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