From 3601bcd40e3adaa04479bea58f0591b26096c24a Mon Sep 17 00:00:00 2001 From: lyizai <3945107889@qq.com> Date: Tue, 18 Aug 2026 20:59:39 +0800 Subject: [PATCH] =?UTF-8?q?v1.1.9:=20=E5=AF=BB=E8=B7=AF=E8=B6=85=E6=97=B6?= =?UTF-8?q?=E6=94=B9=E4=B8=BA=E9=87=8D=E6=96=B0=E5=AF=BB=E8=B7=AF/?= =?UTF-8?q?=E8=B7=B3=E8=BF=87=E7=9B=AE=E6=A0=87=E8=80=8C=E9=9D=9E=E5=9B=9E?= =?UTF-8?q?=E5=9F=8E?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- README.md | 6 +- .../controller/ExpansionController.java | 62 +++---------------- 2 files changed, 13 insertions(+), 55 deletions(-) diff --git a/README.md b/README.md index 788ac40..4143e4d 100644 --- a/README.md +++ b/README.md @@ -7,12 +7,14 @@ - 从远程 `markers.json` 拉取各国领土边界 - 四种扩地策略:方形外扩、区域扩地、玩家周围、绕国一圈 - 区域扩地采用 S 形扫描:从与己方领土接壤的区块开始,横向/纵向 S 形扫过整个矩形,不沿邦国边界,但保证每个新占领区块都与**己方领土**接壤(仅四个正方向,不把其他邦国领土计入接壤) -- 自动寻路(Baritone)前往目标区块,寻路优先走地面减少走入矿洞,超时自动 `/u return` 回城自救 -- 目标有效性校验:寻路/等待/重试前实时校验目标是否仍未被他人占领,已被占领则跳过并重新规划 +- 自动寻路(Baritone)前往目标区块;监听 Baritone 路径事件,目标不可达(CALC_FAILED,如被悬崖/高山/水体隔断)时立即跳过;寻路超时则重新寻路(不立即回城),重试耗尽才跳过当前目标 +- 运行时接壤校验:寻路/等待阶段每帧校验目标是否仍与己方领土接壤,地图刷新导致边界变化时立即跳过 +- 目标有效性校验:目标若已被其他邦国占领则立即跳过 - 自动进食(饥饿时自动吃背包食物) - 实时地图 GUI(通过 Ctrl+R 打开) - 监听聊天/字幕消息判断开垦结果 - 刷新地图时与最新 `markers.json` 核对已占领区块,丢弃地图未确认的超期假占领,避免高地扩地残留空洞 +- 日志导出:GUI 右上角“导出日志”按钮,或 `/autostore log` 命令,记录寻路、坐标、状态、路径事件等 ## 安装 diff --git a/src/main/java/autostore/client/controller/ExpansionController.java b/src/main/java/autostore/client/controller/ExpansionController.java index 2d33850..37c2eb3 100644 --- a/src/main/java/autostore/client/controller/ExpansionController.java +++ b/src/main/java/autostore/client/controller/ExpansionController.java @@ -80,12 +80,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { private int retryCount; /** 当前阶段(寻路/等待)的开始时间戳 */ private long stageStartedMillis; - /** 发送 "/u return" 回城指令的时间戳;0 表示当前未处于回城恢复等待中 */ - private long returnCommandAtMillis; - /** 回城后是否需要跳过当前目标(重试次数已耗尽则为 true) */ - private boolean skipTargetAfterReturn; - /** 回城等待时长:发送 "/u return" 后等待传送回王城的毫秒数 */ - private static final long RETURN_WAIT_MS = 10_000L; /** 最近一次开垦进度(0-100) */ private int lastProgress; /** 当前目标区块的哈希集合,用于去重(防止重复计数) */ @@ -188,8 +182,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { this.claimedSet.clear(); this.target = null; this.eating = false; - this.returnCommandAtMillis = 0L; - this.skipTargetAfterReturn = false; this.baritoneBridge.applyConfig(this.config); this.setState(State.PLANNING, "\u6b63\u5728\u751f\u6210\u6269\u5f20\u8ba1\u5212"); this.log("\u5f00\u59cb\u81ea\u52a8\u6269\u5730\uff0c\u90a6\u56fd\uff1a" + this.model.selfStateName()); @@ -204,8 +196,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { } this.baritoneBridge.cancel(); this.eating = false; - this.returnCommandAtMillis = 0L; - this.skipTargetAfterReturn = false; this.setState(State.STOPPED, "\u5df2\u624b\u52a8\u505c\u6b62"); this.log("\u5df2\u624b\u52a8\u505c\u6b62"); } @@ -302,33 +292,13 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { /** * 寻路阶段每帧逻辑:到达目标区块后进入等待开垦状态; - * 若寻路超时则重试,超过重试次数则跳过该目标。 + * 若寻路超时则重新寻路(而非回城),超过重试次数则跳过该目标。 */ private void tickPathing() { if (this.target == null) { this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a"); return; } - // 正处于"回城恢复等待"中(已发送 /u return):等待传送回王城,暂不处理超时/到达 - if (this.returnCommandAtMillis > 0L) { - // 等待窗口未结束:静默等待,让 /u return 完成传送 - if (System.currentTimeMillis() - this.returnCommandAtMillis < RETURN_WAIT_MS) { - this.status = "\u5bfb\u8def\u8d85\u65f6\uff0c\u6b63\u5728\u56de\u57ce\uff08/u return\uff09"; - return; - } - // 等待窗口结束:取消回城等待;据重试次数决定重寻路或跳过 - this.returnCommandAtMillis = 0L; - if (this.skipTargetAfterReturn) { - this.skipTargetAfterReturn = false; - this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u56de\u57ce\u540e\u8df3\u8fc7 " + this.target.x() + "," + this.target.z()); - this.setState(State.FAIL, "\u5bfb\u8def\u8d85\u65f6"); - this.dataService.refreshAsync(); - } else { - this.log("\u5df2\u56de\u57ce\uff0c\u91cd\u65b0\u5bfb\u8def\u524d\u5f80 " + this.target.x() + "," + this.target.z()); - this.retrySameTarget("\u5df2\u56de\u57ce\uff0c\u91cd\u65b0\u524d\u5f80 " + this.target.x() + "," + this.target.z()); - } - return; - } // 目标已被他人占领(地图刷新后发现):立即跳过,避免继续寻路到无效区块 if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) { return; @@ -354,16 +324,17 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { long elapsedSeconds = (System.currentTimeMillis() - this.stageStartedMillis) / 1000L; if (elapsedSeconds >= this.config.waitTimeoutSeconds) { ++this.retryCount; - // 主动刷新地图,尽快同步"区块已被占领"的最新状态,避免玩家被困 + // 主动刷新地图,尽快同步最新领土状态 this.dataService.refreshAsync(); - // 寻路超时:发送 /u return 回城,等待传送回王城后重新寻路;重试次数耗尽则回城后跳过 - this.skipTargetAfterReturn = this.retryCount >= this.config.retries; - if (this.skipTargetAfterReturn) { - this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u56de\u57ce\u540e\u8df3\u8fc7 " + this.target.x() + "," + this.target.z()); + if (this.retryCount >= this.config.retries) { + // 重试耗尽:跳过当前目标(不再回城),交给下一个目标 + this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z()); + this.setState(State.FAIL, "\u5bfb\u8def\u8d85\u65f6"); } else { - this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u56de\u57ce\u91cd\u8bd5 " + this.retryCount + "/" + this.config.retries); + // 重新寻路(而非回城):取消旧路径并重新计算,往往“在边上走走”就能走出困境 + this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u91cd\u65b0\u5bfb\u8def " + this.retryCount + "/" + this.config.retries); + this.retrySameTarget("\u5bfb\u8def\u8d85\u65f6\uff0c\u91cd\u65b0\u5bfb\u8def"); } - this.issueReturnCommand(); } } @@ -401,21 +372,6 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { } } - /** - * 发送 "/u return" 回城指令,取消当前寻路,并记录发送时刻以进入回城恢复等待。 - * 服务器会在约 10 秒后将玩家传送回邦国王城,届时由 tickPathing 重新寻路。 - */ - private void issueReturnCommand() { - this.baritoneBridge.cancel(); - MinecraftClient client = MinecraftClient.getInstance(); - if (client != null && client.player != null && client.player.networkHandler != null) { - // sendChatCommand 需传不带斜杠的命令("/u return" -> "u return") - client.player.networkHandler.sendChatCommand("u return"); - } - this.returnCommandAtMillis = System.currentTimeMillis(); - this.status = "\u5bfb\u8def\u8d85\u65f6\uff0c\u5df2\u53d1\u9001 /u return \u56de\u57ce"; - } - /** 重试当前目标:取消旧寻路,重新让 Baritone 前往同一目标区块 */ private void retrySameTarget(String statusText) { // 目标已被他人占领(地图刷新后发现):不再重试,直接跳过,避免玩家被困在已占领区块