndex(ClientPlayerEntity player) { + int from = Math.max(0, standIndex - 4); + int to = Math.min(path.size() - 1, standIndex + 48); + int bestI = standIndex; + double bestD = Double.MAX_VALUE; + double px = player.getX(); + double pz = player.getZ(); + for (int i = from; i <= to; i++) { + BlockPos r = path.get(i).railPos(); + double dx = r.getX() + 0.5 - px; + double dz = r.getZ() + 0.5 - pz; + double d = dx * dx + dz * dz; + if (d < bestD) { + bestD = d; + bestI = i; + } + } + return bestI; + } + + private boolean isDone(RailStep s) { + return world.getBlockState(s.railPos()).isOf(Blocks.RAIL); + } + + private boolean isSolid(BlockPos pos) { + BlockState state = world.getBlockState(pos); + return !state.isAir() + && state.getFluidState().isEmpty() + && !state.isReplaceable() + && state.isSolidBlock(world, pos); + } + + private static double speedSq(ClientPlayerEntity player) { + Vec3d v = player.getVelocity(); + return v.x * v.x + v.z * v.z; + } + + /** 把视线转向目标点(限制每 tick 转角,避免瞬移式甩头)。 */ + private static void aimAt(ClientPlayerEntity player, Vec3d target) { + Vec3d eye = player.getEyePos(); + double dx = target.x - eye.x; + double dy = target.y - eye.y; + double dz = target.z - eye.z; + double h = Math.sqrt(dx * dx + dz * dz); + float yaw = (float) Math.toDegrees(Math.atan2(-dx, dz)); + float pitch = (float) -Math.toDegrees(Math.atan2(dy, h)); + player.setYaw(stepAngle(player.getYaw(), yaw)); + player.setPitch(stepAngle(player.getPitch(), pitch)); + } + + private static float stepAngle(float cur, float target) { + float d = MathHelper.wrapDegrees(target - cur); + if (d > MAX_TURN_PER_TICK) { + d = MAX_TURN_PER_TICK; + } else if (d < -MAX_TURN_PER_TICK) { + d = -MAX_TURN_PER_TICK; + } + return MathHelper.wrapDegrees(cur + d); + } + + /** 快捷栏查找指定物品。 */ + private static int findSlot(ClientPlayerEntity player, net.minecraft.item.Item item) { + for (int i = 0; i < 9; i++) { + if (player.getInventory().getStack(i).isOf(item)) { + return i; + } + } + return -1; + } + + /** 切换选中槽位并同步给服务端。 */ + private static void selectSlot(ClientPlayerEntity player, int slot) { + player.getInventory().selectedSlot = slot; + if (player.networkHandler != null) { + player.networkHandler.sendPacket(new UpdateSelectedSlotC2SPacket(slot)); + } + } + + private void fail(String key) { + failKey = key; + releaseKeys(); + } + + public void releaseKeys() { + MinecraftClient mc = MinecraftClient.getInstance(); + if (mc == null || mc.options == null) { + return; + } + mc.options.forwardKey.setPressed(false); + mc.options.jumpKey.setPressed(false); + } +} diff --git a/src/main/resources/assets/autorail/lang/en_us.json b/src/main/resources/assets/autorail/lang/en_us.json index 5bd51ca..f63cbec 100644 --- a/src/main/resources/assets/autorail/lang/en_us.json +++ b/src/main/resources/assets/autorail/lang/en_us.json @@ -1,4 +1,39 @@ { - "key.autorail.toggle": "Toggle Auto Rail", - "category.autorail": "AutoRail" + "autorail.gui.title": "AutoRail", + "autorail.gui.hint": "Format: x y z (or x z for auto height). ~ = current, supports ~5 / ~-3 offsets", + "autorail.gui.hint.laying": "Laying in progress: close this screen so the player keeps walking", + "autorail.gui.start": "Start", + "autorail.gui.start.ph": "Empty = current position", + "autorail.gui.dest": "Destination", + "autorail.gui.dest.ph": "e.g. 100 64 -200", + "autorail.gui.waypoints": "Waypoints (visited in order)", + "autorail.gui.wp.ph": "e.g. ~ 100", + "autorail.gui.add": "+ Add waypoint", + "autorail.gui.remove": "X", + "autorail.gui.begin": "Start laying", + "autorail.gui.stop": "Stop", + "autorail.gui.close": "Close", + "autorail.gui.status.idle": "Idle", + "autorail.gui.status.planning": "Pathfinding… {0} nodes opened", + "autorail.gui.status.laying": "Laying rails… {0} / {1}", + "autorail.gui.status.done": "Done! {0} rails placed", + "autorail.gui.status.failed": "Failed: {0}", + "autorail.err.needWorld": "Enter a world first", + "autorail.err.emptyCoord": "Coordinate is empty", + "autorail.err.coordFormat": "Bad coordinate format (e.g. 100 64 -200 or ~ 10 ~)", + "autorail.err.noGround": "No usable ground in that column", + "autorail.err.startFar": "Start must be near the player (within 6 blocks horizontal, 8 vertical)", + "autorail.err.startEqDest": "Start and destination are the same", + "autorail.err.startInvalid": "Cannot place a rail at the start (check headroom and support)", + "autorail.err.pathNotFound": "No rail-able path found (try adding waypoints)", + "autorail.err.tooFar": "Too far or too complex for the pathfinder", + "autorail.err.noRail": "No rails left in the hotbar", + "autorail.err.noCobble": "Bridging needs cobblestone in the hotbar", + "autorail.err.noHit": "No clickable block to place against", + "autorail.err.blocked": "Path blocked (cannot place a rail there)", + "autorail.err.stuck": "Player stuck - clear the obstacle and retry", + "autorail.msg.plan.start": "Pathfinding ({0} checkpoints)…", + "autorail.msg.plan.done": "Path found: {0} blocks. Laying rails - avoid opening other screens", + "autorail.msg.lay.done": "Done! {0} rails placed", + "autorail.msg.stopped": "Stopped" } diff --git a/src/main/resources/assets/autorail/lang/zh_cn.json b/src/main/resources/assets/autorail/lang/zh_cn.json index 036b5ae..27ee53d 100644 --- a/src/main/resources/assets/autorail/lang/zh_cn.json +++ b/src/main/resources/assets/autorail/lang/zh_cn.json @@ -1,4 +1,39 @@ { - "key.autorail.toggle": "切换自动铺轨", - "category.autorail": "自动铺轨" + "autorail.gui.title": "AutoRail 自动铺轨", + "autorail.gui.hint": "坐标格式:x y z(或 x z 自动取地面);~ 表示当前,支持 ~5 / ~-3 偏移", + "autorail.gui.hint.laying": "铺轨进行中:关闭此界面玩家才会继续行走", + "autorail.gui.start": "起始点", + "autorail.gui.start.ph": "留空 = 当前位置", + "autorail.gui.dest": "目标点", + "autorail.gui.dest.ph": "例如 100 64 -200", + "autorail.gui.waypoints": "途径点(按顺序经过,可留空)", + "autorail.gui.wp.ph": "例如 ~ 100", + "autorail.gui.add": "+ 添加途径点", + "autorail.gui.remove": "✕", + "autorail.gui.begin": "开始铺轨", + "autorail.gui.stop": "停止", + "autorail.gui.close": "关闭", + "autorail.gui.status.idle": "待机中", + "autorail.gui.status.planning": "寻路中… 已展开 {0} 个节点", + "autorail.gui.status.laying": "铺轨中… {0} / {1}", + "autorail.gui.status.done": "完成!共铺设 {0} 格铁轨", + "autorail.gui.status.failed": "失败:{0}", + "autorail.err.needWorld": "请先进入世界", + "autorail.err.emptyCoord": "坐标不能为空", + "autorail.err.coordFormat": "坐标格式错误(示例:100 64 -200 或 ~ 10 ~)", + "autorail.err.noGround": "该坐标列找不到可用的地面", + "autorail.err.startFar": "起始点必须在玩家附近(水平 6 格、垂直 8 格以内)", + "autorail.err.startEqDest": "起始点和目标点相同", + "autorail.err.startInvalid": "起始点无法放置铁轨(检查上方空间与下方支撑)", + "autorail.err.pathNotFound": "找不到可铺轨的路径(试试增加途径点绕行)", + "autorail.err.tooFar": "距离太远或地形太复杂,超出寻路上限", + "autorail.err.noRail": "快捷栏里没有铁轨了", + "autorail.err.noCobble": "前方需要垫脚,但快捷栏里没有圆石", + "autorail.err.noHit": "找不到可交互的方块来放置", + "autorail.err.blocked": "路径被阻挡(该位置无法放置铁轨)", + "autorail.err.stuck": "玩家卡住了,请清理障碍后重试", + "autorail.msg.plan.start": "开始寻路({0} 个检查点)…", + "autorail.msg.plan.done": "路径规划完成:{0} 格,开始铺轨(请勿打开其他界面)", + "autorail.msg.lay.done": "铺轨完成!共 {0} 格", + "autorail.msg.stopped": "已停止" } diff --git a/src/main/resources/fabric.mod.json b/src/main/resources/fabric.mod.json index 8dcea1d..f6d95c6 100644 --- a/src/main/resources/fabric.mod.json +++ b/src/main/resources/fabric.mod.json @@ -3,7 +3,7 @@ "id": "autorail", "version": "${version}", "name": "AutoRail", - "description": "面向方向自动铺设铁轨(基于 Baritone API)。", + "description": "自动铺铁轨模组:内置 A* 寻路规划可铺轨路线,控制玩家边走边合法右键放置铁轨/圆石,不依赖 Baritone。", "authors": [ "AutoRail" ], @@ -19,8 +19,5 @@ "minecraft": "~1.21.4", "java": ">=21", "fabric-api": "*" - }, - "suggests": { - "baritone": "*" } }