diff --git a/src/main/java/autostore/client/controller/ExpansionController.java b/src/main/java/autostore/client/controller/ExpansionController.java index 6678fd4..1eae339 100644 --- a/src/main/java/autostore/client/controller/ExpansionController.java +++ b/src/main/java/autostore/client/controller/ExpansionController.java @@ -563,7 +563,7 @@ implements SubtitleChatMonitor.Listener { } this.baritoneBridge.cancel(); client.player.getInventory().selectedSlot = slot; - client.interactionManager.interactItem(client.player, Hand.field_5808); + client.interactionManager.interactItem(client.player, Hand.MAIN_HAND); this.eating = true; this.status = "\u81ea\u52a8\u8fdb\u98df\u4e2d"; this.log("\u81ea\u52a8\u8fdb\u98df\uff0c\u9965\u997f\u503c " + foodLevel); @@ -574,7 +574,7 @@ implements SubtitleChatMonitor.Listener { private int findFoodSlot(PlayerInventory inventory) { for (int slot = 0; slot < 36; ++slot) { ItemStack stack = inventory.getStack(slot); - if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.field_50075) == null) continue; + if (stack.isEmpty() || stack.getComponents().get(DataComponentTypes.FOOD) == null) continue; return slot; } return -1; diff --git a/src/main/java/autostore/client/planner/ExpansionPlanner.java b/src/main/java/autostore/client/planner/ExpansionPlanner.java index cf885d4..f4d41d0 100644 --- a/src/main/java/autostore/client/planner/ExpansionPlanner.java +++ b/src/main/java/autostore/client/planner/ExpansionPlanner.java @@ -8,7 +8,6 @@ import autostore.client.config.ExpansionConfig; import autostore.client.territory.ChunkPos; import autostore.client.territory.TerritoryModel; import autostore.client.territory.TerritoryState; -import java.util.ArrayDeque; import java.util.ArrayList; import java.util.Comparator; import java.util.HashSet; @@ -191,11 +190,13 @@ public final class ExpansionPlanner { } /** - * 策略 2 矩形区域扩地:完全按玩家圈选的矩形区域扩地。 + * 策略 2 矩形区域扩地:在玩家圈选的矩形内,从与现有领土接壤的区块开始, + * 横向或纵向 S 形扫过整个矩形。 * - *

先检查矩形区域是否与己方领土接壤(矩形内至少有一个未占领区块与领土相邻), - * 若未接壤则返回空列表(不扩地)。接壤后,从接壤边界开始 BFS 逐层向内, - * 将矩形内所有未被占领的区块全部纳入计划,保证每个区块都与已占领领土连通。 + *

与旧版"沿邦国边界逐层向内 BFS"不同,本算法不再贴着邦国现有边界, + * 而是生成一条贯穿矩形的 S 形路径:从接壤起点开始,逐行/逐列交替反向扫过, + * 保证路径上每个区块都与已占领领土(含己方领土、本次会话新占领)接壤, + * 矩形内已占领的区块自动跳过、不重复占领。 */ private List generateRectangle(TerritoryModel model, ExpansionConfig config, ChunkPos playerChunk) { Set actualOwn = this.ownChunks(model); @@ -208,48 +209,136 @@ public final class ExpansionPlanner { int minZ = config.regionMinZ; int maxZ = config.regionMaxZ; int limit = config.targetCount > 0 ? config.targetCount : Integer.MAX_VALUE; - // 检查矩形是否与己方领土接壤:矩形内至少有一个未占领区块与领土相邻 - boolean bordersOwn = false; + // 找出矩形内所有与己方领土接壤的未占领区块(作为 S 形起点候选) + ArrayList borderChunks = new ArrayList(); for (int x = minX; x <= maxX; ++x) { for (int z = minZ; z <= maxZ; ++z) { ChunkPos chunk = new ChunkPos(x, z); if (allClaimed.contains(chunk)) continue; if (this.ownNeighbors(chunk, actualOwn) > 0) { - bordersOwn = true; - break; + borderChunks.add(chunk); } } - if (bordersOwn) break; } - if (!bordersOwn) { + if (borderChunks.isEmpty()) { return List.of(); } - // 初始边界:矩形内与己方领土(原始领土)直接相邻的未占领区块 - HashSet plannedOwn = new HashSet(actualOwn); - ArrayDeque frontier = new ArrayDeque(); + // 选择起点:优先矩形角落附近与领土接壤的区块,使 S 形能自然覆盖整个矩形 + ChunkPos start = this.chooseStart(borderChunks, minX, maxX, minZ, maxZ); + // 生成 S 形扫描路径(覆盖矩形内所有区块,含已占领的) + List sPath = this.buildSPath(start, minX, maxX, minZ, maxZ); + // 已占领集合:己方领土 + 所有已占领 + 本次规划已纳入的区块 + HashSet claimed = new HashSet(actualOwn); + claimed.addAll(allClaimed); ArrayList result = new ArrayList(); - for (int x = minX; x <= maxX; ++x) { - for (int z = minZ; z <= maxZ; ++z) { - ChunkPos chunk = new ChunkPos(x, z); - if (allClaimed.contains(chunk) || plannedOwn.contains(chunk)) continue; - if (this.ownNeighbors(chunk, actualOwn) > 0) { - plannedOwn.add(chunk); - frontier.add(chunk); + for (ChunkPos chunk : sPath) { + if (result.size() >= limit) break; + if (claimed.contains(chunk)) continue; + // 必须与已占领领土接壤,保证能够开拓 + if (this.ownNeighbors(chunk, claimed) == 0) continue; + result.add(chunk); + claimed.add(chunk); + } + return result; + } + + /** + * 从接壤候选区块中选择 S 形扫描的起点: + * 优先选择矩形角落上的接壤区块;没有角落接壤时,选择离任一角落最近的接壤区块。 + */ + private ChunkPos chooseStart(List borderChunks, int minX, int maxX, int minZ, int maxZ) { + ChunkPos[] corners = new ChunkPos[]{new ChunkPos(minX, minZ), new ChunkPos(maxX, minZ), new ChunkPos(minX, maxZ), new ChunkPos(maxX, maxZ)}; + for (ChunkPos corner : corners) { + if (borderChunks.contains(corner)) { + return corner; + } + } + ChunkPos best = null; + int bestDist = Integer.MAX_VALUE; + for (ChunkPos chunk : borderChunks) { + for (ChunkPos corner : corners) { + int dist = Math.abs(chunk.x() - corner.x()) + Math.abs(chunk.z() - corner.z()); + if (dist < bestDist) { + bestDist = dist; + best = chunk; } } } - // BFS 逐层向内填满整个矩形 - while (!frontier.isEmpty() && result.size() < limit) { - ChunkPos chunk = frontier.removeFirst(); - result.add(chunk); - for (ChunkPos neighbor : this.cardinalNeighbors(chunk)) { - if (neighbor.x() < minX || neighbor.x() > maxX || neighbor.z() < minZ || neighbor.z() > maxZ) continue; - if (allClaimed.contains(neighbor) || plannedOwn.contains(neighbor)) continue; - plannedOwn.add(neighbor); - frontier.add(neighbor); + return best; + } + + /** + * 生成从起点开始的 S 形扫描路径,覆盖矩形内所有区块。 + * + *

扫描主轴根据起点所在边缘决定:起点在顶/底行时横向逐行扫描, + * 起点在左/右列时纵向逐列扫描。每行/列内方向交替反向,形成 S 形。 + * 起点所在行/列从起点向两侧铺开,保证起点是路径第一个区块。 + */ + private List buildSPath(ChunkPos start, int minX, int maxX, int minZ, int maxZ) { + ArrayList path = new ArrayList(); + boolean horizontal = start.z() == minZ || start.z() == maxZ; + if (horizontal) { + int startRow = start.z(); + // 起点行:从起点向一侧到边缘,再反向到另一侧,完整覆盖该行 + boolean leftToRight = start.x() == minX; + if (leftToRight) { + for (int x = start.x(); x <= maxX; ++x) path.add(new ChunkPos(x, startRow)); + for (int x = start.x() - 1; x >= minX; --x) path.add(new ChunkPos(x, startRow)); + } else { + for (int x = start.x(); x >= minX; --x) path.add(new ChunkPos(x, startRow)); + for (int x = start.x() + 1; x <= maxX; ++x) path.add(new ChunkPos(x, startRow)); + } + // 其余行:先向下(+z)再向上(-z),每行方向交替,形成 S 形 + boolean ltr = leftToRight; + for (int z = startRow + 1; z <= maxZ; ++z) { + this.appendRow(path, z, minX, maxX, ltr); + ltr = !ltr; + } + for (int z = startRow - 1; z >= minZ; --z) { + this.appendRow(path, z, minX, maxX, ltr); + ltr = !ltr; + } + } else { + int startCol = start.x(); + // 起点列:从起点向一侧到边缘,再反向到另一侧,完整覆盖该列 + boolean topToBottom = start.z() == minZ; + if (topToBottom) { + for (int z = start.z(); z <= maxZ; ++z) path.add(new ChunkPos(startCol, z)); + for (int z = start.z() - 1; z >= minZ; --z) path.add(new ChunkPos(startCol, z)); + } else { + for (int z = start.z(); z >= minZ; --z) path.add(new ChunkPos(startCol, z)); + for (int z = start.z() + 1; z <= maxZ; ++z) path.add(new ChunkPos(startCol, z)); + } + // 其余列:先向右(+x)再向左(-x),每列方向交替,形成 S 形 + boolean ttb = topToBottom; + for (int x = startCol + 1; x <= maxX; ++x) { + this.appendCol(path, x, minZ, maxZ, ttb); + ttb = !ttb; + } + for (int x = startCol - 1; x >= minX; --x) { + this.appendCol(path, x, minZ, maxZ, ttb); + ttb = !ttb; } } - return result; + return path; + } + + /** 追加一行区块到路径(leftToRight=true 时从左到右,否则从右到左) */ + private void appendRow(List path, int row, int minX, int maxX, boolean leftToRight) { + if (leftToRight) { + for (int x = minX; x <= maxX; ++x) path.add(new ChunkPos(x, row)); + } else { + for (int x = maxX; x >= minX; --x) path.add(new ChunkPos(x, row)); + } + } + + /** 追加一列区块到路径(topToBottom=true 时从上到下,否则从下到上) */ + private void appendCol(List path, int col, int minZ, int maxZ, boolean topToBottom) { + if (topToBottom) { + for (int z = minZ; z <= maxZ; ++z) path.add(new ChunkPos(col, z)); + } else { + for (int z = maxZ; z >= minZ; --z) path.add(new ChunkPos(col, z)); + } } /** 在候选集中找到离当前游标最近的一个区块(曼哈顿距离),作为推进的前沿 */ diff --git a/src/main/resources/fabric.mod.json b/src/main/resources/fabric.mod.json index 8ecf8a8..0063818 100644 --- a/src/main/resources/fabric.mod.json +++ b/src/main/resources/fabric.mod.json @@ -1 +1 @@ -{"schemaVersion":1,"id":"autostore","version":"1.0.5","name":"AutoStore","description":"","authors":[],"contact":{},"license":"All-Rights-Reserved","environment":"client","entrypoints":{"fabric-datagen":["autostore.client.AutoStoreModDataGenerator"],"client":["autostore.client.AutoStoreModClient"],"main":["autostore.AutoStoreMod"]},"mixins":["autostore.mixins.json",{"config":"autostore.client.mixins.json","environment":"client"}],"depends":{"fabricloader":">=0.16.14","fabric-api":"*","minecraft":"1.21.4"},"jars":[{"file":"META-INF/jars/baritone-api-fabric-1.13.1.jar"}]} \ No newline at end of file +{"schemaVersion":1,"id":"autostore","version":"1.1.0","name":"AutoStore","description":"","authors":[],"contact":{},"license":"All-Rights-Reserved","environment":"client","entrypoints":{"fabric-datagen":["autostore.client.AutoStoreModDataGenerator"],"client":["autostore.client.AutoStoreModClient"],"main":["autostore.AutoStoreMod"]},"mixins":["autostore.mixins.json",{"config":"autostore.client.mixins.json","environment":"client"}],"depends":{"fabricloader":">=0.16.14","fabric-api":"*","minecraft":"1.21.4"},"jars":[{"file":"META-INF/jars/baritone-api-fabric-1.13.1.jar"}]} \ No newline at end of file