fix: 修复已占领区块导致玩家被困 - 每次tick检查目标占领状态,超时主动刷新地图 (v1.0.3)
这个提交包含在:
@@ -283,6 +283,10 @@ implements SubtitleChatMonitor.Listener {
|
||||
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
|
||||
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;
|
||||
}
|
||||
if (this.playerChunk.equals(this.target)) {
|
||||
this.baritoneBridge.cancel();
|
||||
this.stageStartedMillis = System.currentTimeMillis();
|
||||
@@ -292,6 +296,8 @@ implements SubtitleChatMonitor.Listener {
|
||||
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
|
||||
this.dataService.refreshAsync();
|
||||
if (this.retryCount >= this.config.retries) {
|
||||
this.log("\u5bfb\u8def\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
||||
this.setState(State.FAIL, "\u5bfb\u8def\u8d85\u65f6");
|
||||
@@ -308,6 +314,10 @@ implements SubtitleChatMonitor.Listener {
|
||||
this.setState(State.NEXT, "\u76ee\u6807\u4e3a\u7a7a");
|
||||
return;
|
||||
}
|
||||
// 目标已被他人占领(地图刷新后发现):立即跳过,避免被困在已占领区块
|
||||
if (this.skipIfTargetClaimed("\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||
return;
|
||||
}
|
||||
// 玩家离开了目标区块(被击退/寻路偏差),重新寻路回去
|
||||
if (!this.playerChunk.equals(this.target)) {
|
||||
this.retrySameTarget("\u79bb\u5f00\u76ee\u6807\u533a\u5757\uff0c\u91cd\u65b0\u524d\u5f80 " + this.target.x() + "," + this.target.z());
|
||||
@@ -316,6 +326,8 @@ implements SubtitleChatMonitor.Listener {
|
||||
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
|
||||
this.dataService.refreshAsync();
|
||||
if (this.retryCount >= this.config.retries) {
|
||||
this.log("\u7b49\u5f85\u8d85\u65f6\uff0c\u8df3\u8fc7 " + this.target.x() + "," + this.target.z());
|
||||
this.setState(State.FAIL, "\u7b49\u5f85\u9886\u5730\u5f00\u62d3\u8d85\u65f6");
|
||||
@@ -328,12 +340,30 @@ implements SubtitleChatMonitor.Listener {
|
||||
|
||||
/** 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
|
||||
if (this.skipIfTargetClaimed("\u91cd\u8bd5\u65f6\u53d1\u73b0\u76ee\u6807\u5df2\u88ab\u5360\u9886")) {
|
||||
return;
|
||||
}
|
||||
this.baritoneBridge.cancel();
|
||||
this.stageStartedMillis = System.currentTimeMillis();
|
||||
this.baritoneBridge.pathTo(this.target);
|
||||
this.setState(State.PATHING, statusText);
|
||||
}
|
||||
|
||||
/**
|
||||
* 若当前目标区块已被任何邦国占领(含己方与本次会话),
|
||||
* 则记录日志、跳过该目标并进入 NEXT 状态,返回 true。
|
||||
* 用于在地图数据异步刷新后及时识别"已被占领"的区块,避免死循环。
|
||||
*/
|
||||
private boolean skipIfTargetClaimed(String reason) {
|
||||
if (this.target != null && this.isClaimedByOthers(this.target)) {
|
||||
this.log(reason + " " + this.target.x() + "," + this.target.z() + "\uff0c\u8df3\u8fc7");
|
||||
this.setState(State.NEXT, "\u8df3\u8fc7\u5df2\u5360\u9886\u533a\u5757");
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/** 成功后的过渡:进入 NEXT 状态,准备处理下一个目标 */
|
||||
private void tickSuccess() {
|
||||
this.setState(State.NEXT, "\u5df2\u5b8c\u6210 " + this.completedClaims + (this.config.targetCount > 0 ? "/" + this.config.targetCount : "/\u6301\u7eed"));
|
||||
|
||||
在新工单中引用
屏蔽一个用户