diff --git a/src/main/java/autostore/client/controller/ExpansionController.java b/src/main/java/autostore/client/controller/ExpansionController.java index 11a193c..92bcf59 100644 --- a/src/main/java/autostore/client/controller/ExpansionController.java +++ b/src/main/java/autostore/client/controller/ExpansionController.java @@ -35,6 +35,7 @@ import net.minecraft.entity.EquipmentSlot; import net.minecraft.entity.LivingEntity; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.entity.player.PlayerInventory; +import net.minecraft.entity.vehicle.AbstractBoatEntity; import net.minecraft.item.ItemStack; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.Vec3d; @@ -129,6 +130,8 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { private boolean returnThenStop; /** 自动攻击当前目标的实体 ID(-1 为无目标),仅用于避免重复记录战斗日志 */ private int combatTargetEntityId = -1; + /** 当前是否正持续按住空格键(自动游泳用),用于 stop() 与离开条件时精准释放 */ + private boolean holdingJump; public ExpansionController(TerritoryDataService dataService) { this.dataService = dataService; @@ -278,6 +281,8 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { if (this.sideStepping) { this.stopSideStep(false); } + // 若处于自动游泳持续按空格阶段,先释放空格键 + this.releaseJump(MinecraftClient.getInstance()); // 若正处于自动用船动作流程,先释放蹲伏键与暂存的主手槽位 this.autoBoat.reset(MinecraftClient.getInstance(), true); this.eating = false; @@ -893,20 +898,41 @@ implements SubtitleChatMonitor.Listener, BaritoneBridge.PathListener { /** * 自动游泳逻辑(每帧调用): - * 仅在玩家完全没入水中(有溺水风险)时自动跳跃,保持浮在水面。 - * 玩家在水面上正常游泳时不做任何干预,避免干扰 Baritone 的水平寻路。 + * 仅在玩家处于水中(含没入 / 水面 / 浅水)、Baritone 未接管寻路、玩家不在船中时, + * 持续按住跳跃键,使玩家不断浮到水面,避免溺水。 + * 任务停止、离开水、Baritone 开始寻路、坐上船等条件触发时立即释放跳跃键, + * 避免干扰 Baritone 与其它流程。 */ private void tickAutoSwim(MinecraftClient client) { - if (!this.isRunning()) { + if (!this.isRunning() || client.player == null) { + this.releaseJump(client); return; } PlayerEntity player = client.player; - if (player == null) { - return; + // 水中 + Baritone 未接管 + 玩家不在船中(船里前进靠船自身,不需要自动跳)→ 持续按住空格 + boolean inWater = player.isTouchingWater(); + boolean baritoneControlling = this.baritoneBridge.isPathing(); + boolean inBoat = player.getVehicle() instanceof AbstractBoatEntity; + if (inWater && !baritoneControlling && !inBoat) { + this.pressJump(client); + } else { + this.releaseJump(client); } - // 只有完全没入水中(头部在水面以下)才有溺水风险,此时才需要跳跃上浮 - if (player.isSubmergedInWater()) { - player.jump(); + } + + /** 按住跳跃键(仅在当前未按时生效,避免重复赋值) */ + private void pressJump(MinecraftClient client) { + if (!this.holdingJump && client.options != null) { + client.options.jumpKey.setPressed(true); + this.holdingJump = true; + } + } + + /** 释放跳跃键(仅在当前按住时生效,避免误清玩家手动按下的状态——但本模组自己设置的就该清掉) */ + private void releaseJump(MinecraftClient client) { + if (this.holdingJump && client.options != null) { + client.options.jumpKey.setPressed(false); + this.holdingJump = false; } }